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.  
   
  VTF4-07 
   
   
   
   
   
  Sticks and Stones 
   
  A one Round D&D LIVING GREYHAWK
  ®  
  Tuflik, Fals, and Velverdyva 
  Metaregional Adventure 
  by Christopher M. Johnson 
  Triad Edit:  David Kerscher, Jeff Richards   
  Metaregional Edit: Stephen Baker 
  Circle Edit: Tim Sech 
  Map of Falsridge by: Russell Akred 
   
  Following the path of the elemental nodes has brought you to the war torn land of Veluna.  It seems more factions than 
  just the cult of the Elemental Eye are interested in the earth node.  Can you claim the earth node for the forces of good? 
   A continuation of the "Three is the Evilest Number" series.  It is strongly recommended that you play the previous Year 
  3 and Year 4 VTF metaregional scenarios before this one. An adventure for APLs 8-16. 
  
   
   
  Sticks and Stones 
   
  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. 
  Reporting 
   
   
   
   
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and DM fill out a reporting form.  After the 
  form is filled out it should be given to the senior DM. 
  Living Greyhawk 
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from your 
  convention coordinator or the RPGA Web site, ant 
  then have any players without a character create on.  
  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 
  Heroes participating in the adventure. To determine 
  the Average Party Level (APL): 
  1. 
  Determine the character level for each of the 
  Heroes participating in the adventure. 
  
   
   
  Sticks and Stones 
   
  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 
  2. 
  If Heroes 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 
  fewer animals of this type, and animals with 
  different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  4. 
  If you are running a table of six Heroes, 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 Heroes 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 1
  st-
  level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are three things that you can do to help 
  even the score. 
  5. 
  Attempt to create a table of six 1
  st-level characters, 
  or try to enlist higher-level characters to play at 
  that table. 
  6. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. Heroes who want 
  their dogs to attack must succeed at a Handle 
  Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that 
  round. This is a free action (spoken command) 
  that may be attempted each round. If an animal 
  loses half or more hp in a single round it flees, 
  unless another check is successful. 
  Time Units 
  and Upkeep
   
   
   
  This 
  is 
  a 
  standard 
  one-
  round 
  Metaregional 
  adventure, set in 
  the Velverdyva 
  Trade 
  Route 
  metaregion.  
  Characters 
  native 
  to 
  the 
  Velverdyva 
  Trade 
  Route 
  metaregion pay 
  one Time Unit 
  per round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. 
  Adventure Background 
  The earth node has been known to the leadership of 
  Veluna for centuries.  The Brotherhood of the Vale was 
  established, and their temple set upon the entrance in 
  the Yatil mountains, in order to protect the node from 
  the evil forces now interested in it. 
  Recently, the Brotherhood of the Vale has been routed 
  from their temple by the forces of Herion whose 
  staging area is in the Yatil mountains. Herion, being a 
  former Canon of Veluna and a thoroughly evil entity, 
  also knew about the Earth Node.  While not sure what 
  to do with it, he assigned a small force to hold it but 
  nothing more. 
  Enter Lareth the Beautiful and his cronies. The Temple 
  faction to which he belongs, sensing the completion of 
  this phase of their plan, has sent some demonic 
  followers to assist Lareth.  Lareth and the demons 
  handily defeated the small force of defenders left by 
  Herion and have claimed the Earth Node, bringing 
  with them the Horn of Darkness as they prepare for 
  this, the last of the summons of the Elemental Princes. 
  Unbeknownst to Lareth, the devils working for Herion 
  have sensed the presence of their ancient enemy and 
  petitioned Herion to be allowed to hunt down the 
  demons.  The devils found the location of the demons 
  
   
   
  Sticks and Stones 
   
  Page 4 
   
  just as Lareth is ready to begin his summoning, the 
  characters arriving shortly thereafter. These devils 
  then contacted their Lawful evil counterparts in the 
  Temple and made arrangements to share information 
  with their devilish counterparts in return for other 
  considerations (not part of this module).  As a result, 
  Herion has allowed the devils of the Lawful Evil 
  faction of the Temple to assist him here, with certain 
  restrictions that need not be explained. 
  Adventure Summary  
  Introduction: The adventure starts with the heroes 
  arriving in Veluna from the west through the Fals Gap. 
   They meet a Walker Nannus who pulls them into the 
  plot. There are two other possible hooks if the party 
  has a member of the Brotherhood of the Vale or the 
  Brotherhood of the Unseen with them.  In this case, 
  that character knows where the Earth Node is, and the 
  party can proceed to it without talking to Lady Jolene 
  and Brother Zalan. 
  Encounter One: The heroes discover where the earth 
  node is located by talking to Lady Jolene and Brother 
  Zalan. 
  Encounter Two: The various factions of the Temple 
  send in charmed people to “make a deal”. This 
  encounter is to provide role-playing and information 
  on the entire VTF series. 
  Encounter 
  Three: 
  This 
  happens 
  outside 
  the 
  Brotherhood of the Vale’s monastery. The devils or 
  demons (whoever was turned down in Encounter 
  Two, or the demons if both were turned down) 
  attempt an ambush on the characters, knowing they 
  are coming.  The ambush begins the 50 round 
  countdown on the summoning (large gong sounds 
  once per minute to emphasize this). If the party makes 
  deals with both, they pass this without a struggle but 
  have a much more difficult time in Encounter Four. 
  Encounter Four: The outer room of the Earth node is 
  a battle ground between a force of demons and devils. 
  Depending on decisions made earlier, the heroes fight 
  one force or the other, or both. 
  Encounter Five: The Horn of Darkness is set in the 
  next room, inside the defensive object known as the 
  Blood of Darkness. 
  Encounter Six: The encounter within the earth node 
  itself.  It may be either after the prince is summoned or 
  during the summoning, depending on how long the 
  characters took to get there. 
  Conclusion: The conclusion sums the whole 
  adventure up and deals with the repercussions of any 
  deals made and the summoning (or not) of the 
  Elemental Prince. 
   
  Introduction 
  This stage of the series will start with the Heroes 
  traveling west through the newly liberated Fals Gap 
  into Veluna. 
  The map has shown you that east is your 
  destination.  The fourth and final node, that of 
  earth, lies in that direction.  So east you have 
  traveled, passing through the Fals Gap and into 
  Veluna proper. Fals Keep, the guardian of Fals Gap, 
  looks as if it has seen a battle recently.  It will take 
  the remainder of this day to reach Falsridge and the 
  comfort of an inn to spend the night. 
  Now would be a good time for heroes to introduce 
  themselves.  It is also the time to give characters who 
  are members of The Brotherhood of the Vale Players 
  Handout #1 and members of The Brotherhood of the 
  Unseen Players Handout #2 
  Once the heroes arrive in Falsridge, read or paraphrase 
  the following. 
  Falsridge is a welcome sight after a long days' 
  travel.  Falsridge seems to be under unusually strict 
  security, but then again, it is in a war zone.  
  Approaching the main western gate, two guards are 
  questioning all who enter. 
  The guards are going to ask the standard battery of 
  questions typical under the circumstances - name, 
  religious affiliation, home, business in Falsridge. 
  Unless a character is incredibly rude to the guards, 
  they are permitted into the city. If they are rude or 
  otherwise objectionable, they are not allowed in (but 
  can join up with the party the next day as they leave). 
  Upon entering the city, a man dressed in traveling 
  attire approaches and waves a greeting.   
  He speaks politely but quickly, “Well.  I am glad to 
  finally see you.  I was instructed that you would be 
  coming here, and that I should deliver this message 
  whenever it was that you arrived.  Funny thing 
  though, we could not determine your exact time of 
  arrival, so I have had to spend quite some time here 
  at the gates.   You see, we have been having 
  problems communing with Fharlanghn here.  I 
  have spoken with the local authorities about this, 
  
   
   
  Sticks and Stones 
   
  Page 5 
   
  and it seems that all clerics are having the same 
  problem… Sorry, I tend to go off on tangents.  
  Where are my manners?   I am Walker Nannus. We 
  have a mutual friend, I believe, in one Walker 
  Salidus.   Now, where is that note… Ah! Here you 
  are.” 
  Walker Nannus then hands over a letter. 
  He hands the heroes Player Handout #3.  If the 
  characters have never met or heard of Walker Salidius 
  before - and mention that fact - Walker Nannus should 
  take some time to question them and their motives.  In 
  essence, he is just looking to confirm that they are 
  good folk, willing to risk themselves in a good cause.  If 
  Walker Nannus doubts this after some questions, he 
  must be persuaded or he suggests strongly that the 
  characters in question be on their way.  This persuasion 
  is up the remainder of the characters and it is at the 
  discretion of the DM as to whether it succeeds or not. 
  For anyone who cannot persuade him, the adventure is 
  over. 
  VELUNA NOTE TO DMs: Any PC or NPC that 
  attempts to cast scry, divination, commune, contact 
  other plane, or greater scrying in this module finds 
  their attempt blocked.  They feel great pressure on 
  their minds and take 2d6 non-lethal damage.   
  At this point, the party can do what the letter 
  recommends, and have Walker Nannus help them 
  discover the exact location of the earth node, or, if they 
  received Player Handout # or #2 they can proceed 
  directly to Encounter Two, and head to the earth 
  node. 
  Assuming the characters want to ask Nannus some 
  questions, here are some possible questions and his 
  answers. 
  What do you know about the Earth Node? 
  Not much unfortunately.  Until recently I had not 
  even heard of it.  I have not been able to find much 
  about it, but I may know someone who knows more. I 
  can take you there if you desire. 
  Do you know where the Earth Node is? 
  No, I do not, but I may know someone who does. 
  Who is that? 
  I have made contact with a Lady Jolene; she seems to 
  know something about it, and was trying to arrange a 
  meeting with one of the members of the Brotherhood 
  of the Vale.  Apparently, they are a local monastery that 
  has some knowledge of the node.  
  When is the meeting? Can you arrange a meeting? 
  Where can we find Lady Jolene? 
  Well, Fharlanghn has smiled on you, Traveler. Lady 
  Jolene contacted me just this morning, requesting a 
  meeting tomorrow at the local church of St. Cuthbert.  
  You are more than welcome to come with me. 
  Don’t you have a problem going to the church of 
  another god? 
  Of course not.  In Fharlanghn’s service I have traveled 
  to many countries and had dealings with many 
  religions.  It would be difficult to do my job if I were to 
  live under such restrictions. 
  What exactly are we looking for? 
  It may seem strange that Walker Salidius chose you, 
  but as a fellow traveler he must have his reasons.  My 
  understanding is that you are to find and destroy the 
  earth node. 
  Further Details 
  Walker Nannus knows little else about the history or 
  the local situation.  He travels extensively and has not 
  been in Veluna for long – his efforts to find out 
  anything about the Node have been relatively fruitless. 
      
  When the Heroes are ready to meet Jolene, he asks 
  them to meet him at the local church of St. Cuthbert at 
  dawn tomorrow.  If they choose to do so, proceed to 
  Encounter One.  If they choose not to go to the 
  meeting, and instead follow Player's Handout #2 or #3, 
  proceed to Encounter Two. 
   
  Encounter One: Meeting with 
  Nobility 
   
  Read or paraphrase the following once the heroes 
  decide to go to the meeting the following morning. 
  The church of St. Cuthbert is almost 400 feet long.  
  While this may be small to the standards to some of 
  the churches in larger cities, it by far dwarfs any of 
  the other buildings here in Falsridge.  The public 
  entrance to the church is on the south side.  The 
  church is currently being guarded by a number of 
  knights in shining silver armor, bearing the livery 
  of Cuthbert.  These must be the famed Knights of 
  the Cudgel.  Walker Nannus is waiting at the 
  entrance. 
  
   
   
  Sticks and Stones 
   
  Page 6 
   
  He smiles as he sees you approach.  Without pause, 
  he hurries up and says, “Excellent.  My friends, I 
  am glad you have arrived.  Lady Jolene is waiting in 
  one of the meeting rooms here at the church.  
  Please follow me.” 
  You are led back into the administrative area of the 
  church.  After a few twists and turns, the Walker 
  stops and opens a door.  In the room beyond sits a 
  rather striking woman wearing a long green dress, 
  and a man in plain brown robes, wearing an 
  obvious holy symbol. 
  Those players who are members of the Veluna meta-
  org Defenders of Veluna, or who have played VEL2-06 
  Under a Blood Red Sky, VEL4-05 Heart of Darkness, 
  or the Battle of Valkurl Interactive recognize the 
  woman to be Jolene. 
  The holy symbol is that of Rao and is a Knowledge 
  (religion) [DC 10] to identify, with a +5 circumstance 
  modifier for any characters claiming Veluna as their 
  home region. 
  The woman looks up and smiles and says, 
  “Welcome, Walker Nannus.  May I inquire who 
  your friends are?” 
  Nannus replies, “These people have been helping a 
  brother of my order, Walker Salidius. I’ll let them 
  introduce themselves.” 
  Have the players introduce themselves to Jolene – if 
  they are new to the series, or did not know Walker 
  Salidius, have them make appropriate introductions 
  about their abilities.  Once that is completed, continue: 
  “Well met.  I am Lady Jolene,” the demure woman 
  says. “Walker Nannus has described what it is you 
  are looking for.  It so happens that the location of 
  this Earth Node has been known to the 
  government of Veluna for a long while.  Brother 
  Zalan here can describe more.”  Jolene motions to 
  the man wearing the robes. 
  Brother Zalan looks up and says, “It has been the 
  sacred duty of the Brotherhood of the Vale to 
  protect the Earth Node from intruders.  We have 
  been doing this for the past 500 years. Our 
  monastery, in fact, was built where it is in order to 
  protect the entrance to the node. Recently, 
  however, my order has been force out from our 
  home by the forces of Herion, and thus the node is 
  vulnerable. It may already in enemy hands."   
  "We have kept an eye on the monastery with the 
  help of Jolene and her associates, to try and 
  ascertain if Herion was interested in the node.  
  After some limited sacking of the monastery, 
  Herion’s forces did not seem to have any interest in 
  that which lies below.  Still, we maintained our 
  vigil without taking any offensive action to draw 
  his attention back to the site."   
  "A little over a week ago, a different force appeared 
  and drove off Herion’s guards.  This force consisted 
  of a number of foul creatures which none of our 
  scouts recognized; similar to the fiendish creatures 
  that Herion has working for him, but these did not 
  seem quite as organized.  They have since occupied 
  the monastery, and we believe they have begun 
  actively search for the Earth Node.  These creatures 
  have made it difficult for our scouts to remain in 
  the area.  We were consulting with Jolene, debating 
  whether to investigate in force, when Walker 
  Nannus showed up inquiring about the Earth 
  Node.” 
  “So,” Jolene interrupts, “you arrive at an opportune 
  time.  We would like you to go and scout the area.  
  You seem to have purpose to go there and it 
  coincides with our interest.  You are aware that 
  Veluna has been attacked by Herion, a Canon from 
  over 400 years ago, with an army of undead, orcs, 
  and devils? This army poured down out of the 
  Yatils, so we assume there is some sort of staging 
  area nearby.  You do not want to draw the attention 
  of this army, so we will do our part to distract 
  Herion's forces in the area so that you have a better 
  chance of getting there and doing what it is you 
  need to do without attracting their attention.  Still, 
  I would be as inconspicuous as possible when 
  headed north – if you can avoid using magic it 
  would be even better, as the army of Herion has 
  some ability to detect it.  As long as you stay west of 
  the Fals river, you should be fine. Any questions?” 
  Here are some answers to typical questions the Heroes 
  might ask. 
  Where exactly is the monastery? 
  Brother Zalan produces a map of Veluna and the 
  surrounding area.  He then says, “Follow the Fals River 
  north for about 6 days on foot.  You will find a trail 
  leading up into the Yatil mountains.  It is a well- 
  maintained trail and has a bridge crossing the river, so 
  you should recognize it.  Follow that trail north, and 
  you will arrive at the monastery." 
  Are you going to send any troops up there? 
  Lady Jolene speaks up.  “Mitrik is still under siege by 
  Herion, most of our forces are dedicated there. Any 
  large-scale offensive movement in the north will be 
  
   
   
  Sticks and Stones 
   
  Page 7 
   
  met with stiff resistance and may betray other things 
  we have going on in the area.  We believe a small 
  raiding party has much better chance of getting in than 
  a large force of troops. You are the type of raiding party 
  we see having great success, or at least some success.” 
  What’s the pay? 
  Lady Jolene replies angrily, directing it at Walker 
  Nannus, “You came to us for information to help you 
  on your quest.  We gave you that information, which is 
  a great secret of Veluna, AND offered to run 
  interference for these folk with the fiendish army of a 
  lich so that you would have a better chance to succeed, 
  and now they ask for money to to do that which you 
  say they came here to do in the first place?  I strongly 
  suggest you begin to act like the heroes you profess 
  you are, and not the beggars you are starting to sound 
  like.” 
  What do you know about what we are up against? 
  Brother Zalan replies, “Very little unfortunately. Our 
  scouts describe a force of humans and other 
  unidentified creatures entering the monastery. Our 
  experts are working on those details but have not yet 
  discerned enough for a conclusive answer – a similar 
  problem you would no doubt have with the little 
  available as a description.” 
  Where exactly do we find the entrance to the earth 
  node in the monastery? 
  Brother Zalan replies, “There is a ladder in the back of 
  the main sanctuary.  This ladder leads down to a short 
  hall and a sealed doorway.  That is the entrance to the 
  cavern of the Earth Node.” 
  Once the party is finished with questions of Jolene and 
  the brother, they can begin their journey. Proceed to 
  Encounter Two. 
   
  Encounter Two: Along the Path 
   
  The actual distance the heroes have to travel is 
  approximately 100 miles along a winding river. The 
  forces of Herion cannot actually detect magic in their 
  area but have a lot of scouts out watching for things. 
  Using their own divinations, the forces of the Temple 
  isolate the heroes as the cause of their continual misery 
  and send a pair of charmed locals to discuss the 
  situation (one is from the Lawful Evil faction, one from 
  the Chaotic Evil faction). Should the heroes plan to 
  walk or otherwise use ground transport to the 
  monastery, they are intercepted by these two some 50 
  miles from their destination.  If they plan instant 
  transport or other fast means, the two walk up just as 
  they are preparing to depart (they are told to exit the 
  church before they begin).  
  The path has been relatively quiet heading north.  
  Just as you pass a bend in the river you see coming 
  along the path a pair of travelers, dressed in the 
  stained tunics common to clerics of Fharlaghn.  
  These are two charmed clerics of Fharlaghn. Each 
  faction sent one and the pair have met up by 
  circumstance, though they do not actually know the 
  mission of the other – but it is natural for Walkers to 
  travel together and they are now chatting.  
  They are glad to meet the heroes, and recognize them 
  from descriptions given to them by their charmed 
  friends (members of the Temple of Elemental Evil). 
  All they are instructed to do is pass along some 
  information and details to the heroes and make them 
  an offer.  The charm on them is still active but not 
  necessary for this task – they have been mind-washed 
  by the demons and devils and believe in their task 
  implicitly.  That being said, the first step to freeing 
  them from their task is still to dispel the charm, should 
  anyone ask or consider this factor. The two should be 
  played as a confusing mix of good qualities and evil 
  (willingness to sacrifice all for Tharizdun, as an 
  example, though they cannot bear his name). 
  The first Walker is a young Oeridian woman named 
  Thea. She hails from Ekbir and her parents emigrated 
  there from Greyhawk city to take advantage of a 
  warmer climate. Thea is an eager follower of the 
  Dweller on the Horizon and loves to travel the VTF 
  trade route in search of good deeds to do and roads to 
  protect. 
  Thea has been charmed by the more powerful faction 
  in the Temple, the Chaotic Evil faction that Lareth 
  currently swears by and does their bidding. She has the 
  following offer to make to the heroes: 
  “Hello adventurers.  This missive is from those 
  whom you seek.  We do not wish further conflict 
  with you – it is pointless and gets us nowhere.  You 
  have proven to be strong and resilient, qualities we 
  admire. Hear this out and consider our offer.” 
  “Instead of a conflict over power, why not agree to 
  share it?  Help us defend the Earth Node against 
  our enemies, the Baatezu, and we shall grant you 
  the opportunity to blow the Horn of Darkness 
  when we summon our all-powerful Lord. As a sign 
  
   
   
  Sticks and Stones 
   
  Page 8 
   
  of our intentions, we offer information about the 
  summons, information you can no doubt use to 
  secure a position of power from wherever you hail.” 
  “We do not require an immediate answer – you 
  have proven you think things through on occasion 
  and this is wise. Take the staff from Thea and 
  approach the monastery.  If you like our deal, break 
  it when you reach the doors – our deal is then 
  concluded and you shall be present at the 
  ceremony as honored guests and allies.” 
  The information of which Thea speaks is available 
  regardless of the choice of the heroes.  She can provide 
  the details noted under the heading “In the details…” 
  When the second cleric hears this speech, he begins 
  his own at the end.  His name is Leo and he hails from 
  the Theocracy of the Pale.  Finding his own home 
  somewhat difficult to live in by virtue of the dominant 
  religion, he travels through the Flanaess for the 
  Dweller on the Horizon.  He has been charmed by the 
  Lawful Evil faction in the Temple of Elemental Evil 
  (they undertook their charm second, well aware of the 
  tactic the more powerful but arrogant Chaotic Evil 
  ToEE counterparts were attempting).  
  DM Note: As DM, you may have to modify these 
  speeches based on circumstance – if Thea is 
  unconscious, for instance, the speech of Leo makes 
  less sense. 
  “Instead, adventurers, consider my offer. The chaos 
  that she represents is not to be trusted – the Blood 
  Wars are a simple indicator of that very fact. My 
  lords, on the other hand, never break their word.  
  They would have you join with them and break the 
  power of Lareth and his minions.” 
  “Help us take the Horn of Darkness from them, 
  these useless Tanar’ri, and we promise you a 
  position of power at the ceremony of the Horn 
  itself.  Our Lord shall know of your power and your 
  loyalty and you will each gain a position of 
  prominence with us.  From there, I am sure you can 
  prove your worth and work up to even more 
  domination.” 
  “As she says, a hasty decision is one all regret. Take 
  your time, ask of me your questions, and I will 
  impart information to you as a sign of good faith.  
  Should our contract appeal to you, break the staff 
  that I wield at the entrance to the monastery – we 
  shall conclude discussions afterward, when the 
  Tanar’ri are driven from the Earth Node but the 
  deal will be in place.” 
  The staff each cleric carries does not radiate magic but 
  are masterwork quality.  They have nothing on them 
  that indicates anything further – in actual fact, the 
  demons and devils are simply going to be watching 
  from close positions to see what happens. 
  In the Details… 
  The Walkers have each been given a good deal of 
  information to pass along, as the Temple races to finish 
  off the summons.  Concluding that they already know 
  a good deal, each faction is using this information as a 
  bargaining tool and as a means of harming the other.  
  Both sides feel they have a good chance of finalizing 
  the summons without help, but have no compunctions 
  about harming the other (in fact, they strongly desire 
  that).  Reasoning that they already know the details, 
  they presume that giving this to the adventurers will 
  only harm the other faction. Information provided can 
  be given with reasonable questions or just as freely 
  imparted details. 
  Why are the Elemental Princes being summoned? 
  To provide the power to perform another, greater 
  ceremony. They are needed as only they can channel 
  the power of the true believers.  
  Who is being summoned after this? Tharizdun, of 
  course (Thea and Leo shudder at the use of this name). 
  Our Lord must be freed from his prison, and he can 
  then reward his loyal followers. 
  The Summons: The Horn of Darkness is to be blow at 
  the ceremony, to summon back Tharizdun (when they 
  speak this name, the Walkers shudder). It takes place 
  next year, at a place that has yet to be revealed to Lareth 
  and his followers. There, they are to find the Orb of 
  Oblivion, for it was hidden from all, or so they say. 
  The Horn of Darkness: The Horn of Darkness is 
  needed to summon back Tharizdun.  It reputedly can 
  pierce the barriers between the Planes and awaken the 
  God from his place of captivity. To touch the Horn is to 
  see his prison. 
  The Elemental Nodes: The Four Nodes have enough 
  power to each bring forth a single Elemental Prince of 
  Evil.  Two have arrived already, being Prince Imix 
  (Fire) and Princess Olyhydra (Water). A third (Yan-C-
  Bin) is to be summoned even as we speak but she is not 
  yet on this plane.  The fourth, the Elemental Prince of 
  Earth (Evil) he will be the last one needed.  With all 
  four the summons cannot be stopped! 
  The Orb of Oblivion: The Orb of Oblivion was 
  actually an artifact in the possession of the Temple 
  until last year.  It was taken from us in armed struggle.  
  
   
   
  Sticks and Stones 
   
  Page 9 
   
  Some say Lareth has it, some say another force.  
  Nobody knows for sure. If you discover the truth, we 
  can offer more rewards for you. 
  Red Goo: Ah, the red goo or ooze that you followed 
  last year – it is properly called the Blood of Darkness.  
  This is a creature, of sorts, from the Plane that 
  imprisons our Lord. Only it can encompass and protect 
  the Horn of Darkness on this Plane, for to touch the 
  Horn otherwise is of terrible danger.  What that danger 
  might be, few of us are willing to find out.  It is a 
  powerful defender, but mindless and with nothing in 
  the way of direct offence. 
  Lareth: Lareth is the most ambitious of his faction in 
  the Temple.  His power is unquestioned now, given 
  that he has successfully seen two Elemental Princes 
  enter our plane and two more are likely to follow. 
  Should you undermine him, there are others who 
  would be grateful.  Remember this but also remember 
  that our Lord favours him very much now. 
  What if we don’t make a deal? Those with moral 
  conviction are the most dangerous of all – and I am 
  giving you the benefit of the doubt there, yes. Of 
  course, we will do all in our power to stop you. It is that 
  simple – and that dangerous to you. 
  Note that this is a roleplaying encounter.  If you as a 
  DM have more knowledge about the series and you 
  wish to impart it, feel free.  The only modules from 
  which information is not known to these two are the 
  last one (VTF4-06 Storm of the Millennium) as it is 
  taking place nearly simultaneously with this in terms 
  of timing. 
  Regardless of whether the deals are acceptable or not, 
  the Walkers are no threat.  If they are freed from their 
  compulsion they are grateful but have nothing else to 
  add – the brainwashing was too thorough to give them 
  more details that they could impart for immediate use 
  in this context.  Neither knows Walker Salidius and 
  they seem to have been chosen only because they were 
  clerics of the Dweller on the Horizon. 
  The Demons and Devils representative of this deal for 
  the Temple of Elemental Evil (ToEE) cannot be 
  reached or contacted in any way.  The only method 
  that can be employed is to use the staffs as directed – 
  an attempt to alter the terms of the deal or change 
  them is met by confusion from the two clerics, as they 
  have no orders or authority to do this.  The heroes have 
  the choice of either accepting the offer as is, or 
  rejecting it.  There is not opportunity to change it or 
  codify it in a more precise manner – although they can 
  roleplay an attempt as much as they like. 
  Deals:  The deals are an all or nothing proposition. It 
  must be accepted by everyone present, or none at all.  
  If but one person does not accept, the deal is not made. 
  Proceed to Encounter Three. 
   
  Encounter Three: A Deal with 
  the Devil 
   
  After the long journey you finally arrive at the area 
  of the monastery.  As you approach, you see that 
  the entrance is unguarded. 
  The demons and devils both have established watch 
  positions at the entrance, some 400 feet off in either 
  direction and behind cover.  These provide a –50 to 
  Spot checks for distance and cover, and invisibility 
  provides a further benefit. Spot checks should be 
  allowed but unless they reach over 60 no need to 
  review the abilities of the creatures is necessary – they 
  cannot be spotted. 
  The demons and devils, unbeknownst to each other, 
  watch for the same sign – the breaking of the relevant 
  staff.  If the devil staff (Leo) is broken, the demons 
  attack.  If the demon staff (Thea) is broken, the devils 
  attack.  If neither staff is broken, the demons attack.  In 
  all cases, the other force departs when the attack 
  commences, anxious to return with the information. 
  The departure of the second force, whatever it is, also 
  happens to be the start of the summoning ritual – the 
  heroes now have 50 rounds to reach the final room to 
  prevent it. 
  If, by some chance, both staffs are broken, neither 
  force attacks and the party can proceed uninterrupted 
  (this has later consequences). 
  Important Note: From this point, this module uses a 
  50 round counter to determine the outcome. Lareth 
  completes his summoning of an elemental prince at 
  the end of the 50
  th round. At the end of every 10
  th 
  round, a loud noise, similar to the cracking of earth 
  during an earthquake, reverberates through the 
  complex. 
  Tactics:  The demons or devils (as decided) attack by 
  teleporting in on the surprise round. They do not 
  attack immediately, but rather shout threats at the 
  characters and generally disparage them. Before they 
  move in, they prepare themselves with any spell-like 
  abilities as they have them.  The EL is considered 
  unchanged given that they do not attack on the 
  
   
   
  Sticks and Stones 
   
  Page 10 
   
  surprise round. Each attacking creature chooses a 
  location best suited to the capabilities of the demon or 
  devil in question. 
  DEVILS 
  APL 8 (EL 10) 
  �Erinyes (2): Medium Outsider; hp 85 each; See 
  Monster Manual. 
  APL 10 (EL 12) 
  �Bone Devil (3): Large Outsider; hp 95 each; See 
  Monster Manual. 
  APL 12 (EL 14) 
  �Barbed Devil (3): Medium Outsider; hp 126 each; 
  See Monster Manual. 
  APL 14 (EL 16) 
  �Horned Devil: Large Outsider; hp 172; See Monster 
  Manual. 
  APL 16 (EL 18) 
  �Horned Devil (2): Large Outsider; hp 172 each; See 
  Monster Manual. 
   
  DEMONS 
  APL 8 (EL10) 
  �Vrock: Large Outsider; hp 115; See Monster Manual. 
  �Succubus: Medium Outsider; hp 33; See Monster 
  Manual. 
  APL 10 (EL 12) 
  �Vrock (3): Large Outsider; hp 115 each; See Monster 
  Manual. 
  APL 12 (EL 14) 
  �Hezrou (3): Large Outsider; hp 138 each; See 
  Monster Manual. 
  APL 14 (EL 16) 
  �Nalfeshnee (2): Huge Outsider; hp 175 each; See 
  Monster Manual. 
  APL 16 (EL 18) 
  �Marilith: Large Outsider; hp 216 each; See Monster 
  Manual. 
  �Glabrezu (2): Huge Outsider; hp 174 each; See 
  Monster Manual. 
   
  No treasure is in this encounter as it has been deemed 
  that there would be no time for the heroes to waste to 
  loot. If they so choose to loot then 10 more rounds are 
  added to the final countdown. 
   
  Encounter Four: Battle in the 
  Earth Node 
   
  Be sure to keep careful track of time here.  If the 
  Heroes didn’t ask where the entrance to the node is 
  located, or it was not provided, mark off 10 rounds 
  while they search for the entrance to the earth node.  
  Otherwise, mark off 5 rounds to get to the entrance 
  and use it. 
  Use DM Map #4 to setup your maps. Note that the 
  party should stay in initiative order for the duration of 
  the module from this point forward – save when time 
  can pass in an agree manner. 
  1. Entryway 
  As you descend the ladder into this 15’x35’ corridor, 
  you notice that the door at the far end has been 
  knocked off its hinges.  Beyond the doorway you 
  can hear the tell-tale sounds of combat. 
  This room contains little that has not been destroyed 
  by conflict between the Devils and Demons.  Survival 
  checks with the Tracking feat [DC 15] can identify 
  tracks on the ground and Knowledge (planes) [DC 20] 
  can further identify these as demon and devil tracks 
  (they are too mixed for identification).  Estimate 
  distance to travel and mark off the appropriate time on 
  the tracking sheet. 
  2. Large Cavern 
  A combat is taking place as the devils attempt to 
  distract the demons while they proceed to steal the 
  Horn of Darkness. If the heroes made a deal (eg. broke 
  a staff outside), they see the following: 
  Looking into the cavern, you see a grand melee 
  going on between two types of creatures.   
  On one side are creatures not unlike the ones you 
  fought outside.  The other creatures are similarly 
  terrible, but different lines and curves. This battle 
  looks as if it should be fought in the Abyss or Hell, 
  not here on Oerth.  They seem intent on ripping 
  each other apart and blowing themselves into 
  
   
   
  Sticks and Stones 
   
  Page 11 
   
  smithereens.  There is an exit on the far end of the 
  room. 
  One bellows “None shall reach the Horn of 
  Darkness!” 
  Your new allies turn to you and grin. They vanish, 
  leaving the other force to face you. 
  If the heroes did not make a deal outside (or if they 
  broke both staffs), they see the following:  
  Looking into the cavern, you see a grand melee 
  going on between two types of creatures.   
  On one side are creatures not unlike the ones you 
  fought outside.  The other creatures are similarly 
  terrible, but different lines and curves. This battle 
  looks as if it should be fought in the Abyss or Hell, 
  not here on Oerth.  They seem intent on ripping 
  each other apart and blowing themselves into 
  smithereens.   
  Instead, however, they turn and face you, an 
  obvious momentary pause in their movement. 
  One bellows “They shall not reach the Horn of 
  Darkness!” 
  There is an exit on the far end of the room but 
  there are other considerations at this moment. 
  If the heroes chose to accept both deals, they are 
  considered oath-breakers by the demons and devils 
  (since they are mutually contradictory).  On the other 
  hand, if they broke neither staff (accepted no deal) they 
  are a danger to both sides. Each side is aware of the 
  other’s plan as they have been boasting by telepathy in 
  the midst of preparing for battle. 
  The combat that is taking place is one started by the 
  devils in an attempt to distract the demons while they 
  proceed to steal the Horn of Darkness (in Room 3).  
  ****If the heroes accepted the deal with the devils 
  (Leo), they face demons: 
  Demon Combatants 
  APL 8 (EL 9) 
  �Vrock: Large Outsider; Hp 115; See Monster 
  Manual. 
  APL 10 (EL 11) 
  �Vrock (2): Large Outsider; Hp 115 each; See 
  Monster Manual. 
  APL 12 (EL 13) 
  Hezrou (2): Large Outsider; Hp 138 each; See Monster 
  Manual. 
  APL 14 (EL 15) 
  �Glabrezu (2): Huge Outsider; Hp 174 each; See 
  Monster Manual.APL 16 (EL 18) 
  APL 16 (EL 17) 
  �Glabrezu (4): Huge Outsider; Hp 174 each; See 
  Monster Manual. 
  ****If the heroes accepted the deal with the demons 
  (Thea), they face devils: 
  Devil Combatants 
  APL 8 (EL 9) 
  �Bone Devil: Large Outsider; Hp 95; See Monster 
  Manual. 
  APL 10 (EL 11) 
  �Bone Devil (2): Large Outsider; Hp 95 each; See 
  Monster Manual. 
  APL 12 (EL 13) 
  �Bone Devil (4): Large Outsider; Hp 95 each; See 
  Monster Manual. 
  APL 14 (EL 15) 
  �Ice Devil (2): Large Outsider; Hp 147 each; See 
  Monster Manual. 
  APL 16 (EL 17) 
  �Ice Devil (4): Large Outsider; Hp 147 each; See 
  Monster Manual. 
  If the heroes choose to face both sets (either by not 
  making a deal or by trying to make a deal with both 
  – or, quite frankly, by breaking their deal now and 
  attacking both sides), they face both sets of 
  combatants together.  This is then an EL+3 encounter 
  and they get no xp benefit, but they do get a benefit on 
  the AR for this morally sound and dangerous decision. 
  Breaking both Staffs: By breaking both staffs, the 
  heroes have marked themselves as deal breakers of the 
  worst kind (and that is saying a lot with these 
  opponents!). They immediately gain the Two-Faced 
  status from the AR. From this point onward, all 
  creatures with the subtype Tanar’ri or Baatezu gain a +2 
  insight bonus to hit, damage and on skill checks 
  against this character, and the character suffers a –2 
  insight penalty to hit, damage and on spell DCs against 
  said creatures. 
  
   
   
  Sticks and Stones 
   
  Page 12 
   
  In addition, the Devils and Demons in this battle all 
  benefit from a mage armor, bull’s strength, maximized 
  false life and haste spell, all cast at 18
  th level. At APL 12 
  and higher, a further cat’s grace, bear’s endurance, 
  barkskin and freedom of movement is applied, also at 
  18
  th Level. 
  Tactics:  The allies of the characters (if any) 
  immediately teleport out to safety, leaving the battle to 
  the heroes.  The remaining side attacks with all 
  possible force, using their special abilities to the best 
  possible advantage.  If both sides are present and 
  attacking, they concentrate on separate characters, 
  unwilling to cooperate fully with their immortal 
  enemies of the Blood Wars despite the current 
  situation.  Devils and Demons refuse to provide 
  flanking for the other type and they gladly drop area 
  effect spells (if they have any) that might catch the 
  other in them. Once the characters leave the room and 
  move onward, proceed to Encounter Five. 
   
  Encounter Five: Sounds of 
  Despair 
   
  3. Holding Chamber for the Horn of Darkness 
  You travel down a natural cavern, which finally 
  opens up into another natural chamber with 
  nothing but a single large fountain in the center.  It 
  is created from natural rock and looks to be a new 
  addition to the chamber.  A roiling pool of thick 
  red liquid occupies the fountain.  
  If the characters allied with one side or the other in the 
  previous battle, the Horn of Darkness is gone, taken by 
  the new allies of the heroes to a much safer spot.  If 
  they chose neither side - or both - the Horn is still here, 
  inside the Blood of Darkness. 
  The Blood of Darkness is a creature from the Abyss, 
  one that does not attack but has a number of defensive 
  capabilities. That being said, it is mindless and has no 
  interest in anything on this plane of existence. In 
  essence, it is a feature of the room, not a creature or 
  trap. 
  The Blood of Darkness was transported to a holding 
  place in Ket by Lareth last year, and has now been used 
  to store the Horn of Darkness.  He transports it around 
  in large ceramic containers (it can be split apart and 
  does not suffer). When fed the correct potion (potion 
  of good hope), it accepts teleportation from a minion 
  and only takes up the space of a large creature. 
  �Blood of Darkness; hardness 5; SR 35; reflective 
  aura; retributive aura; immune to scrying and 
  divination spells; fast healing 15; 1200 hp (entire 
  fountain); acidic features. 
  Reflective Aura (Su): If the Blood of Darkness is 
  targeted by a spell or caught within the area effect of a 
  spell, the creature reflects it back at the offending 
  caster.  This only happens if the hero fails the SR check 
  (so the Blood may yet be unaffected). 
  Retributive Aura (Su): Anyone within 60 feet of the 
  Blood of Darkness takes damage when it does, subject 
  to a Fortitude save [DC 20] for half damage. 
  Acidic features (Ex): The Blood of Darkness is mildly 
  acidic.  This provides it with no protection against acid 
  or the like, but anyone touching the Blood of Darkness 
  takes 1D2 points of damage per round. 
  The Blood of Darkness contains the Horn of Darkness 
  as Lareth imported it to defend the Horn and prevent 
  the artifact from being discovered. To retrieve the 
  Horn, all that is needed is to simply stick one’s hand or 
  arm into the Blood and dig around for it – the artifact is 
  unaffected by the mild acidity and the hardness of the 
  creature has no impact on this search method.  It is a 
  Search check [DC 25] to find the Horn inside the 
  creature, with a cumulative +1 insight bonus per round 
  spent searching on the check. 
  Touching the Horn (even through another implement, 
  such as a bag or long pole) brings immediate images of 
  total destruction (it can only be used to summon 
  Tharizdun currently, after all). This stuns the character 
  for one round unless they succeed at a Will save [DC 
  30].  They do not, however, drop the horn (though they 
  drop everything else) – it is now a permanent 
  possession and noted on their AR. Should they have 
  had a pole or bag they were using, the horn is now at 
  their belt. Only one character, whoever touches it first, 
  is awarded the Horn. 
  �The Horn of Darkness: The horn is a simple 
  hunting horn made from darkwood and infused with 
  swirls of mithral in symbols that make no sense. It is an 
  artifact and has only one purpose – to call to a god 
  imprisoned on the same plane where one may find 
  Tharizdun at this time (since there is only one there, it 
  only calls to Tharizdun currently). It radiates no magic 
  and cannot be destroyed by any known means.  The 
  horn is cursed – if touched by a non-evil character, it 
  bonds to them until it is needed elsewhere (it 
  
   
   
  Sticks and Stones 
   
  Page 13 
   
  sometimes decides to depart for unknown reasons).  
  The horn radiates strong evil. 
  The horn does not make any sounds if blown or used.  
  It, in fact, cannot make any sound save when played 
  within 100 feet of the Orb of Despair. 
  Be sure to keep track of rounds spent trying to get the 
  horn.. 
  4. Cavern Hallway 
  As you continue down this hallway, the stonework 
  goes from a natural look to very smooth - as if this 
  tunnel was cut, not created naturally. 
  Proceed to Encounter Six. 
   
  Encounter Six: Hail to the 
  Prince 
   
  You follow the hallway until it just ends.  There 
  does not seem to be any further to go. 
  The wall in front of the Heroes was created with a wall 
  of stone spell.  A Spellcraft check (DC 25) will allow 
  the Heroes to identify it as such.  A Craft 
  (stonemasonry) check (DC 10) reveals the wall is 
  crafted differently than the other walls.  Anyone 
  approaching the wall will be attacked by earth 
  elementals sitting within the wall. 
  �Stone Wall Stats – APL 8 hardness 8, 30 hp, break 
  DC 21; APL 10 and 12 hardness 8, 45 hp, break DC 21; 
  APL 14 and 16 hardness 8, 60 hp, break DC 22.  
  What the Heroes see after they breach or bypass the 
  wall depends on whether the 100 round countdown 
  has run out or not. 
  If the Heroes get past the wall before the 100 rounds 
  are up read or paraphrase the following: 
  On the other side of the wall is a large roughly 
  circular cavern.  The natural beauty of the place is 
  stunning.  Stalactites and stalagmites stretch 
  towards each other like rocky fingers.  Numerous 
  colors normally seen only in sunsets or oceans run 
  through the stone.  Crystals of all sizes jut from the 
  walls, evidence of the place's link to the elemental 
  plane of earth.  Amidst all this grandeur, your eyes 
  are drawn to the far end of the cavern, where you 
  see a group of three people clad in black and purple 
  robes, involved in some sort of ritual.  They stand 
  chanting in a semi-circle, facing a sheer wall of 
  granite.  The incantation is unfamiliar but carries 
  an undertone of malice, and you can almost feel the 
  rock under your feet pulse with power.   In the 
  center of the three people, the wall itself is 
  beginning to shimmer slightly. 
  If the summoning is complete, read onward 
  You are too late.  The voices of the priest(s) rise(s) 
  to a crescendo, and with a flash, the granite wall 
  seems to turn to liquid as a gate flares to life, and 
  through the portal strides an immense being of 
  power and evil.  A 10 feet tall and obsidian colored 
  rock being - the Elemental Earth Prince.  His eyes 
  peer in your direction briefly before he sinks into 
  the floor of the cavern.  The summoners turn in 
  your direction and prepare for combat, obviously 
  pleased with their success, and eager to sacrifice 
  your souls to their dread lord. 
  The actions of the priests depend on whether the 50 
  round countdown has run out or not.  If it has, the 
  priests are finished with the ceremony and they 
  initiate combat.  
  If the summoning has not been completed, those 
  present in the room are still summoning the Evil 
  Elemental Prince of Earth.   
  Interruption of the Ceremony: The summoning can 
  actually take place with interruption but at least one of 
  the clerics must survive to the 50
  th round. If they do 
  not, the heroes have prevented the summoning (a 
  major achievement!). 
  If at any time things are going badly for Lareth he 
  attempts to teleport away, using his ring. 
  APL 8 (EL 11) 
  �Lareth the Beautiful: Male Humanoid (Human); 
  Clr 10; hp 80; See Appendix 1. 
  �Clerics of Tharizdun (2): Male Humanoid 
  (Human); Clr 5; hp 35 each; Appendix 1. 
  �Large Earth Elemental: Large Elemental (Earth); hp 
  68; See Monster Manual. 
  APL 10 (EL 13) 
  �Lareth the Beautiful: Male Humanoid (Human); 
  Clr 12; hp 108; See Appendix 1. 
  �Clerics of Tharizdun (2): Male Humanoid 
  (Human); Clr 7; hp 49 each; Appendix 1. 
  �Huge Earth Elemental: Huge Elemental (Earth); 
  hp 152; See Monster Manual. 
  
   
   
  Sticks and Stones 
   
  Page 14 
   
  APL 12 (EL 15) 
  �Lareth the Beautiful: Male Humanoid (Human); 
  Clr 14; hp 126; See Appendix 1. 
  �Clerics of Tharizdun (2): Male Humanoid 
  (Human); Clr 9; hp 63 each; Appendix 1. 
  �Greater Earth Elemental: Huge Elemental (Earth); 
  hp 199; See Monster Manual. 
  APL 14 (EL 17) 
  �Lareth the Beautiful: Male Humanoid (Human); 
  Clr 16; hp 144; See Appendix 1. 
  �Clerics of Tharizdun (2): Male Humanoid 
  (Human); Clr 11; hp 77 each; Appendix 1. 
  �Elder Earth Elemental: Huge Elemental (Earth); hp 
  228 each; See Monster Manual. 
  APL 16 (EL 19) 
  �Lareth the Beautiful: Male Humanoid (Human); 
  Clr 18; hp 162; See Appendix 1. 
  �Clerics of Tharizdun (2): Male Humanoid 
  (Human); Clr 13; hp 104 each; Appendix 1. 
  �Elder Earth Elementals (2): Huge Elemental 
  (Earth); hp 228 each; See Monster Manual. 
  Tactics:  The tactics of the combatants depend greatly 
  on the summoning ceremony.  If complete, they cast 
  their buff spells during the time between the 
  completion and the arrival of the heroes (at the 
  discretion of the DM).  They then attack with full 
  force, trying to drive out these infidels – they use 
  intelligent tactics, hoping to kill off individual 
  opponents who are obviously spellcasters first, and 
  then tough fighters second. 
  If the ritual is not complete, the clerics fight as 
  defensively as possible and the Elemental(s) takes the 
  fight to them. Once the ritual is complete, the clerics 
  join in with gusto, again using intelligent tactics and 
  trying to kill. 
  Treasure 
   
  APL 8: L: 305 gp; C: 0 gp; M: +1 heavy mace (192 
  gp each), +2 full plate (470 gp), +2 heavy steel shield 
  (347 gp), +2 ring of protection (667 gp), ring of spell 
  storing (4166 gp), +4 periapt of wisdom (1333 gp); 
   
  APL 10: L: 0 gp; C: 0 gp; M: +1 heavy mace x2 
  (384x2 gp), heavy mace +2 (693 gp), +1 full plate x2 
  (608x2 gp), +2 full plate (470 gp), +1 heavy steel shield 
  x2 (362x2 gp), +2 heavy steel shield (347 gp), +3 ring of 
  protection (1500 gp), ring of spell storing (4166 gp), +4 
  periapt of wisdom (1333 gp each); 
   
  APL 12: L: 0 gp; C: 0 gp; M: +1 heavy mace x2 
  (384x2 gp), +2 heavy mace (693 gp), +1 full plate x2 
  (608x2 gp), +3 full plate (888 gp), +1 heavy steel 
  shieldx2 (362x2 gp), +3 heavy steel shield (764 gp), +1 
  ring of protectionx2 (333x2 gp), +3 ring of protection 
  (1500 gp), ring of spell storing (4166 gp), +4 periapt of 
  wisdom (1333 gp);  
   
  APL 14: L: 0 gp; C: 0 gp; M: +1 heavy mace x2 
  (384x2 gp), +2 brilliant energy heavy mace (6026 gp), 
  +2 full plate x2 (470x2 gp), +3 full plate (888 gp), +2 
  heavy steel shield x2 (347x2 gp), +3 heavy steel shield 
  (764 gp), +1 ring of protection x2 (333x2 gp), +3 ring of 
  protection (1500 gp), ring of spell storing (4166 gp), +6 
  periapt of wisdom (3000 gp); 
   
  APL 16: L: 0 gp; C: 0 gp; M: +2 heavy mace x2 
  (693x2 gp), +3 brilliant energy heavy mace (8193 gp), 
  +2 full plate x2 (470x2 gp), +4 full plate (1471 gp), +2 
  heavy steel shield x2 (347x2 gp), +3 heavy steel shield 
  (764 gp), +1 ring of protection x2 (333x2 gp), +3 ring of 
  protection (1500 gp), ring of spell storing (4166 gp), +6 
  periapt of wisdom (3000 gp), +2 periapt of wisdom 
  (333x2 gp); 
   
  Conclusion 
   
  Success:  
  The Earth Node has been cleansed and the 
  Elemental Prince of Earth Ogremoch repulsed. Was 
  this enough to stop whatever is being planned? The 
  Horn of Darkness has been revealed and it is now 
  in use, most obviously. Where will it be blown and 
  when will that take place?  These questions weigh 
  heavily on you but there is the good feeling having 
  accomplished a great deed today, one that may yet 
  save many lives. 
  Failure:  
  The Elemental Prince of Earth Ogremoch has been 
  summoned. Perhaps this is not a sign of things to 
  come but you cannot help but feel that stopping 
  the fourth Prince from arriving on this plane was 
  crucial. The Horn of Darkness has been revealed 
  and it is now in use, most obviously. Where will it 
  be blown and when will that take place?  The 
  hollow feeling of failure and this question weighs 
  
   
   
  Sticks and Stones 
   
  Page 15 
   
  heavily on you as you retreat back to safety in 
  Veluna. 
  Making a Deal: Heroes or characters who made a deal 
  are visited in their dreams for the next 2 TU and their 
  deal is concluded – they are fatigued each morning.  
  They are schooled in the use of the Horn (how to blow 
  it and some vague knowledge of the location) but that 
  information is barred from them until they are called 
  to the spot. 
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives 
  plus roleplaying) to each character. 
  Encounter Three 
  Fought and Defeated the Devils or Demons who 
  ambushed the party. Also granted to those who 
  bypassed this encounter by breaking both staffs. 
  APL 8  
  300 xp  
  APL 10  360 xp 
  APL 12  420 xp 
  APL 14  480 xp 
  APL 16  540 xp 
  Encounter Four 
  Fought and Defeated the opponents in area 2. 
  APL 8  
  270 xp  
  APL 10  330 xp 
  APL 12  390 xp 
  APL 14  450 xp 
  APL 16  510 xp 
  Encounter Six 
  Defeated Lareth and his followers. 
  APL 8  
  330 xp  
  APL10  390 xp 
  APL12  450 xp 
  APL 14  510 xp 
  APL 16  570 xp 
  Story Award 
  Making a deal with the devils or demons (but not both) 
  All APLs 25 xp 
  Making a deal with neither devils or demons 
  All APLs 50 xp 
   
  Stopping the summoning of the Elemental Prince of 
  Earth (Evil). 
  APL 8  
  75 xp 
  APL10  125 xp 
  APL12  125 xp 
  APL 14  150 xp 
  APL 16  185 xp 
  Roleplaying Award 
  APL8 100 xp 
  APL10 100 xp 
  APL12 150 xp 
  APL 14 175 xp 
  APL 16 175 xp 
  Total possible experience:  
   
  APL 8 1,125 xp 
  APL 10 1,350 xp 
  APL 12 1,575 xp 
  APL 14 1,800 xp 
  APL 16 2,025 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 
  10 minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not 
  gain this gold.  If you feel it is reasonable that 
  characters can go back to loot the bodies, and those 
  
   
   
  Sticks and Stones 
   
  Page 16 
   
  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. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Six:   
   
  APL 8: L: 305 gp; C: 0 gp; M: +1 heavy mace (192 
  gp each), +2 full plate (470 gp), +2 heavy steel shield 
  (347 gp), +2 ring of protection (667 gp), ring of spell 
  storing (4166 gp), +4 periapt of wisdom (1333 gp); 
   
  APL 10: L: 0 gp; C: 0 gp; M: +1 heavy mace x2 
  (384x2 gp), heavy mace +2 (693 gp), +1 full plate x2 
  (608x2 gp), +2 full plate (470 gp), +1 heavy steel shield 
  x2 (362x2 gp), +2 heavy steel shield (347 gp), +3 ring of 
  protection (1500 gp), ring of spell storing (4166 gp), +4 
  periapt of wisdom (1333 gp each); 
   
  APL 12: L: 0 gp; C: 0 gp; M: +1 heavy mace x2 
  (384x2 gp), +2 heavy mace (693 gp), +1 full plate x2 
  (608x2 gp), +3 full plate (888 gp), +1 heavy steel 
  shieldx2 (362x2 gp), +3 heavy steel shield (764 gp), +1 
  ring of protectionx2 (333x2 gp), +3 ring of protection 
  (1500 gp), ring of spell storing (4166 gp), +4 periapt of 
  wisdom (1333 gp);  
   
  APL 14: L: 0 gp; C: 0 gp; M: +1 heavy mace x2 
  (384x2 gp), +2 brilliant energy heavy mace (6026 gp), 
  +2 full plate x2 (470x2 gp), +3 full plate (888 gp), +2 
  heavy steel shield x2 (347x2 gp), +3 heavy steel shield 
  (764 gp), +1 ring of protection x2 (333x2 gp), +3 ring of 
  protection (1500 gp), ring of spell storing (4166 gp), +6 
  periapt of wisdom (3000 gp); 
   
  APL 16: L: 0 gp; C: 0 gp; M: +2 heavy mace x2 
  (693x2 gp), +3 brilliant energy heavy mace (8193 gp), 
  +2 full plate x2 (470x2 gp), +4 full plate (1471 gp), +2 
  heavy steel shield x2 (347x2 gp), +3 heavy steel shield 
  (764 gp), +1 ring of protection x2 (333x2 gp), +3 ring of 
  protection (1500 gp), ring of spell storing (4166 gp), +6 
  periapt of wisdom (3000 gp), +2 periapt of wisdom 
  (333x2 gp); 
  
   
   
  Sticks and Stones 
   
  Page 17 
   
  Total Possible Treasure 
  APL 8 
  1,300 gp 
  APL 10 
  2,300 gp 
  APL 12 
  3,300 gp 
  APL 14  
  6,600 gp 
  APL 16  
  9,900 gp 
  
   
   
  Sticks and Stones 
   
  Page 18 
   
  Appendix 1: NPCs
  Encounter Six 
  APL 8 (EL 11) 
  Lareth the Beautiful: Clr10; CR 10; Medium 
  humanoid (human); HD 10d8+20; hp 80; Init +8; Spd 
  20 ft; AC 27 (Touch AC 13, Flat Footed AC 26); Base 
  Atk +7; Grp +11; Atk +13 melee (1d8+5,  +1 heavy 
  mace); Full Atk +13/+8 melee (1d8+5, +1 heavy mace); 
  SA rebuke undead 1/day; SQ Insanity; AL CE; SV Fort 
  +9, Ref  +7, Will +13; Str 18, Dex 18, Con 15, Int 9, Wis 
  24, Cha 6. 
   
  Skills and Feats: Concentration +15, Diplomacy 
  +2, Knowledge (religion) +3, Spellcraft +5; Combat 
  Casting, Improved Initiative, Spell Penetration, Power 
  Attack, Weapon Focus (Mace). 
   
  Possessions: +1 heavy mace, +2 full plate armor, +2 
  heavy steel shield, +4 periapt of wisdom, +2 ring of 
  protection, ring of spell storing (teleport). 
   
   
  Spells: (6/5+1/5+1/4+1/4+1/3+1; DC 17 + 
  Spell Level): 0- [create water, cure minor wounds, 
  detect magic, guidance, mending, read magic]; 1
  st – 
  [cure light wounds, divine favor, entropic shield, 
  obscuring mist, protection from good, sanctuary]; 2
  nd – 
  [cure moderate wounds, death knell, enthrall, hold 
  person, sound burst, touch of madness*]; 3
  rd – [cure 
  serious wounds, invisibility purge, magic circle against 
  good, searing light, wind wall]; 4
  th – [confusion, cure 
  critical wounds, freedom of movement, lesser planer 
  ally, spell immunity]; 5
  th – [bolts of bedevilment*, 
  flame strike, slay living, wall of stone]. 
   
  Domains: Evil – Cast evil spells at +1 spell level; 
  Madness*– 1/day add ½ your level to any wisdom 
  based skill check or will save. 
  * See Appendix 2: New Rules Items 
  Cleric of Tharizdun: Clr5; CR 5; Medium humanoid 
  (human); HD 5d8+5; hp 35; Init +1; Spd 20 ft; AC 21 
  (Touch AC 11, Flat Footed AC 20); Base Atk +3; Grp +5; 
  Atk +7 melee (1d8+2, masterwork heavy mace); Full 
  Atk +7 melee (1d8 +2, masterwork heavy mace); SA 
  rebuke undead 2/day; SQ Insanity; AL CE; SV Fort +5, 
  Ref  +2, Will +7; Str 14, Dex 12, Con 13, Int 10, Wis 18, 
  Cha 8. 
   
  Skills and Feats: Concentration +9, Knowledge 
  (religion) +8, Spellcraft +8, Combat Casting, Spell 
  Penetration, Weapon Focus (Mace). 
   
  Possessions: masterwork heavy mace, full plate 
  armor, heavy steel shield. 
   
  Spells: (5/4+1/3+1/2+1; DC 14+Spell Level): 0- 
  [cure minor wounds, detect magic, guidance, mending, 
  read magic]; 1
  st – [cure light wounds, entropic shield, 
  obscuring mist, protection from good, sanctuary]; 2
  nd – 
  [cure moderate wounds, hold person, sound burst, 
  touch of madness*]; 3
  rd – [cure serious wounds, magic 
  circle against good, searing light]. 
   
  Domains: Evil – Cast evil spells at +1 spell level; 
  Madness* – 1/day add ½ your level to any wisdom 
  based skill check or will save. 
  * See Appendix 2: New Rules Items 
   
  APL 10 (EL 13) 
  Lareth the Beautiful: Clr12; CR 12; Medium 
  humanoid (human); HD 12d8+36; hp 108; Init +8; Spd 
  20 ft; AC 28 (Touch AC 14, Flat Footed AC 27); Base 
  Atk +9; Grp +13; Atk +16 melee (1d8+6, +2 heavy 
  mace); Full Atk +16/+11 melee (1d8+6, +2 heavy mace); 
  SA rebuke undead 1/day; SQ Insanity; AL CE; SV Fort 
  +11, Ref  +8, Will +14; Str 18, Dex 18, Con 16, Int 9, 
  Wis 24, Cha 6. 
   
  Skills and Feats: Concentration +18, Diplomacy + 
  2, Knowledge (religion) +5, Spellcraft +5; Combat 
  Casting, 
  Greater 
  Spell 
  Penetration, 
  Improved 
  Initiative, Spell Penetration, Power Attack, Weapon 
  Focus (Mace). 
   
  Possessions: +2 heavy mace, +2 full plate armor, +2 
  heavy steel shield, +4 periapt of wisdom, +3 ring of 
  protection, ring of spell storing (teleport). 
   
  Spells: (6/6+1/5+1/5+1/4+1/4+1/3+1; DC 17+ 
  Spell Level): 0- [create water, cure minor wounds, 
  detect magic, guidance, mending, read magic]; 1
  st – 
  [bane, cure light wounds, divine favor, entropic shield, 
  obscuring mist, protection from good, sanctuary]; 2
  nd – 
  [cure moderate wounds, death knell, enthrall, hold 
  person, sound burst, touch of madness*]; 3
  rd – [cure 
  serious wounds, dispel magic, invisibility purge, magic 
  circle against good, searing light, wind wall]; 4
  th – 
  [confusion, 
  cure 
  critical 
  wounds, 
  freedom 
  of 
  movement, lesser planer ally, spell immunity]; 5
  th – 
  [bolts of bedevilment*, flame strike, slay living, spell 
  resistance, wall of stone]; 6
  th – [blade barrier, 
  forbiddance, harm, phantasmal killer]. 
  
   
   
  Sticks and Stones 
   
  Page 19 
   
   
  Domains: Evil – Cast evil spells at +1 spell level; 
  Madness* – 1/day add ½ your level to any wisdom 
  based skill check or will save. 
  * See Appendix 2: New Rules Items 
   
  Cleric of Tharizdun: Clr7; CR 7; Medium humanoid 
  (human); HD 7d8+7; hp 49; Init +1; Spd 20 ft; AC 23 
  (Touch AC 11, Flat Footed AC 22); Base Atk +5; Grp +7; 
  Atk +9 melee (1d8+3, +1 heavy mace); Full Atk +9 
  melee (1d8+3, +1 heavy mace); SA rebuke undead 
  2/day; SQ Insanity; AL CE; SV Fort +6, Ref  +3, Will 
  +10; Str 14, Dex 12, Con 13, Int 10, Wis 19, Cha 8. 
   
  Skills and Feats: Concentration +11, Knowledge 
  (religion) +10, Spellcraft +10; Combat Casting, Iron 
  Will, Spell Penetration, Weapon Focus (Mace). 
   
  Possessions: +1 heavy mace, +1 full plate armor, +1 
  heavy steel shield. 
   
  Spells: (6/5+1/4+1/3+1/2+1; DC 14+Spell Level): 0- 
  [cure minor wounds (2), detect magic, guidance, 
  mending, read magic]; 1
  st – [cure light wounds (2), 
  entropic shield, obscuring mist, protection from good, 
  sanctuary]; 2
  nd – [cure moderate wounds, hold person, 
  sound burst (2), touch of madness*]; 3
  rd – [cure serious 
  wounds, magic circle against good, searing light (2)]; 4
  th 
  – [cure critical wounds, spell immunity, unholy 
  blight]. 
   
  Domains: Evil – Cast evil spells at +1 spell level; 
  Madness* – 1/day add ½ your level to any wisdom 
  based skill check or will save. 
  * See Appendix 2: New Rules Items 
   
  APL 12 (EL 15) 
  Lareth the Beautiful: Clr14; CR 14; Medium 
  humanoid (human); HD 14d8+42; hp 126; Init +8; Spd 
  20 ft; AC 30 (Touch AC 14, Flat Footed AC 29); Base 
  Atk +10; Grp +14; Atk +17 melee (1d8+6, +2 heavy 
  mace); Full Atk +17/+12 melee (1d8+6, +2 heavy mace); 
  SA rebuke undead 1/day; SQ Insanity; AL CE; SV Fort 
  +12, Ref  +8, Will +15; Str 18, Dex 18, Con 16, Int 9, 
  Wis 24, Cha 6. 
   
  Skills and Feats: Concentration +20, Diplomacy 
  +2, Knowledge (religion) +7, Spellcraft +5; Combat 
  Casting, 
  Greater 
  Spell 
  Penetration, 
  Improved 
  Initiative, Spell Penetration, Power Attack, Weapon 
  Focus (Mace). 
   
  Possessions: +2 heavy mace, +3 full plate armor, +3 
  heavy steel shield, +4 periapt of wisdom, ring of 
  protection +3, ring of spell storing (teleport). 
   
  Spells: (6/6+1/6+1/5+1/5+1/4+1/4+1/3+1; DC 17 + 
  Spell Level): 0- [create water, cure minor wounds, 
  detect magic, guidance, mending, read magic]; 1
  st – 
  [bane, cure light wounds, divine favor, entropic shield, 
  obscuring mist, protection from good, sanctuary]; 2
  nd – 
  [cure moderate wounds (2), death knell, enthrall, hold 
  person, sound burst, touch of madness*]; 3
  rd – [cure 
  serious wounds, dispel magic, invisibility purge, magic 
  circle against good, searing light, wind wall]; 4
  th – 
  [confusion, cure critical wounds, death ward, freedom 
  of movement, lesser planer ally, spell immunity]; 5
  th – 
  [bolts of bedevilment*, flame strike, slay living, spell 
  resistance, wall of stone]; 6
  th – [antilife shell, blade 
  barrier, greater dispel magic, harm, phantasmal killer], 
  7
  th – [blasphemy (2), ethereal jaunt, insanity]. 
   
  Domains: Evil – Cast evil spells at +1 spell level; 
  Madness* – 1/day add ½ your level to any wisdom 
  based skill check or will save. 
  * See Appendix 2: New Rules Items 
   
  Cleric of Tharizdun: Clr9; CR 9; Medium humanoid 
  (human); HD 9d8+9; hp 63; Init +5; Spd 20 ft; AC 24 
  (Touch AC 12, Flat Footed AC 22); Base Atk +6; Grp +8; 
  Atk +10 melee (1d8+3, +1 heavy mace); Full Atk +10/+5 
  melee (1d8+3, +1 heavy mace); SA rebuke undead 
  2/day; SQ Insanity; AL CE; SV Fort +7, Ref  +4, Will 
  +12; Str 14, Dex 12, Con 13, Int 10, Wis 20, Cha 8. 
   
  Skills and Feats: Concentration +13, Knowledge 
  (religion) +12, Spellcraft + 12; Combat Casting, 
  Improved Initiative, Iron Will, Spell Penetration, 
  Weapon Focus (Mace). 
   
  Possessions: +1 heavy mace, +1 full plate armor, +1 
  heavy steel shield, +1 ring of protection. 
   
  Spells: (6/5+1/5+1/4+1/3+1/2+1; DC 15 + Spell 
  Level): 0- [cure minor wounds (2), detect magic, 
  guidance, mending, read magic]; 1
  st – [cure light 
  wounds (2), entropic shield, obscuring mist, protection 
  from good, sanctuary]; 2
  nd – [cure moderate wounds, 
  hold person, shatter, sound burst (2), touch of 
  madness*]; 3
  rd – [cure serious wounds, magic circle 
  against good, searing light (2), wind wall]; 4
  th – [cure 
  critical wounds, poison, spell immunity, unholy 
  blight]; 5
  th – [dispel good, flame strike, slay living]. 
   
  Domains: Evil – Cast evil spells at +1 spell level; 
  Madness* – 1/day add ½ your level to any wisdom 
  based skill check or will save. 
  
   
   
  Sticks and Stones 
   
  Page 20 
   
  * See Appendix 2: New Rules Items 
   
  APL 14 (EL 17) 
  Lareth the Beautiful: Clr16; CR 16; Medium 
  humanoid (human); HD 16d8+48; hp 144; Init +8; Spd 
  20 ft; AC 30 (Touch AC 14, Flat Footed AC 29); Base 
  Atk +12; Grp +16; Atk +19 melee (1d8+6, +2 brilliant 
  energy heavy mace); Full Atk +19/+14/+9 melee 
  (1d8+6, +2 brilliant energy heavy mace); SA rebuke 
  undead 1/day; SQ Insanity; AL CE; SV Fort +13, Ref  
  +9, Will +17; Str 19, Dex 18, Con 16, Int 9, Wis 26, Cha 
  6. 
   
  Skills and Feats: Concentration +22, Diplomacy 
  +2, Knowledge (religion) +9, Spellcraft +5; Combat 
  Casting, Extend Spell, Greater Spell Penetration, 
  Improved Initiative, Spell Penetration, Power Attack, 
  Weapon Focus (Mace). 
   
  Possessions: +2 brilliant energy heavy mace, +3 
  full plate armor, +3 heavy steel shield, +6 periapt of 
  wisdom, +3 ring of protection, ring of spell storing 
  (teleport). 
   
  Spells: 
  (6/6+1/6+1/6+1/5+1/5+1/4+1/4+1/3+1); 
  DC 18 + Spell Level): 0- [create water, cure minor 
  wounds, detect magic, guidance, mending, read magic]; 
  1
  st – [bane, cure light wounds, divine favor, entropic 
  shield, obscuring mist, protection from good, 
  sanctuary]; 2
  nd – [cure moderate wounds (2), death 
  knell, enthrall, hold person, sound burst, touch of 
  madness*]; 3
  rd – [cure serious wounds, dispel magic, 
  invisibility purge, magic circle against good, searing 
  light (2), wind wall]; 4
  th – [confusion, cure critical 
  wounds, death ward, freedom of movement, lesser 
  planer ally, spell immunity]; 5
  th – [bolts of 
  bedevilment*, flame strike (2), slay living, spell 
  resistance, wall of stone]; 6
  th – [anti-life shell, blade 
  barrier, greater dispel magic, harm, phantasmal killer]; 
  7
  th – [blasphemy (3), ethereal jaunt, insanity]; 8
  th – 
  [firestorm, maddening scream*, stormrage, unholy 
  aura]. 
   
  Domains: Evil – Cast evil spells at +1 spell level; 
  Madness* – 1/day add ½ your level to any wisdom 
  based skill check or will save. 
  * See Appendix 2: New Rules Items 
   
  Cleric of Tharizdun: Clr11; CR 11; Medium 
  humanoid (human); HD 11d8+11; hp 77; Init +5; Spd 
  20 ft; AC 26 (Touch AC 12, Flat Footed AC 22); Base 
  Atk +8; Grp +10; Atk +12 melee (1d8+3, +1 heavy 
  mace); Full Atk +12/+7 melee (1d8+3, +1 heavy mace); 
  SA rebuke undead 2/day; SQ Insanity; AL CE; SV Fort 
  +8, Ref  +4, Will +13; Str 14, Dex 12, Con 13, Int 10, 
  Wis 20, Cha 8. 
   
  Skills and Feats: Concentration +15, Knowledge 
  (religion) +14, Spellcraft +14, Combat Casting, 
  Improved Initiative, Iron Will, Spell Penetration, 
  Weapon Focus (Mace). 
   
  Possessions: +1 heavy mace, +2 full plate armor, +2 
  heavy steel shield, +1 ring of protection. 
   
  Spells: (6/6+1/5+1/5+1/4+1/3+1/1+1; DC 15 + 
  Spell Level):0- [cure minor wounds (2), detect magic, 
  guidance, mending, read magic]; 1
  st – [cure light 
  wounds (3), entropic shield, obscuring mist, protection 
  from good, sanctuary]; 2
  nd – [cure moderate wounds, 
  hold person, shatter, sound burst (2), touch of 
  madness*]; 3
  rd – [cure serious wounds, magic circle 
  against good, meld into stone, searing light (2), wind 
  wall]; 4
  th – [cure critical wounds, freedom of 
  movement, poison, spell immunity, unholy blight*]; 5
  th 
  – [dispel good, flame strike, slay living, spell 
  resistance]; 6
  th – [harm, phantasmal killer]. 
   
  Domains: Evil – Cast evil spells at +1 spell level; 
  Madness* – 1/day add ½ your level to any wisdom 
  based skill check or will save. 
  * See Appendix 2: New Rules Items 
   
  APL 16 (EL 19) 
  Lareth the Beautiful: Clr 18; CR 18; Medium 
  humanoid (human); HD 18d8+54; hp 162; Init +8; Spd 
  20 ft; AC 31 (Touch AC 14, Flat Footed AC 30); Base 
  Atk +13; Grp +17; Atk +21 melee (1d8+7, +3 brilliant 
  energy heavy mace); Full Atk +21/+16/+11 melee 
  (1d8+7, +3 brilliant energy heavy mace); SA rebuke 
  undead 1/day; SQ Insanity; AL CE; SV Fort +16, Ref  
  +10, Will +18; Str 19, Dex 18, Con 16, Int 9, Wis 26, 
  Cha 6. 
   
  Skills and Feats: Concentration +24, Diplomacy 
  +2, Knowledge (religion) +11, Spellcraft +5; Combat 
  Casting, Extend Spell, Greater Spell Penetration, 
  Improved Initiative, Spell Penetration, Power Attack, 
  Quicken Spell, Weapon Focus (Mace). 
   
  Possessions: +3 brilliant energy heavy mace, +4 
  full plate armor, +3 heavy steel shield, +6 periapt of 
  wisdom, +3 ring of protection, ring of spell storing 
  (teleport). 
   
  Spells: 
  (6/6+1/6+1/6+1/6+1/5+1/5+1/4+1/4+1/ 
  2+1, DC 18 + Spell Level): 0 - [create water, cure minor 
  
   
   
  Sticks and Stones 
   
  Page 21 
   
  wounds, detect magic, guidance, mending, read magic]; 
  1
  st – [bane, cure light wounds, divine favor, entropic 
  shield, obscuring mist, protection from good, 
  sanctuary]; 2
  nd – [cure moderate wounds (2), death 
  knell, enthrall, hold person, sound burst, touch of 
  madness*]; 3
  rd – [cure serious wounds, dispel magic, 
  invisibility purge, magic circle against good, searing 
  light (2), wind wall]; 4
  th – [confusion, cure critical 
  wounds, death ward, divine power, freedom of 
  movement, lesser planer ally, spell immunity]; 5
  th – 
  [bolts of bedevilment*, flame strike (2), slay living, 
  spell resistance, wall of stone]; 6
  th – [anti-life shell, 
  blade barrier, greater dispel magic, harm, phantasmal 
  killer, quickened hold person]; 7
  th – [blasphemy (2), 
  ethereal jaunt, insanity, quickened dispel magic]; 8
  th – 
  [firestorm, maddening scream*, quickened confusion, 
  stormrage*, unholy aura] 9
  th – [greater visage of the 
  deity*, quickened flame strike, weird*]. 
   
  Domains: Evil – Cast evil spells at +1 spell level; 
  Madness* – 1/day add ½ your level to any wisdom 
  based skill check or will save. 
  * See Appendix 2: New Rules Items 
   
  Cleric of Tharizdun: Clr13; CR 13; Medium 
  humanoid (human); HD 13d8+26; hp 104; Init +5; Spd 
  20 ft; AC 26 (Touch AC 12, Flat Footed AC 25); Base 
  Atk +9; Grp +11; Atk +14 melee (1d8+4, +2 heavy 
  mace); Full Atk +14/+9 melee (1d8+4, +2 heavy mace); 
  SA rebuke undead 2/day; SQ Insanity; AL CE; SV Fort 
  +10, Ref  +5, Will +14; Str 14, Dex 12, Con 14, Int 10, 
  Wis 20, Cha 8. 
   
  Skills and Feats: Concentration +17, Knowledge 
  (Religion) +16, Spellcraft + 16; Combat Casting, 
  Improved Initiative, Iron Will, Lightning Reflexes, 
  Spell Penetration, Weapon Focus (Mace). 
   
  Possessions: +2 heavy mace, +2 full plate armor, +2 
  heavy steel shield, +2 periapt of wisdom, +1 ring of 
  protection. 
   
  Spells: (6/6+1/6+1/5+1/5+1/4+1/2+1/1+1; DC 15 + 
  Spell Level):0- [cure minor wounds (2), detect magic, 
  guidance, mending, read magic]; 1
  st – [cure light 
  wounds (3), entropic shield, obscuring mist, protection 
  from good, sanctuary]; 2
  nd – [cure moderate wounds, 
  hold person (2), shatter, sound burst (2), touch of 
  madness*]; 3
  rd – [cure serious wounds, magic circle 
  against good, meld into stone, searing light (2), wind 
  wall]; 4
  th – [cure critical wounds, dismissal, freedom of 
  movement, poison, spell immunity, unholy blight]; 5
  th 
  – [dispel good, flame strike (2), slay living, spell 
  resistance]; 6
  th – [blade barrier, harm, phantasmal 
  killer]; 7
  th – [blasphemy, insanity]. 
  Domains: Evil – Cast evil spells at +1 spell level; 
  Madness* – 1/day add ½ your level to any wisdom 
  based skill check or will save. 
  * See Appendix 2: New Rules Items 
  
   
   
  Sticks and Stones 
   
  Page 22 
   
  Appendix 2: New Rules Items 
  Madness Domain as presented in the 
  Complete Divine 
  Core Deities: Erythnul, Vecna. 
  Other Deities: Tharizdun. 
  Granted Power: Your insanity gives you insight.  You 
  subtract 1 from all Wisdom-based skill checks and all 
  Will saves.  However, once per day, you can see and act 
  with the clarity of true madness: Add one-half your level 
  to a single Wisdom-based skill check or Will save.  You 
  must choose to use this benefit before the check or save 
  is rolled. 
   
  Madness Domain Spells 
  1. 
  Confusion, Lesser: One creature acts randomly 
  for one round. 
  2. 
  Touch of Madness: Dazes one creature for 1 
  round/level. 
  3. 
  Rage: Subjects gain +2 to Str and Con, +1 on 
  Will saves, -2 to AC. 
  4. 
  Confusion: Makes subject behave oddly for 1 
  round/level. 
  5. 
  Bolts of Bedevilment: One ray/round, dazes 
  1d3 rounds. 
  6. 
  Phantasmal Killer: Fearsome illusion kills one 
  creature or deals 3d6 damage. 
  7. 
  Insanity: Subject suffers continuous confusion. 
  8. 
  Maddening Scream: Subject has -4 AC, no 
  shield, Reflex save only on 20. 
  9. 
  Weird: As phantasmal killer, but affects all 
  within 30 ft. 
   
  Bolts of Bedevilment as presented in the 
  Complete Divine 
  Enchantment [Mind-Affecting] 
  Level: Madness 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. +  10 ft./level) 
  Effect: Ray 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  This spell grants you the ability to make one ray attack 
  per round.  The ray dazes one living creature, clouding its 
  mind so that it takes no action for 1d3 rounds.  The 
  creature is not stunned (so attackers get no special 
  advantage against it), but it can’t move, cast spells, use 
  mental abilities, and so on. 
  Maddening Scream as presented in the 
  Complete Divine 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Madness 8 
  Components: V 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 1d4+1 rounds 
  Saving Throw: None 
  Spell Resistance: Yes 
  The subject can not keep himself from screaming, 
  gibbering, and leaping about as though completely mad.  
  This spell makes it impossible for the victim to do 
  anything other than race about caterwauling.  The spell 
  gives the subject a -4 penalty to Armor Class, makes a 
  Reflex saving throws impossible except on a roll of 20, 
  and makes it impossible to use a shield. 
  Stormrage as presented in the Complete 
  Divine 
  Transmutation [Electricity] 
  Level: Cleric 8, Druid 8 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (D) 
  
   
   
  Sticks and Stones 
   
  Page 23 
   
  You harness the powers of wind and storm to move, 
  protect yourself, and attack.  You gain the benefits of a fly 
  spell, and are protected from each direction as if 
  surrounded by a wind wall spell.  You are completely 
  unaffected by natural or magical wind (such as a 
  hurricane or gust of wind spell), easily able to hold your 
  position and completely uninhibited by other adverse 
  effects of extreme wind (such as having to make 
  Concentration checks because of strong winds). 
  Finally, you can discharge bolts of electricity from your 
  eyes.  Your caster level is the total number of d6 that you 
  can create with this spell (maximum 20d6).  You may use 
  them all at once or divide the dice over several rounds.  
  For example, a 16
  th-level caster can fire an 8d6 bolt on one 
  round and another 8d6 bolt on the next, fire sixteen bolts 
  over 16 or more rounds (each doing 1d6 electricity 
  damage), or make  one large bolt that deals 16d6.  Each 
  bolt only affects one creature. 
  Launching a bolt is a standard action that does not 
  provoke an attack of opportunity, has a range of 100 feet, 
  and requires a ranged touch attack (you gain a +3 attack 
  bonus if the opponent is wearing metal armor, made out 
  of metal, or carrying a lot of metal).  
  Touch of Madness as presented in the 
  Complete Divine 
  Enchantment [Mind-Affecting] 
  Level: Madness 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  You may daze one living creature by making a successful 
  touch attack.  If the target creature does not make a 
  successful Will save, its mind is clouded and it takes no 
  action for 1 round per caster level.  A dazed creature is 
  not stunned (so attackers get no special advantage against 
  it), but it can’t move, cast spells, use mental abilities, and 
  so on. 
  Visage of the Diety, Greater as presented in 
  the Complete Divine 
  Transmutation [Evil, Good] 
  Level: Cleric 9 
  As lesser visage of the deity, except that you take on the 
  qualities of a half-celestial or half-fiend (see the Monster 
  Manual for complete details).  You do not gain the spell-
  like abilities of these creatures. 
  Your creature type changes to outsider for the duration of 
  the spell.  Unlike other outsiders, you can be brought 
  back from the dead if you are killed in this form. 
  Good clerics undergo the following transformations: 
  • 
  You grow feathered wings that allow you to fly 
  at 
  twice 
  your 
  normal 
  speed 
  (good 
  maneuverability) 
  • 
  You gain +1 natural armor. 
  • 
  You gain low-light vision. 
  • 
  You gain resistance 10 to acid, cold, and 
  electricity. 
  • 
  You gain immunity to disease. 
  • 
  You gain a +4 racial bonus on saving throws 
  against poison. 
  • 
  You gain damage reduction 10/magic. 
  • 
  You gain spell resistance 25. 
  • 
  You gain the following bonuses to your ability 
  scores: +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wiz, +4 
  Cha. 
  Evil clerics gain the following transformations: 
  • 
  You grow batlike wings that allow you to fly at 
  twice 
  your 
  normal 
  speed 
  (good 
  maneuverability) 
  • 
  You gain +1 natural armor. 
  • 
  You gain bite and claw attacks.  If you are size 
  Medium or larger your bite deals 1d6 points of 
  damage and each claw attack deals 1d4 points of 
  damage.  If you are Small, your bite deals 1d3 
  points of damage and each claw attack deals 1d3 
  points of damage. 
  • 
  You gain darkvision out a range of 60 feet. 
  • 
  You gain immunity to poison. 
  • 
  You gain resistance 10 to acid, cold, electricity, 
  and fire. 
  • 
  You gain a +4 racial bonus on saving throws 
  against poison. 
  • 
  You gain damage reduction 10/magic. 
  • 
  You gain spell resistance 25. 
  
   
   
  Sticks and Stones 
   
  Page 24 
   
  • 
  You gain the following bonuses to your ability 
  scores: +4 Str, +4 Dex, +2 Con, +4 Int, +2 Cha. 
  Visage of the Deity, Lesser as presented in 
  the Complete Divine 
  Transmutation [Evil, Good] 
  Level: Blackguard 4, cleric 3, paladin 4 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
  When you cast this spell, your body changes into a form 
  more like your deity’s (in a very limited fashion, of 
  course).  You gain a +4 enchantment bonus to your 
  Charisma score.  You also gain resistance 10 to two or 
  three energy types: acid, cold, and electricity if you are 
  good; 
  cold 
  and 
  fire 
  if 
  you 
  are 
  evil.
  
   
   
  Sticks and Stones 
   
  Page 25 
   
  Appendix 3: Maps 
   
  Map #1 Veluna 
   
  
   
   
  Sticks and Stones 
   
  Page 26 
   
  Map #2 Falsridge 
   
  
   
   
  Sticks and Stones 
   
  Page 27 
   
  Map #3 Monastery of the Vale Outside 
   
  
   
   
  Sticks and Stones 
   
  Page 28 
   
  Map 
  #4 
  Earth 
  Node
  
   
   
  Sticks and Stones 
   
  Page 29 
   
   
  Appendix 4 GMs Aids 
  Round Checkoff 
   
  1 
   
   
  11 
   
  21 
   
  31 
   
  41 
   
   
  2 
   
   
  12 
   
  22 
   
  32 
   
  42 
  3 
   
   
  13 
   
  23 
   
  33 
   
  43 
  4 
   
   
  14 
   
  24 
   
  34 
   
  44 
  5 
   
   
  15 
   
  25 
   
  35 
   
  45 
  6 
   
   
  16 
   
  26 
   
  36 
   
  46 
  7 
   
   
  17 
   
  27 
   
  37 
   
  47 
  8 
   
   
  18 
   
  28 
   
  38 
   
  48 
  9 
   
   
  19 
   
  29 
   
  39 
   
  49 
  10  
   
  20 
   
  30 
   
  40 
   
  50 
  
   
   
  Sticks and Stones 
   
  Page 30 
   
  Player Handout #1 
   
  Brotherhood of the Vale Information 
   
  The location on the map has bothered you for days.  While comparing it to your mental map of Veluna, the location can 
  only be one place.  It must be the monastery!  You know that it is the sacred duty of the order to protect a place of great 
  evil, now you know what that evil is, THE EARTH NODE.  You now know your task, you must return to the monastery 
  no matter what danger Herion and his minions pose and complete your duty as a brother of the vale. 
   
   
   
   
  Player Handout #2 
  Brotherhood of the Unseen Information 
  The location on the map has bothered you for some time now.  The location on the map when compared to your mental 
  map of Veluna puts the earth node in the Yatil Mountains.  Near something else... Your rival’s monastery the monastery 
  of the Brotherhood of the Vale.  You know they have some sort of sacred duty that they take very seriously.  The rivalry 
  started with one of your order sneaking into the monastery and rumor has it he discovered something.  The story goes 
  that when he returned the leaders of your order quickly quieted him and what he discovered.  This is what the 
  Brotherhood of the Vale was sworn to protect, THE EARTH NODE.  You could be the hero of your order if you did 
  their sacred duty for them and secured the earth node. 
   
   
   
   
   
  Player Handout #3 
  Dear intrepid adventurers, 
  I have been on the path of the cult of the elemental eye.  I have followed their trail to Veluna, but I have not been able to 
  discern their location within.  I believe if you continue to follow the map you will arrive soon. I have contacted my old 
  friend Walker Nannus to head there and assist you in any way he can.  He will do his utmost to discover the location of 
  the cult before your arrival. 
  Your traveling companion, 
  Walker Salidus 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region The Velverdyva Trade Route/594/Normal Scenarios/VTF4-07 - Sticks and Stones (APL 8-16)/VTF4-07 - Sticks and Stones.pdf