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 the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  NMR5-06 
   
   
   
   
   
   
  The Forsaken Valley 
   
  A One-Round D&D LIVING GREYHAWK®  
  Nyrond and Her Environs Metaregional Adventure 
  Version 1.2 
  By Joe Streeper 
  Edited by: Denise Mauldin, Craig Hier and John Jenks 
   
   
  Since ancient times, the Phostwood has suffered from the onslaught of a disease that has cursed the Phost trees.  Now, 
  like so many of the other nearby forests – the Celadon, the Gamboge, and the Nutherwood – the Phostwood is under a 
  new form of attack.  But this time, no blight is to blame.  This time it is the trees themselves.  An adventure for APLs 10-
  16. 
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session to 
  be a sanctioned RPGA event. As well, you cannot have 
  more than six players participating in the game. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the introduction. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of 
  even core rulebooks during certain times of play. For 
  example, the players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or hazard, 
  or the Monster Manual when confronted with a 
  monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  gray boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and DM fill out the RPGA Tracking Sheet.  The 
  DM should complete the top of the form and list his 
  name and RPGA number.  The players should each list 
  their name and RPGA number.  After the form is filled 
  out it should be given to the Event Coordinator. 
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from your 
  convention coordinator or the RPGA Web site, and 
  then have any players without a character create one.  
  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have 
  in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a 
  class ability (i.e. animal companions, familiars 
  NMR5-06 The Forsaken Valley 
   
  Page 2 
  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  paladin’s mounts, etc.) use the sidebar chart to 
  determine the number of levels you add to the 
  sum above. Add each character’s 
  animals separately. A single PC 
  may only bring four or fewer 
  animals of this type, and 
  animals with different CRs are 
  added separately.  Nevertheless, 
  if a character has the Mounted 
  Combat feat, he may bring a 
  single warhorse, light or heavy, 
  with him in the adventure and 
  it will not count toward the 
  APL calculation. 
  3. 
  Sum the results of 1 and 2, and 
  divide by the number of 
  characters 
  playing 
  in 
  the 
  adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six 
  PCs, add one to that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, APLs 
  categorize the level of challenge the PCs will face. 
  APLS are given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask them 
  before the adventure begins whether they would like 
  to play a harder or easier adventure. Based on their 
  choice, use either the higher or the lower adjacent 
  APL. 
   
  APL also affects the amount of experience and 
  gold a PC may gain at the end of the adventure. If a 
  player character is three character levels or more either 
  higher or lower than the APL at which this adventure 
  is being played, that character will receive only one-
  half of the experience points for the adventure.  
  Further, if the PC is three character levels or more 
  lower than the APL at which this adventure is being 
  played, that PC will receive one-half gold for the 
  adventure as well.  This simulates the fact that either 
  the PC was not challenged as much as normal or relied 
  on help by higher-level characters to reach the 
  objectives. 
   
  Further, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the scenario unless the highest APL supported 
  by the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Four or five 1st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If a group is APL 1 
  there are two things that the group can do to help even 
  the score. 
  1. 
  Attempt to create a table of six 1st-level characters, 
  or try to enlist higher-level characters to play at 
  that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to 
  attack. PCs who want their 
  dogs to attack must succeed 
  at a Handle Animal or 
  Charisma check (DC 10). 
  Failure indicates that the 
  animal will not attack that 
  round. This is a free action 
  (spoken 
  command) 
  that 
  may be attempted each 
  round. If an animal loses 
  half or more hp in a single 
  round 
  it 
  flees, 
  unless 
  another check is successful. 
  Time Units and Upkeep 
  This is a standard one-round 
  metaregional adventure, set in 
  Nyrond 
  and 
  Her 
  Environs.  
  Characters 
  native 
  to 
  the 
  metaregion pay one Time Unit per round, all others 
  pay two Time Units per round.  Adventurer’s Standard 
  Upkeep costs 12gp per Time Unit.  Rich Upkeep costs 
  50gp per Time Unit.  Luxury Upkeep costs 100gp per 
  Time Unit. 
  Adventure Background 
  In a time long forgotten there lived a wild elf druid 
  named Mhaerlin who roamed the ancient Phostwood.  
  He was particularly fond of casting spells to awaken 
  creatures.  He brought sentience to countless animals 
  and trees, most of which died long ago.  Mhaerlin 
  himself died over 1,500 years ago.  However, many 
  trees are very long lived and some of his progeny 
  survive to this day. 
   
  With such long lives, these intelligent trees had 
  considerable time to spend in thought or pursue 
  various activities.  Some developed talents in magic, 
  some sought knowledge of the forest, and others 
  honed their physical skills.  But with such a long time 
  passing, the minds of most of the awakened trees grew 
  stagnant.  Many of the intelligent trees succumbed to 
  insanity. 
   
  The trees gathered into groups of like species, at 
  first out of natural desire to be among their own kind.  
  Eventually they became obsessive and xenophobic.  No 
  longer would they associate on friendly terms with 
  each other.  They each divided up territory in the large 
  valley they called home, and refused passage to any 
  intelligent creature.  In addition, they only allowed 
  their own species of trees to take root within the area 
  that they controlled.  Such a strange place this became 
  that the elves of the forest have dubbed it the Forsaken 
  Valley. 
  NMR5-06 The Forsaken Valley 
   
  Page 3 
  
   
  The four surviving species of intelligent awakened 
  trees are the pine, phost, spruce, and oak.  With their 
  isolation they have grown bizarre and decadent.  Each 
  area is considered by the trees to be their own 
  “kingdom” that has taken on a strange mix of customs 
  that have been generally borrowed and adapted from 
  human lands.  Thus each “kingdom” is ruled by a “king” 
  who has his “subjects” ranging from other awakened 
  trees, treants, and normal trees of that type. With the 
  passing of time, many of the trees have become 
  exceptionally powerful, and since most of them suffer 
  from some degree of insanity, all other intelligent 
  creatures avoid the Forsaken Valley. 
   
  Less than a year ago, a new visitor arrived.  This 
  creature was Yndrorn’ix, a shadow demon who is not 
  only stealthy, but thoroughly evil and deceptive.  His 
  true power is his ability to gather worshippers who 
  dedicate themselves to his cult that serves his demonic 
  master Lupercio, a demon lord who rules an entire 
  layer of the Abyss. 
   
  Yndrorn’ix has infiltrated each of the four 
  kingdoms with followers.  He has had little success 
  converting the pines, but the phost have a few cult 
  members, while the spruce and oak are nearly 
  completely converted to his cult, including their kings. 
   
  The demon has promised great power to those that 
  worship his demonic master, but he also demands 
  great sacrifices.  These sacrifices come in spilled blood 
  (or tree sap in many cases). The toll on the forest has 
  been significant – not only have the tree kingdoms 
  been fighting each other, but they also have moved 
  beyond the Forsaken Valley in search of creatures to 
  sacrifice to the glory of Lupercio.  War and great 
  destruction is coming to the Phostwood, and with such 
  powerful creatures being manipulated by the demon, it 
  is surely a dangerous situation. 
   
  The Pine Kingdom has suffered the most, due to 
  their resistance to the infiltration of the evil cult. Their 
  trees have been slowly destroyed by the stronger 
  groups of trees.  Also hard pressed are the Phost trees, 
  who have also resisted the cult.  The Spruce and Oak 
  have grown stronger with their indoctrination to the 
  evil cult. 
   
  All the activity has not gone unnoticed by the 
  forest denizens who dwell near the Forsaken Valley.  
  The Phostaldaron elves have moved farther away from 
  the valley in the hopes of providing a buffer zone.  
  Meanwhile a treant by the name of Filidor narrowly 
  escaped the assault of a crazed raiding party of 
  awakened oak trees, who were attempting to capture 
  him for ritual sacrifice.  Filidor managed to meet up 
  with another treant by the name of Chester, who 
  recommended contacting some people from the 
  outside to help.  Chester knew several adventurers who 
  were both kind to the forest and knew how to solve 
  problems.  With this information, Filidor set out into 
  human lands attempting to recruit help for the forest 
  under siege from the trees of the Forsaken Valley. 
  Adventure Summary 
  The PCs are contacted by a treant named Filidor, who 
  asks them to investigate the attacks on trees in the 
  Phostwood.  He gives them details about the problems 
  and also provides a strange note written in Abyssal.  
  This note is difficult to translate, but if successful, the 
  PCs will learn it is some sort of demonic ritual. 
   
  The PCs make their way into the Phostwood, 
  escorted by Filidor.  During their journey, they come 
  across several of the sites where trees were killed.  The 
  treant departs once the PCs reach a place called The 
  Forsaken Valley. 
   
  The PCs arrive at a valley where 4 species ancient 
  intelligent trees reign supreme – pine, phost, spruce, 
  and oak.  Each is effectively their own mini-kingdom, 
  ruled over by a “king”.  No other species of tree, or 
  much of any other living thing, is allowed to pass into 
  their kingdoms. 
   
  The PCs will need to get information from these 
  trees.  The Pine can be persuaded to cooperate with 
  their investigations, and so can the Phost to a lesser 
  degree.  The Spruce and Oak are quite hostile. 
   
  Through speaking with the Pines, the PCs 
  gradually learn about some of the problems regarding 
  the tree killings.  After a short while smoke is spotted 
  nearby in the Pines. 
   
  The PCs must first face off with a malevolent 
  swarm of cinders that have been sent by a behind-the-
  scenes demon cult leader with the task of burning up 
  the pine trees as punishment for both resisting the cult 
  and for dealing with outsiders (the PCs).  After the PCs 
  have defeated the fire creatures, they must then deal 
  with the forest fire itself, if they can.  Depending on 
  their success, large or small portions of the Pine 
  Kingdom are burned. 
   
  Not long afterward, the PCs learn of a cult being 
  led by a tree.  The PCs can go investigate, where they 
  come across what appears to be a gather of evil 
  intelligent plant creatures who seem to be upset at 
  being discovered.  In reality, they are a ruse sent by the 
  true cult leader.  The hope is that the PCs defeat them 
  and go away. 
   
  If the PCs don’t believe the problem is solved at 
  this point, they can persevere and find the location of 
  the demonic cult leader in one of two ways: spend a 
  fair amount of time among the pines, or go speak with 
  the Phost King and agree to a deal that will suck some 
  of the life out of one PC for an extended period of time. 
   Either way, the PCs eventually will find a young 
  intelligent pine tree that will tell them how to find the 
  demon cult leader. 
  NMR5-06 The Forsaken Valley 
   
  Page 4 
  
   
  The PCs may then travel to the location of the cult 
  leader and engage him, along with his allies (if any).  
  He resides in a shadowy portion of the forest that is 
  protected in several ways by dark magical powers.  A 
  “rain of leeches” manifests when the combat ensues – 
  this effect causes black leeches brought forth from the 
  Abyss to rain from the sky and damage non-evil 
  characters.  Meanwhile the PCs battle Yndrorn’ix, the 
  shadow demon cult leader. 
   
  After defeat of the demon and his allies, the PCs 
  can find a portal to the Plane of Shadow, where he has 
  stashed some treasure and some further clues that are 
  part of a bigger plan to threaten forests throughout the 
  western Flanaess. 
  Preparation for Play 
  The judge should keep strict timing on this scenario in 
  convention play situations as it tends to run long.  If 
  the PCs attempt to fight encounters that will not give 
  them experience (such as the patrols for the Oak and 
  Spruce areas), steer them away from fighting these 
  encounters in limited time play situations. 
  Introduction 
  The scenario begins when the PCs are in the Theocracy 
  of the Pale.  It is up to each PC to determine why they 
  might be there to begin with.  The most likely city for 
  PCs to begin in is Hatherleigh.  However, you may 
  substitute another location that borders on the 
  Phostwood if desired. 
   
  Throughout this scenario, the weather is cold.  
  The northern lands near the Theocracy of the Pale are 
  currently experiencing a “Troll Winter”, where the 
  nearby Troll Fens freeze over.  This weather 
  phenomena also affects the Phostwood to some degree. 
   While the cold temperatures are not enough to have a 
  significant game impact, there is still an occasional 
  snowfall, and light snow is frequently found in the 
  forested areas. 
  Creature: A treant named Filidor has traveled across 
  the Phostwood (his home) and crossed into the 
  Theocracy of the Pale under the cover of night.  By day 
  he has been hiding, posing as a normal tree.  Filidor 
  looks much like a typical treant, although his specific 
  tree characteristics most resemble that of a birch tree. 
  Filidor, treant: hp 66; see Monster Manual page 244. 
   
  The treant seeks out one (or more at your 
  discretion) of the PCs.  He is looking for someone who 
  fits the description that a fellow treant Chester 
  provided to him.  Chester was encountered in NMR 5-
  01 Under the Boughs.  (If no PCs have previously 
  encountered Chester, pick a PC that might have some 
  notoriety.)  Filidor has spent several days tracking 
  down the PC he’s heard about. 
   
  At the beginning of the scenario, the PC(s) is 
  awakened during the night by a rumbling sound as 
  Filidor attempts to get his attention by lightly 
  pounding on the window to whatever place they 
  happen to be at.  Unless you come up with another 
  starting location, you can assume the inn is a place 
  called The Oaken Hearth located in the elven quarter 
  of Hatherleigh – a place where a small minority of 
  elves, half-elves, and humans intermingle.  Across from 
  the Oaken Hearth is a popular tavern called Talrhin’s 
  Tavern, run by a large half-elf named (Talrhin). 
   
  Once it is dark outside, and the PCs have gone to 
  bed, Filidor slowly moves to the window of the room 
  that he’s finally figured out the PC is staying in.  He 
  gently taps his branches against the wall and window 
  to get attention.  When the PC(s) respond, he politely 
  asks for him to come outside and talk.   
   
  Filidor doesn’t want to cause any trouble with 
  humans, and he doesn’t want to be noticed by the Pale 
  authorities.  He’s heard terrible stories about what the 
  humans here do to outsiders, and he’s sure that they 
  would burn him alive if he was detected.  (In fact, the 
  Palish authorities would do no such thing, although 
  he’d likely be asked to leave, since his presence is 
  considered to be a chaotic influence.)  Filidor asks the 
  PCs to follow him to an out-of-the-way area where 
  passersby are infrequent.  In the elven quarter of 
  Hatherleigh, there are numerous gardens, and trees are 
  plentiful. 
   
  Once he feels comfortable, he speaks to the PC(s) 
  present.  He has the following information to convey: 
  • 
  He is a treant whose home is in the western 
  Phostwood. 
  • 
  He has seen portions of the woods be destroyed.  
  Large swaths of forest are reduced to black ash, but 
  there is no sign of fire. 
  • 
  The blackened areas seem to have poisoned the 
  plants somehow.  No new plants grow in these 
  areas. 
  • 
  He has seen evidence of some tree massacres.  
  Limbs have been torn off and shredded, leaving 
  only a dead stump.  The massacres typically were 
  done to pine, phost, or spruce trees.  Anywhere 
  from 1 to 20 trees were killed. 
  • 
  Some of his fellow treants have gone missing 
  recently.  He fears the worst. 
  • 
  These problems seem to center around a region of 
  the Phostwood called the Forsaken Valley.  This is 
  a place of intelligent trees that are inhospitable to 
  outsiders.  Like other denizens of the Phostwood, 
  he avoids this place. 
  NMR5-06 The Forsaken Valley 
   
  Page 5 
  
  • 
  These problems started happening sometime less 
  than a year ago, and have gotten progressively 
  worse. 
  • 
  Most recently, he was attacked by a marauding 
  band of intelligent trees – three massive oaks, who 
  chased him for several miles.  He barely managed 
  to escape, but not before they threw a vile liquid 
  onto him that made his branches wither. 
  • 
  When he was attacked he also noticed that one of 
  the trees was carrying some items including 
  several scroll cases.  During the skirmish, one of 
  the scroll cases inadvertently fell to the ground.  
  Filidor took special note of where it was, and later 
  returned to acquire it.  He opened the scroll case 
  and found a note inside, but couldn’t understand 
  what it said. (Give the players Handout #1.) 
  • 
  Filidor asks that the PC(s) look into the dreadful 
  problem of the Phostwood.  See what is happening 
  first hand and stop the attacks and the poisoning. 
  • 
  He can escort the PC (and companions) to the 
  Forsaken Valley, but he hopes to not become 
  directly involved in fighting other trees.  He 
  hopes the PCs are powerful enough to solve 
  whatever the problem might be. 
  THE NOTE 
  THE CULT 
  The sinister “cult of the trees” is organized by the shadow demon Yndrorn’ix.  He has 
  previously organized several other cults dedicated to his demonic master Lupercio,
  but none have ever been so powerful.  Yndrorn’ix has been granted many boons by
  his master for his work in gaining cult followers and the numerous sacrifices that 
  have been made in the name of Lupercio. 
   
  Yndrorn’ix keeps a very close watch over all of his cultists, frequently using his
  abilities to locate them and scry on them.  He also has a large enough following that 
  very little escapes his attention, thanks in part to the prying eyes of his cultists, who 
  keep him aware of every detail that occurs in his sphere of influence. 
   
  Should any of his cultists attempt to betray him in any way, his response is swift
  and severe: death to the offender.  Indeed, he has frequently killed cultists for 
  seemingly trivial offenses, both to instill fear and because he enjoys inflicting
  suffering.  Although the cultist may make a saving throw against the death effect,
  typically they voluntarily fail it out of fear of a much worse fate that Yndrorn’ix 
  would bestow upon them if they lived. 
   
  Under almost any circumstances, the cult members would never reveal any
  information to the PCs.  No amount of coercion or even magic would compel them
  to talk.  Even if they did talk for some reason, Yndrorn’ix would likely know about it 
  and kill the cultist before anything was said. 
   
  Even the powerful discern location spell should be of no use in locating 
  Yndrorn’ix, since the PCs won’t ever have seen him, and no objects of his will have 
  been touched by the PCs. 
  Filidor gives the PCs a note.  (See Handout #1.)  It is 
  written in a very cryptic form of Abyssal, and tinged 
  with elements of Dark Speech – 
  a language of unspeakable evil.  
  The note essentially describes 
  how to perform a hideous ritual 
  of tree sacrifice to the demon 
  Lupercio. 
   
  To understand any of the 
  note, one must first understand 
  the Abyssal language.  The 
  abstract literal translation is 
  contained in Player Handout #1, 
  although it has little meaning.  
  Only with some effort can one 
  understand the true meaning, 
  but this also invokes some of the 
  power of evil that surrounds 
  such knowledge.  Attempting to 
  decipher the document takes 
  1d4 hours. 
   
  Upon a successful DC 25 
  Decipher Script check, provide 
  Player Handout #1 and #2.  A PC 
  who has “The Tome” from 
  NMR5-04 Charity of Friends may 
  add a +5 circumstance bonus to 
  this check.  Additionally, the PC 
  deciphering the document has 
  tapped into vile knowledge and is dealt 1d6 points of 
  Charisma damage (DC 25 Will save half). 
   
  Upon a successful DC 30 Decipher Script check, 
  provide Player Handout #1, #2, and #3.  Additionally, 
  the PC deciphering the document has tapped into vile 
  knowledge and is dealt 2d6 points of Charisma damage 
  (DC 30 Will save half). 
   
  It is unlikely that any ability damage sustained 
  will be of any consequence, since a high level party can 
  easily heal the damage with magic, and there will be 
  enough days of travel involved that it will heal 
  naturally.  Nevertheless, the PCs will get a feel for the 
  powerful evil they are dealing with. 
   
  If the players wish to use knowledge skills to 
  understand any of the various parts of the note, you 
  should adjudicate each portion as you see fit. In 
  general, most of the references to such things as 
  Lupercio or other aspects of this demon require a 
  Knowledge (planes) check on the order of DC 30. 
   
  If the PCs lack the skills to decipher the script, it 
  is possible they may wish to seek out a sage of some 
  sort.  Assuming the PCs are in Hatherleigh, with some 
  effort and 100 gp, they can find a hire the following 
  NPC: 
  Marduin: Male human Exp8 (AL LG, Decipher Script 
  +15, Knowledge (all) +10) 
  Once Marduin has taken Charisma damage, he will 
  become more hesitant to help the PCs and he will 
  NMR5-06 The Forsaken Valley 
   
  Page 6 
  
  require another 100 gp to assist the PCs with further 
  inquiries.  
  Encounter One: Into the 
  Phostwood 
  Once PCs agree to look into the matter, Filidor will 
  guide the PCs safely through the Phostwood.  He can 
  deftly guide them through the forest and avoid the 
  many dangers.  On the way, he shares some stories of 
  life in the Phostwood.  From Hatherleigh, the travel to 
  the Forsaken Valley takes 10 days on foot.  Filidor is 
  somewhat distrustful of magic and does not wish to 
  travel by any other means than by foot. 
   
  During the course of this scenario, there are no 
  random encounters that occur in the forest at any time. 
   You may wish to describe evidence of various 
  creatures: ogres, elves, animals, etc., but despite these 
  potential conflicts, none ever come to actual combat.  
  Interaction with the elven tribes of the Phostwood is 
  also beyond the scope of this scenario.  The PCs will 
  likely camp for many nights in the Phostwood.  No 
  hostile encounters will occur. 
   
  On the way to the Forsaken Valley, Filidor takes 
  the PCs past several sites where trees have been ripped 
  up from the ground and where earth has been laid 
  barren with black ash covering a swath of land.  These 
  sites are locations of attacks by the powerful cult trees.  
  In some cases they have merely killed the trees, while 
  in others, trees have been ceremonially sacrificed to 
  the dark demonic powers of Lupercio.  There is little 
  evidence that will help the PCs gain information here.  
  The black ash is a result of a strong plant poison and 
  there are signs of large plants such as treants that have 
  left tracks and signs of violence. 
   
  Filidor also warns the party about the hostile trees 
  of the Forsaken Valley.  He makes special mention of 
  the spruce and the oak, being sure the PCs know the 
  difference in the various types of trees. 
  Encounter Two: The Four 
  Kingdoms 
  The encounters in this section are meant to be role 
  playing encounters.  However, they can easily become 
  combats if the PCs make certain decisions.  While the 
  Pine and Phost are less likely to be hostile, the Spruce 
  are likely to attack any outsider, and the Oak will do so 
  immediately upon detecting intruders.  The PCs are 
  not expected to fight the tree kingdoms directly, and 
  cannot earn xp by defeating them through combat. 
   
  The PCs may choose to approach the Forsaken 
  Valley from any direction.  If they travel around the 
  perimeter of the valley, they can learn the approximate 
  limits of each domain of trees.  (See Player Map #1.)  
  Several hills punctuate the valley, effectively helping 
  to provide a natural boundary between the tree 
  kingdoms.  A wide, slow moving creek divides the 
  floor of the valley, with occasional fish swimming in 
  the small eddies that flow around the smoothed rocks. 
   
  Surrounding the Forsaken Valley is the normal 
  backdrop of the Phostwood, containing many species 
  of animals and trees, including the namesake Phost 
  trees whose dying wood emits an eerie glow at night. 
   
  Once the PCs have chosen to approach a particular 
  domain trees, go to that section detailed below.  If they 
  do not specify a preference, assume that they approach 
  the Pine first. 
  The eerie tangle of the Phostwood gives way to a 
  new section of the forest.  Ahead lies a dense area 
  of sturdy trees, but little else.  In fact each of the 
  trees are of the same species, and no other plant 
  life can be found.  The forest is unusually quiet, as 
  if birds and other animals know to avoid this 
  place. 
   
  In general, the PCs will be interacting with some 
  of the intelligent trees of the area trying to figure out 
  what is going on.  This encounter is structured to 
  slowly provide enough information for the PCs to act 
  on, as well as provide a backdrop for the remaining 
  encounters.  And while the PCs are looking into the 
  affairs of the trees, the cult members are looking into 
  the activities of the PCs, making sure to report every 
  detail they see back to Yndrorn’ix. 
   
  The presence of outside influences has gotten the 
  astute attention of Yndrorn’ix.  He will attempt to do 
  whatever he can to make the PCs go away, either by 
  tricking them or killing them.  So long as the PCs are 
  present, no cult members directly interact with 
  Yndrorn’ix, so it will not be possible for PCs to merely 
  discover a cult member, and then follow them back to 
  the leader of the cult. 
   
  The presence of the cult will likely be slowly 
  revealed to the PCs.  For the PCs to finally discover the 
  location of Yndrorn’ix, there are two expected ways to 
  achieve this: 
  • 
  The PCs locate a young pine sapling who knows 
  the location, and is obscure enough to avoid the 
  attention of the cult. 
  • 
  The PCs make a deal with an unseelie fey and the 
  King of the Phost.  The fey can tell the PCs how to 
  find Yndrorn’ix, but he charges for his knowledge 
  in blood. 
  Pine 
  Pine (thorp): Monstrous; AL CG; Population 31 
  intelligent plants; 40 gp limit; Assets 62 gp; Isolated 
  (see inhabitants below). 
  NMR5-06 The Forsaken Valley 
   
  Page 7 
  
   
  Authority figures: Hrodgerd the Elder, King of 
  the Pines. 
  The Pine kingdom is Chaotic Good, based upon 
  German/Swedish royalty.  They are not converted to 
  the cult of Yndrorn’ix – cult penetration: 6%. 
  Hrodgerd the Elder, King of the Pines: Gargantuan 
  Awakened Tree Mnk4/Drd4/Rgr5/Ari2; see Appendix 
  Noble 
  Tree 
  (6): 
  Gargantuan 
  Awakened 
  Tree 
  Ftr2/Bbn2/Ari2; see Appendix 
  Guardian Tree (6): Huge Awakened Tree Ftr4; see 
  Appendix 
  Awakened Tree, Gargantuan (2): hp 184; see 
  Appendix 
  Awakened Tree, Huge (6): hp 76; see Appendix. (One 
  of these creatures is in the cult.) 
  Treant (10): hp 66; see Monster Manual page 244.  (One 
  of these creatures is in the cult.) 
   
  In addition to the intelligent plants, there are vast 
  numbers of ordinary pine trees that are considered to 
  be “citizens”. 
   
  When the PCs approach any of the creatures of 
  the Pine Kingdom, their initial attitude is “indifferent”. 
   Normally they are more hostile to outsiders, but they 
  have fallen on hard times and have become more 
  willing to consider outside influences that may be able 
  to help their situation. 
  Creatures: A patrol (comprised from the numbers 
  above) meets the PCs and demands to know their 
  business. 
  Awakened Tree, Huge: hp 76; see Appendix. 
  Treant (2): hp 66; see Monster Manual page 244. 
  “HALT! In zie name of zie glorious Kingdom of 
  zie Pinz, state your name and bizniss!” 
   
  The patrol is not authorized to give information to 
  outsiders about much of anything regarding the affairs 
  of the kingdom.  A DC 15 Diplomacy check is required 
  to convince the patrol to allow an audience with their 
  King.  If the PCs mention their willingness to help, 
  add a +5 circumstance modifier.  If anyone in the party 
  has 5 or more ranks in Knowledge (nature), add a +2 
  synergy bonus to the check.  Failure means the party 
  will not be allowed passage.  The PCs could try again 
  with another patrol, but that will take some effort in 
  order to ensure encountering a different patrol. 
   
  If the PCs are hostile with the patrol, they return 
  any attacks.  They also stomp loudly on the ground, 
  signaling for others to help defend their territory.  In 
  10 rounds, 25% of the population arrives to the scene 
  and attacks any intruders.  In another 10 rounds an 
  additional 25% of the population arrives to support the 
  attack.  In another 10 rounds another 25% arrives to 
  attack, including the King.  (The remaining 25% 
  defend other areas.) 
   
  Assuming there is no hostility, and the party gains 
  an audience with the King of the Pines, they will be 
  informed of the proper protocol for addressing the 
  King.  The protocol is somewhat bizarre, fitting the 
  insanity of the creatures: 
  • 
  One must hop on one leg while approaching the 
  King. 
  • 
  One must slowly bow very low to the ground 
  when first meeting the King, and when departing. 
  • 
  When speaking, it is considered offensive to talk 
  to the King unless one’s hands are raised skyward. 
   
  The patrol will lead them through the pine forest 
  until they reach the approximate center of the 
  kingdom.  There they are met by Hrodgerd the Elder 
  and his court consisting of 3 noble trees and 4 guardian 
  trees. 
  You are escorted to a clearing in the pines.  The 
  ground is littered with deep mounds of pine 
  needles and pine cones.  At the center of the 
  clearing is a massive pine tree that towers above 
  all others.  He is surrounded by three other huge 
  pine trees, each of which slowly moves about. 
  As your escort brings you into the clearing he lifts 
  his branches skyward and proclaims “All Hail 
  Hrodgerd zie Elder!  Tallest of zie tall, oldest of zie 
  old, wizest of zie wize, and mightiest of zie 
  mighty!  May hiz needlez be forever pointy, hiz 
  bark be forever durable, hiz branches be strooong, 
  and his cones be bountiful!  May hiz dynazty lazt 
  forevah!!  ALL HAIL HRODGERD ZIE ELDER! 
  ALL HAIL HRODGERD ZIE ELDER! ALL HAIL 
  HRODGERD 
  ZIE 
  ELDER! 
  KING 
  OF 
  ZIE 
  PINNNZZZ!” 
   
  When speaking to the King, if any of the protocols 
  are not followed, there will be a gasp from the court.  If 
  the protocols are not followed a second time, there will 
  a ruckus as the “court” is shocked by such rude 
  behavior toward their King. If the protocols are not 
  followed a third time, the PCs will be escorted out of 
  the kingdom and the pines become unfriendly. 
   
  The King can tell the PCs some things. Although 
  he can’t steer the PCs immediately toward the correct 
  path, he can give some helpful information about their 
  plight.  He encourages the PCs to speak to as many of 
  the pines as possible in order to gain their insight.  He 
  can convey the follow pieces of information: 
  • 
  The Pines are at war with the other tree kingdoms. 
   This has been the case for a few centuries. 
  • 
  The Oak are especially vile and treacherous. 
  NMR5-06 The Forsaken Valley 
   
  Page 8 
  
  • 
  The pines have also discovered the areas of the 
  forest where trees have been killed.  They have not 
  been able to figure out what is going on. 
  • 
  Things have been especially bad in the last six 
  months or so. 
  • 
  He senses a new hostility among the trees. 
  • 
  He encourages the PCs to speak to each of his 
  subjects.  Someone must know something. 
  Although he hasn’t been able to find out what is 
  going on, perhaps there is a tree out there who 
  does. 
  If the PCs decide to start asking questions among the 
  pines, it will take a considerable amount of time – a 
  number of days in many cases.  The PCs will need to 
  travel throughout the area and get stuck talking to 
  many of the various pine trees who talk very slowly.  
  Furthermore, it’s not always obvious which trees are 
  normal trees and which trees are intelligent trees, so 
  the PCs may end up talking to all sorts of trees who are 
  just normal trees.  After two full days (48 hour period) 
  of seeking out information, have the PCs perform a DC 
  30 Gather Information check.  Each additional day 
  spent at this task the PCs may make a new check with 
  the DC reduced by 1 from the previous day, so 
  eventually the PCs will succeed.  A successful check 
  locates the existence of the pine sapling known as 
  Derig (see Encounter Five).  From him they may learn 
  the true location of the cult leader.  However, events 
  will take place prior to completion of this 
  investigation, and this may steer the PCs away from the 
  information they are seeking. 
   
  On the first day when the PCs are in the Pine 
  Kingdom, a fire will break out approximately ½ mile 
  from their current location.  Go to Encounter Three for 
  further details. 
   
  Additionally, prior to succeeding on the Gather 
  Information check, the PCs are informed by one of the 
  noble pines that they have finally exposed the cult 
  leader.  He can be found in the Kingdom of the Spruce. 
   The noble pine is not aware that he has been duped by 
  being given false information – in fact it is a ploy to get 
  the PCs to think they’ve found the source of the 
  problem, and perhaps they’ll defeat it and go away.  Go 
  to Encounter Four for further details. 
   
  If the PCs return to the Pine Kingdom after this 
  conflict, they may continue their information 
  gathering, which will ultimately succeed if they are 
  persistent enough. 
  Phost 
  Phost (thorp): Monstrous; AL N; Population 35 
  intelligent plants; 40 gp limit; Assets 70 gp; Isolated 
  (see inhabitants below) 
   
  Authority figures: Edlee the First, King of the 
  Phost. 
  The Phost kingdom is Neutral, based upon British 
  royalty.  Many of their group are diseased and stoic.  
  Cult penetration – 20%. 
  Edlee the First, King of the Phost: Gargantuan 
  Awakened Tree Ari12/Clr4; see Appendix 
  Noble 
  Tree 
  (7): 
  Gargantuan 
  Awakened 
  Tree 
  Ftr2/Bbn2/Ari2; see Appendix. (One of these creatures 
  is in the cult.) 
  Guardian Tree (5): Huge Awakened Tree Ftr4; see 
  Appendix 
  Awakened Tree, Gargantuan (4): hp: 184; see 
  Appendix 
  Awakened Tree, Huge (6): hp: 76; see Appendix. (Two 
  of these creatures are in the cult.) 
  Treant (12): hp 66; see Monster Manual page 244.  (Four 
  of these creatures are in the cult.) 
   
  In addition to the intelligent plants, there are vast 
  numbers of ordinary phost trees that are considered to 
  be “citizens”. 
   
  When the PCs approach any of the creatures of 
  the 
  Phost 
  Kingdom, 
  their 
  initial 
  attitude 
  is 
  “indifferent”.  Normally they are more hostile to 
  outsiders, but they have fallen on hard times and have 
  become more willing to consider outside influences 
  that may be able to help their situation.  
  Creatures: A patrol (comprised from the numbers 
  above) meets the PCs and demands to know their 
  business. 
  Guardian Tree: hp: 118; Huge Awakened Tree Ftr4; 
  see Appendix. 
  Treant (3): hp 66; see Monster Manual page 244. 
   
  A DC 15 Diplomacy check is required to convince 
  the patrol to allow an audience with their King.  If 
  anyone in the party has 5 or more ranks in Knowledge 
  (nature), add a +2 synergy bonus to the check.  Failure 
  means the party will not be allowed passage.  The PCs 
  could try again with another patrol, but that will take 
  some effort in order to ensure encountering a different 
  patrol. 
   
  If the PCs are hostile with the patrol, they return 
  any attacks.  They also stomp loudly on the ground, 
  signaling for others to help defend their territory.  In 
  10 rounds, 25% of the population arrives to the scene 
  and attacks any intruders.  In another 10 rounds an 
  additional 25% of the population arrives to support the 
  attack.  In another 10 rounds another 25% arrives to 
  attack, including the King.  (The remaining 25% 
  defend other areas.) 
  NMR5-06 The Forsaken Valley 
   
  Page 9 
  
   
  If the party is successful in convincing the patrol 
  to allow an audience with the Phost King, they escort 
  the PCs to the center of their realm. In a very old and 
  gloomy looking area is a gathering of the largest phost 
  trees to be found anywhere.  The king, Edlee the First, 
  is at the center.  He is covered in ancient green flowing 
  moss, and he speaks in a very slow raspy voice, 
  occasionally coughing up some sickly powder.  (You 
  should consider using the voice of an elderly 
  gentleman with a British accent.) 
   
  Edlee the First is mostly indifferent to their plight. 
   He is generally unhappy about their condition, but is 
  too sick to care very much about anything. 
   
  However, the king knows that the cult exists and 
  can be made willing to help the PCs and find the 
  location of the cult if they are willing to make a 
  significant personal sacrifice in order to heal his 
  sickness.  He tells the PCs that he knows a creature 
  who can transfer the vitality from one creature to 
  another.  The process is exceptionally painful and 
  dangerous, and the person making the sacrifice may 
  not ever recover. However, it would heal him in a 
  significant way.  If someone were to agree to this, he 
  would assure the PCs that he would arrange for them 
  to obtain the information they seek about the cult. 
   
  If the PCs have not yet played Encounter Four: 
  You Got Me, make sure to run that encounter first.  In 
  this case, the Phost king will tell the PCs to come back 
  in a few hours since the druid has not arrived yet.  In 
  the mean time, go to Encounter Four.  If the PCs have 
  played Encounter Four: You Got Me, go to Encounter 
  Five: Bridging the Gap. 
  Spruce 
  Spruce (thorp): Monstrous; AL NE; Population 56 
  intelligent plants; 40 gp limit; Assets 112 gp; Isolated 
  (see inhabitants below) 
   
  Authority figures: Juardo Elrudo, King of the 
  Spruce. 
  The Spruce kingdom is Neutral Evil, based upon 
  Spanish/Italian royalty.  They are haughty, pompous, 
  and a little dumb.  Cult penetration – 82%. 
  Juardo Elrudo, King of the Spruce: Gargantuan 
  Awakened Tree Rog11/Wiz5; see Appendix.  (Juardo 
  Elrudo is in the cult.) 
  Noble 
  Tree 
  (9): 
  Gargantuan 
  Awakened 
  Tree 
  Ftr2/Bbn2/Ari2; see Appendix. (All but two of these 
  creatures are in the cult.) 
  Guardian Tree (10): Huge Awakened Tree Ftr4; see 
  Appendix. (All of these creatures are in the cult.) 
  Awakened Tree, Gargantuan (8): hp 184; see 
  Appendix. (All of these creatures are in the cult.) 
  Awakened Tree, Huge (12): hp 76; see Appendix. (All 
  but four of these creatures are in the cult.) 
  Treant (16): hp 66; see Monster Manual page 244.  (All 
  but four of these creatures are in the cult.) 
   
  In addition to the intelligent plants, there are vast 
  numbers of ordinary spruce trees that are considered to 
  be “citizens”. 
   
  When the PCs approach all creatures in the 
  Spruce Kingdom, their initial attitude is “unfriendly”. 
  Creatures: A patrol (comprised from the numbers 
  above) meets the PCs and begins taunting them, 
  describing how they plan to tear them apart in 
  gruesome ways.  If they PCs don’t back off, they attack. 
  All APLs 
  � Guardian Tree: Huge Awakened Tree Ftr4; see 
  Appendix. 
  � Awakened Tree, Gargantuan: hp 184; see 
  Appendix. 
  � Treant (4): hp 66; see Monster Manual page 244. 
  If the PCs are attacked by the patrol, they stomp loudly 
  on the ground, signaling for others to help defend 
  their territory.  In 10 rounds, 25% of the population 
  arrives to the scene and attacks any intruders.  In 
  another 10 rounds an additional 25% of the population 
  arrives to support the attack.  In another 10 rounds 
  another 25% arrives to attack, including the King.  (The 
  remaining 25% defend other areas.) 
  Oak 
  Oak (thorp): Monstrous; AL CE; Population 70 
  intelligent plants; 40 gp limit; Assets 140 gp; Isolated 
  (see inhabitants below) 
   
  Authority figures: Jeanneaux Lemagnifique, 
  King of the Oak. 
  The Oak kingdom is CE, based upon French royalty. 
  Zealous.  Cult penetration – 96%. 
  Jeanneaux Lemagnifique, King of the Oak: 
  Fiendish Gargantuan Awakened Tree Sor19; see 
  Appendix.  (Jeanneaux Lemagnifique is in the cult.) 
  Noble Tree (10): Gargantuan Awakened Tree 
  Ftr2/Bbn2/Ari2; see Appendix. (All of these creatures 
  are in the cult.) 
  Guardian Tree (12): Huge Awakened Tree Ftr4; see 
  Appendix. (All of these creatures are in the cult.) 
  Awakened Tree, Gargantuan (10): hp 184; see 
  Appendix. (All of these creatures are in the cult.) 
  Awakened Tree, Huge (17): hp 76; see Appendix. (All 
  but two of these creatures are in the cult.) 
  NMR5-06 The Forsaken Valley 
   
  Page 10 
  
  Treant (20): hp 66; see Monster Manual page 244.  (All 
  but one of these creatures are in the cult.) 
   
  In addition to the intelligent plants, there are vast 
  numbers of ordinary oak trees that are considered to be 
  “citizens”. 
   
  When the PCs approach all creatures in the Oak 
  Kingdom, their initial attitude is “hostile”. 
  Creatures: A patrol (comprised from the numbers 
  above) meets the PCs and immediately attacks.  This 
  battle is pointless for the PCs and no xp can be earned 
  from defeating these creatures. 
  All APLs 
  � Guardian Tree: Huge Awakened Tree Ftr4; see 
  Appendix. 
  � Awakened Tree, Gargantuan: hp 184; see 
  Appendix. 
  � Treant (4): hp 66; see Monster Manual page 244. 
   
  If the PCs are attacked by the patrol, they stomp 
  loudly on the ground, signaling for others to help 
  defend their territory.  In 10 rounds, 25% of the 
  population arrives to the scene and attacks any 
  intruders.  In another 10 rounds an additional 25% of 
  the population arrives to support the attack.  In 
  another 10 rounds another 25% arrives to attack, 
  including the King.  (The remaining 25% defend other 
  areas.) 
   
  In general, the entire population of oaks is hostile. 
   They cannot be reasoned with and are only interested 
  in dominating the forest. 
  Encounter Three: Fire! 
  On the first day of investigations, a fire begins in the 
  Pine Kingdom.  The PCs begin approximately 2000 ft. 
  from the location of the fire creatures responsible for 
  the blaze.  PCs automatically spot smoke, and then 
  flames at this distance. 
   
  When the PCs get approximately 400 ft. from the 
  fire creatures, they can see the following (omit if the 
  PCs use a means of travel where they can’t see as they 
  travel, such as dimension door): 
  Heavy black smoke is billowing skyward as the 
  fire races across the pine trees.  Flames are 
  spreading up a hillside, gaining more and more 
  power with each new tree that is set ablaze.  
  Ripples of intense heat and choking smoke are 
  obvious signs of danger at the center of the 
  inferno. 
   
  At the fringes of the fire, a crackling mass of 
  cinders and flames is moving quickly from tree to 
  tree.  It leaps about with great speed among the 
  branches, and is clearly showing signs of 
  intelligence as it moves. 
  At APL 12 and higher, add the following: 
  Looking more carefully, you see several more 
  masses of fire that move about, spreading more 
  and more flames among the forest. 
  And at APL 16, add the following: 
  Additionally, a gargantuan flaming inferno is at 
  the center of the blaze.  This mass of flames and 
  lava has large fiery eyes that can be seen in its 
  depths, occasionally disappearing into its body of 
  fire.  He emits a raging roar that shakes the earth 
  as he knocks down several trees with a single blow 
  from his scorching appendages. 
  Creatures: Fire creatures are starting a forest fire in 
  the Pines.  They have been sent by Yndrorn’ix as both 
  punishment to the Pines for their dealing with 
  outsiders, and also as a means to test the capabilities of 
  the newcomers. 
  APL 10 (EL 13) 
  � Cinder Swarm: hp 70; see Appendix. 
  APL 12 (EL 15) 
  � Cinder Swarm (2): hp 70, 74; see Appendix. 
  APL 14 (EL 17) 
  � Cinder Swarm (4): hp 68, 70, 74, 76; see 
  Appendix. 
  APL 16 (EL 19) 
  � Cinder Swarm (4): hp 68, 70, 74, 76; see 
  Appendix. 
  � Elemental Monolith, Fire: hp 378; see 
  Appendix. 
  Tactics: The creatures will focus on burning the forest 
  down until the PCs engage them.  Once the PCs attack 
  or approach within 80 ft., the creatures attack.  If the 
  PCs happen to be hiding, the creatures get Spot and 
  Listen checks once they are within 80 ft.  During the 
  battle, any PCs that retreat will not be pursued, and the 
  creatures will instead focus on causing more fire 
  damage. 
  Development: Once the fire creatures have been 
  defeated, the PCs must then contend with the effects 
  of the forest fire.  The amount of damage is completely 
  dependent upon the actions of the party.  If the party 
  can quickly defeat the fire creatures and deal effectively 
  with the fire, the damage will be greatly minimized.  
  On the other hand, if the PCs delay, are unable to 
  defeat the fire creatures, or are unable to come up with 
  solutions to fight the fire, the damage to the forest will 
  be devastating. 
  NMR5-06 The Forsaken Valley 
   
  Page 11 
  
   
  During the fire, a few various “spy trees” who are 
  in the cult observe the PCs actions.  A report of their 
  observations gets back to Yndrorn’ix, such that he 
  might gain a better understanding of what the PCs are 
  capable of. 
   
  There is no specific solution that is expected to put 
  out the fire.  You should allow the PCs to be creative in 
  their solutions, and use some common sense to 
  ascertain what would be effective. 
   
  Additionally, the fire is started in a low-lying area 
  and spreads up a hill.  By default, the PCs should not be 
  in direct danger of being overwhelmed by the fire if 
  they act with caution; the fire spreads away from them 
  most likely.  On the other hand, if the PCs enter the 
  fire area, you should adjudicate the effects accordingly. 
  EFFECTS OF A FOREST FIRE 
   
  The rules for forest fires are detailed in the 
  Dungeon Master’s Guide page 87.  They are included 
  below: 
   
  Most campfire sparks ignite nothing, but if 
  conditions are dry, winds are strong, or the forest floor 
  is dried out and flammable, a forest fire can result. 
  Lightning strikes often set trees afire and start forest 
  fires in this way. Whatever the cause of the fire, 
  travelers can get caught in the conflagration. 
  A forest fire can be spotted from as far away as 
  2d6×100 feet by a character who makes a Spot check, 
  treating the fire as a Colossal creature (reducing the 
  DC by 16). If all characters fail their Spot checks, the 
  fire moves closer to them. They automatically see it 
  when it closes to half the original distance. 
   
  Characters who are blinded or otherwise unable to 
  make Spot checks can feel the heat of the fire (and thus 
  automatically “spot” it) when it is 100 feet away. 
   
  The leading edge of a fire (the downwind side) can 
  advance faster than a human can run (assume 120 feet 
  per round for winds of moderate strength). Once a 
  particular portion of the forest is ablaze, it remains so 
  for 2d4×10 minutes before dying to a smoking 
  smolder. Characters overtaken by a forest fire may find 
  the leading edge of the fire advancing away from them 
  faster than they can keep up, trapping them deeper and 
  deeper in its grasp. 
   
  Within the bounds of a 
  forest fire, a character faces 
  three dangers: heat damage, 
  catching on fire, and smoke 
  inhalation.  
  Heat 
  Damage: 
  Getting 
  caught within a forest fire is 
  even worse than being 
  exposed to extreme heat 
  (see 
  Heat 
  Dangers). 
  Breathing the air causes a 
  character to take 1d6 points of damage per round (no 
  save). In addition, a character must make a Fortitude 
  save every 5 rounds (DC 15, +1 per previous check) or 
  take 1d4 points of nonlethal damage. A character who 
  holds his breath can avoid the lethal damage, but not 
  the nonlethal damage. Those wearing heavy clothing 
  or any sort of armor take a –4 penalty on their saving 
  throws. In addition, those wearing metal armor or 
  coming into contact with very hot metal are affected as 
  if by a heat metal spell. 
  Catching on Fire: Characters engulfed in a forest fire 
  are at risk of catching on fire when the leading edge of 
  the fire overtakes them, and are then at risk once per 
  minute thereafter. 
  Smoke Inhalation: Forest fires naturally produce a 
  great deal of smoke. A character who breathes heavy 
  smoke must make a Fortitude save each round (DC 15, 
  +1 per previous check) or spend that round choking 
  and coughing. A character who chokes for 2 
  consecutive rounds takes 1d6 points of nonlethal 
  damage. Also, smoke obscures vision, providing 
  concealment to characters within it. 
  Outcome 
  Outcome A – stunning success!  The party did not 
  delay at all in engaging the fire creatures, and used 
  their fastest means of transportation possible in order 
  to attack them.  After the combat, they immediately 
  used exceptional talents to put out the fire.  Examples 
  of these exceptional talents might be the use of control 
  weather (although the casting time may be deemed too 
  long), control winds, multiple castings of gust of wind or 
  cone of cold, or the use of a decanter of endless water.  
  Damage to the forest is minimal.  In all likelihood, the 
  PCs will have a difficult time achieving this level of 
  success.  
   
  Outcome B – success.  This is the most likely 
  outcome, where PCs may have taken a round to cast 
  spells to protect themselves from the fire creatures, 
  and defeated them in a normal amount of time.  When 
  fighting the forest fire, they used fire fighting 
  techniques such as building a fire break, chopping 
  down trees, or forming a bucket brigade, or minor 
  spells such as create water.  Damage to the forest is 
  moderate.  
   
  Outcome C – limited success.  
  The PCs spent a long time getting 
  to the combat while the fire 
  creatures were busy setting the 
  forest on fire.  The PCs did not 
  come up with effective solutions 
  for fighting the forest fire.  Damage 
  to 
  the 
  forest 
  is 
  widespread.  
  Furthermore, the pine sapling 
  Derig dies in the fire, which makes 
  it very difficult to proceed with the 
  adventure.  However, if the PCs 
  NMR5-06 The Forsaken Valley 
   
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  make the deal with Pleebin (see “Phost” section in 
  Encounter Two), he might recommend they use a speak 
  with dead on Derig’s “corpse”. 
  Developments:  After putting out the forest fire, the 
  PCs may search the area for the starting of the forest 
  fire.  The elementals and swarms were gated into the 
  forest by the Oak trees, and the signs of this ritual may 
  be found.  However, no tracks may be found leading 
  away from this area (as the ritualists used pass without 
  trace potions).  If the PCs insist on trying to follow the 
  tracks or find the ritualists, have a Pine or Phost 
  messenger (as appropriate) approach them and request 
  their presence. 
  Encounter Four: You Got Me 
  The PCs are contacted by a noble pine who urgently 
  tells the PCs that the evil cult leader and his minions 
  have been found. Unfortunately it’s a ruse, but the 
  noble pine doesn’t know that. 
   
  The noble pine tells the PCs that the spruce have 
  just been seen performing some sort of strange ritual in 
  a clearing.  The PCs can get there by following the 
  creek upstream, and they should be able to enter the 
  glade without encountering a patrol. 
  Creatures: In a clearing in the Spruce Kingdom, a 
  gathering of plants is pretending to be involved in a 
  cult ritual.  They all understand that they are being 
  used as bait and that they are going to die.  However, 
  they are fanatical to Yndrorn’ix and willingly go along 
  with the ruse.  A treant is in the process of being ripped 
  apart by his fellow cult members – his sacrifice is all 
  part of the ruse.  You may assume that he is taking 
  damage right up to the point where PCs engage the 
  other creatures; at this point, his hit points are down to 
  1.  Yndrorn’ix is scrying on him, and at some point 
  during the battle, the demon uses his kill cultist special 
  ability, which automatically kills the treant when he 
  chooses to fail his saving throw.  He then begins scrying 
  on whoever else remains of his minions. 
   
  The clearing is not far from the river – if the PCs 
  follow the river upstream, they will see the clearing 
  when they get 50 ft. from its edge.  The clearing itself is 
  100 ft. across, and roughly circular.  The creatures are 
  in the center, surrounding the sacrificial treant, and 
  loudly chanting in elven about the power of evil being 
  evoked by killing plants and elves.  If they spot the 
  PCs, they attack. 
   
  During this battle, you should do what you can to 
  make it seem like the leader is behaving as if he were 
  the head of a cult, commanding his minions to attack, 
  and declaring that the PCs cannot stop his evil plans, 
  etc. 
   
   
  All APLs 
  � Treant: hp 1 (this creature is being sacrificed 
  and does not attack; during this battle he is killed by 
  the true cult leader Yndrorn’ix) 
  APL 10 (EL 10) 
  � Treant: hp 72 and stalwart pact (caster level 6); 
  see Monster Manual page 244; currently controlling 
  two additional trees with animate trees ability. 
  � Shambling Mound (2): hp 60, 64; see Monster 
  Manual page 222. 
  APL 12 (EL 12) 
  � Guardian Tree: hp 118 and stalwart pact (caster 
  level 6); see Appendix One. 
  � Awakened Tree, Gargantuan: hp 184; see 
  Appendix One. 
  � Shambling Mound (4): hp 60, 62, 64, 66; see 
  Monster Manual page 222. 
  APL 14 (EL 14) 
  � Noble Tree: hp 281 and stalwart pact (caster 
  level 6); see Appendix One. 
  � Guardian Tree (2): hp 118; see Appendix One. 
  � Awakened Tree, Gargantuan (2): hp 184; see 
  Appendix One. 
  APL 16 (EL 16) 
  � Noble Tree (2): hp 203 and stalwart pact (caster 
  level 6); see Appendix One. 
  � Guardian Tree (4): hp 118; see Appendix One. 
  � Awakened Tree, Gargantuan (4): hp 184; see 
  Appendix One. 
  The leader(s) has stalwart pact (caster level 6) already 
  cast upon him by Yndrorn’ix.  (See New Rules for this 
  spell effect.) 
  At APL 10, the treant begins the battle with two 
  animated treants alongside him. 
  Tactics: The goal of the creatures is to convince the 
  PCs that they are the “ring leaders” of the cult. They 
  will talk at length about their diabolical plans to 
  destroy the forest.  Their real purpose is to throw off 
  the party from the real cult leader.  In order to do that, 
  their fate is to die at the hands of the PCs, so that they 
  might think they have solved the problem and go 
  away.  Furthermore, Yndrorn’ix is scrying on his 
  minions, attempting to learn all he can about how the 
  battle goes, and what the abilities of the PCs are. 
  Development: The PCs will hopefully figure out that 
  this battle was a little too easy.  It’s also missing signs of 
  any real demonic activity.  Nevertheless, Yndrorn’ix is 
  NMR5-06 The Forsaken Valley 
   
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  hoping that the PCs are stupid and decide to leave after 
  they defeat his fake cult leaders.  If the PCs witness the 
  sacrifice of the Treant in the center via the sacrifice 
  follower option, they may make a DC 25 Knowledge 
  (Arcana) check to determine that what the ritualists 
  were doing wouldn’t likely have had that effect. 
  Treasure: 
   
  APL 10: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 569 gp; C: 0 gp; M: 198 gp - huge +2 
  wooden shield (198 gp each) 
   
  APL 14: L: 1109 gp; C: 0 gp; M: 1459 gp – 2 huge +2 
  wooden shields (198 gp each), bracers of armor +2 (333 gp 
  each), +2 ring of protection (667 gp each), potion of cure 
  serious wounds (63 gp each) 
   
  APL 16: L: 2220 gp; C: 0 gp; M: 2918 gp – 4 huge +2 
  wooden shields (198 gp each per shield), 2 bracers of armor 
  +2 (333 gp each per item),2 +2 rings of protection (667 gp 
  each per ring), 2 potions of cure serious wounds (63 gp 
  each per potion) 
  Encounter Five: Bridging the 
  Gap 
  At this point in the scenario the PCs may have decided 
  that the fake cultists in Encounter Four were behind 
  all of the problems in the forest, in which case 
  continue to the conclusion unless the PCs want to try 
  and heal the Phost king, in which case proceed to 
  Dealing with the fey below.   
  Otherwise, the PCs should at this point have two 
  options.  The first option is to return to the Pine 
  Kingdom and continue information gathering.  If they 
  do so, return to Encounter Two: Pine section and see 
  the Gather Information DCs, or charge an appropriate 
  amount of days and go to the Delig section below.  The 
  second option is to make a deal with the Phost King to 
  heal him and gain information from the druid fey, in 
  which case continue below. 
  Dealing with the fey 
  Assuming the PCs have played Encounter Four 
  already, Edlee the First calls an unseelie fey to his court 
  by ringing a small bell. 
  Creature: Pleebin is an unseelie fey – an evil faerie 
  creature that delights in tempting mortals and 
  spreading havoc.  He resembles a small pale-skinned 
  elf with fiery-red eyes.  He also has bat wings that he 
  uses to fly about.  Although the creature is based upon 
  a pixie, he is thoroughly evil. 
  Pleebin: male pixie Drd8 (stats as pixie, except AL: 
  NE) 
   
  Pleebin arrives invisible, flying in from above. He 
  becomes visible, and has a brief private conversation 
  with Edlee the First, wherein they discuss sucking the 
  life out of a volunteer (PC) and giving it to the king.  
  Pleebin laughs with delight, and agrees to perform the 
  service.  Pleebin agrees to take a small tax of this “life” 
  for himself, and in return is to tell the PCs anything he 
  knows about the cult. 
   
  Once this is agreed upon, Pleebin approaches the 
  volunteer PC.  He explains that it’s going to hurt – a 
  lot.  Pleebin pulls out a nasty looking syringe and will 
  proceed to suck a large quantity of blood from a PC.  As 
  this blood is drawn out, there is an excruciating pain 
  that is felt.  The PC grows pale and may perhaps have 
  trouble standing.  Pleebin will then withdraw the 
  syringe and take his “tax” - consuming a portion of it as 
  part of his “fee”.  When he does this he quite obviously 
  relishes the succulent taste of the blood, and he makes 
  no effort to hide his enjoyment of drinking the PCs 
  blood as he squirts it into his mouth from the syringe.  
  The remainder of the blood – more than half of it - he 
  injects into the King.  The PC who has his blood 
  sucked is drained Constitution.  This magical drain will 
  impose an immediate -4 penalty to Constitution that 
  cannot be healed by any mortal magic.  This penalty 
  will last for the next 4 scenarios the PC plays, reduced 
  by 1 each time.  This effect is explained on the AR. 
   
  In the unlikely event that a PC happens to have 
  the feat “Nymph’s Kiss”, a limited feat from the Book of 
  Exalted Deeds, Pleebin will refuse to deal with that PC 
  under any circumstance.  In fact, he would prefer that 
  such a PC not be in his presence at all. 
   
  Once the transfer of blood is accomplished, 
  Pleebin will privately tell the PCs about a tree that he 
  brought back to life through reincarnation.  He explains 
  that the tree was killed for refusing the will of some 
  powerful force nearby.  The tree was originally a phost 
  tree, but when he came back to life, he was reincarnated 
  as a young pine tree.  Pleebin explains exactly where 
  the young tree (Derig) is currently located in the Pine 
  Kingdom.  Once he has told the PCs what he knows, 
  he turns invisible and flies away. 
   
  Note that the PCs do not need to agree to this 
  option, since the information can be found if the PCs 
  spend enough time among the Pines.  However, it is 
  possible that they may have no other choice or are just 
  simply impatient.  And of course the evil Pleebin is 
  more than accommodating to their needs if they are 
  willing to pay the price. 
   
  The Phost King is notably healthier after the 
  transfer of this “life blood”.  His attitude toward the 
  PCs does not change significantly, but he is certainly a 
  bit happier now that his health has improved.  
  Regardless of his attitude, he doesn’t know much about 
  the cult or the problems of the dying trees.   
  NMR5-06 The Forsaken Valley 
   
  Page 14 
  
  Derig 
  Derig is a young awakened pine tree.  However, he 
  wasn’t always a pine – in reality he was originally an 
  awakened Phost tree who resisted the indoctrination 
  into the cult, and was brutally killed for his refusal to 
  join.  However, unknown to Yndrorn’ix, he was 
  reincarnated by an unseelie fey druid, and when he 
  returned to life he was reborn as a pine tree instead of a 
  phost tree.  He’s been secretly living inside the Pine 
  Kingdom, with almost no one knowing about his 
  former life as an awakened Phost tree.  Once the PCs 
  locate him, he will whisper precisely how to find the 
  location of the cult. (Go to Encounter 5). 
   
  If the PCs quiz Derig on what he knows, he can 
  tell them about his experience with the cult ceremony. 
   He remembers being dragged away by force by a gang 
  of three oaks and two spruce trees.  He knew it was 
  strange that they were cooperating, since normally 
  they hate each other.  They took him to a place in the 
  Oak kingdom not far from its northern border.  Once 
  there he was brought into a place where it suddenly 
  became very dark.  There were trees around him that 
  seemed to be horridly dark and evil.  Several other 
  trees were also apparently taken to this place.  A 
  creature of darkness appeared out of thin air and began 
  chanting in a terrible language that made his bark 
  begin to crackle and burn.  Such was the power of his 
  words that he could feel his self control was being 
  taken away.  Eventually, the creature of darkness came 
  to him and uttered words of pure evil.  Somehow he 
  resisted the creature.  He was threatened with a painful 
  death if he did not willfully succumb, but he refused.  
  The rest of the trees then gathered around him and 
  ripped him apart, branch by branch.  They also slowly 
  poured a liquid over him that was terribly painful, 
  turning his branches and leaves to black ash.  They 
  tortured him for over an hour before he finally died.  
  He then remembers waking up in a new body – the 
  pine tree he currently exists as.  He’s been hiding here 
  ever since, not wanting to expose himself to the 
  depredations of the tree cult and its terrible leader.  He 
  didn’t get much of a good look at the black creature, 
  but he could feel the terrible evil that emanated from 
  him. 
   
  If for some reason the PCs manage to expose the 
  cult leader without the use of Derig, so be it.  However, 
  if they do this too quickly, not all the encounters will 
  play out, and the players will miss out on those 
  opportunities.  You are encouraged to find ways to 
  thwart PCs who find the information too quickly in 
  some way.  After all, Yndrorn’ix has exceptional 
  defenses against almost any type of detection, and he 
  has a fanatical network of cultists who are effectively 
  incapable of betraying him. 
  Encounter Six: The Shadow 
  There is a path to the location where Yndrorn’ix holds 
  his demonic power base.  The location is inside the 
  Oak Kingdom, but is specifically not patrolled in order 
  to allow cultists of all species to pass into this area 
  unmolested.  The proper path is similar to many other 
  animal trails, but if followed correctly will not trigger 
  an encounter with the guardians of the Oak Kingdom.  
  This trail is adequately described by Derig, such that 
  the PCs can locate the place.  The precise distance 
  needed to travel to the place is not made clear, so PCs 
  won’t know exactly where to find it until they actually 
  come to it – and once they are close, the battle is likely 
  forced upon them. 
   
  The shadow demon Yndrorn’ix dwells in a forest 
  clearing that is suffused with evil and darkness, but is 
  masked by shadow illusions that make it appear to be 
  healthy green glade with stout oak trees.  In reality, the 
  area is a blasted landscape covered in black ash.  The 
  oak trees that once dwelled here have been 
  transformed into blackened wood hulks devoid of any 
  leaves, but sustained by the dark powers here.  In the 
  center of the area is a massive black tree trunk that 
  extends to a height of 40 ft. with several looming bare 
  branches overhead.  Granite boulders have been neatly 
  arranged and buried into the earth, laid into the shape 
  of a massive pentagram that circumscribes the central 
  tree.  In a portion of central tree trunk is a black portal 
  that leads to the Plane of Shadow.  (This portal is not 
  subject to the forbiddance effect and therefore does not 
  prohibit passing through it - see below.) 
  The area is subject to several powerful magical effects: 
  • 
  Permanent alarm spells (caster level 15th, faint 
  abjuration) surround the clearing.  The spells are 
  placed 100 feet beyond the outside of the clearing, 
  spaced every 20 feet to provide a ring of detection 
  for any approaching creature.  The alarm is mental 
  and keyed to Yndrorn’ix.  There is no password to 
  avoid setting off the alarm. 
  • 
  A permanent illusion (glamer) makes the blasted 
  area appear to be a normal healthy forest.  Upon 
  entering, a creature is considered to be 
  “interacting” with the illusion, and is granted a DC 
  20 Will save each round to disbelieve the effect.  
  The effect has an effective caster level of 15th and 
  radiates strong magic and strong evil.  Although 
  the effect can be dispelled, the magic is 
  automatically restored one round later.  Anyone 
  who has succeeded in disbelieving the effect can 
  see through the illusion.  The illusion (glamer) 
  extends throughout the clearing to a height of 100 
  feet above the ground.  Even if a creature has 
  disbelieved the illusion, the area is also protected 
  by a Mordenkainen’s Private Sanctum spell (see 
  below), which makes peering into the area 
  NMR5-06 The Forsaken Valley 
   
  Page 15 
  
  impossible and keeps sounds such as spellcasting 
  from escaping the area.  Thus those who have 
  pierced the illusion but have not entered still only 
  see a dark, foggy mass. 
  • 
  The entire clearing is protected by a forbiddance 
  spell (DC 19 Will Save, caster level 15th, strong 
  abjuration).  Per the spell, all planar travel is 
  prohibited.  In addition, the spell is aligned to 
  chaotic evil, and it damages creatures entering 
  who are of different alignment, unless the 
  following password is spoken: “The Baron of Sloth 
  devours light.”  (See Player’s Handbook page 232 for 
  the full effect of this spell.)  The effect extends 
  throughout the clearing to a height of 60 feet 
  above the ground. 
  • 
  The entire clearing is protected by a permanent 
  Mordenkainen’s Private Sanctum spell (caster level 
  15th, strong abjuration).  Per the spell, anyone 
  looking from outside only sees a dark, foggy mass. 
   Darkvision cannot penetrate it.  No sounds, no 
  matter how loud can escape the area.  Divination 
  (scrying) spells cannot perceive within the area, 
  and those within are immune to detect thoughts.  
  The effect extends throughout the clearing to a 
  height of 30 feet above the ground and can be 
  dispelled. 
  • 
  Upon the commencement of combat, or as soon as 
  PCs have been detected and begin casting any 
  spells outside the clearing, the Rain of Leeches 
  begins (see below). 
  Rain of Leeches: 
  A shuddering low thunder booms as a dread black 
  cloud forms overhead.  Slimy black blobs begin 
  falling from the sky.  Upon closer inspection, the 
  blobs wriggle about.  They appear to be leeches in 
  search of blood. 
  This preternatural rain is the manifestation of evil that 
  suffuses the area.  It affects a one (1) square mile area 
  centered on the clearing and lasts for 30 rounds.  The 
  leeches cause 1d3 points of damage to any living 
  nonevil creature. The damage can be negated by 
  spending a move action every round to take cover 
  under a large tree or covering oneself with a cloak or 
  similar material.  A creature under the effect of 
  protection from evil is immune to the damage caused by 
  the leeches. 
   
  Since the Rain of Leeches automatically begins if 
  the PCs are nearby and begin casting spells, this 
  effectively prohibits the casting of short duration 
  spells, such as those that last 1 round/level.  The PCs 
  may have cast some spells prior to entering the Oak 
  Kingdom; indeed it is likely that this is the case.  Spells 
  that last several minutes or more should still be active, 
  since the clearing is only 2000 ft. inside the Oak 
  Kingdom. 
   
  The PCs should have a hard time detecting the 
  precise location of the clearing until they are right on 
  top of it.  Yndrorn’ix has many powerful protections 
  that keep it safe and hidden.  However, higher level 
  parties may still find a way to locate it and possibly gain 
  an advantage. It should be expected that PCs – 
  especially higher level PCs – will prepare for battle.  
  Short term duration spells, although difficult to 
  achieve, may still be possible if the players are creative. 
   In contrast, those who enter this combat with no 
  preparation at all will likely suffer. 
  Creatures: The shadow demon lurks within the 
  central tree and attacks any intruders.  His minions 
  likewise follow his lead.  Note that the Ironmaw (at 
  APL 12+) is not the central tree, but rather should be 
  located just off center in the clearing.  The vasuthants 
  are spread evenly about, keeping a good distance apart 
  to avoid being caught by area effects. 
  APL 10 (EL 14) 
  � Yndrorn’ix, 
  Shadow 
  Demon/Fiend 
  of 
  Blasphemy6: hp 104 and stalwart pact (caster level 
  6); see Appendix. 
  APL 12 (EL 16) 
  � Yndrorn’ix, 
  Shadow 
  Demon/Fiend 
  of 
  Blasphemy6: hp 104 and stalwart pact (caster level 
  6); see Appendix. 
  � Ironmaw: hp 126; see Appendix. 
  � Vasuthant, advanced (14 HD) (6): hp 133; see 
  Appendix. 
  APL 14 (EL 18) 
  � Yndrorn’ix, 
  Advanced 
  Shadow 
  Demon/Fiend of Blasphemy6: hp 130 and stalwart 
  pact (caster level 6); see Appendix. 
  � Ironmaw, Advanced: hp 250; see Appendix. 
  � Vasuthant (22 HD) (6): hp 231; see Appendix. 
  APL 16 (EL 20) 
  � Yndrorn’ix, 
  Advanced 
  Shadow 
  Demon/Fiend of Blasphemy6: hp 187 and stalwart 
  pact (caster level 6); see Appendix. 
  � Ironmaw, Advanced: hp 378; see Appendix. 
  � Vasuthant, Advanced Evolved (22 HD) (6): 
  hp 275; see Appendix. 
  Yndrorn’ix has stalwart pact already cast upon him by 
  Yndrorn’ix.  (See New Rules for this spell effect.) 
  Tactics: During the course of this adventure, 
  Yndrorn’ix should have gained significant information 
  about the PCs.  Additionally, he likely casts a divination 
  every day, inquiring about the PCs, what they will do, 
  when they might attack, etc.  Therefore, he should 
  NMR5-06 The Forsaken Valley 
   
  Page 16 
  
  know roughly when the PCs are coming, and what 
  their greatest threat to him would be.  You may alter 
  the tactics specified herein to match the current 
  situation in your game. 
   
  Yndrorn’ix 
  typically 
  continually 
  bathes his 
  surroundings in darkness, which he can cast at will and 
  the effect has a long duration.  Note that much of his 
  power is dependent on the darkness; you should not 
  forget to add a +4 enhancement bonus to his AC, attack 
  rolls, damage rolls, saves, skills, and ability checks 
  when he is within darkness, which should be all the 
  time.  In fact, in addition to the vasuthants, who 
  constantly emanate darkness due to their trap light 
  ability, Yndrorn’ix will likely have a damning darkness 
  spell effect centered on him. 
   
  Upon detection of the PCs approach, Yndrorn’ix 
  uses his spell-like ability damning darkness on an 
  ornamental brooch he wears, and then casts spell 
  immunity, bless, magic circle against good, and spell 
  resistance.  He sets his spell immunity to an appropriate 
  spell that he believes he is likely to face, based upon his 
  intelligence gathering; often a good choice is magic 
  missile. 
   
  Yndrorn’ix prefers to charge opponents when 
  possible, using his pounce and abilities.  He typically 
  makes heavy use of his Improved Combat Expertise to 
  increase his AC significantly. 
   
  If his hit points drop below half his normal 
  amount, the stalwart pact activates. 
   
  At APL 12+, the ironmaw uses its long tendrils to 
  strike at opponents.  The vasuthants use their 
  improved grab and enervating crush abilities as best 
  they can.  Additionally, they use their reality distortion 
  special ability as much as possible, altering die rolls to 
  hopefully turn fate their way. 
   
  At APL 16, if the vasuthants can estimate that 
  there are any creatures of 8 HD or lower, it will attempt 
  to kill them off with circle of death.  Otherwise they may 
  attempt to damage the ability scores of a weaker 
  creature by using contagion.   
  Development: If for any reason the PCs engage 
  Yndrorn’ix, and then disengage him without defeating 
  him, he almost certainly accepts that they will be back, 
  and likely in greater force.  Since he’s been discovered, 
  he takes all his belongings and flees, using plane shift to 
  return to the Abyss at his first opportunity. 
   
  If the PCs defeat Yndrorn’ix and his allies, the cult 
  still remains in place.  All cult members are hostile to 
  the PCs at all times. 
   
  After the battle, the PCs will likely investigate the 
  area in the clearing.  In the trunk of the central tree is a 
  large black portal that leads to the Plane of Shadow. 
  Yndrorn’ix often spends time in here, dreaming of 
  ways to increase his power and sway over his followers. 
  Treasure: In the Plane of Shadow, Yndrorn’ix has 
  placed a few interesting items.  The first is a huge 
  torture device that he uses in sacrificing trees to his 
  demonic master, Lupercio.  This device consists of 
  large tread wheel attached to powerful gears that spin 
  large adamantine blades capable of shredding very 
  large trees.  Although this device is very large, the PCs 
  may be able to salvage parts of it and make a smaller 
  version that is more portable.  What they may use it for 
  is up to them, but it cannot be mistaken for its original 
  purpose as a device of destruction.  If a PC wishes to 
  have this item, they must immediately spend 4 TUs on 
  this AR in order to disassemble the larger device and 
  construct the smaller “chipper”.  If they do not wish to 
  make the item, cross it off the AR.  The item cannot be 
  sold. 
   
  Additionally, there are 13 vats of plant poison.  
  The PCs can collect some to take with them. 
   
  Also found in the area are vast writings of various 
  types.  There are discussions of the demon lord, 
  Lupercio, and his home plane of Slugbed.  Numerous 
  demons are described that exist on this plane, and the 
  specifics of who they are and what they typically spend 
  their energy on.  There are also some notes that discuss 
  Yndrorn’ix’s meeting with several men who told him 
  about The Forsaken Valley, and the intelligent trees 
  that were.  It goes on to discuss how he set up his cult, 
  thanks to the information provided by these men.  
  Yndrorn’ix also mentions sacrificing all the elves of the 
  Phostwood, once he had enough power over the trees 
  such that they could defeat the Phostwood elves. 
   
  Yndrorn’ix goes into great detail over numerous 
  sacrificial rites.  He also has numerous “prayers” to 
  Lupercio. 
   
   
  A curious powder substance known as 
  “pyroclastic sulphur” is also found in some jars.  This 
  orange powder can be prepared in such a way as to 
  cause a powerful explosive effect when used along with 
  certain fire based spells.  Nearby are some ancient 
  scrolls, reportedly attributed to the wizard Keraptis, 
  that discuss the complicated procedure for both 
  preparing the substance and for using it properly.  (See 
  AR.) 
   
  A wooden device that appears to be shaped in such 
  a way as to be able to hold a lens is also found among 
  the possessions of Yndrorn’ix.  It is difficult to 
  determine its use, but strange runes are scribed along 
  the wooden handle.  These runes have a distinct 
  similarity to the runes found on Talerad’s Incantation 
  from NMR5-02 Natural Enemies. 
   
  The demon Yndrorn’ix also has possessions he 
  keeps on him at all times (listed in his stat block). 
   
  Also hidden among the items is a ring of blinking. 
   
  APL 10: L: 0 gp; C: 50 gp; M: 2250 gp – ring of 
  blinking (2250 gp each) 
  NMR5-06 The Forsaken Valley 
   
  Page 17 
  
   
  APL 12: L: 0 gp; C: 283 gp; M: 2250 gp – ring of 
  blinking (2250 gp each) 
   
  APL 14: L: 0 gp; C: 1782 gp; M: 2250 gp – ring of 
  blinking (2250 gp each) 
   
  APL 16: L: 0 gp; C: 2512 gp; M: 2250 gp – ring of 
  blinking (2250 gp each) 
  Conclusion 
  The status of the creatures of the Forsaken Valley is not 
  significantly affected by the elimination of the shadow 
  demon Yndrorn’ix.  Even if his cult is shattered, the 
  tree creatures that joined are still dedicated to their 
  new demonic purpose.  For now, this area shall remain 
  forsaken. 
   
  However, if it is any consolation, the Pine 
  Kingdom is saved from certain destruction for the time 
  being, since the other kingdoms are willing to accept 
  the status quo.  The pines will eventually recover from 
  their fire damage. 
   
  The PCs may return to civilization without 
  incident.  They will likely have additional inquiries 
  which may need to wait until the next scenario in this 
  series. 
   
  Another loose end is the acquisition of a planar 
  fork keyed to the Abyss.  While planar travel is beyond 
  the scope of this scenario, a future mission to explore 
  what may lie in wait there is a possibility. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives 
  plus roleplaying) to each character. 
  Encounter Three 
  Defeat fire creatures 
   
  APL10 390 xp 
   
  APL12 450 xp 
   
  APL14 510 xp 
   
  APL16 570 xp 
  Encounter Four 
  Defeat fake tree cult 
   
  APL10 300 xp 
   
  APL12 360 xp 
   
  APL14 420 xp 
   
  APL16 480 xp 
  Encounter Six 
  Defeat Yndrorn’ix and minions 
   
  APL10 420 xp 
   
  APL12 480 xp 
   
  APL14 540 xp 
   
  APL16 600 xp 
  Discretionary roleplaying award 
   
  APL10 240 xp 
   
  APL12 285 xp 
   
  APL14 330 xp 
   
  APL16 375 xp 
  Total possible experience: 
   
  APL10 1350 xp 
   
  APL12 1575 xp 
   
  APL14 1800 xp 
   
  APL16 2025 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not gain 
  this gold.  If you feel it is reasonable that characters can 
  go back to loot the bodies, and those bodies are there 
  (i.e., not carted off by dungeon scavengers, removed 
  from the scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not loot 
  the body, the gold piece value for the loot is subtracted 
  from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  NMR5-06 The Forsaken Valley 
   
  Page 18 
  
  during the adventure.  Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, its 
  total is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter Four:  You Got Me 
   
  APL 10: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 569 gp; C: 0 gp; M: 198 gp - huge +2 
  wooden shield (198 gp each) 
   
  APL 14: L: 1109 gp; C: 0 gp; M: 1459 gp – 2 huge +2 
  wooden shields (198 gp each), bracers of armor +2 (333 gp 
  each), +2 ring of protection (667 gp each), potion of cure 
  serious wounds (63 gp each) 
   
  APL 16: L: 2220 gp; C: 0 gp; M: 2918 gp – 4 huge +2 
  wooden shields (198 gp each per shield), 2 bracers of armor 
  +2 (333 gp each per item), 2 +2 rings of protection (667 gp 
  each per ring), 2 potions of cure serious wounds (63 gp 
  each per potion) 
  Encounter Six:   
   
  APL 10: L: 0 gp; C: 50 gp; M: 2250 gp – ring of 
  blinking (2250 gp each) 
   
  APL 12: L: 0 gp; C: 283 gp; M: 2250 gp – ring of 
  blinking (2250 gp each) 
   
  APL 14: L: 0 gp; C: 1782 gp; M: 2250 gp – ring of 
  blinking (2250 gp each) 
   
  APL 16: L: 0 gp; C: 2512 gp; M: 2250 gp – ring of 
  blinking (2250 gp each) 
  Total Possible Treasure 
  APL 10: L: 0 gp; C: 50 gp; M: 2250 gp  - Total: 2300 
  gp 
  APL 12: L: 569 gp; C: 283 gp; M: 2448 gp  - Total: 
  3300 gp 
  APL 14: L: 1109 gp; C: 1782 gp; M: 3709 gp  - Total: 
  6600 gp 
  APL 16: L: 2220 gp; C: 2512 gp; M: 5168 gp  - Total: 
  9900 gp 
   
  Special 
  Mortally Drained: You have been drained of life by 
  the unseelie fey Pleebin.  On your next adventure you 
  have a -4 penalty to Constitution. Each subsequent 
  adventure, this penalty is reduced by 1, fading away 
  after the 4th adventure following this one.  This effect 
  cannot be removed by any mortal magic, nor can it be 
  avoided by spending TUs.  If you die while this curse is 
  active or for 2 adventures afterwards, a ruby worth 
  3000 gp forms from your blood and may be used as part 
  of the casting cost for a raise dead or resurrection  spell. 
  Planar fork (Abyss): This small forked metal rod is 
  made from cool black iron, pocked with indentations 
  and rust.  It acts as a focus for the plane shift spell, keyed 
  to the 128th level of the Abyss.  This layer, known as 
  Slugbed, is a horrid domain of both filth and beauty 
  ruled by the demon lord Lupercio.  If it is used to travel 
  to the Abyss, there is a 20% chance of an immediate 
  hostile encounter with either 3-5 vrocks or 2-4 hezrou 
  (equal chance for either).  This item has no cost and 
  cannot be sold. 
  Plant poison: This alchemical mixture can be thrown 
  as a splash weapon. A direct hit deals 2d6 points of 
  damage to creatures with the plant type.  Every 
  creature with the plant type within 5 feet of the point 
  where the flask hits is dealt 1 point of splash damage.  
  Plants killed by this poison turn to black ash.  Price 20 
  gp each. 
  Lens holder: This strange wooden device appears to 
  be made to hold a missing lens of some sort.  Carved 
  along its handle are strange runes. 
  Destruction of the Demon Cult:  For destroying the 
  demon cult, this character gains access to the items 
  marked with an * below. 
  Pyroclastic sulfur: This dangerous substance can 
  cause a violent explosion when combined with exotic 
  magic incantations.  If you have “Notes on the 
  Pyronomicon”, spend 1 TU, and 500 gp you can make 
  enough of this substance for 5 uses (one time only).  
  When casting a valid spell with the fire descriptor and 
  adding this substance to the spell components, make a 
  DC 15 + spell level Spellcraft check.  If you succeed, 
  the Explosive Spell metamagic feat (Complete Arcane) 
  is spontaneously applied to the spell with no increase 
  in casting time.  Failure indicates the spell is cast 
  normally without applying the feat, but the substance 
  is still expended.  However, a roll of a natural 1 on this 
  check causes the spell with the metamagic feat applied 
  to be centered on you. 
  [  ]  [  ]  [  ]  [  ]  [  ]  
  NMR5-06 The Forsaken Valley 
   
  Page 19 
  
  Items for the Adventure 
  Record 
  Item Access 
  APL 10: 
  Plant poison (Adventure [limit 10], see above, 20 gp) 
  bracers of armor +2 (Adventure, DMG, 4,000 gp) 
  +2 wooden shield (Adventure, DMG, 4,307gp) 
  +2 ring of protection (Adventure, DMG, 8,000 gp) 
  * Boots of Levitation (Adventure, DMG, 7,500 gp) 
  * Hand of Glory (Adventure, DMG, 8,000 gp) 
  APL 12: (all of APL 10 plus the following): 
  Amulet of natural armor +2 (Adventure, DMG, 8,000 gp) 
  Glove of Storing (Adventure, DMG, 10,000 gp) 
  * Boots of Speed (Adventure, DMG, 10,000 gp) 
  * Ring of spell storing, minor (Adventure, DMG, 18,000 
  gp) 
  APL 14 (all of APLs 10-12 plus the following): 
  Amulet of natural armor +3 (Adventure, DMG, 18,000 
  gp) 
  ring of blinking (Adventure, DMG, 27,000 gp) 
  * Winged Boots (Adventure, DMG, 16,000 gp) 
  APL 16 (all of APLs 10-14 plus the following): 
  Amulet of natural armor +4 (Adventure, DMG, 32,000 
  gp) 
  Mask of the Skull (Adventure, DMG, 22,000 gp) 
  * Boots of Teleportation (Adventure, DMG, 49,000 gp) 
  * Cloak of Displacement, major (Adventure, DMG, 50,000 
  gp) 
   
  NMR5-06 The Forsaken Valley 
   
  Page 20 
  
  Appendix One – Untiered NPCs 
  Encounter Two 
   
   
   
   
  Awakened Tree, Huge: CR 5; Huge Plant; HD 
  8d8+40; hp 76; Init -1; Spd 30 ft.; AC 13 (-2 size, -1 Dex, 
  +6 natural), touch 7, flat-footed 13; BAB/Grp: +6/+19;  
  Atk: +9 melee (2d6+7, slam); Full Atk: +9 melee (2d6+7, 
  slam); Space/Reach 15 ft./15 ft.; SA -; SQ DR 
  10/slashing, plant traits, low-light vision; AL N; SV 
  Fort +11, Ref +1, Will +4; Str 20, Dex 8, Con 21, Int 11, 
  Wis 11, Cha 11. 
   
  Skills and Feats: (22 ranks) Diplomacy +2, Heal +2, 
  Intimidate +2, Knowledge (any one) +2, Listen +4, 
  Sense Motive +2, Speak Language (Common), Spot +4, 
  Survival +2; Improved Bull Rush, Iron Will, Power 
  Attack. 
   
  Plant traits (Ex): a plant creature has low-light 
  vision, immunity to all mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale effects), 
  immunity 
  to 
  poison, 
  sleep 
  effects, 
  paralysis, 
  polymorph, and stunning, and is not subject to critical 
  hits.  Plants breathe and eat, but do not sleep. 
   
  Languages: Common, Elven. 
   
  Physical Description: an awakened tree looks 
  identical to a normal tree, except for the trunk which is 
  split into two legs. 
   
  Awakened Tree, Gargantuan: CR 7; Gargantuan 
  Plant; HD 16d8+112; hp 184; Init -2; Spd 20 ft.; AC 12 (-
  4 size, -2 Dex, +8 natural), touch 4, flat-footed 12; 
  BAB/Grp: +12/+31;  Atk: +16 melee (2d8+10, slam); 
  Full Atk: +16 melee (2d8+10, slam); Space/Reach 20 
  ft./20 ft.; SA -; SQ DR 10/slashing, plant traits, low-
  light vision; AL N; SV Fort +17, Ref +3, Will +7; Str 24, 
  Dex 6, Con 25, Int 11, Wis 11, Cha 11. 
   
  Skills and Feats: (38 ranks) Diplomacy +4, Heal +4, 
  Intimidate +4, Knowledge (any one) +2, Knowledge 
  (any one) +2, Listen +6, Sense Motive +4, Speak 
  Language (Common), Spot +6, Survival +4; Cleave, 
  Great Cleave, Improved Bull Rush, Iron Will, Power 
  Attack, Weapon Focus (slam). 
   
  Plant traits (Ex): a plant creature has low-light 
  vision, immunity to all mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale effects), 
  immunity 
  to 
  poison, 
  sleep 
  effects, 
  paralysis, 
  polymorph, and stunning, and is not subject to critical 
  hits.  Plants breathe and eat, but do not sleep. 
   
  Languages: Common, Elven. 
   
  Physical Description: an awakened tree looks 
  identical to a normal tree, except for the trunk which is 
  split into two legs. 
  Guardian Tree: Awakened Tree Ftr4; CR 9; Huge 
  Plant; HD 8d8+40 plus 4d10+20; hp 118; Init -1; Spd 20 
  ft. in splint mail, base speed 30 ft.; AC 23 (-2 size, -1 
  Dex, +6 natural, +6 splint mail, +4 +2 heavy wooden 
  shield), touch 7, flat-footed 23; BAB/Grp: +10/+24;  Atk: 
  +15 melee  (3d6+8/x3, warhammer) or +14 melee 
  (2d6+6, slam); Full Atk: +15/+10 melee (3d6+8/x3, 
  warhammer) or +14 melee (2d6+9, slam); Space/Reach 
  15 ft./15 ft.; SA -; SQ DR 10/slashing, plant traits, low-
  light vision; AL N; SV Fort +15, Ref +2, Will +5; Str 23, 
  Dex 8, Con 21, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: (30 ranks) Diplomacy +2, Heal +2, 
  Intimidate +10, Knowledge (nature) +2, Listen +4, 
  Sense Motive +2, Speak Language (Common), Spot +4, 
  Survival +2; Cleave, Great Cleave, Improved Bull Rush, 
  Improved Overrun, Iron Will, Power Attack, Weapon 
  Focus 
  (warhammer), 
  Weapon 
  Specialization 
  (warhammer). 
   
  Plant traits (Ex): a plant creature has low-light 
  vision, immunity to all mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale effects), 
  immunity 
  to 
  poison, 
  sleep 
  effects, 
  paralysis, 
  polymorph, and stunning, and is not subject to critical 
  hits.  Plants breathe and eat, but do not sleep. 
   
  Languages: Common, Elven. 
   
  Possessions: splint mail (made primarily from 
  hardwood), +2 wooden shield, warhammer, battleaxe. 
   
  Physical Description: a guardian tree looks similar to 
  a normal tree, except for the trunk which is split into 
  two legs, large portions of its branches clad in strips of 
  metal, a well crafted wooden shield made of tough 
  bark, and a warhammer grasped in a meaty branch 
  appendage. 
  Noble Tree: Awakened tree Ftr2/Bbn2/Ari2; CR 12; 
  Gargantuan Plant; HD 16d8+112 plus 2d10+14 plus 
  2d12+14 plus 2d8+14 plus 22; hp 281; Init -2; Spd 30 ft.; 
  AC 16 (-4 size, -2 Dex, +8 natural, +2 bracers of armor +2, 
  +2 ring of protection), touch 4, flat-footed 16; BAB/Grp: 
  +17/+36;  Atk: +22 melee (4d8+10, masterwork 
  greatclub) or +21 melee (3d8+10, slam); Full Atk: 
  +22/+17/+12/+7 melee (4d8+10, masterwork greatclub) 
  or +21 melee (3d8+10, slam); Space/Reach 20 ft./20 ft.; 
  SA rage 1/day; SQ DR 10/slashing, plant traits, low-
  light vision, fast movement, uncanny dodge; AL N; SV 
  Fort +23, Ref +3, Will +11; Str 25, Dex 6, Con 25, Int 11, 
  Wis 13, Cha 14. 
   
  Skills and Feats: (58 ranks) Diplomacy +10, Heal +5, 
  Intimidate +8, Knowledge (any one) +2, Knowledge 
  (any one) +2, Listen +13, Sense Motive +7, Speak 
  Language (Common), Spot +13, Survival +5; Awesome 
  Blow, Cleave, Great Cleave, Improved Bull Rush, 
  Improved Natural Attack (slam), Improved Toughness, 
  NMR5-06 The Forsaken Valley 
   
  Page 21 
  
  Iron Will, Power Attack, Weapon Focus (greatclub), 
  Weapon Focus (slam). 
   
  Plant traits (Ex): a plant creature has low-light 
  vision, immunity to all mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale effects), 
  immunity 
  to 
  poison, 
  sleep 
  effects, 
  paralysis, 
  polymorph, and stunning, and is not subject to critical 
  hits.  Plants breathe and eat, but do not sleep. 
   
  Rage (Ex): when raging, adjust the stat block as 
  follows: hp 325; AC 14, touch 2, flat footed 14, Atk: +24 
  melee (4d8+13, masterwork greatclub) or +23 melee 
  (3d8+13, slam); Full Atk: +24/+19/+14/+9 melee 
  (4d8+13, masterwork greatclub) or +23 melee (3d8+13, 
  slam); Fort +25, Will +13; Str 29, Con 29 
   
  Languages: Common, Elven. 
   
  Possessions: bracers of armor +2, +2 ring of protection, 
  potion of cure serious wounds, masterwork greatclub (2). 
   
  Physical Description: a  massive and elderly tree with 
  a look of grandeur.  A split trunk is used as legs, and a 
  massive greatclub wielded by strong limbs in battle. 
   
  Hrodgerd the Elder, King of the Pines: Awakened 
  Tree Mnk4/Drd4/Rgr5/Ari2; CR 15 Gargantuan Plant; 
  HD 16d8+112 plus 4d8+28 plus 4d8+28 plus 5d8+35 
  plus 2d8+14 plus 31; hp 387; Init +0; Spd 30 ft.; AC 27 (-
  4 size, +8 natural, +4 natural enhancement, +5 
  deflection, +4 wisdom), touch 15, flat-footed 27; 
  BAB/Grp: +24/+43;  Atk: +28 melee (2d8+10, slam); 
  Full Atk: +28 melee (2d8+10, slam); Space/Reach 20 
  ft./20 ft.; SA flurry of blows, unarmed strike, , ki strike 
  (magic), favored enemy (humanoid [goblinoid]) +4, 
  favored enemy (giant) +2, combat style (archery); SQ 
  DR 10/slashing, plant traits, low-light vision, evasion 
  still mind, slow fall 20 ft., animal companion, nature 
  sense, wild empathy, woodland stride, trackless step, 
  resist nature’s lure; AL NG; SV Fort +29, Ref +14, Will 
  +23 (+25 vs. enchantment); Str 24, Dex 10, Con 25, Int 
  11, Wis 18, Cha 17. 
   
  Skills 
  and 
  Feats: 
  (108 
  ranks) 
  Balance 
  +6, 
  Concentration +11, Diplomacy +15, Handle Animal 
  +10, Heal +12, Intimidate +11, Jump +9, Knowledge 
  (arcana) +5, Knowledge (geography) +4, Knowledge 
  (nature) +10, Knowledge (religion) +5, Listen +20, 
  Sense Motive +11, Speak Language (Common), Spot 
  +19, Survival +8, Tumble +5; Cleave, Deflect Arrows 
  (B), Endurance (B), Eschew Materials, Great Cleave, 
  Improved Bull Rush, Improved Sunder, Improved 
  Toughness, Iron Will, Leadership, Negotiator, Power 
  Attack, Rapid Shot (B), Stunning Fist (B), Track (B), 
  Weapon Focus (slam). 
   
  Plant traits (Ex): a plant creature has low-light 
  vision, immunity to all mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale effects), 
  immunity 
  to 
  poison, 
  sleep 
  effects, 
  paralysis, 
  polymorph, and stunning, and is not subject to critical 
  hits.  Plants breathe and eat, but do not sleep. 
   
  Druid Spells Prepared (5/4/3; base DC = 14 + spell 
  level): 0—[cure minor wounds (2), detect magic, light, 
  virtue; 1st—[cure light wounds, entangle, faerie fire, 
  longstrider] 2nd—[barkskin, gust of wind, soften earth and 
  stone]. 
   
  Ranger Spells Prepared (1; base DC = 14 + spell level): 
  1st—[animal messenger]. 
   
  Languages: Common, Elven. 
   
  Possessions: ring of protection +5, amulet of natural 
  armor +4, ring of energy resistance (fire, major), rod of 
  security, Keoghtom’s ointment, figurine of wondrous power 
  (onyx dog)., gargantuan masterwork composite [+7 Str] 
  longbow, 40 arrows. 
   
  Physical Description: Hrodgerd the Elder is a 
  massive pine tree with deeply rutted bark and 
  thousands of pine cones hanging from his dark green 
  needle-covered branches. 
   
  Edlee the First, King of the Phost: Awakened Tree 
  Ari12/Clr4 (Beory); CR 15; Gargantuan Plant; HD 
  16d8+112 plus 12d8+84 plus 4d8+28; hp 368; Init -2; 
  Spd 20 ft.; AC 14 (-4 size, -2 Dex, +8 natural, +2 
  deflection), touch 6, flat-footed 14; BAB/Grp: +24/+43;  
  Atk: +28 melee (3d8+10, slam); Full Atk: +28 melee 
  (3d8+10, slam); Space/Reach 20 ft./20 ft.; SA turn 
  undead; SQ DR 10/slashing, plant traits, low-light 
  vision; AL N; SV Fort +25, Ref +8, Will +21; Str 24, Dex 
  6, Con 25, Int 15, Wis 15, Cha 15. 
   
  Skills and Feats: (164 ranks) Appraise +6, Bluff +14 , 
  Concentration 
  +12, 
  Diplomacy 
  +28, 
  Gather 
  Information +9 , Heal +9, Intimidate +16, Knowledge 
  (arcana) 
  +7, 
  Knowledge 
  (dungeoneering) 
  +5, 
  Knowledge (geography) +5, Knowledge (history) +7, 
  Knowledge (local-NMR) +7, Knowledge (nature) +9, 
  Knowledge (nobility and royalty) +7, Knowledge 
  (religion) +12, Listen +7, Sense Motive +29, Spellcraft 
  +17 , Spot +20, Survival +9; Cleave, Great Cleave, 
  Improved Bull Rush, Improved Natural Attack (slam), 
  Iron Will, Leadership, Negotiator, Persuasive, Power 
  Attack, Self Sufficient, Weapon Focus (slam). 
   
  Plant traits (Ex): a plant creature has low-light 
  vision, immunity to all mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale effects), 
  immunity 
  to 
  poison, 
  sleep 
  effects, 
  paralysis, 
  polymorph, and stunning, and is not subject to critical 
  hits.  Plants breathe and eat, but do not sleep. 
   
  Cleric Spells Prepared (5/4+1/3+1; base DC = 12 + 
  spell level): 0—[create water (2), cure minor wounds (2), 
  light]; 1st—[entangle*, command, deathwatch, obscuring 
  mist, sanctuary]; 2nd—[soften earth and stone*, cure 
  moderate wounds, lesser restoration, zone of truth]. 
  NMR5-06 The Forsaken Valley 
   
  Page 22 
  
  *Domain spell. Domains: Earth (turn air creatures, 
  rebuke earth creatures); Plant (rebuke plant creatures). 
   
  Languages: Common, Elven, Sylvan. 
   
  Possessions: ring of protection +2, horn of blasting, dust of 
  disappearance, ring of x-ray vision, eyes of charming, holy 
  symbol (2). 
   
  Physical Description: Edlee the First is a massive and 
  ancient Phost tree.  His bark is gnarled and weathered. 
   His branches are draped in long flowing moss. 
   
  Juardo Elrudo, King of the Spruce: Awakened Tree 
  Rog11/Wiz5; CR 15; Gargantuan Plant; HD 16d8+112 
  plus 11d6+55 plus 5d4+25; hp 314; Init +6; Spd 20 ft.; 
  AC 16 (-4 size, +2 Dex, +8 natural), touch 4, flat-footed 
  16; BAB/Grp: +22/+39;  Atk: +24 melee (3d6+6, +1 
  shortspear) or +23 melee (2d8+7, slam); Full Atk: 
  +24/+19/+14/+9 melee (3d6+6, +1 shortspear) or +23 
  melee (2d8+7, slam); Space/Reach 20 ft./20 ft.; SA 
  sneak attack +6d6, crippling strike; SQ DR 10/slashing, 
  plant traits, low-light vision, evasion, trapfinding, trap 
  sense +3, uncanny dodge, improved uncanny dodge; 
  AL NE; SV Fort +21, Ref +19, Will +19; Str 20, Dex 14, 
  Con 25, Int 17, Wis 13, Cha 13. 
   
  Skills and Feats: (241 ranks) Appraise +8, Balance 
  +9, Bluff +26, Concentration +12, Diplomacy +22, 
  Forgery +8, Gather Information +23, Heal +6, 
  Intimidate +28, Knowledge (arcana) +8, Knowledge 
  (architecture 
  and 
  engineering) 
  +4, 
  Knowledge 
  (dungeoneering) +4, Knowledge (geography) +4, 
  Knowledge (history) +4, Knowledge (local-NMR) +8, 
  Knowledge (nature) +10, Knowledge (nobility and 
  royalty) +8, Knowledge (religion) +5, Knowledge (the 
  planes) +5, Listen +21, Search +8, Sense Motive +22, 
  Sleight of Hand +9, Spellcraft +17, Spot +21, Survival 
  +6, Tumble +17; Blind-Fight, Cleave, Combat Expertise, 
  Combat Reflexes, Extend Spell (B), Great Cleave, 
  Improved Bull Rush, Improved Feint, Improved 
  Initiative, Improved Trip, Iron Will, Power Attack, 
  Scribe Scroll (B). 
   
  Plant traits (Ex): a plant creature has low-light 
  vision, immunity to all mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale effects), 
  immunity 
  to 
  poison, 
  sleep 
  effects, 
  paralysis, 
  polymorph, and stunning, and is not subject to critical 
  hits.  Plants breathe and eat, but do not sleep. 
   
  Wizard Spells Prepared (4/7/3/2; base DC = 13 + 
  spell level): 0—[detect magic, read magic, ghost sound, 
  arcane mark]; 1st—[mage armor, obscuring mist, true strike, 
  magic missile, ray of enfeeblement, shield, protection from law 
  ]; 2nd—[blur, scorching ray, gust of wind]; 3rd—[blink, 
  stinking cloud]. 
   
  Spellbook: 0—[all]; 1st—[alarm, endure elements, 
  protection from chaos, protection from law, shield, grease, 
  mage armor, obscuring mist, summon monster I, unseen 
  servant, comprehend languages, identify, true strike, burning 
  hands, Tenser's floating disk, magic missile, shocking grasp, 
  color spray, Nystul's magic aura, silent image, ventriloquism, 
  cause fear, chill touch, ray of enfeeblement, erase, expeditious 
  retreat]; 2nd—[obscure object, protection from arrows, resist 
  energy, Melf’s acid arrow, fog cloud, glitterdust, summon 
  monster II, summon swarm, web, detect thoughts, locate 
  object, see invisibility, daze monster, touch of idiocy, continual 
  flame, darkness, gust of wind, scorching ray, blur, mirror 
  image, misdirection, blindness/deafness, ghoul touch, bear’s 
  endurance, bull’s strength, fox’s cunning, whispering wind]; 
  3rd—[dispel magic, sepia snake sigil, sleet storm, stinking 
  cloud, summon monster III, suggestion, fireball, lightning 
  bolt, wind wall, displacement, ray of exhaustion, blink, haste, 
  secret page]. 
   
  Languages: Common, Giant, Sylvan, Elven. 
   
  Possessions: +1 shortspear, gloves of dexterity +4, cloak of 
  resistance +4, ring of wizardry I, helm of telepathy, potion of 
  fly, scroll of invisibility, wand of web (20 charges), spell 
  components, spell book. 
   
  Physical Description: Juardo Elrudo is a massive 
  spruce tree, wide at the base and conical in shape, 
  towering to a point at his top.  His branches contain 
  dense and short needles, while his bark varies from 
  light brown to orange. Small cones dangle from his 
  branches.  He also keeps his possessions worn in some 
  way or grasped in his mobile limbs. 
   
  Jeanneaux Lemagnifique, King of the Oak: 
  Fiendish Awakened Tree Sor19; CR 22; Gargantuan 
  Plant; HD 16d8+112 plus 19d4+133 plus 35; hp 399; 
  Init -2; Spd 20 ft.; AC 24 (-4 size, -2 Dex, +5 armor, +5 
  deflection, +2 luck, +8 natural), touch 11, flat-footed 24; 
  BAB/Grp: +21/+42;  Atk: +27 melee (2d8+13, slam); 
  Full Atk: +27 melee (2d8+13, slam); Space/Reach 20 
  ft./20 ft.; SA smite good; SQ plant traits, darkvision 60 ft., 
  low-light vision, DR 10/magic and slashing, cold and 
  fire resistance 10; SR 25; AL CE; SV Fort +26, Ref +16, 
  Will +26; Str 28, Dex 6, Con 25, Int 11, Wis 12, Cha 22. 
   
  Skills and Feats: (76 ranks) Bluff +13, Concentration 
  +15, Diplomacy +16, Gather Information +8, Heal +6, 
  Intimidate +13, Knowledge (arcana) +5, Knowledge 
  (local-NMR) +5, Knowledge (nature) +7, Listen +7, 
  Sense Motive +6, Speak Language (Common), 
  Spellcraft +9, Spot +7, Survival +5; Awesome Blow, 
  Cleave, Empower Spell, Extend Spell, Improved Bull 
  Rush, Improved Toughness, Iron Will, Maximize 
  Spell, Power Attack, Silent Spell, Weapon Focus (slam), 
  Widen Spell. 
   
  Plant traits (Ex): a plant creature has low-light 
  vision, immunity to all mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale effects), 
  immunity 
  to 
  poison, 
  sleep 
  effects, 
  paralysis, 
  polymorph, and stunning, and is not subject to critical 
  hits.  Plants breathe and eat, but do not sleep. 
  NMR5-06 The Forsaken Valley 
   
  Page 23 
  
   
  Smite Good (Su): Once per day, Jeanneaux 
  Lemagnifique can make a normal melee attack to deal 
  +20 damage against a good foe. 
   
  Sorcerer Spells Known (6/8/8/7/7/7/7/6/6/4; base 
  DC = 16 + spell level): 0—[acid splash, detect poison, detect 
  magic, read magic, light, ghost sound, touch of fatigue, 
  mending, arcane mark]; 1st—[magic missile, ray of 
  enfeeblement, true strike, shield, expeditious retreat]; 2nd—
  [mirror image, blur, resist energy, see invisibility, web]; 
  3rd—[fireball, displacement, blink, haste]; 4th—[dimension 
  door, dimensional anchor, enervation, solid fog]; 5th—
  [blight, dominate person, overland flight, wall of force]; 
  6th—[repulsion, disintegrate, Tenser’s transformation]; 
  7th—[delayed blast fireball, Bigby’s grasping hand, 
  Mordenkainen’s Sword]; 8th—[maze, polar ray, summon 
  monster VIII]; 9th—[time stop, wail of the banshee]. 
   
  Languages: Common, Elven. 
   
  Possessions: +5 bracers of armor, ring of protection +5, 
  cloak of resistance +5, ring of elemental command (fire), staff 
  of power, spell component pouch (4). 
   
  Physical Description: a massive oak with huge 
  gnarled branches, blackened with evil malice.  His 
  trunk is split into two hefty legs, and large demonic 
  cat-like eyes leer at his next victims.  His gigantic maw 
  is covered in spiny thorns that act like sharpened teeth. 
  NMR5-06 The Forsaken Valley 
   
  Page 24 
  
   Appendix Two – APL 10 
  Encounter Five 
   
   
   
   
  Yndrorn’ix, Shadow Demon/Fiend of Blasphemy6: 
  CR 14; Medium Outsider (chaotic, evil, incorporeal); 
  HD 10d8+20 plus 6d8+12; hp 104***; Init +14; Spd fly 
  40 ft. (perfect); AC 26 (+10 Dex, +6 deflection), touch 
  26, flat-footed 16; BAB/Grp: +14/+24; Atk: +24 melee 
  (1d6 vile, claw/incorporeal touch); Full Atk: +24 melee 
  (1d6 vile, 2 claws/incorporeal touch); SA Improved 
  grab, pounce, rake, spell-like abilities, flesh-ripping 
  claws, kill cultist; SQ Darkness enhancement, 
  immunities, incorporeal traits, light powerlessness, 
  outsider traits, blood oath, locate cultist, undetectable 
  alignment, 
  transfer 
  spell-like 
  ability, 
  sponsor 
  worshipper, scry on cultist, torture cultist, mind 
  shielding; AL CE; SV Fort +14, Ref +22, Will +16; Str -, 
  Dex 30, Con 14, Int 17, Wis 19, Cha 22. 
   
  Skills and Feats: Bluff +21 (15 ranks), Concentration 
  +21 (19 ranks), Diplomacy +17 (7 ranks, 4 synergy), 
  Hide +33* (13 ranks, +10 racial), Intimidate +8 (0 ranks, 
  2 synergy), Knowledge (arcana) +16 (13 ranks), 
  Knowledge (religion) +18 (15 ranks), Knowledge (the 
  planes) +11 (8 ranks), Listen +20 (16 ranks), Search +17 
  (13 ranks), Sense Motive +20 (16 ranks), Spellcraft +22 
  (19 ranks), Spot +23 (19 ranks); Combat Reflexes, 
  Combat Expertise, Improved Combat Expertise**, 
  Improved Initiative, Leadership, Lightning Reflexes. 
  **See New Rules. 
  ***Stalwart Pact: Yndrorn’ix has cast stalwart pact (see 
  New Rules) on himself.  Per the spell description, once 
  he has reached half his normal hit points, the effect is 
  activated.  He immediately gains 30 hp, damage 
  reduction of 5/magic, and a +4 luck bonus on saving 
  throws. 
   
  Improved Grab (Ex): To use this ability, a shadow 
  demon must hit with its claw/incorporeal touch attack. 
  It can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity.  If it wins 
  the grapple check, it establishes a hold and can rake.  A 
  shadow demon may use the improved grab ability on a 
  creature its own size or smaller. 
   
  Pounce (Ex): If a shadow demon charges, it can 
  make a full attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +24, damage 1d6 vile. 
   
  Spell-like abilities: At will: darkness; 1/day –  
  deeper darkness, damning darkness**; 1/week – magic jar.  
  Caster level 10th; save DC 16 + spell level. **See New 
  Rules. 
   
  Darkness Enhancement (Ex): Shadow demons 
  gain power from being within darkness.  They gain a 
  +4 enhancement bonus to AC, attack rolls, damage 
  rolls, saves, and skill and ability checks in such 
  conditions. 
   
  Flesh-Ripping Claws (Su): When a shadow 
  demon’s claws touch flesh, they become corporeal, 
  allowing the creature to claw, rake, and even grapple 
  with opponents, yet still ignore their armor.  The 
  shadow demon’s claw and rake attacks are thus made as 
  touch attacks.  Fleshless creatures, such as certain 
  constructs, are immune to the attacks of a shadow 
  demon.  Corporeal foes attempting to grapple the 
  demon can only attempt to escape; they can’t deal 
  damage or pin in a grapple.  All damage a shadow 
  demon’s claws deal is vile damage. 
   
  Immunities (Su): A shadow demon is immune to 
  fire, cold, and electricity as well as mind-affecting 
  effects, poison, sleep, paralysis, stunning, and disease.  
  It is not subject to critical hits, nonlethal damage, 
  ability damage, energy drain, or death from massive 
  damage. 
   
  Light Powerlessness (Ex): A shadow demon is 
  drained in bright light (such as sunlight) and flees 
  from it.  Within such light, it takes a -4 penalty to AC, 
  attack rolls, damage rolls, saves, and skill and ability 
  checks. 
   
  Skills: *A shadow demon receives a +10 racial 
  bonus on Hide Checks. 
   
  Fiend of Blasphemy Spells Prepared (4/4/3/3/2; base 
  DC = 14 + spell level, caster level 6): 1st—[protection 
  from good*, bless, detect good, protection from law]; 2nd—
  [desecrate*, 
  bear’s 
  endurance, 
  silence, 
  undetectable 
  alignment]; 3rd—[magic circle against good*, dispel magic, 
  invisibility purge]; 4th—[divination*, spell immunity (2)]; 
  5th—[dispel good*, spell resistance]. **See New Rules. 
  *Domain spell. Domains: Evil (cast evil spells at +1 
  caster level); Pact [Complete Divine]** (add Appraise, 
  Intimidate, and Sense Motive to class skills).  **See 
  New Rules. 
   
  Possessions: plane shift spell focus: planar fork – 128th 
  layer of the Abyss, 3 crystals (100 gp each), holy 
  symbol. 
   
  Physical Description: a gaunt, angular shadowy 
  humanoid figure with batlike wings. 
  NMR5-06 The Forsaken Valley 
   
  Page 25 
  
   Appendix Three – APL 12 
  Encounter Five 
   
   
   
   
  Yndrorn’ix, Shadow Demon/Fiend of Blasphemy6: 
  CR 14; Medium Outsider (chaotic, evil, incorporeal); 
  HD 10d8+20 plus 6d8+12; hp 104***; Init +14; Spd fly 
  40 ft. (perfect); AC 26 (+10 Dex, +6 deflection), touch 
  26, flat-footed 16; BAB/Grp: +14/+24; Atk: +24 melee 
  (1d6 vile, claw/incorporeal touch); Full Atk: +24 melee 
  (1d6 vile, 2 claws/incorporeal touch); SA Improved 
  grab, pounce, rake, spell-like abilities, flesh-ripping 
  claws, kill cultist; SQ Darkness enhancement, 
  immunities, incorporeal traits, light powerlessness, 
  outsider traits, blood oath, locate cultist, undetectable 
  alignment, 
  transfer 
  spell-like 
  ability, 
  sponsor 
  worshipper, scry on cultist, torture cultist, mind 
  shielding; AL CE; SV Fort +14, Ref +22, Will +16; Str -, 
  Dex 30, Con 14, Int 17, Wis 19, Cha 22. 
   
  Skills and Feats: Bluff +21 (15 ranks), Concentration 
  +21 (19 ranks), Diplomacy +17 (7 ranks, 4 synergy), 
  Hide +33* (13 ranks, +10 racial), Intimidate +8 (0 ranks, 
  2 synergy), Knowledge (arcana) +16 (13 ranks), 
  Knowledge (religion) +18 (15 ranks), Knowledge (the 
  planes) +11 (8 ranks), Listen +20 (16 ranks), Search +17 
  (13 ranks), Sense Motive +20 (16 ranks), Spellcraft +22 
  (19 ranks), Spot +23 (19 ranks); Combat Reflexes, 
  Combat Expertise, Improved Combat Expertise**, 
  Improved Initiative, Leadership, Lightning Reflexes. 
  **See New Rules. 
  ***Stalwart Pact: Yndrorn’ix has cast stalwart pact (see 
  New Rules) on himself.  Per the spell description, once 
  he has reached half his normal hit points, the effect is 
  activated.  He immediately gains 30 hp, damage 
  reduction of 5/magic, and a +4 luck bonus on saving 
  throws. 
   
  Improved Grab (Ex): To use this ability, a shadow 
  demon must hit with its claw/incorporeal touch attack. 
  It can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity.  If it wins 
  the grapple check, it establishes a hold and can rake.  A 
  shadow demon may use the improved grab ability on a 
  creature its own size or smaller. 
   
  Pounce (Ex): If a shadow demon charges, it can 
  make a full attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +24, damage 1d6 vile. 
   
  Spell-like abilities: At will: darkness; 1/day –  
  deeper darkness, damning darkness**; 1/week – magic jar.  
  Caster level 10th; save DC 16 + spell level. **See New 
  Rules. 
   
  Darkness Enhancement (Ex): Shadow demons 
  gain power from being within darkness.  They gain a 
  +4 enhancement bonus to AC, attack rolls, damage 
  rolls, saves, and skill and ability checks in such 
  conditions. 
   
  Flesh-Ripping Claws (Su): When a shadow 
  demon’s claws touch flesh, they become corporeal, 
  allowing the creature to claw, rake, and even grapple 
  with opponents, yet still ignore their armor.  The 
  shadow demon’s claw and rake attacks are thus made as 
  touch attacks.  Fleshless creatures, such as certain 
  constructs, are immune to the attacks of a shadow 
  demon.  Corporeal foes attempting to grapple the 
  demon can only attempt to escape; they can’t deal 
  damage or pin in a grapple.  All damage a shadow 
  demon’s claws deal is vile damage. 
   
  Immunities (Su): A shadow demon is immune to 
  fire, cold, and electricity as well as mind-affecting 
  effects, poison, sleep, paralysis, stunning, and disease.  
  It is not subject to critical hits, nonlethal damage, 
  ability damage, energy drain, or death from massive 
  damage. 
   
  Light Powerlessness (Ex): A shadow demon is 
  drained in bright light (such as sunlight) and flees 
  from it.  Within such light, it takes a -4 penalty to AC, 
  attack rolls, damage rolls, saves, and skill and ability 
  checks. 
   
  Skills: *A shadow demon receives a +10 racial 
  bonus on Hide Checks. 
   
  Fiend of Blasphemy Spells Prepared (4/4/3/3/2; base 
  DC = 14 + spell level, caster level 6): 1st—[protection 
  from good*, bless, detect good, protection from law]; 2nd—
  [desecrate*, 
  bear’s 
  endurance, 
  silence, 
  undetectable 
  alignment]; 3rd—[magic circle against good*, dispel magic, 
  invisibility purge]; 4th—[divination*, spell immunity (2)]; 
  5th—[dispel good*, spell resistance]. **See New Rules. 
  *Domain spell. Domains: Evil (cast evil spells at +1 
  caster level); Pact [Complete Divine]** (add Appraise, 
  Intimidate, and Sense Motive to class skills).  **See 
  New Rules. 
   
  Possessions: plane shift spell focus: planar fork – 128th 
  layer of the Abyss, holy symbol, 5 crystals (100 gp 
  each), 1198 gp. 
   
  Physical Description: a gaunt, angular shadowy 
  humanoid figure with batlike wings. 
   
  Vasuthant, advanced (14 HD): CR 6; Large undead; 
  HD 14d12+42; hp 133; Init +5; Spd Fly 30 ft.; AC 15 (-1 
  size, +1 Dex, +5 natural), touch 10, flat-footed 15; 
  BAB/Grp: +7/+17;  Atk: +12 melee (1d8+9, slam); Full 
  Atk: +12 melee (1d8+9, slam) and up to 4 enervating 
  crushes (1d8+9 plus 1d4 Str, 4 enervating crushes); 
  Space/Reach 10 ft./10 ft.; SA enervating crush, 
  improved grab, reality distortion; SQ +2 turn 
  NMR5-06 The Forsaken Valley 
   
  Page 26 
  
  resistance, blindsight, darkvision 60 ft., immunity to 
  acid and cold, immunity to light, resistance to fire 5 
  and electricity 5, trap light, undead traits, unholy 
  toughness; AL CE; SV Fort +4, Ref +5, Will +10; Str 22, 
  Dex 12, Con -, Int 4, Wis 12, Cha 17. 
   
  Skills and Feats: Hide +12*, Listen +10, Spot +10; 
  Alertness, Flyby Attack, Improved Bull Rush, 
  Improved Grapple (B), Improved Initiative, Power 
  Attack. 
   
  Enervating Crush (Su): A successful grapple 
  attempt by a vasuthant against a living creature of the 
  same size or smaller pulls the victim into the center of 
  the vasuthant. In that round and every round 
  thereafter, a grappled victim takes 1d8+9 points of 
  damage plus 1d4 points of Strength damage. A creature 
  reduced to 0 Strength by a vasuthant dies. This is a 
  negative energy effect. 
   
  Every point of Strength damage dealt by a 
  vasuthant heals the creature of 1 point of damage, or 
  gives it 1 temporary hit point if the creature is at full 
  normal hit points. These temporary hit points last for 
  10 minutes. 
   
  A vasuthant can grapple with one creature of its 
  size, or can simultaneously grapple one or two 
  creatures one size smaller or up to four creatures two or 
  more sizes smaller. Creatures that become pinned are 
  suspended inside the vasuthant while their life energy 
  is crushed out of their bodies. 
   
  The use of its enervating crush ability does not 
  prevent a vasuthant from making slam attacks or using 
  its spell-like abilities. 
   
  Improved Grab (Ex): To use this ability, a 
  vasuthant must first hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, a vasuthant immediately employs its enervating 
  crush attack. 
   
  Reality Distortion (Ex): A vasuthant has limited 
  influence over the forces of time and reality. Three 
  times per day (but only once per round), a vasuthant 
  can take a free action to reroll any unfavorable die roll 
  or force its opponent to reroll a favorable die roll. The 
  vasuthant must accept the result of the reroll. 
   
  Immunity to light (Ex): Unlike many other 
  undead creatures, a vasuthant is immune to any 
  harmful effects of light, either natural or magical. All 
  cleric spells of the Sun domain as well as other spells 
  with the light descriptor (such as daylight) produce no 
  adverse effects on a vasuthant. 
   
  Trap Light (Ex): A vasuthant effectively absorbs 
  nearby magical and nonmagical light, creating a 60-foot 
  emanation of shadow. All creatures within this area, 
  including the vasuthant, gain concealment. Creatures 
  with low-light vision or darkvision can see normally 
  within the area of the emanation. Light sources within 
  the area are suppressed, not dispelled. If a vasuthant 
  moves out of range before the light source's duration 
  expires, the light source illuminates again (though its 
  illumination still cannot extend within the area of the 
  vasuthant's trap light effect. 
   
  Unholy Toughness (Ex): A vasuthant gains a 
  bonus to its hit points equal to its Charisma modifier X 
  its Hit Dice. 
   
  Skills: Vasuthants have a +2 racial bonus on 
  Listen checks and Spot checks. *A vasuthant gains a +4 
  racial bonus on Hide checks in areas of shadowy 
  illumination. In areas of bright illumination, it takes a -
  4 penalty on Hide checks. 
  NMR5-06 The Forsaken Valley 
   
  Page 27 
  
   Appendix Four – APL 14 
  Encounter Five 
   
   
   
   
  Yndrorn’ix, Shadow Demon/Fiend of Blasphemy6: 
  CR 16; Medium Outsider (chaotic, evil, incorporeal); 
  HD 14d8+28 plus 6d8+12; hp 130***; Init +14; Spd fly 
  40 ft. (perfect); AC 26 (+10 Dex, +6 deflection), touch 
  26, flat-footed 16; BAB/Grp: +18/+28;  Atk: +28 melee 
  (1d6 vile, claw/incorporeal touch); Full Atk: +28 melee 
  (1d6 vile, 2 claws/incorporeal touch); SA Improved 
  grab, pounce, rake, spell-like abilities, flesh-ripping 
  claws, kill cultist; SQ Darkness enhancement, 
  immunities, incorporeal traits, light powerlessness, 
  outsider traits, blood oath, locate cultist, undetectable 
  alignment, 
  transfer 
  spell-like 
  ability, 
  sponsor 
  worshipper, scry on cultist, torture cultist, mind 
  shielding; AL CE; SV Fort +16, Ref +24, Will +18; Str -, 
  Dex 30, Con 14, Int 17, Wis 19, Cha 23. 
   
  Skills and Feats: Bluff +25 (19 ranks), Concentration 
  +25 (23 ranks), Diplomacy +25 (15 ranks, 4 synergy), 
  Hide +39* (19 ranks, +10 racial), Intimidate +8 (0 ranks, 
  2 synergy), Knowledge (arcana) +20 (17 ranks), 
  Knowledge (religion) +18 (15 ranks), Knowledge (the 
  planes) +19 (16 ranks), Listen +21 (17 ranks), Search 
  +16 (13 ranks), Sense Motive +21 (17 ranks), Spellcraft 
  +26 (23 ranks), Spot +27 (23 ranks); Combat Reflexes, 
  Combat Expertise, Hold the Line**, Improved Combat 
  Expertise**, 
  Improved 
  Initiative, 
  Leadership, 
  Lightning Reflexes. **See New Rules. 
  ***Stalwart Pact: Yndrorn’ix has cast stalwart pact (see 
  New Rules) on himself.  Per the spell description, once 
  he has reached half his normal hit points, the effect is 
  activated.  He immediately gains 30 hp, damage 
  reduction of 5/magic, and a +4 luck bonus on saving 
  throws. 
   
  Improved Grab (Ex): To use this ability, a shadow 
  demon must hit with its claw/incorporeal touch attack. 
  It can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity.  If it wins 
  the grapple check, it establishes a hold and can rake.  A 
  shadow demon may use the improved grab ability on a 
  creature its own size or smaller. 
   
  Pounce (Ex): If a shadow demon charges, it can 
  make a full attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +28, damage 1d6 vile. 
   
  Spell-like abilities: At will: darkness; 1/day –  
  deeper darkness, damning darkness**; 1/week – magic jar.  
  Caster level 10th; save DC 16 + spell level. **See New 
  Rules. 
   
  Darkness Enhancement (Ex): Shadow demons 
  gain power from being within darkness.  They gain a 
  +4 enhancement bonus to AC, attack rolls, damage 
  rolls, saves, and skill and ability checks in such 
  conditions. 
   
  Flesh-Ripping Claws (Su): When a shadow 
  demon’s claws touch flesh, they become corporeal, 
  allowing the creature to claw, rake, and even grapple 
  with opponents, yet still ignore their armor.  The 
  shadow demon’s claw and rake attacks are thus made as 
  touch attacks.  Fleshless creatures, such as certain 
  constructs, are immune to the attacks of a shadow 
  demon.  Corporeal foes attempting to grapple the 
  demon can only attempt to escape; they can’t deal 
  damage or pin in a grapple.  All damage a shadow 
  demon’s claws deal is vile damage (see New Rules). 
   
  Immunities (Su): A shadow demon is immune to 
  fire, cold, and electricity as well as mind-affecting 
  effects, poison, sleep, paralysis, stunning, and disease.  
  It is not subject to critical hits, nonlethal damage, 
  ability damage, energy drain, or death from massive 
  damage. 
   
  Light Powerlessness (Ex): A shadow demon is 
  drained in bright light (such as sunlight) and flees 
  from it.  Within such light, it takes a -4 penalty to AC, 
  attack rolls, damage rolls, saves, and skill and ability 
  checks. 
   
  Skills: *A shadow demon receives a +10 racial 
  bonus on Hide Checks. 
   
  Fiend of Blasphemy Spells Prepared (4/4/3/3/2; base 
  DC = 14 + spell level, caster level 6): 1st—[protection 
  from good*, bless, detect good, protection from law]; 2nd—
  [desecrate*, 
  bear’s 
  endurance, 
  silence, 
  undetectable 
  alignment]; 3rd—[magic circle against good*, dispel magic, 
  invisibility purge]; 4th—[divination*, spell immunity (2)]; 
  5th—[dispel good*, spell resistance]. **See New Rules. 
  *Domain spell. Domains: Evil (cast evil spells at +1 
  caster level); Pact [Complete Divine]** (add Appraise, 
  Intimidate, and Sense Motive to class skills).  **See 
  New Rules. 
   
  Possessions: plane shift spell focus: planar fork – 128th 
  layer of the Abyss, holy symbol, ruby gem (10,000 gp), 
  5 crystals (100 gp each), 192 gp. 
   
  Physical Description: a gaunt, angular shadowy 
  humanoid figure with batlike wings. 
   
  Ironmaw, advanced: CR 15; Gargantuan Plant 
  (Extraplanar); HD 20d8+160; hp 250; Init -1; Spd 10 ft.; 
  AC 28 (-4 size, -1 Dex, +23 natural), touch 5, flat-footed 
  28; BAB/Grp: +15/+42;  Atk: +26 melee (3d6+15/19-20, 
  tendril); Full Atk: +26 melee (3d6+15/19-20, 4 tendrils) 
  and +21 (2d6+7, bite); Space/Reach 20 ft./20 ft. (60 ft. 
  with tendril); SA attach, engulf, illness, tendrils, 
  wounding; SQ acid resistance 10, sonic resistance 10, 
  NMR5-06 The Forsaken Valley 
   
  Page 28 
  
  cold immunity, electricity immunity, DR 15/magic 
  and slashing, plant traits; SR 30; AL NE; SV Fort +20, 
  Ref +5, Will +9; Str 40, Dex 9, Con 27, Int 4, Wis 13, 
  Cha 14. 
  Skills and Feats: Hide +2*, Listen +18, Spot +17; 
  Alertness, Cleave, Great Cleave, Improved Critical 
  (tendril), Improved Natural Armor, Iron Will, Power 
  Attack. 
   
  Attach (Ex): If an ironmaw hits with a tendril 
  attack, the tendril, in addition to dealing normal 
  damage, attaches to the opponent's body. A tendril 
  draws a stuck opponent 10 feet closer in each 
  subsequent round (no attack of opportunity) unless the 
  opponent breaks free, which requires an Escape Artist 
  check (DC 25) or a Strength check (DC 26). An 
  ironmaw can draw in a creature within 20 feet of itself 
  and bite with a +4 attack bonus in that round. An 
  ironmaw can draw a creature into its space and attempt 
  to engulf it as well. 
   
  A tendril can be severed by a single attack with a 
  slashing weapon (made as an attempt to sunder a 
  weapon) dealing at least 13 points of damage. 
   
  Engulf (Ex): As a standard action, an ironmaw can 
  attempt to engulf a Huge or smaller creature that 
  enters its space. The victim of the attack can make an 
  attack of opportunity, but if it does, it is not entitled to 
  a saving throw. A victim that does not attempt an 
  attack of opportunity must make a Reflex save (DC 19) 
  or be engulfed; on a success, the victim is pushed back 
  or aside (but not freed from attached tendrils). An 
  engulfed creature takes 3d6+15 points of bludgeoning 
  damage within an ironmaw's trunk each round and 
  must hold its breath or begin to suffocate. 
   
  Illness (Ex): An ironmaw's tendrils can sap an 
  opponent's health. Anyone caught by a tendril must 
  succeed on a Fortitude save (DC 28) or take 1d6 points 
  of Constitution damage. 
   
  Tendrils (Ex): An ironmaw can attack with its 
  four tendrils from up to 60 feet away. Anyone struck by 
  a tendril takes damage, loses blood, may suffer illness, 
  and risks being drawn toward the ironmaw's trunk. 
   
  Wounding (Ex): A wound resulting from an 
  ironmaw's tendril attack bleeds for an additional 3 
  points of damage per round thereafter. Multiple 
  wounds from such attacks result in cumulative 
  bleeding loss (two wounds for 6 points of damage per 
  round, and so on). The bleeding can be stopped only by 
  a Heal check (DC 10) or the application of any cure 
  spell or other healing spell (heal, healing circle, or the 
  like). 
   
  Plant Traits (Ex): An ironmaw is immune to 
  poison, sleep, paralysis, stunning, and polymorphing. 
  It is not subject to critical hits or mind-affecting 
  effects. An ironmaw also has low-light vision. 
   
  Skills: Ironmaws receive skills as though they 
  were fey.  An ironmaw has a +8 racial bonus on Listen 
  and Spot checks. *In wooded areas, an ironmaw has a 
  +15 racial bonus on Hide checks. 
   
  Vasuthant, advanced (22 HD): CR 8; Huge undead; 
  HD 22d12+88; hp 231; Init +4; Spd Fly 30 ft.; AC 16 (-2 
  size, +0 Dex, +8 natural), touch 8, flat-footed 16; 
  BAB/Grp: +11/+29;  Atk: +19 melee (2d6+15/19-20, 
  slam); Full Atk: +19 melee (2d6+15/19-20, slam) and up 
  to 4 enervating crushes (2d6+15 plus 1d4 Str, 4 
  enervating crushes); Space/Reach 15 ft./15 ft.; SA 
  enervating crush, improved grab, reality distortion; SQ 
  +2 turn resistance, blindsight, darkvision 60 ft., 
  immunity to acid and cold, immunity to light, 
  resistance to fire 5 and electricity 5, trap light, undead 
  traits, unholy toughness; AL CE; SV Fort +7, Ref +7, 
  Will +14; Str 30, Dex 10, Con -, Int 4, Wis 12, Cha 19. 
   
  Skills and Feats: Hide +12*, Listen +14, Spot +14; 
  Alertness, Awesome Blow, Flyby Attack, Improved 
  Bull Rush, Improved Critical (slam), Improved Grapple 
  (B), Improved Initiative, Improved Overrun, Power 
  Attack. 
   
  Enervating Crush (Su): A successful grapple 
  attempt by a vasuthant against a living creature of the 
  same size or smaller pulls the victim into the center of 
  the vasuthant. In that round and every round 
  thereafter, a grappled victim takes 2d6+15 points of 
  damage plus 1d4 points of Strength damage. A creature 
  reduced to 0 Strength by a vasuthant dies. This is a 
  negative energy effect. 
   
  Every point of Strength damage dealt by a 
  vasuthant heals the creature of 1 point of damage, or 
  gives it 1 temporary hit point if the creature is at full 
  normal hit points. These temporary hit points last for 
  10 minutes. 
   
  A vasuthant can grapple with one creature of its 
  size, or can simultaneously grapple one or two 
  creatures one size smaller or up to four creatures two or 
  more sizes smaller. Creatures that become pinned are 
  suspended inside the vasuthant while their life energy 
  is crushed out of their bodies. 
   
  The use of its enervating crush ability does not 
  prevent a vasuthant from making slam attacks or using 
  its spell-like abilities. 
   
  Improved Grab (Ex): To use this ability, a 
  vasuthant must first hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, a vasuthant immediately employs its enervating 
  crush attack. 
   
  Reality Distortion (Ex): A vasuthant has limited 
  influence over the forces of time and reality. Three 
  times per day (but only once per round), a vasuthant 
  NMR5-06 The Forsaken Valley 
   
  Page 29 
  
  can take a free action to reroll any unfavorable die roll 
  or force its opponent to reroll a favorable die roll. The 
  vasuthant must accept the result of the reroll. 
   
  Immunity to light (Ex): Unlike many other 
  undead creatures, a vasuthant is immune to any 
  harmful effects of light, either natural or magical. All 
  cleric spells of the Sun domain as well as other spells 
  with the light descriptor (such as daylight) produce no 
  adverse effects on a vasuthant. 
   
  Trap Light (Ex): A vasuthant effectively absorbs 
  nearby magical and nonmagical light, creating a 60-foot 
  emanation of shadow. All creatures within this area, 
  including the vasuthant, gain concealment. Creatures 
  with low-light vision or darkvision can see normally 
  within the area of the emanation. Light sources within 
  the area are suppressed, not dispelled. If a vasuthant 
  moves out of range before the light source's duration 
  expires, the light source illuminates again (though its 
  illumination still cannot extend within the area of the 
  vasuthant's trap light effect. 
   
  Unholy Toughness (Ex): A vasuthant gains a 
  bonus to its hit points equal to its Charisma modifier X 
  its Hit Dice. 
   
  Skills: Vasuthants have a +2 racial bonus on 
  Listen checks and Spot checks. *A vasuthant gains a +4 
  racial bonus on Hide checks in areas of shadowy 
  illumination. In areas of bright illumination, it takes a -
  4 penalty on Hide checks. 
  NMR5-06 The Forsaken Valley 
   
  Page 30 
  
  Appendix Five – APL 16 
  Encounter Five 
   
   
   
   
  Yndrorn’ix, Shadow Demon/Fiend of Blasphemy6: 
  CR 18; Large Outsider (chaotic, evil, incorporeal); HD 
  16d8+64 plus 6d8+24; hp 187***; Init +13; Spd fly 40 ft. 
  (perfect); AC 24 (-1 size, +9 Dex, +6 deflection), touch 
  24, flat-footed 15; BAB/Grp: +20/+33; Atk: +28 melee 
  (1d6 vile, claw/incorporeal touch); Full Atk: +28 melee 
  (1d6 vile, 2 claws/incorporeal touch); Space/Reach 10 
  ft./10 ft.; SA Improved grab, pounce, rake, spell-like 
  abilities, flesh-ripping claws, kill cultist; SQ Darkness 
  enhancement, immunities, incorporeal traits, light 
  powerlessness, outsider traits, blood oath, locate cultist, 
  undetectable alignment, transfer spell-like ability, 
  sponsor worshipper, scry on cultist, torture cultist, mind 
  shielding; AL CE; SV Fort +19, Ref +24, Will +19; Str -, 
  Dex 28, Con 18, Int 17, Wis 19, Cha 23. 
   
  Skills and Feats: Bluff +27 (21 ranks), Concentration 
  +29 (25 ranks), Diplomacy +27 (17 ranks, 4 synergy), 
  Hide +41* (21 ranks, +10 racial), Intimidate +8 (0 ranks, 
  2 synergy), Knowledge (arcana) +22 (19 ranks), 
  Knowledge (nature) +10 (7 ranks), Knowledge 
  (religion) +20 (17 ranks), Knowledge (the planes) +22 
  (19 ranks), Listen +21 (17 ranks), Search +16 (13 ranks), 
  Sense Motive +21 (17 ranks), Spellcraft +26 (23 ranks), 
  Spot +27 (23 ranks); Combat Reflexes, Combat 
  Expertise, Deft Opportunist**, Hold the Line**, 
  Improved Combat Expertise**, Improved Initiative, 
  Leadership, Lightning Reflexes. **See New Rules. 
  ***Stalwart Pact: Yndrorn’ix has cast stalwart pact (see 
  New Rules) on himself.  Per the spell description, once 
  he has reached half his normal hit points, the effect is 
  activated.  He immediately gains 30 hp, damage 
  reduction of 5/magic, and a +4 luck bonus on saving 
  throws. 
   
  Improved Grab (Ex): To use this ability, a shadow 
  demon must hit with its claw/incorporeal touch attack. 
  It can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity.  If it wins 
  the grapple check, it establishes a hold and can rake.  A 
  shadow demon may use the improved grab ability on a 
  creature its own size or smaller. 
   
  Pounce (Ex): If a shadow demon charges, it can 
  make a full attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +28, damage 1d6 vile. 
   
  Spell-like abilities: At will: darkness; 1/day –  
  deeper darkness, damning darkness**; 1/week – magic jar.  
  Caster level 10th; save DC 16 + spell level. **See New 
  Rules. 
   
  Darkness Enhancement (Ex): Shadow demons 
  gain power from being within darkness.  They gain a 
  +4 enhancement bonus to AC, attack rolls, damage 
  rolls, saves, and skill and ability checks in such 
  conditions. 
   
  Flesh-Ripping Claws (Su): When a shadow 
  demon’s claws touch flesh, they become corporeal, 
  allowing the creature to claw, rake, and even grapple 
  with opponents, yet still ignore their armor.  The 
  shadow demon’s claw and rake attacks are thus made as 
  touch attacks.  Fleshless creatures, such as certain 
  constructs, are immune to the attacks of a shadow 
  demon.  Corporeal foes attempting to grapple the 
  demon can only attempt to escape; they can’t deal 
  damage or pin in a grapple.  All damage a shadow 
  demon’s claws deal is vile damage (see New Rules). 
   
  Immunities (Su): A shadow demon is immune to 
  fire, cold, and electricity as well as mind-affecting 
  effects, poison, sleep, paralysis, stunning, and disease.  
  It is not subject to critical hits, nonlethal damage, 
  ability damage, energy drain, or death from massive 
  damage. 
   
  Light Powerlessness (Ex): A shadow demon is 
  drained in bright light (such as sunlight) and flees 
  from it.  Within such light, it takes a -4 penalty to AC, 
  attack rolls, damage rolls, saves, and skill and ability 
  checks. 
   
  Skills: *A shadow demon receives a +10 racial 
  bonus on Hide Checks. 
   
  Fiend of Blasphemy Spells Prepared (4/4/3/3/2; base 
  DC = 14 + spell level, caster level 6): 1st—[protection 
  from good*, bless, detect good, protection from law]; 2nd—
  [desecrate*, 
  bear’s 
  endurance, 
  silence, 
  undetectable 
  alignment]; 3rd—[magic circle against good*, dispel magic, 
  invisibility purge]; 4th—[divination*, spell immunity (2)]; 
  5th—[dispel good*, spell resistance]. **See New Rules. 
  *Domain spell. Domains: Evil (cast evil spells at +1 
  caster level); Pact [Complete Divine]** (add Appraise, 
  Intimidate, and Sense Motive to class skills).  **See 
  New Rules. 
   
  Possessions: plane shift spell focus: planar fork – 128th 
  layer of the Abyss, holy symbol, ruby gem (13,000 gp), 
  7 crystals (100 gp each), 1372 gp. 
   
  Physical Description: a gaunt, angular shadowy 
  humanoid figure with batlike wings. 
   
  Ironmaw, advanced: CR 17; Gargantuan Plant 
  (Extraplanar); HD 28d8+252; hp 378; Init -1; Spd 10 ft.; 
  AC 31 (-4 size, -1 Dex, +26 natural), touch 5, flat-footed 
  31; BAB/Grp: +21/+48;  Atk: +32 melee (3d6+15/19-20, 
  tendril); Full Atk: +32 melee (3d6+15/19-20, 4 tendrils) 
  and +27 (2d6+7, bite); Space/Reach 20 ft./20 ft. (60 ft. 
  with tendril); SA attach, engulf, illness, tendrils, 
  wounding; SQ acid resistance 10, sonic resistance 10, 
  NMR5-06 The Forsaken Valley 
   
  Page 31 
  
  cold immunity, electricity immunity, DR 15/magic 
  and slashing, plant traits; SR 30; AL NE; SV Fort +25, 
  Ref +8, Will +12; Str 40, Dex 9, Con 29, Int 4, Wis 13, 
  Cha 14. 
   
  Skills and Feats: Hide +2*, Listen +22, Spot +19; 
  Alertness, Cleave, Great Cleave, Improved Critical 
  (tendril), Improved Natural Armor (x4), Iron Will, 
  Power Attack. 
   
  Attach (Ex): If an ironmaw hits with a tendril 
  attack, the tendril, in addition to dealing normal 
  damage, attaches to the opponent's body. A tendril 
  draws a stuck opponent 10 feet closer in each 
  subsequent round (no attack of opportunity) unless the 
  opponent breaks free, which requires an Escape Artist 
  check (DC 25) or a Strength check (DC 26). An 
  ironmaw can draw in a creature within 20 feet of itself 
  and bite with a +4 attack bonus in that round. An 
  ironmaw can draw a creature into its space and attempt 
  to engulf it as well. 
   
  A tendril can be severed by a single attack with a 
  slashing weapon (made as an attempt to sunder a 
  weapon) dealing at least 13 points of damage. 
   
  Engulf (Ex): As a standard action, an ironmaw can 
  attempt to engulf a Huge or smaller creature that 
  enters its space. The victim of the attack can make an 
  attack of opportunity, but if it does, it is not entitled to 
  a saving throw. A victim that does not attempt an 
  attack of opportunity must make a Reflex save (DC 23) 
  or be engulfed; on a success, the victim is pushed back 
  or aside (but not freed from attached tendrils). An 
  engulfed creature takes 3d6+15 points of bludgeoning 
  damage within an ironmaw's trunk each round and 
  must hold its breath or begin to suffocate. 
   
  Illness (Ex): An ironmaw's tendrils can sap an 
  opponent's health. Anyone caught by a tendril must 
  succeed on a Fortitude save (DC 33) or take 1d6 points 
  of Constitution damage. 
   
  Tendrils (Ex): An ironmaw can attack with its 
  four tendrils from up to 60 feet away. Anyone struck by 
  a tendril takes damage, loses blood, may suffer illness, 
  and risks being drawn toward the ironmaw's trunk. 
   
  Wounding (Ex): A wound resulting from an 
  ironmaw's tendril attack bleeds for an additional 3 
  points of damage per round thereafter. Multiple 
  wounds from such attacks result in cumulative 
  bleeding loss (two wounds for 6 points of damage per 
  round, and so on). The bleeding can be stopped only by 
  a Heal check (DC 10) or the application of any cure 
  spell or other healing spell (heal, healing circle, or the 
  like). 
   
  Plant Traits (Ex): An ironmaw is immune to 
  poison, sleep, paralysis, stunning, and polymorphing. 
  It is not subject to critical hits or mind-affecting 
  effects. An ironmaw also has low-light vision. 
   
  Skills: Ironmaws receive skills as though they 
  were fey.  An ironmaw has a +8 racial bonus on Listen 
  and Spot checks. *In wooded areas, an ironmaw has a 
  +15 racial bonus on Hide checks. 
   
  Vasuthant, advanced evolved (22 HD): CR 10; Huge 
  undead; HD 22d12+132; hp 275; Init +4; Spd Fly 30 ft.; 
  AC 18 (-2 size, +0 Dex, +10 natural), touch 8, flat-footed 
  18; BAB/Grp: +11/+31;  Atk: +21 melee (2d6+18/19-20, 
  slam); Full Atk: +21 melee (2d6+18/19-20, slam) and up 
  to 4 enervating crushes (2d6+18 plus 1d4 Str, 4 
  enervating crushes); Space/Reach 15 ft./15 ft.; SA spell-
  like abilities, enervating crush, improved grab, reality 
  distortion; SQ fast healing 6, +2 turn resistance, 
  blindsight, darkvision 60 ft., immunity to acid and 
  cold, immunity to light, resistance to fire 5 and 
  electricity 5, trap light, undead traits, unholy 
  toughness; AL CE; SV Fort +7, Ref +7, Will +14; Str 34, 
  Dex 10, Con -, Int 4, Wis 12, Cha 23. 
   
  Skills and Feats: Hide +12*, Listen +14, Spot +14; 
  Alertness, Awesome Blow, Flyby Attack, Improved 
  Bull Rush, Improved Critical (slam), Improved Grapple 
  (B), Improved Initiative, Improved Overrun, Power 
  Attack. 
   
  Spell-like abilities: 1/day –  circle of death (DC 22), 
  contagion (DC 20).  Caster level 20th. 
   
  Enervating Crush (Su): A successful grapple 
  attempt by a vasuthant against a living creature of the 
  same size or smaller pulls the victim into the center of 
  the vasuthant. In that round and every round 
  thereafter, a grappled victim takes 2d6+18 points of 
  damage plus 1d4 points of Strength damage. A creature 
  reduced to 0 Strength by a vasuthant dies. This is a 
  negative energy effect. 
   
  Every point of Strength damage dealt by a 
  vasuthant heals the creature of 1 point of damage, or 
  gives it 1 temporary hit point if the creature is at full 
  normal hit points. These temporary hit points last for 
  10 minutes. 
   
  A vasuthant can grapple with one creature of its 
  size, or can simultaneously grapple one or two 
  creatures one size smaller or up to four creatures two or 
  more sizes smaller. Creatures that become pinned are 
  suspended inside the vasuthant while their life energy 
  is crushed out of their bodies. 
   
  The use of its enervating crush ability does not 
  prevent a vasuthant from making slam attacks or using 
  its spell-like abilities. 
   
  Improved Grab (Ex): To use this ability, a 
  vasuthant must first hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, a vasuthant immediately employs its enervating 
  crush attack. 
  NMR5-06 The Forsaken Valley 
   
  Page 32 
  
   
  Reality Distortion (Ex): A vasuthant has limited 
  influence over the forces of time and reality. Three 
  times per day (but only once per round), a vasuthant 
  can take a free action to reroll any unfavorable die roll 
  or force its opponent to reroll a favorable die roll. The 
  vasuthant must accept the result of the reroll. 
   
  Immunity to light (Ex): Unlike many other 
  undead creatures, a vasuthant is immune to any 
  harmful effects of light, either natural or magical. All 
  cleric spells of the Sun domain as well as other spells 
  with the light descriptor (such as daylight) produce no 
  adverse effects on a vasuthant. 
   
  Trap Light (Ex): A vasuthant effectively absorbs 
  nearby magical and nonmagical light, creating a 60-foot 
  emanation of shadow. All creatures within this area, 
  including the vasuthant, gain concealment. Creatures 
  with low-light vision or darkvision can see normally 
  within the area of the emanation. Light sources within 
  the area are suppressed, not dispelled. If a vasuthant 
  moves out of range before the light source's duration 
  expires, the light source illuminates again (though its 
  illumination still cannot extend within the area of the 
  vasuthant's trap light effect. 
   
  Unholy Toughness (Ex): A vasuthant gains a 
  bonus to its hit points equal to its Charisma modifier X 
  its Hit Dice. 
   
  Skills: Vasuthants have a +2 racial bonus on 
  Listen checks and Spot checks. *A vasuthant gains a +4 
  racial bonus on Hide checks in areas of shadowy 
  illumination. In areas of bright illumination, it takes a -
  4 penalty on Hide checks. 
  NMR5-06 The Forsaken Valley 
   
  Page 33 
  
  Appendix Six – New Rules Items 
  New Monsters. 
  DEMON, SHADOW (Book of Vile Darkness) 
  Shadow demons are denizens of the Abyss without 
  corporeal forms, formed from the very essence of evil 
  on that plane.  They skitter and flit about with great 
  speed and a supernatural nimbleness, often mistaken 
  for undead shadows.  They resemble gaunt, angular 
  shadowy humanoids with batlike wings. 
   
  Shadow demons, like night hags and a few other 
  creatures that inhabit the Lower Planes, trade in souls.  
  They use their magic jar ability to trap souls and sell or 
  trade them to more powerful fiends.  On the Material 
  Plane, shadow demons sometimes work as advisors or 
  assistants to evil creatures of great power: a dragon, an 
  evil king, a powerful demonologist, or similar villain.  
  Shadow demons generally serve their chosen master 
  well, especially if they are able to gain a great many 
  souls while doing so.  If the souls are evil, all the better. 
   Shadow demons are also interested in tempting and 
  corrupting mortals.  And if, when its master finally 
  dies, the shadow demon is able to snatch its soul too, all 
  the better. 
   
  Shadow demons sometimes serve demon lords 
  directly, but they rarely interact with tanar’ri or other 
  demons. 
   
  Shadow demons employ a straightforward strategy 
  in combat: immerse the battlefield in darkness, then 
  tear foes to shreds with their inky claws. 
  Shadow Demon (base creature): CR 8; Medium 
  Outsider (chaotic, evil, incorporeal); HD 10d8; hp 45; 
  Init +11; Spd fly 40 ft. (perfect); AC 22 (+7 Dex, +5 
  deflection), touch 22, flat-footed 15; BAB/Grp: 
  +10/+17;  Atk: +17 melee (1d6 vile, claw/incorporeal 
  touch); 
  Full 
  Atk: 
  +17 
  melee 
  (1d6 
  vile, 
  2 
  claws/incorporeal touch); SA Improved grab, pounce, 
  rake, spell-like abilities, flesh-ripping claws; SQ 
  Darkness enhancement, immunities, incorporeal traits, 
  light powerlessness, outsider traits; AL CE; SV Fort +7, 
  Ref +14, Will +10; Str -, Dex 24, Con 10, Int 17, Wis 17, 
  Cha 20. 
  “What is vile damage?” 
  From 
  the 
  Book 
  of 
  Vile 
  Darkness: 
  VILE DAMAGE 
  Vile damage, like regular 
  damage, results in the loss 
  of hit points or ability score 
  points.  Unlike regular 
  damage, vile damage can 
  only be healed by magic 
  cast within the area of a 
  consecrate or hallow spell. 
  Vile 
  damage 
  represents 
  such an evil violation to a 
  character’s body or soul that 
  only in a holy place can 
  healing magic repair the 
  damage. 
  Skills and Feats: Bluff +18 (13 ranks), Concentration +13 
  (13 ranks), Diplomacy +12 (5 ranks, 2 synergy), Hide 
  +30* (13 ranks, +10 racial), Intimidate +7 (0 ranks, 2 
  synergy), 
  Knowledge 
  (arcana) 
  +16 
  (13 
  ranks), 
  Knowledge (religion) +16 (13 ranks), Knowledge (the 
  planes) +11 (8 ranks), Listen +16 (13 ranks), Search +16 
  (13 ranks), Sense Motive +16 (13 ranks), Spellcraft +16 
  (13 ranks), Spot +16 (13 ranks); Combat Expertise, 
  Improved Initiative, Leadership, Lightning Reflexes. 
  Improved Grab (Ex): To use this ability, a shadow 
  demon must hit with its claw/incorporeal touch attack. 
  It can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity.  If it wins 
  the grapple check, it establishes a hold and can rake.  A 
  shadow demon may use the improved grab ability on a 
  creature its own size or smaller. 
  Pounce (Ex): If a shadow demon charges, it can make 
  a full attack, including two rake attacks. 
  Rake (Ex): Attack bonus +17, damage 1d6 vile. 
  Spell-like abilities: At will: darkness; 1/day –  deeper 
  darkness, damning darkness**; 1/week – magic jar.  Caster 
  level 10th; save DC 15 + spell level. **See New Rules. 
  Darkness enhancement (Ex): Shadow demons gain 
  power from being within darkness.  They gain a +4 
  enhancement bonus to AC, attack rolls, damage rolls, 
  saves, and skill and ability checks in such conditions. 
  Flesh-Ripping Claws (Su): When a shadow demon’s 
  claws touch flesh, they become corporeal, allowing the 
  creature to claw, rake, and even grapple with 
  opponents, yet still ignore their armor.  The shadow 
  demon’s claw and rake attacks are thus made as touch 
  attacks.  Fleshless creatures, such as certain constructs, 
  are immune to the attacks of a shadow demon.  
  Corporeal foes attempting to grapple the demon can 
  only attempt to escape; they can’t deal damage or pin in 
  a grapple.  All damage a shadow demon’s claws deal is 
  vile damage. 
  Immunities (Su): A shadow demon is immune to fire, 
  cold, and electricity as well as mind-affecting effects, 
  poison, sleep, paralysis, stunning, and disease.  It is not 
  subject to critical hits, nonlethal damage, ability 
  damage, energy drain, or death from massive damage. 
  Light Powerlessness 
  (Ex): A shadow demon 
  is drained in bright 
  light (such as sunlight) 
  and 
  flees 
  from 
  it.  
  Within such light, it 
  takes a -4 penalty to 
  AC, 
  attack 
  rolls, 
  damage rolls, saves, and 
  skill and ability checks. 
  Skills: 
  *A 
  shadow 
  demon receives a +10 
  racial bonus on Hide 
  Checks. 
  NMR5-06 The Forsaken Valley 
   
  Page 34 
  
  VASUTHANT  (Monster Manual III) 
  Small Undead 
  Hit Dice: 2d12 plus 4 (17 hp) 
  Initiative: +3 
  Speed: Fly 30 ft. (perfect) (6 squares) 
  Armor Class: 17 (+1 size, +3 Dex, +3 natural), 
  touch 14, flat-footed 14 
  Base Attack/Grapple: +1/+1 
  Attack: Slam +2 melee (1d4) 
  Full Attack: Slam +2 melee (1d4) and up to 4 
  enervating crushes (1d4 plus 1d4 Str) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Enervating crush, improved 
  grab, reality distortion 
  Special Qualities: +2 turn resistance, blindsight, 
  darkvision 60 ft., immunity to acid and cold, 
  immunity to light, resistance to fire 5 and 
  electricity S, trap light, undead traits, unholy 
  toughness 
  Saves: Fort +0, Ref +3, Will +4 
  Abilities: Str 10, Dex 16, Con -, Int 4, Wis 12, Cha 14 
  Skills: Hide +9*, Listen +4, Spot +5 
  Feats: Flyby Attack, Improved Grapple (B) 
  Environment: Any 
  Organization: Solitary 
  Challenge Rating: 2 
  Treasure: None 
  Alignment: Always chaotic evil 
  Advancement: 3-5 HD (Small); 6-9 HD (Medium); 10-
  16 HD (Large); 17-25 HD (Huge); 26-34 HD 
  (Gargantuan); 35-48 HD (Colossal) 
  Level Adjustment: - 
  A spherical cloud of impenetrable darkness floats toward you. 
  As it draws near, black tendrils reach out from the cloud's 
  opaque core. 
  Vasuthants are shadowy, undead abominations. These 
  life-hungry creatures vary greatly in size and power, 
  each one growing larger as it sucks in more life energy. 
  Smaller vasuthants appear as shadowy clouds, while 
  larger varieties are colossal spheres of pitch-black 
  nothingness that can suck up nearby light, sap 
  strength, and manipulate gravity and time. Vasuthants 
  possess immunity or resistance to most forms of 
  energy. 
   
  A Small vasuthant is about 2 feet in diameter. As it 
  advances in Hit Dice and becomes larger, its diameter 
  increases to 5 feet at Medium size, 10 feet at Large size, 
  15 feet at Huge size, 20 feet at Gargantuan size, and 30 
  feet at Colossal size. Vasuthants are weightless and 
  know no languages. 
  COMBAT 
   
  A vasuthant desires to feed off the positive energy 
  of every living thing it encounters. In every round, the 
  creature attempts to use its improved grab ability to 
  initiate an enervating crush attack. 
   
  Enervating Crush (Su): A successful grapple 
  attempt by a vasuthant against a living creature of the 
  same size or smaller pulls the victim into the center of 
  the vasuthant. In that round and every round 
  thereafter, a grappled victim takes 1d4 points of 
  damage plus 1d4 points of Strength damage. A creature 
  reduced to 0 Strength by a vasuthant dies. This is a 
  negative energy effect. 
   
  Every point of Strength damage dealt by a 
  vasuthant heals the creature of 1 point of damage, or 
  gives it 1 temporary hit point if the creature is at full 
  normal hit points. These temporary hit points last for 
  10 minutes. 
   
  A vasuthant can grapple with one creature of its 
  size, or can simultaneously grapple one or two 
  creatures one size smaller or up to four creatures two or 
  more sizes smaller. Creatures that become pinned are 
  suspended inside the vasuthant while their life energy 
  is crushed out of their bodies. 
  NMR5-06 The Forsaken Valley 
   
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  The use of its enervating crush ability does not 
  prevent a vasuthant from making slam attacks or using 
  its spell-like abilities. 
   
  Improved Grab (Ex): To use this ability, a 
  vasuthant must first hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, a vasuthant immediately employs its enervating 
  crush attack. 
   
  Reality Distortion (Ex): A vasuthant has limited 
  influence over the forces of time and reality. Three 
  times per day (but only once per round), a vasuthant 
  can take a free action to reroll any unfavorable die roll 
  or force its opponent to reroll a favorable die roll. The 
  vasuthant must accept the result of the reroll. 
   
  Immunity to light (Ex): Unlike many other 
  undead creatures, a vasuthant is immune to any 
  harmful effects of light, either natural or magical. All 
  cleric spells of the Sun domain as well as other spells 
  with the light descriptor (such as daylight) produce no 
  adverse effects on a vasuthant. 
   
  Trap Light (Ex): A vasuthant effectively absorbs 
  nearby magical and nonmagical light, creating a 60-foot 
  emanation of shadow. All creatures within this area, 
  including the vasuthant, gain concealment. Creatures 
  with low-light vision or darkvision can see normally 
  within the area of the emanation. Light sources within 
  the area are suppressed, not dispelled. If a vasuthant 
  moves out of range before the light source's duration 
  expires, the light source illuminates again (though its 
  illumination still cannot extend within the area of the 
  vasuthant's trap light effect. 
   
  Unholy Toughness (Ex): A vasuthant gains a 
  bonus to its hit 
  points 
  equal 
  to 
  its 
  Charisma 
  modifier X its Hit Dice. 
   
  Skills: Vasuthants have a +2 racial bonus on 
  Listen checks and Spot checks. *A vasuthant gains a +4 
  racial bonus on Hide checks in areas of shadowy 
  illumination. In areas of bright illumination, it takes a -
  4 penalty on Hide checks. 
  EVOLVED UNDEAD (Libris Mortis) 
  An evolved undead is an undead whose body is flushed 
  with more negative energy than normal due to an 
  exceptionally long lifetime. Any undead may gain this 
  template, and in doing so, it retains all its previous 
  abilities, but becomes more powerful than before. 
  When an intelligent undead creature survives for 100 - 
  years or more (or when the DM decides to create an 
  undead monster with a twist), there is a 1% chance that 
  its connection to the Negative Energy Plane grows 
  more mature. When this "evolution" occurs, the 
  undead gains this template. Each additional 100 years 
  of existence affords an additional 1% chance of a more 
  mature connection, plus an additional 1% chance for 
  each previous evolution. For example, if an undead 
  creature's connection to the Negative Energy Plane 
  evolved three times previously, it has a 4% chance to 
  gain one more step of maturation the next time its age 
  requires an evolution check. Every step of evolution 
  means that the evolved undead template can be applied 
  again to the undead creature (setting this template 
  apart from most other templates, which can be applied 
  only once). 
  CREATING AN EVOLVED UNDEAD 
  "Evolved undead" is an acquired template that can be 
  added to any undead with an intelligence score 
  (referred to hereafter as the base creature). An evolved 
  undead uses all the base creature's statistics and special 
  abilities except as noted here. This template does not 
  alter the creature's type. 
   
  Note: Unlike most templates, an evolved undead 
  can potentially acquire this template more than once, 
  evolving more with each application. 
   
  Armor Class: The base creature's natural armor 
  bonus improves by 1. If the creature is incorporeal, its 
  deflection bonus to AC improves by 1. 
   
  Special Attacks: An evolved undead retains all 
  the special attacks of the base creature and gains one 
  spell-like ability from the following list. You can 
  choose this ability from the list below, or roll 
  randomly. The spell-like ability gained herein can be 
  used once per day. If the undead already has the 
  indicated ability, it gains another use; if it already has 
  the ability as an at-will ability, choose another ability. 
  The spell-like ability has a caster level equal to the 
  evolved undead's HD (if the caster level is too low to 
  cast the spell in question, choose another). The save 
  DCs are Charisma-based: 
  d12 
  Spell-like Ability 
  1 
  circle of death 
  2 
  cloudkill 
  3 
  cone of cold 
  4 
  confusion 
  5 
  contagion 
  6 
  creeping doom 
  7 
  greater dispel magic 
  8 
  greater invisibility 
  9 
  haste 
  10 
  hold monster 
  11 
  see invisibility 
  12 
  unholy blight 
   
  Special Qualities: An evolved undead retains all 
  the special qualities of the base creature and gains the 
  one described below. 
   
  Fast Healing (Ex): An evolved undead heals 3 
  points of damage each round so long as it has at least 1 
  hit point. 
   
  Abilities: An evolved corporeal undead gains +2 
  Strength and +2 Charisma. An evolved incorporeal 
  creature gains only +2 Charisma. 
  NMR5-06 The Forsaken Valley 
   
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  Organization: An evolved undead usually 
  becomes a leader among those of its base kind. 
   
  Challenge Rating: Same as the base creature +1. 
   
  Level Adjustment: Same as the base creature +1. 
   
  IRONMAW (Fiend Folio) 
  Huge Plant (Extraplanar) 
  Hit Dice: 12d8+72 (126 hp) 
  Initiative: -1 
  Speed: 10 ft. 
  AC: 25 (-2 size, -1 Dex, +18 natural), touch 7, flat-footed 
  25 
  Base Attack/Grapple: +9/+27 
  Attack: Tendril +17 melee 
  Full Attack: 4 tendrils +17 melee and bite +12 melee 
  Damage: Tendril 2d6+10/19-20, bite 1d8+5 
  Space/Reach: 15 ft./15 ft. (60 ft. with tendril) 
  Special Attacks: Attach, engulf, illness, tendrils, 
  wounding 
  Special Qualities: Acid resistance 10, cold immunity, 
  DR 15/magic and slashing electricity immunity, plant 
  traits, sonic resistance 10, SR 30 
  Saves: Fort +14, Ref +3, Will +5 
  Abilities: Str 30, Dex 9, Con 23, Int 4, Wis 13, Cha 14 
  Skills: Hide +6*, Listen +14, Spot +13 
  Feats: Alertness, Cleave, Great Cleave, Improved 
  Critical (tendril), Power Attack 
  Environment: Temperate and warm forest, hill, and 
  marsh (Abyss) 
  Organization: Solitary, pair, or stand (3-6) 
  Challenge Rating: 13 
  Treasure: 1/10 coins, 50% goods, 50% items 
  Alignment: Always neutral evil 
  Advancement: 
  13-16 
  HD 
  (Huge); 
  17-36 
  HD 
  (Gargantuan) 
  An ironmaw's territory is easily spotted by a trained 
  observer. No other wildlife goes near its "home," and 
  the ground is often littered with the remains of the 
  creature's past victims. But most creatures never know 
  they're near an ironmaw until it strikes. 
  An ironmaw stands 20 to 30 feet high. It closely 
  resembles an oak tree, although its green leaves are 
  covered with tiny splotches the color of fresh blood. Its 
  tendrils are kept wrapped around its upper trunks 
  when not in use, and its mouth remains closed until it 
  attacks. An ironmaw tends to stay in one place for an 
  extended period of time. It attacks anything that comes 
  within range of its tendrils, even if it has recently fed. 
  Ironmaws usually relocate only when a stand grows 
  large enough that there isn't enough food to support 
  them all, at which point one or more of the creatures 
  will move to greener pastures. 
  Ironmaws speak Abyssal. 
  COMBAT 
  An ironmaw attacks with its tendrils as soon as prey 
  comes within reach (60 feet). An ironmaw, too slow to 
  flee in almost any circumstance, always fights until it is 
  slain. 
   
  Attach (Ex): If an ironmaw hits with a tendril 
  attack, the tendril, in addition to dealing normal 
  damage, attaches to the opponent's body. A tendril 
  draws a stuck opponent 10 feet closer in each 
  subsequent round (no attack of opportunity) unless the 
  opponent breaks free, which requires an Escape Artist 
  check (DC 25) or a Strength check (DC 26). An 
  ironmaw can draw in a creature within 15 feet of itself 
  and bite with a +4 attack bonus in that round. An 
  ironmaw can draw a creature into its space and attempt 
  to engulf it as well. 
   
  A tendril can be severed by a single attack with a 
  slashing weapon (made as an attempt to sunder a 
  weapon) dealing at least 13 points of damage. 
  NMR5-06 The Forsaken Valley 
   
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  Engulf (Ex): As a standard action, an ironmaw can 
  attempt to engulf a Large or smaller creature that 
  enters its space. The victim of the attack can make an 
  attack of opportunity, but if it does, it is not entitled to 
  a saving throw. A victim that does not attempt an 
  attack of opportunity must make a Reflex save (DC 15) 
  or be engulfed; on a success, the victim is pushed back 
  or aside (but not freed from attached tendrils). An 
  engulfed creature takes 2d6+10 points of bludgeoning 
  damage within an ironmaw's trunk each round and 
  must hold its breath or begin to suffocate. 
   
  Illness (Ex): An ironmaw's tendrils can sap an 
  opponent's health. Anyone caught by a tendril must 
  succeed on a Fortitude save (DC 22) or take 1d6 points 
  of Constitution damage. 
   
  Tendrils (Ex): An ironmaw can attack with its 
  four tendrils from up to 60 feet away. Anyone struck by 
  a tendril takes damage, loses blood, may suffer illness, 
  and risks being drawn toward the ironmaw's trunk. 
   
  Wounding (Ex): A wound resulting from an 
  ironmaw's tendril attack bleeds for an additional 3 
  points of damage per round thereafter. Multiple 
  wounds from such attacks result in cumulative 
  bleeding loss (two wounds for 6 points of damage per 
  round, and so on). The bleeding can be stopped only by 
  a Heal check (DC 10) or the application of any cure 
  spell or other healing spell (heal, healing circle, or the 
  like). 
   
  Plant Traits (Ex): An ironmaw is immune to 
  poison, sleep, paralysis, stunning, and polymorphing. 
  It is not subject to critical hits or mind-affecting 
  effects. An ironmaw also has low-light vision. 
   
  Skills: Ironmaws receive skills as though they 
  were fey.  An ironmaw has a +8 racial bonus on Listen 
  and Spot checks. *In wooded areas, an ironmaw has a 
  +15 racial bonus on Hide checks. 
   
  Cinder Swarm (Fiend Folio) 
  Fine Elemental (Fire, Swarm) 
  Hit Dice: 16d8 (72 hp) 
  Initiative: +10 
  Speed: 40 ft. (8 squares), fly 40 ft. (good) 
  Armor Class: 25 (+6 Dex, +8 size, +1 natural), touch 24, 
  flat-footed 19 
  Base Attack/Grapple: +12/- 
  Attack: Swarm (4d6 plus 3d6 fire) 
  Full Attack: Swarm (4d6 plus 3d6 fire) 
  Space/Reach: 10 ft./0 ft. 
  Special Attacks: Burn, distraction 
  Special Qualities: Darkvision 60 ft., elemental traits, 
  immunity to fire, swarm traits, vulnerability to cold 
  Saves: Fort +7, Ref +18, Will +7 
  Abilities: Str 1, Dex 22, Con 10, Int 4, Wis 11, Cha 11 
  Skills: Hide +16, Spot +9 
  Feats: Ability Focus (burn), Ability Focus (distraction), 
  Great Fortitude, Improved Initiative, Iron Will, 
  Lightning Reflexes 
  Environment: Elemental Plane of Fire 
  Organization: Solitary, flame (2-4 swarms), or blaze (5-
  8 swarms) 
  Challenge Rating: 13 
  Treasure: None 
  Alignment: Usually neutral evil 
  Advancement: - 
  Level Adjustment: - 
  Flickering flames move along the ground and through the air 
  as one unified mass. It sparks and crackles, setting fire to all it 
  touches. 
  While most elementals tend toward neutrality, cinders 
  are most definitely evil. They glory in inflicting pain 
  and causing destruction. Individually, they are no 
  more significant than a fleck of hot ash that snaps out 
  of a campfire.  Collectively, they possess great 
  destructive power. 
   
  Each elemental composing a cinder swarm speaks 
  Ignan, but communicating with a single Fine 
  elemental in the swarm is virtually impossible. The 
  crackle and roar of the mass of cinders overwhelms 
  individual voices. 
  NMR5-06 The Forsaken Valley 
   
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  COMBAT 
  A cinder swarm begins by attacking the nearest 
  creature. However, in subsequent rounds, it will attack 
  creatures that demonstrate the ability to harm it, 
  especially those that have cold-based attacks. Unlike 
  many fire-based elementals, cinders have a fly speed 
  and frequently go after aerial opponents. 
   
  Burn (Ex): A cinder swarm's attack deals damage 
  as a swarm plus fire damage from the Fine elementals' 
  flaming bodies. Those swarmed by cinders also must 
  succeed on a DC 20 Reflex save or catch on fire. The 
  flame burns for 1d4 rounds. A burning creature can 
  take a move action to put out the flame. The save DC is 
  Constitution-based. 
   
  Creatures hitting a cinder swarm with natural 
  weapons or unarmed attacks take fire damage as 
  though hit by the swarm, and also catch on fire unless 
  they succeed on a Reflex save. 
   
  Distraction (Ex): Any living creature vulnerable 
  to a cinder swarm's damage that begins its turn with a 
  swarm in its square is nauseated for 1 round; a DC 20 
  Fortitude save negates the effect. Even after a 
  successful save, spellcasting or concentrating on spells 
  within the area of a swarm requires a Concentration 
  check (DC 20 + spell level). Using skills requiring 
  patience and concentration requires a DC 20 
  Concentration check. The save DC is Constitution-
  based. 
  ELEMENTAL MONOLITH (Complete 
  Arcane) 
  Like their lesser kin, elemental monoliths are living 
  incarnations of the elemental forces that compose the 
  multiverse.  They are so powerful that only the 
  mightiest of summoning spells can draw them to the 
  Material Plane and compel their service, and even then 
  the caster dare not take his attention from the 
  monolith’s control for even a moment. 
   
  Monoliths are great rulers and princes among 
  their kind, obeyed by even the elder elementals.  Only 
  the primal elementals are more powerful. 
  FIRE MONOLITH 
  Gargantuan Elemental (Extraplanar, Fire) 
  Hit Dice: 36d8+216 (378 hp) 
  Initiative: +13 
  Speed: 60 ft. (12 squares) 
  Armor Class: 29 (-4 size, +9 Dex, +14 natural), touch 
  15, flat-footed 20 
  Base Attack/Grapple: +27/+50 
  Attack: Slam +35 melee (6d6+11/19-20 plus 4d6 fire) 
  Full Attack: 2 slams +35 melee (6d6+11/19-20 plus 
  4d6 fire) 
  Space/Reach: 20 ft./20 ft. 
  Special Attacks: Burn 
  Special Qualities: Damage reduction 15/-, darkvision 
  60 ft., elemental traits, immunity to fire, vulnerability 
  to cold 
  Saves: Fort +20, Ref +29, Will +16 
  Abilities: Str 32, Dex 29, Con 22, Int 12, Wis 15, Cha 
  17 
  Skills: Balance +13, Diplomacy +5, Intimidate +16, 
  Jump +25, Listen +43, Sense Motive +15, Spot +43, 
  Tumble +24 
  Feats: 
  Alertness, 
  Blind-Fight, 
  Cleave, 
  Combat 
  Reflexes, Dodge, Great Fortitude, Improved Critical 
  (slam), Improved Initiative, Improved Natural Attack, 
  Iron Will, Mobility, Power Attack, Spring Attack, 
  Weapon Focus (slam) 
  Environment: Elemental Plane of Fire 
  Organization: Solitary 
  Challenge Rating: 17 
  Treasure: None 
  Alignment: Usually neutral 
  Advancement: 37-54 HD (Gargantuan) 
  Level Adjustment: - 
  A tremendous inferno approaches, slithering and bounding 
  like a splashing stream of molten metal. From moment to 
  moment, eyelike openings in the blazing flames seem to form 
  and disappear, and its brilliant tendrils resemble long, slender 
  limbs. 
  Leaders of the fire elementals, fire monoliths are 
  normally encountered away from the Elemental Plane 
  of Fire only when summoned by powerful spellcasters. 
  They are creatures of living flame, hostile to most other 
  forms of life. Fire monoliths speak Ignan, and their 
  voices sound like the roaring of an inferno, but even 
  though they are stronger-willed and more intelligent 
  than most of their kin, they rarely have much to say to 
  residents of the Material Plane. 
  COMBAT 
  Fire monoliths combine great physical power with 
  incredible quickness and the ability to set their foes 
  ablaze. Like other fire elementals, fire monoliths 
  cannot enter water or any other nonflammable liquid, 
  and so cannot cross water unless they can step or jump 
  over it. 
   
  Burn (Ex): A fire monolith's slam attack deals 
  bludgeoning damage plus fire damage because of the 
  creature's flaming body. Anyone hit by a fire 
  NMR5-06 The Forsaken Valley 
   
  Page 39 
  
  monolith's slam attack must succeed on a DC 34 Reflex 
  save or catch on fire. The flame burns for 1d4 rounds. 
  Unless it is still in contact with the fire monolith, a 
  burning creature can take a move action to put out the 
  flames. The save DC is Constitution-based. 
   
  Creatures that hit a fire monolith with natural 
  weapons or unarmed attacks take fire damage as 
  though hit by the monolith's attack, and also catch on 
  fire unless they succeed on a DC 34 Reflex save. 
  NEW FEATS  
  DEFT OPPORTUNIST  
  (Compete Adventurer) 
  You are prepared for the unexpected. 
   
  Prerequisites: Dex 15, Combat Reflexes 
   
  Benefit: You get a +4 bonus on attack rolls when 
  making attacks of opportunity.  
  HOLD THE LINE [GENERAL] 
  Compete Warrior 
  You are trained in the defensive arts against charging. 
   
  Prerequisites: Combat Reflexes, base attack 
  bonus +2 
   
  Benefit: You may make an attack of opportunity 
  against a charging opponent who enters an area you 
  threaten.  Your attack of opportunity happens 
  immediately before the charge attack is resolved. 
   
  Normal: You only get an attack of opportunity 
  against a character that exits a square you threaten. 
  IMPROVED COMBAT EXPERTISE [GENERAL] 
  You have mastered the art of defense in combat. 
   
  Prerequisites: Int 13, Combat Expertise, base 
  attack bonus +6 
   
  Benefit: When you use the Combat Expertise feat 
  to improve your Armor Class, the number you subtract 
  from your attack roll and add to your AC can be any 
  number that does not exceed your base attack bonus. 
   
  Normal: With Combat Expertise, the number can 
  be no greater than +5. 
   
  Special: A fighter may select Improved Combat 
  Expertise as one of his fighter bonus feats. 
  IMPROVED TOUGHNESS [GENERAL] 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter bonus feats. 
  NEW SPELLS 
  From Book of Vile Darkness (originally) and then Lords of 
  Madness: 
  Damning Darkness 
  Evocation [Darkness, Evil] 
  Level: Cleric 4, Darkness 4, Sor/Wiz 4 
  Components: V, M/DF 
  Casting Time: 1 action 
  Range: Touch 
  Target: Object touched 
  Duration: 10 minutes/level (D) 
  Saving Throw: None 
  Spell Resistance: See below 
  This spell is similar to darkness, except that those 
  within the area of darkness also take unholy damage.  
  Creatures of good alignment take 2d6 points of damage 
  per round in the darkness, and creatures that are 
  neither good nor evil take 1d6 points of damage.  As 
  with the darkness spell, the area of shadowy 
  illumination is a 20-foot radius, and the object that 
  serves as the spell’s target can be shrouded to block the 
  darkness (and thus the damaging effect). 
   
  Damning darkness counters or dispels any light 
  spell of equal or lower level. 
   
  Spell resistance applies to the damage dealt by this 
  spell but not to the darkness area. 
   
  Arcane material component: A dollop of pitch with a 
  tiny needle hidden inside it. 
  From Complete Divine: 
  Stalwart Pact 
  Evocation 
  Level: Cleric 5, Pact 5 
  Components: V,S, DF, XP 
  Casting Time: 10 minutes 
  Range: Touch 
  Target: Willing living creature touched 
  Duration: 
  Permanent 
  until 
  triggered, 
  then 
  1 
  round/level 
  Saving Throw: Will negates (harmless) 
  NMR5-06 The Forsaken Valley 
   
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  Spell Resistance: Yes (harmless) 
  This spell allows the target to enter a binding 
  agreement with a deity that provides a measure of 
  protection when the need is dire. 
   
  Once the spell is cast, the pact remains dormant 
  until the target is reduced to half or less of her full 
  normal hit points.  The target immediately gains 5 
  temporary hit points per caster level, damage reduction 
  of 5/magic, and a +4 luck bonus on saving throws.  The 
  hit points, damage reduction, and saving throw 
  bonuses evaporate when the spell ends. 
   
  XP Cost: 250 XP. 
  NEW DOMAINS 
  From Complete Divine: 
  PACT DOMAIN 
  Core Deities: none 
  Other Deities: Bralm, Mouqol 
  Granted Power: Add Appraise, Intimidate, and Sense 
  Motive to your list of cleric class skills. 
  Pact Domain Spells 
  1 Command 
  2 Shield Other 
  3 Speak With Dead 
  4 Divination 
  5 Stalwart Pact 
  6 Zealot Pact (not used) 
  7 Renewal Pact (not used) 
  8 Death Pact (not used) 
  9 Gate 
  NEW PRESTIGE CLASSES 
  From Fiend Folio 
  FIEND OF BLASPHEMY 
  Mortal creatures seem to have an innate drive to offer 
  worship to deities and form associations of a religious 
  nature. The fiend of blasphemy is a master of the 
  infernal art of perverting this natural desire and 
  turning it toward the corrupt veneration of fiendish 
  masters. Adept at exploiting mortal weaknesses, a fiend 
  of blasphemy forms a diabolical cult whose members 
  are hopelessly bound to the fiend, to the eventual 
  damnation of their souls. 
  As the name suggests, only fiends can acquire and 
  advance in the fiend of blasphemy prestige class. Some 
  can qualify without any levels in other classes at all, 
  while others gain levels, usually as clerics, before 
  joining the prestige class. Some fiendish sorcerers and 
  bards, and occasionally wizards as well, use powers of 
  illusion and enchantment to help them deceive 
  mortals and lure them into blasphemous cults. Martial-
  minded fiends, with levels as fighters, rangers, or 
  barbarians, occasionally form cults made up of 
  brigands, pirates, or mercenaries. 
  Fiends of blasphemy almost always work alone. Their 
  ultimate purpose is to drive mortals away from the 
  worship of true deities, especially good deities, and win 
  their souls to the Lower Planes. 
  Hit Die: d8. 
  REQUIREMENTS 
  To qualify to become a fiend of blasphemy, a character 
  must fulfill the following criteria. 
   
  Race: Outsider with the evil subtype. 
   
  Base Save Bonus: Will +7. 
   
  Skills: Bluff 10 ranks, Knowledge (religion) 10 
  ranks. 
   
  Feats: Leadership. 
   
  Special: Must have at least one spell-like ability 
  that duplicates a spell effect of 4th level or higher. 
  CLASS SKILLS 
  The fiend of blasphemy's class skills (and the key 
  ability for each skill) are Bluff (Cha), Concentration 
  (Con), Diplomacy (Cha), Disguise (Cha), Knowledge 
  (religion) (Int), Listen (Wis), Search (Int), Sense 
  Motive (Wis), Spellcraft (Int), and Spot (Wis). 
  Skill Points at Each Level: 2 + Int modifier. 
  CLASS FEATURES 
  The following are class features of the fiend of 
  blasphemy prestige class. 
   
  Weapon and Armor Proficiency: Fiends of 
  blasphemy gain no proficiency with any weapons, 
  armor, or shields. 
   
  Spells: Beginning at 1st level, a fiend of 
  blasphemy gains the ability to cast a small number of 
  divine spells. To cast a spell, the fiend of blasphemy 
  must have a Wisdom score of at least 10 + the spell's 
  level, so a fiend of blasphemy with a Wisdom of 10 or 
  lower cannot cast these spells. Fiend of blasphemy 
  bonus spells are based on Wisdom, and saving throws 
  against these spells have a DC of 10 + spell level + the 
  fiend's Wisdom modifier (if any), When the fiend gets 
  0 spells of a given level, such as 0 1st-level spells at 1st 
  level, the fiend of blasphemy gets only bonus spells (in 
  addition to a domain spell slot, which it receives at 
  every spell level). A fiend of blasphemy without a 
  bonus spell for that level cannot yet cast a spell of that 
  level except for its domain spell. The fiend of 
  NMR5-06 The Forsaken Valley 
   
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  blasphemy's spell list appears below. A fiend of 
  blasphemy prepares and casts spells just as a cleric 
  does. 
   
  A fiend of blasphemy gains access to two of its 
  patron deity's domains. A fiend of blasphemy can 
  choose prestige domains (described in Defenders of the 
  Faith) offered by its deity. As with a cleric, each domain 
  gives the fiend access to a domain spell at each spell 
  level as well as a granted power. The fiend prepares one 
  or the other of the available domain spells at each spell 
  level each day. 
   
  Blood Oath (Su): A fiend of blasphemy has the 
  ability to perform a ritual of initiation that binds cult 
  members to the fiend's service. The ritual forges a 
  magical, mental bond between the fiend and those 
  mortals who participate. It requires one day of 
  preparation, during which time the fiend must 
  meditate and ready a room in which the ritual will take 
  place. The ritual itself lasts for 2 hours, plus an 
  additional 10 minutes per mortal initiate. If either the 
  preparation or the ritual is interrupted, the process is 
  ruined and the fiend must start again. 
   
  All creatures in the room (and no more than 60 
  feet away from the fiend of blasphemy) when the ritual 
  begins or that enter that area during the ritual must 
  make a Will save (DC 10 + fiend's class level + fiend's 
  Cha modifier) or be affected as if by an enthrall spell. 
  Willing participants in the ritual receive a -4 penalty on 
  this saving throw, while hostile onlookers receive a +4 
  bonus. 
   
  After the first 2 hours of the ritual, each initiate is 
  subjected to the fiend's individual attention for 10 
  minutes, during which time the bond between the two 
  is formed. If an initiate wishes to resist the bond, she 
  can attempt a Will saving throw (DC 15 + fiend's class 
  level + fiend's Cha modifier). Willing participants may 
  voluntarily fail their saving throws. If an initiate makes 
  a successful saving throw, the fiend of blasphemy is 
  aware that the bond was not properly formed, but this 
  does not interrupt the ritual. Fiends often allow 
  mortals to believe their resistance went undetected 
  until after the ritual is complete. 
   
  Locate Cultist (Su): One effect of the blood oath 
  is a sort of telepathic bond between the fiend of 
  blasphemy and its cultists. At will, a fiend of 
  blasphemy can use a supernatural power identical
   
  to locate creature to sense the location of any 
  creature that has sworn a blood oath with the fiend. 
   
  Undetectable Alignment (Su): A fiend of 
  blasphemy's alignment is constantly concealed from all 
  forms of divination, as the undetectable alignment spell. 
   
  Transfer Spell-Like Ability (Sp): At 2nd level, a 
  fiend of blasphemy can use a power similar to the 
  cleric spell imbue with spell ability to grant its cult 
  members access to its spell-like abilities. A fiend can 
  give one creature that has sworn it a blood oath access 
  to as many of its own spell-like abilities as it desires. 
  The cultist can use the ability once per day, with all 
  variable characteristics (including caster level and save 
  DC) determined as if the fiend were using the ability. 
   
  When it transfers a spell-like ability, the fiend 
  cannot use the ability as often as usual: It can use 
  abilities normally available at will only 4 times per day, 
  and loses one use per day from other abilities. A fiend 
  can bestow the same  ability on multiple worshipers, or 
  allow worshipers to use the ability more than once per 
  day, but in doing so loses more of its own daily uses of 
  the ability. 
   
  For example, a glabrezu fiend of blasphemy can 
  grant two of its cultists the ability to use dispel magic 
  once per day, or grant a single cultist the ability to 
  dispel magic twice per day, but the glabrezu itself can 
  only dispel magic three times per day as long as the 
  cultists retain their ability. 
   
  The fiend of blasphemy can revoke the transfer at 
  any time as a free action. If the cultist had already used 
  the ability during the current day, it counts as if the 
  fiend had used it that day as well. 
   
  Sponsor Worshiper (Su): A fiend of blasphemy 
  that has reached at least 3rd level can channel 
  spellcasting ability from its own fiendish master to 
  mortals with levels in the cleric class. A fiend can 
  sponsor a cleric whose level is no higher than twice the 
  fiend's class level. Thus, a 3rd-level fiend of blasphemy 
  can sponsor a cleric of up to 6th level, who receives 
  access to the full complement of cleric spells as well as 
  any two domains selected from those offered by the 
  fiend's master. 
   
  Scry on Cultist (Sp): At 4th level, a fiend of 
  blasphemy can scry on any creature that has sworn it a 
  blood oath, as if using the scrying spell. The fiend 
  cannot scry on cultists on other planes. The fiend can 
  use this ability on any given cultist once per day, but 
  there is no limit to how many cultists it can scry on in a 
  day. 
   
  Torture Cultist (Su): At 4th level, a fiend of 
  blasphemy gains the ability to inflict pain on those 
  who have sworn it a blood oath. Distance is not a 
  factor, but the fiend cannot torture a cultist who is on a 
  different plane. When the fiend uses this power, the 
  target cultist suffers excruciating pain. The affected 
  creature takes a -4 penalty on attack rolls, skill checks, 
  and ability checks for 1 round per class level of the 
  fiend. A successful Fortitude save (DC 10 + fiend's class 
  level + fiend's Cha modifier) lessens the penalty to -2. 
   
  Mind Shielding (Su): At 5th level, a fiend of 
  blasphemy gains immunity to detect thoughts and discern 
  lies spells. 
   
  Kill Cultist (Su): At 6th level, a fiend of 
  blasphemy gains the ability to kill those who have 
  sworn it a blood oath if they displease it. Distance is 
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  not a factor, but the fiend cannot kill a cultist who is on 
  a different plane. The affected creature must make a 
  Fortitude save (DC 10 + fiend's class level + fiend's Cha 
  modifier) or die. If the save is successful, the creature 
  takes 3d6+6 points of damage. This is a death effect. 
  FIEND OF BLASPHEMY SPELL LIST 
  Fiends of blasphemy choose their spells from the 
  following list: 
   
  1st – bane, bless, cause fear, command, detect chaos, detect 
  evil, detect good, detect law, doom, protection from 
  chaos/evil/good/law, sanctuary, shield of faith. 
   
  2nd – aid, bull's strength, darkness, desecrate, endurance, 
  enthrall, hold person, silence, undetectable alignment. 
   
  3rd – bestow curse, contagion, create food and water, 
  deeper darkness, dispel magic, invisibility purge, magic circle 
  against chaos, magic circle against evil, magic circle against 
  good, magic circle against law, prayer. 
   
  4th – death ward, discern lies, imbue with spell ability, 
  lesser planar ally, poison, sending, spell immunity, status, 
  tongues. 
   
  5th – atonement, commune, dispel chaos, dispel evil, 
  dispel good, dispel law, greater command, mark of justice, 
  plane shift, scrying, slay living, spell resistance, true seeing. 
  THE FIEND OF BLASPHEMY 
   
   
   
   
   
   
  Class 
  Base 
  Fort 
  Ref 
  Will 
   
   
   
  Spells per Day 
   
  Level 
  Attack 
  Save 
  Save 
  Save 
  Special 
   
   
  1st 
  2nd 
  3rd 
  4th 
  5th
   
  1st 
   
  +0 
  +2 
  +2 
  +2 
  Blood oath, locate cultist, 
  0+1 
  - 
  - 
   - 
   - 
   
   
   
   
   
   
   
  undetectable alignment 
   
   
   
   
  2nd  
  +1 
  +3 
  +3 
  +3 
  Transfer spell-like ability 
  1+1 
  0+1 
  - 
   - 
   - 
   
  3rd  
  +2 
  +3 
  +3 
  +3 
  Sponsor worshiper 
   
  1+1 
  1+1 
  0+1  
  - 
   - 
   
  4th  
  +3 
  +4 
  +4 
  +4 
  Scry on cultist, torture cultist 
  1+1 
  1+1 
  1+1  
  0+1 
   - 
   
  5th  
  +3 
  +4 
  +4 
  +4 
  Mind shielding 
   
  2+1 
  1+1 
  1+1  
  1+1 
   0+1 
   
  6th  
  +4 
  +5 
  +5 
  +5 
  Kill cultist  
   
  2+1 
  2+1 
  1+1 
   1+1  
  1+1 
   
  NMR5-06 The Forsaken Valley 
   
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  DM’s Aid One: Lupercio 
  Lupercio 
  Baron of Sloth, Ruler of Slugbed (128th layer of the Abyss), Abyssal Lord 
  Symbol: Smile of razor sharp teeth on shadowy background 
  Home Plane: Abyss/128th/Slugbed (wanders) 
  Alignment: Chaotic Evil 
  Portfolio: - 
  Worshippers: Cultists, Shadow Demons, Shadows. 
  A prince, Baron of Sloth. Lupercio, a son of Pale Night and an unknown father, is the embodiment of the strength of 
  darkness. He is the mother of neglect, the father of inaction, and the brother of uncaring. The darkness of his body 
  spills for miles, with only his smiling maw visible to his victims. Shadow fiends cluster around him, eagerly feeding on 
  his limitless shadows. When properly moved, he can strike with his mighty fists, and cause earthquakes by stomping 
  the ground. He can utter curses so foul that they sear the air and boil flesh. His home layer, the Slugbed, is covered with 
  his filth and dung, but also contains clouds of radiance, beautiful forests and graceful castles - there is no overriding 
  theme. Sometimes his presence oozes onto other layers of the Abyss; Lupercio seems to hardly know the difference. 
  Lupercio is the embodiment of the strength of darkness. He is one of the strongest beings to walk the Abyss. Tales say 
  he is the child of Pale Night, the ancient Abyssal Lady whose castle can be found within Baphomet’s Endless Maze. If 
  this is true, then he would also be the brother of Graz’zt, though they certainly share no outward bond. His true form is 
  unknown, because the light around him bends, cloaking him in shadow. He switched back and forth between periods 
  of sloth-like inactivity, and bouts of quickness and haste. 
  NMR5-06 The Forsaken Valley 
   
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  DM’s Aid Two: Flow Chart 
   
   
   
  Introduction 
  To Phostwood 
  Pine 
  Phost 
  Spruce 
  Oak 
  Encounter 3: Fire! 
  Encounter 4: You Got 
  Me! 
  Conclusion (players 
  were duped) 
  Encounter 5: The 
  Shadow 
  Conclusion 
  NMR5-06 The Forsaken Valley 
   
  Page 45 
  
  Player Handout #1 
  This note is provided by the treant Filidor.  He acquired it from several intelligent trees that dropped it while chasing 
  him.  The note was found inside an iron scroll tube.  It is written on an ancient piece of parchment stained with tree sap. 
   It is written in a language that is some form of Abyssal.  An excerpt follows: 
  The black slugs crawl upon the silent birds of sin.  The howling winds blow through the weak trees and tear 
  the branches.  The wood has vile sap that must be consumed by the pale night. 
  “Oh most foul and vile darkness!  Take this soul to feed your sloth!” 
   
   
   
   
   
   
  Player Handout #2 
  The note provided by the treant Filidor has some hidden meaning.  Upon a successful Decipher Script check (DC 25), 
  additional clarity becomes apparent.  This triggers a partial understanding of Dark Speech, which deals 1d6 Charisma 
  damage to the reader (Will save, DC 25 half).  An excerpt follows that generally replaces the original text translation: 
  The blackness of slugs swim towards the essence of evil.  In the pools of rot are the roots and branches of the 
  weak who once were mighty.  The rot makes the evil strong. There is radiance and strength in the land of 
  slugs. 
  Limbs and bark are burned in green harvest. Graz’zt and Pale Night shall cower in fear of the true Prince of 
  Evil.  There must be sap to drip upon the floor.  Great suffering is required. 
  “The master Lupercio consumes the light!  I pray with humble faith to the dark power of Sloth! This plant 
  shall rot for eternity!  There is hunger that cannot be quenched!”  
   
   
  Player Handout #3 
  The note provided by the treant Filidor has some additional hidden meaning.  Upon a successful Decipher Script check 
  (DC 30), more evil clarity becomes apparent.  This triggers a partial understanding of Dark Speech, which deals 2d6 
  Charisma damage to the reader (Will save, DC 30 half).  An excerpt follows that supersedes the previous information: 
  In the eternally bleak realm of Slugbed, the pools of rot and decay bubble with the essence of pure evil.  And 
  from this vile putrefaction springs forth the mightiest trees that feed on the evil below and the radiance 
  above.  Only the strong may survive.  The weak wither and die, adding to the fetid stench and decay that feeds 
  the survivors. 
  The limbs must be slowly ripped from the living.  The bark is peeled, the leaves are burned, and the branches 
  broken one by one.  Sap is rended from the living and strewn across the ground.  And when the suffering is 
  the greatest, the following shall be read: 
  “Almighty Prince Lupercio,  Master of the Abyss, Baron of Sloth, and Consumer of Light, hear my prayer!  
  Take this plant to your realm and let it rot in eternal stench!  Let the power of these branches and leaves feed 
  your hunger!  No more will there be light to feed upon, nor earth to nourish.  In darkness is strength!  May 
  your merciless evil grant the most of vile of power!” 
  NMR5-06 The Forsaken Valley 
   
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  Player Handout #4: The Forsaken Valley 
  NMR5-06 The Forsaken Valley 
   
  Page 47 
  
  DM Map #1: Unholy Grove 
   
  NMR5-06 The Forsaken Valley 
   
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  DM Map #2: The Forsaken Valley 
   
  NMR5-06 The Forsaken Valley 
   
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  DM Map #3: The Phostwood 
   
  Original map by Eric Anondson; edited by Joe Streeper 
  NMR5-06 The Forsaken Valley 
   
  Page 50 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Nyrond and Environs/595/Normal Scenarios/NMR5-06 - The Forsaken Valley (APL 10-16)/NMR5-06 - The Forsaken Valley.pdf