TEXT: GEO7-01
  By Light of Twain Moons
  A One-Round D&D® LIVING GREYHAWKTM 
  Geoff Regional Adventure
  Version 0.7.0
  by Jose A. Ortiz
  Reviewers: Geoff Triad Circle Reviewer: Steven Conforti
  Playtesters: Bronwyn Beistle, Meredith Dunn, Joel Frock, Kate Harris, Nick Mancuso, Janice McMahon
  Special Thanks To: Meredith Dunn
  A rare conjunction of two moons, one full and one crescent, haunts your dreams. A sense of urgency tugs 
  at your mind. But to do what? The answer, it would seem, can be found in the Hornwood forest of all 
  places.  A Geoff Regional adventure for APLs 4-10, and Part One of The Crescent Moon Rising series.
  Note: This adventure will be of particular interest to elves and members of the Naven Du’aellesti, Church 
  of Corellon Larethian, and Church of Sehanine Moonbow.
  Resources: Dungeon Master’s Guide II [Jesse Decker, et al], Fiend Folio [Eric Cagle, et al], GEO4-06 
  Winter of Our Discontent [Bill Kronick, Leigh Smith], Manual of the Planes [Jeff Grubb, et al], Monster 
  Manual 4 [Gwendolyn F.M. Kestrel, et al]
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS 
  game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards  of  the  Coast.  To  learn  more  about  the  Open  Gaming  License  and  the  d20  SYSTEM license,  please  visit 
  www.wizards.com/d20.
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com.
  DUNGEONS & DRAGONS, D&D, GREYHAWK,  LIVING GREYHAWK,  D&D REWARDS, RPGA,  Player’s Handbook,  Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors.
  Visit the LIVING GREYHAWK website at www.rpga.com.
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at scon40@aol.com.  For 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com.
  
  RPGA® SANCTIONED PLAY
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this  adventure  as  part  of  the  LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house. 
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person who 
  sanctions  the  event  is  called  the  senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time  in  the  cases  of  home  events)  the  senior 
  gamemaster is also the table DM. You don’t have 
  to be a  HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM. 
  By sanctioning  and  reporting  this  adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player and 
  DMs gain rewards for  sanctioned RPGA play if 
  they  are  members  of  the  DUNGEONS &  DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points. 
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2008.
  To  learn  more  about  the  LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning,  and  DUNGEONS &  DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.
  PLAYERS READ NO 
  FARTHER
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges,  which  kills  the  fun.  Also,  if  you’re 
  playing  this  adventure  as  part  of  an  RPGA-
  sanctioned event, reading beyond this point makes 
  you ineligible to do so.
  PREPARING FOR PLAY
  To get the most out of this adventure, you need 
  copies  of  the  following  D&D  books:  Player’s 
  Handbook,  Dungeon  Master’s  Guide,  and  the 
  Monster Manual. 
  Throughout  this  adventure,  text  in  bold  italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important  information  for  you,  including  special 
  instruction on running the adventure. Information 
  on  nonplayer  characters  (NPCs)  and  monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices. 
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. You’ll also find a  LIVING GREYHAWK Adventure 
  Record (AR). 
  LIVING GREYHAWK LEVELS 
  OF PLAY
  Because  players  bring  their  own  characters  to 
  LIVING 
  GREYHAWK 
  games,  this  adventure’s 
  challenges  are  proportionate  to  the  modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below:
  Determine the character level for each of the PCs 
  participating in the adventure.
  If PCs bring animals that have been trained for 
  combat  (most  likely  dogs  trained  for  war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s  mounts)  or  the  warhorse  of  a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of this 
  type, and animals with different CRs are added 
  separately. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number.
  If you are running a table of six PCs, add one to 
  that average.
  Throughout  this  adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  GEO7-01 By Light of Twain Moons
  Page 2
  
  even-numbered  increments.  If  the  APL  of  your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL.
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. If a 
  player character is three character levels or more 
  either higher or lower than the APL at which this 
  adventure is being played, that character receives 
  only one-half of the experience points and gold for 
  the adventure. This simulates the fact that either 
  the PC was not challenged as much as normal or 
  relied on help by higher-level characters to reach 
  the objectives. 
  Furthermore, a PC who is four or more levels 
  higher  than  the  highest  APL  supported  by  the 
  adventure may not play the adventure.
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find  the challenge  of  an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success: 
  1.
  Enlist a sixth player.
  2.
  Advise characters to buy riding dogs to help 
  protect them, and fight for them.
  TIME UNITS AND UPKEEP
  This is a standard one-round Regional adventure, 
  set in Geoff.  Characters native to Geoff pay one 
  Time Unit per round, all others pay two Time Units 
  per round.
  Adventurer’s  Standard  Upkeep  costs  12  gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time 
  Unit.  Luxury Upkeep costs 100 gp per Time Unit. 
  Characters  that  fail  to  pay  at  least  Standard 
  Upkeep will retain temporary ability damage until 
  the next adventure, must buy new spell component 
  pouches and healer’s kits, and may suffer other in-
  game penalties (or possibly gain in-game benefits) 
  as may be detailed in this adventure.
  A  character  who  does  not  pay  for  at  least 
  Standard  Upkeep  may  also  avoid  the  above-
  described penalties by living off the wild.  If the 
  character  possesses  four or more  ranks  in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if the 
  character  has  at  least  four  ranks  in  Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll.
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of  Chapter  3  of  the  LIVING GREYHAWK Campaign 
  Sourcebook.
  ADVENTURE BACKGROUND
  The newly crowned High King of the Hornwood 
  high  elves,  Shivanshallos  (aka  Shiver),  has  a 
  haunting pedigree. He is a half-dragon, but more 
  than that, his father was a wholly evil red dragon, 
  by the name of Brerrapyrizaax (aka Brimstone). 
  None know the High King’s heritage save his half 
  sister, the Princess  C'oiavanina, and his cousin, 
  closest friend, and advisor Prince Xanalis (Knight 
  Captain  of  the  Naven  Du’aellesti  knights).  The 
  other  members  of  the  royal  court  explain 
  Shivanshallos’ unique appearance by attributing it 
  to strange occurrences he experienced during his 
  adventuring days, and for his part, the High King 
  does not discourage speculation. But neither does 
  he ever give a concrete answer.  
  The  truth  about  the  Shivanshallos  began 
  nearly two hundred years ago when his mother, 
  Tandra, the High Wizard of the Hornwood at the 
  time,  was seduced and tricked  into an intimate 
  relationship with Brimstone. The romance was part 
  of the conniving dragon’s overarching scheme to 
  avenge his direct ancestors for the defeat at the 
  hands of the high elves millennia ago during the 
  wars between the elves and the dragons.  His ally 
  in  this  was  a  spy named  Cikatrix,  a  corrupting 
  demon planted into the high elven court that would 
  rot the elven leadership from the inside out.  With 
  the help of Cikatrix, Brimstone seduced the High 
  Wizard Tandra, but his plan was foiled before he 
  could see it to fruition. Once she found out his true 
  nature, Tandra was able to drive the dragon away 
  after a mighty battle of magics, and Brimstone fled, 
  battered and enraged. The High Wizard was with 
  child however, a fact the vile dragon knew, and 
  has never forgotten. 
  When  the  Sakhut  began  their  campaign 
  against Geoff and its neighbors nearly fifteen years 
  ago,  Brimstone  joined  the  giant  army  in  their 
  invasion, seeing his opportunity to avenge himself 
  against the high elves and Tandra. His agent, the 
  insidious and corrupting demon Cikatrix, had still 
  been working from inside for decades, and was 
  successful in weakening the Royal Court of the 
  high elves (by corrupting the High King Zyath) to 
  the point that the giants faced little opposition from 
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  the  high  elven  kingdom.  During  the  attack  on 
  Arcaras,  Brimstone  personally  exacted  revenge 
  upon  his  former  lover,  killing  Tandra  in  her 
  Hornwood  home  during  the  assault.  His  son 
  Shivanshallos, however, was not around as he had 
  left home to go adventuring years before.
  With  the  defeat  of  the  Sakhut,  Brimstone 
  vanished  from  Geoff,  but  never  forgot  his  son. 
  Over the years, he kept track  of Shivanshallos, 
  through Cikatrix, subtly trying to tempt him to his 
  side. His interest came to a head recently when his 
  son, Shivanshallos, was made High King of the 
  Hornwood elves.  This has prompted the dragon to 
  take more direct action, most recently hiring an 
  efreeti  mercenary  to  kidnap  the  high  elven 
  princess,  (Shiver’s  sister),  only  to  be  foiled  by 
  agents of the High King. Driven by his boundless 
  ego, controlling nature, and overdeveloped sense 
  of vengeance, Brimstone has finally decided that 
  he cannot adibe the existence of kin who do not 
  recognize  him  as  father  and  master.   He  has 
  gathered  some  of  his  servants  and  followers, 
  redspawn arcaniss (who despise the notion of a 
  red dragon half-brother turned good), together to 
  strike at his wayward son, and his high elven court 
  once and for all. 
  The dragon has even gained an ally in this 
  endeavor  in  the  person  of  Galdor  Fefalas,  the 
  former  prince  of  the  Hornwood,  whom 
  Shivanshallos exiled for trying to use the Heart of 
  the Hornwood for selfish purposes (after Arcaras 
  had  been  liberated  from  the  giants). Galdor  is 
  acting under the influence of the fiend Cikatrix, a 
  fiend of corruption and possession. For decades, 
  the fiend has been alternatively possessing objects 
  in the  Royal Court (particularly the  Staff  of  the 
  Hornwood),  cursing  them  in  the  process,  and 
  (when in physical form) ingratiating himself to the 
  royal court masquerading as a high elven bard. 
  Eventually  his  machinations  corrupted  the 
  preceding High King Zyath (leading him to weaken 
  the  Heart  of  the  Hornwood  ahead  of  the  giant 
  invasion by using it to create material wealth and 
  wonders), and later his son Prince Galdor (who 
  would  have  doe  the  same  had  he  not  been 
  stopped by Shivanshallos and his allies).  When 
  Shiver  took  possession  of  the  Staff  of  the 
  Hornwood, the demon Cikatrix left with his pawn, 
  the former Prince Galdor, upon his banishment. 
  Galdor had been easy to manipulate, a willing and 
  useful pawn, and the demon wanted to ensure that 
  his  soul  was  permanently  corrupted  before 
  returning to Arcaras.
  The fiend’s corrupting ways is what led the late 
  King  Zyath  Eryhub  (Galdor’s  father)  to  nearly 
  exhaust the Heart of  the Hornwood after many 
  decades of selfish use. It is also what led Galdor to 
  use the newly healed Heart for his own gain; the 
  endeavor that was thwarted by Shivanshallos and 
  lead to Galdor’s banishment. Now it is the demon’s 
  words, informing Galdor about Shivanshallos’ past 
  and  feeding  the former  Prince’s  ego that  leads 
  Galdor  to  seek  revenge  upon  the  new king  (a 
  usurping  half-breed  as  far  as  Galdor  is 
  concerned). His hatred has suited the possessing 
  fiend well, as they both now share a common goal 
  in the destruction of High King Shivanshallos and 
  his kin.
  Meanwhile,  the  elven  powers-that-be  have 
  watched the elves of Gyruff for many years, they 
  have witnessed the destruction wrought in all of 
  the elven forests, and have seen the healing begin 
  with  the  destruction  of  the  Sakhut’s  influence. 
  However,  they  now  see  that  the  elven  realms 
  stand on the brink of a precipice and that coming 
  events could destroy the fragile kingdom of the 
  high  elves,  starting  a  chain  that  could  bring 
  disaster to the other elven realms of Gyruff.  This 
  has prompted Corellon, father and protector of the 
  elves, to send a herald, a prophet, to guide the 
  elven people to the right path.
  This guide will not reveal himself outright, nor 
  will he work directly against the corrupting forces, 
  but instead will test the elven people, and their 
  leaders, through subtle words and indirect deeds. 
  The rest, he leaves to the PCs.
  ADVENTURE SUMMARY
  This adventure takes place on the 11th of Coldeven 
  (Snowflowers to the elves) in the spring of CY 597. 
  Luna is full, and Celene is crescent, and a rare 
  conjunction of the two moons is happening in the 
  night sky above the Hornwood forest. A good part 
  of the adventure, and possibly one combat takes 
  place in the Region of Dreams (see DM Aid #7), 
  so  be  sure  to  familiarize  yourself  with  The 
  Dreaming and dreamwalking.
  Introduction:  The  PCs  receive  the  same 
  strange dream for the past few nights regarding a 
  conjuction of two moons. They also have an urge 
  to do something about it, and through gathering 
  information and knowledge checks, they determine 
  that their dreams point to the Reverie of the Twan 
  Moons  being  held  in  Aracaras,  capital  of  the 
  Hornwood high elves.
  Encounter 1: The PCs arrive in Arcaras, and 
  meet Gilrane while he listens to a bardic concert. 
  They  also  catch  sight  of  the  High  King 
  GEO7-01 By Light of Twain Moons
  Page 4
  
  Shivanshallos, and Lorindoriel. They get an offer to 
  join Gilrane at the Gilded Leaf, where they can 
  gather information about the goings on.
  Encounter  2:  The  PCs  meet  the  High 
  Priestess  of  Sehanine  Moonbow,  who  also 
  happens  to  be the Bondmate  of  the Hornwood 
  Heart. She tells them about the Reverie, and they 
  are invited to join.
  Encounter  3:  The  PCs  travel  into  the 
  dreamscapes of others during the Reverie, to find 
  clues  as  to  their  purpose  here.  This  dream  is 
  Lorindoriel’s, where they find out about the High 
  King’s  real  father,  and  perhaps  also  battle  a 
  joystealer.
  Encounter 4: The PCs visit the dreamscape 
  of the High King Shivanshallos, and find out about 
  his secret, and his greatest fear.
  Encounter 5: The PCs visit the strange dream 
  of  one  of  Shivanshallos’  knights.  The  knight  is 
  wearing a loincloth, and the PCs soon find out it is 
  because he has a dark secret of his own. They 
  also find out about his accomplice, the bard whom 
  they heard as they walked into the city.
  Encounter 6: The PCs end up in Gilrane’s 
  dreamscape, where they have the opportunity to 
  share information with him. He suggests they rest 
  in the dreamscape if they have not already done 
  so.  They then all go to confront  the High King 
  about his secret, and about the traitorous knight in 
  his ranks, and find Lorindoriel has left the city.
  Encounter 7: Redspawn raiders seeking to kill 
  the High King attack the city of Arcaras. They use 
  elven  hostages  to  get  to  the  Shivanshallos, 
  including  “Lorindoriel”, who is actually the demon 
  Cikatrix in disguise.
  Encounter  8:  The  PCs  find  the  traitorous 
  knight,  and  he  tells  them  about  his  bardic 
  accomplice. The PCs may try to look for him but 
  the bard is nowhere to be found (because he is 
  “Lorindoriel” at the moment.)
  Encounter 9: The PCs guard the High King’s 
  body,  and  are  approached  by  the  demonic 
  corruptor Cikatrix in his “Lorindoriel” guise. He tries 
  to get them to help him, but barring that, he fights 
  the PCs.
  PREPARATION FOR PLAY
  Before the adventure begins, have the players pre-
  roll the following for their characters:
  •
  A Wisdom check.
  •
  3  Spot checks.
  •
  3 Reflex,  3  Fortitude  and  3  Will  saving 
  throws, and keep the results handy.
  The  Wisdom  check  result  will  be  used  in 
  Encounter  2,  during  the  Reverie,  as  per  the 
  directions in the encounter text. 
  A Spot check result will be used in Encounter 
  7 to determine if any of the PCs spot Cikatrix’s 
  disguise.
  The PCs Will saving throws are to be used 
  when and if Cikatrix uses his enchantment powers 
  (suggestion or  charm person) against them. You 
  will likely only need one of the Will saving throws. 
  The others are rolled so players do not know that 
  they face one particular sort of save or another.
  Also, pre-roll 3 Bluff and 3 Disguise checks for 
  the demon Cikatrix (it may be easier to assume an 
  average roll of 10 for these rolls), and keep them 
  handy. 
  Take note if any PC has played either GEO4-
  06  Winter  of Our  Discontent,  and/or  GEO6-IN1 
  Crowning of the King. If they have, they may know 
  some of the NPCs in this adventure. The PCs may 
  also know Lorindoriel from other modules set in 
  the Dim Forest. If they mention this during play, 
  take this into account when determining their Spot 
  checks against Cikatrix’s disguise in Encounter 7, 
  though no PC should have more than a passing 
  familiarity with her (+4 on the Spot check).
  Also take note of any player who has a Favor 
  of the Hornwood elves, the favor of Prince Galdor, 
  or the favor of the High King. If anyone has a favor 
  from Lorindoriel, make a note of this as well.
  Note: This  adventure  contains  a number  of 
  NPCs with which you should be familiar as well as 
  a encounters on a different plane. Be sure to read 
  and understand  DM Aid #4: NPC Descriptions 
  and  DM Aid #7: Dreaming and Dreamwalking 
  before running this adventure.
  Conditional  Modifiers:  A  few  important 
  circumstantial  and  environmental  conditions  will 
  come into effect during the encounters, so keep in 
  mind the following:
  •
  The  PCs  are  in  the  Hornwood  forest, 
  which is considered a dense forest, so be 
  familiar  with  the  effects  of  trees,  light 
  undergrowth, and other terrain factors as 
  per  the  Dungeon  Master’s  Guide (page 
  87).
  GEO7-01 By Light of Twain Moons
  Page 5
  
  •
  The adventure takes place outdoors in the 
  middle of the night. The full moon provides 
  enough light to see dimly, and anywhere 
  the  party  doesn’t  provide  it’s  own  light 
  source is considered shadowy illumination. 
  Creatures  in  shadowy  illumination  have 
  concealment (20% miss chance) against 
  those who cannot see in darkness.
  •
  The  demon  Cikatrix  has  had  time  to 
  infiltrate  the  ranks  of  the  elven  Naven 
  Du’aellesti  for  some  time  now,  both  in 
  corporeal and ethereal form. In that time, 
  he’s  used  his  curse special  ability  to 
  render the weapons of every high elven 
  knight,  noble  and  even  the  High  King 
  himself, useless against him. As long as 
  they carry a cursed weapon, these NPCs 
  simply  cannot attack  Cikatrix  in  any 
  fashion. 
  INTRODUCTION
  The  PCs  can  begin  anywhere in  Geoff.   Their 
  dreams show them where they are needed. Each 
  PC in the party has the same dream as detailed 
  below.
  You  find  yourself  in  a  moonlit  forest 
  meadow,  near  a  large  monolith  of  faintly 
  glowing purplish stone. Two arcaded temples, 
  one crescent shaped, and one round, flank the 
  standing stone. It is spring and the night sky is 
  crowded with stars. The tall hornwood trees 
  tower  above  and  around  you,  and  you  can 
  make out delicate buildings in the boughs, lit 
  by white and blue paper lanterns. What grabs 
  your  attention,  however,  is  the  peculiar 
  conjunction happening in the sky. Luna is full 
  and bright in the sky, bathing everything in a 
  muted white light. Its partner, the blue moon 
  Celene, is crescent, and as you watch it nears 
  the larger moon as if trying to embrace it.
   
  The moons begin to fill more of the night 
  sky, and it is then you realize that they are not 
  getting  larger,  but  rather…you  are  getting 
  closer!  You look down to see moonlit canopy 
  of  the  Hornwood  forest  below  you,  getting 
  further and further away as you race into the 
  sky.  Looking  up  once  again,  the  moons  fill 
  nearly your entire field of vision, and you fly, 
  no, fall ever faster, towards Luna.  You squint 
  at the brightness, as the surface comes at you 
  impossibly fast…and then you wake up with a 
  start.
  This is the second night in a row you’ve 
  had this dream. It is still fresh in your mind’s 
  eye and your heart races, but it is not from 
  fear. Rather you feel a sense of urgency, but to 
  do what?
  Any  PC  that  succeeds  at  a  Knowledge 
  (geography)  (DC  10),  Knowledge  (local  – 
  Sheldomar Valley) (DC 15), or a Bardic Knowledge 
  (DC 20) check, knows that their dream took place 
  in the Hornwood forest, the westernmost forest in 
  Gyruff,  specifically in the elven capital, Arcaras. 
  Any elf from the Geoff region automatically knows 
  this information and also knows that the purplish 
  monolith  in  their  dream  was  the  Heart  of  the 
  Hornwood. See DM Aid #6. 
  Any PC that played in the interactive GEO6-
  IN1 Crowning of the Kin, has been to Arcaras, and 
  recognizes the city. Any PC who played  GEO4-06 
  Winter of Our Discontent also knows this.
  A successful Knowledge (religion) check (DC 
  15) or Bardic Knowledge check (DC 20) reveals 
  that the two-moon conjunction is a holy day of the 
  elven goddess Sehanine Moonbow, the goddess 
  of  dreams,  death  and  journeys  (amongst  other 
  things). The celebration is called the Reverie of the 
  Twain  Moons.   Every  month  the  followers  of 
  Sehanine celebrate the full moon, called a Lunar 
  Hallowing, but the conjunction of the two moons is 
  a rare event and is celebrated with a great festival 
  and a reverie. The next one is due to happen on 
  the 11th of Coldeven (the month known to the elves 
  as Snowflowers), a few days hence.
  A successful Knowledge (religion) check (DC 
  20) or Bardic Knowledge check (DC 25) reveals 
  the significance of the phases and positioning of 
  the moons. See DM Aid #8.
  A successful  Gather Information  check  (DC 
  15) reveals that the lunar festival is coming up, and 
  is  to  be  celebrated,  amongst  other  places,  in 
  Arcaras, the high elven capital in the Hornwood.
  A successful Knowledge (nature) (DC 20) or 
  Bardic  Knowledge  (DC  25)  reveals  that  the 
  conjunction  of  a  full  Luna  and  a  quarter-moon 
  Celene, on the same  night, only happens once 
  every few decades, and that the next one is due to 
  be happening shortly, on the 11th of Coldeven. 
  A successful Knowledge (local – Sheldomar 
  Valley) (DC 15), Knowledge (history) (DC 10), or 
  Bardic  Knowledge  (DC  20)  reveals  that  the 
  Hornwood  high  elven  capital  of  Arcaras  was 
  attacked during the War Against the Giants, and 
  was occupied for many years.  It also reveals that 
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  they  have  a  new  high  king.  Elves  from  Geoff 
  receive a +5 circumstance  bonus  to  the  above 
  checks,  and  elves  from  the  Hornwood 
  automatically know this information.
  If they do not follow up on the dream urging, 
  they continue to receive the same dream. If they 
  ignore it for five days, it is no longer be feasible for 
  that PC to make it to the festival in time to partake 
  in the adventure.
  If the PCs follow up on their dream leads, they 
  travel to Arcaras in the Hornwood, and arrive the 
  day the festival starts as it nears dark. 
  Proceed to Encounter One.
  ENCOUNTER 1: ARCARAS 
  BY MOONLIGHT
  No matter where they started, or how they travel, 
  the timing is be such that the PCs arrive at Arcaras 
  as stated below. The boxed text assumes that the 
  PCs arrive the day of the celebration, approaching 
  late afternoon.  The festival lasts from dusk (early 
  evening) on the 11th of Snowflowers (Coldeven) 
  until the dawn of the new day. Besides the Reverie 
  itself, the festival includes musical performances, 
  magic shows, acrobats, vendors, etc.
  If the PCs are in different places, they meet on 
  the  road  to  Arcaras  after  leaving  the  town  of 
  Pwyst’s Reed (assuming  they follow the Dream 
  urging).
  Conditions: The PCs arrive in Arcaras in late 
  afternoon,  just  before  dusk.  The  Reverie  itself 
  does not start for another few hours. The tree city 
  is recovering from the giant invasion, and there are 
  still  stone  ruins,  mostly  overgrown  by  now, 
  scattered throughout the wooded city. 
  Barring unusual circumstances, the PCs travel 
  the narrow road into the Hornwood from  Geoff. 
  They enter the elven kingdom once they cross the 
  bridge at Pwyst’s Reed over the Blue Oyt River. 
  This is the most expedient land route. If the PCs 
  come another way, modify the boxed text below as 
  appropriate.  The  dream  ‘urging’  continues 
  throughout their journey into the Hornwood.
  Since  crossing  the  Blue  Oyt  River  at 
  Pwyst’s Reed, your trip into the Hornwood has 
  been  mostly  uneventful.   The  dirt  road  you 
  travel looks to have been much wider in the 
  very  recent  past,  but  now  spring  shrubbery 
  and  small  saplings  grow  for  many  yards  to 
  either side of the path, making it now just wide 
  enough for a wagon to pass.  
  After  a  couple  days  of  journey  into  the 
  newly verdant land, the sounds of bird song is 
  replaced  by  the  music  of  reed  and  string 
  instruments  playing  an  elven  melody.  Soon 
  you  can  see  the  a  few  musicians  and  their 
  audience in a clearing amid the tall trees. All 
  around  them,  mosses  and  flowering 
  groundcover  obscure  what  could  have once 
  been the stone remains of buildings, to such a 
  degree  that  the  undulating  mounds  now 
  resemble  a  strange  and  expansive  topiary 
  garden. 
  Above  you,  delicate  looking  buildings 
  perch  against  the  trunks  of  the  trees,  and 
  connect  to  one  another  by  a  criss-cross  of 
  bridges.  It is evident that a good number are 
  still being constructed. Spherical lanterns of 
  white and sky-blue colored paper hang from 
  branches  and  rope  bridges,  and  you  see 
  dozens  of  elves  setting  them  aglow  with 
  magical lamplighters. It is late afternoon, and 
  will soon be dusk. 
  Applause breaks out,  and your  eyes are 
  drawn back to the three musicians who bow 
  and  begin  playing  anew  for  their  standing 
  auience.  One  of  the  audience  members 
  however, looks away from the bards in your 
  direction and smiles.
  If the PCs approach the musicians or the any 
  of the audience,or even stop to watch, they notice 
  an  elder  high elf  (the  closest  elf  to  them)  that 
  stands out from the others. He meets their eyes 
  and smiles politely. 
  The high elf, like many of his people, has 
  raven black hair and green eyes, but he stands 
  out from the others nonetheless. There is an 
  ethereal,  almost  otherworldly  quality  to  his 
  countenance,  and  the  lenses  of  his  eyes 
  exhibit a milky opaque crescent shape.
  This is Corellon’s herald, Gilráne, and he is 
  interested in the party. He is ‘incognito’ as it were, 
  and appears as an elder elf, simply here for the 
  festival.  Which,  for  all  intents  and  purposes,  is 
  exactly what he is.
  Anyone of elven blood (elves and half-elves) in 
  the party automatically knows, and anyone with a 
  successful  Knowledge: (nature) (DC 10) knows, 
  that the ‘otherworldy countenance’ is a trait of a 
  venerable elf. Elves do not age as the other races. 
  Their hair does not go gray, nor their skin wrinkle. 
  Instead, they develop an unnamable otherworldly 
  quality.  The  ‘milky  opaque  crescent  shape’ 
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  signifies Sehanine’s “Moonbow”, a sign that the elf 
  is  nearing the end of  his  days. Any elf  PC,  or 
  anyone making a Knowledge: (nature) check (DC 
  10)  can  tell that  this  elf  is  likely well over  five 
  hundred years old.  
  If the PCs do not begin a conversation with 
  Gilráne, he strikes one up with them, asking them 
  if they’re looking forward to the Reverie, etc. If the 
  PCs approach Gilráne and ask him questions, use 
  the following as a guideline:
  Note: Gilrane answers two questions before 
  the  High  King  and  his  entourage  walk  by  and 
  watch the bards play for a bit. Go to the Enter the 
  High King subsection below when this happens. 
  Once the High King has passed, Gilrane suggests 
  they adjourn to the Gilded Leaf for supper and to 
  continue the conversation there. If the PCs agree, 
  go to the  At the Gilded Leaf subsection below, 
  and continue the Q and A at the tavern.
  Q and A
  If the PCs ask him whether he knows about 
  their dreams:
  “Strange dreams you say. Well, it would 
  seem Sehanine Moonbow, the elven goddess 
  of dreams, has granted you a vision. I would 
  wager that it is no coincidence that her holy 
  festival, the Reverie of the Twain Moons is this 
  night.”
  If the PCs ask about the Reverie:
  “Ah, the  reverie  is  a fascinating journey 
  through dream itself. This is a high holy night 
  of  Sehanine Moonbow,  the Lady of Dreams, 
  and during the Reverie, the Daughter of the 
  Night  Skies  (he  says,  pointing  to  the  larger 
  moon rising), provides us with the answers we 
  seek …even to questions we have yet to ask.”
  “The  holy day, or  night I should say, is 
  revered by both followers of Corellon as well 
  as Sehanine, because the conjunction of the 
  two moons symbolizes their union.”
  “The High Priestess of Sehanine Moonbow 
  can tell you more. She will be presiding over 
  the Reverie this night, just a few hours hence.”
  If the PCs ask who he is:
  “My  name  is  Gilráne,  here  for  the 
  celebration  of  the  coupling  of  the  Twain 
  Moons. I assume you are here for the Reverie 
  this evening as well?”
  If the PCs ask where he is from:
  “I am from a small village called Helinnalda 
  (tr. violet valley), along the Blue Oyt. The village 
  endured  the  invasion,  as  did  many  others, 
  because the giants did not venture far to the 
  south in the Hornwood.”
  If the PCs ask what has happened to the city, 
  and refer to the overgrown ruins:
  “When the giant forces swept down from 
  the mountains, Arcaras was a primary target. 
  The giants and their dragon allies rained rocks 
  and  magic  upon  our  capital,  and  then  built 
  their abominable road through the middle of 
  the city, and our forest, after they had taken it. 
  That (he points to a mossy boulder upon which 
  some elven children play) is what remains of the 
  attack, and of the buildings.”
  If the PCs ask what Gilráne does:
  “I was the high priest of Corellon Larethian 
  for my settlement, but have since passed on 
  my duties to another.”
  In  the  early  part  of  the  conversation  with 
  Gilráne, before he suggests going to the Gilded 
  Leaf, the following happens:
  Enter the High King 
  As the musicians play, you notice another 
  group  stop  to  listen  from  a  short  distance 
  away. The group consists of eight high elves in 
  breastplate  and  helmet;  four  of  them  wield 
  longspears, and the other four walk panthers 
  on leashes. They walk just behind a couple 
  that stops their conversation when they see 
  the bards playing. The female is a beautiful 
  female high elf with honey-blonde hair, clad in 
  a dress of forest green. Around her neck she 
  wears a silver pendant depicting a unicorn. 
  Her  companion’s  appearance  contrasts 
  starkly with hers. He is a strange looking high 
  elf with unsettling eyes of solid black, the left 
  of which has a scar around it, and stark white 
  hair that is punctuated by a lock of red on the 
  left  side.  In  his  hand  he  holds  an  ancient 
  hornwood staff, topped by a purplish stone.
  As the musicians finish their set, the two 
  elves join the  applause, eliciting  deep bows 
  from the performers.
  “Your Highness, you are too generous as 
  always.  And  milady  Lorindoriel,  your  mere 
  presence here is our inspiration. I look forward 
  to playing for you this evening.” Says the lead 
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  bard, addressing the two newcomers, before 
  starting another dulcet melody.
  The entourage is soon on their way again, 
  leaving you with the audience, and the elder 
  elf.
  A  successful  Knowledge:  Local  (DC  20), 
  Knowledge: Nobility (DC 15) or Bardic Knowledge 
  (DC  25)  reveals  that  the  strange  looking  elf  is 
  Shivanshallos, the new High King of the Hornwood 
  forest. Any PC who played GEO6-IN1 Crowning of 
  the King, knows this automatically. A successful 
  Knowledge: Local (DC 11), or Bardic Knowledge 
  (DC 15) reveals that the female elf is Lorindoriel, 
  High Priestess of Ehlenestra in the Dim Forest. 
  PCs may also recognize her from Geoff modules 
  set in the Dim forest.
   A successful Knowledge (local – Sheldomar) 
  (DC  25)  or  Bardic  Knowledge  (DC  20+APL), 
  reveals that the staff carried by the High King is the 
  scepter and symbol of his position, the Staff of the 
  Hornwood. Elves receive a +5 circumstance bonus 
  to this check, and elves from the Hornwood know 
  this automatically. If any PC with the appropriate 
  knowledge  would  like  to  know  more  about  the 
  staff, see DM Aid #6.
  Anyone  who  observes  the  High  King  can 
  attempt  a  Sense  Motive  check  (DC  15).  A 
  successful check reveals that the High King looks 
  a bit glum.
  Gilráne answers any questions the PCs may 
  have about the High King and Lorindoriel (see Q 
  and  A  below),  or  gladly  talk  about  any  other 
  subject.
  At The Gilded Leaf
  The Gilded Leaf is a new tavern and inn that 
  was just opened in the past few months (the first 
  tavern/inn  to  be  rebuilt  in  the  city).  Gilráne 
  suggests  they arrange for  room,  and eat some 
  supper (the PCs should be hungry at this point 
  after a hard day’s travel, and he points this out). 
  He even offers to pay for their meals, if they’ll join 
  him for supper as it has been some time since he 
  spoke to adventurers.
  If  the  PCs  join  Gilrane  for  supper  at  The 
  Gilded Leaf, read the following.
  The walk to The Gilded Leaf is a short one 
  across  some  stone-strewn  glades  and  up  a 
  tree via a spiraling staircase of living wood. 
  Two entire walls of the tavern have been drawn 
  up  like  awnings,  leaving  the  common  room 
  open  to  the  warm  evening  air.  The  inside 
  smells of spices and the wooden tables and 
  chairs have been etched with all manner of 
  gilded vines, flowers and leaves.
  While  inside  The  Gilded  Leaf,  play  up  the 
  workmanship of the place. It is one of the newer 
  reconstructions  in town, and it seems  as if  the 
  creativity of the high elves, suppressed for years 
  under the giant’s occupation, found an outlet when 
  it was built. The Gilded Leaf serves the tasty food 
  (mushroom  stew being  a specialty), as  well as 
  elven mead and elven moondrop (distilled from 
  dew and moonlight).
  The PCs can easily arrange for a room here at 
  the Gilded Leaf if they so desire. The Reverie only 
  happens tonight, but the festival usually lasts a few 
  days. The inn has both standard and rich lifestyle 
  lodgings.  
  Outlined below are some of the more common 
  questions the PCs may have for Gilráne. If the 
  PCs do not bring these up, Gilráne will initiate the 
  conversation regarding these topics:
  If  the  PCs  ask  about  the  High  King’s 
  appearance:
  “That is a good question my friends. All 
  manner  of  speculation  surrounds  that.  The 
  High King does not speak of it, and none have 
  pressed him on it. Some say it is a result of 
  some mishap he had as an adventurer, while 
  others say there is a deeper secret the High 
  King refuses to talk about.”
  “When the festival is over, I mean to ask 
  him myself. It is not good for a king to keep 
  secrets  from  his  people,  especially  about 
  something so obviously unsettling to many of 
  his people.”
  If the PCs ask about the relationship between 
  the High King and Lady Lorindoriel:
  “During his coronation last year, his friend, 
  Prince Xanalis, thought to hold a popular vote 
  to see who Shivanshallos should choose as a 
  consort. And the High King agreed to it no 
  less!” A look of mild disdain crosses Gilráne 
  face, “They even made a contest of it. Can you 
  imagine?  An  elven  High  King  who  feels  he 
  must  play political games  with his  personal 
  and  intimate  choices?  I  would  expect  that 
  behavior from a shortsighted human noble, not 
  an elven High King.”  (he means no offense to 
  any humans at the table.)
  “Well, Lorindoriel was gracious enough to 
  accept his courting, but many feel she only did 
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  so in order to gain Shivanshallos’ ear in an 
  effort to secure aid for the plight of the wood 
  elves in the Dim Forest.  I cannot say I blame 
  her.”
  Gilráne  mentions,  if  conversation  turns  that 
  way, that last time he was here (a few months ago) 
  he  sat  near  Princess  C'oiavanina’s  table 
  (Shivanshallo’s  sister).  More  importantly,  he 
  mentions:
  •
  The questionable company she kept that 
  night  and  especially  some  of  her 
  companions alluded to killing other elves if 
  it was the Princess’ desire for them to do 
  so. One was even called “Friendslayer”. 
  This  part  of  their  conversation  was  the 
  most appalling, as Gilrane tells the PCs 
  that an elf killing another elf is practically 
  unheard of, and only done by the most evil 
  of  persons,  or  in  the  most  extreme  of 
  circumstances.
  •
  He and many patrons were shocked with 
  the company the princess chose to keep, 
  so much so that many patrons left as they 
  could not be in the same room with such 
  sentiments. It is said that the High King 
  sent the Princess  away on a diplomatic 
  mission so that she would learn to be at 
  peace with others.
  •
  He laments that some adventuring elves 
  have been to readily influenced by short-
  lived races, and seem to have forgotten 
  what it is to be a child of Corellon.
  All in all, he, and many patrons, was left with 
  the  impression  that  the  Princess  was  not  very 
  discriminating in the company she kept, and that it 
  reflected poorly on the royal house. 
  Gilráne is very charming and his otherworldly 
  countenance  is  very  compelling.  Many  elves, 
  though they do not know him personally, stop by 
  the table just to wish him a good tidings and a 
  joyful Reverie. He is congenial towards the PCs 
  (he buys them dinner, his manners are refined, he 
  can talk about most anything, and play most any 
  musical instrument), but seems very suspect of the 
  new High King and his court.
  When the PCs are through with their supper, 
  and  conversation,  Gilráne  escort  them  to  the 
  shrine of Sehanine Moonbow so they may learn 
  more of the Reverie. 
  Go to Encounter 2. 
  ENCOUNTER 2: TWAIN 
  MOONS, ONE HEART 
  Eventually, the PCs likely want to go visit the High 
  Priestess  of  Sehanine Moonbow, Aisling, at the 
  temple. This leads them to the center of Arcaras, 
  where  the  Temple  of  Corellon  (Hobashón),  the 
  Heart of the Hornwood, and the newly constructed 
  Temple of Sehanine Moonbow are located.
  Following the narrowing road, you crest a 
  rise and can see that the path leads into a 
  circular clearing in the middle of the elven city. 
  In the center sits a large shine in the shape of 
  a crescent moon.  A small circular pond rests 
  between the horns of the crescent.  The road 
  skirts the temple, almost in avoidance, turning 
  to the east and then back again to the north 
  once past the shrine.
  In the center of the crescent, just before 
  the pond, there is megalithic standing stone of 
  a strange purplish color.
  Not more than a half-dozen paces from the 
  crescent shrine and the standing stone, is a 
  round,  arcaded  temple  made  of  delicate 
  alabaster blocks. They appear newly cut from 
  the same overgrown stone you’ve glimpsed all 
  over Arcaras. Its roof is domed and open to the 
  sky  in  the  center,  and  a  garden  of  night-
  blooming flowers surrounds the building. 
  Dozens  of  elves  fill  the  clearing 
  surrounding the shrines, some sitting, some 
  standing, and seem to be listening to a speech 
  being made from within the arcaded temple.
  Any  PC  making  a  successful  Knowledge: 
  Religion (DC 12) knows that the arcaded temple is 
  a temple to Sehanine Moonbow. Elves know this 
  automatically.
  Any  PC  making  a  successful  Knowledge: 
  Religion (DC 10) knows that the crescent shrine is 
  dedicated to Corellon Larethian. Elves know this 
  automatically.
  Any  PC  making  a  successful  Knowledge: 
  (arcana) (DC 15), Knowledge (history) (DC 20), 
  Knowledge: Local (DC 20) or Bardic Knowledge 
  (DC 25) knows that the purplish standing stone is 
  the Heart of the Hornwood. Elves receive a +5 
  circumstance bonus to this check, and elves from 
  the Hornwood know this automatically. If they wish 
  to know more, see the Heart of the Hornwood sub-
  section below.
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  The players may make note of this on their 
  own, but if not, any PC making  an Intelligence 
  check (DC 15) realizes that the shape and position 
  of the two shrines, as seen from above, emulates 
  the position  of  the two moons  in their dreams, 
  (which is the same position the two moons are 
  approaching in the twilight sky).
  Gilráne hangs back but encourage the PCs (if 
  they need encouraging) to listen to the sermon.
  The Temple of Sehanine Moonbow
  When  the  PCs  approach  the  temple  of 
  Sehanine, read the following:
  As you approach, you can hear the voice of 
  a female elf delivering a sermon from within 
  the arcaded temple. The fading day has given 
  way  to  twilight,  but  the  building  somehow 
  glows like a full moon, allowing you to see 
  clearly inside. The lady is dressed in flowing 
  white  clerical  vestments,  and  wears  a  holy 
  symbol depicting a full moon with a crescent 
  shape straddling it’s top. As she speaks to the 
  crowd  in  front  of  her,  her  gaze  settles 
  purposefully upon your party.
  “….Life  is  a  series  of  mysteries  whose 
  secrets are veiled by Sehanine.  As the spirit 
  transcends  it’s  mortal  limits  and  discovers 
  new mysteries, it achieves a higher state and 
  the cycle of life continues.  Through dreams 
  and visions revealed in sleep and reverie, she 
  unveils the next step along the path and the 
  next destination in the cycle of life and death. 
  Revere the mysterious moons, for they pull on 
  the soul of each being like tides.”
  At  this,  the  elves  look  to  the  darkening 
  night sky in silence for a count of ten, and then 
  begin  dispersing  and  talking  amongst  one 
  another.  Some  however,  stay  seated  on  the 
  ground, eyes closed in contemplation.  
  A
   
  successful
   
  Knowledge
   
  (local) 
  (Sheldomar) (DC 20) allows the PC to recognize 
  this elven lady as Aisling Rahasia. High Priestess 
  of Sehanine Moonbow in the Hornwood, and the 
  new Bondmate of the Heart of  the Hornwoood. 
  Elves  receive  a  +5 circumstance  bonus  to  this 
  check.
  If the PCs do not approach the elven cleric of 
  Sehanine,  she  beckons  them  inside the  temple 
  from afar. Read the following:
  Unlike most of the high elves you’ve seen 
  here in Arcaras, this cleric is a comely half-elf 
  with bountiful red hair and eyes that seem to 
  be made of pure amber.
  “Greetings  to  you, dreamers.”  She  says, 
  looking knowingly at each of you in turn, “I can 
  only guess you have questions for me.”
  Below  are  answers  to  some  of  the  more 
  common questions the PCs may ask:
  Q: “Did you send us those dreams?”
  A: “The Lady of Dreams called to you. I am 
  merely her messenger.”
  Q: “Who are you?”
  A:  “My  name  is  Aisling,  and  I  am  the 
  Bondmate of the Heart, and the High Priestess 
  of Sehanine Moonbow here in Arcaras.”
  Q: “What do the dreams mean?”
  A:  “Even I do not know what the Lady’s 
  portents mean. However, I can put you on the 
  path that holds the answers you seek. When 
  the moons peak in the night sky, we will hold 
  the Reverie, and that is where you will find 
  your purpose in being here?”
  Q: “What is the Reverie?”
  A:  “It is how we celebrate this auspicious 
  Lunar  Hallowing,  by  venturing  into  the 
  Dreaming.  The dreams on this  night  will be 
  more  vivid  than  any  you’ve  ever  had  and 
  through  them  the  Lady  of  Dreams  reveals 
  many things. Will you partake in it?”
  Q: “How vivid? Can we die?”
  A:  “Not  normally.  However…since  you 
  were brought here by Sehanine’s providence, 
  your dreams will be special. They will not be 
  your dreams at all actually, but rather, you will 
  be  dreamwalkers, able  to  travel  through the 
  dreams of others in search of answers. And 
  yes,  as  a  dreamwalker,  you  can  die,  so  be 
  cautious.”
  Q: “What do we have to do to participate?”
  A:  “You merely sit here  (she points to the 
  center of the temple) and allow the Reverie to 
  take  you.  It  is  like  sleeping  or  being  in  a 
  trance.”
  Q: “What’ll you do during the Reverie?”
  A:  “As High Priestess of the Sehanine at 
  this shrine, it is my task to watch over those 
  under my care.”
  Q: “How long will we be dreaming?”
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  A: “As long as your dreams take. Some last 
  an hour, others last half the night.”
  If  the  PCs  ask  Gilráne  if  he  will  be 
  participating, he answers in the affirmative.
  Once the PCs have agreed to partake in the 
  Reverie, read the following: 
  “Good.  The Reverie will start two hours 
  hence, when the moons are there (she points to 
  a  point  in  the  sky).  I  bid  you  be  here  then. 
  Remember, what you see and experience in 
  the Reverie will show you your purpose here. 
  Only in dreams, are mysteries unveiled.”
  Hobashón
  The PCs are free to explore the grounds of the 
  temple  of  Corellon  (the  holy  site  is  called 
  Hobashón by the elves). The temple is also built of 
  stone, and also arcaded, but much older than the 
  shrine of Sehanine. Erynmen, the High Priest of 
  Corellon  in  Arcaras,  is  in  the  underground 
  chamber of the shrine just before the Reverie (and 
  therefore out of sight). If the PCs wait, he speaks 
  to them, and can tell them information about the 
  Reverie and the Heart, and the recent history of 
  Arcaras, but that is about all.
  Erynmen:  Male  High  Elf  Clr7  (Knowledge 
  (religion) +12)
  The  most  interesting  site  on  the  grounds, 
  however, is the Heart of the Hornwood itself.
  The Heart of the Hornwood
  If the PCs inquire about the purplish standing 
  stone  located  on  the  grounds  of  the  shrine  to 
  Corellon just yards away, Aisling tells them: 
  “That is the Heart of the Hornwood. It is the 
  very  source  and  lifeblood  of  all  within  the 
  Hornwood. I am its Bondmate, it’s voice and 
  the conduit for its power.”
  If the PCs ask what it can do:
  “The Heart’s magic can be used for many 
  things, but it is intended to allow the High King 
  to  protect  the  forest  and the  life  within  the 
  forest from danger. And even, to continue the 
  circle of life for those who die before their time 
  under it’s boughs.”
  If the PCs touch the monolith at any time, read 
  the following: 
  “The strange purple stone is warm rather 
  than  cold.   It  throbs  slightly  beneath  your 
  touch.  The throb pulses with the beat of your 
  own heart.” 
  A successful Spot check (DC 10+APL) notices 
  that stone that topped the High King’s staff looked 
  to be made of this same purplish rock. 
  Aisling answers any more questions the PCs 
  may have at this time. Extrapolate answers as best 
  you can from the  DM Aid #6. PCs who did not 
  agree to partake in the Reverie cannot proceed to 
  the next encounter.
  ENTERING THE REVERIE
  Conditions: Once the PCs leave the temple of 
  Sehanine, they are experiencing the Reverie. They 
  are in a dream, dreamwalking actually, but do not 
  know it yet. To simulate what it is like to dream, the 
  players  (and  characters)  realize  they  are  in  a 
  dreamscape only after the PCs are already in the 
  dream.
  For the purposes of the next encounters, it is 
  assumed that the PCs who agreed to participate in 
  the Reverie, explored the town for another couple 
  of hours, but did not find anything that pertains to 
  the relevant events of this adventure.  They then 
  returned,  and  were  seated  inside  the  temple, 
  where Aisling enacted the ritual to start the Reverie 
  under  the  full  and  crescent  moons.  Every 
  participant then fell into a trance-like sleep, and 
  ‘ventured  forth’  into  a  dreamscape.  The  PCs 
  became Dreamwalkers.
  The ritual Aisling enacted can only be done on 
  this night, and makes the temple a portal to the 
  Dreaming. Anyone she chooses within the temple 
  of Sehanine (as the PCs are) experience a dream 
  as if under the effects of the dream walk spell. See 
  DM Aid #7 and DM Aid: New Rules.
  However, the PCs do not know this quite yet. 
  As far as they are concerned, they just finished 
  speaking to Aisling. They are now free to explore 
  the town after they “leave” the temple, but they 
  begin to see strange things in Arcaras, and might 
  realize they are dreaming. See the ‘DM Note’ after 
  the boxed text below.
  When the PCs ‘depart’ the temple, read on:
  As you leave the temple at the center of the 
  woodland  city,  you  see  the  High  King’s 
  entourage near the clearing not too far from 
  you.  The eight knights walk with the High King 
  and  the  Lady  Lorindoriel,  but  there  is 
  something  strange.   One  of  the  escorting 
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  knights wears nothing save his helmet and a 
  loincloth.  
  As you notice this, you also see the High 
  King looks quite different than he did before. 
  His eyes are normal and a deep green in color, 
  and his hair has turned a lustrous brown.
  Lorindoriel leaves them, makes her way to 
  the  clearing  edge,  and  disappears  into  the 
  forest.
  The High King does not follow, but instead 
  walks  another  way,  seemingly  talking  to 
  someone, though there is no one at his side. 
  He also walks into the forest.
  The knights who had been accompanying 
  the High King and Lorindoriel, including the 
  one wearing the loincloth, march off into the 
  elven city.
  DM Note: At this point, the party may think 
  something is afoot.  If anyone mentions that this is 
  strange or seems like a dream, use the Wisdom 
  check they rolled at the beginning of the adventure 
  (DC 10). 
  Upon success, they realize that they are now 
  in the Dreaming, and recall what Aisling told them 
  just before the entered their trance-like sleep at the 
  temple  of  Sehanine.  They  ‘remember’  the 
  following:
  •
  Aisling  informed  them  that  during  the 
  Reverie,  she  would  enable  them  (those 
  chosen by Sehanine) to ‘dreamwalk’ in the 
  Dreaming. This means that they can travel 
  into and out of the dreamscapes (dreams) 
  of those around them (inside the temple) 
  during  the  Reverie.  It  is  within  these 
  dreamscapes  (of  others,  not  their  own) 
  that Sehanine has meant for them to find 
  the answers they seek, if they follow the 
  clues. The PCs recall that the High King, 
  Lorindoriel, and his entourage, as well as 
  Gilráne  are  participating  in  the  Reverie 
  within the temple.
  •
  Aisling told them that for every 10 minutes 
  that  pass  in  the  Dreaming,  only  one 
  minute passes in the real world. She also 
  mentioned that whatever happens in the 
  Dreaming,  while  dreamwalking  (as  the 
  PCs are), is real to the dreamwalker. If a 
  dreamer dies in a dream, he/she wakes up 
  with a pounding heart. If a  dreamwalker 
  dies in a dream,  they die for  real. She 
  recommends that if they do battle in the 
  Dreaming,  they  should  also  rest  in  the 
  Dreaming.
  •
  She  also  mentioned  that  they  could 
  ‘awaken’ themselves if they so choose (by 
  succeeding at a Wisdom check (DC 10)), 
  but  that  if  they  did  so,  they  would 
  physically  appear  in  the  real  location 
  coterminous with their current dreamscape 
  location,  and  be  unable  to  reenter  the 
  Dreaming as dreamwalkers.
  If the players have more questions as to what 
  their  PC  might  know  about  dreamwalking, 
  extrapolate answers from the DM Aid #7.
  If  the  PCs  do  not  realize  they  are  now 
  dreamwalking, seem at a loss, and/or seem to be 
  in danger of splitting up, allow them an Intelligence 
  check (DC 5) to notice that the two moons, Luna 
  and Celene, are directly above their heads, and 
  the conjunction is currently happening. This can 
  serve  to  clue  them  into  the  fact  that  this  is 
  happening  a  couple  of  hours  after  visiting  the 
  temple  and  first  speaking  with  Aisling.  This 
  prompts a Wisdom check (DC 10), as above, to 
  realize that they are dreamwalking.
  At this point, the PCs are likely be compelled 
  to follow one of the three parties mentioned in the 
  boxed  text;  Lorindoriel,  Shivanshallos,  or  the 
  strange knight in the loincloth. Encounters 3,4 and 
  5 deal with each of those dreamscapes. The PCs 
  choose  which  encounter  to  start  with,  but  after 
  that, they experience the other two encounters in a 
  random  order.   The  only  possible  dreamscape 
  combat takes place in Encounter 3.
  If the PCs follow Lorindoriel, go to Encounter 3
  If  the  PCs  follow  Shivanshallos,  go  to 
  Encounter 4.
  If the PCs follow the loincloth and helmet-clad 
  knight, go to Encounter 5.
  ENCOUNTER 3: 
  LORINDORIEL’S DREAM
  There  are  two  ways  the  PCs  may  end  up  in 
  Lorindoriel’s dreamscape: Either they followed her 
  from  the  clearing  near  the  two  temples  in 
  Encounter 2, OR they were sent headlong into this 
  dreamscape from Encounter 4 or 5.
  If the PCs followed her from Encounter 2: They 
  can choose to be sneaky, or they can be open 
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  about their presence. Lorindoriel is too far ahead 
  of them to notice them. Read the boxed text below.
  If the PCs ended up here after Encounter 4 or 
  5: They get a ‘lurching’ feeling and end up in the 
  woods  with  no  point  of  reference.  They are  in 
  Lorindoriel’s  dreamscape.  Once  they  begin 
  traveling  in  any  direction,  read  the  boxed  text 
  below.
  As you press into the woods, light begins 
  to stream through the boughs of the trees at 
  an angle, as if it was early morning. Suddenly, 
  from all around you can hear explosive thuds, 
  and catch glimpses of boulders being dropped 
  from  the  sky  splintering  tree  and  buildings 
  alike. You catch site of Lorindoriel again, upon 
  a catwalk in the trees, ferrying elven children 
  to  safety,  but  her  attention,  and  yours,  is 
  drawn to a treehouse across the glade.
  A female elf emerges from the door just as 
  an enormous red dragon, carrying a huge giant 
  rider crashes through the forest canopy and 
  smashes the roof of the home. The force of the 
  blow sends the woman crashing to the forest 
  floor, though she survives the fall.
  “WHERE IS MY SON!” the dragon bellows 
  at the high elf as its rider looks on amusedly.
  The  woman hesitates  for  a  moment  and 
  then  answers  with  a  powerful  invocation, 
  which is immediately countered by the strange 
  giant rider. Fear washes over her face, but she 
  begins  a  second  casting.  She  does  not 
  complete  it  though,  as  the  enraged  dragon 
  breathes a line of fire onto her prone form, 
  immolating her.
  Another crash is heard as a giant boulder 
  smashes through the forest canopy, crushing 
  Lorindoriel and splintering the bridge she had 
  been standing upon.
  You feel a lurching in your stomach, and as 
  quickly as it began, the scene is over. It is dark 
  again and quiet. You stand in the same area as 
  you did a moment ago, but where the elven 
  woman died, you now see a small patch of 
  ground that glows a dim red.
  If the PCs try to intervene during the boxed 
  text, have them make an Intelligence check (DC 5) 
  to know that they are well over matched, and as 
  dreamwalkers, will be actually killed by the mature 
  adult red dragon and his giant rider. 
  The  high elven  female  who was  immolated 
  was Tandra, Court Wizard of the former High King, 
  and mother to Shivanshallos.  Any PC who who 
  successfully makes a Knowledge: Nobility (DC 15), 
  Knowledge: Local (DC 25), or a Bardic Knowledge 
  (DC 20) knows this fact. Elves receive a +5 bonus 
  to the check. Any high elf from the Hornwood may 
  make  the check  even if  he  does  not  have the 
  requisite knowledge.
  The PCs may guess, if they paid attention to 
  Aisling’s  bullet points,  that  Lorindoriel has  likely 
  died in her dream, and therefore has awakened 
  back at the Temple of Sehanine.
  The lurching sensation indicates that the PCs 
  have  just  left  Lorindoriel’s  dreamscape  and 
  entered the dreamscape of another dreamer. They 
  may  or  may  not  guess  this  fact  depending  on 
  whether  they’re  experienced  one  of  the  other 
  dreams  yet. The dreamer  who has created this 
  dreamscape  however,  is  not  evident  to  them 
  immediately. It is the joystealer who is detailed in 
  the Creature section below. This encounter uses 
  DM Aid: Map #1.
  Conditions:  When Tandra was killed, the site 
  of her death became infused with the power of her 
  emotions and her spirit was bound to the ground 
  where she died. The spot where she died became 
  an ember of dragonfire. The ember of dragonfire is 
  small and only occupies one 5-foot square. It is 
  uncomfortably hot, and radiates magic. Should any 
  PC  study  or  enter  the  square,  refer  to  the 
  Developments subsection below.
  At  APL 6-10,  the  area  in  a  30-foot  radius 
  around the ember of dragonfire it is haunted,(with 
  a ‘haunting trap’).  PCs notice a dramatic drop in 
  temperature if they approach within 30 feet of the 
  ember of dragonfire.
  See  trap  description 
  below.
  Creature: A joystealer is a fey creature that 
  feeds on the emotions of others, and has fed on 
  the residents of Arcaras for some time. It is very 
  familiar  with the place where Tandra died,  and 
  lurks there often. He is aware of the festival and 
  was attracted to all the emotion in and around the 
  center of the city. He was caught up in the Reverie, 
  and ended up in the Dreaming as well. See Tactics 
  below.
  Trap:  At  APLs  6-10,  in  addition  to  the 
  joystealer, there is also a trap in the glade. It is a 
  haunting. Haunting traps are the result of powerful 
  emotions  that  have  infused  an  area  with  raw 
  spiritual power. They are magic traps, and in a 
  way, they are undead as well. Both  detect magic 
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  and  detect  undead can  reveal  the  aura  of  a 
  haunting  trap  (aura  is  moderate  strength),  but 
  these  spells  do  not  reveal  the  source,  since  it 
  infuses the entire area. A haunting trap is keyed to 
  an alignment as well (this one is neutral), so the 
  appropriate spells that detect alignment can serve 
  to identify the aura.
  It covers a hemisphere shaped area in a 30-
  foot  radius  from  the  ember  of  dragonfire.  PCs 
  notice  a  dramatic  drop  in  temperature  if  they 
  approach within 30 feet of the ember of dragonfire. 
  The joystealer is attracted to this spot (the same 
  place it lurks in the ‘real’ world), and lurks here 
  often as the place draws out intense emotions. He 
  has fed well here in the past.
  APL 4 (EL 5)
  Joystealer: hp 27; see Appendix 1. 
  APL 6 (EL 7)
  Joystealer: hp 27; see Appendix 2.
  Haunting:  Search DC 25; magic trap; location 
  trigger; see Appendix 2.
  APL 8 (EL 9)
  Joystealer, Rogue 3: hp 27; see Appendix 3.
  Haunting:  Search DC 25; magic trap; location 
  trigger; see Appendix 3.
  APL 10 (EL 11)
  Joystealer, Rogue 6: hp 27; see Appendix 4.
  Haunting:  Search DC 25; magic trap; location 
  trigger; see Appendix 4.
  Tactics:  The  joystealer  attempts  to 
  impersonate Tandra’s ghost. It’s incorporeal form, 
  elven appearance, and glowing red eyes help in 
  this endeavor (the eyes glow much like the ember 
  of dragonfire). It uses its disguise skill to appear 
  like  a  sooty  and  burnt,  pale  elven  maiden.  It 
  attempts to lure the PCs close, and incite more 
  emotions (that has worked for it in the past). If the 
  PCs try to question it, it Bluffs. It engages the most 
  sympathetic PC, by telling that PC that it has a 
  secret it wants to share but will only whisper it to 
  that  PC.  If  the  PC  agrees  and  draws  near,  it 
  attempts to touch, hopefully surprising it’s victim. 
  This is a surprise round. It attempts to feed on one 
  PC  and  flee  once  it  has  drained  its  target  of 
  emotion. If things get hairy, it uses the trees or the 
  ground  (stepping  into  them)  as  cover  while 
  pursuing its chosen target. It does not know the 
  power of the ember of dragonfire, as it has never 
  touched the spot.
  If  the  PCs  seem  too  overpowering,  the 
  joystealer  attempts  diplomacy,  offering  to  trade 
  knowledge about  the woman it  impersonates  in 
  exchange for feeding (draining emotions) on one 
  of the characters. The joystealer, if the PCs agree 
  to its bargain (or are able to coerce information 
  some other way) can tell them the following:
  •
  It knows  about Tandra (the High King’s 
  deceased mother) as it has lived in the 
  outskirts of Arcaras for over two decades. 
  It was attracted (at first) by the sorrow of 
  the elven inhabitants, and of late, it has fed 
  on their joy.
  •
  It knows of a strange-looking elven high 
  king  who  has  come  here  on  occasion, 
  alone, to grieve for his mother.
  •
  It also knows of a strange elven bard who 
  came to the glowing spot last year. He was 
  no normal elf. When it tried to drain it’s 
  emotions, the bard stepped into the ether 
  (the ethereal plane), and made a bargain 
  with the joystealer.
  •
  The  bargain  was:  The  joystealer  would 
  pose as Tandra, and subtly feed on the 
  High  King  when  he  came  to  the  spot. 
  However, was told to not drain emotions 
  completely. In exchange, the bard would 
  leave him be and ensure he had plenty of 
  victims in the future.
  The  joystealer  knows  nothing  more  of 
  consequence on the matter.
  APL 6-10: The joystealer does not enter the radius 
  of the haunted area, instead waiting for PCs to be 
  affected  by  the  trap,  and  leave  the  trap  area, 
  before  attacking  them.  Once  the  joystealer  is 
  engaged  in  combat,  and  depending  on  the 
  circumstance, it attempts to Intimidate a character 
  who is visibly affected by the trap. If successful, 
  the  shaken  effects  (of  a  successful  Intimidate 
  check) stack with the crushing despair effects. 
  Developments: If the PCs choose to try to 
  wake themselves, they end up in the forest on the 
  outskirts of the city, and may miss the other clues 
  in  the  other  dreamscape  encounters.  A  PC 
  attempts  to  approach  closer  to  the  ember  of 
  dragonfire,  may  attempt  a  Knowledge  (arcana) 
  check to learn the information as detailed in  DM 
  Aid #5.  If a PC with three or more character levels 
  enters  the  5-foot  square  glowing  area,  he  can 
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  sense and draw forth the power to breath fire once 
  (See DM Aid #5).
  Note: This ability is usable one time, and only 
  during the course of this adventure.
  All that remains of Tandra’s body are a few 
  charred bones under layers of leaves. Someone or 
  something  took  anything  she  may  have  been 
  wearing from this site long ago.
  Once the PCs kill the joystealer, the joystealer 
  awakens  in  the  material  world,  and  his 
  dreamscape ‘bursts’. At this point, the PCs  tumble 
  into the next dreamscape.
   If the joystealer was instead bargained with, 
  and allowed to drain emotions, it leaves (into a 
  tree),  and  the  PCs  must  walk  into  the  next 
  dreamscape.
  Note: PCs may want to rest and recuperate (in 
  whoever’s  dreamscape  they  end  up  in)  before 
  venturing forth.  The  best  place to  do  this  is  in 
  Encounter 6. If PCs do not choose Encounter 3 as 
  their first dreamscape encounter, then make sure 
  it is the last encounter (after Encounter 4 and 5), 
  before Encounter 6. If and when they decide to 
  rest, keep track of how much time they take to rest 
  (if  any), and  keep  in  mind  the  time  deferential 
  between the Dreamscape and the material world 
  (the  PCs  have  plenty  of  time  to  rest,  recover 
  spells, as long as they do not wake themselves 
  up).
  Go to Encounter 4 or 5, unless the PCs have 
  already completed those encounters. If this is the 
  case, go to Encounter 6.
  ENCOUNTER 4: DREAM OF 
  THE HIGH KING
  There  are  two  ways  the  PCs  may  end  up  in 
  Shivanshallos’ dreamscape:  Either  they followed 
  him  from  the  clearing  near  the  two temples  in 
  Encounter 2, OR they were sent headlong into this 
  dreamscape from Encounter 3 or 5.
  If  the  PCs  followed  him  from  Encounter  2: 
  They can choose to be sneaky, or they can be 
  open about their presence. Shivanshallos is too far 
  ahead of them to notice them. Read the boxed text 
  below.
  If the PCs ended up here after Encounter 4 or 
  5: They get that ‘lurching’ feeling and end up in the 
  woods  with  no  point  of  reference.  They are  in 
  Shivanshallos’  dreamscape.  Once  they  begin 
  traveling  in  any  direction,  read  the  boxed  text 
  below.
  Conditions: List light, sound, auras, unusual 
  circumstances, etc. here.
  You make your way through the woods, 
  and find that you can make out light up ahead 
  coming from the boughs of a tree.  It takes no 
  time  to  realize  that  this  is  a  large  elven 
  treehouse, a tri-level manor, nestled between 
  and  supported  by  five  large  trees.  The 
  windows glow with a soft light from within, and 
  suspended footbridges lead away from it into 
  the forest. Steps wind around one of trees up 
  to the home. Strangely, there are no other tree 
  houses around.  
  If the PCs go any other direction, they end up 
  back here. Elves from Arcaras recognize this place 
  as  the  new  High  King’s  residence.  If  the  PCs 
  decide to go up to the tree house, continue with 
  the boxed text:
  As you approach, you can catch a glimpse 
  of  the  occupants  through  the  window.  The 
  High King paces about a dining room, a look of 
  consternation etched on the brow above his 
  pitch  black  eyes.  The  golden  haired 
  Lorindoriel, sits at the table. Hers is a serene 
  look. Behind them both, in the corner of the 
  room, sits the bard who lead the concert in the 
  glade. He is playing a dulcet tune on his lap 
  harp, which contrasts with the prevailing mood 
  in the room.
  “I’m sorry,” says Lorindoriel, “I cannot lie 
  to you Shivanshallos. I find you brutish and 
  unattractive.”
  “But…I  love you  Lorindoriel!  I  would  do 
  anything for you! Isn’t that enough!?” the High 
  King pleads, his shaky voice growing gravely 
  and frustrated.
  “No. It is not. Look at you. You may be a 
  mighty hero on the battlefield, but that is the 
  extent of your talents. You are a rash, uncouth 
  and ugly creature who surrounds himself with 
  sycophants  and  lackeys  who  either  tell  you 
  what you want to hear or tell you what to do 
  because you haven’t the wisdom to lead. And 
  you are a liar.”
  “I have never lied to you Lor…”
  “You have never told me the truth about 
  your horrific appearance, and that it just as 
  bad.  You  are not  fit  to  be  High King  and  I 
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  cannot  stand  to  be  in  your  company  one 
  minute longer.”
  Lorindoriel stands to leave, but before she 
  can reach the door, you see a horrifying site. 
  Shivanshallos’  rages,  and  his  clothes  are 
  ripped from his body as he transforms into a 
  red-scaled, dragon-like creature. His jaw grows 
  into  a  fanged  maw,  and  his  hands  grow 
  dagger-like  claws,  as  he  leaps  upon  the 
  priestess, and begins slashing at her over and 
  over again.
  The PCs are free to barge in to try and stop 
  the  attack.  Unlike  his  real  home,  there  are  no 
  Naven  Du’aellesti  guards  at  his  door  in  his 
  dreamscape.  If the PCs take action and barge in, 
  Shivanshallos looks up in horror, and then wakes 
  up. 
  If the PCs take no action, and merely watch, 
  Shivanshallos kills Lorindoriel in his dream  (this 
  does not affect her in the least, it is his dream after 
  all). He then looks to his clawed hands in horror, 
  and  scream  in  sorrow  and  rage.  This  also 
  awakens him.
  Development: Once Shivanshallos wakes up, 
  his  dreamscape  ‘bursts’  and  the  PCs  are  sent 
  headlong into Encounter  3 or 5,  unless  they’ve 
  already  been  in  both  of  the  other  two 
  dreamscapes,  in  which  case  they  end  up  in 
  Encounter 6.
  ENCOUNTER 5: KNIGHT IN 
  WHITE SATIN
  The  dreaming  Naven  Du’aellesti  knight  is  not 
  actually a knight. Or at least, it is not just any 
  knight.  It  is  the  former  Prince  Galdor  Fëfalas, 
  returned from exile, and disguised with the aid of a 
  hat  of  disquise (upon  which  he  casts  Nystul’s 
  magic aura and wears a  ring of misdirection to 
  keep  it  from  detecting  as  magical).  He  has 
  infiltrated the new High King’s court, and plans to 
  avenge himself against those who banished him. 
  Some time ago, at the goading of the demon 
  Cikatrix, Galdor lured a Naven Du’aellesti squire 
  named  Firval,  into  the  woods  and  killed  him, 
  assuming the squire’s identity (and even eventually 
  being promoted to knight). This act has turned him 
  evil,  and  completed  the  corruption  of  his  soul 
  (much to Cikatrix’s delight). The former prince’s 
  goal is to make  sure Shiver dies, and his now 
  twisted mind has delusions of grandeur that he will 
  someday be High King himself.
  He is one of the eight knights assigned to the 
  High King, and participated, like all of the High 
  King’s entourage, in the Reverie. 
  Galdor  Fëfalas:  Male  High  Elf  Aris7/Wiz1 
  (Bluff  +13,  Disguise  +13  [+23  with  hat  of 
  disguise]).
  There are two ways the PCs may end up in the 
  mystery loincloth-clad knight’s dreamscape: Either 
  they followed him from the clearing near the two 
  temples  in  Encounter  2,  OR they  were  sent 
  headlong into this dreamscape from Encounter 3 
  or 4.
  If  the  PCs  followed  him  from  Encounter  2: 
  They see that he marches with the other knights 
  across the city before stopping at a guard post and 
  stable near the outskirts of the city. Read on.
  If the PCs ended up here after Encounter 3 or 
  4:  They  get  that  ‘lurching’  feeling  and  find 
  themselves  in  a  dreamscape  that  looks  like 
  Aracaras  as  the  PCs  remember  it  during  the 
  festival.  High elves enjoy musicians and games 
  and merchants sell their wares, etc. The PCs enter 
  the dreamscape near a guard post and stable on 
  the outskirts of the wooded city. As they come out 
  of the woods, they see the knights (including the 
  one in a loincloth and helmet)  marching to the 
  guard post. 
  The Naven Du’aellesti knights march to a 
  small guard post and stable. Once there, they 
  begin  to  chat  idly  amongst  themselves, 
  tending  to  their  moon  charger  mounts.  The 
  one in the loincloth still wears his helmet, as 
  do the others. The other knights, for their part, 
  do not appear to notice that their companion 
  wears nothing else but a loincloth.
  If at any time the PCs mention to the knight (or 
  even  to  the  group  in  general)  that  he  is  only 
  wearing a loincloth, read the following:
  The elven knight looks down, and you can 
  see his eyes through his helmet visor grow 
  large  with  surprise  at  this  realization. 
  Suddenly,  he  bolts  for  the  woods,  and 
  disappears around a tree.
  No  matter  how  fast  the  PCs  travel,  it  is 
  Galdor’s dream and he outpaces the PCs. He can, 
  however, be  followed easily enough  though the 
  woods,  as  the  PCs  can  hear  him  running  up 
  ahead. After some time, the PCs lose track of him, 
  but if they continue their pursuit, they come upon 
  him  again  after  about  an  hour  of  looking  (6 
  minutes real time). He is preoccupied, so the PCs 
  GEO7-01 By Light of Twain Moons
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  may approach him easily enough without alerting 
  him. Read the following.
  You  hear  some  rustling  up  ahead,  and 
  through some brush, you can make out the 
  stooped form of the knight. He seems to be 
  cutting  into  something  on  the  ground,  and 
  talking to someone. Getting a better look, it the 
  knight appears to be cutting the clothing off of 
  an elven corpse and trying to put it on his own 
  person. 
  “You  told  me  it  would  work,  it’s  not 
  working,  it’s  not  working…”  says  the 
  desperate knight. Strangely, he seems to be 
  talking to his…sword? The reply however, in a 
  sedate and calming voice, comes from a bard 
  who  is  suddenly  standing next to him.  You 
  recognize him from 
  “Don’t be a fool, it will work just fine, and 
  we can both get what we want. Now, regain 
  your  wits.  You  cannot  afford  to  let  the 
  usurper’s agents catch you now, you’ve been 
  doing soo well.” He says in a reassuring voice, 
  and watches as the knight continues cutting.
  If the PCs stop him in any fashion (yelling, 
  physically attacking  him,  etc.)  the still helmeted 
  knight  looks  up  and cries  out  in  surprise.  This 
  wakes up the knight.
  If  the  PCs  do  nothing,  the  knight  (Galdor) 
  awakens  on  his  own  after  he  cuts  off  all  the 
  clothing from the corpse.
   
  Development:  Once  Galdor  wakes  up,  his 
  dreamscape  ‘bursts’  and  the  PCs  are  sent 
  headlong into Encounter  3 or 4,  unless  they’ve 
  already  been  in  both  of  the  other  two 
  dreamscapes,  in  which  case  they  end  up  in 
  Encounter 6.
  If the PCs try to wake themselves up at this 
  point, they end up in the forest, a couple of miles 
  from Arcaras. They can however, with a successful 
  Search check (DC 10+ APL) find the body of the 
  squire whom Galdor is impersonating. If they try to 
  find  the  body  after  all  of  the  dreamwalking  is 
  complete, it will be a quite difficult, as it is in the 
  middle of the forest two miles from Arcaras.
  Go to Encounter 3 or 4. If both of those have 
  been completed, go to Encounter 6.
  ENCOUNTER 6: AN EYE 
  OPENING AWAKENING
  If the PCs have experienced encounters 3, 4 
  and 5, they end up being thrown headlong into 
  Gilráne’s  dreamscape.  This  is  their  last 
  dreamscape before they awaken in the material 
  world.
  Conditions: The PCs are back  in the “real 
  world” now.  It is about midnight (depending on 
  how much time they spent in the Dreaming), and 
  the two-moon conjunction is currently happening in 
  the night sky above. The tree city of Arcaras is 
  considered to be in shadowy illumination.
  You find yourselves back in the center of 
  Arcaras, where you began your dream travels. 
  The clearing and the two  temples are eerily 
  empty  save  for  the  elder  Gilráne,  who  is 
  leaning  against  the  Heart  of  the  Hornwood 
  thoughtfully looking at the two moons in the 
  sky.
  If the PCs approach him, he asks them if they 
  have something to tell him. If they tell him about 
  their experiences, in particular if they mention what 
  they learned about Shivanshallos and his ancestry, 
  he says:
  It is as I feared then. There had been rumor 
  to this effect around the time he was born, 
  amongst those in the Royal Court who new his 
  mother  Tandra,  but  any  who  knew  anything 
  more likely perished with the giant invasion. 
  This is a secret that could endanger the people 
  of Arcaras. They made him their High King, but 
  on a false pretense. They must be given the 
  full truth, and then decide what to do.
  If  they  ask  him  what  he  is  doing  (in  this 
  dream),  he  tells  them  that  he  has  experienced 
  quite a number of reveries, and has gotten very 
  good at ‘lucid’ dreaming. In this dream, he tells 
  them, he was waiting for them because, for some 
  reason, he felt they had something important to tell 
  to him. He shares this if they feel reluctant to tell 
  him about their experiences the Dreamscape.
  Gilráne  already  knows  the  truth  about 
  Shivanshallos,  and  knows  that  the  PCs 
  experienced dreams about the High King. He is 
  merely  waiting  for  the  PCs  to  tell  him  their 
  experiences and thoughts on the matter. If they do 
  not, he asks them if they learned something about 
  Shivanshallos. If they tell him they did not, he asks 
  them why they are not telling him the truth.
  GEO7-01 By Light of Twain Moons
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   Gilráne  hopes  the  PC  want  to  confront 
  Shivanshallos about their findings. Gilráne plans to 
  tell the people of Arcaras, but is willing to give 
  Shivanshallos a chance to explain himself first.
  At  this  point, the PCs  are  likely anxious  to 
  confront Shivanshallos (or Lorindoriel), or find the 
  traitorous knight, or the strange bard. If the PCs 
  wake themselves by making the Wisdom check 
  (DC 10), Gilráne follows suit. If they do not, Gilráne 
  suggests they do so.
  If the PCs attempt to wake up elsewhere, they 
  would  have  to  dreamwalk  through  Gilráne’s 
  dreamscape  to  do  so.  He  suggests  they wake 
  here, since he cannot follow them (as he is not 
  dreamwalking). If they do not listen, Gilráne wakes 
  himself  up,  and  this  effectively  ends  the 
  dreamwalking session for the PCs, and force them 
  back to the Material Plane.
  When they wake, they awaken on the grounds 
  between the two temples (where they are now). 
  Read the following boxed text:
  You experience a slight lurch, and you find 
  yourself opening your eyes, standing were you 
  were just a second before, only the scene has 
  changed  somewhat.  It  is  still  a  dark  spring 
  night,  and  the  two-moon  conjunction  is 
  happening in the night sky above you, but now 
  many  elves  sit  or  lie  in  the  clearing,  still 
  experiencing the Reverie. You note that there 
  are a handful fewer than you recall seeing just 
  before you started your own journey, namely 
  the High King and his knights, and Lorindoriel. 
  The temple of Sehanine is mostly empty, save 
  for the form of Aisling who watches over the 
  elves.
  If the PCs approach Aisling and ask her about 
  Shivanshallos, his knights, or Lorindoriel, she tells 
  them that they all have since awakened and left 
  the  glade.  Since  the  PCs  experienced  their 
  respective dreamscapes in a random order, the 
  NPCs  woke  in  a  random  order,  so  Aisling’s 
  recounting of who awoke when varies based on 
  the PCs choices.
  If the PCs ask her about any specific knight, 
  she tells them that one did awaken with a start, but 
  that knight waited until the High King and the other 
  knights also awoke (a matter of a minute or two) 
  before leaving with them all.
  She cannot identify him, as all of the knights 
  participated in the Reverie with their armor on.
  If the PCs attempt to find the strange bard:
  Most elves are still partaking in the Reverie. 
  The bard is not one of them. The PCs can find the 
  two other elven musicians that played with him, but 
  they do not know anything about the lead bard’s 
  current whereabouts. They have only performed 
  with him a few times.
   All they can tell the PCs is the following: 
  •
  His name is Lyaethus and that he is a high 
  elven bard who’s been in town for a few 
  months. 
  •
  In that time he’s built quite a reputation, 
  even being asked to perform at the homes 
  of  nobles,  including  the  High  King 
  Shivanshallos and his court. In fact, word 
  has it that the High King was to make him 
  his Court Bard soon. 
  •
  Strangely, they don’t know where he lives 
  and  it  never  occurred  to  them  to  ask. 
  (a result of Cikatrix’s subtle  charms and 
  suggestions),
  If the PCs ask Aisling where the High King and his 
  knights went:
   
  She tells them they all (including Lorindoriel) 
  went in the direction of the High King’s residence 
  after leaving the temple. 
  The  entourage’s  time  of  departure  varies 
  based on how much  time  the  PCs  took  in the 
  Dreaming. If the PCs went through all encounters 
  (3,4  and  5)  and  rested  (8  hours)  while  in  the 
  Dreaming, then the entourage left a little less than 
  1 hour ago. If the PCs did not rest at all while in the 
  Dreaming, then the entourage left about 2 or 3 
  minutes ago.
  If the PCs tell Aisling about their dreams:
  She tells them they should follow the signs laid 
  out by Sehanine and take action. She must stay 
  and watch over those who are still experiencing 
  the Reverie.
  When the PCs are ready to follow their leads 
  to the High King’s residence, read on.
  TO THE MANOR OF THE HIGH KING
  Regardless of how long ago the entourage left 
  the temple of Sehanine, the PCs may catch the tail 
  end  of  a  confrontation  between  High  King 
  Shivanshallos,  and  Lorindoriel.  Gilráne  is  with 
  them, but takes an observational role, allowing the 
  PCs the opportunity to do the talking.
  GEO7-01 By Light of Twain Moons
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  Conditions: The High King Shivanshallos is 
  suffering  from  a  Charisma  loss  caused  by 
  Cikatrix’s  fiend’s favor ability (his Charisma is in 
  the single digits). This loss manifests through a 
  general depression and emotional malaise. Play 
  this up during this encounter. 
  When the PCs reach the High King’s dwelling, 
  read the following:
  In no time, you make it across the lantern-
  lit  city  to  the  five  trees  that  hold  the  High 
  King’s dwelling. The windows in the tri-level 
  manor glow with a soft light from within, and 
  suspended footbridges lead away from it into 
  the forest. Steps wind around one of trees up 
  to the home. It is just as in your dream, save 
  that this time there is a pair of elven knights 
  standing watch at all the entrances.
  The guards do not allow just anyone up to the 
  High King’s manor. The PCs can try to bluff their 
  way to the door, but it would have to be a good 
  reason. The knights are under orders not to let 
  anyone  inside,  and  that  gives  them  a  +10 
  circumstance bonus to their Sense Motive checks 
  (included below). 
  Naven Du’aellesti Knight: Male High Elf Ftr6 
  (Sense Motive +14).
  The PCs can also try a Diplomacy check to get 
  the  High  King’s  attention  (DC  20+APL).  Any 
  mention of a danger to the people or the High 
  King, or a traitor in their midst, adds +5 to the roll. 
  Any Naven Du’aellesti PC is automatically allowed 
  in, and his companions gain a +5 circumstance to 
  be allowed in.  Add circumstance modifiers as you 
  see fit. 
  When  the  PCs  have  come  up  with  a 
  compelling enough reason to see the High King, 
  one  of  the  knights  enters  to  manor  to  ask 
  Shivanshallos. If the PCs mentioned anything that 
  might automatically gain Shivanshallos attention, 
  like  his  mother’s  name  (Tandra),  then  he 
  immediately has the knight escort the PCs to the 
  house.
  Note:  Galdor  is  not one  of  the  8  knights 
  guarding the entrances to the manor. The knights 
  that accompanied the High King to the Reverie 
  were dismissed  when the  High King got  to his 
  manor.  He  and  the  other  knights  are  at  their 
  respective homes.
  What the PCs see once they get to the High 
  King’s  manor  depends  on how much  time  they 
  spent in the Dreaming. 
  If the PCs  
    
  DID NOT REST
    
   at least a few hours
    
   
  while in the Dreaming:
  Once the PCs get to the door, they see the 
  following:
  As you are allowed inside the door, you 
  can see Lorindoriel approaching the door, her 
  travel-pack  in  hand.  Behind  her,  a  dejected 
  looking Shivanshallos walks towards the door. 
  Lorindoriel  smiles  politely  at  you  when  she 
  sees you, but it is clear her thoughts are on 
  whatever  talk  she  has  just  had  with 
  Shivanshallos.
  “I  appreciate  the  hospitality  of  you  and 
  your people,” she says over her shoulder, “but 
  I think that you have more important things to 
  focus on besides myself. I will take my leave of 
  you now however, your highness, for I have 
  pressing  matters  and  needful  people  of  my 
  own to attend to.”
  Any  PC  who  has  an  acquaintance  with 
  Lorindoriel has never seen her in such a brusque 
  mood.  She is leaving and there is nothing the PCs 
  can do to stop it.
  Lorindoriel has just confronted Shivanshallos 
  about his heritage, based on her dream and her 
  own  earlier  divinations,  and  he  ashamedly 
  admitted  his  draconic  bloodline  to  her.  While 
  always polite, she was suspicious of him before, 
  and now would like nothing better than to leave 
  Arcaras. She has told him that she would return 
  once he has been truthful with his own people.
  If the PCs try to convince Lorindoriel to stay, 
  she does not. She is leaving, and prefers to be 
  alone right now. If asked, she tells the PCs she is 
  leaving via her mount (which wears horseshoes of 
  speed). If they press her, citing safety concerns, 
  she assures them she will be safe enough, and will 
  make it to Pwyst’s Reed in a few hours.
  Continue on.
  If the PCs 
    
  DID REST
    
   for at least a few hours
    
   
  in the Dreaming:
  They are shown into the house, and encounter 
  a dejected Shivanshallos. Lorindoriel has already 
  left, and has been gone for at least a few minutes. 
  Through the open door, they see the High King, 
  standing in the hallway.
  The  High  King’s  shoulders  are  slumped 
  and he has a somber, resigned look on his 
  face. Your arrival attracts his attention, and his 
  eerie black eyes look up in your direction. 
  GEO7-01 By Light of Twain Moons
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  If the PCs confront the High King, he admits to 
  them  what  he  admitted  to  Lorindoriel,  namely 
  everything about his heritage and how he has been 
  hiding it for all of his life. Now, however, he has 
  resigned himself to the fact that he must tell the 
  high elves of Arcaras, of the Hornwood, his dark 
  secret. 
   The Traitorous Knight
  When  the  PCs  tell  Shivanshallos  that  they 
  suspect one of his knights, he asks them why. The 
  Naven Du’aellesti are just now growing their ranks 
  again after being decimated in the War Against the 
  Giants,  and  are  a  precious  resource  to  the 
  community.  His  best  friend,  cousin  and  fellow 
  adventurer for many years, Prince Xanalis, is the 
  Knight  Captain,  and  he  trusts  his  judgment 
  implicitly. 
  Shivanshallos is very reluctant to accuse any 
  of his knights of anything, and the PCs must make 
  a compelling argument as to why they suspect one 
  of them. 
  The PCs must make a Diplomacy check (DC 
  15 + APL) before Shivanshallos takes any action. 
  Assign bonuses to the roll depending on what sort 
  of argument they make. Also, add +1 to the roll for 
  every  minute  they  try  to  convince  him.  Gilráne 
  does not attempt to add to the argument regarding 
  the  knight,  as  he  did  not  experience  that 
  dreamscape.
  Once they have convinced him, he summons 
  the Knight Captain Prince Xanalis, and asks him to 
  gather the eight knights that were just released 
  from duty for the evening. Moments after Prince 
  Xanalis leaves, the city is attacked.
  Go to Encounter 7.
  ENCOUNTER 7: FIRES IN 
  THE FOREST 
  Note: The following encounter involves a couple of 
  NPC  enemies  who  are  not  a  part  of  the  EL 
  (Cikatrix and Galdor). They are not meant to be 
  engaged in this encounter, but have actions that 
  are contingent on how the encounter unfolds. It is 
  particularly important  to  be  familiar  with  all  the 
  elements of the encounter.
  While  the  PCs  were  in  the  Reverie,  the 
  mysterious bard (Cikatrix) held a rendezvous with 
  the redspawn arcannis raiders sent by Brimstone 
  to kill his son (the High King). This took place on 
  the  outskirts  of  the  tree  city.  On  his  way  to 
  delivering the plan of attack for getting to the High 
  King, he sees (as happenstance would have it) 
  Lorindoriel  leave  the  city.  Her  departure  is  the 
  opportunity he’s been looking for. If all goes to 
  plan, it makes it very easy to kill Shivanshallos. 
  While the PCs wait for Prince Xanalis to return 
  with the eight knights:
  Your ears pick up the sounds of a bell in 
  the  distance.  The  High  King  and  looks  up, 
  alarm evident on his face. As he approaches 
  the door, it flies open revealing a harried elven 
  knight.
  “We’re under attack!” he yells.
  Off in the distance, you can make out the 
  occasional burst of bright flame through the 
  dark  woods.  Most  of  the  elven  knights  are 
  running  or  riding  in  the  direction  of  the 
  northern road. The High King draws his sword 
  and heads in that direction.
  Shivanshallos  cannot  be  dissuaded  from 
  helping  his  people,  and  leaves  to  confront  the 
  invaders. The PCs are welcome to join him and 
  the squad of elven knights that form up. Assuming 
  the  PCs  move  in  the  direction  of  the  most 
  commotion, read the following:
  Confusion reigns, as elves, awoken from 
  their trances, run through the city. Some go to 
  towards the fires, while others, mostly women 
  and children, make for cover.
  As you follow the High King towards the 
  biggest  conflagration,  a  squad  of  elven 
  knights, along with Prince Xanalis  joins you. 
  Nearing  the  road,  a  fireball  goes  off  some 
  distance away, and you can hear the screams 
  of those caught in the blast. Finally, you see 
  the attackers by the light of the fires burning 
  around  them.  They  are  draconic,  red-scaled 
  humanoids, and they notice your group as you 
  notice them. This particular group has three 
  limp elves at their feet, and one of them, a 
  female elf, looks familiar to you.
  Conditions: This encounter takes place just 
  off the path, but the earth has been scorched here, 
  so there is no light undergrowth. The unfortunate 
  elves, and “Lorindoriel” are prone and in the same 
  squares as their redspawn captors.
  Use the Spot checks rolled at the beginning of 
  the adventure. Any PC who succeeds at a DC 10 
  recognizes Lorindoriel as one of the unconscious 
  prisoners.  This  result  also  tells  that  she  is  still 
  breathing. 
  GEO7-01 By Light of Twain Moons
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  However, it is not actually Lorindoriel but the 
  demon Cikatrix, using his alternate form ability and 
  disguise skill to appear as Lorindoriel. If the PC’s 
  Spot  check  is  higher  than  Cikatrix’s  Disquise 
  check,  then  that  PC  believes  the  figure  is  not 
  Lorindoriel. The only other way to immediately tell 
  it  is  not  Lorindoriel  is  with a  true  seeing spell, 
  which sees the demon’s true form.
  If the PCs reveal that it is NOT Lorindoriel:
  In the unlikely event that the PCs see through 
  Cikatrix’s disguise, the demon continue acting as 
  an  unconscious  Lorindoriel.  The  PCs  must 
  convince  Shivanshallos  via  a  Diplomacy  check 
  (DC 20+APL) that it is not Lorindoriel, or otherwise 
  prove it to him. However, keep in mind that the 
  redspawn still have two other elves, prone and 
  unconscious, and use them as the bargaining chip 
  instead.  If this is the case, replace references to 
  Lorindoriel  in  the  following  boxed-text  with 
  references  to  elven  hostages.  See  the 
  Development 
  subsection  below  for  more 
  information.
  If the PCs think it IS Lorindoriel:
  This  is  the  more  likely  scenario.  Read  the 
  following:
  The  red-scaled  draconic  figure  standing 
  above Lorindoriel’s limp form opens his fang-
  filled maw in a mockery of a smile when it sees 
  the High King. At this, Shivanshallos holds up 
  his hand, and the knights near him stop in 
  their tracks.
  “Hello brotherrr…Father sent us for you,” 
  he says, letting the words sink in, and then 
  gesturing  to  the  prone  elves,  “but  we  ran 
  across these first. How fortunate for us.”
  Shivanshallos  stares  at  the  singed  and 
  prone figure of Lorindoriel, but does nothing.
  “Just  how  much  do  you  care  for  your 
  people brother? Thisss one in particular.” asks 
  the redspawn as he notices the High King’s 
  gaze. “We will offer you a trade: Your life for 
  theirs.” 
  The  High  King  continues  to  stare  at 
  Lorindoriel,  and  then,  after  a  long  moment, 
  nods his head, “You let her go, let them go, 
  first and you can have me.”
  If  PCs  try  to  argue  with  Shivanshallos,  he 
  cannot be dissuaded. He is intent on saving his 
  love, and his people, and in his overriding guilt, he 
  is more than willing to pay the consequences for 
  having brought  this  upon  the high elves  of  the 
  Hornwood.  He  fully  intends  to  give  his  life  for 
  theirs, and asks the PCs to not intervene.
  If the PCs try to set further conditions for the 
  trade,  the  redspawn  promise  to  exchange  the 
  elves first, but that is all they agree to. They allow 
  one unarmed knight to approach with Shiver and 
  take the prisoners.
  If the PCs try to get them to stop the attack on 
  Arcaras  (as  there  are  other  redspawn  still 
  fireballing the city), they tell them that they only 
  agree to this immediate exchange. They hold the 
  upper hand and have no threaten to kill the elven 
  hostages if Shivanshallos does not surrender to 
  them. They intend to execute him, and make no 
  secret of this fact.
  Once the trade terms are agreed upon, read 
  the following:
  “Disarm and approach, and we will allow 
  one  of  yours  to  take  these  wretches.”  The 
  redspawn says.
  The High King agrees and hands his sword 
  and staff to one of his knights. Another one of 
  his knights does likewise, laying his arms on 
  the ground. They both approach the draconic 
  creatures  and  the  elven  knight  ferries  the 
  hostages  away  from  the  creatures  while 
  Shivanshallos stays behind.
  “Lorindoriel”  and  the  hostage  elves  are 
  dragged to safety (off the battlemat). 
  The lead redspawn faces the High King, 
  and Shivanshallos stands motionless, calmly 
  awaiting the inevitable.
  “You do not deserve the draconic blood 
  that flows through your veins half-breed,” the 
  lead redspawn says, as he raises his heavy 
  mace in both hands over Shiver’s head, (pause 
  to let the PCs interrupt if they so chooseand 
  brings it down with a mighty crack.
  Creatures:  The  redspawn  is  performing  a 
  coup de grace on the High King Shivanshallos, 
  with  a  +1  spell  storing  heavy  mace (currently 
  loaded with  magic missile). This is a full round 
  action and kills the High King once completed (he 
  fails his saving throw). This is the only redspawn 
  with this magical weapon. In the event that the 
  PCs  interrupt  the  coup  de  grace,  or  otherwise 
  attack the redspawn, roll initiative, and see Tactics 
  subsection below. The redspawn’s main objective 
  is their “brother” Shivanshallos, and Cikatrix’s plan 
  makes  it  all  the  easier.  Once  they  have  killed 
  Shiver, they wreak havok, attacking the PCs. 
  GEO7-01 By Light of Twain Moons
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  Though the PCs are meant to fight only the 
  redspawn,  there  are  a  two  wolves-in-sheep’s-
  clothing in this encounter, as listed below:
  •
  Cikatrix is using his alternate form ability to 
  look  like  Lorindoriel,  and  is  feigning 
  unconsciousness.
   
  Cikatrix
   
  knows 
  Shivanshallos  would  do  anything  for 
  Lorindoriel, and is putting this to the test 
  tonight.  By  masquerading  as  a  dying 
  Lorindoriel in dire peril, he hopes to lure 
  the High King into trading his life for hers. 
  See the  Development subsection below 
  for more information. 
  •
  The disguised former prince Galdor is one 
  of the Naven Du’aellesti knights that joined 
  Shivanshallos  on  the  way  to  this 
  encounter.  He  is  in  the  background, 
  longbow  at  the  ready  (like  the  other 
  knights),  In  the  unlikely  event  that  the 
  redspawn are prevented from  killing the 
  High King, he shoots an arrow of dragon 
  slaying 
  at  the  effectively  helpless 
  Shivanshallos.  In  this  contingency,  the 
  arrow kills the High King if the redspawn 
  fail  to  do  so.  See  the  Development 
  subsection below for more information.
  Note: There are more redspawn present than 
  are listed below. This is to give the elven knights 
  something to do while the PCs fight the redspawn 
  listed at their APL. The PCs only fight the number 
  listed at their APL. The Naven Du’aellesti knights 
  fight the remainder.  
  APL 4 (EL 6)
  Redspawn Arcaniss: hp 52; see Appendix 1. 
  APL 6 (EL 8)
  Redspawn Arcaniss (2): hp 52; see Appendix 
  2.
  APL 8 (EL 10)
  Redspawn Arcaniss (4): hp 52; see Appendix 
  3.
  APL 10 (EL 12)
  Redspawn Arcaniss Sor 2 (4): hp 68; see 
  Appendix 4.
  Tactics:  The  redspawn  arcaniss  leader 
  finishes his coup de grace on Shivanshallos, and 
  then  joins  combat.  The  redspawn arcaniss  use 
  their  most  potent  fire-based  spell  starting  off 
  (fireball), on as many foes as possible. Once the 
  PCs  engage  them  in  melee,  they cast  fireballs 
  near  or  on  themselves  and  their  companions 
  (since they are immune to fire), trying to catch as 
  many PCs as possible, and healing themselves in 
  the process via their fire spell affinity ability. 
  The  redspawn  avoid  casting  fireballs  on 
  “Lorindoriel” (Cikatrix) if at all possible.
  DM Note: Roll initiative  separately for each 
  redspawn  arcaniss  involved  in  this  encounter. 
  Their fireballs are deadly, and should be staggered 
  throughout the combat, as opposed to all going off 
  in the same initiative.
  Treasure: The redspawn arcaniss have very 
  nice  studded  leather  armor,  heavy maces,  and 
  magical bucklers. They also carry a curious golden 
  dragon’s head in their pouches.
  APL 4: L: 48 gp, C: 0 gp, M: 2 potions pass 
  without trace (4 gp each), potion shield of faith 
  +3 (25 gp), potion cure moderate wounds (25 
  gp), pearl of power 1st (83 gp), +1 buckler (97 
  gp), +1 spell storing heavy mace (692 gp).
  APL 6: L: 96 gp, C: 0 gp, M: 4 potions pass 
  without trace (4 gp each), 2 potions shield of 
  faith +3 (25 gp each), 2 potions cure moderate 
  wounds (25 gp each), 2 pearls of power 1st (83 
  gp each), 2 +1 bucklers (97 gp each), 2 cloaks 
  of  resistance  +2 (333  gp  each),  +1  spell 
  storing heavy mace (692 gp).
  APL 8: L: 192 gp, C: 0 gp, M: 8 potions pass 
  without trace (4 gp each), 4 potions shield of 
  faith +3 (25 gp each), 4 potions cure moderate 
  wounds (25 gp each), 4 pearls of power 1st (83 
  gp each), 4 +1 bucklers (97 gp each), 4 cloaks 
  of  resistance  +2 (333  gp  each),  +1  spell 
  storing heavy mace (692 gp).
  APL 10: L: 136 gp, C: 0 gp, M: 8 potions pass 
  without trace (4 gp each), 4 potions shield of 
  faith +3 (25 gp each), 4 potions cure moderate 
  wounds (25 gp each), 4 pearls of power 1st (83 
  gp each), 4 +1 bucklers (97 gp each), 4 cloaks 
  of resistance +2 (333 gp each), 4 amulets of 
  health (333 gp each), 4  +1 studded leather 
  armor  (97 gp each),  +1 spell storing heavy 
  mace (692 gp).
  Development: In the unlikely event that the 
  PCs discovered that “Lorindoriel” is  not actually 
  Lorindoriel, Cikatrix goes ethereal during the fight, 
  and escapes into the ground. He meets the PCs 
  again in Encounter 9.
  If the PCs ignored Shivanshallos’ wishes, and 
  interrupted the coup de grace, or somehow didn’t 
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  allow  the  High  King  to  sacrifice  himself,  the 
  disguised  former  prince  Galdor  shoots 
  Shivanshallos with a  dragon slaying arrow, killing 
  him. This causes the Naven Du’aellesti in the area 
  to attack and subdue Galdor, while the PCs fight 
  the redspawn. The PCs can deal with him in the 
  Encounter 8.
  The  one  remaining  complication  is  the 
  redspawn arcaniss that the PCs fought were only 
  part of a larger raiding party sent by Brimstone. 
  The rest were defeated in other parts of the city, 
  but  the  result  has  been  multiple  fires  burning 
  throughout Arcaras.  Aisling is using the power of 
  the Heart to aid in quenching the fires, but this 
  exhausts her and the Heart, as the PCs find out in 
  Encounter 9.
  Note:  At  the  end  of  the  battle  with  the 
  redspawn, Gilráne heals the injuries of the PCs. 
  He can use any healing magic of 4th level or lower 
  to aid the PCs. 
  Go to Encounter 8.
  ENCOUNTER 8: TRAITOR 
  REVEALED
  If everything went according to plan, the High King 
  is  dead  at  this  point,  and  the  PCs  have  an 
  unconscious “Lorindoriel”, but the more pressing 
  concern is the fires that threaten to turn into forest 
  fires and the traitor amongst the Naven Du’aellesti. 
  The fires are being tended to by the high elven 
  residents, and by the power of the Heart.
  Conditions: There are fires throughout the tree 
  city,  so  visibility  is  normal  even  though  it  is 
  nighttime.
  If the PCs DO NOT know who the traitorous knight 
  is yet:
  As you recover from your battle, pockets of 
  fires dot the elven tree city, yet they seem to 
  be diminishing before your very eyes instead 
  of spreading. Prince Xanalis sees this too, then 
  looks  to  you,  and  then  turns  to  the  elven 
  knights he brought with him.
  “Knights of the Hornwood, form up.” He 
  bellows, and the elven knights make a line in 
  front of the prince.
  “Those  who  escorted  the  Prince  to  the 
  Reverie,  step  forward.”  He  commands,  and 
  eight  knights  in  mithral  shirts  and  full-face 
  helms step forward.
  The prince looks to you as if to say, “Be 
  my guest.”, and looks on.
  The former prince Galdor is one of the eight 
  knights.  His  alias  is  Firval,  one  of  the  late 
  Shivanshallos’ favorite knights. At this point, the 
  former prince Galdor is nervous, as he recognizes 
  the PCs from his dream. If the PCs Sense Motive 
  on any of the knights (before or after they start 
  asking questions or casting spells) a successful 
  check  (DC  18),  reveals  that  the  knight  named 
  Firval (Galdor) is nervous. Currently he wears a 
  ring of misdirection and a  hat of disguise (both 
  under the influence of Nystul’s magic aura so as to 
  detect  as  non-magical).  However,  if  the  PCs 
  remove  his  helmet  and his  coif,  he  reverts  to 
  looking like Galdor.
  If  any  PC  played  GEO4-06  Winter  of  Our 
  Discontent, they instantly recognize Galdor as the 
  former  prince  who  would  have  succeeded  the 
  former High King Zyath. The very same as was 
  exiled from the Hornwood for trying to use the staff 
  of the Hornwood for rebuilding the city as his father 
  had (instead of healing the forest and the people).
  If the PCs do not think to remove his items, 
  Gilráne suggests it. 
  Once Galdor knows his capture is imminent 
  (i.e. when the PCs ask him to remove his items or 
  some other trigger), he bolts. The PCs may try to 
  stop him, but if they look like they will use lethal 
  force, Xanalis asks them to stop, and the knights 
  capture him in short order.
  Once he is captured, the PCs may interrogate 
  him.
  If Galdor revealed himself during Encounter 7 by 
  shooting his 
    
  dragon slaying
    
   arrow at the High King
    
  :
  The  Naven  Du’aellesti  knights  capture  him 
  during Encounter 7, and the PCs may interrogate 
  him now.
  Once he is captured (by whatever means), and 
  interrogated (the high elves do not allow torture), 
  he talks fairly readily. He has fallen under the sway 
  of  the  mysterious  bard’s  machinations  and  is 
  convinced  that  Shivanshallos  was  a  half-red 
  dragon playing the high elven people for fools. It is 
  obvious the former prince is arrogant, as well as 
  unstable and extremist in thought and action.
  If asked about the mysterious bard: “Lyaethus 
  is a hero. Were it not for him, I would not have 
  known Shivanshallos to be spawned from a 
  vile red dragon’s seed. A half-dragon! A spawn 
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  of our ancient enemy and he deigned to exile 
  me! Now we see the truth of the matter!”
  If  asked  why  he  ran:  “You  are  obviously 
  allies of the dragon-spawned usurper. I stand 
  no chance against you, but I will die knowing 
  that the usurper is also dead!”
  If asked about the dead elf in the woods: “He 
  was a traitor to his people. “He knew he followed 
  an  abomination,  and  yet  he  played  the 
  sycophant!” (The dead squire did not know).
  Once  Galdor  is  deprived  of  his  ring  of 
  misdirection, he detects as evil. He doesn’t think 
  he is evil of course. Instead, he is convinced that 
  killing Shivanshallos’ closest allies is the best thing 
  for the people of Arcaras, as well as for his future.
  Treasure: Once the PCs capture, or aid in 
  capturing  Galdor,  they  find  the  following  items 
  upon his person:
  hat of disguise, +1 dragon bane longsword, dragon 
  slaying  arrow,
   sending  stone,  masterwork 
  longbow, and a mithral chain shirt.
  Development: If the PCs identify the magic 
  items and question him as to the owner of the 
  other sending stone, he becomes quiet, and does 
  not volunteer any more information. The truth of 
  the matter is that Cikatrix (“Lorindoriel”) has the 
  other sending stone, and it is one of their means 
  for communication. It is currently on “Lorindoriel’s” 
  person, in a lead-lined box (so as to foil divination 
  attempts). 
  Once the PCs are through with Galdor, Prince 
  Xanalis escorts him to a holding cell, and place 
  guards  around  him.  Arcaras  does  not  have  a 
  prison  as  such,  but  one  of  the  former  stone 
  buildings is used to hold Galdor, and guards are 
  assigned to keep him incarcerated until things can 
  be  sorted  out.  The  high  elves  do  not  execute 
  another high elf, and prevent the PCs from doing 
  so if it comes up.
  If the  PCs  for  some  reason  ask  to  see 
  Lorindoriel’s  possessions,  Cikatrix  considers  the 
  game up, and goes ethereal to escape. He faces 
  the PCs in Encounter 9.
  Go to Encounter 9.
  ENCOUNTER 9:  WOLF IN 
  ELF’S CLOTHING 
  The High King, Shivanshallos, is dead (unless the 
  PCs did something extraordinary).  His death is not 
  insurmountable however, as Aisling can use the 
  power of the Heart to reincarnate him as an elf. 
  This would, hopefully, end the draconic scourge 
  coming back for him again, and would solve the 
  problem of the high elves not trusting their half-red 
  dragon ruler.
  Once  the  PCs  have  dealt  with  the  traitor 
  Galdor, they can deal with “Lorindoriel”, and the 
  body of the High King.
  Gilrane is ministering to the injured elves, 
  and Lorindoriel is conscious by the time you 
  finish  your  business  with  the  former  prince 
  Galdor. 
  If  asked  about  what happened,  “Lorindoriel” 
  (Cikatrix) tells the PCs that she was waylaid on her 
  way out of the city by these red-scaled draconic 
  beasts. She claims she put up a fight, but there 
  were too many of them. She was knocked from 
  her mount, and uncounscious until now. If asked, 
  “Lorindoriel” tells the PCs that she used all her 
  spells in battle, and thusly has no curative magics 
  available.
  Use the pre-rolled Bluff checks for Cikatrix as 
  he  plays  the  role  of  “Lorindorel”.  Remember 
  Cikatrix  also  has  a  ring  of  misdirection,  which 
  cloaks its alignment, as well as magical gear. It 
  does not necessarily detect as magical at all (as 
  per the spell description). 
  The other two elves were simply near the north 
  road when the redspawn attacked, and were also 
  captured.
  Prince Xanalis and some  Naven “Du’aellesti 
  are  still  on  the  scene,  and  he  picks  up 
  Shivanshallos’ body, suggesting that they take it to 
  the temples and to Aisling (if the PCs have not 
  already  suggested  this  course  of  action). 
  Assuming everyone goes to the temples, read the 
  following:
  Arriving back at the center of the city, it 
  seems that the worst has passed. The fires are 
  almost completely out, and an efficient elven 
  bucket  brigade  is  seeing  to  the  last  of  the 
  cinders.
  As you approach the temples, you see the 
  Bondmate,  Aisling,  collapsed  against  the 
  monolithic purple rock that is the Heart of the 
  Hornwood.  
  Assuming the PCs examine her.
  It appears that the half-elven Bondmate is 
  unconscious,  and  Gilráne  kneels  beside  the 
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  prone  priestess  and  examines  her  with  the 
  practiced hand of an experienced healer.
  “She used the power of the Heart to put 
  out the fires.” Gilráne surmises simply, “She 
  will be out for some time, but will recover with 
  some  rest.  Please,  help  me  take  her  to  the 
  temple  of  Sehanine  where  she  may  recover 
  more comfortably.”
  Once this is accomplished, the PCs may be at 
  a  loss  for  what  to  do.  If  they know  about  the 
  powers of the Heart, it may occur to them that the 
  Heart can be used to reincarnate Shivanshallos as 
  an elf. If they do not know about the power of the 
  Heart, Gilráne mentions it first.
  The elder elf looks over to Xanalis, who 
  has placed the High King’s body against the 
  Heart of the Hornwood, and then to your party.
  “The  Heart  can  bring  him  back.  The 
  Bondmate, Aisling, can use the power of the 
  Heart to reincarnate Shivanshallos as an elf. 
  The Heart has this power.”
  Gilrane waits for the significance of this to sink 
  in. If the PCs look to be at a loss, he elaborates:
   
   He would no longer have the blood of a 
  red dragon. His father might be less inclined to 
  come back for him, and more importantly, any 
  fearsof having a half-dragon for a ruler would 
  be put to rest. The high elves of the Hornwood 
  would  accept  anyone  reincarnated  by  the 
  Heart.”
  “It will take some time. The power of the 
  Heart is spent for this night, but both it and the 
  Bondmate should be refreshed by tomorrow’s 
  eve. He’ll need to be placed against the Heart, 
  so that it can attune itself to him.”
  The PCs can discuss this if they wish. Xanalis 
  agrees with the plan to reincarnate Shiver.  If the 
  PCs do not offer to stand watch over the High 
  King’s  body,  Xanalis  suggests  it.  The  Naven 
  Du’aellesti  are  either  injured  or  stretched  thin 
  harrying  the  redspawn  raiders,  guarding  the 
  perimeter of the city, and guarding the prisoner 
  Galdor. 
  “Lorindoriel”  for  her  part  is  exhausted,  and 
  opts  to  rest  at her  quarters  in the  High  King’s 
  manor. Xanalis sends some knights with her to be 
  sure she is safe. Cikatrix plans to come back for 
  the High King’s body, to finish her mission.
  If the PCs agree to watch over the High King’s 
  body, but request additional help, Xanalis tells the 
  PCs that they are likely the best guards the High 
  King could have. He does assign four guards to 
  the Heart if the PCs ask. (It won’t matter, as the 
  Naven  Du’aellesti  guards  have  fallen  victim  to 
  Cikatrix’s  curse ability, and cannot attack Cikatrix 
  in any case.)
  Gilráne opts to sleep in his room at the Gilded 
  Leaf. In reality however, he be back to observe 
  and  subtly  aid  the  PCs.  He  knows  about  the 
  demon and his ethereal ability, and knows it will 
  return  for  Shivanshallos.  So  Gilráne  himself 
  returns  to  the  temple  of  Sehanine  and  quietly 
  awakens Aisling, knowing that the PCs might need 
  her unique aid. Through her amber eyes, she can 
  see invisible, which also sees creatures that have 
  gone ethereal. She can also cast make manifest, 
  which returns Cikatrix to the material plane, and 
  allow the PCs to deal with him. See the DM Note 
  below.
  NIGHT WATCH
  Sometime during the night, Cikatrix will come 
  back  in  the  guise  of  Lorindoriel  to  finish  his 
  master’s bidding and retrieve the body of the High 
  King (to prevent him from being reincarnated). He 
  escapes  the  notice  of  the  knights  at  the  High 
  King’s manor by changing into a bat and flying out. 
  The demon then goes to the stone building 
  where Galdor is  being  held,  and frees  him  (by 
  bluffing, charming or killing the elven guards). He 
  then chooses an appropriate time to approach the 
  PCs as Lorindoriel as outlined below.
  Conditions: It is the middle of the night, and 
  Luna is full, while the crescent Celene is behind 
  her. The grassy glade where the Heart and the 
  temples are is clear of all but a few trees. The 
  moonlight  bathes  everything  in  shadowy 
  illumination (instead of the darkness night usually 
  brings). Recall that shadowy illumination provides 
  concealment and thusly a 20% miss chance for 
  those who can’t see in the dark.  
  Creatures: The demon Cikatrix observes the 
  PCs while hiding at a distance in bat form, and 
  approaches them in the guise of “Lorindoriel” when 
  his suggestion ability would do him the most good. 
  The truth is that Cikatrix is in a bit of a pickle at the 
  moment,  as  he  needs  to  return  to  his  master 
  (Brimstone)  on  the  Plane  of  Fire  with 
  Shivanshallos’ body (as he was going to do with 
  the redspawn arcaniss). He owns a scroll of plane 
  shift, and owns the proper tuned fork, but cannot 
  cast the spell himself.
  At this point, he has the following options:
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  If the PCs 
    
  DO
    
   have an arcane caster and a strong
    
   
  but dumb fighter-type: 
  Cikatrix  approaches  as  “Lorindoriel”  and 
  quietly uses suggestion on them to try to get them 
  away from their companions so that the arcanist 
  can cast the  plane shift spell off of the scroll (to 
  effect Cikatrix and Shivanshallos’ body). Chances 
  are any arcane caster in the party has a better 
  chance than Prince Galdor. See below.
  If the PCs 
    
  DO NOT
    
   have an arcane caster
    
  : 
  Cikatrix  approaches  as  “Lorindoriel”  and 
  quietly uses suggestion on a big fighter type during 
  that  PCs  watch, andsuggests  that to try to get 
  them away from their party and further into the 
  woods  so  that  Galdor may read  the  scroll  and 
  hopefully  succeed  at  casting  plane  shift.  See 
  below.
  Ideally, Cikatrix approaches a fighter-type (low 
  Will  save)  during  his  or  her  watch.  He  uses 
  suggestion to ask that person to follow her with 
  Shivanshallos’ body (as she is too weak to carry it 
  herself). The suggestion itself is worded something 
  to the effect of: “I believe your friend’s are under 
  the influence of an outside force, and I am here 
  to help, but I can only help the High King if you 
  do as I ask.”
  Use the Will saves rolled at the beginning of 
  the  adventure  to  adjudicate  whether  the  PC  is 
  succumbs to “Lorindoriel’s” suggestion.
  If one of the PCs is an arcane caster, and is 
  on watch, Cikatrix approaches them as Lorindoriel, 
  and  tries  suggestion on  them  telling  them 
  something  like:  “I  think  the  High  King  is  in 
  danger, and I must take him somewhere safe, 
  but  I  need your  help  to  cast  this  scroll.”  (if 
  asked, “Lorindoriel” attempts to Bluff and say that 
  she is taking him to an ally’s safe-house on the 
  Plane of Fire, where he can be resurrected.)
  The EL of this encounter is not as difficult as it 
  may seem, even though it takes place on the same 
  night as the redspawn encounter, because of a 
  few factors. Firstly, the PCs had a chance to gain 
  the power of the ember of dragonfire in Encounter 
  3. Secondly, a number of Cikatrix’s prestige class 
  abilities are rendered impotent in a face-to-face 
  confrontation, effectively lowering his CR. Thirdly, 
  the  PCs  are  provided  with  free  healing  from 
  Gilrane after the redspawn encounter. 
  If at any time, the PCs try to wake the rest of 
  their party, or threaten Cikatrix in any way, he tries 
  his enchantment spells to get out of the situation 
  subtly, but barring that, he fights.
  Note:  Sleeping  or  trancing  characters  may 
  hear Lorindoriel whispering to their companions, 
  and can make a Listen check  to wake up (DC 
  25+1/per 10-ft. of distance). If it gets noisier than 
  whispering,  see  the  Listen  skill  description  (PH 
  78).
  If it is obvious the PCs know that “Lorindoriel” is 
  not Lorindoriel: Cikatrix instead possesses Xanalis’ 
  sword,  and  uses suggestion on  the  Prince 
  described above, in an attempt to get Xanalis to 
  retrieve the body for him, and then attempts  to 
  possess the item of any arcane spellcaster in an 
  attempt to use  suggestion on them as described 
  above. 
  APL 4 (EL 7)
  Cikatrix,
   
  Quasit
   
  Bard2/Fiend
   
  of 
  Possession2/Fiend of  Corruption1: hp 51; 
  see Appendix 1. 
  APL 6 (EL 9)
  Cikatrix,
   
  Quasit
   
  Bard2/Fiend
   
  of 
  Possession2/Fiend of  Corruption3: hp 60; 
  see Appendix 2.
  APL 8 (EL 11)
  Cikatrix,
   
  Quasit
   
  Bard2/Fiend
   
  of 
  Possession2/Fiend of  Corruption5: hp 69; 
  see Appendix 3.
  APL 10 (EL 13)
  Cikatrix,
   
  Quasit
   
  Bard2/Fiend
   
  of 
  Possession3/Fiend of  Corruption6: hp 78; 
  see Appendix 4.
  Tactics: Once Cikatrix is revealed, he goes 
  invisible  (or  even  ethereal).  He  then  uses  his 
  alternate form ability (from his fiend of corruption 
  prestige class) to take the form of a werewolf lord, 
  before  attacking  the  next  round.  The  changed 
  statistics for his werewolf lord form are found at 
  the end of his stat-block in each appendix.
  The  fiend’s  primary goal  at  this  point  is  to 
  escape with Shivanshallos’ body. Barring that, and 
  if he takes half his hit points in damage, he tries to 
  flee by going ethereal (see DM Note below). Once 
  he cannot go ethereal, he is left with no choice but 
  to fight or to flee (via changing into his quasit form 
  and flying away).
  GEO7-01 By Light of Twain Moons
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  APL 6: If he encounters tough PCs, he uses 
  his  elemental  gem  (fire) to  even  the  odds.  In 
  melee, He uses his suggestion ability if he has any 
  left, and improves his AC via his Combat Expertise 
  feat.
  APL 8 & 10: As above, but he also uses his 
  Improved Feint feat against dexterous opponents.
  DM Note: If Cikatrix is forced to flee into the 
  ethereal during the fight with the PCs, and the PCs 
  cannot stop it themselves, read the following:
  The  fiend  turns  insubstantial,  into  the 
  ethereal, leaving no trace behind. In the same 
  heartbeat however, you hear the voice of the 
  Bondmate, Aisling from around a tree. Gilráne 
  is holding the exhausted preiestess up from 
  behind, and her amber eyes are aglow as she 
  looks to the spot the creature occupied just a 
  moment ago. 
  “By the will of the Lady of the Night Sky, 
  you will manifest yourself before us, demon!” 
  She  says,  before  collapsing  into  Gilráne’s 
  arms.
  In the same instant, the creature returns 
  from the ethereal a look of rage upon its face.
  The PCs may now finish with the demon one 
  way or another. Gilráne does not intervene save by 
  stabilizing any PC who falls.
  Treasure: If Cikatrix is killed or captured, the 
  PCs find his treasure, as described below, on his 
  person. If he is able to flee in his natural form 
  (flying away as a quasit), all of his items meld into 
  his form. If he escapes, the PCs gain the Enmity 
  of Cikatrix. If he is killed or captured, the PCs gain 
  the Attention of Brerrapyrizaax. If the demon is 
  defeated, they also gain all of the positive favors 
  on the AR.
  APL 4: L:  29 gp, C: 10 gp, M:  circlet of 
  persuasion (375 gp), ring of misdirection (583 
  gp),  arcane  scroll  of  plane  shift (189  gp), 
  Fochluchan Bandore (158 gp).
  APL 6: L:  29 gp, C: 10 gp, M:  circlet of 
  persuasion (375 gp), ring of misdirection (583 
  gp),  arcane  scroll  of  plane  shift (189  gp), 
  Fochluchan Bandore (158 gp), elemental gem 
  [fire] (187 gp).
  APL 8: L:  29 gp, C: 10 gp, M:  circlet of 
  persuasion (375 gp), ring of misdirection (583 
  gp),  arcane  scroll  of  plane  shift (189  gp), 
  Fochluchan Bandore (158 gp), elemental gem 
  [fire] (187 gp),  brooch of shielding (125 gp), 
  cloak of charisma +2 (333 gp).
  APL 10: L:  29 gp, C: 10 gp, M:  circlet of 
  persuasion (375 gp), ring of misdirection (583 
  gp),  arcane  scroll  of  plane  shift (189  gp), 
  Fochluchan Bandore (158 gp), elemental gem 
  [fire] (187 gp),  brooch of shielding (125 gp), 
  cloak of charisma +4 (1,333 gp).
  Development: If the PCs were successful in 
  defeating the demon Cikatrix, OR If the demon 
  escaped  without the  body of  Shivanshallos,  the 
  PCs receive Conclusion A. 
  If the demon escaped  with the body of the 
  High King, the PCs receive Conclusion B.
  CONCLUSION
  CONCLUSION A: WAXING MOON
  If  the  PCs  were  successful  in  stopping  the 
  demon Cikatrix, they get the following conclusion:
  The  next  evening,  Aisling  prepares  the 
  High King’s body, and carries out the ritual to 
  reincarnate Shivanshallos. Through the power 
  of the Heart of the Hornwood, Shivanshallos 
  arises as a high elf, with long dark locks of 
  hair, and vibrant green eyes, exactly as he had 
  appeared at the beginning of your dreamscape 
  experience.
  The  elder  Gilráne,  priest  of  Corellon, 
  delivers a homily after the ritual to the people 
  of Arcaras preaching of what it is to be good. 
  Of how Shiver was good despite his bloodline, 
  while Galdor choose to do evil acts in spite of 
  his noble birth. He reveals that both Galdor 
  and his father, the late High King Zyath, both 
  had fallen to temptation, and been corrupted 
  by the demon without. The very same demon 
  who weakened the High King, but yet was not 
  able to corrupt him.
  For his part, the High King Shivanshallos 
  thanks  you  for  your  efforts,  and  proclaims 
  your actions to all the people of Arcaras, who 
  celebrate the rest of their festival with you as 
  the honored guests.
  At some point, the PCs loose track of Gilráne, 
  and are never able to find him again.
  The PCs gain all the positive favors on the AR. 
  If Cikatrix  escaped,  they  gain  the  Enmity  of 
  Cikatrix.
  GEO7-01 By Light of Twain Moons
  Page 28
  
  If  any  PC  was  drained  of  emotion  by  the 
  joystealer  in Encounter 3, Aisling casts  remove 
  curse in the  hallowed grounds of the Temple of 
  Sehanine.
  If  any  PC  was  killed,  Aisling  offers  to 
  reincarnate them via the Favor of the Bondmate, 
  or alternatively, offers to cast  raise dead for the 
  standard gold piece donation.
  CONCLUSION B: WANING MOON
  If the PCs let the demon Cikatrix escape with 
  Shivanshallos body:
  Come the next day, the people of Arcaras 
  are told of the loss of their High King, and 
  mourn his passing. Prince Xanalis thanks you 
  for your efforts, though his mind is obviously 
  on  other  matters,  and  he  soon  sets  about 
  meeting with the house leaders in Aracaras to 
  discuss their situation.
  The old priest Gilráne cannot be found.
  The PCs do not receive any positive favors 
  from the AR.
  EPILOGUE
  Somewhere in the Oytwood forest, a high elf 
  wanders  into  town.  His  otherworldly 
  countenance  and  the  moonbow  in  his  eyes 
  speak to his great age. 
  CAMPAIGN 
  CONSEQUENCES
  Please  fill  out  the  Critical  Event  Summary 
  appendix during RaptorCon 2007, and submit it to 
  the con-coordinator or the Geoff Triad. Thank you.
  The End
  EXPERIENCE POINT 
  SUMMARY
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign  the  experience  award.   Award  the  total 
  value  (objectives  plus  roleplaying)  to  each 
  character.
  Encounter 3
  Defeat, or bargain with, the joystealer.
  APL 4: 150 xp.
  As above plus defeat or bypass the haunting trap.
  APL 6: 210 xp.
  APL 8: 270 xp.
  APL 10: 330 xp.
  Encounter 7
  Defeat the redspawn arcaniss raiders.
  APL 4: 180 xp.
  APL 6: 240 xp.
  APL 8: 300 xp.
  APL 10: 360 xp.
  Encounter 8
  Story Award
  Aid in capturing the traitor Galdor.
  APL 4: 68 xp.
  APL 6: 90 xp.
  APL 8: 113 xp.
  APL 10: 135 xp.
  Encounter 9
  Defeat Cikatrix the demon.
  APL 4: 210 xp.
  APL 6: 270 xp.
  APL 8: 330 xp.
  APL 10: 390 xp.
  Discretionary Roleplaying Award
  APL 4: 67 xp.
  APL 6: 90 xp.
  APL 8: 112 xp.
  APL 10: 135 xp..
  Total possible experience
  APL 4: 675 xp.
  APL 6: 900 xp.
  APL 8: 1,125 xp.
  GEO7-01 By Light of Twain Moons
  Page 29
  
  APL 10: 1,350 xp.
  TREASURE SUMMARY
  During  an  adventure,  characters  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure.
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they  do  not  gain  this  gold.   If  you  feel  it  is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off  by  dungeon  scavengers,  removed  from  the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below.
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below.
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to activate 
  it.  Other times they may attempt to use the item 
  blindly.  If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from 
  the adventure totals below.
  Once  you  have  subtracted  the  value  for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin  value increase  at the  end of  the 
  adventure.  Write the total in the GP Gained field of 
  the  adventure  certificate.   Because  this  is  a 
  Regional  adventure,  characters  may  spend 
  additional  Time  Units  to  practice  professions  or 
  create items immediately after the adventure so this 
  total may be modified by other circumstances.
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items.
  Encounter 7:
  APL 4: L: 48 gp, C: 0 gp, M: 2 potions pass 
  without trace (4 gp each), potion shield of faith 
  +3 (25 gp), potion cure moderate wounds (25 
  gp), pearl of power 1st (83 gp), +1 buckler (97 
  gp), +1 spell storing heavy mace (692 gp).
  APL 6: L: 96 gp, C: 0 gp, M: 4 potions pass 
  without trace (4 gp each), 2 potions shield of 
  faith +3 (25 gp each), 2 potions cure moderate 
  wounds (25 gp each), 2 pearls of power 1st (83 
  gp each), 2 +1 bucklers (97 gp each), 2 cloaks 
  of  resistance  +2 (333  gp  each),  +1  spell 
  storing heavy mace (692 gp).
  APL 8: L: 192 gp, C: 0 gp, M: 8 potions pass 
  without trace (4 gp each), 4 potions shield of 
  faith +3 (25 gp each), 4 potions cure moderate 
  wounds (25 gp each), 4 pearls of power 1st (83 
  gp each), 4 +1 bucklers (97 gp each), 4 cloaks 
  of  resistance  +2 (333  gp  each),  +1  spell 
  storing heavy mace (692 gp).
  APL 10: L: 136 gp, C: 0 gp, M: 8 potions pass 
  without trace (4 gp each), 4 potions shield of 
  faith +3 (25 gp each), 4 potions cure moderate 
  wounds (25 gp each), 4 pearls of power 1st (83 
  gp each), 4 +1 bucklers (97 gp each), 4 cloaks 
  of resistance +2 (333 gp each), 4 amulets of 
  health (333 gp each), 4  +1 studded leather 
  armor  (97 gp each),  +1 spell storing heavy 
  mace (692 gp).
  Encounter 9:
  APL 4: L:  29 gp, C: 10 gp, M:  circlet of 
  persuasion (375 gp), ring of misdirection (583 
  gp),  arcane  scroll  of  plane  shift (189  gp), 
  Fochluchan Bandore (158 gp), sending stones 
  (1,250 gp pair).
  APL 6: L:  29 gp, C: 10 gp, M:  circlet of 
  persuasion (375 gp), ring of misdirection (583 
  gp),  arcane  scroll  of  plane  shift (189  gp), 
  Fochluchan Bandore (158 gp), elemental gem 
  [fire] (187 gp), sending stones (1,250 gp pair).
  APL 8: L:  29 gp, C: 10 gp, M:  circlet of 
  persuasion (375 gp), ring of misdirection (583 
  gp),  arcane  scroll  of  plane  shift (189  gp), 
  Fochluchan Bandore (158 gp), elemental gem 
  [fire] (187 gp),  brooch of shielding (125 gp), 
  cloak of charisma +2 (333 gp), sending stones 
  (1,250 gp pair).
  APL 10: L:  29 gp, C: 10 gp, M:  circlet of 
  persuasion (375 gp), ring of misdirection (583 
  gp),  arcane  scroll  of  plane  shift (189  gp), 
  Fochluchan Bandore (158 gp), elemental gem 
  GEO7-01 By Light of Twain Moons
  Page 30
  
  [fire] (187 gp),  brooch of shielding (125 gp), 
  cloak  of  charisma  +4 (1,333  gp),  sending 
  stones (1,250 gp pair).
  Total  Possible  Treasure  (Maximum 
  Reward Allowed)
  APL 4: L: 77 gp, C: 10 gp, M: 3,485 gp – Total: 
  3,572 gp (650 gp).
  APL 6: L: 125 gp, C: 10 gp, M: 4,576 gp – 
  Total: 4,711 gp (900 gp).
  APL 8: L: 221 gp, C: 10 gp, M: 6,176 gp – 
  Total: 6,407 gp (1,300 gp).
  APL 10: L: 165 gp, C: 10 gp, M: 8,896 gp – 
  Total: 9,071 gp (2,300 gp).
  ITEMS FOR THE 
  ADVENTURE RECORD
  Special
  Craftwares of the Hornwood Elves: Due to your 
  heroic actions during the Reverie, as proclaimed 
  by  the  High  King,  the  artisan  houses  of  the 
  Hornwood high elves offer to enhance and craft 
  armor and weapons for you with special materials 
  native  to  the  Hornwood.   You  gain  access 
  (Frequency: Adventure)  to  purchase  one of  the 
  following two options:
  •
  Hornwood Armor
    
  : A single suit of armor 
  made  from  wildwood,  thistledown  or 
  leafweave (from Table 7-2 in Races of the 
  Wild). Wearing this armor gives the PC a 
  +2  circumstance  bonus  to  Charisma-
  based  checks  when  dealing  with  high 
  elves. Additionally, the PC may also opt to 
  pay extra to have an existing suit of armor 
  modified with a thistledown suit (Races of 
  the Wild) or a forestwarden shroud (Races 
  of the Wild).
  •
  Hornwood  Bow
    
  :  A  single  longbow  or 
  shortbow made from the wood of a rare 
  variety of hornwood tree. The hornwood 
  material has hardness of 8 and double the 
  hit points of a standard wooden bow. The 
  Hornwood  Bow  is  considered  a 
  masterwork composite bow, with a default 
  Strength rating of +1. It can be crafted to a 
  maximum  Strength  rating  of  +4,  but  no 
  higher due to the unusually rigid nature of 
  the wood. A bow made from this material 
  costs double the standard version from the 
  PH (for  the  wood),  +  100  gp  (for  the 
  default +1 Str rating),  + 300 gp for  the 
  masterwork quality.  Thusly, a Hornwood 
  Bow  masterwork  composite  longbow 
  starts  at  600  gp,  and  a  masterwork 
  composite shortbow starts at 550 gp.
  Additionally, if the Hornwood Bow option is chosen, 
  the PC may opt to pay extra for the elvencraft bow 
  (Races of the Wild) modification, but this takes 
  extra time to craft, and the PC must  spend an 
  additional 1 Time Unit waiting for the bow to be 
  finished.
  Favor of the High King of the Hornwood: For 
  your service to the Hornwood high elves, you have 
  earned the gratitude of High King Shivanshallos. 
  This  favor  can  be  exchanged  to  gain  access 
  (Frequency: Adventure)  to  purchase  one of  the 
  following upgrades (circle one selected): weapon 
  special  abilities  – corrosive  (Dungeon  Master’s 
  Guide  II),  defensive  surge (Dungeon  Master’s 
  Guide II); armor special abilities –  glamered,  fire 
  resistance,  energy  defense  (Dungeon  Master’s 
  Guide II).
  Alternatively, the PC may spend this favor 
  to  gain  access  (Frequency:  Adventure)  to  the 
  Dragonfoe feat (Draconomicon).
  Finally, and in addition to the two options 
  above, the High King will offer a knighthood in the 
  Naven  Du’aellesti  (the  Hornwood  knightly  order 
  metaorganization),  to  any  elf  or  high-elf  who 
  desires it. This offer effectively waives the time-in-
  grade requirement to become a knight in the order, 
  but  the  PC  must  meet  all  other  requirements 
  before he can accept. Any PC who is already a 
  member,  has  the  time-in-grade  requirements 
  waived for the next rank within the organization.
  Favor Level A. Mark this favor as USED when it is 
  spent.
  Favor of  the Bondmate of  the Heart:  Aisling, 
  High  Priestess  of  Sehanine  Moonbow  and 
  Bondmate of the Heart of the Hornwood, provides 
  access to the power of the Heart itself in the form 
  of one casting of the reincarnate spell for this PC. 
  The Heart automatically reincarnates the PC as an 
  elf or half-elf (equal chance of being high, gray, 
  wood or half-elf). The PC must pay standard NPC 
  spellcasting costs for the spell.
  Alternatively, the PC may spend this favor to 
  gain access  (Frequency: Adventure)  to  one the 
  following  (circle  one  selected):  weapon  special 
  abilities  –  ghost  touch,  incorporeal  binding 
  (Dungeon  Master’s  Guide  II);  armor  special 
  abilities – ghost touch; divine spell access – make 
  GEO7-01 By Light of Twain Moons
  Page 31
  
  manifest  (Spell  Compendium).  Favor  Level  B. 
  Mark this favor as USED when it is spent.
  Kinslayer’s Gear:  Due to your invaluable aid in 
  stopping the treacherous Galdor,  the High King 
  allows you access to the traitor’s gear. You gain 
  access  (Frequency:  Adventure)  to  the  following 
  items: hat of disguise, +1 dragon bane longsword, 
  dragon slaying arrow, ring of misdirection, mithral 
  chain shirt.
  Notice of Gilráne:  You have acquitted yourself 
  with great valor and wisdom, and have gained the 
  notice of the enigmatic Gilráne, venerable high elf 
  priest of Corellon Larethian.  This favor may come 
  into play down the line. Favor Level D.
  Attention  of  Brerrapyrizaax  (aka  Brimstone): 
  You have killed Brimstone’s demonic agent in the 
  Hornwood court, and foiled his plans for revenge 
  against the high elves.  Like most red dragons, he 
  does not take kindly to defeat. This disfavor may 
  come into play down the line.
  Enmity of Cikatrix: You have won the day (or 
  night as the case may be), but the demon Cikatrix 
  has a long memory.
  Planar Fork (Plane of Fire): You found a forked 
  rod attuned to the plane of fire upon your defeated 
  foe.  
  Naven Du’aellesti:  Members in good standing of 
  this  metaorganization  gain  access  (Frequency: 
  Regional)  to  the  following:  Elvencraft  longbow 
  (Races of the Wild),  boots or  cloak of elvenkind, 
  elven chain, mithral chain shirt, mithral breastplate, 
  mithral half-plate, elf paladin (Races of the Wild), 
  elf ranger (Races of the Wild). 
  Church of Corellon Larethian:  Members in good 
  standing  of  this  meta-organization  gain  access 
  (Frequency: Regional) to the following:  +1 keen 
  longsword, elven harp (Races of the Wild), pearl of 
  power 1st – 3rd, boots or cloak of elvenkind,  true 
  holy symbol (Planar Handbook), elf paladin (Races 
  of the Wild), half-elf bard (Races of the Wild).
  Church  of  Sehanine  Moonbow: Members  in 
  good  standing  of  this  meta-organization  gain 
  access (Frequency: Regional) to the following: +1 
  ghost  touch quarterstaff,  gravebane  (Arms  and 
  Equipment  Guide),  true  holy  symbol  (Planar 
  Handbook),  make manifest (Spell Compendium), 
  armor enhancement – ghost touch.
  Item Access
  APL 4
  Pearl of Power (1st) (Adventure; DMG)
  Ring  of  Misdirection  (Adventure;  Arms  and 
  Equipment Guide)
  Sending Stones (Adventure; Complete Arcane)
  Circlet of Persuasion (Adventure; DMG)
  Arcane Scroll of Plane Shift (CL 13th;  Adventure; 
  DMG)
  Fochluchan  Bandore  (Adventure;  Complete 
  Arcane)
  +1 Spell Storing Heavy Mace
  Elven Harp (lap) (Adventure; Races of the Wild)
  APL 6:
  Cloak of Resistance +2 (Adventure; DMG)
  Elemental Gem (Fire) (Adventure; DMG)
  APL 8:
  Brooch of Shielding (Adventure; DMG)
  APL 10:
  Cloak of Charisma +4 (Adventure; DMG)
  GEO7-01 By Light of Twain Moons
  Page 32
  
  APPENDIX 1 – APL 4
  ENCOUNTER 3
    
        
    
            
    
            
    
            
    
  J O Y S T E A L E R
  CR 5
  NE Medium fey (incorporeal)
  Init +7; Senses Low-light vision, sense emotions 60 ft.; 
  Listen +12, Spot +12
  Languages Common, Sylvan, Elven
  AC 17, touch 17, flat-footed 14
  (+3 Dex, +4 deflection)
  Miss Chance  50% (incorporeal)
  hp 27 (6 HD); DR 5/cold iron
  Fort +3, Ref +8, Will +6
  Speed fly 30 ft. (perfect) (6 squares)
  Melee incorporeal touch +6 (1d4 Cha) 
  Space 5 ft.; Reach 5 ft.
  Base Atk +3; Grp -
  Special Actions drain emotions
  Abilities Str -, Dex 17, Con 12, Int 13, Wis 12, Cha 19 
  SQ incorporeal traits
  Feats Alertness, Improved Initiative, Track 
  Skills  Bluff  +13,  Diplomacy  +8,  Disguise  +12  (+14 
  acting), Hide +16, Intimidate +6, Knowledge (nature) 
  +8, Knowledge (the planes) +5, Listen +10, Sense 
  Motive  +8,  Spot  +10,  Survival  +8  (+10  in 
  aboveground natural environments)
  Sense  Emotions  (Su)  This  ability  functions like 
  blindsense, except that the joystealer can detect only 
  the presence and positions of living creatures.
  Drain Emotions (Su) Once a joystealer has reduced a 
  living creature to 0 Charisma, it can drain emotions 
  completely from that opponent as a standard action. 
  A creature so drained can’t be affected by morale 
  bonuses or penalties, can’t rage, and can’t receive 
  the  benefits  of  any  other  ability  derived  through 
  inspiration or emotion. The affected creature is also 
  immune to fear effects.
  The drain emotions effect can be countered by 
  finding and destroying the joystealer who caused it, 
  or by casting a  remove curse spell on the afflicted 
  creature within the area of a hallow spell.
  Skills Joystealers get a +4 racial bonus on Hide checks
  Description An extremely beautiful and pale elf maiden 
  with long hair, and flowing robes. Her luminous eyes 
  glow with a soft red light.
  Sources Joystealer (Monster Manual 4)
  ENCOUNTER 7
    
        
    
            
    
            
    
            
    
  R E D S P A W N A R C A N I S S
  CR 6
  Class level
  Always CE Medium monstrous humanoid (dragonblood, 
  fire)
  Init +1; Senses Listen +0, Spot +0
  Languages Common, Draconic
  AC 18, touch 11, flat-footed 17
  (+1 Dex, +3 armor, +2 shield, +2 natural)
  hp 52 (8 HD); fire spell affinity
  Immune fire, paralysis, sleep
  Fort +4, Ref +7, Will +6
  Weakness vulnerability to cold
  Speed 40 ft. (8 squares)
  Melee mwk heavy mace +9/+4 (1d8) 
  Space 5 ft.; Reach 5 ft.
  Base Atk +8; Grp +8
  Atk Options Point Blank Shot, Precise Shot
  Combat Gear potion of shield of faith (+3),  potion of 
  cure moderate wounds
  Sorceror Spells Known (CL 6th):
  3rd (4/day)— fireball (DC 16; CL 8th)
  2nd (6/day)—  Melf’s acid arrow (+10 ranged touch), 
  scorching ray (+10 ranged touch; CL 8th)
  1st (6/day)— burning hands (DC 14; CL 8th), chill 
  touch (+8 melee touch; DC 14), magic missile, true 
  strike
  0 (6/day)—  acid splash (+10 ranged touch),  ghost 
  sound (DC 13), message, ray of frost (+10 ranged 
  touch), touch of fatigue (+8 melee touch; DC 13)
  Already cast
  Abilities Str 10, Dex 13, Con 15, Int 10, Wis 10, Cha 17 
  Feats Point Blank Shot, Precise Shot, Weapon Focus 
  (ranged touch)
  Skills  Concentration  +13,  Jump  +4,  Knowledge 
  (arcana) +11, Listen +0, Spot +0
  Possessions combat  gear  plus  masterwork  studded 
  leather armor,  +1 buckler, masterwork heavy mace, 
  potion pass without trace (x2),  pearl of power 1st, 
  spell component pouch (x2), gold pendant shaped 
  like a red dragon’s head worth 100 gp
  Fire Spell Affinity (Ex)  A redspawn arcaniss casts fire 
  spells at +2 caster level. In addition, the redspawn 
  arcaniss heals 2 points of damage per spell level 
  each time it casts a fire spell. 
  Armored Mage (Ex) A redspawn arcaniss can wear 
  light armor and use light shields without an arcane 
  spell failure chance. Complete Arcane 12.
  Description  A  draconic  humanoid,  6  feet  tall  and 
  weighing about 200 pounds covered in red scales with 
  yellow and orange flame like markings.
  Sources Redspawn Arcaniss (Monster Manual 4)
  ENCOUNTER 8
    
        
    
            
    
            
    
            
    
  C I K A T R I X
  CR 7
  Quasit bard 2/ fiend of possession 2/ fiend of corruption 
  1
  CE Tiny outsider (chaotic, extraplanar, evil)
  Init +7; Senses darkvision 60 ft.; Listen +8, Spot +8
  Languages Common, Abyssal, Elven 
  GEO7-01 By Light of Twain Moons
  Page 33
  
  AC 18, touch 15, flat-footed 15
  (+2 size, +3 Dex, +3 natural)
  hp 51 (8 HD); fast healing 2; DR 5/cold iron or good
  Immune poison
  Resist fire 10; 
  Fort + 9, Ref + 14, Will +13
  Speed 20 ft. (4 squares), base movement 20 ft., fly 50 
  ft. (perfect).
  Melee claw +10  (1d3-3 plus poison) or 2 claws +10 
  (1d3-3 plus poison) and bite +5 (1d4-3) 
  Space 2 1/2 ft.; Reach 0 ft.
  Base Atk +5; Grp -6
  Atk Options Alternate form (werewolf lord – see below) 
  Special Actions cause fear
  Combat Gear  -
  Bard Spells Known (CL 2nd):
  1st (1/day)— charm person (DC 14), disquise self
  0 (x/day)— dancing lights, daze, ghost sound, mage 
  hand
  Already cast
  Spell-Like Abilities (CL 6th):
  At will – detect good, detect magic, invisibility; 1/day 
  – cause fear (as the spell except that its area is a 
  30-ft. radius from the quasit) (DC 14)
  Once per week, a quasit can use commune to ask up 
  to six questions. The ability otherwise works as the 
  spell (CL 12th).
  Already cast
  Abilities Str 5, Dex 16, Con 12, Int 14, Wis 14, Cha 17
  SQ Alternate  form,  ethereal  form,  hide  presence, 
  possess object, curse, magic item, fiend’s favor 
  Feats Improved Initiative, Weapon Finesse, Skill Focus 
  (Disguise)
  Skills  Bluff  +17,  Concentration  +3,  Diplomacy  +7, 
  Disquise  +20  (+22 acting), Gather Information +8, 
  Hide +20, Knowledge: Arcana +8, Listen +8, Move 
  Silently  +9,  Perform  (string  instruments)  +11, 
  Perform (sing) +7, Search +4, Spellcraft +8, Spot +8, 
  Sense Motive +15.
  Possessions combat gear plus  circlet of persuasion, 
  ring  of  misdirection,  arcane  scroll  of  plane  shift, 
  Fochluchan  Bandore,  planar  fork  (plane  of  fire), 
  elven harp (lap), 60 gp.
  Poison (Ex) Injury, Fortitude DC 14, initial damage 1d4 
  Dex,  secondary  damage  2d4  Dex.  The  save  is 
  Constitution-based and includes a +2 racial bonus.
  Alternate Form (Su) A quasit can assume other forms 
  at will as a standard action. Each quasit can assume 
  one or two forms from the following list: bat, Small or 
  Medium monstrous centipede, toad, and wolf.
  Ethereal Form (Su) At will, a fiend of possession can 
  become ethereal, as though using etherealness as 
  cast by a sorcerer of the fiend’s total hit dice or its 
  sorcerer  caster  level  (when  using  it’s  spell-like 
  abilities), whichever is higher. Possessing an object 
  or creature effectively ends a use of this ability, so 
  time spent in another body or object does not count 
  against the duration of this ability.
  Hide Presence (Ex) A fiend in possession of an object 
  or  creature  can  attempt  to  hide  it’s  presence  by 
  making  a  special  Hide  check.  This  “mental”  Hide 
  check uses the fiend’s Intelligence modifier instead 
  of it’s Dexterity modifier. A successful check allows a 
  fiend of possession to avoid virtually anything that 
  would betray its presence in the possessed creature 
  or object: it can pass through a magic circle against 
  evil,  enter  a  temple  warded  by  forbiddance,  or 
  escape detection via detect evil. The DC for this Hide 
  check is the same as the saving throw for the spell 
  the fiend is trying to avoid. The fiend gains a +4 
  circumstance  bonus  on  this  check  if  it  is  not 
  controlling the possessed creature or object at the 
  time of the check.
   
  When  possessing  a  creature,  a  fiend  of 
  possession can make this Hide check to protect the 
  possessed creature from the full effects of alignment-
  based spells such as holy smite. If the fiend makes a 
  successful Hide check (against the save DC of the 
  spell),  the  possessed  creature  takes  damage 
  appropriate to it’s actual alignment, but if the fiend 
  fails  the  Hide  check,  the  possessed  creature  is 
  affected as if it were the fiend.
  Making this check is not an action; the fiend can 
  do it in response to another creature’s action (such 
  as casting detect evil).
  Possess Object (Su)  A fiend of possession in ethereal 
  form can possess an object on the Material Plane. 
  The object must be at least tiny, and no larger than 
  Huge. Magic items and attended items receive Will 
  saving throws. Unatteneded non-magical items are 
  automatically possessed.
  A fiend in possession becomes part of the object 
  it possesses, so it is no longer ethereal. The fiend is 
  aware of what is going on around the object: It can 
  see and hear up to 60 feet away as if using  it’s 
  normal senses (it does not gain blindsight). In any 
  round in which it takes no other action, it extends its 
  senses to twice its normal range.
  The fiend is vulnerable to spells that specifically 
  affect outsiders or creatures of the fiend’s alignment 
  (such as  holy word, holy smite, chaos hammer  or 
  order’s wrath) and mind-affecting spells or effects, 
  but  is  unaffected  by  physical  attacks  or  standard 
  magical effects (such as fireball). Harming the object 
  does not harm the fiend, although if the object is 
  destroyed, the fiend is forced back into it’s ethereal 
  form.
  While  possessing  an  object,  a  fiend  of 
  possession can use any ability it has that requires no 
  physical action, such as using a spell-like ability or 
  telepathy. It cannot cast spells, attack physically, or 
  perform any other physical action, until it reaches a 
  high  enough  level  to  make  the  possessed  object 
  perform these tasks for it.
  Curse (Su) At 2nd level, a fiend of possession gains the 
  ability to make a possessed item radiate a corrupt 
  and  befouling  nature.  Anyone  touching  the  object 
  must make a Will save or fall under the effect of a 
  bestow curse spell. The affected creature does not 
  know the curse came from the item, and in fact might 
  GEO7-01 By Light of Twain Moons
  Page 34
  
  not know right away that he or she is affected by the 
  curse.  Nothing  about  the  object’s  appearance 
  suggests that it is possessed. The curse lasts until 
  removed,  even  if  the  fiend  vacates  the  object  it 
  possessed.
  Magic Item (Su) Also at 2nd level, a fiend of possession 
  gains the ability to make a possessed weapon or 
  armor  function  as  a  magic  item.  The  fiend  can 
  bestow  powers  on  the  item  with  a  value  as  an 
  enhancement bonus of up to its class level.  Detect 
  magic does not reveal an aura on the object, though 
  detect evil does. 
  A character who makes a Search check (DC 25) 
  while examining the possessed item can tell there is 
  something “strange about it”. 
  Alternate  Form  (Su) A  fiend  of  corruption  has  the 
  ability to assume any humanoid form from Small to 
  Large size as a standard action. While  using this 
  ability, the fiend gains a +10 circumstance bonus to 
  disguise checks.
  Fiend’s Favor (Su) Once per day, a fiend of corruption 
  can grant a touched creature a +3 bonus to one of 
  the creature’s ability scores. This bonus stacks with 
  any other bonus the creature may already have, and 
  lasts  for  one  day.  When  the  effect  expires,  the 
  creature takes a –3 penalty to the same ability score 
  the next day. Another application of fiend’s favor not 
  only negates the penalty, but restores the full bonus.
  Description  A  tiny  humanoid-shaped  creature  with 
  spiky horns and bat wings. Its hands and feet are long 
  and slender, with long claw-tipped digits. Warts cover 
  it’s greenish skin.  
  Sources  Fiend  of Poession and Fiend of Corruption 
  prestige classes (Fiend Folio)
  NOTE: When assuming his fiend of corruption alternate 
  form of a werewolf lord (hybrid form), Cikatrix has the 
  following changed statistics:
  Large Outsider 
  Init +8
  AC 18, touch 13, flat-footed 14
  (-1 size, +4 Dex, +5 natural)
  Fort + 13, Ref + 15
  Speed 30 ft. (6 squares). 
  Melee claw +16 (1d6+11) or 2 claws +16 (1d6+11) and 
  bite +11 (1d8+5) 
  Space 10 ft.; Reach 10 ft.
  Grp +20
  Abilities Str 32, Dex 18, Con 20
  Skills Concentration +7, Hide +11, Move Silently +10
  GEO7-01 By Light of Twain Moons
  Page 35
  
  APPENDIX 2 – APL 6
  ENCOUNTER 3
    
        
    
            
    
            
    
            
    
  H A U N T I N G T R A P
  CR 5
  Description  A haunting trap covers a 30-foot radius, 
  usually in the shape of a hemisphere resting on the 
  surface of the ground. Any creature within the area of 
  the trap notices an immediate drop in temperature. 
  Additionally,  creatures  within  the  area  of  the  trap 
  must make a DC 20 Will save or become affected by 
  the haunting’s emotional power.
  Since a haunting trap is, on some level, undead, 
  it can  be bypassed  or destroyed  by a cleric  who 
  channels positive energy. Treat the haunting as a 10 
  HD undead; if a cleric manages to turn it, the trap is 
  rendered inactive for 1 minute. If a cleric destroys it, 
  the trap is forever disarmed.
  Search DC 25; Type magic trap
  Trigger location, Init +2
  Effect crushing despair (DC 20; PH 215)
  Duration 10 minutes
  Destruction 
  Disarm Disable Device DC 25 or turn (see above)
  Sources Haunting Trap (Dungeon Master’s Guide II)
  J O Y S T E A L E R
  CR 5
  NE Medium fey (incorporeal)
  Init +7; Senses Low-light vision, sense emotions 60 ft.; 
  Listen +12, Spot +12
  Languages Common, Sylvan, Elven
  AC 17, touch 17, flat-footed 14
  (+3 Dex, +4 deflection)
  Miss Chance  50% (incorporeal)
  hp 27 (6 HD); DR 5/cold iron
  Fort +3, Ref +8, Will +6
  Speed fly 30 ft. (perfect) (6 squares)
  Melee incorporeal touch +6 (1d4 Cha) 
  Space 5 ft.; Reach 5 ft.
  Base Atk +3; Grp -
  Special Actions drain emotions
  Abilities Str -, Dex 17, Con 12, Int 13, Wis 12, Cha 19 
  SQ incorporeal traits
  Feats Alertness, Improved Initiative, Track 
  Skills  Bluff  +13,  Diplomacy  +8,  Disguise  +12  (+14 
  acting), Hide +16, Intimidate +6, Knowledge (nature) 
  +8, Knowledge (the planes) +5, Listen +10, Sense 
  Motive  +8,  Spot  +10,  Survival  +8  (+10  in 
  aboveground natural environments)
  Sense  Emotions  (Su)  This  ability  functions like 
  blindsense, except that the joystealer can detect only 
  the presence and positions of living creatures.
  Drain Emotions (Su) Once a joystealer has reduced a 
  living creature to 0 Charisma, it can drain emotions 
  completely from that opponent as a standard action. 
  A creature so drained can’t be affected by morale 
  bonuses or penalties, can’t rage, and can’t receive 
  the  benefits  of  any  other  ability  derived  through 
  inspiration or emotion. The affected creature is also 
  immune to fear effects.
  The drain emotions effect can be countered by 
  finding and destroying the joystealer who caused it, 
  or by casting a  remove curse spell on the afflicted 
  creature within the area of a hallow spell.
  Skills Joystealers get a +4 racial bonus on Hide checks
  Description An extremely beautiful and pale elf maiden 
  with long hair, and flowing robes. Her luminous eyes 
  glow with a soft red light.
  Sources Joystealer (Monster Manual 4)
  ENCOUNTER 7
    
        
    
            
    
            
    
            
    
  R E D S P A W N A R C A N I S S
  CR 6
  Class level
  Always CE Medium monstrous humanoid (dragonblood, 
  fire)
  Init +1; Senses Listen +0, Spot +0
  Languages Common, Draconic
  AC 18, touch 11, flat-footed 17
  (+1 Dex, +3 armor, +2 shield, +2 natural)
  hp 52 (8 HD); fire spell affinity
  Immune fire, paralysis, sleep
  Fort +6, Ref +9, Will +8
  Weakness vulnerability to cold
  Speed 40 ft. (8 squares)
  Melee mwk heavy mace +9/+4 (1d8) 
  Space 5 ft.; Reach 5 ft.
  Base Atk +8; Grp +8
  Atk Options Point Blank Shot, Precise Shot
  Combat Gear potion of shield of faith (+3),  potion of 
  cure moderate wounds
  Sorceror Spells Known (CL 6th):
  3rd (4/day)— fireball (DC 16; CL 8th)
  2nd (6/day)—  Melf’s acid arrow (+10 ranged touch), 
  scorching ray (+10 ranged touch; CL 8th)
  1st (6/day)— burning hands (DC 14; CL 8th), chill 
  touch (+8 melee touch; DC 14), magic missile, true 
  strike
  0 (6/day)—  acid splash (+10 ranged touch),  ghost 
  sound (DC 13), message, ray of frost (+10 ranged 
  touch), touch of fatigue (+8 melee touch; DC 13)
  Already cast
  Abilities Str 10, Dex 13, Con 15, Int 10, Wis 10, Cha 17 
  Feats Point Blank Shot, Precise Shot, Weapon Focus 
  (ranged touch)
  Skills  Concentration  +13,  Jump  +4,  Knowledge 
  (arcana) +11, Listen +0, Spot +0
  Possessions combat  gear  plus  masterwork  studded 
  leather armor,  +1 buckler, masterwork heavy mace, 
  cloak  of  resistance  +2,  potion  pass  without  trace 
  GEO7-01 By Light of Twain Moons
  Page 36
  
  (x2), pearl of power 1st, spell component pouch (x2), 
  gold pendant shaped like a red dragon’s head worth 
  100 gp
  Fire Spell Affinity (Ex)  A redspawn arcaniss casts fire 
  spells at +2 caster level. In addition, the redspawn 
  arcaniss heals 2 points of damage per spell level 
  each time it casts a fire spell. 
  Armored Mage (Ex) A redspawn arcaniss can wear 
  light armor and use light shields without an arcane 
  spell failure chance. Complete Arcane 12.
  Description  A  draconic  humanoid,  6  feet  tall  and 
  weighing about 200 pounds covered in red scales with 
  yellow and orange flame like markings.
  Sources Redspawn Arcaniss (Monster Manual 4)
  ENCOUNTER 8
    
        
    
            
    
            
    
            
    
  C I K A T R I X
  CR 9
  Quasit bard 2/ fiend of possession 2/ fiend of corruption 
  3
  CE Tiny outsider (chaotic, extraplanar, evil)
  Init +7; Senses darkvision 60 ft.; Listen +8, Spot +8
  Languages Common, Abyssal, Elven 
  AC 18, touch 15, flat-footed 15
  (+2 size, +3 Dex, +3 natural)
  hp 60 (10 HD); fast healing 2; DR 5/cold iron or good
  Immune poison
  Resist fire 10
  Fort + 10, Ref + 15, Will +14
  Speed 20 ft. (4 squares), base movement 20 ft., fly 50 
  ft. (perfect).
  Melee claw +11  (1d3-3 plus poison) or 2 claws +11 
  (1d3-3 plus poison) and bite +6 (1d4-3) 
  Space 2 1/2 ft.; Reach 0 ft.
  Base Atk +6; Grp -5
  Atk  Options 
  Combat  Expertise,  Alternate  form 
  (werewolf lord – see below) 
  Special Actions cause fear
  Combat Gear  elemental gem (fire)
  Bard Spells Known (CL 2nd):
  1st (1/day)— charm person (DC 14), disquise self
  0 (x/day)— dancing lights, daze, ghost sound, mage 
  hand
  Already cast
  Spell-Like Abilities (CL 6th):
  At will – detect good, detect magic, invisibility; 1/day 
  – cause fear (as the spell except that its area is a 
  30-ft.  radius  from  the  quasit)  (DC  14),  mark  of 
  justice; 3/day – suggestion (DC 18; CL 3rd)
  Once per week, a quasit can use commune to ask up 
  to six questions. The ability otherwise works as the 
  spell (CL 12th).
  Already cast
  Abilities Str 5, Dex 16, Con 12, Int 14, Wis 14, Cha 17
  SQ Alternate  form,  ethereal  form,  hide  presence, 
  possess  object,  curse,  magic  item,  fiend’s  favor, 
  mind shielding
  Feats Improved Initiative, Weapon Finesse, Skill Focus 
  (Disguise), Combat Expertise
  Skills  Bluff  +19,  Concentration  +3,  Diplomacy  +10, 
  Disquise  +22  (+24 acting), Gather Information +8, 
  Hide  +20,  Knowledge:  Arcana  +8,  Knowledge 
  (religion) +4, Listen +8, Move Silently +9, Perform 
  (string instruments) +11, Perform (sing) +7, Search 
  +4, Spellcraft +8, Spot +8, Sense Motive +17.
  Possessions combat gear plus  circlet of persuasion, 
  ring  of  misdirection,  arcane  scroll  of  plane  shift, 
  Fochluchan  Bandore,  planar  fork  (plane  of  fire), 
  elven harp (lap), 60 gp.
  Poison (Ex) Injury, Fortitude DC 14, initial damage 1d4 
  Dex,  secondary  damage  2d4  Dex.  The  save  is 
  Constitution-based and includes a +2 racial bonus.
  Alternate Form (Su) A quasit can assume other forms 
  at will as a standard action. Each quasit can assume 
  one or two forms from the following list: bat, Small or 
  Medium monstrous centipede, toad, and wolf.
  Ethereal Form (Su) At will, a fiend of possession can 
  become ethereal, as though using etherealness as 
  cast by a sorcerer of the fiend’s total hit dice or its 
  sorcerer  caster  level  (when  using  it’s  spell-like 
  abilities), whichever is higher. Possessing an object 
  or creature effectively ends a use of this ability, so 
  time spent in another body or object does not count 
  against the duration of this ability.
  Hide Presence (Ex) A fiend in possession of an object 
  or  creature  can  attempt  to  hide  it’s  presence  by 
  making  a  special  Hide  check.  This  “mental”  Hide 
  check uses the fiend’s Intelligence modifier instead 
  of it’s Dexterity modifier. A successful check allows a 
  fiend of possession to avoid virtually anything that 
  would betray its presence in the possessed creature 
  or object: it can pass through a magic circle against 
  evil,  enter  a  temple  warded  by  forbiddance,  or 
  escape detection via detect evil. The DC for this Hide 
  check is the same as the saving throw for the spell 
  the fiend is trying to avoid. The fiend gains a +4 
  circumstance  bonus  on  this  check  if  it  is  not 
  controlling the possessed creature or object at the 
  time of the check.
   
  When  possessing  a  creature,  a  fiend  of 
  possession can make this Hide check to protect the 
  possessed creature from the full effects of alignment-
  based spells such as holy smite. If the fiend makes a 
  successful Hide check (against the save DC of the 
  spell),  the  possessed  creature  takes  damage 
  appropriate to it’s actual alignment, but if the fiend 
  fails  the  Hide  check,  the  possessed  creature  is 
  affected as if it were the fiend.
  Making this check is not an action; the fiend can 
  do it in response to another creature’s action (such 
  as casting detect evil).
  Possess Object (Su)  A fiend of possession in ethereal 
  form can possess an object on the Material Plane. 
  The object must be at least tiny, and no larger than 
  Huge. Magic items and attended items receive Will 
  saving  throws.  Unattended  non-magical  items  are 
  automatically possessed.
  A fiend in possession becomes part of the object 
  it possesses, so it is no longer ethereal. The fiend is 
  GEO7-01 By Light of Twain Moons
  Page 37
  
  aware of what is going on around the object: It can 
  see and hear up to 60 feet away as if using  it’s 
  normal senses (it does not gain blindsight). In any 
  round in which it takes no other action, it extends its 
  senses to twice its normal range.
  The fiend is vulnerable to spells that specifically 
  affect outsiders of creatures of the fiend’s alignment 
  (such as  holy word, holy smite, chaos hammer  or 
  order’s wrath) and mind-affecting spells or effects, 
  but  is  unaffected  by  physical  attacks  or  standard 
  magical effects (such as fireball). Harming the object 
  does not harm the fiend, although if the object is 
  destroyed, the fiend is forced back into it’s ethereal 
  form.
  While  possessing  an  object,  a  fiend  of 
  possession can use any ability it has that requires no 
  physical action, such as using a spell-like ability or 
  telepathy. It cannot cast spells, attack physically, or 
  perform any other physical action, until it reaches a 
  high  enough  level  to  make  the  possessed  object 
  perform these tasks for it.
  Curse (Su) At 2nd level, a fiend of possession gains the 
  ability to make a possessed item radiate a corrupt 
  and  befouling  nature.  Anyone  touching  the  object 
  must make a Will save or fall under the effect of a 
  bestow curse spell. The affected creature does not 
  know the curse came from the item, and in fact might 
  not know right away that he or she is affected by the 
  curse.  Nothing  about  the  object’s  appearance 
  suggests that it is possessed. The curse lasts until 
  removed,  even  if  the  fiend  vacates  the  object  it 
  possessed.
  Magic Item (Su) Also at 2nd level, a fiend of possession 
  gains the ability to make a possessed weapon or 
  armor  function  as  a  magic  item.  The  fiend  can 
  bestow  powers  on  the  item  with  a  value  as  an 
  enhancement bonus of up to its class level.  Detect 
  magic does not reveal an aura on the object, though 
  detect evil does. 
  A character who makes a Search check (DC 25) 
  while examining the possessed item can tell there is 
  something “strange about it”. 
  Alternate  Form  (Su) A  fiend  of  corruption  has  the 
  ability to assume any humanoid form from Small to 
  Large size as a standard action. While  using this 
  ability, the fiend gains a +10 circumstance bonus to 
  disguise checks.
  Fiend’s Favor (Su) Once per day, a fiend of corruption 
  can grant a touched creature a +3 bonus to one of 
  the creature’s ability scores. This bonus stacks with 
  any other bonus the creature may already have, and 
  lasts  for  one  day.  When  the  effect  expires,  the 
  creature takes a –3 penalty to the same ability score 
  the next day. Another application of fiend’s favor not 
  only negates the penalty, but restores the full bonus.
  Suggestion (Sp) At 2nd level, a fiend of corruption gains 
  the ability to use suggestion three times per day. The 
  saving  throw  DC  is  15  +  the  fiend’s  Charisma 
  modifier  (as  though  the  fiend  had  Spell  Focus 
  [Enchantment]). The fiend’s class level is it’s caster 
  level. If the target of this ability is currently under the 
  influence of a  charm person cast by the fiend, she 
  takes a –2 penalty on her saving throw.
  Mind Shielding (Sp) At 2nd level, a fiend of corruption 
  gains complete immunity to detect thoughts, discern 
  lies,  and  any  attempt  to  magically  discern  its 
  alignment.
  Mark of Justice (Sp) At 3rd level, a fiend of corruption 
  can use mark of justice once per day, though the 
  ability might better be termed “mark of iniquity” when 
  used In this manner.
  Description  A  tiny  humanoid-shaped  creature  with 
  spiky horns and bat wings. Its hands and feet are long 
  and slender, with long claw-tipped digits. Warts cover 
  it’s greenish skin.  
  Sources Fiend of Possession and Fiend of Corruption 
  prestige classes (Fiend Folio)
  NOTE: When assuming his fiend of corruption alternate 
  form of a werewolf lord (hybrid form), Cikatrix has the 
  following changed statistics:
  Large Outsider 
  Init +8
  AC 18, touch 13, flat-footed 14
  (-1 size, +4 Dex, +5 natural)
  Fort + 14, Ref + 16
  Speed 30 ft. (6 squares). 
  Melee claw +17 (1d6+11) or 2 claws +17 (1d6+11) and 
  bite +12 (1d8+5) 
  Space 10 ft.; Reach 10 ft.
  Grp +21
  Abilities Str 32, Dex 18, Con 20
  Skills Concentration +7, Hide +11, Move Silently +10
  GEO7-01 By Light of Twain Moons
  Page 38
  
  APPENDIX 3 – APL 8
  ENCOUNTER 3
    
        
    
            
    
            
    
            
    
  H A U N T I N G T R A P
  CR 5
  Description  A haunting trap covers a 30-foot radius, 
  usually in the shape of a hemisphere resting on the 
  surface of the ground. Any creature within the area of 
  the trap notices an immediate drop in temperature. 
  Additionally,  creatures  within  the  area  of  the  trap 
  must make a DC 20 Will save or become affected by 
  the haunting’s emotional power.
  Since a haunting trap is, on some level, undead, 
  it can  be bypassed  or destroyed  by a cleric  who 
  channels positive energy. Treat the haunting as a 10 
  HD undead; if a cleric manages to turn it, the trap is 
  rendered inactive for 1 minute. If a cleric destroys it, 
  the trap is forever disarmed.
  Search DC 25; Type magic trap
  Trigger location, Init +2
  Effect crushing despair (DC 20; PH 215)
  Duration 10 minutes
  Destruction 
  Disarm Disable Device DC 25 or turn (see above)
  Sources Haunting Trap (Dungeon Master’s Guide II)
  J O Y S T E A L E R
  CR 8
   Rogue 3 
  NE Medium fey (incorporeal)
  Init +7; Senses Low-light vision, sense emotions 60 ft.; 
  Listen +12, Spot +12
  Languages Common, Sylvan, Elven
  AC 18, touch 18, flat-footed 15
  (+3 Dex, +5 deflection)
  Miss Chance  50% (incorporeal)
  hp 44 (9 HD); DR 5/cold iron
  Fort +4, Ref +11, Will +7
  Speed fly 30 ft. (perfect) (6 squares)
  Melee incorporeal touch +8 (1d4 Cha) 
  Space 5 ft.; Reach 5 ft.
  Base Atk +5; Grp -
  Special Actions drain emotions
  Abilities Str -, Dex 17, Con 12, Int 13, Wis 12, Cha 20 
  SQ Evasion,  incorporeal  traits,  sneak  attack  (n/a), 
  trapfinding, , trap sense +1
  Feats Alertness, Improved Initiative, Persuasive, Track 
  Skills  Bluff  +19,  Diplomacy  +9,  Disguise  +17  (+19 
  acting), Hide +19, Intimidate +11, Knowledge (local) 
  +3, Knowledge (nature) +8, Knowledge (the planes) 
  +5, Listen +12, Sense Motive +10, Search +6, Spot 
  +12,  Survival  +9  (+11  in  aboveground  natural 
  environments)
  Sense  Emotions  (Su)  This  ability  functions like 
  blindsense, except that the joystealer can detect only 
  the presence and positions of living creatures.
  Drain Emotions (Su) Once a joystealer has reduced a 
  living creature to 0 Charisma, it can drain emotions 
  completely from that opponent as a standard action. 
  A creature so drained can’t be affected by morale 
  bonuses or penalties, can’t rage, and can’t receive 
  the  benefits  of  any  other  ability  derived  through 
  inspiration or emotion. The affected creature is also 
  immune to fear effects.
  The drain emotions effect can be countered by 
  finding and destroying the joystealer who caused it, 
  or by casting a  remove curse spell on the afflicted 
  creature within the area of a hallow spell.
  Skills Joystealers get a +4 racial bonus on Hide checks
  Description An extremely beautiful and pale elf maiden 
  with long hair, and flowing robes. Her luminous eyes 
  glow with a soft red light.
  Sources Joystealer (Monster Manual 4)
  ENCOUNTER 7
    
        
    
            
    
            
    
            
    
  R E D S P A W N A R C A N I S S
  CR 6
  Always CE Medium monstrous humanoid (dragonblood, 
  fire)
  Init +1; Senses Listen +0, Spot +0
  Languages Common, Draconic
  AC 18, touch 11, flat-footed 17
  (+1 Dex, +3 armor, +2 shield, +2 natural)
  hp 52 (8 HD); fire spell affinity
  Immune fire, paralysis, sleep
  Fort +6, Ref +9, Will +8
  Weakness vulnerability to cold
  Speed 40 ft. (8 squares)
  Melee mwk heavy mace +9/+4 (1d8) 
  Space 5 ft.; Reach 5 ft.
  Base Atk +8; Grp +8
  Atk Options Point Blank Shot, Precise Shot
  Combat Gear potion of shield of faith (+3),  potion of 
  cure moderate wounds
  Sorceror Spells Known (CL 6th):
  3rd (4/day)— fireball (DC 16; CL 8th)
  2nd (6/day)—  Melf’s acid arrow (+10 ranged touch), 
  scorching ray (+10 ranged touch; CL 8th)
  1st (6/day)— burning hands (DC 14; CL 8th), chill 
  touch (+8 melee touch; DC 14), magic missile, true 
  strike
  0 (6/day)—  acid splash (+10 ranged touch),  ghost 
  sound (DC 13), message, ray of frost (+10 ranged 
  touch), touch of fatigue (+8 melee touch; DC 13)
  Already cast
  Abilities Str 10, Dex 13, Con 15, Int 10, Wis 10, Cha 17 
  Feats Point Blank Shot, Precise Shot, Weapon Focus 
  (ranged touch)
  GEO7-01 By Light of Twain Moons
  Page 39
  
  Skills  Concentration  +13,  Jump  +4,  Knowledge 
  (arcana) +11, Listen +0, Spot +0
  Possessions combat  gear  plus  masterwork  studded 
  leather armor,  +1 buckler, masterwork heavy mace, 
  cloak  of  resistance  +2,  potion  pass  without  trace 
  (x2), pearl of power 1st, spell component pouch (x2), 
  gold pendant shaped like a red dragon’s head worth 
  100 gp
  Fire Spell Affinity (Ex)  A redspawn arcaniss casts fire 
  spells at +2 caster level. In addition, the redspawn 
  arcaniss heals 2 points of damage per spell level 
  each time it casts a fire spell. 
  Armored Mage (Ex) A redspawn arcaniss can wear 
  light armor and use light shields without an arcane 
  spell failure chance. Complete Arcane 12.
  Description  A  draconic  humanoid,  6  feet  tall  and 
  weighing about 200 pounds covered in red scales with 
  yellow and orange flame like markings.
  Sources Redspawn Arcaniss (Monster Manual 4)
  ENCOUNTER 8
    
        
    
            
    
            
    
            
    
  C I K A T R I X
  CR 11
  Quasit bard 2/ fiend of possession 2/ fiend of corruption 
  5
  CE Tiny outsider (chaotic, extraplanar, evil)
  Init +7; Senses darkvision 60 ft.; Listen +8, Spot +8
  Languages Common, Abyssal, Elven 
  AC 18, touch 15, flat-footed 15
  (+2 size, +3 Dex, +3 natural)
  hp 69 (12 HD); fast healing 2; DR 5/cold iron or good
  Immune poison
  Resist fire 10
  Fort + 11, Ref + 16, Will +15
  Speed 20 ft. (4 squares), base movement 20 ft., fly 50 
  ft. (perfect).
  Melee claw +12  (1d3-3 plus poison) or 2 claws +12 
  (1d3-3 plus poison) and bite +7 (1d4-3) 
  Space 2 1/2 ft.; Reach 0 ft.
  Base Atk +7; Grp -4
  Atk  Options Combat  Expertise,  Improved  Feint, 
  Alternate form (werewolf lord – see below) 
  Special Actions cause fear
  Combat Gear brooch of shielding, elemental gem (fire)
  Bard Spells Known (CL 2nd):
  1st (1/day)— charm person (DC 16), disquise self
  0 (x/day)— dancing lights, daze, ghost sound, mage 
  hand
  Already cast
  Spell-Like Abilities (CL 6th):
  At will – detect good, detect magic, invisibility; 1/day 
  – cause fear (as the spell except that its area is a 
  30-ft. radius from the quasit) (DC 16),  geas/quest 
  (CL 5th), mark of justice; 3/day – major creation (CL 
  5th), suggestion (DC 20; CL 5th)
  Once per week, a quasit can use commune to ask up 
  to six questions. The ability otherwise works as the 
  spell (CL 12th).
  Already cast
  Abilities Str 5, Dex 16, Con 12, Int 14, Wis 14, Cha 20
  SQ Alternate  form,  ethereal  form,  hide  presence, 
  possess  object,  curse,  magic  item,  fiend’s  favor, 
  mind shielding, temptation
  Feats Improved Initiative, Weapon Finesse, Skill Focus 
  (Disguise), Combat Expertise, Improved Feint
  Skills  Bluff  +23,  Concentration  +3,  Diplomacy  +12, 
  Disquise +26 (+28 acting), Gather Information +10, 
  Hide  +20,  Knowledge:  Arcana  +8,  Knowledge 
  (religion) +6, Listen +8, Move Silently +9, Perform 
  (string instruments) +12, Perform (sing) +8, Search 
  +4, Spellcraft +8, Spot +8, Sense Motive +21.
  Possessions combat gear plus  cloak of charisma +2, 
  circlet  of  persuasion,  ring  of  misdirection,  arcane 
  scroll of plane shift, Fochluchan Bandore, planar fork 
  (plane of fire), elven harp (lap), 60 gp.
  Spellbook spells prepared plus 0—
  Poison (Ex) Injury, Fortitude DC 14, initial damage 1d4 
  Dex,  secondary  damage  2d4  Dex.  The  save  is 
  Constitution-based and includes a +2 racial bonus.
  Alternate Form (Su) A quasit can assume other forms 
  at will as a standard action. Each quasit can assume 
  one or two forms from the following list: bat, Small or 
  Medium monstrous centipede, toad, and wolf.
  Ethereal Form (Su) At will, a fiend of possession can 
  become ethereal, as though using etherealness as 
  cast by a sorcerer of the fiend’s total hit dice or its 
  sorcerer  caster  level  (when  using  it’s  spell-like 
  abilities), whichever is higher. Possessing an object 
  or creature effectively ends a use of this ability, so 
  time spent in another body or object does not count 
  against the duration of this ability.
  Hide Presence (Ex) A fiend in possession of an object 
  or  creature  can  attempt  to  hide  it’s  presence  by 
  making  a  special  Hide  check.  This  “mental”  Hide 
  check uses the fiend’s Intelligence modifier instead 
  of it’s Dexterity modifier. A successful check allows a 
  fiend of possession to avoid virtually anything that 
  would betray its presence in the possessed creature 
  or object: it can pass through a magic circle against 
  evil,  enter  a  temple  warded  by  forbiddance,  or 
  escape detection via detect evil. The DC for this Hide 
  check is the same as the saving throw for the spell 
  the fiend is trying to avoid. The fiend gains a +4 
  circumstance  bonus  on  this  check  if  it  is  not 
  controlling the possessed creature or object at the 
  time of the check.
   
  When  possessing  a  creature,  a  fiend  of 
  possession can make this Hide check to protect the 
  possessed creature from the full effects of alignment-
  based spells such as holy smite. If the fiend makes a 
  successful Hide check (against the save DC of the 
  spell),  the  possessed  creature  takes  damage 
  appropriate to it’s actual alignment, but if the fiend 
  fails  the  Hide  check,  the  possessed  creature  is 
  affected as if it were the fiend.
  Making this check is not an action; the fiend can 
  do it in response to another creature’s action (such 
  as casting detect evil).
  GEO7-01 By Light of Twain Moons
  Page 40
  
  Possess Object (Su) A fiend of possession in ethereal 
  form can possess an object on the Material Plane. 
  The object must be at least tiny, and no larger than 
  Huge. Magic items and attended items receive Will 
  saving throws. Unatteneded non-magical items are 
  automatically possessed.
  A fiend in possession becomes part of the object 
  it possesses, so it is no longer ethereal. The fiend is 
  aware of what is going on around the object: It can 
  see and hear up to 60 feet away as if using  it’s 
  normal senses (it does not gain blindsight). In any 
  round in which it takes no other action, it extends its 
  senses to twice its normal range.
  The fiend is vulnerable to spells that specifically 
  affect outsiders of creatures of the fiend’s alignment 
  (such as  holy word, holy smite, chaos hammer  or 
  order’s wrath) and mind-affecting spells or effects, 
  but  is  unaffected  by  physical  attacks  or  standard 
  magical effects (such as fireball). Harming the object 
  does not harm the fiend, although if the object is 
  destroyed, the fiend is forced back into it’s ethereal 
  form.
  While  possessing  an  object,  a  fiend  of 
  possession can use any ability it has that requires no 
  physical action, such as using a spell-like ability or 
  telepathy. It cannot cast spells, attack physically, or 
  perform any other physical action, until it reaches a 
  high  enough  level  to  make  the  possessed  object 
  perform these tasks for it.
  Curse (Su) At 2nd level, a fiend of possession gains the 
  ability to make a possessed item radiate a corrupt 
  and  befouling  nature.  Anyone  touching  the  object 
  must make a Will save or fall under the effect of a 
  bestow curse spell. The affected creature does not 
  know the curse came from the item, and in fact might 
  not know right away that he or she is affected by the 
  curse.  Nothing  about  the  object’s  appearance 
  suggests that it is possessed. The curse lasts until 
  removed,  even  if  the  fiend  vacates  the  object  it 
  possessed.
  Magic Item (Su) Also at 2nd level, a fiend of possession 
  gains the ability to make a possessed weapon or 
  armor  function  as  a  magic  item.  The  fiend  can 
  bestow  powers  on  the  item  with  a  value  as  an 
  enhancement bonus of up to its class level.  Detect 
  magic does not reveal an aura on the object, though 
  detect evil does. 
  A character who makes a Search check (DC 25) 
  while examining the possessed item can tell there is 
  something “strange about it”. 
  Alternate  Form  (Su) A  fiend  of  corruption  has  the 
  ability to assume any humanoid form from Small to 
  Large size as a standard action. While  using this 
  ability, the fiend gains a +10 circumstance bonus to 
  disguise checks.
  Fiend’s Favor (Su) Once per day, a fiend of corruption 
  can grant a touched creature a +3 bonus to one of 
  the creature’s ability scores. This bonus stacks with 
  any other bonus the creature may already have, and 
  lasts  for  one  day.  When  the  effect  expires,  the 
  creature takes a –3 penalty to the same ability score 
  the next day. Another application of fiend’s favor not 
  only negates the penalty, but restores the full bonus.
  Suggestion (Sp) At 2nd level, a fiend of corruption gains 
  the ability to use suggestion three times per day. The 
  saving  throw  DC  is  15  +  the  fiend’s  Charisma 
  modifier  (as  though  the  fiend  had  Spell  Focus 
  [Enchantment]). The fiend’s class level is it’s caster 
  level. If the target of this ability is currently under the 
  influence of a  charm person cast by the fiend, she 
  takes a –2 penalty on her saving throw.
  Mind Shielding (Sp) At 2nd level, a fiend of corruption 
  gains complete immunity to detect thoughts, discern 
  lies,  and  any  attempt  to  magically  discern  its 
  alignment.
  Mark of Justice (Su) At 3rd level, a fiend of corruption 
  can use  mark of justice once per day, though the 
  ability might better be termed “mark of iniquity”, when 
  used in this manner.
  Major Creation (Sp) A 4th level fiend of corruption gains 
  the ability to use major creation three times per day. 
  The  fiend  of  corruption’s  class  level  is  it’s  caster 
  level.
  Geas (Sp)  At 5th level, a fiend of corruption can use 
  geas/quest once per day.
  Temptation (Su) At 5th level, a fiend of corruption gains 
  the ability to offer good creatures the opportunity to 
  change their alignment to evil. This works like the 
  redemption or temptation function of the  atonement 
  spell, and the fiend can use this ability whenever the 
  opportunity rises.
  Description  A  tiny  humanoid-shaped  creature  with 
  spiky horns and bat wings. Its hands and feet are long 
  and slender, with long claw-tipped digits. Warts cover 
  it’s greenish skin.  
  Sources Fiend of Possession and Fiend of Corruption 
  prestige classes (Fiend Folio)
  NOTE: When assuming his fiend of corruption alternate 
  form of a werewolf lord (hybrid form), Cikatrix has the 
  following changed statistics:
  Large Outsider 
  Init +8
  AC 18, touch 13, flat-footed 14
  (-1 size, +4 Dex, +5 natural)
  Fort + 15, Ref + 17
  Speed 30 ft. (6 squares). 
  Melee claw +18 (1d6+11) or 2 claws +18 (1d6+11) and 
  bite +13 (1d8+5) 
  Space 10 ft.; Reach 10 ft.
  Grp +22
  Abilities Str 32, Dex 18, Con 20
  Skills Concentration +7, Hide +15, Move Silently +10
  GEO7-01 By Light of Twain Moons
  Page 41
  
  APPENDIX 4 – APL 10
  ENCOUNTER 3
    
        
    
            
    
            
    
            
    
  H A U N T I N G T R A P
  CR 5
  Description  A haunting trap covers a 30-foot radius, 
  usually in the shape of a hemisphere resting on the 
  surface of the ground. Any creature within the area of 
  the trap notices an immediate drop in temperature. 
  Additionally,  creatures  within  the  area  of  the  trap 
  must make a DC 20 Will save or become affected by 
  the haunting’s emotional power.
  Since a haunting trap is, on some level, undead, 
  it can  be bypassed  or destroyed  by a cleric  who 
  channels positive energy. Treat the haunting as a 10 
  HD undead; if a cleric manages to turn it, the trap is 
  rendered inactive for 1 minute. If a cleric destroys it, 
  the trap is forever disarmed.
  Search DC 25; Type magic trap
  Trigger location, Init +2
  Effect crushing despair (DC 20; PH 215)
  Duration 10 minutes
  Destruction 
  Disarm Disable Device DC 25 or turn (see above)
  Sources Haunting Trap (Dungeon Master’s Guide II)
  J O Y S T E A L E R
  CR 11
   Rogue 6
  NE Medium fey (incorporeal)
  Init +7; Senses Low-light vision, sense emotions 60 ft.; 
  Listen +16, Spot +15
  Languages Common, Sylvan, Elven
  AC 19, touch 19, flat-footed 15
  (+4 Dex, +5 deflection)
  Miss Chance  50% (incorporeal)
  hp 61 (12 HD); DR 5/cold iron
  Fort +5, Ref +13, Will +10
  Speed fly 30 ft. (perfect) (6 squares)
  Melee incorporeal touch +10 (1d4 Cha) 
  Space 5 ft.; Reach 5 ft.
  Base Atk +7; Grp -
  Special Actions drain emotions
  Abilities Str -, Dex 18, Con 12, Int 13, Wis 12, Cha 20 
  SQ Evasion,  incorporeal  traits,  sneak  attack  (n/a), 
  trapfinding, , trap sense +2, uncanny dodge
  Feats 
  Alertness,  Improved  Initiative,  Iron  Will, 
  Persuasive, Track 
  Skills  Bluff  +22,  Diplomacy  +9,  Disguise  +20  (+22 
  acting), Hide +23, Intimidate +14, Knowledge (local) 
  +6, Knowledge (nature) +8, Knowledge (the planes) 
  +5, Listen +16, Sense Motive +13, Search +9, Spot 
  +15,  Survival  +10  (+12  in  aboveground  natural 
  environments)
  Sense  Emotions  (Su)  This  ability  functions like 
  blindsense, except that the joystealer can detect only 
  the presence and positions of living creatures.
  Drain Emotions (Su) Once a joystealer has reduced a 
  living creature to 0 Charisma, it can drain emotions 
  completely from that opponent as a standard action. 
  A creature so drained can’t be affected by morale 
  bonuses or penalties, can’t rage, and can’t receive 
  the  benefits  of  any  other  ability  derived  through 
  inspiration or emotion. The affected creature is also 
  immune to fear effects.
  The drain emotions effect can be countered by 
  finding and destroying the joystealer who caused it, 
  or by casting a  remove curse spell on the afflicted 
  creature within the area of a hallow spell.
  Skills Joystealers get a +4 racial bonus on Hide checks
  Description An extremely beautiful and pale elf maiden 
  with long hair, and flowing robes. Her luminous eyes 
  glow with a soft red light.
  Sources Joystealer (Monster Manual 4)
  ENCOUNTER 7
    
        
    
            
    
            
    
            
    
  R E D S P A W N A R C A N I S S
  CR 8
  Sorceror 2
  Always CE Medium monstrous humanoid (dragonblood, 
  fire)
  Init +5; Senses Listen +0, Spot +0
  Languages Common, Draconic
  AC 19, touch 11, flat-footed 17
  (+1 Dex, +4 armor, +2 shield, +2 natural)
  hp 68 (10 HD); fire spell affinity
  Immune fire, paralysis, sleep
  Fort +7, Ref +9, Will +11
  Weakness vulnerability to cold
  Speed 40 ft. (8 squares)
  Melee mwk heavy mace +10/+5 (1d8) 
  Space 5 ft.; Reach 5 ft.
  Base Atk +9; Grp +9
  Atk Options Point Blank Shot, Precise Shot
  Combat Gear potion of shield of faith (+3),  potion of 
  cure moderate wounds
  Sorceror Spells Known (CL 8th): 
  4th (3/day)— wall of fire (CL 10th)
  3rd (5/day)—  fireball (DC 16; CL 10th),  protection 
  from energy (cold) 
  2nd (6/day)—  flaming  sphere (DC 15; CL 10th), 
  Melf’s acid arrow (+11 ranged touch), scorching ray 
  (+10 ranged touch; CL 10th)
  1st (6/day)— burning hands (DC 14; CL 10th), chill 
  touch (+9 melee touch; DC 14), magic missile, ray 
  of enfeeblement  (+11 ranged touch attack), true 
  strike
  0 (6/day)—  acid splash (+11 ranged touch),  ghost 
  sound (DC 13), message, ray of frost (+11 ranged 
  touch), touch of fatigue (+9 melee touch; DC 13)
  GEO7-01 By Light of Twain Moons
  Page 42
  
  Already cast
  Abilities Str 10, Dex 13, Con 17, Int 10, Wis 10, Cha 17 
  Feats Point Blank Shot, Precise Shot, Weapon Focus 
  (ranged touch), Improved Initiative
  Skills  Concentration  +16,  Jump  +4,  Knowledge 
  (arcana) +13, Listen +0, Spot +0
  Possessions combat  gear  plus  +1 studded  leather 
  armor, +1 buckler, masterwork heavy mace, amulet 
  of health  +2,  cloak  of resistance  +2,  potion  pass 
  without  trace (x2),  pearl  of  power  1st,  spell 
  component pouch (x2), gold pendant shaped like a 
  red dragon’s head worth 100 gp
  Fire Spell Affinity (Ex)  A redspawn arcaniss casts fire 
  spells at +2 caster level. In addition, the redspawn 
  arcaniss heals 2 points of damage per spell level 
  each time it casts a fire spell. 
  Armored Mage (Ex) A redspawn arcaniss can wear 
  light armor and use light shields without an arcane 
  spell failure chance. Complete Arcane 12.
  Description  A  draconic  humanoid,  6  feet  tall  and 
  weighing about 200 pounds covered in red scales with 
  yellow and orange flame like markings.
  Sources Redspawn Arcaniss (Monster Manual 4)
  ENCOUNTER 8
    
        
    
            
    
            
    
            
    
  C I K A T R I X 
  CR 13
  Quasit bard 2/ fiend of possession 3/ fiend of corruption 
  6
  CE Tiny outsider (chaotic, extraplanar, evil)
  Init +7; Senses darkvision 60 ft.; Listen +8, Spot +8
  Languages Common, Abyssal, Elven 
  AC 18, touch 15, flat-footed 15
  (+2 size, +3 Dex, +3 natural)
  hp 78 (14 HD); fast healing 2; DR 5/cold iron or good
  Immune poison
  Resist fire 10
  Fort + 12, Ref + 17, Will +16
  Speed 20 ft. (4 squares), base movement 20 ft., fly 50 
  ft. (perfect).
  Melee claw +14  (1d3-3 plus poison) or 2 claws +14 
  (1d3-3 plus poison) and bite +9 (1d4-3) 
  Space 2 1/2 ft.; Reach 0 ft.
  Base Atk +9; Grp -2
  Atk  Options Combat  Expertise,  Improved  Feint, 
  Alternate form (werewolf lord – see below) 
  Special Actions cause fear
  Combat Gear brooch of shielding, elemental gem (fire)
  Bard Spells Known (CL 2nd):
  1st (1/day)— charm person (DC 17), disquise self
  0 (x/day)— dancing lights, daze, ghost sound, mage 
  hand
  Already cast
  Spell-Like Abilities (CL 6th):
  At will – detect good, detect magic, invisibility; 1/day 
  – cause fear (as the spell except that its area is a 
  30-ft. radius from the quasit) (DC 17),  geas/quest 
  (CL 6th), mark of justice; 3/day – major creation (CL 
  5th), suggestion (DC 21; CL 6th)
  Once per week, a quasit can use commune to ask up 
  to six questions. The ability otherwise works as the 
  spell (CL 12th).
  Already cast
  Abilities Str 5, Dex 16, Con 12, Int 14, Wis 14, Cha 22
  SQ Alternate  form,  ethereal  form,  hide  presence, 
  possess  object,  curse,  magic  item,  fiend’s  favor, 
  mind shielding, temptation, grant wish
  Feats Improved Initiative, Weapon Finesse, Skill Focus 
  (Disguise), Combat Expertise, Improved Feint
  Skills  Bluff  +21,  Concentration  +3,  Diplomacy  +8, 
  Disquise  +24  (+26 acting), Gather Information +6, 
  Hide  +20,  Knowledge:  Arcana  +8,  Knowledge 
  (religion) +8, Listen +8, Move Silently +9, Perform 
  (string instruments) +8, Perform (sing) +4, Search 
  +4, Spellcraft +8, Spot +8, Sense Motive +19.
  Possessions combat gear plus  cloak of charisma +4, 
  circlet  of  persuasion,  ring  of  misdirection,  arcane 
  scroll of plane shift, Fochluchan Bandore, planar fork 
  (plane of fire), elven harp (lap), 60 gp.
  Poison (Ex) Injury, Fortitude DC 14, initial damage 1d4 
  Dex,  secondary  damage  2d4  Dex.  The  save  is 
  Constitution-based and includes a +2 racial bonus.
  Alternate Form (Su) A quasit can assume other forms 
  at will as a standard action. Each quasit can assume 
  one or two forms from the following list: bat, Small or 
  Medium monstrous centipede, toad, and wolf.
  Ethereal Form (Su) At will, a fiend of possession can 
  become ethereal, as though using etherealness as 
  cast by a sorcerer of the fiend’s total hit dice or its 
  sorcerer  caster  level  (when  using  it’s  spell-like 
  abilities), whichever is higher. Possessing an object 
  or creature effectively ends a use of this ability, so 
  time spent in another body or object does not count 
  against the duration of this ability.
  Hide Presence (Ex) A fiend in possession of an object 
  or  creature  can  attempt  to  hide  it’s  presence  by 
  making  a  special  Hide  check.  This  “mental”  Hide 
  check uses the fiend’s Intelligence modifier instead 
  of it’s Dexterity modifier. A successful check allows a 
  fiend of possession to avoid virtually anything that 
  would betray its presence in the possessed creature 
  or object: it can pass through a magic circle against 
  evil,  enter  a  temple  warded  by  forbiddance,  or 
  escape detection via detect evil. The DC for this Hide 
  check is the same as the saving throw for the spell 
  the fiend is trying to avoid. The fiend gains a +4 
  circumstance  bonus  on  this  check  if  it  is  not 
  controlling the possessed creature or object at the 
  time of the check.
   
  When  possessing  a  creature,  a  fiend  of 
  possession can make this Hide check to protect the 
  possessed creature from the full effects of alignment-
  based spells such as holy smite. If the fiend makes a 
  successful Hide check (against the save DC of the 
  spell),  the  possessed  creature  takes  damage 
  appropriate to it’s actual alignment, but if the fiend 
  fails  the  Hide  check,  the  possessed  creature  is 
  affected as if it were the fiend.
  GEO7-01 By Light of Twain Moons
  Page 43
  
  Making this check is not an action; the fiend can 
  do it in response to another creature’s action (such 
  as casting detect evil).
  Possess Object (Su) A fiend of possession in ethereal 
  form can possess an object on the Material Plane. 
  The object must be at least tiny, and no larger than 
  Huge. Magic items and attended items receive Will 
  saving throws. Unatteneded non-magical items are 
  automatically possessed.
  A fiend in possession becomes part of the object 
  it possesses, so it is no longer ethereal. The fiend is 
  aware of what is going on around the object: It can 
  see and hear up to 60 feet away as if using  it’s 
  normal senses (it does not gain blindsight). In any 
  round in which it takes no other action, it extends its 
  senses to twice its normal range.
  The fiend is vulnerable to spells that specifically 
  affect outsiders of creatures of the fiend’s alignment 
  (such as  holy word, holy smite, chaos hammer  or 
  order’s wrath) and mind-affecting spells or effects, 
  but  is  unaffected  by  physical  attacks  or  standard 
  magical effects (such as fireball). Harming the object 
  does not harm the fiend, although if the object is 
  destroyed, the fiend is forced back into it’s ethereal 
  form.
  While  possessing  an  object,  a  fiend  of 
  possession can use any ability it has that requires no 
  physical action, such as using a spell-like ability or 
  telepathy. It cannot cast spells, attack physically, or 
  perform any other physical action, until it reaches a 
  high  enough  level  to  make  the  possessed  object 
  perform these tasks for it.
  Curse (Su) At 2nd level, a fiend of possession gains the 
  ability to make a possessed item radiate a corrupt 
  and  befouling  nature.  Anyone  touching  the  object 
  must make a Will save or fall under the effect of a 
  bestow curse spell. The affected creature does not 
  know the curse came from the item, and in fact might 
  not know right away that he or she is affected by the 
  curse.  Nothing  about  the  object’s  appearance 
  suggests that it is possessed. The curse lasts until 
  removed,  even  if  the  fiend  vacates  the  object  it 
  possessed.
  Magic Item (Su) Also at 2nd level, a fiend of possession 
  gains the ability to make a possessed weapon or 
  armor  function  as  a  magic  item.  The  fiend  can 
  bestow  powers  on  the  item  with  a  value  as  an 
  enhancement bonus of up to its class level.  Detect 
  magic does not reveal an aura on the object, though 
  detect evil does. 
  A character who makes a Search check (DC 25) 
  while examining the possessed item can tell there is 
  something “strange about it”. 
  Control Object (Su) When possessing an object with 
  some inherent mobility, a fiend of possession of at 
  least 3rd level can control the object’s movement. The 
  fiend can cause a vehicle or some similar object to 
  move  up  to  the  fiend’s  own  land  speed  in  it’s 
  corporeal  form.  Exerting  control  is  a  free  action, 
  though moving an object requires a move action.
  Alternate  Form  (Su) A  fiend  of  corruption  has  the 
  ability to assume any humanoid form from Small to 
  Large size as a standard action. While  using this 
  ability, the fiend gains a +10 circumstance bonus to 
  disguise checks.
  Fiend’s Favor (Su) Once per day, a fiend of corruption 
  can grant a touched creature a +3 bonus to one of 
  the creature’s ability scores. This bonus stacks with 
  any other bonus the creature may already have, and 
  lasts  for  one  day.  When  the  effect  expires,  the 
  creature takes a –3 penalty to the same ability score 
  the next day. Another application of fiend’s favor not 
  only negates the penalty, but restores the full bonus.
  Suggestion (Sp) At 2nd level, a fiend of corruption gains 
  the ability to use suggestion three times per day. The 
  saving  throw  DC  is  15  +  the  fiend’s  Charisma 
  modifier  (as  though  the  fiend  had  Spell  Focus 
  [Enchantment]). The fiend’s class level is it’s caster 
  level. If the target of this ability is currently under the 
  influence of a  charm person cast by the fiend, she 
  takes a –2 penalty on her saving throw.
  Mind Shielding (Sp) At 2nd level, a fiend of corruption 
  gains complete immunity to detect thoughts, discern 
  lies,  and  any  attempt  to  magically  discern  its 
  alignment.
  Mark of Justice (Su) At 3rd level, a fiend of corruption 
  can use  mark of justice once per day, though the 
  ability might better be termed “mark of iniquity”, when 
  used in this manner.
  Major Creation (Sp) A 4th level fiend of corruption gains 
  the ability to use major creation three times per day. 
  The  fiend  of  corruption’s  class  level  is  it’s  caster 
  level.
  Geas (Sp)  At 5th level, a fiend of corruption can use 
  geas/quest once per day.
  Temptation (Su) At 5th level, a fiend of corruption gains 
  the ability to offer good creatures the opportunity to 
  change their alignment to evil. This works like the 
  redemption or temptation function of the  atonement 
  spell, and the fiend can use this ability whenever the 
  opportunity rises.
  Grant Wish (Sp)  A 6th level  fiend of corruption  can 
  grant a wish to a mortal (not an elemental, outsider, 
  or non-living creature) once per day.
  Soul Bargain (Su)  At 6th level, a fiend of corruption 
  gains the ability to enter into a binding agreement 
  with a mortal, at the cost of the mortal’s soul. The 
  mortal  victim  must  enter  into  the  soul  bargain 
  willingly. 
  Upon  the  mortal’s  death  (by  any  means)  her 
  soul is transferred to a gem (prepared as with the 
  soul bind spell when the bargain is formed), even if 
  the gem and mortal are not on the same plane at the 
  time. The bargain takes one hour to complete. The 
  only way to escape a soul bargain is to recover the 
  gem  after  the  mortal’s  death  and  break  it,  thus 
  freeing the soul.
  Description  A  tiny  humanoid-shaped  creature  with 
  spiky horns and bat wings. Its hands and feet are long 
  and slender, with long claw-tipped digits. Warts cover 
  it’s greenish skin.  
  Sources Fiend of Possession and Fiend of Corruption 
  prestige classes (Fiend Folio)
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  NOTE: When assuming his fiend of corruption alternate 
  form of a werewolf lord (hybrid form), Cikatrix has the 
  following changed statistics:
  Large Outsider 
  Init +8
  AC 18, touch 13, flat-footed 14
  (-1 size, +4 Dex, +5 natural)
  Fort + 16, Ref + 18
  Speed 30 ft. (6 squares). 
  Melee claw +20 (1d6+11) or 2 claws +20 (1d6+11) and 
  bite +15 (1d8+5) 
  Space 10 ft.; Reach 10 ft.
  Grp +24
  Abilities Str 32, Dex 18, Con 20
  Skills Concentration +7, Hide +15, Move Silently +10
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  DM AID: MAP #1 – ENCOUNTER 3
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  DM AID: MAP #2 – ENCOUNTER 7
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  DM AID: MAP #3 – ENCOUNTER 9
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  DM AID #4: NPC DESCRIPTIONS
  GOOD GUYS
  High King Shivanshallos (aka Shiver)
  High King Shivanshallos has eyes of solid black, a shock of red hair, and on an uncharacteristically white 
  head of hair, and nails and teeth that he must constantly file down. His unsettling appearance is linked to 
  his dark secret: his father was a red dragon. Although he is half-dragon, the physical manifestation of his 
  draconic half is mild enough that most are kept guessing as to what makes Shiver look the way he does. 
  Few know the secret to his appearance, and Shivanshallos is tight lipped about it, content letting the other 
  members of his Royal Court believe it was an adventuring mishap.
  Shivanshallos is called Shiver by some of his friends, but the elves of the Hornwood call him High 
  King Shiver. The fighter-wizard was crowned last year after he discovered that the former Prince Galdor 
  was using the power of the Heart of the Hornwood for selfish purposes, much like his father (the late High 
  King Zyath) had done before him. Shiver exiled the prince, and was named the new High King of the 
  Hornwood for his efforts in liberating the high elves from the tyranny of the giants, as well as from the 
  apathy and selfishness of their former prince. During his coronation, his cousin and best friend Prince 
  Xanalis played matchmaker, and got Shivanshallos to begin courting the lady Lorindoriel, for whom he has 
  longed for years. Unfortunately, of late, it has not been going so well.
  Lorindoriel
  Lorindoriel is a high elf, with long honey blonde hair. Her beautiful countenance is matched only by her 
  gracious spirit and calming demeanor. She has been the High Priestess of Ehlenestra in the Dim forest 
  since the fall of Derelion. Within the past year, and in part due to matchmaking games at the High King’s 
  coronation, she has become the object of affection of the newly crowned High King Shivanshallos, who 
  has started courting her. Although her duties in the Dim keep her extremely busy, and she has often had 
  to decline his invitations, she has come to the Reverie of the Twain Moons festival in Arcaras as the 
  honored guest of Shivanshallos. 
  The truth is, Lorindoriel is not all that interested in Shivanshallos. She finds him to be of noble spirit, 
  but is put off by his strange and as of yet unexplained physical appearance, as well as his lack of social 
  graces. She is entertaining his overtures to see where it may lead, and perhaps secure some aid for the 
  wood elves of the Dim, but she has noted that he has become even more awkward and withdrawn ever 
  since his coronation, and has begun to investigate the background about which the High King has been 
  most tight-lipped. Most recently, her divinations have told her that she would find answers during the 
  Reverie of the Twain Moons, so she has come in hopes of finding what deep, dark secret Shivanshallos is 
  hiding from her.
  Aisling Rahasia
  Aisling is a comely half-elf with bountiful red hair and eyes that appear to be made, literally, of pure amber. 
  (They are in fact, magical eyes with which she was gifted in the realm of fey through which she can see 
  invisible thrice per day). The half-elf is the High Priestess of Sehanine Moonbow in Arcaras, and is also 
  the Bondmate of the Heart of the Hornwood. She acts as a conduit for the Heart’s power, and on rare 
  occasion, is its mouthpiece.  She has received visions from Sehanine that something is not right in 
  Arcaras, and that there would be a few champions chosen through dreams, that would set things right. 
  She knows the PCs on sight as those chosen by Sehanine, knows about Gilráne, and knows that she 
  must guide them to the Reverie. She does not know more than that on the matter.
  Gilráne
  Gilráne is a raven-haired, green-eyed high elf who is over 700 years old. He has an  ethereal, almost 
  otherworldly quality to his countenance, and the lenses of his eyes exhibit a milky opaque crescent shape.
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  He is also a herald of Corellon Larethian, sent to oversee the healing process of the elven people, and to 
  give them a helping hand in the trying times that are yet to come. The Seldarine know about the demon at 
  work in Arcaras, and so does Gilrane. He also knows the PCs have been chosen to help the elves in this 
  matter, and is here to guide them. He will not reveal himself outright, nor will he work directly against the 
  corrupting forces, but instead will test and aid the elven people, and their leaders, through subtle words 
  and indirect deeds. When needed, he will use his clerical abilities to cure the PCs, but that is the extent of 
  what he permitted to do.
  BAD GUYS
  Galdor Fefalas
  When the former High King went corrupt, and used the Heart of the Hornwood for his own selfish 
  endeavors, Prince Galdor Fefalas was one of the few of his court who survived the giant invasion that 
  followed. When the high elves were finally liberated, in no small part due to Shivanshallos and his 
  company, Galdor took over leadership of the Hornwood court. However, when Shivanshallos returned he 
  saw Prince Galdor beginning to use the Heart as his father had before him. Shivanshallos, winning the 
  support of the people, exiled Prince Galdor. The former prince has been bitter ever since, and during his 
  exile, was approached by a an elven bard named Lythaeus who tempted him with promises of revenge 
  and a return to the stewardship of the Hornwood. Most importantly, he told him Shiver’s secret. 
  The fact that he was banished by a half-breed, spawned of the elves’ ancient enemy, has started 
  Galdor on a crusade to exact revenge upon the usurping Shivanshallos. To that end, he has gone so far 
  as to kill a Naven Du’aellesti squire named Firval and assume his identity though magics so as to strike at 
  Shivanshallos from the most advantageous place. He rationalizes his act of kinslaying because those who 
  serve Shivanshallos, must be enemies of the high elves. Cikatrix’s insidious words incited Galdor, but it is 
  the former prince who has succumbed to the temptations of evil. He has not been corrupted, so much as 
  chosen this path. He is quite unstable and desperate at this point.
  Cikatrix
  The insidious Cikatrix is a fiend of possession and corruption in the service of the powerful red dragon 
  Brerrapyrizaax (aka  Brimstone).   For  almost  200  years  he has  been a  corrupting influence  in the 
  Hornwood court, both doing the bidding of his master, as well as collecting souls for his own ascension. 
  He has  possessed and cursed objects in the Royal Court (particularly the  Staff of the Hornwood), 
  rendering them useless against him, and (when in physical form) he has ingratiated himself to the royal 
  court by masquerading as a high elven bard. His corrupting influence caused the former High King Zyath 
  to use the power of the Hornwood Heart to build Arcaras into a magnificent city of stone, and create 
  material wealth and items of power for his own use.  This drained the Heart and led to the deaths of 
  hundreds of elves when the giants invaded for the Heart was too weak to stop them. Upon Zyath’s death, 
  Cikatrix began influencing his son Prince Galdor, who would have done the same as his father had he not 
  been stopped by Shivanshallos. When Shiver took possession of the Staff of the Hornwood, the demon 
  Cikatrix left with his pawn, the former Prince Galdor, upon his banishment. Galdor had been too easy to 
  manipulate, a willing and useful pawn, and the demon wanted to ensure that his soul was permanently 
  corrupted before returning to Arcaras.
  Upon his and Galdor’s return in disguise, Cikatrix set about causing the demise of Shivanshallos. He 
  knows about Shivanshallos’ desire for Lorindoriel, and in the guise of the high elven bard Lythaeus, has 
  been subtly tempting the High King by making him alternatively less and more desirable (draining and 
  boosting his Charisma). Shivanshallos is almost ready to do anything if it will mean getting Lorindoriel to 
  be attracted to him. Cikatrix has been using this particular weakness to sap Shivanshallos’ will, and make 
  him an easy target for corruption, but Brimstone has grown impatient, and now wants Shivanshallos dead 
  (and wants his body as proof), and is sending redspawn arcaniss to do the job. This is less subtle than 
  Cikatrix prefers, but he will help the redspawn if it so pleases his master.
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  DM AID #5: EMBER OF DRAGONFIRE
  (Dungeon Master’s Guide II)
  When a fire-breathing dragon uses its breath weapon to destroy other powerful creatures, the site of the 
  battle might become an ember of dragonfire. Imbued with the dragon’s magical fire, the souls of the 
  destroyed creatures are bound to the ground where they died. This contained dragonfire causes the area 
  to glow with an unsettling heat, reminiscent of a glowing ember, which serves to mark the location as 
  magical, although it causes no physical harm. 
  Lore: Characters can gain the following pieces of information about an ember of dragonfire by making 
  a Knowledge (arcana) checks at the appropriate DCs, as given below:
  DC 10: An ember of dragonfire is a magical site that holds the essence of a dragon’s fiery breath.
  DC 15: Embers of dragonfire are sometimes created when powerful creatures succumb to a dragon’s 
  fiery breath.
  DC 20: Embers of dragonfire allow certain creatures to capture the essence of the dragon’s fire within 
  themselves and breathe it out again, just like a dragon can.
  Description: Because they form in a wide variety of locaion and under various conditions, embers of 
  dragonfire tend to have few physical characteristics in common. The only constants are the heat and the 
  faint red glow in the area of the original embers.
  Prerequisite: Only characters with three or more character levels can sense and access the power of 
  an ember of dragonfire.
  Location Activation: Any qualified creature that enter the site senses the burning that suffuses it. By 
  spending a full-round action within the confines of the ember, the creature takes this latent power into 
  itself.  If the creature is unintelligent, it instinctively draws forth the power of the site unless threatened by 
  combat.
  Recharge: Once an ember has conferred it’s power upon a creature, it cannot do so again for one 
  year.
  Special Ability (Su): A creature empowered by an ember of dragonfire can breathe a 30-foot cone of 
  fire one time*. Every creature within the area of the cone takes 6d8 points of fire damage, though a 
  successful Reflex save (DC 10 + ½ empowered creature’s HD + empowered creature’s Con modifier) 
  halves the damage. 
  Duration: The ability to breath fire lasts for 24 hours*.
  Aura: Strong evocation.
  *NOTE: This is different from the  Dungeon Master’s Guide II. The PC must use this power within the 
  confines of this adventure, and can only use it once. 
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  DM AID #6: THE HEART AND STAFF OF THE HORNWOOD
  THE HEART OF THE HORNWOOD
  The elven legends say that when the world was created, before the First War, the wiser gods banded 
  together and called themselves the Seldarine, or Brothers and Sisters of the Woods.  They used their 
  power to emulate the grandeur of their celestial home of Arvandor by covering the barren lands of the new 
  world with lush forests, tall grasses, flowers of incredible beauty and animals of every kind.
  As the legend goes, the forests were created when Corellon Larethian carved pieces from the Great 
  Tree and ‘planted’ the splinters into the ground throughout the new world.  The pieces took root and these 
  roots spread for miles over millenia, covering the land in forests of tall evergreens and stout hardwoods. 
  Over time, the splinters of the Great Tree petrified, and the elements wore their surfaces smooth, so that 
  they eventually looked as monoliths of purple stone.  When Corellon created the elven people, he gave 
  them stewardship of the forests. The homes of the elves thusly sprang up around the Hearts of the Forest, 
  the high elves in the Hornwood, and the gray elves and wood elves in the Dim Forest. Each forest had it’s 
  own Heart, and each was imbued with the primal energy of the Great Tree and the Preserver’s will.  
  The Heart of the Hornwood is the source and lifeblood of all within the borders of the Hornwood. It is 
  also an anchorpoint to the fey realms.  As long as the Heart endures, it imbues the forest with a 
  preternatural life-sustaining energy. The woods and the creatures within the magical woods thrive, and the 
  elves live relatively carefree.  The potent energy of the Heart can also be tapped by it’s Bondmate, a 
  steward who dedicates his or her life to the care of the Heart and in return is the conduit for it’s power, as 
  well as serving as it’s mouthpiece when necessary (though this is very rare).  
  The Bondmate works with the High King and together they can use the power of the Heart for the 
  benefit of the elven people.  The energy of the Heart can be used for many things, mostly growing and 
  sustaining the forest when it has been harmed, but it’s energy is not inexhaustible, and the Bondmate 
  serves as it’s mouth as well as to make sure the Heart serves the benefit of the elven people, and vice 
  versa, as was the Creator’s intent. 
  THE STAFF OF THE HORNWOOD
  The Staff of the Hornwood is the symbol and scepter of the High King of the Hornwood high elves. 
  Each Heart of the Forest has an item of power associated with it and fashioned at least in part from the 
  same material as the Heart itself. The Staff of the Hornwood has a piece of purple stone imbedded in the 
  head.  The staff is held by the High King of the Hornwood elves, and is the tangible link to the Heart in the 
  triumvirate of the High King, the Heart, and the Bondmate.  While the king wields the staff, he can use the 
  Heart’s power, though the consent of the Bondmate makes the process easier.  Without a Bondmate, the 
  High King, or any who wield the staff, could use the staff to access the power of the Heart directly, but 
  without a Bondmate, the Heart goes dormant, so the power, in theory, is balanced between the three.
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  DM AID #7: THE DREAMING AND DREAMWALKING
  A good portion of the By Light of Twain Moons takes place in the Region of Dreams (aka The Dreaming), 
  where  the  PCs  enter  the  dreamscapes  of  particular  NPCs.   The  following information  details  The 
  Dreaming), as well as the method with which the PCs enter The Dreaming. 
  (Manual of the Planes 201)
  REGION OF DREAMS (THE DREAMING)
  The Region of Dreams, usually simply called Dream (or The Dreaming by the elves), is where dreams 
  cavort, heedless of the waking world.  Dreams once dreamt fade into obscurity, but their echoes resonate 
  forever throught Dream.  Carcasses of particularly vile dreams, charged with dark emotion, sometimes 
  rampage from dreamscape to dreamscape, giving rise to terrible nightmares.
  Into the Region of Dreams come dreamers, whether they will it or not, every time they fall asleep. 
  Their minds take flight to the Region of Dreams.  The edges of Dreams expand and contract with 
  temporary dreamscapes as dreamers on every plane sleep and wake.  Dream would exist even if there 
  were no dreamers, though.
  The many dreamscapes created by dreamers last but a short time, and they rarely impinge on each 
  other accidentally.  However, there are those who knowingly walk between dreamscapes, doing as they 
  will.  Sometimes such lucid dreamers pierce the very heart of Dream, where average dreamers dare not 
  roam.
  DREAM TRAITS
  The Region of Dream has the following traits.
  Subjective Directional Gravity:  Within most dreamscapes, the strength of gravity is the same as on the 
  Material Plane, but each dreamscape can pull in a different direction.  The subjective gravity of most 
  dreamscapes appears to conform to normal gravity, but other dreamscapes may have wildly different 
  gravity traits.  
  Flowing Time: For every 10 minutes in Dream, only 1 minute passes on the Material Plane.  But the 
  nature of the plane makes time spent on the plane less real.  No matter what visitors experience, only 
  memories remain when they leave Dream.  Spells cannot truly be cast or learned, nor items won or lost, 
  nor experience points earned when dreaming, except if the visitor is dreamwalking.
  Infinite Size: Dream is infinite, though individual dreamscapes are finite.  Even a single dreamscape can 
  seem quite large, however, depending on the nature of the individual dream.
  Highly Morphic Trait: Dreamscapes are born from wild dream-stuff the moment a dreamer's mind 
  plunges into Dream.  Left alone on Dream, wild dream-stuff is as ephemeral as thought.  But once a 
  dreamscape solidifies, it has the alterable morphic trait similar to the Material Plane.  Visitors skilled in 
  Lucid Dreaming may be able to morph a dreamscape more to their own liking.
  -No Elemental or Energy Traits
  -Mildly Neutral-Aligned
  -Normal Magic: Spells can be cast normally, but travelers who leave Dream discover that any spells they 
  used on the plane weren't really cast (they still have them as prepared spells or available spell slots). 
  Similarly, any spells still in effect when a traveler leaves Dream are gone as if they were never cast.
  DREAM LINKS
  The Region of Dreams is coterminous to the Material Plane and a other Transitive, Inner, or Outer Planes. 
  The  easiest  method  of  reaching  Dream  is  through the  Portal  of  Sleep,  which  living  creatures  the 
  multiverse over access without conscious thought while they slumber.
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  When sleep claims a living mind, the consciousness of the sleeper comes to the Region of Dreams, 
  and the dreamer enters into his or her own dreamscape.  When the sleeper wakes, the mind returns to 
  the body, and the dreamsape usually fades into undifferentiated dream-stuff.  Sometimes dreamscapes 
  linger and pass into the Dreamheart, taking on a more permanent reality.
  Dreamwalkers--frequent visitors to the Region of Dream--can enter Dream through the Portal of Sleep 
  like any dreamer, or they can pass bodily into dreams by finding rare physical portals into Dream or 
  casting the dream walk spell.
  DREAM INHABITANTS
  All manner of creatures are found in Dream, ranging from small animals to abominable nightmares. 
  Dreamers  run the gamut as well, though dreamscapes  of similar creatures  are generally clustered 
  together like archipelagoes in a sea of wild dream-stuff.
  MOVEMENT AND COMBAT
  Movement within a dreamscape is often like that on the Material Plane.  But the rules can vary from 
  dreamscape to dreamscape.  In one dreamscape, every creature might fly from place to place, and in the 
  next, swimming might be the only mode of transport.
  Moving between dreamscape is intentionally done only by dreamwalkers who have entered Dream via 
  dream walk.  A traveler can hop from dreamscape to dreamscape or aim for the Dreamheart itself. 
  Although dreamscapes don't usually overlap, dreamwalkers can find places where the borders are thin 
  enough that a single step transfers the traveler from one dreamscape to the next.
  The passage between dreamscapes is a gradual change, not a sudden wrenching.  As the traveler 
  approaches the border of the dreamscape, the surroundings become more and more like the neighboring 
  dreamscape, while features of the current dreamscape are less noticable.  Eventually the dreamwalker 
  has passed wholly into the new dreamscape.  A dreamwalker, like any other dreamer, can "wake up" to 
  leave Dream entirely.
  Waking Up: A dreamer or dreamwalker can attempt to wake up from a threatening dreamscape as a 
  move-equivalent action by succeeding at a Wisdom check (DC 10).  When the dreamer who created the 
  dreamscape awakens, the dreamscape bursts.  Any other visitors (dreamwalkers) are sent headlong into 
  the nearest dreamscape.  When a dreamwalker wakes, the dreamscape and the original dreamer are 
  unaffected.
  FEATURES OF THE REGION OF DREAMS
  In a cosmology with the Region of Dreams, your dreams can indeed hurt you.  Of course, most mortals 
  live out their lives without coming to any harm in the great untamed wildness of Dream, but some are not 
  so lucky.
  When an average dreamer enters Dream, she retains all her abilites and even gains dream-stuff 
  equivalents of carried or worn items.  Likewise, her hit points, ability scores, and all other values are 
  exactly as they were before she fell asleep.  For example, if she is a 5th-level wizard with a wand of 
  lightning, she can use both her spells and her wand in Dream.  When she wakes up, she'll find that she 
  neither cast any prepared spells nor expended charges from her wand (unless she was dreamwalking).
  If a dreamer dies in a dreamscape, she wakes immediately with a hammering heart but is otherwise 
  unharmed.  If a dreamwalker dies in a dreamscape, she dies in real life. A dreamer or dreamwalker slain 
  in the Dreamheart dies on the Material Plane.  Worse, their spirits are snared forever at the heart of 
  Dream, so raise dead and resurrection spells don't work.
  Dreamscapes
  Many dreamscapes are small--no more than two or three rooms in a drab building, a small clearing in a 
  stormwracked forest, or a mist-shrouded rural crossroads.  Other dreamscapes extend for miles and 
  contain all manner of oddiites, architecture, and inhabitants.  However, all dreamscapes share one 
  feature: the dreamer.
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  The dreamer's unconscious mind forms the dreamscape, which the dreamer then moves through, 
  usually unconscious of the fact that he is dreaming at all.  The dreamer alters large or small aspects of his 
  personal dreamscape, though he never does so consciously.  Dreamscapes usually burst when the 
  dreamer  awakens, although occasionally dreamscapes  linger or survive permanently under unusual 
  circumstances or magic.
  DREAMWALKING
  The PCs reach The Dreaming with the help of a ritual enacted by High Priestess Aisling. The ritual can 
  only function during Lunar Hallowings, and only while inside the temple of Sehanine Moonbow in Arcaras. 
  When the moonlight of a full moon shines into the center of the temple, a portal to The Dreaming (aka the 
  Region of dreams) opens and any sleeping (or trancing) person previously selected by the High Priestess, 
  and located inside the temple, is affected as per the dream walk spell (see New Rules section below). 
  Because the PCs are dreamwalkers, they can physically travel from dreamscape to dreamscape, but 
  because  of  the  nature  of  the  temple’s  portal  to  The  Dreaming,  they  first  experience  overlapping 
  dreamscapes of nearby NPCs (within 30 feet). The PCs may enter a particular NPC’s dreamscape by 
  virtue of following them from this initial overlapping dream. From then on, they have little control over 
  which dreamscape they stumble upon and wandering far into one dreamscape may lead to the next. Once 
  an NPC awakens, that dreamscape bursts, and the PCs are forced to the next dreamscape. When this 
  happens, it indicated by a ‘lurching’ feeling in the stomach, and usually, a change of landscape.
  Waking Up: A dreamwalker  can attempt  to wake up from  a threatening dreamscape as a move-
  equivalent action by succeeding at a Wisdom check (DC 10).  When the dreamer who created the 
  dreamscape awakens, the dreamscape bursts.  Any other visitors (dreamwalkers) are sent headlong into 
  the nearest dreamscape.  When a dreamwalker wakes, the dreamscape and the original dreamer are 
  unaffected.
  Note: Unlike normal dreamers, dreamwalkers are physically in The Dreaming (their bodies and gear 
  disappear from the material world) and they can die just as if they were on another plane of existence 
  (though there are no mortal combats in this adventure). Any spells or consumables used by dreamwalkers 
  (PCs) in The Dreaming are actually used up, and any wounds sustained are real.
  GEO7-01 By Light of Twain Moons
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  DM AID #8: THE REVERIE AND SEHANINE MOONBOW
  During the high holynight known as the Reverie of the Twain Moons, elves experience lucid visions while 
  they dream sent to them by the goddess of dreams, Sehanine Moonbow. The Reverie of the Twain moons 
  only happens once every few decades, and is celebrated by a festival and Reverie held during the 
  conjunction of a full Luna (the white moon), and a crescent Celene (the blue moon).
  Both followers of Sehanine Moonbow, as well as followers of Corellon Larethian observe this holy 
  night, because the moons are highly symbolic, and represent the joining of Sehanine Moonbow and 
  Corellon Larethian, which in turn represents the creation of the elven race. Luna is symbolic of Sehanine 
  herself, while the smaller, blue crescent moon Celene represents Corellon (at least on this night). Though 
  the blue crescent moon appears smaller in the sky, elven astronomers who venerate Corellon Larethian 
  say that it is because the blue moon is much farther away, making it appear smaller than the dominant 
  Luna. Both are held in high esteem by the elves during the Reverie.
  Sehanine Moonbow
  Gender: Female
  Rank: Intermediate Deity
  Areas of Concern/Portfolio:  Mysticism, Dreams, Far Journeys, Death, Full Moons, Transcendence
  Titles: The  Lady of  Dreams,  Daughter of the Night  Skies,  Moonlit  Mystery, The Mystic Seer, The 
  Luminous Cloud
  Holy Symbol: A full moon topped by a crescent shaped haze
  Alignment: CG (NG)
  Origin of Worship: Elf
  Core Worshippers: Elves
  Favored Weapon: Quarterstaff
  Weapon of the Deity spell: +1 ghost touch quarterstaff
  Domains: Chaos, Dream (CD), Good, Knowledge, Oracle (CD), Repose (Ss), Travel, Trickery
  Sehanine Moonbow (SAY-hah-neen MOON-boe) appears as a youthful, and ageless female elf wearing a 
  diaphanous flowing robe of moonbeams, using her magic and wands to stun her foes or put them into a 
  deep sleep. The wife of Corellon Larethian, Sehanine shed tears that mingled with his blood and formed 
  the first elves. She watches over elves’ spirits on their journey from death to the afterlife. As a moon 
  goddess, she is also responsible for dreams, omens and illusions, but protects her faithful against lunacy. 
  Her symbol is a full moon topped by a crescent haze. Sehanine’s clerics are mystics and seers, serving as 
  spiritual counselors to elves and half-elves who embark on journeys in search of enlightenment and 
  transcendence. They serve her aspect as guardian of the dead by administering funeral rights and 
  guarding the remains of the fallen; they consider undead to be a blasphemy. They create illusions to guard 
  elven lands and strongholds , and cast divinations to discover potential threats to their community. They 
  adventure to discover lost arcane knowledge, particularly that of illusion and divination. Sehanine’s clerics 
  pray for their spells whenever the moon is fullest during the day. Holy days are tied to the positions of 
  heavenly bodies, particularly the phases of the moons and eclipses. Many of these celebrations occur 
  once in a decade, century or even longer.
  GEO7-01 By Light of Twain Moons
  Page 56
  
  DM AID: NEW RULES
  NEW ITEMS
  Ring of Misdirection (Arms and Equipment Guide)
  This plain silver band is nondescript and unadorned. The wearer is under a continual misdirection 
  effect, redirecting Divination spells that reveal auras cast upon him. Such spells automatically target their 
  caster rather than the ring’s wearer.
  Faint illusion; CL 3rd; Forge Ring, misdirection; Price 7,000 gp; Weight n/a.
  NEW SPELLS
  Dream Walk (Heroes of Horror)
  Conjuration (Teleportation)
  Level: Oneiromancy
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched, or up to eight willing creatures joining hands
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  You move yourself or some other creature into a dreamscape. You must be able to see the dreamer 
  whose dreams you wish to enter or be within 30 feet of her. This spell otherwise functions exactly as plane 
  shift.
  GEO7-01 By Light of Twain Moons
  Page 57
  
  CRITICAL EVENT SUMMARY: GEO7-01 BY LIGHT OF TWAIN 
  MOONS
  For use only at RaptorCon 2007.
  1. Did the players kill the demon Cikatrix? 
  Yes
  No
  If so, list player names/PC names here:
  2.
  Did Cikatrix escape?
  Yes
  No
  If so, list player names/PC names here:
  3.
  Did Cikatrix escape with High King Shivanshallos’ body?
  Yes
  No
  4.
  Did any PC suffer the joystealer’s drain emotion ability and NOT get it removed via remove curse?
  Yes
  No 
  If so, list player names/PC names here:
  5.
  Did the former prince Galdor escape?
  Yes
  No
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences, 
  results that may not fit the above, etc):
  GEO7-01 By Light of Twain Moons
  Page 58
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Geoff/597/Normal Scenarios/GEO7-01 - By Light of Twain Moons (APL 4-10)/GEO7-01 - By Light of Twain Moons.pdf