TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
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  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of 
  the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express 
  written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is 
  purely coincidental. © 2005 Wizards of the Coast, Inc. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
  For questions specific to this document, please e-mail your regional point of contact at contact.shl@iuzlg.com; for LIVING GREYHAWK campaign 
  questions email rpgahq@wizards.com. 
  SHL7-06 
   
   
   
   
   
   
   
   
  Wraithwood 
   
  A One-Round Dungeons & Dragons® Living Greyhawk™  
  Shield Lands Regional Adventure 
  Version 0.9.9 
   
  by Mark Mastej 
   
  Editor: Eric Anondson 
  Triad Reviewers: Eric Anondson, Paul Kulbitski 
  Circle Reviewer: Britt F. Frey 
  Playtesters: Eric Barczak, Matt Ehler, Joe Saylor, AJ Schmidt, John Teske 
   
   
  There is a new forest in the Shield Lands, magically transplanted from the Vesve Forest. The Watchers of the Wounded 
  Lands say that it is infested with monsters and haunted by the Sidhee. So why are veterans signing up to work there? A 
  one-round Regional adventure set in the Shield Lands for APLs 2-14. 
    
  Resources for this adventure [and the authors of those works] include Complete Warrior [Andy Collins, David Noonan, 
  Ed Stark], Lords of Madness [Richard Baker, James Jacobs, Steve Winter], Complete Arcane [Richard Baker] and the 
  Magic Item Compendium [Andy Collins]. 
   
  
  SHL7-06 Wraithwood 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. By sanctioning 
  and reporting this adventure, you accomplish a couple of 
  things. First, it is an official game, and you can use the AR 
  to advance your LIVING GREYHAWK PC. Second, players 
  and DMs gain rewards for sanctioned RPGA play if they 
  are members of the DUNGEONS & DRAGONS REWARDS 
  program. Playing this adventure is worth two (2) points. 
   
  To learn more about the LIVING GREYHAWK PC 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA 
  website at www.rpga.com. 
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008. 
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer PCs 
  (NPCs) and monsters appear in abbreviated form in the 
  adventure text. Refer to Appendix 1 for full information 
  on NPCs and monsters. For your convenience, Appendix 
  1 is split by APL. 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
  AVERAGE PARTY LEVEL (APL) 
  See Chapter One of the Living Greyhawk Campaign 
  Sourcebook for details on APLs. If the APL of your group is 
  an odd number, ask them before the adventure begins 
  whether they would like to play the higher or the lower 
  adjacent APL. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level PCs 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 PCs to buy riding dogs to help protect them and 
  fight for them. 
  1. 
   
  TIME UNITS AND UPKEEP 
  This is a standard Regional adventure, set in the Shield 
  Lands PCs native to that Region pay 1 Time Unit per 
  round; all other PCs pay 2 Time Units per round. 
   
  More information about Lifestyle and Upkeep can 
  be found in the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Wraithwood is the popular name for a portion of the 
  Vesve Forest from the Highfolk region that was 
  magically transported to the Shield Lands one year ago 
  (CY 596). The forest contains the Crown Vineyard, a 
  modest venture run by many years by a druid named 
  Gildenfar. Gildenfar’s partner is a minor noble exiled 
  from the Duchy of Urnst, Count Halthor Ausprey. 
  Halthor had invested a large sum of money in the 
  vineyard in CY 592 to expand the operations. The 
  vineyard attracted refugees and displaced families from 
  the northern Vesve. Fleeing the conflict in the forest’s 
  north, many of these lost souls happily signed up for 
  indentured work in the safety of the vineyard. Gildenfar 
  and Halthor kept the vineyard protected from Iuzian 
  forces by making a secret treaty with Iuz. When Iuz 
  discovered Gildenfar and Halthor betrayed him by aiding 
  the forces that ejected his armies from the Vesve at the 
  end of CY 595, he tossed the treaty aside. 
   
  Last year, two teams of infiltrators were sent to exact 
  Iuz’s revenge. Spies watching the vineyard discovered 
  that both Gildenfar and Halthor had left to assist 
  defending against the imminent invasion of Verbeeg 
  Hill, a key town on the Velverdyva River north of 
  Highfolk Town. Iuzian infiltrators set up shrines to their 
  patron as part of enacting an epic ritual to take away 
  Gildenfar’s property and sow chaos in both regions. The 
  ritual swapped Crown Vineyard in the Vesve Forest with 
  a ruined dungeon complex near the destroyed Sidhee 
  Forest in Iuzian-occupied Shield Lands. 
  
  SHL7-06 Wraithwood 
   
  Page 2 
   
  Adventurers from the Shield Lands and Highfolk 
  narrowly undid the ritual. In addition, they were aided by 
  the elves of the Sidhee and Clan Oronodel, the Standing 
  Army of the Shield Lands, and the War Council of 
  Greycloaks and Rangers of the Vesve. Due to the 
  combined efforts, the vile ritual threatening to unleash a 
  horde of monsters on the already beleaguered Shield 
  Landers was averted. 
   
  Taking control of the ritual in progress, the 
  adventurers chose to use the ritual against Old Wicked. 
  They decided to keep the land transfer permanent, 
  hoping to use this unique opportunity sow seeds of hope 
  in their continuing struggles. 
   
  Over the last year, the Shield Landers faced many 
  dangers that have distracted them from attempting to 
  tame the forest to their own ends. Trusting the Old Faith 
  druids from the Watchers of the Wounded Lands to 
  guard the forest—who vowed to protect this new forest 
  against the forces of the Old One—many simply avoided 
  it. The Watchers had their hands full with no success 
  penetrating the tainted woodland without being set upon 
  by numerous monsters. 
   
  Fortunately, they found that the creatures could 
  not—or would not—leave the boundaries of the 
  Vineyard. The Watchers of the Wounded Lands attended 
  the borders for the past year making certain none 
  escaped; using their powers to grow the forest as 
  promised to the Council of Lords. New wooded areas 
  have not drawn the monsters’ interest, so the Watchers 
  continue expanding the woods in earnest. One thing 
  distressing the Watchers—even more than their inability 
  to tame the core of the woods—are occasional sightings 
  of Sidhee elves apparently entering and leaving the 
  tainted area at will. The Sidhee do not talk to the 
  Watchers, vanishing deep into the Vineyard when 
  approached. How they avoid the attention of the 
  monsters is a mystery. 
   
   
  Tales have sprung up recently in local pubs alleging 
  that Gildenfar has come to the Shield Lands to recruit 
  workers to reopen the Crown Vineyard. Gildenfar’s 
  representatives have been to every outpost and 
  settlement in the reclaimed territories offering new hope 
  to those that have suffered through the War of 
  Reclamation. Promises of jobs and homes for workers 
  and their families provided they agree to employment 
  contracts identical to those of freeholder farmers; instead 
  of paying rent to the vassal of a Count they pay rent to 
  Gildenfar and Halthor. The Crown Vineyard’s policy of 
  accepting anyone, even those who are disfigured, 
  crippled, 
  or 
  otherwise 
  unable 
  to 
  find 
  gainful 
  employment, has led to a significant number of veterans 
  and retired adventurers signing on for work. 
   
  Currently, Gildenfar’s representatives are assembling 
  a sizable caravan of new recruits in Critwall to travel to 
  Wraithwood en masse. At the same time, Halthor’s 
  representatives are meeting with the Council of Lords to 
  convince them to grant Halthor the title of steward of 
  Wraithwood. The Watchers of the Wounded Lands have 
  not given the Council of Lords any news of progress at 
  taming the Vineyard’s land, so the Council decided to 
  give the former owner of the land the chance to reclaim 
  the monster-infested area. 
   
  Barring any interference by adventurers during the 
  council session, Halthor will be granted title to the forest 
  and given the responsibility of bringing the elves 
  officially under the control and protection of the Shield 
  Lands government. 
   
  ADVENTURE SUMMARY 
  Introduction: The mission for the PCs starts with their 
  arrival in Critwall, seeking adventure. 
   
  Encounter 1: Going to the Critwall’s Market 
  Square, the PCs find that there are Dyvers merchants 
  selling magic items and a small halfling boy who wants to 
  find adventurers to take him to Wraithwood. If they ask 
  around, the PCs learn that there are representatives of a 
  landless noble from the Duchy of Urnst currently 
  meeting with to the Council of Lords (working without 
  Lady Katarina, who is unavailable at this time), seeking 
  the right for the noble to become steward of 
  Wraithwood. If they don’t know where Wraithwood is or 
  its history, the locals can give them a few rumors. They 
  may also hear of a large group of refugees that have 
  already signed on to work for Crown Vineyard (located in 
  the heart of Wraithwood). They are being mobilized to 
  leave for their new home the following morning. They 
  are being recruited and organized by the agents of the 
  druid claiming to be the original protector of the woods 
  that were transported from the Vesve forest almost a year 
  ago. 
   
  If any PCs played HIG4–04 Sour Grapes, they are 
  noticed and approached by the last surviving member of 
  the gnomish family the PCs escorted out of servitude to 
  the Crown Vineyard. Upon hearing a rumor of the 
  forest’s transposition to the Shield Lands, Skip stowed 
  away on a Dyversian merchant vessel bound for Critwall. 
  If PCs did not play HIG4–04 Sour Grapes, they encounter 
  him in Critwall Market Square when they Gather 
  Information. If Skip is befriended, he tells them his 
  history and asks for aid. 
   
  Either way, Skip tells the PCs about the secret mines 
  below the Vineyard he and his family were going to 
  expose. Being a gnomish child, Skip had had little success 
  convincing anyone of the possible danger the mines may 
  represent. Any friends of his family—or new friends that 
  he has just made—are asked to help sneak him into the 
  Vineyard so he can acquire proof the mines exist here. 
  This allows him to prove that the threat that formerly 
  endangered the Vesve now endangers the Shield Lands. 
   
  Encounter 2: This is the first place the adventure 
  can take different paths. PCs can talk to regular recruits 
  and/or the organizers of the caravan. PCs may be 
  recruited to protect the caravan against attacks from 
  wandering monsters and Iuzian forces. The caravan 
  departs for Wraithwood the day after the PCs arrive in 
  Critwall. If any PC voluntarily claims to have experience 
  dealing with Sidhee elves, Crewgar, a Crown Vineyard 
  
  SHL7-06 Wraithwood 
   
  Page 3 
  representative and the leader of the caravan will question 
  them. Those PCs are told that some Sidhee elves have 
  taken up residence in the Vineyard and they may have to 
  be approached diplomatically. Those PCs receive a bonus 
  to help in the negotiations with the haughty Sidhee 
  when the caravan arrives at the forest. 
   
  PCs may have found clues about the Crown 
  Vineyard’s past shady business practices. Those PCs, and 
  those meeting with Skip, may wish to investigate 
  Wraithwood before the caravan arrives there so they may 
  depart immediately without waiting for the caravan. 
   
  Politically astute PCs may be interested in arguing 
  for or against Halthor being given steward status over the 
  woods. Taking this path could result in delaying their 
  departure to the woods days after the caravan had left. 
  There is some information available on Halthor for PCs 
  who devote their effort to obtaining it in the 
  marketplace, but it is hard to come by. 
   
  Any of these paths drastically affects how the 
  adventure goes from the players’ perspectives, but they 
  meet the same combat encounters no matter the path 
  taken. 
   
  Encounter 3: While in Critwall, the PCs are thugs 
  pretending to be inebriated. Depending on which lead is 
  pursued, the assassins’ target varies, but it will be an NPC 
  the PCs must protect. The assassins’ are newly recruited 
  members of the Drinkers of the Cup of Midnight who 
  mistakenly assumed the Vineyard is a secret Iuzian 
  stronghold. Believing that anyone going there is working 
  for Old Wicked, they attempt to stop the organizing of 
  the caravan or any secret missions to the forest. The NPC 
  or NPCs accompanied by the PCs will be killed unless 
  the 
  assassins 
  are 
  stopped. 
  They 
  are 
  working 
  independently. This may create some tension for PCs 
  that are members of the Drinkers meta-org. 
   
  Encounter 4: The next encounter is on the road to 
  Wraithwood. PCs are forced to defend the innocents of 
  the caravan from an ambush, imminent attack, or pursuit 
  by diabolic agents of an unknown force. Because they are 
  devils they clearly are not Iuzian. 
   
  Encounter 5: Reaching Wraithwood, PCs discover 
  the forest has grown considerably since last year. The 
  Watchers of the Wounded Lands meet the PCs at the 
  forest’s edge. They tell the PCs the current state of the 
  forest and its dangers. The Watchers are aware of 
  Gildenfar’s imminent return, and are prepared to let the 
  caravan stay in the outer edge of the forest until she 
  arrives. Unless given proof he is untrustworthy, the 
  Watchers are willing to work with Halthor when he 
  arrives. If PCs leave believing the Watchers can take care 
  of the encamped caravan, they can either end the 
  adventure or proceed to the Vineyard. 
   
  Encounter 6: Upon entering the Vineyard’s lands 
  the PCs are assaulted by aberrations bound to the forest. 
  As they are confronted with overwhelming numbers of 
  creatures attracted to the breach of the forest perimeter, 
  the PCs are forced to flee the Vineyard grounds. 
   
  Encounter 7: After defeating the aberrations and 
  fleeing the Vineyard, the final encounter is with Sidhee 
  elves. Because treants keep them out of Gildenfar’s grove 
  at the Vineyard’s center, the Sidhee are unable to claim 
  the entire forest. Other monstrous guardians force them 
  to use concealing magic, but they have used the forest as 
  a haven for the past year. The Sidhee elves are embittered 
  and distrust adventurers, who turned over protection of 
  the forest to the Watchers of the Wounded Lands instead 
  of them. 
   
  The Sidhee exploit the defenses of the Vineyard to 
  trap the PCs with magic. They taunt the PCs and 
  negotiate from a façade of strength. The Sidhee attempt 
  to extort anything they can get from the PCs in payment 
  for ‘allowing’ them to leave. They intend no harm to the 
  PCs, but are having fun at their expense. When their 
  deceit is discovered they let the PCs leave promising to 
  put in a good word for them with Gildenfar for being 
  good sports. Any unpleasant encounter with the Sidhee 
  causes them to escape into the Vineyard, where the PCs 
  cannot follow. They plan revenge on the PCs for a later 
  date. The Sidhee secretly negotiate a deal with Gildenfar 
  once the PCs depart and the adventure is over. 
   
  Conclusion: The adventure ends here with the PCs 
  celebrating their victory or bandaging their newly 
  acquired scars (or both). Critical events of this adventure 
  are designed to guide the follow-up adventure, which is 
  intended to be the Shield Lands Interactive at Conflict. 
  The next twist of fate for the refugees, the Vineyard, and 
  the denizens of Wraithwood is going to be determined 
  during that event. 
   
  PREPARATION FOR PLAY 
  Ask each player if their PC played HIG 4-04 Sour Grapes. 
  If yes, ask them if they have the “Recognition of 
  Heroism” from that adventure. This is relevant in 
  Encounter 1 when the PCs meet Skip, Crewgar, and/or 
  Yortrel. 
   
  Determine if PCs belong to the Drinkers of the Cup 
  of Midnight (Iuz’s Border States metaorganization). This 
  may be relevant during Encounter 3. 
   
  INTRODUCTION 
  It is a fine day in the city of Critwall. The sun is 
  shining, there is not a cloud in the sky, and the 
  streets are full of veterans and commoners alike. A 
  sense of hope is evident in the peoples’ faces, a 
  welcome sight in these dark times. After all the 
  suffering they have seen in the past few years, this 
  mood seems to evoke curiosity in you. What could 
  have happened that would give them such hope? 
  Have you been so occupied in your adventures that 
  you have missed some major event in the war 
  against the Old One? Perhaps you and your 
  comrades that have recently come to this outpost of 
  freedom can find the answer together. 
   
  This is an appropriate time for the PCs to introduce 
  themselves if they have not already done so. 
  
  SHL7-06 Wraithwood 
   
  Page 4 
  1: NEWS OF WRAITHWOOD 
  The PCs may Gather Information to discover what is 
  going on. Others need to have the adventure hook forced 
  upon them. Once they have decided to proceed, tell them 
  that the best place to find out about current events is 
  Market Square in the Merchant’s Quarter. 
   
  Critwall’s Market Square is swarming with people 
  this afternoon. The pleasant weather was been good 
  for local merchants and foreigners alike. Craftsmen 
  and vendors are selling simple food, clothing, and 
  assorted useful items. Most of the crowd seems to be 
  in a talkative mood and you can hear many 
  conversations going on around you. Several 
  merchants have set up booths together at one end of 
  the market touting wares from across the Flanaess. 
  Many of the prices seem exorbitant to you, but the 
  exotic 
  wares 
  they 
  have 
  may 
  bear 
  closer 
  investigation. 
   
  This encounter is intended to be an information 
  encounter. It is also a good opportunity to have PCs 
  arrange their figures on a battle map in standard 
  marching order to help prepare them for combat 
  encounters that soon follow. If you wish, draw out a map 
  of a city street for players to set their figures. A generic 
  street map is included in DM’s Handout #1. 
  • Talking with merchants makes available items on the 
  AR. If PCs wish to purchase items they have access to 
  before continuing on the mission, they may do so here, 
  or purchase them later as normal. Players’ Handout #1 
  lists the items for purchase, prices, and functions. This 
  handout is given to PCs if they ask the merchants what 
  is for sale. The merchants have no idea what the 
  powers of the items are, or what the ‘official’ names are; 
  they just know the price. Adventures will have to use 
  their own resources to identify them. 
  • The Drinkers encountered later in the adventure have 
  purchased some of these items themselves while 
  surreptitiously spying on the PCs. The merchants have 
  enough supply to also sell them to the PCs; therefore 
  PCs do not have to defeat the Drinkers to get access. 
  • Talking with the merchants or marketplace shoppers 
  yields 
  information 
  according 
  to 
  the 
  Gather 
  Information 
  DCs 
  below. 
  Roleplay 
  a 
  standard 
  commoner as friendly, talkative, and curious, unless 
  treated poorly by the PCs. Feel free to embellish when 
  giving information, but the citizens can give only 
  hearsay. None have actually been to Wraithwood or 
  the Vineyard. Give circumstance bonuses or penalties 
  as you see fit based on role-playing. 
   
  GATHER INFORMATION 
  • DC -5: There’s a little boy-halfling over there 
  lookin’ for adventurers ta’ help him. He’s right 
  over there by that apple cart. Little bugger says he 
  knows there is a secret underneath the Vineyard. 
  Orphans’ll say anythin’ ta get a free meal! 
  • DC 0: Have you heard the news? The Crown 
  Vineyard is opening soon, and they need workers. 
  I don’t know where the Vineyard is, but I need a 
  job since I can’t be in the army no more. That orc 
  stabbed me last year. My knee ain’t been the same 
  since! 
  • DC 5: The Vineyard is takin’ in any veteran, even 
  the ones that are too hurt ta’ fight. They got jobs 
  for everyone, they says. What kinda place hires 
  folks that got their arms ripped off by trolls an’ 
  lived ta tell about it? 
  • DC 10: That Wraithwood place scares the Abyss 
  out a’ me! Plucked right out o’ the Vesve forest by 
  Old Wicked himself and dropped on us! It’s full o’ 
  monsters and worse stuff. Ya know that farmers, 
  orphans, even whole families are leaving t’morrow 
  mornin’ to go get hired there! Why good folks 
  would go there to work in a grape farm . . . I don’t 
  know. 
  • DC 15: There’s a bigwig from Urnst tryin’ to tell 
  the Council that he owns Wraithwood and the 
  Vineyard. That wood is ours, now . . . even if the 
  Watchers can’t get past the monsters there! The 
  Council’ll never let some fancy-pants Urnster take 
  over the place. 
  • DC 20: The gnome is gettin’ the caravan ready at 
  the gate headin’ northwest. If ya go there now, you 
  could sign up and go with ‘em. I think his name is 
  Crewgar. He says he works for some Highfolk 
  druid that kicked the Old One out of the forest 
  o’er there… it’s her what kept the critters in line. 
  • DC 25:  Count Halthor Ausprey, he’s called. He 
  says that Wraithwood is his property, stolen from 
  him by the Old One himself. He sent some 
  Dyversian named Yortrel to convince the Council 
  that he should be given stewardship over the 
  Vineyard and the forest. A halfling from Dyvers! 
  Two reasons not to trust that little con-artist . . . 
  • DC 30: The druid? Her name is Gildenfar. I heard 
  that she made a deal with the Watchers of the 
  Wounded Lands already. I heard from a Greycloak 
  buddy of mine that she can take cripples and 
  make them new bodies . . . they just have to work 
  for her to pay her back. There’s gotta be some 
  catch ta’ that deal! 
  • DC 35 I heard that a whole family of gnomes tried 
  to buy their way out of their contract a while back. 
  The Vineyard people let them go, but they never 
  made it out of the forest alive. I heard that once 
  you sign on with the Crown Vineyard, they got 
  you and yours for life. No way am I gonna sell 
  myself to those slavers! (Note: Part of this rumor is 
  true and can be verified by PCs who played HIG4-04 
  Sour Grapes. Because they did not find proof of it at the 
  time the only thing that those PCs cannot verify is the 
  rumor that they are actually slavers.) 
  
  SHL7-06 Wraithwood 
   
  Page 5 
  SKIP STEPS FORWARD 
  If any PCs played HIG4-04 Sour Grapes, they are noticed 
  and approached by Skip, a halfling that claims to be the 
  only surviving member of the gnomish family that the 
  PCs escorted out of servitude to Crown Vineyard. If no 
  PC played that adventure they encounter Skip in the 
  Critwall’s Market Square when they Gather Information.  
  • When Skip approaches a PC he recognizes (with 
  Recognition of Heroism from HIG4-04) his initial 
  reaction will be Helpful. 
  • Role-play Skip as a curious, friendly young boy that has 
  just found the person who saved his life. 
    
  A very short, very filthy, and very young halfling boy 
  runs straight to you dodging around and through 
  the legs of the people around you. He jumps at you 
  before you can react… latching onto your leg! As you 
  pry him off and start to check your valuables he 
  looks up at you with a teary smile of recognition. 
   
  “I . . . I . . . I knew it was you!” (Skip sobs and 
  sniffles while he talks.) “You saved me! From the bad 
  dog-men! I . . . I . . . I saw you and I didn’t believe it!” 
   
  PCS APPROACH SKIP 
  If the PCs approach Skip and he does not recognize 
  them, his initial reaction to them is very cautious (treat as 
  Unfriendly for Diplomacy checks): 
   
  A very short, very filthy, and very young halfling boy 
  stands near an apple cart, gazing longingly at the 
  mostly overripe fruits. As you approach you see him 
  reach for one of the better ones while the vendor is 
  distracted . . . then he pulls his hand back with a 
  sheepish look, obviously conflicted. As he sighs and 
  turns he sees you looking at him. He stops, looks 
  around quickly, and looks like he is about to run 
  away. 
   
  • To convince Skip to stay and PCs them what he knows, 
  PCs must change his attitude from Unfriendly to 
  Friendly or Helpful using role-playing or skill checks. 
  • Failure (a result of Indifferent or worse) results in Skip 
  running away 
  • If he is not pursued, he is not encountered again in this 
  adventure. 
  • If pursued and restrained in some way, he is fearful 
  (treat as Hostile for Diplomacy or Intimidate checks) 
  and keeps attempting to escape, crying, and sobbing 
  until he is let go. 
  • After being restrained by the PCs, if Skip’s attitude is 
  Indifferent or worse, he looks for an opportunity to 
  leave because he does not trust the PCs enough to tell 
  them his story or assist them in any way. 
  • If Skip’s attitude is Friendly, he tells them what he 
  remembers of his history but does not trust them with 
  the secret of the mines below the Vineyard. 
  • If pressed for more information, the PCs have to 
  attempt to influence his attitude again. 
  • If Skip’s attitude is Helpful, he tells them his history 
  and his secret. He insists that he has to show them. 
  • He does not know how to draw an accurate map of the 
  area, but he says that he will lead them once they get to 
  the Vineyard lands. 
   
  SKIP’S HISTORY 
  Skip tries to explain what has happened to him as well as 
  he can. He is the equivalent of an 8-year-old human boy, 
  and does not understand a lot of his history and what it 
  means.  
   
  He does not remember a lot of the details of his 
  family’s exodus from the Vineyard, other than being 
  attacked by ‘dog-men’ (gnolls) and the PCs that tried to 
  save them. He does not remember how or when he died. 
  He remembers a nice lady halfling named Gingersnap 
  that ‘woke him up’ (from death), but left him alone on the 
  streets of the Dyvers to fend for himself. Gingersnap told 
  him that he was the only one left of his family. She also 
  told him that he had something important to do, and his 
  new body would keep him safe from bad people who 
  would try to hurt him if they knew he was alive. 
  • Skip has spent the last three years getting used to being 
  a homeless orphaned halfling on the tough streets of 
  Dyvers. He remembers being a gnome as if it was a 
  dream. 
  • Though he does not know it, he was brought back from 
  death by Gingersnap, a cleric of Istus (detailed in 
  HIG4-04 Sour Grapes). She brought him back from 
  death with reincarnate for her own reasons. 
  • Skip remembers and idolizes his dead father, Denvert. 
  He also remembers that his father was always getting 
  into trouble (he was a thief), and his entire family died 
  because the illegal activities that he pursued. 
   
  SKIP’S SECRET 
  Once Skip is Helpful he tells the PCs of the secret caves 
  that are below the Vineyard that he and his family were 
  trying to expose before they were killed. 
  • He remembers an underground maze and lots of 
  snakes. There were weird pictures on the walls of little 
  people with pointy ears and snake men with a round 
  symbol. He remembers his father telling him where 
  not to step and not to touch the buttons when they 
  were near the ‘bad places’ (traps). 
  • Being an orphaned halfling child, he has had little 
  success convincing anyone of the possible danger that 
  the caves may represent. Despite his youth, he traveled 
  to Critwall, stowed away on a Dyversian merchant 
  ship. He heard the story of the transportation of the 
  forest to the Shield Lands while scrounging for a living 
  on the streets of the Dyvers. 
  • He had a dream that led him to Critwall to find friends 
  that would help him to do his ‘important thing’. He 
  asks any friends of his family (or new friends that he 
  
  SHL7-06 Wraithwood 
   
  Page 6 
  has just made) to sneak into the Vineyard with him 
  before the druid Gildenfar gets there so he can prove 
  that the caves are real. This may mean that a hidden 
  threat that formerly endangered the Vesve now 
  endangers the Shield Lands instead. 
  • He has absolutely no proof of this claim, other than his 
  word. He appears to be telling the truth to Sense 
  Motive checks of any DC rolled by the PCs. 
   
  Skip: male halfling (tallfellow): Appendix 1. 
   
  2: A PATH IS CHOSEN 
  This encounter is meant to give the PCs multiple options 
  for how to proceed. There are three main options detailed 
  for PCs: 
   
  • Proceed to Wraithwood before the caravan leaves in 
  the morning, or— 
  • Join the Caravan and leave in the morning, or— 
  • Delay Departure until after the caravan leaves to meet 
  with the representative of the Council of Lords. 
   
  NOTE FOR ALL OPTIONS 
  Any of these paths drastically affects how the adventure 
  goes from the players’ perspectives, but they meet the 
  same combat encounters no matter which path they take. 
  Note which NPC or NPCs are with the group, and add 
  their figures to the standard marching order before 
  reading each encounter. The three NPCs that may be 
  with the group at Encounter 3 are Yortrel, Crewgar 
  and/or Skip. 
   
  PROCEED TO WRAITHWOOD 
  If the PCs decide to leave before the caravan, they may be 
  traveling with Skip. If they decide to travel with him, 
  have the group add a figure to their marching order. 
  Proceed to Encounter 3. 
   
  JOIN THE CARAVAN 
  Joining the caravan is relatively easy if the PCs are 
  agreeable. For example, they can use a cover story by 
  posing as recruits for the Vineyard. Or, they could 
  attempt to hire on as guards, guides and/or scouts. If they 
  decide on this option, read the following when they head 
  to the staging area for the caravan. 
  Finding the caravan was not difficult. It seems that a 
  several hundred people have gathered on the north 
  end of Critwall to leave in the morning. There are 
  young adventurers, new recruits, families, and 
  Vineyard representatives crowded together amongst 
  the wagons, tents, and pack animals. Everywhere 
  you look, you see people organizing themselves and 
  their worldly belongings for the trip. The head of 
  the Vineyard representatives is a small middle-aged 
  male gnome clothed in well-tailored merchant’s 
  clothes made of fine emerald silks. Golden fabric 
  tassels hang from the edges of his garb and golden 
  jewelry adorns his fingers. Other representatives of 
  the Vineyard obviously defer to him. 
   
  • The overseer is Crewgar. 
  • PCs who played HIG4-04 Sour Grapes recognize him 
  and Crewgar recognizes them. 
  • He is in charge of all the legal transactions for the 
  Vineyard. 
  • He has been the ‘face’ for the Vineyard since he 
  worked off his debt several years ago and proved 
  himself to be a loyal and capable employee. 
  • Trusted to speak for Gildenfar the druid, Crewgar had 
  been responsible for many of the day-to-day activities 
  of the business until the Vineyard was ‘stolen’ last year. 
  • Crewgar was away from the Vineyard with Gildenfar 
  when it was stolen, and she has tasked him to bring the 
  new recruits for the Vineyard’s reopening. 
  • He intends to bring sufficient numbers of workers to 
  the Vineyard in one trip so any damage to the 
  operation can be fixed as soon as possible, and so that 
  the people will be less likely to be slaughtered by 
  minions of the Old One on the way there. 
  • If PCs approach him, continue reading. 
   
  As you approach the overseer, the diminutive figure 
  notices you and strides toward you with purpose. He 
  looks at you, seemingly sizing you up with a glance. 
   
  • If any PCs played HIG4-04 Sour Grapes, Crewgar will 
  greet them by name and continue. 
   
  “Hello applicants. My name is Crewgar. I am the 
  overseer of this caravan, and you are . . .?”  
   
  • Crewgar is interested in signing the PCs on as workers. 
  • He is willing to take on temporary employees for 
  caravan guards but would like them to sign contracts 
  either way. 
  • When asked pointed questions, Crewgar openly 
  reveals anything he knows about the Vineyard and the 
  plans to reopen the business in the Shield Lands. 
  • Unfortunately, Gildenfar has not shared all of her 
  plans with Crewgar. 
  • He is only able to answer specific questions about 
  legitimate business dealings in the information section 
  below. 
  • He denies any allegations of wrongdoing by the 
  Vineyard now or in the past. 
  • He rescinds his offer for the PCs to join the caravan if 
  they persist in making accusations without proof. 
  • He denies Skip’s story of caves under the Vineyard, 
  and does not recognize him. 
  • He remembers the ‘incident’ with the gnomish family 
  but knows nothing about their deaths after they left. 
  • Crewgar does not lie, and any attempts to Sense 
  Motive confirm that fact. 
  
  SHL7-06 Wraithwood 
   
  Page 7 
  CREWGAR KNOWS 
  • Employees of the Vineyard sign a contract to work 
  there. The terms include provision for the workers to 
  go into debt to the business when hired. This covers 
  the cost of housing, tools, and other expenses fronted 
  by the Vineyard to get them started. Employees are 
  required to pay off their debts according to a schedule, 
  with penalties and interest that accrue if the workers 
  fail to meet production goals. All terms of the contracts 
  are clearly spelled out to applicants before signing on 
  (as far as he knows). 
  • Employees who are permanently disfigured or 
  handicapped are offered special jobs designed to work 
  around their limitations. They are also given the 
  opportunity to go into debt to pay for magical healing 
  provided by Gildenfar, if they desire. The debt is 
  typically added to their other start-up costs. 
  • The Vineyard was a very successful business when it 
  was located in the Northern Vesve Forest. It withstood 
  the wrath of the Iuz’s forces for several years before it 
  was 
  ‘transplanted’ 
  due 
  to 
  the 
  power 
  and 
  foresightedness of his employers. 
  • Regarding ‘monsters’ that are a popular rumor; they 
  were once in service to the Vineyard. Treants and 
  elementals were employed to care for the land to make 
  it bountiful. Mobs of aberrations were bound to the 
  borders of the Vineyard lands to repel invasions by the 
  forces of the Old One. To insure the safety of all 
  workers, despite being located on the front lines in the 
  war against Iuz, Gildenfar and Count Halthor Ausprey 
  always arranged powerful magic. The creatures 
  currently patrolling the borders are simply carrying 
  out their original instructions to keep out anyone or 
  anything not invited. 
  • Gildenfar and Halthor were away from the Vineyard 
  when servants of Iuz enacted the Ritual of 
  Translocation. They were on an important diplomatic 
  mission, and the defenses were overwhelmed because 
  both were not on hand. They have promised the 
  Council that they will not make the same mistake 
  again. 
  •  Count Halthor Ausprey’s representative, Yortrel, has 
  assured him that he is certain the Council will approve 
  his application for stewardship of Wraithwood in the 
  next few days. The caravan is ready now; it leaves in the 
  morning. 
  • He has sent messengers to alert the Watchers of the 
  Wounded Lands that the caravan is coming. He heard 
  that there have been sightings of the Sidhee elves in 
  Vineyard. He is willing to allow PCs with experience 
  dealing with the difficult fey to negotiate on behalf of 
  the Vineyard, if necessary. They are offered an 
  unspecified bonus if they are already signing on for 
  temporary employment with the caravan. 
   
  DEVELOPMENT 
  Once PCs have decided to join the caravan, have them 
  establish sleeping arrangements and watches. Crewgar 
  approaches the PCs in the middle of the night to talk to 
  them about a special assignment. Add a figure to the PCs’ 
  to represent Crewgar. Then proceed to Encounter 3. 
   
  Crewgar: male gnome Exp 8; hp 34; Appendix 1 
   
  DELAY DEPARTURE  
  Some PCs may be interested for various reasons in 
  meeting with the Council of Lords to influence the 
  decision. 
  • If PCs wish to influence the decision to grant steward 
  status to Count Halthor Ausprey, they are delayed 
  from leaving with the caravan. No agent of the Council 
  of Lords or member of the Council is able to talk with 
  the PCs until the caravan has been gone for two days. 
  This is the morning that has been scheduled for the 
  last round of talks with Yortrel, the halfling wizard and 
  negotiator for Count Ausprey. 
  • If PCs choose this option, they are delayed for at least a 
  full day after the caravan leaves. They will have 
  nothing to do but wait, unless they change their minds 
  and follow one of the other paths. 
  • If the PCs decide not to wait and leave town, go to 
  Encounter 3. If they change their minds to delay their 
  departure after meeting the monks, do not run 
  Encounter 3 again. Go directly to Encounter 4 when 
  the meeting is over. Yortrel still offers to pay the PCs to 
  escort him to Wraithwood if they are willing. 
  • If PCs have played HIG4-04 Sour Grapes, they recognize 
  Yortrel as the spokesperson for the bounty hunters 
  from Dyvers that attempted to take Skip’s father 
  Denvert on the way to the Crown Vineyard. 
  • Yortrel is very diplomatic, friendly and gregarious. He 
  is also quite direct and a stickler for rules. 
   
  Several soldiers escort your group through an army 
  outpost on the north side of Critwall. Brought into a 
  small, fortified tower, you see a representative for 
  Knight Commander Lady Katarina. You know him 
  as Conallan Wansmage, an important retainer in her 
  entourage. He is surrounded by a number of lesser 
  retainers. Conallan Wansmage gives commands to 
  subordinates with a calm efficiency, but seems a bit 
  tired. Conallan sees your group approaching and 
  dismisses attendants so you may talk. As the last of 
  the guards leaves and closes the door behind them 
  you notice a small figure seated on a small bench in 
  the corner. His clothing is a fine merchant’s outfit 
  made from emerald-dyed silk. His fine pedicure and 
  coifed foot-hair are noticeable, as he wears no shoes . 
  . . obviously a halfling of means. He hops up from 
  his seat, not waiting to be addressed. 
   
  “Hell-ooo, adventurers! Its sooooo good to see 
  you here! I have been having the best time here in 
  my new home. Her fab-u-lous magnificence, Lady 
  
  SHL7-06 Wraithwood 
   
  Page 8 
  Katarina, has graciously agreed to grant my lord, 
  Count Ausprey, stewardship of Wraithwood! Isn’t 
  that great!” 
   
  Conallan interrupts the excited halfling. 
   
  “I appreciate your enthusiasm, Yortrel, and I 
  know Countess Katarina approves of your proposal. 
  Though her voice carries great weight the Lady is 
  but one vote among equals. Before the deed can be 
  presented for the vote before the Council I would 
  like to hear the opinion of these heroes. You have 
  spoken eloquently . . . and at great length . . . about 
  the capabilities of your employers. I have advised 
  Lady Katarina for many years and I have listened to 
  a lot of dubious claims and high hopes for the future 
  of the Shield Lands that have turned out to be empty 
  promises. The people of this reborn land look to the 
  Council for guidance, and Lady Katarina directed 
  me to listen to their counsel for their simple 
  common sense. 
   
  “I have allowed these adventures here for that 
  reason. They bring a unique perspective. We have 
  come to rely on the noble sacrifices of such heroes 
  to sway the many battles that we have fought over 
  the years.” Conallan gazes upon your group, and 
  gives a gentle nod, obviously waiting for you to give 
  your opinion on the situation. 
   
  Regarding Yortel’s background and Skip. 
  • PCs are free to ask questions of Yortrel and Conallan 
  but Conallan stops them if they make claims of 
  wrongdoing without solid proof. PCs who met Yortrel 
  (in HIG4-04 Sour Grapes) might distrust him intensely 
  but there was never any proof that he was doing 
  anything illegal. Rumors are not evidence. 
  • If the PCs have brought Skip along, his testimony is 
  unacceptable. Conallan is kind to Skip but Skip’s 
  sketchy memory and youth make him an unreliable 
  witness. 
  • Yortrel is just as informed about the Crown Vineyard 
  operations as Crewgar (see previous bullet points 
  under the Joining the Caravan Option for specific 
  information). He has not been with the Vineyard as 
  long, but he was sharp enough to know a good 
  opportunity when he saw it. 
  • He decided that the bounty hunting business was a 
  little too dangerous after being accosted by the 
  adventurers that he encountered (during HIG4-04 Sour 
  Grapes). He denies knowing Skip, or playing any part in 
  his supposed death and reincarnation. He suggests 
  Skip is a child with a fertile imagination duping the 
  PCs. Any attempt to Sense Motive on this fact confirms 
  that Yortrel is not lying. 
  • Skip admits he never met Yortrel and does not have 
  any proof that he was directly involved in the death of 
  his family. 
   
  Regarding the matter of title over Wraithwood; PCs are 
  given a brief period of time to attempt to sway Conallan’s 
  opinion in the matter. Conallan allows them 1 minute to 
  talk. At the end of the discussion, Conallan announces 
  his judgment. 
  • PCs must succeed against a DC 30 Diplomacy check to 
  argue against Yortrel’s proposition. The starting 
  attitude is indifferent and must be improved to helpful. 
  Unfortunately, Yortrel has spent the last three weeks 
  influencing the various representatives of the Council 
  with gifts, favors, and promises from his employers. 
  • –5 penalty if the PC arguing is from a region other 
  than the Shield Lands. 
  • –5 penalty if the PC is not a landless noble or a 
  knight of the lady. 
  • –10 penalty if the PC arguing is a member of the 
  Sidhee nation, or a –5 penalty if there is a Sidhee elf 
  in the party. 
  • –5 penalty if the PC arguing is an obvious member of 
  any other religion than Heironeous, Mayaheine, 
  Pelor, or Saint Cuthbert. –10 penalty instead if the 
  deity is chaotic. 
  • If the Diplomacy check is successful it means PCs 
  convince Conallan that Yortrel, Gildenfar, or Count 
  Halthor 
  Ausprey 
  is 
  untrustworthy. 
  Conallan 
  announces his decision is to delay signing the 
  agreement until the Lady has a chance to look at it 
  again. This also means Halthor and Gildenfar must 
  bring the Crown Vineyard under control first. 
  • If the result of the roll is 10 or more points higher, 
  Conallan is convinced the proposal must be stopped. 
  Conallan will use procedures to bury the proposal, but 
  he is not in a position to stop the exodus of the caravan. 
  • If the Diplomacy check is unsuccessful, he states he is 
  going to recommend Lady Katarina votes as she has 
  been leaning. He arranges to send it to the Council of 
  Lords for final vote. PCs and Yortrel are then excused 
  and escorted out. 
  • Alternatively, PCs may attempt a DC 30 Knowledge 
  (nobility & royalty), or bardic knowledge, or 
  loremaster lore check to bring up an obscure legal 
  technicality regarding historical titles to land. The 
  records of the Bardic College of Agridagh must be 
  researched by magistrates of the Court of Honor. This 
  will delay the final judgment of the Council of Lords 
  for a few days, effectively after the adventure 
  concludes. 
   
  With discussion concluded Conallan asks the PCs to go 
  to Wraithwood to talk to the Watchers of the Wounded 
  Lands. He asks them to pass on the Council’s request to 
  the Watchers that they continue attending the Vineyard; 
  to report anything that could give Knight Commander 
  Lady Katarina reason to recommend the Council of Lords 
  expel Gildenfar and Halthor from the Shield Lands. 
   
  DEVELOPMENT 
  Following the meeting, Yortrel and the PCs are escorted 
  out by the guards. Yortrel is in an upbeat mood regardless 
  the outcome. He is convinced that he has succeeded, and 
  
  SHL7-06 Wraithwood 
   
  Page 9 
  talks about the success constantly. He offers to pay the 
  PCs a sum of 60 gp per APL to escort him to Wraithwood; 
  he goes as high as 90 gp per APL if PCs haggle with him. 
  Whether they agree to the deal or not the discussion 
  takes place while an ambush is about to be sprung. Add a 
  figure to the marching order to represent Yortrel, and 
  then proceed to Encounter 3. 
   
  Yortrel: male halfling; Appendix 1 
  Conallan Wansmage: male human (Oer); Exp 5 hp 15 
   
  3: MISGUIDED VIGILANTES 
  While in the city of Critwall, immediately after 
  Encounter 2, the NPCs accompanying the PCs are 
  assaulted by thugs. The target of the vigilantes varies 
  depending on which lead they are pursuing at the time. 
  They attempt to kill the primary NPC target first, then 
  any other NPC with the PCs, and finally the PCs. 
   
  VIGILANTES 
  The vigilantes are newly recruited NPCs to the Drinkers 
  of the Cup of Midnight. They assume the Crown 
  Vineyard leaders are secretly in league with Iuz and are 
  going to stop any mission the PCs are undertaking, no 
  matter who has to die. 
  • The vigilantes believe the Crown Vineyard is 
  recruiting workers as a ploy to trick them into 
  becoming slaves who will end up in the service of Iuz, 
  alive or dead. 
  • They have been unable to think of a way to stop the 
  caravan, so they attempt to stop the major NPC(s) and 
  the PCs they have recruited to help them. 
  • The monks are unwilling to join the mission to go to 
  the Vineyard. They believe that anyone going there is 
  spying on Critwall for the Old One, or is going to be 
  captured by Iuzians on their way to Wraithwood and 
  tortured to give details, or worse. 
  • They are working independently, not under any 
  orders. This may create some tension for PCs that are 
  members of the Drinkers metaorganization. 
  • Should they be captured and interrogated, their 
  motivation is revenge, vigilantism, and recruitment of 
  potential ‘drinking buddies’. The monks were already 
  looking to pick a fight with the Crown Vineyard 
  employees in town because they had recently bought a 
  case of the last vintage produced in Highfolk before 
  the land swap. It was not a very good year. While 
  spying on the Vineyard recruiters in Critwall’s Market 
  Square they noticed the PCs asking questions. 
  Overhearing the PCs’ conversations, they believe that 
  Crewgar and Yortrel are guilty of supporting a slavery 
  ring. They also witnessed Skip casing the merchants 
  and believe he is a common thief. They are right in 
  both cases but unfortunately don’t have enough proof. 
  This prompts them to take matters into their own 
  hands. 
  • The Drinkers pretend to be drunks. If ignored, they 
  taunt the PCs, trying to pick a fight. They allow the 
  PCs a surprise round. If any of the monks think they 
  have an opening to attack the NPCs they take the 
  opportunity. This probably provokes a fight. 
  • They are not averse to being treated diplomatically as 
  long as diplomacy is handled over a well-stocked bar. 
  They will pretend to be Indifferent but they actually 
  are Hostile. They are looking for an opening to strike 
  from as close as possible to get the best chance of 
  killing an NPC. 
  • When first encountered, they have just rounded a 
  corner on the street in front of the path of the PCs. 
  • Place figures forty feet away from the PCs and proceed 
  to read the text below: 
   
  A group of men stagger in your direction. From the 
  look of them, they have been obviously enjoying 
  themselves a bit too much. Each of them is dressed 
  in simple robes and sandals, all which have dark red 
  stains on them. The only items they appear to be 
  carrying are tankards and barrels of wine. They seem 
  to take an interest in you and lurch closer. 
   
  • Allow the PCs to have a surprise round if they wish, 
  rolling initiative normally if they wish to initiate 
  hostilities. 
  • Move the figures to ten feet away from the PCs if they 
  do not prevent them from approaching. 
   
  <Read in a loud drunken slur> “Excussshe me! Are you 
  going to the Crown Vineyard? HIC! My drinking 
  buddies and I are looking for people who are going 
  there!” <pause and wait for a response> 
   
  • The Drinkers / Drunken Masters respond to any 
  Intimidate or Bluff attempts by initiating combat, as 
  they already know what they believe to be the truth. 
  • They are feigning drunkenness. PCs can discern this 
  with a successful Sense Motive opposed by their Bluff 
  checks. 
  • The Drinkers / Drunken Masters know that the PCs 
  are going to the Vineyard, and they mistakenly have 
  assumed that they are Iuzian spies. 
  • Treat their initial attitude towards the characters as 
  Hostile, though they pretend to be Indifferent. 
  • Diplomacy may work to stop the combat, but is more 
  likely to succeed if the negotiations involve drinking. 
  • If the drinking starts before talking starts, change their 
  attitude automatically to Unfriendly. They do not trust 
  the PCs still but they would prefer to drink all night 
  instead of fighting. 
  • If their attitude becomes Friendly, they do not fight 
  and they invite the PCs to drink all night with them. If 
  PCs agree, the attitude changes to Helpful and they 
  invite PCs to their favorite pub. 
  
  SHL7-06 Wraithwood 
   
  Page 10 
  • Any attempt to use Diplomacy without including 
  alcohol is viewed as an insult. Penalize the PC’s 
  Diplomacy check by –10. 
  • If the PCs join them in a night of revelry they gain 
  Open access to the Drunken Master prestige class, but 
  they are exhausted the next morning. 
  • At lower APLs, where there is no drunken master in 
  the stat blocks, one shows up later to help oversee the 
  night’s drinking as a non-combatant NPC to ‘initiate’ 
  the PCs. 
   
  TACTICS 
  • The NPC target varies depending on PCs’ intentions. 
  • Proceeding to Wraithwood before the caravan leaves 
  in the morning: Target Skip. 
  • Joining the caravan and leave in the morning: Target 
  Crewgar (and Skip, if along). 
  • Delaying departure until after the caravan leaves to 
  meet with Lady Katarina: Target Yortrel (and Skip, if 
  along). 
  • They attack NPC targets concentrating attacks to take 
  down single opponents quickly before attacking the 
  PCs. 
  • They use lethal force since they believe that the Old 
  One is in control of the Vineyard and anyone that is 
  going there is working for him. 
   
  CREATURES 
  APL 2 (EL 3) 
  Drinkers of the Cup (4): Appendix 1.  
   
  APL 4 (EL 5) 
  Drinkers of the Cup (4): Appendix 1. 
   
  APL 6 (EL 7) 
  Drunken Master (1): Appendix 1. 
  Drinkers of the Cup (3): Appendix 1. 
   
  APL 8 (EL 9) 
  Drunken Master (1): Appendix 1. 
  Drinkers of the Cup (3): Appendix 1. 
   
  APL 10 (EL 11) 
  Drunken Master (1): Appendix 1. 
  Drinkers of the Cup (3): Appendix 1. 
   
  APL 12 (EL 13) 
  Drunken Master (1): Appendix 1. 
  Drinkers of the Cup (3): Appendix 1. 
   
  APL 14 (EL 15) 
  Drunken Master (1): Appendix 1. 
  Drinkers of the Cup (3): Appendix 1. 
   
  Treasure: If the PCs defeat the monks, they may claim 
  their equipment: 
   
  APL 2: Loot 34 gp; Coin 12 gp; Magic 4 elixirs of 
  flaming fists (25 gp each), 4 glitter stones (37 gp each), 4 
  everfull mugs (16 gp each); Total 358 gp. 
   
  APL 4: Loot 34 gp; Coin 12 gp; Magic 4 elixirs of 
  flaming fists (25 gp each), 4 glitter stones (37 gp each), 4 
  everfull mugs (16 gp each), silkslick belt (166 gp); Total 524 
  gp. 
   
  APL 6: Loot 300 gp; Coin 12 gp; Magic 4 elixirs of 
  flaming fists (25 gp each), 4 glitter stones (37 gp each), 4 
  everfull mugs (16 gp each), silkslick belt (166 gp), quicksilver 
  boots (291 gp); Total 715 gp 
   
  APL 8: Loot 300 gp; Coin 12 gp; Magic 4 elixirs of 
  flaming fists (25 gp each), 4 glitter stones (37 gp each), 4 
  everfull mugs (16 gp each), silkslick belt (166 gp), quicksilver 
  boots (291 gp), ki straps (416 gp); Total 1,130 gp 
   
  APL 10: Loot 300 gp; Coin 12 gp; Magic 4 elixirs of 
  flaming fists (25 gp each), 4 glitter stones (37 gp each), 4 
  everfull mugs (16 gp each), silkslick belt (166 gp), ki straps 
  (416 gp), quicksilver boots (291 gp), strongarm bracers (500 
  gp); Total 1,630 gp 
   
  APL 12: Loot 300 gp; Coin 12 gp; Magic 4 elixirs of 
  flaming fists (25 gp each), 4 glitter stones (37 gp each), 4 
  everfull mugs (16 gp ea), ki straps (416 gp), strongarm bracers 
  (500 gp), monk’s belt (1083 gp); Total 2,256 gp 
   
  APL 14: Loot 300 gp; Coin 12 gp; Magic 4 elixirs of 
  flaming fists (25 gp each), 4 glitter stones (37 gp each), 4 
  everfull mugs (16 gp each), ki straps (416 gp), strongarm 
  bracers (500 gp), monk’s belt (1083 gp), ring of blinking (2250 
  gp); Total 4,506 gp 
   
   
   
  Detect Magic Results: elixir of flaming fists (faint; DC 
  16, evocation), glitter stone (faint; DC 16, conjuration), 
  everfull mug (faint; DC 16, conjuration), silkslick belt (faint; 
  DC 16, transmutation), ki straps (moderate; DC 18, 
  transmutation), quicksilver boots (faint; DC 17, illusion), 
  strongarm bracers (faint; DC 16, transmutation), monk’s belt 
  (moderate; DC 20, transmutation), ring of blinking 
  (moderate; DC 18, transmutation). 
   
  4: PROTECT THE CARAVAN 
  The next encounter is on the road to Wraithwood. The 
  PCs are forced to defend the innocents of the caravan. 
  The situation differs slightly based on the PCs’ choice of 
  paths from Encounter 2. Read the appropriate 
  introduction based on the PCs’ intentions and determine 
  the creatures’ Hide checks for the ambush: 
   
  PROCEEDING TO WRAITHWOOD 
  Setting off promptly, you leave Critwall on the 
  Middle Road that leads to Gensal while the sun is 
  still high in the sky. The trip takes you along the 
  busy road to Gensal past recovering manors and 
  farms. The trip continues past Gensal and into 
  Iuzian occupied territory. You see no signs of other 
  travelers, apart from the occasional small Shield 
  Lands’ army patrols in the distance. The rolling hills 
  
  SHL7-06 Wraithwood 
   
  Page 11 
  and hedgerows of this region are mostly devoid of 
  large animals, but you spot the occasional flight of 
  birds startled out of isolated patches of long grass. 
  The presence of the Watchers of the Wounded 
  Lands is clear to the untrained eye. Hints of the 
  healing of the land are encouraging sights after the 
  devastation you are used to seeing elsewhere in the 
  occupied Shield Lands. 
   
   
  The PCs may encounter an ambush designed to target the 
  caravan if they decide to follow the same path and stay on 
  the ground. If they do not defeat the encounter, bypass it 
  or fail to find it, the caravan is assaulted when it arrives. 
  This assault is handled ‘off-screen’ without the presence 
  of the PCs. They are informed of the deaths of many of 
  the workers of the caravan at the conclusion of the 
  adventure. 
   
  If Skip survived the Drinkers in Encounter 3, he is 
  with the group. 
   
  JOINING THE CARAVAN 
  Setting off at dawn with the caravan, you leave 
  Critwall along the Middle Road in the company of a 
  large group of workers. Your special assignment is 
  to scout ahead of the caravan to watch for Iuzian 
  ambushes or other dangers to the innocent families 
  and workers. You see no signs of other travelers, 
  apart from the occasional small army patrols in the 
  distance. The trip continues past Gensal into the 
  rolling hills and hedgerows of the region. Mostly 
  devoid of large animals you spot the occasional 
  flight of birds when they are startled out of isolated 
  patches of long grass. The presence of the Watchers 
  of the Wounded Lands is clear to the untrained eye. 
  Hints of the healing of the land are encouraging 
  sights after the devastation you are used to seeing 
  elsewhere in the occupied Shield Lands. 
   
  The PCs are asked to scout ahead of the caravan, and have 
  a chance to locate the ambush designed for the caravan. If 
  they do not defeat the encounter or fail to find it, the 
  caravan is assaulted when it arrives. 
   
  If Crewgar survived the Drinkers in Encounter 3, he 
  is with the group. If Skip is following along (and also 
  survived), he is there as well. 
   
  DELAY DEPARTURE 
  The PCs are trying to catch up with the caravan. They 
  may encounter a pursuing force designed to target the 
  caravan if they decide to follow the same path and stay on 
  the ground. If they do not defeat the encounter, bypass it 
  or even find it, the caravan is ambushed. The pursuing 
  devils and devils already in place ahead of the caravan, 
  combine forces to assault it. 
   
  If Yortrel survived the Drinkers in Encounter 3, he 
  wants to travel with the group. If the PCs do not want to 
  travel with him, he offers them payment and favors from 
  the Vineyard to protect him on their journey. If Skip is 
  following along (and also survived), he is there as well. 
  TACTICS (FOR ALL PATHS) 
  • If the PCs are traveling on the path that the caravan is 
  taking determine the Hide and/or Move Silently 
  checks for the devils and compare them with Spot 
  and/or Listen checks of the PCs. 
  • If PCs are deliberately traveling off the path, flying, or 
  otherwise bypassing the road, add circumstance 
  penalties or disallow Spot and/or Listen checks as you 
  see fit. 
  • The devils use their abilities as best they can to remain 
  undetected by the PCs so they can ambush the caravan 
  with surprise. 
  • If individual devils are not stealthy, they use the 
  isolated patches of long grass just off the road to hide 
  in, using cover to give themselves a +2 bonus to Hide 
  and taking 20. 
  • The devils that have a summon ability first attempt to 
  summon assistance when they are discovered during 
  the surprise round. 
  • Use other spell-like abilities and ranged attacks before 
  closing to melee. 
  • Use flight and teleport to avoid large numbers of 
  attackers. 
  • Each of the APLs represents only one of the strike 
  teams that attack the caravan. The others happen ‘off-
  screen’, including several teams of chain devils that are 
  waiting a short distance away. 
  • The devils not directly attacking the PCs leave if the 
  devils fighting the PCs are defeated. 
  • The treasure for this encounter is the pile of iron 
  chains hidden under the undergrowth along the edges 
  of the road; the devils do not have personal equipment. 
  • A DC 41 Spot check is necessary to find the chains as 
  they were hidden methodically by the barbed devils 
  the night before the characters arrived in Critwall. 
  • They used their greater teleport ability to leave minimal 
  tracks, so finding them by using Track requires a DC 
  27 check, modified by the speed at which the tracker is 
  moving. 
  • Their plan is to use the chain devils’ ability to animate 
  the chains to stop the wagons of the caravan when it 
  passes. 
  • If the PCs find the chain devils, they use the chains in 
  the fight to hamper PCs. 
  • If the PCs fight a different group of devils, the chains 
  can be found after the fight. 
  • The devils abandon some of the chains if forced to 
  retreat or if they are defeated and may be claimed by 
  the PCs as treasure, the amount dependant on their 
  APL. 
  • If the PCs delayed their departure, the chains are 
  found after the fight in the path of the caravan, the 
  amount dependant on their APL. 
   
  
  SHL7-06 Wraithwood 
   
  Page 12 
  NOTE 
  This is a tough encounter designed to challenge the PCs 
  so that there is a possibility that they may have to flee or 
  avoid it. If they do not defeat this encounter, the 
  surviving creatures attack the caravan off-screen. A large 
  number of the workers die but the caravan reaches 
  Wraithwood mostly intact (about 80% survive). 
   
  CREATURES 
  APL 2 (EL 4) 
  Imps (3): hp 13 each; Monster Manual 56. 
   
  APL 4 (EL 6) 
  Bearded Devil (1): hp 45; Monster Manual 52 
  Imps (2): hp 13 each; Monster Manual 56. 
   
  APL 6 (EL 8) 
  Hellcat (1): hp 60; Monster Manual 54 
  Imps (4): hp 13 each; Monster Manual 56. 
   
  APL 8 (EL 10) 
  Hellcat (1): hp 60; Monster Manual 54 
  Chain Devils (3): hp 52 each; Monster Manual 53. 
   
   
  APL 10 (EL 12) 
  Erinyes (2): hp 85 each; Monster Manual 54 
  Hellcats (4): hp 60 each; Monster Manual 54. 
   
  APL 12 (EL 14) 
  Ice Devil (1): hp 147; Monster Manual 56 
  Erinyes (4): hp 85 each; Monster Manual 54. 
   
  APL 14 (EL 16) 
  Ice Devils (2): hp 147 each; Monster Manual 56 
  Barbed Devils (2): hp 126 each; Monster Manual 51. 
   
  Treasure 
  If the PCs defeat the devils, they may claim the chains as 
  loot: 
   
  APL 2: Loot 100 gp; Coin 0 gp; Magic 0 gp; Total 100 
  gp (four 10 ft. iron chains recoverable). 
   
  APL 4: Loot 150 gp; Coin 0 gp; Magic 0 gp; Total 150 
  gp (six 10 ft. iron chains recoverable). 
   
  APL 6: Loot 200 gp; Coin 0 gp; Magic 0 gp; Total 200 
  gp (eight 10 ft. iron chains recoverable). 
   
  APL 8: Loot 300 gp; Coin 0 gp; Magic 0 gp; Total 300 
  gp (twelve 10 ft. iron chains recoverable). 
   
  APL 10: Loot 600 gp; Coin 0 gp; Magic 0 gp; Total 
  600 gp (twenty-four 10 ft. iron chains recoverable). 
   
  APL 12: Loot 1,000 gp; Coin 0 gp; Magic 0 gp; Total 
  1,000 gp (forty 10 ft. iron chains recoverable). 
   
  APL 14: Loot 1,500 gp; Coin 0 gp; Magic 0 gp; Total 
  1,500 gp (sixty 10 ft. iron chains recoverable). 
   
  5: MEETING WITH THE WATCHERS 
  Reaching Wraithwood, the PCs find the forest has grown 
  considerably in the past year. They remember it being 
  only about seven miles across at its widest point. They 
  know this if they played HIG6-i03 Shieldfolk of the 
  Highlands pt.1 and/or SHL6-i02 Shieldfolk of the Highlands 
  pt.2 (Also known as the two-part Interactive from 
  Conflict in the Vesve CY 596). 
   
  They are met at the border of the forest by the 
  Watchers of the Wounded Lands who talk about the 
  current state of the forest and its dangers. They are aware 
  of Gildenfar’s imminent return and are prepared to let 
  the caravan stay inside the outer edge of the forest until 
  she arrives. They are willing to work with Halthor when 
  he arrives, unless Lady Katarina’s representative was 
  successfully convinced to deny the deed transfer. If PCs 
  leave, content that the Watchers can take care of the 
  encamped caravan, they can either end the adventure or 
  proceed to the Vineyard. 
   
  Your travels have brought you to a strange sight in 
  the Shield Lands. A thriving forested area, at least 
  ten miles across, is directly ahead of you on the 
  worn path. There are numerous signs of life . . . birds 
  flocking above the tree canopy, animal tracks across 
  the road, and traces of larger predators shadowing 
  the tracks. Approaching Wraithwood you notice that 
  the nearest trees for several miles appear to be 
  relatively small. Further in, the trees are massive. It 
  is difficult to believe this forest did not even exist 
  here a year ago! 
   
  Waiting for you at the edge of the tree line is a 
  group of three people dressed in forester’s clothing. 
  A female halfling, a female half-orc, and a male 
  gnome stand side-by-side, flanked by a frighteningly 
  large hunting cat, a dire wolf, and a dire badger. They 
  wait patiently for you to approach the woods to 
  speak with them. 
   
  • After part of or all of the group approaches, to within 
  thirty feet of the Watchers, continue: 
   
  The female halfling steps forward a few feet. The 
  hunting cat appears to eye you closely as she 
  approaches. You notice that the briar patch she is 
  standing in seems to move aside as she walks. 
   
   <In a confident and serious tone> “We are 
  Watchers of the Wounded Lands. We attend this 
  forest by our free will at the Council of Lords’ 
  request. Please tell us your names and explain your 
  purpose in coming here.” 
   
  • The Watchers listen to the PCs and share with them 
  what they know about the situation. 
  • They owe allegiance to nobody, but have agreed to 
  attend this forest at the personal request of the Lady 
  Katarina. In the matter of this forest, they only respond 
  to orders from the whole Council. 
  
  SHL7-06 Wraithwood 
   
  Page 13 
  • The Watchers are few in number and they were tasked 
  with the maintenance of the forest to the best of their 
  ability. 
  • The Watchers appear haggard from exertion. 
  • They put up a brave front but are on the verge of being 
  overwhelmed by the task they accepted a year ago. 
  • They heard that Gildenfar is returning to the grove and 
  are prepared to welcome her when she arrives. 
  • Even if the Council refused to sign the agreement with 
  Yortrel, the Watchers are relieved that the person 
  responsible for controlling the creatures in the 
  Vineyard is returning. 
   
  They share the following information not generally 
  known to most people in Critwall if the PCs treat them 
  respectfully: 
   
  • Very shortly after the battle was over last year, the 
  Watchers of the Wounded Lands were convinced that 
  they had the southern area of the forest under control, 
  but the northern area was believed to be under control 
  of Iuz’s forces 
  • Knight Commander Lady Katarina was led on a tour of 
  the southern perimeter of the forest at that time, and 
  she asked the Watchers to attend to the new forest. To 
  grow it and manage it for the day it would one day be 
  reclaimed by the Standing Army. 
  • The Watchers sent druids and archers to patrol the 
  woods and harass any Iuzian forces still lingering in 
  the forest. 
  • The Knight Commander also asked a priest of Atroa to 
  coordinate the Watchers’ efforts with the Council of 
  Lords. The priest went missing only three days ago, last 
  seen near the Vineyard lands in pursuit of a Sidhee elf. 
  • Over the past year the Watchers have been unable to 
  enter the Vineyard lands without being attacked by 
  overwhelming numbers of aberrations. 
  • The aberrations do not leave the original forest area 
  despite the expansion of the original borders. 
  • The number of aberrations has explosively increased in 
  the last year despite many effective and creative efforts 
  to exterminate them. 
  • The plants and animals of the forest do not answer 
  questions about the Vineyard lands when asked. 
  • Due to the increased activity of aberrations along the 
  border of the Vineyard the Watchers have not sent 
  reports to the Council in several weeks. 
  • The status of Iuzian forces along the northern edge of 
  the forest is unknown at this time, but the Watchers 
  tell the PCs that Knight Commander Lady Katarina 
  requested they not engage the Iuzians at this time. 
  • Any provocation of the Iuzian forces could cause a 
  counter-attack, and the Knight Commander does not 
  have adequate forces to reinforce Wraithwood. 
  • Sightings of the Sidhee elves have been infrequent and 
  the Watchers have been unable to talk with them. 
  • The Sidhee have been spotted entering and exiting the 
  Vineyard lands at will, and the aberrations do not 
  accost them. 
   
  Once the PCs have concluded their talks with the 
  Watchers, they have the choice of continuing into the 
  forest or ending the adventure. If they have decided that 
  they do not need to go on, go directly to the Conclusion. 
   
  CREATURES 
  The Watchers are a non-combat encounter with limited 
  stats for the NPCs 
   
  Hugger, Shaldrod and Bramblefoot: NG female 
  halfling druid 13, NG female half-orc druid 13 and NG 
  male gnome druid 13 (Spot +25, Listen +25, Sense Motive 
  +5) 
   
  DEVELOPMENT 
  If the PCs arrive with the caravan, they are assured that 
  the workers that have survived the journey will be safe in 
  the Watchers’ care until Gildenfar arrives. They do not 
  know when that is going to happen. If the PCs want to go 
  deeper into the wood for whatever reason, go to 
  Encounter 6. If Skip is still with the PCs, he insists the 
  PCs accompany him into the Vineyard lands, entering 
  directly from where they are now. He is not familiar with 
  the other sides of the Vineyard, as he spent his whole life 
  in the worker’s village on the southern edge of the 
  Vineyard. 
   
   6: OVERWHELMED BY THE ABERRATIONS 
  The PCs are assaulted by aberrations that are bound to the 
  forest as soon as they enter the Vineyard lands. The only 
  NPC that accompanies the PCs this far is Skip (if he 
  decided to accompany the group and is still alive). The 
  PCs face their toughest fight here and should be 
  convinced to flee at the end of the battle. Use the text 
  provided even if they are unwilling to flee. They are faced 
  with overwhelming numbers of creatures that are 
  attracted to the breach of the forest perimeter. They must 
  turn back or they die. PCs should place their figures in 
  marching order in a map drawn with trees placed 10 to 20 
  feet apart. Use DM Handout #2 for a standard forest map 
  to use for this and the next encounter. 
   
  <If Skip is with the PCs> Skip cautiously leads you 
  down a trail that starts abruptly in the forest, 
  marking the edge of the land brought from the 
  Vesve. 
   
  <If Skip is not with the PCs> You cautiously advance 
  down a trail that starts abruptly in the forest, 
  marking the edge of the land brought from the 
  Vesve. 
   
  <Continue here> 
  
  SHL7-06 Wraithwood 
   
  Page 14 
   
  Bravely going forward into the Vineyard lands, 
  you immediately feel ill at ease. Everywhere there 
  are hiding places for monsters. The forest is 
  obviously old but healthy. Ferns, small trees, and 
  various plants cover the forest floor while a canopy 
  of leaves shuts out most of the light that could filter 
  in. 
   
  As you progress, you hear the sounds of the 
  forest. Rustling leaves, snapping of twigs, and calls 
  of 
  creatures 
  unnamable 
  echo 
  around 
  you. 
  Everywhere you look, eyes seem to be watching and 
  waiting for you to blink so they can strike. 
   
  The first few horrible creatures that rush you 
  are handled easily. As soon as they are cut down 
  more movement is seen in the trees. It seems your 
  passing into the Vineyard lands has not gone 
  unnoticed. You see several more aberrations 
  emerging from the forest . . . and you wonder how 
  many more are coming. Fighting with every weapon 
  at your disposal, you soon feel yourself start to tire. 
  You realize with horror that the creatures are 
  coming now from all directions! 
   
  Regrouping for a strategic withdrawal, you head 
  back the way you came in. As you make a break for 
  the Vineyard border, a group of aberrations 
  ambushes you! With little time to spare, this fight 
  must 
  be 
  handled 
  quickly 
  before 
  you 
  are 
  overwhelmed! 
   
  DEVELOPMENT 
  If the PCs are not challenged by this encounter, send 
  more creatures when the first ones fall to convince them 
  to run. Give them just enough room to flee between each 
  new monster encounter. Escalate the strength and 
  number of each successive attack wave until they are 
  convinced that they must go. This encounter is 
  considered defeated if any of the PCs make it out alive, 
  whether or not they kill all of the creatures. Any PC that 
  is believed to be killed or incapacitated in this encounter 
  and left behind is returned to the rest of the group during 
  the encounter with the Sidhee, alive and well . . . as their 
  prisoners. 
   
  • Each encounter level is a suggested strength of the 
  encounter to begin with. 
  • The EL is adjusted down to reflect the ample time the 
  PCs have to prepare before they enter the forest or the 
  many chances given to them to flee. 
  • The creatures should start out in the forest 
  approximately twenty feet away from the closest PC. 
  • Every square is considered medium forest terrain with 
  light undergrowth and 80’ high massive trees every ten 
  to twenty feet apart (DMG 87). 
  • This gives ample concealment and cover for creatures 
  and PCs that wish to use it. 
  TACTICS 
  • The aberrations attempt to kill or incapacitate the PCs. 
  • The creatures use the concealment of the forest terrain, 
  climbing trees, and burrowing to flank and surprise 
  opponents on the ground. 
  • Creatures or PCs can hide in the trees using the 
  standard rules (DMG 87). 
  • The aberrations use coordinated assaults to maximize 
  their effectiveness. 
  • Use the special abilities of the monsters with special or 
  ranged attacks to isolate, grapple, incapacitate, or 
  neutralize the magic of PCs, while attempting to do as 
  much damage as possible with the creatures that are 
  more effective in melee. 
  • If PCs die, become incapacitated, or go unconscious 
  they are dragged off deeper into the Vineyard lands by 
  the aberrations. 
  • Do not explain their fate; but you should know that the 
  PCs that escape have a chance to save their abducted 
  allies in the next encounter with the Sidhee, no matter 
  what happened to them. 
  • If PCs die, become incapacitated, or go unconscious 
  and they are carried out by their teammates the Sidhee 
  restore them to health while the rest of the PCs are 
  incapacitated by the trap. 
  • They are restored to their original living state without 
  level loss or Constitution drain. 
  • They do not explain how they restore them, nor do 
  they allow the PCs to witness them doing it. 
   
  CREATURES 
  APL 2 (EL 5) 
  Ettercap (1): hp 27; Monster Manual 106. 
  Chokers (3): hp 16 each; Monster Manual 34. 
   
  APL 4 (EL 7) 
  Drider (1): hp 45; Monster Manual 89. 
  Chokers (3): hp 16 each; Monster Manual 34. 
   
  APL 6 (EL 9) 
  Drider (1): hp 45; Monster Manual 89. 
  Otyughs (3): hp 36, 36, 36; Monster Manual 204. 
   
  APL 8 (EL 11) 
  Gauths (2): hp 45, 45; Monster Manual 26. 
  Athachs (3): hp 133, 133; Monster Manual 21. 
   
   
  APL 10 (EL 13) 
  Beholder (1): hp 93; Monster Manual 26. 
  Umber Hulks (5): hp 71, 71, 71, 71, 71; Monster Manual 
  249. 
  
  SHL7-06 Wraithwood 
   
  Page 15 
  APL 12 (EL 15) 
  Beholders (2): hp 93, 93; Monster Manual 26. 
  Athachs (5): hp 133, 133, 133, 133, 133; Monster Manual 
  21. 
   
  APL 14 (EL 17) 
  Beholders (2): hp 93, 93; Monster Manual 26. 
  Truly Horrid Umber Hulks (2): hp 270, 270; Monster 
  Manual 249. 
  Athachs (4): hp 133, 133, 133, 133; Monster Manual 21. 
   
  <read this section as soon as at least one of the characters 
  retreats or all the aberrations listed are defeated>  
   
  Retreating in the face of the overwhelming numbers 
  of monsters is inevitable. For every creature you 
  destroy, several more take its place. Obviously, you 
  need to live to tell your fellow adventurers of this 
  danger. Only by gathering an army of heroes will 
  you have a chance to prevail. You only hope that you 
  can make it back to the safety of the outer forest 
  before being ripped to pieces. 
   
  Treasure: The aberrations carry no treasure, so the PCs 
  do not lose anything by leaving. 
   
   7: AMBUSHED BY THE SIDHEE 
  After defeating or fleeing from the creatures and heading 
  towards the exit from the Vineyard, the final encounter is 
  with the Sidhee elves. They have been using their 
  considerable magical abilities to evade detection by the 
  aberrations of the Vineyard. Unfortunately, they have 
  been unable to claim the entire forest. Massive treants 
  able to see through their magic have kept them out of 
  Gildenfar’s grove at the center of the Vineyard. The other 
  monstrous aberration guardians have forced them to use 
  illusions to conceal themselves. Despite the difficult 
  situation, they have successfully used the forest as their 
  haven for the last year. The elves are embittered and 
  distrust adventurers, who turned over protection of the 
  forest to Knight Commander Lady Katarina and the 
  Watchers of the Wounded Lands instead of them. 
   
  You are nearing the edge of the Vineyard border. The 
  smaller trees of Wraithwood appear ahead, a safe 
  haven from the gibbering hordes of aberrations that 
  follow closely on your heels. Only a few more steps 
  and you leave the horrors of the grove behind you. 
  Chancing a glance to your rear to see how close you 
  have come to being overrun you see sharp-eared 
  figures watching you from the forest. One elf raises 
  his hands in your direction, holding a wiggling viper 
  wrapped around his arm. 
   
  • Lying in ambush under the total concealment of the 
  forest, the elves spring their trap on the PCs while they 
  are fleeing from the aberrations. 
  • The Sidhee warrior stands up to draw attention away 
  from the druid, as noted in the boxed text. 
  • The snake on his arm is the druid’s animal companion, 
  and their appearance is identical 
  • Due to the well-planned ambush of the Sidhee most 
  PCs are unable to succeed at the Spot or Listen checks 
  to find the druid. 
  • If the PCs have some extraordinary means of detection 
  (such as a Spot bonus of +30 or higher), you may allow 
  them to attempt to Spot the druid. 
  • If the druid does not surprise all the PCs, roll for 
  initiative. 
  • Allow PCs that beat the druid’s roll to act before he 
  summons the wall of thorns. 
  • Note that he is casting from 140 feet away in the form 
  of a small viper snake (using wild shape and the 
  Natural Spell feat), using concealment from the forest 
  to Hide (DC 50 Spot check to see him). 
  • If spotted, the snake may be recognized as a threat with 
  a DC 20 Sense Motive or Knowledge (nature) check. 
  • A successful DC 25 Spellcraft check identifies the 
  hissing and wiggling of the snake as the components of 
  spellcasting for the wall of thorns spell. 
  • The Sidhee elf druid casts a wall of thorns spell on the 
  group on his turn (using his Sudden Widen feat if 
  necessary) to affect the entire group. 
  • The area is shapeable; there is no saving throw or spell 
  resistance allowed for the effect. 
  • The wall of thorns triggers symbol spell traps placed at 
  60-foot intervals around the entire perimeter of the 
  Vineyard. 
  • The symbols are the original protections of the grove 
  that have been discovered by the Sidhee, and used for 
  their own purposes. 
   
  The forest comes alive around you; thorny vines 
  shoot out from the ground to wrap around you 
  before you can react. Magical runes burst into view 
  on the trees nearby, and their magical energy washes 
  over you, sapping your conscious will and draining 
  the strength from your body. 
   
  TRAP AND CREATURES 
  ALL APLs (EL 14) 
  Nimhar: male druid 10 (1): hp 48 (Bluff +2, Sense Motive 
  +5); Appendix 1 
  Sidhee Elf: male warrior 1 (6): hp 4 each (Bluff –1, Sense 
  Motive –1); Monster Manual 101 
   
  Heightened Symbol of Sleep: CR 10; magical device; 
  spell trigger (any druid spell affecting the area containing 
  the symbol); automatic reset; spell effect (symbol of sleep 
  heightened to 9th level; all creatures 10HD or less fall 
  catatonic for 3d6 x 10 minutes and cannot be awakened 
  by non-magical means), 17th level wizard, DC 23 Will 
  
  SHL7-06 Wraithwood 
   
  Page 16 
  negates; multiple targets (all within 60’ burst); Search DC 
  34; Disable Device DC 34 
   
  Empowered Symbol of Weakness: CR 10; magical 
  device; spell trigger (any druid spell affecting the area 
  containing the symbol); automatic reset; spell effect 
  (empowered symbol of weakness (3d6 x 1.5 Str damage), 17th 
  level wizard, DC 23 Fort negates; multiple targets (all 
  within 60’ burst); Search DC 34; Disable Device DC 34 
   
  If the trap is successful in disabling all the PCs: 
  • The Sidhee bind the PCs with ropes and bring them 
  back to consciousness. 
  • The PCs have been taken safely outside the reach of 
  the aberrations that pursued them, so they are in no 
  more danger for now. 
  • The Sidhee treat the PCs with contempt, mocking 
  them for their foolishness in entering the Vineyard 
  lands without their ‘permission’. 
  • They do not physically abuse them. 
  • The PCs that were killed or captured by the aberrations 
  in the previous encounter are here, bound as the other 
  PCs are, but miraculously alive and unharmed. 
  • Rescued PCs do not remember anything that 
  happened to them after they were left behind. 
  • The Sidhee refuse to explain how they were rescued. 
   
  If the trap is unsuccessful: 
  • The Sidhee mock the PCs from their location. 
  • They are not armed and retreat as fast as possible into 
  the Vineyard lands if they feel that they are in danger. 
  • They do not engage the PCs in combat, even to protect 
  their own lives. 
  • The aberrations do not attack the PCs once they are in 
  the trap site. 
  • The Sidhee use the PCs that were allegedly killed or 
  captured by the aberrations in the previous encounter 
  for bargaining purposes. 
  • The rescued PCs are bound but miraculously alive and 
  unharmed. 
  • They remind the PCs that the aberrations remain at the 
  edge of the Vineyard lands, obviously ready and 
  willing to annihilate the PCs if they go back in after the 
  Sidhee. 
   
  “Now, that was the shortest offensive I’ve ever seen! 
  Did you think you could actually get into the grove 
  without our permission? Gildenfar left behind some 
  pretty scary creatures to defend her grove, eh? 
  Maybe if you give us something valuable, we can let 
  you leave this place with your skin still on your 
  hides.” 
   
  • The Sidhee negotiate from a façade of strength. 
  • Once they have the PCs’ attention they attempt to 
  extort anything they can get from the adventurers in 
  payment for ‘allowing’ them their freedom, using 
  whatever lies they can think of. 
  • Taunt them for a minute or two then inform the PCs 
  that they think the elves are lying but not hostile (if 
  they haven’t already attempted to use the Sense Motive 
  skill) then read the following text. 
  • Any PCs who are members of the Sidhee Nation are 
  beseeched to “fight” for the right of the Sidhee make 
  this forest their new home. 
   
  “So you think we are lying, eh? Fine . . . you can leave. 
  We will tell Gildenfar when she gets here that you 
  were good ‘sports’. She will be happy to know that 
  her defenses still work to protect the Vineyard from 
  anyone that would try to take it over. You never 
  know, she may do you a favor in the future if you ask 
  nicely!” 
   
  As long as there are no further hostilities between the 
  elves and the PCs, the Sidhee enter into the Vineyard and 
  the PCs go to the Conclusion. They do not answer any of 
  the PCs questions about the Vineyard, and they do not 
  know anything about the alleged caves under the 
  Vineyard. Any attempt to Sense Motive on them reveals 
  that they are not lying on that point. Any actions to harm 
  or disable the Sidhee convince them to quickly escape 
  into the Vineyard, where the PCs cannot follow. They 
  plan their revenge on the player PCs for a later date. If 
  the PCs persist in pursuing the elves, attack them with 
  more and more aberrations from the previous encounter 
  until they give up or are killed. The Sidhee will not 
  rescue any more PCs should they pursue this course of 
  action. 
   
  Treasure: The Sidhee elves possess no coins or items of 
  value. 
   
  DEVELOPMENT 
  PCs who attack the Sidhee in this encounter earn the 
  Enmity of the Sidhee on their AR. 
   
  CONCLUSION 
  Treasure: The Crown Vineyard sends a messenger with a 
  reward for the aid that the PCs gave in the successful 
  arrival of the caravan, even if the devils attacked it. The 
  sacks of platinum coins originated from Dyvers, and are 
  delivered ‘off-screen’ to the PCs as the adventure comes 
  to an end. The total for this bonus is halved if PCs 
  skipped encounters 6 and 7. If PCs abandoned the 
  mission and did not travel to Wraithwood, they do not 
  receive payment. Alter the concluding text depending on 
  the circumstances if this happens. 
   
  APL 2: Loot 0 gp; Coin 40 gp; Magic 0 gp; Total 40 
  gp. 
   
  APL 4: Loot 0 gp; Coin 60 gp; Magic 0 gp; Total 60 
  gp. 
   
  APL 6: Loot 0 gp; Coin 80 gp; Magic 0 gp; Total 80 
  gp. 
  
  SHL7-06 Wraithwood 
   
  Page 17 
   
  APL 8: Loot 0 gp; Coin 100 gp; Magic 0 gp; Total 100 
  gp. 
   
  APL 10: Loot 0 gp; Coin 300 gp; Magic 0 gp; Total 
  300 gp. 
   
  APL 12: Loot 0 gp; Coin 500 gp; Magic 0 gp; Total 
  400. 
   
  APL 14: Loot 0 gp; Coin 800 gp; Magic 0 gp; Total 
  800. 
   
  Your journey to and departure from Wraithwood 
  have given you much to consider. Is the opening of 
  the Vineyard going to benefit the Shield Lands? 
  What role will the Watchers of the Wounded Lands 
  and the Sidhee play in its future? What other secrets 
  are contained within the Vineyard lands? Will the 
  Old One seek vengeance for the spoiling of his plans 
  yet again? As you examine your share of the treasure 
  delivered by a Crown Vineyard messenger, in the 
  relative safety of Critwall days later, a nagging 
  feeling of guilt is hard to ignore. You know for 
  certain that there will be many eyes on Wraithwood 
  to see what happens next. 
   
  THE END. 
   
  The adventure ends here with the PCs celebrating their 
  victory or bandaging their newly acquired scars (or both). 
  Critical events of this adventure will be designed to guide 
  the follow-up adventure, which is intended to be the 
  Shield Lands Interactive at Conflict. If you are running 
  this adventure at the premiere, please fill out the Critical 
  Events sheet at the end of the adventure. The next twist 
  of fate for the refugees, the Vineyard, and the denizens of 
  Wraithwood will be determined during that event. 
   
  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 PC. 
   
  3: MISGUIDED VIGILANTES 
  Defeat or negotiate with the vigilantes 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10 
  330 XP 
  APL 12 
  390 XP 
  APL 14 
  450 XP 
   
  4: PROTECT THE CARAVAN 
  Defeat the devils 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
  APL 14 
  480 XP 
   
  6: OVERWHELMED BY THE ABERRATIONS 
  Defeat the initial group of aberrations before 
  fleeing 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
  APL 14 
  510 XP 
   
  OR  
   
  Flee the initial group of aberrations (minimum 1 
  PC alive) 
  APL 2  
  75 XP 
  APL 4  
  105 XP 
  APL 6  
  135 XP 
  APL 8  
  165 XP 
  APL 10 
  195 XP 
  APL 12 
  225 XP 
  APL 14 
  255 XP 
   
  STORY AWARDS 
  Not killing any Sidhee elves 
  APL 2  
  15 XP 
  APL 4  
  30 XP 
  APL 6  
  45 XP 
  APL 8  
  60 XP 
  APL 10 
  75 XP 
  APL 12 
  90 XP 
  APL 14 
  115 XP 
   
  DISCRETIONARY ROLEPLAYING AWARD 
  APL 2  
  75 XP 
  APL 4  
  105 XP 
  APL 6  
  135 XP 
  APL 8  
  165 XP 
  APL 10 
  195 XP 
  APL 12 
  225 XP 
  APL 14 
  255 XP 
   
  TOTAL POSSIBLE EXPERIENCE: 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  APL 10 
  1350 XP 
  APL 12 
  1575 XP 
  APL 14 
  1800 XP 
   
  
  SHL7-06 Wraithwood 
   
  Page 18 
  TREASURE SUMMARY 
  During an adventure, PCs 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 PC 
  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 PCs cannot take the time 
  to loot the bodies, they do not gain this gold. If you feel it 
  is reasonable that PCs 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), PCs may return to retrieve loot. If the PCs 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 PC 
  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 PCs may want to use them during the adventure. 
  Many times PCs 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 PCs total and coin value increase 
  at the end of the adventure. Write the total in the GP 
  Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  3: MISGUIDED VIGILANTES 
  Defeat the monks/drunken masters 
   
  APL 2: Loot 34 gp; Coin 12 gp; Magic 4 elixirs of 
  flaming fists (25 gp each), 4 glitter stones (37 gp each), 4 
  everfull mugs (16 gp each); Total 358 gp. 
   
  APL 4: Loot 34 gp; Coin 12 gp; Magic 4 elixirs of 
  flaming fists (25 gp each), 4 glitter stones (37 gp each), 4 
  everfull mugs (16 gp each), silkslick belt (166 gp); Total 524 
  gp. 
   
  APL 6: Loot 300 gp; Coin 12 gp; Magic 4 elixirs of 
  flaming fists (25 gp each), 4 glitter stones (37 gp each), 4 
  everfull mugs (16 gp each), silkslick belt (166 gp), quicksilver 
  boots (291 gp); Total 715 gp 
   
  APL 8: Loot 300 gp; Coin 12 gp; Magic 4 elixirs of 
  flaming fists (25 gp each), 4 glitter stones (37 gp each), 4 
  everfull mugs (16 gp each), silkslick belt (166 gp), quicksilver 
  boots (291 gp), ki straps (416 gp); Total 1,130 gp 
   
  APL 10: Loot 300 gp; Coin 12 gp; Magic 4 elixirs of 
  flaming fists (25 gp each), 4 glitter stones (37 gp each), 4 
  everfull mugs (16 gp each), silkslick belt (166 gp), ki straps 
  (416 gp), quicksilver boots (291 gp), strongarm bracers (500 
  gp); Total 1,630 gp 
   
  APL 12: Loot 300 gp; Coin 12 gp; Magic 4 elixirs of 
  flaming fists (25 gp each), 4 glitter stones (37 gp each), 4 
  everfull mugs (16 gp ea), ki straps (416 gp), strongarm bracers 
  (500 gp), monk’s belt (1083 gp); Total 2,256 gp 
   
  APL 14: Loot 300 gp; Coin 12 gp; Magic 4 elixirs of 
  flaming fists (25 gp each), 4 glitter stones (37 gp each), 4 
  everfull mugs (16 gp each), ki straps (416 gp), strongarm 
  bracers (500 gp), monk’s belt (1083 gp), ring of blinking (2250 
  gp); Total 4,506 gp 
   
  4: PROTECT THE CARAVAN 
  If the PCs defeat the devils, they may claim the chains as 
  loot: 
   
  APL 2: Loot 100 gp; Coin 0 gp; Magic 0 gp; Total 100 
  gp (four 10 ft. iron chains recoverable). 
   
  APL 4: Loot 150 gp; Coin 0 gp; Magic 0 gp; Total 150 
  gp (six 10 ft. iron chains recoverable). 
   
  APL 6: Loot 200 gp; Coin 0 gp; Magic 0 gp; Total 200 
  gp (eight 10 ft. iron chains recoverable). 
   
  APL 8: Loot 300 gp; Coin 0 gp; Magic 0 gp; Total 300 
  gp (twelve 10 ft. iron chains recoverable). 
   
  APL 10: Loot 600 gp; Coin 0 gp; Magic 0 gp; Total 
  600 gp (twenty-four 10 ft. iron chains recoverable). 
   
  APL 12: Loot 1,000 gp; Coin 0 gp; Magic 0 gp; Total 
  1,000 gp (forty 10 ft. iron chains recoverable). 
   
  APL 14: Loot 1,500 gp; Coin 0 gp; Magic 0 gp; Total 
  1,500 gp (sixty 10 ft. iron chains recoverable). 
   
  CONCLUSION 
  The Crown Vineyard sends a messenger with a reward 
  for the aid that the PCs gave in the successful arrival of 
  the caravan, even if the devils attacked it. The total for 
  this bonus is halved if PCs skipped encounters 6 and 7. If 
  PCs abandoned the mission and did not travel to 
  Wraithwood, they do not receive payment. 
   
  APL 2: Loot 0 gp; Coin 40 gp; Magic 0 gp; Total 40 
  gp. 
   
  APL 4: Loot 0 gp; Coin 60 gp; Magic 0 gp; Total 60 
  gp. 
   
  APL 6: Loot 0 gp; Coin 80 gp; Magic 0 gp; Total 80 
  gp. 
   
  APL 8: Loot 0 gp; Coin 100 gp; Magic 0 gp; Total 100 
  gp. 
   
  APL 10: Loot 0 gp; Coin 300 gp; Magic 0 gp; Total 
  300 gp. 
   
  APL 12: Loot 0 gp; Coin 500 gp; Magic 0 gp; Total 
  400. 
   
  APL 14: Loot 0 gp; Coin 800 gp; Magic 0 gp; Total 
  800. 
   
  
  SHL7-06 Wraithwood 
   
  Page 19 
  TOTAL POSSIBLE TREASURE 
   
  APL 2: Loot 134 gp; Coin 40 gp; Magic 312 gp; Total 
  486 gp (max 450 gp). 
   
  APL 4: Loot 184 gp; Coin 60 gp; Magic 478 gp; Total 
  722 gp (max 650 gp). 
   
  APL 6: Loot 500 gp; Coin 92 gp; Magic 769 gp; Total 
  1,361 gp (max 900 gp). 
   
  APL 8: Loot 600 gp; Coin 112 gp; Magic 1,185 gp; 
  Total 1,897 gp (max 1,300 gp). 
   
  APL 10: Loot 900 gp; Coin 312 gp; Magic 1,685 gp; 
  Total 2,897 gp (max 2,300 gp). 
   
  APL 12: Loot 1,300 gp; Coin 512 gp; Magic 2,311 gp; 
  Total 4,123 gp (max 3,300 gp). 
   
  APL 14: Loot 1,800 gp; Coin 812 gp; Magic 4,561 gp; 
  Total 7,173 gp (max 6,600 gp). 
   
  SPECIAL 
  � Favor of the Drunken Master: You have spent a night of drunken 
  revelry with a master of the inebriated arts without being incarcerated, 
  poisoned or extraordinarily embarrassed. 
   
  This PC gains the following benefits: the drunken masterCW 
  prestige class is Open for you and you meet its special requirements; 
  you gain Regional access to all Items Found that are marked with a *, 
  regardless of the APL played. 
   
  � Enmity of the Sidhee Elves: You have earned their contempt 
  instead of having it given freely to you. 
   
  � Friendship of Skip: You have saved Skip from certain death. He 
  may be able to return the favor in the future when he grows up. 
   
  � Favor of the Crown Vineyard: For successfully protecting the 
  caravan from the Iuzian attack, the Crown Vineyard offers you one time 
  access to one weapon and one armor upgrade of your choice from the 
  following lists: 
  Weapon: hunting1, ki focus, quickloading1, or thundering 
  Armor: blueshine1, healing1, slick, twilight1, or wild 
   
   
  1 Magic Item Compendium 
   
  � Favor of the Drinkers: You have discovered that the Drunken 
  Master is working for the Shade. He will put in a good word for you 
  with her the next time they share a drink, as long as you promise to 
  keep his secret. This favor counts as 1 Influence point with the Drinkers 
  of the Cup of Midnight (Iuz’s Border States Metaorganization). 
   
  � Big Silver Spoon: This spoon looks like it was stolen from a storm 
  giant’s china cabinet. It is approximately one foot long and is carved 
  with an intricate and tasteful design; however, it is slightly tarnished. 
  Price 50 gp; Weight 2 lb. 
   
  � Cold Iron Hat Stand: This serviceable piece of furniture is cool to 
  the touch. It is six feet tall and can hold at least four hats with ease. A 
  drunken master with Improved Improvised Weapons can use the hat 
  stand as a reach weapon and gains a +2 bonus on Disarm checks. Price 
  150 gp; Weight 12 lb. 
   
  � Adamantine Shoehorn: This shoehorn is a masterpiece of 
  craftsmanship. Minute runes carved in the handle read, in Gnomish, 
  “Guaranteed Never to Break under Normal Use”. The adamantine 
  shoehorn does not break on a natural 1, per the normal rules of 
  improvised weapons. Price 3,001 gp; Weight 2 lb. 
   
  ITEMS FOUND 
  APL 2 − 4 
  • Adamantine shoehorn (Adventure; 3001 gp)* 
  • Big silver spoon (Adventure; 50 gp)* 
  • Cold iron hat stand (Adventure; 150 gp)* 
  • Everfull mug (Adventure; MIC)* 
  • Elixir of flaming fists (Adventure; MIC)* 
  • Glitter stone (Adventure; MIC) 
  • Rod of frost (Adventure; MIC) 
  • Silkslick belt (Adventure; MIC) 
   
  APL 6 − 8 (ALL OF APL 2−4 PLUS THE FOLLOWING) 
  • Belt of ultimate athleticism (Adventure; MIC) 
  • Infinite scrollcase (Adventure; MIC) 
  • Ki straps (Adventure; MIC)* 
  • Quicksilver boots (Adventure; MIC)* 
  • Wilding clasp (Adventure; MIC) 
   
  APL 10 (ALL OF APL 2−8 PLUS THE FOLLOWING) 
  • Runestaff of the assassin (Adventure; MIC) 
  • Scepter of the netherworld (Adventure; MIC) 
  • Strongarm bracers (Adventure; MIC) 
   
  APL 12 (ALL OF APL 2−10 PLUS THE FOLLOWING) 
  • Monk’s belt (Adventure; DMG)* 
  • Ring of blinking (Adventure; DMG) 
  • Truelight lantern (Adventure; MIC) 
   
  APL 14 (ALL OF APL 2−12 PLUS THE FOLLOWING) 
  • Robe of stars (Adventure; DMG) 
  • Runestaff of power (Adventure; MIC) 
   
  
  SHL7-06 Wraithwood 
   
  Page 20 
  APPENDIX 1: ALL APLS
  S KI P CR  2 
  Male Tallfellow Halfling Rog 2 
  N Small humanoid (halfling) 
  Init +3; Senses Listen +2, Spot +0 
  Languages Common, Elven, Gnomish, Halfling  
  AC 14, touch 14, flat-footed 11 
   (+1 size, +3 Dex) 
  hp 15 (2 HD) 
  Resist evasion 
  Fort +2, Ref +7, Will +1 (+2 versus fear) 
  Speed 20 ft. (4 squares) 
  Melee small masterwork dagger +6(1d3-2) 
  Ranged small sling +6(1d3-2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp –5 
  Atk Options sneak attack +1d6 
  Combat Gear small masterwork dagger, small sling, 
  10 small bullets 
  Abilities Str 6, Dex 17, Con 13, Int 14, Wis 10, Cha 
  12  
  SQ trapfinding 
  Feats Weapon Finesse 
  Skills Balance +5, Climb +10, Disable Device +7, 
  Escape Artist +8, Hide +12, Jump +3, Listen +2, 
  Move Silently +10, Open Lock +8, Search +7, 
  Slight of Hand +8, Spot +0, Tumble +10, Use Rope 
  +3 (+5 bindings) 
  Possessions combat gear plus shirt, breeches and 
  rope belt, 3 sp 
   
  Physical Description: A very short, very young and 
  very filthy halfling boy looks up at you, sheepishly 
  and nervously. He is dressed only in a battered old 
  wool shirt, breeches with holes in the knees, and a 
  short length of rope for a belt. 
   
  C R E W G AR 
  CR  4 
  Male Rock Gnome Exp 8 
  LN Small humanoid (gnome) 
  Init +0; Senses Low-light vision; Listen +4, Spot +2 
  Languages Common, Elven, Gnomish, Halfling  
  AC 11, touch 11, flat-footed 11; +4 AC against giants 
   (+1 size) 
  hp 34 (8 HD) 
  Fort +2, Ref +2, Will +8 (+2 versus illusions) 
  Speed 20 ft. (4 squares) 
  Melee small club +8/+3 (1d4) 
  Ranged small club +8(1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6/+1; Grp +2 
  Atk Options +1 to hit kobolds and goblinoids 
  Combat Gear small masterwork club (walking stick) 
  Spell-like abilities (CL 1st) 
  1/day—dancing lights, ghost sound (DC 11), 
  prestidigitation, speak with animals (burrowing 
  mammals only, duration 1 minute) 
  Abilities Str 10, Dex 10, Con 10, Int 15, Wis 14, Cha 
  13  
  Feats Negotiator, Persuasive, Diligent 
  Skills Appraise +13 (+15 versus alchemical items), 
  Bluff +12, Craft (alchemy) +13, Decipher Script 
  +13, Diplomacy +16, Disguise +1 (+3 to act in 
  character), Hide +4, Intimidate +14, Listen +4, 
  Profession (guide) +11, Sense Motive +13, Spot +2 
  Possessions 
  combat 
  gear 
  plus 
  masterwork 
  merchant’s clothing, boots, 80 pp 
   
  Physical Description: The head of the Vineyard 
  representatives is a small middle-aged male 
  gnome clothed in well-tailored merchant’s clothes 
  made of fine emerald silks. Golden fabric tassels 
  hang from the edges of his garb and golden jewelry 
  adorns his fingers. He carries a small walking stick 
  with the Crown Vineyard symbol carved into the 
  head. 
   
  Y O R T R E L 
  CR  12 
  Male Lightfoot Halfling Rog 3/ Wiz 5/ Arcane Trickster 
  4 
  LN Small humanoid (halfling) 
  Init +3; Senses Listen +4, Spot +2 
  Languages Common, halfling, gnome, elven  
  AC 14, touch 14, flat-footed 11 
   (+1 size, +3 Dex) 
  hp 53 (12 HD) 
  Resist evasion 
  Fort +7, Ref +12, Will +10; +2 against fear 
  Speed 20 ft. (4 squares) 
  Melee small masterwork dagger +6/+1 (1d3–2) 
  Ranged small masterwork dagger +10(1d3–2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6/+1; Grp +0 
  Atk Options sneak attack +4d6, impromptu sneak 
  attack 1x/day 
  Special Actions ranged legerdemain 1x/day 
  Combat Gear small masterwork dagger 
  Class Spells Prepared (CL 9th): 
   5th—sending� 
   4th—charm monster (DC 18), dimension door, 
  greater invisibility (DC 19) 
   3rd—dispel magic, gaseous form, non-detection�, 
  tongues 
   2nd—arcane lock, detect thoughts �(DC 16), 
  invisibility (DC 17), mirror image, whispering wind 
   1st—alarm, charm person (DC15), feather fall, 
  identify, Tenser’s floating disk 
   0— detect magic, detect poison�, 
  prestidigitation�, read magic 
  �Already cast 
  Abilities Str 6, Dex 16, Con 12, Int 18, Wis 10, Cha 
  13  
  SQ familiar (not selected yet), trapfinding, trap sense 
  +1. 
  
  SHL7-06 Wraithwood 
   
  Page 21 
  Feats 
  Quicken 
  Spell, 
  Scribe 
  ScrollB, 
  Sudden 
  Empower, 
  Sudden 
  Maximize, 
  Sudden 
  StillB, 
  Sudden Silent, Sudden Extend. 
  Skills Balance +5, Bluff +6, Climb +0, Concentration 
  +13, Decipher Script +11, Diplomacy +3, Disable 
  Device +19, Disguise +1 (+3 to act in character), 
  Escape Artist +10, Hide +7, Intimidate +3, Jump –
  2, Knowledge (arcana) +8, Listen +2, Move Silently 
  +5, Open Locks +18, Search +19, Slight of Hand 
  +20, Spellcraft +21, Spot +0, Tumble +13, Use 
  Rope +3 (+5 bindings) 
  Possessions 
  combat 
  gear 
  plus 
  masterwork 
  merchant’s clothing, 140 pp 
  Spellbook Boccob’s blessed book spells prepared 
  plus 0—all 1—grease, mount, hypnotism, magic 
  missile, color spray, disguise self, erase 2—
  obscure 
  object, 
  glitterdust, 
  touch 
  of 
  idiocy, 
  misdirection, hypnotic pattern, spectral hand, rope 
  trick 
  3—explosive 
  runes, 
  clairaudience/ 
  clairvoyance, hold person, suggestion, invisibility 
  sphere, secret page, shrink item 4—globe of 
  invulnerability (lesser), minor creation, scrying, 
  detect 
  scrying, 
  hallucinatory 
  terrain, 
  rainbow 
  pattern, 
  Rary’s 
  mnemonic 
  enhancer 
  5—
  Mordenkainen’s 
  private 
  sanctum, 
  Leomund’s 
  secret 
  chest, 
  Mordenkainen’s 
  faithful 
  hound, 
  teleport, contact other plane, dominate person, 
  false vision 
   
  Power-Up Suite: Sudden Extend – non-detection (23 
  hours remaining); all other pre-cast spells have had 
  the durations run out before the PCs meet him. 
   
  Physical Description: You notice a middle-aged male 
  halfling. His clothing is a fine merchant’s outfit 
  made from emerald-dyed silk. His fine pedicure 
  and coifed foot-hair are noticeable, as he wears no 
  shoes . . . obviously a halfling of means. 
   
  N I M HAR  
  CR  10 
  Male Elf Drd 10 
  CN Medium humanoid (elf) 
  Init +7 Senses Low light vision; Listen +18, Spot +18 
  Languages Common, Druidic, Elven, Sidhee 
  AC 13, touch 13, flat-footed 10 
  hp 45 (9 HD)  
  Immune: poison, magic sleep effects 
  Fort 
  +7, 
  Ref 
  +6, 
  Will 
  +10 
  (+12 
  against 
  enchantments); +4 against spell-like abilities of fey 
  Speed 30 ft. (6 squares); woodland stride 
  Base Atk +7/+2; Grp +6 
  Special Actions wild shape (Small, Medium, Large) 
  4/day 
  Class Spells Prepared (CL 10th): 
  5th—wall of thorns x2 
  4th—dispel magic, flame strike (DC 17), freedom of 
  movement� 
  3rd—plant growth, poison (DC 16), protection from 
  energy�, sleet storm 
  2nd—bear’s endurance�, cat’s grace�, owl’s 
  wisdom�, resist energy�, wood shape 
  1st—entangle (DC 14), faerie fire, longstrider�, 
  obscuring mist, produce flame (+6 melee, +8 
  ranged) 
  0—create water, cure minor wounds, detect magic, 
  light, mending, resistance 
  �Already cast 
  Abilities Str 8, Dex 12, Con 12, Int 12, Wis 16, Cha 
  14 
  SQ able to notice secret or concealed doors, animal 
  companion (not present); wild empathy +14 (+10 
  magical beasts); trackless step 
  Feats Sudden Widen, Natural Spell, Improved 
  Initiative, Skill Focus (Concentration) 
  Skills  Bluff +2; Concentration +16; Handle Animal + 
  8; Knowledge (nature) +2; Listen +18; Search +2; 
  Spellcraft +6; Sense Motive +3, Spot +18; Survival 
  +8 
  Possessions traveler’s outfit 
   
  Power-Up Suite: Wild shape (5,400 rounds remaining 
  – small viper form), freedom of movement (300 
  rounds remaining), protection from energy – fire 
  (301 rounds remaining, will absorb 120 points of 
  damage 
  before 
  being 
  discharged), 
  bear’s 
  endurance (50 rounds remaining), cat’s grace (51 
  rounds remaining), owl’s wisdom (52 rounds 
  remaining), resist energy – cold (302 rounds 
  remaining), longstrider (1,500 rounds remaining), 
  Str 6, Dex 21, Con 15 (hit points unchanged), Init 
  +9, Listen +24, Spot +24, AC 19, touch 16, flat-
  footed 14, hp 65, Fort +9, Ref +8, Will +12, 
  Movement – climb 20 ft., swim 20 ft., (take 10 on 
  all Climb and Swim checks and may use run action 
  when swimming), Melee – bite +12/+7 (1d2–
  2+poison), poison (1d6 Con/1d6 Con, DC 12 Fort), 
  Scent, Weapon Finesse, Hide +13, Climb +13, 
  Swim +6, Balance +13, Concentration +18, 
  Survival +10, Sense Motive +5 
   
  Physical Description: You see an elderly male elf, 
  dressed in natural skins. He holds no weapons, but 
  a small green viper hides up his sleeve.  
   OR  
  (for both druid in wild shape and companion): It is a 
  small green viper on a branch, hissing and 
  waggling its tail. 
  
  SHL7-06 Wraithwood 
   
  Page 22 
  APLS 2 & 4 
  APL 2 
  3: MISGUIDED VIGILANTES 
  D R I N K E R S  O F  T H E  C UP 
  CR  1 
  Male human (Oeridian) monk 1 
  LN Medium humanoid (human) 
  Init +1; Senses Listen +6, Spot +6 
  Languages Common  
  AC 13, touch 13, flat-footed 12 
   (+1 Dex, +2 Wis) 
  hp 9 (1 HD) 
  Fort +5, Ref +3, Will +4 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +2 (1d6+2) or +0/+0 (1d6+2) 
  with flurry of blows 
  Ranged masterwork sling +2 (1d4+2) 
  Base Atk +0; Grp +6 
  Atk Options Stunning Fist (1/day, DC 13 Fort) 
  Combat Gear sling, 10 bullets, 1 elixir of flaming fists, 
  1 glitterstone 
  Abilities Str 14, Dex 13, Con 12, Int 10, Wis 15, Cha 
  8  
  Feats Stunning FistB, Great Fortitude, Improved 
  Grapple 
  Skills Balance +5, Jump +6, Listen +6, Spot +6, 
  Tumble +5 
  Possessions combat gear plus everfull mug, wine-
  stained monk’s outfit, 1 cask of wine, 20gp 
   
  Physical Description: Tall and muscular, the man is 
  clad in wine-stained monk’s clothing. He wears his 
  dark brown hair tied back in a ponytail and his olive 
  complexion betrays his Oeridian ancestry. He 
  carries a full mug of wine in one hand, and a small 
  cask of wine in the other. 
  APL 4 
  3: MISGUIDED VIGILANTES 
  D R I N K E R S  O F  T H E  C UP 
  CR  3 
  Male human (Oeridian) monk 3 
  LN Medium humanoid (human) 
  Init +1; Senses Listen +8, Spot +8 
  Languages Common 
  AC 13, touch 13, flat-footed 12; Dodge 
   (+1 Dex, +2 Wis) 
  hp 20 (3 HD) 
  Resist evasion 
  Fort +6, Ref +4, Will +5 (+2 vs. enchantment) 
  Speed 40 ft. (8 squares) 
  Melee unarmed strike +4 (1d6+2) or +2/+2 (1d6+2) 
  with flurry of blows 
  Ranged masterwork sling +4(1d4+2) 
  Base Atk +2; Grp +8 
  Atk Options Combat Reflexes, Stunning Fist (3/day, 
  DC 14 Fort) 
  Combat Gear sling, 10 bullets, 1 elixir of flaming fists, 
  1 glitterstone 
  Abilities Str 14, Dex 13, Con 12, Int 10, Wis 15, Cha 
  8  
  Feats Stunning FistB, Great Fortitude, Improved 
  Grapple, Dodge, Combat ReflexesB 
  Skills Balance +7, Jump +12, Listen +8, Spot +8, 
  Tumble +7 
  Possessions combat gear plus everfull mug, wine-
  stained monk’s outfit, 1 cask of wine, 20gp 
   
  Physical Description: Tall and muscular, the man is 
  clad in wine-stained monk’s clothing. He wears his 
  dark brown hair tied back in a ponytail and his olive 
  complexion betrays his Oeridian ancestry. He 
  carries a full mug of wine in one hand, and a small 
  cask of wine in the other. 
   
  Note: Cur-Lei has a silkslick belt as additional 
  equipment. 
  
  SHL7-06 Wraithwood 
   
  Page 23 
  APL 6 
  3: MISGUIDED VIGILANTES 
  D R I N K E R S  O F  T H E  C UP 
  CR  4 
  Male human (Oeridian) monk 4 
  LN Medium humanoid (human) 
  Init +1; Senses Listen +10, Spot +10 
  Languages Common 
  AC 14, touch 14, flat-footed 13; Dodge 
   (+1 Dex, +3 Wis) 
  hp 25 (4 HD) 
  Resist evasion 
  Fort +7, Ref +5, Will +7 (+2 vs. enchantments) 
  Speed 40 ft. (8 squares) 
  Melee unarmed strike +5 (1d8+2) or +3/+3 (1d8+2) 
  with flurry of blows 
  Ranged masterwork sling +5 (1d4+2) 
  Base Atk +3; Grp +9 
  Atk Options Combat Reflexes, Stunning Fist (4/day, 
  DC 15 Fort), ki strike (magic) 
  Combat Gear sling, 10 bullets, 1 elixir of flaming fists, 
  1 glitterstone 
  Abilities Str 14, Dex 13, Con 12, Int 10, Wis 16, Cha 
  8  
  SQ slow fall 20 ft. 
  Feats Stunning FistB, Great Fortitude, Improved 
  Grapple, Dodge, Combat ReflexesB 
  Skills Balance +8, Jump +13, Listen +10, Spot +10, 
  Tumble +8 
  Possessions combat gear plus everfull mug, wine-
  stained monk’s outfit, 1 cask of wine, 20gp 
   
  Physical Description: Tall and muscular, the man is 
  clad in wine-stained monk’s clothing. He wears his 
  dark brown hair tied back in a ponytail and his olive 
  complexion betrays his Oeridian ancestry. He 
  carries a full mug of wine in one hand, and a small 
  cask of wine in the other. 
  C UR-L E I,  D R U N K E N  M AS T E R 
  CR  6 
  Male human (Oeridian) monk 5/ drunken master 1 
  LN Medium humanoid (human) 
  Init +1; Senses Listen +10, Spot +10 
  Languages Common 
  AC 15, touch 15, flat-footed 14; Dodge, Mobility 
   (+1 Dex, +3 Wis, +1 class) 
  hp 36 (6 HD) 
  Immune normal disease 
  Resist evasion 
  Fort +9, Ref +7, Will +7 (+2 vs. enchantments) 
  Speed 40 ft. (8 squares) 
  Melee improvised weapons +5 (1d8+1d4+2) or +4/+4 
  (1d8+1d4+2) with flurry of blows or 
  Melee unarmed strike +5 (1d8+2) or +4/+4 (1d8+2) 
  with flurry of blows 
  Ranged masterwork sling +5(1d4+2) 
  Base Atk +3; Grp +9 
  Atk Options Combat Reflexes, Stunning Fist (5/day, 
  DC 16 Fort), improvised weapons, ki strike (magic) 
  Special Actions drink like a demon 
  Combat Gear sling, 10 bullets, 1 elixir of flaming fists, 
  1 glitterstone, everfull mug, cask of wine 
  Abilities Str 14, Dex 13, Con 12, Int 10, Wis 16, Cha 
  8  
  SQ slow fall 20 ft. 
  Feats Stunning FistB, Great Fortitude, Improved 
  Grapple, Dodge, Combat ReflexesB, Mobility 
  Skills Balance +10, Escape Artist +5, Jump +15, 
  Listen +10, Spot +10, Tumble +10 
  Possessions combat gear plus wine-stained monk’s 
  outfit, silkslick belt, quicksilver boots, 20gp, cold 
  iron hat stand, big silver spoon, adamantine shoe 
  horn.  
  Drink Like a Demon (Ex) A drunken master may 
  benefit from a number of drinks equal to his class 
  level. For every bottle consumed during combat his 
  Wis and Int are reduced by 2 each, but Str or Con 
  (choice) increases by 2. The duration of both the 
  penalty and the bonus is a number of rounds equal 
  to the drunken master level +3 
  Improvised Weapons (Ex) A drunken master’s 
  improvised weapons deal damage equal to his 
  unarmed strike plus 1d4. Most improvised weapons 
  deal bludgeoning damage, although some like 
  broken bottles would deal piercing or slashing. 
  When a drunken master rolls a natural 1 on an 
  attack roll with the improvised weapon it breaks 
  apart and is useless. 
   
  Physical Description: Tall and muscular, the man is clad in 
  wine-stained monk’s clothing. He wears his dark brown 
  hair tied back in a ponytail and his olive complexion 
  betrays his Oeridian ancestry. He carries a full mug of 
  wine in one hand, and a small cask of wine in the other. 
  He has a different belt on than the others do, and seems 
  to be the leader of the group. 
  
  SHL7-06 Wraithwood 
   
  Page 24 
  APL 8 
  3: MISGUIDED VIGILANTES 
  D R I N K E R S  O F  T H E  C UP 
  CR  4 
   
  See Drinkers of the Cup at APL 6 
   
   
  C UR-L E I,  D R U N K E N  M AS T E R 
  CR  8 
  Male human (Oeridian) monk 6/ drunken master 2 
  LN Medium humanoid (human) 
  Init +2; Senses Listen +11, Spot +11 
  Languages Common 
  AC 16, touch 16, flat-footed 14; Dodge, Mobility 
   (+2 Dex, +3 Wis, +1 class) 
  hp 47 (8 HD) 
  Immune normal disease 
  Resist evasion 
  Fort +11, Ref +9, Will +8 (+2 vs. enchantments) 
  Speed 50 ft. (10 squares), base movement 30 ft.; 
  stagger 
  Melee improvised weapons +7 (1d8+1d4+2) or +6/+6 
  (1d8+1d4+2) with flurry of blows or 
  Melee unarmed strike +7 (1d8+2 magic) or +6/+6 
  (1d8+2 magic) with flurry of blows 
  Ranged masterwork sling +7 (1d4+2) 
  Base Atk +5; Grp +11 
  Atk Options Combat Reflexes, Stunning Fist (6/day, 
  DC 19 Fort) , improvised weapons, ki strike (magic) 
  Special Actions drink like a demon 
  Combat Gear sling, 10 bullets, 1 elixir of flaming fists, 
  1 glitterstone, everfull mug, cask of wine, ki straps 
  Abilities Str 14, Dex 14, Con 12, Int 10, Wis 16, Cha 
  8  
  SQ slow fall 30 ft. 
  Feats Stunning FistB, Great Fortitude, Improved 
  Grapple, Dodge, Combat ReflexesB, Mobility, 
  Improved DisarmB 
  Skills Balance +11, Bluff +9, Escape Artist +6, Jump 
  +19, Listen +11, Spot +11, Tumble +11 
  Possessions combat gear plus wine-stained monk’s 
  outfit, slicksilk belt, quicksilver boots, 20gp, cold 
  iron hat stand, big silver spoon, adamantine shoe 
  horn. 
  Drink Like a Demon (Ex) A drunken master may 
  benefit from a number of drinks equal to his class 
  level. For every bottle consumed during combat his 
  Wis and Int are reduced by 2 each, but Str or Con 
  (choice) increases by 2. The duration of both the 
  penalty and the bonus is a number of rounds equal 
  to the drunken master level +3 
  Improvised Weapons (Ex) A drunken master’s 
  improvised weapons deal damage equal to his 
  unarmed strike plus 1d4. Most improvised weapons 
  deal bludgeoning damage, although some like 
  broken bottles would deal piercing or slashing. 
  When a drunken master rolls a natural 1 on an 
  attack roll with the improvised weapon it breaks 
  apart and is useless. 
  Stagger (Ex) A drunken master need not charge in a 
  straight line. Also, if the drunken master makes a 
  DC 15 Tumble before beginning a charge, 
  movement through threatened squares provokes 
  no attacks of opportunity. 
   
  Physical Description: Tall and muscular, the man is 
  clad in wine-stained monk’s clothing. He wears his 
  dark brown hair tied back in a ponytail and his olive 
  complexion betrays his Oeridian ancestry. He 
  carries a full mug of wine in one hand, and a small 
  cask of wine in the other. He has a different belt on 
  than the others do, and seems to be the leader of 
  the group. 
  
  SHL7-06 Wraithwood 
   
  Page 25 
  APL 10 
  3: MISGUIDED VIGILANTES 
  D R I N K E R S  O F  T H E  C UP 
  CR  5 
  Male human (Oeridian) monk 5 
  LN Medium humanoid (human) 
  Init +1; Senses Listen +10, Spot +10 
  Languages Common  
  AC 15, touch 15, flat-footed 14; Dodge 
   (+1 Dex, +3 Wis, +1 class) 
  hp 31 (5 HD) 
  Immune normal disease 
  Resist evasion 
  Fort +7, Ref +5, Will +7 (+2 vs. enchantments) 
  Speed 40 ft. (8 squares), base movement 30 ft. 
  Melee unarmed strike +5 (1d8+2) or +3/+3 (1d8+2) 
  with flurry of blows 
  Ranged masterwork sling +5 (1d4+2) 
  Base Atk +3; Grp +9 
  Atk Options Combat Reflexes, Stunning Fist (5/day, 
  DC 15 Fort), ki strike (magic) 
  Combat Gear sling, 10 bullets, 1 elixir of flaming fists, 
  1 glitterstone 
  Abilities Str 14, Dex 13, Con 12, Int 10, Wis 16, Cha 
  8  
  SQ slow fall 20 ft. 
  Feats Stunning FistB, Great Fortitude, Improved 
  Grapple, Dodge, Combat ReflexesB 
  Skills Balance +10, Jump +15, Listen +10, Spot +10, 
  Tumble +10 
  Possessions combat gear plus everfull mug, wine-
  stained monk’s outfit, 1 cask of wine, 20gp 
   
  Physical Description: Tall and muscular, the man is 
  clad in wine-stained monk’s clothing. He wears his 
  dark brown hair tied back in a ponytail and his olive 
  complexion betrays his Oeridian ancestry. He 
  carries a full mug of wine in one hand, and a small 
  cask of wine in the other.  
   
  C UR-L E I,  D R U N K E N  M AS T E R 
   
  CR  10 
  Male human (Oeridian) monk 6/ drunken master 4 
  LN Medium humanoid (human) 
  Init +2; Senses Listen +11, Spot +11 
  Languages Common  
  AC 18, touch 18, flat-footed 16; Dodge, Mobility, 
  swaying waist 
   (+2 Dex, +3 Wis, +2 class, +1 class) 
  hp 58 (10 HD) 
  Immune normal disease 
  Resist evasion 
  Fort +13, Ref +11, Will +9 (+2 vs. enchantments) 
  Speed 50 ft. (10 squares), base movement 30 ft.; 
  stagger 
  Melee large improvised weapons +9/+4 (1d10+1d6+2, 
  10’reach or +2 disarm) or +8/+8/+3 (1d10+1d6+2, 
  10’reach or +2 disarm) with flurry of blows or 
  Melee unarmed strike +9/+4 (1d10+2) or +8/+8/+3 
  (1d10+2) with flurry of blows 
  Ranged masterwork sling +9/+4 (1d4+2) 
  Base Atk +7; Grp +13 
  Atk Options Combat Reflexes, Spring Attack, 
  Stunning Fist (7/day, DC 18 Fort), improvised 
  weapons, ki strike (magic) 
  Special Actions drink like a demon 
  Combat Gear sling, 10 bullets, 1 elixir of flaming fists, 
  1 glitterstone, everfull mug, cask of wine, ki straps, 
  strongarm bracers 
  Abilities Str 14, Dex 14, Con 12, Int 10, Wis 16, Cha 
  8  
  SQ slow fall 30 ft. 
  Feats Stunning FistB, Great Fortitude, Improved 
  Grapple, 
  Dodge, 
  Combat 
  ReflexesB, 
  Mobility, 
  Improved DisarmB, Spring Attack 
  Skills Balance +11, Bluff +11, Escape Artist +11, 
  Jump +22, Listen +11, Spot +11, Tumble +11 
  Possessions combat gear plus wine-stained monk’s 
  outfit, silkslick boots, quicksilver boots, 20gp, cold 
  iron hat stand, big silver spoon, adamantine shoe 
  horn. 
  Drink Like a Demon (Ex) A drunken master may 
  benefit from a number of drinks equal to his class 
  level. For every bottle consumed during combat his 
  Wis and Int are reduced by 2 each, but Str or Con 
  (choice) increases by 2. The duration of both the 
  penalty and the bonus is a number of rounds equal 
  to the drunken master level +3 
  Improvised Weapons (Ex) A drunken master’s 
  improvised weapons deal damage equal to his 
  unarmed strike plus 1d4. Most improvised weapons 
  deal bludgeoning damage, although some like 
  broken bottles would deal piercing or slashing. 
  When a drunken master rolls a natural 1 on an 
  attack roll with the improvised weapon it breaks 
  apart and is useless. 
  Improved Improvised Weapons (Ex) A drunken 
  master can use long improvised weapons (such as 
  ladders) as reach weapons, and improvised 
  weapons with protrusions (such as chains) provide 
  a +2 to disarm. Also, large, flat surfaces (such as 
  tables) can be upended to be used a tower shields. 
  Stagger (Ex) A drunken master need not charge in a 
  straight line. Also, if the drunken master makes a 
  DC 15 Tumble before beginning a charge, 
  movement through threatened squares provokes 
  no attacks of opportunity. 
  Swaying Waist (Ex) A drunken master gains a +2 
  dodge bonus to AC against any one opponent he 
  chooses during his turn. 
   
  Physical Description: Tall and muscular, the man is clad in 
  wine-stained monk’s clothing. He wears his dark brown 
  hair tied back in a ponytail and his olive complexion 
  betrays his Oeridian ancestry. He carries a full mug of 
  wine in one hand, and a small cask of wine in the other. 
  He has a different belt on than the others do, and seems 
  to be the leader of the group. 
  
  SHL7-06 Wraithwood 
   
  Page 26 
  APL 12 
  3: MISGUIDED VIGILANTES 
  D R I N K E R S  O F  T H E  C UP  
   
  CR  8 
   
  See Cur-Lei, Drunken Master at APL 8 
   
   
  C UR-L E I,  D R U N K E N  M AS T E R 
   
  CR  12 
  Male human (Oeridian) monk 6/ drunken master 6 
  LN Medium humanoid (human) 
  Init +2; Senses Listen +11, Spot +11 
  Languages Common 
  AC 18, touch 18, flat-footed 16; Dodge, Mobility, 
  swaying waist 
   (+2 Dex, +3 Wis, +2 class, +1 class) 
  hp 69 (12 HD) 
  Immune normal disease 
  Resist evasion 
  Fort +14, Ref +12, Will +10 (+2 vs. enchantments) 
  Speed 50 ft. (10 squares); stagger 
  Melee large greater improvised weapons +10/+5 
  (1d10+2d6+2, 19-20 critical, 10’ reach or +2 
  disarm) or +9/+9/+4 (1d10+2d6+2, 19-20 critical, 
  10’reach or +2 disarm) with flurry of blows or 
  Melee unarmed strike +10/+5 (1d10+2) or +9/+9/+4 
  (1d10+2) with flurry of blows 
  Ranged masterwork sling +10/+5 (1d4+2) 
  Base Atk +8; Grp +14 
  Atk Options Combat Reflexes, Improved Feint, 
  Spring Attack, Stunning Fist (8/day, DC 21 Fort), 
  greater improvised weapons, ki strike (magic) 
  Special Actions drink like a demon 
  Combat Gear sling, 10 bullets, 1 elixir of flaming fists, 
  1 glitterstone, everfull mug, cask of wine, ki straps, 
  strongarm bracers, monk’s belt 
  Abilities Str 14, Dex 15, Con 12, Int 10, Wis 16, Cha 
  8  
  SQ slow fall 30 ft. 
  Feats Stunning FistB, Great Fortitude, Improved 
  Grapple, Dodge, Combat ReflexesB, Mobility, 
  Improved DisarmB, Spring Attack, Improved FeintB, 
  Improved Critical (Improvised Weapons) 
  Skills Balance +11, Bluff +14, Escape Artist +13, 
  Jump +25, Listen +11, Spot +11, Tumble +13 
  Possessions combat gear plus wine-stained monk’s 
  outfit, 20gp, cold iron hat stand, big silver spoon, 
  adamantine shoe horn. 
  Drink Like a Demon (Ex) A drunken master may 
  benefit from a number of drinks equal to his class 
  level. For every bottle consumed during combat his 
  Wis and Int are reduced by 2 each, but Str or Con 
  (choice) increases by 2. The duration of both the 
  penalty and the bonus is a number of rounds equal 
  to the drunken master level +3 
  Greater Improvised Weapons (Ex) A drunken 
  master’s improvised weapons deal damage equal 
  to his unarmed strike plus 1d8. Most improvised 
  weapons deal bludgeoning damage, although 
  some like broken bottles would deal piercing or 
  slashing. When a drunken master rolls a natural 1 
  on an attack roll with the improvised weapon it 
  breaks apart and is useless. 
  Improved Improvised Weapons (Ex) A drunken 
  master can use long improvised weapons (such as 
  ladders) as reach weapons, and improvised 
  weapons with protrusions (such as chains) provide 
  a +2 to disarm. Also, large, flat surfaces (such as 
  tables) can be upended to be used a tower shields. 
  Stagger (Ex) A drunken master need not charge in a 
  straight line. Also, if the drunken master makes a 
  DC 15 Tumble before beginning a charge, 
  movement through threatened squares provokes 
  no attacks of opportunity. 
  Swaying Waist (Ex) A drunken master gains a +2 
  dodge bonus to AC against any one opponent he 
  chooses during his turn. 
  Physical Description: Tall and muscular, the man is 
  clad in wine-stained monk’s clothing. He wears his 
  dark brown hair tied back in a ponytail and his olive 
  complexion betrays his Oeridian ancestry. He 
  carries a full mug of wine in one hand, and a small 
  cask of wine in the other. He has a different belt on 
  than the others do and is wearing a platinum ring. 
  He seems to be the leader of the group. 
  
  SHL7-06 Wraithwood 
   
  Page 27 
  APL 14
  3: MISGUIDED VIGILANTES 
  D R I N K E R S  O F  T H E  C UP 
  CR  8 
   
  See Cur-Lei, Drunken Master at APL 8 
   
   
  C UR-L E I,  D R U N K E N  M AS T E R 
  CR  15 
  Male human (Oeridian) monk 6/ drunken master 9 
  LN Medium humanoid (human) 
  Init +2; Senses Listen +11, Spot +11 
  Languages Common 
  AC 19, touch 19, flat-footed 17; Deflect Arrows, 
  Dodge, Mobility, Snatch Arrows, swaying waist 
   (+2 Dex, +3 Wis, +2 class, +2 class) 
  hp 86 (15 HD) 
  Immune normal disease 
  Resist evasion 
  Fort +16, Ref +14, Will +12 (+2 vs. enchantments) 
  Speed 50 ft. (10 squares); stagger 
  Melee large greater improvised weapons +12/+7 
  (1d10+3d6+2, 19-20 critical, 10’reach or +2 disarm) 
  or 
  +11/+11/+6 
  (1d10+3d6+2, 
  19-20 
  critical, 
  10’reach or +2 disarm) with flurry of blows or  
  Melee unarmed strike +12/+7 (1d10+2) or +11/+11/+6 
  (1d10+2) with flurry of blows 
  Ranged masterwork sling +12/+7(1d4+2) 
  Base Atk +10; Grp +16 
  Atk Options Combat Reflexes, Improved Feint, 
  Spring Attack, Stunning Fist (9/day, DC 22 Fort), 
  corkscrew 
  rush, 
  ki 
  strike 
  (magic), 
  superior 
  improvised weapons 
  Special Actions drink like a demon, for medicinal 
  purposes, blink 
  Combat Gear sling, 10 bullets, 1 elixir of flaming fists, 
  1 glitterstone, everfull mug, cask of wine, ki straps, 
  strongarm bracers, monk’s belt, ring of blinking 
  Abilities Str 14, Dex 15, Con 12, Int 10, Wis 16, Cha 
  8  
  SQ slow fall 30 ft., second chances 
  Feats Stunning FistB, Great Fortitude, Improved 
  GrappleB, Dodge, Combat ReflexesB, Mobility, 
  Improved DisarmB, Spring Attack, Improved FeintB, 
  Improved Critical (Improvised Weapons), Deflect 
  Arrows, Snatch Arrows 
  Skills Balance +11, Bluff +17, Escape Artist +15, 
  Jump +28, Listen +11, Spot +11, Tumble +15 
  Possessions combat gear plus wine-stained monk’s 
  clothing, 20 gp, cold iron hat stand, big silver 
  spoon, adamantine shoe horn. 
  Corkscrew Rush (Ex) When making a charge attack 
  a drunken master can, in addition to dealing normal 
  damage, initiate a bull rush (without provoking an 
  attack of opportunity). If the bull rush is successful, 
  the opponent is stunned unless it makes a Will 
  save (DC 10 + drunken master level + Wis) If the 
  bull rush fails, the drunken master falls prone in 
  front of the opponent. 
  Drink Like a Demon (Ex) A drunken master may 
  benefit from a number of drinks equal to his class 
  level. For every bottle consumed during combat his 
  Wis and Int are reduced by 2 each, but Str or Con 
  (choice) increases by 2. The duration of both the 
  penalty and the bonus is a number of rounds equal 
  to the drunken master level +3 
  For Medicinal Purposes (Sp) To use this ability, a 
  drunken master must be inebriated (such as from 
  Drink Like a Demon). 3/day, a drunken master may 
  then convert a single alcoholic drink into a single 
  potion of cure moderate wounds as if he drank a 
  dose of a potion. After converting one drink into 
  one dose of the potion a drunken master’s ability 
  scores change (+2 Int and Wis, –2 Str or Con) as if 
  the duration of the alcohol expired. Using this 
  ability is a standard action that does not provoke an 
  attack of opportunity. 
  Improved Improvised Weapons (Ex) A drunken 
  master can use long improvised weapons (such as 
  ladders) as reach weapons, and improvised 
  weapons with protrusions (such as chains) provide 
  a +2 to disarm. Also, large, flat surfaces (such as 
  tables) can be upended to be used a tower shields. 
  Superior Improvised Weapons (Ex) A drunken 
  master’s improvised weapons deal damage equal 
  to his unarmed strike plus 1d12. Most improvised 
  weapons deal bludgeoning damage, although 
  some like broken bottles would deal piercing or 
  slashing. When a drunken master rolls a natural 1 
  on an attack roll with the improvised weapon it 
  breaks apart and is useless. 
  Stagger (Ex) A drunken master need not charge in a 
  straight line. Also, if the drunken master makes a 
  DC 15 Tumble before beginning a charge, 
  movement through threatened squares provokes 
  no attacks of opportunity. 
  Swaying Waist (Ex) A drunken master gains a +2 
  dodge bonus to AC against any one opponent he 
  chooses during his turn. 
   
  Physical Description: Tall and muscular, the man is 
  clad in wine-stained monk’s clothing. He wears his 
  dark brown hair tied back in a ponytail and his olive 
  complexion betrays his Oeridian ancestry. He 
  carries a full mug of wine in one hand, and a small 
  cask of wine in the other. He has a different belt on 
  than the others do and is wearing a platinum ring. 
  He seems to be the leader of the group. 
  
  SHL7-06 Wraithwood 
   
  Page 28 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  SUDDEN WIDEN (METAMAGIC) 
  You can increase a spell’s area without special 
  preparation. 
   
  Benefit: Once per day, you can apply the effect of 
  the Widen Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You may still use the Widen Spell feat 
  normally if you have it. 
   
  Source: Complete Arcane 83. 
   
  SUDDEN MAXIMIZE (METAMAGIC) 
  You can cast a spell to maximum effect without special 
  preparation. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: Once per day, you can apply the effect of 
  the Maximize Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You may still use the Maximize Spell 
  feat normally if you have it. 
   
  Source: Complete Arcane 83. 
   
  SUDDEN EMPOWER (METAMAGIC) 
  You can cast a spell to greater effect without special 
  preparation. 
   
  Prerequisite: Any metamagic feat 
   
  Benefit: Once per day, you can apply the effect of 
  the Empower Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You may still use the Empower Spell 
  feat normally if you have it. 
   
  Source: Complete Arcane 83. 
   
  SUDDEN EXTEND (METAMAGIC) 
  You can make a spell last longer than normal without 
  special preparation. 
   
  Benefit: Once per day, you can apply the effect of 
  the Maximize Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You may still use the Maximize Spell 
  feat normally if you have it. 
   
  Source: Complete Arcane 83. 
   
  SUDDEN SILENT (METAMAGIC) 
  You can cast a spell silently without special 
  preparation. 
   
  Benefit: Once per day, you can apply the effect of 
  the Silent Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You may still use the Silent Spell feat 
  normally if you have it. 
   
  Source: Complete Arcane 83. 
   
  SUDDEN STILL (METAMAGIC) 
  You can cast a spell without gestures or special 
  preparation. 
   
  Benefit: Once per day, you can apply the effect of 
  the Still Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You may still use the Still Spell feat 
  normally if you have it. 
   
  Source: Complete Arcane 83. 
   
  ITEMS 
  EVERFULL MUG  
  Price (Item Level): 200 gp (2nd) 
  Body Slot: — (held) 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) conjuration 
  Activation: Standard (command) 
  Weight: — 
  This common-looking brown clay mug has persistent stains 
  just under the rim.  
   
  Three times per day, when you recite the 
  command word, this mug fills with 12 ounces of water, 
  cheap ale, or watery wine (your choice). 
  Prerequisites: Craft Wondrous Item, create water. 
  Cost to Create: 100 gp, 8 XP, 1 day. 
  Source: Magic Item Compendium p.160. 
   
  ELIXIR OF FLAMING FISTS 
  Price (Item Level): 300 gp (2nd) 
  Body Slot: — 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) evocation 
  Activation: Standard (manipulation) 
  Weight: — 
  This viscous liquid inside this cut glass bottle is red-orange 
  and roils like the heart of an inferno. 
   
  When you drink this elixir, your hands 
  immediately burst into flame, allowing you to deal an 
  extra 1d6 points of fire damage with each of your 
  unarmed attacks. These flames do not harm you. This 
  effect lasts for 3 minutes. 
  Prerequisites: Craft Wondrous Item, burning hands. 
  Cost to Create: 150 gp, 12 XP, 1 day. 
  Source: Magic Item Compendium p.159. 
   
  GLITTER STONE 
  Price (Item Level): 450 gp (3rd) 
  Body Slot: — (held); see text 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) conjuration 
  Activation: Standard (thrown) or — (activation) 
  Weight: — 
  Sparkles of light glitter on this stone’s surface. 
   
  A glitter stone renders hidden creatures visible. The 
  stone must be thrown (range increment 10 feet) or 
  
  SHL7-06 Wraithwood 
   
  Page 29 
  hurled from a sling (using that weapon’s normal range 
  increment) as a ranged touch attack. When the stone 
  strikes its target or a hard surface, it deals no damage, 
  but explodes in a 10-foot-radius burst of glittering 
  shards. All invisible creatures in the area become 
  coated in glittery dust, making them visible for 3 
  rounds. Any coated creature takes a -40 penalty on 
  Hide checks for the duration of the effect. 
  Prerequisite: Craft Wondrous Item, glitterdust. 
  Cost to Create: 225 gp, 18 XP, 1 day. 
  Source: Magic Item Compendium p.161. 
   
  ROD OF FROST 
  Price (Item Level): 1400 gp (5th) 
  Body Slot: — (held) 
  Caster Level: 9th 
  Aura: Moderate; (DC 19) evocation 
  Activation: Standard (command) 
  Weight: 5 lb. 
  This 2-foot-long rod of steel-hard ice-blue glass is bound with 
  iron bands. 
   
  A rod of frost emits a beam of cold that can create a 
  variety of effects. Three times per day, you can fire a 30-
  foot line of frost deals 2d6 points of cold damage to all 
  creatures in the area (Reflex DC 14 half). Natural fires 
  in the area of effect are automatically extinguished, and 
  open water in the area of the line freezes to a depth of 
  one foot – thick enough for a Large creature to walk 
  upon safely. The ice melts normally. 
  Prerequisite: Craft Rod, ray of frost. 
  Cost to Create: 700 gp, 56 XP, 2 days. 
  Source: Magic Item Compendium p.174. 
   
  SILKSLICK BELT 
  Price (Item Level): 2,000 gp (6th) 
  Body Slot: Waist 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) transmutation 
  Activation: — and swift (mental) 
  Weight: — 
  This belt is crafted from a thousand strands of silk, which are 
  dyed the color of midnight. 
   A silkslick belt is a boon to burglars and contortionists, 
  but also to anyone who wants to avoid being caught in 
  a tight spot. You can attempt an Escape Artist check to 
  escape from a grapple or pin as a move action (rather 
  than a standard action). This is a continuous effect and 
  requires no activation. In addition, once per day you 
  can activate a silkslick belt to gain a +10 competence 
  bonus on the next Escape Artist check you begin 
  before the end of your next turn. 
  Prerequisite: Craft Wondrous Item, grease. 
  Cost to Create: 1,000 gp, 80 XP, 2 days. 
  Source: Magic Item Compendium p.174. 
   
  BIG SILVER SPOON  
  50 gp 
  This spoon looks like it was stolen from a storm giant’s china 
  cabinet. It is about a foot long, carved with an intricate and 
  tasteful design, but slightly tarnished. 
   
  COLD IRON HAT STAND 
  150 gp 
  This serviceable piece of furniture is cool to the touch. It is six 
  feet tall, and can hold at least four hats with ease. 
   
  ADAMANTINE SHOEHORN 
  3,001 gp 
  This shoehorn is a masterpiece of craftsmanship. Minute 
  runes carved in the handle read in Gnomish, “Guaranteed 
  Never to Break Under Normal Use”. 
   
  INFINITE SCROLLCASE 
  Price (Item Level): 2,800 gp (7th) 
  Body Slot: — (held) 
  Caster Level: 9th 
  Aura: Moderate; (DC 19) transmutation 
  Activation: Move (manipulation); see text 
  Weight: 3 lb. 
  This elaborate mahogany tube has a slit that runs along its 
  length. A wooden dowel, capped on the ends with gold, fits 
  against the slit, locking into place with jeweled clasps. 
   
  An infinite scrollcase holds up to fifty scrolls or 
  other parchments, which can be placed within it or 
  removed as with any normal scrollcase. When you 
  activate an infinite scrollcase, the desired scroll unfurls 
  through the slit, ready to read or cast from. When you 
  cast a spell from a scroll unfurled from an infinite 
  scrollcase, you gain a +4 competence bonus on 
  Concentration checks made to cast that spell 
  defensively. If you have at least a +1 base attack bonus, 
  you can retrieve a scroll from an infinite scrollcase as part 
  of a move action, similar to drawing a weapon. 
  Prerequisite: Craft Wondrous Item, Leomund’s secret chest. 
  Cost to Create: 1,400 gp, 112 XP, 3 days. 
  Source: Magic Item Compendium p.162. 
   
  QUICKSILVER BOOTS 
  Price (Item Level): 3,500 gp (8th) 
  Body Slot: Feet 
  Caster Level: 5th 
  Aura: Faint; (DC 17) illusion 
  Activation: Swift (command) 
  Weight: —‘ 
  The tops of these leather boots are folded over to make cuffs, 
  revealing the arcane symbols that are woven with golden 
  thread into the boot’s lining. 
   
  Quicksilver boots give you the ability to flash across 
  the battlefield with a moment’s impulse. When you 
  activate these boots, you can move a distance up to 
  your land speed (as if using a move action to do so). 
  This extra movement follows all the normal rules for 
  movement, except that you can move across water of 
  other liquids without falling in (as long as you start and 
  finish on solid ground). You provoke attacks of 
  
  SHL7-06 Wraithwood 
   
  Page 30 
  opportunity as normal for movement, though the 
  rapidity of your travel makes your form blurry, 
  providing concealment against such attacks. This 
  ability functions two times per day. 
  Prerequisite: Craft Wondrous Item, blur, expeditious 
  retreat. 
  Cost to Create: 1,750 gp, 140 XP, 4 days. 
  Source: Magic Item Compendium p.119. 
   
  BELT OF ULTIMATE ATHLETICISM 
  Price (Item Level): 3,600 gp (8th) 
  Body Slot: Waist 
  Caster Level: 9th 
  Aura: Moderate; (DC 19) transmutation 
  Activation: Swift (command) 
  Weight: — 
  This simple cloth belt is a blade of black, green, and gold 
  threads. 
   
  A belt of ultimate athleticism allows you to reliably 
  perform normal athletic feats, or occasionally pull off a 
  truly amazing stunt. When you activate the belt, you 
  can take 10 on all Balance, Climb, Jump, Swim, and 
  Tumble checks made in that round, even if you are in a 
  stressful situation. In addition, once per day, you can 
  activate the belt to treat the next Balance, Climb, Jump, 
  Swim, or Tumble check you attempt as if you had 
  rolled a 20. 
  Prerequisite: Craft Wondrous Item, bull’s strength, cat’s 
  grace. 
  Cost to Create: 1,800 gp, 144 XP, 4 days. 
  Source: Magic Item Compendium p.75. 
   
  WILDING CLASP 
  Price (Item Level): 4,000 gp (8th) 
  Body Slot: — 
  Caster Level: 5th 
  Aura: Faint; (DC 17) transmutation 
  Activation: — 
  Weight: — 
  This 3-inch-long gold chain has a clasp on each end. 
   A wilding clasp can be attached to any item worn on 
  the body. When so worn, a clasp prevents the worn 
  item from melding into your new form when you use 
  wild shape (as long as the item could reasonably be 
  worn by the new form). Thus, the item remains fully 
  functional and can be used normally in your new form. 
  Prerequisite: Craft Wondrous Item, wild shape. 
  Cost to Create: 2,000 gp, 160 XP, 4 days. 
  Source: Magic Item Compendium p.190. 
   
  KI STRAPS 
  Price (Item Level): 5,000 gp (9th) 
  Body Slot: Hands 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) transmutation 
  Activation: — 
  Weight: — 
  These two leather straps seem worn and frayed at the edges. 
   
  When wrapped around both hands, these straps 
  grant a +2 enhancement bonus to the DC of your 
  Stunning Fist attack (or any other effect gained by 
  expending daily uses of that feat). 
  Prerequisite: Craft Wondrous Item, Stunning Fist, magic 
  weapon. 
  Cost to Create: 2,500 gp, 200 XP, 5 days. 
  Source: Magic Item Compendium p.113. 
   
  STRONGARM BRACERS 
  Price (Item Level): 6,000 gp (10th) 
  Body Slot: Arms 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) transmutation 
  Activation: — 
  Weight: 1 lb. 
  These flexible, blue-green leather armbands are covered with 
  gold studs. 
   
  When wearing strongarm bracers, you can wield 
  weapons as if you were one size category larger than 
  normal. (You don’t take any penalty when using 
  weapons as normal for your size.) For example, a 
  human wearing these bracers could wield Large or 
  Medium weapons without penalty. The effect of these 
  bracers doesn’t stack with the powerful build trait 
  (such as that possessed by the half-giant and goliath 
  races). 
  Prerequisite: Craft Wondrous Item, enlarge person. 
  Cost to Create: 3,000 gp, 240 XP, 6 days. 
  Source: Magic Item Compendium p.139. 
   
  SCEPTER OF THE NETHERWORLD 
  Price (Item Level): 9,000 gp (12th) 
  Body Slot: — (held) 
  Caster Level: 10th 
  Aura: Moderate; (DC 20) necromancy 
  Activation: — 
  Weight: 3 lb. 
  Several glyphs that promise power over the undead are incised 
  along the length of this plain steel baton. 
   
  If you can turn or rebuke undead, holding a scepter 
  of the netherworld allows you to do so as if your level in 
  the relevant class were three levels higher. 
  Prerequisite: Craft Rod, turn or rebuke undead. 
  Cost to Create: 4,500 gp, 360 XP, 9 days. 
  Source: Magic Item Compendium p.183. 
   
  RUNESTAFF OF THE ASSASSIN 
  Price (Item Level): 10,000 gp (12th) 
  Body Slot: — (held) 
  Caster Level: 12th 
  Aura: Strong; (DC 21) illusion 
  Activation: As spell used 
  Weight: 3 lb. 
  This simple, slim staff is only 4 feet long. It is fastened to a 
  leather strap to make it easy to sling over your shoulder. It 
  bears a small rune of a dagger on one end. 
  
  SHL7-06 Wraithwood 
   
  Page 31 
   
  A runestaff of the assassin allows you to cast any of 
  the following spells (each two times per day) by 
  expending a prepared arcane spell or arcane spell slot 
  on the same level or higher. 
  • greater invisibility 
  • obscuring mist 
  • pass without trace 
  • poison 
  Prerequisite: Craft Staff, greater invisibility, obscuring mist, 
  pass without trace, poison. 
  Cost to Create: 5,000 gp, 400 XP, 10 days. 
  Source: Magic Item Compendium p.177. 
   
  TRUELIGHT LANTERN 
  Price (Item Level): 36,000 gp (17th) 
  Body Slot: — (held) 
  Caster Level: 11th 
  Aura: Moderate; (DC 20) divination 
  Activation: — and standard (command) 
  Weight: 3 lb. 
  This lantern is elaborately crafted from flame-touched iron, 
  burnished to a silvery hue. A continuous, translucent white 
  flame flickers within, though it sheds no heat. 
   
  A truelight lantern continually emanates bright 
  light as a continual flame spell. Its true power can be 
  activated by speaking the word “reveal” in Celestial. 
  Once it is activated, a truelight lantern provides bright 
  illumination in a 60 foot cone and shadowy 
  illumination for another 60 feet beyond that. 
  Everything within the 60-foot cone of bright 
  illumination can be seen as if all viewers were under 
  the effect of a true seeing spell. This effect lasts for 10 
  minutes. A truelight lantern can normally be activated 
  once per day, but can be activated additional times if a 
  true seeing spell is cast into it (overriding the normal 
  targeting restriction of the spell). Each casting of true 
  seeing allows a lantern to be activated one more time 
  per day. 
  Prerequisite: Craft Wondrous Item, true seeing. 
  Cost to Create: 18,000 gp, 1440 XP, 36 days. 
  Source: Magic Item Compendium p.190. 
   
  RUNESTAFF OF POWER 
  Price (Item Level): 38,300 gp (17th) 
  Body Slot: — (held) 
  Caster Level: 12th 
  Aura: Strong; (DC 21) abjuration 
  Activation: As spell used and swift (mental); see text 
  Weight: 4 lb. 
  At the top of this smooth, jet-black staff is a single glistening 
  gem. Several arcane runes have been etched into the crystal. 
   A runestaff of power allows you to cast any of the 
  following spells (each once per day) by expending a 
  prepared arcane spell or arcane spell slot on the same 
  level or higher. 
  • cone of cold 
  • continual flame 
  • fireball 
  • globe of invulnerability 
  • hold monster 
  • levitate 
  • lightning bolt 
  • magic missile 
  • ray enfeeblement 
  • wall of force (in a 5-foot-radius hemisphere around the 
  wielder only) 
   
  In addition, a runestaff of power functions as a 
  +2/masterwork quarterstaff and grants you a +2 luck 
  bonus to AC and on saves as long as it is held. As a swift 
  action, you can expend a 1st-level arcane spell or spell 
  slot while holding a runestaff of power to activate a smite 
  ability. Until the start of your next turn, all melee 
  attacks made with the runestaff of power deal double 
  damage (or triple damage on a critical hit). If you aren’t 
  attuned to a runestaff of power (see page 224 for details 
  on attunement*), its enhancement bonus remains, but 
  all its other abilities are unavailable to you. 
  Prerequisite: Craft Magic Arms and Armor, Craft Staff, 
  cone of cold, continual flame, fireball, globe of invulnerability, 
  hold monster, levitate, lightning bolt, magic missile, ray of 
  enfeeblement, wall of force. 
  Cost to Create: 19,000 gp (plus 300 gp for masterwork 
  quarterstaff), 1,520 XP, 39 days. 
  Source: Magic Item Compendium p.181. 
   
  *. . . In order to use a runestaff, you must attune 
  yourself to it as part of your preparation or readying of 
  arcane spells. You can’t attune yourself to more than 
  one runestaff at a time; attuning yourself to a second 
  runestaff breaks your previous attunement . . . (Magic 
  Item Compendium p.224) 
   
  
  SHL7-06 Wraithwood 
   
  Page 32 
  APPENDIX 3: DM MAPS 
   
   
  
  SHL7-06 Wraithwood 
   
  Page 33 
  PLAYER HANDOUT #1 
  ITEMS AVAILABLE FROM MERCHANTS—ALL ITEMS PRICED AS MARKED 
  200 gp: This common-looking brown clay mug has persistent 
  stains just under the rim.  
   
  300 gp: This viscous liquid inside this cut glass bottle is red-
  orange and roils like the heart of an inferno. 
   
  450 gp: Sparkles of light glitter on this stone’s surface. 
   
  1,400 gp: This 2-foot-long rod of steel-hard ice-blue glass is 
  bound with iron bands. 
   
  2,000 gp: This belt is crafted from a thousand strands of silk, 
  which are dyed the color of midnight. 
   
  50 gp: This spoon looks like it was stolen from a storm giant’s 
  china cabinet. It is about a foot long, carved with an intricate 
  and tasteful design, but slightly tarnished. 
   
  150 gp: This serviceable piece of furniture is cool to the touch. 
  It is six feet tall, and can hold at least four hats with ease. 
   
  3,001 gp: This shoehorn is a masterpiece of craftsmanship. 
  Minute runes carved in the handle read in Gnomish, 
  “Guaranteed Never to Break Under Normal Use”. 
   
  2,800 gp: This elaborate mahogany tube has a slit that runs 
  along its length. A wooden dowel, capped on the ends with 
  gold, fits against the slit, locking into place with jeweled 
  clasps. 
   
  3,500 gp: The tops of these leather boots are folded over to 
  make cuffs, revealing the arcane symbols that are woven with 
  golden thread into the boot’s lining. 
   
  3,600 gp: This simple cloth belt is a blade of black, green, and 
  gold threads. 
   
  4,000 gp: This 3-inch-long gold chain has a clasp on each 
  end. 
   
  5,000 gp: These two leather straps seem worn and frayed at 
  the edges. 
   
  6,000 gp: These flexible, blue-green leather armbands 
  are covered with gold studs. 
  9,000 gp: Several glyphs that promise power over the undead 
  are incised along the length of this plain steel baton. 
   
  10,000 gp: This simple, slim staff is only 4 feet long. It is 
  fastened to a leather strap to make it easy to sling over your 
  shoulder. It bears a small rune of a dagger on one end. 
   
  13,000 gp: This simple length of hemp rope looks slightly 
  stretched and frayed. 
   
  27,000 gp: This simple silver ring is carved with a series of 
  runic eye symbols. 
   
  36,000 gp: This lantern is elaborately crafted from flame-
  touched iron, burnished to a silvery hue. A continuous, 
  translucent white flame flickers within, though it sheds no 
  heat. 
   
  38,300 gp: At the top of this smooth, jet-black staff is a single 
  glistening gem. Several arcane runes have been etched into 
  the crystal. 
   
  58,000 gp: This hooded robe is dark blue and embroidered 
  with silver stars. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Shield Lands/597/Normal Scenarios/SHL7-06 - Wraithwood (APL 2-14)/SHL7-06 - Wraithwood.pdf