TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
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  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at smh.lvg@gmail.com.  For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  GEO6-07 
   
   
   
   
  Lady of Oak & Oracles 
  A One-Round D&D® LIVING GREYHAWKTM  
  Geoff Regional Adventure 
  Version 1.1 
   
  by Sean Hillman & Stephen Mumford 
  Reviewer: Geoff Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: Melvin Arp, Dan Dunn, Steve Eng, Jamie Hyssong, Tim Hill, William Redd, Byron Roberts, Michelle 
  Schad, Matt Schad, Jon Tom, Matt Tyler,  
   
   
   
  Where there was one, now there are four. Boldly they embrace the coming conflict on the Shadow Plane and ask you to 
  join them on their journey. The physical contest will test your bodies but the battle itself may hinge on the internal 
  struggles of Geoff's greatest daughter. A Geoff Regional Adventure for APLs 4-10 and Part Two of the Four Daughters of 
  Geoff. 
   
  Note: This adventure will be of particular interest to members of the Warband of Seven Tribes, Servants of the Sylvan 
  Throne, and the Old Faith. 
   
   
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 2 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Geoff.  Characters native to Geoff pay one Time Unit per 
  round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  Previously, PCs had helped Ffionna Ebontress on a quest 
  to free Sierra from any lingering effects of her time with 
  Dusk, only to stumble upon a plot that threatens Geoff.  
  Ending up on the Plane of Shadow, they discover the 
  nature of the true threat to Geoff and its people. 
  Meanwhile, Gwenllian has been having disturbing 
  visions but doing her best to ignore them.  She sees her 
  long dead father and mother and has visions of Owen’s 
  death.  In the midst of this, Sierra comes to her, asking 
  whether going to the Plane of Shadow to help her half 
  brother will make things better or worse.  When 
  Gwenllian seeks the answer, she is given a final vision, 
  admonished by the Green Man and stripped of her 
  powers.  Without her druidic spells and abilities, 
  Gwenllian cannot see the future and cannot commune 
  with the land.  She is being punished for robbing the 
  Land of its full sacrifice.  The Brenin died yet the Brenin 
  now lives.  Such a thing has happened only once before 
  and such a thing cannot be allowed to happen again.  If 
  Gwenllian and the others can help the shadowed lands, 
  she will be allowed to aid her brother in his time of need. 
  If not, then Owen will stand alone. 
  Following the last vision, she tells Sierra that going to the 
  Plane of Shadow is not only the right way, but the only 
  way to save Geoff. She also tells her that Sierra will not be 
  going alone.  Four Daughters of Geoff must travel the 
  Shadowed Path.  Gwenllian, Sierra, Ffiona, and Rhian 
  must all travel there and lead the heroes of two lands in 
  battle to defeat their common enemy. 
  Rhian however, recently married and happy that she is 
  Llwyres at last, does not seem eager to ‘Go Calisse-ing’.  
  She would prefer a more straightforward approach and 
  simply lead her Fire Giants and the Brenin’s Fist into the 
  breach and smash the enemy.  Gwenllian herself is afraid 
  as she feels another threat is rising but without her 
  Druidic abilities she cannot defeat both. 
  ADVENTURE SUMMARY 
  Introduction.  The PCs are approached through several 
  possible methods about joining the quest of the Four 
  Daughters to go the Plane of Shadow and help the people 
  fighting there. 
  Encounter One.  One member of the Four Daughters 
  does not wish to go along so the other three seek the help 
  of the PCs to convince her. 
  Encounter Two. Moving along to the Dim Forest, the 
  PCs are escorted through an old battle site and have a 
  meeting with a man who wishes to dissuade them from 
  their planned journey. 
  # 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 
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 3 
  Encounter Three. Once into the Plane of Shadow, the 
  PCs run smack into a fight.  Rhian has sent ahead some of 
  her own soldiers to clear the way (and gain the glory) and 
  they set off an ambush meant for the party. 
  Encounter Four. The PCs and their charges are finally 
  united with Victor Brightblade. With the war going 
  poorly, a plan is hatched to re-light the Llygedn with 
  advice from the Crawling Grove. 
  Encounter Five. Gwenllian leads the PCs to the 
  Crawling Grove and once inside, they find out the price 
  to be paid to save not one but two kingdoms. 
  Encounter Six. Re-united with the others, the battle for 
  the fate of Cysgod Annwn is fought on the old battlefield 
  of Llew’s Hill. 
  PREPARATION FOR PLAY 
  Ask the PCs whether they have played Gathering of 
  Shadows with this particular character. If they have then 
  their Introduction will be different then those who have 
  not played it with the same character or who have not 
  played it at all. 
  If a PC has any disfavors of Owen the Brenin, Gwenllian 
  the Arch Druid, or Sierra Blackblade, they will not be 
  allowed to play in this adventure. 
  Members of the Evro Lygadi also get their own 
  introduction. 
  INTRODUCTION 
  Ask the PCs why they are in Geoff at the moment and 
  then read the introductions as appropriate. 
  Note: the following descriptions assume that the 
  characters involved are paying Standard Upkeep or better 
  for this particular adventure.  If someone is living off the 
  land, adjust the descriptions as necessary.  The 
  individuals involved have significant resources available 
  to them, and can find the characters easily. 
  If there are characters present who are members of the 
  Evro Lygadi, they receive this cryptic message privately 
  prior to the standard introductions below.  Do not read 
  this around other PCs who are not members of this 
  group: 
  You come home one evening and find a blank piece 
  of paper sitting on your bed. Next to it is a clear glass 
  full of water. Placing the paper in the water reveals 
  words to you. 
  “Four women are heading to the Plane of Shadow 
  accompanied by adventurers. Make sure you are 
  among them.  Seek out all information on the one 
  called Havgan.” 
  Those PCs who have played Gathering of Shadows 
  should have the following read to them: 
  Thunder wakens you and lightning illuminates the 
  room you are in. Shadows dance on the walls much 
  as they have for the last few weeks since your return 
  from the Plane of Shadow. Whether they mock you 
  or are dancing for you is hard to tell but it is 
  something you are not used to. 
  Quickly, more thunder is heard and it shakes the 
  room, causing the door to rattle. As you are listening 
  the door rattles again but this time without help 
  from the thunder. It rattles again and finally coming 
  fully awake, you realize that someone is knocking 
  on your door. 
  If the PC does not get up to answer the door, read the 
  following: 
  “Hello? Please I am sorry to disturb you but I must speak 
  to you.” 
  Once the PC answers the door, read the following: 
  As you open the door you see a young woman with 
  whom you are very familiar. Her white fur cap is 
  soaked and her brown coat is caked in mud. 
  “I am sorry to disturb you so late. I really have no 
  time to explain but the situation we discovered so 
  recently has become most dire. 
  “Our mission of friendship and mercy has become 
  one of Gyruff’s need. We wish to build on the 
  success of restoring Lady Sierra’s hope by going back 
  to Cysgod Annwn (pr. kus-god ahn-oon). I have little 
  time, but I ask you to stand with us again. Will you?” 
  If the PC says no, then Ffiona nods and smiles.  
  “Then I wish you well. I do not have time for more 
  conversation. Thank you and be well.” 
  The PC is out of the adventure. 
  Those PCs who did not play Gathering of Shadows: 
  You come home one evening to find a rather 
  stunning woman sitting in a chair outside of your 
  abode. She is dressed in dark colors, with high boots 
  and a black coat covering everything. The dress she 
  wears is reinforced with gleaming armor but it 
  seems very light and comfortable. 
  As you approach, she stands.  The woman does not 
  appear to be armed. In the light you can see her hair 
  is a luxurious mix of black and white. Her piercing 
  eyes seem to bore into you. 
  “I have business with you.  The rampant swirl of 
  rumors has brought your name to my ears.” 
  Allow the PC to react. Sierra will remain calm even if 
  they draw weapons on her. Sierra however is an un-tiered 
  encounter.  Knowledge Nobility or Knowledge Local-
  Sheldomar DC 12 reveals her identity. 
  “My business is one of importance. A war is being 
  raged on the Plane of Shadow that affects Geoff and 
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 4 
  possibly other parts of the Sheldomar. Since there is 
  no sure way of getting there, the entire expedition 
  will likely be one of extreme danger and hardship. 
  Do it for gold, do it for glory, or do it for love of this 
  land but I ask you to accompany us and share the 
  hardships.” 
  If the PC does not know her, she will introduce herself. If 
  the PC asks for details have Sierra respond with this: 
  “All I know is that much of what is shaping the war 
  in the Dim began on the Plane of Shadow. We have 
  allies there but they are fast losing their ability to 
  help us. We need them badly.” 
  Sierra promises some payment and the recognition of 
  others if that is what the character needs to be convinced. 
  If a PC still says no, then she puts on her hat and leaves 
  with a further word. That PC is out of the adventure. 
  If the PC agrees, then read the following: 
  “Very good. I suspected you were made of sterner 
  stuff then the last poor fellow I asked. I will wait 
  outside while you pack.” The lady puts on her wide 
  brimmed hat and walks off a short distance into the 
  darkness. 
  If the PC asks Ffiona to stay with him or her, she says that 
  as much as she would like to stay, she has other things 
  she has to take care of tonight. 
  Once all PCs have agreed or left the table, continue to 
  Encounter One. 
  ENCOUNTER 1: 
  SPEARBREAKER 
  Once everyone is settled, read the following: 
  Accompanied by your enigmatic hosts, you follow 
  her as you collect several more individuals, all 
  receiving the same offer.  Some you recognize; 
  others are new faces.  Once your motley crew is 
  collected, it is onward to Pregmere, where you will 
  meet up with the rest of your traveling companions. 
  At this point, the character may wish to make 
  introductions as necessary.  When the players are ready 
  to proceed, continue with the following: 
  Your group has come together on this dreary day 
  near the town of Pregmere. Among you are heroes 
  you may have met or heard of before. Within this 
  circle of worthies are three more ffolk of some fame 
  and importance. It seems almost surreal to be 
  standing among them. 
  One is the young Lady Ffiona Ebontress, wife of Ser 
  Darian Malthus and daughter of Melwyn Greatarm. 
  She seems more confident and sure of herself then 
  she did just a few brief months ago. In the company 
  of these other two women however, she says very 
  little and defers to them. Her black hair is pulled 
  back in a ponytail and she holds her white fur cap in 
  her hands. Across her back is a longbow and a large 
  sword. 
  Near Ffiona is the Lady Sierra Blackblade. Her dress 
  is made of expensive wools and mithral plates.  
  Almost like a tunic it buttons down to her waist and 
  the skirt portion falls to her knees. On her feet are 
  black boots of military design. Over this she wears a 
  large black duster style of coat, similar to Ffiona’s 
  brown one. On her head is a wide brimmed hat and 
  across her back is strapped a large sword. 
  Finally before you stands a woman of grace and 
  beauty.  Gwenllian the Eglantine is dressed in a 
  simple green dress and brown cloak, peasants’ 
  sandals on her feet. At her side is a sickle.  She wears 
  no signs of her office. Gwenllian appears cold and 
  shivers slightly as your group stands there. 
  Allow the PCs to introduce themselves to those NPCs 
  they do not know. All the women are friendly and oddly 
  informal, especially Sierra. 
  Some people who are familiar with the procedures of the 
  Old Faith may notice that Gwennlian does not have one 
  of her Guardians with her; these bodyguards usually 
  accompany the Archdruid on any outing so their lack 
  may be seen as unusual.  If asked about it, Gwennlian 
  explains it as saying that the elders of the old Faith must 
  occasionally address certain situations on their own. 
  “Thank you all for coming,” Sierra begins, “as this 
  will be extremely dangerous. This won’t be some 
  silly jaunt through a fairy ring, and I doubt it will 
  end well for all of us. Still, it is a war of the Old 
  Ways, when heroes and boon companions fought 
  titanic battles.  
  “I can tell you very little other then we do have 
  friends on the Plane of Shadow and they need our 
  help. So we are going to help them. The Brenin has 
  entrusted the four… well the three of us with this 
  mission and with your help we shall see it through.” 
  Again allow the PCs to ask questions. Sierra does all of 
  the talking about the mission. She explains about how 
  the Shadar Kai attacked a place known as Cysgod Annwn 
  and because of this some ffolk on the Plane of Shadow 
  have allied with Hasforenses against Geoff. Apparently 
  some of them blame the ffolk of Gyruff for the invasion. 
  “It will be dangerous but perhaps less difficult then 
  what we must now do.” Sierra turns to Gwenllian 
  who nods to her. 
  “Agreed. You see, the Oracle Hen Wen told me that 
  four daughters of Geoff must walk the darkened 
  path. I also had dreams of such. Before you are three 
  of those daughters but the fourth resides in that 
  keep over there.” Gwenllian points out the castle 
  that is the seat of power for Rhychdir Rhos. 
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 5 
  “We have asked, begged, and implored Rhian to join 
  us. She has refused such and instead offers to lead 
  an army to the Plane of Shadow. That would be too 
  obvious. We must try and be more subtle then that. 
  To avoid angering her we have sworn not to speak of 
  it.” 
  With that, Sierra picks back up with a smile. “Of 
  course you have not sworn such an oath and are in 
  no way bound by honor not to speak of it.  The same 
  is true of Yrylan, the First Bow and husband of Lady 
  Rhian. If he can be convinced to side with us…” 
  Sierra lets you draw your own conclusions. 
  Allow the PCs to ask questions and comments as they 
  move towards the Caer. 
  Any PCs with the Ffiona’s locket from GEO6-05 A 
  Gathering of Storms, must have the locket visible in 
  order to gain the bonus from it. 
  You see an enormous fortress in front of you; castle 
  can hardly do the structure justice.  Clearly meant 
  for creatures much larger then men, its enormous 
  granite walls loom imposingly overhead.  Militia of 
  Rhychdir Rhos now guards battlements and murder 
  holes once meant to keep the Gyri and their allies at 
  bay. The main gate is easily large enough for a giant 
  to walk through.  
  To one side servants are cleaning up the remains of a 
  large feast or banquet.  Silently they watch you as 
  your party walks by and then go back to their work. 
  PCs can attempt a Knowledge Local Sheldomar or 
  Knowledge Nobility & Royalty skill check. The DC is 15 
  to know that Rhian has recently taken on some Fire 
  Giants as guards and servants. A Spot check, DC 15 + APL 
  reveals several hidden Longbowmen and Giants through 
  some of the upper windows, watching the PCs. If anyone 
  speaks to the servants, they are cleaning up after the 
  wedding of Rhian and Yrylan. 
  Note: Some PCs may have serious concerns about the 
  fire giants, but regardless of personal feelings, they are 
  still members of Rhian’s cantreval forces, and should be 
  afforded the same respect as any human member of her 
  cantrev.  If a PC insists on attacking a fire giant, they are 
  immediately removed from the adventure and gain no 
  XP or Gold reward. DMs should note the PCs name and 
  send it to the Geoff Triad to deal with. 
  A woman stands at the gate.  She is tall and strong 
  and dressed in hunting leathers. Ffiona bows 
  slightly at the waist when she gets close. 
  Sierra begins to speak in Flan. “Greetings Rhian 
  merch Neiren. We seek hospitality in your home for 
  the evening and offer blessings of the Arch Druid in 
  return.” 
  Rhian looks slightly annoyed and suspicious but 
  after a moment she nods. “All are welcome and I 
  extend to you the hetygar of our humble caer. Be 
  warned that I expect you to keep your promise.” 
  “We will.” Gwenllian speaks up.  
  Rhian takes a step back. “Then come in.” 
  A successful Knowledge (Nobility) (DC 15) or 
  Knowledge (Local - Sheldomar) (DC 15) check reveals 
  that Rhian is acting more polite and reserved then is her 
  reputation. 
  The PCs should note that this situation seems to be a bit 
  unreal.  Normally when Llwyri meet there is more 
  formality, and neither of the two Llwyresses are wearing 
  their circlets of leadership. 
  Read the following: 
  You are marched into the keep with wary Human 
  and Fire Giant guards watching you. Rhian explains 
  she will meet you for dinner in an hour and you may 
  freshen up. Fancy dress is not required. 
  Allow the PCs to explain how they prepare for dinner 
  and offer them the chance to ask questions and plan their 
  strategy. Anyone who wishes to sneak around may do so, 
  though Sierra will point out that it is a violation of good 
  manners. Once they are through with their preparations 
  continue: 
  You are lead past the formal dining room into a 
  much less formal but considerably more cozy area. 
  There is a large circular table with chairs around it 
  and some copper plates set out.  Fruits and cheese 
  are arranged in bowls on the table and a servant 
  enters carrying some fresh bread for the meal.  
  Behind him enters another man who plucks a slice 
  of bread from the plate and has a seat at the head of 
  the table.  
  He is a typical Flan male, tall and well muscled. He 
  has black hair and eyes with an olive complexion. 
  He dresses in typical "ranger garb", with lots of 
  greens and browns.  
  A successful Knowledge (Nobility & Royalty) (DC 12) or 
  Knowledge (Local – Sheldomar) (DC 14) check tells the 
  PCs this is the First Bow of the Longbowmen. 
  A few moments later Lady Rhian enters carrying a 
  plate of meats and another man enters with a large 
  flagon of seidr. He sets it down and then departs. 
  “Help yourselves. I do not stand on formality when 
  the court is not looking.” Rhian sets the meat down 
  and waves her hand at the food.   Yrylan gets himself 
  and her a seidr, waiting graciously for everyone else 
  to get some food. 
  Sierra makes a deep purring sound, apparently 
  enjoying the food at the table. “You set a fine table, 
  Rhian even in such informal company.” Sierra 
  stands and picks up her mug. You know I have not 
  been back here since we recaptured it.” Sierra begins 
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 6 
  to distract Rhian slightly with small talk and gives 
  you a knowing look. 
  Rhian: Rhian is going to be very hard to convince. She is 
  dead set against anything that even remotely looks like a 
  quest Calisse went on. If the PCs start trying to convince 
  her to go, she gives Sierra plenty of dirty looks but lets 
  them have their say. In truth she knows she SHOULD 
  go, she just does not want to.  The DC to convince Rhian 
  is 50. 
  Telling Rhian it is her duty –10 
  Bad mouthing Geoff –10 
  Telling Rhian her mission is different then what Calisse 
  went through +10 
  One PC is a member of Rhychdir Ros cantrev +5 
  Explaining to Rhian they need her for this journey and 
  she is important +5 
  The Old Faith Oracle says that Rhian must do this +5 
  The PC mentions Dawn +5 
  Saying there may be some Glory involved +5 
  If the PCs do try and get Yrylan on their side and are 
  fairly convincing +15* 
  One PC is a Longbowman +5 
  Telling Rhian that they have faith in her +5 
  Generally Good Roleplaying +5 
  Rhian will sleep on it and tell them in the morning. PCs 
  may then ask her questions on any topic they wish, 
  except the mission. 
  *Yrylan has a lot of respect for his wife and her self-
  sufficiency. Players who play up this aspect will 
  definitely win favor as will explaining as much as 
  possible about the mission. 
  Rhian & Yrylan Knowledge 
  Rhychdir Ros is becoming more populated 
  • 
  The Fire Giants have sworn fealty to Rhian, 
  although Yrylan is not happy about it 
  • 
  She has heard of some stories of feral tribes in 
  the Heath but has not seen any herself 
  • 
  She does not comment on Calisse nor will 
  Yrylan 
  If Rhian decides not to go: 
  The next morning Yrylan joins you for breakfast of 
  salted mutton and potatoes. The Lady Rhian makes 
  an appearance soon after, dressed in soft leathers 
  not made for traveling. 
  “I have decided against joining you. My place is here 
  and I have too much work to do rebuilding my 
  cantrev. I wish you all well and good luck.” Yrylan 
  looks unhappy but says nothing, escorting you to 
  the door when the meal is done and wishing you 
  well. 
  If Rhian is convinced: 
  Yrylan awakens you early and tells you to dress for 
  traveling. He makes sure everyone has some food 
  and takes a moment to speak privately with Lady 
  Sierra. 
  As you head towards the exit, the sun not yet up, you 
  see Rhian standing by the door dressed for travel. 
  She is wearing a warrior’s outfit and looks extremely 
  dangerous. She also looks displeased. 
  “It’s about time you all made it down here.” She says, 
  tapping her foot gently. 
  Gwenllian walks up to her and places a hand on 
  Rhian’s elbow. “At least we are all here now.” 
  Rhian nods to the Archdruid. Moving over to Yrylan 
  she places a simple kiss upon his lips before joining 
  you. Neither looks very happy but Rhian walks with 
  determination as you make your way down the road 
  towards your destination. 
  Go to Encounter 2 
  ENCOUNTER 2: THE 
  SHADOWED PATH 
  If Rhian has accompanied the PCs, read the following: 
  As you make your way through the heartlands of 
  Geoff, Lady Rhian is quiet and keeps mostly to 
  herself. Ffiona makes several attempts to befriend 
  her but all are rebuffed. You travel for several days 
  through inhabited and then uninhabited lands. 
  Continue on, if Rhian did NOT join the party, start the 
  text at this point. 
  The journey is quick despite the fact that you travel 
  mostly 
  during 
  the 
  night 
  and 
  avoid 
  large 
  concentrations of folk. Sierra explains it is safer this 
  way and gets everyone more used to fighting in 
  darkness.   
  In just a few short days you have entered the Dim 
  Forest. The rain has not let up and there are times at 
  night it has turned to snow.  You are cold, miserable 
  and damp but the ladies you journey with are 
  delightful company -especially Ffiona, who takes it 
  upon herself to keep everyone in a good mood. 
  No magic is used on the journey as far as you can 
  tell. 
  Pause and let the PCs ask questions or prepare plans. 
  Sierra will explain that they are heading for a different 
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 7 
  entrance to the plane of Shadow then had previously 
  been used.   
  After a few days travel into the Dim Forest, you 
  come upon an abandoned village. Your journey has 
  taken you north of the besieged town of Enderyn. 
  This village has been partially burned down. Sierra 
  asks you to investigate the village while the four of 
  them search around. 
  PCs who played GEO5-IN3 Echo in the Darkness will 
  recognize the village as the one they defended. 
  Otherwise, a successful Knowledge: Architecture and 
  Engineering DC 20 check tells them it was once a 
  Human and Elven village that suffered from widespread 
  burning at some point. Once the PCs have searched the 
  village a little, read the following: 
  You come upon a building that was once a temple. A 
  battle occurred here, of that there is little doubt. 
  Parts of the walls are demolished and dark stains 
  cover the floor in many spots. A broken child’s toy 
  lies smashed as if it had been trampled. Inside 
  stands a man in quiet torment. In his hands he 
  holds a holy symbol that clearly had at one time 
  been ravaged by heat and flame. He looks up and 
  acknowledges you. 
  “They died here, bravely,” he says, looking around at 
  the ruined trappings of what was once a healthy 
  village. “They bought time for their children and for 
  all of us. They died here.” He walks out of the ruined 
  temple and approaches you. 
  “You are the ones Lady Gwenllian spoke of. The ones 
  journeying into vast darkness on some quest?” 
  The man is tall and thin, with most of his body 
  hidden by a cloak.  What you can see of his face 
  seems friendly and his speech is warm and 
  confidant. Around him float butterfly like creatures, 
  creating a vast area of light in the otherwise gloomy 
  forest. 
  This is the Radiant Shepherd. A Knowledge Local 
  Sheldomar or Bardic Knowledge, DC 25 reveals his 
  identity. 
  “Very well. Before we proceed, you all have a… 
  visitor waiting to see you.” The Radiant Shepherd’s 
  eyes look wary as he speaks. 
  Sense Motive DC 20, he seems to be trying to warn the 
  PCs of some danger. 
  A man emerges from behind the temple and 
  approaches you. His face is plain and without hair. 
  The man wears a large brown cloak that covers his 
  entire body. 
  “Greetings, heroes of Geoff. A moment of your time 
  is all I require and I swear I mean you know harm 
  this day.” 
  The man waits for the PCs to acknowledge him. A DC 20 
  Sense Motive reveals he is telling the truth. 
  “The dangers of the Plane of Shadow are self evident 
  as are the repercussions of primes entering that 
  plane on a long term basis. Think of it this way…” 
  Stepping over to the wall of the temple, he extends 
  his hand outward, casting its shadow upon the 
  abused stone.  “As my hand casts its shadow upon 
  this wall, so too do we cast our own influences upon 
  the Plane of Shadows.  Events within the Prime can 
  cause reflections of that event upon the Shadow 
  Plane.  If we cast shadows upon that realm, then 
  those that cast the shadows entering the plane could 
  cause harm. Indeed you could be eclipsing shadows 
  of your own creation every time you cross over, and 
  who knows what damage that could wreak?  
  “I implore you, the land of Cysgod Annwn is not 
  your home and thus has no hold on you. Do not 
  make the situation there any worse by going.” 
  He pauses and allows PCs to ask questions. He reveals 
  nothing of his own interests or person, only that he is a 
  concerned third party.  The man is protected against 
  magical compulsions and if attacked dimension doors 
  away effortlessly. In reality, he is another simulacrum 
  built by Hasforenses in an attempt to confuse the heroes 
  and to dissuade further assistance against her. A 
  Knowledge: Local Sheldomar DC 25 reveals that the man 
  looks similar to a figure once known as the ‘Old Man of 
  Preston’. 
  If the initial arguments do not hold any sway over the 
  PCs, the stranger continues to explain that with the 
  unprecedented large amount of traffic crossing the planar 
  boundaries near the Dim over the last year, certain 
  elements wish to stop any further travel, lest the fabric 
  between the realities begin to unravel. 
  The characters may find his arguments spurious.  He 
  seems to honestly believe all the information he is 
  presenting, but the players may request some Knowledge 
  checks. 
  A Knowledge: Planes check (DC 10) confirms that yes, in 
  theory; excessive planar travel might have repercussions 
  on the boundaries between the worlds.  It also confirms 
  that yes, events upon the Prime Material can sometimes 
  be reflected in the Shadow Plane. 
  A DC 15 check of the same nature will reveal that either 
  large groups of individuals making the journey or smaller 
  numbers of magically potent ones might have the same 
  effect with regard to the potential weakening of the 
  planar boundaries. 
  A DC 20 check reveals that yes, in theory, notable 
  individuals can cause equally notable reflections upon 
  the Plane of Shadow, and the arrival of those individuals 
  themselves into the Shadow Realm might cause 
  additional effects. 
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 8 
  A DC 25 check notes that while the potential threat of 
  damage to the planar boundaries is at least reasonably 
  accurate, 
  the 
  mysterious 
  stranger 
  is 
  obviously 
  exaggerating its effects far, far more than in reality.  It 
  also confirms that while the danger of single prominent 
  individuals crossing over to the Plane of Shadows may 
  have some effect upon the Shadow Realm, it is highly 
  unlikely to cause the sort of massive damage that the 
  stranger is implying. 
  If the PCs question the Radiant Shepherd on who this 
  man is or why he was here, the Shepherd knows little 
  more than the PCs do; he was already waiting here when 
  the Shepherd arrived, and would only say that he needed 
  to speak with the party as soon as they arrived. 
  If asked, the Shepherd states that the party should at least 
  hear him out, and while he is too polite to state so 
  directly, it is clear that he does not trust the strange man. 
  If any PCs agree to abandon the quest, the man smiles: 
  “Well thought out on your part. I can reward you. 
  Please, come this way.” The Radiant Shepherd 
  shakes his head and walks back into the temple. 
  The adventure is over but the PCs get their full gold 
  allotment and any experience received up to this point. 
  Otherwise read the following: 
  “Well, I tried. Good luck to you.  I can only hope 
  than your well-intentioned activities do not come 
  back to haunt us later.” The man walks around the 
  side of the building and out of sight. The Radiant 
  Shepherd smiles at you. 
  “You choose well. Come, let us be off.” 
  He leads you to where the others are waiting and 
  there is a brief discussion about your encounter. 
  “Our enemy knows then.” Sierra says. Neither she 
  nor Gwenllian look all that happy. 
  “Perhaps we should take a different route?” Ffiona 
  asks, but Gwenllian shakes her head. 
  “There is little point now. We must move quickly so 
  that our guide can return to his duties and we can 
  get on with ours.” 
  The Radiant Shepherd leads you into the woods 
  until you come to a large and placid lake. Snow has 
  begun to fall and its light touch has made the trees 
  look even more eerie. There are no sounds from the 
  woods. 
  The area around the lake looks a bit chewed up as if 
  some large force has passed this way recently. 
  If someone has track then they can attempt a Survival 
  Check DC 20: a force of giants and men has passed by 
  here recently, though which way they went is hard to 
  tell.  The Radiant Shepherd is unfamiliar with who left 
  the tracks, He recently arrived here himself to meet the 
  party, and is unaware of who might have been here 
  earlier. 
  “Not more water.” Ffiona groans. 
  “It is the safest path at the moment. Good luck to 
  you.” The Radiant Shepherd waves and then leaves.  
  “Oh well. No one said it would be easy.” Sierra steps 
  off into the cold water and plunges beneath the 
  surface. The other Daughters follow suit. 
  Allow the PCs to prepare and then wait for them to 
  acknowledge that they enter the pool. The gate to the 
  Plane of Shadow is near the surface of the water and they 
  cross over to the Plane of Shadow. 
  Go To Encounter Three. 
  ENCOUNTER 3: RHIAN’S 
  FOLLY 
  The PCs have entered the Plane of Shadow and appear in 
  a small village.  They appear in a fountain and as they exit, 
  the entire group finds itself caught in a battle. 
  Read the following: 
  One moment the water is a deep and cold blue-black 
  and the next you notice all color has gone from it.  
  The water is still cold but also tingles and you soon 
  find yourself coming up to the surface where the 
  darkness is a bit less. Breaching the surface you gasp 
  for air and notice something splash into the water 
  very near your face. 
  As your senses return you realize the air around you 
  is full of arrows and the sound of battle. Three men 
  dressed in the livery of Rhychdir Rhos are backing 
  away toward your position when chains emerge 
  from darkness and cut them down.  A loud roar is 
  heard off to one side as a fire giant is swarmed by a 
  hoard of shadow creatures and falls through a 
  house.  Bodies float in the fountain where you 
  emerged and most of them are the bodies of men 
  and women sworn to Rhychdir Rhos.  
  If Rhian is with the party, read the following: 
  Lady Rhian sees all the bodies and her eyes are like 
  huge saucers. “By the gods.” She whispers and she 
  seems dumbstruck by the carnage.   
  If Rhian is not with the party, read the following: 
  A woman stumbles towards the fountain, blood 
  coming out of her wounds. She says nothing but her 
  pained face tells you everything you want to know. 
  It is Rhian merch Neiren, someone you had not 
  expected to meet here. 
  Continue on: 
  As she emerges from the water, Ffiona is struck in 
  the chest by an arrow and silently slumps forward 
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 9 
  into the fountain. Sierra grabs the young woman by 
  her arm. “We cannot remain here! Head for cover!”  
  APL 4 (EL 6) 
  � Shadar-Kai Rogue 2 (3): hp 27 each; see Appendix 
  1. 
  APL 6 (EL 8) 
  � Shadar-Kai Rogue 3 (4): hp 36 each; see Appendix 
  2. 
  APL 8 (EL 10) 
  � Shadar-Kai Rogue 5 (4): hp 48 each; see Appendix 
  3. 
  APL 10 (EL 12) 
  � Shadar-Kai Rogue 6 (5): hp 54 each; see Appendix 
  4. 
  Tactics 
  Four Daughters: Sierra is going to carry Ffiona to the 
  nearest cover, a building with an open door and an open 
  window. They are the only two that need to be on the 
  map. If a PC heals Ffiona (she is at –9 but stable) she will 
  stand up the next round and follow Sierra to cover. Rhian 
  and Gwenllian fight defensively, moving off to help some 
  of Rhian’s soldiers who are being killed. Gwenllian does 
  not cast spells, and this may seem a bit odd to the players 
  since she should be able to wipe the ground with the 
  enemy.  In actuality, this is because she has lost her 
  druidic abilities for the time being.  She does not 
  willingly offer up this information, as she is rather 
  embarrassed and upset over this fact, but it may be too 
  obvious to ignore when she begins tending wounds with 
  bandages and the Heal skill instead of spells and orisons. 
  Shadar Kai: Upon seeing the PCs through the fountain, 
  a small group of Shadar-Kai splits off from the main battle 
  to engage them.  They are wary of the primes, and these 
  are members of the Tir’Alvgod family.  Their weapons are 
  normally coated with a mild Intelligence poison. Only 
  two of the rogues have poison on their weapons at this 
  point. They begin the fight Hiding in Plain Sight and will 
  attack any spell casters who emerge from the fountain. 
  The Shadar Kai fear prime Arcanists more then they do 
  prime warriors.  
  Once the fight is underway, they will do their best to 
  attack while hidden using their innate stealth abilities.  
  After attacking, they then use their Hide in Plain sight 
  ability once again, combining it with a five-foot move to 
  hopefully confuse the character and set themselves up for 
  yet another sneak attack on the following round. 
  Development 
  Once the PCs have driven off or killed the four rogues, 
  Sierra has them fortify the inn they are in. Rhian and 
  Gwenllian barely make it inside before the door slams. 
  All eyes turn to Rhian who drops to the floor in stunned 
  silence. 
  Gwenllian is making Ffiona more comfortable, 
  having removed the arrow from her chest and used a 
  potion to heal the young woman’s wounds.  Sierra 
  turns angrily to Rhian and crosses her arms. 
  “I think we’re waiting, Rhian.” 
  The other woman looks up at Sierra and then to you. 
  Finally she drops her head and speaks. 
  If Rhian had accompanied the group: 
  “I was planning this as a surprise, my gift to you. 
  When you convinced me to go I felt we would be 
  better off meeting my troops here. I had no idea…” 
  “No you didn’t, no idea at all what you were doing.” 
  Gwenllian stands from where she has been helping 
  Ffiona. “This is why Owen waited before giving you 
  the seat of Rhychdir Rhos! He knew you were 
  impetuous and foolish. Nothing has really changed I 
  see.” 
  Rhian stands up quickly. “I do not need to prove my 
  worth to you or your damned brother! Gyruff isn’t 
  your private little grove druid, nor did I need to 
  assassinate anyone to become the Llwyress like 
  some others.” 
  “What are saying!” Gwenllian roars, reaching for her 
  sickle.  
  Allow the PCs to intervene. If for some reason they do 
  not, Sierra and Ffiona will try and calm the two women 
  down.  
  If Rhian had not accompanied the group: 
  “Yrylan warned me we should not try this. Now he is 
  gone. They ambushed as soon as we came through 
  the gate between the Planes. There were so many! I 
  had no idea…” 
  “No you didn’t, no idea at all what you were doing.” 
  Gwenllian stands from where she has been helping 
  Ffiona. “This is why Owen waited before giving you 
  the seat of Rhychfir Ros! He knew you were 
  impetuous and foolish. Nothing has really changed I 
  see.” 
  Rhian stands up quickly. “I do not need to prove my 
  worth to you or your damned brother! Gyruff isn’t 
  your private little party druid! I did not need to 
  assassinate anyone to become the Llwyress, like 
  some others.” 
  “What are you saying!?” Gwenllian roars, reaching 
  for her sickle. 
  Allow the PCs to intervene. If for some reason they do 
  not, Sierra and Ffiona will try and calm the two women 
  down. 
  After things have calmed a bit, read on: 
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 10 
  “If anything, Rhian’s folly saved us in a way. We 
  would surely have been captured or worse had her 
  force not gotten here before us.” Sierra looks calm 
  but you can tell there is much anger lying beneath 
  the surface. 
  She walks over to the window. “We need to find 
  Victor and soon. A path that was unsafe has become 
  truly treacherous to walk upon.” 
  Have the PCs make a DC APL +10 Spot Check. Anyone 
  who makes it can see bright bursts of colorless light that 
  are now illuminating the world around them. 
  Sierra points out several shapes coming through the 
  light. A voice outside yells to you: 
  “Inside the inn! We are friends of Victor 
  Brightblade! Is Ffiona with you?” 
  Allow the PCs to answer. Anyone who played GEO6-05 
  A Gathering of Shadows recognizes this as the planar, 
  Hastyl, a friend. 
  “I am Hastyl, a friend. Please we need to leave before 
  the Tymestl return.” 
  The PCs may be wary. A Sense Motive of DC 15 reveals 
  he is telling the truth and Ffiona will vouch for him. 
  When the PCs agree to go with them, go to Encounter 4. 
  ENCOUNTER 4: A SOURED 
  REUNION 
  Assuming the PCs agree to follow Hastyl and his men, 
  they are escorted to the armed camp of Victor 
  Brightblade. If Yrylan is captured, they will learn of it 
  here. 
  Read the following: 
  From the battle scene that was the village you enter 
  into a barren land devoid of much terrain. Rolling 
  hills littered with rocks and short colorless grass is 
  all that you see for many miles.  
  As you march, Hastyl explains that he was coming to 
  the village to try and convince them to join Victor, 
  but apparently the Tymestl had beaten him there. 
  One of the groups may have rescued a prisoner or 
  two from Rhian’s failed attack, he says. When Rhian 
  hears this she becomes hopeful. 
  After a day of marching, you arrive upon a fortified 
  camp. Makeshift wooden walls protect the tents and 
  small huts erected here. 
  The primes are welcomed into the camp and greeted as 
  they come through.  They have the choice of talking to 
  the planars here, following Rhian over to the rescued 
  prisoners, or following Sierra for her meeting with 
  Victor. 
  Talking with the locals 
  PCs can gain rumors by talking with the local soldiers. 
  Anyone who is a celebrated prime gets a free drink of 
  seidr and +10 to any Gather Information rolls they make. 
  DC 10: Things have not gone well for the followers of 
  Victor since the last was destroyed.  For PCs who were 
  not in the last adventure: The shadar-kai are invading the 
  lands of the ffolk of Cysgod Annwn. In a previous battle 
  they silenced the last of the Llydegn which are stones 
  that project energies revealing the enemies of Cysgod 
  Annwn. 
  DC 15: Victor is trying to rally as many of the folk of the 
  Cysgod Annwn as he can. 
  DC 20: It appears that the Shadow Dragon may be 
  sending more troops to support Havgan in his bid for 
  power against Victor. 
  DC 25: Victor is worried about Tegwen, the ally who 
  went into the ranks of enemy to try and spy on them. 
  Otherwise they find that these folk are generally happy 
  to see them and talk about life in their land. 
  Following Rhian: 
  If the PCs follow Rhian they may ask her questions. Her 
  answers are dull and snappy and she is apparently in a 
  terrible mood. 
  You follow Rhian until she comes to a tent. Inside 
  are a man and a woman. The woman is still 
  unconscious but the man is sitting up, rubbing his 
  head. 
  “Turid.” She says. The man sees her and drops to one 
  knee. Rhian grabs the man by the elbows and drags 
  him to his feet. 
  “What happened!” 
  If Rhian accompanied the PCs on their mission and 
  Yrylan was not present the battle near the fountain, read 
  the following: 
  “We were ambushed the moment we left the 
  fountain, my lady! Elwyn and I managed to escape 
  the worst of it but they used some poison. I was 
  senseless until a short time ago. I am sorry.” The 
  man begins to sob.  Rhian releases him and then 
  shakes her head, leaving the tent. 
  If Yrylan was present and thus captured, read the 
  following: 
  “Lord Yrylan tried to cover us while we retreated! He 
  was making his way over to you when a great 
  consumed him and there was nothing!” The man 
  begins to sob. Rhian releases him and then leaves, 
  her walk unsteady and silent tears coming down her 
  face. 
  The PCs may question Turid. He explains that he was a 
  member of Rhian’s cantreval guards, sent here to clear 
  the way for the Four Daughters. They were a group of 
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 11 
  men and giants. Ambushed as soon as they left the water, 
  he explains that arcanists especially were targeted by the 
  Shadar Kai. Elwyn is a friend and is recovering from the 
  poison. Even if PCs heal her she remains unconscious 
  with very little to say. 
  If the characters follow Rhian, she will get more and 
  more angry with them if they are obvious about their 
  curiosity.  She berates them, yells at them and eventually 
  begins to throw clods of dirt and other detritus at them.  
  If the characters follow at a discreet distance, Rhian is too 
  distraught to notice them, and she will find a quiet place 
  to sit for a while.  Observant characters may notice that 
  she is trying to keep from breaking down and crying 
  openly, even while alone. 
  Following Sierra: 
  Despite the current events, Sierra’s step seems 
  lighter then you have ever seen it before.  In 
  moments she has crossed the camp and found the 
  person she was seeking.  Among a throng of planars 
  stands a tall man with odd features who is definitely 
  not from around here. 
  Sierra removes her hat and runs to her half-brother’s 
  arms. The two embrace for long moments but Victor 
  ends it suddenly. 
  “I am glad you are here, sister. Or should I say, Lady 
  Regent?” 
  Sierra laughs. “Not anymore, thank Cuthbert. I am 
  free of that now.” Victor smiles and touches her face 
  gently, then turns his attention to you. 
  If the PC played in GEO6-05 A Gathering of Shadows, 
  then Victor welcomes him or her back. If not then he 
  simply thanks them for coming and for bringing his 
  sister. 
  He explains that little has changed and that no more 
  tragedies have occurred at least until yesterday. A Sense 
  Motive of DC 20 tells PCs he is putting a happy face on 
  the situation. 
  Dinner 
  Once the PCs have talked or done whatever among the 
  camp, dinner is served with Victor, Hastyl, and Llewddha 
  in attendance. 
  The fare is meager but welcome over rations that 
  have been the mainstay of your meals for a few days. 
   Victor and Ffiona seem to be in the best spirits, 
  while Rhian sits alone and barely acknowledges 
  anyone. 
  “Little has changed since the last battle. I have my 
  battle lords going out and trying to recruit more 
  villages to our side and several are building armies 
  in quiet regions, away from the Tymestl. They seem 
  to be fortifying Llew’s Hill, which we find odd. They 
  have not done this to any of the other Llyegedn they 
  destroyed. So we are marching back there to see if 
  we can drive them off. With your help I am sure that 
  we can.” 
  “Why are they entrenched there?” Sierra asks but 
  Victor shrugs. 
  “Perhaps they seek something there?” Gwenllian 
  adds, eating some cheese and sipping clear, colorless 
  water. 
  Victor turns to you. “Have you any thoughts as to 
  why they might be there? Some of you fought at the 
  battle too.” 
  Let the PCs put forth ideas. Use Sierra, Ffiona, Victor, 
  and Gwenllian to ask leading questions or provide insight 
  into the situation. 
  Once the PCs start going down the road of thought that 
  leads to the idea that perhaps the Llygedn is not 
  destroyed, read the following: 
  Victor looks at you. “One of our druids has said that 
  she saw in a vision some words. ‘Not all candles are 
  without flame.’ We took this to mean there is hope 
  of victory but what if…” 
  “If it means one of the Llygedn can be re-lit?” Sierra 
  finishes for her brother. Victor smiles. 
  “Shadar Kai are lead by powerful illusionists.” 
  Gwenllian comments, suddenly intrigued. 
  “The Druid of the Grove would know.” Hastyl says 
  unexpectedly. 
  Victor shakes his head. “He will not speak with me.” 
  Gwenllian straightens a bit. “Would he speak to an 
  Arch Druid? Even one from another plane?” 
  At this time Llewddha, who has spent most of the 
  dinner drinking from his jug, sits up straight. “He 
  might! My father knew a man who knew a woman 
  who had a grandmother who knew a man… well 
  anyway our last Arch Druid, she died a hundred 
  years ago, she spoke to the Druid at the Grove. Or, so 
  I heard.” 
  “That’s it then. I will take our friends here to this 
  Grove.  We will find our answers and meet you at 
  Llew’s Hill. How do I get there?” Gwenllian is 
  suddenly full of life and energy. 
  “Walk into the wastes. The Grove will find you.” 
  Development 
  Gwenllian asks the PCs to accompany her into the 
  Wastes as she is sure this is a good sign. Assuming they 
  do, go to Encounter 5. Splitting the party would be bad, 
  but if they do then run Enc 5 for those who go with 
  Gwenllian. 
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 12 
  ENCOUNTER 5: THE LADY OF 
  OAKS 
  The PCs and Gwenllian head into the wastes, looking for 
  the Crawling Grove. Allow the PCs to give you their 
  standard spells and buffs before you read the text of the 
  encounter. 
  With little to denote the passage of one day into the 
  other, time is hard to track.  Perhaps two days out, 
  you finally begin to see a bit of a change of scenery… 
  you seem to be coming up on a large grove of some 
  sort, maybe a thick copse of trees or some other bit 
  of woodland in this otherwise dreary environment. 
  Although distance can be as difficult to determine 
  in this hazy netherworld as the passage of time is, 
  you seem to be approaching the grove of trees much 
  faster than you might otherwise expect.  After a few 
  moments, you suddenly realize that the reason the 
  distance is closing so fast is because the grove is also 
  making its way towards you! 
  Allow the PCs to react here. Gwenllian is not afraid and 
  cautiously approaches the Grove. The PCs of course have 
  the choice not to but there is little else to do unless they 
  want to sit on the sidelines. 
  The grove itself is a rather massive affair, with 
  untold hundreds of trees all interwoven with each 
  other through a dense mat of roots and underbrush 
  easily a mile or more across.  Over time, it appears 
  that soil and other plants have managed to fill in the 
  intervening spaces between the trees, creating a 
  neatly defined parcel of vegetation, as if several 
  acres of forest was plucked from Gyruff’s woodlands 
  and dropped onto this alien terrain. 
  At the edges of the grove, you can see the many 
  thousands of roots and branches of the trees moving 
  slowly in a eerily choreographed pattern, undulating 
  in waves as it propels the whole thing along.  Like a 
  monstrous, bizarre millipede, the entire grove 
  skitters across the landscape at a comfortable 
  walking pace. 
  If the characters board the mobile grove, they will find 
  the footing to be very treacherous as the ground is 
  constantly moving and undulating, with branches lifting 
  up and pitfalls in the ground opening and closing with 
  the movement of the plants.  As they journey further 
  from the edge and closer to the center, the ground 
  becomes more stable. 
  When they initially board the grove, each character must 
  make a DC 20 balance check.  Failure indicates 1d6 
  damage from a twisted ankle, bruised leg or some other 
  trauma from the unstable ground (druids with Woodland 
  Stride or characters with similar abilities are not affected 
  by this). 
  A dozen yards further in, they must make another 
  Balance Check (DC 15) or suffer a similar accident, and 
  lastly another dozen yards in a final Balance check of DC 
  10 is required to avoid the same injury again.  Travel 
  beyond this point is stable enough to not require any 
  further balance checks, although the same sequence must 
  be followed if a character somehow leaves and tries to 
  reboard the grove a second time. 
  If the characters continue toward the center of the grove, 
  they will eventually come across the grove’s defenses.  
  Nestled within the underbrush and vegetation are 
  numerous stone columns, each about two feet tall and 
  maybe six inches in diameter.  Dozens of these ring the 
  center of the grove, providing an unbroken perimeter 
  that the characters must cross to gain access to the core of 
  the grove. 
  When approached, characters may notice several druidic 
  and arcane glyphs inscribed upon the stones; these are 
  magical traps, and will spout lightning at anyone who 
  approaches within 60 feet of one.  The stones are placed 
  120 feet away, so it is impossible to avoid them apart from 
  flight.  However, the party need not worry about setting 
  off multiple stone unless they actively seek out a second.  
  The stones take ten minutes to recharge their magical 
  energies, at which point they will lash out again if 
  someone else approaches. 
  Note: The Crawling Grove is semi-sentient, and the 
  Guardian does not control it so much as he can persuade 
  it.  The traps will not lash out and attack him, and he can 
  ask the Grove to allow up to four individuals a day to 
  approach unmolested.  Since he is expecting them, he 
  asks the grove to spare the Four Daughters (which is 
  good, because Ffiona for one might not otherwise survive 
  the Grove’s defensive traps).  Unfortunately, the grove 
  does not extend this hospitality to the characters. 
  APL 4 - Lightning Bolt trap: CR 4; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (lightning bolt, 5th-level wizard, 5d6 electricity, DC 14 
  Reflex save for half damage); Search DC 28; Disable 
  Device DC 28. 
  APL 6 - Lightning Bolt trap: CR 6; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (lightning bolt, 10th-level wizard, 10d6 electricity, DC 14 
  Reflex save for half damage); Search DC 28; Disable 
  Device DC 28. 
  APL 8 – Chain Lightning trap: CR 8; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (chain lightning, 12th-level wizard, 12d6 electricity to target 
  nearest center of trigger area plus 5d6 to each of up to 12 
  secondary targets, DC 19 Reflex save for half damage); 
  Search DC 31; Disable Device DC 31. 
  APL 10 – Chain Lightning trap: CR 10; magic device; 
  proximity trigger (alarm); automatic reset (1 hour); spell 
  effect (chain lightning, 16th-level wizard, 16d6 electricity to 
  target nearest center of trigger area plus 8d6 to each of up 
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 13 
  to 16 secondary targets, DC 19 Reflex save for half 
  damage); Search DC 31; Disable Device DC 31. 
  Development 
  Once the traps have been avoided or triggered, the party 
  can continue inwards to the Grove’s core.  It is here that 
  the true encounter begins as the Guardian of the Grove 
  assaults the party with a prophetic vision. 
  With a sickening feeling as if the very ground 
  beneath you had given way, a ribbon of burning 
  images swirl about, closing in like a waterspout of 
  fire and grit.  Your eyes water and your lungs tighten 
  against the disorienting maelstrom, and then, just 
  as abruptly, you find yourself standing alone, an 
  endless mist of inky grayness surrounding you in all 
  directions. 
  The Guardian starts to show the PCs and Gwenllian why 
  he has allowed them here. 
  With some difficulty, you begin to discern 
  recognizable shapes through the mists: three 
  figures, one of which sits upon a throne of some 
  sort, elevated above the rest. 
  “My dear, dear child!” says the enthroned figure, 
  shifting forward and gesturing broadly towards the 
  pair standing before him.  The voice is deep and 
  tuneful, but laced with the echo of fingernails upon 
  slate.  “Allow me to express my greatest admiration 
  for how easily you managed to achieve such a feat.  
  Why, when I did as much so many generations ago, I 
  had to cleave a path through the druids and their 
  followers every step of the way.  And yet here you 
  have enlisted the druids themselves to aid you in 
  your ambitions!  I almost envy you, my good Brenin. 
   Where I had to create a mountain of skulls by my 
  own hand, your spirit has inspired a generation of 
  idealistic fools – both naïve Gyri and foreign pawns 
  – to create that mountain for you.” 
  The taller of the two figures steps forward into the 
  pale radiance of the throne, his own illumination 
  growing brighter to match.  It is clearly Owen, but 
  his countenance is darker somehow, and a self-
  righteous sneer is upon his lips. 
  “Yes, how quickly they fell into place once the stage 
  was set,” Owen responds.  “With my fey blood, I 
  could live for hundreds of years more, ruling this 
  land for generations to come.” 
  With a flourish, he reaches back to take the hand of 
  the third figure, who steps up into the light.  Calisse 
  smiles as she is brought forward and gives a slight 
  curtsy to the enthroned figure.  “And,” continues 
  Owen, “now that Calisse has acquired fey blood as 
  well, the Lion Throne itself is merely a matter of 
  time.  Generation after generation, as the old rulers 
  of the Sheldomar die out, they will find themselves 
  replaced with us, and then our progeny.  In time, the 
  Valley itself shall be ours.” 
  It is at this point that you notice an additional 
  figure, a young child of a few years seated upon the 
  lap of the enthroned figure.  He is playing solemnly 
  with a set of toy crowns emblazoned with the crests 
  of the various Sheldomar nations.  It is clearly Rhys, 
  Owen and Calisse’s child, and a quiet smile is upon 
  his lips as he looks up to his parents and nods. 
  “And to think,” Calisse says, turning to face the 
  image of the Gwenllian, who now stands at the base 
  of the throne, looking pale and hollow.  “…none of it 
  would have been possibly without the Archdruidess’ 
  assistance…” 
  With an ear-piercing shriek that literally fractures 
  the vision, a scream echoes from all around you. 
  “NO!  That is not how it happened!  That is not how 
  it was meant to be!”  The remaining fragments of the 
  vision swirl about like a receding fog and are soon 
  lost to view.  You find yourself again standing in the 
  center of the Grove, your companions at your side.  
  Gwennlian kneels on the matted grass in front of 
  you, her face streaked with tears as she cries out to 
  the surrounding forest. 
  Allow the characters to console or admonish Gwenllian 
  as is their inclination, then… 
  A voice rings out from behind you, low and stately. 
  “So, that wasn’t how it happened, eh?  That wasn’t 
  what was intended, eh?  Well, that’s certainly how 
  it’s going to look to people, now isn’t it?” 
  Turning, you see that the new voice belongs, 
  inexplicably, to a small black bear leaning against a 
  stump a few yards off.  “The Greenman requires a 
  sacrifice.  The Brenin knew that.  The Land knew 
  that.  The Gyri knew that.  YOU knew that.” 
  At this point, the Guardian looks towards one of the 
  characters, addressing him by name and asking him 
  pointedly. 
  “You there, [name], tell me what happened that day 
  when Owen the Brenin went to the Stone Table.” 
  Allow the characters to explain what they know of that 
  day.  If they protest or complain about oaths of secrecy, 
  the guardian dismisses such claims, explaining that he 
  knows what happened, but it is important to see what 
  they think happened. 
  If no one at the table is familiar with the events, the 
  Guardian explains what happened: 
  The Greenman is the spirit of the land, and when great 
  tragedies befall Geoff, he falls ‘asleep’ rather than be 
  destroyed.  Sometime a sacrifice must be made to 
  reawaken the Greenman, so that the land can once again 
  rebuild itself and become healthy once more.  Five years 
  ago, the Brenin, Owen, agreed to become that sacrifice.  
  He was lead to a stone table where the druids of the Old 
  Faith – more specifically Gwenllian herself, as the 
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 14 
  Archdruid – ritually slew him in order to reawaken the 
  Greenman. 
  Allow the characters to discuss if needed.  At some point 
  in time, Gwenllian, who has to this point been listening 
  with tears on her cheeks and pain in her eyes, lashes out 
  at the Guardian with a strong burst of emotion: 
  Gwenllian looks up, and chokes back more tears, 
  “But there was the sacrifice!  Owen, on the table…” 
  “Poppycock and balderdash!” exclaims the bear that, 
  oddly enough, seems to now be a barrel-chested 
  cougar standing at the tree stump.  “He went to the 
  table willingly, yes, but now he has returned, and 
  stands beside his wife in his Caer!  What sort of 
  sacrifice is that?  You know the rules of the Land, 
  Gwenllian!  You, of ALL people, should know that 
  wasn’t a proper sacrifice!  What was lost?  Some 
  time?” 
  The guardian turns to another member of the party, again 
  addressing them by name. 
  “You now, [name], you tell me what Owen’s fair 
  Calisse did following her husbands sacrifice upon 
  the stone.” 
  Again, allow the character to explain what they know of 
  what happened.  If no one at the table is familiar with 
  Calisse’s journey into the Fey Lands to retrieve her 
  husband’s soul, the guardian explains it to them: 
  A year or so after Owen’s sacrifice upon the stone table, 
  Calisse, who never quite accepted the need for the 
  sacrifice, sought out Gwennlian to see if Owen could be 
  returned.  Gwennlian explained to her that a portion of 
  Owen’s spirit was still intact within the fey realms, and 
  that the magical dagger with which Gwennlian slew 
  Owen contained the remainder of his soul.  A quest 
  within Faerie could recover Owen and bring him back.  
  Calisse accepted the dagger and underwent that journey, 
  eventually recovering Owen’s spirit.  Thus returned to 
  life, Owen led a fey army from the faerie realms to victory 
  at the last battle of Gorna. 
  Allow the characters to discuss things once more, at 
  which point Gwennlian will again burst out with her 
  own defense. 
  “But, Owen… my brother… how could I condemn 
  my own brother?” 
  The cougar, now a small brown rabbit, shakes its 
  head sadly.  “Because it HAD to be done, that’s how.  
  We all lose things precious to us, Gwenllian.  But we 
  all know that such things are needed to keep the 
  Balance.  A Balance that you have thrown severely 
  out of place, and one in which Calisse and Owen 
  have both become complicit -- she by her quest to 
  return him, and he by his acceptance of that return.  
  His initial sacrifice has been tainted by your 
  weakness, and now has been reversed.  Can any good 
  come from that?” 
  Again the PCs may comment here on what has occurred. 
  If they ask direct questions, the Druid is evasive and 
  directs questions to Gwenllian. She denies much of what 
  is said but it is clear she may feel the guilt. A Sense 
  Motive of DC 15 shows she is wavering in her 
  confidence. 
  The rabbit hops down from the stump, and is a 
  rabbit no more.  Standing in his place is a tall, stately 
  human, his hair and beard a faded grey and a crown 
  of bones upon his brow.  A long charcoal-colored 
  robe covers his aged but still hearty frame, and he 
  holds at his side a thick staff made of the vertebrae 
  of some exotic creature.  He speaks again, but his 
  voice is more paternal and comforting this time. 
  “Gwenllian, my child.  You have to make a decision 
  on how this is all to be put to rights.  Owen’s death 
  upon the stone brought back the Greenman, but 
  now that Owen himself has returned, the Greenman 
  grows ever more resentful of his false sacrifice, and 
  will not remain complacent for much longer.” 
  “Regardless of the intentions behind it, you, Owen 
  and Calisse sacrificed the lives of others so that the 
  Greenman could be cheated of his due and Owen 
  could be returned.  But no longer.  The land must be 
  appeased, and there must be a real and true sacrifice. 
   No cheats, no loopholes, no bargaining.  Enough of 
  a sacrifice to heal two worlds, now.” 
  Allow the PCs to question and comment here. Encourage 
  some debate and the flow of opinions and ideas. 
  “Upon that stone table, Owen, as the supplicant, 
  pledged his blood to the Greenman in order to 
  return him.  Owen has been upon the table once, 
  and the Greenman wants him no longer.  And so it 
  remains that only one who shares Owen’s blood can 
  appease the Land.” 
  Allow the PCs to put forth some options. As soon as one 
  of them mentions Rhys, continue reading. If none of 
  them mention Rhys out loud, Gwenllian will do so. 
  “Yes, Rhys would be acceptable to the Land.  Within 
  him flows the blood of Owen.  Should you decide 
  this, he will be taken quietly, painlessly, serenely.  
  He is still very young, and his spirit would no doubt 
  be quite happy within the Fey realms.  But if this is 
  done, Owen’s line ends there, as his life should have 
  ended so many seasons ago.  There will be no more 
  children, no one else to carry his family onward 
  through the generations. 
  “But he is not the only one whom he Greenman 
  would find acceptable.  You, Gwenllian, also share 
  Owen’s blood through your father, and as that blood 
  relative, the Greenman would also look to you as an 
  acceptable alternative.  But similarly, that means an 
  end to you, and your bloodline.  Your life would be 
  given freely to the Greenman.  We would give you 
  some time to set your affairs in order, however.” 
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 15 
  Gwenllian shakes her head, wiping some of the tears 
  from her eyes, “But that would leave Gyruff without 
  an Archdruid.  That would not be enough time to 
  train and appoint a successor properly, and I may 
  even be removed from my position before then!  The 
  Old Faith could very well shake itself apart.” 
  “As I said, Gwenllian.  No bargains this time.  No 
  loopholes or twisting of the intent.  Plain and 
  simple.  Either Owen’s bloodline through Rhys, or 
  your bloodline through you.”  Reaching into his 
  robes, the crowned man pulls out two small metallic 
  acorns, each about six inches across. 
  “The copper acorn represents you and, by extension, 
  your bloodline, Gwenllian – all that you are, all that 
  you could be, and all the potential that might be in 
  future generations borne from you.  The bronze 
  acorn represents Rhys and, by extension, Owen’s 
  bloodline. – all that Rhys is, all that he could be, and 
  all the potential that might be in future generations 
  borne from him.  You need not make your decision 
  immediately, but you will need to do so shortly.  The 
  lygedden have been quieted here within this realm, 
  but the sacrifice of either you or Rhys will be 
  sufficient to both appease the Greenman and 
  rekindle them.” 
  “Of course, the third option is to sacrifice neither, 
  and allow the Land to act as it will, without any 
  proper appeasement.  But think hard upon this 
  option, Archdruid, for while its effects may not be as 
  immediate, they may well be far worse.” 
  Here again allow the PCs to debate the question. 
  Gwenllian clearly wants to try the third option as she 
  feels betrayed by the land somewhat. However, she will 
  let the PCs change her mind. It will be up to the DM at 
  each table to decide which argument comes out 
  strongest. If two arguments tie, have one player on each 
  side make a diplomacy check in secret.  Those supporting 
  his or her argument may try and assist. Highest roll 
  decides which way she follows. 
  The players will likely ask the Guardian or Gwennlian for 
  more 
  information. 
   
  Extrapolate 
  the 
  following 
  information as needed. 
  � If Rhys’s sacrifice could appease the Greenman, 
  shouldn’t that be his, or, rather considering his 
  young age, Owen’s call?   The Guardian explains that 
  the Greenman is an abstract force of nature, and like 
  nature, cares not about family concerns or the 
  innocence of the sacrifice.  When he willingly laid 
  himself down upon that stone table, he pledged his 
  blood to the Greenman in order to revive him and 
  reawaken him.  The Greenman accepted that pledge 
  in good faith, and has upheld his end of the bargain; 
  with his return, Owen has now denied him his 
  sacrifice.  Owen made his choice five years ago; 
  when he agreed to the sacrifice; the Greenman has 
  been more than patient and is now calling his side 
  due. 
  � Owen died upon that table. Wasn’t that 
  sufficient?  The Guardian explains that a sacrifice 
  requires something truly important must be lost.  
  Owen indeed died on that table, but when Calisse 
  underwent her quest to return him, and when Owen 
  agreed to return, that sacrifice was rendered null.  If 
  you give a man a coin, only to have him return it to 
  you later, have you really lost it?  Gwennlian 
  understands this, but still thought that all would 
  turn out for the best in the end… Owen was her 
  brother, and although objectively she understood 
  that a proper sacrifice had to be made, her emotions 
  got the better of her and so she ensured that it might 
  one day be possible to return him. 
  � What would be the repercussions of sacrificing 
  Gwennlian?  If this is asked, the Guardian will 
  prompt the players to make some educated guesses 
  of their own.  If no-one at the table is familiar with 
  how Geoff and the Old Faith operates, he will 
  propose some possible repercussions himself.  The 
  Greenman will give Gwennlian some time to get her 
  affairs in order, but her fate will be sealed – the 
  Greenman will see to that himself, and there will be 
  no return this time around.  It is unlikely that the 
  Old Faith could train a new Archdruid to take her 
  place in time, leaving Geoff without an Archdruid 
  and potentially leaving the Old Faith – a very, very 
  important cornerstone of Geoff culture – in 
  upheaval. The ffolk of Geoff relies greatly on the 
  meaning and support the Old Faith provides to 
  function properly as a culture, and in times past 
  where there was no Archdruid to lead the Old Faith, 
  unpleasant things happened. 
  � What would be the repercussions of sacrificing 
  Rhys?  The Greenman will give Rhys a little time so 
  that his loved ones can get his affairs in order, but 
  his fate will be sealed – the Greenman will see to that 
  himself, and there will be no return this time 
  around.  This choice would not necessarily have any 
  impact on current Owen’s political position.  
  However, while the position of Brenin is not 
  necessarily hereditary, without a possible blood 
  relative to be offered the position to, who knows 
  who would step forward to claim the Griffon Throne 
  when and if Owen steps down? 
  � What would be the repercussions of not 
  sacrificing either of them?  Whenever the 
  Greenman has fallen dormant, all manner of troubles 
  have historically plagued Geoff until he could be 
  revived with a proper sacrifice.  Were he to have 
  been revived, but denied his proper sacrifice, those 
  troubles could pale in comparison to what might 
  happen.  Geoff has weathered much in it’s history, 
  and while it may be able to recover from a one-sided 
  pact such as would be left by sacrificing neither, it 
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 16 
  would surely cause incredible changes and strife 
  among the land that would potentially leave Geoff 
  unrecognizable. 
  Once the decision is made, read the following: 
  “Very well,” remarks the druid, “If you are ready to 
  continue your journey, you should make haste; your 
  companions are already engaged in battle.  Prepare 
  yourself, and let’s see if we can’t shave a little time 
  off your journey, shall we?” 
  Stepping forward to one of the many massive oak 
  trees forming the grove, the druid places a hand 
  upon its bark and quietly intones a few phrases in 
  Druidic.  Nodding to you all to link hands with him, 
  the druid steps forward into the tree’s trunk as 
  easily as he might step though a doorway. 
  His voice rings out from within the tree, “Well, 
  come on!  We don’t have all day here, you know.” 
  Assuming the characters accompany him on his transport 
  via plants spell, continue on to Encounter 6. 
   
  ENCOUNTER 6: THE LADY OF 
  ORACLES 
  Here the PCs will join the ongoing battle. Their mission 
  will be to make sure Gwenllian reaches the Lygedden in 
  time to save everyone. 
  There is a feeling of incredible acceleration for a 
  moment as you enter the oak tree, and you are 
  disoriented for a moment.  However, mere seconds 
  later, you find yourself back among the dark, 
  monochromatic setting of the Shadow Plane, 
  standing in front of a large withered birch. 
  To the west, a low, broad hill dominates the 
  landscape.  Dozens, perhaps hundreds of narrow 
  stone pylons dot the surface of the rise, forming 
  several concentric circles rising to the hill’s peak.  
  There, at the center like some esoteric bull’s-eye, sits 
  a far larger stone column, easily dwarfing its 
  brethren that surround it.  The obelisk is fashioned 
  of some dark stone, and the entire edifice seems 
  almost tense, as if awaiting something. 
  The stonework is not alone upon the hill, however.  
  Scattered about the lesser dolmens are countless 
  numbers of Shadar-kai, their chains swinging about 
  with unnerving precision and their eerie cries of 
  battle ringing through the still air.  Opposing them 
  are Victor and his host of planars, accompanied by 
  the rest of your fellow gyru.  Despite their best 
  efforts, it is clear that they are losing this battle, and 
  defeat will be swift if the tide of battle cannot be 
  turned. 
  “Go,” states the druid as he steps back into the birch. 
   “Your friends need your help if they are to survive.”  
  Pausing, he looks back towards Gwennlian before 
  stepping fully into the tree and disappearing.  His 
  disembodied voice rings out for a moment, “And, 
  Archdruid, so too do the gyri of both realms need 
  your help.  Make your choice, Gwennlian, but be 
  quick in your actions.” 
  APL 4 (EL 8) 
  � Il’Korath Weirds, Male Shadar-Kai Fighter 2 
  (2): hp 32 each; see Appendix 1. 
  � Al’Morak Bloodguard, Female Shadar-Kai 
  Barbarian 2 (2): hp 34 each; see Appendix 1. 
  � Il’Koryte Killers, Male Shadar-Kai Wizard 3 
  (2): hp 30 each; see Appendix 1. 
  APL 6 (EL 10) 
  � Il’Korath Weirds, Male Shadar-Kai Fighter 4 
  (2): hp 46 each; see Appendix 2. 
  � Al’Morak Bloodguard, Female Shadar-Kai 
  Barbarian 4 (2): hp 50 each; see Appendix 2. 
  � Il’Koryte Killers, Male Shadar-Kai Wizard 5 
  (2): hp 38 each; see Appendix 2. 
  APL 8 (EL 12) 
  � Il’Korath Weirds, Male Shadar-Kai Fighter 6 
  (2): hp 60 each; see Appendix 3. 
  � Al’Morak Bloodguard, Female Shadar-Kai 
  Barbarian 6 (2): hp 66 each; see Appendix 3. 
  � Il’Koryte Killers, Male Shadar-Kai Wizard 7 
  (2): hp 45 each; see Appendix 3. 
  APL 10 (EL 14) 
  � Il’Korath Weirds, Male Shadar-Kai Fighter 8 
  (2): hp 74 each; see Appendix 4. 
  � Al’Morak Bloodguard, Female Shadar-Kai 
  Barbarian 6 (2): hp 82 each; see Appendix 4. 
  � Il’Koryte Killers, Male Shadar-Kai Wizard 7 
  (4): hp 45 each; see Appendix 4. 
  The characters have to make it to the lygeddon at the top 
  of the hill.  Assuming they do not dilly-dally, they can get 
  to it within X rounds.  During this time, the other gyri 
  fall to the dangerous forces as time goes one, one a round 
  starting in round 4… 
  Round by Round Synopsis: 
  Round 4 
  Looking across the surface of the hill, you can see 
  that while your allies are putting up a good fight, the 
  battle continues to go poorly.  Amongst the whirl of 
  spinning chains and flashing blades, you can barely 
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 17 
  see Ffiona’s limp body as it is casually tossed to the 
  side by one of the Shadar-kai.  The forces that had 
  been attacking her are bloodied as well, but sheer 
  numbers can take down even the most stalwart of 
  fledgling heroes. 
  Round 5 
  Off to the side, Rhian can be seen, standing atop an 
  outcropping of charcoal-colored stone.  Her hands 
  move like quicksilver, drawing an arrow, nocking it, 
  firing it into the chest of an advancing Shadow Fey 
  before repeating the process in a blur of finely-
  honed skill.  She leaps off the boulder, sinking a pair 
  of arrows into an advancing warrior as she tumbles 
  around another.  This new opponent swings 
  fruitlessly with his halberd, but as he does so a 
  second Shadar-kai seems to materialize out of the 
  darkness behind the llwyress.  She spins, managing 
  to bury a desperate shaft into his shoulder, but the 
  momentary distraction is all her attackers needed, 
  and Rhian crumples to the ground. 
  Round 6 
  At the edge of your vision, beyond the haze of battle, 
  you can barely make out the figure of Victor as his 
  bright blade shears through one of the marauding 
  Shadar-kai that surround him.  The numbers are too 
  much for him to combat, however, and with the 
  sickening crack of breaking bone, one of the many 
  chains wielded against him wraps about his sword 
  arm 
  and 
  snaps 
  it 
  backwards. 
   
  Almost 
  simultaneously, the heavy steel endcap of a spinning 
  halberd lashes out and strikes him across the jaw, 
  causing him to crumple awkwardly to the ground.  
  His former opponents cheer in victory for a moment 
  around his motionless body, and then turn their 
  attention to other, more pressing threats. 
  Round 7 
  Sierra and the other allies have managed to occupy 
  the majority of the Shadar-kai forces, allowing you 
  to make your way towards the deactivated lygeddon 
  without being overwhelmed by sheer numbers.  
  Your group’s good fortune, however, means a greater 
  fight for them.  Many of Victor’s forces, including 
  Victor himself, have been dropped.  The many 
  shadow fey still standing now turn their attentions 
  towards Sierra, their spiked chains and lead-
  wrapped halberds slicing through the air as they 
  approach her warily.  She steps back and retrieves 
  Victor’s bright blade from where it fell, her chest 
  heaving with exhaustion and her armor beaten and 
  bloodied by the long fight.  The handful of planars 
  still standing form a defensive line of warriors at 
  her side, their armor equally broken and soaked in 
  thick, dark blood. 
   
  Straightening her wide-brimmed hat, Sierra 
  crouches down defensively and extends her sword 
  arm to the side, tense and poised to strike.  You can 
  almost see the hint of a smile on her face as she 
  beckons the Shadar-kai to approach.  The shadow fey 
  pause momentarily, wary of her resolute spirit, then 
  all details are lost as both groups clash in a 
  cacophonous maelstrom of blades, chains and 
  swords. 
  Once Gwenllian is at the Lygedden: 
  Her acorn 
  Reaching the dark obelisk at the hill’s summit, 
  Gwenllian kneels heavily in front of it, clearly 
  drained emotionally and physically.  She sobs as she 
  draws out the two acorns, holding one in each hand. 
   She looks out over the battle still raging across the 
  hillside, and with a hollow, pained cry of remorse, 
  the Archdruidess clenches her fist and drives the 
  copper-colored acorn into the bleak stone of the 
  lygedden. 
   
  As the acorn strikes the stone column, it 
  shatters in a burst of metallic splinters.  As if borne 
  aloft by an unfelt breeze, the acorn’s remnants swirl 
  about the lygedden, rising upwards and sinking into 
  the dark stone.  Thunder peals across the midnight 
  landscape, and all eyes turn from the combat to the 
  massive stone obelisk. 
   
  Like a forge receiving a powerful rush from its 
  bellows, the lygedden erupts into wispy, ethereal 
  flames as it reignites, casting a hazy glow of energy 
  across the entire hillside.  The remaining Shadar-kai 
  hiss almost in unison as their bodies are outlined in 
  a pale red glow, highlighting their lanky forms and 
  negating all chances of obfuscation. 
   
  In a heartbeat, the tide of battle is turned, and, 
  now bereft of their ability to shadowmeld, the 
  Shadar-kai swiftly find themselves engaged in a 
  running retreat.  In moments, their forces are 
  scattered and disappearing into the darkness 
  beyond.  In the distance, you can see other lygedden 
  all across the landscape begin to flare into operation 
  once more as well. 
   
  Turning your attention to the obelisk at your 
  side, however, you find Gwenllian laying at it’s base, 
  crying softly to herself as she rocks back and forth, 
  her open palm bloodied with the shards of the acorn 
  that represented her life and future.  Shaking her 
  head slowly she cries feebly, “I am so sorry… so 
  sorry….” 
  Go To Conclusion A 
  Rhys’ acorn 
  Reaching the dark obelisk at the hill’s summit, 
  Gwenllian kneels heavily in front of it, clearly 
  drained emotionally and physically.  She sobs as she 
  draws out the two acorns, holding one in each hand. 
   She looks out over the battle still raging across the 
  hillside, and with a hollow, pained cry of remorse, 
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 18 
  the Archdruidess clenches her fist and drives the 
  bronze-colored acorn into the bleak stone of the 
  lygedden. 
   
  As the acorn strikes the stone column, it 
  shatters in a burst of metallic splinters.  As if borne 
  aloft by an unfelt breeze, the acorn’s remnants swirl 
  about the lygedden, rising upwards and sinking into 
  the dark stone.  Thunder peals across the midnight 
  landscape, and all eyes turn from the combat to the 
  massive stone obelisk. 
   
  Like a forge receiving a powerful rush from its 
  bellows, the lygedden erupts into wispy, ethereal 
  flames as it reignites, casting a hazy glow of energy 
  across the entire hillside.  The remaining Shadar-kai 
  hiss almost in unison as their bodies are outlined in 
  a pale red glow, highlighting their lanky forms and 
  negating all chances of obfuscation. 
   
  In a heartbeat, the tide of battle is turned, and, 
  now bereft of their ability to shadowmeld, the 
  Shadar-kai swiftly find themselves engaging in a 
  running retreat.  In moments, their forces are 
  scattered and disappearing into the darkness 
  beyond.  In the distance, you can see other lygedden 
  all across the landscape begin to flare into operation 
  once more as well. 
   
  Turning your attention to the obelisk at your 
  side, however, you find Gwenllian laying at it’s base, 
  crying softly to herself as she rocks back and forth, 
  her open palm bloodied with the shards of the acorn 
  that represented Rhys and his future.  Shaking her 
  head slowly she cries feebly, “Owen… Rhys…  
  Forgive me…. Forgive me…” 
  Go to Conclusion B 
  Neither acorn 
  Reaching the dark obelisk at the hill’s summit, 
  Gwenllian kneels heavily in front of it, clearly 
  drained emotionally and physically.  She sobs as she 
  draws out the two acorns, holding one in each hand. 
   She looks out over the battle still raging across the 
  hillside, and with a hollow, pained cry of remorse, 
  she lashes out with her arms, flinging the two 
  acorns into the unforgiving darkness. 
   
  “I can’t!” she screams, her eyes welling up with 
  thick tears, “I can’t do it!” 
   
  The Shadar-kai seem bolstered by this new 
  development, and their attention shifts to your 
  small group, clustered about the obelisk.  As your 
  eyes dart about the battlefield, you realize that you 
  are the last still standing – all your other allies are 
  either nowhere to be seen, or can be dimly 
  recognized among the many motionless bodies 
  littering the hillside. 
   
  Like coalescing shadows, other forms begin to 
  appear to bolster the Shadar-kai’s ranks.  New 
  shadow fey seem to step out from the inky 
  blackness, and they all begin to slowly advance upon 
  your position… 
  If Gwenllian does not sacrifice one of the acorns, then go 
  to Conclusion C. 
  CONCLUSION 
  Conclusion A: Gwenllian says she has spoken to the 
  Druid of the Grove and she will meet her destiny 
  sometime in the next three years. If Yrylan was captured, 
  he is NOT recovered. Victor states that the war is not 
  over yet and that he hopes after some rest, you will come 
  back.  
  Conclusion B: Gwenllian says she will return to face her 
  brother but will likely come back here to continue the 
  fight. If Yrylan was captured, he is NOT recovered. Victor 
  states that the war is not over yet and that he hopes after 
  some rest, you will come back. 
  Conclusion C: Despite killing dozens of Shadar Kai the 
  PCs are overwhelmed. Captured, they are scarred but 
  eventually released. They gain XP but no gold for the 
  adventure and spend an extra 6 TU as prisoners of the 
  Shadar Kai. If Yrylan was captured, he is NOT recovered. 
  The End 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Three 
  Defeat the Ambush 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  Encounter Five 
  Get past the Trap 
   
  APL 4: 120 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 300 xp. 
   
  Encounter Six 
  Make sure Gwenllian lives to get to the Llygedn and 
  makes her choice. 
   
  APL 4: 240 xp. 
   
  APL 6: 300 xp. 
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 19 
   
  APL 8: 360 xp. 
   
  APL 10: 420 xp. 
   
  Story Awards 
   
  Try and convince Rhian to accompany Gwenllian, Sierra, 
  and Ffiona 
   
   
  APL 4: 50 xp. 
   
  APL 6: 50 xp. 
   
  APL 8: 50 xp. 
   
  APL 10: 50 xp. 
   
  Help Gwenllian with the choices placed before her in the 
  Grove 
   
   
  APL 4: 55 xp. 
   
  APL 6: 100 xp. 
   
  APL 8: 145 xp. 
   
  APL 10: 190 xp. 
   
  Discretionary Roleplaying Award 
   
  APL 4: 30 xp. 
   
  APL 6: 30 xp. 
   
  APL 8: 30 xp. 
   
  APL 10: 30 xp. 
   
  Total possible experience 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter Three: 
  APL 4: L: 421 gp 
  APL 6: L: 421 gp 
  APL 8: L: 104 gp, M: 4 Spiked Chains +1 (192gp ea.); 4 
  Mighty Composite Long Bows (1) +1 (200gp ea.); 4 
  Chain Shirts +1 (104gp ea.); 
  APL 10: L: 104 gp, M: 4 Spiked Chains +1 (192gp ea.); 4 
  Mighty Composite Long Bows (1) +1 (200gp ea.); 4 
  Chain Shirts +1 (104gp ea.); 
  Encounter Six: 
  APL 4: L: 385 gp 
  APL 6: L: 385 gp, M: Wand of Invisibility (375gp); 6 
  Potions of Cure Moderate Wounds (150gp); 
  APL 8: L: 1 gp, M: Wand of Invisibility (375gp); 6 
  Potions of Cure Moderate Wounds (25gp ea.); 4 Spiked 
  Chains +1 (192gp ea.); 4 Mighty Composite Long Bows 
  (1) +1 (200gp ea.); 4 Chain Shirts +1 (104gp ea.); 2 
  Headbands of Intellect +2 (334gp ea.);  
  APL 10: L: 1 gp, M: Wand of Invisibility (375gp); 6 
  Potions of Cure Moderate Wounds (25gp ea.); 4 Spiked 
  Chains +1 (192gp ea.); 4 Mighty Composite Long Bows 
  (1) +1 (200gp ea.); 4 Chain Shirts +1 (104gp ea.); 2 
  Headbands of Intellect +2 (334gp ea.); Wand of 
  Fireball (936gp); 
  Encounter Two (Optional if the PCs accept the 
  offer of the mysterious man): 
  APL 4: C: 650 gp 
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 20 
  APL 6: C: 900 gp 
  APL 8: C: 1,300 gp 
  APL 10: C: 2,300 gp 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 4: L: 806 gp, C: 0* gp, M: 0 gp – Total: 806 gp 
  (650 gp). 
  APL 6: L: 806 gp, C: 0* gp, M: 525 gp – Total: 1,331 gp 
  (900 gp). 
  APL 8: L: 105 gp, C: 0* gp, M: 6,576 gp – Total: 6,681 
  gp (1,300 gp). 
  APL 10: L: 105 gp, C: 0* gp, M: 7,513 gp – Total: 7,618 
  gp (2,300 gp). 
  *If PCs end the adventure in Encounter 2, they get 
  coin equivalent to the Max Reward. 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  SPECIAL 
  � Favor of the Four – The Eglantine: For the courage 
  in the face of the unknown dangers faced on the Plane of 
  Shadow, Gwenllian will bargain for the forces of nature 
  on behalf of the PC.  If this character dies and wishes to 
  be reincarnated, she will ensure them to access of that 
  spell at 50% of the standard NPC spellcasting cost.  This 
  favor may have uses in conjunction with other favors in 
  the future.  Mark this Favor as USED when it is spent.  
  Favor Level B. 
  � Touched by the Plane of Shadow: After extended 
  exposure to the Plane of Shadow, this PC undergoes a few 
  changes.  First, their own shadow is bigger and darker 
  then before. Second, the sunshine is always a bit too 
  bright for their taste.  This PC feels more comfortable in 
  minimal sunlight.  PCs should note this for future 
  reference. 
   
  If this is the second time the PC has received this 
  effect, they now seem less “colorful” then before.  Their 
  skin coloring seems to be faded. 
  � Shadow Assassins:  Due to her status as Celebrated 
  Brightlings, this PC is the subject of assassination 
  attempts from shadar-kai assassins. This PC begins the 
  next two Geoff Regional or Sheldomar Metaregional 
  adventures with damage sustained from assassination 
  attempts.  Roll 1d8 for the amount of damage the PC has 
  sustained. If the damage would drop the PC below 1 hp, 
  they are treated as being at 1 hp regardless of the die roll. 
  ITEM ACCESS 
  APL 4: 
  • 
  +2 Halberd (Adventure; Dungeon Master’s Guide) 
  • 
  Cloak of Resistance +2 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Ring of Protection +2 (Adventure; Dungeon Master’s 
  Guide) 
   
  APL 6 (all of APL 4 plus the following): 
  • 
  Adamantine Halberd (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Bag of Holding, Type II (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Ring of Sustenance (Adventure; Dungeon Master’s Guide) 
   
  APL 8 (all of APLs 4, 6 plus the following): 
  • 
  Adamantine Spiked Chain (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Wand of Invisibility (CL 3rd; Adventure; Dungeon 
  Master’s Guide; Limit 1) 
  • 
  Wand of Fireball (CL 5th; Adventure; Dungeon Master’s 
  Guide) 
   
  APL 10 (all of APLs 4, 6, 8 plus the following): 
  • 
  Cloak of Resistance +3 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Potion of Resist Energy (Cold) 30 (Adventure; Dungeon 
  Master’s Guide) 
   
   
   
   
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 21 
  APPENDIX 1 – APL 4 
   
  ENCOUNTER THREE 
   
   
   
  Male Shadar Kai Rogue 2: Medium Fey Extraplanar; 
  CR 3; HD 5d6+5; hp 27; Init +3; Spd 30 ft.; AC 16, touch 
  13, flat-footed 13 (+3 Dex, +3 Studded Leather); Base 
  Atk/Grp: +2/+2; Atk +5 melee (2d4 Spike Chain) or +5 
  ranged (1d6 Shortbow); Full Atk +5 melee (2d4 Spike 
  Chain) or +5 ranged (1d6 Shortbow); SA Sneak Attack 
  (2d6) Poison (DC 15 1d3 Int/1d3 Int); SQ Hide in Plain 
  Sight, Shadow Curse, Superior Low Light Vision; AL NE; 
  SV Fort +2, Ref +7, Will +4; Str 10, Dex 16, Con 12, Int 11, 
  Wis 10, Cha 9.  Fiend Folio, page 150. 
   
  Skills & Feats: Hide+13, Listen+8, Move Silently+13, 
  Search+8, Spot+8, Survival +6 (+8 following tracks), 
  Tumble+8; Alertness, Exotic Weapon Proficiency (Spike 
  Chain), Stealthy, Weapon Finesse; 
   
  Sneak Attack (Ex) Anytime a shadar-kai’s target is 
  denied a Dexterity bonus, or when a target is flanked by 
  shadar kai, the shadar kai deals an additional 1d6 points 
  damage on a successful melee attack.  This damage stacks 
  with sneak attack damage from other sources, such as 
  rogue levels. 
   
  Trapfinding: Rogues (and only rogues) can use the 
  Search skill to locate traps when the task has a Difficulty 
  Class higher than 20. Finding a nonmagical trap has a DC 
  of at least 20, or higher if it is well hidden. Finding a 
  magic trap has a DC of 25 + the level of the spell used to 
  create it. 
  Rogues (and only rogues) can use the Disable Device skill 
  to disarm magic traps. A magic trap generally has a DC of 
  25 + the level of the spell used to create it. 
  A rogue who beats a trap’s DC by 10 or more with a 
  Disable Device check can study a trap, figure out how it 
  works, and bypass it (with her party) without disarming 
  it. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great agility. 
  If she makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save, she instead takes no damage. Evasion can be used 
  only if the rogue is wearing light armor or no armor. A 
  helpless rogue does not gain the benefit of evasion. 
   
  Hide in Plain Sight (Su) Shadar-Kai can use the 
  Hide skill even when while being observed. As long as 
  they are not illuminated by natural daylight, the daylight 
  spell, or similar magical light, shadar-kai can hide 
  themselves from view in the open without having 
  anything to actually hide behind. 
   
  Shadow Curse (Su) See MM3, these Shadar Kai are 
  not affected by the Shadow Curse. 
   
  Superior Low-Light Vision (Ex) Shadar Kai have 
  extraordinary vision in low-light conditions. They can see 
  four times as far as a human in low-light conditions. 
   
  Languages: Common, Elven, and Sylvan. 
   
  Possessions: Masterwork Spiked Chain, Masterwork 
  Studded Leather, dagger, Masterwork Shortbow, 40 
  Arrows, +1 gal-ralan (Fiend Folio). 
  Description: Shadar-
  Kai are elvish looking humanoids, with dusky-pale skin 
  and many tattoos and piercings on their exposed skin.  
  Darkly beautiful and sensual, their beauty is offset by 
  their cruel demeanor and vicious attitudes towards 
  others. 
  ENCOUNTER SIX 
   
   
   
   
  Al’Morak Bloodguard, Female Shadar-kai, Fighter 2: 
  Medium Fey Extraplanar; CR 3; HD 3d6+2d10+5; hp 32; 
  Init +4; Spd 20 ft.; AC 18, touch 13, flat-footed 15 (+3 Dex, 
  +5 breastplate); Base Atk/Grp: +3/+6; Atk +7 melee 
  (1d10+3 halberd) or +7 ranged (1d8+3 composite 
  longbow); Full Atk +7/+2 melee (1d10+3/1d6+1 halberd) 
  or +7 ranged (1d8+3 composite longbow); SA Sneak 
  Attack (1d6), Poison (DC 15 1d3 Int/1d3 Int); SQ Hide in 
  plain sight, shadow curse, superior low-light vision; AL 
  NE; SV Fort +6, Ref +8, Will +4; Str 16, Dex 18, Con 12, 
  Int 13, Wis 10, Cha 6.  Fiend Folio, page 150. 
   
  Skills 
  & 
  Feats: 
  Hide+10(6), 
  Listen+6, 
  Move 
  Silently+9(5), Jump+6(2), Spot+6, Survival +6 (+8 
  following tracks), Tumble +7(3); Combat Reflexes, 
  Weapon 
  Focus: 
  Halberd, 
  Two-Weapon 
  Fighting, 
  Spinning Halberd 
  Sneak Attack (Ex) Anytime a shadar-kai’s 
  target is denied a Dexterity bonus, or when a target is 
  flanked by shadar-kai, the shadar-kai deals an additional 
  1d6 points damage on a successful melee attack.  This 
  damage stacks with sneak attack damage from other 
  sources, such as rogue levels. 
   
  Hide in Plain Sight (Su) Shadar-kai can use the 
  Hide skill even when while being observed. As long as 
  they are not illuminated by natural daylight, the daylight 
  spell, or similar magical light, shadar-kai can hide 
  themselves from view in the open without having 
  anything to actually hide behind. 
   
  Shadow Curse (Su) See MM3, these Shadar-kai are 
  not affected by the shadow curse. 
   
  Superior Low-Light Vision (Ex) Shadar-kai have 
  extraordinary vision in low-light conditions. They can see 
  four times as far as a human in low-light conditions. 
   
  Languages: Common, Elven, and Sylvan. 
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 22 
   
  Possessions: 
  Masterwork 
  Halberd, 
  Masterwork 
  Breastplate, dagger, composite longbow (+3), 40 arrows, 
  backup Halberd.  
   
  Description: Shadar-kai are elvish looking humanoids, 
  with dusky-pale skin and many tattoos and piercings on 
  their exposed skin.  Darkly beautiful and sensual, their 
  beauty is offset by their cruel demeanor and vicious 
  attitudes towards others. 
  Il’Kiroyte Berserkers, Male Shadar-kai, Barbarian 2: 
  Medium Fey Extraplanar; CR 3; HD 3d6+2d12+5; hp 34; 
  Init +4; Spd 40 ft.; AC 18, touch 14, flat-footed 14 (+4 Dex, 
  +4 chain shirt); Base Atk/Grp: +3/+6; Atk +7 melee 
  (2d4+4 spiked chain) or +6 ranged (1d8+3 composite 
  longbow); Full Atk +7 melee (2d4+4 spiked chain) or +6 
  ranged (1d8+3 composite longbow); SA Sneak Attack 
  (1d6), Rage, Poison (DC 15 1d3 Int/1d3 Int);  SQ Hide in 
  plain sight, shadow curse, superior low-light vision, 
  Uncanny Dodge; AL NE; SV Fort +6, Ref +7, Will +4; Str 
  18, Dex 16, Con 12, Int 13, Wis 10, Cha 6.  Fiend Folio, 
  page 150. 
   
  Skills & Feats: Hide+9, Listen+6, Move Silently+8, 
  Jump+7, Spot+6, Survival +6 (+8 following tracks), 
  Tumble +6; Combat Reflexes, Weapon Focus: Spiked 
  Chain, Exotic Weapon Proficiency: Spiked Chain 
  Sneak Attack (Ex) Anytime a shadar-kai’s 
  target is denied a Dexterity bonus, or when a target is 
  flanked by shadar-kai, the shadar-kai deals an additional 
  1d6 points damage on a successful melee attack.  This 
  damage stacks with sneak attack damage from other 
  sources, such as rogue levels. 
   
  Hide in Plain Sight (Su) Shadar-kai can use the 
  Hide skill even when while being observed. As long as 
  they are not illuminated by natural daylight, the daylight 
  spell, or similar magical light, shadar-kai can hide 
  themselves from view in the open without having 
  anything to actually hide behind. 
   
  Shadow Curse (Su) See MM3, these Shadar-kai are 
  not affected by the shadow curse. 
   
  Superior Low-Light Vision (Ex) Shadar-kai have 
  extraordinary vision in low-light conditions. They can see 
  four times as far as a human in low-light conditions. 
  Rage (Ex): A barbarian can fly into a rage a certain 
  number of times per day. In a rage, a barbarian 
  temporarily gains a +4 bonus to Strength, a +4 bonus to 
  Constitution, and a +2 morale bonus on Will saves, but he 
  takes a –2 penalty to Armor Class. The increase in 
  Constitution increases the barbarian’s hit points by 2 
  points per level, but these hit points go away at the end of 
  the rage when his Constitution score drops back to 
  normal. (These extra hit points are not lost first the way 
  temporary hit points are.) While raging, a barbarian 
  cannot use any Charisma-, Dexterity-, or Intelligence-
  based skills (except for Balance, Escape Artist, Intimidate, 
  and Ride), the Concentration skill, or any abilities that 
  require patience or concentration, nor can he cast spells 
  or activate magic items that require a command word, a 
  spell trigger (such as a wand), or spell completion (such 
  as a scroll) to function. He can use any feat he has except 
  Combat Expertise, item creation feats, and meta-magic 
  feats. A fit of rage lasts for a number of rounds equal to 3 
  + the character’s (newly improved) Constitution 
  modifier. A barbarian may prematurely end his rage. At 
  the end of the rage, the barbarian loses the rage modifiers 
  and restrictions and becomes fatigued (–2 penalty to 
  Strength, –2 penalty to Dexterity, can’t charge or run) for 
  the duration of the current encounter (unless he is a 
  17th-level barbarian, at which point this limitation no 
  longer 
  applies; 
  see 
  below). 
  A barbarian can fly into a rage only once per encounter. 
  At 1st level he can use his rage ability once per day. At 
  4th level and every four levels thereafter, he can use it 
  one additional time per day (to a maximum of six times 
  per day at 20th level). Entering a rage takes no time itself, 
  but a barbarian can do it only during his action, not in 
  response to someone else’s action. 
  Uncanny Dodge (Ex): At 2nd level, a barbarian retains 
  his Dexterity bonus to AC (if any) even if he is caught 
  flat-footed or struck by an invisible attacker. However, he 
  still loses his Dexterity bonus to AC if immobilized. If a 
  barbarian already has uncanny dodge from a different 
  class, he automatically gains improved uncanny dodge 
  (see below) instead. 
   
  Languages: Common, Elven, and Sylvan. 
   
  Possessions: Masterwork spiked chain, Masterwork 
  chain shirt, dagger, composite longbow (+3), 40 arrows, 
  backup spiked chain.  
   
  Description: Shadar-kai are elvish looking humanoids, 
  with dusky-pale skin and many tattoos and piercings on 
  their exposed skin.  Darkly beautiful and sensual, their 
  beauty is offset by their cruel demeanor and vicious 
  attitudes towards others. 
  Il’Korath 
  Weirds, 
  Male 
  Shadar-kai 
  Wizard 
  (Illusionist) 3: Medium Fey Extraplanar; CR 3; HD 
  3d6+3d4+6; hp 30; Init +5; Spd 30 ft.; AC 19, touch 13, 
  flat-footed 13 (+5 Dex, +4 mage armor); Base Atk/Grp: 
  +2/+2; Atk +7 melee (2d4-1 spiked chain) or +7 ranged 
  (1d8 longbow); Full Atk +7 melee (2d4-1 spiked chain) or 
  +7 ranged (1d8 longbow); SA Sneak attack, spells; SQ 
  Hide in plain sight, shadow curse, superior low-light 
  vision; AL NE; SV Fort +4, Ref +10, Will +7; Str 8, Dex 20, 
  Con 12, Int 16, Wis 10, Cha 9.  Fiend Folio, page 150. 
   
  Skills & Feats: Concentration +7, Hide+11, Listen+6, 
  Move Silently+11, Search+9, Spellcraft +8, Spot+6, 
  Survival +6 (+8 following tracks); Exotic Weapon 
  Proficiency (spiked chain), Silent Spell, Spell Focus – 
  Illusion, Weapon Finesse; 
   
  Sneak Attack (Ex) Anytime a shadar-kai’s target is 
  denied a Dexterity bonus, or when a target is flanked by 
  shadar-kai, the shadar-kai deals an additional 1d6 points 
  damage on a successful melee attack.  This damage stacks 
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 23 
  with sneak attack damage from other sources, such as 
  rogue levels. 
   
  Hide in Plain Sight (Su) Shadar-kai can use the 
  Hide skill even when while being observed. As long as 
  they are not illuminated by natural daylight, the daylight 
  spell, or similar magical light, shadar-kai can hide 
  themselves from view in the open without having 
  anything to actually hide behind. 
   
  Shadow Curse (Su) See MM3, these Shadar-kai are 
  not affected by the shadow curse. 
   
  Superior Low-Light Vision (Ex) Shadar-kai have 
  extraordinary vision in low-light conditions. They can see 
  four times as far as a human in low-light conditions. 
   
  Languages: Common, Draconic, Elven, and Sylvan. 
   
  Wizard Spells Known/Prepared (* = a prepared spell) 
  (4/4/3)+1 Extra Illusion spell per spell level, save DC = 13 
  + spell level, DC = 14+ spell level for Illusion Spells; 
  Enchantment & Necromancy are banned schools.): 0 – 
  acid splash**, detect magic, ghost sounds*, message*, read magic,; 
  1st – color spray*, grease*, silent image, magic missile, mage 
  armor*, lesser orb of acid (SpC)*, hail of stone (SpC)*; 2nd – alter 
  self, blur, color spray (silenced)*, hypnotic pattern, invisibility,  
  minor image*, mirror image*, shatter*. 
  SpC 
   Spell 
  Compendium 
   
  Possessions: Toad familiar, masterwork spiked chain, 
  dagger, masterwork longbow, 40 arrows 
  Description: 
  Shadar-kai 
  are 
  elvish 
  looking 
  humanoids, with dusky-pale skin and many tattoos and 
  piercings on their exposed skin.  Darkly beautiful and 
  sensual, their beauty is offset by their cruel demeanor and 
  vicious attitudes towards others.  
   
   
   
   
   
   
   
   
   
   
   
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 24 
  APPENDIX 2 – APL 6 
   
  ENCOUNTER THREE 
   
   
   
  Male Shadar Kai Rogue 3: Medium Fey Extraplanar; 
  CR 4; HD 6d6+12; hp 36; Init +6; Spd 30 ft.; AC 19, touch 
  15, flat-footed 14 (+5 Dex, +4 chain shirt); Base Atk/Grp: 
  +3/+4; Atk +10 melee (2d4+1 spiked chain) or +10 ranged 
  (1d8 longbow); Full Atk +10 melee (2d4+1 spiked chain) 
  or +10 ranged (1d8 longbow); SA Sneak attack (3d6), 
  Poison (DC 15 1d3 Int/1d3 Int); SQ Hide in plain sight, 
  shadow curse, superior low-light vision, evasion; AL NE; 
  SV Fort +5, Ref +13, Will +5; Str 12, Dex 22, Con 14, Int 
  13, Wis 10, Cha 6.  Fiend Folio, page 150. 
   
  Skills & Feats: Escape Artist +10, Hide+15, Listen+12, 
  Move Silently+15, Search+7, Spot+12, Survival +6 (+8 
  following tracks), Tumble+15; Alertness, Blind-fight, 
  Exotic Weapon Proficiency (spiked chain), Weapon 
  Finesse. 
   
  Trapfinding: Rogues (and only rogues) can use the 
  Search skill to locate traps when the task has a Difficulty 
  Class higher than 20. Finding a nonmagical trap has a DC 
  of at least 20, or higher if it is well hidden. Finding a 
  magic trap has a DC of 25 + the level of the spell used to 
  create it. Rogues (and only rogues) can use the Disable 
  Device skill to disarm magic traps. A magic trap generally 
  has a DC of 25 + the level of the spell used to create it. A 
  rogue who beats a trap’s DC by 10 or more with a Disable 
  Device check can study a trap, figure out how it works, 
  and bypass it (with her party) without disarming it. 
  Evasion (Ex): At 2nd level and higher, a rogue 
  can avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion can 
  be used only if the rogue is wearing light armor or no 
  armor. A helpless rogue does not gain the benefit of 
  evasion. 
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilized. If a rogue 
  already has uncanny dodge from a different class she 
  automatically gains improved uncanny dodge (see below) 
  instead. 
   
  Sneak Attack (Ex) Anytime a shadar-kai’s target is 
  denied a Dexterity bonus, or when a target is flanked by 
  shadar-kai, the shadar-kai deals an additional 1d6 points 
  damage on a successful melee attack.  This damage stacks 
  with sneak attack damage from other sources, such as 
  rogue levels. 
   
  Hide in Plain Sight (Su) Shadar-kai can use the 
  Hide skill even when while being observed. As long as 
  they are not illuminated by natural daylight, the daylight 
  spell, or similar magical light, shadar-kai can hide 
  themselves from view in the open without having 
  anything to actually hide behind. 
   
  Shadow Curse (Su) See MM3, these Shadar-kai are 
  not affected by the shadow curse. 
   
  Superior Low-Light Vision (Ex) Shadar-kai have 
  extraordinary vision in low-light conditions. They can see 
  four times as far as a human in low-light conditions. 
   
  Languages: Common, Elven, and Sylvan. 
   
  Possessions: Masterwork spiked chain, masterwork 
  chain shirt, dagger, masterwork shortbow, 40 arrows. 
   
  Description: Shadar-kai are elvish looking humanoids, 
  with dusky-pale skin and many tattoos and piercings on 
  their exposed skin.  Darkly beautiful and sensual, their 
  beauty is offset by their cruel demeanor and vicious 
  attitudes towards others. 
  ENCOUNTER SIX 
   
   
   
   
  Al’Morak Bloodguard, Female Shadar-kai, Fighter 4: 
  Medium Fey Extraplanar; CR 5; HD 3d6+4d10+7; hp 46; 
  Init +4; Spd 20 ft.; AC 18, touch 13, flat-footed 15 (+3 Dex, 
  +5 breastplate); Base Atk/Grp: +5/+8; Atk +9 melee 
  (1d10+5 halberd) or +9 ranged (1d8+3 composite 
  longbow); Full Atk +9/+4 melee (1d10+5/1d6+3 halberd) 
  or +9 ranged (1d8+3 composite longbow); SA Sneak 
  Attack (1d6), Poison (DC 15 1d3 Int/1d3 Int);  SQ Hide 
  in plain sight, shadow curse, superior low-light vision; AL 
  NE; SV Fort +6, Ref +8, Will +4; Str 17, Dex 18, Con 12, 
  Int 13, Wis 10, Cha 6.  Fiend Folio, page 150. 
   
  Skills 
  & 
  Feats: 
  Hide+12(8), 
  Listen+6, 
  Move 
  Silently+10(6), Jump+6(2), Spot+6, Survival +6 (+8 
  following tracks), Tumble +7(3); Combat Reflexes, 
  Weapon 
  Focus: 
  Halberd, 
  Two-Weapon 
  Fighting, 
  Spinning Halberd, Weapon Specialization: Halberd 
  Sneak Attack (Ex) Anytime a shadar-kai’s 
  target is denied a Dexterity bonus, or when a target is 
  flanked by shadar-kai, the shadar-kai deals an additional 
  1d6 points damage on a successful melee attack.  This 
  damage stacks with sneak attack damage from other 
  sources, such as rogue levels. 
   
  Hide in Plain Sight (Su) Shadar-kai can use the 
  Hide skill even when while being observed. As long as 
  they are not illuminated by natural daylight, the daylight 
  spell, or similar magical light, shadar-kai can hide 
  themselves from view in the open without having 
  anything to actually hide behind. 
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 25 
   
  Shadow Curse (Su) See MM3, these Shadar-kai are 
  not affected by the shadow curse. 
   
  Superior Low-Light Vision (Ex) Shadar-kai have 
  extraordinary vision in low-light conditions. They can see 
  four times as far as a human in low-light conditions. 
   
  Languages: Common, Elven, and Sylvan. 
   
  Possessions: 
  Masterwork 
  Halberd, 
  Masterwork 
  Breastplate, dagger, composite longbow (+3), 40 arrows, 
  backup Halberd, Potion of Cure Moderate Wounds.  
   
  Description: Shadar-kai are elvish looking humanoids, 
  with dusky-pale skin and many tattoos and piercings on 
  their exposed skin.  Darkly beautiful and sensual, their 
  beauty is offset by their cruel demeanor and vicious 
  attitudes towards others. 
  Il’Kiroyte Berserkers, Male Shadar-kai, Barbarian 4: 
  Medium Fey Extraplanar; CR 5; HD 3d6+4d12+7; hp 50; 
  Init +4; Spd 40 ft.; AC 18, touch 14, flat-footed 14 (+4 Dex, 
  +4 chain shirt); Base Atk/Grp: +3/+6; Atk +9 melee 
  (2d4+4 spiked chain) or +8 ranged (1d8+3 composite 
  longbow); Full Atk +9 melee (2d4+4 spiked chain) or +8 
  ranged (1d8+3 composite longbow); SA Sneak Attack 
  (1d6), Rage Poison (DC 15 1d3 Int/1d3 Int);  SQ Hide in 
  plain sight, shadow curse, superior low-light vision, 
  Uncanny Dodge, Trap Sense (+1); AL NE; SV Fort +6, Ref 
  +7, Will +4; Str 18, Dex 16, Con 12, Int 13, Wis 10, Cha 6.  
  Fiend Folio, page 150. 
   
  Skills & Feats: Hide+11, Listen+8, Move Silently+10, 
  Jump+9, Spot+7, Survival +6 (+8 following tracks), 
  Tumble +7; Combat Reflexes, Weapon Focus: Spiked 
  Chain, Exotic Weapon Proficiency: Spiked Chain, Power 
  Attack; 
  Sneak Attack (Ex) Anytime a shadar-kai’s 
  target is denied a Dexterity bonus, or when a target is 
  flanked by shadar-kai, the shadar-kai deals an additional 
  1d6 points damage on a successful melee attack.  This 
  damage stacks with sneak attack damage from other 
  sources, such as rogue levels. 
   
  Hide in Plain Sight (Su) Shadar-kai can use the 
  Hide skill even when while being observed. As long as 
  they are not illuminated by natural daylight, the daylight 
  spell, or similar magical light, shadar-kai can hide 
  themselves from view in the open without having 
  anything to actually hide behind. 
   
  Shadow Curse (Su) See MM3, these Shadar-kai are 
  not affected by the shadow curse. 
   
  Superior Low-Light Vision (Ex) Shadar-kai have 
  extraordinary vision in low-light conditions. They can see 
  four times as far as a human in low-light conditions. 
  Rage (Ex): A barbarian can fly into a rage a certain 
  number of times per day. In a rage, a barbarian 
  temporarily gains a +4 bonus to Strength, a +4 bonus to 
  Constitution, and a +2 morale bonus on Will saves, but he 
  takes a –2 penalty to Armor Class. The increase in 
  Constitution increases the barbarian’s hit points by 2 
  points per level, but these hit points go away at the end of 
  the rage when his Constitution score drops back to 
  normal. (These extra hit points are not lost first the way 
  temporary hit points are.) While raging, a barbarian 
  cannot use any Charisma-, Dexterity-, or Intelligence-
  based skills (except for Balance, Escape Artist, Intimidate, 
  and Ride), the Concentration skill, or any abilities that 
  require patience or concentration, nor can he cast spells 
  or activate magic items that require a command word, a 
  spell trigger (such as a wand), or spell completion (such 
  as a scroll) to function. He can use any feat he has except 
  Combat Expertise, item creation feats, and meta-magic 
  feats. A fit of rage lasts for a number of rounds equal to 3 
  + the character’s (newly improved) Constitution 
  modifier. A barbarian may prematurely end his rage. At 
  the end of the rage, the barbarian loses the rage modifiers 
  and restrictions and becomes fatigued(–2 penalty to 
  Strength, –2 penalty to Dexterity, can’t charge or run) for 
  the duration of the current encounter (unless he is a 
  17th-level barbarian, at which point this limitation no 
  longer 
  applies; 
  see 
  below). 
  A barbarian can fly into a rage only once per encounter. 
  At 1st level he can use his rage ability once per day. At 
  4th level and every four levels thereafter, he can use it 
  one additional time per day (to a maximum of six times 
  per day at 20th level). Entering a rage takes no time itself, 
  but a barbarian can do it only during his action, not in 
  response to someone else’s action. 
  Uncanny Dodge (Ex): At 2nd level, a barbarian retains 
  his Dexterity bonus to AC (if any) even if he is caught 
  flat-footed or struck by an invisible attacker. However, he 
  still loses his Dexterity bonus to AC if immobilized. If a 
  barbarian already has uncanny dodge from a different 
  class, he automatically gains improved uncanny dodge 
  (see below) instead. 
  Trap Sense (Ex): Starting at 3rd level, a barbarian gains a 
  +1 bonus on Reflex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks made by traps. These 
  bonuses rise by +1 every three barbarian levels thereafter 
  (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses 
  gained from multiple classes stack. 
   
  Languages: Common, Elven, and Sylvan. 
   
  Possessions: Masterwork spiked chain, Masterwork 
  chain shirt, dagger, composite longbow (+3), 40 arrows, 
  backup spiked chain, Potion of Cure Moderate Wounds.  
   
  Description: Shadar-kai are elvish looking humanoids, 
  with dusky-pale skin and many tattoos and piercings on 
  their exposed skin.  Darkly beautiful and sensual, their 
  beauty is offset by their cruel demeanor and vicious 
  attitudes towards others. 
  Il’Korath 
  Weirds, 
  Male 
  Shadar-kai 
  Wizard 
  (Illusionist) 5: Medium Fey Extraplanar; CR 5; HD 
  3d6+5d4+8; hp 38; Init +5; Spd 30 ft.; AC 19, touch 13, 
  flat-footed 13 (+5 Dex, +4 mage armor); Base Atk/Grp: 
  +3/+3; Atk +8 melee (2d4-1 spiked chain) or +8 ranged 
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 26 
  (1d8 longbow); Full Atk +8 melee (2d4-1 spiked chain) or 
  +8 ranged (1d8 longbow); SA Sneak attack, spells; SQ 
  Hide in plain sight, shadow curse, superior low-light 
  vision; AL NE; SV Fort +4, Ref +10, Will +8; Str 8, Dex 20, 
  Con 12, Int 18, Wis 10, Cha 10.  Fiend Folio, page 150. 
   
  Skills & Feats: Concentration +13*, Hide+11, 
  Knowledge (arcana)+6, Listen+6, Move Silently+10, 
  Search+10, Spellcraft +12, Spot+6, Survival +6 (+8 
  following tracks); Combat Casting*, Exotic Weapon 
  Proficiency (spiked chain), Scribe Scroll, Silent Spell, 
  Spell Focus – Illusion, Weapon Finesse. 
   
  Sneak Attack (Ex) Anytime a shadar-kai’s target is 
  denied a Dexterity bonus, or when a target is flanked by 
  shadar-kai, the shadar-kai deals an additional 1d6 points 
  damage on a successful melee attack.  This damage stacks 
  with sneak attack damage from other sources, such as 
  rogue levels. 
   
  Hide in Plain Sight (Su) Shadar-kai can use the 
  Hide skill even when while being observed. As long as 
  they are not illuminated by natural daylight, the daylight 
  spell, or similar magical light, shadar-kai can hide 
  themselves from view in the open without having 
  anything to actually hide behind. 
   
  Shadow Curse (Su) See MM3, these Shadar-kai are 
  not affected by the shadow curse. 
   
  Superior Low-Light Vision (Ex) Shadar-kai have 
  extraordinary vision in low-light conditions. They can see 
  four times as far as a human in low-light conditions. 
   
  Languages: Common, Draconic, Elven, and Sylvan. 
   
  Wizard Spells Known/Prepared (* = a prepared spell) 
  (4/4/3/2)+1 Extra Illusion spell per spell level, save DC = 
  14 + spell level, DC = 15+ spell level for Illusion Spells; 
  Enchantment & Necromancy are banned schools.): 0 – 
  acid splash**, detect magic, ghost sounds*, message*, read magic,; 
  1st – color spray*, grease*, silent image, magic missile, mage 
  armor*, lesser orb of acid (SpC)*, hail of stone (SpC)*; 2nd – alter 
  self, blur, color spray (silenced)*, hypnotic pattern, invisibility,  
  minor image*, mirror image*, shatter*; 3rd – shadow 
  binding (SpC)**, deeper darkness, displacement, fly*, haste, major 
  image, dispel magic. SpC   Spell Compendium 
   
  Possessions: Toad familiar, masterwork spiked chain, 
  dagger, masterwork shortbow, 40 arrows, headband of 
  intellect +2, Wand of Invisibility (46 charges), Potion of 
  Cure Moderate Wounds; 
  Description: Shadar-kai are elvish looking humanoids, 
  with dusky-pale skin and many tattoos and piercings on 
  their exposed skin.  Darkly beautiful and sensual, their 
  beauty is offset by their cruel demeanor and vicious 
  attitudes towards others. 
   
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 27 
  APPENDIX 3 – APL 8 
   
  ENCOUNTER THREE 
   
   
   
  Male Shadar-kai Rogue 5: Medium Fey Extraplanar; CR 
  6; HD 8d6+16; hp 48; Init +6; Spd 30 ft.; AC 19, touch 15, 
  flat-footed 14 (+5 Dex, +5 studded leather); Base Atk/Grp: 
  +4/+5; Atk +11 melee (2d4+1 spiked chain) or +11 ranged 
  (1d8 longbow); Full Atk +11 melee (2d4+1 spiked chain) 
  or +11 ranged (1d8 longbow); SA Sneak attack (4d6), 
  Poison (DC 15 1d3 Int/1d3 Int); SQ Hide in plain sight, 
  shadow curse, superior low-light vision, evasion; AL NE; 
  SV Fort +5, Ref +14, Will +5; Str 12, Dex 22, Con 14, Int 
  13, Wis 10, Cha 6.  Fiend Folio, page 150. 
   
  Skills & Feats: Escape Artist +14, Hide+18, Listen+16, 
  Move Silently+18, Search+7, Spot+16, Survival +6 (+8 
  following tracks), Tumble+18; Alertness, Blind-fight, 
  Exotic Weapon Proficiency (spiked chain), Weapon 
  Finesse. 
   
  Trapfinding: Rogues (and only rogues) can use the 
  Search skill to locate traps when the task has a Difficulty 
  Class higher than 20. Finding a nonmagical trap has a DC 
  of at least 20, or higher if it is well hidden. Finding a 
  magic trap has a DC of 25 + the level of the spell used to 
  create it. Rogues (and only rogues) can use the Disable 
  Device skill to disarm magic traps. A magic trap generally 
  has a DC of 25 + the level of the spell used to create it. A 
  rogue who beats a trap’s DC by 10 or more with a Disable 
  Device check can study a trap, figure out how it works, 
  and bypass it (with her party) without disarming it. 
  Evasion (Ex): At 2nd level and higher, a rogue 
  can avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion can 
  be used only if the rogue is wearing light armor or no 
  armor. A helpless rogue does not gain the benefit of 
  evasion. 
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilized. If a rogue 
  already has uncanny dodge from a different class she 
  automatically gains improved uncanny dodge (see below) 
  instead. 
   
  Sneak Attack (Ex) Anytime a shadar-kai’s target is 
  denied a Dexterity bonus, or when a target is flanked by 
  shadar-kai, the shadar-kai deals an additional 1d6 points 
  damage on a successful melee attack.  This damage stacks 
  with sneak attack damage from other sources, such as 
  rogue levels. 
   
  Hide in Plain Sight (Su) Shadar-kai can use the 
  Hide skill even when while being observed. As long as 
  they are not illuminated by natural daylight, the daylight 
  spell, or similar magical light, shadar-kai can hide 
  themselves from view in the open without having 
  anything to actually hide behind. 
   
  Shadow Curse (Su) See MM3, these Shadar-kai are 
  not affected by the shadow curse. 
   
  Superior Low-Light Vision (Ex) Shadar-kai have 
  extraordinary vision in low-light conditions. They can see 
  four times as far as a human in low-light conditions. 
   
  Languages: Common, Elven, and Sylvan. 
   
  Possessions: spiked chain +1, chain shirts +1, dagger, 
  masterwork shortbow, 40 arrows. 
   
  Description: Shadar-kai are elvish looking humanoids, 
  with dusky-pale skin and many tattoos and piercings on 
  their exposed skin.  Darkly beautiful and sensual, their 
  beauty is offset by their cruel demeanor and vicious 
  attitudes towards others. 
  ENCOUNTER SIX 
   
   
   
   
  Al’Morak Bloodguard, Female Shadar-kai, Fighter 6: 
  Medium Fey Extraplanar; CR 7; HD 3d6+6d10+9; hp 60; 
  Init +4; Spd 20 ft.; AC 19, touch 15, flat-footed 16 (+3 Dex, 
  +6 breastplate); Base Atk/Grp: +7/+10; Atk +13 melee 
  (1d10+7 halberd) or +11 ranged (1d8+3 composite 
  longbow); Full Atk +13/+8/+8 melee (1d10+7/1d6+5 
  halberd) or +11/+6 ranged (1d8+3 composite longbow); 
  SA Sneak Attack (1d6), Poison (DC 15 1d3 Int/1d3 Int); 
  SQ Hide in plain sight, shadow curse, superior low-light 
  vision; AL NE; SV Fort +7, Ref +9, Will +5; Str 17, Dex 18, 
  Con 12, Int 13, Wis 10, Cha 6.  Fiend Folio, page 150. 
   
  Skills & Feats: Hide+14(10), Listen+6, Move 
  Silently+11(7), Jump+6(2), Spot+6, Survival +6 (+8 
  following tracks), Tumble +7(3); Combat Reflexes, 
  Weapon 
  Focus: 
  Halberd, 
  Two-Weapon 
  Fighting, 
  Spinning Halberd, Weapon Specialization: Halberd, 
  Power Attack, Improved Bull Rush; 
  Sneak Attack (Ex) Anytime a shadar-kai’s 
  target is denied a Dexterity bonus, or when a target is 
  flanked by shadar-kai, the shadar-kai deals an additional 
  1d6 points damage on a successful melee attack.  This 
  damage stacks with sneak attack damage from other 
  sources, such as rogue levels. 
   
  Hide in Plain Sight (Su) Shadar-kai can use the 
  Hide skill even when while being observed. As long as 
  they are not illuminated by natural daylight, the daylight 
  spell, or similar magical light, shadar-kai can hide 
  themselves from view in the open without having 
  anything to actually hide behind. 
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 28 
   
  Shadow Curse (Su) See MM3, these Shadar-kai are 
  not affected by the shadow curse. 
   
  Superior Low-Light Vision (Ex) Shadar-kai have 
  extraordinary vision in low-light conditions. They can see 
  four times as far as a human in low-light conditions. 
   
  Languages: Common, Elven, and Sylvan. 
   
  Possessions: 
  Masterwork 
  Halberd, 
  Masterwork 
  Breastplate, dagger, composite longbow (+3), 40 arrows, 
  backup Halberd, Potion of Cure Moderate Wounds.  
   
  Description: Shadar-kai are elvish looking humanoids, 
  with dusky-pale skin and many tattoos and piercings on 
  their exposed skin.  Darkly beautiful and sensual, their 
  beauty is offset by their cruel demeanor and vicious 
  attitudes towards others. 
  Il’Kiroyte Berserkers, Male Shadar-kai, Barbarian 6: 
  Medium Fey Extraplanar; CR 7; HD 3d6+6d12+9; hp 66; 
  Init +4; Spd 40 ft.; AC 18, touch 14, flat-footed 15 (+4 Dex, 
  +5 chain shirt); Base Atk/Grp: +7/+11; Atk +12 melee 
  (2d4+5 spiked chain) or +10 ranged (1d8+3 composite 
  longbow); Full Atk +12/+7 melee (2d4+5 spiked chain) or 
  +10/+5 ranged (1d8+3 composite longbow); SA Sneak 
  Attack (1d6), Rage, Poison (DC 15 1d3 Int/1d3 Int); SQ 
  Hide in plain sight, shadow curse, superior low-light 
  vision, Uncanny Dodge, Trap Sense (+2), Improved 
  Uncanny Doge; AL NE; SV Fort +7, Ref +8, Will +5; Str 
  19, Dex 16, Con 12, Int 13, Wis 10, Cha 6.  Fiend Folio, 
  page 150. 
   
  Skills & Feats: Hide+11, Listen+8, Move Silently+10, 
  Jump+12, Spot+7, Survival +8 (+8 following tracks), 
  Tumble +7; Combat Reflexes, Weapon Focus: Spiked 
  Chain, Exotic Weapon Proficiency: Spiked Chain, Power 
  Attack, Cleave. 
  Sneak Attack (Ex) Anytime a shadar-kai’s 
  target is denied a Dexterity bonus, or when a target is 
  flanked by shadar-kai, the shadar-kai deals an additional 
  1d6 points damage on a successful melee attack.  This 
  damage stacks with sneak attack damage from other 
  sources, such as rogue levels. 
   
  Hide in Plain Sight (Su) Shadar-kai can use the 
  Hide skill even when while being observed. As long as 
  they are not illuminated by natural daylight, the daylight 
  spell, or similar magical light, shadar-kai can hide 
  themselves from view in the open without having 
  anything to actually hide behind. 
   
  Shadow Curse (Su) See MM3, these Shadar-kai are 
  not affected by the shadow curse. 
   
  Superior Low-Light Vision (Ex) Shadar-kai have 
  extraordinary vision in low-light conditions. They can see 
  four times as far as a human in low-light conditions. 
  Rage (Ex): A barbarian can fly into a rage a certain 
  number of times per day. In a rage, a barbarian 
  temporarily gains a +4 bonus to Strength, a +4 bonus to 
  Constitution, and a +2 morale bonus on Will saves, but he 
  takes a –2 penalty to Armor Class. The increase in 
  Constitution increases the barbarian’s hit points by 2 
  points per level, but these hit points go away at the end of 
  the rage when his Constitution score drops back to 
  normal. (These extra hit points are not lost first the way 
  temporary hit points are.) While raging, a barbarian 
  cannot use any Charisma-, Dexterity-, or Intelligence-
  based skills (except for Balance, Escape Artist, Intimidate, 
  and Ride), the Concentration skill, or any abilities that 
  require patience or concentration, nor can he cast spells 
  or activate magic items that require a command word, a 
  spell trigger (such as a wand), or spell completion (such 
  as a scroll) to function. He can use any feat he has except 
  Combat Expertise, item creation feats, and meta-magic 
  feats. A fit of rage lasts for a number of rounds equal to 3 
  + the character’s (newly improved) Constitution 
  modifier. A barbarian may prematurely end his rage. At 
  the end of the rage, the barbarian loses the rage modifiers 
  and restrictions and becomes fatigued(–2 penalty to 
  Strength, –2 penalty to Dexterity, can’t charge or run) for 
  the duration of the current encounter (unless he is a 
  17th-level barbarian, at which point this limitation no 
  longer 
  applies; 
  see 
  below). 
  A barbarian can fly into a rage only once per encounter. 
  At 1st level he can use his rage ability once per day. At 
  4th level and every four levels thereafter, he can use it 
  one additional time per day (to a maximum of six times 
  per day at 20th level). Entering a rage takes no time itself, 
  but a barbarian can do it only during his action, not in 
  response to someone else’s action. 
  Uncanny Dodge (Ex): At 2nd level, a barbarian retains 
  his Dexterity bonus to AC (if any) even if he is caught 
  flat-footed or struck by an invisible attacker. However, he 
  still loses his Dexterity bonus to AC if immobilized. If a 
  barbarian already has uncanny dodge from a different 
  class, he automatically gains improved uncanny dodge 
  (see below) instead. 
  Trap Sense (Ex): Starting at 3rd level, a barbarian gains a 
  +1 bonus on Reflex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks made by traps. These 
  bonuses rise by +1 every three barbarian levels thereafter 
  (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses 
  gained from multiple classes stack. 
  Improved Uncanny Dodge (Ex): At 5th level and 
  higher, a barbarian can no longer be flanked. This 
  defense denies a rogue the ability to sneak attack the 
  barbarian by flanking him, unless the attacker has at least 
  four more rogue levels than the target has barbarian 
  levels. If a character already has uncanny dodge (see 
  above) from a second class, the character automatically 
  gains improved uncanny dodge instead, and the levels 
  from the classes that grant uncanny dodge stack to 
  determine the minimum level a rogue must be to flank 
  the character. 
   
  Languages: Common, Elven, and Sylvan. 
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 29 
   
  Possessions: Masterwork spiked chain, Masterwork 
  chain shirt, dagger, composite longbow (+3), 40 arrows, 
  backup spiked chain, Potion of Cure Moderate Wounds.  
   
  Description: Shadar-kai are elvish looking humanoids, 
  with dusky-pale skin and many tattoos and piercings on 
  their exposed skin.  Darkly beautiful and sensual, their 
  beauty is offset by their cruel demeanor and vicious 
  attitudes towards others. 
  Il’Korath 
  Weirds, 
  Male 
  Shadar-kai 
  Wizard 
  (Illusionist) 7: Medium Fey Extraplanar; CR 7; HD 
  3d6+7d4+10; hp 45; Init +5; Spd 30 ft.; AC 19, touch 13, 
  flat-footed 13 (+5 Dex, +4 mage armor); Base Atk/Grp: 
  +4/+4; Atk +9 melee (2d4-1 spiked chain) or +9 ranged 
  (1d6 shortbow); Full Atk +9 melee (2d4-1 spiked chain) or 
  +9 ranged (1d6 shortbow); SA Sneak attack, spells; SQ 
  Hide in plain sight, shadow curse, superior low-light 
  vision; AL NE; SV Fort +5, Ref +11, Will +9; Str 8, Dex 20, 
  Con 12, Int 18, Wis 10, Cha 10.  Fiend Folio, page 150. 
   
  Skills & Feats: Concentration +15*, Hide+12, 
  Knowledge (arcana) +10, Listen+6, Move Silently+11, 
  Search+10, Spellcraft +16, Spot+6, Survival +6 (+8 
  following tracks); Combat Casting*, Energy Substitution 
  (cold) (CA), Exotic Weapon Proficiency (spiked chain), 
  Scribe Scroll, Silent Spell, Sculpt Spell (CA), Spell Focus – 
  Illusion, Weapon Finesse. 
   
  Sneak Attack (Ex) Anytime a shadar-kai’s target is 
  denied a Dexterity bonus, or when a target is flanked by 
  shadar-kai, the shadar-kai deals an additional 1d6 points 
  damage on a successful melee attack.  This damage stacks 
  with sneak attack damage from other sources, such as 
  rogue levels. 
   
  Hide in Plain Sight (Su) Shadar-kai can use the 
  Hide skill even when while being observed. As long as 
  they are not illuminated by natural daylight, the daylight 
  spell, or similar magical light, shadar-kai can hide 
  themselves from view in the open without having 
  anything to actually hide behind. 
   
  Shadow Curse (Su) See MM3, these Shadar-kai are 
  not affected by the shadow curse. 
   
  Superior Low-Light Vision (Ex) Shadar-kai have 
  extraordinary vision in low-light conditions. They can see 
  four times as far as a human in low-light conditions. 
   
  Languages: Common, Draconic, Elven, and Sylvan. 
   
  Wizard Spells Known/Prepared (* = a prepared spell) 
  (4/4/4/3/2)+1 Extra Illusion spell per spell level, save DC 
  = 14 + spell level, DC = 15+ spell level for Illusion Spells; 
  Enchantment & Necromancy are banned schools.): 0 – 
  acid splash**, detect magic, ghost sounds*, message*, read magic,; 
  1st – color spray*, grease*, silent image, magic missile, mage 
  armor*, lesser orb of acid (SpC)*, hail of stone (SpC)*; 2nd – alter 
  self, color spray (sculpted)*,blur, hail of stone (sculpted)*, 
  hypnotic pattern, invisibility,  minor image*, mirror 
  image*, shatter; 3rd – shadow binding (SpC)**, deeper darkness, 
  displacement, fly*, haste, major image, dispel magic, scorching 
  ray (cold energy substitution)*; 4th –  phantasmal killer, 
  rainbow pattern, shadow conjuration*, enlarge person-mass, 
  globe of invulnerability – lesser*, ice storm, fireball (cold 
  energy substitution)*. SpC   Spell Compendium 
   
  Possessions: Toad familiar, masterwork spiked chain, 
  dagger, masterwork shortbow, 40 arrows, headband of 
  intellect +2, wand of invisibility, Potion of Cure Moderate 
  Wounds.  
  Description: Shadar-kai are elvish looking humanoids, 
  with dusky-pale skin and many tattoos and piercings on 
  their exposed skin.  Darkly beautiful and sensual, their 
  beauty is offset by their cruel demeanor and vicious 
  attitudes towards others. 
   
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 30 
  APPENDIX 4 – APL 10 
   
  ENCOUNTER THREE 
   
   
   
  Male Shadar-kai, Rogue 6: Medium Fey Extraplanar; 
  CR 7; HD 9d6+18; hp 54; Init +9; Spd 30 ft.; AC 19, touch 
  13, flat-footed 13 (+4 Dex, +5 chain shirt); Base Atk/Grp: 
  +6/+7; Atk +12 melee (2d4+1 spiked chain) or +11 ranged 
  (1d6 shortbow); Full Atk +12 melee (2d4+1 spiked chain) 
  or +11 ranged (1d6 shortbow); SA Sneak attack (3d6), 
  Poison (DC 15 1d3 Int/1d3 Int); SQ Hide in plain sight, 
  shadow curse, superior low-light vision; AL NE; SV Fort 
  +4, Ref +11, Will +4; Str 12, Dex 22, Con 14, Int 13, Wis 8, 
  Cha 9.  Fiend Folio, page 150. 
   
  Skills 
  & 
  Feats: 
  Bluff+5, 
  Balance 
  +8, 
  Craft 
  (weaponsmithing) +2, Hide+17, Intimidate+8, Jump+8, 
  Listen+7, Move Silently+17, Search+6, Spot+7, Survival 
  +5 (+7 following tracks), Tumble+16; Improved Initiative, 
  Blind-fight, Exotic Weapon Proficiency (spiked chain), 
  Weapon Finesse, Weapon Focus. 
   
  Trapfinding: Rogues (and only rogues) can use the 
  Search skill to locate traps when the task has a Difficulty 
  Class higher than 20. Finding a nonmagical trap has a DC 
  of at least 20, or higher if it is well hidden. Finding a 
  magic trap has a DC of 25 + the level of the spell used to 
  create it. Rogues (and only rogues) can use the Disable 
  Device skill to disarm magic traps. A magic trap generally 
  has a DC of 25 + the level of the spell used to create it. A 
  rogue who beats a trap’s DC by 10 or more with a Disable 
  Device check can study a trap, figure out how it works, 
  and bypass it (with her party) without disarming it. 
  Evasion (Ex): At 2nd level and higher, a rogue 
  can avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion can 
  be used only if the rogue is wearing light armor or no 
  armor. A helpless rogue does not gain the benefit of 
  evasion. 
   
  Sneak Attack (Ex) Anytime a shadar-kai’s target is 
  denied a Dexterity bonus, or when a target is flanked by 
  shadar-kai, the shadar-kai deals an additional 1d6 points 
  damage on a successful melee attack.  This damage stacks 
  with sneak attack damage from other sources, such as 
  rogue levels. 
   
  Hide in Plain Sight (Su) Shadar-kai can use the 
  Hide skill even when while being observed. As long as 
  they are not illuminated by natural daylight, the daylight 
  spell, or similar magical light, shadar-kai can hide 
  themselves from view in the open without having 
  anything to actually hide behind. 
   
  Shadow Curse (Su) See MM3, these Shadar-kai are 
  not affected by the shadow curse. 
   
  Superior Low-Light Vision (Ex) Shadar-kai have 
  extraordinary vision in low-light conditions. They can see 
  four times as far as a human in low-light conditions. 
   
  Languages: Common, Elven, and Sylvan. 
   
  Possessions: spiked chain +1, chain shirt +1, dagger, 
  masterwork shortbow, 40 arrows, backup spiked chain. 
   
  Description: Shadar-kai are elvish looking humanoids, 
  with dusky-pale skin and many tattoos and piercings on 
  their exposed skin.  Darkly beautiful and sensual, their 
  beauty is offset by their cruel demeanor and vicious 
  attitudes towards others. 
  ENCOUNTER SIX 
   
   
   
   
  Al’Morak Bloodguard, Female Shadar-kai, Fighter 8: 
  Medium Fey Extraplanar; CR 9; HD 3d6+8d10+11; hp 74; 
  Init +4; Spd 20 ft.; AC 19, touch 15, flat-footed 16 (+3 Dex, 
  +6 breastplate); Base Atk/Grp: +9/+13; Atk +16 melee 
  (1d10+10 halberd) or +13 ranged (1d8+4 composite 
  longbow); Full Atk +16/+11/+11 melee (1d10+10/1d6+6 
  halberd) or +13/+8 ranged (1d8+4 composite longbow); 
  SA Sneak Attack (1d6), Poison (DC 15 1d3 Int/1d3 Int); 
  SQ Hide in plain sight, shadow curse, superior low-light 
  vision; AL NE; SV Fort +8, Ref +9, Will +5; Str 18, Dex 18, 
  Con 12, Int 13, Wis 10, Cha 6.  Fiend Folio, page 150. 
   
  Skills & Feats: Hide+15(11), Listen+6, Move 
  Silently+12(8), Jump+6(2), Spot+6, Survival +6 (+8 
  following tracks), Tumble +7(3); Combat Reflexes, 
  Weapon 
  Focus: 
  Halberd, 
  Two-Weapon 
  Fighting, 
  Spinning Halberd, Weapon Specialization: Halberd, 
  Power Attack, Improved Bull Rush, Shock Trooper; 
  Sneak Attack (Ex) Anytime a shadar-kai’s 
  target is denied a Dexterity bonus, or when a target is 
  flanked by shadar-kai, the shadar-kai deals an additional 
  1d6 points damage on a successful melee attack.  This 
  damage stacks with sneak attack damage from other 
  sources, such as rogue levels. 
   
  Hide in Plain Sight (Su) Shadar-kai can use the 
  Hide skill even when while being observed. As long as 
  they are not illuminated by natural daylight, the daylight 
  spell, or similar magical light, shadar-kai can hide 
  themselves from view in the open without having 
  anything to actually hide behind. 
   
  Shadow Curse (Su) See MM3, these Shadar-kai are 
  not affected by the shadow curse. 
   
  Superior Low-Light Vision (Ex) Shadar-kai have 
  extraordinary vision in low-light conditions. They can see 
  four times as far as a human in low-light conditions. 
   
  Languages: Common, Elven, and Sylvan. 
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 31 
   
  Possessions: Halberd +2, Masterwork Breastplate, 
  dagger, composite longbow (+4), 40 arrows, backup 
  Halberd, Potion of Cure Moderate Wounds.  
   
  Description: Shadar-kai are elvish looking humanoids, 
  with dusky-pale skin and many tattoos and piercings on 
  their exposed skin.  Darkly beautiful and sensual, their 
  beauty is offset by their cruel demeanor and vicious 
  attitudes towards others. 
  Il’Kiroyte Berserkers, Male Shadar-kai, Barbarian 8: 
  Medium Fey Extraplanar; CR 9; HD 3d6+8d12+11; hp 82; 
  Init +4; Spd 40 ft.; AC 18, touch 14, flat-footed 15 (+4 Dex, 
  +5 chain shirt); Base Atk/Grp: +9/+14; Atk +16 melee 
  (2d4+6 spiked chain) or +12 ranged (1d8+3 composite 
  longbow); Full Atk +16/+11 melee (2d4+6 spiked chain) 
  or +12/+7 ranged (1d8+3 composite longbow); SA Sneak 
  Attack (1d6), Rage, Poison (DC 15 1d3 Int/1d3 Int); SQ 
  Hide in plain sight, shadow curse, superior low-light 
  vision, Uncanny Dodge, Trap Sense (+2), Improved 
  Uncanny Doge; AL NE; SV Fort +8, Ref +8, Will +5; Str 
  20, Dex 16, Con 12, Int 13, Wis 10, Cha 6.  Fiend Folio, 
  page 150. 
   
  Skills & Feats: Hide+12, Listen+8, Move Silently+11, 
  Jump+11, Spot+8, Survival +6 (+8 following tracks), 
  Tumble +8; Combat Reflexes, Weapon Focus: Spiked 
  Chain, Exotic Weapon Proficiency: Spiked Chain, Power 
  Attack, Cleave; 
  Sneak Attack (Ex) Anytime a shadar-kai’s 
  target is denied a Dexterity bonus, or when a target is 
  flanked by shadar-kai, the shadar-kai deals an additional 
  1d6 points damage on a successful melee attack.  This 
  damage stacks with sneak attack damage from other 
  sources, such as rogue levels. 
   
  Hide in Plain Sight (Su) Shadar-kai can use the 
  Hide skill even when while being observed. As long as 
  they are not illuminated by natural daylight, the daylight 
  spell, or similar magical light, shadar-kai can hide 
  themselves from view in the open without having 
  anything to actually hide behind. 
   
  Shadow Curse (Su) See MM3, these Shadar-kai are 
  not affected by the shadow curse. 
   
  Superior Low-Light Vision (Ex) Shadar-kai have 
  extraordinary vision in low-light conditions. They can see 
  four times as far as a human in low-light conditions. 
  Rage (Ex): A barbarian can fly into a rage a certain 
  number of times per day. In a rage, a barbarian 
  temporarily gains a +4 bonus to Strength, a +4 bonus to 
  Constitution, and a +2 morale bonus on Will saves, but he 
  takes a –2 penalty to Armor Class. The increase in 
  Constitution increases the barbarian’s hit points by 2 
  points per level, but these hit points go away at the end of 
  the rage when his Constitution score drops back to 
  normal. (These extra hit points are not lost first the way 
  temporary hit points are.) While raging, a barbarian 
  cannot use any Charisma-, Dexterity-, or Intelligence-
  based skills (except for Balance, Escape Artist, Intimidate, 
  and Ride), the Concentration skill, or any abilities that 
  require patience or concentration, nor can he cast spells 
  or activate magic items that require a command word, a 
  spell trigger (such as a wand), or spell completion (such 
  as a scroll) to function. He can use any feat he has except 
  Combat Expertise, item creation feats, and meta-magic 
  feats. A fit of rage lasts for a number of rounds equal to 3 
  + the character’s (newly improved) Constitution 
  modifier. A barbarian may prematurely end his rage. At 
  the end of the rage, the barbarian loses the rage modifiers 
  and restrictions and becomes fatigued(–2 penalty to 
  Strength, –2 penalty to Dexterity, can’t charge or run) for 
  the duration of the current encounter (unless he is a 
  17th-level barbarian, at which point this limitation no 
  longer 
  applies; 
  see 
  below). 
  A barbarian can fly into a rage only once per encounter. 
  At 1st level he can use his rage ability once per day. At 
  4th level and every four levels thereafter, he can use it 
  one additional time per day (to a maximum of six times 
  per day at 20th level). Entering a rage takes no time itself, 
  but a barbarian can do it only during his action, not in 
  response to someone else’s action. 
  Uncanny Dodge (Ex): At 2nd level, a barbarian retains 
  his Dexterity bonus to AC (if any) even if he is caught 
  flat-footed or struck by an invisible attacker. However, he 
  still loses his Dexterity bonus to AC if immobilized. If a 
  barbarian already has uncanny dodge from a different 
  class, he automatically gains improved uncanny dodge 
  (see below) instead. 
  Trap Sense (Ex): Starting at 3rd level, a barbarian gains a 
  +1 bonus on Reflex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks made by traps. These 
  bonuses rise by +1 every three barbarian levels thereafter 
  (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses 
  gained from multiple classes stack. 
  Improved Uncanny Dodge (Ex): At 5th level and 
  higher, a barbarian can no longer be flanked. This 
  defense denies a rogue the ability to sneak attack the 
  barbarian by flanking him, unless the attacker has at least 
  four more rogue levels than the target has barbarian 
  levels. If a character already has uncanny dodge (see 
  above) from a second class, the character automatically 
  gains improved uncanny dodge instead, and the levels 
  from the classes that grant uncanny dodge stack to 
  determine the minimum level a rogue must be to flank 
  the character. 
  Damage Reduction (Ex): At 7th level, a barbarian gains 
  Damage Reduction. Subtract 1 from the damage the 
  barbarian takes each time he is dealt damage from a 
  weapon or a natural attack. At 10th level, and every three 
  barbarian levels thereafter (13th, 16th, and 19th level), 
  this damage reduction rises by 1 point. Damage reduction 
  can reduce damage to 0 but not below 0. 
   
  Languages: Common, Elven, and Sylvan. 
  
  GEO6-07 Lady of Oak and Oracles 
   
  Page 32 
   
  Possessions: Masterwork spiked chain, Masterwork 
  chain shirt, dagger, composite longbow (+3), 40 arrows, 
  backup spiked chain, Potion of Cure Moderate Wounds.  
   
  Description: Shadar-kai are elvish looking humanoids, 
  with dusky-pale skin and many tattoos and piercings on 
  their exposed skin.  Darkly beautiful and sensual, their 
  beauty is offset by their cruel demeanor and vicious 
  attitudes towards others. 
  Il’Korath 
  Weirds, 
  Male 
  Shadar-kai 
  Wizard 
  (Illusionist) 7: Medium Fey Extraplanar; CR 7; HD 
  3d6+7d4+10; hp 45; Init +5; Spd 30 ft.; AC 19, touch 13, 
  flat-footed 13 (+5 Dex, +4 mage armor); Base Atk/Grp: 
  +4/+4; Atk +9 melee (2d4-1 spiked chain) or +9 ranged 
  (1d6 shortbow); Full Atk +9 melee (2d4-1 spiked chain) or 
  +9 ranged (1d6 shortbow); SA Sneak attack, spells; SQ 
  Hide in plain sight, shadow curse, superior low-light 
  vision; AL NE; SV Fort +5, Ref +11, Will +9; Str 8, Dex 20, 
  Con 12, Int 18, Wis 10, Cha 10.  Fiend Folio, page 150. 
   
  Skills & Feats: Concentration +15*, Hide+12, 
  Knowledge (arcana) +10, Listen+6, Move Silently+11, 
  Search+10, Spellcraft +16, Spot+6, Survival +6 (+8 
  following tracks); Combat Casting*, Energy Substitution 
  (cold) (CA), Exotic Weapon Proficiency (spiked chain), 
  Scribe Scroll, Silent Spell, Sculpt Spell (CA), Spell Focus – 
  Illusion, Weapon Finesse. 
   
  Sneak Attack (Ex) Anytime a shadar-kai’s target is 
  denied a Dexterity bonus, or when a target is flanked by 
  shadar-kai, the shadar-kai deals an additional 1d6 points 
  damage on a successful melee attack.  This damage stacks 
  with sneak attack damage from other sources, such as 
  rogue levels. 
   
  Hide in Plain Sight (Su) Shadar-kai can use the 
  Hide skill even when while being observed. As long as 
  they are not illuminated by natural daylight, the daylight 
  spell, or similar magical light, shadar-kai can hide 
  themselves from view in the open without having 
  anything to actually hide behind. 
   
  Shadow Curse (Su) See MM3, these Shadar-kai are 
  not affected by the shadow curse. 
   
  Superior Low-Light Vision (Ex) Shadar-kai have 
  extraordinary vision in low-light conditions. They can see 
  four times as far as a human in low-light conditions. 
   
  Languages: Common, Draconic, Elven, and Sylvan. 
   
  Wizard Spells Known/Prepared (* = a prepared spell) 
  (4/4/4/3/2)+1 Extra Illusion spell per spell level, save DC 
  = 14 + spell level, DC = 15+ spell level for Illusion Spells; 
  Enchantment & Necromancy are banned schools.): 0 – 
  acid splash**, detect magic, ghost sounds*, message*, read magic,; 
  1st – color spray*, grease*, silent image, magic missile, mage 
  armor*, lesser orb of acid (SpC)*, hail of stone (SpC)*; 2nd – alter 
  self, color spray (sculpted)*,blur, hail of stone (sculpted)*, 
  hypnotic pattern, invisibility,  minor image*, mirror 
  image*, shatter; 3rd – shadow binding (SpC)**, deeper darkness, 
  displacement, fly*, haste, major image, dispel magic, scorching 
  ray (cold energy substitution)*; 4th –  phantasmal killer, 
  rainbow pattern, shadow conjuration*, enlarge person-mass, 
  globe of invulnerability – lesser*, ice storm, fireball (cold 
  energy substitution)*. SpC   Spell Compendium 
   
  Possessions: Toad familiar, masterwork spiked chain, 
  dagger, masterwork shortbow, 40 arrows, headband of 
  intellect +2, wand of invisibility, Potion of Cure Moderate 
  Wounds.  
  Description: Shadar-kai are elvish looking humanoids, 
  with dusky-pale skin and many tattoos and piercings on 
  their exposed skin.  Darkly beautiful and sensual, their 
  beauty is offset by their cruel demeanor and vicious 
  attitudes towards others. 
   
  
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  Geoff NPC Information 
  Ffiona Ebentress (aka Ffiona merch Melwyn) 
  The elder surviving daughter of Melwyn Greatarm 
  former llwyr of Araul Anterth, Ffiona has matured into a 
  beautiful woman, just into her twenty-first year. She has 
  waist length black hair, and is slender on the petite side.  
  Along with her mother and younger sister, Ffiona 
  returned to Hochoch from Keoland in CY 591. Her 
  father and two elder brothers were killed during the 
  giant invasion, leaving her the elder child of a deceased 
  ruler of an important cantrev.  However, her father was 
  surreptitiously raised from the dead by a third party, and 
  disinherited Ffiona when he found out she was marrying 
  Darian Malthus, a Knight of the Dispatch and Peer of the 
  Realm (but more controversially a former Marcher).  
  Ffiona is a naturally shy young woman, but has learned to 
  assert herself over the past couple of years under the 
  tutelage of the lady Sierra Blackblade. 
  Ffiona Ebentress, Female Human Aristocrat 1, Fighter 3, 
  Medium Humanoid; CR 4; HD 1d8+3d10; hp 30(26); Init 
  +3; Spd 30 ft.; AC 23, touch 16, flat-footed 20 (+3 Dex, +3 
  Ring, +7 Mithral Breastplate); Base Atk/Grp: +3/+4; Atk 
  +5 melee (1d10+1, Bastard Sword) or +7 ranged (1d8+2, 
  Longbow); Full Atk +5 melee (1d10+1, Bastard Sword) or 
  +7 ranged (1d8+2, Longbow); SA None; SQ None; AL 
  NG; SV Fort +4, Ref +4, Will +3; Str 12, Dex 16, Con 
  10(12), Int 11, Wis 10, Cha 16.   
   
  Skills & Feats: Climb +6, Diplomacy +5, Handle 
  Animal +8, Jump +6, Knowledge Nobility & Royalty +1, 
  Knowledge Local-Sheldomar +2, Perform (Sing) +9, Ride 
  +8; Skill Focus Perform, Point Blank Shot, Precise Shot, 
  Dodge.  
   
  Languages: Common, Flan. 
   
  Possessions: Possessions. Mithral breastplate +2 
  glamored (coat), ring of protection +3, composite (1) 
  longbow +1, masterwork bastard sword, 2x daggers, 
  amulet of health (+2). 
  Victor Brightblade 
  Victor Brightblade is the half-brother of the former 
  regent, Llwyress Sierra Blackblade (they share the same 
  mother), and coincidentally, also a half-dragon. His 
  heritage is made evident by his reptilian eyes, and scales.  
  Victor is larger than life in both body and spirit, and is a 
  charismatic (or imposing) leader on the battlefield.  In 
  CY 583, he was at Derelion requesting aid from the elven 
  prince, when the city was attacked by the giants, and 
  subsequently by the shadow dragon Hasforenses.  In the 
  ensuing chaos, Victor disappeared into the Shadow Rift.  
  Narrowly escaping death at the hands of shadow dragon’s 
  followers, he ended up serving the progressive Lady 
  Regent of Cysgod Annwn. Gradually he gained the trust 
  of some of the fade-ffolk. Since the Regent’s death, Victor 
  has been the keeper of the Cysgod Annwn sword of 
  leadership known as Dawn. 
  Victor Brightblade: Male Half-Bronze Dragon Paladin 
  6/Cavalier 4. 
  Gwenllian the Eglantine 
  Gwenllain is the Archdruidess of Gyruff, and the sister of 
  Owen the Brenin.  She ascended to the position in CY 
  592, and it is rumored that she was a resident of Faerie for 
  some time before that.  Certainly, some attribute her 
  otherworldly beauty and cryptic manner to this hearsay.  
  Gwenllian has long reddish-brown hair that reaches 
  beyond her waist, and grey eyes.  She is known to keep 
  company with a great bronze dragon. 
  Rhian merch Neirin 
  The eldest daughter of Neirin, Rhian is a tall woman with 
  short-cropped hair. She is young having just passed her 
  19th year. Rhian is muscular and tanned from years spent 
  outdoors. Her dress varies widely to suit the occasion, but 
  she is known to disdain her father's sense of fashion.  Her 
  manner is brusque and direct, to the point of rudeness (or 
  beyond sometimes). 
  After her father's death, Rhian was taken in by her uncle, 
  Padarn. Over her uncle's objections, Rhian trained as an 
  archer at the Court in Exile in Shiboleth. Her disputes 
  with her uncle were a subject of much gossip at the 
  Court. She declared her claim to succeed her father as 
  llwyres of Rhychdir Rhos, and with the death of her 
  uncle at Gorna, her claim was recognized by the Brenin 
  and she has been confirmed by the Druids of the Old 
  Faith.  She fought at both Preston and Gorna and has 
  been made a Braichdyn in the First Bragad.   
  One of Sierra Blackblade's first act as regent was to 
  recognize Rhian's claim as llwyres.  Sierra produced a 
  signed and sealed document from Owen granting the 
  title to Rhian.  The other nobles have grudgingly 
  accepted this decreed, especially after the disappearance 
  of Bedwyn the Fat. 
  With Owen’s return, he has confirmed his Regent’s 
  granting of the torc to Rhian and the cantrev of Rhychdir 
  Rhos. Rhian has since taken Pregmere as her new home 
  and has worked tirelessly to strengthen the town’s 
  defenses and her people’s resolve. 
  First Bow Yrylan 
  Yrylan appears as a typical Flan male, standing  5'10, and 
  weighing187 lbs. He has black hair and eyes with an olive 
  complexion.  He dresses in typical "ranger garb", with lots 
  of green and brown. The only weapons he carries are his 
  bow and a sap. 
  Generally, Yrylan is relatively laid-back, sardonically 
  commenting on the events around himself.  He likes to 
  work bits of "folk wisdom" into his conversation, usually 
  as moral tales.  All begin with "Pa always said..." and are 
  followed by things like "...never get into a staring contest 
  with a beholder."   He is a fervent "backwoods" Old 
  Faither who is convinced  
  
  GEO6-07 Lady of Oak and Oracles 
   
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  that the reason Geoff fell to the giants is that the "old 
  ways" were abandoned, meaning that the sacrifice of 
  sentient beings ended.  Where he grew up, it was a great 
  (and always voluntary) honor to sacrifice oneself to 
  renew The Land.   He is a loyal son of Geoff with a grudge 
  against the giants who destroyed his homestead and ate 
  his sister, though his fierce anti-giant attitude has faded a 
  bit over the years.   He also is concerned about  the 
  increasing activity of the Whispered One and other evil 
  spellcasters.  He has heard rumors of a secret society of 
  evil spellcasters, though his friends assure him that the 
  "enosi" do not exist. 
  Yrylan fell deeply in love with Rhian and proposed to her 
  shortly after the third battle for Gorna. He bought her a 
  Bronze Gryphon, sculpted specially for him to match his 
  own, a male and female matching pair. He has no desire 
  for power and is content to serve the Longbowmen.  
  Becoming First Bow was his dream ever since he left his 
  childhood behind to join the fight against the giants. He 
  takes his responsibilities in that capacity very seriously.
  
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  DM’S AID #1: PLANE OF SHADOW 
  The Plane Of Shadow 
  The Plane of Shadow is a dimly lit dimension that is both coterminous to and coexistent with the Material 
  Plane. It overlaps the Material Plane much as the Ethereal Plane does, so a planar traveler can use the 
  Plane of Shadow to cover great distances quickly. 
   
  The Plane of Shadow is also coterminous to other planes. With the right spell, a character can use the 
  Plane of Shadow to visit other realities. However, the Plane of Shadow does not touch the Ethereal 
  Plane, so spells that use the Ethereal Plane such as blink, or ethereal jaunt, do not function on the Plane 
  of Shadow. The Plane of Shadow is a world of black and white; color itself has been bleached from the 
  environment. It is otherwise appears similar to the Material Plane. Despite the lack of light sources, 
  various plants, animals, and humanoids call the Plane of Shadow home. 
   
  The Plane of Shadow is magically morphic, and parts continually flow onto other planes. As a result, 
  creating a precise map of the plane is next to impossible, despite the presence of landmarks. 
  The Plane of Shadow has the following traits. 
   
  • 
  Magically morphic. Certain spells modify the base material of the Plane of Shadow. The utility 
  and power of these spells within the Plane of Shadow make them particularly useful for explorers 
  and natives alike. 
  • 
  Mildly neutral-aligned. 
  • 
  Enhanced magic. Spells with the shadow descriptor are enhanced on the Plane of Shadow. 
  Such spells are cast as though they were prepared with the Maximize Spell feat, though they 
  don’t require the higher spell slots. Furthermore, specific spells become more powerful on the 
  Plane of Shadow. Shadow conjuration and shadow evocation spells are 30% as powerful as 
  the conjurations and evocations they mimic (as opposed to 20%). Greater shadow conjuration 
  and greater shadow evocation are 70% as powerful (not 60%), and a shades spell conjures at 
  90% of the power of the original (not 80%). 
  • 
  Impeded magic. Spells that use or generate light or fire may fizzle when cast on the Plane of 
  Shadow. A spellcaster attempting a spell with the light or fire descriptor must succeed on a 
  Spellcraft check (DC 20 + the level of the spell). Spells that produce light are less effective in 
  general, because all light sources have their ranges halved on the Plane of Shadow. Despite 
  the dark nature of the Plane of Shadow, spells that produce, use, or manipulate darkness are 
  unaffected by the plane. 
  Note: The Plane of Shadow is constantly in shadowy illumination, which provides concealment (20% 
  miss chance). 
   
  
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  DM AID #2: MAP #1 – AMBUSH 
   
   
   
  
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  DM AID #3: MAP #2 – LEW’S HILL REDUX 
   
   
   
   
   
  
  GEO6-07 Lady of Oak and Oracles 
   
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   DM AID: NEW RULES 
  NEW FEATS 
  SPINNING HALBERD [STYLE] (Complete Warrior) 
  You have mastered the style of fighting with a halberd, and can use all parts of the weapon—blade, spike, hook, or 
  butt—to strike devastating blows.  
  Prerequisites: Combat Reflexes, Two-Weapon Fighting, Weapon Focus (halberd). 
  Benefit: When you make a full attack with your halberd, you gain a +1 dodge bonus to your Armor Class as well as an 
  additional attack with the weapon at a –5 penalty. This attack deals points of bludgeoning damage equal to 1d6 + 1/2 
  your strength. 
   
  SHOCK TROOPER [TACTICAL] (Complete Warrior) 
  You are adept at breaking up formations of soldiers when you rush into battle. 
  Prerequisites: Improved Bull Rush, Power Attack, base attack bonus +6. 
  Benefit: The Shock Trooper feat enables the use of three tactical maneuvers. 
  Directed Bull Rush: To use this maneuver, you must make a successful bull rush attempt as part of a charge. For every 
  square you push your foe back, you may also push that foe one square to the left or right. 
  Domino Rush: To use this maneuver, you must make a successful bull rush attempt that forces a foe into the same square 
  as another foe. You may make a free trip attempt against both foes at the same time, and neither foe gets a chance to trip 
  you if your attempt fails. 
  Heedless Charge: To use this maneuver, you must charge and make the attack at the end of the charge using your Power 
  Attack feat. The penalty you take on your attack roll must be –5 or worse. In addition to normal charge modifiers 
  (which give you a –2 penalty to AC and a +2 bonus on the attack roll), you can assign any portion of the attack roll 
  penalty from Power Attack to your Armor Class instead, up to a maximum equal to your base attack bonus. 
  Special: A fighter may select Shock Trooper as one of his fighter bonus feats. 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Geoff/596/Normal Scenarios/GEO6-07 - Lady of Oak and Oracles (APL 4-10)/GEO6-07 - Lady of Oak and Oracles.pdf