TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game 
  designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and MM are 
  trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 
  2005 Wizards of the Coast, Inc. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
  For questions specific to this document, please e-mail your Triad at contact.fur@iuzlg.com; for LIVING GREYHAWK campaign questions email 
  rpgahq@wizards.com. 
  FUR7-03 
   
   
   
   
   
   
   
   
   
   
  Illusions and Dreams 
   
  A One-Round Dungeons & Dragons® Living Greyhawk™  
  Furyondy Regional Adventure 
  Version 0.9 
   
  by Andrew Nuxoll 
   
  Reviewers: John du Bois, Jeffery A. Dobberpuhl, Britt F. Frey, Michelle Sharp 
  Playtesters: Michael Combs, Pete Cooney, John du Bois, Christopher Good, Megan Jobes and John Ratliff. 
   
  The Mage Council is sending you to the war weary County of Crystalreach where more than one candidate may be 
  worthy of the Chamber of Four. This mission is particularly harrowing and fully successful outcomes may not be the 
  norm. Chaotic aligned PCs are encouraged to be on their best behavior. Arcane spellcasters and members of the Mage 
  Council, Furyondy Military, Twilight Hunters and church related meta-organizations are encouraged to play this 
  scenario. Part of 4 of the Eight of Wands story arc. An adventure for APLs 4-10. 
   
  
  FUR7-07 Illusions and Dreams 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK 
  setting—you must sanction it as part of an RPGA event. 
  This event could be as elaborate as a big convention, or as 
  simple as a group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in charge 
  of making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and then reported back 
  to the RPGA in a timely manner. The person who runs 
  the game is called the session Dungeon Master (or usually 
  just DM). Sometimes (and almost all the time in the cases 
  of home events) the senior gamemaster is also the session 
  DM. You must be at least a HERALD-LEVEL GM to run this 
  adventure. By sanctioning and reporting this adventure, 
  you accomplish a couple of things. First, it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: PH, DMG, and MM.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information 
  on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
  AVERAGE PARTY LEVEL (APL) 
  See Chapter One of the Living Greyhawk Campaign 
  Sourcebook for details on APLs. If the APL of your group is 
  an odd number, ask them before the adventure begins 
  whether they would like to play the higher or the lower 
  adjacent APL. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard Regional adventure, set in Furyondy. 
  Characters native to that region pay 1 Time Unit per 
  round; all other characters pay 2 Time Units per round. 
   
  More information about Lifestyle and Upkeep can be 
  found in the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  This story begins and ends with a Baklunish miscreant 
  named Adar ibn Vahim. Adar, the son a minor noble, was 
  always a bit of rapscallion in his youth. On more than one 
  occasion he avoided time in the stocks only because of his 
  father's influence. As a result, his exasperated father sent 
  him early into the Paighan (Ket's militia) where he might 
  hope to learn some respect for the law while also earning 
  his citizenship in Ket. 
   
  Instead, Adar's mischief merely found new grounds 
  in the Paighan and he quickly drew the ire of his 
  superiors. When Adar, at the age of 17, suddenly 
  developed sorcererous talents it seemed certain he was 
  bound for failure.  
   
  Instead the Adar's disaster was forestalled by a 
  woman named Golbahar the Guiled, a Mother in Ket's 
  Brotherhood of Sorcerers. While the Brotherhood is 
  viewed with a jaundiced eye in Ket, Adar's superiors were 
  all too happy to oblige when Golbahar managed to 
  arrange for Adar's service to transfer to the Brotherhood.  
   
  Adar worked long days in service to his country and 
  long nights training in the arcane arts with Golbahar. But 
  since Adar was unable to pay for these gifts, he agreed to 
  owe a debt to Golbahar upon gaining his citizenship. 
  With this debt, Adar became an indentured servant called 
  an “ushdar” to make his repayment.  
   
  Until Adar's debt was paid via his service, he was not 
  considered a person but merely the property of Golbahar. 
  Despite this shame, Adar reveled in his tutelage and 
  quickly grew quite powerful. In time, he accompanied on 
  
  FUR7-07 Illusions and Dreams 
   
  Page 2 
  Golbahar on multiple adventures both inside and outside 
  of Ket's borders.  
   
  It was during one such trip that Adar gained the 
  friendship of a young and equally ambitious wizard 
  named Feerak. Feerak spent long hours with Adar 
  spinning tales of his exploits in service to the Empire of 
  Iuz. While Adar stiffened at the mention of Old Wicked, 
  he quickly softened to Feerak's tales and felt most keenly 
  his resentment of Golbahar's strict discipline and 
  ownership of him. 
   
  At the urging or Feerak, Adar stole away in the night 
  with two of Golbahar's more powerful magical items. The 
  two young arcane casters fled east until they reached the 
  dread city of Delequenn on the eastern shore of Whyestil 
  Lake. There Adar's talents were put to use forging magical 
  weapons for Old Wicked's orcish armies. Adar's spirit 
  grew sick at the depravities he witnessed in the lands Iuz 
  yet he dared not leave for fear of reprisal. Years of fearful 
  servitude taught Adar the art of keen observation while 
  remaining nondescript. His magical talents also grew in 
  that direction his mischievous ways were finally honed 
  into powerful personal self-discipline and strength of 
  character. Yet, Adar despaired for the loss of his country 
  and his foolish betrayal of Golbahar which panged upon 
  his conscience… 
   
  One fateful day in the fall of CY 595, Adar met Elaana 
  Merene, a city guard who seemed to embody everything 
  the Adar wished he could be. There, in the shadow of the 
  Old One, a romance blossomed. As his relationship with 
  Elaana grew she confided in him a frightening secret: She 
  was a holy paladin of Heironeous, and the leader of a 
  small cadre of spies sent to Dorakaa to spy upon the 
  activities there. Adar felt his long suppressed internal 
  conflict ignite and the shame of his evil deeds came 
  flooding back. In a bevy of tears, he confessed his sins to 
  the devoted Elaana and swore an oath to Heironeous to 
  atone for them and to aid her and her companions in 
  their quest. Adar was absolved and restored under the 
  light of the Archpaladin.  
   
  But invoking the name of Heironeous in holy oath 
  drew the attention of Iuz himself. That very night Adar 
  was dragged from his bed and brought before a Lesser 
  Boneheart who proclaimed that physical torture and 
  death were too good for Adar. With a magical spell similar 
  to trap the soul, Adar was drawn bodily into a magical 
  prison within an unholy symbol of Iuz. Unlike, the spell, 
  Adar was able to observe the world around him while 
  remaining wholly undetectable. In other words, he was 
  doomed for eternity of conscious imprisonment and 
  inevitable madness. 
   
   It took Elaana three months of dangerous 
  questioning to learn the fate of her lost love. She and a 
  party of her comrades ambushed the hobgoblin cleric 
  who bore the unholy symbol in which Adar was 
  imprisoned. She slew the cleric, but not before most of 
  her companions were slain by his bodyguard. Elaana and 
  her sole remaining companion fled with the unholy 
  symbol back towards Furyondy. They nearly made it. A 
  border patrol found them as they tried to cross the Veng. 
  Elaana's companion took an arrow in his throat and 
  Elaana, already badly injured, was hit squarely in the back 
  of the head with a thrown hammer. She sunk lifelessly 
  beneath the water. 
   
  Adar, who remained trapped in the unholy symbol 
  around Elaana's neck, had watched impotently as his 
  lover bore him toward safety at the risk of her own life. 
  Now he watched as Elaana's lifeless body drifted to the 
  bottom of the Veng. He knew he faced an eternity 
  beneath the waves in his unholy prison. Yet, instead of 
  despairing, he refused to yield. 
   
  In a burst of determined insight, Adar manifested his 
  arcane power for the first time without benefit of 
  material, somatic or verbal components. His presence in 
  the unholy symbol around her neck allowed him to share 
  a spell with her as he might with a familiar. As a result, 
  Elaana's body was filled with false life and her eyes sprang 
  open in her would-be watery grave. The injured paladin 
  dragged herself onto the western shore of the Veng. 
   
  In time, Elaana's body healed but the blow to her 
  head had left her with nearly complete amnesia of her 
  adult life. She began to wander through eastern 
  Crystalreach in search of herself. Her innate desire for 
  good drove her to champion and defend the farmers and 
  merchants she found there. But without the direction of 
  her church, she turned to vigilantism. Until Elaana has 
  recognized and atoned for her deeds she has lost her 
  paladin abilities. With her unrelenting amnesia, she 
  stands on the verge of being lost forever, but Adar sees 
  how her situation mirrors his own and refuses to falter. 
  He appears to her regularly using his illusion magic and, 
  though she does not remember him, he has carefully 
  rekindled their romance. Adar has encouraged Elaana's 
  instinctive desire for goodness and aided her in small 
  quests for justice in hopes that her divine calling will 
  reawaken her memory.  
   
  Word of this "vigilante wizard's" deeds has spread 
  throughout Furyondy and beyond as both rumor and 
  bard's tale. Word has even reached into the Abbor-Alz 
  where the signature features of the "vigilante wizard's" 
  spellcasting were too close of a match to that of a 
  renegade Ketite sorcerer named Adar ibn Vahim whose 
  name still drove the vengeful Golbahar into fits of rage. 
  Within a day, a small party of Ketites led by a powerful 
  Brotherhood sorceress was on their way into the lands of 
  King Belvor. 
   
  At the same time, Iuzian diviners have determined 
  the fate of their lost cleric and have dispatched a pair of 
  agents bent on revenge. 
   
  Our story begins as all these groups — Adar and 
  Elaana, the Iuzian agents, the Ketite hunters, the humble 
  rural citizens of Crystalreach and, of course, the PCs — 
  are on a collision course for the small, unsuspecting town 
  of Batlet… 
   
  
  FUR7-07 Illusions and Dreams 
   
  Page 3 
  ADVENTURE SUMMARY 
  INTRODUCTION 
  Once again, the PCs are called to the Mage Council 
  headquarters in Chendl. Some PCs also receive 
  instructions for their meta-organizations. 
  1: A MEETING WITH TELMUS 
  The PCs meet with Telmus and are given their mission: 
  interview the wizard Ereland Manneth in the town of 
  Fendrelean in Crystalreach. They are also asked to be on 
  the lookout for another mysterious spellcasters who 
  might be a candidate. 
  2: WIZARD HUNT 
  The PCs may ask around about the mystery wizard in 
  Chendl or in small towns in Crystalreach. 
  3: WELCOMING PYRE 
  The PCs arrive at Fendrelean and perhaps gather 
  information about Ereland Manneth and a recent raid on 
  the town of Fendrelean. 
  4: ERELAND MANNETH 
  The PCs interview Ereland Manneth. He sets them on the 
  trail of a mysterious vigilante wizard who warned 
  Manneth about the raid. Manneth asks the PCs to find 
  out more about her. Unbeknownst to Manneth or the 
  PCs, this vigilante is Adar who is hidden in the unholy 
  symbol around Elaana's neck. 
  5: SEE NO EVIL. HEAR NO EVIL. 
  The PCs' investigations into the location of the vigilante 
  wizard point them toward the town of Batlet. During 
  their journey, one of them receives a vision portending to 
  their future and urging them to make haste toward Batlet. 
  6 
  The PCs arrive in Batlet to find a showdown between two 
  other groups who are seeking the vigilante. One group is 
  from Ket who seek to reclaim the wizard for crimes 
  committed in that country. The other group is a pair of 
  Iuzian assassins posing as hound archons. The 
  confrontation rapidly reaches a violent conclusion that is 
  joined by a mob of concerned citizens from the town. 
  7: WHAT TO DO WITH A LOST PALADIN? 
  The PCs interview the rescued "vigilante": a woman 
  named Elaana who is an amnesiac. She denies being a 
  spellcaster but persistent PCs can learn the source of her 
  spellcasting - a sorcerer who is trapped within the unholy 
  symbol of Iuz around her neck. 
  8: SPEAKING WITH ADAR 
  Adar himself appears to the PCs and begs them to find a 
  way to release him from his prison. He also provides 
  more background on his and Elaana's story. 
  9: DEMON IN A BOTTLE 
  The PCs stumble onto a way to free Adar when one of 
  their own enters the unholy symbol to replace him. The 
  demon guardian attacks and the trapped PC must defeat it 
  to avoid Adar's fate. The other PCs may help, but only in a 
  limited fashion. 
  10: INTERVIEW WITH ADAR IBN VAHIM 
  If the PCs decide that Adar is worthy of the Chamber of 
  Four, the can interview him. 
  CONCLUSION 
  The PCs report back to Telmus. They describe the events 
  of their adventure as well as their conclusions about 
  Ereland Manneth and possibly also Adar. 
   
  PREPARATION FOR PLAY 
  Prior to this and any other Furyondy regional adventure, 
  the DM should ask the PCs the following questions: 
  • Do you or any items you possess detect as evil? 
  • If items detect as evil, do you plan to bring them on 
  this adventure? 
  • Are you presently wanted for any crimes in Furyondy? 
   
  If the PCs detect as evil or possess any items that do, be 
  sure that they are aware that both are criminal acts in the 
  kingdom and that they are likely to be arrested and 
  prosecuted if captured. 
   
  You should make the following preparations 
  specifically for this adventure: 
  • Determine which PCs have played previous adventures 
  in the Eight of Wands story arc. These scenarios 
  include: 
  o FUR6-06 Invocation and Intrigue 
  o FUR6-07 Conjuring Trouble 
  o FUR7-01 A Tune of Transmutation 
  • PCs that have played FUR6-06 and have Lielenna's 
  Foretelling on their adventure record may receive a 
  vision during this adventure if they received the Idiot, 
  Knight, Throne or Void cards. 
  • Encounter Six contains a complex combat involving 
  multiple factions. It is essential that you prepare for 
  this. If you find yourself running this module "cold" 
  (i.e., without preparation) it is recommended you spend 
  the first 20 minutes of the slot carefully reading 
  Encounter 6B. 
  • For 
  your 
  convenience, 
  additional 
  supplemental 
  materials are available on the Furyondy website 
  including: 
  o A high-resolution, full color version of the encounter 
  map.  
  o Pre-filled initiative cards for all the creatures in this 
  scenario. 
   
  INTRODUCTION 
  This adventure begins when the PCs receive a summons 
  from the Furyondy Mage Council. The circumstances 
  that lead to this invitation vary depending upon who the 
  PCs are and, in particular, what meta-organizations they 
  belong to. Use the following “hooks” to get the PCs 
  involved. If a PC is eligible for multiple hooks, they 
  receive handouts for all of them. 
  
  FUR7-07 Illusions and Dreams 
   
  Page 4 
  • PCs who have successfully completed a previous 
  scenario in this story arc or are members of the 
  Furyondy Mage Council receive an invitation directly 
  from Telmus. Give these PCs Player’s Handout #1. 
  • Members of most of the major church meta-
  organizations receive a letter from their organization 
  about the candidate they are about to interview. 
  Members of the Church of Heironeous, Church of St. 
  Cuthbert, Church of Rao and Church of Mayaheine 
  receive Player’s Handout #2. Members of the Church of 
  Trithereon, Church of Pelor and FAST-C receive Player’s 
  Handout #3. 
  • Members of the Twilight Hunters receive some 
  interesting information from their organization. Give 
  these PCs Player’s Handout #4. 
  • PCs who are eligible for none of the above hooks are 
  presumed to be invited by one of the other PCs at the 
  table who is eligible for a hook. Have the players 
  determine at this point who was invited by whom. 
   
  If none of the PCs have played a previous adventure in 
  the story arc, select one PC who has been selected based 
  on personal merit to head the committee. Ideally this PC 
  would be (in order of importance) a citizen of Furyondy, 
  non-chaotic in alignment and a wizard or warmage. You 
  should select the PC that seems closest to this ideal and 
  give him/her Player’s Handout #5. It is assumed that this 
  PC has invited the other PCs at the table and is 
  responsible for their behavior.  
   
  Finally, if any PC(s) received Lielenna's Foretelling 
  in FUR6-06 Invocation and Intrigue and drew the Throne 
  card, then pull the player(s) aside and read the following: 
   
  At dawn today, as you made your way to Furyondy 
  Mage Council your eye was drawn to a hunched 
  beggar crouched at the entrance to an alley. As you 
  made eye contact, the rheumy-eyed man began to 
  speak. Despite the distance between you, his words 
  fell upon your ear as if he were standing at your side. 
  They were most familiar words as well: the words of 
  Lielenna, the old fortune teller you met in the 
  Felldrake. "A man's nobility lies not in his lands or 
  in his titles but in his heart. Beware legitimacy and 
  perceived 
  loyalty. 
  Embrace 
  humility 
  and 
  reconciliation." 
   
  The PC has just received a vision. If the PC talks to the 
  beggar, she discovers that the beggar does not remember 
  speaking to the PC. If the PC gives the beggar a coin she 
  gains a boon: Each time during this adventure that she 
  rolls a natural 1 on a d20, she may re-roll the result. 
   
  Before 
  beginning, 
  have 
  the 
  PCs 
  introduce 
  themselves to each other. The next encounter assumes 
  that they traveled together to Chendl (or met up in the 
  city). 
   
  1: A MEETING WITH TELMUS 
  The adventure begins when Telmus gives the PCs their 
  new mission. Read the following introductory text: 
   
  As you approach the headquarters of the Furyondy 
  Mage Council, you spot Telmus waiting for you at 
  the front door. His visage is thoughtful and perhaps 
  a little anxious but he brightens upon seeing you 
  approach. “I’m glad to see you are on time,” he says as 
  he escorts you inside. “I need you to travel to the 
  town of Fendrelean in the County of Crystalreach. 
  Ereland Manneth is the garrison commander there 
  and a wizard of no small skill. I’d like you to 
  interview him as per usual. This part of your mission 
  is simple. Ereland knows you are coming and, this 
  time, I don’t expect you to encounter any unusual 
  mishaps along the way. Any questions?” 
   
  Give the players Player's Handout #6 Map of Crystalreach so 
  they are familiar with the locations Telmus is describing. 
   
  Telmus waits quietly for the PCs to consider their 
  mission. Answers to the most likely questions are as 
  follows: 
  • Interview? As per usual? 
  If the players haven't played any of the previous 
  adventures in the Eight of Wands story arc, this 
  introduction may seem abrupt. In brief, the PCs have 
  been selected to interview him as a candidate for the 
  open position in Furyondy's Chamber of Four. You 
  should consult Appendix 3 for details on the PCs' 
  involvement in the selection process. 
  • Are there other parts to our mission? 
  If the PCs ask this question, proceed to the next read-
  aloud text below. 
  • Tell us about Ereland Manneth. 
  “I have strict instructions to avoid biasing your opinion. All I 
  can tell you is that he is a wizard. He commands the 
  garrison at Fendrelean in Crystalreach. He is expecting 
  you.” 
  • Should we covertly investigate Ereland Manneth? 
  (The PCs may ask this question due to the fact that in 
  previous adventures in this story arc the PCs were 
  asked to watch for signs that the wizard or his liege 
  may be in league with Thrommel.) 
  Telmus looks embarrassed if asked this question. 
  “Ereland is a war hero and his liege is a paladin of 
  Heironeous. If our king had only one allied province 
  remaining it would be the County of Crystalreach. No 
  covert investigation will be necessary.” 
  • Who are the other candidates? or How many 
  candidates are there? 
  “I’m not at liberty to give you that information and in any 
  case I don’t have that information to share.” 
  • Are you a candidate? 
  Telmus laughs. “No I’m certain that I’m not.” 
  • Can I apply for the position? 
  If the PC who asks is at least a 10th level arcane 
  spellcaster and a member of the Furyondy Mage 
  
  FUR7-07 Illusions and Dreams 
   
  Page 5 
  Council then Telmus gives the PC an appraising 
  look. “You can not apply for the position, of course. You can 
  only be selected. However, I admit your arcane skill is well 
  known and you may already be a candidate.” 
  PCs who do not meet the arcane qualifications get 
  blank look and the following response: “The Chamber 
  of Four is reserved for only the most skilled arcanists whose 
  loyalty is unimpeachable. I admire your ambition but I 
  think the council would find you are not quite ready for 
  such a post.” 
  • What’s the pay? 
  “I can offer you a fixed sum now, but it will render you 
  ineligible for any future rewards the council would grant 
  you for a particularly successful mission. Is that your wish?”  
  PCs who insist on negotiating their pay (or getting 
  paid) now receive their money up front instead of at 
  the end (see Treasure below) but are ineligible for the 
  Influence of the Furyondy Mage Council on their 
  adventure record. 
   
  Once the questions have ceased, Telmus continues: 
  “There is a secondary part to your mission. A few 
  rumors have reached us recently of a new wizard 
  who has appeared in Crystalreach. Even accounting 
  for the exaggeration of rumor, he appears to be quite 
  powerful. I'd like you to keep your ear to the ground. 
  Ask around here in Chendl and at the towns and 
  cities you stay in and see if you can find out more 
  about this mysterious spellcaster. If you can find 
  him and he seems worthy of the Chamber of Four, 
  I’d like you to interview him as if he were a 
  candidate. 
   
  Your first mission is to interview Ereland 
  Manneth in Fendrelean. Your secondary mission is 
  to find this mystery wizard.” 
   
  The PCs can ask more questions at this point. Additional 
  questions they may ask are as follows: 
  • Exactly what rumors have you heard? 
  “Whoever this wizard is, he seems to be acting a bit like 
  vigilante. Both reports I've heard have been from caravan 
  guards whose lives were saved from one of the Old One's 
  (<spit!>) guerilla raids." 
  • Where was he seen? 
  "The first sighting was south and east of Morsten. The second 
  sighting was closer to Fendrelean." 
  • Where can we find these caravan guards? 
  "They've likely moved on by now and I doubt you'd learn 
  much from them. Wizards by nature are somewhat jealous 
  of their privacy." 
  • Any tips or leads? 
  "I expect that Ereland will be far more useful than I can be if 
  you need help to locate this wizard.” 
   
  Here are some things that Telmus knows but does not 
  share with the PCs short of a successful Intimidate check 
  (opposed by Telmus' Sense Motive): 
  • Telmus has met Ereland Manneth on several occasions 
  while Telmus was still apprenticed to Thimme de 
  Levine. Telmus considers Ereland a friend (though not 
  a close friend). While Telmus' first choice for the 
  position is his old master, Ereland is his favorite 
  alternative. 
  • The candidates who have been examined to date are 
  Afronidious of the Gold County and Satiana of the 
  Duchy of the Reach. 
  • Telmus is aware that many council members feel 
  Ereland is too young and inexperienced to be in the 
  Chamber. 
  • Telmus has heard that the committee of churches has 
  recommended Ereland Manneth for the post. 
  • Telmus also knows everything about Ereland that can 
  be leaned via Gather Information (see below). 
  • Telmus does not know who the other candidates are 
  but he is fairly certain that his own master, Thimme de 
  Levine is on the short list. Thimme played a peripheral 
  role in FUR6-06 Invocation and Intrigue and will appear 
  in future scenarios in this arc. 
   
  At the conclusion of the interview, a PC who played 
  FUR6-06 Invocation and Intrigue, received Lielenna's 
  foretelling and drew the Knight card receives a vision. 
  Pull that player aside and read the following: 
   
  As you stand to leave Telmus' company you hear the 
  voice of Lielenna, the fortune teller you met in the 
  Felldrake Inn. "Do not search only those who are 
  presented to you, brave one! The noble heart you 
  seek beats in the chest of one who was once an 
  enemy. Fair Furyondy needs your courage and your 
  wisdom. Choose your actions wisely and act 
  decisively." 
   
  As Lielenna's words fade you hear a sickening 
  demonic voice saturated with malice, "We know this 
  woman lives. Find her. Kill her. And, most 
  importantly, bring me the symbol of the Old One 
  that she bears." Another guttural, almost canine, 
  voice answers. "Thank you, master. It shall be done 
  as you say..." 
   
  DEVELOPMENT 
  If the PCs decide to find our more about Ereland 
  Manneth or start their search for the mystery wizard then 
  proceed to Encounter Two. If they decide to go to 
  Fendrelean to interview Ereland Manneth proceed to 
  Encounter Three. 
   
  Treasure: The PCs are paid APL x 50gp after they have 
  completed the mission as long as they successfully 
  interview Ereland and provide Telmus with their opinion 
  of the candidate. 
  APL 4: Loot – 0 gp, Coin – 33 gp, Magic – 0 gp. 
  APL 6: Loot – 0 gp, Coin – 50 gp, Magic – 0 gp. 
  APL 8: Loot – 0 gp, Coin – 67 gp, Magic – 0 gp. 
  APL 10: Loot – 0 gp, Coin – 83 gp, Magic – 0 gp. 
   
  
  FUR7-07 Illusions and Dreams 
   
  Page 6 
  2: WIZARD HUNT 
  The PCs may wish to use Gather Information to find out 
  more about one or both of their missions. The tables 
  below should aid you with the results. Success yields all 
  information up to the rolled DC. 
   
  PCs can also use Knowledge (local: Iuz’s Border 
  States) or Bardic Knowledge to discover the information 
  in these tables. 
   
  Information about Ereland Manneth 
  DC 5 
  That two-timing sonofabitch ran off to 
  Dyvers with my girlfriend and my purse! Is 
  he a friend of yours?! (Note: This is, of 
  course, false information and should be 
  skipped if the PCs achieved a higher DC.) 
  DC 8 
  Ereland Manneth is a war hero. He’s an 
  officer in the military who was instrumental 
  in our success at Molag. 
  DC 11 
  Manneth 
  commands 
  the 
  garrison 
  at 
  Fendrelean in the County of Crystalreach. 
  He is well liked by the townsfolk there. 
  DC 16 
  Manneth is actually a wizard even though 
  he’s in the military. I guess not all wizards 
  are bad folk, just most of them. 
  DC 22 
  The northeastern part of Crystalreach has 
  been targeted by a lot guerilla activity lately. 
  I’m glad Manneth is out there. If anyone can 
  beat the Old One (<spit!>) at his own game, 
  it’s Manneth. 
  DC 26 
  The guerillas have been less successful lately 
  due to some vigilante wizard that’s turned 
  up. Manneth doesn’t know whether to arrest 
  him or let him be. 
   
  Information about the Mystery wizard 
  DC 16 
  Didn’t a couple of wizards settle in 
  Crystalreach after the Shield Lands fell? It 
  might be one of them? 
  DC 23 
  I hear there’s a mysterious new wizard 
  wandering the countryside in Crystalreach. 
  Some say he’s on our side but others say he’s 
  a spy. 
  DC 26 
  I hear this mystery wizard stopped an entire 
  band of orc guerillas all by himself. 
  DC 31 
  Yah, I seen her. I was guarding a caravan 
  about 10 miles north of Fendrelean when we 
  got jumped by a dozen orcs! I thought I was 
  dead for sure but she just comes strolling out 
  of woods as calm as you please. Suddenly 
  there’s a horrible black monster heaving out 
  of the ground under them and dragging 
  them to their doom! She’s a strange wizard 
  what with chainmail and a battleaxe. But she 
  saved my life she did. Every single orc 
  perished on the spot. We only lost a single 
  man and that to a nasty falchion wound. 
   
  Rumors on the Road 
  In addition to information gathered, the PCs may also 
  hear a few rumors as they travel across the Crystalreach. 
  • Not much goes on around here. We just keep a lookout 
  for the occasional raiders and guerillas who are usually 
  orcs. 
  • The guerilla attacks have declined dramatically since 
  Molag was taken. We’ll lick those monsters yet! 
  • Darben claims his wife is out to kill him. He’s moved 
  back in with his folks and left with three chilluns to 
  raise on her own. 
  • Word is that we’re set to move on the forces of the Old 
  One (<spit!>) that are gathering north of Molag. 
  • A small band of Baklunish from the far West rode 
  through town not long ago. I heard they were looking 
  for some criminal. 
  • There used to be highwaymen on the road to Herldarn 
  but there hasn't been an attack in over a month. 
   
  DEVELOPMENT 
  Ultimately, the mystery wizard can not be located 
  without help from Ereland Manneth. When the PCs 
  decide to travel to Fendrelean to interview him, proceed 
  to Encounter 3. 
   
  3: WELCOMING PYRE 
  This encounter occurs as the party approaches Fendrelean 
  to interview Ereland Manneth. Regardless of their mode 
  of travel, the PCs always reach Fendrelean at mid-
  morning. Read the following: 
   
  The area around the road approaching Fendrelean is 
  lightly wooded. Therefore, you detect the stink of 
  burning flesh before you emerge from the trees and 
  see the pyre outside the city walls. Perhaps two score 
  of bodies, mostly orcs, are burning fitfully under the 
  watch of a trio of Furyondy soldiers. 
   
  The walls surrounding the modest town are 
  marked with dozens of battle scars, stains and 
  scorch marks. The defense towers are all topped with 
  siege engines and pairs of soldiers walk in neat 
  patrols along the walls between. 
   
  Fendrelean has recently repelled a sizable raid that 
  occurred the night before. The soldiers do not allow the 
  PCs to approach the pyre unless they are members of the 
  Furyondy Military, the Green Jerkins or Knights of the 
  Hart meta-organizations and they make an unassisted DC 
  10 Diplomacy check. The soldiers are under strict orders 
  to keep civilians away. As a result, other PCs must make 
  an unassisted DC 21 Bluff check to convince the soldiers 
  they are not civilians. Examining the bodies yields little 
  information other than obvious signs of a violent death. If 
  the PCs ask the soldiers about the bodies, they 
  automatically gain the same information they would 
  receive for a DC 12 Gather Information check in town 
  (see below).  
  
  FUR7-07 Illusions and Dreams 
   
  Page 7 
   
  Creatures: PCs who cause too much trouble or attempt 
  to bully their way past the guards find themselves facing a 
  platoon of soldiers and their lieutenant who hurry down 
  from the city gate. Unless the PCs stand down 
  immediately the adventure is over regardless of whether 
  the PCs fight or flee. Such PCs are guilty of Disorderly 
  Conduct which is a Crime of Disrepute in the Kingdom 
  of Furyondy. If caught, they are tried and given a default 
  sentence of 2 TUs hard labor. Some PCs may have favors 
  that mitigate this sentence. 
   
  If the PCs do stand down, they are taken 
  immediately to Ereland Manneth (Encounter 4) who is 
  unhappy but decides to ignore the incident. 
   
  CREATURES 
  ALL APLs (EL 2) 
  Human Warrior 1 (16): hp 8 each. 
  Human Fighter 2: hp 18. 
   
  Once the PCs enter the town, read the following: 
  About one in four of the people on the streets of 
  Fendrelean wear a military uniform. The smell is 
  surprisingly mild for a town of this size and the 
  streets are clean. No less than three taverns are 
  visible from inside the gate and you see several more 
  as you walk the streets. 
   
  If the PCs want to go straight to Ereland Manneth they 
  can easily find the garrison headquarters by asking 
  around. If this happens, proceed to Encounter Four. 
   
  The PCs may wish to Gather Information in 
  Fendrelean. 1d4 hours yields the following info: 
  DC 5 
  Raiders (mostly orcs) tried to sneak into the 
  city last night. The garrison was ready and 
  the raiders were detected and repelled with 
  few casualties. 
  DC 7 
  You ain’t in the military? The army could use 
  more folk like you. There’s a 15 gp bonus to 
  those who sign up. A feller could take a long 
  time spending that much coin! 
  DC 9 
  Word is that there’s trouble in the southern 
  part of the country. An army of undead has 
  arisen from the area around Bronzeblood 
  Haunt and begun rampaging in Willip. 
  DC 10 
  Merchant traffic on the Veng River has 
  picked up dramatically. Fendrelean’s docks 
  are truly active for the first time in a decade. 
  DC 12 
  The orc raiders who attacked last night 
  numbered over 100. They came from the 
  south. 
  DC 14 
  Raids across the Veng have declined 
  significantly since Molag was taken. Farmers 
  have returned to long abandoned fields in 
  eastern Crystalreach. 
  DC 15 
  Many soldiers were called south to fight the 
  undead. That left Fendrelean’s defenses 
  badly stretched. The only reason the orcs 
  were beaten so handily was that we knew 
  they 
  were 
  coming. 
  Somebody 
  tipped 
  Ereland Manneth off and he was ready for 
  them! 
  DC 17 
  A powerful wizard is wandering the rural 
  areas south of Fendrelean. They say he’s 
  taken on a score of orcs at once and defeated 
  them without a scratch. It must be 
  Mordenkainen himself!  
  DC 19 
  One of the Old One’s (spit!) spies was 
  captured two weeks ago. He managed to get 
  close to a group of emissaries from Chendl. 
  DC 21 
  It’s said on the docks that many merchants 
  are succumbing to the temptation to sell to 
  Iuz’s forces, which often pay three times 
  Furyondy’s market rates for foodstuffs and 
  livestock. 
   
  If the PCs Gather Information specifically about Ereland 
  Manneth then use the following table instead: 
  DC 7 
  Manneth is a hero! He planned the Molag 
  invasion that gave us all a bit of our lives 
  back. 
  DC 12 
  Manneth 
  is 
  usually 
  at 
  the 
  garrison 
  headquarters. It’s easy to find. He’s a 
  virtuous man and willing to see visitors if 
  your reasons are good. 
  DC 15 
  Manneth is responsible for the remarkably 
  low casualties last night. He got advance 
  warning of the raid and his soldiers were 
  expecting the orcs. 
  DC 18 
  I expect Manneth will be asked to serve on 
  the Chamber of Four. The town will be 
  sorely hurt without him. 
   
  DEVELOPMENT 
  When the PCs decide to go interview Ereland Manneth, 
  proceed to the next encounter. 
   
  4: ERELAND MANNETH 
  The garrison headquarters is built in the style of old 
  Ferrond. Though time has worn the decorative 
  carvings that adorned it, the structure remains no 
  less formidable. Two soldiers posted at the front 
  door note your approach. They younger guard, 
  hardly old enough to shave, hails you. “Welcome 
  travelers. Captain Manneth is expecting you.” He 
  waves you toward the door. 
   
  Manneth makes a point of keeping informed of goings on 
  both around and inside of his town. The PCs are a notable 
  arrival and Manneth has been expecting them from 
  Chendl anyway. He personally informed the guards that 
  the PCs were coming. 
   
  Once the PCs proceed inside, they are escorted 
  directly to Manneth’s office. Read the following: 
   
  A massive oak map table sits comfortably in the 
  center of Ereland Manneth’s office. No maps are laid 
  
  FUR7-07 Illusions and Dreams 
   
  Page 8 
  upon it at the moment but several line the walls. 
  Manneth is a large man in his early thirties with a 
  close-cropped beard and fiery red hair. He wears the 
  uniform of a military officer; however, two spell 
  component pouches on his belt belie his vocation. 
  “Welcome,” he says with a mischievous grin, “to my 
  humble 'laboratory'. I take it you’re the committee 
  from the Mage Council? Please take a seat. I took the 
  liberty of having some wine brought from supply.” 
   
  Manneth is welcoming and friendly. He is also 
  exceptionally canny and candid. PCs who query him in a 
  roundabout manner or ask veiled questions earns his 
  dislike. Driving questions that demand candor earn his 
  respect. 
   
  Manneth expects to be interviewed immediately but 
  he’s willing to make small talk at first. He does not dally 
  longer than decorum demands. There is one topic he 
  makes certain to bring up before the PCs leave (if the PCs 
  don’t bring it up first): last night’s raid and the mystery 
  wizard in the south who tipped him off to it (see 
  Development below). 
   
  Here are some questions the PCs might ask: 
  • What do you think of King Belvor? 
  “He has my unwavering fealty.” 
  • Do 
  you 
  know 
  anything 
  about 
  Karzalin’s 
  disappearance? / What do you think of Karzalin? 
  “There are a lot of rumors about Karzalin. None of them have 
  any basis in fact. I’ve met Karzalin on about a half dozen 
  occasions. He’s a brilliant man but he places little stock in 
  the value of the Furyondy military.” 
  • What advice would you give King Belvor if you 
  were on the Mage Council? 
  “I would advise him to move more quickly in this war. If we 
  are going to succeed we must attack hard and attack often." 
  • How do you feel about adventurers? 
  “A few of them are of noble heart. Most of them are 
  mercenaries. 
  • How do you feel about licensing magic users? / Are 
  there any types of spellcasting you would outlaw? 
  “I think licensing will do little good. I know it’s an unpopular 
  opinion but I believe we need more arcane talent if we’re 
  going to win this war. As long as you aren’t using your 
  spellcasting for ill I have no antipathy towards you.” 
  • What are your qualifications? 
  “I am a wizard of no small power but, frankly, there are 
  many others who are more powerful. I have great skill in 
  the art of war, but I am no match for Thimme de Levine 
  who is not only more powerful than I but also a dean at the 
  Furyondy War College. 
  However, my motivation is my loyalty to my king. That may 
  be my strength. If I am asked to serve, I will serve to the 
  best of my ability." 
  • Why do you want this position? 
  “I don’t. I will serve on the Chamber if asked but I think 
  Furyondy is much better served by keeping me here on the 
  front.” 
  • What are your religious beliefs? / How do you feel 
  about _______ church/god? 
  “I have respect for most faiths as long as they espouse virtue. I 
  draw the most comfort from the tenets of Heironeous but 
  my faith should have no bearing on your decision.” 
  • What 
  do 
  you 
  think 
  about 
  half-
  orcs/centaurs/other? 
  “All citizens of Furyondy deserve the rights and protections 
  thereof. I respect those who are not, until I have reason to 
  do otherwise.” 
  • What school/type of magic do you favor? 
  “I have the most skill at divination but there is no magic that 
  I eschew.” 
  • Where does the restoration of Crockport fit into 
  your agenda? 
  “Crockport doesn’t have a viable defense and won’t have any 
  time soon. Still, that's got to be fixed as soon as it can be. In 
  the mean time, we have to rely on Redoubt and Spinecastle 
  to defend the capital.” 
  • Have you ever met Prince Thrommel? / What do 
  you think about Prince Thrommel? 
  “I’ve heard mixed rumors about him; some say that he has 
  returned from Emridy Meadows to claim his birthright; 
  others say he is to usurp the throne. If he still supports 
  Belvor, I still support him. If not, I remain loyal to my 
  liege.” 
  • What occurred during last night’s raid? 
  If the PCs ask this question, skip to the Development 
  section below. 
   
  The PCs should get the impression that Manneth is going 
  through with the interview out of a sense of duty. His 
  answers are short and to the point. He would serve if 
  asked, but he does not want the job and thinks his 
  country would be better served by a different candidate. 
   
  If the PCs do not ask Ereland Manneth about last 
  night’s raid, he brings it up at the end of the interview.  
   
  “I make it my business to know what is going on 
  both here and beyond. This is why I know you’ve 
  been asked to do a preliminary investigation of 
  other wizards in the area. I’m sure you’ve also heard 
  about the raid last night. Tell me everything you 
  know about it.” 
   
  Manneth is using this imperative question to test the PCs 
  to see if they are capable investigators. To earn his respect, 
  they need to have learned that the he raid was 
  unsuccessful because Fendrelean/Manneth was tipped 
  off that the orcs were coming. The PCs can learn this via 
  Gather Information checks in the previous encounter. 
   
  If the PCs did not find out about the tip off, he says 
  the following with a concerned tone of voice: 
   
  “The raid was the largest body of orcs I’ve seen on 
  this side of Veng in almost a year. They somehow 
  managed to get within 3 miles of Fendrelean 
  without my knowledge. In fact, they were only 
  unsuccessful because I was tipped off.”  
   
  
  FUR7-07 Illusions and Dreams 
   
  Page 9 
  If the PCs have already learned this information then 
  Manneth is impressed. The PCs have met a key 
  requirement for earning the Respect of Ereland Manneth on 
  their adventure record. Read the following instead: 
   
  "The fact that you can discern that information so 
  readily is a testament to the Mage Council's good 
  judgment. You have earned a portion of my respect. 
  The military could use more people like you." 
   
  In any case, Manneth suggests the following mission to 
  the PCs. 
   
  "The person who warned me about the raid is a bit of 
  a mystery. She is a vigilante of sorts who's been 
  wandering about the countryside south of here. 
  Vigilantes are bad news in Furyondy and usually it's 
  not long before they are brought to heel. This 
  woman may not be so easy. I've heard two 
  independent, first-hand reports that indicate she is a 
  powerful arcane spellcaster, perhaps a very powerful 
  caster.  
   
  I'd like you to put your talents to work to find 
  this vigilante. Find out who she is, where she came 
  from, and just what in the nine hells it is she wants. 
  Perhaps she can be quelled without a fight. What do 
  you say? 
   
  Manneth's speech should yield some questions. Below is 
  how he responds to the most likely ones. If the PCs fail to 
  ask questions, Manneth at least makes sure they are 
  informed of the wizard's last known location. 
  • Where was she last seen? 
  "She apparently rooted out a spy in Batlet last week. That's 
  the freshest report I have. I recommend you ride south and 
  start asking around." 
  • How were you warned of the raid? 
  "I received a message via magical means. A carrier pigeon 
  with message attached alighted near me and vanished 
  when I removed the message. It's relatively effective magic; 
  my own spies use it." This effect was created by a quaal’s 
  feather token. 
  • How do you know this wizard is so powerful? 
  "I don't know but there are two disturbing hints. One report 
  indicates she used a spell that summoned 'a thousand 
  shadowy arms' to crush a band of orcs. Another person 
  swore she saw a dragon with a deafening screech 
  summoned from thin air." 
  • What sorts of vigilante activities has the wizard 
  been involved in? 
  "She's mostly been wandering the countryside rooting out 
  Iuz's guerilla troops. There was a report she also tracked 
  down a band of highwaymen who were holding up 
  caravans on the Morsten-Herldarn road. " 
  • Are we getting paid for this? 
  "No." Manneth looks a little irked but not surprised to 
  hear this question. 
  • What else do you know? 
  "Not much. I'm not even sure this wizard is a woman. Some 
  say he's a Baklunish man. Others say he's a blue-skinned 
  elf. Some say she's being escorted by an armored warrior. 
  One account says she is an armored warrior. It's mostly 
  garbled and unverified." 
   
  If the PCs impressed Manneth with their knowledge of 
  the raid then he's willing to loan them horses if they don't 
  have any already. He can also loan mundane equipment 
  (i.e., core items in the Player's Handbook) worth up to 50 gp 
  per PC. Anything the PCs don’t return must be paid for. 
   
  DEVELOPMENT 
  Once the PCs are ready to head south and do so by 
  conventional means then proceed to the next encounter. 
  If the PCs are moving to Batlet quickly enough that they 
  do not need to rest and do not stop to Gather Information 
  along the way (e.g., teleport), then skip to Encounter Six. 
   
  5: SEE NO EVIL. HEAR NO EVIL. 
  As the PCs travel south it takes the PCs past a handful of 
  farming villages. It takes a little more than a day to reach 
  Batlet by horseback (1½ to 2 days on foot).  
   
  As a result, the PCs may stop one or more times to 
  rest or gather information. If they stop to rest, then move 
  to the Visions subsection. If they gather information, 
  move to the Rumors subsection. 
   
  Visions 
  In most cases, the PCs have to stay the night somewhere. 
  All of the villages along the way have a small room or a 
  hay loft available for the PCs to sleep in exchange for a 
  few coins (i.e., standard upkeep). So, the party should 
  have little trouble finding a comfortable place to sleep.  
   
  At some point just as the PCs are preparing to move 
  on again, one of the PCs has a vision. Ideally, this PC 
  would be someone who played FUR6-06 Invocation and 
  Intrigue and drew the Idiot card in Lielenna's foretelling. 
  If no-one drew the Idiot, then select a PC who drew the 
  Void card. If no PC drew the Void or Idiot, then select a 
  lawful good cleric, paladin, monk or favored soul whose 
  patron is Heironeous. If none of these are in the party 
  either, select the PC you think is closest to this ideal. 
   
  The vision itself is contained in Appendix 4: a Vision. 
  Pull the player aside with character record and dice before 
  reading it. 
   
  The characters in the vision include Adar (the 
  Baklunish man), Elaana (the short haired woman donning 
  her gauntlets), Sister Kaylen the cleric of Iuz (the canine 
  headed female humanoid) and the demon guardian who 
  torments Adar in his prison. 
   
  The imagery in the vision is cryptic but there are 
  multiple messages contained therein: 
  • The white charger implies a powerful presence 
  (probably divine).  
  • The image of the axe turning to lightning in the 
  woman's (Elaana's) gauntleted fist is a clear indication 
  of her association with Heironeous. Allow the PCs a 
  
  FUR7-07 Illusions and Dreams 
   
  Page 10 
  DC 15 Knowledge (religion) check if they don’t realize 
  this on their own. 
  • The Baklunish man's (Adar's) screaming face melting 
  into a grinning skull in the blood red sun shows the 
  peril that he is in and hints that Iuz is the source of it. 
  • The canine-headed woman in the loft is one of the 
  Iuzian agents. Her face transforming into a grinning 
  skull indicates her association. This provides a big hint 
  when players later encounter her posing as a hound 
  archon. 
  • The scene of the Baklunish man (Adar) imprisoned in 
  the darkened world and tortured by a "horrific figure" 
  is, in fact, an image of his real situation. PCs with 
  Knowledge (the planes) may make a check to recognize 
  what sort of demon it is. 
  • The message to "Make Haste" is undisguised and 
  genuine. 
   
  The PCs need not understand this vision (and most 
  won't). The only thing that is important is that they 
  understand they are being asked to move quickly to 
  Batlet.  
   
  RUMORS 
  While they travel, the PCs may also decide to question 
  the rural folk in hopes of pinpointing their quarry's 
  location. Role-play these interactions if time allows or just 
  provide a few rumors. A list of rumors about the vigilante 
  wizard is provided below (or make up your own). In all 
  cases, the speaker has heard that wizard is staying 
  somewhere in or near Batlet. 
  • "That bastard killed my son, Perth! The poor lad's been 
  missing for almost a month. My boy wouldn't just 
  disappear like that. The wizard must'a taken him. I 
  demand recompense! I'll give you two silver coins if 
  you track that wizard down for me!" 
  • "That's funny. You're the second group of strangers 
  that've come looking for that mysterious wizard…" 
  • If the PCs press for more details, the speaker extols at 
  length on the fine quality of the riders' horses but can 
  only describe the strangers as three Baklunish humans. 
  (These are the Ketite hunters for the Brotherhood of 
  Sorcerers.) They passed through a day before the PCs.  
  • "She's a champion of the people that's what she is! With 
  her around to protect us, this is the safest I've felt in a 
  decade. And what sort of n'er do well are you, 
  wandering about and asking pointed questions like 
  you're the king? You keep your filthy mitts offa her, 
  y'hear? " 
  • "She's not a wizard at all. She's some foul servant of Old 
  Wicked (<spit!>). She bear's his symbol about her neck. 
  It was like to give me the shakes." 
  • "I've never met that wizard myself but my brother 
  Ferrest had a most terrible pain in his leg for days and 
  yet all he had to do was lay eyes on that wizard and, 
  Cuthbert's will!, his leg was up to feeling better by the 
  next morning! Now, that's powerful magic says I." 
  • "Oh, aye, I've seen this wizard. She's as mad as Old 
  Wicked's maid and that's fer certain. She'd just as soon 
  kill ya as look at ya." 
   
  DEVELOPMENT 
  Assuming the PCs heed the vision and travel immediately 
  to Batlet then proceed to the next encounter once they 
  come within sight of the town.  
   
  If the PCs delay long for any reason, they have 
  missed their opportunity. They arrive to find the town in 
  a tizzy over the recent events. They wizard they are 
  seeking (a woman named Elaana) was murdered by a pair 
  of canine-headed beings who fled. Another armed party 
  was present and attempted to protect her but failed. One 
  of them was killed and the other two fled to the South on 
  horseback. The adventure is over at this point. 
   
  6A: BIG TROUBLE IN LITTLE BATLET 
  Batlet started as a small farming community that grew up 
  as travel increased between Fendrelean and Castle Heart. 
  Most of the buildings are small homes and huts with a 
  sprinkling of two story buildings. Batlet sports a modest 
  temple to Trithereon, the lasting influence of a 
  particularly charismatic cleric. Many younger citizens 
  have taken to his worship. The town is surrounded by a 
  sturdy log palisade about 30 feet high that looks to be less 
  than 20 years old. 
   
  Batlet has become a home of sorts of Elaana and 
  Adar. Many citizens are aware of her doings and approve 
  of them. She can usually find a bed and a warm meal here 
  with no questions asked. In fact, she spent the previous 
  night in the stable's loft.  
   
  The Ketites tracked her down to the stable and laid 
  in wait. They cornered her as she left the building, and 
  began 
  questioning 
  her 
  aggressively 
  about 
  the 
  whereabouts of Adar. Before they could get far, the 
  Iuzians arrived disguised as hound archons. They claim to 
  be the ordained servants of Heironeous sent to redeem 
  the lost paladin. Neither group is anxious to risk attacking 
  the other but neither do they yield their claim to her. No 
  blood has been drawn, but the argument has persisted for 
  some time and both sides are growing increasing angry. 
  Elaana and Adar have stayed mostly quiet, hoping the 
  argument yields an avenue of escape. Meanwhile, word of 
  the argument has reached the concerned citizens who 
  have massed in the town square and are rushing to the 
  gate to rescue Elaana (whom they view as a hero). If the 
  PCs have hurried they arrive just in time to avert disaster. 
  Read the following: 
   
  As you approach the town of Batlet, the road widens 
  and shows sign of particularly heavy use. The town is 
  modest but maintains a stout wooden palisade. The 
  road strides brazenly into a large gate at the 
  southwest corner of the city. To the west, an orchard 
  stands proudly amongst a shallow sea of fallen 
  cherry blossoms. 
  
  FUR7-07 Illusions and Dreams 
   
  Page 11 
   
  Your eye is drawn, however, to a large stable and 
  yard nestled against the town's south wall. A handful 
  of humanoids, most of them on horseback, has 
  gathered around this building. The rising sun glints 
  off of armor and drawn weapons: lances and swords. 
  The sound of voices raised in anger drifts to your 
  ears. 
   
  Refer to the map in Appendix 5 for the duration of this 
  encounter. It is assumed that the PCs leave the road and 
  directly approach the arguing groups. As they draw 
  within 100 feet they can discern several things: 
  • The distant sounds of shouting within the city walls. A 
  DC 19 Listen check reveals that the sound is rapidly 
  drawing closer. (This is the approaching mob.) 
  • The only person who is not on horseback (a young 
  woman) is the same one who appeared in the vision 
  that one of the PCs had in the previous encounter. She 
  is clearly surrounded by the people on horseback. 
  • The two riders to the south of the woman are not 
  human, but instead have canine heads and fur. One of 
  them bears a holy symbol of Heironeous. The PC who 
  had the vision automatically recognizes the nearer one 
  if he saw her in the vision. Any PC who succeeds at a 
  DC 16 Knowledge (the planes) check recognizes them 
  as hound archons. These Iuzians are actually 
  jackalweres (or one jackalwere and one jackal lord at 
  APLs 8 and 10) in disguise. The holy symbol is a fake; 
  worshippers of Heironeous who succeed a Spot check 
  opposed by Sister Kaylen’s Forgery check realize this. A 
  single PC who succeeds on both a Spot check (opposed 
  by the Iuzians' Disguise check and modified by 
  distance) and a DC 14 Knowledge (nature) check 
  recognizes their true nature. 
  • The three riders to the west are Baklunish riders, one 
  woman and two men. A DC 14 Knowledge (nature) 
  check reveals that the men are riding an exceptional 
  pair of war horses. 
  • A DC 23 Spot check coupled with a DC 5 Knowledge 
  (religion) or Knowledge (local [Iuz’s Border States]) 
  check is sufficient to notice and recognize the unholy 
  symbol of Iuz around Elaana's neck. 
   
  Read the following: 
  The Baklunish woman is in a fury. Her face is an 
  intense shade of crimson and her arms move in 
  violent gesticulations. "Enough! I give you a count of 
  ten to stand away. I have orders to use force if 
  necessary to reacquire the property of Golbahar and 
  I will not hesitate to do so."  
   
  One of the dog-headed humanoids snarls in 
  response to this. The woman's soldiers casually 
  lower their lances as she begins to count with barely 
  controlled wrath…1…2… 
   
  Ask the players for their PCs' reactions but if they hesitate 
  continue to count aloud from one to ten to emphasize the 
  fact that there is little time to act.  
  If any PC attempts 
  to calm the combatants using Diplomacy they must use a 
  rushed check (incurring a -10 penalty). Other PCs may 
  assist the rushed check but also suffer the same -10 
  penalty on their rolls. If the PCs do not use Diplomacy 
  and do not take provocative action, then proceed as if 
  they had attempted a Diplomacy check and failed (see 
  below).  
   
  If the PCs take sides with one party or the other then 
  they automatically succeed on their Diplomacy check and 
  get the best result with that party. Taking sides does not 
  require much. It can be as simple as the PCs publicly 
  declaring the fact that the jackalweres are not who they 
  say they are. It can also involve any sort of agreement 
  with the opinions of either party (e.g., "No person is 
  property." or "We should hear this woman's explanations 
  of Ketite law.") Siding with a party can influence the NPC 
  decisions in the upcoming combat. If different PCs side 
  with different factions then treat this as if the party had 
  not sided with either. 
  As part of the Diplomacy, PCs may ask Nusrat for more 
  details about the situations. There is only enough time for 
  two questions to be asked before trouble erupts. Her 
  answers to the most likely questions are listed below.  
  • What is the property of Golbahar? 
  Nusrat points at Elaana and speaks, "The woman you see 
  there is an illusion. Beneath it is Adar ibn Vahim, an 
  ushdar. He is indentured to my mistress until he repays his 
  debt to her." 
  PCs who succeed at a DC 12 Knowledge (local [VTF]) 
  check know what an ushdar is (see below). 
  Elaana is, of course, not an illusion. But Nusrat is 
  convinced she is. 
  • Can I pay this debt? 
  "An infidel as ushdar? You amuse me." 
  • What is an Ushdar? 
  "An ushdar is a former citizen of Ket who gives up that 
  citizenship to repay a debt or atone for a disservice. Aid me 
  in collecting him and Golbahar will reward you." 
  • Who is Golbahar? 
  "A powerful sorceress in the Brotherhood of Sorcery. The 
  Brotherhood is a powerful organization in my country. You 
  would be wise not to draw her ire." 
   
  Whether they ask questions or not, possible outcomes of 
  the PCs' Diplomacy are as follows: 
   
  DC 14 or less — Failure  
  Nusrat glares threateningly at the PCs and continues 
  slowly counting to ten in a loud voice. Finishing this 
  count takes another round. The PCs can use this round 
  any way they wish but Diplomacy no longer avails the 
  PCs. Sister Kaylen uses the round to cast a buff spell upon 
  herself. Elfskinner (the jackalwere assassin) uses this 
  round to begin to invisibly approach Elaana (see 
  Encounter 6B).  
   
   
  DC 15−24 — Delay 
  With this result, Nusrat angrily recounts the situation 
  from her perspective and is countered by Sister Kaylen. 
  Read the following: 
  
  FUR7-07 Illusions and Dreams 
   
  Page 12 
  The Baklunish woman spits angrily upon the 
  ground and addresses you: "This is no business of 
  yours. The 'woman' you see there is nothing of the 
  sort. He is a man named Adar ibn Vahim. Except that 
  he is not a man but merely a coward and the 
  property of Golbahar the Guiled. As such he is not 
  even a person and therefore the laws of Furyondy do 
  not protect him. These dog-headed idiots refuse to 
  understand this." 
   
  The leader of the other party draws a long breath 
  and responds in a calm voice that seems to resonate 
  with stern intensity. "My path is clear. Heironeous 
  wills that we redeem this woman. Her life hangs in 
  the balance and I will not let this trio of whelps defy 
  the Archpaladin's will! I urge you citizens to act on 
  behalf of true justice!" 
   
  This exchange takes 2 rounds (one for each speaker). Ask 
  the PCs what they are doing in the mean time as this may 
  interrupt the speeches and trigger other actions on the 
  part of the NPCs.  
   
  Elfskinner uses the distraction provided by this 
  exchange as an opportunity to try to sneak up on Elaana. 
  This triggers Spot and Listen checks from the Ketites and 
  PCs (see Encounter 6B). 
   
  DC 25 or more 
  Circumstances prevent the PCs from benefiting from a 
  result of 25 or higher on their Diplomacy check unless 
  they side with one party or the other. If the PCs do not 
  take a side then treat this result as if the Diplomacy check 
  result was 15-24 (see above). 
   
  SIDING WITH THE KETITES 
  If the PCs side with the Ketites then Nusrat calms down 
  considerably and agrees reluctantly to whatever course of 
  action that the PCs suggest. Sister Kaylen makes a show 
  of being willing to negotiate but this is just to provide a 
  distraction for Elfskinner's approach on Elaana. A Sense 
  Motive check (opposed by Sister Kaylen's Bluff) is 
  sufficient to realize she is actually seething with anger. 
  Move to Encounter 6B. 
   
  SIDING WITH THE 'HOUND ARCHONS' 
  If the PCs side with the Iuzians, then Sister Kaylen 
  praises their wisdom while Nusrat silently fumes. She 
  realizes she is outnumbered and does not want to sacrifice 
  her fellows in a hopeless fight. This is the only situation 
  in which Elfskinner does not try to approach Elaana.  
   
  When the mob arrives, the Ketites retreat southwest 
  (along the road) without a fight. If the PCs attempt to 
  placate the mob Sister Kaylen tries to aid them with her 
  enthrall spell (which may backfire horribly). If negotiation 
  with the mob fails, the Iuzians immediately attack Elaana 
  with the intent to kill her before the mob can reach her. 
  As a result, the mob treats the PCs and the Iuzians with 
  equal hostility. Move to Encounter 6B but leave the 
  Ketites out of the fight. 
   
  If this negotiation is successful, the mob disperses 
  and the PCs must negotiate with the Iuzians for Elaana. 
  Sister Kaylen introduces herself and uses whatever lies 
  she thinks would convince the PCs to let her take Elaana. 
  Elaana makes it clear she will not go with the Iuzians 
  without a fight. Sister Kaylen then creates a diversion as 
  before so that Elfskinner can attempt to sneak up on 
  Elaana. In this situation, move to the next Encounter but 
  leave the Ketites and the rioters out of the fight entirely. 
   
  6B: LET'S JUST CHEW OUR WAY OUT OF 
  HERE 
  NOTE 
  This combat is tricky to run. Be mindful of the clock and 
  do not allow it to run more than 75 minutes. If you are 
  running this scenario without preparation, it is highly 
  recommended you give your players a short break while 
  you review the details of this encounter. 
   
  It is likely that the showdown outside Batlet's city walls 
  results in bloodshed. Each of the five factions (the Iuzian 
  "hound archons"; the Ketites, Elaana and Adar; the Batlet 
  townsfolk and the PCs) has conflicting goals. What 
  results is a free for all that could turn deadly for the 
  parties involved. 
   
  Exactly how this begins depends upon the PCs:  
  • In most situations the combat begins because the 
  jackalwere Elfskinner is attempting to sneak up on 
  Elaana (see Tactics below). The Tactics section (below) 
  assumes this is the case. The PCs and NPCs are entitled 
  to Spot and Listen checks to notice Elfskinner's 
  approach and react. If anyone succeeds, combat begins 
  before Elfskinner attacks Elaana. Otherwise, combat 
  begins with only Elfskinner acting in the surprise 
  round to attack Elaana. 
   If any player specifically states her PC is watching 
  Elfskinner and not Sister Kaylen then that PC 
  automatically gets to act in the surprise round (though 
  she may not know where Elfskinner is). 
  • In some situations the PCs may try to move close to 
  Elaana before Elfskinner is detected (probably to 
  protect the paladin). The instant any PC (or visible spell 
  effect created by a PC) moves within 30 feet of Elaana, 
  combat erupts. Elfskinner moves to attack Elaana with 
  Sister Kaylen's support and the Ketites attack the PCs. 
  • In rare cases, the PCs may attack one of the hostile 
  parties (Ketites or Iuzians). In this case, the remaining 
  party uses the opportunity to capture or kill Elaana. 
  • If the PCs do nothing, the Ketites likely attack the 
  Iuzians (either as a result of Elfskinner's attack or due 
  to Nusrat's fury). 
   
  CREATURES 
  APL 4 (EL 7) 
  Nusrat the Firebound: hp 21; Appendix 1. 
  Ket Hunters (2): hp 20; Appendix 1. 
  
  FUR7-07 Illusions and Dreams 
   
  Page 13 
  Heavy Warhorses (2): hp 30; MM 273. 
  Sister Kaylen: hp 52; Appendix 1. 
  Elfskinner: hp 65; Appendix 1. 
  Elaana Merene: hp 16; Appendix 1. 
  Adar ibn Vahim: hp 56; Appendix 1.  
  Wannabe Rioters (12): hp 4 each; Appendix 1. 
   
  APL 6 (EL 9) 
  Nusrat the Firebound: hp 31; Appendix 1. 
  Ket Hunters (2): hp 44; Appendix 1. 
  Heavy Warhorses (2): hp 30; MM 273. 
  Sister Kaylen: hp 66; Appendix 1. 
  Elfskinner: hp 82; Appendix 1. 
  Elaana Merene: hp 32; Appendix 1. 
  Adar ibn Vahim: hp 56; Appendix 1.  
  Minor Riot: hp 60; Appendix 1. 
   
  APL 8 (EL 11) 
  Nusrat the Firebound: hp 41; Appendix 1. 
  Ket Hunters (2): hp 68; Appendix 1. 
  Elite Heavy Warhorses (2): hp 43; Appendix 1. 
  Sister Kaylen: hp 84; Appendix 1. 
  Elfskinner: hp 100; Appendix 1. 
  Elaana Merene: hp 56; Appendix 1. 
  Adar ibn Vahim: hp 56; Appendix 1.  
  Riot: hp 135; Appendix 1. 
   
  APL 10 (EL 13) 
  Nusrat the Firebound: hp 51; Appendix 1. 
  Ket Hunters (2): hp 94; Appendix 1. 
  Elite Heavy Warhorses (2): hp 43; Appendix 1. 
  Sister Kaylen: hp 102; Appendix 1. 
  Elfskinner: hp 117; Appendix 1. 
  Elaana Merene: hp 80; Appendix 1. 
  Adar ibn Vahim: hp 56; Appendix 1.  
  Fearsome Riot (2): hp 135; Appendix 1. 
   
  *Nusrat and the Iuzians are on light riding horses (AC 13, 
  19 hp) that do not participate in the combat and are not 
  figured into the EL. These horses flee if attacked 
  (dislodging their riders). 
   
  IMPORTANT 
  The PCs are absolutely not meant to fight all the 
  combatants listed above. The EL for each encounter is set 
  assuming the PCs participate in a chaotic free-for-all 
  melee where attacks are flying in all directions, not just at 
  the PCs. Unless the PCs are incredibly foolish and attack 
  Elaana they should find themselves with an intense 
  challenge but not overwhelming odds. 
   
  This combat is difficult to run not only because of 
  the large number of NPC combatants but also because of 
  the need to maintain a balanced fight in a multitude of 
  possible situations. To make the combat easier, consider 
  taking the following steps: 
  • Prepare an initiative card (or a similar aid) for each 
  combatant. Highlight information about the tactics on 
  the back of each card. As noted in the Preparation for 
  Play, initiative cards are available on the Furyondy 
  website. 
  • Run similar combatants on the same initiative. Groups 
  that this tactic is particularly applicable to are: the 
  Ketite hunters and their horses; Elaana and Adar; 
  Elfskinner and his shadow companion; and the rioters 
  (mob). 
   
  Tactics 
  Each faction has a set of goals that largely determine their 
  behavior in the combat. Some tactics are provided for 
  each faction but it is quite possible they are not 
  reasonable in the ensuing chaos. In this case, use the 
  factions' goals as a guideline. 
   
  IUZIANS 
  Primary Goal: Kill Elaana. The Iuzians focus their attacks 
  on her if it is tactically feasible. 
  Secondary Goal: Avoid death, capture or discovery of their 
  true identity. 
   
  APL 4 
  If given a distraction before combat starts, it takes 
  Elfskinner two rounds to reach Elaana. When the PCs 
  arrive, he already has a potion of invisibility secreted in his 
  hand. He dismounts stealthily using his horse as cover (a 
  move action) and consumes the potion (a standard 
  action). He then moves adjacent to Elaana at full speed 
  (taking the -10 penalty to his Move Silently check) and 
  attacks. If any PCs or NPCs succeed at a Spot or Listen 
  check to detect Elfskinner then the next round becomes 
  the surprise round. Only those who detected Elfskinner 
  are entitled to act in the surprise round. Elfskinner 
  attacks Elaana exclusively (making her his Dodge 
  opponent) until he believes she is dead or he drops below 
  10 hit points. Then he retreats using Tumble and 
  Mobility. Remember that anyone within 30 ft. of 
  Elfskinner must contend with his sleep gaze once he 
  becomes visible. 
   
  Sister Kaylen stays at the edge of the fracas and uses 
  her spells. As long as she is not in melee, she uses her 
  enchantment spells upon those who get close to 
  Elfskinner. If attacked in melee, she uses those spells in 
  her own defense instead. She retreats if reduced below 10 
  hit points. 
   
  APL 6 
  If given a distraction before combat starts, it takes 
  Elfskinner two rounds to reach Elaana. Elfskinner 
  dismounts stealthily using his horse as cover (a move 
  action) and moves at half speed toward Elaana while 
  hiding in plain sight (a move action). On the next round, 
  he finishes the movement and uses his death attack. If 
  any PCs or NPCs succeed at a Spot or Listen check to 
  detect Elfskinner then the next round becomes the 
  surprise round. Only those who detected Elfskinner are 
  entitled to act in the surprise round. Elfskinner uses his 
  
  FUR7-07 Illusions and Dreams 
   
  Page 14 
  shock and awe spell in the surprise round. He attacks 
  Elaana exclusively (making her his Dodge opponent) 
  until he believes she is dead or he drops below 15 hit 
  points. Then he retreats using Tumble and Mobility. 
  Remember that anyone within 30 ft. of Elfskinner must 
  contend with his sleep gaze once he becomes visible. 
   
  Sister Kaylen stays at the edge of the fracas and well 
  away from the mob. As long as she is not in melee, she 
  uses her enchantment spells upon those who get close to 
  Elfskinner. If attacked in melee, she uses those spells in 
  her own defense instead. She retreats if reduced below 15 
  hit points. 
   
  APL 8 
  Elfskinner's tactics are the same as APL 6 except that his 
  shadow companion accompanies him and aids him as 
  best it can. Elfskinner uses his dagger of venom to poison 
  Elaana if he scores a hit with it. Elfskinner retreats if 
  reduced below 25 hit points. 
   
  Sister Kaylen pre-cast freedom of movement before 
  confronting the Ketites. She uses her flame strike in round 
  one (making sure to catch Elaana in the area of effect if 
  the paladin still lives). In round two, she uses a greater 
  command (flee) and moves toward the fracas. In the third 
  round, she uses a divine power or righteous might and 
  resorts to melee. If dropped below 50 hit points, she uses 
  a round to heal herself with cure critical wounds. She 
  retreats if subsequently reduced below 25 hit points. 
   
  APL 10 
  Elfskinner's tactics are the same as APL 6 except that his 
  shadow companion accompanies him and aids him as 
  best it can. Elfskinner uses his dagger of venom to poison 
  Elaana if he scores a hit with it. If reduced below 30 hit 
  points, Elfskinner uses his Shadow Jump ability to move 
  to the other side of the stable wall.  
   
  Sister Kaylen pre-cast freedom of movement and spell 
  immunity (to fireball and Otiluke's resilient sphere) before 
  confronting the Ketites. She uses her blade barrier in 
  round one to deter others from reaching Elfskinner and 
  Elaana. She follows that with activating her boots of speed. 
  In round two, she uses divine power or righteous might. If 
  feasible, she uses flame strike and/or her other greater 
  command rather than entering melee. If dropped below 50 
  hit points, she spends a round to cast heal on herself. She 
  retreats if subsequently reduced to 35 hit points. 
   
  KETITES 
  Primary Goal: Capture Elaana alive.  
  Secondary Goal: Avoid death. The Ketites do not take 
  foolish risks with their lives but they do fight ferociously 
  until seriously injured. 
   
  APL 4 
  If possible, the hunters perform a Spirited Charge upon 
  Elaana. Knocking Elaana out prevents her from escaping 
  so they can focus on fighting off the ‘hound archons’ and 
  the PCs. If they can’t reach Elaana, the hunters direct 
  their attacks at whoever is the biggest threat to her. If 
  multiple individuals are equally threatening, the hunters 
  prefer opponents they can use their Ride-By Attack feat 
  upon. If they are unable to Ride-By Attack, the hunters 
  engage in melee with their horses. 
   
  The hunters attack for non-lethal damage (and order 
  their horses not to attack) until someone (other than 
  Elaana) attacks them for lethal damage. It does not matter 
  who the instigator of the lethal damage is (Iuzians, PCs or 
  the mob). It also doesn’t matter whether the source of the 
  damage is a weapon, a spell, or something else. The 
  exception to this rule is Elaana: the hunters always attack 
  Elaana for non-lethal damage. There hunters retreat if 
  reduced to 5 hit points. 
   
  Nusrat already cast mage armor before confronting 
  Elaana. Once combat starts, she casts mirror image at first 
  opportunity. She uses her lesser metamagic rod of enlarge to 
  stay near the fracas but not be in it. In subsequent rounds, 
  she readies an action to use her orb of fire spell to disrupt 
  spellcasting from other spellcasters. She uses guided shot 
  before her readied action if she expects her target to have 
  cover. If neither she nor her hunters have been attacked 
  for lethal damage yet then she does not disrupt spells she 
  can not identify as damage dealing spells (using her 
  Spellcraft). If attacked while mounted, Nusrat attempts to 
  use her horse for cover. If reduced to 5 hit points she 
  retreats. 
   
  APL 6 
  The hunters' tactics are the same as at APL 4 except that 
  they retreat if reduced below 10 hit points. 
   
  Nusrat already cast mage armor before confronting 
  Elaana. Once combat starts, she casts mirror image at first 
  opportunity. She tries to stay near the fracas but not be in 
  it.  
   
  In subsequent rounds her actions depend upon the 
  actions of others. If she or her companions have been 
  attacked for lethal damage, her fiery nature gets the better 
  of her and she drops fireballs where they do the most 
  damage. She uses her lesser metamagic rod of sculpting to 
  keep Elaana and her hunters out of the area of effect. 
   
  If no lethal damage has been dealt to her or her 
  comrades, then she readies a scorching ray to disrupt any 
  spellcasters who cast spells that she can identify as 
  damage dealing spells with her Spellcraft. 
   
  If attacked while mounted, Nusrat attempts to use 
  her horse for cover. If reduced to 10 hit points she 
  retreats. 
   
  APL 8 
  The hunters' tactics are the same as at APL 4 except that 
  they retreat if reduced below 15 hit points. 
   
  Nusrat already cast greater mage armor and false life 
  before confronting Elaana. Once combat starts, she casts 
  mirror image at first opportunity. She tries to stay near the 
  fracas but not be in it.  
   
  In subsequent rounds, she uses Otiluke's resilient 
  sphere on Elaana until the paladin is captured. 
  
  FUR7-07 Illusions and Dreams 
   
  Page 15 
   
  Once Elaana is in a resilient sphere (or dropped) 
  Nusrat's actions depend upon the actions of others. If she 
  or her companions have been attacked for lethal damage, 
  her fiery nature gets the better of her and she drops 
  fireballs where they do the most damage. She uses her 
  lesser metamagic rod of sculpting to keep Elaana and her 
  hunters out of the area of effect. 
   
  If no lethal damage has been dealt to her or her 
  comrades, then she uses Otiluke's resilient sphere on those 
  that she perceives as the biggest threat. 
   
  If attacked while mounted, Nusrat attempts to use 
  her horse for cover. If reduced to 10 hit points she 
  retreats. 
   
  APL 10 
  The hunters' tactics are the same as at APL 4 except that 
  they use their Deadly Charge on Elaana (though still for 
  non-lethal damage). They retreat if reduced below 20 hit 
  points. 
   
  Nusrat already cast greater mage armor and false life 
  before confronting Elaana. She also used greater magic 
  weapon on her comrades' lances. Once combat starts, she 
  uses mirror image at first opportunity. She also uses swift 
  fly every round until she reaches a safe perch on the stable 
  roof where she has cover and a clear shot on most of the 
  combatants. 
   
  In subsequent rounds, she uses Otiluke's resilient 
  sphere on Elaana until the paladin is captured. 
   
  Once Elaana is in a resilient sphere (or dropped) 
  Nusrat's actions depend upon the actions of others. If she 
  or her companions have been attacked for lethal damage, 
  her fiery nature gets the better of her and she drops 
  empowered fireballs where they do the most damage 
  without injuring Elaana or her hunters. 
   
  If no lethal damage has been dealt to her or her 
  comrades, then she uses Otiluke's resilient sphere on those 
  that she perceives as the biggest threat. 
   
  If reduced to 15 hit points she retreats. 
   
  ELAANA 
  Primary Goal: Avoid capture and death without fleeing.  
   
  Like the PCs, Elaana also had a vision this morning and 
  recognizes the PCs as a possible ally. The same vision also 
  warned her about the threat that the jackalweres pose. 
  The Ketites, however, are a complete surprise. 
   
  ALL APLS 
  Elaana does not attack anyone unless they attack her first. 
  She also makes a point of using non-lethal damage against 
  those who afford her the same privilege. If no-one is 
  adjacent to her and attacking her, she takes the full 
  defense special action. Once she is being attacked in 
  melee, she returns in kind using Power Attack and even 
  her Sneak Attack if she can achieve a flank with a 
  potential ally. Also, note that Elaana cannot user her smite 
  (or Divine Might feat at higher APLs) because she has lost 
  her paladin abilities. 
   
  Elaana does not flee even if given the opportunity. 
  She fights bravely and to the death. 
   
  ADAR 
  Primary Goal: Protect Elaana. 
   
  Adar is aware of the details of Elaana’s vision. He is also 
  aware of the Ketites' motives but can not share this 
  information with Elaana without giving himself away to 
  them. 
   
  ALL APLS 
  Adar places a greater mage armor and false life upon Elaana 
  at dawn and dusk every day so these spells are already in 
  place when the fight begins. As long as Elaana remains 
  uninjured, Adar refrains from casting spells because he 
  does not want to give himself away to the Ketites. The 
  moment Elaana is injured (even for non-lethal damage), 
  he begins spellcasting. He starts with an invisibility on 
  Elaana hoping she uses it to escape (she doesn't). On 
  subsequent rounds, he uses a heightened (to 4th level) cone 
  of dimness if he can catch multiple attacking creatures in it. 
  Otherwise, he uses shadow well on the most threatening 
  individual. Adar does not cast spells on the PCs if they 
  have not attacked Elaana but he uses non-lethal spells on 
  the rioters. He never uses Evard's black tentacles for fear 
  that the rioters might stumble into it. 
   
  Remember that all Adar's spells must have the Silent 
  Spell and Still Spell metamagic feats applied to them. As a 
  result all his spells take up a slot two levels higher than 
  normal. He also cannot cast his 5th and 6th level spells at 
  all or use suggestion. Adar can cast spells with a range of 
  personal or touch upon Elaana. 
   
  If Elaana becomes unconscious, Adar is effectively 
  blinded because the unholy symbol is trapped between 
  her prone body and the ground. If Elaana is stable, Adar 
  uses invisibility on her to protect her. If she is dying, he 
  instead creates a major image of an old woman by Elaana's 
  side begging for someone to help her. 
   
  If the unholy symbol containing Adar is not being 
  worn by a living creature, Adar loses his ability to cast 
  spells that affect the Material Plane. 
   
  THE RIOTERS 
  Primary Goal: Protect Elaana. 
   
  Regardless of when the combat starts, the rioters appear 
  just outside the city gate at the end of the surprise round. 
  Regardless of the initiative rolls, the rioters always act last 
  in any given combat round. Due to mob mentality, they 
  attack for lethal damage. 
   
  APL 4 
  The rioters double move toward Elaana until they are 
  adjacent to her. They move around any creatures in their 
  path but otherwise do not hesitate to move right past 
  them provoking attacks of opportunity.  
  
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  Once in place around Elaana, the rioters attack those 
  who are attacking her. To streamline the running of the 
  combat, feel free to simplify the process of attacking with 
  all the rioters. An easy way to do this is to assume that 
  there is there is a percent chance equal to 10% times the 
  number of attacking rioters that one of the rioters scores a 
  hit that round. If there is a hit, determine the victim 
  randomly. 
   
  If Elaana drops, one of the rioters attempts to 
  stabilize her each round. If six or more of the rioters are 
  dropped, the remainder flee in all directions. 
   
  APLS 6−10 
  The rioters double move toward Elaana until they are 
  adjacent to her and trample creatures that don't get out of 
  the way. Once the mob reaches Elaana, they form a 
  protective ring around her and attack anyone who moves 
  within 10 feet of her (including the PCs). The mob does 
  not grapple anyone. 
   
  If Elaana drops, the mob attempts to stabilize her 
  each round. 
   
  DEVELOPMENT 
  Any PC who directly killed any of the rioters during the 
  combat receives the Welcome to Greylode entry on their 
  adventure record. The PCs are not culpable for deaths 
  caused by NPCs. PCs who use mind controlling magic on 
  the mob (e.g., calm emotions or dominate monster) are also 
  guilty of a crime, although no one is there to prosecute 
  them for it. Nevertheless, warn PCs of their impending 
  transgression if they decide to do this. 
   
  If the PCs are victorious and Elaana is still conscious, 
  she convinces the mob to calm down and they disperse. 
  Trusting in her vision, Elaana agrees to any reasonable 
  course of action the PCs propose. 
   
  If Elaana is unconscious but stable, Adar uses false life 
  to awaken her. If Elaana is unconscious and dying, he 
  maintains his old woman illusion but (since he can not 
  see what's going on) he does not attempt to disperse the 
  mob. 
   
  If the PCs are victorious but Elaana has perished (or 
  is dying), the mob defends her body until the PCs 
  convince them they mean no harm with a DC 25 
  Diplomacy check. The PCs receive a +10 circumstance 
  bonus on this check if they did not attack Elaana or the 
  mob. They receive an additional +5 circumstance bonus if 
  they offer to heal her or promise to show proper respect 
  for Elaana's body. The PCs may retry this check but each 
  time the DC increases by 2.  
   
  If the PCs succeed on the check, the mob disperses. 
  If they ultimately fail the check then they can not acquire 
  the unholy symbol containing Adar. In this circumstance, 
  the sorcerer can not be freed and you should skip the 
  corresponding encounters. 
   
  If the PCs fail to rescue Elaana or acquire the unholy 
  symbol then the adventure is over. Proceed to Conclusion 
  D. 
   
  Treasure: The Iuzians' equipment is forfeit to the PCs if 
  the assassins are killed or captured.  
   
  APL 4: Loot – 95 gp, Coin – 0 gp, Magic -- wand of 
  lesser vigor (62 gp each), potion of invisibility (25 gp each). 
   
  APL 6: Loot – 69 gp, Coin – 0 gp, Magic – dagger +1 
  (191 gp each), potion of invisibility (25 gp each). 
   
  APL 8: Loot – 69 gp, Coin – 0 gp, Magic – dagger of 
  venom (691 gp each). 
   
  APL 10: Loot – 69 gp, Coin – 0 gp, Magic – dagger of 
  venom (691 gp each), boots of speed (1,000 gp each). 
   
  If the PCs loot the Ketites (dead or alive) the stolen 
  property is eventually retrieved by Furyondian authorities 
  and it does not show up on their adventure record. PCs 
  who loot the Ketites also receive the Ire of the 
  Brotherhood of Sorcery on their adventure record. 
   
  If PCs don't loot the Ketites, there is a minor 
  "diplomatic incident" between the two countries once 
  Nusrat and her hunters are identified by Furyondian 
  authorities. Shortly after they are extradited to Ket, a 
  nameless benefactor sends the following treasure 
  (identical to what they gave up for not looting) to the PCs 
  via courier: 
   
  APL 4: Loot – 142 gp, Coin – 0 gp, Magic -- lesser 
  metamagic rod of enlarge (250 gp each), potion of cure 
  moderate wounds x2 (50 gp each). 
   
  APL 6-10: Loot – 142 gp, Coin – 0 gp, Magic – lesser 
  metamagic rod of sculpt spell (450 gp each). 
   
  7: WHAT TO DO WITH A LOST PALADIN? 
  Once the PCs have rescued Elaana, they may be at a loss 
  with what to do with her. This is likely to lead to a 
  significant interrogation of the lost paladin. Role-play 
  Elaana as a self-confident and commanding individual 
  who is bravely facing a dire situation. She is quite grateful 
  to the PCs but she is not easily cowed by them. 
   
  If Elaana is not with the PCs but they have the 
  unholy symbol, then their only source of information is 
  to examine it. Skip to the “Examining the Unholy 
  Symbol” subsection below. 
   
  When conducting this encounter it is important to 
  understand what Elaana does not know, what she knows 
  and is willing to reveal and what she knows and won't 
  share without a good convincing. 
  Elaana does NOT know: 
  • Her Past. She does not know she was a paladin. She 
  does not know she was a spy. 
  • Adar's Past. Adar has told her vague things about their 
  past together, but Elaana does not know of his escape 
  from indentured servitude or the details of his service 
  to Iuz. 
   
  Elaana knows and is willing to share the following 
  information: 
  • She is the vigilante who has been acting in Crystalreach 
  recently. 
  • She is the one who warned Ereland Manneth about the 
  guerilla raid. 
  
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  Page 17 
  • She was severely injured a few months ago and has 
  subsequently lost her memory. 
  • Her oldest post-amnesia memory is of recuperating 
  from a serious injury in an abandoned goblin cave near 
  the shore of the Veng River. 
  • She is a citizen of Furyondy. 
  • She knows how to move about in Crystalreach without 
  being spotted. She has contacts in a few places where 
  she can stay for free and get a meal. 
   
  Elaana knows the following information but does not 
  share it unless the PCs earn her trust: 
  • Adar is a Baklunish human sorcerer who originates 
  from Ket and is trapped inside the unholy symbol 
  around her neck. 
  • She and Adar were lovers before he was trapped in the 
  unholy symbol. She loves him still. 
  • Adar uses his spells to protect her and aid her.  
  • Adar also speaks of her having a destiny to fulfill: that 
  she must rediscover herself. As a result, he has been 
  less than forthcoming with details of her past for he 
  fears that by telling her this, her past will be truly lost. 
  • She knows of the limitations of the unholy symbol 
  (that it must be worn for Adar to be able to cast spells 
  that affect the outside world). 
  • She knows that some other evil entity is trapped within 
  the unholy symbol with Adar. It tortures him 
  constantly. 
  • She has deduced from her conversations with Adar that 
  even if he were released from his prison he would still 
  be in danger. She suspects its source is somewhere in 
  the Empire of Iuz. 
  • She has also deduced that she has spent time in the 
  Empire of Iuz as well. 
   
  While Elaana trusts the PCs to protect her, she does not 
  yet trust them with knowledge of Adar. If asked about the 
  spellcasting that came from her, she denies casting any 
  spells. This is the truth but also a deception of a sort and 
  the PCs are entitled to a Sense Motive check to note this. 
   
  If the PCs persist and they have never been rude or 
  unkind to her then Elaana responds by quizzing them on 
  their own aims and motives. If they are evasive (and she 
  detects this) then she refuses to share further 
  information. If they are truthful (or good liars) she 
  decides to trust them and shares her information about 
  Adar. 
   
  If the PCs make a serious attempt to destroy the 
  unholy symbol, Elaana flees from them if possible or (if 
  not possible) shares her knowledge about Adar’s presence 
  within it and begs them to stop. Adar also defends Elaana 
  to the best of his current ability (assuming the symbol is 
  worn). 
   
  EXAMINING THE UNHOLY SYMBOL 
  Even if the PCs earn Elaana’s trust, she does not allow 
  them to take the unholy symbol from around her neck 
  under any circumstances. They may examine it as much 
  as they wish but it may not leave her person.  
   
  If examined under a detect magic spell (or similar), the 
  unholy symbol radiates strong Conjuration magic. A DC 
  33 Spellcraft check identifies that the unholy symbol is 
  the focus of a variant trap the soul spell. The symbol also 
  radiates a moderate evil aura. A DC 15 stonecunning, 
  Craft (metalworking), Profession (miner) or similar check 
  is sufficient to recognize that the unholy symbol is 
  wrought primarily from mithral laced with another 
  unidentifiable metal. Both metals have been blackened 
  with an unknown substance. If the result exceeds DC 25 
  then the PC knows that the second metal is thinaun. A 
  DC 27 Knowledge (the planes) check identifies the 
  blackening agent as demonic life blood. 
   
  The unholy symbol does not feel particularly 
  unusual. If any PC wears the unholy symbol, he detects 
  nothing in particular. 
   
  The unholy symbol has hardness 17 and 15 hit 
  points. If it is destroyed, Adar and the demon are both 
  killed instantly. The unholy symbol disappears and is 
  replaced by Adar’s body which bears wounds appropriate 
  to the manner in which the PCs destroyed the unholy 
  symbol. For example, if the PCs melted the unholy 
  symbol with acid then Adar’s body bears horrible acid 
  burns. 
   
  Freeing Adar with magic requires a limited wish 
  followed immediately by a remove curse from a caster of at 
  least 15th level. A DC 35 Spellcraft check identifies this 
  solution. 
   
  DEVELOPMENT 
  It's likely the PCs eventually decide to take Elaana to an 
  authority. This is probably Ereland Manneth but it may 
  be Telmus or a church. Elaana agrees to any of these 
  destinations. She knows she and Adar are in danger now 
  and hopes to find safety with a more powerful entity. 
  Even if the PCs decide to do nothing with Elaana she asks 
  to accompany them. 
   
  If the PCs refuse Elaana’s company or are unable to 
  win Elaana’s trust (likely because they are rude or unkind 
  to her) then the adventure is over for them. Proceed to 
  Conclusion D. 
   
  8: SPEAKING WITH ADAR 
  If the PCs have rescued Elaana, then Adar has been 
  watching them intently. This encounter occurs when 
  Adar decides he trusts them and is willing to reveal 
  himself to them in hopes that they may be able to free 
  him from his prison.  
   
  If the PCs have the unholy symbol but Elaana is not 
  with them (likely because of her death) then Adar can not 
  see the PCs unless one of them is wearing the unholy 
  symbol. In such a case, this encounter still occurs. 
   
  This encounter should preferably occur after the PCs 
  have had a chance to rest and recover from their fight to 
  rescue Elaana. In addition, Adar would prefer to wait until 
  Elaana is asleep so that he can tell them more about her 
  
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  than he currently wishes her to know about herself. As a 
  result, Adar likely appears to them on the second night 
  after the fight about an hour after Elaana has fallen asleep. 
   
  This delay raises an issue for parties who choose to 
  take Elaana to Ereland Manneth. The trip back to 
  Fendrelean only takes a bit more than a day. For the sake 
  of the plot, PCs who choose this course of action find out 
  that Manneth has left town for a day to investigate 
  rumors of another raiding party in the north. The PCs are 
  free to follow him or remain overnight in Fendrelean for 
  his return. In either case, Adar has time to reveal himself 
  to them on his own terms. 
   
  The following read-aloud text assumes that Adar 
  appears at night when Elaana and most of the PCs are 
  sleeping. You may have to adjust this text to account for 
  other situations. Read the following to those who are on 
  watch: 
   
  You’ve been on watch for about an hour. All has been 
  still and quiet and you’ve seen no one. Suddenly, you 
  hear a soft sound behind you.  
   
  You turn to see a tall Baklunish man standing 
  near the sleeping figures of your compatriots. He is a 
  young man with a handsome face framed by a short 
  head of hair and a neatly trimmed goatee. He is 
  dressed in the traditional style of those who hail 
  from the far West. When he speaks his voice hums 
  with the lavish accent heard in that part of the 
  world.  
   
  “Good evening. My name is Adar ibn Vahim. 
  Please don’t be alarmed. I bear you no ill will.”  
   
  If the PC who had the vision is on watch, she 
  immediately recognizes him as the same man from her 
  vision. 
   
  The PCs are free to react as they wish. If they PCs 
  don’t move to awake their companions, Adar suggests 
  they do so. He only asks that they do not wake Elaana so 
  that he might share information with them that he would 
  prefer to keep from her for the time being. Adar is 
  compliant with any reasonable requests the PCs make 
  (e.g., “move away from our friends”). 
   
  Adar has manifested via a major image spell. Once the 
  PCs begin speaking with him they are entitled to a DC 20 
  Will save to recognize this. If confronted with his illusory 
  status, Adar freely admits this with a pained expression.  
   
  Once the PCs have settled and are paying attention 
  to him he says the following: 
   
  “The woman you are traveling with is many things. 
  She is a paladin of noble Heironeous and a spy in the 
  service of Furyondy. But she is also my redeemer and 
  most of all my beloved. You have my eternal debt for 
  your acts of bravery on her behalf. 
   
  “Thus it is with shame that I must beg of you 
  another favor. The vile symbol my love wears about 
  her neck is more than it appears. It is a prison and I 
  am its prisoner. The attacks upon Elaana have made 
  it clear that as long as I remain in this state she will 
  be vulnerable. You have proven yourselves to be 
  most formidable and resourceful. Therefore, for her 
  sake, beg you to find a way to release me." 
   
  Doubtless this soliloquy raises several questions. Adar 
  answers truthfully and to the best of his ability. Some 
  expected questions include: 
  • Who are you? /Tell us more about you. 
  “I’m a former citizen of Ket and a former ushdar to the 
  Brotherhood of Sorcerers. I made a foolish decision several 
  years ago and betrayed my owner for the ‘marvels’ of the 
  Empire of Iuz. I would be there still, toiling for the greater 
  evil were it not for Elaana.” 
  • How did Elaana get amnesia? 
  “After I was imprisoned she and her compatriots rescued me. 
  It was an act so selfless that I am ashamed to have been its 
  instigation. Ultimately, only Elaana survived the attempt 
  but only just. She sustained a severe blow to the head as she 
  tried to cross the Veng River.” 
  • Why were you imprisoned? 
  “When Elaana brought me to realize my folly I adopted 
  Heironeous as my patron. I swore upon his name that I 
  would atone. Such oaths are sometimes audible to the Old 
  One…” 
  • How were you imprisoned? 
  “The Boneheart who bound me within the symbol used a foul 
  ritual that seemed mostly arcane in nature. I was unable to 
  fathom it further.” 
  • What’s your prison like? 
  “I am bound fast in an endless void. A demon keeps me 
  company here. It is unable to kill me but that does not 
  prevent it from inflicting pain. It tortures me even now but 
  no torture it can inflict is as great as being able to see into 
  this world while remaining nearly powerless to affect it.” 
  • How do we know you’re not evil? 
  “My fears are the same as yours. Perhaps I am evil. I have 
  spent many years in the unwitting service of evil and its 
  taint has left an indelible mark upon me. . I do not ask you 
  to free me for my sake. Certainly I deserve the eternity of 
  imprisonment that Old Wicked has designed for me. It is 
  for Elaana’s sake that I beg this favor from you.” 
  • What’s in it for us? 
  “I have little to offer you. I am penniless and without 
  influence. All that I have left is my life. Free me. Allow me 
  to protect Elaana and I will serve you in whatever manner 
  you choose for as long as you wish.” 
  • Are you the one casting spells? 
  “As long as someone wears that foul symbol, I am able to 
  influence the material world with some of my magics.” 
  • What approach do you suggest for freeing you? 
  “I can only tell you what not to do. Destroying my prison will 
  bring my instant death.” 
  • Have you ever thought about being on the 
  Furyondy Chamber of Four? 
  “I have not heard of this Chamber you speak of but Furyondy 
  is my adopted country now. If you would only free me, I 
  will serve you or our country in any way you wish. It seems 
  I am doomed to be ushdar again but I will serve gladly if it 
  brings safety to Elaana.” 
   
  
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  Page 19 
  DEVELOPMENT 
  Once the interview is over, Adar asks the PCs to awaken 
  Elaana so he can tell her that they know of her plight. 
  This knowledge means that Elaana now trusts the PCs 
  with the unholy symbol if they wish to handle it or wear 
  it. 
   
  The PCs may decide to take Adar to an authority. 
  This is fine and Adar agrees to any sane plan that the PCs 
  come up with. 
   
  9: DEMON IN A BOTTLE 
  Freeing Adar requires two steps. First, another creature 
  must be willing to risk her own life to save the life of 
  Adar. Specifically, the PC must hold or wear the unholy 
  symbol and will herself inside the prison. This “loophole” 
  in the prison exists because its creator was simply unable 
  to imagine someone would make this sacrifice. 
   
  The second step is to destroy the guardian demon. If 
  the PC fails, then she is merely imprisoned herself 
  (though only her soul is drawn in and not her body). 
   
  Discovering this formula should not be easy but PCs 
  who make a serious attempt are entitled to hints. For 
  example, a PC who prays or uses spells to contact her 
  deity receives a strong hint that she must enter the prison 
  to free Adar. 
   
  PCs who are creative with spells or other mechanics 
  to enter the symbol should be rewarded with a hint or 
  even partial success. For example, a wizard who tries to 
  use dimension door to enter the unholy symbol finds 
  herself holding the symbol and beginning to enter it. 
   
  The process of entering the symbol takes a full 
  minute and only one PC may attempt it at a time. The PC 
  knows that it is working as soon as she attempts it. When 
  this happens, read the following to the player: 
   
  As 
  you 
  concentrate 
  upon 
  the 
  symbol, 
  you 
  immediately feel a soft pulling on the center of your 
  being as if someone had reached inside your and 
  grasped you from the center. The pulling is feeble at 
  first, much more like a child’s tug on the sleeve than 
  some monstrously strong hand. 
   
  The image of Adar wavers and he speaks in a 
  hushed whisper. "You are doing… something. I warn 
  you there is great danger here. Know that you risk 
  your life if you proceed." 
   
  The tug is feeble but insistent. The PC can not proceed 
  unless he “helps” by following the lead of the tug. When 
  the PC does this, read the following to that PC: 
   
  You mentally will yourself to follow the gentle pull 
  and slowly, ever so slowly, you sense the world 
  around you dim and darken. The breeze seems to 
  flow through you rather than against your skin. You 
  are no longer “here” but somewhere else… A dark 
  plane bathed in a feeble and sourceless light. In the 
  near distance you hear someone call out in a voice 
  laden with raw emotion. “Prepare yourself! The 
  demon seeks you even now!” 
   
  Read the following to the other players: 
  Adar's illusionary self abruptly winks out. <PC’s 
  Name> collapses gently to the ground in a state of 
  wide-eyed trance. His/Her chest rises and falls in a 
  steady rhythm but he/she no longer seems aware of 
  his/her surroundings. 
   
  Simultaneously, a shimmering form takes shape 
  next to him/her. It resolves itself into the form of 
  Adar. This Adar is much worse for wear than the one 
  you saw a moment before. His hair is long and 
  unkempt and his naked body bears a mass of bruises 
  and slashes. Elaana gasps and runs to his side. He 
  returns her embrace warmly but also fixes you with 
  bloodshot eyes. “We must act quickly. Help me.” He 
  places a hand on your friend. Lend him/her what aid 
  you can through the conduit he/she has created. 
   
  This Adar is not an illusion. As he was released by the PC 
  who is now in the unholy symbol Adar became aware, to 
  some degree, of the nature of the prison. He rapidly briefs 
  the party on the fate of the unconscious PC. Give them 
  Players’ Handout 7: Aiding the Prisoner. Also give Players’ 
  Handout 8: Stats Tracker Crib sheet to the player whose PC is 
  now trapped in the unholy symbol. 
   
  TRAPS 
  As the PC enters the unholy symbol, they are hit by a 
  multi-spell trap, which automatically goes off every 
  minute during the combat. The PC may Search and/or 
  Disable Device during the combat if he or she chooses. 
  For all traps, the first spell listed is triggered first (so any 
  penalties to saves the spell bestows applies to the save 
  against the second spell). 
   
  APL 4 (EL 4) 
   
  Bane and doom trap: CR 4; magic device; location 
  trigger (the prison plane); automatic reset (1 minute); 
  multiple traps (one bane trap and one doom trap); spell 
  effect (bane, 1st-level cleric, DC 11 Will save negates), 
  spell effect (doom, 1st-level cleric, DC 11 Will save 
  negates); Search DC 26; Disable Device DC 26; Market 
  value 41,000 gp. 
   
  APL 6 (EL 6) 
   
  Crushing despair and slow trap: CR 6; magic 
  device; location trigger (the prison plane); automatic reset 
  (1 minute); multiple traps (one crushing despair trap and 
  one slow trap); spell effect (crushing despair, 5th-level 
  wizard, DC 14 Will save negates), spell effect (slow, 5th-
  level wizard, DC 14 Will save negates); Search DC 28; 
  Disable Device DC 28; Market value 607,500 gp. 
   
  APL 8 (EL 8) 
   
  Three bestow curse trap: CR 8; magic device; 
  location trigger (the prison plane); automatic reset (1 
  
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  Page 20 
  minute); multiple traps (three bestow curse traps); spell 
  effect (bestow curse, 7th-level wizard, -4 penalty on attack 
  rolls, saves, ability checks, and skill checks, DC 16 Will 
  save negates), spell effect (bestow curse, 7th-level wizard, -6 
  penalty to highest ability score, DC 16 Will save negates), 
  spell effect (bestow curse, 7th-level wizard, 50% chance that 
  the target will not act in a given round, DC 16 Will save 
  negates); Search DC 29; Disable Device DC 29; Market 
  value 1,722,000 gp. 
   
  APL 10 (EL 10) 
   
  Greater dispel magic, dirge, and phantasmal 
  disorientation trap: CR 10; magical device; location 
  trigger (the prison plane); automatic reset (1 minute); 
  multiple traps (greater dispel magic trap, dirge trap, 
  phantasmal disorientation trap); spell effect (targeted greater 
  dispel magic, 11th-level wizard), spell effect (dirge, 12th-
  level bard, DC 19 Fortitude save negates), spell effect 
  (phantasmal disorientation, 11th-level druid, DC 19 Will 
  save negates); Search DC 31, Disable Device DC 31; 
  Market value 4,182,000 gp. 
    
  The party has ten rounds to prepare for the demon’s 
  arrival (so the trap will activate for the second time the 
  same round the demon arrives). Do not tell them how 
  long they have but ask them how they are preparing. 
  Even though only one PC is fighting, you should consider 
  having everyone roll initiative to adjudicate the sharing of 
  the other PCs. 
   
  The prison is essentially an eternal plane shrouded in 
  darkness as the spell (treat it as caster level 5th if 
  necessary). Once the demon arrives the PC in the unholy 
  symbol must defeat it in one-on-one combat (with the 
  shared abilities from her comrades). 
   
  CREATURES 
  The demon that is in the symbol varies depending upon 
  APL. In all cases the demon is unable to use any ability it 
  has to summon other demons. 
  Note: The EL has been adjusted to account for the 
  unusual circumstances of this combat. 
   
  APL 4 (EL 7) 
  Elaana Merene: hp 16; Appendix 1. 
  Adar ibn Vahim: hp 56; Appendix 1. 
  Abyssal Ravager: hp 22; Appendix 1. 
   
  APL 6 (EL 9) 
  Elaana Merene: hp 32; Appendix 1. 
  Adar ibn Vahim: hp 56; Appendix 1.  
  Babau: hp 66; MM 40. 
   
  APL 8 (EL 11) 
  Elaana Merene: hp 56; Appendix 1. 
  Adar ibn Vahim: hp 56; Appendix 1.  
  Palrethee: hp 60; Appendix 1. 
   
  APL 10 (EL 13) 
  Elaana Merene: hp 80; Appendix 1. 
  Adar ibn Vahim: hp 56; Appendix 1.  
  Bebelith: hp 150; MM 42. 
   
  Tactics 
  Adar aids the PC as best he can by casting his non-illusion 
  buff spells upon the PC and/or granting his spellcasting 
  ability to that PC in whatever manner seems most 
  helpful. 
   
  Depending upon the situation and APL, Elaana 
  grants the PC her BAB, her Strength, her Power Attack 
  feat, or her sneak attack ability (whichever is of the most 
  use). 
   
  The demon’s tactics vary by APL: 
   
  APL 4 
  The abyssal ravager is fairly unimaginative. It charges into 
  attack at first opportunity. If both the demon and the PC 
  have been injured the abyssal ravager retreats and 
  maintains a safe distance while it waits for the secondary 
  effect of its poison. Then it charges in again. 
   
  APL 6 
  The babau demon attempts to sneak up upon the PC 
  using the concealment granted by the surrounding 
  darkness. If successful, it gains a surprise round action 
  (which it uses to sneak attack). 
   
  APL 8 
  The palrethee demon maintains its ability to see invisibility 
  while moving toward the PC’s location. It approaches the 
  PC openly and taunts the “mortal” with the hopelessness 
  of the situation. Once engaged, it delays the first round 
  hoping that the PC charges so it can unleash a full attack. 
   
  APL 10 
  The bebelith seethes with overconfidence. It openly 
  approaches the PC and charges in at first opportunity. It 
  uses a full power attack until that tactic is obviously 
  ineffective. It does not attempt a grapple until reduced 
  below 40 hit points (since it finally realizes the danger it is 
  in). The bebelith is unable to use its plane shift ability 
  while trapped within the unholy symbol. 
   
  DEVELOPMENT 
  If the PCs are successful in defeating the demon then 
  unholy symbol loses its ability to entrap anyone. The PC’s 
  soul returns to her body. 
   
  The imprisoned PC can not actually die on that plane 
  but once reduced to -10 hit points or less, she can not be 
  healed for 24 hours. The demon uses this time to bind her 
  soul-self so that she can not act to free herself. The unholy 
  symbol is now resistant to the presence of the other PCs. 
  Subsequent attempts to rescue their party member fail. 
   
  Unlike Adar, the PC's body is still on the Material 
  Plane. As a result, as long as the unholy symbol is around 
  
  FUR7-07 Illusions and Dreams 
   
  Page 21 
  the PC's neck, she can act normally as if her soul was in 
  her body. Without the symbol she is catatonic. This PC 
  receives a special additional AR detailing her condition. 
   
  In either case, Adar has been freed from his prison. 
  True to his word, Adar offers his services to them in any 
  non-evil manner they desire as long as it does not require 
  him to stay away from Elaana. 
   
  10: INTERVIEW WITH ADAR IBN VAHIM 
  This encounter occurs if the PCs decide to interview Adar 
  ibn Vahim for the Chamber of Four. This is a decision 
  they must reach on their own and they are under no 
  obligation to do so. As a result, it is quite possible this 
  encounter may not occur. Simply skip to the appropriate 
  conclusion. 
   
  If the PCs do raise the subject of the Chamber of 
  Four and Adar’s possible role in it, his reaction is mostly 
  shock, followed by a strong sense of flattered 
  determination.  
   
  Answers to commonly asked questions are listed 
  below: 
  • What service could you provide to Furyondy as a 
  member of the Chamber of Four? 
  “I am but a humble sorcerer but my battle is now the same as 
  yours. I vow to wage unending war upon the Old One 
  until I have witnessed his defeat or have died in the 
  attempt. My experiences on the other side offer me an 
  insight into the workings of his empire that I think will be 
  quite valuable.” 
  • What will you do about your abandoned 
  servitude? 
  Haven’t 
  you 
  violated 
  your 
  own 
  country’s laws? 
  “I have renounced my citizenship in Ket and hereby request 
  citizenship and asylum in Furyondy. By giving up my 
  citizenship, I am no longer bound by my country’s laws. I 
  will send word of this to Golbahar the Guiled along with a 
  public declaration of my shame. She will no longer seek me 
  out. She would lose too much face to have one as 
  undesirable as me in her household.” 
  • What do you think of Thrommel’s attempts to 
  usurp the throne? 
  “I fear I know little of this Prince. When last I heard he was 
  missing. Has he returned to the kingdom only to 
  undermine it? If so, he is a traitor to the crown regardless of 
  his lineage.” 
  • What do you think of King Belvor? 
  “I have never met him, of course, but I share his deep set 
  hatred for Old Wicked.” 
  • What do you think about Satiana / Karzalin / 
  Thimme / corruption in the Mage Council? 
   “Corruption is something I’m quite familiar with as I was 
  once a source of it rather than its eradicator. I know the 
  ways of the corrupt better perhaps than they know 
  themselves. Rooting out the evil there is a task I would 
  embrace with relish. But I, of all people, can appreciate the 
  value of forgiveness. King Belvor would probably find me to 
  be swift to apprehend but slow to condemn.” 
  • What advice would you give King Belvor if you 
  were on the Mage Council? 
  “The war with Iuz must remain our highest priority. The 
  number of lives lost in the cause pales compared to the 
  number of lives that will be destroyed if we do not act. I 
  think our king already understands this.“ 
  • What assurance do we have that you will not 
  return to your wicked ways? / How do we know 
  you are not a spy for Iuz? 
  “My evil past is a valid cause for great concern both on your 
  part and on my own. I must not forget my errors.” 
  • How do you feel about adventurers? 
  “An adventure is a fine thing. An act in service to the greater 
  good is finer still. Adventurers must earn my good will just 
  as any other.” 
  • Are there any types of magic/magic-users you 
  think should be outlawed? / How do you feel 
  about licensing/controlling magic users? 
  “In my former homeland, there is some control of magic use 
  but it does little good. Ultimately, I think spellcasting is like 
  any other power. It can not be controlled by bureaucracy. 
  The use of it, however, can be controlled by others who have 
  access to it. I witnessed that sort of control in the Empire.”  
  • What would you hope to gain, personally, from 
  this position? 
  “I wish most of all to earn your gratitude. I am forever in your 
  debt.” 
  • What are your religious beliefs? / How do you feel 
  about _______ church/god? 
  “Heironeous is my patron now. I have no ill will toward 
  others who might have selected another. Even worshippers 
  of Iuz often do so more out of fear than real devotion. 
  Wickedness comes from within not from without. I have 
  learned that lesson to my sorrow.” 
   
  Answer other questions as best you can. The PCs should 
  get the general impression that Adar is unfailingly earnest 
  and honest. He has a wealth of experience with the works 
  of Iuz and corruption. He is rather inexperienced in the 
  art of politics. 
   
  DEVELOPMENT 
  If any PC is a member of the Twilight Hunters, she has 
  been given a mission to attempt to recruit Adar into that 
  organization. If this PC remembers this mission, she 
  should have no trouble catching Adar alone at some point 
  during the next few days. Role-play this interview briefly. 
  Adar is interested in the offer and agrees to learn more 
  about the organization with the PC's guidance. Ultimately 
  he decides to join and, as a result, the PC has earned an 
  influence point with the Twilight Hunters.  
   
  It is possible that some Twilight Hunters may 
  attempt to recruit Elaana into the organization. If this 
  happens, she refuses but admits that Adar might be a 
  good candidate. 
   
  
  FUR7-07 Illusions and Dreams 
   
  Page 22 
  CONCLUSION 
  Once you have completed the conclusion, if this is the 
  premiere, please complete the Critical Event Summary at 
  the end of the event and return it to the Furyondy Plots 
  coordinator, John du Bois, or RPGA HQ. While you do 
  not need to advise the players of the questions (and it is 
  preferable you do not), please make them aware you ARE 
  completing this bit of paperwork and that their actions do 
  make a difference. Any PC actions that are not adequately 
  covered by the questions but may become relevant in 
  future modules or for the region in general should be 
  explained on the backside of the paper. 
   
  Once the PCs return to Chendl, Telmus listens 
  quietly as their recount the details of their adventure. If 
  time is available, feel free to role-play this final encounter 
  with Telmus. At the least, gather feedback from each 
  player about what they recommend to the Mage Council 
  regarding Ereland Manneth. If the PCs interviewed Adar 
  ibn Vahim, Telmus listens with interest and asks for their 
  opinions on him as well. For each candidate, Telmus 
  insists that each PC give a recommendation for or against 
  (no abstentions). PCs that still refuse to give a non-neutral 
  opinion do not receive the Influence with the Furyondy 
  Mage Council on their Adventure Record.  
   
  IMPORTANT 
  Regardless of which conclusion the PCs receive, if they 
  successfully rescued Elaana they receive a valuable clue 
  from her (see the section titled "A Valuable Clue" below). 
   
  CONCLUSION A 
  If the PCs were successful in rescuing Adar and killing 
  the guardian demon, read the following: 
   
  As you conclude your interview with Telmus he 
  gives you a small smile. “I must admit I am 
  impressed with your success in this mission. Not 
  only have you performed your assigned task 
  admirably but you’ve also done your country a great 
  service. I assure you that the Council will be most 
  generous with its thanks. In addition, as a result of 
  this mission you remain at the top of my list for 
  future interview committees though I’m certain 
  your next foray won’t be nearly as harrowing as this 
  one.” 
   
  CONCLUSION B 
  If the party rescued Adar but one of the PCs was 
  imprisoned within the unholy symbol, read the 
  following: 
   
  As you conclude your interview with Telmus he 
  gives <imprisoned PC> an apologetic look. “I’m 
  pleased that your party has performed its assigned 
  task but I’m sorry to hear of your set back. I will 
  encourage the Council will devote whatever 
  resources it can to freeing you from this 
  imprisonment. It will also be most generous with its 
  thanks to all of you. In addition, as a result of this 
  mission you remain at the top of my list for future 
  interview committees though I’m certain your next 
  foray won’t be nearly as harrowing as this one.” 
   
  CONCLUSION C 
  If the PCs learned of Adar’s imprisonment but did not 
  free him, read the following: 
   
  As you conclude your interview with Telmus he 
  gives you a small smile. “You have performed this 
  mission well despite your run-in at Batlet. I assure 
  you that the Council will do its best to understand 
  the nature of this unholy symbol and the woman 
  who bore it. The Council will also be most generous 
  with its thanks to you. In addition, as a result of this 
  mission you remain at the top of my list for future 
  interview committees though I’m certain your next 
  foray won’t be nearly as harrowing as this one.” 
   
  CONCLUSION D 
  If the PCs failed to learn of Adar’s imprisonment, read the 
  following: 
   
  As you conclude your interview with Telmus he 
  gives you a small smile. “You have performed this 
  mission well despite your run-in at Batlet. I assure 
  you that the Council will be most generous with its 
  thanks to you. In addition, as a result of this mission 
  you remain at the top of my list for future interview 
  committees though I’m certain your next foray 
  won’t be nearly as harrowing as this one.” 
   
  CONCLUSION E 
  If the PCs failed to interview Ereland Manneth for any 
  reason, read the following: 
   
  Telmus frowns unhappily as you recount the events 
  of your trip to Crystalreach. “The Council will not be 
  happy with how this unfolded. Another committee 
  will have to be formed and sent to Crystalreach. 
  There will be significant delay. The king will 
  undoubtedly be disappointed as well. I urge you to 
  be more careful if you are fortunate enough to find 
  future work for the Mage Council.” 
   
  A VALUABLE CLUE 
  Regardless of which conclusion the PCs receive, if they 
  successfully rescued Elaana you should also read the 
  following: 
   
  A few weeks after your return to Chendl a letter 
  reaches you from Elaana Merene. The ministrations 
  of her church have restored her memories and she 
  thanked you once again for saving her life [and 
  restoring her beloved]. She also related the following 
  missive:  
  
  FUR7-07 Illusions and Dreams 
   
  Page 23 
   
  “While I was on my last mission, I had the 
  fortune to learn of the arrival in the city of a spy 
  from Furyondy. I arranged to be on duty when she 
  left town. I did not get a chance to see her face but 
  she was human with long brown hair. Her most 
  distinctive feature was her animal companion: a 
  white tiger. 
   
  “Since you are clearly involved in the dealings 
  with the Mage Council, I urge you to keep an eye on 
  any council members who meet this description. 
  Whoever this individual is, she is almost certainly 
  also a spy…” 
   
  GUIDELINES 
  FOR 
  DISTRIBUTING 
  ADVENTURE 
  RECORD ITEMS 
  Influence with the Furyondy Mage Council: PCs 
  receive this AR item if they did not insist on negotiating 
  their pay up front and interviewed Ereland Manneth and 
  registered a clear opinion for or against him. 
   
  Gratitude of Adar ibn Vahim: PCs who successfully 
  rescued both Elaana and Adar receive this item. 
   
  Respect of Ereland Manneth: PCs who impressed 
  Ereland Manneth with their knowledge of the guerilla 
  raid and succeeded in saving Elaana’s life and did not earn 
  the Ire of the Brotherhood of Sorcery (see below) and did 
  not kill any rioters in Batlet and reported back to 
  Manneth with what they found earned this item. PCs 
  who receive the Ire of the Brotherhood of Sorcery (see 
  below) do not gain this item. 
   
  Influence Point: 
  • Members of the church of Heironeous receive this 
  favor if Elaana is successfully rescued or if the 
  majority of the party recommended Ereland 
  Manneth’s selection for the Chamber of Four. 
  • Members of the church of Trithereon, Pelor or FAST-C 
  receive this favor if the majority of the party 
  recommended against Ereland Manneth’s selection 
  for the Chamber of Four. 
  • Members of the Twilight Hunters receive this favor if 
  they rescued Adar ibn Vahim from his prison and 
  recruited him into their organization. 
   
  Ire of the Brotherhood of Sorcery: If any PCs killed or 
  looted a Ketite in Encounter Six, all PCs receive this item. 
  This Ire negates the Respect of Ereland Manneth (see 
  above). 
   
  Welcome to Greylode: If any of the PCs killed one or 
  more rioters during Encounter Six, that PC receives a 
  prison sentence in Castle Greylode. The default sentence 
  is 52 TUs and the loss of a hand (which requires a 
  regenerate spell to restore). The PC in question may spend 
  one 
  or 
  more 
  influence 
  points 
  with 
  Furyondy 
  organizations (including any influence points earned 
  during this adventure) to avoid having his hand severed 
  and reduce this sentence as follows: 
  # of influence 
  points spent 
  Resulting 
  sentence 
  1 
  26 TUs 
  2 
  13 TUs 
  3 
  8 TUs 
  Regardless of the sentence, if this PC is a 
  member of the Furyondy Military, Green 
  Jerkins or Knights of the Hart he immediately 
  loses that membership as a result of his 
  conviction and may not rejoin until a period of 
  52 TUs after serving his sentence. 
   
  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 SIX 
  Survive the fracas at Batlet. 
   
  APL 4 210 xp 
   
  APL 6 270 xp 
   
  APL 8 330 xp 
   
  APL 10 390 xp 
   
  ENCOUNTER NINE 
  Encounter the trap in the unholy symbol: 
   
  APL 4 120 xp 
   
  APL 6 180 xp 
   
  APL 8 240 xp 
   
  APL 10 300 xp 
   
  Defeat the guardian demon in the unholy symbol. 
   
  APL 4 210 xp 
   
  APL 6 270 xp 
   
  APL 8 330 xp 
   
  APL 10 390 xp 
   
  STORY AWARDS 
  Objective 1: Prevent the death or capture of Elaana Merene 
   
  APL 4 40 xp 
   
  APL 6 60 xp 
   
  APL 8 80 xp 
   
  APL 10 100 xp 
  Objective 2: Free Adar ibn Vahim from the unholy symbol 
   
  APL 4 40 xp 
   
  APL 6 60 xp 
   
  APL 8 80 xp 
   
  APL 10 100 xp 
   
  DISCRETIONARY ROLEPLAYING AWARD 
   
  APL 4 55 xp 
   
  APL 6 60 xp 
   
  APL 8 65 xp 
   
  APL10 70 xp 
   
  
  FUR7-07 Illusions and Dreams 
   
  Page 24 
  TOTAL POSSIBLE EXPERIENCE: 
   
  APL 2 675 xp 
   
  APL 4 900 xp 
   
  APL 6 1125 xp 
   
  APL 8 1350 xp 
   
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  ENCOUNTER ONE: A MEETING WITH TELMUS 
  APL 4: Loot – 0 gp, Coin – 33 gp, Magic – 0 gp. 
  APL 6: Loot – 0 gp, Coin – 50 gp, Magic – 0 gp. 
  APL 8: Loot – 0 gp, Coin – 67 gp, Magic – 0 gp. 
  APL 10: Loot – 0 gp, Coin – 83 gp, Magic – 0 gp. 
   
  ENCOUNTER 6B: BIG TROUBLE IN LITTLE BATLET 
  APL 4: Loot – 95 gp, Coin – 0 gp, Magic -- wand of lesser 
  vigor (62 gp each), potion of invisibility (25 gp each). 
  APL 6: Loot – 69 gp, Coin – 0 gp, Magic – dagger +1 (191 
  gp each), potion of invisibility (25 gp each). 
  APL 8: Loot – 69 gp, Coin – 0 gp, Magic – dagger of venom 
  (691 gp each). 
  APL 10: Loot – 69 gp, Coin – 0 gp, Magic – dagger of venom 
  (691 gp each), boots of speed (1,000 gp each). 
  If the PCs defeated the Ketites and treated them with 
  respect, then they also this treasure: 
  APL 4: Loot – 142 gp, Coin – 0 gp, Magic -- lesser 
  metamagic rod of enlarge (250 gp each), potion of cure 
  moderate wounds x2 (50 gp each). 
  APL 6-10: Loot – 142 gp, Coin – 0 gp, Magic – lesser 
  metamagic rod of sculpt spell (450 gp each). 
   
  TOTAL POSSIBLE TREASURE 
  APL 4: L: 237 gp; C: 33 gp; M: 387 gp - Total: 657 gp 
  APL 6: L: 211 gp; C: 50 gp; M: 666 gp - Total: 927 gp 
  APL 8: L: 211 gp; C: 67 gp; M: 1141 gp - Total: 1419 gp 
  APL 10: L: 211 gp; C: 83 gp; M: 2141 gp - Total: 2435 gp 
   
  ADVENTURE RECORD ITEMS 
  Influence with the Furyondy Mage Council: You have 
  earned an Influence Point with the Furyondy Mage 
  Council. If you have the ring of the arcane, you may expend 
  this favor and pay 1,800 gp to upgrade the ring. It now 
  allows you to, 1/day, spontaneously convert one 1st–level 
  arcane spell or spell slot to disguise self. 
   
  Gratitude of Adar ibn Vahim: You have earned the 
  devoted gratitude of Adar ibn Vahim. As a result, Adar is 
  willing to teach you one of the following limited spells: 
  silent portal1, instant diversion2, claws of darkness1, cone of 
  dimness1, shadow well1, shadowy grappler1. 
  1Spell Compendium 2Races of the Dragon 
   
  Respect of Ereland Manneth: Half the TU cost for 
  joining the Furyondy Military is waived. If you are 
  already a member, you receive a 2 TU discount on your 
  next two years’ service. Alternatively, you may spend this 
  favor plus one other Influence Point with the Furyondy 
  Military to purchase any one specific weapon from MIC 
  p243 worth less than 7,000gp, EXCEPT: biting arrow or 
  bolt, slaying arrow, greater slaying arrow, viperblade, or relics. 
   
  Influence Point: You have earned an Influence Point 
  with the organization listed below. Until you spend this 
  Influence Point, you are granted Regional access to the 
  following items: globe of sunlight, metamagic wandgrip, ring 
  of invisibility, ring of instant escape. 
   
   
   
   
   
   
   
   
   
  Ire of the Brotherhood of Sorcery: Your treatment of 
  Nusrat and her hunters has earned you an influential 
  
  FUR7-07 Illusions and Dreams 
   
  Page 25 
  enemy in Ket. Should you ever be convicted of a crime in 
  that region, your sentence is doubled. 
   
  Welcome to Greylode: You have been convicted of 
  murdering one or more citizens of the town of Batlet. 
  Due to the good word of the Mage Council your sentence 
  has been reduced to ____________ TUs at Castle Greylode. If 
  you are a member of the Furyondy Military, Green 
  Jerkins, or Knights of the Hart, you are expelled from that 
  organization and may not rejoin until 52 TUs after 
  serving your sentence. 
   
  ITEM ACCESS 
  APL 4: 
  • Lesser metamagic rod of enlarge spell (Adventure; DMG) 
  • Wand of lesser vigor (Adventure; SpC; 750 gp) 
  APL 6 (all of APL 4 plus the following): 
  • Lesser metamagic rod of sculpt spell (Adventure; CL 17th; 
  Complete Arcane) 
  APL 8 (all of APLs 4-6 plus the following): 
  • Dagger of venom (Adventure; DMG) 
  APL 10 (all of APLs 4-8 plus the following): 
  • Boots of speed (Adventure; DMG) 
  SUPPLEMENTAL ADVENTURE RECORD: 
  Imprisoned in the Unholy Symbol: Your soul has been 
  imprisoned within an ornate unholy symbol of Iuz. The 
  symbol has the following properties: 
  • Radiates moderate evil and strong conjuration.  
  • Hardness 17 and 15 hit points. If destroyed, you are 
  killed instantly. 
  • If killed while your soul is trapped in the symbol or by 
  the destruction of the symbol, a resurrection spell is 
  required to bring you back to life. If the symbol is still 
  intact, it must be destroyed before you can be 
  resurrected. 
  • The symbol occupies the neck slot and must be worn at 
  all times. If it is removed, you become Dazed and 
  Helpless until it is replaced. 
  • The demon within the symbol tortures you, making 
  you 
  perpetually 
  distracted. 
  You 
  suffer 
  a 
  -6 
  Circumstance 
  penalty 
  on 
  Initiative 
  rolls 
  and 
  Concentration, Spot, and Listen checks. 
  • If the unholy symbol is visible, you receive a –4 
  Circumstance penalty on Diplomacy checks with good 
  or lawfully-aligned creatures. These penalties stack 
  when dealing with lawful good creatures. You are also 
  likely to be arrested in countries which oppose Iuz. 
  • Your presence in the symbol incurs a –10 penalty on 
  saving throws vs. spells and special abilities that 
  attempt to displace your soul (e.g., possession or magic 
  jar). 
   
  Your soul can be freed by a limited wish followed 
  immediately by a remove curse of at least CL 15. You may 
  also request a special mission from the Furyondy Triad. 
  
  FUR7-07 Illusions and Dreams 
   
  Page 26 
  APPENDIX 1: ALL APLS
  MULTIPLE ENCOUNTERS  
  ADAR IBN VAHIM 
   
   
  CR 12 
  Male human aristocrat 1/sorcerer 12  
  CG Medium humanoid (human) 
  Init +1; Senses Spot +1, Listen +1 
  Languages Baklunish, Common 
  AC 11, touch 11, flat-footed 10 
   
  (+1 Dex) 
  hp 56 (currently 16) (13 HD) 
  Fort +5, Ref +5, Will +11 
  Speed 30 ft. (6 squares) 
  Melee claws of darkness +6/+1 (1d8) 
  Base Atk +6; Grp +6 
  Atk Options Heighten Spell, Silent Spell, Still Spell 
  Sorcerer Spells Known (CL=12th): 
  6th (3/day*)—shadowy grappler 
  5th (5/day*)—persistent image (DC 22), shadow 
  evocation (DC 22) 
  4th 
  (7/day)—evard's 
  black 
  tentacles, 
  shadow 
  conjuration (DC 21), shadow well (DC 21) 
  3rd (7/day)—cone of dimness (DC 20), greater mage 
  armor, major image (DC 20), suggestion* (DC 18) 
  2nd (7/day)—claws of darkness, darkvision, detect 
  thoughts (DC 17), false life, invisibility 
  1st (8/day)—disguise self, instant diversion (DC 18), 
  magic missile, shield, unseen servant 
  0 (6/day)—dancing lights, detect magic, ghost sound 
  (DC 17), light, message, prestidigitation (DC 15), 
  read magic, resistance, silent portal 
  *Adar can not use these spells while in the unholy 
  symbol. All others must be made silent, still and 
  eschewed (taking up a slot two levels higher). 
  Abilities Str 10, Dex 12, Con 12, Int 12, Wis 13, Cha 
  20 
  SQ none 
  Feats Eschew Materials, Greater Spell Focus 
  (Illusion), Heighten Spell, Silent Spell, Spell Focus 
  (Illusion), Still Spell 
  Skills Bluff +13, Concentration +17, Diplomacy +11, 
  Gather Information +9, Knowledge (Arcana) +17, 
  Knowledge (Local) +3, Knowledge (Nobility and 
  Royalty) +3, Sense Motive +5, Spellcraft +19 
  Possessions none 
   
   
  
  FUR7-07 Illusions and Dreams 
   
  Page 27 
  APL 4 
  6B: LET'S JUST CHEW OUR WAY OUT OF HERE 
  NUSRAT THE FIREBOUND 
   
  CR 4 
  Female human sorcerer 4  
  LN Medium humanoid (human) 
  Init -1; Senses Spot +0, Listen +0 
  Languages Common 
  AC 13, touch 9, flat-footed 13 
   
  (-1 Dex, +4 armor*) 
  hp 21 (4 HD) 
  Fort +3, Ref +0, Will +4 
  *mage armor pre-cast 
  Speed 30 ft. (6 squares) 
  Melee spiked gauntlet +1 (1d4-1) 
  Ranged light crossbow +1 (1d8-1) 
  Base Atk +2; Grp +1 
  Combat Gear lesser metamagic rod of enlarge 
  Sorcerer Spells Known (CL=4th): 
  2nd (4/day)—mirror image 
  1st (7/day)—guided shot, mage armor, lesser orb of 
  fire 
  0 (6/day)—acid splash, dancing lights, detect magic, 
  flare (DC 15), light, message 
  Abilities Str 8, Dex 8, Con 14, Int 10, Wis 10, Cha 18 
  Feats Jinnbond (Efreeti), Elemental Focus, Spell 
  Focus (Evocation) 
  Skills Concentration +9, Knowledge (Arcana) +4, 
  Spellcraft +4, Ride +2 
  Possessions combat gear plus crossbow bolts (x10), 
  light crossbow, spiked gauntlet 
   
  KET HUNTER  
   
   
  CR 2 
  Female human fighter 2  
  LN Medium humanoid (human) 
  Init +1; Senses Spot -1, Listen -1 
  Languages Baklunish, Common 
  AC 15, touch 11, flat-footed 14 
   
  (+1 Dex, +4 armor) 
  hp 20 (2 HD) 
  Fort +5, Ref +1, Will -1 
  Speed 30 ft. (6 squares) 
  Melee falchion +5 (2d4+4/18-20) 
  Melee masterwork lance +7 (1d8+4/x3) 
  Melee sap +5 (1d6+3) 
  Ranged composite (+2 Str bonus) shortbow +3 
  (1d6+2/x3) 
  Base Atk +2; Grp +5 
  Atk Options Ride-By Attack, Spirited Charge 
  Combat Gear potion of cure moderate wounds (DC 
  14) 
  Abilities Str 16, Dex 12, Con 14, Int 10, Wis 8, Cha 8 
  Feats Mounted Combat, Ride-By Attack, Spirited 
  Charge, Weapon Focus (Lance) 
  Skills Handle Animal +4, Intimidate +0, Knowledge 
  (Nobility and Royalty) +2, Ride +8 
  Possessions chain shirt, falchion, masterwork lance, 
  sap, composite (+2 Str bonus) shortbow 
   
  HEAVY WARHORSE 
   
   
  CR 2 
  N Large animal 
  Init +1; Senses low-light vision, scent, Spot +4, 
  Listen +5 
  Languages none 
  AC 14, touch 10, flat-footed 13; Mounted Combat (by 
  rider) 
   
  (-1 size, +1 Dex, +4 natural) 
  hp 26 (4 HD) 
  Fort +7, Ref +5, Will +2 
  Speed 50 ft. (10 squares) 
  Melee 2 hoofs +6 (1d6+4) and bite +1 (1d4+2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +11 
  Abilities Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6 
  Feats Endurance, Run 
  Skills Listen +5, Spot +4 
  Possessions bit and bridle, military saddle 
   
  SISTER KAYLEN 
   
   
  CR 5 
  Female jackalwere, hybrid form cleric 3  
  NE Medium humanoid (jackalwere, hybrid form) 
  Init +7; Senses darkvision 60 ft., low-light vision, 
  Spot +4, Listen +4 
  Languages Common 
  AC 23, touch 13, flat-footed 20 
   
  (+3 Dex, +5 armor, +2 shield, +3 natural) 
  hp 52 (7 HD); DR 5/iron 
  Fort +9, Ref +8, Will +9 
  Speed 20 ft. in breastplate (4 squares), base 
  movement 30 ft. 
  Melee heavy mace +7/+2 (1d8+1) and bite +2 
  (1d6+1) 
  Ranged light crossbow +9 (1d8) 
  Base Atk +6; Grp +4 
  Atk Options Divine Metamagic(Quicken Spell), Sleep 
  Gaze (DC 15) 
  Special Actions spontaneous casting (inflict), rebuke 
  undead 10/day (+3, 2d6+6, cleric level 3) 
  Combat Gear wand of lesser vigor (DC 11) 
  Cleric Spells Prepared (CL=3rd): 
  2nd—cure moderate wounds, enthrallD (DC 16), hold 
  person (DC 19) 
  1st—cause fear (DC 15), commandD (DC 18), cure 
  light wounds, obscuring mist 
  0—detect magic (x2), detect poison, guidance 
  D: Domain spell. Deity: Iuz. Domains: Trickery, 
  Tyranny 
  Abilities Str 12, Dex 16, Con 14, Int 10, Wis 18, Cha 
  16 
  SQ alternate form 
  Feats Greater Spell Focus (Enchantment), Improved 
  Initiative, Spell Focus (Enchantment) 
  Skills Bluff +6, Concentration +12, Disguise +10 
  Possessions crossbow bolts (x10), breastplate, light 
  crossbow, heavy mace, heavy steel shield 
   
  
  FUR7-07 Illusions and Dreams 
   
  Page 28 
  ELFSKINNER  
   
   
  CR 5 
  Male jackalwere, hybrid form ranger 3  
  CE Medium humanoid (jackalwere, hybrid form) 
  Init +5; Senses darkvision 60 ft., low-light vision, 
  Spot +4, Listen +4 
  Languages Common, Elven 
  AC 21, touch 14, flat-footed 17; Dodge, Mobility 
   
  (+4 Dex, +4 armor, +3 natural) 
  hp 65 (7 HD); DR 5/iron 
  Fort +11, Ref +12, Will +1 
  Speed 30 ft. (6 squares) 
  Melee masterwork scimitar +11/+6 (1d6+3/18-20) 
  and bite +6 (1d6+3) 
  Melee masterwork scimitar +9/+4 (1d6+3/18-20) and 
  masterwork dagger +9 (1d4+1/19-20) and bite +4 
  (1d6+3) with Two Weapon Combat 
  Base Atk +7; Grp +10 
  Atk Options Combat Reflexes, Sleep Gaze (DC 12) 
  Combat Gear potion of invisibility 
  Abilities Str 17, Dex 20, Con 18, Int 12, Wis 10, Cha 
  10 
  SQ alternate form, favored enemy: humanoids (elf), 
  two-weapon combat, wild empathy 
  Feats Combat Reflexes, Dodge, Endurance, Mobility, 
  Track 
  Skills Disguise +2, Hide +14, Listen +4, Move Silently 
  +14, Perform (Dance) +5, Spot +4, Survival +2 
  Possessions masterwork chain shirt, masterwork 
  dagger, masterwork scimitar 
   
  ELAANA MERENE 
   
   
  CR 2 
  Female human rogue 1/paladin 1  
  NG Medium humanoid (human) 
  Init -1; Senses Spot +1, Listen +5 
  Languages Abyssal, Common, Orc 
  AC 17, touch 9, flat-footed 17 
   
  (-1 Dex, +6 armor*, +2 shield) 
  hp 16 + 1d10+10 temporary hp* (2 HD)  
  Fort +4, Ref +1, Will +1 
  *due to precast spells from Adar 
  Speed 30 ft. (6 squares) 
  Melee battleaxe +4 (1d8+3/x3) 
  Melee gauntlet +4 (1d3+3) 
  Base Atk +1; Grp +4 
  Atk Options Power Attack, Sneak Attack (+1d6) 
  Combat Gear Quaal’s feather token (bird) 
  Abilities Str 16, Dex 8, Con 14, Int 10, Wis 12, Cha 
  16 
  SQ trapfinding 
  Feats Power Attack, Skill Focus (Bluff) 
  Skills Bluff +10, Diplomacy +7, Disguise +7, Forgery 
  +4, Gather Information +7, Knowledge (Local) +4, 
  Listen +5, Ride +2, Sense Motive +5 
  Possessions 
  battleaxe, 
  chain 
  shirt, 
  cloak 
  of 
  charisma +2, ring of mind shielding, heavy steel 
  shield 
   
  RIOTER  
   
   
   
  CR ½  
  Male or Female human commoner 1 
  Medium humanoid (human) 
  Init +0; Senses Spot +0, Listen +0 
  Languages Common 
  AC 10, touch 10, flat-footed 10 
  hp 4 (1 HD) 
  Fort +0, Ref +0, Will +0  
  Speed 30 ft. (6 squares) 
  Melee club +0 (1d6) 
  Base Atk +0; Grp +0  
  Abilities Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 
  10 
  Feats varies (combat irrelevant) 
  Skills varies (combat irrelevant) 
  Possessions club  
   
  ENCOUNTER NINE 
   
   
   
   
  ELAANA MERENE (SEE ENCOUNTER SIX) 
  ABYSSAL RAVAGER 
   
   
  CR 5 
  CE Large outsider 
  Init +4; Senses darkvision 60ft, scent; Spot +4, 
  Listen +6 
  Languages none 
  AC 17, touch 13, flat-footed 13 
   
  (-1 size, +4 Dex, +4 natural) 
  hp 22 (3 HD) 
  Immune poison 
  Resist acid 10, cold 10 
  Fort +6, Ref +7, Will +4 
  Speed 50 ft. (10 squares) 
  Melee string +4 (1d4+4 plus poison) 
  Space 10ft.; Reach 5 ft. 
  Base Atk +2; Grp +9 
  Abilities Str 17, Dex 19, Con 17, Int 6, Wis 12, Cha 8 
  SQ outsider traits 
  Feats Track, Weapon Focus (Sting) 
  Skills Jump +9, Listen +7, Move Silently +10, Sense 
  Motive +7, Spot +7, Survival +7 
  Poison (Ex): An abyssal ravager delivers its poison 
  (Fortitude save DC 14) with each successful sting 
  attack. The initial and secondary damage is the same 
  (2d6 points of Strength damage). 
  
  FUR7-07 Illusions and Dreams 
   
  Page 29 
  APL 6 
  6B: LET'S JUST CHEW OUR WAY OUT OF HERE 
  NUSRAT THE FIREBOUND 
   
  CR 6 
  Female human sorcerer 6  
  LN Medium humanoid (human) 
  Init -1; Senses Spot +0, Listen +0 
  Languages Common 
  AC 13, touch 9, flat-footed 13 
   
  (-1 Dex, +4 armor*) 
  hp 31 (6 HD) 
  Fort +4, Ref +1, Will +5; +4 vs fire effects 
  *mage armor pre-cast 
  Speed 30 ft. (6 squares) 
  Melee spiked gauntlet +2 (1d4-1) 
  Ranged light crossbow +2 (1d8-1) 
  Base Atk +3; Grp +2 
  Combat Gear lesser metamagic rod of sculpt spell 
  Sorcerer Spells Known (CL=6th): 
  3rd (4/day)—fireball (DC 22) 
  2nd (6/day)—mirror image, scorching ray 
  1st (7/day)—guided shot, mage armor, magic missile, 
  lesser orb of fire 
  0 (6/day)—acid splash, dancing lights, detect magic, 
  flare (DC 16), light, message, prestidigitation (DC 
  14) 
  Abilities Str 8, Dex 8, Con 14, Int 10, Wis 10, Cha 18 
  Feats Jinnbond (Efreet), Elemental Focus, Spell 
  Focus 
  (Evocation), 
  Greater 
  Spell 
  Focus 
  (Evocation) 
  Skills Concentration +11, Knowledge (Arcana) +5, 
  Spellcraft +7, Ride +3 
  Possessions combat gear plus crossbow bolts (x10), 
  light crossbow, spiked gauntlet 
   
  KET HUNTER  
   
   
  CR 5 
  Female human fighter 5  
  LN Medium humanoid (human) 
  Init +1; Senses Spot -1, Listen -1 
  Languages Baklunish, Common 
  AC 15, touch 11, flat-footed 14 
   
  (+1 Dex, +4 armor) 
  hp 44 (5 HD) 
  Fort +6, Ref +2, Will +0 
  Speed 30 ft. (6 squares) 
  Melee falchion +8 (2d4+4/18-20) 
  Melee masterwork lance +10 (1d8+6/x3) 
  Melee sap +8 (1d6+3) 
  Ranged composite (+2 Str bonus) shortbow +6 
  (1d6+2/x3) 
  Base Atk +5; Grp +8 
  Atk Options Power Attack, Spirited Charge 
  Abilities Str 17, Dex 12, Con 14, Int 10, Wis 8, Cha 8 
  Feats Mounted Combat, Power Attack, Ride-By 
  Attack, Spirited Charge, Weapon Focus (Lance), 
  Weapon Specialization (Lance) 
  Skills Handle Animal +6, Intimidate +0, Knowledge 
  (Nobility and Royalty) +4, Ride +11 
  Possessions chain shirt, falchion, masterwork lance, 
  sap, composite (+2 Str bonus) shortbow 
   
  HEAVY WARHORSE 
   
   
  CR 2 
  N Large animal 
  Init +1; Senses low-light vision, scent, Spot +4, 
  Listen +5 
  Languages none 
  AC 14, touch 10, flat-footed 13; Mounted Combat (by 
  rider) 
   
  (-1 size, +1 Dex, +4 natural) 
  hp 26 (4 HD) 
  Fort +7, Ref +5, Will +2 
  Speed 50 ft. (10 squares) 
  Melee 2 hoofs +6 (1d6+4) and bite +1 (1d4+2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +11 
  Abilities Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6 
  Feats Endurance, Run 
  Skills Listen +5, Spot +4 
  Possessions bit and bridle, military saddle 
   
  SISTER KAYLEN 
   
   
  CR 7 
  Female jackalwere, hybrid form cleric 5  
  NE Medium humanoid (jackalwere, hybrid form) 
  Init +7; Senses darkvision 60 ft., low-light vision, 
  Spot +4, Listen +4 
  Languages Common 
  AC 23, touch 13, flat-footed 20 
   
  (+3 Dex, +5 armor, +2 shield, +3 natural) 
  hp 66 (9 HD); DR 5/iron 
  Fort +10, Ref +10, Will +10 
  Speed 20 ft. in breastplate (4 squares), base 
  movement 30 ft. 
  Melee heavy mace +8/+3 (1d8+1) and bite +3 
  (1d6+1) 
  Ranged light crossbow +7 (1d8) 
  Base Atk +7; Grp +5 
  Atk Options Sleep Gaze (DC 15) 
  Special 
  Actions 
  spontaneous 
  casting, 
  rebuke 
  undead 10/day (+3, 2d6+8, cleric level 5) 
  Cleric Spells Prepared (CL=5th): 
  3rd—deeper darkness, cure serious wounds, discern 
  liesD (DC 17) 
  2nd—enthrallD (DC 18), hold person (x3, DC 19) 
  1st—cause fear (DC 15), commandD (x2, DC 18), 
  cure light wounds, obscuring mist 
  0—detect magic (x2), detect poison, guidance (x2) 
  D: Domain spell. Deity: Iuz. Domains: Trickery, 
  Tyranny 
  Abilities Str 12, Dex 16, Con 14, Int 10, Wis 19, Cha 
  16 
  SQ alternate form 
  Feats Greater Spell Focus (Enchantment), Improved 
  Initiative, 
  Lightning 
  Reflexes, 
  Spell 
  Focus 
  (Enchantment) 
  Skills Bluff +8, Concentration +14, Disguise +10 
  
  FUR7-07 Illusions and Dreams 
   
  Page 30 
  Possessions crossbow bolts (x10), breastplate, light 
  crossbow, heavy mace, heavy steel shield 
   
  ELFSKINNER  
   
   
  CR 7 
  Male jackalwere, hybrid form assassin 1/ranger 
  3/shadowdancer 1  
  CE Medium humanoid (jackalwere, hybrid form) 
  Init +5; Senses darkvision 60 ft., low-light vision, 
  Spot +4, Listen +4 
  Languages Common, Elven 
  AC 21, touch 14, flat-footed 17; Dodge, Mobility 
   
  (+4 Dex, +4 armor, +3 natural) 
  hp 82 (9 HD); DR 5/iron 
  Fort +11, Ref +16, Will +1 
  Speed 30 ft. (6 squares) 
  Melee 
  masterwork scimitar +12/+7 (1d6+4/18-20) 
  and bite +6 (1d6+4) 
  Melee masterwork scimitar +10/+5 (1d6+4/18-20) 
  and +1 dagger +10/+5 (1d4+3/19-20) and bite +4 
  (1d6+4) with Two-Weapon Combat 
  Ranged +1 dagger +13/+8 (1d4+3/19-20) 
  Base Atk +7; Grp +11 
  Atk Options Death Attack (DC 12), Sleep Gaze (DC 
  12), Sneak Attack (+1d6), Combat Reflexes 
  Abilities Str 18, Dex 20, Con 18, Int 12, Wis 10, Cha 
  10 
  SQ alternate form, , wild empathy, favored enemy: 
  humanoids (elf), two-weapon combat, hide in plain 
  sight (shadows), poison use 
  Feats 
  Combat 
  Reflexes, 
  Dodge, 
  Endurance, 
  Improved Two-Weapon Fighting, Mobility, Track 
  Skills Disguise +9, Hide +20, Listen +4, Move Silently 
  +15, Perform (Dance) +5, Spot +4, Survival +2, 
  Tumble +7 
  Possessions 
  cloak 
  of 
  elvenkind, 
  +1 
  dagger, 
  masterwork chain shirt, masterwork scimitar 
   
  ELAANA MERENE 
   
   
  CR 4 
  Female human rogue 1/ex-paladin 3  
  NG Medium humanoid (human) 
  Init -1; Senses Spot +1, Listen +5 
  Languages Abyssal, Common, Orc 
  AC 17, touch 9, flat-footed 17 
   
  (+-1 Dex, +6 armor*, +2 shield) 
  hp 32 + 1d10+10 temporary hp* (4 HD) 
  Fort +5, Ref +2, Will +2 
  *due to precast spells from Adar 
  Speed 30 ft. (6 squares) 
  Melee battleaxe +6 (1d8+3/x3) 
  Melee gauntlet +6 (1d3+3) 
  Base Atk +3; Grp +6 
  Atk Options Power Attack 
  Abilities Str 17, Dex 8, Con 14, Int 10, Wis 12, Cha 
  16 
  SQ sneak attack, trapfinding 
  Feats Devoted Inquisitor, Power Attack, Skill Focus 
  (Bluff) 
  Skills Bluff +13, Diplomacy +9, Disguise +7, Forgery 
  +4, Gather Information +7, Knowledge (Local) +4, 
  Listen +5, Ride +2, Sense Motive +5 
  Possessions 
  battleaxe, 
  chain 
  shirt, 
  cloak 
  of 
  charisma +2, ring of mind shielding, heavy steel 
  shield, Quaal's feather token (bird) 
   
  MINOR RIOT  
   
   
  CR 7 
   (Mob of humans with 15 negative levels) 
  LN Gargantuan humanoid (mob of Medium humans) 
  Init +4; Senses Spot -11, Listen -11 
  Languages Common 
  AC 6, touch 6, flat-footed 6 
  hp 60 (15 HD) 
  Fort +4, Ref -6, Will +2 
  Speed 20 ft. (4 squares) 
  Melee mob (5d6) 
  Space 20 ft.; Reach 0 ft. 
  Base Atk +7; Grp +19  
  Atk Options expert grappler, trample 2d6 (Reflex 17 
  half) 
  Abilities Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 
  10 
  Feats Improved Initiative, Great Fortitude, Improved 
  Bull Rush, Improved Overrun 
  Skills Listen -11, Spot -11 
  Expert Grappler (Ex) A mob can maintain a grapple 
  without penalty and still make attacks against other 
  targets normally. A mob is never considered flat-
  footed while grappling. 
  Mob Anatomy (Ex) A mob is not subject to critical 
  hits or sneak attacks. It cannot be flanked, tripped, 
  grappled, or bull rushed. Each specific creature 
  that is slain, disabled, or otherwise incapacitated 
  by spells or effects that target specific creatures 
  bestows two negative levels on the mob. A mob 
  that gains 30 negative levels breaks up as if 
  reduced to 0 hp. Negative levels gained in this 
  manner are not the result of negative energy (and 
  thus cannot be blocked by death ward or removed 
  by restoration), but they never result in permanent 
  level loss. A mob takes half again as much 
  damage (+50%) from spells or effects that affect 
  an area, such as splash weapons and many 
  evocation spells. A mob can occupy the same 
  space as a creature, since it tramples over and 
  moves around its victims. It can move through 
  squares occupied by enemies and vice versa 
  without impediment, although a mob provokes an 
  attack of opportunity if it does so. A mob can move 
  through openings large enough for its component 
  creatures. 
   
  9: DEMON IN A BOTTLE  
   
   
  ELAANA MERENE (SEE ENCOUNTER 6B) 
   
  
  FUR7-07 Illusions and Dreams 
   
  Page 31 
  APL 8 
  6B: LET'S JUST CHEW OUR WAY OUT OF HERE  
  NUSRAT THE FIREBOUND 
   
  CR 8 
  Female human sorcerer 8  
  LN Medium humanoid (human) 
  Init -1; Senses Spot +0, Listen +0 
  Languages Common 
  AC 15, touch 9, flat-footed 15 
   
  (-1 Dex, +6 armor*) 
  hp 41 +1d10+8 temporary hp* (8 HD) 
  Fort +4, Ref +1, Will +6; +4 vs. fire effects 
  *greater mage armor and false life pre-cast 
  Speed 30 ft. (6 squares) 
  Melee spiked gauntlet +3 (1d4-1) 
  Ranged light crossbow +3 (1d8-1) 
  Base Atk +4; Grp +3 
  Combat Gear lesser metamagic rod of sculpt spell 
  Sorcerer Spells Known (CL=8th): 
  4th (3/day)—Otiluke's resilient sphere (DC 20) 
  3rd (6/day)—fireball (DC 21), greater mage armor 
  2nd (7/day)—false life, mirror image, scorching ray 
  1st (7/day)—burning hands (DC 19), guided shot, 
  magic missile, lesser orb of fire, shield 
  0 (6/day)—acid splash, dancing lights, detect magic, 
  flare (DC 16), light, message, prestidigitation (DC 
  14), read magic 
  Abilities Str 8, Dex 8, Con 14, Int 10, Wis 10, Cha 19 
  Feats Jinnbond (Efreeti), Elemental Focus, Greater 
  Spell Focus (Evocation), Spell Focus (Evocation) 
  Skills Concentration +13, Knowledge (Arcana) +6, 
  Spellcraft +8, Ride +4 
  Possessions combat gear plus crossbow bolts (x10), 
  light crossbow, spiked gauntlet 
   
  KET HUNTER  
   
   
  CR 8 
  Female human fighter 8  
  LN Medium humanoid (human) 
  Init +1; Senses Spot -1, Listen -1 
  Languages Baklunish, Common 
  AC 15, touch 11, flat-footed 13 
   
  (+1 Dex, +4 armor) 
  hp 68 (8 HD) 
  Fort +8, Ref +3, Will +3 
  Speed 30 ft. (6 squares) 
  Melee falchion +12/+7 (2d4+6/18-20) 
  Melee masterwork lance +14/+9 (1d8+8/19-20/x3) 
  Melee sap +12/+7 (1d6+4) 
  Ranged composite (+2 Str bonus) shortbow +9/+4 
  (1d6+2/x3) 
  Base Atk +8; Grp +12 
  Atk Options Power Attack, Ride-By Attack, Spirited 
  Charge, Trample 
  Abilities Str 18, Dex 12, Con 14, Int 10, Wis 8, Cha 8 
  Feats Iron Will, Improved Critical (Lance), Mounted 
  Combat, Power Attack, Ride-By Attack, Spirited 
  Charge, 
  Trample, 
  Weapon 
  Focus 
  (Lance), 
  Weapon Specialization (Lance) 
  Skills Handle Animal +10, Intimidate +2, Knowledge 
  (Nobility and Royalty) +4, Ride +14 
  Possessions falchion, full plate mail, masterwork 
  lance, sap, composite (+2 Str bonus) shortbow 
   
  ELITE HEAVY WARHORSE 
   
  CR 3 
  N Large animal 
  Init +2; Senses low-light vision, scent, Spot +3, 
  Listen +4 
  Languages none 
  AC 15, touch 11, flat-footed 13 
   
  (-1 size, +2 Dex, +4 natural) 
  hp 43 (4 HD) 
  Fort +9, Ref +6, Will +1 
  Speed 50 ft. (10 squares) 
  Melee 2 hoofs +10 (1d6+7) and bite +7 (1d4+3) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +14 
  Abilities Str 24, Dex 14, Con 20, Int 2, Wis 11, Cha 6 
  Feats Multiattack, Weapon Focus (Hoof) 
  Skills Listen +4, Spot +3 
  Possessions bit and bridle, military saddle 
   
  SISTER KAYLEN 
   
   
  CR 9 
  Female jackal lord cleric 1  
  LE Medium monstrous humanoid 
  Init +5; Senses darkvision 60 ft., Spot +6, Listen +6 
  Languages Common, Infernal 
  AC 22, touch 11, flat-footed 21 
   
  (+1 Dex, +5 armor, +2 shield, +4 natural) 
  hp 84 (9 HD); DR 10/magic 
  Fort +8, Ref +9, Will +14 
  Speed 20 ft. in breastplate (4 squares), base 
  movement 30 ft. 
  Melee heavy mace +10/+5 (1d8+2) and bite +5 
  (1d10+2) 
  Melee bite +10 (1d10+2) and 2 claws +5 (1d4+2) 
  Ranged light crossbow +9 (1d8) 
  Base Atk +8; Grp +10 
  Special 
  Actions 
  spontaneous 
  casting, 
  rebuke 
  undead 11/day (+4, 2d6+5, cleric level 1) 
  Cleric Spells Prepared (CL=9th): 
  5th—greater commandD (DC 24), flame strike (DC 
  21), righteous might 
  4th—confusionD (DC 23), cure critical wounds, divine 
  power, freedom of movement 
  3rd—blindness/deafness (DC 19), deeper darkness, 
  discern liesD (DC 19), dispel magic 
  2nd—bear's endurance, bull's strength, enthrallD (DC 
  20), hold person (x4, DC 21) 
  1st—cause fear (DC 17), commandD (x3, DC 20), 
  cure light wounds (x2), obscuring mist 
  0—detect magic (x3), detect poison, guidance (x2) 
  D: Domain spell. Deity: Iuz. Domains: Tyranny, 
  Trickery 
  Abilities Str 14, Dex 12, Con 18, Int 10, Wis 23, Cha 
  18 
  
  FUR7-07 Illusions and Dreams 
   
  Page 32 
  Feats Greater Spell Focus (Enchantment), Improved 
  Initiative, 
  Lightning 
  Reflexes, 
  Spell 
  Focus 
  (Enchantment) 
  Skills Bluff +10, Concentration +16, Disguise +10 
  Possessions crossbow bolts (x10), breastplate, light 
  crossbow, heavy mace, heavy steel shield 
   
  ELFSKINNER  
   
   
  CR 9 
  Male jackalwere, hybrid form assassin 1/ranger 
  3/shadowdancer 3  
  CE Medium humanoid (jackalwere, hybrid form) 
  Init +5; Senses darkvision 60 ft., low-light vision, 
  Spot +4, Listen +4 
  Languages Common, Elven 
  AC 21, touch 14, flat-footed 21; Dodge, Mobility 
   
  (+4 Dex, +4 armor, +3 natural) 
  hp 100 (11 HD); DR 5/iron 
  Fort +12, Ref +17, Will +2; Evasion 
  Speed 30 ft. (6 squares) 
  Melee dagger of venom +14/+9 (1d4+3/19-20) 
  Melee masterwork scimitar +14/+9 (1d6+4/18-20) 
  Melee masterwork scimitar +12/+7 (1d6+4/18-20) 
  and dagger of venom +12/+7 (1d4+3/19-20 plus 
  poison DC 14) and bite +8 (1d6+4) with Two-
  Weapon Fighting 
  Ranged dagger of venom +15/+10 (1d4+3/19-20 plus 
  poison DC 14) 
  Base Atk +9; Grp +13 
  Atk Options Death Attack (DC 12), Sleep Gaze (DC 
  12), Sneak Attack (+1d6), Combat Reflexes 
  Abilities Str 18, Dex 20, Con 18, Int 12, Wis 10, Cha 
  10 
  SQ alternate form, wild empathy, favored enemy: 
  humanoids (elf), two-weapon combat, hide in plain 
  sight (shadows), poison use, uncanny dodge, 
  shadow illusion, summon shadow 
  Feats 
  Combat 
  Reflexes, 
  Dodge, 
  Endurance, 
  Improved Two-Weapon Fighting, Mobility, Track 
  Skills Disguise +10, Hide +23, Listen +4, Move 
  Silently +18, Perform (Dance) +5, Spot +4, 
  Survival +2, Tumble +14 
  Possessions cloak of elvenkind, dagger of venom, 
  masterwork chain shirt, masterwork scimitar 
   
  ELFSKINNER'S SHADOW 
   
  CR 3 
  CE Medium undead 
  Init +2; Senses darkvision 60 ft., Spot +7, Listen +7 
  Languages none 
  AC 13, touch 13, flat-footed 11; Dodge 
   
  (+2 Dex, +1 deflection) 
  hp 17 (3 HD) 
  Immune turn or rebuke, poison, sleep effects, 
  paralysis, 
  stunning, 
  disease, 
  death 
  effects, 
  mind-affecting effects, nonmagical attacks, critical 
  hits, nonlethal damage, ability drain, energy drain, 
  fatigue, exhaustion effects, any effect requiring a 
  fortitude save, raise dead and reincarnate spells 
  Fort +1, Ref +3, Will +4 
  Speed fly 40 ft. (8 squares) good manueverability 
  Melee incorporeal touch +3 (1d6 Str) 
  Base Atk +1; Grp +1 
  Abilities Str --, Dex 14, Con --, Int 6, Wis 12, Cha 13 
  Feats Alertness, Dodge 
  Skills Concentration +1, Hide +8, Listen +7, Search 
  +4, Spot +7 
   
  ELAANA MERENE 
   
   
  CR 7 
  Female human rogue 1/ex-paladin 6  
  NG Medium humanoid (human) 
  Init -1; Senses Spot +1, Listen +5 
  Languages Abyssal, Common, Orc 
  AC 17, touch 9, flat-footed 17 
   
  (+-1 Dex, +6 armor*, +2 shield) 
  hp 56 +1d10+10 temporary hp* (7 HD) 
  Fort +7, Ref +3, Will +3 
  *due to precast spells from Adar 
  Speed 30 ft. (6 squares) 
  Melee battleaxe +9/+4 (1d8+3/x3) 
  Melee gauntlet +9/+4 (1d3+3) 
  Base Atk +6; Grp +9 
  Atk Options Power Attack 
  Abilities Str 17, Dex 8, Con 14, Int 10, Wis 12, Cha 
  16 
  SQ sneak attack, trapfinding 
  Feats Devoted Inquisitor, Divine Might, Power Attack, 
  Skill Focus (Bluff) 
  Skills Bluff +13, Diplomacy +9, Disguise +7, Forgery 
  +4, Gather Information +10, Knowledge (Local) +4, 
  Listen +5, Ride +5, Sense Motive +5 
  Possessions 
  battleaxe, 
  chain 
  shirt, 
  cloak 
  of 
  charisma +2, ring of mind shielding, heavy steel 
  shield, Quaal's feather token (bird) 
   
  RIOT (MOB OF HUMANS) 
   
  CR 8 
  LN Gargantuan humanoid (mob of Medium humans) 
  Init +4; Senses Spot +4, Listen +4 
  Languages Common 
  AC 6, touch 6, flat-footed 6 
  hp 135 (30 HD) 
  Fort +11, Ref +9, Will +17 
  Speed 20 ft. (4 squares) 
  Melee mob (5d6) 
  Space 20 ft.; Reach 0 ft. 
  Base Atk +22; Grp +34  
  Atk Options expert grappler, trample 2d6 (Reflex 25 
  half) 
  Abilities Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 
  10 
  Feats Improved Initiative, Great Fortitude, Improved 
  Bull Rush, Improved Overrun 
  Skills Listen +4, Spot +4  
  Expert Grappler (Ex) A mob can maintain a grapple 
  without penalty and still make attacks against other 
  targets normally. A mob is never considered flat-
  footed while grappling. 
  Mob Anatomy (Ex) A mob is not subject to critical 
  hits or sneak attacks. It cannot be flanked, tripped, 
  grappled, or bull rushed. Each specific creature 
  that is slain, disabled, or otherwise incapacitated 
  by spells or effects that target specific creatures 
  
  FUR7-07 Illusions and Dreams 
   
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  bestows two negative levels on the mob. A mob 
  that gains 30 negative levels breaks up as if 
  reduced to 0 hp. Negative levels gained in this 
  manner are not the result of negative energy (and 
  thus cannot be blocked by death ward or removed 
  by restoration), but they never result in permanent 
  level loss. A mob takes half again as much 
  damage (+50%) from spells or effects that affect 
  an area, such as splash weapons and many 
  evocation spells. A mob can occupy the same 
  space as a creature, since it tramples over and 
  moves around its victims. It can move through 
  squares occupied by enemies and vice versa 
  without impediment, although a mob provokes an 
  attack of opportunity if it does so. A mob can move 
  through openings large enough for its component 
  creatures. 
   
  9: DEMON IN A BOTTLE 
  ELAANA MERENE (SEE ENCOUNTER SIX) 
   
  PALRETHEE DEMON  
   
  CR 8 
  CE Medium outsider 
  Init +3; Senses darkvision 60ft, Spot +12, Listen +12 
  Languages none 
  AC 23, touch 13, flat-footed 20; Combat Expertise, 
  Dodge 
   
  (+3 Dex, +10 natural) 
  hp 60 (8 HD); DR 10/good 
  Fort +9, Ref +9, Will +7 
  Immune fire, electricity, poison 
  Resist acid 10 
  Weakness vulnerable to cold 
  Speed 30 ft. (6 squares) 
  Melee flaming longsword +1 +9/+4 (1d8+7/19-20 plus 
  1d6 fire) 
  Melee 2 slams +12 (+12 melee 1d8+) 
  Base Atk +8; Grp +12 
  Atk Options Combat Expertise 
  Abilities Str 19, Dex 16, Con 16, Int 13, Wis 12, Cha 
  11 
  SQ demonic burn, fiery shield, summon tanar'ri, 
  tanar'ri traits, fire subtype, outsider traits 
  Feats Weapon Focus (Longsword), Dodge, Combat 
  Expertise 
  Skills Bluff +11, Diplomacy +17, Hide +14, Intimidate 
  +2, Knowledge(Arcana) +12, Listen +12, Sense 
  Motive +12, Search +12, Spellcraft +14, Spot +12 
  Possessions flaming longsword +1 
  Demonic Burn (Ex): Any creature hit by a palrethee's 
  slam attack must suceeed at a Reflex save (DC 
  17) or catch fire. The flame burns for 1d4 rounds 
  (see Catching on Fire in Chapter 3 of the Dungeon 
  Master's Guide). A burning creature can take a 
  move-equivalent action to put out the flame. 
  Fiery Shield (Sp): A palrethee is wreathed in 
  scorching flames that cause damage to each 
  creature that attacks it with a natural or hand-held 
  melee weapon. Such an attack deal normal 
  damage to the palrethee (assuming its damage 
  reduction is overcome), but at the same time the 
  attacker takes 1d6+8 points of fire damage (spell 
  resistance applies; caster level 8th). Weapons with 
  exceptional reach, such as longspears, do no 
  endanger their users in this way. 
  Summon Tanar'ri (Sp): The palrethee can not use 
  this ability inside the unholy symbol. 
   
  
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  APL 10 
  6B: LET'S JUST CHEW OUR WAY OUT OF HERE 
  NUSRAT THE FIREBOUND 
   
  CR 10 
  Female human sorcerer 10  
  LN Medium humanoid (human) 
  Init -1; Senses Spot +0, Listen +0 
  Languages Common 
  AC 15, touch 9, flat-footed 15 
   
  (-1 Dex, +6 armor*) 
  hp 51 +1d10+10 temporary hp* (10 HD) 
  Fort +5, Ref +2, Will +7; +4 vs. Fire effects 
  *greater mage armor and false life pre-cast 
  Speed 30 ft. (6 squares) 
  Melee spiked gauntlet +4 (1d4-1) 
  Ranged light crossbow +4 (1d8-1) 
  Base Atk +5; Grp +4 
  Atk Options Empower Spell 
  Combat Gear lesser metamagic rod of sculpt spell 
  Sorcerer Spells Known (CL=10th): 
  5th (3/day)—greater fireburst (DC 23) 
  4th (5/day)—orb of fire (DC 20), Otiluke's resilient 
  sphere (DC 20) 
  3rd (7/day)—fireball (DC 21), greater mage armor, 
  greater magic weapon 
  2nd (7/day)—false life, swift fly, mirror image, 
  scorching ray 
  1st (7/day)—burning hands (DC 19), guided shot, 
  magic missile, lesser orb of fire, shield 
  0 (6/day)—acid splash, dancing lights, detect magic, 
  flare (DC 16), ghost sound (DC 14), light, 
  message, prestidigitation (DC 14), read magic 
  Abilities Str 8, Dex 8, Con 14, Int 10, Wis 10, Cha 19 
  Feats Jinnbond (Efreeti), Elemental Focus, Empower 
  Spell, Greater Spell Focus (Evocation), Spell 
  Focus (Evocation) 
  Skills Concentration +15, Knowledge (Arcana) +7, 
  Spellcraft +9, Ride +5 
  Possessions combat gear plus crossbow bolts (x10), 
  light crossbow, spiked gauntlet 
   
  KET HUNTER  
   
  CR 10 
  Female backlunish human fighter 8/cavalier 2  
  LN Medium humanoid (backlunish human) 
  Init +1; Senses Spot -1, Listen -1 
  Languages Baklunish, Common 
  AC 15, touch 11, flat-footed 13 
   
  (+1 Dex, +4 armor) 
  hp 94 (10 HD) 
  Fort +11, Ref +3, Will +6 
  Speed 30 ft. (6 squares) 
  Melee falchion +14/+9 (2d4+6/18-20) 
  Melee masterwork lance* +17/+12 (1d8+10/19-20/x3) 
  Melee sap +14/+9 (1d6+4) 
  Ranged composite (+2 Str bonus) shortbow +11/+6 
  (1d6+2/x3) 
  Base Atk +10; Grp +14 
  Atk Options Deadly Charge, Power Attack, Ride-By 
  Attack, Spirited Charge, Trample 
  *Nusrat has pre-cast greater magic weapon on each 
  hunter's lance 
  Abilities Str 18, Dex 12, Con 14, Int 10, Wis 8, Cha 8 
  Feats Iron Will, Improved Critical (Lance), Improved 
  Toughness, Mounted Combat, Power Attack, 
  Ride-By 
  Attack, 
  Spirited 
  Charge, 
  Trample, 
  Weapon Focus (Lance), Weapon Specialization 
  (Lance) 
  Skills Handle Animal +12, Intimidate +4, Knowledge 
  (Nobility and Royalty) +6, Ride +18 
  Possessions falchion, full plate mail, masterwork 
  lance, sap, composite (+2 Str bonus) shortbow 
   
  ELITE HEAVY WARHORSE 
   
  CR 3 
  N Large animal 
  Init +2; Senses low-light vision, scent, Spot +3, 
  Listen +4 
  Languages none 
  AC 15, touch 11, flat-footed 13 
   
  (-1 size, +2 Dex, +4 natural) 
  hp 43 (4 HD) 
  Fort +9, Ref +6, Will +1 
  Speed 50 ft. (10 squares) 
  Melee 2 hoofs +10 (1d6+7) and bite +7 (1d4+3) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +14 
  Abilities Str 24, Dex 14, Con 20, Int 2, Wis 11, Cha 6 
  Feats Multiattack, Weapon Focus (Hoof) 
  Skills Listen +4, Spot +3 
  Possessions bit and bridle, military saddle 
   
  SISTER KAYLEN 
   
   
  CR 11 
  Female jackal lord cleric 3  
  LE Medium monstrous humanoid 
  Init +5; Senses darkvision 60 ft., Spot +6, Listen +6 
  Languages Common, Infernal 
  AC 22, touch 11, flat-footed 21 
   
  (+1 Dex, +5 armor, +2 shield, +4 natural) 
  hp 102 (11 HD); DR 10/magic 
  Fort +9, Ref +10, Will +15 
  Speed 20 ft. in breastplate (4 squares), base 
  movement 30 ft. 
  Melee heavy mace +12/+7 (1d8+2) and bite +7 
  (1d10+2) 
  Melee bite +12 (1d10+2) and 2 claws +7 (1d4+2) 
  Base Atk +10; Grp +9 
  Special 
  Actions 
  spontaneous 
  casting, 
  rebuke 
  undead 11/day (+4, 2d6+7, cleric level 3) 
  Cleric Spells Prepared (CL=11th): 
  6th—blade barrier (DC 22), heal, misleadD 
  5th— greater commandD (x2, DC 24), flame strike 
  (DC 21), righteous might 
  4th—confusionD (DC 23), cure critical wounds, divine 
  power, freedom of movement, spell immunity 
  3rd— blindness/deafness (x3, DC 19), deeper 
  darkness, discern liesD (DC 19), dispel magic 
  
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  2nd—bear's endurance, bull's strength, enthrallD (DC 
  20), hold person (x4, DC 21) 
  1st—cause fear (DC 17), command (x2, DC 20), cure 
  light wounds (x3), obscuring mist 
  0—detect magic (x3), detect poison, guidance (x2) 
  D: Domain spell. Deity: Iuz. Domains: Tyranny, 
  Trickery 
  Abilities Str 14, Dex 12, Con 18, Int 10, Wis 23, Cha 
  18 
  Feats Greater Spell Focus (Enchantment), Improved 
  Initiative, 
  Lightning 
  Reflexes, 
  Spell 
  Focus 
  (Enchantment) 
  Skills Bluff +11, Concentration +18, Disguise +11 
  Possessions breastplate, boots of speed, heavy 
  mace, heavy steel shield 
   
  ELFSKINNER  
   
   
  CR 11 
  Male jackalwere, hybrid form ranger 3/shadowdancer 
  4/assassin 2  
  CE Medium humanoid (jackalwere, hybrid form) 
  Init +5; Senses darkvision 60 ft., low-light vision, 
  Spot +12, Listen +4 
  Languages Common, Elven 
  AC 21, touch 14, flat-footed 21; Dodge, Mobility 
   
  (+4 Dex, +4 armor, +3 natural) 
  hp 117 (13 HD); DR 5/iron 
  Fort +12, Ref +19, Will +2 
  Speed 30 ft. (6 squares) 
  Melee 
  masterwork 
  scimitar 
  +16/+11/+6 
  (1d6+4/18-20) 
  Melee masterwork scimitar +14/+9/+4 (1d6+4/18-20) 
  and dagger of venom +15/+10 (1d4+3/19-20 plus 
  poison DC 14) and bite +11 (1d6+4) with Two-
  Weapon Fighting 
  Ranged dagger of venom +17/+12/+7 (1d4+3/19-20 
  plus poison DC 14) 
  Base Atk +11; Grp +15 
  Atk Options Death Attack (DC 13), Sleep Gaze (DC 
  12), Sneak Attack (+1d6), Combat Reflexes 
  Abilities Str 19, Dex 20, Con 18, Int 12, Wis 10, Cha 
  10 
  SQ alternate form, wild empathy, favored enemy: 
  humanoids (elf), two-weapon combat, hide in plain 
  sight (shadows), death attack, poison use, sneak 
  attack, uncanny dodge, evasion, shadow illusion, 
  summon shadow, shadow jump, save vs. poison 
  Feats 
  Combat 
  Reflexes, 
  Dodge, 
  Endurance, 
  Improved Two-Weapon Fighting, Mobility, Track, 
  Weapon Finesse 
  Skills Disguise +10, Hide +25, Listen +4, Move 
  Silently +20, Perform (Dance) +5, Spot +12, 
  Survival +2, Tumble +14 
  Possessions cloak of elvenkind, dagger of venom, 
  masterwork chain shirt, masterwork scimitar 
   
  ELFSKINNER'S SHADOW 
   
   CR 3 
  CE Medium undead 
  Init +2; Senses darkvision 60 ft., Spot +7, Listen +7 
  Languages none 
  AC 13, touch 13, flat-footed 11; Dodge 
   
  (+2 Dex, +1 deflection) 
  hp 17 (3 HD) 
  Immune turn or rebuke, poison, sleep effects, 
  paralysis, 
  stunning, 
  disease, 
  death 
  effects, 
  mind-affecting effects, nonmagical attacks, critical 
  hits, nonlethal damage, ability drain, energy drain, 
  fatigue, exhaustion effects, any effect requiring a 
  fortitude save, raise dead and reincarnate spells 
  Fort +1, Ref +3, Will +4 
  Speed fly 40 ft. (8 squares) good manueverability 
  Melee incorporeal touch +3 (1d6 Str) 
  Base Atk +1; Grp +1 
  Abilities Str --, Dex 14, Con --, Int 6, Wis 12, Cha 13 
  Feats Alertness, Dodge 
  Skills Concentration +1, Hide +8, Listen +7, Search 
  +4, Spot +7 
   
  ELAANA MERENE 
   
   
  CR 10 
  Female human rogue 1/ex-paladin 9  
  NG Medium humanoid (human) 
  Init -1; Senses Spot +1, Listen +5 
  Languages Abyssal, Common, Orc 
  AC 17, touch 9, flat-footed 17 
   
  (+-1 Dex, +6 armor*, +2 shield) 
  hp 80 +1d10+10 temporary hp (10 HD) 
  Fort +8, Ref +4, Will +4 
  *due to precast spells from Adar 
  Speed 30 ft. (6 squares) 
  Melee battleaxe +14/+9 (1d8+4/x3) 
  Melee gauntlet +13/+8 (1d3+4) 
  Base Atk +9; Grp +13 
  Atk Options Power Attack 
  Abilities Str 18, Dex 8, Con 14, Int 10, Wis 12, Cha 
  16 
  SQ sneak attack, trapfinding 
  Feats Devoted Inquisitor, Divine Might, Power Attack, 
  Skill Focus (Bluff), Weapon Focus (Battleaxe) 
  Skills Bluff +15, Diplomacy +9, Disguise +7, Forgery 
  +4, Gather Information +12, Knowledge (Local) +4, 
  Listen +5, Ride +6, Sense Motive +5 
  Possessions 
  battleaxe, 
  chain 
  shirt, 
  cloak 
  of 
  charisma +2, ring of mind shielding, heavy steel 
  shield, Quaal's feather token (bird) 
   
  RIOT (MOB OF HUMANS) 
   
  CR 8 
  LN Gargantuan humanoid (mob of Medium humans) 
  Init +4; Senses Spot +4, Listen +4 
  Languages Common 
  AC 6, touch 6, flat-footed 6 
  hp 135 (30 HD) 
  Fort +11, Ref +9, Will +17 
  Speed 20 ft. (4 squares) 
  Melee mob (5d6) 
  Space 20 ft.; Reach 0 ft. 
  Base Atk +22; Grp +34  
  Atk Options expert grappler, trample 2d6 (Reflex 25 
  half) 
  Abilities Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 
  10 
  
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  Page 36 
  Feats Improved Initiative, Great Fortitude, Improved 
  Bull Rush, Improved Overrun 
  Skills Listen +4, Spot +4  
  Expert Grappler (Ex) A mob can maintain a grapple 
  without penalty and still make attacks against other 
  targets normally. A mob is never considered flat-
  footed while grappling. 
  Mob Anatomy (Ex) A mob is not subject to critical 
  hits or sneak attacks. It cannot be flanked, tripped, 
  grappled, or bull rushed. Each specific creature 
  that is slain, disabled, or otherwise incapacitated 
  by spells or effects that target specific creatures 
  bestows two negative levels on the mob. A mob 
  that gains 30 negative levels breaks up as if 
  reduced to 0 hp. Negative levels gained in this 
  manner are not the result of negative energy (and 
  thus cannot be blocked by death ward or removed 
  by restoration), but they never result in permanent 
  level loss. A mob takes half again as much 
  damage (+50%) from spells or effects that affect 
  an area, such as splash weapons and many 
  evocation spells. A mob can occupy the same 
  space as a creature, since it tramples over and 
  moves around its victims. It can move through 
  squares occupied by enemies and vice versa 
  without impediment, although a mob provokes an 
  attack of opportunity if it does so. A mob can move 
  through openings large enough for its component 
  creatures. 
   
  9: DEMON IN A BOTTLE 
  ELAANA MERENE (SEE ENCOUNTER 6B) 
   
  
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  DEVOTED INQUISITOR 
  Your faithful service to your patron deity involves 
  training and methods that many paladins consider 
  questionable. By using the unconventional methods of 
  rogues and assassins you have learned to deliver 
  devastating sneak attacks against evil foes. 
   
  Prerequisite: Smite evil, sneak attack. 
   
  Benefit: When you successfully use your sneak 
  attack ability and your smite evil ability against the 
  same foe in a single attack you fan potentially daze your 
  foe. An opponent affected by both abilities must make a 
  Will saving throw (DC 10 + ½ your character + your 
  Cha modifier) or be dazed for 1 round. 
   
  In addition, you can multiclass freely between the 
  paladin and rogue classes. You must still remain lawful 
  good in order to retain your paladin abilities and take 
  paladin levels. You still face the normal XP penalties for 
  having multiple classes more than one level apart. 
   
  Source: Complete Adventurer 107 
   
  DIVINE MIGHT [DIVINE]  
  You can channel energy to increase the damage you 
  deal in combat. 
   
  Prerequisites: Str 13, turn or rebuke undead 
  ability, Power Attack. 
   
  Benefits: As a free action, spend one of your turn 
  or rebuke undead attempts to add your charisma bonus 
  to your weapon damage for 1 full round. 
   
  Source: Complete Warrior 106 
   
  JINNBOND 
  You are descended from the genies summoned to 
  Oerth by the ancient Baklunish in the dying days of the 
  Suel-Bakluish wars. You might bear some physical or 
  psychological mark of your ancestry, such as a fiery 
  disposition thanks to an efreeti ancestor or uniformly 
  blue eyes from the blood of a marid.  
   
  Region: Baklunish 
   
  Benefit: Select one type of genie: dao (earth), 
  djinni (air), efreeti (fire), or marid (water). The benefits 
  of this feat vary by the type of your genie ancestor. 
   
  Efreeti: You receive a +4 bonus on saving throws against 
  fire effects. You also add +2 to the DC of saving throws for any 
  spells with the fire descriptor that you cast as a sorcerer. This 
  benefit stacks with the Spell Focus and Greater Spell Focus 
  feats if the spell you cast is form your chosen school. 
   
  Special: You may only take this feat as a 1st level 
  character. 
   
  Source: Dragon #119 60 
   
  ELEMENTAL FOCUS 
  The Baklunish folk have always enjoyed a close 
  relationship with the elements, and your skill with 
  elemental spells continues a tradition that dates back 
  hundreds of years before the Invoked Devastation. 
   
  Region: Baklunish 
   
  Benefit: Add +1 to the Difficulty Class of all 
  saving throws against spells you cast with the air, earth, 
  fire or water descriptors. This bonus stacks with similar 
  bonuses granted by the Spell Focus and Greater Spell 
  Focus feats. 
   
  Source: Dragon #119 58 
   
  SCULPT SPELL [METAMAGIC] 
  You can alter the area of your spells.  
   
  Benefit: You can modify an area spell by changing 
  the area’s shape to either a cylinder (10-foot-radius, 30 
  feet high), a 40-foot cone, four 10-foot cubes, a ball (20-
  foot radius) or a 120-foot line. The sculpted spell works 
  normally in all respects except for its shape. For 
  example, a lightning bolt whose area is changed to a 
  ball deals the same amount of damage, but affects a 20-
  foot radius spread.  
  A sculpted spell uses a spell slot one level higher than 
  the spell’s actual level.  
   
  Source: Complete Arcane 83 
   
  ITEMS 
  METAMAGIC ROD OF SCULPTING  
  The wielder can cast up to three spells per day whose 
  areas can be modified as though using the Sculpt Spell 
  feat. 
   Strong (no school); CL 17th; Craft Rod, Sculpt Spell; 
  Price: 5,400 gp (lesser), 21,600 gp (normal), 48,600 gp 
  (greater). 
   
  Source: Complete Arcane 146 
   
  SPELLS 
  CLAWS OF DARKNESS 
  Illusion (Shadow) 
  Level: Sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level (D)  
  Saving Throw: Fortitude partial 
  Spell Resistance: Yes; see text 
  When you cast this spell, your hands become shadowy 
  claws. Starting on your next action, you can use the 
  claws to make unarmed attacks if they were natural 
  weapons. (You attack with one claw and can use the 
  other claw for an off-hand attack. If you have multiple 
  attacks, you use them normally when attacking with 
  the claws.) Attacks with the claws are melee touch 
  attacks. Each claw deals 1d8 points of cold damage. If 
  you grapple an opponent, you deal claw damage with 
  each successful grapple check, and the grappled target 
  is under the effect of a slow spell for as long as you 
  maintain the grapple. An opponent that makes a 
  
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  Page 38 
  successful Fortitude save is not slowed and it cannot be 
  slowed by this casting of claws of darkness.  
   
  You can extend the claws up to six feet, which 
  gives you a natural reach of 10 feet, or retract them as a 
  free action. 
   
  When the spell is in effect, you cannot cast spells 
  with component other than verbal ones, nor can you 
  carry items with your hands. Any magic items worn on 
  your hands are temporarily absorbed and cease 
  functioning which the spell is active. 
   
  Source: Spell Compendium 47 
   
  CONE OF DIMNESS 
  Illusion (Phantasm) [Mind-Affecting] 
  Level: Sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: Cone-shaped burst 
  Duration: 1 round/level 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes 
  Creatures in the cone must succeed on a Will save or 
  believe darkness has engulfed them, rendering them 
  blinded. A creature that makes its initial Will save 
  suffers no ill effects. A creature that fails its initial save 
  can attempt a new saving throw each round until it 
  succeeds or ht spell expires. Failing the subsequent 
  saving throws results in continued blindness. Success 
  on a later save means the creature feels its vision 
  beginning to clear, although its vision remains dim and 
  hazy for the reminder of the spell. This results in a 20% 
  miss chance for any attack the creature makes. 
   
  Source: Spell Compendium 50 
   
  DIRGE 
  Evocation [Sonic] 
  Level: Bard 6 
  Components: V, S 
  Casting Time: 1 round 
  Range: 50 ft. 
  Area: All enemies within a 50=ft.-radius burst centered 
  on you 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  Your song draws the energies of death and destruction 
  down on your enemies. Each round, any enemy in the 
  area takes 2 points of Strength and Dexterity damage. 
  Subjects can attempt a Fortitude save each round to 
  negate the damage, but a successful save does not 
  prevent damage in future rounds. 
   
  FIREBURST  
  Evocation [Fire) 
  Level: Sorcerer/wizard 2, warmage2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 5 ft. 
  Effect: Burst of fire extending 5 ft. from you 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  Fireburst causes a powerful explosion of flame to burst 
  from you, damaging anyone within 5 feet of you. All 
  creatures and objects within that area, except for you 
  and any creatures or objects that share your space, take 
  1d8 points of fire damage per caster level (maximum 
  5d8). 
  Material Component: A bit of sulfur. 
   
  Source: Spell Compendium 93 
   
  FIREBURST, GREATER 
  Evocation [Fire] 
  Level: Sorcerer/Wizard 5, warmage 5 
  Effect: Burst of fire extending 10 ft. from you 
  This spell functions like fireburst, except that it affects 
  creatures within 10 feet of you and deals a maximum of 
  15d8 points of damage to each one. 
   
  Source: Spell Compendium 94 
   
   
  FLY, SWIFT 
  Transmutation 
  Level: Bard 2, druid 3, sorcerer/wizard 2 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
  This spell functions like fly (see page 232 of the Player’s 
  Handbook), except as noted above. 
   
  Source: Spell Compendium 96 
   
  GUIDED SHOT 
  Divination 
  Level: Ranger 1, sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
  While this spell is in effect, your ranged attacks do no 
  take a penalty due to distance. In addition, your ranged 
  attacks ignore the AC bonus granted to targets by 
  anything less than total cover and also ignore the miss 
  chance granted to targets by anything less than total 
  concealment. 
   
  This spell does not provide any ability to exceed 
  the maximum range of the weapon with which you are 
  attacking, nor does it confer any ability to attack targets 
  protected by total cover. 
   
  Source: Spell Compendium 108 
   
  INSTANT DIVERSION 
  Illusion (Figment) 
  
  FUR7-07 Illusions and Dreams 
   
  Page 39 
  Level: Bard 1, sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal; see text 
  Target: You 
  Duration: 1 round 
  One or more illusory doubles of you appear, spinning 
  off from your original location as you turn in a circle. 
  You create on double plus one for every four caster 
  levels you have (minimum one, maximum five). You 
  are then free to go elsewhere while your doubles move 
  way in a manner of your choosing. The doubles move at 
  your speed and can emit minor sounds such as foot 
  steps or metal clanking, but they can only be made to 
  move, withdraw or run. 
   
  Any successful attack against an illusory double 
  destroys it. A double's Armor Class is equal to 10 + your 
  size modifier + your Dex modifier. Figments seem to 
  react normally to area spells (such as looking though 
  they are burned or dead after being hit by a fireball). 
   
  Source: Races of the Dragon 113 
   
  MAGE ARMOR, GREATER 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
  This spell functions like mage armor, except that is 
  tangible field of force provides a +6 armor bonus to 
  Armor Class. 
   
  Source: Spell Compendium 136 
   
  ORB OF ACID  
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: No 
  An orb of acid about 3 inches across shoots from your 
  palm at its target, dealing ld6 points of acid damage per 
  caster level (maximum 15d6). You must succeed on a 
  ranged touch attack to hit your target. 
  A creature struck by the orb take damage and becomes 
  sickened by the acid's noxious fumes for 1 round. A 
  successful Fortitude save negates the sickened effect 
  bur does not reduce the damage. 
   
  Source: Spell Compendium 150 
   
  ORB OF ACID, LESSER 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 1, warmage 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2Ievels) 
   Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  An orb of acid about 2 inches across shoots from your 
  palm at its target, dealing ld8 points of acid damage. 
  You must succeed on a ranged touch attack to hit your 
  target. 
  For every two caster levels beyond 1st, your orb deals 
  an additional 1d8 points of damage: 2d8 at 3rd level, 
  3d8 at 5th level, 4d8 at 7th level, and the maximum of 
  5d8 at 9th level or higher. 
   
  Source: Spell Compendium 150 
   
  ORB OF FIRE 
  Conjuration (Creation) [Fire] 
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of fire 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: No 
  This spell functions like orb of acid, except that it deals 
  fire damage. In addition, a creature struck by an orb of 
  fire must make a Fortitude save or be dazed for 1 round 
  instead of being sickened. 
   
  Source: Spell Compendium 151 
   
  ORB OF FIRE, LESSER 
  Conjuration (Creation) [Fire] 
  Level: Sorcerer/wizard 1, warmage 1 
  Effect: One orb of fire 
  This spell functions like lesser orb of acid, except it 
  deals fire damage. 
   
  Source: Spell Compendium 151 
   
  PHANTASMAL DISORIENTATION 
  Illusion (Phantasm) [Mind-Affecting] 
  Level: Druid 6 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One living creature 
  Duration: One minute/level 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes 
  The target of a phantasmal disorientation spell must make 
  a Will save after this spell is cast to discern true 
  landmarks from phantasmal ones. If the save succeeds, 
  the creature moves and acts normally. If the save fails, 
  
  FUR7-07 Illusions and Dreams 
   
  Page 40 
  it instead moves in a direction 90 degrees to either side 
  (equal chance of going left or right), and cannot target 
  any creature with ranged attacks or ranged spells. 
  Because of the disorientation, the subject doesn’t 
  realize it’s headed in the wrong direction until it 
  meaningfully interacts with its environment (by 
  making an attack or manipulating an object such as a 
  door, for example). For the duration of the spell, an 
  affected creature must succeed on a Will save each 
  round to move normally. 
   
  A phantasmal disorientation spell affects only the 
  direction of movement and attacks made at range. 
  Creatures subject to it can still make melee attacks, cast 
  personal or touch spells, or otherwise act normally. 
   
  SHADOW WELL 
  Illusion (Shadow) 
  Level: Sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round/level 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes 
  You cause the target's shadow to become a temporary 
  gateway to a pocket realm within the Plane of Shadow. 
  The target must make a Will saving throw or be pulled 
  into the gateway. Inside the pocket realm the creature 
  sees a deserted, gloomy duplicate of the real world, 
  while shadowy phantasms stalk and taunt it without 
  casting actual harm. Each round, the creature can 
  attempts another Will save to return form the shadow 
  well. Otherwise, the subject returns to the real world 
  when the spell's duration expires. 
   
  Being rapped in a shadow well can be terrifying; 
  upon returning to the real world, the subject must 
  succeed on another Will save or be frightened for 1d4 
  founds. 
   
  Upon leaving the pocket realm, the subject 
  reappears in the spot it had been in when the shadow 
  well spell was cast. If this spot is filled with a solid 
  object, the subject appears in the nearest adjacent 
  enemy space.  
   
   
  Spells and abilities that move a creature within a 
  plane, such as teleport and dimension door, do not help a 
  creature escape a shadow well spell, although a plane shift 
  spell allows it to flee to another plane as normal. The 
  target might still be come frightened upon leaving. 
   
  Source: Spell Compendium 186 
   
  SHADOWY GRAPPLER 
  Illusion (Shadow) 
  Level: Sorcerer/Wizard 6 
  Components: V, S, M 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: 1 round/level (D) 
  Saving Throw: Will partial; see text 
  Spell Resistance: Yes 
  Upon casting this spell, you create a shadowy force that 
  automatically grabs the target (PH 156). The shadowy 
  force immediately attempts to establish a hold on the 
  target with a grapple check bonus equal to the DC of 
  this spell. If the target succeeds on its saving throw the 
  grapple heck bonus of the shadowy grappler is cut in half. 
  For example, a sorcerer with a 16 Charisma who casts 
  this spell create a shadowy grappler with a grapple check 
  bonus of +19 if the target fails its save and +9 if the 
  target makes it save. 
   
  Every round on your turn, the shadowy grappler 
  makes a grapple check against the target. Once it has ha 
  hold, the shadowy force attempts to pin the target on 
  the following round. If the grappler establishes a pin it 
  uses the option to prevent the target from speaking. 
  The grappler always attempts to maintain a grapple or 
  work toward a pin. A shadowy grapple occupies the same 
  square as the target and moves with the target for as 
  long as the spell lasts. Other creatures cannot join the 
  grapple, either to assist the target or the grappler. 
  Material Component: A dried squid tentacle. 
   
  Source: Spell Compendium 186 
   
  SILENT PORTAL 
  Illusion (Glamer) 
  Level: Assassin 1, sorcerer/wizard 0 
  Components: S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One portal 
  Duration: 1 minute/level (D) 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
  This simple cantrip negates the sound of opening and 
  closing a single portal (door, window, gate, drawer, 
  chest lid, or the like). Even the squeakiest door opens 
  with out a sound when under the effect of this spell. 
  Silent portal covers on the normal means of opening and 
  closing the targeted portal. Breaking a window or 
  kicking in the door still makes noise, but opening a 
  door that is loosely hanging by its hinges does not 
  (since this is the normal way a door would be opened). 
  Portals composed of magical energy are not affected by 
  this spell. 
   
  In the case of magic or even intelligent portals, 
  spell resistance and a Will save (DC 10 + caster's ability 
  modifier + other modifiers as appropriate) apply. 
   
  Source: Spell Compendium 190 
  
  FUR7-07 Illusions and Dreams 
   
  Page 41 
  APPENDIX 3: PROCESS FOR SELECTING A REPLACEMENT  
  MEMBER FOR THE CHAMBER OF FOUR 
  1. 
  Furyondy is a monarchy. The ultimate decision is being made by King Belvor. However it is 
  likely that the opinions of the Chamber of Four and other selected delegations will weigh heavily 
  on his decision. 
  2. 
  When the first Chamber members were selected, King Belvor heard input from two delegations: 
  a delegation of churches (made up of a representative of each major church in the land plus 
  FASTC) and a delegation of nobles (with one representative selected by the leader of each 
  province). This time around, Belvor has defined a third delegation: a delegation of adventurers 
  selected and managed by the newly coined Furyondy Mage Council. His intent is that the 
  adventurers in question be dominated by wizards but he's graciously left the delegation member 
  selection up to the Council.  
  3. 
  The size of the adventurers' delegation is determined by the Mage Council but can not exceed 
  seven members. 
  4. 
  Each of these delegations interviews each candidate. Each delegate registers an opinion on each 
  candidate and these opinions are passed to the sponsoring organization (noble, church or mage 
  council) which may alter the opinions, add to them, censor them or simply pass them on as they 
  see fit. 
  5. 
  The sponsoring organization weighs the advice of the delegation and provides a written opinion 
  to King Belvor and the Chamber of Four. This opinion outlines the delegation's opinions of the 
  candidate and makes a preliminary recommendation. 
  6. 
  Once all the candidates have been interviewed, each sponsoring organization collects a final 
  recommendation from their delegation. They, in turn, form their own final recommendation to 
  the King (also forwarded to the Chamber of Four). The sponsoring organization has the option to 
  completely ignore the input from the delegation. However, this is ultimately a poor political 
  move since word of such actions tends to get out and discredit the sponsor. 
   
  
  FUR7-07 Illusions and Dreams 
   
  Page 42 
  APPENDIX 4: A VISION 
  Take the player aside to narrate the following vision. 
  Before you begin, inform the player that you will read 
  the text only once and will not repeat anything unless 
  there is a misheard word or phrase.  
   
  Begin by reading the following: 
  Abruptly, you open your eyes and find yourself 
  standing back out on the main road. A mourning 
  dove calls softly to the new dawn. The air seems 
  fresh and clean as you breathe it in. Yet, the world 
  about you seems…unfinished in an indescribable 
  way.  
   
  Your attention is drawn to a small scraping 
  sound on the dirt and you turn to see large white 
  horse standing on the road next to you. The 
  stallion whinnies and sharply stamps his hoof on 
  the ground, drawing several large sparks. The 
  horse radiates a strong sense of purpose and even 
  urgency. 
   
  What do you do? If the player chooses to mount the 
  horse immediately continue to section 1 (below). If the 
  player chooses do anything else first go to section 8. 
  1. 
  Read the following: 
  The instant your feet are in the stirrups the 
  horse is away at a gallop. The countryside rolls 
  away behind you at supernatural speed and 
  the scenery becomes a blur. Ahead a small 
  walled town comes into view. Without 
  slowing you hurtle into the nearest buildings 
  and find yourself standing unharmed and 
  motionless on your own feet.  
   
  You are in a hay loft that has served as a 
  bed for a young woman with short blonde hair 
  and an intense look on her face. She sits up 
  and slips on her boots, then a weapon belt and 
  a pair of gauntlets. Standing before her is a 
  well-groomed Baklunish man in fine clothes. 
  Creases of worry mar his face as he watches 
  the woman. She smiles comfortingly at him 
  and bends to take her battleaxe from the floor. 
  As she raises the axe in her gauntleted fist, it 
  flashes for just an instant into a bolt of 
  lightning.  
  Have the PC make a Will save (DC 20). On success 
  continue to section 2. On failure skip to section 3. 
  2. 
  Read the following: 
  You stare intently at the Baklunish man and 
  suddenly realize that he is an illusion. His 
  form becomes mostly transparent. 
  Have the PC make a DC 20 Sense Motive check. 
  On success continue to section 3. On failure, skip 
  to section 4. 
  3. 
  Read the following: 
  You realize by the way the woman interacts 
  with the Baklunish man that she also knows 
  that he is an illusion. Yet, she speaks to him as 
  if he were real. 
  Continue to section 4. 
  4. 
  Have the PC make a DC 25 Spot check. On 
  success, continue to section 5. On failure. Skip to 
  section 6. 
  5. 
  Read the following: 
  Behind the Baklunish man you make out a 
  humanoid figure hiding in the shadows. Its 
  head, however, seems canine. As it turns to 
  you it transforms into a grinning human 
  skull. The scene before you fades into 
  blackness.  
  Continue to section 6. 
  6. 
  Read the following: 
  As your eyes adjust to the darkness you can 
  make out the figure of a naked man. His 
  wrists are bound and he is chained to stone 
  plinth. His mouth is clamped shut in a rictus 
  of pain. Before him is something that looks 
  like a magical gate or window. Through it you 
  can just make out the form of a young woman 
  with short blonde hair donning a pair of 
  gauntlets. She seems at once to be nearby and 
  vastly far away. As you turn back to the 
  imprisoned man you recognize that he is the 
  same Baklunish man you saw moments 
  before. A horrific figure slides out of the 
  shadows behind him and gives him an almost 
  loving caress. The man flinches from the 
  touch and shudders violently.  
  Continue to section 7. 
  7. 
  Read the following: 
  A single phrase echoes through your mind 
  with a voice of earnest authority: "Make 
  haste." You realize your eyes are closed and 
  open them. You are back with your party and 
  the sun is dawning.  
  Stop reading here. Do not read or reread any other 
  sections. 
  8. 
  Read the following: 
  The world suddenly seems to spin with your 
  gaze and the vertiginous motion makes you 
  lose your footing. You fall hard and find 
  yourself lying on your side on the road. The 
  sun is rising from the horizon at a 
  supernatural speed. Simultaneously it begins 
  to darken in color. In mere moments it is 
  nearly noon and the sun has taken a blood red 
  hue. It shifts into the face of a Baklunish man 
  with a look of pain and fear on his face before 
  melting into a grinning skull. Your vision 
  fades into blackness.  
  Skip to section 6. 
  
  FUR7-07 Illusions and Dreams 
   
  Page 43 
  APPENDIX 5: SHOWDOWN IN BATLET 
  This map depicts the locale for Encounter 6. A high-resolution, full color version of this map will be posted on 
  the Furyondy website. 
   
   
  
  FUR7-07 Illusions and Dreams 
   
  Page 44 
  PLAYERS’ HANDOUT 1: A LETTER FROM TELMUS 
   
   
  I hope this letter finds you in good health and in good spirits. You will be pleased to 
  hear that the Furyondy Mage Council has found your previous work most helpful and 
  would like to employ your services again. Thus, consider this a formal summons to 
  Chendl from the Furyondy Mage Council. Contact me when you arrive and I’ll arrange 
  for your room and board. Once all those whom I seek have arrived we’ll arrange a 
  formal meeting where I will be permitted to provide more details. 
   
  If you are unable to help me this time, please send your regrets with the courier who 
  delivered this to you. If you do come, please do not hesitate to bring along a few of your 
  most trusted companions. 
   
   
   
   
   
   
   
   
   
  Kind Regards, 
   
   
   
   
   
   
   
   
  Telmus 
   
   
   
   
   
   
   
   
  Office of Royal Decrees 
   
   
   
   
   
   
   
   
  Furyondy Mage Council  
   
   
   
   
  Note to Player: Your PC is entitled to free standard upkeep for this scenario. 
   
  
  FUR7-07 Illusions and Dreams 
   
  Page 45 
  PLAYERS’ HANDOUT 2: ORDERS FROM THE CHURCH (HEIRONEIOUS/ST. 
  CUTHBERT/RAO/MAYAHEINE) 
   
  Word has reached us that the Mage Council has recently summoned you for a new 
  mission. Recent delegations from the other committees have been sent to Crystalreach. 
  So, it is my expectation that you’ll be sent there as well. Please notify us immediately if 
  that is not the case. 
   
  The sole notable candidate in Crystalreach is Ereland Manneth, a commander in the 
  Furyondy Military. Manneth’s service to the throne has been exemplary, especially in 
  light of his most recent successes with in the former Horned Lands. His troop 
  movements are well planned and minimize the loss of life while maintaining high 
  morale.  
   
  Your superiors all agree that he would be a strong stabilizing influence in the 
  Chamber of Four.  
  As a result, the Church has recommended his appointment. 
  Unfortunately, some sources indicate that the nobility have given a less favorable 
  review. It would seem your committee may wield the deciding opinion. The decision is 
  your own, of course, but I urge you to think carefully on the good of your country and 
  your church when discussing Ereland Manneth’s merits with your fellow committee 
  members. 
   
  On another note, I urge you to tread carefully while in the county. Unlawful 
  elements are active there and two spies were recently captured attempting to eavesdrop 
  on our own committee members. Keep a close eye on those around you, even your party 
  members. 
   
  I trust the enclosed coin will be sufficient to pay for your expenses. If you think it 
  is necessary you may bring a few companions to aid you (at your own expense). I also 
  need not remind you to keep this message confidential.  
   
   
   
   
   
   
   
  Yours in the exalted presence, 
   
   
   
   
   
   
  Brother Michel de la Coure 
   
   
   
   
   
   
  Chief Scribe of the Church 
   
   
   
  Note to Player: Your PC is entitled to free standard upkeep for this scenario. 
   
  
  FUR7-07 Illusions and Dreams 
   
  Page 46 
  PLAYERS’ HANDOUT 3: ORDERS FROM THE CHURCH (TRITHERION/FAST−
  C/PELOR) 
   
  Word has reached us that the Mage Council has recently summoned you for a new 
  mission. Recent delegations from the other committees have been sent to Crystalreach. 
  So, it is my expectation that you’ll be sent there as well. Please notify us immediately if 
  that is not the case. 
   
  The prime candidate in Crystalreach is Ereland Manneth, a commander in the 
  Furyondy Military. Manneth’s service to the throne has been exemplary, but his 
  experience is the least of all the candidates we have seen so far. I also fear he may be a 
  lapdog for some of the stodgier churches in the region. If we are to win this war with 
  the Old One we must have a Chamber willing to take risks and make sacrifices for the 
  greater good of the kingdom.  
   
  Your superiors all agree that he would be an uninspired and stagnating influence in 
  the Chamber of Four. Unfortunately, the Church committee as a whole has voted to 
  recommend his appointment. However, some sources indicate that the nobility have 
  given a less favorable review. It would seem your committee may wield the deciding 
  opinion. The decision is your own, of course, but I urge you to think carefully on the 
  good of your country and your church when discussing Ereland Manneth’s merits with 
  your fellow committee members. 
   
  On another note, I urge you to tread carefully while in the county. Unlawful 
  elements are active there and two spies were recently captured attempting to eavesdrop 
  on our own committee members. Keep a close eye on those around you, even your own 
  party members. 
   
  I trust the enclosed coin will be sufficient to pay for your expenses. If you think it 
  is necessary you may bring a few companions to aid you (at your own expense). I also 
  need not remind you to keep this message confidential.  
   
   
   
   
   
   
  Yours in the exalted presence, 
   
   
   
   
   
   
  Brother Michel de la Coure 
   
   
   
   
   
   
  Chief Scribe of the Church 
   
   
   
  Note to Player: Your PC is entitled to free standard upkeep for this scenario. 
   
  
  FUR7-07 Illusions and Dreams 
   
  Page 47 
  PLAYERS’ HANDOUT 4: A MESSAGE FROM  
  “THE ORGANIZATION” 
  As you entered a village square this afternoon, a half-elf girl of approximately twelve summers approached you 
  with the following letter. The text within was written in a low clearance cipher known to most members of the 
  Twilight Hunters. The decoded text was as follows. 
   
  We have uncovered evidence that Thrommel may be attempting to influence the king’s 
  decision regarding the replacement for Karzalin. Certainly there is evidence that his 
  activity has increased of late. We can only guess that one of the candidates is his agent 
  but are unable to determine who this might be. 
   
  This makes your assignment even more critical than before. The Mage Council is 
  about to send you to interview a candidate in Crystalreach named Ereland Manneth. 
  Unfortunately, due to some recent failures by other agents (including a pair of junior 
  agents that were apprehended in Fendrelean) we have almost no helpful information 
  for you about him. Given his service to the kingdom it’s likely he’s clean but you should 
  still keep your eye out. We must rely solely on your observations at this point.  
   
  We also expect you may be asked to investigate the activities of a vigilante wizard 
  in the area. While this person’s actions are rough around the edges, we feel his heart is 
  in the right place. If you have a similar opinion and have the chance to speak with him 
  in secrecy, please confer tactfully with this individual about the possibility of joining 
  our organization. With direction, we expect his abilities could do us and our country a 
  lot of good. 
   
  I urge you to keep alert and watch for treachery from both inside and outside of 
  your party. Thrommel’s agents can be anywhere, and if your allegiance is discovered you 
  may be in danger. Your safety and continued membership in your committee is your 
  most important priority. Don’t do anything brash or stupid. 
   
  You will find sufficient coin to cover your expenses waiting for you at the safehouse 
  in Worlende. Bring someone with to watch your back but try to avoid anyone you 
  don’t trust absolutely. Destroy this letter when you are finished reading it. 
   
   
   
  Note to Player: Your PC is entitled to free standard upkeep for this scenario. 
   
  
  FUR7-07 Illusions and Dreams 
   
  Page 48 
  PLAYERS’ HANDOUT 5: A SHORT LETTER 
   
  The Furyondy Mage Council has recently undertaken a project of great importance to 
  the country. Your purported skills in the area of “special investigations” qualify you to 
  assist us with this endeavor. We expect this assignment will require approximately two 
  weeks of your time and should not place you in undue peril. Payment will be 
  commensurate with services rendered. If you are successful, you may be asked to 
  perform other tasks for us in the future. The Mage Council is known for its generosity 
  to its retainers.  
   
  If you are interested, please report to me at the Mage Council headquarters in 
  Chendl. If you know of other candidates whom you feel may meet our needs you may 
  extend this invitation them as well.  
   
   
   
   
   
   
   
   
   
  Sincerely, 
   
   
   
   
   
   
   
   
   
  Telmus 
   
   
   
   
   
   
   
   
   
  Office of Royal Decrees 
   
   
   
   
   
   
   
   
   
  Furyondy Mage Council  
  
  FUR7-07 Illusions and Dreams 
   
  Page 49 
  PLAYERS’ HANDOUT 6: MAP OF CRYSTALREACH 
   
  
  FUR7-07 Illusions and Dreams 
   
  Page 50 
  PLAYERS’ HANDOUT 7: AIDING THE PRISONER 
  Your fellow party member's soul is now trapped in unholy symbol prison. She (or he) can not escape unless the 
  demon is killed. As we speak, the demon is seeking the PC in order to kill her. The PC can not leave the unholy 
  symbol unless she defeats the demon. We have only a few moments to prepare. Here is what I know or can 
  guess: 
  • 
  Anyone who touches the trapped PC can see through that PCs eyes and sense what that PC senses. 
  • 
  Any spells cast upon the PC will affect him/her as normal in both places. (Hint: Healing spells are a 
  good idea.) 
  • 
  As an immediate action, you can share some of your self with the PC in the unholy symbol. Only one 
  quality can be shared at a time though it can be exchanged with another immediate action. Since only 
  one swift or immediate action is allowed per round, the shared quality can be changed only once per 
  round. 
  The sharing can manifest in many ways (but remember only one of these): 
  • 
  Share equipment – you can share a single material object with the PC in the unholy symbol. If this 
  object is destroyed or has charges used in the other place, then it is destroyed/used in the prime 
  material plane as well. Items of equipment appear on the recipient in the same place that they are on 
  the donor. Thus, for example, shared armor appears on the recipient fully donned. Shared weapons 
  appear in a sheath or in hand as appropriate. If the recipient does not have that "slot" available, the 
  donated item appears on the ground at her feet instead. 
  • 
  Share a feat – you can share a single feat with the other PC even if she doesn’t meet the pre-
  requisites. 
  • 
  Share a skill – you can share his base ranks in a single skill with the PC in the unholy symbol. 
  • 
  Share a special ability – you can share a single special ability (e.g., flurry of blows, or evasion) with 
  the other PC.  
  • 
  Share ability score – you can grant the PC in the unholy symbol the benefit of one of his own base 
  ability scores. Thus, for example, a rogue might share his Dexterity with the PC. Ability boosting 
  items (e.g., gloves of Dexterity) would not be included. If the PC has sustained ability score damage, 
  this damage still applies to the new score (i.e., it can not be negated in this manner). 
  • 
  Share saving throw – you can grant the PC in the unholy symbol your base saving throw modifier 
  for one of the saves (Fort, Ref or Will). 
  • 
  Share BAB – you can grant the PC in the unholy symbol your martial prowess. 
  • 
  Share spellcasting ability – As a special case of the ability to share a special ability, you can grants 
  your spellcasting ability to the PC in the unholy symbol. All the normal restrictions (e.g., arcane spell 
  failure chance) still apply and the recipient of the spellcasting ability. The recipient can only cast 
  spells that the donor PC knows or has prepared. To cast a spell the recipient PC must have a number 
  of hit dice equal to twice the level of the spell minus 1. Thus if an 8th level sorcerer grants his 
  spellcasting ability to a 5th level human fighter, that fighter can only cast spells of 3rd level or lower. 
  The effects of the spell, however, use the donating PC's base spellcasting stat. Thus, if the fighter in 
  the above example cast fireball it would do 8d6 points of damage and the saving throw DC would be 
  set as if the sorcerer had cast the spell directly. If you grant your spellcasting ability, then your spell 
  components also manifest upon the recipient. 
  
  FUR7-07 Illusions and Dreams 
   
  Page 51 
  PLAYERS’ HANDOUT 8: STATS TRACKER CRIB SHEET 
  Use this crib sheet (and a pencil!) to keep track of your current stats. Start by using your own stats. As each PC 
  donates something to you, remove the benefit from the old donation first (if there is one) and adjust your stats. 
  Then write down the new donation and adjust your stats. 
   
  NPC/PC's Name 
  Donated Ability 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Str 
  Total 
  Base 
  Enh. Bonus 
  Luck 
  Rage 
   
   
   
  Dex 
  Total 
  Base 
  Enh. Bonus 
  Luck 
   
   
   
   
  Con 
  Total 
  Base 
  Enh. Bonus 
  Luck 
  Rage 
   
   
   
  Int 
  Total 
  Base 
  Enh. Bonus 
  Luck 
   
   
   
   
  Wis 
  Total 
  Base 
  Enh. Bonus 
  Luck 
   
   
   
   
  Cha 
  Total 
  Base 
  Enh. Bonus 
  Luck 
   
   
   
   
  Initiative: 
  Total 
  Dex 
  Feat 
  Haste 
  Marshal Aura 
  Other 
   
   
  Hit Points: 
  Total 
  HD 
  Con x Level 
  False Life 
  Aid 
   
   
   
  Armor Class 
  Total 
  Dex 
  armor 
  shield 
  deflection 
  natural 
  Luck 
  dodge 
  Touch AC: 
  Total 
  Dex 
   
   
  deflection 
  natural 
  Luck 
  dodge 
  Flat-footed AC: 
  Total 
   
  armor 
  shield 
  deflection 
  natural 
  luck 
   
  Speed 
  Total 
  Base 
  Adj 
  Enh. Bonus 
   
   
   
   
   
  Fortitude: 
  Total 
  Base 
  Con 
  Resistance  
  Luck 
  Feat 
  Racial  
  Class 
  Reflex: 
  Total 
  Base 
  Dex 
  Resistance  
  Luck 
  Feat 
  Racial  
  Class 
  Will: 
  Total 
  Base 
  Wis 
  Resistance 
  Luck 
  Feat 
  Racial  
  Class 
  Melee Attack: 
  Total 
  BAB 
  Str 
  Feat 
  Power Attack 
  Morale  
  Haste 
  Enh Bonus 
  Melee Dmg: 
   
  Weapon 
  Str 
   
  Power Attack 
  Other 
  Other 
   
  Ranged Attack: 
  Total 
  BAB 
  Dex 
  Feat 
   
  Morale  
  Haste 
  Enh Bonus 
  Ranged Dmg: 
   
  Weapon 
   
   
   
  Other 
  Other 
   
   
  
  FUR7-07 Illusions and Dreams 
   
  Page 52 
  CRITICAL EVENT SUMMARY 
  FUR7−03 – ILLUSIONS AND DREAMS 
  (Return to Event HQ or to John du Bois) 
  Please be sure to answer all questions. Thanks. 
   
  1. 
  Circle the meta organizations that one or more PCs were members of: 
   
   
  Furyondy Mage Council 
   
   
  Twilight Hunters 
   
   
   
  Church of Heironeous 
   
   
  Church of St. Cuthbert 
   
   
   
  Church of Rao 
   
   
   
  Church of Trithereon 
   
   
   
  Church of Mayaheine 
   
   
  FASTC 
   
  2. 
  Was there any intra-party conflict due to the secondary missions given by the meta-orgs? 
   
   
  Yes  
   
  No 
   
  3. 
  Did any PCs end up at Castle Greylode for killing rioters? 
   
  Yes 
   
  No 
   
  4. 
  Did any NPC combatants in Encounter Six escape from the PCs (circle all that apply)? 
   
   
  Nusrat the Firebound 
   
   
  One or both of the Ket Hunters 
   
   
   
  Sister Kaylen 
   
   
   
  Elfskinner 
   
  5. 
  Did the PCs successfully rescue Elaana Merene? 
   
  Yes 
   
  No 
  6. 
  Did the PCs free Adar ibn Vahim from his prison? 
   
  Yes 
   
  No 
  7. 
  Was one of the PCs imprisoned in the unholy symbol?  
  Yes 
   
  No 
  8. 
  Circle the party's consensus recommendation for the following candidates: 
   
  Ereland Manneth:  
  For 
   
  Against  
  Tie/No Opinion Given 
   
   
  Adar ibn Vahim:  
   
  For 
   
  Against  
  Tie/No Opinion Given 
   
  9. 
  Were there any NPCs the players would like to see appear in future adventures? 
   
   
   
  Elaana 
   
   
  Adar 
   
   
  Ereland Manneth   
   
  Other:______________________ 
   
  10. Comments (Optional). Please explain any unusual circumstances or recommendations: 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/597/Normal Scenarios/FUR7-03 - Illusions and Dreams (APL 4-10)/FUR7-03 - Illusions and Dreams.pdf