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.  
   
  GEO4-04 
   
   
   
   
   
   
   
  Forest of Stone 
   
  A One-Round D&D LIVING GREYHAWK®  
  Geoff Regional Adventure 
  Version 1.4 
   
  By William Altizer and Brad Lester 
  Playtested by Angus Smith, Leigh Smith, Brian Mahoney, Bill Kronick, Chrism Kronick 
   
   
   
  Opportunities await those who take risks, and a chance discovery can turn a simple reconnaissance 
  mission into so much more.  Those who climb the peaks and look upon the Forest of Stone may find the 
  answers that they seek – and may find an even greater mystery.  A Geoff regional adventure for APLs 4-
  12, and Verse Two of the Song of Earth and Stone. 
   
   
  
  GEO4-04 Forest of Stone 
   
  Page 2 
  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. 
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
  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. 
  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. 
  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 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. 
  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 
  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 
  
  GEO4-04 Forest of Stone 
   
  Page 3 
  # 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 
  fewer animals of this type, and animals with 
  different CRs are added separately. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  If you are running a table of six PCs, add one to 
  that average. 
  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 you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Four or sometimes 
  even five 1st-level characters may find difficulty 
  with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two 
  things that you 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. 
  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 Regional adventure, 
  set in the Grand Duchy of Geoff.  Characters 
  native to Geoff 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 
  Over a thousand years ago a dwarven wizard 
  named Geltan Stoneblood began exploring other 
  planes of existence in search of knowledge, 
  mineral wealth, and ultimately power.  On one of 
  he searches he found a dark dusty world where 
  windstorms constantly swirled the red-brown dust. 
   The only life he found were creatures composed 
  of this dust.  These creatures would form out of 
  nowhere, as if they drew upon the surrounding 
  dust to give themselves form. 
  After surviving several attacks Greltan was about 
  to leave when he came across something that 
  would change his very existence.  There sitting in 
  the center of a deep bowl-like depression in the 
  terrain, unfilled by the every present dust, and 
  upon pedestal made of solidified dust was a large 
  dark-red gem unlike any gem the dwarf had every 
  seen.  He was drawn to the gem and as his 
  trembling fingers lifted it off of it’s alter the 
  pedestal crumbled and blew away.  The sides of 
  the depression began to lift and close in above 
  him.  Greltan realized that he had been a fool and 
  now was being eaten an ancient dust dragon.  
  Greltan was just barely able to escape the 
  dragon’s trap and their magical battle lasted for 
  hours and when Greltan’s energy was all but 
  depleted he felt a power within the stone.  He 
  opened himself to this power allowed the stone’s 
  energy to flow through his being.  With renewed 
  
  GEO4-04 Forest of Stone 
   
  Page 4 
  power he was finally able to repel the dragon.  
  What Greltan never realized was that he had not 
  fallen into the dragon’s trap, but into a trap created 
  by the gem itself.  The dragon was a slave to the 
  gem as much as Greltan himself had now 
  become.  The gem is an intelligent artifact from a 
  civilization long since destroyed.  Whether the 
  gem was native to the world where Greltan found 
  it, no one truly knows.   
  Pleased with his discovery Greltan returned home 
  to study his prize and see what other secrets it 
  might reveal.  For Greltan is was too late, he had 
  allowed himself to be filled with its power and the 
  gem’s lust for power and dominance had become 
  his own. 
  What transpired next has been lost from history.  
  Greltan began seizing power, using his position 
  within the Stonereaver clan and magic, both his 
  and that granted by the gem.  He tried to seize 
  control of the clan and place his family as head of 
  the clan and ultimately make himself Thane.  His 
  bid for power was stopped and the Stoneblood 
  family was ruined.  All Stoneblood dwarves above 
  the age of apprenticeship were executed.  Their 
  young were spared and adopted into the homes of 
  rest of their clan.  All knowledge of that family was 
  stricken from the histories right down to their 
  homes and all of the goods they ever produced.  
  Over the centuries, everyone forgot the name 
  Stoneblood. 
  Greltan himself was mortally wounded and only 
  with the help of the gem did he survive, but at a 
  terrible cost.  The gem used it’s magic to turn 
  Greltan into a Lich, a device of wrath at being 
  defeated.  For months Greltan slowly formed an 
  army of undead to destroy what was once his 
  home.  Again the Stonereaver clan defeated him, 
  but this time the priests knew where the true 
  source of the evil power came from and devised a 
  way to seal it away.  A fist-sized piece of granite 
  was enchanted by the high cleric of Dugmaren 
  Brightmantle to entrap the gem and seal its 
  powers.  The stone worked and Greltan lost most 
  of his power.  Just before a paladin of Moradin 
  struck him down he used his magic hurl the gem 
  over the precipice they fought upon and deep 
  down into the Underdark where it rested for 
  centuries, lost to history.  Greltan’s lich body could 
  not be destroyed since his phylactery could not be 
  located.  To prevent him from causing further 
  problems, his remains were sealed in a tomb deep 
  in the mountains.  The location forgotten to 
  everyone, except the gem. 
  Over the centuries the stone-encased gem slowly 
  found it’s way from stream to stream until it found 
  its way into a large river.  All the while the stone 
  was slowly being eroded away.  About two years 
  before the giant’s invasion into Geoff the gem was 
  found on the side of a lake in a mountainous valley 
  by a hill giant.  Attracted by the gems sparkle, 
  winking through its rocky crust, the creature had 
  no idea the danger it had found.  Being attracted 
  to those who use magic and weakened by its 
  exposure to sunlight, the gem slowly manipulated 
  its way to the court of the Sahkut.  Unfortunately 
  for the gem, the Sahkut were too wary to be 
  caught in its web.  Knowing its chances of 
  controlling the surface dwelling Sahkut was 
  impossible at best, the gem made a deal and a 
  dark alliance was formed.  In return for being 
  returned underground and promised dominion 
  over the Stonereavers and their territories, it 
  promised to neutralize the Stonereavers as a 
  factor in the upcoming war.  The final part of the 
  bargain was that the gem would help disrupt the 
  Deepholm clan and aid the giant’s duegar allies.  
  In return the duegar would find and release 
  Greltan from tomb he had been sealed within 
  nearly a millennia before. 
  Unfortunately 
  for 
  Greltan 
  his 
  body 
  had 
  disintegrated into a reddish-brown dust and for 
  him to interact physically his spirit must exert its 
  will to have the body to reform.  The advantage is 
  that he can move the dust like a swirling dust-
  cloud and fly like an air elemental. 
  A disguised duegar agent gave the gem to 
  Trellana Silverblood.  While trying to study the 
  gem she was attacked by Greltan much like he 
  was by the dust dragon and she too used the 
  offered power of the gem to try and defeat Greltan, 
  but ultimately lost herself to the gem’s will.  
  Greltan decided to use her body as a vessel for 
  his dust-like remains.  She now hovers in a state 
  between life and undead by the magic used on her 
  body by Greltan.  The now possessed Trellana 
  created a copy of the Crown of Thanes and gave it 
  to a duegar agent to be used to kill the Thane in 
  Deepholm and pull all the dwarven clanholds out 
  of commission during the invasion by the giants.  
  This plan worked well except that the real Crown 
  of Thanes disappeared and both the giants and 
  the duegar believe that Greltan and the gem 
  betrayed them.  So once the initial invasion was 
  over the giants turned their ire upon the 
  Stonereaver clan.  During this initial invasion by 
  the giants Trellana used her magic to sneak into 
  the private meditation chambers of Delgannar 
  Brasstwister, the high priest of Moradin, who was 
  
  GEO4-04 Forest of Stone 
   
  Page 5 
  using a magical device to communicate with the 
  other high priests of Moradin in the Deepholm and 
  Underfoot clans.  She touched the Gem to the 
  meditating dwarf and linked the Gem to the three 
  priests.  The Underfoot priest was killed instantly 
  and the Deepholm priest was able to separate 
  himself from the link but was comatose afterwards. 
   Just before he dies the Deepholm high priest said 
  two words and then died.  Those two words were 
  “The hunger.” 
  The giant attack ultimately played into the gem’s 
  hands.  It was able to manipulate the dwarves’ 
  anxiety at possibly being destroyed by the giants 
  and their minions.  Through Trellana Silverblood, 
  the gem offered the idea of creating an army of 
  undead to supplement their forces, using the dead 
  bodies of their enemies.  This worked perfectly the 
  giants and their minions driven back by the 
  animated bodies of their own kind.  Eventually, the 
  giants settled to seal the dwarves in their mountain 
  homes.  They sealed every entrance they could 
  find and posted patrols around the known major 
  entrances.  The duegar continued to fight the 
  Deepholm dwarves and the giants drove the 
  Underfoot dwarves from their clanhold.  All the 
  while, the gem and Greltan set about extracting 
  revenge upon their unknowing brethren. 
  The gem leveraged the fear and revulsion of the 
  Stonereaver dwarves combined with the fact that 
  the undead minions attacked every living thing to 
  convince the council, through Trellana, to adopt a 
  unusual solution to the problem.  The solution 
  required each member of the Stonereaver clan to 
  be embedded with an enchanted gem in the back 
  of his or her head.  These gems protected the 
  wearer from the undead army.  If the gem was 
  removed the enchantment was broken.  This way 
  the gem could not be used outside of its host body 
  to get by the newly termed “guardians”.  These 
  gems linked everyone to the Greltan and the gem. 
   Instead of blatantly invading everyone’s mind, the 
  gem operated at a subconscious level, insinuating 
  suggestions and reasoning that made perfect 
  sense.  Anyone that managed to resist the 
  suggestions, conveniently died in a tragic accident 
  that no one thought more of.  Greltan or the gem 
  cannot monitor everyone at one, they must focus 
  on a small number of individuals at a time, reading 
  their thoughts and experiencing what they see, 
  hear, smell, taste, and touch. 
  Over the near decade that has passed since 
  receiving their protective gem, the Stonereaver 
  Clan has no idea that an outside force is 
  manipulating their daily lives.  Only a few citizens 
  like Batellan Truestone have been able to resist 
  the gems influence, but the numbers are too small 
  and they live in constant fear of discovery.  Those 
  that are discovered are either driven insane by the 
  constant mental assault by the gem or die in some 
  explainable accident.  Greltan and the gem did not 
  kill Batellan outright because they loved driving 
  him insane slowly.  Unbeknownst to Batellan, he is 
  of the bloodline of the cleric that sealed the gem 
  away those many years ago.  They intend to 
  extract as much pleasure as possible before he 
  dies. 
  Adventure Summary 
  Introduction 
  The adventure begins in the vicinity of the city of 
  Preston.  A city liberated from the grasp of the 
  Sakhut within just the last few years and now 
  stands nearly on the front lines of the continuing 
  efforts of the people Geoff to liberate their country. 
   It is here that the PCs meet a young woman 
  named Cienwyn merch Siani whose friend and 
  suitor Ianto, and the rest of his wolfpack, has gone 
  missing while scouting out the giant held 
  territories.  The Army of Liberation does not have 
  the current resources to send a scouting party to 
  find them, so she is now looking for a group of 
  adventurers who volunteer to go in search of the 
  missing wolfpack. 
  Encounter One  
  The PCs meet outside the gates to the camp of 
  the Army of Liberation and are taken to talk with 
  Cymorth Luc Greenarrow.  After some discussion 
  the PCs decide whether or not to take the mission. 
  Encounter Two 
  The PCs find the dead body of Ianto and a few 
  interesting tidbits of information about the giants 
  and possibly clues leading to the fate of the 
  dwarven Stonereaver clan. 
  Encounter Three  
  Following the clues found upon Ianto’s body, the 
  party finds a secret entrance that leads into the 
  large cavern filled with natural stone columns that 
  have been worked by the dwarves to represent a 
  forest of trees.  
  Encounter Four  
  The guardians created by the Stonereaver 
  dwarves to help protect their clanhold attack the 
  party.  
  
  GEO4-04 Forest of Stone 
   
  Page 6 
  Encounter Five  
  The party finds their way to the gates of 
  Stonereaver clanhold of Moradinath Mor and 
  negotiates their entrance into the city.   
  Encounter Six  
  The Stonereavers are elated to see the PCs and 
  welcome them like heroes into their city.  The 
  party members are showered with gifts and 
  questions. 
  Encounter Seven  
  Pwellan Stoneaxe, a member of the dwarven 
  council, welcomes the PCs into their city and 
  offers the hospitality of his home for the evening.  
  Along the way Pwellan points out a few points of 
  interest in the city. 
  Encounter Eight 
  The party has dinner with Pwellan while he 
  answers some of their questions. 
  Encounter Nine 
  The party talks with the very scared daughter of 
  Pwellan 
  Encounter Ten 
  The PCs goes to the home of a dwarven priest 
  and find the truth of what has been going on in the 
  Stonereaver clanhold since the giant invasion 
  Encounter Eleven   
  The PCs have the showdown with Trellana and 
  the Gem. 
  Introduction 
  This module begins in the vicinity of Preston.  Ask 
  the players to describe the present location of their 
  player characters (PCs) in or near the city.  They 
  can make up their own reasons for being in or 
  near Preston.  Find out the family memberships of 
  each PC; clan for dwarves, gnomes, and halflings; 
  tribe for half-orcs; and families for human, elves, 
  and half-elves.  Adjust the box text throughout the 
  module based on the information provided by the 
  players. 
  The PCs meet Cienwyn merch Siani.  Her friend 
  and suitor, Ianto, has gone missing.  To 
  demonstrate his valor to her mother, he, along 
  with some of his friends, volunteered to join a 
  scout wolfpack.  The Army sent his group out 
  several weeks ago.  The Cymorth at the Army of 
  Liberation camp says his group is overdue to 
  return, but would not say where he was sent.  She 
  begged and pleaded with the Cymorth and he said 
  that if she can put together her own group of 
  volunteers he would let them look for her friend. 
  Knowing that her best chance of finding Ianto is to 
  convince some of the local adventurers to find her 
  friend.  She approaches the PCs while they are 
  out in a public place. 
  A young, attractive woman of mixed Flannae 
  decent approaches you in a dress that is worn 
  and patched in many places.  Her eyes are 
  puffy as if she has been crying recently.  She 
  nervously asks, “Good day sir (or ma’am), 
  might I have a word with you?” 
  If the PC agrees, she leads the PC to off to the 
  side away to keep anyone from overhearing. 
  “My name is Cienwyn.  My friend Ianto left 
  many weeks ago to scout for the Army but has 
  not returned.  I am trying to find people to help 
  in the search.  Can you help me?” 
  The following are the answers to some of the 
  common questions PCs may ask. 
  Q: Why ask me to help? 
  A: “You have the look of an adventurer about 
  you.  Ianto was an adventurer.  If anyone can 
  find him, it would be those like him.” 
  Q: How do you know he is missing? 
  A: “I had a dream.” 
  Q: Tell me about the dream? 
  A: “I was walking through a great forest and 
  Ianto came to me floating down from the trees. 
   He kissed me and said that he had to go and 
  not to worry.  Before I could say anything else, 
  he turned and walked way, fading into the 
  mists.  I chased after him, but all I found was 
  dew on the leaves.  I woke up tangled in the 
  bed covers soaked in sweat. 
  Q: What does the dream mean? 
  A:  “I asked one of the Old Faith druids about 
  what it meant.  The druid chanted and danced 
  around a mud puddle then kneeled down to 
  stare into it.  After a few minutes, she said, “Be 
  at peace, he maintains the Balance.”  When 
  asked what that meant, the druid said, “It 
  means what it means,” and could offer no 
  more of an explanation.  The priests of the 
  temples want donations for their services, I 
  haven’t enough money for that.” 
  
  GEO4-04 Forest of Stone 
   
  Page 7 
  Q: Have you asked the Army for help? 
  A: “A Cymorth at the camp told me Ianto’s 
  wolfpack was long overdue to report.  But he 
  did not have the resources to go search for 
  them.  When I asked where he was sent, he 
  said he could not tell me.  He did say if I could 
  get a group of volunteers to go search, he 
  would point them in the right direction.” 
  Q: Were you going to marry this man? 
  A: “Eventually, he did not want to marry me 
  as a pauper.  He wanted to prove to my mother 
  that her daughter would be taken care of.  He 
  and 
  some 
  of 
  his 
  adventuring 
  friends 
  volunteered with the Army to prove their 
  bravery and get money from the spoils taken 
  from their slain enemies.  It looks like all it got 
  him was killed…” (She begins to sob). 
  Q: What do you have to offer in exchange? 
  A: She looks around the area dejectedly.  She 
  then drops to her knees in front of the PC, 
  tears beginning to run down her face.  Staring 
  at the ground, she says, “My father is dead and 
  my mother is old and feeble.  I offer everything 
  I have … (the next words catch in her throat) … 
  including myself if that helps convince you.”  
  From her appearance, “everything” is not going to 
  be much. 
  DM note: It is a truly evil act to take advantage of 
  the innocent in their time of need.  Anything 
  beyond collecting material items from her is an evil 
  act.  This includes indentured servitude for 
  personal gain, enslavement for personal gain, or 
  sexual favors of any kind.  After this module ends, 
  if any PC attempted to or actually collected on 
  such a bargain automatically shifts their alignment 
  along the good/evil axis one step toward evil.  
  Paladin’s who knowingly allow this bargain to 
  transact are alignment shifted and stripped of their 
  paladinhood and associated abilities until they 
  atone.  Other divine casters are alignment shifted 
  and denied access to divine spells and associated 
  abilities by their gods until they atone.  Their god 
  does not hear their pleas, communes, or anything 
  else.  If this action forces a LN, N, or CN aligned 
  PC to become evil (i.e. LN to LE, N to NE, or CN 
  to CE), they must pay standard NPC prices (no 
  favors can reduce or eliminate the cost) for an 
  atonement spell before leaving the table.  There 
  are NPC clerics in Preston that will cast the spell.  
  If a PC at the table wishes to cast the spell, they 
  may do so, but the offending PC must donate the 
  cost of the spell to one of the temples in town.  If 
  the PC refuses to pay or cannot pay for the spell, 
  their evil character is pulled from play.  This is the 
  price of playing a character on the edge of 
  darkness. 
  If the PC agrees to help search: 
  Cienwyn begins sobbing and hugs the PC, “Oh 
  thank you, thank you… (more sobbing) … 
  please meet me at the gate to the Army of 
  Liberation camp in the morning.  I must gather 
  others to aid in the search.  As a group, we will 
  talk to the Cymorth.” 
  Proceed to Encounter One. 
  If the PC does not agree to help with the search: 
  Cienwyn thanks the PC for his or her time and 
  moves on.  Unless one of the other PCs at the 
  table pulls the PC into the module, the module is 
  over this PC. 
  Encounter One:  Another Day 
  at the Office 
  Calling the activities at the Army of Liberation 
  camp chaotic is an understatement.  The camp is 
  a hive of activity.  Allow the players the opportunity 
  to introduce their PCs. 
  DM Note:  If members of the party have access to 
  the Army camp, please modify the box text 
  accordingly. 
  The next morning you approach the gate 
  leading into the Army of Liberation Camp.  At 
  the same time, others approach the gate, 
  looking around as if searching for someone.  
  Shortly after you arrive at the gate, Cienwyn 
  runs up to the group, brings you together, and 
  says, “Thank you all for coming.  Let’s go see 
  the Cymorth.”  She begins heading toward the 
  main gate asking the guard to speak with 
  Cymorth Luc Greenarrow. 
  The guards summon a runner and he escorts 
  your group through the camp to a large tent.  
  Inside, the runner introduces you to Cymorth 
  Luc Greenarrow.  He looks up at the group and 
  gets a surprised look on his face when 
  Cienwyn walks up to his desk and says, 
  “Cymorth, 
  I 
  have gathered a group of 
  adventurers that volunteered to go in search of 
  Ianto.  Will you now tell me where he was sent 
  so they can go find him? 
  The Cymorth is completely caught off guard.  
  He stumbles for words then says, “I did say 
  
  GEO4-04 Forest of Stone 
   
  Page 8 
  that didn’t I.  However, I cannot tell you what 
  his mission was or where he was sent.  But if 
  you leave these folks here with me, I will send 
  them forth. 
  Cienwyn fights back tears and smiles.  Turning 
  to face you, she takes a bracelet off her wrist.  
  It is a weave of hair, vines, and a tiny chain of 
  gold.  She says, “Here, take this, Ianto finished 
  making this and gave it to me the night before 
  he left.  He wears one just like it.  It may help 
  you locate him.  Thank you for your help and 
  may the gods bless you.”  She then leaves the 
  tent. 
  Once she is gone, the Cymorth comes around 
  to the front of the table he was sitting at.  He 
  says, “She has been begging for some time for 
  me to send out a search party for her missing 
  friend.  If I sent out a party for every missing 
  person, there would not be an Army left 
  anymore.  I hoped she would accept her 
  friend’s fate and move on.  However, I told her 
  if she gathered a group I would send them out. 
   We are planning to send another group into 
  their area.  Are you willing to take up that 
  wolfpack’s task and find out what happened to 
  them?  They will find out what happened.  If 
  you’ll give me that (indicating the bracelet) back 
  and talk to her.  Sorry for the inconvenience 
  this may have caused you.” 
  If the PCs decline the mission: 
  The Cymorth says, “Please give me that 
  (indicating the bracelet) and I’ll give it to the 
  next group that goes out.  Thank you for your 
  time.”  The module is over for the PCs.  A couple 
  of weeks later, the PCs hear that Cienwyn’s body 
  was found at the bottom of a cliff.  Still clutched in 
  her hand is the bracelet given to her by Ianto.  Her 
  mother said that an Army officer visited her.  After 
  that, she ran out of the house crying and never 
  came back. 
  If the PCs accept the mission: 
  He ponders something for a moment and 
  comes to a decision.  “Ok, that would free up 
  this other group to do something else.  
  Cymorth Greenarrow walks back around his 
  desk and pulls out a map.  “Gather ‘round.  I 
  sent that group out with the following orders: 
  • 
  Leave as soon as possible; 
  • 
  Penetrate into enemy territory as far as 
  possible; 
  • 
  Locate as many enemy units as 
  possible; 
  • 
  Collect 
  as 
  much 
  information 
  as 
  possible about those units; 
  • 
  Avoid making your presence known to 
  the giants or their allies; and 
  • 
  Report back with the information within 
  three weeks. 
  They were supposed to follow a path (give the 
  players Handout #1, but IC, the Cymorth does not 
  give the PCs a map, they may copy his however.) 
  that leads them outside of the Dim Forest and 
  towards the Barrier Peaks.  If you come across 
  something unusual, do investigate.  Reports 
  have 
  come 
  in 
  from 
  various 
  large 
  concentrations 
  of 
  non-combatants 
  and 
  unusual enemy facilities.  If your travels shed 
  new light on these types of events, it could 
  make a difference in how this war ends.  Are 
  there any questions?”  As soon as the PCs have 
  their questions answered, he says, “Good luck 
  then.” 
  If the PCs ask about these reports, Greenarrow 
  says that some other groups reported: 
  • 
  A migration of giants into the Sheldomar 
  Valley from all over Oerth. 
  • 
  Strange weapons being tested at different 
  locations. 
  • 
  Slave camps throughout giant held lands, 
  their labors feeding the giant army. 
  • 
  A massive fortress built directing into one 
  of the valleys of the Crystalmists.  If a 
  similar fortress exists in the Barrier Peaks, 
  he wants to know about it. 
  Allow the PCs to prepare for their journey as they 
  see fit.  PCs without horses may purchase light 
  horses from the Army quartermaster.  If one of the 
  party members is a member of the army or has 
  influence with the army, the PCs can borrow 
  horses but they are responsible for replacing them 
  if they are lost.  Once the PCs are ready to travel, 
  have them form a marching order on the battle 
  mat and proceed to Encounter Two. 
  Encounter Two:  A Gruesome 
  Discovery 
  Despite the occasional thunderstorm, the 
  mission has been fairly uneventful.  You 
  collected quite a bit of information about 
  numbers and types of giants inhabiting the 
  
  GEO4-04 Forest of Stone 
   
  Page 9 
  giant held areas of Gyruff.  No unusual 
  facilities were spotted.  Although many fire 
  giant and Hextorian mercenary patrols were 
  spotted and avoided. 
  Every once in a while, you spot a white dragon 
  high up in the sky, flying lazy circles over the 
  mountains to the north.  If it’s the same dragon 
  and rider each time, you cannot tell. 
  There were a couple of places where humans 
  were growing large amounts of food.  Nearby, 
  hill giants herd sheep.  Fire giants and humans 
  wearing black and red uniforms, many wearing 
  symbols of Hextor, patrol those areas heavily 
  with 
  wolves. 
   
  Their 
  presence 
  made 
  it 
  impossible to get many details. 
  A half dozen large black birds circle over the 
  mountains ahead; they circle the same area of 
  the sky, as if watching over something. 
  A successful Knowledge (Nature) (DC 10) tells the 
  PC that the birds look like vultures, a carrion 
  eating bird. 
  The area they circle is approximately half a day’s 
  travel ahead.  Tracks along the ground show that 
  giants, humans, hobgoblins, goblins, and orcs 
  have all been through this area recently. 
  If not done so already, have the players form a 
  marching order, ask them if they intend to take any 
  actions at this time. 
  As they get close in on the area where the birds 
  circle, have the PCs make a Listen check (DC 
  5+APL).  It is early afternoon. 
  Working your way through the underbrush at 
  the foot of the Barrier Peaks, you close on a 
  ravine that leads up to a stone cliff.  Vegetation 
  obscures your view into the ravine.  Several of 
  the large black birds have landed at the tops of 
  the brush growing from the cliff.  Cawing out, 
  as if in challenge.  If the Listen check is 
  successful, include Aside from the sound of the 
  wind rustling the leaves, all you hear the 
  sound of metal scraping against stone. 
  The ravine is approximately 40’ wide at the 
  bottom, 200’ deep from front to back, 100’ high at 
  the back, and is surrounded on three sides by rock 
  walls that look difficult to climb.  The rocks crumble 
  easily.  Vegetation fills most of the ravine.  It is 
  thick enough such that the PCs cannot see 
  beyond 10’ inside of it.  Every square on the map 
  has plant life in it.  It is too thick to ride through. 
  Allow the PCs time to prepare as they wish.  When 
  they enter the ravine, have them establish a 
  marching order.  Start drawing the ravine out on 
  the map as the PCs move along.  Give the PCs 
  the impression that they are walking into an 
  ambush, allow them to make Spot and Listen 
  checks.  Allow them the opportunity to use Hide 
  and Move Silently checks.  Really build up their 
  paranoia.  Any animal companions with Scent 
  already smell what is described in the box text 
  below.  They become uneasy. 
  After several real time minutes of them carefully 
  moving into the ravine, have the lead person in the 
  marching order make a Spot and Listen check  
  (both DC 5+APL).  If successful, the lead PC 
  notices a body hanging limply from a branch in a 
  tree. 
  As you reach the back of the ravine, the smell 
  of rot and decay hangs in the air.  Overhead, in 
  a tree hangs a male human body.  His neck 
  lodged in the fork of one of the branches.  A 
  large, wicked arrow sticks out from his chest.  
  As the wind moves the tree branch, the metal 
  tip of his longsword scabbard scrapes back 
  and forth against the rock wall.  A knotted rope 
  dangles next to the cliff. 
  This is the body of Ianto, a young adventurer who 
  set out to find fame and fortune.  He is human of 
  mixed Flannae decent.  If the PCs Search the 
  body, they automatically find the following either 
  on his body or in his backpack.  Masterwork 
  longsword, masterwork chain shirt, masterwork 
  dagger, a pouch of coins (32 gp), two potions of 
  cure light wounds, food, spare clothing, a map 
  case, a holy symbol of Dugmaren Brightmantle, 
  and a bracelet similar to the one given to the 
  players by Cienwyn. 
  The arrow is from a giant sized bow.  The human 
  was shot from the back.  The arrow sticks out 
  through the front of his chest.  The arrowhead a 
  very wicked looking barbed arrowhead. 
  The back of the holy symbol has the words 
  “Moradinath Mor” (dwarven translation:  City of the 
  Dwarves) engraved in dwarven runes. 
  In the map case is a hand drawn map with 
  locations similar to the one shown to you by 
  the Cymorth in camp.  However, someone 
  made additional notations on it.  (Give the PCs 
  Player’s Handout #2). 
  If the PCs use some magical method to talk to the 
  dead 
  Ianto, 
  they 
  can 
  learn 
  the 
  following 
  information.  If they use raise dead, reincarnate, or 
  
  GEO4-04 Forest of Stone 
   
  Page 10 
  other similar spell to bring him back from the dead, 
  he relays the same information, but refuses to go 
  on with the PCs.  He takes back all of his personal 
  items but the holy symbol (which is not his) from 
  the PCs and returns to Preston. 
  Information the PCs can gain: 
  • 
  The party members were Amloth (human 
  fighter), Blethyn (human sorcerer), Clydai 
  (elven ranger), and Dulais (dwarven 
  cleric). 
  • 
  Ianto is a human ranger.  He made the 
  notations on the map. 
  • 
  They found a dead female dwarven body 
  along the river.  She died from drowning. 
  • 
  We buried the woman’s body in a small 
  cairn near where we found it. 
  • 
  The dwarven cleric in the party, Dulais 
  Stonereaver, used a speak with dead on 
  the body to find the following information. 
  o 
  The dwarf’s name was Elthra 
  Truestone.  It was her stone holy 
  symbol that Ianto was carrying. 
  o 
  She was captured in a raid into 
  the 
  Stonereaver 
  city 
  of 
  Moradinath 
  Mor. 
   
  She 
  had 
  recently escaped from the nearby 
  slave camp. 
  o 
  She was making her way to the 
  Dim Forest to find help from the 
  elves. 
  o 
  Her people, the Stonereaver Clan, 
  are in great danger under the 
  mountain. 
  • 
  Dulais was adamant that we try and find 
  the Stonereavers.  The rest of the party 
  agreed to go search. 
  • 
  The giants had a large force watching the 
  known, main entrance into the mountain.  
  All of the other entrances Dulais knew of 
  were completely sealed and grown over. 
  • 
  Dulais said his discussion with the dead 
  dwarf hinted at a hidden entrance on a 
  ledge near a waterfall. 
  • 
  Their party was ambushed by hobgoblins 
  with rapid firing crossbows.  Ianto was the 
  only one to get away.  He was returning to 
  Preston to report when someone shot him 
  as he was climbing down the rope.  He fell 
  to his death. 
  If they PCs decide to scout around themselves, let 
  them do so and confirm the information they found 
  on the map. 
  The small cairn where the body was buried has 
  been dug up by the local wildlife and destroyed.  
  There is no body to work with. 
  If the PCs decide to take the information and 
  return, let them do so, they experience two back-
  to-back fights, run the combats below twice with a 
  day of rest in between, to get their XP and GP for 
  the module.  After that, they return and report their 
  findings.  The Cymorth is thankful and Cienwyn 
  throws herself off a cliff shortly after she hears the 
  news. 
  If the PCs come back to Preston and then want to 
  head out again, the giant army has repositioned 
  and the PCs are not able to make their way back 
  to the area.  The bodies of the dead wolfpack have 
  been removed. 
  APL 4 (EL6): 
  Ogre (2): hp 29; See Monster Manual page 199 
  Gnoll (3): hp 11; See Monster Manual page 130 
  APL 6 (EL8): 
  Ogre (3): hp 29; See Monster Manual page 199 
  Dire Wolves (3): hp 45; See Monster Manual 
  page 65 
  APL 8 (EL10): 
  Ogre Barbarian: hp 79; See Monster Manual 
  page 199 
  Hill Giant: hp 102; See Monster Manual page 123 
  Troll (2): hp 63; See Monster Manual page 247 
  APL 10 (EL12): 
  Frost Giant: hp 133; See Monster Manual page 
  122 
  Hill Giant (2): hp 102; See Monster Manual page 
  123 
  Troll (2): hp 63; See Monster Manual page 247 
  Young Adult White Dragon: hp 142; See 
  Monster Manual page 77 
  
  GEO4-04 Forest of Stone 
   
  Page 11 
  APL 10 (EL12): 
  Frost Giant (2): hp 133; See Monster Manual 
  page 122 
  Hill Giant (2): hp 102; See Monster Manual page 
  123 
  Ogre Mage: hp 37; See Monster Manual page 
  200 
  Young Adult White Dragon: hp 142; See 
  Monster Manual page 77 
  If the PCs decide to go to the entrance marked on 
  the map, proceed to Encounter Three and let 
  them discover the Stonereaver clan. 
  Encounter Three:  Lost in the 
  Forest of Stone   
  A successful Search check (DC 10+APL) allows 
  the PCs to locate the secondary entrance to the 
  cave.  Have the PCs form a marching order. 
  No traps are on the door.  A successful Search 
  check (DC 15+APL) allows the PCs to locate a 
  hidden lever that opens the door.  Once beyond 
  the door, the PCs easily locate another lever to 
  close the door behind them. 
  The cave is totally unlit.  After several hours of 
  winding pathways under the mountain, the party 
  locates a 5’ wide chute with a stonework ladder 
  cut into it leading up.  Creatures up to 10’x10’ may 
  squeeze up the chute per the squeezing rules in 
  the DMG pg. 29.  A successful climb check is 
  required for party members to climb the chute.  
  The DC for the Climb check is 5.  Any non-
  humanoid creatures suffer a +5 penalty to their 
  check.  
  PCs 
  with 
  either 
  Survival 
  (underground) 
  or 
  Knowledge (nature) skill can make a successful 
  skill check (DC 15), or Bardic Knowledge (DC 20), 
  to 
  remember 
  something 
  about 
  the 
  fungus 
  described in the box text that follows.  First, the 
  moss is not dangerous, and second it has 
  fluorescent properties. 
  The climb up the stone ladder is difficult.      
  (Although dwarves have an easier time of it.)  At 
  the top of the ladder you can just see the 
  outline of a doorway and lever positioned in its 
  center. 
  (Assuming the PCs eventually open the door.  It is 
  not trapped). 
  Opening the door reveals a strange sight. 
  Before you stretches a vast, natural cavern 
  where massive stone columns support the 
  ceiling.  Each of the columns starts as a 
  massively thick column of rock; however, as it 
  nears the ceiling, it branches out into smaller 
  and smaller columns, almost like a tree.  The 
  smaller columns twist and turn from their 
  larger brethren.  Strange mosses cover the 
  columns, the ceiling, and cavern floor.  The 
  thick, columns are covered in a strange brown 
  moss, while the floor and ceiling are covered 
  in green moss.  Not a sound is heard within the 
  cavern, it is very serene and peaceful.  The 
  moss covering the floor between the columns 
  is worn to the rocky floor with various 
  pathways that branch out and lead deep into 
  this forest of stone beneath the mountain. 
  If the PCs douse their light sources, they can see 
  that the moss gives off enough light equal to the 
  illumination of a full moon at night. 
  While the physical makeup of the cavern is all 
  natural, it is under the affect of an enchantment.  If 
  those walking through the forest have no ill will 
  towards the Stonereaver clan they are drawn 
  towards their intended destination.  Those who 
  come into the forest with malice in their hearts lose 
  their way and wander lost in the forest.  However, 
  a successful Will save (DC 22) allows them to find 
  their way to the guardian room after several hours 
  of looking.  If the interlopers decide to leave 
  peacefully, they immediately find their way back 
  out of the forest. 
  Directly damaging the stone columns activates a 
  defensive spell affecting to everyone within 50’ of 
  where the damage occurred.  A burst of electricity 
  arcs out the column reaching towards the nearby 
  columns causing 1d6 electrical damage per APL.  
  A Reflex save (DC 10+APL) saves for half 
  damage. 
  Have the PCs make a Will save.  Unless the PCs 
  specifically 
  state 
  something 
  ill 
  about 
  the 
  Stonereaver clan (none should), the PCs easily 
  find their way through the forest without any 
  trouble.  Dwarves of the Stonereaver clan find this 
  environment very comfortable.  Those PCs who 
  exceed a DC 15+APL check sense they are drawn 
  in a specific direction (the exit of the forest closest 
  to the dwarven enclave). 
  The ground on the pathway is free of dust or 
  debris.  A successful Track check (DC 30) reveals 
  a few scuffmarks that have been recently made.  
  They lead into the forest (eventually to the exit 
  
  GEO4-04 Forest of Stone 
   
  Page 12 
  nearest the dwarven enclave).  Otherwise, 
  describe several forks in the path they follow.  
  Nothing is better or worse with either path.  Allow 
  them to make a choice, role-play their walking 
  through the forest of stone.  Do this for a couple of 
  forks and then allow them to turn a corner and see 
  a tunnel leading out of the cavern. 
  Once the PCs are ready to leave the forest, go to 
  Encounter Four 
  Encounter Four:  The 
  Welcoming Committee 
  After an hour or so of travel, the cavern abruptly 
  ends at a tunnel.  Anyone with the Scent feat 
  notices the fetid odor of decay.  This tunnel leads 
  to a large room where three other large tunnels 
  meet. 
  The dwarves, in order to defend themselves from 
  further attacks, animated some of the inhabitants 
  of this room.  The room is 60’x60’ with a 20’ 
  ceiling.  Along each wall is a 20’ wide entrance to 
  one of the tunnels.  The PCs enter the room 
  through the tunnel that leads from the Forest of 
  Stone that is 10’ wide.  See GM’s Map #1.  The 
  sections named North, East and West on the map 
  describes what creature is waiting 20’ down each 
  tunnel. 
  Scores of bodies in various states of decay 
  litter the ground, some still grappled with their 
  opponent as they fought until Death gathered 
  their souls. 
  Note: Each undead here has ruby embedded to 
  the back of their skull.  This links them to the Gem 
  and makes them immune to other forms of 
  command and control.  The undead attack any 
  living creature that they find that does not have a 
  sister gem implanted.  After the combat, a 
  successful Search check (DC 18) allows the PCs 
  to recover these gems as long the creatures were 
  not subject to a disintegrate or similar effect.  The 
  gems are intact but no longer magical.  Each gem 
  is worth 50gp. 
  APL 4 (EL6): 
  Spellstitched Five-Headed Hydra Skeleton: hp 
  63; See Appendix A. 
  Troll Skeleton: hp 39; See Monster Manual page 
  227. 
  Bugbear Zombie: hp 42; See Monster Manual 
  page 267. 
  APL 6 (EL8): 
  Spellstitched Seven-Headed Hydra Skeleton: 
  hp 81; See Appendix A. 
  Spellstitched Troll Skeleton: hp 54; See 
  Appendix A.  
  Minotaur Zombie: hp 110; See Monster Manual 
  page 267. 
  Umberhulk Zombie: hp 107; See Monster 
  Manual page 267. 
  APL 8 (EL10): 
  Spellstitched Nine-Headed Hydra Skeleton: hp 
  99; See Appendix A. 
  Spellstitched Minotaur Zombie (2): hp 81; See 
  Appendix A. 
  Umberhulk Zombie: hp 107; See Monster 
  Manual page 267. 
  Ettin Skeleton (2): hp 65; See Monster Manual 
  page 227. 
  APL 10 (EL12): 
  Spellstitched Twelve-Headed Hydra Skeleton: 
  hp 108; See Appendix A. 
  Spellstitched White Dragon Skeleton: hp 128; 
  See Appendix A. 
  Spellstitched Hooked Horror Zombie (2): hp 
  182; See Appendix A. 
  Spellstitched Frost Giant Skeleton (2): hp 126; 
  See Appendix A. 
  APL 12 (EL14): 
  Spellstitched Twelve-Headed Hydra Skeleton: 
  hp 108; See Appendix A. 
  Spellstitched White Dragon Skeleton: hp 180; 
  See Appendix A. 
  Spellstitched Hooked Horror Zombie (2): hp 
  182; See Appendix A. 
  Spellstitched Athach Skeleton (3): hp 180; See 
  Appendix A. 
  Tactics: At all APLs the undead are waiting 20ft 
  down 
  their 
  passageway 
  waiting 
  for 
  either 
  something living to come within sight or that they 
  hear something living moving or talking within the 
  room.  If they hear something within the room then 
  on that round as a surprise action the creatures 
  begin the programmed responses. 
  
  GEO4-04 Forest of Stone 
   
  Page 13 
  At APL 4 on the surprise round the spellstitched 
  Hydra casts mage armor on itself.  The troll 
  skeleton and the bugbear zombie move forward 
  and prepare to attack the nearest target.  If a 
  target is present then they begin the combat with a 
  partial charge.  On the second round the hydra 
  casts ray of enfeeblement on the nearest armored 
  target that is not in combat.  If there is no armored 
  target it casts upon the nearest target not in 
  combat.  If there are no possible targets for its 
  spell it moves forward and attacks the nearest 
  living creature. 
  At APL 6 on the surprise round the spellstitched 
  Hydra and the spellstitched troll cast mage armor 
  on itself.  The minotaur zombie and the bugbear 
  zombie move forward and prepare to attack the 
  nearest target.  If a target is present then they 
  begin the combat with a partial charge.  On the 
  second round the hydra casts ray of enfeeblement 
  on the nearest armored target that is not in 
  combat.  If there is no armored target it then casts 
  upon the nearest target not in combat.  If there are 
  no possible targets for its spell it moves forward 
  and attacks the nearest living creature.  The spell 
  stitched troll skeleton casts magic missile at the 
  nearest unarmored target until it either runs out of 
  spells or something engages it in melee. 
  At APL 8 on the surprise round the spellstitched 
  Hydra and the spellstitched minotaur zombies cast 
  mage armor on themselves.  The umberhulk 
  zombie and the two ettin skeletons move forward 
  and prepare to attack the nearest target.  If a 
  target is present then they begin the combat with a 
  partial charge.  On the second round the hydra 
  and the white dragon cast ray of enfeeblement on 
  the nearest armored target that is not in combat.  If 
  there is no armored target it casts upon the 
  nearest target not in combat.  If there are no 
  possible targets for its spell it moves forward and 
  attacks the nearest living creature.  The spell 
  stitched minotaur zombie casts magic missile at 
  the nearest unarmored target until it either runs 
  out of spells or something engages it in melee. 
  At APL 10 on the surprise round the spellstitched 
  Hydra, spellstitiched white dragon and the 
  spellstitched hooked horror zombies cast mage 
  armor on themselves.  The spellstitched frost 
  giants move forward and prepare to attack the 
  nearest target.  If a target is present then they 
  begin the combat with a partial charge.  On the 
  second round the hydra and the white dragon cast 
  ray of enfeeblement on the nearest armored target 
  that is not in combat.  If there is no armored target 
  it casts upon the nearest target not in combat.  If 
  there are no possible targets for its spell it moves 
  forward and attacks the nearest living creature.  
  The spell stitched hooked horror zombies cast 
  magic missile at the nearest unarmored target until 
  it either runs out of spells or something engages it 
  in melee.  The spellstitched frost giant skeletons 
  engage in melee with the nearest target.  If they 
  cannot engage in melee they cast magic missile at 
  the nearest available target. 
  The APL 12 encounter follows the same pattern as 
  APL 10.  Switch the spellstitched athach skeletons 
  with the spellstitched frost giant skeletons. 
  There is nothing of value in the room.  A 
  successful Search (DC 15) of the room reveals 
  that there are no dwarven bodies among the dead 
  and the destination of each tunnel is inscribed on 
  both sides of the tunnel wall in dwarven runes.  If 
  anyone in the party reads dwarven or they have 
  another method of reading the runes, they learn 
  the following information: 
  The South passage (the direction from which they 
  came) has “Grannath Nafrel” (dwarven translation: 
   “Rock Garden”) inscribed. 
  The East passage has “Straggath Mor” (dwarven 
  translation:  “Main Entrance”) inscribed.  If the 
  party goes down the passage they find it has been 
  sealed with a cave in.  PCs with Survival 
  (underground) or Knowledge (engineering) can 
  make a successful check (DC 18) to notice that 
  the cave in was not natural.  The debris could be 
  removed with many days of effort. 
  The West passage has “Dalbrath ” (dwarven 
  translation:  “Forge”) inscribed.  If the party goes 
  down the passage they find a cave in of a similar 
  manner to the East passage. 
  The 
  North 
  passage 
  has 
  “Moradinath 
  Mor” 
  (dwarven translation:  “City of the Dwarves”) 
  inscribed.  This is the direction the party needs to 
  head towards and leads to Encounter Five. 
  Encounter Five:  Home At 
  Last 
  As the party walks down the tunnel towards the 
  dwarven city, a successful Spot check (DC 15) 
  tells 
  the 
  PCs 
  that 
  the 
  condition 
  of 
  the 
  passageways is improving from what they saw at 
  the crossroads.  The Stonereaver dwarves, under 
  the Gem’s control, maintain the area around the 
  city as if the invasion had never happened.  See 
  GM Map #2.  Every 20’ is a 5-foot wide pressure 
  plate.  When stepped on the Light spell (Caster 
  
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  level 5) cast upon the floor panel is activated.  
  Each of these floor panels has been individually 
  enchanted and can be activated 3/day.  
  Light Trap: CR1; magic device; location trigger; 
  automatic reset; Atk: none; Search DC 20+APL; 
  Disable Device DC 20+APL. 
  Between these pressure plates are a series of 
  spike traps, where 4’ spikes erupt from the floor 
  and ceiling.  These traps are controlled by a set of 
  levers found in the gatehouse.  The spike traps 
  are not currently active.  The dwarves do not use 
  them unless the party’s negotiations go badly and 
  they are perceived as an enemy. 
  Spear Trap: CR 1: mechanical; location trigger; 
  automatic reset; Atk +12 (1d8/x3); Search DC 
  20+APL; Disable Device DC 20+APL. 
  The party reaches the gates of the City of the 
  dwarves, Moradinath Mor.  The gates are made of 
  enchanted iron bound with adamantine bands.  10’ 
  above the floor on both sides of the gate are three 
  3’x3’ windows.  A single 15’x10’ iron door is 
  embedded 
  into 
  each 
  side 
  of 
  the 
  tunnel 
  approaching the main gate.  A large bar extends 
  from the gate wall to the top of each iron door.  
  Behind each door is an ettin skeleton.  The doors 
  are only opened if the PCs become violent 
  towards the gate guards. 
  ALL APLs  (EL7): 
  Ettin Skeleton (2): hp 65; See Monster Manual 
  page 227. 
  After they pass beyond the first light trap, a gruff 
  dwarven voices orders them to halt and identify 
  themselves.  The PCs must convince the guard 
  that they are not the enemy. 
  If the PCs are successful, the guard allows them 
  to enter the city.  At first they are met with 
  suspicion, but as they travel further into the city it 
  changes over to excited crowds of dwarves 
  welcoming them into the city and asking them 
  question after question and offering them food and 
  ale.  Think of a liberated Paris during WWII. 
  As you venture down the tunnel and you 
  notice a light down at the far end of the tunnel. 
  The PCs encounter the first orb-light trap.  After 
  they move another 50’; they are 140’ from the 
  gate. 
  As you slowly approach the source of the light 
  you hear in a booming voice, “Alright.  Step a 
  little more forward so I can get a good look at 
  all of ya.  Identify yerselves and yer business 
  here.  Don’t worry about the other traps they 
  won’t go off unless I want them too.” 
  Allow the PCs to identify themselves and their 
  business.  The gatekeeper’s name is Drellan 
  Ironbar.  Any story plausible to the DM allows the 
  PCs to make the Diplomacy check (DC 15).  Apply 
  the following circumstance bonuses: 
  • 
  For each dwarf in the party (+2). 
  • 
  If a dwarf is the spokesperson for the 
  party (+3). 
  • 
  The story talks about bringing news from 
  the surface or other clan holds (+2). 
  • 
  The 
  PCs 
  attempt 
  to 
  use 
  Bluff 
  or 
  Intimidation instead of Diplomacy (-5). 
  • 
  Half-orcs or other giant thralls in the party 
  (-3). 
  • 
  The PCs do a good job role-playing (up to 
  +5). 
  If the spokesperson missed the Diplomacy check 
  by 5 or less: 
  Allow the PCs to add to their story to succeed.  
  Have the gate guard as them questions that give 
  hints to the player. 
  If the spokesperson missed the Diplomacy check 
  by 6 or more: 
  The PCs heard the clicks of many crossbows 
  being loaded.  The dwarf’s tone of voice gets real 
  serious.  “You’d better be runnin’ along now, 
  I’m not likin’ the story you’re tellin’.”  Give the 
  PCs the opportunity to improve on their story and 
  roll again.  A second failed roll gets them 
  dismissed by the gate guards; “Get out of here 
  now before I fill you full of bolts!”  Use the 
  dwarf patrol found in Appendix B plus a dozen 
  standard dwarves from the Monster Manual page 
  91.  If any of these dwarves are killed or 
  incapacitated in the combat another dwarf 
  replaces him within two rounds. If the PCs 
  withdraw and return a day later, they can start 
  again without any penalties as long as they did not 
  kill any dwarves.  If any dwarf was killed in the 
  combat then they PCs will not be allowed into the 
  clanhold and they cannot complete the section of 
  the module. 
  If the spokesperson succeeded at the Diplomacy 
  check: 
  The gate guard allows them to enter the city. 
  
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  The dwarven guard, now with a much more 
  cheerful tone says, “News from the surface!  
  Open the gates lads and send word to the 
  council that we have visitors!”  With that the 
  long tunnel erupts with light as dozens of 
  panels slide open along the ceiling.  The 
  hallway is decorated with carvings every 
  square inch of the way down.  Even with the 
  ravages of war evident, the quality of the 
  craftsmanship still shows through.  The tunnel 
  ends in a pair of massive gates made of iron 
  reinforced with bands of adamantine.  As you 
  approach the gates you notice that the ceiling 
  curves slowly upwards from the floor revealing 
  a double row of arrow slits.  To the right and 
  left of the gates are other huge doors that 
  remain closed. 
  As you near the gates they open just enough 
  allow you through single-file.  Beyond the 
  doors are dozens of heavily armed dwarves.  
  While armed with axes and short bows their 
  demeanor is not aggressive. 
  If there are any half-orcs or other giant thralls in 
  the party, they are eyed with suspicion, but not 
  out-right hatred.  The gate guard questions how 
  these people came to be part of the group.  Allow 
  the PCs a couple of minutes to take in the sight 
  and start asking questions.  Anything more than 
  general question the guards on duty give them the 
  response, “You’d better talk to the council 
  about that.” 
  Before the PCs get comfortable, read the 
  following. 
  A couple of minutes later, a dozen axe wielding 
  dwarves wearing fullplate march around the 
  corner.  The lead dwarf tells the gatekeeper, 
  “We’ll take over from hear Drellan.  The council 
  would like to hear from the new arrivals.”  You 
  can see the disappointment clearly etched on 
  the faces of the gate guards.  The new dwarf 
  turns and addresses your group.  “My name is 
  Thrallar Stonereaver and I have been asked to 
  escort you to the council.  They are eager to 
  hear news from the surface.  I trust you 
  understand how to act civilized and keep your 
  weapons 
  sheathed 
  and 
  your 
  magics 
  contained?  Come this way please.”  He 
  gestures and the guards with him split ranks 
  so that your group is lead and followed by six 
  dwarves. 
  If the PCs follow Thrallar, go to Encounter Six.  
  Otherwise, the PCs are expelled from the city and 
  forced to leave the mountain.  Allow them to return 
  home and report, the module is over for them. 
  Encounter Six:  A City Under 
  Siege? 
  As Thrallar leads the party through the dwarven 
  city, the group attracts the attention of the nearby 
  citizens.  The PCs receive a very warm welcome.  
  The Gem uses these people to put the party off 
  guard.  A successful Sense Motive check (DC 
  5+APL) allows the PCs to recognize that these 
  people are genuinely glad to see them and are 
  very curious.  
  After a short walk you enter the edges of the 
  dwarven city.  The tunnel opens up into a 
  massive cavern where great columns fifteen 
  feet in diameter reach towards the ceiling and 
  disappear into the clouds above.  Yes, clouds. 
   The entire ceiling is obscured by layer of 
  clouds in which a bright light passes through 
  them bathing the entire city in soft light.  All 
  along the walls of the cavern, buildings are 
  carved directly from the surrounding stone.  
  The center of the city is divided by a small 
  river that originates from a waterfall on the far 
  side of the cavern.  The water winds its way 
  through the city with graceful bends that help 
  control the speed of its flow. 
  Word of your arrival has already reached the 
  city.  Hundreds of dwarves line the streets 
  watching your progression.  Suddenly a group 
  of young dwarves let out a cheer that infects 
  the crowd with a joyous mood as they surge 
  forward.  Your dwarven guards are unable to 
  hold them back and resign themselves to just 
  keeping a slow forward momentum towards 
  your destination. 
  This is a great time for PCs to role-play.  The 
  dwarves, who flood them with questions, greet the 
  party joyously.  At the same time, merchants come 
  forth and offer them their wares as gifts.   
  Some of the gifts that are offered are: 
  • 
  A tankard of dwarven ale. 
  • 
  A skewer with grilled meat.  It is from a 
  breed of underground cattle called a Roth. 
  • 
  A skewer with freshly grilled mushrooms. 
  • 
  Fresh baked bread with Roth butter 
  injected into its center.  A successful 
  Survival 
  (underground) 
  (DC 
  18) 
  or 
  
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  Knowledge (nature) (DC 15) reveals that 
  the bread is made from dried fungus flour. 
   It is very tasty. 
  • 
  A child offers their toy throwing hammer 
  made from solid piece rock. 
  During this time the citizens barrage the party with 
  questions. 
  • 
  Is the war over? 
  • 
  How many more scouting parties are out 
  there looking for them? 
  • 
  What word do you have from the 
  Deepholm and Underfoot clans? 
  • 
  How did the war end? 
  • 
  Who is the Thane? 
  • 
  What took you guys so long? 
  This goes on for several minutes, but do not allow 
  this to consume much real time.  This encounter is 
  supposed to have two effects: 
  • 
  Let the party believe that this clan has just 
  gone into hiding and allowed the others 
  nations to take the full brunt of the war. 
  • 
  Try and misdirect the PCs attention for 
  what is about to really happen. 
  The PCs obviously have questions of their own.  
  Below are some answers to some of their possible 
  questions. 
  Q:  How did you survive? 
  A:  “We pushed them giants and their lackeys 
  back out the gates and sealed them out years 
  ago.  Occasionally they find a way to sneak 
  back into the mountains.” 
  Q:  Do you know about the large group of undead? 
  A:  “You are talking about our guardians.  They 
  are the reason we are safe from the giants.” 
  Q:  Why did you not leave the mountain? 
  A:  “We sealed ourselves up and the council 
  decided to wait until the Thane called for us.” 
  If there are questions too difficult to answer, the 
  person they ask just looks at them blankly and 
  says, ”You’d better talk to the council about 
  that.” 
  Do not let the Q&A go on too long.  If the PCs start 
  investigating too much proceed to Encounter 
  Seven. If a PC begins to cast spells, a dwarven 
  guard interrupts the caster and shakes his head 
  no.  The dwarven guards keep moving them 
  towards the council chambers. 
  Encounter Seven:  And Here 
  We Have … 
  As the party reaches the far side of the city and 
  gets ready to enter another tunnel leading to the 
  Political District, a robed dwarf named Pwellan 
  Stoneaxe meets them.  Pwellan is a junior 
  member of the council of elders and has been 
  sent to meet with the PCs and offer them lodgings 
  for the night.  The Gem and Greltan Stoneblood 
  want to know more about the newcomers and how 
  their appearance may impact their plans for the 
  Stonereavers. 
  Pwellan is friendly dwarf in his late middle ages.  
  While not an imposing physical specimen, his 
  quick wit and disarming smile helps make him an 
  adept verbal duelist.  The Gem chose Pwellan for 
  this reason to be its agent.  He is very curious 
  about the outside world and what has been going 
  on for the last ten years. 
  Any dwarf from the Geoff region can make a 
  Knowledge (local) check (DC 15) to see if they 
  recall the name.  Stonereaver dwarves and 
  Oytwood grey elves get a +5 circumstance bonus 
  to this check.  Anyone successful remembers that 
  before the giant invasion Pwellan was the 
  assistant to his uncle, Councilor Hamfor Stoneaxe. 
   Councilor Stoneaxe was the prime councilor in 
  charge of negotiations with surface folk, primarily 
  the grey elves of the Oytwood.  
  Your procession comes to a halt at the far end 
  of the cavern and the entrance to the next part 
  of the dwarven kingdom.  Before you is a 
  handsome looking dwarf dressed in long, 
  richly decorated robes.  He holds up his hand 
  and the boisterous dwarves surrounding you 
  quickly go silent.  “My name is Pwellan 
  Stoneaxe.  My fellow council members have 
  given me the honor of being your host during 
  your stay within our realm.  Due to a long 
  running session, and your undoubtable need 
  for some rest after you long journey, the 
  council has decided to wait till tomorrow to 
  hear the news your bring.  This way we can 
  give your news the full attention is deserves.  I 
  do hope you understand our decision and I 
  promise that I will be the best host my meager 
  home can provide.” 
  He holds up his arms and addresses the 
  gathered crowd.  “Citizens, I ask that you 
  
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  please return to your normal tasks.  All news 
  provided by our guests will be shared with all.  
  If their schedules permit after their meeting 
  with the council, they will be able to stay a 
  short time with us enjoying all the hospitality 
  we can offer during these hard times.”  Almost 
  in unison the gathered crowd nods in 
  agreement and begins to return to their normal 
  business. 
  The PCs obviously have some questions about 
  what has happened.  Pwellan tells them at the 
  moment that recently a very pure seam of mithril 
  was uncovered and that there has been a great 
  amount of discussion going on within the different 
  guilds on how best to use this great discovery.  
  Pwellan’s view is that all of the material should be 
  used for the war effort and his vote has and will 
  stay unchanged.  Knowing this, the council chose 
  him to be the one to meet with the new arrivals.  
  The big problem going on in the council is that 
  some of the artisan guilds want a sizeable portion 
  of the precious metal, using the existence of the 
  undead guardians as weight to the argument on 
  the need for all of the material to be used for war. 
  Pwellan asks that the party follow him to his home 
  where their needs can be met.  He offers to have a 
  cleric sent to tend to any of the PCs wounds. 
  Along the way to his home Pwellan points out a 
  few interesting bits of architecture and feats of 
  magic and engineering in the dwarven city of 
  Moradinath Mor.  A successful Spot check (DC 
  10+APL) allows the PCs to notice that one of the 
  homes looks out of place.  Unlike the surrounding 
  homes, whose windows and shudders are wide 
  open and the exterior seems to be well cared for.  
  This home has its shudders closed and a black 
  sash across its main door.  This is the home of 
  Batellan Truestone, the high priest of Dugmaren 
  Brightmantle.  The dead body found by Ianto’s 
  party was Batellan’s daughter and whose holy 
  symbol the PCs now has.  If the PCs ask about 
  the home, Pwellan bows his head and relates the 
  following. 
  “That sadly is the home of Batellan Truestone 
  who was our high priest of Dugmaren 
  Brightmantle at the beginning of the giant 
  invasion.  Two of his sons went missing during 
  the initial invasion and the rest of his family 
  was lost during the early years of fighting for 
  our home.  The strain of so much loss must 
  have been too much for him to bear.  Each day 
  we could see him growing thinner and pale, no 
  matter what we tried or comfort we offered.   
  Finally his beloved daughter Elthra went 
  missing after a giant raid and that loss seemed 
  to have finally broken what was left of his will.  
  It was shortly after her loss that he began 
  muttering to himself as if having an argument 
  with some unseen companion.  Other clerics 
  tried to heal him but his wounds were of a 
  mental nature and not something that magic 
  alone could heal.  Most days he can be seen 
  wandering the streets or in one our libraries 
  muttering to himself.  It’s all quite tragic 
  really.” 
  The black sash is to signify his mourning the loss 
  of his entire family. 
  Proceed to Encounter Eight. 
  Encounter Eight: Dining with 
  the Dwarves 
  As the PCs reach Pwellan’s home the cavern 
  begins to grow dim as the lights above wink out 
  one by one.  As they look about other dwarven 
  families are returning to their home also.  If asked 
  Pwellan says that they have timed the lights to 
  keep themselves with the surface cycle of day and 
  night.  This helps avoid any adjustment problems 
  when the dwarves would travel to the surface. 
  Pwellan leads you up to a large stone structure 
  that seems to have been carved directly from the 
  existing stone.  Use GM’s Map #3 for the layout of 
  Pwellan’s home.  As you get closer you notice that 
  the building’s surface has been further enhanced 
  with carvings and runes that depict life in the 
  dwarven kingdom and offers prayers to the deities 
  of the dwarven pantheon.   Pwellan walks up to 
  the entrance and states, “My honored guests 
  welcome to my home and I will do my best to 
  see that your needs are attended to while you 
  stay with the Clanhold of Clan Stonereaver.” 
  With that said he opens the door.  “I have sent 
  word ahead to my wife that you will be joining 
  us for a short time.  She should have prepared 
  our three guest rooms for you by now.  I am 
  sorry that some of you will have to share a 
  room, but I promise that they are comfortable.  
  I will have you shown to you rooms so that you 
  can freshen up before you join my family and I 
  for the evening meal.  My wife is an excellent 
  cook and has done wonders even with the 
  rationing we have in place.”  
  Inside feels almost as if you stepped from one 
  cavern and into another.  The vaulted ceiling 
  
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  extends well above you and is dominated by a 
  large iron chandelier with a score of magical 
  flames where a candle would normally sit.  In 
  the center of the room is a solid granite table 
  with a centerpiece of a mountain with a 
  diamond at its center (the holy symbol of 
  Dumathain).  There is a balcony located on the 
  far end of the room that extends most of the 
  width of the room.  Along the walls of the room 
  are weapon displays.  The displays are a pairs 
  of weapons; a warhammer, a battleaxe, and a 
  dwarven waraxe crossed behind a large steel 
  shield emblazoned with a large stone block 
  nearly split in two by a large crack (the 
  Stonereaver clan’s emblem). 
  If asked, Pwellan states that these weapons are 
  family heirlooms handed down from father to 
  eldest 
  son 
  for 
  generations. 
   
  One-weapon 
  represents the father’s chosen weapon, the other 
  the son’s.  
  Once inside the PCs find that dinner is about to be 
  served and that their three guest rooms have been 
  made ready.  The party can decide how they 
  would like to split up amongst the rooms.  They 
  have just enough time to stow their gear and 
  freshen up before Gelthain, Pwellan’s wife, 
  announces that dinner is served.  The dinner that 
  is served is quite nice, especially for someone 
  who is supposed to be in a time of war.  If asked 
  about this Pwellan says that his wife is a wonderful 
  cook and has done amazing things over the years 
  despite rationing.   
  Once the main door has closed a middle-aged 
  female dwarf enters the room.  She smiles 
  towards Pwellan whose face beams with 
  affection.  “May I introduce my wife Gelthain.  
  Dear, these are the visitors from outside.”  
  Pwellan starts the introductions and Gelthain 
  smiles to each of you while being introduced. 
  After introductions, Pwellan says, “Dear, 
  please show our guests to their rooms and 
  then finish preparing for dinner.”  She shows 
  you to your rooms while her husband gets 
  washed up for dinner.  You follow her down a 
  short corridor lined with portraits of dwarven 
  families, some of which seem to be very old.  
  At the end of the hallway she gestures to two 
  doors on the right and one to the left.  “The 
  two rooms to the right have doors that connect 
  them.  These doors can be locked for privacy if 
  so desired.  The room to the left while not 
  connected is a little larger than the other two.  
  Dinner will be served in half an hour in the 
  dinning hall.  I will send our daughter Letha to 
  show you the way when the time draws near.  
  We do understand that your journey must have 
  been tiring and if you so desire I can have a 
  meal sent to your room if you are too weary.  I 
  do hope that you will join us though.  We are 
  all excited to hear news from the surface.” 
  She waits a few moments to make sure that the 
  PCs have no requests or ask to skip dinner.  If any 
  of them do ask to miss dinner she is a little heart-
  broken, but very understanding. 
  During the early portion of the meal Pwellan 
  deflects most questions and states that he will 
  try his best to answer their questions as best 
  he can after dinner.  The meal itself is quite 
  wonderful.  They are first served a delicious 
  mushroom soup.  Afterwards several sections 
  of a roasted rothe is brought along with fresh 
  bread made from lichens and a couple of large 
  bowls of moss and fungus with a vinaigrette 
  dressing that looks and taste like a salad of 
  mixed greens.  The dessert is a selection of 
  pastries. 
  Near the end of the meal Pwellan tells the tale 
  of what has occurred over the last 10 years 
  and how they were able to reach a stalemate 
  with the giants. 
  What can you tell us about those undead we 
  encountered? 
  The guardians!  Well, they are the only reason 
  the Stonereaver clan still inhabits this hall.  
  Our losses were staggering during the early 
  days of the giant’s invasion.  Our clerics could 
  not keep up with the healings and the 
  revivications.  Each battle pushed us further 
  back into our halls.  We even had half of this 
  section of the city under the control of the 
  giant’s 
  minions. 
   
  That’s 
  when 
  Trellana 
  Silverblood, the high wizard of the Stonereaver 
  Clan, offered us our only chance of survival.  
  We used the bodies of our enemies dead to 
  supplement the army.  It worked like a charm 
  and within months we had regained all of what 
  we currently control.  It’s been pretty much a 
  stalemate since with occasional skirmishes. 
  What can you tell us about the how the city gets its 
  light? 
  We’ve had that for several generations now.  A 
  series of magical globes activate on a set 
  schedule and provide illumination.  They are 
  timed to activate in an overlapping series to 
  simulate dawn and dusk.   The mists that look 
  
  GEO4-04 Forest of Stone 
   
  Page 19 
  like clouds are there to diffuse the light and 
  soften the glare; quite ingenious of our 
  forbearers if I do say so myself. 
   Why have you not tried to contact your dwarven 
  kin or your allies in Geoff? 
   We have tried in the past sending a 
  messenger, but they never returned.  Giants 
  captured them most likely.  Trellana herself 
  has tried to use her arcane powers with no 
  results.  None of our remaining clerics have 
  been able to contact anyone either.  We have 
  assumed the giants are using some form of 
  magic to block such spells. 
  Has anyone other than Trellana tried to make 
  contact magically? 
  Other than the clerics, not that I know of, but 
  she is the high mage of the clan.  If she cannot 
  penetrate the barrier with her magical abilities, 
  then what would be the use in wasting magical 
  energies? 
  Just as the meal is coming to a close and 
  Pwellan’s wife and daughters come and begin to 
  clear the table.  His oldest daughter, Letha, 
  discretely drops a small note into the lap of the 
  PCs 
  who 
  seems 
  discreet 
  and 
  honorable, 
  preferably a dwarf.  The note plainly states, “To 
  find the truth you need to go into the home of 
  Batellan Truestone.”  She then picks up some 
  dirty plates and disappears into the kitchen. 
  Encounter Nine: Letha 
  If the PCs try to seek out Letha and ask her for 
  more information she glances about nervously as 
  if afraid to be seen talking privately with the party.  
  She quickly relates the following information 
  depending on what she has been asked. 
  Letha glances about nervously and says, “My 
  father and the others are good people, but 
  something happened several years ago and 
  they have been different ever since. 
  I think that it may have something to do with 
  the protective gems we had implanted on our 
  bodies. 
  A few people at first did speak out that 
  something was wrong, but they either later 
  changed their mind or met with an accident. 
  Batellan Truestone was the most vocal of 
  these people.  Some people were beginning to 
  talk when he began babbling about his family, 
  who were either killed or were missing from 
  the initial invasion.  After that, people 
  dismissed his ranting as one whose mind has 
  begun to slip from reality.  Some of us heard 
  him say that we need to purge the evil in our 
  land and stop the voices, but he needed 
  someone untainted. 
  I too have heard a strange voice from time to 
  time.  On nights when I would lay in bed and 
  think about how strange someone acted earlier 
  that day.  I could almost hear a voice, a sweet 
  calming voice, whispering soothing words.  I 
  recall having dreams afterwards, some so 
  sweet and beautiful that I would be sad I ever 
  awoke.  I would awaken physically weak, and 
  my fears from the day before were gone and it 
  all seem to make sense. 
  I have wanted to go and talk to Batellan 
  Truestone and see for myself if he really did 
  have some sort of cure, but his ranting scares 
  me.  Once I saw him talking to Railgar 
  Brasstwister, 
  and 
  they 
  were 
  discussing 
  something quite intently.  Well they next day 
  poor Railgar was killed in a rock fall down in 
  the mines.”  She shudders. 
  I did not suggest you go to the cleric’s home to 
  get you in trouble, but something tells me that 
  you may be our only hope. 
  After saying this she dismisses herself saying that 
  if she is missed people may get suspicious.  
  Proceed to Encounter Ten. 
  Encounter Ten: Finding the 
  Truth 
  The PCs go to the home of Batellan Truestone 
  and find his remaining notes and the gem he 
  enchanted to cancel out the evil gem.  The streets 
  are empty.  The party does not have trouble 
  reaching their destination.  Batellan is waiting for 
  the PCs and as soon as they try to enter his home 
  he quickly opens the door/window and excitedly 
  welcomes them into his home.  The Gem has 
  been taking pleasure in slowly torturing Batellan 
  and his mental fights with the Gem have left him 
  quite mad.  He begins babbling on and urging the 
  PCs to follow him.  About this time the Gem turns 
  its focus on him to keeps tabs on him and make 
  sure he is not brewing up any trouble.  Batellan 
  has been careful to only think about the stone he 
  enchanted while in his prayer circle which protects 
  him from the Gem’s attacks.  Unfortunately he 
  must leave from time to time.  Just as he opens 
  the door to his study the Gem lashes out and kills 
  
  GEO4-04 Forest of Stone 
   
  Page 20 
  Batellan.  He dies inches from his prayer mat.  
  Use GM’s Map #4 for the layout of Batellan’s 
  home. 
  As you are about to enter the home of Batellan 
  Truestone the door swings open and reveals a 
  rather unkempt old dwarf wearing the tattered 
  robes of Dugmaren Brightmantle.  He reeks of 
  body odor.  The eyes that can be seen through 
  his unkempt hair and bushy eyebrows are wild 
  and unfocused.  A crack appears in his 
  shaggy, food bespeckled beard, to reveal a 
  nearly toothless smile.  In a crazed high-
  pitched voice he says, “Ahhhhh!  The 
  untainted ones have arrived at last.  I have 
  been expecting you to come and see the old 
  Bat.”  He lets forth a cackling laughter and 
  runs the down the hall of his home. 
  “The salvation is here!   Research I have done 
  and magics I have cast.  The holy circle reveals 
  all.”  He takes hold of a door handle and turns 
  to you with a smile.  Suddenly his eyes grow 
  wide and he lets out a scream of sheer agony.  
  Batellan falls through the open doorway into 
  the room and begins to crawl across the floor 
  the whole time shaking his shaggy head.  At 
  the base of his skull a pulsating red light can 
  been seen through his matted hair.  The 
  pulsing is in tune with his anguished screams 
  and after a few seconds it is all over.  Batellan 
  lies dead upon the floor of his study.  A trickle 
  of blood can been seen oozing from his ears 
  and a bloody froth coats his lips and beard.  
  His left hand still grasps the back of his neck 
  while his right hand is just a hands breath 
  away from circular mat flanked by a pair of 
  incense burners. 
  When examined, the gem at the back of his neck 
  is a sickly black color and the surrounding flesh 
  burned and blistered.  A successful Heal check 
  (DC18) reveals that severe burns killed him.  An 
  additional Knowledge (arcane) (DC 18) reveals 
  that the source of the burns is a magical backlash 
  of energy, probably administered through the gem 
  embedded in his body. 
  Do not spend too much time going from room to 
  room since nothing of any great value can be 
  found and the only secret compartment is located 
  in the study. 
  The other item of interest in this room besides the 
  prayer mat is a large wooden desk on one side 
  along with a bookshelf. 
  The prayer mat is circular in shape and has the 
  effect of protection from evil and hallow upon it. 
  Under the prayer mat is a loose stone that hides 
  Batellan’s journal and a strange fist-size emerald 
  with runes carved upon its facets.  This gem is the 
  one Batellan enchanted to seal up the evil gem’s 
  power.  If someone casts detect magic on the gem 
  they see the following magical auras: Conjuration 
  and Abjuration, strength Strong. 
  Once they have finished reading the journal, a 
  squad of dwarven guards, alerted by Batallen’s 
  scream, enters the house to arrest those within for 
  the murder of Batellan. 
  Note: At this point the PCs know that the dwarves 
  are under the magical control of malevolent force. 
    The dwarves are not truly responsible for their 
  actions.  This means that any PCs killing one of 
  these dwarves will not prosecuted as a murderer.  
  But unless they do something to make amends for 
  the dwarf’s death, the offending PC looses access 
  to the special item on the AR.  Making amends 
  would include staying with the Stonereavers at the 
  conclusion of the module to help protect them in 
  their time of need, or paying the spell component 
  cost for a raise dead spell, the dwarves do not 
  accept a reincarnate. 
  APL 4 (EL5): 
  ♦ Dwarf, cleric 3: hp 23; See Appendix B. 
  ♦ Dwarf, fighter 2 (2): hp 20; See Appendix B 
  APL 6 (EL7): 
  ♦ Dwarf, cleric 5: hp 38; See Appendix B. 
  ♦ Dwarf, fighter 3 (2): hp 30; See Appendix B 
  APL 8 (EL9): 
  ♦ Dwarf, cleric 7: hp 49; See Appendix B. 
  ♦ Dwarf, fighter 5 (2): hp 53; See Appendix B 
  APL 10 (EL11): 
  ♦ Dwarf, cleric 9: hp 68; See Appendix B. 
  ♦ Dwarf, fighter 7 (2): hp 68; See Appendix B 
  APL 12 (EL13): 
  ♦ Dwarf, cleric 11: hp 83; See Appendix B. 
  ♦ Dwarf, fighter 9 (2): hp 88; See Appendix B 
  Tactics: At all APLs the dwarves with try to 
  subdue and capture the PCs.  If they receive non-
  subdual damage from any PC they will stop trying 
  to subdue and use lethal force. 
  
  GEO4-04 Forest of Stone 
   
  Page 21 
  Encounter Eleven: Facets of 
  Evil 
  Just as the PCs leave the clerics home the 
  possessed wizard Trellana Silverblood and some 
  of her undead minions attack the party, saving 
  them the trouble of trying to track her down.  Her 
  basic goal is to kill the PCs.  The Gem fears that 
  the PCs may have learned something from 
  Batellan that may allow them to interfere with its 
  control over the dwarves.  The Gem uses Trellana 
  to fight to the death to stop the PCs.  Use DM’s 
  Map #4 for the layout of streets outside Batellan’s 
  home. 
  She has cast invisibility upon herself and has been 
  waiting for them to come out of Batellan’s home.  
  After the PCs leave the home she announces 
  herself and sends her undead minions to attack.  
  These minions also have the control gem 
  imbedded within their skulls to prevent anyone 
  from taking control and using them against their 
  creators.  After the combat, a successful Search 
  check (DC 18) allows the PCs to recover these 
  gems as long the creatures were not subject to a 
  disintegrate or similar effect.  The gems are intact 
  but no longer magical.  Each gem is worth 50gp. 
  As you leave Batellan’s home some of the 
  guardians step out from an alley and you hear 
  a voice.  “You will not use that trinket.”  The 
  voice begins chanting and a female dwarf 
  wielding a gem-crowned staff appears behind 
  one of the guardians. 
  To use Batellan’s enchanted stone the throwing 
  PC needs to hit the general area with a ranged 
  attack (AC 5) after saying the invocation phrase, 
  “Yarda Te Natura”.  If they miss the area then use 
  the grenade rules in the PHB page 158.  The 
  stone lands 10 feet away and the PCs have to 
  come up with a way to get the Gem, embedded in 
  the top of Trellana’s staff, to the enchanted fist the 
  stone conjures.  
  You throw the stone and watch as it sails 
  through the air and strikes the ground.  The 
  ground begins to ripple as if the stone had 
  struck a pool of liquid instead of the worked 
  stone of a dwarven street. 
  If the PCs hit the target with the enchanted gem or 
  get Trellana’s staff near it, read the following.  
  “The ripple becomes a swirl that rises up and 
  forms a large fist that reaches for the gem atop 
  Trellana’s staff. 
  If throw attack was successful and Trellana is still 
  alive read the following. 
  The fist grasps the gem and an audible snap 
  can be heard as the staff is crushed in the 
  stone hands grasp.  Magical energy writhes 
  around the fist and disappears.  Trellana looks 
  towards the fist and screams in anger.  
  “Noooooooooo!!!”   Echoing her scream of 
  anger are the screams of anguish coming from 
  all over the dwarven city.  Trellana turns upon 
  you and says, “I will take true pleasure turning 
  your bones into my slaves!” 
  If the throw misses the fist reaches forth in the 
  direction of staff until it is able to take in the gem in 
  its grasp. 
  When Trellana begins to take damage have the 
  PCs make a Spot check (DC 18) to notice that her 
  wounds do not bleed.  Instead of blood they see 
  dust falling out of her wound. 
  If the PCs are to defeat Trellana and seal away 
  the Gem then go to Conclusion A. 
  If Trellana defeated the party then go to 
  Conclusion B. 
  APL 4 (EL7): 
  ♦ Trellana Silverblood, Dwarf, wizard 5: hp 23; 
  See Appendix C. 
  ♦ Minotaur Skeleton (2): hp 54; See Appendix C. 
  APL 6 (EL9): 
  ♦ Trellana Silverblood, Dwarf, wizard 7: hp 23; 
  See Appendix C. 
  ♦ Ettin Skeleton (2): hp 65; See Appendix C. 
  APL 8 (EL11): 
  ♦ Trellana Silverblood, Dwarf, wizard 9: hp 23; 
  See Appendix C. 
  ♦ Spellstitched Frost Giant Skeleton (2): hp 
  126; See Appendix C. 
  APL 10 (EL13): 
  ♦ Trellana Silverblood, Dwarf, wizard 11: hp 23; 
  See Appendix C. 
  ♦ Spellstitched Frost Giant Skeleton (3): hp 
  126; See Appendix C. 
  Spellstitched White Dragon Skeleton: hp 128; 
  See Appendix C. 
  APL 12 (EL15): 
  
  GEO4-04 Forest of Stone 
   
  Page 22 
  ♦ Trellana Silverblood, Dwarf, wizard 13: hp 23; 
  See Appendix C. 
  ♦ Spellstitched Athach Skeleton (3): hp 180; 
  See Appendix C. 
  Spellstitched White Dragon Skeleton: hp 180; 
  See Appendix C. 
  Tactics: 
  At all APLs Trellana first tries to use her slow spell 
  if she can get enough of the PCs within its radius.  
  Otherwise, she uses magic missile at APL4 or 
  enervation at APL6-10, or disintegrate at APL12 to 
  pick off an enemy spell caster, preferable arcane.  
  She casts cold-based spells once her undead 
  have gone into melee with the party.  The undead 
  are immune to cold-based attacks and are not be 
  harmed by these spells so she can cast them 
  without needing to worry about them. 
  At APLs 4 & 6 the undead close in and attack the 
  nearest PCs. 
  At APLs 8+ the undead cast ray of enfeeblement 
  at the nearest targets, or mage armor on 
  themselves for the spellstitched white dragon and 
  then move into melee.  If they cannot do melee 
  combat they cast magic missile at any PCs 
  hanging in the back until they can go into melee 
  combat or have exhausted their spells. 
  Conclusion 
  Conclusion A 
  The PCs were able to defeat the possessed 
  wizard and use the magic stone to entrap the evil 
  jewel.   
  As the wizard’s body slumps to the ground the 
  ground you feel the air begin to swirl.  The airs 
  movement begins to disturb the dust the 
  poured from the wizard’s wounds.  The wind 
  increases in strength and as you watch you 
  see a face form in the dust cloud.  The face is 
  that of a thickly bearded dwarf and you see the 
  hatred emanating from it eyes.   
  A raspy voice can be heard from all around 
  you, seeming to issue from the very dust 
  blowing all around you.  “You have made a foe 
  this day.  A foe that does not rest.  A foe that 
  cannot die, since I have already surpassed that 
  weakness.  A foe who will wait till the time is 
  right and crush you when all seems peaceful.” 
   The face disappears as the swirling cloud of 
  dust disperses and wisps of it begin to float 
  away in all directions.  Within a few moments 
  all signs of the dust are gone.  
  Allow the PCs a few minutes to decide what they 
  want to do.  If they ask about the Gem they find it 
  firmly encased in a fist made of solid enchanted 
  stone.  It would take some time to research 
  Batellan’s notes, if they exist, to find a way to 
  safely move the stone without freeing it from its 
  prison. 
  Within minutes of the conclusion of the battle a 
  few people exit their homes.  Some of them are 
  dazed and confused.  Others are frightened by 
  what has happened to their family members.  It 
  seems as though every person completely under 
  the control of the Gem when it was encased in 
  stone 
  have 
  suffered 
  from 
  the 
  sudden 
  disconnection.  They move about in a zombie like 
  state very susceptible to any verbal commands.  
  Treat the afflicted as if they were under a 
  feeblemind spell.  A cleric casting the heal spell 
  instantly cures the damage done.  Those PCs who 
  stay behind find that it take 4 TUs for most of the 
  Stonereavers to recover from the damage done by 
  the Gem.  Any dwarf who tries to have their control 
  gem removed loses 1d4-hit points permanently.  
  This cost many dwarves their lives, but most leave 
  the gem imbedded in their bodies as a reminder of 
  how close they came to allowing themselves to be 
  enslaved. 
  Also, the undead guardians the Stonereavers 
  have been using are no longer under the control of 
  the Gem.  They begin attacking any living creature 
  that they encounter. 
  As you look about you see a few dwarves exit 
  their homes.  Some of them are confused, 
  most are frightened.  A few young dwarves call 
  out for help. 
  You find dwarves in a vegetative state.  You 
  find their unfocused stare quite eerie and even 
  the most hardened dwarf is shaken by what 
  has befallen their people.  After a quick 
  estimate you are told that of the over 2000 
  dwarves that live within this mountain enclave 
  less than 10 percent are unaffected.  Even 
  worse is the news that the undead guardians 
  have begun attacking those they were created 
  to protect.  It seems as though the gem was 
  controlling the guardians as well. 
  The PCs now have to make some hard decisions. 
   If the giants find out the undead are no longer 
  under dwarven control they may resume their 
  conquest of the Stonereavers.  Also, there is no 
  
  GEO4-04 Forest of Stone 
   
  Page 23 
  way to tell how long the damage done to the 
  dwarves will take to heal naturally.  Finally, the 
  information gathered from the missing wolfpack 
  may be needed by the command of the Army of 
  Liberation.  Too much time spent with the dwarves 
  may cost the needless deaths in the army.  Not 
  staying with the dwarves to help defend them in 
  their time of need may well spell their doom. 
  Conclusion B 
  Your mission has completely failed!  What will 
  happen to the Stonereavers?  Would the 
  information you failed to give to the Army of 
  Liberation have the helped to finally free Geoff 
  of its invaders?  None of this concerns you 
  anymore; nothing matters to the undead, 
  except for the continued extermination of life. 
  Trellana as a way to amuse herself has turned the 
  PCs into zombies. 
  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. 
  Introduction 
  Console Ceinwyn and gather information 
   
  APL 4 – 35 xp. 
   
  APL 6 – 45xp. 
   
  APL 8 – 55 xp. 
   
  APL 10 – 70 xp. 
   
  APL 12 – 85 xp. 
  Encounter One 
  Gather information from the Cymorth 
   
  APL 4 – 35 xp. 
   
  APL 6 – 45 xp. 
   
  APL 8 – 55 xp. 
   
  APL 10 – 65 xp. 
   
  APL 12 – 80 xp. 
  Encounter Four 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
   
  APL 12 – 420 xp. 
  Encounter Ten 
   
  APL 4 – 150 xp. 
   
  APL 6 – 210 xp. 
   
  APL 8 – 270 xp. 
   
  APL 10 – 330 xp. 
   
  APL 12 – 390 xp. 
  Encounter Eleven 
   
  APL 4 – 210 xp. 
   
  APL 6 – 270 xp. 
   
  APL 8 – 330 xp. 
   
  APL 10 – 390 xp. 
   
  APL 12 – 450 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good 
  role-playing 
   
   
  APL 4 – 65 xp. 
   
  APL 6 – 90 xp. 
   
  APL 8 – 115 xp. 
   
  APL 10 – 135 xp. 
   
  APL 12 – 150 xp. 
  Total Possible Experience 
   
  APL 4 – 675 xp. 
   
  APL 6 – 900 xp. 
   
  APL 8 – 1125 xp. 
   
  APL 10 – 1350 xp. 
   
  APL 12 – 1575 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 
  
  GEO4-04 Forest of Stone 
   
  Page 24 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is 
  the number of gold pieces a characters total and 
  coin value increase at the end of the adventure.  
  Write the total in the GP Gained field of the 
  adventure certificate.  Because this is a Regional 
  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 (sell value)  
  Encounter Four: 
   
  APL 4: L: 0 gp; C: 25 gp; M: 0 gp. 
   
  APL 6: L: 0 gp; C: 33 gp; M: 0 gp). 
   
  APL 8: L: 53 gp; C: 50 gp; M: 0 gp. 
   
  APL 10: L: 17 gp; C: 50 gp; M: +1 huge 
  greataxe x2 (387 gp). 
   
  APL 12: L: 158 gp; C: 58 gp; M: +1 huge 
  morningstars x3 (577 gp). 
  Encounter Ten: 
   
  APL 4: L: 467 gp; C: 0 gp; M: 0 gp. 
   
  APL 6: L: 467 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 467 gp; C: 0 gp; M: 0 gp. 
   
  APL 10: L: 37 gp; C: 0 gp; M: +1 fullplate x3 
  (625 gp); +1 large steel shield (85 gp); +1 huge 
  greataxes x2 (387 gp). 
   
  APL 12: L: 37 gp; C: 0 gp; M: +1 fullplate x3 
  (625 gp); +1 large steel shield (85 gp); +1 huge 
  greataxes x2 (387 gp). 
  Encounter Eleven: 
   
  APL 4: L: 0 gp; C: 17 gp; M: brooch of 
  shielding (125 gp); dusty rose prism ioun stone 
  (417 gp); scroll of fly (31 gp). 
   
  APL 6: L: 103 gp; C: 17 gp; M: brooch of 
  shielding (125 gp); dusty rose prism ioun stone 
  (417 gp); scroll of fly (31 gp); potion of 
  displacement (63 gp); wand of false life (2 
  charges) (15 gp). 
   
  APL 8: L: 54 gp; C: 17 gp; M: brooch of 
  shielding (125 gp); dusty rose prism ioun stone 
  (417 gp); scroll of fly (31 gp); potion of 
  displacement (63 gp); wand of false life (2 
  charges) (15 gp); wand of dispel magic (3 
  charges) (56 gp); wand of ice storm (2 charges) 
  (70 gp); headband of intellect +2 (333 gp). 
   
  APL 10: L: 17 gp; C: 33 gp; M: brooch of 
  shielding (125 gp); dusty rose prism ioun stone 
  (417 gp); scroll of fly (31 gp); potion of 
  displacement (63 gp); wand of false life (2 
  charges) (15 gp); wand of dispel magic (3 
  charges) (56 gp); wand of ice storm (3 charges) 
  (70 gp); headband of intellect +2 (333 gp); +1 
  huge greataxe x2 (387 gp); pearl of power +1 (83 
  gp). 
   
  APL 12: L: 158 gp; C: 33 gp; M: brooch of 
  shielding (125 gp); dusty rose prism ioun stone 
  (417 gp); scroll of fly (31 gp); potion of 
  displacement (63 gp); wand of false life (2 
  charges) (15 gp); wand of dispel magic (3 
  charges) (56 gp); wand of ice storm (3 charges) 
  (70 gp); headband of intellect +4 (1333 gp); +1 
  huge morningstars x3 (577 gp); pearl of power +1 
  (83 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
   
  APL 4: L: 468 gp; C: 42 gp; M: 573 gp) – 
  Total: 1082 gp (600 gp). 
   
  APL 6: L: 570 gp; C: 50 gp; M: 650 gp) – 
  Total: 1271 gp (800 gp). 
   
  APL 8: L: 574 gp; C: 67 gp; M: 1110 gp) – 
  Total: 1751 gp (1250 gp). 
  
  GEO4-04 Forest of Stone 
   
  Page 25 
   
  APL 10: L: 71 gp; C: 83 gp; M: 3098 gp) – 
  Total: 3253 gp (2100 gp). 
   
  APL 12: L: 353 gp; C: 92 gp; M: 4349 gp) – 
  Total: 4794 gp (3000 gp). 
  Special 
  For saving them from the domination of the Gem 
  the dwarves offer access to purchase armor or a 
  weapon made of mithril.  At APL 4 this is limited to 
  light armor and all simple and martial weapons, as 
  well as the dwarven urgrosh and waraxe.  At APLs 
  6 and 8 they get all of the above plus medium 
  armor.  At APLs 10 and 12 they have access to all 
  from the previous APLs plus heavy armor. 
  For staying behind to help the Stonereaver clan in 
  their time of need the PCs are offered the chance 
  to have any shield or suit of armor enchanted with 
  one of the following abilities: fire resistance, 
  moderate fortification, or heavy fortification.  They 
  may instead choose to have a single weapon 
  enchanted with one of the following abilities: 
  axiomatic, holy, or mighty cleaving. 
  Items for the Adventure 
  Record 
  Item Access 
  APL 4: 
  � Brooch of shielding (Adventure, DMG) 
  � dusty rose prism ioun stone (Adventure, 
  DMG) 
  APL 6 (all items from APL 4 plus): 
  � wand of false life (Adventure, DMG) 
  APL 8 (all items from APL 4, 6 plus): 
  � headband of intellect +2 (Adventure, 
  DMG) 
  � wand of dispel magic (Adventure, DMG) 
  � wand of ice storm (Adventure, DMG) 
  APL 10 (all items from APL 4, 6, 8 plus): 
  � +1 huge greataxe (Adventure, DMG) 
  � pearl of power +1 (Adventure, DMG) 
  APL 12 (all items from APL 4, 6, 8, 10 plus): 
  � +1 huge morningstar (Adventure, DMG) 
  � headband of intellect +4 (Adventure, 
  DMG) 
   
  
  GEO4-04 Forest of Stone 
   
  Page 26 
  Appendix One:  Combat Encounters 
  APL 4 
  Encounter Four 
  Spellstitched Five-Headed Hydra Skeleton: 
  CR 3; Huge undead; HD 5d12; hp 45; Init +6; 
  Spd 20 ft.; AC 13 (touch 10, flat-footed 11) [[+2 
  Dex, –2 size, +3 natural]]; Atk 7 bites +6 melee 
  (1d10+3); 
  Base 
  Atk/Grapple 
  +3/+14; 
  Space/Reach 15ft/10ft; SA spell-like abilities; 
  SQ, 
  DR 
  5/magic 
  5/bludgeoning, 
  SR 
  15, 
  darkvision 60 ft., immunity to cold, turn 
  resistance +2, undead traits; AL NE; SV Fort +2, 
  Ref +4, Will +5; Str 17, Dex 14, Con --, Int --, 
  Wis 10, Cha 1.  
   
  Skills and Feats: Improved Initiative 
  Spells (Cast as a 5th level sorcerer):  ray of 
  enfeeblement 3/day, mage armor 1/day 
   
  Encounter Ten 
  Dwarf, cleric 3: CR3; Humanoid; HD 3d8+6; hp 
  23; Init +1 (Dex); Spd 15; AC 22 (touch 13, flat-
  footed 22) [(+8 armor, +2 shield, +1 Dex, +2 
  shield of faith)]; Atks +5 melee (1d8+2 [x2] 
  masterwork heavy mace) or +3 ranged  (1d8 
  [19-20x2] light crossbow); Face/Reach 5 ft.x 
  5ft./5 ft.; SQ Spells, dwarven traits, Darkvision 
  60 ft.; AL LG; SV Fort +5, Ref +2, Will +6; Str 14, 
  Dex 12, Con 14, Int 10, Wis 16, Char 12. 
       Skills 
  and 
  Feats: 
   
  Concentration 
  +8, 
  Knowledge (arcane) +3, Knowledge (religion) 
  +3, Spellcraft +2; Combat Casting, Spell Focus 
  (Enchantment) 
       Spells Prepared (4/4/3; base DC=13 [14 for 
  enchantment spells] + Spell Level): 0—detect 
  magic, guidance, read magic, resistance; 1st—
  bane*, command*, shield of faith, magic stone 
  (domain spell); 2nd hold person*, spiritual 
  weapon, calm emotions* (domain spell) 
  (* enchantment spell) 
  Equipment: masterwork heavy mace, full plate, 
  large steel shield, light crossbow, 10 bolts 
  Dwarf, fighter 2 (2): CR2; Humanoid; HD 
  2d10+6; hp 20; Init +1 (Dex); Spd 15; AC 19 
  (touch 11, flat-footed 18) [(+8 armor, +1 Dex)]; 
  Atks +8 melee (1d12+6 [x3] masterwork 
  greataxe) or +3 ranged  (1d8 [19-20x2] light 
  crossbow); Face/Reach 5 ft.x 5ft./5 ft.; SQ 
  Spells, dwarven traits, Darkvision 60 ft.; AL LG; 
  SV Fort +6, Ref +1, Will +0; Str 18, Dex 12, Con 
  16, Int 10, Wis 10, Char 10. 
       Skills and Feats:  Climb +7, Jump +7, 
  Intimidate +4; Cleave, Dodge, Power Attack 
  Equipment: masterwork greataxe, full plate, light 
  crossbow, 10 bolts 
   
  Encounter Eleven 
  APL4 
  Trellana Silverblood, Female Dwarf, wizard 5: 
  CR5; Humanoid; HD 5d4+10; hp 24; Init +1 
  (Dex); Spd 15; AC 17 (touch 13, flat-footed 14) 
  [(+3 Dex, +4 Mage Armor)]; Atks +3 melee 
  (1d6+1 [x2], quarterstaff) or +5 ranged (1d8 [19-
  20x2] light crossbow); Face/Reach 5 ft./ 5 ft.; SQ 
  Spells, dwarven traits, Darkvision 60 ft.; AL LE; 
  SV Fort +3, Ref +4, Will +4; Str 12, Dex 16, Con 
  14, Int 19, Wis 10, Char 12. 
       Skills and Feats:  Concentration +10, 
  Decipher Script +12, Knowledge (arcane) +12, 
  Knowledge (history) +8, Knowledge (local) +8, 
  Knowledge 
  (planes) 
  +12, 
  Spellcraft 
  +12; 
  Combat Casting, Element Substitution (cold), 
  Spell Focus (Evocation)  
       Spells Prepared (4/4/3/2; base DC=14 [15 for 
  evocation spells] + Spell Level): 0—acid splash, 
  flare*, ray of frost*, resistance; 1st—mage armor, 
  magic missile*, ray of enfeeblement, shield; 2nd -
  -glitterdust, invisibility, scorching ray*; 3rd—
  fireball (cold)*, slow (* evocation spell) 
  Equipment: dagger, staff, brooch of shielding, 
  dusty rose prism ioun stone, scroll of fly 
  Minotaur Skeleton (2): CR 3; Large undead; 
  HD 6d12; hp 54; Init +7; Spd 30 ft.; AC 12 (touch 
  10, flat-footed 11) [[+1 Dex, –1 size, +2 natural]]; 
  Atk +10 melee (3d6+6, masterwork greataxe 
  [x3]), 
  Full 
  Attack 
  +10/+5 
  melee 
  (3d6+6, 
  masterwork greataxe [x3]); Base Attack/Grapple 
  +3/+14; 
  Space/Reach 
  10ft/10ft; 
  SQ, 
  DR 
  5/bludgeoning, darkvision 60 ft., immunity to 
  cold, undead traits; AL NE; SV Fort +2, Ref +5, 
  Will +5; Str 19, Dex 12, Con --, Int --, Wis 10, 
  Cha 1.  
   
  Skills and Feats: Improved Initiative 
  Equipment: masterwork greataxe 
   
  
  GEO4-04 Forest of Stone 
   
  Page 27 
  APL 6 
  Encounter Four 
  Spellstitched Seven-Headed Hydra Skeleton: 
  CR 4; Huge undead; HD 7d12; hp 63; Init +6; 
  Spd 20 ft.; AC 13 (touch 10, flat-footed 11) [[+2 
  Dex, –2 size, +3 natural]]; Atk 7 bites +9 melee 
  (1d10+4); 
  Base 
  Atk/Grapple 
  +4/+14; 
  Space/Reach 15ft/10ft; SA spell-like abilities; 
  SQ, 
  DR 
  5/magic 
  5/bludgeoning, 
  SR 
  15, 
  darkvision 60 ft., immunity to cold, turn 
  resistance +2, undead traits; AL NE; SV Fort +3, 
  Ref +5, Will +6; Str 19, Dex 14, Con --, Int --, 
  Wis 10, Cha 1.  
   
  Skills and Feats: Improved Initiative 
  Spells (Cast as a 5th level sorcerer):  ray of 
  enfeeblement 3/day, mage armor 1/day 
  Spellstitched Troll Skeleton: CR 4; Huge 
  undead; HD 6d12; hp 54; Init +7; Spd 30 ft.; AC 
  14 (touch 12, flat-footed 11) [[+3 Dex, –1 size, 
  +2 natural]]; Atk +9 melee (1d6+6, claw), Full 
  Attack 2 claws +9 melee (1d6+6) and +4 melee 
  (1d6+3, 
  bite); 
  Base 
  Atk/Grapple 
  +3/+14; 
  Space/Reach 10ft/10ft; SA spell-like abilities; 
  SQ, DR 5/magic 5/bludgeoning, darkvision 60 
  ft., immunity to cold, SR 15, turn resistance +2, 
  undead traits; AL NE; SV Fort +4, Ref +7, Will 
  +7; Str 23, Dex 16, Con --, Int --, Wis 10, Cha 1.  
   
  Skills and Feats: Improved Initiative 
   
  Spells (Cast as a 6th level sorcerer):  magic 
  missile 3/day, mage armor 1/day 
   
  Encounter Ten 
  Dwarf, cleric 5: CR5; Humanoid; HD 5d8+10; 
  hp 38; Init +1 (Dex); Spd 15; AC 23 (touch 13, 
  flat-footed 22) [(+8 armor, +2 shield, +1 Dex, +2 
  shield of faith)]; Atks +6 melee (1d8+2 [x2] 
  masterwork heavy mace) or +4 ranged  (1d8 
  [19-20x2] light crossbow); Face/Reach 5 ft.x 
  5ft./5 ft.; SQ Spells, dwarven traits, Darkvision 
  60 ft.; AL LG; SV Fort +6, Ref +3, Will +7; Str 14, 
  Dex 12, Con 14, Int 10, Wis 17, Char 12. 
       Skills and Feats:  Concentration +10, 
  Knowledge (arcane) +4, Knowledge (religion) 
  +3, Spellcraft +3; Combat Casting, Spell Focus 
  (Enchantment) 
       Spells Prepared (5/5/4/3; base DC=13 [14 for 
  enchantment spells] + Spell Level): 0—detect 
  magic, guidance, light, read magic, resistance; 
  1st—bane*, command*, protection from chaos, 
  shield of faith, magic stone (domain spell); 2nd--
  hold person*, sound burst, spiritual weapon, 
  calm emotions* (domain spell); 3rd—dispel 
  magic, prayer, stone shape (domain spell) 
  (* enchantment spell) 
  Equipment: masterwork heavy mace, full plate, 
  large steel shield, light crossbow, 10 bolts 
  Dwarf, fighter 3 (2): CR3; Humanoid; HD 
  3d10+9; hp 30; Init +1 (Dex); Spd 15; AC 19 
  (touch 11, flat-footed 18) [(+8 armor, +1 Dex)]; 
  Atks +10 melee (1d12+6 [x3] masterwork 
  greataxe) or +4 ranged  (1d8 [19-20x2] light 
  crossbow); Face/Reach 5 ft.x 5ft./5 ft.; SQ 
  Spells, dwarven traits, Darkvision 60 ft.; AL LG; 
  SV Fort +5, Ref +2, Will +1; Str 18, Dex 12, Con 
  16, Int 10, Wis 10, Char 10. 
       Skills and Feats:  Climb +8, Jump +7, 
  Intimidate +4; Cleave, Dodge, Power Attack, 
  Weapon Focus (greataxe) 
  Equipment: masterwork greataxe, full plate, light 
  crossbow, 10 bolts 
   
  Encounter Eleven 
  Trellana Silverblood, Female Dwarf, wizard 7: 
  CR5; Humanoid; HD 7d4+14; hp 32 (45 false life 
  wand); Init +1 (Dex); Spd 15; AC 17 (touch 13, 
  flat-footed 14) [(+3 Dex, +4 Mage Armor)]; Atks 
  +4 melee (1d6+1 [x2], quarterstaff) or +6 ranged 
  (1d8 [19-20x2] light crossbow); Face/Reach 5 
  ft./ 5 ft.; SQ Spells, dwarven traits, Darkvision 60 
  ft.; AL LE; SV Fort +4, Ref +5, Will +5; Str 12, 
  Dex 16, Con 14, Int 19, Wis 10, Char 12. 
       Skills and Feats:  Concentration +12, 
  Decipher Script +14, Knowledge (arcane) +14, 
  Knowledge (history) +10, Knowledge (local) 
  +10, Knowledge (planes) +14, Spellcraft +14; 
  Combat Casting, Elemental Substitution (cold), 
  Greater Spell Focus (Evocation), Spell Focus 
  (Evocation)  
       Spells Prepared (4/5/4/3/2; base DC=14 [16 
  for evocation spells] + Spell Level): 0—acid 
  splash, flare*, ray of frost*, resistance; 1st—
  mage 
  armor, 
  magic 
  missile*, 
  ray 
  of 
  enfeeblement, ray of enfeeblement, shield; 2nd –
  blindness/deafness, 
  glitterdust, 
  invisibility, 
  scorching ray*; 3rd—fireball (cold)*, haste, slow; 
  4th—enervation, ice storm*  
  (* evocation spell) 
  
  GEO4-04 Forest of Stone 
   
  Page 28 
  Equipment: dagger, staff, brooch of shielding, 
  dusty 
  rose 
  prism 
  ioun 
  stone, 
  potion 
  of 
  displacement, scroll of fly, wand of false life 
  (2charges) 
  Ettin Skeleton (2): CR 3; Large undead; HD 
  10d12; hp 65; Init +4; Spd 30 ft.; AC 14 (touch 9, 
  flat-footed 14) [[–1 size, +2 natural, +3 hide]]; 
  Atk +11 melee (2d6+6, masterwork morningtar 
  [x2]), or claw +10 melee (1d6+6), or javelin +4 
  ranged (1d8+6); Full Attack 2 melee +11 
  (2d6+6, masterwork morningstar [x2]), or 2 
  claws +10 melee (1d6+6), or 2 javelins +4 
  ranged (1d8+6);  Base Attack/Grapple +5/+15; 
  Space/Reach 10ft/10ft; SQ, DR 5/bludgeoning, 
  darkvision 60 ft., immunity to cold, undead traits; 
  AL NE; SV Fort +3, Ref +3, Will +7; Str 23, Dex 
  10, Con --, Int --, Wis 10, Cha 1.  
   
  Skills and Feats: Improved Initiative 
  Equipment: 2 masterwork morningstars 
   
   
  
  GEO4-04 Forest of Stone 
   
  Page 29 
  APL 8 
  Encounter Four 
  Spellstitched Nine-Headed Hydra Skeleton: 
  CR 5; Huge undead; HD 9d12; hp 81; Init +6; 
  Spd 20 ft.; AC 13 (touch 10, flat-footed 11) [[+2 
  Dex, –2 size, +3 natural]]; Atk 7 bites +11 melee 
  (1d10+5); 
  Base 
  Atk/Grapple 
  +5/+15; 
  Space/Reach 15ft/10ft; SA spell-like abilities; 
  SQ, 
  DR 
  5/magic 
  5/bludgeoning, 
  SR 
  15, 
  darkvision 60 ft., immunity to cold, turn 
  resistance +2, undead traits; AL NE; SV Fort +3, 
  Ref +5, Will +7; Str 21, Dex 14, Con --, Int --, 
  Wis 10, Cha 1.  
   
  Skills and Feats: Improved Initiative 
  Spellstitched Minotaur Zombie (x2): CR 4; 
  Large undead; HD 12d12+3; hp 81; Init -2; Spd 
  30 ft.; AC 16 (touch 8, flat-footed 16) [[-1 size, -1 
  Dex, +8 natural]]; Atk +11 melee (3d6+7/x3, 
  masterwork greataxe) or +10 melee (1d8+5, 
  gore) or +10 melee (1d8+5, slam); Base 
  Atk/Grapple +6/+15; Space/Reach 10ft/10ft; SA 
  spell-like abilities; SQ Single actions only, DR 
  10/Magic 5/slashing, darkvision 60 ft., SR 15, 
  turn resistance +2, undead traits; AL NE; SV 
  Fort +6, Ref +6, Will +10; Str 27, Dex 6, Con --, 
  Int --, Wis 10, Cha 1.  
   
  Skills and Feats: Toughness 
  Equipment: masterwork greataxe 
   
  Single Actions Only (Ex): Zombies have 
  poor reflexes and can perform only a single 
  move action or attack action each round.  A 
  zombie can move up to its speed and attack in 
  the same round, but only if it attempts a charge. 
   
  Spells (Cast as a 12th level sorcerer): mage 
  armor 1/day, magic missile 3/day 
   
  Encounter Ten 
  Dwarf, cleric 7: CR7; Humanoid; HD 7d8+14; 
  hp 53; Init +1 (Dex); Spd 15; AC 23 (touch 13, 
  flat-footed 22) [(+8 armor, +2 shield, +1 Dex, +2 
  shield of faith)]; Atks +8 melee (1d8+2 [x2] 
  masterwork heavy mace) or +6 ranged  (1d8 
  [19-20x2] light crossbow); Face/Reach 5 ft.x 
  5ft./5 ft.; SQ Spells, dwarven traits, Darkvision 
  60 ft.; AL LG; SV Fort +7, Ref +4, Will +8; Str 14, 
  Dex 12, Con 14, Int 10, Wis 17, Char 12. 
       Skills and Feats:  Concentration +12, 
  Knowledge (arcane) +4, Knowledge (religion) 
  +3, Spellcraft +5; Combat Casting, Greater Spell 
  Focus 
  (Enchantment), 
  Spell 
  Focus 
  (Enchantment) 
       Spells Prepared (6/6/5/4/2; base DC=13 [15 
  for enchantment spells] + Spell Level): 0—detect 
  magic, 
  guidance 
  (2), 
  light, 
  read 
  magic, 
  resistance; 
  1st—bane*, 
  bless*, 
  command*, 
  protection from chaos, shield of faith, magic 
  stone (domain spell); 2nd--hold person*, silence, 
  sound burst, spiritual weapon, calm emotions* 
  (domain spell); 3rd—dispel magic, prayer, 
  summon monster III^, stone shape (domain 
  spell); 4th—divine power, spike stones (domain 
  spell) 
  (* enchantment spell) 
  Equipment: masterwork heavy mace, full plate, 
  large steel shield, light crossbow, 10 bolts 
  Dwarf, fighter 5 (2): CR5; Humanoid; HD 
  5d10+15; hp 49; Init +1 (Dex); Spd 15; AC 19 
  (touch 11, flat-footed 18) [(+8 armor, +1 Dex)]; 
  Atks +12 melee (1d12+8 [x3] masterwork 
  greataxe) or +6 ranged  (1d8 [19-20x2] light 
  crossbow); Face/Reach 5 ft.x 5ft./5 ft.; SQ 
  Spells, dwarven traits, Darkvision 60 ft.; AL LG; 
  SV Fort +6, Ref +2, Will +1; Str 19, Dex 12, Con 
  16, Int 10, Wis 10, Char 10. 
       Skills and Feats:  Climb +8, Jump +7, 
  Intimidate +5; Cleave, Dodge, Power Attack, 
  Weapon 
  Focus 
  (greataxe), 
  Weapon 
  Specialization (greataxe)  
  Equipment: masterwork greataxe, full plate, light 
  crossbow, 10 bolts 
   
  Encounter Eleven 
  Trellana Silverblood, Female Dwarf, wizard 9: 
  CR5; Humanoid; HD 9d4+18; hp 41 (54 false life 
  wand); Init +1 (Dex); Spd 15; AC 17 (touch 13, 
  flat-footed 14) [(+3 Dex, +4 Mage Armor)]; Atks 
  +5 melee (1d6+1 [x2], quarterstaff) or +7 ranged 
  (1d8 [19-20x2] light crossbow); Face/Reach 5 
  ft./ 5 ft.; SQ Spells, dwarven traits, Darkvision 60 
  ft.; AL LE; SV Fort +5, Ref +6, Will +6; Str 12, 
  Dex 16, Con 14, Int 22, Wis 10, Char 12. 
       Skills and Feats:  Concentration +15, 
  Decipher Script +19, Knowledge (arcane) +19, 
  Knowledge (history) +15, Knowledge (local) 
  +15, Knowledge (planes) +19, Spellcraft +19; 
  Combat Casting, Energy Substitution (cold), 
  Eschew 
  Materials, 
  Greater 
  Spell 
  Focus 
  (Evocation), Spell Focus (Evocation)  
  
  GEO4-04 Forest of Stone 
   
  Page 30 
       Spells Prepared (4/5/5/4/3/2; base DC=16 
  [18 for evocation spells] + Spell Level): 0—acid 
  splash, flare*, ray of frost*, resistance; 1st—
  mage 
  armor, 
  magic 
  missile*, 
  ray 
  of 
  enfeeblement, ray of enfeeblement, shield; 2nd –
  blindness/deafness, 
  cat’s 
  grace, 
  glitterdust, 
  invisibility, scorching ray*; 3rd—fireball (cold)*, 
  haste, resist energy (fire), slow; 4th—enervation, 
  greater Invisibility, ice storm*; 5th—cone of cold*, 
  waves of fatigue; (* evocation spell) 
  Equipment: dagger, staff, brooch of shielding, 
  headband of intellect +2, dusty rose prism ioun 
  stone, potion of displacement, wand of dispel 
  magic (3 charges), scroll of fly, wand of false life 
  (2 charges), wand of ice storm (3 charges). 
  Spellstitched Frost Giant Skeleton (2): CR 7; 
  Large undead; HD 14d12; hp 126; Init +4; Spd 
  20 ft.; AC 15 (touch 9, flat-footed 15) [[–1 size, 
  +2 natural, +4 chain shirt]]; Atk +12 melee 
  (1d10+6, bite), Attack +17 melee (3d6+14/x3 
  huge masterwork greataxe) Full Attack +16/+11 
  melee (3d6+13 huge masterwork greataxe); 
  BaseAttack/Grapple 
  +7/+20; 
  Space/Reach 
  10ft/10ft; 
  SA 
  spell-like 
  abilities; 
  SQ, 
  DR 
  10/magic 5/bludgeoning, SR 15, darkvision 60 
  ft., immunity to cold, turn resistance +2, undead 
  traits; AL NE; SV Fort +6, Ref +8, Will +10; Str 
  29, Dex 11, Con --, Int --, Wis 10, Cha 1.  
   
  Skills and Feats: Improved Initiative 
  Equipment: huge masterwork greataxe, chain 
  shirt 
   
  Spells (Cast as a 12th level sorcerer): Ray of 
  Enfeeblement 1/day, Magic Missile 3/day 
   
  
  GEO4-04 Forest of Stone 
   
  Page 31 
  APL 10 
  Encounter Four 
  Spellstitched 
  Twelve-Headed 
  Hydra 
  Skeleton: CR 7; Huge undead; HD 12d12; hp 
  108; Init +6; Spd 20 ft.; AC 13 (touch 10, flat-
  footed 11) [[+2 Dex, –2 size, +3 natural]]; Atk 
  +12 melee (1d10+6, bite), Full Attack 7 bites 
  +12 melee (1d10+6); Base Atk/Grapple +6/+17; 
  Space/Reach 15ft/10ft; SA spell-like abilities; 
  SQ, DR 10/magic 5/bludgeoning, SR 15, 
  darkvision 60 ft., immunity to cold, turn 
  resistance +2, undead traits; AL NE; SV Fort +6, 
  Ref +8, Will +10; Str 23, Dex 14, Con --, Int --, 
  Wis 10, Cha 1.  
   
  Skills and Feats: Improved Initiative 
   
  Spells (Cast as a 12th level sorcerer):  ray of 
  enfeeblement 3/day, mage armor 1/day 
  Spellstitched White Dragon Skeleton: CR 7; 
  Medium undead; HD 14d12; hp 128; Init +1; Spd 
  60 ft., 30ft. burrow; AC 13 (touch 11, flat-footed 
  12) [[+1Dex, +2 natural]]; Atk +10 melee (1d8+3, 
  bite), Full Attack +10 melee (1d8+3, bite), 2 
  claws +5 melee (1d6+1), 2 wings +5 melee 
  (1d4+1); 
  Base 
  Atk/Grapple 
  +7/+10; 
  Space/Reach 5ft/5ft; SA spell-like abilities; SQ 
  DR 10/magic 5/ bludgeoning, darkvision 60 ft., 
  SR 15, turn resistance +2, undead traits; AL NE; 
  SV Fort +6, Ref +5, Will +11; Str 17, Dex 12, 
  Con --, Int --, Wis 10, Cha 1.  
   
  Skills and Feats: Improved Initiative. 
   
  Spells (Cast as a 14th level sorcerer):  ray of 
  enfeeblement 3/day, mage armor 1/day 
  Spellstitched Hooked Horror Zombie (2): CR 
  7; Large undead; HD 20d12+3; hp 182; Init +1; 
  Spd 20 ft. climb 20ft.; AC 23 (touch 10, flat-
  footed 21) [[-2 size, +2 Dex, +13 natural]]; Atk 
  +18 melee (2d6+8, slam); Base Atk/Grapple 
  +10/+22; Space/Reach 15ft/10ft; SA spell-like 
  abilities; SQ Single actions only, DR 10/Magic 
  5/slashing, darkvision 60 ft., SR 15, turn 
  resistance +2, undead traits; AL NE; SV Fort +6, 
  Ref +8, Will +11; Str 26, Dex 15, Con --, Int --, 
  Wis 10, Cha 1.  
   
  Skills and Feats: Toughness 
   
  Single Actions Only (Ex): Zombies have 
  poor reflexes and can perform only a single 
  move action or attack action each round.  A 
  zombie can move up to its speed and attack in 
  the same round, but only if it attempts a charge. 
   
  Spells (Cast as a 20th level sorcerer):  magic 
  missile 3/day, mage armor 1/day 
  Spellstitched Frost Giant Skeleton (2): CR 7; 
  Large undead; HD 14d12; hp 126; Init +4; Spd 
  20 ft.; AC 15 (touch 9, flat-footed 15) [[–1 size, 
  +2 natural, +4 chain shirt]]; Atk +12 melee 
  (1d10+6, bite), Attack +17 melee (3d6+14/x3 
  huge +1 greataxe) Full Attack +16/+11 melee 
  (3d6+13 huge greataxe); Base Atk/Grapple 
  +7/+20; Space/Reach 10ft/10ft; SA spell-like 
  abilities; SQ, DR 10/magic 5/bludgeoning, SR 
  15, darkvision 60 ft., immunity to cold, turn 
  resistance +2, undead traits; AL NE; SV Fort +6, 
  Ref +8, Will +10; Str 29, Dex 11, Con --, Int --, 
  Wis 10, Cha 1.  
   
  Skills and Feats: Improved Initiative 
  Equipment: huge +1 greataxe, chain shirt 
   
  Spells (Cast as a 12th level sorcerer):  
  shocking grasp 1/day, magic missile 3/day 
   
  Encounter Ten 
  Dwarf, cleric 9: CR9; Humanoid; HD 9d8+18; 
  hp 68; Init +1 (Dex); Spd 15; AC 26 (touch 14, 
  flat-footed 25) [(+9 armor, +3 shield, +1 Dex, +3 
  shield of faith)]; Atks +10/+5 melee (1d8+2 [x2] 
  masterwork heavy mace) or +7 ranged  (1d8 
  [19-20x2] light crossbow); Face/Reach 5 ft.x 
  5ft./5 ft.; SQ Spells, dwarven traits, Darkvision 
  60 ft.; AL LG; SV Fort +8, Ref +5, Will +10; Str 
  14, Dex 12, Con 14, Int 10, Wis 18, Char 12. 
       Skills and Feats:  Concentration +14, 
  Knowledge (arcane) +5, Knowledge (religion) 
  +4, Spellcraft +5; Combat Casting, Greater Spell 
  Focus 
  (Enchantment), 
  Spell 
  Focus 
  (Enchantment) 
       Spells Prepared (6/6/6/5/4/2; base DC=14 
  [16 for enchantment spells] + Spell Level): 0—
  detect magic, guidance (2), light, read magic, 
  resistance; 
  1st—bane*, 
  bless*, 
  command*, 
  protection from chaos, shield of faith, magic 
  stone (domain spell); 2nd--hold person*, remove 
  paralysis, silence, sound burst, spiritual weapon, 
  calm emotions* (domain spell); 3rd—dispel 
  magic, prayer, searing light, summon monster 
  III, stone shape (domain spell); 4th—divine 
  power, greater magic weapon, summon monster 
  IV, spike stones (domain spell); 5th—greater 
  command*, wall of stone (domain spell) 
  (* enchantment spell) 
  
  GEO4-04 Forest of Stone 
   
  Page 32 
  Equipment: masterwork heavy mace, +1 full 
  plate, +1 large steel shield, light crossbow, 10 
  bolts 
   
  Dwarf, fighter 7 (2): CR7; Humanoid; HD 
  7d10+21; hp 68; Init +1 (Dex); Spd 15; AC 20 
  (touch 11, flat-footed 19) [(+9 armor, +1 Dex)]; 
  Atks +14/+9 melee (1d12+9 [x3] +1greataxe) or 
  +8 ranged  (1d8 [19-20x2] light crossbow); 
  Face/Reach 5 ft.x 5ft./5 ft.; SQ Spells, dwarven 
  traits, Darkvision 60 ft.; AL LG; SV Fort +7, Ref 
  +3, Will +4; Str 19, Dex 12, Con 16, Int 10, Wis 
  10, Char 10. 
       Skills and Feats:  Climb +8, Jump +7, 
  Intimidate +6; Cleave, Dodge, Iron Will, Power 
  Attack, Power Critical (greataxe), Weapon 
  Focus 
  (greataxe), 
  Weapon 
  Specialization 
  (greataxe) 
  Equipment: +1 greataxe, +1 full plate, light 
  crossbow, 10 bolts 
   
  Encounter Eleven 
  Trellana Silverblood, Female Dwarf, wizard 11: 
  CR5; Humanoid; HD 11d4+22; hp 50 (63 false 
  life wand); Init +1 (Dex); Spd 15 AC 17 (touch 
  13, flat-footed 14) [(+3 Dex, +4 Mage Armor)]; 
  Atks +6 melee (1d6+1 [x2], quarterstaff) or +8 
  ranged 
  (1d8 
  [19-20x2] 
  light 
  crossbow); 
  Face/Reach 5 ft./ 5 ft.; SQ Spells, dwarven 
  traits, Darkvision 60 ft.; AL LE; SV Fort +5, Ref 
  +6, Will +7; Str 12, Dex 16, Con 14, Int 22, Wis 
  10, Char 12. 
       Skills and Feats:  Concentration +17, 
  Decipher Script +21, Knowledge (arcane) +21, 
  Knowledge (history) +17, Knowledge (local) 
  +17, Knowledge (planes) +21, Spellcraft +21; 
  Combat Casting, Energy Substitution (cold), 
  Eschew 
  Materials, 
  Greater 
  Spell 
  Focus 
  (Evocation), Spell Focus (Evocation) 
            Spells 
  Prepared 
  (4/5/5/5/4/3/2; 
  base 
  DC=16 [18 for evocation spells] + Spell Level): 
  0—acid splash, flare*, ray of frost*, resistance; 
  1st—mage 
  armor, 
  magic 
  missile*, 
  ray 
  of 
  enfeeblement, ray of enfeeblement, shield; 2nd –
  blindness/deafness, 
  cat’s 
  grace, 
  glitterdust, 
  invisibility, scorching ray*; 3rd—dispel magic, 
  fireball (cold)*, haste, resist energy (fire), slow; 
  4th—confusion, enervation, greater Invisibility, 
  ice storm*; 5th—cone of cold*, wall of force, 
  waves of fatigue; 6th—chain lightning*, greater 
  dispel magic; 
  (* evocation spell) 
  Equipment: dagger, staff, brooch of shielding, 
  headband of intellect +2, dusty rose prism ioun 
  stone, potion of displacement, wand of dispel 
  magic (3 charges), scroll of fly, wand of false life 
  (2 charges) , wand of ice storm (3 charges). 
  Spellstitched Frost Giant Skeleton (3): CR 7; 
  Large undead; HD 14d12; hp 126; Init +4; Spd 
  20 ft.; AC 15 (touch 9, flat-footed 15) [[–1 size, 
  +2 natural, +4 chain shirt]]; Atk +12 melee 
  (1d10+6, bite), Attack +17 melee (3d6+14/x3 
  huge +1 greataxe) Full Attack +16/+11 melee 
  (3d6+13 huge greataxe); BaseAttack/Grapple 
  +7/+20; Space/Reach 10ft/10ft; SA spell-like 
  abilities; SQ, DR 10/magic 5/bludgeoning, SR 
  15, darkvision 60 ft., immunity to cold, turn 
  resistance +2, undead traits; AL NE; SV Fort +6, 
  Ref +8, Will +10; Str 29, Dex 11, Con --, Int --, 
  Wis 10, Cha 1.  
   
  Skills and Feats: Improved Initiative 
  Equipment: huge +1 greataxe, chain shirt 
   
  Spells (Cast as a 12th level sorcerer): Ray of 
  Enfeeblement 1/day, Magic Missile 3/day 
  Spellstitched White Dragon Skeleton: CR 7; 
  Medium undead; HD 14d12; hp 128; Init +1; Spd 
  60 ft., 30ft. burrow; AC 13 (touch 11, flat-footed 
  12) [[+1Dex, +2 natural]]; Atk +10 melee (1d8+3, 
  bite), Full Attack +10 melee (1d8+3, bite), 2 
  claws +5 melee (1d6+1), 2 wings +5 melee 
  (1d4+1); 
  BaseAttack/Grapple 
  +7/+10; 
  Space/Reach 5ft/5ft; SA spell-like abilities; SQ 
  DR 10/magic 5/ bludgeoning, darkvision 60 ft., 
  SR 15, turn resistance +2, undead traits; AL NE; 
  SV Fort +6, Ref +5, Will +11; Str 17, Dex 12, 
  Con --, Int --, Wis 10, Cha 1.  
   
  Skills and Feats: Improved Initiative. 
   
  Spells (Cast as a 14th level sorcerer): Magic 
  Missle 3/day, Mage Armor 1/day 
   
  
  GEO4-04 Forest of Stone 
   
  Page 33 
  APL 12 
  Encounter Four 
  Spellstitched 
  Twelve-Headed 
  Hydra 
  Skeleton: CR 7; Huge undead; HD 12d12; hp 
  108; Init +6; Spd 20 ft.; AC 13 (touch 10, flat-
  footed 13) [[+2 Dex, –2 size, +3 natural]]; Atk 
  +12 melee (1d10+6, bite), Full Attack 7 bites 
  +12 melee (1d10+6); Base Atk/Grapple +6/+17; 
  Space/Reach 15ft/10ft; SA spell-like abilities; 
  SQ, DR 10/magic 5/bludgeoning, SR 15, 
  darkvision 60 ft., immunity to cold, turn 
  resistance +2, undead traits; AL NE; SV Fort +6, 
  Ref +8, Will +10; Str 23, Dex 14, Con --, Int --, 
  Wis 10, Cha 1.  
   
  Skills and Feats: Improved Initiative 
   
  Spells (Cast as a 12th level sorcerer):  ray of 
  enfeeblement 3/day, mage armor 1/day 
  Spellstitched Hooked Horror Zombie (2): CR 
  7; Large undead; HD 20d12+3; hp 182; Init +1; 
  Spd 20 ft. climb 20ft.; AC 23 (touch 10, flat-
  footed 21) [[-2 size, +2 Dex, +13 natural]]; Atk 
  +18 melee (2d6+8, slam); Base Atk/Grapple 
  +10/+22; Space/Reach 15ft/10ft; SA spell-like 
  abilities; SQ Single actions only, DR 10/Magic 
  5/slashing, darkvision 60 ft., SR 15, turn 
  resistance +2, undead traits; AL NE; SV Fort +6, 
  Ref +8, Will +11; Str 26, Dex 15, Con --, Int --, 
  Wis 10, Cha 1.  
   
  Skills and Feats: Toughness 
   
  Single Actions Only (Ex): Zombies have 
  poor reflexes and can perform only a single 
  move action or attack action each round.  A 
  zombie can move up to its speed and attack in 
  the same round, but only if it attempts a charge. 
   
  Spells (Cast as a 20th level sorcerer):  magic 
  missile 3/day, mage armor 1/day 
  Spellstitched Athach Skeleton (3): CR 9; 
  Huge undead; HD 20d12; hp 180; Init +5; Spd 
  35 ft.; AC 16 (touch 10, flat-footed 14) [[–2 size, 
  +2 Dex, +3 natural, +3 hide armor]]; Atk +19 
  melee (3d6+9 huge +1 morningstar) Full Attack 
  +15/+10 melee (3d6+9 huge +1 morningstar), 
  and 2 huge masterwork morningstars +15 melee 
  (3d6+4), and bite +14; Base Atk/Grapple 
  +10/+26; Space/Reach 15ft/15ft; SA spell-like 
  abilities; SQ, DR 10/magic 5/bludgeoning, SR 
  15, darkvision 60 ft., immunity to cold, turn 
  resistance +2, undead traits; AL NE; SV Fort +8, 
  Ref +10, Will +12; Str 26, Dex 15, Con --, Int --, 
  Wis 10, Cha 1.  
   
  Skills and Feats: Improved Initiative 
  Equipment: huge +1 morningstar, 2 huge 
  masterwork morning stars, hide armor 
   
  Spells (Cast as a 12th level sorcerer):  
  shocking grasp 1/day, magic missile 3/day 
  Spellstitched White Dragon Skeleton: CR 9; 
  Large undead; HD 20d12; hp 180; Init +1; Spd 
  60 ft., 30ft. burrow ft.; AC 12 (touch 10, flat-
  footed 11) [-1 size, +1 Dex, +2 natural]]; Atk +16 
  melee (2d6+6, bite), Full Attack +16 melee 
  (2d6+6, bite), 2 claws +11 melee (1d6+3), 2 
  wings +11 melee (1d6+3), tail slap +11 melee 
  (1d8+3); 
  Base 
  Atk/Grapple 
  +10/+16; 
  Space/Reach 10ft/5ft; SA spell-like abilities; SQ 
  DR 10/magic 5/ bludgeoning, darkvision 60 ft., 
  SR 15, turn resistance +2, undead traits; AL NE; 
  SV Fort +8, Ref +9, Will +12; Str 23, Dex 12, 
  Con --, Int --, Wis 10, Cha 1.  
   
  Skills and Feats: Improved Initiative. 
   
  Spells (Cast as a 20th level sorcerer):  ray of 
  enfeeblement 3/day, mage armor 1/day 
   
  Encounter Ten 
  Dwarf, cleric 11: CR11; Humanoid; HD 
  11d8+22; hp 83; Init +1 (Dex); Spd 15; AC 26 
  (touch 14, flat-footed 25) [(+9 armor, +3 shield, 
  +1 Dex, +3 shield of faith)]; Atks +12/+7 melee 
  (1d8+3 [x2] +1 heavy mace) or +7 ranged  (1d8 
  [19-20x2] light crossbow); Face/Reach 5 ft.x 
  5ft./5 ft.; SQ Spells, dwarven traits, Darkvision 
  60 ft.; AL LG; SV Fort +9, Ref +5, Will +11; Str 
  14, Dex 12, Con 14, Int 10, Wis 18, Char 12. 
       Skills and Feats:  Concentration +16, 
  Knowledge (arcane) +6, Knowledge (religion) 
  +4, Spellcraft +6; Combat Casting, Greater Spell 
  Focus 
  (Enchantment), 
  Spell 
  Focus 
  (Enchantment) 
       Spells Prepared (6/7/6/6/5/3/2; base DC=14 
  [16 for enchantment spells] + Spell Level): 0—
  detect magic, guidance (2), light, read magic, 
  resistance; 
  1st—bane*, 
  bless*, 
  command*, 
  doom, protection from chaos, shield of faith, 
  magic stone (domain spell); 2nd--hold person*, 
  remove paralysis, silence, sound burst, spiritual 
  weapon, calm emotions* (domain spell); 3rd—
  daylight, dispel magic, prayer, searing light, 
  summon monster III, stone shape (domain 
  spell); 
  4th—divine 
  power, 
  greater 
  magic 
  weapon, summon monster IV(2), spike stones 
  (domain 
  spell); 
  5th—flame 
  strike, 
  greater 
  
  GEO4-04 Forest of Stone 
   
  Page 34 
  command*, wall of stone (domain spell); 6th—
  harm, hold monster* (domain spell) 
  (* enchantment spell) 
  Equipment: +1 heavy mace, +1 full plate, +1 
  large steel shield, light crossbow, 10 bolts 
  Dwarf, fighter 9 (2): CR9; Humanoid; HD 
  9d10+27; hp 88; Init +1 (Dex); Spd 15; AC 20 
  (touch 11, flat-footed 19) [(+9 armor, +1 Dex)]; 
  Atks +18/+13 melee (1d12+10 [19-20x3] +1 
  greataxe) or +10 ranged  (1d8 [19-20x2] light 
  crossbow); Face/Reach 5 ft.x 5ft./5 ft.; SQ 
  Spells, dwarven traits, Darkvision 60 ft.; AL LG; 
  SV Fort +7, Ref +3, Will +4; Str 20, Dex 12, Con 
  16, Int 10, Wis 10, Char 10. 
       Skills and Feats:  Climb +9, Jump +8, 
  Intimidate +6; Cleave, Dodge, Greater Weapon 
  Focus (greataxe), Improved Critical (greataxe), 
  Iron 
  Will, 
  Power 
  Attack, 
  Power 
  Critical 
  (greataxe), Weapon Focus (greataxe), Weapon 
  Specialization (greataxe) 
  Equipment: +1 greataxe, +1 full plate, light 
  crossbow, 10 bolts 
   
  Encounter Eleven 
  Trellana Silverblood, Female Dwarf, wizard 13: 
  CR5; Humanoid; HD 13d4+26; hp 59 (72 false 
  life wand); Init +1 (Dex); Spd 15; AC 17 (touch 
  13, flat-footed 14) [(+3 Dex, +4 Mage Armor)]; 
  Atks +7/+2 melee (1d6+1 [x2], quarterstaff) or 
  +9 ranged (1d8 [19-20x2] light crossbow); 
  Face/Reach 5 ft./ 5 ft.; SQ Spells, dwarven 
  traits, Darkvision 60 ft.; AL LE; SV Fort +6, Ref 
  +7, Will +8; Str 12, Dex 16, Con 14, Int 25, Wis 
  10, Char 12. 
       Skills and Feats:  Concentration +20, 
  Decipher Script +24, Knowledge (arcane) +24, 
  Knowledge (history) +20, Knowledge (local) 
  +20, Knowledge (planes) +24, Spellcraft +24; 
  Combat Casting, Energy Substitution (cold), 
  Eschew 
  Materials, 
  Greater 
  Spell 
  Focus 
  (Evocation), Spell Focus (Evocation) 
            Spells Prepared (4/5/5/5/5/4/3/2; base 
  DC=17 [19 for evocation spells] + Spell Level): 
  0—acid splash, flare*, ray of frost*, resistance; 
  1st—mage 
  armor, 
  magic 
  missile*, 
  ray 
  of 
  enfeeblement, ray of enfeeblement, shield; 2nd –
  blindness/deafness, 
  cat’s 
  grace, 
  glitterdust, 
  invisibility, scorching ray*; 3rd—dispel magic, 
  fireball (cold)*, haste, resist energy (fire), slow; 
  4th—confusion, enervation, enervation, greater 
  Invisibility, ice storm*; 5th—cone of cold*, wall of 
  force*, wall of stone, waves of fatigue; 6th—chain 
  lightning (cold)*, disintegrate, greater dispel 
  magic; 7th—forcecage*, prismatic spray*; 
  (* evocation spell) 
  Equipment: dagger, staff, brooch of shielding, 
  headband of intellect +4, dusty rose prism ioun 
  stone, potion of displacement, wand of dispel 
  magic (3 charges), scroll of fly, wand of false life 
  (2 charges) , wand of ice storm (3 charges). 
  Athach Skeleton, spellstitched (3): CR 9; 
  Huge undead; HD 20d12; hp 180; Init +5; Spd 
  35 ft.; AC 16 (touch 10, flat-footed 14) [[–2 size, 
  +2 Dex, +3 natural, +3 hide armor]]; Atk +19 
  melee (3d6+9 huge +1 morningstar) Full Attack 
  +15/+10 melee (3d6+9 huge +1 morningstar), 
  and 2 huge masterwork morningstars +15 melee 
  (3d6+4), and bite +14; Base Attack/Grapple 
  +10/+26; Space/Reach 15ft/15ft; SA spell-like 
  abilities; SQ, DR 10/magic 5/bludgeoning, SR 
  15, darkvision 60 ft., immunity to cold, turn 
  resistance +2, undead traits; AL NE; SV Fort +8, 
  Ref +10, Will +12; Str 26, Dex 15, Con --, Int --, 
  Wis 10, Cha 1.  
   
  Skills and Feats: Improved Initiative 
  Equipment: huge +1 morningstar, 2 huge 
  masterwork morning stars, hide armor 
   
  Spells (Cast as a 12th level sorcerer): Ray of 
  Enfeeblement 2/day, Magic Missile 2/day 
  Spellstitched White Dragon Skeleton: CR 9; 
  Large undead; HD 20d12; hp 180; Init +1; Spd 
  60 ft., 30ft. burrow ft.; AC 12 (touch 10, flat-
  footed 11) [-1 size, +1 Dex, +2 natural]]; Atk +16 
  melee (2d6+6, bite), Full Attack +16 melee 
  (2d6+6, bite), 2 claws +11 melee (1d6+3), 2 
  wings +11 melee (1d6+3), tail slap +11 melee 
  (1d8+3); 
  BaseAttack/Grapple 
  +10/+16; 
  Space/Reach 10ft/5ft; SA spell-like abilities; SQ 
  DR 10/magic 5/ bludgeoning, darkvision 60 ft., 
  SR 15, turn resistance +2, undead traits; AL NE; 
  SV Fort +8, Ref +9, Will +12; Str 23, Dex 12, 
  Con --, Int --, Wis 10, Cha 1.  
   
  Skills and Feats: Improved Initiative. 
   
  Spells (Cast as a 20th level sorcerer): Ray of 
  Enfeeblement 3/day, Mage Armor 1/day 
   
   
  
  GEO4-04 Forest of Stone 
   
  Page 35 
  Players Handout #1 
   
   
   
  
  GEO4-04 Forest of Stone 
   
  Page 36 
  Players Handout #2 
  
  GEO4-04 Forest of Stone 
   
  Page 37 
  GM’s map #1 
   
  APL 4 
   
   
  APL10 
   
  North 
  Spellstitched 5-Headed Hydra Skeleton 
   
  North 
  Spellstitched 12-Headed Hydra Skeleton 
  East 
  Troll Skeleton 
   
   
  Spellstitched White Dragon Skeleton 
  West 
  Bugbear Zombie 
   
  East 
  Spellsitiched Hooked Horror Zombie 
   
   
   
   
  Spellstitched Frost Giant Skeleton 
  APL 6 
   
   
  West 
  Spellsitiched Hooked Horror Zombie 
  North 
  Spellstitched 7-Headed Hydra Skeleton 
   
   
  Spellstitched Frost Giant Skeleton 
  East 
  Spellstitched Troll Skeleton 
   
   
   
  West 
  Minotaur Zomie 
   
   
   
   
  Umberhulk Zombie 
   
  APL10 
   
   
   
   
  North 
  Spellstitched 12-Headed Hydra Skeleton 
  APL8 
   
   
   
  Spellstitched White Dragon Skeleton 
  North 
  Spellstitched 9-Headed Hydra Skeleton 
   
  East 
  Spellsitiched Hooked Horror Zombie 
   
  Umberhilk Zombie 
   
   
  Spellstitched Athach Skeleton 
  East 
  Ettin Skeleton 
   
  West 
  Spellsitiched Hooked Horror Zombie 
   
  Spellstitched Minotaur Skeleton 
   
   
  Spellstitched Athach Skeleton 
  West 
  Ettin Skeleton 
   
   
  Spellstitched Athach Skeleton 
   
  Spellstitched Minotaur Skeleton 
   
   
   
  
  GEO4-04 Forest of Stone 
   
  Page 38 
  GM’s map #2 
  
  GEO4-04 Forest of Stone 
   
  Page 39 
  GMs Map #3 
   
   
  
  GEO4-04 Forest of Stone 
   
  Page 40 
  GMs Map #4 
   
  At APL 4-6 there is a guardian at A and B. 
  At APL 10-12 the undead dragon is in position D and others are in A-C. 
  Trellana starts in position T at all APls. 
   
  
  GEO4-04 Forest of Stone 
   
  Page 41 
  Player’s Handout #3 
  Batellan’s Journal 
  (First Page) 
  I am not one to keep a journal but recent events have caused me to fear not only for my life, but also for 
  the lives of all the Stonereavers.  Two years ago the giants invaded it seems not only our hallowed halls, 
  but also the surrounding area.  Who knows the giants and their armies may have overrun all of Geoff.  
  That would explain the sudden loss of communication with the other clans.  Two of my sons were off in 
  the city of Gorna, the capital of Geoff when this all began.  I hope that they are safe and are trying to raise 
  an army to rescue their clan.  I have lost my wife, youngest son and younger daughter to the invasion 
  here at home.  I now only have the eldest daughter Elthra to help keep this old dwarf company. 
  The unexpected death of Delgannar Brasstwister our priest of Moradin still has many of us baffled.  How 
  they were able to strike through the sacred necklaces of communication and damage his mind like that is 
  beyond comprehension.  Physically he was fine, but the damage to his mind was too great and he slowly 
  died from madness.   Trelanna Silverblood tried using her arcane abilties to determine their method, but 
  so far she found nothing. 
  The giants and the thralls control the entire middle hall and a small section of the upper halls.  Thankfully 
  the forges and our stores have not been seized.  Trelanna has devised an abhorrent plan.  She wants to 
  necromantic magic to animate our enemy’s dead and use them as a supplemental army against the 
  invaders.  We of the clergy have all voted against such an action.  Such evil practices can only lead to our 
  corruption and ruin.  The wizard’s guild lead by Trelanna does not see it that way and the council is 
  completely divided. 
  Is it me or has Trelanna changed since the invasion has begun?  I guess this war has changed us all in 
  some ways. 
  (On the next page) 
  Well the debate has ended and we will begin using the undead as our minions.  May Moradin and 
  Dugmaren Brightmantle forgive us for what we are able to unleash. 
  (On the next page) 
  My fears have come true.  The undead are too unpredictable and they are too numerous for us to control 
  safely.  Granted we have dealt the giants a terrible blow and we seem to gain back more of out hall with 
  each confrontation. 
  (On the next page) 
  We now control all three of our halls, but the with the increased territory comes an increase in the number 
  of Guardians.  Some people are now calling the undead that to sugarcoat the abominations they truly are. 
   We had a few people killed in the night by enemy spies and the council wants the guardians to help 
  patrol the streets at night so as to have protectors who never sleep to keep watch.  This leads to the true 
  problem we have been having all along our defensive zone.  How to keep dwarves from being killed by 
  their protectors?  Trelanna has the answer.  She seems to always have an answer to our problems as 
  soon as they arise.  I have begun to mistrust her intentions.  Trelanna wants to implant an enchanted 
  stone on the bodies of all the Stonereavers so that the Guardians will recognize us a friendly.  That 
  means more necromancy.  She had enough support in the council to get this passed with only a little 
  debate.  Have we all gone mad? 
  (On the next page) 
  It now has been some months since we all have been implanted with the protective gems.  At first it was 
  uncomfortable, but that wore off soon.  I still get a weird itching in the back of my skull.  Not where to gem 
  is implanted, but deeper, as if it was inside my skull. 
  
  GEO4-04 Forest of Stone 
   
  Page 42 
  (On the next page) 
  Oh how could we have been so blind?  These gems link us to something evil.  I can feel it now trying to 
  reach into my mind with a soft voice.  It does not command.  It caresses the ego and promises all will be 
  well and not to worry.  To enjoy the peace we have so richly earned. 
  I can only escape the voice while within my enchanted prayer circle, but once I leave, it begins again.  I 
  have mentioned this to a few others, but they look at me as if I am mad.  I know that when I first lost my 
  wife the sadness nearly overwhelmed me and I still have days where grief seems like it will suffocate me. 
   It seems as if I may be the only one who may be free. 
  (On the next page) 
  I have spent the last few months studying the old scrolls and texts to see if the dream I had some months 
  ago while meditating in my circle is true.  Have the Stonereavers faced the evil before?  I may have 
  something… 
  If only the voice would leave me be.  My magics can hold it a bay for a short time before it starts again.  I 
  think whatever evil is talking to me is getting pleasure from its assault upon my mind.   
  (On the next page) 
  At last.  The truth be found.  Old texts say that once long ago dwarven wizard found a magic gem on 
  other plane.  Evil it was.  It corrupted him and he tried to take control of who clan.  He was hurt bad and 
  became lich to survive his wounds after he was defeated.  He returned with an army of undead.  Many 
  dwarves died, but he was stopped and the evil Gem was trapped in stone cocoon.  But it was lost in a 
  deep crevasse.  The evil lich dwarf was entombed and sealed away in deep in the oerth.  I now must find 
  spell to entrap the gem.  I believe it be the gem on Tralanna’s staff.  The description is the same. 
  (The last entry) 
  Elthra gone.  Lost   in fight   with enemies.  Now I   alone fight evil gem.  I enchant   stone with   great 
  magic.  Must throw stone   at gem and say   Yarda Te     Natura.         Dream says untainted    heroes 
  defeat   evil gem.  Must     wait for   promised ones. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Geoff/594/Normal Scenarios/GEO4-04 - Forest of Stone (APL 4-12)/GEO4-04 - Forest of Stone.pdf