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. 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  DYV7-07 
   
   
   
   
   
   
  The Dyvide 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Dyvers Regional Adventure 
  Version 1.0 
   
   
  By Andy McCullough 
  Circle Reviewers: Tim Sech 
  Triad Reviewers: Kevin Elmore 
  Playtesters: Tim Stack, Brendon Hays, David Blackwell, Maddy McCullough, Drew McCullough, Al Franz 
   
   
   
  Helsim Lord Grift has ordered the evacuation of the Ehlenwood, and refugees are pouring into the Free City seeking 
  protection from the relentless advancing horde of the Pomarj through the Gnarley Forest.  Shandara Grift, Lord Grift’s 
  eldest daughter, has embarked on a quest of redemption to right her wrongs in the sacking of Tricaster.  Rumors of her 
  demise abound, but now word comes that she is in need of aid deep in the Gnarley Forest.  Are you willing to risk the 
  dangers of the Gnarley Forest to aid one who has failed the City of Sails in the past?  A one-round Dyvers Regional 
  adventure set in the Ehlenwood fief of the Gnarley Forest for characters level 4-14 (APLs 6-12). Part 4 of The 
  Machinations Saga.  Possession of the Learyn Tome from DYV6-04 Dyvisive Deep is not required but is highly 
  recommended.
  
  DYV7-07 The Dyvide 
   
  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, players and DMs gain rewards for 
  sanctioned RPGA play if they are members of the 
  DUNGEONS & DRAGONS REWARDS program. Playing this 
  adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play on 
  December 31, 2008.  
   
  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 rulebooks: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonPCs (NPCs) 
  and monsters appear in abbreviated form in the adventure 
  text. Refer to Appendix 1 for full information on NPCs and 
  monsters. For your convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA Session 
  Tracking sheet. If you’re playing this adventure as part of an 
  RPGA-sanctioned event, complete and turn in this sheet to 
  your senior GM directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR). You need one copy of 
  this for each participating player. 
   
   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.  
  # 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 
  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. 
   
  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 
  Dyvers. All characters pay 1 or 2 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 that 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 DC 20 Survival 
  check, 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 
  Shandara Grift knew of the imminent handover to 
  Greyhawk City of the town of Tricaster, and let its citizens 
  stay in that doomed town until it was too late to safely 
  evacuate everyone before the advancing horde.  Now she 
  has taken it upon to herself to go on a quest for redemption. 
   In a vision from her patron deity, Ehlonna, Shandara has 
  traveled to the grove where Eriya resides.  With the aid of 
  Eriya, a Lilend follower of Ehlonna, Shandara has learned 
  that her quest is to seek out the Moonarch of Sehanine 
  Moonbow, survive the trials within there, and use the 
  ancient elven knowledge gained to the betterment of the 
  Gnarley Forest and its denizens.  Although Shandara is not 
  an elf, The Lady of Dreams has nonetheless agreed to allow 
  her to take part in the trials. 
   
  Shandara’s brother, Terrence, has located his sister’s 
  whereabouts using his Gnarley Ranger contacts. He has 
  asked her to wait for a few days for him to send adventurers 
  to aid her in her quest, as the Gnarley Forest is very 
  dangerous with the horde of Turrosh Mak moving through. 
   
  Meanwhile, Helsim Lord Grift has ordered the 
  evacuation of the Ehlenwood fief to seek refuge within the 
  city of Dyvers.  Terrence has traveled with the Ehlenwood 
  refugees to Dyvers and, with a trinket from Eriya, hopes to 
  hire a group of adventurers to aid his sister. 
   
  The Trintae elves still maintain an area of the Gnarley 
  Forest in the westernmost reaches of the forest claimed by 
  Dyvers, near the border with Celene.  Traditionally 
  followers of Sehanine Moonbow, several of their leaders 
  have traveled through the Moonarch to become People of 
  the Testing over the years.  The detailed knowledge 
  involving the prediction of the Moonarch location was lost 
  with the disappearance of Laeryn Trintae some 800 years 
  ago.  Laeryn Trintae kept the detailed mathematical 
  formulas necessary to predict the Moonarch’s next location 
  as well as some clues to the trials on the other side.  
  Without this information, the clan has not been able to 
  locate the Moonarch, and all of its members that had 
  previously passed the trials have since left Oerth. 
   
   
  CULT OF MOLAHO KHEM 
  There are two distinct branches of this growing cult.  The 
  first, called “Followers of the Cracked Shield,” follow a 
  Neutral Good aspect of Molaho Khem and are driven to 
  protect those in battle that cannot protect themselves.  
  Followers of this branch are most prevalent in the Bandit 
  Kingdoms, but some followers are present in Dyvers, 
  converted in DYV6-06 Walpurgis: The Dark Night.  
  Followers of this cult seek out the weapon Silence, the 
  Secret Keeper of Molaho Khem as their principle artifact. 
   
  The second branch of the cult, referred to as “Servants 
  of Glory,” follow a Chaotic Neutral aspect of Molaho Khem 
  DYV7-07 The Dyvide 
   
  Page 2 
  
  and are driven to battle in the name of personal liberties, or 
  for the sake of battle.  Its members strive for independence 
  from oppression, actually seeking out conflict in the hopes 
  of dying in glory, thereby gaining the attention of their god 
  and assurances of riches in the afterlife. Followers of this 
  branch are most prevalent in Dyvers, although their 
  numbers in other regions are growing.  Followers of this 
  cult seek out the bastard sword, Whisper, currently wielded 
  by Jander the Shade, Scourge of Tricaster, Karessa’s Bane.  
   
  Each aspect of the cult of Molaho Khem considers 
  followers from other branches of this mythos to be 
  heretical and will attack on sight. The Servants of Glory 
  aspect sought out the Trintae elves in DYV 4-06 A House 
  Divided via a creature called The Eater of Souls, who 
  contacted them again in the hopes of launching a two-
  pronged attack against the divided House Grift in 
  DYVINT5-07 Home Sweet Home.  In Dyv6-04 The 
  Dyvisive Deep, they worked to keep the existence of the 
  Druid, Jumper, a secret from the leaders of Dyvers so that 
  he could be turned into an enemy of the city-state by House 
  Hoffer.  In Dyv7-03 Dyvisions, A gnome known as the 
  Emissary of Molaho Khem was found converting the 
  desperate bandits of the Low Road to Molaho Khem’s cause, 
  using a dogma of personal freedom and resistance to 
  tyrannical rule in preparation for the defense of the City 
  against the coming of innumerable orc hordes.  Swayed by 
  his friendly demeanor and compelling arguments, many 
  members of the Dyvers Adventurer’s Guild were also 
  swayed and began following the aspect presented by the 
  Servants of Glory.  
   
  ADVENTURE SUMMARY 
  Introduction: Refugees abound 
  The PCs begin the adventure within the City of Sails, as 
  refugees from the Ehlenwood move to within the city for 
  protection from the advancing hordes.  A crier moving 
  amongst the throng calls for able-bodied adventurers to 
  meet the Steward of Lord Grift at the Sword and Tankard 
  Inn in two hours. 
   
  Encounter One: Rover There 
  The Rovers, Onren and Jak, meet with the PCs and explain 
  that Shandara Grift is currently at Eriya’s Grove.  They ask 
  the PCs to meet up with her there and either persuades her 
  from taking the mission, at least for now, or in the very 
  least, assist her, as the Gnarley Forest is a VERY unsafe 
  place to be right now.  Onren rends an iridescent feather to 
  teleport the party to Eriya’s Grove when they are ready.  
   
  Encounter Two: Eriya’s Grove 
  Shandara Grift is on a self-imposed mission and will not be 
  swayed from her course except by force.  The PCs learn that 
  Shandara has received a vision from her god Ehlonna, to 
  start healing the forest, but needs to gain the knowledge 
  that only Sehanine Moonbow can impart, and this can only 
  happen by traveling through a Moonarch.  To locate this, 
  Shandara plans to seek out the Trintae elves, the sworn 
  enemies of House Grift to learn of the Moonarch’s location. 
   She realizes this will not be an easy task, but is nonetheless 
  determined.  PCs with the Laeryn Tome from DYV6-04 
  Dyvisive Deep will find it very valuable when working with 
  the Trintae elves.  
   
  Encounter Three: A taste of Glory! 
  The Cult of Molaho Khem has sent a group of Trintae clan 
  members to capture the PCs and find out what they know, 
  especially concerning the Emissary of Molaho Khem. 
   
  Encounter Four: A bear of a time 
  A group of bears that have been corrupted by the evil 
  influence of Winter on the Gnarley Forest assault the party. 
   Hopefully, Shandara survives. 
   
  Encounter Five: Enemy of my enemy 
  The party comes across the leaders of the Trintae Elven 
  Clan.  This occurs at some point during their search for the 
  Moonarch.  They either need to use diplomacy to convince 
  the elves to let a non-elf through the Moonarch (Shandara) 
  or they will need to fight them off.  
    
  Encounter Six: Trials 
  Any PCs that are an elf or have at least one level in the 
  Ruathar prestige class may attempt to cross through the 
  Moonarch, but doing so is not easy.  If the elves from 
  Encounter Five are defeated, then any PC may enter at their 
  own risk. 
   
  Conclusion: Picking up the Pieces 
  Conclusion. 
   
   
  PREPARATION FOR PLAY 
  It is important to note if anyone in the party is a member of 
  any of the following Meta-orgs: 
   
  • 
  Any Elven Clan 
  • 
  Protégé of House Grift 
   
  Also, If any characters is prominently displaying a ring of 
  glorious deaths (lesser or regular) from  DYVINT5-07 
  Home Sweet Home, DYNINT6-02 Fallen Hero, Risen God, 
  DYV6-04 The Dyvisive Deep, or DYV7-03 Dyvisions, that 
  should be noted as well. 
   
  This adventure will place the PCs in direct contact 
  with the Trintae Clan elves and the Lilend Eriya.  Anyone 
  DYV7-07 The Dyvide 
   
  Page 3 
  
  with the “Ire of Clan Trintae” or “Ire of Eriya” from Dyv4-06 
  will need to deal with the effects. 
    
  INTRODUCTION 
  It is the 18th day of Patchwall, and the Free City of 
  Dyvers, The City of Sails, The Jewel of the Flanaess, is 
  heading toward a rough winter.  Tricaster has been lost, 
  run into the ground by the host of Turrosh Mak.  Much 
  of the lands liberated by the Dyvers Free Army in CY 
  595 has been returned to the Free City of Greyhawk, 
  although the forces of Turrosh Mak have reign through 
  much of the forest.  Snow, unheard of in the Gnarley 
  Forest, is present year-round, a result of the corruption 
  of the sustaining magics in the Gnarley Forest itself.  
  Walking through the city now, you can see the effects 
  of this unnatural weather on the Gnarley refugees that 
  have fled to the relative safety of Dyvers high walls for 
  protection, both from the certain brutal winter ahead 
  and 
  the 
  oncoming 
  horde 
  of 
  Turrosh 
  Mak.  
  Downtrodden, thin, and weary, most keep their eyes 
  lowered, too tired to take in the sights of the massive 
  Free City, and perhaps even too beleaguered to care.  
   
  A man standing on the back of a cart just inside 
  Thrommel’s arch, the easternmost gate in the city, is 
  proselytizing to the incoming refugees, “Fear not, 
  wretched denizens of the forest.  For I tell you there is 
  one amongst the heavens that has not forsaken you as 
  the other gods have, one that has sworn himself to 
  stand by your side until the bitter end, one whose 
  adherents have already spilled their blood on the fields 
  of Tricaster.  Join the ranks of the glorious in communal 
  worship to Molaho Khem, for in the end, only he will 
  be at your side to face the onslaught, to strike terror in 
  the face of the unrighteous, and if not victory, will 
  bring glory and honor to those that defend this city, our 
  home, the City of Depths!” 
   
  The speaker is a follower of Molaho Khem and is 
  responsible for spreading the word of the Master of 
  Glorious Deaths to the populace. PCs succeeding in a DC 25 
  Knowledge (Religion) check recognize the eight-pointed 
  star on a red background as the holy symbol of an obscure 
  group dedicated to the hero god Molaho Khem. 
   
  Anyone who also succeeds in a DC 25 Knowledge 
  (History) check knows that Molaho Khem was a great 
  warrior years ago that had a thirst for the danger as well as 
  the glory associated with hand-to-hand combat.  He was 
  eventually slain fighting a host of aliens while defending 
  his home city. 
   
  Allow the PCs a chance to interact with the 
  proselytizer.  If the PCs ignore him or get tired of him, 
  continue with the following: 
   
   
  Moving within the throng of refugees, a half-elf 
  outdoorsman bearing the standard of House Grift calls, 
  “Adventurers of Dyvers.  Many are the refugees from 
  the Ehlenwood, but more yet remain, unable to join us 
  here.  Our liege, Helsim Lord Grift has called for the 
  evacuation of the Ehlenwood, but some are not able to 
  come.  If you would be interested in helping those 
  willing to flee, who are too weak to make the sojourn, 
  come and join us at the Sword and Tankard Inn to 
  discuss.”  Every so often, the half-elf repeats his call for 
  aid as he moves through the city. 
     
   
  Anyone succeeding a DC 15 Knowledge (local:VTF) 
  recognizes the half-elf as belonging to a group of rangers in 
  House Grift called the Rovers that patrol the areas of the 
  Gnarley Forest comprising the Ehlenwood.  Any PCs 
  having played DYV4-06 A House Divided recognizes the 
  half-elf as the Ranger Onren. 
   
  Development: 
  At some point, the PCs should make their way to the Sword 
  and Tankard Inn.  PCs should feel free to enter into debate 
  with the Khemite, who is a charismatic fanatic.  PCs 
  wishing to acquire gear before heading to the Sword and 
  Tankard Inn should feel free to.  The location of the Sword 
  and Tankard Inn is well known and is a frequent spot for 
  adventurers within the Free City. 
   
  1: ROVER THERE 
  The Sword and Tankard Inn, starting point in the career 
  of many adventurers, is not hard to find.  Inside, the 
  sprawling common room is filled with a menagerie of 
  adventurers.  The bar at the far end of the table is filled, 
  and bar maids do their best to move amongst the crowd 
  filling drink orders.  Shortly, two people climb upon 
  the bar, one is the half-elf you saw earlier, and the other 
  is a gnome.  The half-elf speaks, “Welcome noble 
  adventurers from the Free City of Dyvers and beyond.  I 
  am Onren, and this is my colleague, Jak, both in the 
  employ of House Grift.  As you have no doubt heard, 
  Helsim Lord Grift has called for the evacuation of the 
  Ehlenwood.  As you have also undoubtedly heard, 
  Shandara Grift, our liege’s daughter has left on a quest 
  for redemption in the Gnarley Forest, and until 
  recently, we had not heard from her.  Through our 
  contacts with the Gnarley Rangers, we have learned that 
  she still lives by seeking refuge with friends deep 
  within the Gnarley Forest.  These are dangerous times, 
  and all who love House Grift fear for her safety.  She has 
  agreed to postpone her quest a short while until aid can 
  be sent to her to escort her on her quest.” 
   
  “Brave adventurers, on behalf of our liege Helsim 
  Lord Grift, we beseech you to take up the mantle of 
  DYV7-07 The Dyvide 
   
  Page 4 
  
  Shandara’s quest and aid her in this noble cause so that 
  she might return from the pit of death to the safety of 
  these walls!” 
   
  The inn erupts into a series of questions.  Allow the PCs to 
  ask their own questions from Onren and Jak.  If the PCs do 
  not ask some of the below questions then have someone 
  else from the Inn ask it: 
   
  • 
  Why should we risk our necks for her?  She KNEW 
  that Tricaster was to be handed over to Greyhawk City 
  days before it was sacked.  Had she done what she was 
  told, it would have been Greyhawk’s necks that would 
  have been slit, not ours! 
  • 
  The Gnarley is overrun with orcs and worse from the 
  horde of Turrosh Mak, and you want us to jump into 
  the hornet’s nest to save a single soul? 
  • 
  How exactly do you intend to get us to the middle of 
  the Forest unharmed, and perhaps as important, how 
  do we get back? 
  • 
  With the advancing horde, shouldn’t we be spending 
  our time making preparations to defend the city 
  instead of running after some “greater than thou” 
  woman who has gotten herself in over her head? 
  • 
  How much do we get for risking our necks in this 
  cause? 
   
  Once all of the questions have been asked, read or 
  paraphrase the following: 
   
  After many questions are asked in rapid succession, the 
  gnome steps forward and says, “Much of what you say is 
  true, and I share some of your concerns.  Know this: 
  Shandara Grift is a noble and headstrong woman.  She 
  has made mistakes like all of us in this room, and like 
  you, has probably had to rely on the abilities of others 
  from time to time to help her through.  Now, more than 
  ever, the citizens of this City need to stand up for each 
  other in the face of adversity and lend our support 
  where we can.  Shandara Grift has much yet to offer this 
  City, but she cannot do so trapped as she is within the 
  Gnarley Forest.  She has something that she needs to 
  do, and we need your help.  House Grift cannot afford 
  to pay the fees normally associated with a service such 
  as this, but certainly, with any danger that you confront 
  will come booty as well.  This is a serious task that we 
  have placed before all of you, and we do not expect you 
  to take it lightly.  Think it over carefully, and if you are 
  interested in assisting this great house, return here in 
  two hours time prepared to travel.  Keep in mind that 
  the forest is not as it once was.  Snow covers the land, 
  and it is bitterly cold.  Come prepared.” 
   
  With that, both the gnome and half-elf step down 
  from the bar and leave the common room to discuss 
  amongst themselves. 
   
  Oren and Jak are busy with their plan to send volunteers to 
  meet Shandara.  They do not have time to talk with 
  interested parties before the two hours are up. The party has 
  two hours to prepare for their sojourn into the Gnarley 
  Forest.  If the PCs decline the offer, then the adventure is 
  over. 
   
  Once they have prepared, and returned to the Sword 
  and Tankard Common room, read or paraphrase the 
  following: 
   
  Returning once more to the Sword and Tankard Inn, 
  you find it empty save for a few other brave souls.  
  Onren and Jak are noticeably disappointed, but a 
  knowing look crosses their faces as Onren states clearly, 
  “I had hoped that more would come to our aid, but such 
  are the times that we find ourselves.  Shandara is 
  currently at a natural grove where a servant of her god, 
  Ehlonna, is residing.  As places within the Gnarley 
  Forest go, I suppose it is as safe a place as any, but do 
  not let your guard down, even there, for we do not 
  know exactly what you will find there.  Your task is to 
  either persuade Shandara Grift to return, escorting her 
  along the way, or else to escort her as she completes her 
  quest.  Are you ready?” 
   
  If the PCs have any further questions, Onren and Jak 
  answer to the best of their abilities.  They know the 
  following additional pieces of information: 
  • 
  They had presumed that Shandara was dead until a 
  week ago when Terrence, Shandara’s brother and a 
  former member of the Gnarley Rangers, received word 
  that she was still alive. 
  • 
  The Grift Rovers were preparing to escort Shandara 
  when Helsim Lord Grift urged us all to assist in 
  protecting the refugees fleeing the Ehlenwood. 
  • 
  Terrence received a feather and directions on its use to 
  teleport a group of people to a grove that was recently 
  captured by adventurers and is in the process of being 
  restored. 
  • 
  Many of the once-good creatures of the forest have a 
  malignance about them now, their magical energies 
  corrupted by the evil taint that has infected the magical 
  restorative energies of the Forest.  We do not know 
  what is causing it or how to stop it. 
  • 
  If detected, the feather has the following auras: Good 
  (overwhelming), 
  Conjuration 
  (moderate), 
  and 
  Enchantment (strong). 
   
  DYV7-07 The Dyvide 
   
  Page 5 
  
  Once the PCs signal they are ready, read or paraphrase the 
  following: 
   
  Onren reaches carefully into his coat pocket and draws 
  out a long beautiful iridescent feather.  The coloration 
  is somewhat like that of a peacock, but it is firmer and 
  not merely an object of beauty.  Onren directs everyone 
  to hold hands while one of you rends the feather. 
   
  Anyone succeeding in DC 22 Knowledge (The planes) 
  check recognizes the feather as a Lilend feather.  Any PCs 
  wishing to resist the magic may make a DC 25 Will Save.  
  Success means that the player is not transported to the 
  grove, and must find some other means to travel there or 
  the adventure is over for them. 
   
  For all players that failed the saving throw, either 
  intentionally or failed to resist, read or paraphrase the 
  following.  If a PC fails the save, but has immunity to 
  enchantment effects, then they are transported with the 
  rest of the group, but do not experience the box text below. 
   
  Watching the ruined feather slowly drift to the floor in 
  pieces, it seems such a shame to have destroyed the 
  thing.  Certainly an object must be used, but another 
  would have sufficed.  The feather continues to fall, but 
  your vision begins to blur, and you hear rustling water 
  in your ear.  You can tell you are still in the Sword and 
  Tankard, as are your companions, but the features are 
  blurred, muted, fading away.  Darkness surrounds you 
  in an eternal void, only your own heavy breathing 
  thunders in your mind; no…. there is more, there is 
  still the sound of rustling water.  Focusing on this 
  sound it fills your head forming a melody of sorts.  Yes 
  it is a melody, strangely lyrical, but not like you have 
  heard before.  In fact, that is not rustling water you 
  hear. It never was; it is the song and has always been.  
  How could you have missed it before?  You never saw 
  the feather remnants touch the floor.   
   
  It is likely that PCs will want to bring along animals, either 
  as mounts or as companions.  This is allowed as long as the 
  number of mounts/companions does not exceed the 
  number of characters. 
   
  Development:  The PCs have been transported to just 
  outside Eriya’s Grove.  Proceed directly to Encounter 2. 
   
   
  Jakaboo Flavrin Sphindlenicker: Male gnome Rng6: 
  hp 51 
   
  Onren: Male Half-elf Rng6: hp 39 
    
  2: ERIYA’S GROVE 
  Read or paraphrase the following: 
  Your eyes snap wide open and you find yourself lying 
  face down in over a foot of snow.  The music that you 
  have been hearing is still playing off to your right, 
  beyond some trees.  Your companions are with you also, 
  lying down in the snow.  You are not tired, and you do 
  not feel as if you have been sleeping.  Perhaps more like 
  a daydream? 
   
  The PCs have been transported to just outside the grove 
  where Eriya, a Lilend servant of Ehlonna, currently resides 
  with a Nymph Druid.  This is the same grove PCs may have 
  visited in DYV4-06 A House Divided, and DYV 7-05 Angry 
  Wood.  It is -5° F outside the grove (see page 302 of DMG 
  for details of Severe Cold). All PCs that are not protected 
  from the cold must immediately make a DC 15 Fortitude 
  save or take 1d6 nonlethal damage from the cold.  When 
  the characters investigate the music, read of paraphrase the 
  following: 
   
  As you approach the music, you see that it is coming 
  from a clearing in the dense snow-covered woods.  The 
  snow thins as you approach the grove, becoming patchy 
  at the fringes of the forest and nonexistent within the 
  Grove the itself.   
   
  Within the grove is a host of fey creatures and 
  others forest creatures of good heart.  Grigs frolic 
  throughout the grove, their carefree existence here in 
  stark contrast to what has become the norm within the 
  great forest.  Elves and dryads, pixies and nymphs, 
  treants and a singular unicorn are also here, but the 
  most striking sight is the beautiful elven woman with 
  iridescent wings bathing within a well-spring roughly 
  centered in the grove.  A group of satyrs surround her, 
  and accompany her on pipes as she plays a lyre and 
  hums; the source of the music you have been hearing.   
   
  On the far side of the grove is a young woman 
  sitting, talking idly with a gnome of some sort.  On 
  seeing you, the bathing creature lifts herself from the 
  pool on her massive wings, exposing her serpentine 
  underbody and gracefully flies your way.  The denizens 
  of the grove turn to face you as the flying beauty 
  approaches, “Welcome chosen travelers from the City of 
  Depths.  I am Eriya, servant of the goddess Ehlonna of 
  the Forest.  You have come to help another of my faith 
  on her quest to save the forest from a malevolence that 
  is upon it. Come, there is much to be discussed between 
  us, the Grift child, and a creature who calls himself the 
  Emissary of Molaho Khem.” 
   
  DYV7-07 The Dyvide 
   
  Page 6 
  
  Anyone who has the Ire of Eriya is treated coolly but not 
  with outright hostility.  While Eriya dislikes the PC, she is 
  an agent of good and accepts that the PC is here at the will 
  of Ehlonna.  Eriya does make it obvious when giving the 
  cold shoulder. 
   
  The grove is under several protective spells (see below). 
   Anyone that detects as evil needs to overcome the effects of 
  the antipathy spell to enter the grove.  Characters that are 
  followers of Winter (Death aspect of Obad-Hai) are not 
  allowed to enter.  Due to the lingering presence of Eriya, a 
  faint enchantment aura is over the entire spring in which 
  she bathes.  Any PC entering the grove must succeed a DC 
  5 Will save or find themselves compelled to sing to the best 
  of their ability.  This effect lasts as long as they are in the 
  grove but does not preclude them from speaking.   
   
  The bathing creature is the Lilend Eriya, a servant of 
  the goddess Ehlonna, and a protector of this grove during 
  the periods of time she is on this plane.  The grove has 
  become a sort of refuge for good creatures of the area.  It is 
  located at an intersection of two ley lines of fey magic that 
  have traditionally kept the forest temperate year-round.  
  Because of the direct presence of Eriya, and with the work 
  of some PC druids, the corruption has been removed from 
  this area, and so it remains as the entire forest once was 
  before the corruption of Winter. 
   
   
  In meeting with Eriya, Shandara Grift, and the 
  Emissary of Molaho Khem, the PCs can learn the following 
  pieces of information. 
   
  Shandara Grift 
  • 
  She is on a quest to try in some comparatively small 
  way to right the wrongs for her part in the sacking of 
  Tricaster. 
  • 
  After long days in prayer to her goddess, Ehlonna, she 
  received a vision to travel to this place to meet a 
  servant of Ehlonna. 
  • 
  After finding the grove being restored by a group of 
  druid adventurers from Dyvers, she began working 
  with Eriya to gain more information from Ehlonna 
  regarding her new quest. 
  • 
  With Eriya’s help, Shandara has learned that she needs 
  to next gain some long lost elven knowledge from the 
  elven goddess Sehanine Moonbow by transcending 
  this plane of existence through a Moonarch of 
  Sehanine Moonbow. 
  • 
  Although not an elf, Shandara is convinced that since 
  Ehlonna has directed her to travel to the Moonarch, 
  that The Lady of Dreams will test her fairly and, if 
  Shandara is found worthy, will reveal the knowledge 
  she requires. 
  • 
  Shandara shares the entire House Grift history, 
  specifically noting the following and asking for the 
  characters’ discretion: 
  • 
  The Trintae elves do not like House Grift due to 
  the murderous actions of Tybalt Grift. 
  • 
  For his part, House Tybalt Grift was executed. 
  • 
  All current leaders of House Grift are now 
  required to be trained by either the Gnarley 
  Rangers or Druids.  This is not generally known. 
  • 
  The denizens of the Gnarley Forest are 
  represented in the Gentry Assembly by an 
  awakened weasel named Teekor.  Teekor is an 
  advisor to Helsim Lord Grift and can report back 
  to the Forest on occasion but does not have any 
  direct say in the Assembly.  This is a secret to all 
  but the Big 5 Houses in Dyvers and the Magister.   
   
  Emissary of Molaho Khem 
  The Emissary of Molaho Khem is a Chaos Gnome Holy 
  Liberator that is seeking converts for the Servants of Glory.  
  He is the first member of that sect that has been able to 
  converse freely to PCs regarding his faith without combat.  
  He espouses the importance of self-sacrifice to ensure the 
  security of others, the right of every creature to determine 
  its own destiny without the interference of others, and the 
  willingness to die for that cause.  He debates these values 
  with any person willing to do so, particularly those who are 
  Followers of the Cracked Shield, whom he considers to be 
  heretics.  After the PCs are finished conversing with 
  Shandara, read or paraphrase the following: 
   
  After you have heard from Shandara Grift and have said 
  all that you needed to say, a strange-looking gnome 
  stands and begins to address your group.  “Esteemed 
  adventures from Dyvers, the City of Sails, the City of 
  Depths, the Jewel of the Flanaess, I am a servant of the 
  Most Glorious Molaho Khem and have come to be 
  called the Emissary of Molaho Khem.  I am here today 
  to bring you warning that some of my brothers in glory 
  are preparing to die in the name of the Most Glorious 
  soon, to prevent this most noble of quests from 
  advancing to its rightful conclusion.   
   
  Since last I encountered adventurers, on the plains 
  of the Westlands, I have become suspicious of the 
  motives of the Servants of Glory.  As I tried to fathom 
  the reasoning behind our collective activities, I was 
  unable to.”  Nodding toward the Lilend Eriya, he 
  continues, “The members of my sect have been actively 
  trying to create large-scale discord within the Gnarley 
  forest, beginning with the assault of this most 
  magnificent of creatures a few years ago. My sect has 
  provided the financial and moral support of the Trintae 
  elves against House Grift and the Ehlenwood fief.  
  DYV7-07 The Dyvide 
   
  Page 7 
  
  Whether it is realized at the time, the activities of the 
  Servants of Glory have had a negative impact on the 
  ability of the forest denizens to work with House Grift.   
   
  We next attempted to prevent any interference by 
  the Dyvers Adventurers Guild with the natural order of 
  things beneath the waves of the Lake of Unknown 
  Depths.  Finally, we have been providing the same type 
  of support we provided to the Trintae elves to the Low 
  Road Bandits, encouraging them in their fight against 
  the malicious judgments of Caltaran’s Sheriff.  All of 
  this seemed right and just on the surface, but as I 
  investigated further, I found this with the personal 
  effects of our leader, the High Priest of Molaho Khem, 
  The servant of Glory, Aliknor.”  Reaching into his 
  pocket, he withdraws a letter and hands it to you.  
  “Clearly, we have all been pawns in the machinations of 
  the very powerful within the socioeconomic structures 
  of Dyvers and the surrounding lands.  The Servant of 
  Glory knows that I have taken this letter, and although 
  we are forbidden from attacking others of our faith, I 
  suspect I may in be in for some unpleasantries.  
  Regardless, I am bound by my faith to not submit to this 
  kind of manipulation and am determined to find its 
  source.  Until then, you should know that others in my 
  faith will likely not want you to succeed on this quest.  
  It is not out of malice that they oppose you, but out of 
  the firm belief that what you represent is contrary to 
  the freedoms of the races of Oerth.” 
   
  Development: Hand the players Player Handout #1. 
   
  • 
  He offers any PC carrying Blood Moon rocks full 
  purchase price of the item + 1,000 gp for its return. 
  • 
  He has heard that there are followers of his cult 
  moving within the forest. 
  • 
  He offers to convert any PCs willing to do so on the 
  spot but cannot offer an atonement as he is unwilling 
  at this time to trust others of his faith.  
   
  The following spell-like effects are in effect at the grove at 
  all times unless dispelled, in which case the effect will be 
  removed for a 10-minute period of time: 
  • 
  protection from evil 
  • 
  antipathy (Neutral Evil) – DC 23 
  • 
  antipathy (Chaotic Evil) – DC 23 
  • 
  antipathy (Lawful Evil) – DC 23 
  • 
  prayer 
   
  Both Eriya and the grove’s nymph/druid protector, 
  Aerynshaw, offer any spells at their disposal to the PCs at 
  no charge except for the cost of any spell component.  They 
  cast spells on PCs with the Ire of Eriya only if there are no 
  other viable targets.  They have the following spells 
  prepared. 
   
  SPELLS AVAILABLE: 
  Eriya (CL 15th) 
  1 (4 times) –cure light wounds  
  2 – cure moderate wounds, eagle’s splendor  
  3 (4 times) – displacement, cure serious wounds  
  4 (3 times) – modify memory 
   
  Aerynshaw (CL 11th) 
  0 – cure minor wounds, guidance, resistance  
  1 – calm animal, cure light wounds,  
  2 – barkskin, lesser restoration, warp wood  
  3 – cure moderate wounds, protection from energy 
  4 – cure serious wounds, reincarnate (x2)  
  5 –stoneskin 
   
  The Laeryn Tome from DYV6-04 The Dyvisive Deep is of 
  great importance.  It is the ongoing biography/diary of the 
  clan leaders from the Trintae Clan, most recently from 
  Laeryn Trintae, who was a member of the group, “The 
  People of the Testing”, a group whose members have 
  successfully passed through a Moonarch of Sehanine 
  Moonbow.  The tome contains the highly complex 
  mathematical formulae that dictate the location of the 
  Moonarch when it appears as well as detailed experiences 
  from those who have passed through the arch successfully.  
  Anyone possessing this tome from DYV6-04 Dyvisive Deep 
  and can read Elven (Shandara can read it if anyone thinks to 
  ask for her input) can learn that the Moonarch is scheduled 
  to appear near Celene in 9 days. 
   
  It takes 6 days to travel to the Moonarch on foot 
  through the forest with deep snow and a movement rate of 
  30 feet.  Consult the table below to gauge how long it takes: 
   
  Minimum party speed 
  Number of days 
  15 
  12 
  20 
  9 
  30 
  6 
  40 
  4.5 
  50 
  3.5 
   
  Players may choose to force march per the Player's 
  Handbook, page 164.  It is assumed the PCs travel for 8 
  hours per day.  Each hour of forced march brings them that 
  much closer to the Moonarch. 
   
  3: A TASTE OF GLORY 
  After the PCs leave Eriya’s Grove, they travel through the 
  snow-covered portions of the Gnarley Forest where the 
  snow is around 18 inches deep.  Unless they have some 
  DYV7-07 The Dyvide 
   
  Page 8 
  
  means to overcome it, the terrain is considered difficult, all 
  movement is at one-half speed, and all Tumble DCs are at 
  +4.  Approximately 4 hours later, a group of Trintae Elves 
  that have converted to the worship of Molaho Khem 
  attempt to ambush the party.   
   
  The encounter happens when the elves are 50 feet 
  away.  The Spot DC to notice the elves is 26, but the PCs 
  have –5 to their Spot checks due to distance.  If the players 
  notice the ambush, then they may act during the surprise 
  round: 
   
  With a guttural battle cry in Sylvan, a group of elves 
  appears and attacks.   From their primal scream you can 
  discern only a single name, Molaho Khem. 
   
  If anyone speaks Sylvan, they are able to interpret the entire 
  battle cry as “Only in the glory of death can our master 
  Molaho Khem be served!” 
   
  Anyone succeeding in a DC 25 Knowledge (History) check 
  knows that Molaho Khem was a great warrior centuries ago 
  that had a thirst for the danger as well as the glory 
  associated with hand-to-hand combat.  He was eventually 
  slain fighting a host outside his home city. 
   
  Anyone that possesses a ring of glorious deaths recognizes 
  the name as that which appears on the inside of their ring. 
   
  The assailants fight to the death. 
   
  The assailants each wear a silver band with the inscription 
  “Servant of Molaho Khem” written in Elven. 
   
  APL 6 (EL 9) 
   
  Elven Khemite: Male Wood Elf Barbarian 1 / Fighter 
  1 / Ranger 3 / Wildrunner 4; hp 73; see Appendix 1. 
   
  APL 8 (EL 12) 
   
  Elven Khemite (3): Male Wood Elf Barbarian 1 / 
  Fighter 1 / Ranger 3 / Wildrunner 4; hp 73; see Appendix 1. 
   
  APL 10 (EL 13) 
   
  Elven Khemite (4): Male Wood Elf Barbarian 1 / 
  Fighter 1 / Ranger 3 / ex-Champion of Corellon 2 / 
  Wildrunner 2; hp 85; see Appendix 1. 
   
  APL 12 (EL 16) 
   
  Elven Khemite (4): Male Wood Elf Barbarian 1 / 
  Fighter 1 / Ranger 3 / ex-Champion of Corellon 2 / 
  Wildrunner 5; hp 91; see Appendix 1. 
   
  Tactics: 
  The khemites will attack in groups of three when possible, 
  and with the following preference. 
   
  1. 
  Heretics of Molaho Khem* 
  2. 
  Wizard/Sorcerer 
  3. 
  Archer 
  4. 
  Cleric 
  5. 
  Heavy fighter 
  6. 
  Anybody else 
   
  * A heretic of Molaho Khem is anyone that is a 
  worshipper of Molaho Khem, but uses the “Cracked 
  Tower” holy symbol, instead of the “Eight-pointed Star” 
  holy symbol – OR – anyone that wields the intelligent 
  weapon “Silence, The Secret of Molaho Khem” 
  begin 50 feet from the party, use both their barbarian Rage 
  ability and the Wildrunners Primal Scream ability at the 
  start of their surprise round action and then move to the 
  selected target(s) (a charge option is not available in the 
  woods) in pairs.  They do not leave tracks due to their 
  trackless step ability, and are able to move unhindered 
  through use of their boots of the winterlands.  They attempt 
  to flank when possible.  Shandara is also a valid target and 
  charges into combat to the best of her ability. 
   
  The elves specifically do NOT target anyone wearing 
  or otherwise displaying prominently a ring of glorious 
  deaths such as that available from DYVINT5-07 Home 
  Sweet Home, DYV6-04 Dyvisive Deep, or DYV7-03 
  Dyvisions. If the target is invalid because he is wearing or 
  otherwise displaying prominently a ring of glorious deaths, 
  then they move to another target.  Have the PC make a DC 
  20 Sense Motive check to notice the deliberate change in 
  targets.  If there are no further targets available that are 
  valid, then the elves make a small nod towards the 
  remaining PCs and then depart in the most expedient way.  
  If the remaining characters give chase, then, and only then, 
  do the elves fight PCs displaying a ring of glorious deaths. 
   
  Development: 
  The elves are members of a minor elven clan Trintae that 
  has had some influence in this part of the Gnarley Forest 
  for quite some time.  They are fiercely independent and 
  reject the notion of the control–or even cooperation–with 
  House Grift because of a longstanding disagreement (see 
  background).  The “Servants of Glory” have taken advantage 
  of this fact to espouse the libertarian tenants of their faith.  
  To these elves, they are simply defending their rightful 
  home from unwanted adversaries of the clan.  If captured, 
  they do not cooperate, but killing them does not necessarily 
  sour relations with clan members who have not converted 
  to this violent faith. 
   
  Shandara is an active participant in this battle and may 
  perish.  It is part of the difficulty of this encounter to keep 
  her alive until they reach the Moonarch.  She is daring and 
  moves to confront foes even at higher APLs where she will 
  be outclassed. 
  DYV7-07 The Dyvide 
   
  Page 9 
  
   
  PCs may wish to travel back to the grove to recoup 
  after this encounter.  This should be allowed, but keep in 
  mind that they are four hours out from the grove, and so it 
  will likely take them another four hours to return to the 
  grove, effectively costing them one day's travel. 
   
  4: A BEAR OF A TIME 
  Have the PCs make Spot and Listen checks three times 
  each day.  This has no in-game effect, but serves to keep 
  them apprehensive.  After traveling for two days–or 
  immediately upon arriving at their destination via 
  extraordinary transportation means–read or paraphrase the 
  following: 
   
  The eerie quiet of the forest is unsettling.  You have not 
  seen many forest creatures since you left Aerynshaw’s 
  grove and Eriya, but the ones you have seen have 
  seemed twisted, feral, evil.  Reminiscent of this idea, 
  you hear a tremendous roar ahead and then another.  It 
  is then that you see the bear(s), completely white, with 
  large patches of fur missing, impossibly long claws and 
  teeth, and blood red eyes.  Eyeing you for but a moment 
  it (they) does not pause before charging.   
   
  Anyone succeeding at a DC 18 Spot check notices that a 
  note has been secured to the rump of one of the beasts by 
  stabbing a dagger through the note and into the rump of 
  the bear.  Player Handout #2 
   
  APL 6 (EL 9) 
   
  Corrupted 
  Brown 
  Bear 
  (3): 
  Large 
  Animal 
  (Corrupted); hp 63; see Appendix 1. 
   
  APL 8 (EL 10) 
   
  Corrupted Dire Bear: Large Animal (Corrupted); hp 
  129; see Appendix 1. 
   
  APL 10 (EL 12) 
   
  Corrupted Dire Bear (2): Large Animal (Corrupted); 
  hp 129; see Appendix 1. 
   
  APL 12 (EL 14) 
   
  Corrupted Advanced Dire Bear: Huge Animal 
  (Corrupted); hp 297; see Appendix 1. 
   
  Tactics: 
  The bear(s) rush the closest character they can see and 
  continue until they fall. 
   
  5: ENEMY OF MY ENEMY 
  This encounter occurs as the PCs get near the Moonarch (or 
  right on top of the Moonarch if they use magic to travel).  If 
  the PCs encountered the bear(s) near the Moonarch, the 
  Trintae elves wait until the conclusion of the battle before 
  making their presence known. 
   
  Stepping out from the cover of the woods is a group of 
  elves. All are armed, and all have bows drawn with an 
  arrow nocked, save one.  He speaks, “How is it that you 
  find yourselves in the Gnarley trespassing on the lands 
  roamed by the Trintae Clan of elves?” 
   
  Development: 
  The elf speaking is the elven wizard Shelak Trintae, an elder 
  within the clan.  The party needs to either convince the 
  elves to help them find the Moonarch and allow a non-elf to 
  enter, or else they need to defeat the elves. 
   
  To convince the Trintae elves, the negotiating PC needs to 
  convince them to be Friendly.  At APLs 6 and 8, the elves 
  are initially Unfriendly.  At APLs 10 and 12, the elves are 
  initially Hostile.  The negotiating PC receives the following 
  modifiers: 
   
  Member belongs to any Elven Clan 
  +3 
  Mention helping House Grift 
  -3 
  Mention fighting Blackthorn 
  +2 
  Mention sent on behalf of Eriya 
  +5 
  Offer support against Blackthorn 
  (bribe) 
   +1/(APL*20 GP) 
  Offer to turn over Laeryn Tome 
  +10 
  Mention House Grift is not as it once 
  was. 
  +1 per supporting 
  fact 
   
  Any PCs that give the Laeryn Tome to the Trintae clan 
  freely are granted access to the Ruathar prestige class if the 
  Diplomacy check succeeds. 
   
  APL 6 (EL 7) 
   
  Trintae elf (4): Male elves Ranger 1; hp 9; see 
  Appendix 1. 
   
  Shelaka Trintae: Male elf Wizard 6; hp 26; see 
  Appendix 1. 
   
  APL 8 (EL 9) 
   
  Trintae elf (4): Male elf Ranger 2; hp 15; see Appendix 
  1.  
   
  Kensella Trintae: Male elf Ranger 6; hp 39; see 
  Appendix 1. 
   
  Shelaka Trintae: Male elf Wizard 6; hp 26; see 
  Appendix 1. 
   
  APL 10 (EL 11) 
   
  Trintae elf (4): Male elf Ranger 2; hp 15; see Appendix 
  1. 
  DYV7-07 The Dyvide 
   
  Page 10 
  
   
  Kensella Trintae: Male elf Ranger 9; hp 57; see 
  Appendix 1. 
   
  Shelaka Trintae: Male elf Wizard 9; hp 56; see 
  Appendix 1. 
   
  APL 12 (EL 12) 
   
  Trintae elf (10): Male elf Ranger 2; hp 15; see 
  Appendix 1. 
   
  Kensella Trintae: Male elf Ranger 9; hp 57; see 
  Appendix 1. 
   
  Shelaka Trintae: Male elf Wizard 9; hp 56; see 
  Appendix 1. 
   
  6: TRIALS 
  Note that the Moonarch opens only on the 27th of 
  Patchwall.  If the PCs take more than 9 days to arrive here, 
  then they are too late.  Move directly to the Conclusion 
  where Shandara fails to enter the Moonarch. 
   
  Read or paraphrase the following: 
   
  Arriving at the prescribed location, you wait for 
  daylight to pass, for the coming of Celene, one of two 
  moons orbiting about Oerth.  As the daylight wanes, 
  and the light of Celene waxes full in front of you, its 
  soft pale light growing in intensity as it rises into full 
  view.  It is then you notice a slight shimmering through 
  the trees.  As though illuminated by the light of Celene 
  rather than a new structure winking into existence, it 
  appears to have been something that was there all along, 
  just hidden from view perhaps, obscured from sight, 
  and only needing a light to shine upon it for it to be 
  clear to all.  As you watch, the snow around it melts 
  away, feeding the earth from which the Moonarch 
  springs.  
   
  The Moonarch is not so much an arch as it is a 
  circle rising from the ground.  Before you now it 
  appears as a reflection of Celene itself, but instead of 
  rising full from the ground, it is but two-thirds out of 
  the Oerth, the rest apparently hidden from view.  It is 
  thus approximately 9 feet tall, and 10 feet wide at its 
  base.  Its widest point is 3 feet above the base, where is 
  it 12 feet across.  It is quite easy to look through the 
  Moonarch, appearing to be no more than a reflection on 
  air. 
   
  IF SHANDARA IS PRESENT 
   
  If Shandara is present, then read or paraphrase the 
  following once the characters are ready to proceed through 
  the Moonarch. 
   
  Wasting no time, Shandara Grift, eldest of Helsim Lord 
  Grift, and paladin of Ehlonna steps forward to proceed 
  through the arch.  Pausing only briefly to pray for 
  Ehlonna’s grace, she steps across the divide, passing 
  through it as one would pass through the light from a 
  window in an otherwise darkened room.  Never fading 
  from view, the paladin collapses on the other side of the 
  arch. 
   
  Shandara has successfully completed her quest, and she will 
  be fine in a couple of weeks.  Until that time, her 
  complexion has changed to match that of the light of 
  Celene, and all of her natural mental statistics have been 
  reduced to zero.  She can be led and will eat if she is fed but 
  will not perform any actions, or follow any verbal directions 
  except autonomous survival actions (breathing, swallowing 
  food in her mouth, etc). 
   
  The 
  Moonarch 
  radiates 
  an 
  overwhelming 
  Enchantment aura (Spellcraft DC 28).  There is a lingering 
  aura of enchantment on the body of Shandara as well with 
  the same DC as the Moonarch.  Anyone succeeding in DC 
  15 Heal check ascertain that one (or more) of her mental 
  statistics has been reduced to zero. 
   
  If the elves are present, then read or paraphrase the 
  following: 
   
  IF THE TRINTAE ELVES ARE PRESENT 
   
  The elven wizard Shelaka Trintae approaches the arch, 
  concentrating such that his face appears as hard as 
  stone.  Stridently crossing the divide, he pauses on the 
  other side, then drops to one knee.  He does not fall, 
  however, and, after several moments, rises steadily to 
  his feet.  Turning toward you, the color has left his face, 
  becoming as pale as the light of the divide, across which 
  he just passed.  Tears stream down his cheeks, though 
  he is not crying, and his brow is furrowed as if deep in 
  thought.  Slowly, deliberately, he moves to a nearby 
  stone and sits, placing his face in his hands.  He says 
  nothing. 
   
  The magical auras are the same as they were for Shandara 
  above.  Shelaka has also succeeded in the trials, but has 
  fared slightly better than Shandara and has retained his 
  mental abilities.  He is, however, deep in thought, 
  considering all of the implications for the mysteries that 
  were revealed to him. He does not respond if questioned, 
  and if not allowed to continue his thoughts, will flee in the 
  most expedient way. 
   
  DYV7-07 The Dyvide 
   
  Page 11 
  
  PCS PASSING THROUGH THE MOONARCH 
  PCs may pass through the arch as well, although the Trintae 
  elves will only allow elves (including half-elves) and PCs 
  with at least one level in the Ruathar prestige class (from 
  Races of the Wild).  So, if any others wish to pass, they have 
  to sneak or force their way through.  If any PCs pass 
  through the arch, read the following to that player: 
   
  Crossing the divide, you enter an area of light, not on 
  the other side of the arch as you may have presumed, 
  but on the other side of something much more 
  expansive.  All around you is the pale light of Celene, 
  even the ground beneath you is absent.   
   
  Then a voice, coming from all around you speaks, 
  no, it is a group of voices.  Constantly changing from 
  masculine to feminine, from a faint whisper to thunder 
  in your ears, from a singular voice to a multitude the 
  voice begins, “From the beginning of the elven race 
  have I been here.  Prepare yourself mortal, for there are 
  many secrets that I will reveal to you.  My test is self-
  regulating, either you will comprehend what I have to 
  show you, or you will be lost within it."   
   
  Without pause, your mind is assaulted with images 
  of the past, not in a steady stream, but in a rushing 
  torrent.  Flashes of the earliest elves hunting in the 
  woods, the great cataclysms, gods of the heavens 
  fighting an amorphous ink black figure, all the history 
  of the heavens and Oerth through the eyes of the elves 
  passes through you.   
   
  As a child trying to drink the oncoming tides of the 
  Nyr Dyv, your mind reels form the onslaught.  Too 
  much, too fast.  The implications, relationships, causes, 
  and effects of every event throughout history, from the 
  naming of every elven child, to the socioeconomic 
  forces driving Suel and Baklunish Empires to the twin 
  cataclysms, all is revealed to you.  You feel yourself 
  screaming as the realizations come and go.  Much is 
  lost, bruising your mortal psyche instead of being 
  absorbed by it.  Crushing against your sense of self as a 
  storm crashes against the insignificant hull of a dingy at 
  sea.  Then it all stops. 
   
  Development: 
  Each eligible PC (elf, half-elf, having at least one level of 
  Ruathar, or giving the Trintae elves the Laeryn Tome) 
  passing through the Moonarch must succeed at a Will 
  saving throw to retain a portion of the knowledge passed to 
  them by the Lady of Dreams.  Ineligible PCs still need to 
  make the save and suffer all ill effects, but they cannot gain 
  any knowledge under any circumstances.  Succeeding in 
  this saving throw still causes all three of their mental 
  statistics to be reduced to zero for the next 26 TUs as their 
  mortal minds work to process the significance of what has 
  been shown.  Success means that they are eventually able to 
  process a portion of that information.  Failure indicates that 
  eventually the PC's psyche has managed to heal from the 
  onslaught, forgetting everything relating to the experience, 
  including having ever passed through the arch.  This is an 
  act of a goddess with direct access to the PC, and can not be 
  healed by mortal means, although reduced attributes may 
  be enhanced to a positive value using typical magical 
  effects.  Save DCs are as follows: 
   
  APL 
  DC 
  6 
  19 
  8 
  21 
  10 
  23 
  12 
  25 
   
  The save is a supernatural enchantment effect, and all 
  bonuses that would apply to such an effect still apply, 
  including an elf’s resistance to enchantments.  In addition, 
  the following modifiers apply as well, and all are 
  cumulative. 
   
  PC is any elven race 
  +2 
  PC is a member of house Shela 
  +2 
  PC understands the Laeryn Tome 
  +2 
  PC is a follower of Sehanine Moonbow 
  +2 
  PC is a cleric of Sehanine Moonbow 
  +2 
   
  Finally, for every point above which the PC makes the save, 
  the duration of the reduced mental attributes is reduced by 
  4 TUs, such that by exceeding the required Will save DC by 
  seven or more points, the PC suffers no lingering ill effects 
  other than to be severely mentally strained. 
   
  7: CONCLUSION: PICKING UP 
  THE PIECES 
  If Shandara is not able to fulfill her quest Please read or 
  paraphrase the following: 
   
  For one as powerful as the eldest daughter of the 
  ennobled House Grift, death is a setback, but in most 
  cases merely a trivial one.  Abject failure by a paladin to 
  complete a self-imposed quest of atonement for the 
  failings of the past, however, has a significantly higher 
  price, one that cannot be paid in gold and jewels.  
  Shandara Grift has recovered physically, but her mood, 
  as others prepare for war, is dark and foreboding.  Her 
  hope, her faith lie in ruins before her, and on her 
  shoulders she carries the mantle of failure and 
  desperation.  Desperate to claim the glory that is the 
  DYV7-07 The Dyvide 
   
  Page 12 
  
  right of her family, accepting that perhaps in her death, 
  she can finally right the wrongs of her past. 
   
  If Shandara Grift is able to complete her quest, please read 
  the following: 
   
  You return to the City of Sails with the pale figure of 
  Shandara Grift in tow.  Alive to be sure, she has been 
  nothing more than a mindless servant.  Lacking any will 
  of her own, the once headstrong and confident 
  daughter of Helsim Lord Grift is now nothing more 
  than pretty shell dutifully complying with simple 
  directions without the least bit of recognition or 
  concern of danger or impropriety.  Grateful to have 
  their liege returned, Onren and Jak have her escorted 
  immediately to her father’s house where she can be 
  tended to, with the hopes that her condition can be 
  cured.  As a reward for your selfless service, Jak has 
  spoken with his Blink dog companion Pip, and they 
  have agreed that you would make an excellent protector 
  for one of her new pups. 
   
  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. 
   
  3: A Taste of Glory 
  Defeat the cultists of Molaho Khem 
  APL 6  
  270 XP 
  APL 8  
  360 XP 
  APL 10  
  420 XP 
  APL 12  
  480 XP 
   
  4: Bear of a Time 
  Defeat the bears 
  APL 6  
  270 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  5: Enemy of My Enemy 
  Defeat or successfully negotiate with the elves. 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
   
  Story Award 
  For successfully getting Shandara Grift to the Moonarch: 
  APL 6  
  90 XP 
  APL 8  
  112 XP 
  APL 10  
  135 XP 
  APL 12  
  157 XP 
   
  Discretionary roleplaying award 
  APL 6  
  90 XP 
  APL 8  
  113 XP 
  APL 10  
  135 XP 
  APL 12  
  158 XP 
   
  Total Possible Experience 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 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 
  DYV7-07 The Dyvide 
   
  Page 13 
  
  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.  
   
  TREASURE KEY: 
   
  L = Looted gear from the enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter 3:  
  Defeat the Elven Khemite(s). 
   
  APL 6: Loot 13 gp; Magic 0 gp; +2 mithral chainshirt 
  (425 gp), +1 keen elven thinblade (700 gp), +1 keen elven 
  lightblade (696 gp) +2 ring of protection (667 gp), +2 amulet 
  of natural armor (667 gp), +4 gloves of dexterity (1333 gp), 
  boots of the winterlands (208 gp), cloak of elvenkind (208 
  gp); Total 4,917 gp. 
   
  APL 8: Loot 39 gp; Magic 0 gp; +2 mithral chainshirt 
  (1,275 gp), +1 keen elven thinblade (2,100 gp), +1 keen 
  elven lightblade (2,088 gp) +2 ring of protection (2,000 gp), 
  +2 amulet of natural armor (2,000 gp), +4 gloves of dexterity 
  (4,000 gp), Boots of the winterlands (625 gp), cloak of 
  elvenkind (625 gp); Total 14,750 gp. 
   
  APL 10: Loot 52 gp; Magic 0 gp; +2 mithral chainshirt 
  (1,700 gp), +1 keen elven thinblade (2,800 gp), +1 keen 
  elven lightblade (2,784 gp) +2 ring of protection (2,668 gp), 
  +2 amulet of natural armor (2,668 gp), +4 gloves of dexterity 
  (5,333 gp), boots of the winterlands (833 gp), cloak of 
  elvenkind (833 gp); Total 19,668 gp. 
   
  APL 12: Loot 52 gp; Magic 0 gp; +2 mithral chainshirt 
  (1,700 gp), +1 keen elven thinblade (2,800 gp), +1 keen 
  elven lightblade (2,784 gp) +2 ring of protection (2,668 gp), 
  +2 amulet of natural armor (2,668 gp), +4 gloves of dexterity 
  (5,333 gp), boots of the winterlands (833 gp), cloak of 
  elvenkind (833 gp); Total 19,668 gp 
   
  Total Possible Treasure 
   
  APL 6 
   
   
   
  900 gp 
   
  APL 8 
   
   
   
  1,300 gp 
   
  APL 10 
   
   
   
  2,250 gp 
   
  APL 12 
   
   
   
  3,300 gp 
   
  DYV7-07 The Dyvide 
   
  Page 14 
  
  DYV7-07 The Dyvide 
   
  Page 15 
  APPENDIX 1: ALL APLS
  2: ERIYA’S GROVE 
  S HANDARA G RI FT 
  CR  8 
  Female Human Paladin 8 
  Lawful Good Human  
  Init +4; Senses Listen +1, Spot +0 
  Languages Common, Elven 
  AC 26, touch 14, flat-footed 16 
   (+10 armor, +3 Dex, +3 shield) 
  hp 52 (8 HD);  
  Immune Fear 
  Fort +12, Ref +10, Will +9 
  Speed 20 ft. (4 squares), base movement 30 ft;  
  Melee +1 holy longsword +10/+5 (1d8+3/19-20 + 2d6 
  Holy) and +2 shield of bashing +10 (1d6+2) 
  Range +1 composite longbow +13/+8 (1d8+3/x3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +10 
  Atk Options Smite Evil 
  Paladin Spells Prepared (CL 4th) 
   1st— bless weapon, divine favor 
  Combat Gear potion of cure light wounds 
  Abilities Str 14, Dex 18, Con 10, Int 10, Wis 12, Cha 
  22  
  SQ Aura of Good, Detect Evil, Smite Evil 2/day, 
  Divine Grace, Lay on Hands, Aura of Courage, 
  Divine Health, Turn Undead, Remove Disease 
  1/weel 
  Feats Improved Shield Bash, Two-Weapon Fighting, 
  Weapon Focus (Longsword), Mounted Combat 
  Skills Diplomacy +17, Handle Animal +11, Heal +2, 
  Knowledge (Religion) +5, Ride +15  
  Possessions combat gear plus +2 Mithral Full Plate, 
  +1 Holy longsword, +1 composite longbow, 40 arrows, 
  +2 shield of bashing, +4 cloak of charisma, +4 gloves 
  of dexterity 
   
  
  APL 6 
  3: A TASTE OF GLORY 
   
   
   
  E L V E N  K H E M I T E 
  CR  9 
  Male Wood Elf Barbarian 1 / Fighter 1 / Ranger 3 / 
  Wildrunner 4 
  Chaotic Neutral Wood Elf  
  Init +6; Senses scent, Listen +2, Spot +4 
  Languages Common, Elven, Sylvan  
  AC 26, touch 18, flat-footed 20 
   (+6 armor, +6 Dex, +2 deflection, +2 natural) 
  hp 73 (9 HD);  
  Immune Sleep 
  Fort +14, Ref +12, Will +4 (+6 vs. Enchantments) 
  Speed 50 ft. (12 squares), base movement 50 ft;  
  Melee +1 keen Elven Thinblade +14/+9 (1d8+5/ 15-
  20), +1 keen Elven Lightblade +14/+9 (1d6+3/ 15-
  20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +13 
  Atk Options Weapon Finesse, Combat Expertise, 
  Two-weapon Fighting, Favored Enemy (Orc +2) 
  Special Actions Rage 1/day, Primal Scream 2/day 
  Combat Gear potion of flying 
  Abilities Str 18, Dex 22, Con 12, Int 13, Wis 10, Cha 
  8  
  SQ Low-light vision, Elegant strike, Rage, Primal 
  Scream, Scent, Trackless step 
  Feats 
  Combat 
  Expertise, 
  Dodge, 
  Endurance, 
  Improved 
  Two-Weapon 
  Fighting, 
  Improved 
  Weapon Familiarity, Track, Two-weapon Fighting, 
  Weapon Finesse 
   Skills Balance +6, Climb +4, Diplomacy +3, Escape 
  Artist +6, Handle Animal +3, Hide +16, Jump +24, 
  Knowledge (nature) +18, Listen +2, Move Silently 
  +13, Ride +11 Spot +4, Survival +8, Tumble +11 
   
  -OR- 
   
  (Raging) 
  Init +9; Senses scent, Listen +2, Spot +4 
  Languages Common, Elven, Sylvan  
  AC 24, touch 16, flat-footed 18 
   (+6 armor, +6 Dex, +2 deflection, +2 natural, -2 
  misc) 
  hp 91 (9 HD);  
  Immune Sleep 
  Fort +16, Ref +15, Will +6 (+8 vs. Enchantments) 
  Speed 50 ft. (12 squares), base movement 50 ft;  
  Melee  +1 keen Elven Thinblade +17/+12 (1d8+8 15-
  20), and +1 keen Elven Lightblade +17/+12 (1d6+4 
  15-20), and bite +11 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +16 
  Atk Options Weapon Finesse, Combat Expertise, 
  Two-weapon Fighting, Favored Enemy (Orc +2) 
  Special Actions Rage 1/day, Primal Scream 2/day 
  Combat Gear potion of flying 
  Abilities Str 24, Dex 28, Con 16, Int 13, Wis 10, Cha 
  8  
  SQ Low-light vision, Endure Elements, Rage, Primal 
  Scream, Scent, Trackless step 
  Feats Combat Expertise, Dodge, Endurance, Track, 
  Two-weapon Fighting, Improved Two-Weapon 
  Fighting, Weapon Finesse, Improved Weapon 
  Familiarity 
  Skills Balance +9, Climb +7, Diplomacy +3, Escape 
  Artist +9, Handle Animal +3, Hide +19, Jump +27, 
  Knowledge (nature) +18, Listen +2, Move Silently 
  +16, Ride +14 Spot +4, Survival +8, Tumble +14 
   
  -ALL- 
   
  Possessions combat gear plus +2 mithral chainshirt, 
  +1 keen elven thinblade, +1 keen elven lightblade, 
  ring of protection +2, amulet of natural armor +2, 
  gloves of dexterity +4, boots of the winterlands, 
  cloak 
  of 
  elvenkind, 
  Elven 
  Thinblade, 
  Elven 
  lightblade 
   
  Fast movement (ex):  Your land speed is faster than 
  the norm for your race by 10 feet while wearing 
  light, medium, or no armor.  This increase stacks 
  with similar increases, such as that from the 
  barbarian class.  See the barbarian class feature, 
  page 25 of the Players Handbook. 
  Favored Enemy (ex): You have certain types of 
  enemies that you have extensive knowledge about. 
  Against these creatures, you gain the listed bonus 
  to Bluff, Listen, Sense Motive, Spot, and Survival 
  checks, as well as weapon damage rolls. 
    ¤ Humanoid (orc) (+2 bonus) 
  Primal scream (Su):  At 2nd level, you become able 
  to bring forth the power inherent within and release 
  it in a blood-chilling scream.  Releasing a primal 
  scream is a free action that does not provoke 
  attacks of opportunity.  A primal scream induces a 
  state of feral frenzy that lasts for a number of 
  rounds equal to 3 + you con modifier (minimum 1). 
   You can use your primal scream ability a number 
  of times per day equal to 3 + your cha modifier 
  (minimum 1).  Using a primal scream always 
  requires you to shout, so you cannot use a primal 
  scream if you cannot speak.  In this frenzy, you 
  gain a +2 bonus to strength and a +6 bonus to 
  dexterity.  In addition, your jaw elongates and your 
  teeth become razor sharp; you gain a bite attack 
  that deals 1d6 points of damage (1d4 if you are 
  small, or 1d8 if you are large).  You can wield a 
  weapon in one or both hands at your normal attack 
  bonus and make a secondary bite attack, but in 
  that case the bite attack takes a –5 attack penalty 
  (or –2 with the multiattack feat). 
  Enemies shaken:  starting at 4th level, your primal 
  scream makes enemies within 30 feet shaken 
  when you activate the ability. This is a sonic, mind 
  affecting fear effect. Creatures in the area must 
  DYV7-07 The Dyvide 
   
  Page 16 
  
  make will saves (dc 10 + your class level + your 
  cha modifier).  On a failed save, a creature is 
  shaken for a number of rounds equal to your class 
  level. Creatures with more hit dice than you are 
  immune to this effect. 
  Rage (ex): You can fly into a screaming frenzy once 
  per encounter, up to 1 time per day. This gives +4 
  to Strength and Constitution, +18 hit points, and a 
  +2 morale bonus to Will saves, but gives a -2 
  penalty to AC.  Cannot use any skills that require 
  patience or concentration while enraged. Your rage 
  lasts up to 6 rounds. 
  Scent (ex): At 2nd level, you learn to rely on senses 
  that most other people never even suspect. You 
  gain the scent special ability, you can detect 
  opponents within 30 feet by sense of smell.  If the 
  opponent is upwind, the range increases up to 60 
  feet; if the opponent is downwind, it drops to 15 
  feet.  You do not detect the exact location of the 
  source – only its presence somewhere within 
  range.  You can take a move action to note the 
  direction of the scent.  Whenever you come within 
  5 feet of the source, you pinpoint the source’s 
  location. 
  Trackless step (ex):  You cannot be tracked in 
  natural surroundings. See the druid class feature, 
  page 36 of the Players Handbook. 
  Wild Empathy (Ex): You can make a check (1d20+2) 
  to improve the attitude of an animal. You must be 
  within 30 feet of the animal, and it generally takes 
  one minute to perform the action. 
   
  4: BEAR OF A TIME 
  C O R R U P T E D  B R O W N  B E AR 
  CR  6 
  Neutral Evil Large Animal (Corrupted) 
  Init +0; Senses Listen +3, Spot +6 
  Languages None  
  AC 19, touch 10, flat-footed 14 
   (-1 size, +1 Dex, +9 natural) 
  hp 63 (6 HD); fast healing 3; DR 5/magic 
  Immune Acid  
  Fort +11, Ref +5, Will +2 
  Speed 40 ft. (8 squares), base movement 40 ft;  
  Melee 2 claws +13 (2d6+10 plus 3 Vile) and bite +8 
  (3d6+5 plus 3 vile) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +4; Grp +18 
  Atk Options, Improved Grab 
  Abilities Str 31, Dex 11, Con 23, Int 2, Wis 10, Cha 4  
  SQ Immunity to Acid, Darkvision 60 ft., Damage 
  Reduction, Disruptive Attack, Enhanced Power, 
  Fast Healing 
  Feats 
  Alertness, 
  Endurance, 
  Run, 
  Toughness, 
  Weapon Focus (Claw)  
  Skills Listen +3, Spot +6, Swim +14 
  Improved Grab (Ex) To use this ability, a dire bear 
  must hit with a claw attack.  It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity 
  Disruptive attack (Su) The corrupt creature deals 
  additional vile damage (see chapter 2) when it 
  touches 
  uncorrupted, 
  living, 
  corporeal 
  non-
  outsiders.  The amount of vile damage dealt is 
  equal to half the creature’s hit dice (maximum 20 
  points of damage). For example, a 14-HD 
  corrupted frost worm deals additional 7 points of 
  vile damage with its bite attack. 
  Enhanced power (Su) The save DC’s of any and all 
  of the corrupt creature’s special attacks increase by 
  +4. 
  Fast healing (Ex) Each round, a corrupted creature 
  heals damage equal to half of its hit dice (maximum 
  of 10 points healed).  If the base creature already 
  has fast healing, use the better value. 
   
  5: ENEMY OF MY ENEMY 
  T RI NTAE  E LF 
  CR  1 
  Male Elf Ranger 1 
  Chaotic Good Elf  
  Init +7; Senses  Listen +2, Spot +4 
  Languages Common, Elven 
  AC 16, touch 13, flat-footed 13 
   (+3 armor, +3 Dex) 
  hp 9 (1 HD);  
  Immune Sleep 
  Fort +3, Ref +5, Will +1 (+3 vs. Enchantments) 
  Speed 30 ft. (6 squares), base movement 30 ft;  
  Melee  longsword +4 (1d8+2 19-20) 
  Range Composite Longbow +5 (1d8 x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Atk Options Favored Enemy (Orc +2) 
  Combat Gear potion of cure light wounds 
  Abilities Str 14, Dex 16, Con 12, Int 10, Wis 12, Cha 
  10  
  SQ Low-light vision 
  Feats Improved Initiative, Track 
  Skills Handle Animal +2, Hide +7, Listen +2, Move 
  Silently +7, Sense Motive +2, Search +4, Spot +4  
  Possessions combat gear plus Studded leather 
  armor, longsword, Composite Longbow, 40 arrows 
   
  S H E L AK A T RI NTAE 
  CR  6 
  Male Elf Wizard 6 
  Chaotic Good Elf  
  Init +2; Senses  Listen +3, Spot +7 
  Languages Common, Elven, Sylvan, Undercommon, 
  Orc, Giant, Ancient Sueloise 
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) 
  hp 26 (6 HD);  
  Immune Sleep 
  Fort +3, Ref +6, Will +6 (+8 vs. Enchantments) 
  Speed 30 ft. (6 squares), base movement 30 ft;  
  Melee  Dagger +3 (1d4 19-20) 
  Range  Longbow +5 (1d8 x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Atk Options Spells 
  DYV7-07 The Dyvide 
   
  Page 17 
  
  Wizard Spells Prepared (CL 6th) 
   3rd— hold person (x2), haste 
   2nd— protection from arrows, glitterdust, cat’s 
  grace, whispering wind* 
   1st— shield, mage armor, expeditious retreat, 
  obscuring mist 
   0— detect magic, read magic, touch of fatigue, 
  message 
  Combat Gear Wand of Slow (6th lvl) 
  Abilities Str 10, Dex 14, Con 12, Int 20, Wis 12, Cha 
  10  
  SQ Low-light vision 
  Feats Combat Casting, Craft Wand, Scribe Scroll, 
  Spell Focus (Enchantment), Greater Spell Focus 
  (Enchantment) 
  Skills Concentration +10 (+14), Decipher Scrip +12, 
  Hide +11, Knowledge (Arcana) +12, Knowledge 
  (Nature) +12, Knowledge (Planes) +12,   
  Possessions Dagger, longbow, 20 arrows, cloak of 
  elvenkind, +2 headband of intellect, wand of slow 
  (6th lvl). 
  * see Appendix 2: New Rules Items 
  DYV7-07 The Dyvide 
   
  Page 18 
  
  DYV7-07 The Dyvide 
   
  Page 19 
  APL 8 
  3: A TASTE OF GLORY 
   
   
   
  E L V E N  K H E M I T E 
  CR  9 
  Male Wood Elf Barbarian 1 / Fighter 1 / Ranger 3 / 
  Wildrunner 4 
  Chaotic Neutral Wood Elf  
  Init +6; Senses scent, Listen +2, Spot +4 
  Languages Common, Elven, Sylvan  
  AC 26, touch 18, flat-footed 20 
   (+6 armor, +6 Dex, +2 deflection, +2 natural) 
  hp 73 (9 HD);  
  Immune Sleep 
  Fort +14, Ref +12, Will +4 (+6 vs. Enchantments) 
  Speed 50 ft. (12 squares), base movement 50 ft;  
  Melee +1 keen elven thinblade +14/+9 (1d8+5/ 15-
  20), +1 keen elven lightblade +14/+9 (1d6+3/ 15-
  20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +13 
  Atk Options Weapon Finesse, Combat Expertise, 
  Two-weapon Fighting, Favored Enemy (Orc +2) 
  Special Actions Rage 1/day, Primal Scream 2/day 
  Combat Gear potion of flying 
  Abilities Str 18, Dex 22, Con 12, Int 13, Wis 10, Cha 
  8  
  SQ Low-light vision, Elegant strike, Rage, Primal 
  Scream, Scent, Trackless step 
  Feats 
  Combat 
  Expertise, 
  Dodge, 
  Endurance, 
  Improved 
  Two-Weapon 
  Fighting, 
  Improved 
  Weapon Familiarity, Track, Two-weapon Fighting, 
  Weapon Finesse 
   Skills Balance +6, Climb +4, Diplomacy +3, Escape 
  Artist +6, Handle Animal +3, Hide +16, Jump +24, 
  Knowledge (nature) +18, Listen +2, Move Silently 
  +13, Ride +11 Spot +4, Survival +8, Tumble +11 
   
  -OR- 
   
  (Raging) 
  Init +9; Senses scent, Listen +2, Spot +4 
  Languages Common, Elven, Sylvan  
  AC 24, touch 16, flat-footed 18 
   (+6 armor, +6 Dex, +2 deflection, +2 natural, -2 
  misc) 
  hp 91 (9 HD);  
  Immune Sleep 
  Fort +16, Ref +15, Will +6 (+8 vs. Enchantments) 
  Speed 50 ft. (12 squares), base movement 50 ft;  
  Melee  +1 keen Elven Thinblade +17/+12 (1d8+8 15-
  20), and +1 keen Elven Lightblade +17/+12 (1d6+4 
  15-20), and bite +11 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +16 
  Atk Options Weapon Finesse, Combat Expertise, 
  Two-weapon Fighting, Favored Enemy (Orc +2) 
  Special Actions Rage 1/day, Primal Scream 2/day 
  Combat Gear potion of flying 
  Abilities Str 24, Dex 28, Con 16, Int 13, Wis 10, Cha 
  8  
  SQ Low-light vision, Endure Elements, Rage, Primal 
  Scream, Scent, Trackless step 
  Feats Combat Expertise, Dodge, Endurance, Track, 
  Two-weapon Fighting, Improved Two-Weapon 
  Fighting, Weapon Finesse, Improved Weapon 
  Familiarity 
  Skills Balance +9, Climb +7, Diplomacy +3, Escape 
  Artist +9, Handle Animal +3, Hide +19, Jump +27, 
  Knowledge (nature) +18, Listen +2, Move Silently 
  +16, Ride +14 Spot +4, Survival +8, Tumble +14 
   
  -ALL- 
   
  Possessions combat gear plus +2 mithral chainshirt, 
  +1 keen elven thinblade, +1 keen elven lightblade, 
  ring of protection +2, amulet of natural armor +2, 
  gloves of dexterity +4, boots of the winterlands, 
  cloak 
  of 
  elvenkind, 
  Elven 
  Thinblade, 
  Elven 
  lightblade 
   
  Fast movement (ex):  Your land speed is faster than 
  the norm for your race by 10 feet while wearing 
  light, medium, or no armor.  This increase stacks 
  with similar increases, such as that from the 
  barbarian class.  See the barbarian class feature, 
  page 25 of the Players Handbook. 
  Favored Enemy (ex): You have certain types of 
  enemies that you have extensive knowledge about. 
  Against these creatures, you gain the listed bonus 
  to Bluff, Listen, Sense Motive, Spot, and Survival 
  checks, as well as weapon damage rolls. 
    ¤ Humanoid (orc) (+2 bonus) 
  Primal scream (Su):  At 2nd level, you become able 
  to bring forth the power inherent within and release 
  it in a blood-chilling scream.  Releasing a primal 
  scream is a free action that does not provoke 
  attacks of opportunity.  A primal scream induces a 
  state of feral frenzy that lasts for a number of 
  rounds equal to 3 + you con modifier (minimum 1). 
   You can use your primal scream ability a number 
  of times per day equal to 3 + your cha modifier 
  (minimum 1).  Using a primal scream always 
  requires you to shout, so you cannot use a primal 
  scream if you cannot speak.  In this frenzy, you 
  gain a +2 bonus to strength and a +6 bonus to 
  dexterity.  In addition, your jaw elongates and your 
  teeth become razor sharp; you gain a bite attack 
  that deals 1d6 points of damage (1d4 if you are 
  small, or 1d8 if you are large).  You can wield a 
  weapon in one or both hands at your normal attack 
  bonus and make a secondary bite attack, but in 
  that case the bite attack takes a –5 attack penalty 
  (or –2 with the multiattack feat). 
  Enemies shaken:  starting at 4th level, your primal 
  scream makes enemies within 30 feet shaken 
  when you activate the ability. This is a sonic, mind 
  affecting fear effect. Creatures in the area must 
  
  make will saves (dc 10 + your class level + your 
  cha modifier).  On a failed save, a creature is 
  shaken for a number of rounds equal to your class 
  level. Creatures with more hit dice than you are 
  immune to this effect. 
  Rage (ex): You can fly into a screaming frenzy once 
  per encounter, up to 1 time per day. This gives +4 
  to Strength and Constitution, +18 hit points, and a 
  +2 morale bonus to Will saves, but gives a -2 
  penalty to AC.  Cannot use any skills that require 
  patience or concentration while enraged. Your rage 
  lasts up to 6 rounds. 
  Scent (ex): At 2nd level, you learn to rely on senses 
  that most other people never even suspect. You 
  gain the scent special ability, you can detect 
  opponents within 30 feet by sense of smell.  If the 
  opponent is upwind, the range increases up to 60 
  feet; if the opponent is downwind, it drops to 15 
  feet.  You do not detect the exact location of the 
  source – only its presence somewhere within 
  range.  You can take a move action to note the 
  direction of the scent.  Whenever you come within 
  5 feet of the source, you pinpoint the source’s 
  location. 
  Trackless step (ex):  You cannot be tracked in 
  natural surroundings. See the druid class feature, 
  page 36 of the Players Handbook. 
  Wild Empathy (Ex): You can make a check (1d20+2) 
  to improve the attitude of an animal. You must be 
  within 30 feet of the animal, and it generally takes 
  one minute to perform the action. 
   
  4: BEAR OF A TIME 
  C O R R U P T E D  D I RE  B E AR 
  CR  10 
  Neutral Evil Large Animal (Corrupted) 
  Init +0; Senses Listen +10, Spot +10 
  Languages None  
  AC 20, touch 9, flat-footed 20 
   (-1 size, +11 natural) 
  hp 129 (12 HD); fast healing 6; DR 10/magic 
  Immune Acid  
  Fort +14, Ref +8, Will +9 
  Speed 40 ft. (8 squares), base movement 40 ft;  
  Melee 2 claws +21 (2d6+12 plus 6 Vile) and bite +15 
  (3d8+6 plus 6 vile) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +25 
  Atk Options, Improved Grab 
  Abilities Str 35, Dex 11, Con 23, Int 2, Wis 12, Cha 
  10  
  SQ Immunity to Acid, Darkvision 60 ft., Damage 
  Reduction, Disruptive Attack, Enhanced Power, 
  Fast Healing 
  Feats 
  Alertness, 
  Endurance, 
  Run, 
  Toughness, 
  Weapon Focus (Claw)  
  Skills Listen +10, Spot +10, Swim +15 
  Improved Grab (Ex) To use this ability, a dire bear 
  must hit with a claw attack.  It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. 
  Disruptive attack (Su) The corrupt creature deals 
  additional vile damage (see chapter 2) when it 
  touches 
  uncorrupted, 
  living, 
  corporeal 
  non-
  outsiders.  The amount of vile damage dealt is 
  equal to half the creature’s hit dice (maximum 20 
  points of damage). For example, a 14-HD 
  corrupted frost worm deals additional 7 points of 
  vile damage with its bite attack. 
  Enhanced power (Su) The save DC’s of any and all 
  of the corrupt creature’s special attacks increase by 
  +4. 
  Fast healing (Ex) Each round, a corrupted creature 
  heals damage equal to half of its hit dice (maximum of 
  10 points healed).  If the base creature already has 
  fast healing, use the better value 
   
  5: ENEMY OF MY ENEMY 
  T RI NTAE  E LF 
  CR  2 
  Male Elf Ranger 2 
  Chaotic Good Elf  
  Init +7; Senses  Listen +3, Spot +5 
  Languages Common, Elven 
  AC 16, touch 13, flat-footed 13 
   (+3 armor, +3 Dex) 
  hp 15 (2 HD);  
  Immune Sleep 
  Fort +4, Ref +6, Will +1 (+3 vs. Enchantments) 
  Speed 30 ft. (6 squares), base movement 30 ft;  
  Melee  longsword +4 (1d8+2/ 19-20) 
  Range Composite Longbow +5 (1d8+2/  x3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Rapid Shot, Favored Enemy (Orc +2) 
  Combat Gear potion of cure light wounds 
  Abilities Str 14, Dex 16, Con 12, Int 10, Wis 12, Cha 
  10  
  SQ Low-light vision 
  Feats Improved Initiative, Rapid Shot, Track 
  Skills Handle Animal +2, Hide +8, Listen +3, Move 
  Silently +8, Sense Motive +2, Search +5, Spot +5  
  Possessions combat gear plus Studded leather 
  armor, longsword, Composite Longbow, 40 arrows 
   
  K E N S E L L A T RI NTAE 
  CR  6 
  Male Elf Ranger 6 
  Chaotic Good Elf  
  Init +8; Senses  Listen +6, Spot +9 
  Languages Common, Elven 
  AC 21, touch 15, flat-footed 16 
   (+3 armor, +3 Dex) 
  hp 39 (6 HD);  
  Immune Sleep 
  Fort +6, Ref +9, Will +3 (+5 vs. Enchantments) 
  Speed 30 ft. (6 squares), base movement 30 ft;  
  Melee +1 Longsword +8/+3 (1d8+2/ 19-20) 
  Range +1 Composite Longbow +12/+7 (1d8+2/  x3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +8 
  DYV7-07 The Dyvide 
   
  Page 20 
  
  Atk Options Manyshot, Rapid Shot, Favored Enemy 
  (Orc +4), Favored Enemy Human (+2) 
  Ranger Spells Prepared (CL 3rd) 
   1st— entangle, longstrider 
  Combat Gear potion of cure light wounds 
  Abilities Str 14, Dex 18, Con 12, Int 10, Wis 12, Cha 
  10  
  SQ Low-light vision 
  Feats Improved Initiative, Improved Favored Enemy 
  Endurance, Manyshot, Rapid Shot, Track, Weapon 
  Focus (Composite Longbow) 
  Skills Handle Animal +4, Hide +13, Listen +6, Move 
  Silently +13, Sense Motive +4, Search +7, Spot +9, 
  Survival +8  
  Possessions combat gear plus +1 Elven Chain mail, 
  +1 longsword, +1 composite longbow, 40 arrows, 
  potion: cat’s grace, +1 ring of protection 
   
  S H E L AK A T RI NTAE 
  CR  6 
  Male Elf Wizard 6 
  Chaotic Good Elf  
  Init +2; Senses Listen +3, Spot +7 
  Languages Common, Elven, Sylvan, Undercommon, 
  Orc, Giant, Ancient Sueloise 
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) 
  hp 26 (6 HD);  
  Immune Sleep 
  Fort +3, Ref +6, Will +6 (+8 vs. Enchantments) 
  Speed 30 ft. (6 squares), base movement 30 ft;  
  Melee Dagger +3 (1d4 19-20) 
  Range Longbow +5 (1d8 x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Atk Options Spells 
  Wizard Spells Prepared (CL 6th) 
   3rd— hold person (x2), haste 
   2nd— protection from arrows, glitterdust, cat’s 
  grace, whispering wind* 
   1st— shield, mage armor, expeditious retreat, 
  obscuring mist 
   0— detect magic, read magic, touch of fatigue, 
  message 
  Combat Gear wand of slow (6th lvl) 
  Abilities Str 10, Dex 14, Con 12, Int 20, Wis 12, Cha 
  10  
  SQ Low-light vision 
  Feats Combat Casting, Craft Wand, Scribe Scroll, 
  Spell Focus (Enchantment), Greater Spell Focus 
  (Enchantment) 
  Skills Concentration +10 (+14), Decipher Scrip +12, 
  Hide +11, Knowledge (Arcana) +12, Knowledge 
  (Nature) +12, Knowledge (Planes) +12,   
  Possessions combat gear plus Dagger, longbow, 20 
  arrows, cloak of elvenkind, +2 headband of intellect 
  see Appendix 2: New Rules Items 
  DYV7-07 The Dyvide 
   
  Page 21 
  
  DYV7-07 The Dyvide 
   
  Page 22 
  APL 10 
  3: A TASTE OF GLORY 
   
   
   
  E L V E N  K H E M I T E 
  CR  9 
  Male Wood Elf Barbarian 1 / Fighter 1 / Ranger 3 / ex-
  Champion of Corellon 2 / Wildrunner 2 
  Chaotic Neutral Wood Elf  
  Init +6; Senses scent, Listen +2, Spot +4 
  Languages Common, Elven, Sylvan  
  AC 26, touch 18, flat-footed 20 
   (+6 armor, +6 Dex, +2 deflection, +2 natural) 
  hp 73 (9 HD);  
  Immune Sleep 
  Fort +14, Ref +12, Will +4 (+6 vs. Enchantments) 
  Speed 50 ft. (12 squares), base movement 50 ft;  
  Melee +1 keen elven thinblade +14/+9 (1d8+11/ 15-
  20), +1 keen elven lightblade +14/+9 (1d6+9/ 15-
  20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +13 
  Atk Options Weapon Finesse, Elegant Strike, 
  Combat Expertise, Two-weapon Fighting, Favored 
  Enemy (Orc +2) 
  Special Actions Rage 1/day, Primal Scream 2/day 
  Combat Gear potion of flying 
  Abilities Str 18, Dex 22, Con 12, Int 13, Wis 10, Cha 
  8  
  SQ Low-light vision, Elegant strike, Rage, Primal 
  Scream, Scent, Trackless step 
  Feats 
  Combat 
  Expertise, 
  Dodge, 
  Endurance, 
  Improved 
  Two-Weapon 
  Fighting, 
  Improved 
  Weapon Familiarity, Mounted Combat, Track, Two-
  weapon Fighting, Weapon Finesse 
   Skills Balance +6, Climb +4, Diplomacy +3, Escape 
  Artist +6, Handle Animal +3, Hide +16, Jump +24, 
  Knowledge (nature) +18, Listen +2, Move Silently 
  +13, Ride +11 Spot +4, Survival +8, Tumble +11 
   
  -OR- 
   
  (Raging) 
  Init +9; Senses scent, Listen +2, Spot +4 
  Languages Common, Elven, Sylvan  
  AC 24, touch 16, flat-footed 18 
   (+6 armor, +6 Dex, +2 deflection, +2 natural, -2 
  misc) 
  hp 91 (9 HD);  
  Immune Sleep 
  Fort +16, Ref +15, Will +6 (+8 vs. Enchantments) 
  Speed 50 ft. (12 squares), base movement 50 ft;  
  Melee +1 keen elven thinblade +17/+12 (1d8+17/ 15-
  20), and +1 keen elven lightblade +17/+12 
  (1d6+13/ 15-20), and bite +11 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +16 
  Atk Options Weapon Finesse, Elegant Strike, 
  Combat Expertise, Two-weapon Fighting, Favored 
  Enemy (Orc +2) 
  Special Actions Rage 1/day, Primal Scream 2/day 
  Combat Gear potion of flying 
  Abilities Str 24, Dex 28, Con 16, Int 13, Wis 10, Cha 
  8  
  SQ Low-light vision, Elegant strike, Rage, Primal 
  Scream, Scent, Trackless step 
  Feats 
  Combat 
  Expertise, 
  Dodge, 
  Endurance, 
  Mounted Combat, Track, Two-weapon Fighting, 
  Improved Two-Weapon Fighting, Weapon Finesse, 
  Improved Weapon Familiarity 
  Skills Balance +9, Climb +7, Diplomacy +3, Escape 
  Artist +9, Handle Animal +3, Hide +19, Jump +27, 
  Knowledge (nature) +18, Listen +2, Move Silently 
  +16, Ride +14 Spot +4, Survival +8, Tumble +14 
   
  -ALL- 
   
  Possessions combat gear plus +2 mithral chainshirt, 
  +1 keen elven thinblade, +1 keen elven lightblade, 
  ring of protection +2, amulet of natural armor +2, 
  gloves of dexterity +4, boots of the winterlands, 
  cloak 
  of 
  elvenkind, 
  Elven 
  Thinblade, 
  Elven 
  lightblade 
   
  Elegant strike (Ex):  Upon reaching 2nd level, you 
  become able to place your attacks where they deal 
  greater damage. You apply your dexterity bonus as 
  a bonus on damage rolls (in addition to any 
  strength bonus you may have) with any of the 
  following 
  weapons: 
  longsword, 
  rapier, 
  elven 
  thinblade, elven lightblade, elven courtsword, or 
  scimitar. Targets immune to sneak attacks or extra 
  damage from critical hits are immune to your 
  elegant strike. 
  Fast movement (Ex):  Your land speed is faster than 
  the norm for your race by 10 feet while wearing 
  light, medium, or no armor.  This increase stacks 
  with similar increases, such as that from the 
  barbarian class.  See the barbarian class feature, 
  page 25 of the Players Handbook. 
  Favored Enemy (Ex): You have certain types of 
  enemies that you have extensive knowledge about. 
  Against these creatures, you gain the listed bonus 
  to Bluff, Listen, Sense Motive, Spot, and Survival 
  checks, as well as weapon damage rolls. 
    ¤ Humanoid (orc) (+2 bonus) 
  Primal scream (Su):  At 2nd level, you become able 
  to bring forth the power inherent within and release 
  it in a blood-chilling scream.  Releasing a primal 
  scream is a free action that does not provoke 
  attacks of opportunity.  A primal scream induces a 
  state of feral frenzy that lasts for a number of 
  rounds equal to 3 + you con modifier (minimum 1). 
   You can use your primal scream ability a number 
  of times per day equal to 3 + your cha modifier 
  (minimum 1).  Using a primal scream always 
  requires you to shout, so you cannot use a primal 
  scream if you cannot speak.  In this frenzy, you 
  gain a +2 bonus to strength and a +6 bonus to 
  dexterity.  In addition, your jaw elongates and your 
  
  teeth become razor sharp; you gain a bite attack 
  that deals 1d6 points of damage (1d4 if you are 
  small, or 1d8 if you are large).  You can wield a 
  weapon in one or both hands at your normal attack 
  bonus and make a secondary bite attack, but in 
  that case the bite attack takes a –5 attack penalty 
  (or –2 with the multiattack feat). 
  Rage (Ex): You can fly into a screaming frenzy once 
  per encounter, up to 1 time per day. This gives +4 
  to Strength and Constitution, +18 hit points, and a 
  +2 morale bonus to Will saves, but gives a -2 
  penalty to AC.  Cannot use any skills that require 
  patience or concentration while enraged. Your rage 
  lasts up to 6 rounds. 
  Scent (Ex): At 2nd level, you learn to rely on senses 
  that most other people never even suspect. You 
  gain the scent special ability, you can detect 
  opponents within 30 feet by sense of smell.  If the 
  opponent is upwind, the range increases up to 60 
  feet; if the opponent is downwind, it drops to 15 
  feet.  You do not detect the exact location of the 
  source – only its presence somewhere within 
  range.  You can take a move action to note the 
  direction of the scent.  Whenever you come within 
  5 feet of the source, you pinpoint the source’s 
  location. 
  Trackless step (Ex):  You cannot be tracked in 
  natural surroundings. See the druid class feature, 
  page 36 of the Players Handbook. 
  Wild Empathy (Ex): You can make a check (1d20+2) 
  to improve the attitude of an animal. You must be 
  within 30 feet of the animal, and it generally takes 
  one minute to perform the action. 
   
  4: BEAR OF A TIME 
  C O R R U P T E D  D I RE  B E AR 
  CR  10 
  Neutral Evil Large Animal (Corrupted) 
  Init +0; Senses Listen +10, Spot +10 
  Languages None  
  AC 20, touch 9, flat-footed 20 
   (-1 size, +0 Dex, +11 natural) 
  hp 129 (12 HD); fast healing 6; DR 10/magic 
  Immune Acid  
  Fort +14, Ref +8, Will +9 
  Speed 40 ft. (8 squares), base movement 40 ft;  
  Melee 2 claws +21 (2d6+12 plus 6 Vile) and bite +15 
  (3d8+6 plus 6 vile) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +25 
  Atk Options, Improved Grab 
  Abilities Str 35, Dex 11, Con 23, Int 2, Wis 12, Cha 
  10  
  SQ Immunity to Acid, Darkvision 60 ft., Damage 
  Reduction, Disruptive Attack, Enhanced Power, 
  Fast Healing 
  Feats 
  Alertness, 
  Endurance, 
  Run, 
  Toughness, 
  Weapon Focus (Claw)  
  Skills Listen +10, Spot +10, Swim +15 
  Improved Grab (Ex) To use this ability, a dire bear 
  must hit with a claw attack.  It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. 
  Disruptive attack (Su) The corrupt creature deals 
  additional vile damage (see chapter 2) when it 
  touches 
  uncorrupted, 
  living, 
  corporeal 
  non-
  outsiders.  The amount of vile damage dealt is 
  equal to half the creature’s hit dice (maximum 20 
  points of damage). For example, a 14-HD 
  corrupted frost worm deals additional 7 points of 
  vile damage with its bite attack. 
  Enhanced power (Su) The save DC’s of any and all 
  of the corrupt creature’s special attacks increase by 
  +4. 
  Fast healing (Ex) Each round, a corrupted creature 
  heals damage equal to half of its hit dice (maximum of 
  10 points healed).  If the base creature already has 
  fast healing, use the better value 
   
  5: ENEMY OF MY ENEMY 
  T RI NTAE  E LF 
  CR  2 
  Male Elf Ranger 2 
  Chaotic Good Elf  
  Init +7; Senses  Listen +3, Spot +5 
  Languages Common, Elven 
  AC 16, touch 13, flat-footed 13 
   (+3 armor, +3 Dex) 
  hp 15 (2 HD);  
  Immune Sleep 
  Fort +4, Ref +6, Will +1 (+3 vs. Enchantments) 
  Speed 30 ft. (6 squares), base movement 30 ft;  
  Melee  longsword +4 (1d8+2/ 19-20) 
  Range  Composite Longbow +5 (1d8+2/  x3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Rapid Shot, Favored Enemy (Orc +2) 
  Combat Gear potion of cure light wounds 
  Abilities Str 14, Dex 16, Con 12, Int 10, Wis 12, Cha 
  10  
  SQ Low-light vision 
  Feats Improved Initiative, Rapid Shot, Track 
  Skills Handle Animal +2, Hide +8, Listen +3, Move 
  Silently +8, Sense Motive +2, Search +5, Spot +5  
  Possessions combat gear plus Studded leather 
  armor, longsword, Composite Longbow, 40 arrows 
   
  K E N S E L L A T RI NTAE 
  CR  9 
  Male Elf Ranger 9 
  Chaotic Good Elf  
  Init +8; Senses Listen +6, Spot +14 
  Languages Common, Elven 
  AC 22, touch 15, flat-footed 18 
   (+7 armor, +4 Dex, +1 Deflection) 
  hp 57 (9 HD);  
  Immune Sleep 
  Fort +8, Ref +11, Will +5 (+7 vs. Enchantments) 
  Speed 30 ft. (6 squares), base movement 30 ft;  
  Melee +1 longsword +11/+6 (1d8+2/ 19-20) 
  Range +1 frost composite longbow +15/+10 (1d8+2 + 
  1d6 cold/ x3)  
  DYV7-07 The Dyvide 
   
  Page 23 
  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +11 
  Atk Options Manyshot, Precise Shot, Rapid Shot, 
  Favored Enemy (Orc +4), Favored Enemy Human 
  (+2) 
  Ranger Spells Prepared (CL 4th) 
   1st— entangle, longstrider, bear’s endurance. 
  Combat Gear potion of cure light wounds, Potion of 
  Cat’s Grace 
  Abilities Str 14, Dex 19, Con 12, Int 10, Wis 12, Cha 
  10  
  SQ Low-light vision 
  Feats Improved Initiative, Improved Favored Enemy 
  Endurance, Manyshot, Precise Shot, Rapid Shot, 
  Track, Weapon Focus (Composite Longbow) 
  Skills Handle Animal +5, Hide +16, Listen +6, Move 
  Silently +16, Sense Motive +6, Search +7, Spot 
  +14, Survival +11  
  Possessions combat gear plus +2 elven chain mail, 
  +1 longsword, +1 frost composite longbow, 40 
  arrows, +1 ring of protection, +1 cloak of resistance 
   
  S H E L AK A T RI NTAE 
  CR  9 
  Male Elf Wizard 9 
  Chaotic Good Elf  
  Init +2; Senses Listen +3, Spot +7 
  Languages Common, Elven, Sylvan, Undercommon, 
  Orc, Giant, Ancient Sueloise 
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) 
  hp 56 (9 HD);  
  Immune Sleep 
  Fort +5, Ref +5, Will +7 (+9 vs. Enchantments) 
  Speed 30 ft. (6 squares), base movement 30 ft;  
  Melee Dagger +4 (1d4 19-20) 
  Range Longbow +6 (1d8 x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Atk 
  Options 
  Empower 
  Spell, 
  Spell 
  Focus 
  (Enchantment), 
  Greater 
  Spell 
  Focus 
  (Enchantment) 
  Wizard Spells Prepared (CL 9th) 
  5th— dominate person, mind fog 
  4th— empowered scorching ray (x2), Evard’s black 
  tentacles, confusion 
   
  3rd— hold person (x2), haste, displacement 
   2nd— scorching ray (x2), glitterdust, cat’s grace, 
  whispering wind* 
   1st— shield, mage armor, expeditious retreat, 
  magic missile (x2), 
   0— detect magic, read magic, touch of fatigue, 
  message 
  Combat Gear wand of slow (6th lvl) 
  Abilities Str 10, Dex 14, Con 12, Int 20, Wis 12, Cha 
  10  
  SQ Low-light vision 
  Feats Combat Casting, Craft Wand, Empower Spell, 
  Scribe Scroll, Spell Focus (Enchantment), Greater 
  Spell Focus (Enchantment) 
  Skills Concentration +13 (+17), Decipher Script +13, 
  Hide +12, Knowledge (Arcana) +15, Knowledge 
  (Nature) +15, Knowledge (Planes) +15, Spellcraft 
  +17   
  Possessions combat gear plus Dagger, longbow, 20 
  arrows, cloak of elvenkind, +2 headband of 
  intellect, +2 amulet of health. 
  see Appendix 2: New Rules Items. 
   
  DYV7-07 The Dyvide 
   
  Page 24 
  
  DYV7-07 The Dyvide 
   
  Page 25 
  APL 12
  3: A TASTE OF GLORY 
   
   
   
  E L V E N  K H E M I T E 
  CR  12 
  Male Wood Elf Barbarian 1 / Fighter 1 / Ranger 3 / ex-
  Champion of Corellon 2 / Wildrunner 5 
  Chaotic Neutral Wood Elf  
  Init +6; Senses scent, Listen +2, Spot +7 
  Languages Common, Elven, Sylvan  
  AC 26, touch 18, flat-footed 20 
   (+6 armor, +6 Dex, +2 deflection, +2 natural) 
  hp 91 (12 HD);  
  Immune Sleep 
  Fort +15, Ref +13, Will +5 (+7 vs. Enchantments) 
  Speed 50 ft. (12 squares), base movement 50 ft;  
  Melee +1 keen elven thinblade +17/+12/+7 (1d8+11 
  15-20), +1 keen elven lightblade +17/+12/+7 
  (1d6+9 15-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +16 
  Atk Options Weapon Finesse, Elegant Strike, 
  Combat Expertise, Two-weapon Fighting, Favored 
  Enemy (Orc +2) 
  Special Actions Rage 1/day, Primal Scream 2/day 
  Combat Gear potion of flying 
  Abilities Str 18, Dex 23, Con 12, Int 13, Wis 10, Cha 
  8  
  SQ Low-light vision, Elegant strike, Endure Elements, 
  Hide in Plain Sight, Rage, Primal Scream, Scent, 
  Trackless step 
  Feats 
  Combat 
  Expertise, 
  Dodge, 
  Endurance, 
  Improved Two-Weapon Fighting, Greater two-
  weapon fighting, Improved Weapon Familiarity, 
  Mounted Combat, Track, Two-weapon Fighting, 
  Weapon Finesse 
   Skills Balance +6, Climb +4, Diplomacy +3, Escape 
  Artist +6, Handle Animal +3, Hide +19, Jump +27, 
  Knowledge (nature) +18, Listen +2, Move Silently 
  +16, Ride +11 Spot +7, Survival +8, Tumble +11 
   
  -OR- 
   
  (Raging) 
  Init +9; Senses scent, Listen +2, Spot +4 
  Languages Common, Elven, Sylvan  
  AC 24, touch 16, flat-footed 18 
   (+6 armor, +6 Dex, +2 deflection, +2 natural, -2 
  misc) 
  hp 115 (12 HD);  
  Immune Sleep 
  Fort +16, Ref +15, Will +6 (+8 vs. Enchantments) 
  Speed 50 ft. (12 squares), base movement 50 ft;  
  Melee +1 keen elven thinblade +20/+15/+10 (1d8+17 
  15-20), and +1 keen elven lightblade +20/+15/+10 
  (1d6+13 15-20), and bite +14 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +19 
  Atk Options Weapon Finesse, Elegant Strike, 
  Combat Expertise, Two-weapon Fighting, Favored 
  Enemy (Orc +2) 
  Special Actions Rage 1/day, Primal Scream 2/day 
  Combat Gear potion of flying 
  Abilities Str 24, Dex 29, Con 16, Int 13, Wis 10, Cha 
  8  
  SQ Low-light vision, Elegant strike, Endure Elements, 
  Hide in Plain Sight Rage, Primal Scream, Scent, 
  Trackless step 
  Feats 
  Combat 
  Expertise, 
  Dodge, 
  Endurance, 
  Mounted Combat, Track, Two-weapon Fighting, 
  Greater Two-weapon fighting, Improved Two-
  Weapon Fighting, Weapon Finesse, Improved 
  Weapon Familiarity 
  Skills Balance +9, Climb +7, Diplomacy +3, Escape 
  Artist +9, Handle Animal +3, Hide +22, Jump +30, 
  Knowledge (nature) +18, Listen +2, Move Silently 
  +19, Ride +14 Spot +7, Survival +8, Tumble +14 
   
  -ALL- 
   
  Possessions combat gear plus +2 mithral chainshirt, 
  +1 keen elven thinblade, +1 keen elven lightblade, 
  ring of protection +2, amulet of natural armor +2, 
  gloves of dexterity +4, boots of the winterlands, 
  cloak 
  of 
  elvenkind, 
  Elven 
  Thinblade, 
  Elven 
  lightblade 
   
  Elegant strike (Ex):  Upon reaching 2nd level, you 
  become able to place your attacks where they deal 
  greater damage. You apply your dexterity bonus as 
  a bonus on damage rolls (in addition to any 
  strength bonus you may have) with any of the 
  following 
  weapons: 
  longsword, 
  rapier, 
  elven 
  thinblade, elven lightblade, elven courtsword, or 
  scimitar. Targets immune to sneak attacks or extra 
  damage from critical hits are immune to your 
  elegant strike. 
  Endure elements (Sp): starting at 3rd level, you can 
  use endure elements on yourself at will.  Your 
  caster level is equal to your wildrunner class level. 
  Hide in plain sight (Ex):  beginning at 5th level, you 
  can use the hide skill in natural terrain even while 
  being observed. See the ranger class feature, page 
  48 of the player’s handbook. 
  Fast movement (Ex):  Your land speed is faster than 
  the norm for your race by 10 feet while wearing 
  light, medium, or no armor.  This increase stacks 
  with similar increases, such as that from the 
  barbarian class.  See the barbarian class feature, 
  page 25 of the Players Handbook. 
  Favored Enemy (Ex): You have certain types of 
  enemies that you have extensive knowledge about. 
  Against these creatures, you gain the listed bonus 
  to Bluff, Listen, Sense Motive, Spot, and Survival 
  checks, as well as weapon damage rolls. 
    ¤ Humanoid (orc) (+2 bonus) 
  
  Primal scream (Su):  At 2nd level, you become able 
  to bring forth the power inherent within and release 
  it in a blood-chilling scream.  Releasing a primal 
  scream is a free action that does not provoke 
  attacks of opportunity.  A primal scream induces a 
  state of feral frenzy that lasts for a number of 
  rounds equal to 3 + you con modifier (minimum 1). 
   You can use your primal scream ability a number 
  of times per day equal to 3 + your cha modifier 
  (minimum 1).  Using a primal scream always 
  requires you to shout, so you cannot use a primal 
  scream if you cannot speak.  In this frenzy, you 
  gain a +2 bonus to strength and a +6 bonus to 
  dexterity.  In addition, your jaw elongates and your 
  teeth become razor sharp; you gain a bite attack 
  that deals 1d6 points of damage (1d4 if you are 
  small, or 1d8 if you are large).  You can wield a 
  weapon in one or both hands at your normal attack 
  bonus and make a secondary bite attack, but in 
  that case the bite attack takes a –5 attack penalty 
  (or –2 with the multiattack feat). 
  Enemies shaken:  starting at 4th level, your primal 
  scream makes enemies within 30 feet shaken 
  when you activate the ability. This is a sonic, mind 
  affecting fear effect. Creatures in the area must 
  make will saves (dc 10 + your class level + your 
  cha modifier).  On a failed save, a creature is 
  shaken for a number of rounds equal to your class 
  level. Creatures with more hit dice than you are 
  immune to this effect. 
  Rage (Ex): You can fly into a screaming frenzy once 
  per encounter, up to 1 time per day. This gives +4 
  to Strength and Constitution, +18 hit points, and a 
  +2 morale bonus to Will saves, but gives a -2 
  penalty to AC.  Cannot use any skills that require 
  patience or concentration while enraged. Your rage 
  lasts up to 6 rounds. 
  Scent (Ex): At 2nd level, you learn to rely on senses 
  that most other people never even suspect. You 
  gain the scent special ability, you can detect 
  opponents within 30 feet by sense of smell.  If the 
  opponent is upwind, the range increases up to 60 
  feet; if the opponent is downwind, it drops to 15 
  feet.  You do not detect the exact location of the 
  source – only its presence somewhere within 
  range.  You can take a move action to note the 
  direction of the scent.  Whenever you come within 
  5 feet of the source, you pinpoint the source’s 
  location. 
  Trackless step (Ex):  You cannot be tracked in 
  natural surroundings. See the druid class feature, 
  page 36 of the Players Handbook. 
  Wild Empathy (Ex): You can make a check (1d20+2) 
  to improve the attitude of an animal. You must be 
  within 30 feet of the animal, and it generally takes 
  one minute to perform the action. 
   
  4: BEAR OF A TIME 
  C O R R U P T E D  AD V AN C E D  D I RE  B E AR 
  CR  14 
  Neutral Evil Huge Animal (Corrupted) 
  Init +0; Senses Listen +14, Spot +15 
  Languages None  
  AC 26, touch 16, flat-footed 26 
   (-2 size, +18 natural) 
  hp 297 (21 HD); fast healing 10; DR 10/magic 
  Immune Acid  
  Fort +21, Ref +11, Will +11 
  Speed 40 ft. (8 squares), base movement 40 ft;  
  Melee 2 claws +31 (3d6+17 plus 10 Vile) and bite +25 
  (4d8+8 plus 10 vile) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +15; Grp +40 
  Atk Options Awesome Blow, Improved Bull Rush, 
  Improved Grab, Power Attack 
  Abilities Str 44, Dex 10, Con 28, Int 2, Wis 10, Cha 8  
  SQ Immunity to Acid, Darkvision 60 ft., Damage 
  Reduction, Disruptive Attack, Enhanced Power, 
  Fast Healing 
  Feats 
  Alertness, 
  Endurance, 
  Run, 
  Toughness, 
  Weapon Focus (Claw), Power Attack, Improved 
  Bull Rush, Awesome Blow 
  Skills Listen +15, Spot +15, Swim +15 
  Improved Grab (Ex) To use this ability, a dire bear 
  must hit with a claw attack.  It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. 
  Disruptive attack (Su) The corrupt creature deals 
  additional vile damage (see chapter 2) when it 
  touches 
  uncorrupted, 
  living, 
  corporeal 
  non-
  outsiders.  The amount of vile damage dealt is 
  equal to half the creature’s hit dice (maximum 20 
  points of damage). For example, a 14-HD 
  corrupted frost worm deals additional 7 points of 
  vile damage with its bite attack. 
  Enhanced power (Su) The save DC’s of any and all 
  of the corrupt creature’s special attacks increase by 
  +4. 
  Fast healing (Ex) Each round, a corrupted creature 
  heals damage equal to half of its hit dice (maximum 
  of 10 points healed).  If the base creature already 
  has fast healing, use the better value 
   
  5: ENEMY OF MY ENEMY 
  T RI NTAE  E LF 
  CR  2 
  Male Elf Ranger 2 
  Chaotic Good Elf  
  Init +7; Senses Listen +3, Spot +5 
  Languages Common, Elven 
  AC 16, touch 13, flat-footed 13 
   (+3 armor, +3 Dex) 
  hp 15 (2 HD);  
  Immune Sleep 
  Fort +4, Ref +6, Will +1 (+3 vs. Enchantments) 
  Speed 30 ft. (6 squares), base movement 30 ft;  
  Melee longsword +4 (1d8+2/ 19-20) 
  Range Composite Longbow +5 (1d8+2/  x3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Rapid Shot, Favored Enemy (Orc +2) 
  Combat Gear potion of cure light wounds 
  DYV7-07 The Dyvide 
   
  Page 26 
  
  Abilities Str 14, Dex 16, Con 12, Int 10, Wis 12, Cha 
  10  
  SQ Low-light vision 
  Feats Improved Initiative, Rapid Shot, Track 
  Skills Handle Animal +2, Hide +8, Listen +3, Move 
  Silently +8, Sense Motive +2, Search +5, Spot +5  
  Possessions combat gear plus Studded leather 
  armor, longsword, Composite Longbow, 40 arrows 
   
  K E N S E L L A T RI NTAE 
  CR  9 
  Male Elf Ranger 9 
  Chaotic Good Elf  
  Init +8; Senses Listen +6, Spot +14 
  Languages Common, Elven 
  AC 22, touch 15, flat-footed 18 
   (+7 armor, +4 Dex, +1 Deflection) 
  hp 57 (9 HD);  
  Immune Sleep 
  Fort +8, Ref +11, Will +5 (+7 vs. Enchantments) 
  Speed 30 ft. (6 squares), base movement 30 ft;  
  Melee +1 longsword +11/+6 (1d8+2/ 19-20) 
  Range +1 frost composite longbow +15/+10 (1d8+2 + 
  1d6 cold/ x3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +11 
  Atk Options Manyshot, Precise Shot, Rapid Shot, 
  Favored Enemy (Orc +4), Favored Enemy Human 
  (+2) 
  Ranger Spells Prepared (CL 4th) 
   1st— entangle, longstrider, bear’s endurance. 
  Combat Gear potion of cure light wounds, Potion of 
  Cat’s Grace 
  Abilities Str 14, Dex 19, Con 12, Int 10, Wis 12, Cha 
  10  
  SQ Low-light vision 
  Feats Improved Initiative, Improved Favored Enemy 
  Endurance, Manyshot, Precise Shot, Rapid Shot, 
  Track, Weapon Focus (Composite Longbow) 
  Skills Handle Animal +5, Hide +16, Listen +6, Move 
  Silently +16, Sense Motive +6, Search +7, Spot 
  +14, Survival +11  
  Possessions combat gear plus +2 elven chain mail, 
  +1 longsword, +1 frost composite longbow, 40 
  arrows, +1 ring of protection, +1 cloak of resistance 
   
  S H E L AK A T RI NTAE 
  CR  9 
  Male Elf Wizard 9 
  Chaotic Good Elf  
  Init +2; Senses Listen +3, Spot +7 
  Languages Common, Elven, Sylvan, Undercommon, 
  Orc, Giant, Ancient Sueloise 
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) 
  hp 56 (9 HD);  
  Immune Sleep 
  Fort +5, Ref +5, Will +7 (+9 vs. Enchantments) 
  Speed 30 ft. (6 squares), base movement 30 ft;  
  Melee Dagger +4 (1d4/ 19-20) 
  Range Longbow +6 (1d8/ x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Atk 
  Options 
  Empower 
  Spell, 
  Spell 
  Focus 
  (Enchantment), 
  Greater 
  Spell 
  Focus 
  (Enchantment) 
  Wizard Spells Prepared (CL 9th) 
  5th— dominate person, mind fog 
  4th— Empowered scorching ray (x2), Evard’s black 
  tentacles, confusion 
   
  3rd— hold person (x2), haste, displacement 
   2nd— scorching ray (x2), glitterdust, cat’s grace, 
  whispering wind* 
   1st— shield, mage armor, expeditious retreat, 
  magic missile (x2), 
   0— detect magic, read magic, touch of fatigue, 
  message 
  Combat Gear wand of slow (6th lvl) 
  Abilities Str 10, Dex 14, Con 12, Int 20, Wis 12, Cha 
  10  
  SQ Low-light vision 
  Feats Combat Casting, Craft Wand, Empower Spell, 
  Scribe Scroll, Spell Focus (Enchantment), Greater 
  Spell Focus (Enchantment) 
  Skills Concentration +13 (+17), Decipher Script +13, 
  Hide +12, Knowledge (Arcana) +15, Knowledge 
  (Nature) +15, Knowledge (Planes) +15, Spellcraft 
  +17   
  Possessions combat gear plus Dagger, longbow, 20 
  arrows, cloak of elvenkind, +2 headband of 
  intellect, +2 amulet of health. 
  see Appendix 2: New Rules Items 
   
  DYV7-07 The Dyvide 
   
  Page 27 
  
  DYV7-07 The Dyvide 
   
  Page 28 
  APPENDIX 2: NEW RULES ITEMS 
   
   
  Wildrunner 
  Hit Die: d10 
   
  Entry requirements 
  Race: elf or half elf 
  Alignment: any good or chaotic 
  Skills: Hide 5 ranks, Knowledge (nature) 5 ranks, 
  Move Silently 5 ranks, Survival 8 ranks. 
  Feats: Endurance 
   
  Class features 
  As you advance in level, you gain abilities that aid you 
  in mastering the environment and making you self-
  sufficient in the wild. 
   
  Weapon and armor proficiency: you gain no 
  proficiency with any weapons or armor. If you wear 
  heavy armor, you do not benefit from your fast 
  movement ability. 
   
  Level 
  Base 
  Attack 
  Bonus 
  Fort save Ref save  Will save Special 
  1st 
  +1 
  +2 
  +2 
  +0 
  fast movement, trackless step 
  2nd 
  +2 
  +3 
  +3 
  +0 
  primal scream, scent 
  3rd 
  +3 
  +3 
  +3 
  +1 
  endure elements 
  4th 
  +4 
  +4 
  +4 
  +1 
  primal scream (enemies shaken) 
  5th 
  +5 
  +4 
  +4 
  +1 
  hide in plain sight 
  6th 
  +6 
  +5 
  +5 
  +2 
  primal scream (pounce) 
  7th 
  +7 
  +5 
  +5 
  +2 
  unfettered stride 
  8th 
  +8 
  +6 
  +6 
  +2 
  primal scream (enemies cower) 
  9th 
  +9 
  +6 
  +6 
  +3 
  feyheart 
  10th 
  +10 
  +7 
  +7 
  +3 
  primal scream (fast healing) 
   
   
   
   
   
  class skills (4 + Int modifier per level): balance, climb, handle animal, hide, intimidate, jump, 
  knowledge (nature), listen, move silently, spot, survival, swim 
   
  Fast movement (ex):  your land speed is faster than 
  the norm for your race by 10 feet while wearing light, 
  medium, or no armor.  This increase stacks with similar 
  increases, such as that from the barbarian class.  See the 
  barbarian class feature, page 25 of the Players 
  Handbook. 
   
  
  Trackless step (ex):  you cannot be tracked in natural 
  surroundings. See the druid class feature, page 36 of 
  the Players Handbook. 
   
  Primal scream (Su):  at 2
  nd level, you become able to 
  bring forth the power inherent within and release it in 
  a blood-chilling scream.  Releasing a primal scream is a 
  free action that does not provoke attacks of 
  opportunity.  A primal scream induces a state of feral 
  frenzy that lasts for a number of rounds equal to 3 + 
  you con modifier (minimum 1).  You can use your 
  primal scream ability a number of times per day equal 
  to 3 + your cha modifier (minimum 1).  Using a primal 
  scream always requires you to shout, so you cannot use 
  a primal scream if you cannot speak. 
  In this frenzy, you gain a +2 bonus to strength and a +6 
  bonus to dexterity.  In addition, your jaw elongates and 
  your teeth become razor sharp; you gain a bite attack 
  that deals 1d6 points of damage (1d4 if you are small, or 
  1d8 if you are large).  You can wield a weapon in one or 
  both hands at your normal attack bonus and make a 
  secondary bite attack, but in that case the bite attack 
  takes a –5 attack penalty (or –2 with the multiattack 
  feat). 
  In addition to these effects, a primal scream confers 
  additional benefits as you gain levels, as described 
  below.  All effects are cumulative. 
   
  Enemies shaken:  starting at 4
  th level, your primal 
  scream makes enemies within 30 feet shaken when 
  you activate the ability. This is a sonic, mind affecting 
  fear effect. Creatures in the area must make will saves 
  (dc 10 + your class level + your cha modifier).  On a 
  failed save, a creature is shaken for a number of rounds 
  equal to your class level. Creatures with more hit dice 
  than you are immune to this effect. 
   
  Pounce:  at 6
  th level, you gain the ability to pounce 
  on an opponent in the round in which you activate 
  your primal scream. If you charge a foe in the same 
  round that you scream, you may make a full attack, 
  instead of the normal single attack allowed after a 
  charge. 
   
  Enemies cower:  beginning at 8
  th level, your primal 
  scream can immobilize enemies with fear when you 
  activate the ability. This is a sonic, mind affecting fear 
  effect.  It functions like the enemies shaken ability 
  described above, except that any enemy with less than 
  half your hit dice that fails its will save is cowering 
  instead of shaken. 
   
  Fast healing:  at 10
  th level, when you activate your 
  primal scream you gain fast healing 5 for the duration 
  of your feral frenzy, as long as you have at least 1 hit 
  point. 
  If you also have the rage class feature, you can rage and 
  use your primal scream at the same time, gaining the 
  benefits of both abilities. 
   
  Scent (ex):  at 2
  nd level, you learn to rely on senses that 
  most other people never even suspect. You gain the 
  scent special ability, you can detect opponents within 
  30 feet by sense of smell.  If the opponent is upwind, 
  the range increases up to 60 feet; if the opponent is 
  downwind, it drops to 15 feet.  You do not detect the 
  exact location of the source – only its presence 
  somewhere within range.  You can take a move action 
  to note the direction of the scent.  Whenever you come 
  within 5 feet of the source, you pinpoint the source’s 
  location. 
   
  Endure elements (sp): starting at 3
  rd level, you can use 
  endure elements on yourself at will.  Your caster level 
  is equal to your wildrunner class level. 
   
  Hide in plain sight (ex):  beginning at 5
  th level, you 
  can use the hide skill in natural terrain even while 
  being observed. See the ranger class feature, page 48 of 
  the player’s handbook. 
   
  Unfettered stride (ex):  at 7
  th level, you gain the ability 
  to move through or across a variety of terrain features 
  without it affecting your movement or skill checks.  
  This ability applies to bogs, rubble, undergrowth, ice 
  sheets, and natural stone floors.  See chapter 3 of the 
  dungeon masters guide for the effect of terrain on 
  movement and skill checks. 
   
  Feyheart: at 9
  th level, your mystic bond with nature 
  changes your very being. Your type becomes fey 
  (augmented humanoid), and you gain damage 
  reduction 2/cold iron. 
   
   
  DYV7-07 The Dyvide 
   
  Page 29 
  
  DYV7-07 The Dyvide 
   
  Page 30 
  Champion of Corellon Larethian 
   
  Entry requirements 
  Race: elf or half-elf 
  Alignment: any nonevil 
  Base attack bonus: +7 
  Skills: Diplomacy 4 ranks, Knowledge (religion) 2 
  ranks. 
  Feats: proficient with all martial weapons and heavy 
  armor, Combat Expertise, Dodge, Mounted Combat. 
  Special: must worship Corellon Larethian. 
  Special: in addition to the feats above, you must also 
  take either Weapon Focus (longsword) or Exotic 
  Weapon Proficiency (elven thinblade or elven 
  courtblade). 
   
  Class features 
  Champions of Corellon continue to improve their 
  combat skills as they advance in level, learning bonus 
  fighter feats and special techniques for making use of 
  heavier armor than that favored by most elves. 
   
  Weapon and armor proficiency:  You gain no 
  proficiency with any weapon or armor. 
   
  level 
  base 
  attack 
  bonus 
  fort save ref save 
  will save special 
  1st 
  +1 
  +2 
  +0 
  +2 
  Corellon's blessing, bonus feat 
  2nd 
  +2 
  +3 
  +0 
  +3 
  elegant strike 
  3rd 
  +3 
  +3 
  +1 
  +3 
  superior defense +1 
  4th 
  +4 
  +4 
  +1 
  +4 
  bonus feat 
  5th 
  +5 
  +4 
  +1 
  +4 
  unimpeded movement 
  6th 
  +6 
  +5 
  +2 
  +5 
  superior defense +2 
  7th 
  +7 
  +5 
  +2 
  +5 
  bonus feat 
  8th 
  +8 
  +6 
  +2 
  +6 
  Corellon's wrath 
  9th 
  +9 
  +6 
  +3 
  +6 
  superior defense +3 
  10th 
  +10 
  +7 
  +3 
  +7 
  bonus feat 
   
   
   
   
   
  class skills (2+int modifier per level): concentration, craft (any), diplomacy, handle animal, 
  heal, intimidate, knowledge (any), profession, ride, sense motive, spellcraft 
   
  Corellon’s blessing (Su):  Upon entering this class, 
  you gain the ability to heal wounds by touch, much 
  like a paladin’s lay on hands ability.  Each day you can 
  heal a total number of hit points of damage equal to 
  your champion level X your charisma modifier 
  (minimum 1).  For example, a 6
  th level champion of 
  Corellon with a charisma score of 14 can heal 12 points 
  of damage per day.  You can choose to divide the 
  healing among multiple recipients, and you don’t have 
  to do it all at once.  Using this ability is a standard 
  action. 
  You can use any or all of this healing power to deal 
  damage to undead creatures.  Using Corellon’s blessing 
  in this way requires a successful melee touch attack 
  and doesn’t provoke attacks of opportunity.  You 
  decide how much of your daily allotment of healing to 
  
  use as damage after successfully touching your undead 
  foe. 
  If you have levels in paladin, you add your levels of 
  champion of Corellon and paladin together and 
  determine you ability to heal accordingly (although if 
  you have a charisma score of lower than 12, your 
  paladin levels do not contribute to your ability to heal.) 
   
  Bonus feat: at first level and every three levels 
  thereafter, you gain a bonus feat.  This must be a feat 
  noted as a bonus fighter feat, and the feat must have 
  combat expertise, dodge, or mounted combat as a 
  prerequisite. 
   
  Elegant strike (ex):  upon reaching 2
  nd level, you 
  become able to place your attacks where they deal 
  greater damage. You apply your dexterity bonus as a 
  bonus on damage rolls (in addition to any strength 
  bonus you may have) with any of the following 
  weapons: longsword, rapier, elven thinblade, elven 
  lightblade, elven courtsword, or scimitar. Targets 
  immune to sneak attacks or extra damage from critical 
  hits are immune to your elegant strike. 
   
  Superior defense (ex):  at 3
  rd level, you learn special 
  techniques for making the best use of an elf’s natural 
  agility even while wearing restrictive armor. The 
  maximum dexterity bonus for any medium or heavy 
  armor you wear (including mithril versions) is 
  increased by 1. For example, full plate armor normally 
  has a maximum dexterity bonus of +1, but the superior 
  defense ability increases this to +2. 
  At 6
  th level, you improve the maximum dexterity bonus 
  of medium or heavy armor by 2 and at 9
  th level by 3. 
   
  Unimpeded movement (ex): at 5
  th level, you no 
  longer reduce your movement when wearing medium 
  or heavy armor. (You still reduce your movement if 
  carrying a medium or heavy load, however.) 
  If you know the spring attack feat, your unimpeded 
  movement ability allows you to use spring attack even 
  while wearing heavy armor. 
   
  Corellon’s wrath (Su):  at 8
  th level, you gain the ability 
  to briefly channel the divine power of Corellon 
  Larethian, enveloping one melee weapon you wield in 
  a veil of incandescent light as a free action.  You gain a 
  +2 sacred bonus on attack rolls and deal an extra 2d6 
  points of damage with each melee attack you make 
  with the affected weapon for 1 round. While Corellon’s 
  wrath is in effect, the weapon is considered magic and 
  good aligned for the purpose of overcoming damage 
  reduction.  You can use this ability a number of times 
  per day equal to 3 + your cha modifier (minimum once 
  per day). 
   
  CORRUPTED TEMPLATE 
   
  “Corrupted” is a template that can be added to any 
  corporeal creature that is not and outsider ( referred to 
  hereafter ad the base creature).  Creatures that gain this 
  template change their type to aberration.  A corrupted 
  creature uses all the base creature’s statistics and special 
  abilities except as noted here. 
   
  AC: the flesh of corrupted creatures becomes tougher 
  and more resilient. Add +4 to the natural armor bonus 
  of the base creature if it is large or smaller. If it is huge 
  or larger add +8. 
   
  Damage:  the corrupted creature’s claws lengthen, 
  teeth multiply, and muscles harden.  The damage die 
  used when the creature deals damage with natural 
  attacks increases by one die type, so that 1d6 becomes 
  1d8, 1d8 becomes 2d6, and so on, as if the creature 
  were one size larger. 
   
  Special attacks: a corrupted creature retains all the 
  special attacks of the base creature. 
   
  Special qualities:  A corrupted creature retains all the 
  special attacks of the base creature and also gains dark 
  vision with a range of 60 feet plus acid immunity. It 
  also gains the special qualities described below. 
   
  If the base creature already has damage reduction, use 
  the better value 
   
   
  Disruptive attack (Su):  The corrupt creature deals 
  additional vile damage (see chapter 2) when it touches 
  uncorrupted, living, corporeal non-outsiders.  The 
  amount of vile damage dealt is equal to half the 
  creature’s hit dice (maximum 20 points of damage). For 
  example, a 14-HD corrupted frost worm deals 
  additional 7 points of vile damage with its bite attack. 
   
  Enhanced power (Su):  The save DCs of any and all of 
  the corrupt creature’s special attacks increase by +4. 
  Fast healing (ex):  Each round, a corrupted creature 
  heals damage equal to half of its hit dice (maximum of 
  10 points healed).  If the base creature already has fast 
  healing, use the better value. 
   
  Abilities: modify the base creature as follows: str +4, 
  dex –2, con +4, int +0, wis –2, cha –2. 
   
  DYV7-07 The Dyvide 
   
  Page 31 
  
  Climate/terrain: any land and underground. 
   
  Challenge rating: up to 3 HD, same as base creature 
  +1.  4HD to 7HD, same as base creature +2.  8+ HD, 
  same as the base creature +3. 
   
  Alignment: always evil. 
   
  Damage reduction (ex): corrupted creatures gain damage reduction according to their hit dice.  
  Hit dice 
  Damage reduction 
  1-3 
  -- 
  4-11 
  5/magic 
  12+ 
  10/magic 
  DYV7-07 The Dyvide 
   
  Page 32 
  
  PLAYER HANDOUT #1 
  Aliknor, 
   
  Per our ongoing agreement, I have been pressing the Gentry Council regarding the sanctioning of a temple 
  devoted to your Master of Glorious Deaths.  My attempts have so far been severely hampered by the advanced 
  schedule of Turrosh Mak.  He moves too quickly for our preparations here, and so I am afraid that you will 
  have to wait until after the fall.  Until then, your current hidden sanctuary will have to suffice. 
   
  Please find with this bearer the typical fee for your services.  I was most displeased to find that despite our 
  ongoing attempts to dissuade Dyvers’ adventurers, they are still persisting in Gentry affairs.  I was further 
  dismayed by the rumors that one of your members had an opportunity to dispose of several adventuring 
  groups while he was working in the Westlands.  I hope this is not a trend, and I hope, that if true, the culprit 
  has been sufficiently made aware of the importance of our association, and the sacrifices that must be made for 
  our mutual benefit. 
   
  The headstrong Grift girl is again moving into harms way.  It is likely that her family will send Dyvers 
  adventurers again to her aid.  Please have your associates in the area act accordingly. 
   
   
  -The Servant of Kaltoril 
   
  DYV7-07 The Dyvide 
   
  Page 33 
  
  PLAYER HANDOUT #2 
   
  My dearest adventurers, 
   
  I found this bear walking about the woods.  As I played with him, it dawned on me that it might be 
  wonderfully ironic to have it running through the streets of Dyvers when it falls; sort of a “Revenge of the 
  Forest” kind thing.  I “corrected” him to make things more interesting, but as you are reading this, I apparently 
  have some more correcting to do.   
   
  See you in Dyvers, 
   
  Jander The shade, Scourge of Tricaster, Karessa’s Bane 
   
  DYV7-07 The Dyvide 
   
  Page 34 
  
   
  HISTORY OF HOUSE GRIFT 
   
  During the Aerdi Empire, one farmer on the northern edge of the Gnarley Forest gained 
  the attention of Viceroy Stinvri due to his loyalty and resourcefulness.  The Viceroy was 
  so impressed that he bestowed a title upon the farmer, Jonas Grift.  Unfortunately for 
  Jonas, the lands around Dyvers were already spoken for. Viceroy Stinvri could not afford 
  to irk any of the nobility during the political hotbed of CY 228, so he granted Jonas the 
  portion of the Gnarley Forest south of the Central Plain.  This writ came without a means 
  to assert the newfound fief, and due to the independent nature of the denizens of the 
  Gnarley, the writ was in name only except for a narrow band of land between the Gnarley 
  and the Serault River.  This land Jonas tried to make the best of doing what he knew 
  best; farming.   
  Over the years, smugglers and slavers started to take advantage of the 
  unpatrolled areas controlled by House Grift.  House Grift started to take what measures it 
  could by building a fortified manor along Serault River, across from the Low Road.  This 
  manor served as protection against bandits from the Gnarley and also the lees 
  hospitable forest creatures.  Although House Grift continued for the next 300 years with 
  very little excursion into the forest, the need for patrols to cover a great deal of ground to 
  protect the narrow swath of arable land was paramount.  House Grift saw the need to 
  keep excellent horses and acquired high-quality mounts from the Viscounty of Verbobonc 
  and Ferrond starting in CY 314.  These seed mounts were the start of a small, but high-
  caliber, stable.  Due to an increase in Red Arrow patrols along the Low Road, smugglers 
  took advantage of the forest by moving illegal goods and slaves through the unpatrolled 
  lands. A cooperative effort with the Gnarley Rangers improved the efficiency in keeping 
  out pernicious influence, and smuggling dropped considerably.  This success and the 
  consequent drop in traffic through the virgin areas of the Gnarley, placed House Grift in 
  the good graces of the Seelie Court in the Gnarley.  Every so often, the lure of a 
  profitable run still entices criminal entrepreneurs to try to slip by on the Low Road or to 
  navigate through the dense forest. 
  When Dyvers split from Furyondy rule in CY 526, House Grift chose to side with 
  Dyvers.  The house ruler of the time, Tybalt Grift, took to the idea of Dyvers expansion 
  with surprising zeal.  Despite stern warnings from the Gnarley Rangers, the Grift House 
  started to build a road through the woods in an attempt to connect Caltaran and 
  Beltander, claiming his right by writ to do whatever he deemed necessary within the 
  confines of the Gnarley he governed.  Such a move would result in increased trade 
  revenue for the Grift House, as well as providing greater access to  the largest gem 
  deposits in Dyvers, regardless of how meager they may in fact be.  It would also result in 
  clearing some of the most virgin and dense portions of the Gnarley forest.  Having a keen 
  mind for business, Tybalt also foresaw the need for additional timber in the coming years, 
  and had a mill built as part of the manor complex.  To feed the mill, Tybalt began clear-
  cutting the forest.  For 3 years, the highly trained House Grift Calvary and the Gnarley 
  Rangers engaged each other in some skirmishes that resulted in a road no more than 
  quarter of a mile long, although the Gnarley was cut back 20 acres to feed the mill.   
  The innocuous scuffles came to an end when Tybalt Grift hired 40 brutal 
  mercenary soldiers in CY 529.  Disguised as a road crew, the mercenaries surprised a 
  patrol of humans and elves and slaughtered them mercilessly.  Consumed with blood 
  lust, the mercenary squad slashed its way through the woods.  The squad uncovered a 
  den of grigs and continued its killing until the group found something.  The group was 
  completely routed.  Although the mercenaries were in full retreat, something slew the 
  men except for three.  Those three were found wandering the forest over a period of the 
  next two weeks in varying degrees of starvation.  None could remember what had 
  happened.  
  Foreseeing the imminent retaliation, Tybalt moved the entire family to Dyvers 
  proper asking Casad Galden for protection. The Low road, High Road, and the road to 
  DYV7-07 The Dyvide 
   
  Page 35 
  
  Verbobonc were all closed to merchant traffic, and anything leaving the Grift manor was 
  assaulted by Gnarley Rangers.  The Rangers’ only demand was that Galden turn over 
  the Grift family.  Casad decided to meet with the Gnarley High Druid and come to an 
  agreement. 
  The talks took nearly a week, as it was unheard of to give over a member of the 
  gentry certain to be put to the sword, much less the entire Grift clan.  The High Druid 
  recognized the forest’s inability to defend its own borders against claims made by 
  Greyhawk, Verbobonc, Dyvers, Celene, and the Pomarj.  Casad Galden, having just 
  recently declared Dyvers independence from Furyondy desperately needed the roads 
  through the Gnarley open for trade and could not afford a delay.  Finally, the two men 
  made a momentous arrangement.    
  For his part, Tybalt was executed publicly within the walls of Dyvers after having 
  his crimes against the forest read aloud.  His brother, Jaffal, took over House Grift as 
  regent.  Tybalt’s eldest son, Terrance, was sent to live with the Rangers at the age of 7 
  while Jaffal raised the boy’s brother and sister.  For 2 months out of the year, Terrance 
  returned home to learn how to watch over the House when he inherits it.  The rest of the 
  time, he learned of the sanctity of the forest. 
  In addition, upon reaching his fifth birthday, all eldest sons of House Grift will be 
  given over to the Gnarley Rangers to be trained and to learn of the sanctity of the forests. 
   Upon reaching his eighteenth birthday, a ceremony is held in the lands of the fey 
  accepting him as the rightful protector of the lands accorded House Grift in their writ of 
  CY 228.  During this ceremony, a Mark of Justice is scribed onto his forearm as a 
  “reminder” not to harm the forest in any way through action or inaction without the 
  consent of the fey.  Also, the High Druid may send a being to act as an emissary on 
  behalf of the forest and to serve as counsel to the Leader of House Grift.  Currently, an 
  awakened weasel named Teekor holds this position.  In return, House Grift is afforded 
  minimal logging rights, and 15 game licenses to be distributed as they see fit, as well as 
  the acknowledgment that House Grift is the rightful protector of the lands accorded 
  House Grift in their writ of CY 228.  The Gentry Assembly is not aware of either the Mark 
  of Justice, or the requirement for an emissary from the forest.  It was believed that neither 
  would be well received by Gentry at large as it set a precedent for monitoring.  
  Terrance fathered three boys and two girls.  Per the agreement with the Gnarley 
  Rangers, Terrance sent his eldest son, Helsim, to learn the ways of the Gnarley.  Helsim 
  was made aware of his grandfather’s involvement with the slaughter of the forest’s 
  denizens but did not hold the Rangers at fault.   
  Today, the 48-year-old Helsim runs the House as a druid.  To avoid a conflict of 
  interest, Helsim will not join the Gnarley Druids, and there is no guarantee that the 
  organization would accept him.  Helsim’s 17-year-old son, Terrance II, has studied 
  extensively with the Rangers and is on the cusp of being recognized by the Seelie Court. 
   Helsim and Terrance II have done a good job of repaying the Gnarley Rangers for 
  Tybalt’s transgression. 
  Not the entire Grift household is pleased with the current situation.  Shandara, 
  Helsim’s 20-year-old daughter, feels that she should have been sent to train with the 
  Rangers instead.  She feels that the arrangement in CY 529 does not apply just to the 
  males of the family.  Much of her time is spent trying to prove herself as a paladin in an 
  attempt to show up Terrance II. 
  Though Terrance was sent to the Rangers in CY 529 in an attempt to ease 
  relations between House Grift and the Gnarley Rangers, not everyone in House Grift 
  feels the same way.  When Terrance took over the House, his brother Killian, who was 
  raised by Jaffal with contempt for the Rangers, left for Dyvers.  After changing his name 
  to Hoffer, his mother’s maiden name, he used the wealth he could take from House Grift 
  to open a wagon shop.  In CY 550, Killian gained an audience in the Gentry Assembly 
  claiming that Terrance had deserted the family by training with the Gnarley Rangers 
  instead of spending his time as he should, tending matters of the estate.  His point, which 
  was well received, was that if Terrance wanted to be a Ranger, that was fine, he should 
  be a ranger, and leave all estate matters to someone who was brought up with more of a 
  DYV7-07 The Dyvide 
   
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  DYV7-07 The Dyvide 
   
  Page 37 
  business mind.  Killian never had his dream realized however, and was killed in a freak 
  hunting accident in the Gnarley during CY 556.  His three-year-old son, Lambert, was 
  officially gentled on CY 559 and House Hoffer was created. 
  The current head of House Hoffer, Lambert Hoffer, focuses on improving his 
  business.  However, when he has the chance, he’ll always move against House Grift in 
  retribution for what he feels is an unfair persecution of his grandfather, and for what he 
  believes to be the murder of his father.  He hopes to raze a portion, if not all, of the 
  Gnarley Forest to the ground and is considering making an offer to groups within the 
  Pomarj to achieve this goal. 
  House Hoffer is not the only group that is upset with House Grift.  Spouses and 
  siblings of the elves slaughtered by the mercenaries in CY 526 are still alive and still hold 
  House Grift responsible.  Although the agreement has been made making House Grift’s 
  claims legitimate, no resident of the forest is strictly “bound” by it.   Their long memories 
  do not distinguish between Tybalt and his great grandson, Terrance II.  They feel that 
  one human death is not enough for the eight elves who were butchered.  These elves do 
  not defy the Rangers’ edict that House Grift should not be harmed, but their patience may 
  only last a few more years. 
  House Grift is now in a position of great promise.  The Grift Stables produce 
  some of the finest steeds in Dyvers.  The Gnarley does not offer up the same amount of 
  timber as it once did under the rule of Tybalt, so the mill has all but shut down.  However, 
  the forest creatures have shown Helsim where some of the choice exotic timbers lie, and 
  so Grift has begun to establish themselves as a dealer in exotics.  Exotic woods, plant 
  extracts, and game are all offered by the skilled Grift woodsmen.  The gnomes in the 
  Gnarley hills have just started to participate in trade with House Grift.  Helsim has been 
  slow to press his claim to the meager mines located there, but with consistent pressure 
  being applied by other forest groups, the gnomes are beginning to realize that they could 
  do a lot worse than House Grift, and their support is beginning to move towards Helsim.  
  In addition, House Grift uses only 10 of its hunting licenses.  The remainder is used to 
  offer (for a price) the elite of Dyvers a chance to hunt for sport within the confines of the 
  Gnarley without fear of reproach.  All game acquired in this manner is used to feed the 
  hungry in Dyvers in the name of House Grift, and there are still trophies to be had.  
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Dyvers/597/Normal Scenarios/DYV7-07 - The Dyvide (APL 2-12)/DYV7-07 - The Dyvide.pdf