TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s 
  Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected 
  under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained 
  herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  VTFIN7-02 
   
   
   
   
   
  Ley of the Land 
   
  A Five-Round Dungeons & Dragons® Living 
  Greyhawk™  
  VTF Interactive Metaregional Adventure 
  Version 1.0 
   
   
  by Mai Lee and Stephen Baker 
  Maps by Mai Lee 
  Playtesters: Gregg Peevers, Marjorie Copeland, Sarah Clare, Jeff Clare, James Wynen, Jason Hrabi 
   
   
  Capture the breath of the mountains to fan the burning heart of the plains; 
  Quench the molten gift of the earth in the crystal core of the glacier. 
  Only then will the true journey begin. 
   
  A five-part interactive set in the lands of the VTF traderoute for APLs 4-14. Four-legged creatures, 
  including Centaurs, may find the Spring and Autumn rounds very difficult to enjoy or participate in to any 
  extent.  Players can play as many or as few of the parts as they want, and can start the interactive at any 
  part even if they haven’t played any of the other four parts. However, in order to play the fifth part, a party 
  must have at least one member of the party who has successfully completed the first part, at least one 
  member the second, etc., so that collectively the party has successfully completed the first four parts. 
  Once a player has played the fifth part, no other parts may subsequently be played by that player. 
  Individual characters can claim credit for as many of the parts that they have successfully completed. 
  
  VTFIN7-02 Ley of the Land 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D® campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL™ gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need 
  copies of the following D&D rule books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in Appendix 1. For your convenience, that 
  appendix 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).  
   
   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.  
  Mundane 
  Animals Effect 
  on APL 
  # of Animals 
  1 
  2 
  3 
  4 
  C
  R
   
  o
  f
   
  A
  n
  i
  m
  a
  l 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & ½ 
  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 
  7 
  7 
  9 
  10 
  11 
  
  VTFIN7-02 Ley of the Land 
   
  Page 2 
  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 five-round VTF Metaregional 
  adventure, set in the entire VTF. All VTF 
  characters pay 2 Time Unit per round, all other 
  characters pay 4 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. 
   
  NOTES ABOUT THE AR FOR 
  THIS INTERACTIVE 
   
  The Interactive is a five round event that does not 
  have to be played over the course of the same 
  seating.  It can have different PCs involved at 
  different times.  One AR is provided for the first 
  four rounds, corresponding to the seasons of 
  Spring, Summer, Autumn and Winter. 
   
  Each round of the event (and there are five in 
  total) is the equivalent of 2 TU for an Interactive 
  (with full gp and full xp available. 
   
  If the interactive is played all at the same time, the 
  PCs only get one AR for whatever number of the 
  first four rounds they play.  If they play less than 
  four at one sitting, they get one AR for each sitting 
  that they choose to participate in (in this fashion, 
  different PCs belonging to the same player could 
  participate in different adventures forming part of 
  this Interactive). 
   
  If the PC plays all four rounds and then the final 
  round (Full Circle) they get a second AR in 
  addition to the first, but they should be numbered 
  A) and B) to reflect that they took place at the 
  same time, for Access purposes.  If the PC plays 
  the Interactive conclusion at some other point, it 
  counts as another AR. 
   
  As an Interactive, the actions of the entire 
  convention or gameday are important to the 
  outcome (the success or failure of the interactive). 
  The AR for Full Circle should not be granted to 
  anyone until the end and the results of the 
  Interactive totalled.   
   
  There is a possibility of doubling the gp gained on 
  Full Circle.  The regular amount is listed under gp 
  
  VTFIN7-02 Ley of the Land 
   
  Page 3 
  gained, the remainder is listed under “items sold” 
  and notes “adventure benefit”. 
   
  Should there be any questions not addressed 
  here, use the spirit of the five round adventure 
  within the above guidelines. 
   
   
  ADVENTURE BACKGROUND 
   
  Ley Lines 
   
  Ley lines are mystical paths that run through the 
  earth, and are often associated with magical or 
  holy sites (sacred groves, standing stones, 
  shrines), or a particular natural feature (a volcano, 
  a waterfall, an ancient oak tree).  They are 
  particularly associated with geomagnetic and 
  elemental energy. 
   
  Disrupting or corrupting them will result in the 
  disruption of those energies.  The consequential 
  effects range from abnormal weather to the 
  shifting of the geomagnetic field, and are initially 
  felt nearest to the ley lines but gradual radiate 
  further out. 
   
  Very few people are even aware of the existence 
  of ley lines, and even among those who are, they 
  are generally disregarded as a source of power, 
  since there are other more expedient and more 
  easily accessible sources.  Those who have 
  invested the time and energy required to tap the 
  ley lines, however, are often richly awarded for 
  their patience. 
   
  Attunement 
   
  Attunement to the ley lines is of importance in this 
  adventure 
  for 
  a 
  number 
  of 
  reasons. The 
  attunement itself provides for protection from the 
  environment (endure elements) and problems 
  associated with altitude. 
   
  Likewise, there are creatures at the conclusion 
  whose close proximity to the terminus of the ley 
  line has given them certain defences – those 
  attuned can bypass these and affect the creatures 
  normally. 
   
  Attunement takes 24 hours and requires constant 
  close proximity to the ley line itself. As this line is 
  not visible to most, it is sufficient to stay within 30 
  feet of the general path and 30 feet above it.  
  Exceeding these parameters, at the discretion of 
  the DM, breaks the attunement and requires a 
  further 24 hours to re-establish.  There is one 
  exception to this – in the Autumn (Earth) round, it 
  is not feasible to actually get far enough away 
  from the Ley Line to break attunement as a result 
  of the tight quarters, save by instant transport 
  magic to the surface or the like. 
   
  Geomancer Compact 
   
  The Geomancer Compact formed itself hundreds 
  of years ago but rarely has taken direct action on 
  the Oerth. They have been content to protect the 
  ley lines of the world and keep what they can of 
  the natural world protected from the machinations 
  of those who would use magic to alter their 
  environment, whether for good or evil. 
   
  Many geomancers have come and gone entirely 
  unaware of the Compact, as it seeks no power or 
  prestige and rarely approaches another unless it 
  seeks a replacement. 
   
  With the advent of the Temple of Elemental Evil 
  and their machinations, the Compact found their 
  goals threatened on all sides.  Though it had little 
  to do with the subsequent defeats of the Temple, 
  as late as just a few years ago, it watched the 
  situation with growing concern. 
   
  At long last, after the fall of the Proxy of Tharizdun 
  (in previous VTF adventures) the Compact has 
  seen a change in perspective and goals. They 
  seek to directly control the ley lines and extend 
  their power, to prevent any further efforts to 
  corrupt and otherwise affect the elements and, by 
  extension, the Oerth. 
   
  Geomancers 
   
  Geomancers have a unique advantage in this 
  particular series, as their existence is tied to the 
  ley lines themselves. 
   
  All characters with at least one level of 
  Geomancer are always considered attuned, with 
  the benefits stated in each round, regardless of 
  their time spent near or far from a given ley line. 
   
  Likewise, they benefit from additional information 
  and impressions during the course of the 
  adventure.  At any time that a skill check is 
  required for knowledge or information about the 
  ley lines or environment, geomancers gain a +10 
  circumstance bonus to the check. 
   
  
  VTFIN7-02 Ley of the Land 
   
  Page 4 
  Finally, in the Full Circle round, the Fading Lands 
  is considered to be the Ley Line of the 
  Geomancer, regardless of their actual choice (as it 
  is effectively all of them at once, no matter how 
  weakened). 
   
  Combat Tactics 
   
  When running this interactive, recall that animals 
  and magical beasts are not very intelligent in 
  general – apply the following general rule of thumb 
  for anything with an Int of 5 or less: They attack for 
  simple reasons and react without planning. As a 
  result, whenever they drop someone unconscious 
  in combat, they do not continue to attack that 
  person, regardless of the fact that a delay death 
  spell or the like may have been employed, or other 
  such concerns.  More intelligent creatures may 
  take shots at downed foes, but that is stated in 
  their tactics. 
   
  Summoning in the Rounds 
   
  Summoning creatures whose nature is tied to the 
  ley lines for the season in question has an 
  interesting effect in these rounds.  Whenever that 
  is attempted (for instance, a creature with the 
  earth subtype in Autumn) the creature itself is 
  affected as if by the Augment Summoning feat – if 
  the PC already has this feat, the effects stack for 
  the purposes of this Interactive.  The summoned 
  creature then acts normally until all foes are 
  vanquished, at which point it attacks the closest 
  target to the best of its ability (as it has been 
  corrupted by the same magics that are damaging 
  the ley lines).  Smart PCs may determine that it is 
  best to ready on the final foe falling, and then 
  dismissing their summoned creature… 
   
  Full Circle, once inside the Fading Lands, is 
  considered to be all ley lines, so that any creature 
  summoned there, regardless of original type, is 
  subject to the above. 
   
  Time of Year and Temperature 
   
  Spring 
   
  It is approaching spring equinox; however, it is 
  colder than usual and the snow remains thick and 
  heavy on the ground.  
   
  Summer 
   
  It is nearly summer solstice, and this summer is 
  one of the hottest in living memory.  There have 
  also been reports of more severe weather events 
  than normal… 
   
  Autumn 
   
  It is around the time of Autumn equinox, and it 
  seems as if an entire year’s worth of rain has 
  fallen in the past few weeks… 
   
  Winter 
   
  It is nearing the winter solstice, but it has been 
  unusually mild… 
   
  Time in the Adventure 
   
  The adventure takes place over the course of a 
  single year, covering all seasons, but it can be 
  played back to back, presuming that the PCs wish 
  to continue.  There are occasions where additional 
  TU expenditure may be requested of them but 
  there is generally an option to spend money to 
  avoid this expenditure if it is not desired. 
   
  Tables in the Interactive and Success 
   
  In order to succeed at the Interactive, at least two 
  tables must reach the Full Circle round, one low 
  (APL 4-8) and one high (APL 10-14) and both 
  must succeed.  More can reach the Full Circle 
  round, but at least one of each type must succeed 
  at the adventure round.  If this takes place at the 
  convention, the Interactive is a success.  Any 
  other result is a failure.  
   
  INNS 
   
  Each 
  introduction 
  takes 
  place 
  differently, 
  depending on the region where the Interactive 
  takes place.  They are as follows: 
   
  Ekbir – The Squinting Cat Inn in Ekbir City 
   
  Dyvers – The Three Bells Inn in the city of 
  Caltaran. 
   
  Ket – The Silver Scimitar inn just outside the walls 
  of Lopolla 
   
  Tusmit – The Gold Coin Inn in Sefmur 
   
  Verbobonc – Swan’s Rest inn located in the town 
  of Swan. 
  
  VTFIN7-02 Ley of the Land 
   
  Page 5 
   
  Zeif – Krazy Akeems Coffee House is Zeir-i-Zeif. 
   
   
  SPRING ADVENTURE 
  SUMMARY 
   
  Introduction: Roleplaying encounter. The PCs 
  receive a direct request to investigate strange and 
  unseasonal phenomena.  The request is made by 
  an Immoth, an elemental outsider who is 
  obsessed with secrets.  
   
  Encounter One: Roleplaying encounter.  The PCs 
  may either travel by their own power to Ishar, or 
  are taken there by the Immoth.  He directs them to 
  the ley lines if they go with him, asking them to 
  traverse it to the top of the Barrier Peaks. 
   
  Encounter Two: Combat encounter. The PCs 
  travel the hills and mountains of the Barrier Peaks, 
  eventually being attacked by some of the altered 
  local wildlife. 
   
  Encounter Three: Combat Encounter.  The PCs 
  reach the plateau near the terminus of the ley line, 
  guarded 
  by 
  mercenaries 
  working 
  for 
  the 
  Geomancer 
  Compact. 
   
  They 
  may 
  attempt 
  diplomacy 
  or 
  other 
  means 
  to 
  pass 
  the 
  mercenaries. 
   
  Encounter Four: Combat Encounter.  The PCs 
  encounter the final defender of the Ley Line 
  terminus, an arrowhawk.  This encounter has two 
  variations, one if the PCs have arrived quickly and 
  the other if they have attuned to the Ley Line. 
   
  Encounter Five: Roleplaying Encounter. Having 
  defeated the creature from encounter four, the 
  PCs must figure out how to capture the breath of 
  the mountain.  This can be done by carefully 
  removing a feather from the arrowhawk and 
  protecting it for later, or by other creative means.  
  This can be an involved process.   
   
  Conclusion:  
   
   
   
  PREPARATION FOR PLAY 
  As with any LG adventure, the DM should 
  ascertain all of the following before the adventure: 
  Is anyone crafting magic items? A MIC must be 
  completed before the adventure begins. 
  Does 
  anyone 
  have 
  any 
  non-class-related 
  animals? If the DM feels these will be a significant 
  factor in combat, the animal’s CR should be added 
  to the owner’s level for purposes of calculating 
  APL 
  Does any PC have game effects such as curses, 
  lycanthropy or play bonuses? 
  Ask to see all spell lists. 
  Will anyone be using out-of-game bonuses 
  (Campaign cards, buttons or tokens) and if so, 
  which ones? 
  Check PCs’ lifestyle and upkeep. 
  In addition, check the following: 
   
  Has the PC played a previous part in the VTFIN7-
  02 Ley of the Land interactive?  If so, they are 
  already aware of Marcus and his intentions. 
   
  Has the PC played VTF5-01 Bonds of Light and 
  Darkness?  If so, they recognize the Immoth as a 
  creature of Ice and get a bonus to further checks. 
   
  SPRING 
   
  INTRODUCTION 
   
  Winter seems to be lingering longer this year.  
  Even though it is almost time to celebrate the 
  spring equinox, it has been considerably 
  cooler than normal.  Throughout the lands of 
  the 
  VTF 
  traderoute, 
  the 
  main 
  topic 
  of 
  conversation seems to be the unseasonably 
  cold weather. 
   
  There are additional strange phenomena, 
  rumoured to be associated with the weather:  
  magnetic compasses are no longer reliable, 
  and the spring bird migrations have been late 
  and sporadic. 
   
  You have been enjoying the warmth of the 
  hearth in the inn/coffee house, and the 
  company 
  of 
  some 
  fellow 
  adventurers, 
  generally reluctant to brave the cold if you can 
  avoid it. 
   
  Characters should introduce themselves at this 
  point. 
  
  VTFIN7-02 Ley of the Land 
   
  Page 6 
   
  Just as the server is placing a steaming mug 
  of mulled wine on the battered table in front of 
  you, a creature suddenly appears:  he looks 
  very similar to a dwarf…except that he is 
  almost 10 feet tall, has a long tail tipped with a 
  vicious stinger, and is made entirely of ice. 
   
  Any PCs who have played any other parts of 
  VTFIN7-02 
  Ley 
  of 
  the 
  Land 
  immediately 
  recognize him as Marcus, an Immoth. Any PCs 
  who have played VTF5-01 Bonds of the Light 
  and Darkness recognize the creature as an 
  Immoth (Monster Manual II for reference). PCs 
  recognizing Marcus gain a +4 circumstance 
  modifier to their Knowledge check. Anyone else 
  can now make a DC 19 Knowledge (the planes) 
  check to identify the creature as an Immoth.   
   
  DC 19 – This creature is an Immoth, an elemental 
  creature of ice and cold devoted to obtaining 
  secrets across the planes.  The stinger on the tail 
  delivers a vicious poison. 
   
  DC 24 – The Immoth are powerful natural 
  spellcasters, casting spontaneously although they 
  cannot channel any fire energy at all.  Ice runes 
  across their body allow them to cast spells as free 
  actions each turn. 
   
  DC 29 – Immoth are cold subtypes, with an 
  immunity to cold and vulnerability to fire.  They 
  possess a good level of SR and some resistance 
  to non-magical weaponry. 
   
  DC 34 – Fanatical about the secrets that they 
  seek, Immoth frequently bargain rather than fight.  
  Although not very lawful, they always hold to a 
  bargain involving the exchange of a secret. When 
  forced into combat, Immoths almost invariably rely 
  upon their spells despite being reasonable 
  combatants. 
   
  [Note to DMs – Immoths are Neutral and fanatical 
  about obtaining and knowing secrets. For the 
  purpose of this adventure, treat them as strictly 
  Lawful if presented with an offer or Diplomacy 
  involving a secret.] 
   
  His eyes alight on you as he scans the room, 
  and says, “Ah, the spell worked.  For those 
  whom I have met before, greetings.  For those 
  whom I have not, my name is Marcus, and I 
  bear some knowledge of grave importance. 
   
  “This cold weather is just one of many 
  unexplained and unnatural anomalies that are 
  currently affecting this land.  You may have 
  noticed the late return of the migrating birds 
  and the inability of magnetic compasses to 
  function with any accuracy. 
   
  “Unfortunately, my brethren and I do not have 
  the resources to investigate these anomalies, 
  which we believe are all interconnected.  
  Moreover, as elemental creatures, we are 
  particularly susceptible to these changes 
  ourselves. Therefore, we are seeking the aid of 
  some brave adventurers to seek the answer to 
  this mystery.  Will you accept this challenge?” 
   
  Marcus is reluctant to reveal any additional 
  information unless the characters agree to help, 
  as Immoths are obsessed with gathering and 
  keeping secrets.  However, if questioned, he will 
  provide the following information: 
   
  1. What’s in it for us? 
   
  “We will reward you for any information you can 
  obtain.  Although we do not typically deal in 
  material goods, in your terms, we can offer 
  [100GP per APL per person] when you hand over 
  that information to me.” 
   
  2. Can you tell us any more information? 
   
  “While my brethren and I have not conclusively 
  solved the mystery of these phenomena, we 
  believe that the ley lines of this world are being 
  manipulated.  There are very few powers that 
  could undertake this without any obvious signs. 
   
  “Therefore, we believe the answers will reveal 
  themselves by following the ley lines.  Our 
  divinations have revealed the following: 
   
  Capture the breath of the mountains to fan the 
  burning heart of the plains; 
  Quench the molten gift of the earth in the crystal 
  core of the glacier. 
  Only then will the true journey begin. 
   
  “We’ve carried out further investigations, which 
  have indicated that the changes emanate from 
  four specific ley lines.  Of these four, currently the 
  most active one is located high in the mountains.” 
   
  3. What the *bleep* is a ley line? 
   
  
  VTFIN7-02 Ley of the Land 
   
  Page 7 
  “A ley line is a mystical line or path in the earth.  
  Ley lines are often connections between magical 
  or holy sites, and are invisible to anybody but the 
  most highly attuned.  They are associated with 
  elemental 
  and 
  geomagnetic 
  energy, 
  so 
  manipulating or disrupting them would cause the 
  effects I have already mentioned.” 
   
  4. Is there any aid you can provide? 
   
  “I can provide you with a geomancer’s compass 
  that will help you find your destination.  Unlike a 
  regular compass, it is specifically attuned to guide 
  you to the ley lines, and will help keep you to the 
  right path.” 
   
  5. Do you have any additional advice? 
   
  “As much as possible, try not to deviate from the 
  ley lines. 
   
  “Each ley line is affiliated with an individual 
  element.  You should take that into account when 
  making your preparations for your journey.  
  Currently, the most active of the ley lines is 
  associated with air.” 
   
  6. How do we contact you with any information 
  we have found? 
   
  “I will arrange for a sending to one of you once per 
  day for the next two weeks.  If you discover 
  anything important, advise me during the sending 
  and I will meet you in person.” 
   
  5. Will we need any supplies or gear? 
   
  “I am going to arrange for you to travel to a 
  mountainous area.  If you need food or drink, I 
  would suggest you arrange for that, as well as 
  cold weather gear and climbing gear.” 
   
  Further Information from Marcus 
   
  Marcus is an Immoth and secrets are vital to their 
  ongoing existence.  As a result, he is very 
  reluctant to share anything further with the PCs, as 
  he feels he is essentially hiring them for this task.  
  Nevertheless, it is possible to get more details 
  from him, by sharing secrets. 
   
  The first and most simple way to share secrets is 
  to expend Influence points.  Influence from any 
  source of importance is sufficient (so if a small 
  village gave you an Influence point with them, that 
  would not be terribly useful and could not be 
  expended), all at the discretion of the DM. For 
  every two Infuence Points expended, provide one 
  secret from the following list. 
   
  The second and more complex choice is an actual 
  secret from the PC. The value of the secret should 
  be determined by the DM and inconsequential or 
  unimportant secrets get no consideration. If, 
  however, they share something of true relevance, 
  release a detail from the following list: 
   
  - 
  “The breath of the mountain” seems to 
  refer to the air above the mountain, 
  particularly the air above the ley line. 
  - 
  “Capturing” the breath of the mountain 
  might be accomplished in several ways.  
  For example, it may be “captured” in the 
  feathers or wings of a creature that has 
  flown in the mountain air above the ley 
  line, but there may be other creative 
  solutions; 
  - 
  Prolonged unbroken contact with the ley 
  lines will give the PCs some advantages, 
  similar to those gained by geomancers. 
  - 
  Those behind the disruption of the ley 
  lines must have arcane or divine powers, 
  or possibly both, to hide themselves as 
  well as they have; 
  - 
  It is more than likely, given some 
  unconfirmed sightings near the various 
  areas, that they are also employing 
  mercenaries to assist in their defense – it 
  is possible these can be bought off or 
  diplomacized, thereby avoiding combat. 
   
  Development 
  If the PCs accept the task, proceed to 1: Hilly.  If 
  the PCs refuse the task, proceed to Conclusion. 
   
  Creatures 
   
  All APLs 
   
  Marcus, large elemental, hp 174; See 
  Appendix One. 
   
   
  1: HILLY  
   
  The Immoth bows.  “As you have accepted the 
  task, I shall provide further details.  The ley 
  line that is currently most active is located 
  within the Barrier Peaks, south of Ket. 
   
  “In order to approach the area of strongest 
  influence, I suggest you stay on or as close to 
  
  VTFIN7-02 Ley of the Land 
   
  Page 8 
  the ley line itself as possible.  My suggestion is 
  that you start near the village of Lishar, in 
  southern Ket.  I can transport you to that 
  location, or you can travel there as you see fit. 
   
  “If 
  you 
  wish 
  to 
  accept 
  my 
  offer 
  of 
  transportation, I shall await you outside.  
  Otherwise, I wish you safe journey, and I will 
  contact you via the sending tomorrow.” 
   
  At this stage, the PCs can travel on their own into 
  the mountains with instant or fast transport magic 
  of their own.  If so, proceed to Fast Movement in 
  this Encounter. If they want to accept the 
  transportation offer of the Immoth, proceed to 
  Slow Adjustment.  Should the PCs have some 
  other option available, the DM should consider the 
  two options and choose the most applicable. 
  Slow Adjustment 
  Marcus can teleport up to five medium-sized 
  people at a time to Ishar. He has up to a dozen 
  such spells per day and is not considered to fail in 
  his attempts, which should be sufficient to 
  eventually convoy any and all PCs and relevant 
  animal companions. 
  Ishar is a small village, with 20 houses and about 
  110 inhabitants, vast majority being Baklunish 
  Human and three Halflings. It has a small tavern 
  and a blacksmith, but not much else.  Basic 
  supplies can be gathered here but nothing worth 
  more than 10 gp, but also including a climber’s kit, 
  in the Player’s Handbook. 
   
  At Ishar, Marcus allows the PCs the opportunity to 
  rest overnight, knowing that the next day they are 
  to travel into the foothills and then the mountains 
  themselves of the Barrier Peaks. He warns them 
  that four-legged creatures are likely to have a very 
  difficult time in the mountains and should be left 
  behind.  Creatures with climb speeds and the like 
  should have no issues. 
   
  If a PC does have such an animal companion of 
  this nature, Marcus suggests summoning another 
  and waiting the extra day (he has no issues with 
  this delay) or leaving the animal companion 
  behind. 
   
  The next day, Marcus provides the geomancer’s 
  compass.  It is a small, flat circular object made of 
  wood, approximately 4 inches in diameter, 
  engraved with several concentric rings of runes or 
  symbols.  In the center is a pair of small, rotating 
  needle, both of which spin slowly and seemingly 
  randomly, first in one direction, and then another, 
  without stopping on any compass point. 
    
  The runes are not a language, but symbols for ley 
  lines and elemental energies.  It is a DC 20 
  Knowledge 
  (arcane 
  or 
  nature) 
  or 
  DC 
  25 
  Knowledge (geography) to recognize the symbols 
  and to know the basics of employing the compass.  
  For anyone else Marcus advises that the compass 
  will guide the PCs to and along a ley line, and will 
  also indicate the particular element of the ley line 
  when traveling along it.  If they leave the ley line, 
  the needles will once again return to their random 
  spinning. The symbols for this path are provided 
  by the Immoth. 
   
  As a natural compass associated with the ley 
  lines, the compass is not a magical device. This is, 
  instead, a supernatural ability of the compass that 
  is permanently on. 
   
  That morning, Marcus shows the PCs the path into 
  the foothills associated with the ley line and 
  advises them to use the compass and not stray 
  from the path. 
   
  Fast Movement  
   
  The Immoth looks amused – inasmuch as a 
  large-sized creature made of ice can appear 
  amused.  
   
  “Very well, the choice is yours,” he says as he 
  conveys an excellent description of the 
  location at the top of the Barrier Peaks.  “Good 
  luck.” 
   
  Those traveling in this fashion do not get the 
  geomancer’s compass, as he has no reason to 
  doubt they will find the location. 
   
  At this stage, prior to departure, anyone with 
  Knowledge (nature) or an appropriate profession 
  (mountain guide or the like) can attempt a DC 15 
  Skill check. Success reveals that the altitude of the 
  mountain at that height will prove difficult for 
  exertions and there is likely to be a significant 
  exposure from the cold.  The PCs may choose to 
  adopt defences as they see fit, or alternatively 
  attempt to approach via a slower means (such as 
  Slow Adjustment earlier in this Encounter). If 
  they do choose to go via Slow Adjustment, Marcus 
  does indeed present them with the compass at 
  that point. 
   
  Development 
  
  VTFIN7-02 Ley of the Land 
   
  Page 9 
  If the PCs chose Slow Adjustment, proceed to 2: 
  Snacktime.  If the PCs chose Fast Movement, 
  proceed to 4 (b):  Arrival! 
   
   
  2: SNACKTIME 
   
  Your movement into the hills and then the 
  mountains of the Barrier Peaks is slow yet 
  steady.  The geomancer’s compass proves to 
  be 
  a 
  capable 
  guide, 
  if 
  not 
  a 
  fully 
  accommodating one as it takes a path that is 
  difficult yet direct.  The compass needles have 
  been steadily aligned to the symbols Marcus 
  showed you since the march began and, 
  despite the increasing altitude, the impact of 
  the temperature and climate in the mountains 
  has lessened to virtually nothing. 
   
  The hills are now far below, a memory of the 
  first four hours on this trek.  Two days of travel 
  up sheer rock faces and through narrow 
  gorges is taking you up into the mountains of 
  the Barrier Peaks. 
   
  Four-Legged Creatures in the Mountains 
   
  Unless the party has a viable means of allowing 
  for the transport of a four-legged animal, they 
  cannot pass along the route taken. Long cliff-
  faces, treacherous narrow paths and the like all 
  preclude such movement.  PCs with magical or 
  mundane means of avoiding such a condition 
  should be rewarded, but otherwise any four-
  legged creature of this type is simply not going to 
  make the trip.  Creatures with climb speeds of any 
  type (high climb checks are NOT sufficient) may 
  pass along the route. 
   
  The Route 
   
  The geomancer’s compass has aligned the PCs to 
  the power of the ley line upon which they travel.  
  As a result, all benefit from attunement (see 
  Adventure Background) 24 hours after they 
  start.  In essence, they have a constant endure 
  elements and are also automatically adjusted to 
  the elevation at which they are traveling.  
   
  Otherwise, the trip into the mountains is an 
  opportunity to make observations and note 
  possible changes in the weather and surrounding 
  region. 
   
  Anyone may attempt a DC 10 Spot check during 
  the course of the travel to note that a goodly 
  amount of hardy mountain vegetation is under ice, 
  implying that the weather here has been colder 
  than usual and moved down the mountain. 
   
  Anyone may also attempt a DC 15 Knowledge 
  (nature) or Knowledge (geography) check to 
  realize that many of the small streams and ice 
  packs have yet to melt, which should have taken 
  place a few weeks ago at least. 
   
  A DC 22 Craft (herbalism) or Knowledge (nature) 
  check notes that many of the plants in the area of 
  the mountains are still dormant, when they should 
  have long since started to grow for the year. 
   
  A DC 23 Survival check with the Track feat, or 
  Knowledge (nature) check indicates that the 
  wildlife in the area has lessened with the impact of 
  an extended cold period, and those that yet 
  remain are quite hungry and desperate.  Anyone 
  making 
  this 
  particular 
  check 
  gains 
  a 
  +2 
  circumstance bonus to their Spot and Listen 
  checks for the remainder of this adventure. 
   
  Camp Site 
   
  The PCs should be encouraged to set up camp at 
  some point, to indicate their watch cycles and 
  typical procedures on watch.  This includes the 
  presence of a fire (if they bring firewood…), 
  torches or the like and other issues. 
   
  Changed Environment 
   
  Creatures in the area have been severely 
  impacted by the altered ley line. Aside from the 
  changes to the weather and surroundings that has 
  been taking place, the creatures are adapting 
  rather dramatically to an air environment. 
   
  In this particular case, it means that the local 
  carnivores have adapted by means of wings, 
  which have been encouraged by the energies of 
  the ley line itself, though that part is naturally 
  unknown to the creatures. 
   
  The winged leopards and tigers are, however, 
  hungry as a result of the extended winter.  The 
  smell of food on the wind attracts them. Should the 
  PCs campsite be visible at night, they attack then 
  (with all the attendant problems that may bring), at 
  4 am.  If not, this attack occurs during daylight 
  hours, at 9 am. 
   
  
  VTFIN7-02 Ley of the Land 
   
  Page 10 
  This should reward cautious parties, as the 
  attacking creatures can be spotted at quite some 
  range. 
   
  Tactics 
   
  There is no map for this encounter.  Determine the 
  location of the PCs and derive one from their 
  actions.  There should be little or no cover 
  available in the terrain, aside from cliff walls and 
  the like. 
   
  Night (5 am): Approaching flying and at night, the 
  attackers go for the standing or sitting sentries 
  first, showing no mercy. If someone ceases to 
  move, they attempt to grab that person and leave 
  (to eat). Recall that they are animals – they react 
  to pain and do not move to establish flanks or the 
  like.  They are, however, rather starved and need 
  this food – they fight until reduced to less than 
  10% of their individual starting hp.  Unless there is 
  some mitigating factor, the attackers start with a 
  surprise round. 
   
  Day (7 am, just at dawn): The creatures 
  approach flying as well, but this time they entirely 
  obvious.  Given their lack of real cover, they are 
  impossible to miss at less than 300 feet.  Provide 
  everyone in the party an opportunity to make a 
  Spot check – add the highest result times 10 in 
  feet to 300, and that is the starting distance for the 
  encounter.  For instance, if the highest check is a 
  32, add 320 feet to 300 feet, with a starting 
  distance of 620 feet.  The attackers start at a 
  nominal 20 feet above the starting height of the 
  PCs. Roll initiative normally at this point. 
   
  As with Night, note that the attackers are animals 
  – they react to pain and do not move to establish 
  flanks or the like.  They are, however, rather 
  starved and need this food – they fight until 
  reduced to less than 10% of their individual 
  starting hp. 
   
  Creatures (EL+1 for surprise, at times) 
   
  APL 4 (EL 5 or 6) 
  Winged Snow Leopards (2), Medium magical 
  beast, hp 24 each, see Appendix One;  
  APL 6 (EL 7 or 8) 
  Elite Advanced Winged Snow Leopards (2), 
  Medium magical beast, hp 50 each, see 
  Appendix One;  
  APL 8 (EL 9 or 10) 
  Winged Dire Siberian Tiger, Large magical 
  beast, hp 144, see Appendix One;  
  APL 10 (EL 11 or 12) 
  Elite Advanced Winged Dire Siberian Tiger, 
  Large magical beast, hp 209, see Appendix 
  One;  
  APL 12 (EL 13 or 14) 
  Elite Very Advanced Winged Dire Siberian 
  Tiger, Large magical beast, hp 300, see 
  Appendix One;  
  APL 14 (EL 15 or 16) 
  Elite Very Advanced Winged Dire Siberian 
  Tigers (2), Large magical beast, hp 300 each, 
  see Appendix One;  
  Development 
   
  Checking the creatures, the PCs might want to 
  see if they qualify as “the breath of the mountain”. 
  The creatures in no way radiate magic of any kind 
  but there was nothing indicating this would be the 
  testing feature… 
   
  Anyone with the geomancer’s compass should be 
  advised that their experience with it implies that 
  close proximity at all times to the ley line appears 
  required, and that these creatures range quite 
  substantively. Otherwise, there is no indication 
  one way or another if this is the “breath of the 
  mountain”. Then again, the ley line continues and 
  this is obviously not the end (all PCs should be 
  provided with a DC 5 Int check to recognize this 
  fact). 
   
  Proceed to 3: Disciples if the PCs continue on.  If 
  they turn back now, proceed to Conclusion. PCs 
  may choose to rest at this point with no negative 
  effects – both the Disciples and arrowhawk 
  remain. 
   
  Treasure  
   
  None 
   
   
  3: DISCIPLES  
   
  The day has dawned beautifully, clear and 
  cold, though the air and altitude have little 
  impact on you.  Upwards the ley line continues 
  
  VTFIN7-02 Ley of the Land 
   
  Page 11 
  inexorably, as if seeking the highest peak in 
  this mountain chain.  The Barrier Peaks yield 
  to your advance slowly and progress is limited 
  until the early afternoon. 
   
  A plateau emerges into view, only a few tens of 
  feet 
  away 
  now, 
  hidden 
  by 
  the 
  Peaks 
  themselves. 
   
  The 
  hired 
  mercenaries 
  of 
  the 
  Geomancer 
  Compact await the PCs at this point.  Refer to map 
  1) for the locations of the Disciples on the plateau.  
  Unless extraordinary precautions have been noted 
  to this point, the Disciples see and hear the PCs 
  approach and prepare accordingly. Modify the 
  following box text accordingly if the PCs change 
  their course of action.  Note that the Climb check 
  for the mountain here is DC 10 and that the PCs 
  should define their “marching” or climbing order 
  prior to box text. 
   
  As you pull yourself that last foot onto the 
  plateau, you see that it is small, maybe a few 
  hundred feet wide and long.  On the far side, 
  near the mountain itself, a jagged crack in the 
  wall belies an opening.  Soft blue light shines 
  from that opening, at odds with the harsh 
  sunlight above.  
   
  Small boulders and rocks lie strewn on the 
  plateau, the ancient remnants of avalanches 
  and the like. The geomancer’s compass points 
  forward, toward the opening. A swirling wind 
  picks up but is not a danger to movement. 
   
  A single creature stands from behind one of 
  the boulders, a two-bladed sword in both 
  hands, and stares at you.  The creature is a 
  large humanoid and points back down the 
  mountain. 
   
  “Go,” it says loudly.  “You are not welcome 
  here and I cannot let you pass.” 
   
  Environment and Layout 
   
  The plateau is 200 feet long (wide) and 70 feet 
  deep, from the edge of the cliff leading up to it, 
  until the mountainside through which the PCs 
  must pass to reach the source of the ley line.  
  There are random scattered large boulders on the 
  map (occupying four squares), laid out as the DM 
  decides, noting that some clearly visible charge 
  lanes (for the Disciples when they are flying) 
  should be available.  The plateau itself is covered 
  in scattered small boulders and this approximates 
  scree. 
   
  The small boulders (scree) are all difficult terrain.  
  The larger boulders can be used for cover.  Many 
  of said boulders also have a slight overhang, 
  allowing cover from anyone above the PC or NPC. 
   
  The winds on the plateau are 11 mph+ and no 
  threat, but constantly swirl and confuse any 
  possibility of scent working.  Any blindsight or 
  similar vision that is also dependent in any fashion 
  on smell does not work either. 
   
  The Disciples have moved to within 50 feet of the 
  edge of the plateau and hidden themselves 
  (where there are more than one). Their plan is 
  simple – attack when they see the first PC 
  climbing up. The DC to Spot them is 24 before 
  they move again (in other words, to prevent 
  Surprise) is as follows and takes into account 
  varying situational modifiers. 
   
  It is possible to use Listen in place of Spot with the 
  same DC noted above, but add a situational +16 
  to the difficulty to take into account the loud, wind-
  swept location. 
   
  Surprising the Disciples 
   
  It is entirely possible that a very cautious or 
  capable party can surprise the Disciples. They 
  generally stay within the debris field and lie 
  against 
  rocks, 
  with 
  complete 
  cover 
  and 
  concealment from above. Modify the above 
  accordingly if they are surprised. 
   
  Diplomacy 
   
  It is quite possible to diplomacize or buy off the 
  Disciples after the opening statement. Although 
  quite serious about their mercenary contract, they 
  are also very pragmatic – an offer of more money 
  or a superbly well-worded ultimatum or offer might 
  well convince them to step aside. 
   
  If a move is made by any one PC toward 
  Diplomacy, they may attempt this normally, 
  suffering the -10 for rushed attempts. If no other 
  PC takes hostile actions of any kind (and moving 
  forward or casting spells of any type is considered 
  hostile, as the Disciples cannot Spellcraft), a 
  second attempt may then be made (if the first fails) 
  as the Disciples listen to the arguments and allow 
  the matter to drop out of initiative. 
   
  
  VTFIN7-02 Ley of the Land 
   
  Page 12 
  The PCs must succeed at moving the attitude of 
  the Disciples to at least Friendly. If their attitude is 
  shifted to Friendly they let the PCs pass by and 
  this Encounter is considered defeated. If their 
  attitude is shifted to Helpful they provide all details 
  and allow the PCs to pass by, and this Encounter 
  is considered defeated. Anything less is a failure 
  and combat begins immediately – no further 
  Diplomacy may be attempted, nor may the 
  Disciples be offered cash. 
   
  Offering cash also works amazingly well.  Each 
  Disciple must be offered 150 gp per APL (so 600 
  gp at APL 4, for instance) and this moves their 
  attitude to Friendly.  Double this amount moves it 
  to Helpful.  Anything less is insufficient although 
  Diplomacy may still be attempted.  If that is not, or 
  it fails, combat begins immediately. 
   
  Tactics 
   
  The disciples are lawful, organized and interested 
  in their chosen careers – which means that they 
  attack in an efficient pattern, avoiding attacks of 
  opportunity and learning from mistakes. They 
  concentrate on a single enemy until it is down, 
  making no predetermination of danger until 
  combat is actually underway.  They seek 
  honorable combat and choose not to attack 
  downed foes, although they do not expect the 
  same courtesy in return. 
   
  The Disciples are confident in their skills and 
  abilities.  When facing only one or two opponents, 
  they do not use their Flurry of Strikes ability – only 
  if three or more opponents engage them, whether 
  in melee or at range, do they choose to employ 
  this ability. 
   
  Creatures 
   
  APL 4 (EL 6) 
  Defender 
  Skullcrusher, 
  Large 
  Giant, 
  Exoticweaponmaster 1, hp 100, see Appendix 
  One;  
  APL 6 (EL 8) 
  Half-Blue Dragon Defender Skullcrusher, 
  Large Dragon, Exoticweaponmaster 1, hp 118, 
  see Appendix One;  
  APL 8 (EL 10) 
  Half-Blue Dragon Defender Skullcrusher, 
  Large Dragon, Exoticweaponmaster 1/Ftr2, hp 
  145, see Appendix One;  
  APL 10 (EL 13) 
  Half-Blue Dragon Defender Skullcrusher, 
  Large Dragon, Exoticweaponmaster 1/Ftr2, hp 
  145, see Appendix One; 
  Half-Blue Dragon Defender Skullcrusher, 
  Large Dragon, Exoticweaponmaster 1/Ftr4, hp 
  172, see Appendix One;  
  APL 12 (EL 15) 
  Half-Blue Dragon Defender Skullcrushers (3), 
  Large Dragon, Exoticweaponmaster 1/Ftr4, hp 
  172 each, see Appendix One;  
  APL 14 (EL 17) 
  Half-Blue Dragon Defender Skullcrushers (6), 
  Large Dragon, Exoticweaponmaster 1/Ftr4, hp 
  172 each, see Appendix One;  
   
  Questioning the Disciples 
   
  It is possible to question the Disciples, whether 
  after defeating them or after using Diplomacy or 
  the like to bypass them.  They are generally free 
  with the following information however they 
  provide no answers is threatened with death or 
  significant injury (as they then view that course as 
  likely inevitable and see no reason to provide 
  further details). 
   
  Although free with these answers, they know little 
  beyond what is provided.  Disciplined and well-
  trained, they keep their minds focussed on a 
  single blue light while answer questions – if 
  anyone is attempting magic to monitor their 
  thoughts, the Disciples benefit from a +4 
  circumstance bonus to their Will save to Resist.  If 
  they are somehow fatigued or exhausted prior to 
  questioning, they do not receive this benefit. 
   
  How do you come to be here? 
   
  We exchanged services with a dwarf and his 
  companions used instant transport magic to bring 
  us to the base of this mountain.  We climbed it, 
  using a path they described, and camp here, 
  guarding the entrance beyond.  Once a week, 
  food is transported instantly to us, replenishing our 
  supplies. 
   
  What lies beyond that entry? 
   
  A large natural amphitheatre filled with benign 
  energy and arrowhawks.  Four-winged creatures 
  
  VTFIN7-02 Ley of the Land 
   
  Page 13 
  of the air, if you do not know what they are by their 
  name. 
   
  How far until the amphitheatre is reached? 
   
  It is perhaps 200 feet at most. 
   
  What do you know of the ley lines? 
   
  They are natural lines of energy invisible to our 
  sight.  Although connected to all the elements that 
  comprise our world they are not so easily seen as 
  the manifest forms of the world, such as 
  mountains, forests and the like. 
   
  What do you know of this ley line? 
   
  The ley line is obviously powerful here. The 
  energy in the amphitheatre could be that energy 
  manifest, in actual fact, though that would be 
  highly unusual.  It is clearly connected to Air, 
  possibly the winds and the sky itself. 
   
  Have you noticed the unusual animals in the area 
  or any problems with the ley line? 
   
  We are monks. We sit and observe. The creatures 
  here are adapting quickly, unnaturally so, and 
  something must be affecting the ley line itself, we 
  have decided. Those that hired us instructed us to 
  prevent any from reaching or interfering with the 
  energies 
  beyond 
  and 
  their 
  motives 
  now 
  seem…less than forthright. 
   
  Who hired you/retained you? 
   
  A young dwarf by the name of Girell Stonemason 
  came to our order a few months ago, offering the 
  services of his compatriots to repair many 
  damaged parts of our monastery, affected as it 
  was by an earthquake.  For that and additional 
  specific payments for each Disciple, we came 
  here.  At one point, though I know not the context, 
  he mentioned his superiors called themselves the 
  Geomancer Compact, though he would speak no 
  more of it when pressed. 
   
  Where is your monastery? 
   
  We will not provide you exact directions, but it is 
  deep within the Yatil Mountains, in an area 
  currently under assault by creatures from the 
  Plane of Shadow. 
   
  Do you know what the “breath of the mountain” 
  might be? 
   
  Perhaps a creature of the Air?  Not specifically, 
  no, that reference is foreign to us. 
   
  Is there anything important you want to tell us we 
  have not asked? 
   
  Pose a question and I will do my best to answer. 
   
  Treasure 
  (Item 
  access 
  is 
  gained 
  if 
  Diplomacy is successful) 
   
   
  APL 4: Loot: 126 gp; Coin: 100 gp; Magic: 
  +1/+1 two-bladed sword (441 gp each), +1 vest of 
  resistance (83 gp each), ring of counterspells (375 
  gp each). 
   
  APL 6: Loot: 126 gp; Coin: 150 gp; Magic: 
  +1/+1 two-bladed sword (441 gp each), +1 vest of 
  resistance (83 gp each), ring of counterspells (375 
  gp each). 
   
  APL 8: Loot: 1 gp; Coin: 200 gp; Magic: +1/+1 
  two-bladed sword (441 gp each), +1 vest of 
  resistance (83 gp each), +1 breast plate (113 gp 
  each), gloves of dexterity +2 (333 gp each), ring of 
  counterspells (375 gp each). 
   
  APL 10: Loot: 2 gp; Coin: 250 gp; Magic: 
  +1/+1 two-bladed sword (441 gp each), +1 
  flame/+1 two-bladed sword (941 gp each), +2 vest 
  of resistance (333 gp each), +1 breast plate (113 
  gp each), +2 mithral breast plate (773 gp each), 
  gloves of dexterity +2 (333 gp each), gloves of 
  dexterity +4 (1333 gp each), +1 ring of protection 
  (167 gp each), ring of counterspells (375 gp each). 
   
  APL 12: Loot: 3 gp; Coin: 300 gp; Magic: +1 
  flame/+1 two-bladed sword * 3 (941 gp each), +2 
  vest of resistance * 3 (333 gp each), +2 mithral 
  breast plate * 3 (773 gp each), gloves of dexterity 
  +4 * 3 (1333 gp each), +1 ring of protection * 3 
  (167 gp each), ring of counterspells *3 (375 gp 
  each). 
   
  APL 14: Loot: 6 gp; Coin: 350 gp; Magic: +1 
  flame/+1 two-bladed sword * 6 (941 gp each), +2 
  vest of resistance * 6 (333 gp each), +2 mithral 
  breast plate * 6 (773 gp each), gloves of dexterity 
  +4 * 6 (1333 gp each), +1 ring of protection * 6 
  (167 gp each), ring of counterspells *6 (375 gp 
  each). 
   
  Development 
   
  Continuing on through the crack in the mountain 
  leads to the terminus of the ley line, 200 feet 
  through the mountainside. Proceed to 4 (A): 
  Arrival. 
   
  
  VTFIN7-02 Ley of the Land 
   
  Page 14 
  If the PCs wish to rest at this point, they may with 
  no repercussions.  The arrowhawk does not exit 
  the area and is still present when they move in.  If 
  the PCs wish to abandon their mission at this 
  point, proceed to Conclusion. 
   
   
  4 (A): ARRIVAL  
   
  The tunnel glows a soft blue and small motes 
  of light dance in the breach in the mountain.  
  As the path progresses, the light grows in 
  intensity, gradually revealing a natural open air 
  amphitheatre 200 feet through the mountain.  
  The motes of light erupt from a visible pulsing 
  font of energy, although all feels calm and 
  peaceful, with no threat. 
   
  At this point, advise the PCs that the motes of light 
  are clinging to their clothes and skin, with no 
  impact but making hiding and similar activities 
  entirely impossible. The energy cannot be 
  effectively negated and simply exists.  From a 
  game perspective, it acts like a permanent faerie 
  fire effect unless subject to such things as an anti-
  magic field or the like. 
   
  At this stage, also take into account the 
  environment, being 5000+ feet above sea level.  
  Refer to the DMG for altitude impact, unless the 
  PCs have protected themselves accordingly. 
   
  In the amphitheatre proper, a creature of the 
  air flies back and forth, all four wings giving it 
  a perfect ability to maneuver. Catching sight of 
  you as you turn the last corner to the area, it 
  moves forward in a hostile manner. 
   
  Tactics and Layout 
   
  The entirety of whatever map is provided is 
  considered to be the size of the amphitheatre 
  (minimum of 200 feet on both sides) in a square.  
  The PCs enter from the tunnel and the Arrowhawk 
  is in the air, 50 feet up and 50 feet from the 
  entrance when they near the amphitheatre.  There 
  is no significant terrain in the amphitheatre itself 
  and it is a solid rock surface. 
   
  The arrowhawk fights to the death. It has little 
  interest in Diplomacy, even if it understands the 
  PCs.  To be frank, they cannot offer anything this 
  Ley Line does not already give (a hugely 
  comfortable existence and free food all the time 
  provided by the Geomancers). On the other hand, 
  anyone succeeding at an excellent Diplomacy 
  check (as per the PHB) will be eaten last…but it 
  never gains a permanent attitude that is better 
  than indifferent. 
   
  The arrowhawk always targets either those that hit 
  it for damage, or spellcasters until it has no other 
  targets.  It uses the height it has by flying to 
  remain out of reach.  Note that the PCs cannot go 
  more than ten feet off the ground or they lose the 
  benefits 
  of 
  attunement, 
  even 
  here. 
   
  The 
  arrowhawk, having been exposed for a much 
  longer period of time and being a creature of Air, 
  has no such disadvantage. 
   
  Attuned 
   
  The arrowhawk(s) is protected by DR, having 
  absorbed energy from the Ley Line here for a long 
  period of time.  That same energy permeates 
  anyone who is “attuned” and they can bypass all 
  such DR. 
   
  The same energy allows the arrowhawk to 
  empower it’s electricity ray to bypass any and all 
  protections that might be granted to the PCs.  This 
  is NOT any form of multiplication of damage or the 
  like – it simply allows them to avoid electricity 
  resistance or immunity of any type. 
   
  Creatures 
   
  APL 4 (EL 6) 
  Advanced Arrowhawk, Medium Outsider, hp 
  63, see Appendix One. 
  APL 6 (EL 8) 
  Advanced Arrowhawks (2), Medium Outsider, 
  hp 63 each, see Appendix One. 
  APL 8 (EL 10) 
  Advanced Elder Arrowhawk, Huge Outsider, 
  hp 189, see Appendix One. 
  APL 10 (EL 12) 
  Advanced Elder Arrowhawk, Huge Outsider, 
  hp 231, see Appendix One. 
  APL 12 (EL 14) 
  Advanced Elite Elder Arrowhawk, Huge 
  Outsider, hp 299, see Appendix One. 
  APL 14 (EL 16) 
  
  VTFIN7-02 Ley of the Land 
   
  Page 15 
  Advanced 
  Elite 
  Gargantuan 
  Elder 
  Arrowhawk, Gargantuan Outsider, hp 375, see 
  Appendix One. 
  Treasure   
   
  None 
   
  Development 
  If the PCs retreat at any time, the Arrowhawk 
  allows them to go and does not pursue, save if the 
  PCs start using ranged weaponry (in which case it 
  goes after them with a vengeance).  If the PCs 
  return later that same day, it is still present and 
  can be fought.   
   
  Should they defeat the Arrowhawk at any time, 
  proceed to 5: Breath of the Mountain. 
   
  If they rest or delay until the next day, the 
  Geomancer Compact acts and removes the 
  Arrowhawk from the area.  Proceed to Conclusion. 
   
   
  4 (B): ARRIVAL!  
   
  A creature of the air flies back and forth above 
  you in an open amphitheatre, as motes of 
  energy swarm all over you, lighting the entire 
  area but apparently entirely benign. Catching 
  sight of you the creature of the air moves 
  forward in a hostile manner, all four wings 
  directed downward. 
   
  At this point, advise the PCs that the motes of light 
  are clinging to their clothes and skin, with no 
  impact but making hiding and similar activities 
  entirely impossible. The energy cannot be 
  effectively negated and simply exists.  From a 
  game perspective, it acts like a permanent faerie 
  fire effect unless subject to such things as an anti-
  magic field or the like. 
   
  Tactics and layout 
   
  The entirety of whatever map is provided is 
  considered to be the size of the amphitheatre 
  (minimum of 200 feet on both sides) in a square.  
  The PCs enter from the tunnel and the Arrowhawk 
  is in the air, 50 feet up and 50 feet from the 
  entrance when they near the amphitheatre.  There 
  is no significant terrain in the amphitheatre itself 
  and it is a solid rock surface. 
   
  Despite the arrival fashion of the PCs, the 
  arrowhawk is not surprised and combat begins 
  normally.  The effect of the motes of light in the 
  amphitheatre is such that it negates invisibility and 
  hiding and the like, which should make this a 
  straightforward fight. 
   
  The arrowhawk fights to the death. It has little 
  interest in Diplomacy, even if it understands the 
  PCs.  To be frank, they cannot offer anything this 
  Ley Line does not already give (a hugely 
  comfortable existence and free food all the time 
  provided by the Geomancers). On the other hand, 
  anyone succeeding at an excellent Diplomacy 
  check (as per the PHB) will be eaten last…but it 
  never gains a permanent attitude that is better 
  than indifferent. 
   
  The arrowhawk always targets either those that hit 
  it for damage, or spellcasters until it has no other 
  targets.  It uses the height it has by flying to 
  remain out of reach.  Note that the PCs cannot go 
  more than ten feet off the ground or they lose the 
  benefits 
  of 
  attunement, 
  even 
  here. 
   
  The 
  arrowhawk, having been exposed for a much 
  longer period of time and being a creature of Air, 
  has no such disadvantage. 
   
  At the end of round 2, the Disciples from 3: 
  Disciples reach the area, having heard the start of 
  combat, and attack (note that they are flying). 
  There 
  is 
  no 
  Diplomacy 
  possible 
  in 
  this 
  circumstance. 
   
  At the end of round 5, the creature(s) from 2: 
  Snacktime arrive and also attack the PCs. 
   
  Attuned 
   
  The arrowhawk(s) is protected by DR, having 
  absorbed energy from the Ley Line here for a long 
  period of time. The PCs have arrived in a rapid 
  manner and do not benefit from this attunement, 
  thus they cannot bypass it through regular means. 
   
  The same energy allows the arrowhawk to 
  empower it’s electricity ray to bypass any and all 
  protections that might be granted to the PCs.  This 
  is NOT any form of multiplication of damage or the 
  like – it simply allows the arrowhawk’s attacks to 
  avoid electricity resistance or immunity of any 
  type. 
   
  Creatures 
   
  
  VTFIN7-02 Ley of the Land 
   
  Page 16 
  APL 4 (EL 6) 
  Advanced Arrowhawk, Medium Outsider, hp 
  63, see Appendix One. 
  APL 6 (EL 8) 
  Advanced Arrowhawks (2), Medium Outsider, 
  hp 63 each, see Appendix One. 
  APL 8 (EL 10) 
  Advanced Elder Arrowhawk, Huge Outsider, 
  hp 189, see Appendix One. 
  APL 10 (EL 12) 
  Advanced Elder Arrowhawk, Huge Outsider, 
  hp 231, see Appendix One. 
  APL 12 (EL 14) 
  Advanced Elite Elder Arrowhawk, Huge 
  Outsider, hp 299, see Appendix One. 
  APL 14 (EL 16) 
  Advanced 
  Elite 
  Gargantuan 
  Elder 
  Arrowhawk, Gargantuan Outsider, hp 375, see 
  Appendix One. 
  Treasure:  
   
  All APL: None. 
   
  Development 
   
  If the PCs retreat at any time, adjudicate the 
  results accordingly.  The Disciples and Snacktime 
  monsters pursue, the arrowhawk does not (unless 
  the retreat is just a ploy to use ranged weapons, in 
  which case it pursues with a vengeance). Should 
  the PCs then choose to return in the same day, 
  they find all of the remaining creatures present at 
  whatever health level they were when left.  If the 
  PCs choose to rest overnight, the Geomancer 
  Compact acts and removes all of the Disciples 
  and the arrowhawk – the PCs may then fight the 
  Snacktime creature(s) and then proceed to 
  Conclusion. 
   
  If the PCs defeat the creatures, whether 
  immediately or by returning later that same day, 
  proceed to 5: Breath of the Mountain. 
   
   
  5: BREATH OF THE 
  MOUNTAIN  
   
  Before you lies the terminus of the Ley Line 
  and a (dead/disabled) creature of Air.  What 
  must be done? 
   
  It is quite possible the PCs do not have a clue as 
  to what they must do at this stage.  If so, a DC 15 
  Int check reveals that the Arrowhawk might qualify 
  as the Breath of the Mountain and preserving an 
  obvious part of it, such as a feather, would fit with 
  the poem/divination. 
   
  Should the PCs be unable to determine this fact, 
  or very much off base, Marcus will appear to 
  intervene.  While Deus Ex Machina in some 
  senses, he has a vested interest in this 
  succeeding and has been using divination magic 
  to follow the progress of the PCs (not scrying). 
  Note that this does impact on the story award xp 
  later. 
   
  At this stage, a feather must be successfully 
  removed from the Arrowhawk and preserved.  
  Time can be taken in this task and having the 
  appropriate skill is of extreme benefit.  The 
  terminus of the Ley Line protects the body from 
  decay while there, but when removed it rapidly 
  deteriorates in a period of less than 10 hours. 
   
  If one or more PCs takes it from the area, it is a 
  DC 15 Spot check to note that it is deteriorating.  It 
  may be returned to the area of the terminus to 
  stop further decay. There are numerous possible 
  options for preserving a feather: 
   
  1) Anyone with craft (leatherworking), craft 
  (taxidermy) or the like may attempt a DC 
  22 skill check to perform the task 
  effectively. Those without the skill suffer a 
  -8 circumstance modifier as a result of the 
  lack of resources in the area, but it can be 
  attempted.  Assists are likewise quite 
  possible.  This task takes 8 hours to 
  complete (at least the basics).  Taking 20 
  on this task is possible but costs an 
  additional 2 TU for the adventure; 
  2) Rapid transportation (teleport or better) 
  can allow the PCs to travel to an area with 
  specialists.  There, they may attempt the 
  above 
  without 
  any 
  penalty 
  (as 
  an 
  untrained skill) or hire somebody with the 
  appropriate skills for the job.  The hiring 
  costs 200 gp plus 50 gp for various raw 
  and other materials to be used in the 
  process, so 250 gp total; 
  3) Other innovative reactions by the PCs are 
  possible. 
  Some 
  may 
  involve 
  the 
  
  VTFIN7-02 Ley of the Land 
   
  Page 17 
  expenditure of time and up to 2 TU may 
  be assessed for such ideas by the DM. 
   
  Development 
   
  Once the PCs have successfully taken and 
  preserved the feather from the Arrowhawk, 
  proceed to Conclusion.  If the PCs cannot or will 
  not spend the time, resources or have the skill to 
  preserve the feather, proceed to Conclusion. 
   
   
  CONCLUSION 
   
  If the PCs obtained and preserved the 
  feather from the Arrowhawk 
   
  Marcus looks pleased and takes the time to 
  examine the feather closely, as well as 
  listening to your tale.  He gathers every detail 
  possible and then bows, thanking you greatly 
  for your efforts.  With a sweep of the hand, he 
  is gone and his promised payment is left 
  neatly piled behind him, gleaming in the sun. 
   
  Each PC gets the maximum APL reward noted 
  below. 
   
  The PCs also each gain the Contemplation AR 
  Award and “Aspect of Air”.  PCs gain this benefit 
  for all further rounds of VTFIN7-02, for three uses 
  only.  If they do not play Full Circle, they cannot 
  gain the benefits outside this five round adventure 
  (VTFIN7-02 Ley of the Land).  Only those who 
  were 
  attuned 
  when 
  the 
  feather 
  from 
  the 
  Arrowhawk was preserved gain the “Aspect of Air” 
  Award. 
   
  If the PCs did not obtain or preserve the 
  feather from the Arrowhawk (if they even 
  got that far…) 
   
  Marcus looks mildly disappointed but says 
  nothing further. The information you have to 
  provide is limited to some extent and he 
  restricts 
  your 
  award 
  accordingly, 
  before 
  disappearing again. 
   
  If the PCs reached 2: Snacktime, they gain 10 gp 
  per APL. 
   
  If the PCs reached 3: Disciples, they gain 20 gp 
  per APL. 
   
  If the PCs reached 4: Arrival, they gain 30 gp per 
  APL. 
   
  If the PCs reached 5: Breath of the Mountain, they 
  gain 50 gp per APL. 
   
  Nobody gains “Aspect of Air” and the PCs are 
  considered to have failed (or not succeeded, as it 
  were) as this round of the Interactive. 
   
  Treasure:  
   
   
  APL 4: Loot: 0 gp; Coin: 400 gp; Magic: 0 gp. 
   
  APL 6: Loot: 0 gp; Coin: 600 gp; Magic: 0 gp. 
   
  APL 8: Loot: 0 gp; Coin: 800 gp; Magic: 0 gp. 
   
  APL 10: Loot: 0 gp; Coin: 1000 gp; Magic: 0 
  gp. 
   
  APL 12: Loot: 0 gp; Coin: 1200 gp; Magic: 0 
  gp. 
   
  APL 14: Loot: 0 gp; Coin: 1400 gp; Magic: 0 
  gp. 
   
  The End (Spring) 
   
  
  VTFIN7-02 Ley of the Land 
   
  Page 18 
  SUMMER ADVENTURE 
  SUMMARY 
   
  Introduction: Roleplaying encounter. The PCs 
  receive a direct request to investigate strange and 
  unseasonal phenomena.  The request is made by 
  an Immoth, an elemental outsider who is 
  obsessed with secrets.  
   
  Encounter One: Roleplaying encounter.  The PCs 
  may either travel by their own power to the border 
  between Zeif and the Plains of the Paynim, or are 
  taken there by the Immoth.  He directs them to the 
  ley lines if they go with him, asking them to 
  traverse it to the terminus of the ley line in the 
  Plains. 
   
  Encounter Two: Combat encounter. A firestorm 
  approaches, driving before it (or in it) creatures 
  that attack the PCs.  
   
  Encounter Three: Combat Encounter.  The PCs 
  reach the plateau near the terminus of the ley line, 
  guarded 
  by 
  mercenaries 
  working 
  for 
  the 
  Geomancer 
  Compact. 
   
  They 
  may 
  attempt 
  diplomacy 
  or 
  other 
  means 
  to 
  pass 
  the 
  mercenaries. 
   
  Encounter Four: Combat Encounter.  The PCs 
  encounter the final defender of the Ley Line 
  terminus, an arrowhawk.  This encounter has two 
  variations, one if the PCs have arrived quickly and 
  the other if they have attuned to the Ley Line. 
   
  Encounter Four: Roleplaying Encounter. Having 
  defeated the creature with the breath of the 
  mountain, the PCs must successfully remove a 
  feather carefully and protect it for their later 
  actions.  This can be an involved process.   
   
  Conclusion:  
   
   
   
  PREPARATION FOR PLAY 
  As with any LG adventure, the DM should 
  ascertain all of the following before the adventure: 
  Is anyone crafting magic items? A MIC must be 
  completed before the adventure begins. 
  Does 
  anyone 
  have 
  any 
  non-class-related 
  animals? If the DM feels these will be a significant 
  factor in combat, the animal’s CR should be added 
  to the owner’s level for purposes of calculating 
  APL 
  Does any PC have game effects such as curses, 
  lycanthropy or play bonuses? 
  Ask to see all spell lists. 
  Will anyone be using out-of-game bonuses 
  (Campaign cards, buttons or tokens) and if so, 
  which ones? 
  Check PCs’ lifestyle and upkeep. 
  In addition, check the following: 
   
  Has the PC played a previous part in the VTFIN7-
  02 Ley of the Land interactive?  If so, they are 
  already aware of Marcus and his intentions. 
   
  Has the PC played VTF5-01 Bonds of Light and 
  Darkness?  If so, they recognize the Immoth as a 
  creature of Ice and get a bonus to further checks. 
   
   
  SUMMER 
   
  INTRODUCTION 
   
  Summer arrived early and has been blistering 
  this year.  Even as the crops wither in the sun, 
  farmers frequently bemoan the sudden, sharp 
  rainfalls that bring flooding but little respite 
  from the heat.  Throughout the lands of the 
  VTF traderoute, the main topic of conversation 
  seems to be the unusually hot weather. 
   
  You have been enjoying the cool depths of the 
  inn/coffee house, and the company of some 
  fellow adventurers, generally reluctant to brave 
  the blistering heat of the height of summer if 
  you can avoid it. 
   
  Characters should introduce themselves at this 
  point. 
   
  Just as the server is placing a cool flask of 
  ale/water on the battered table in front of you, 
  a creature suddenly appears:  he looks very 
  similar to a dwarf…except that he is nearly 10 
  feet tall, has a long tail tipped with a vicious 
  stinger, and is made entirely of ice. 
   
  Any PCs who have played any other parts of 
  VTFIN7-02 
  Ley 
  of 
  the 
  Land 
  immediately 
  recognize him as Marcus, an Immoth. Any PC 
  
  VTFIN7-02 Ley of the Land 
   
  Page 19 
  having played VTF5-01 Bonds of the Light and 
  Darkness recognize Marcus as an Immoth. PCs 
  recognizing Marcus gain a +4 circumstance 
  modifier to their Knowledge check. Anyone can 
  now make a DC 19 Knowledge (the planes) check 
  to identify the creature as an Immoth.   
   
  DC 19 – This creature is an Immoth, an elemental 
  creature of ice and cold devoted to obtaining 
  secrets across the planes.  The stinger on the tail 
  delivers a vicious poison. 
   
  DC 24 – The Immoth are powerful natural 
  spellcasters, casting spontaneously although they 
  cannot channel any fire energy at all.  Ice runes 
  across their body allow them to cast spells as free 
  actions each turn. 
   
  DC 29 – Immoth are cold subtypes, with an 
  immunity to cold and vulnerability to fire.  They 
  possess a middling degree of SR and some 
  resistance to non-magical weaponry. 
   
  His eyes alight on you as he scans the room, 
  and says, “Ah, the spell worked.  For those 
  whom I have met before, greetings.  For those 
  whom I have not, my name is Marcus, and I 
  bear some knowledge of grave importance. 
   
  “This heat wave is just one of many 
  unexplained and unnatural anomalies that are 
  currently affecting this land. You may have 
  noticed the strange behavior of various 
  homing species of birds and the inability of 
  magnetic compasses to function with any 
  accuracy. 
   
  “Unfortunately, my brethren and I do not have 
  the resources to investigate these anomalies, 
  which we believe are all interconnected.  
  Moreover, as elemental creatures, we are 
  particularly susceptible to these changes 
  ourselves. Therefore, we are seeking the aid of 
  some brave adventurers to seek the answer to 
  this mystery.  Will you accept this challenge?” 
   
  Marcus is reluctant to reveal any additional 
  information unless the characters agree to help, 
  as Immoths are obsessed with gathering and 
  keeping secrets.  However, if questioned, he will 
  provide the following information: 
   
  1. What’s in it for us? 
   
  “We will reward you for any information you can 
  obtain.  In your terms, we can offer [100GP per 
  APL per person] when you hand over that 
  information to me.” 
   
  2. Can you tell us any more information? 
   
  “While my brethren and I have not conclusively 
  solved the mystery of these phenomena, we 
  believe that the ley lines of this world are being 
  manipulated.  There are very few powers that 
  could undertake this without any obvious signs. 
   
  “Therefore, we believe the answers will reveal 
  themselves by following the ley lines.  Our 
  divinations have revealed the following: 
   
  Capture the breath of the mountains to fan the 
  burning heart of the plains; 
  Quench the molten gift of the earth in the crystal 
  core of the glacier. 
  Only then will the true journey begin. 
   
  “We’ve carried out further investigations, which 
  have indicated that the changes emanate from 
  four specific ley lines.  Of these four, currently the 
  most active one is located in the Plains of the 
  Paynim, on the border of Zeif.” 
   
  3. What the *bleep* is a ley line? 
   
  “A ley line is a mystical line or path in the earth.  
  Ley lines are often connections between magical 
  or holy sites, and are invisible to anybody but the 
  most highly attuned.  They are associated with 
  elemental 
  and 
  geomagnetic 
  energy, 
  so 
  manipulating or disrupting them would cause the 
  effects I have already mentioned.” 
   
  4. Is there any aid you can provide? 
   
  “I can provide you with a geomancer’s compass 
  that will help you find your destination.  Unlike a 
  regular compass, it is specifically attuned to guide 
  you to the ley lines, and will help keep you to the 
  right path.” 
   
  5. Do you have any additional advice? 
   
  “As much as possible, try not to deviate from the 
  ley lines. 
   
  “Each ley line is affiliated with an individual 
  element.  You should take that into account when 
  making your preparations for your journey.  
  
  VTFIN7-02 Ley of the Land 
   
  Page 20 
  Currently, the most active of the ley lines is 
  associated with fire.” 
   
  6. How do we contact you with any information 
  we have found? 
   
  “I will arrange for a sending to one of you once per 
  day for the next two weeks.  If you discover 
  anything important, advise me during the sending 
  and I will meet you in person.” 
   
  6. Will we need any supplies or gear? 
   
  “I am going to arrange for you to travel to a very 
  hot plain.  If you need food, I would suggest you 
  arrange for that, as well as sufficient supplies of 
  water to keep your thirst slaked.” 
   
  Further Information from Marcus 
   
  Marcus is an Immoth and secrets are vital to their 
  ongoing existence.  As a result, he is very 
  reluctant to share anything further with the PCs, as 
  he feels he is essentially hiring them for this task.  
  Nevertheless, it is possible to get more details 
  from him, by sharing secrets. 
   
  The first and most simple way to share secrets is 
  to expend Influence points.  Influence from any 
  source of importance is sufficient (so if a small 
  village gave you an Influence point with them, that 
  would not be terribly useful and could not be 
  expended), all at the discretion of the DM. For 
  every two Infuence Points expended, provide one 
  secret from the following list. 
   
  The second and more complex choice is an actual 
  secret from the PC. The value of the secret should 
  be determined by the DM and inconsequential or 
  unimportant secrets get no consideration. If, 
  however, they share something of true relevance, 
  release a detail from the following list: 
   
  - 
  The “burning heart of the plains” may refer 
  to actual embers or smouldering residue 
  in the centre of the plains. Any long-
  burning coal-type object from the area of 
  the plains that is the terminus for the ley 
  line would be sufficient, as long as it is 
  properly protected and transported; 
  - 
  Prolonged unbroken contact with the ley 
  lines will give the PCs some advantages, 
  similar to those gained by geomancers. 
  - 
  Those behind the disruption of the ley 
  lines must have arcane or divine powers, 
  or possibly both, to hide themselves as 
  well as they have; 
  - 
  It is more than likely, given some 
  unconfirmed sightings near the various 
  areas, that they are also employing 
  mercenaries to assist in their defense – it 
  is possible these can be bought off or 
  diplomacized, thereby avoiding combat. 
   
  Development 
  If the PCs accept the task, proceed to 1: The 
  Plains.  If the PCs refuse the task, proceed to 
  Conclusion. 
   
  Creatures 
   
  All APLs 
   
  Marcus, large elemental, hp 174; See 
  Appendix One. 
   
   
  1: THE PLAINS  
   
  The Immoth bows.  “As you have accepted the 
  task, I shall provide further details.  The ley 
  line that is currently most active is located 
  within the boundaries of Zeif, upon the border 
  of the Plains of the Paynim. 
   
  “In order to approach the area of strongest 
  influence, I suggest you stay on or as close to 
  the ley line itself as possible. We suspect there 
  is something about close proximity to the ley 
  line that may be ultimately be beneficial to you.  
  I will transport you to the general location and 
  you can travel on from there. If you wish 
  instead, you can travel there as you see fit. 
   
  “If 
  you 
  wish 
  to 
  accept 
  my 
  offer 
  of 
  transportation, I shall await you outside.  
  Otherwise, I wish you safe journey, and I will 
  contact you via the sending tomorrow.” 
   
  At this stage, the PCs can travel on their own to 
  the area of the Plains of the Paynim within the 
  boundaries of Zeif indicated with instant or fast 
  transport magic of their own.  If so, proceed to 
  Fast Moves in this Encounter. If they want to 
  accept the transportation offer of the Immoth, 
  proceed to Slow Adjustment.  Should the PCs 
  have some other option available, the DM should 
  consider the two options and choose the most 
  applicable. 
  Slow Adjustment 
  
  VTFIN7-02 Ley of the Land 
   
  Page 21 
  Before teleporting the party, Marcus suggests that 
  all equipment and supplies be gathered.  He does 
  not know of any villages or other supply sources 
  near to the border and cannot guarantee a ready 
  means of procuring these items once they leave 
  their starting area. 
  Marcus can teleport up to five medium-sized 
  people at a time to the border with the Plains. He 
  has up to a dozen such spells per day and is not 
  considered to fail in his attempts, which should be 
  sufficient to eventually convoy any and all PCs 
  and relevant animal companions. 
  The border is a desolate spot with a parched 
  landscape.  Local tribes do wander the area but 
  none are close by at this time.  There is nothing to 
  do now except wait until dawn to proceed, as the 
  transportation takes until approximately dusk in 
  the area.  
   
  Once in place, Marcus allows the PCs the 
  opportunity to rest overnight, knowing that the next 
  day they are to travel into the plains and seek the 
  terminus of the Ley line.  
   
  As a natural compass associated with the ley 
  lines, the compass is not a magical device. This is, 
  instead, a supernatural ability of the compass that 
  is permanently on. 
   
  Prior to departing (after ensuring everyone is 
  present), Marcus 
  provides 
  the geomancer’s 
  compass.  It is a small, flat circular object made of 
  wood, approximately 4 inches in diameter, 
  engraved with several concentric rings of runes or 
  symbols.  In the center is a pair of small, rotating 
  needle, both of which spin slowly and seemingly 
  randomly, first in one direction, and then another, 
  without stopping on any compass point. 
   
  The runes are not a language, but symbols for ley 
  lines and elemental energies.  It is a DC 20 
  Knowledge 
  (arcane 
  or 
  nature) 
  or 
  DC 
  25 
  Knowledge (geography) to recognize the symbols 
  and to know the basics of employing the compass.  
  For anyone else Marcus advises that the compass 
  will guide the PCs to and along a ley line, and will 
  also indicate the particular element of the ley line 
  when traveling along it.  If they leave the ley line, 
  the needles will once again return to their random 
  spinning. The symbols for this path are provided 
  by the Immoth and immediately light up, as the 
  PCs are already on the Ley Line when they arrive 
  at the border in Zeif. 
   
  As a natural compass associated with the ley 
  lines, it is not a magical device. This is, instead, a 
  supernatural ability of the compass that is 
  permanently on. 
   
  Again, before he leaves Marcus shows the PCs 
  the path into the Plains as guided by the compass 
  and advises them to not stray from the path (the 
  ley line). 
   
  Fast Movement  
   
  The Immoth looks amused.  
   
  “Very well, the choice is yours,” as he conveys 
  an excellent description of the border between 
  Zeif and the Plains, “Good luck.” 
   
  Those traveling in this fashion do not get the 
  geomancer’s compass, as he has no reason to 
  doubt they will find the location.  Likewise, they 
  move immediately to 2: Firestorm! without a 
  chance to rest or prepare further. 
   
  Development 
  If the PCs chose Slow Adjustment, proceed to 2: 
  Firestorm!  If the PCs chose Fast Movement, 
  proceed to 2: Firestorm!but start immediately in 
  combat within the fire. 
   
   
  2: FIRESTORM 
   
  The morning sun rises hot and hazy.  The heat 
  of the day seems to be early, then you smell 
  and hear the sounds of an immense fire!  A 
  wave of heat and flame approaches from the 
  south, driven by a sudden wind.  
   
  The Approaching Flames 
   
  The firestorm is being manipulated and created by 
  the machinations of the Geomancer Compact with 
  this ley line.  They have likewise made the 
  vegetation in the area unusually resilient to flames, 
  providing fuel for it but not being entirely 
  consumed when the firestorm passes – thereby 
  allowing another firestorm in a few short days to 
  erupt.  The short, sharp rainfalls noted in the 
  Introduction keep the firestorm from traveling far 
  (also manipulated by the Geomancer Compact), 
  although locals are no doubt in severe danger and 
  have likely suffered hugely already.  
   
  
  VTFIN7-02 Ley of the Land 
   
  Page 22 
  Spot Checks 
   
  The firestorm starts 1000 feet from the party and is 
  moving toward them at a pace of 400 feet per 
  round, leaping and jumping as brush fires pushed 
  on by wind tend to do.  It is about 15-20 feet in the 
  air, although there is a distinct haze of heat that 
  implies the temperature is much higher above the 
  fire for a distance of another 40 feet or so. 
   
  Everyone gets a Spot check at the beginning of 
  this Encounter.  Divide the highest result by five, 
  rounding to the nearest whole number, and that is 
  the number of rounds of preparation or buffing the 
  PCs get.  This can include fleeing the area, 
  although only high-level parties likely have a 
  realistic chance of escaping. 
   
  Defences against the fire 
   
  A DC 15 Survival check advises the following:  
   
  Naturally, the protective magics such as resist 
  energy, protection from energy and energy 
  immunity are likely the best, but there are many 
  mundane means of achieving some degree of 
  protection. 
   
  Anyone with energy resistance 10 or greater is 
  immune to the effects of the heat and flames, 
  although they are still susceptible to the smoke 
  danger (see the DMG for rules on this). 
   
  All others suffer fire (heat) damage when within 30 
  feet of the lead edge of the flames, or within it.  
  This is 1d6 fire damage (heat damage) and a DC 
  15 Reflex save or catch on fire (if they take any 
  damage). If they PC catches on fire, they cannot 
  put it out (even with a full round action) until they 
  exit the area of the heat or flames.  Those who 
  catch on fire, burn for 1d8 rounds of 1d6 fire 
  damage unless they specified at the beginning of 
  the adventure or during preparations that they 
  have removed all cloth and the like from their 
  body, which reduces the time to 1d2. 
   
  Soaking oneself in water reduces all fire damage 
  by 1 (for each d6 rolled – and it can reduce it to 0) 
  and provides a +4 competence bonus to the 
  Reflex save to avoid catching on fire. 
   
  Covering ones mouth with a cloth provides a +4 
  competence bonus on any smoke inhalation rolls, 
  while soaking the cloth with water first increases 
  this to a +6 circustance bonus. 
   
  Anyone wielding an icy or icy burst weapon or the 
  like (essentially, any weapon doing 1d6 or more 
  cold damage) receives a +2 unnamed bonus on all 
  saves for this Encounter involving fire/heat/smoke. 
   
  Reward any other innovative ideas appropriately. 
   
  Note that animal companions being directed to 
  enter the flames must be pushed and suffer a -8 
  circumstance penalty to the check given the (to 
  their senses) tremendous danger. 
   
  The Firestorm Itself and Creatures 
   
  The firestorm moves at 400 feet per round. After 
  10,000 feet (or approximately 2 miles) of 
  advancement, clouds suddenly gather (yes, 
  unnaturally) and unleash a very short (one minute 
  long) rainstorm that douses the firestorm.  There 
  are swarms within the fire right now, and they 
  cannot be spotted as the flames obscure vision.  
  The first the PCs will know of these creatures is 
  when they pass the crest of the fire – the swarms 
  are 40 feet behind that and standard initiative 
  should take place, unless the DM rules that the 
  PCs are so distracted that surprise is in order. 
   
  Attunment 
   
  The geomancer’s compass has aligned the PCs to 
  the power of the ley line upon which they travel.  
  As a result, all benefit from attunement (see 
  Adventure Background) 24 hours after they start 
  (noting that they were on the Ley Line when they 
  arrived the day before and have accumulated 14 
  hours by this point).  In essence, they have a 
  constant endure elements each once attuned.  
   
  Changed Environment 
   
  Creatures in the area have been impacted by the 
  altered and manipulated ley line. Aside from the 
  changes to the weather and surroundings that has 
  been taking place, the creatures are adapting 
  rather dramatically to a fire-based environment.  
  All of them have some form of fire immunity now, 
  although in the case of the “imported” Pyrohydra 
  later that is provided by a magical item. 
   
  There is only one round of combat actually in the 
  firestorm itself.  After that point, the storm passes 
  and the area, though hot, is not terribly dangerous 
  (to PCs with their hit points…).  For five minutes 
  (fifty rounds), one additional point of damage per 
  round is done in the area.  Note that dousing 
  
  VTFIN7-02 Ley of the Land 
   
  Page 23 
  oneself with water reduces damage by one, 
  effectively negating this damage.  There is also no 
  smoke inhalation danger once the storm is 
  passed. 
   
  All of the creatures of the area are acclimatized or 
  immune to the smoke and fire and do not need to 
  concern themselves with it. 
   
  Note that for the one round where the firestorm is 
  present, 
  everyone 
  suffers/benefits 
  from 
  concealment.  Acclimatized though the creatures 
  might be, they cannot avoid this themselves. 
   
  Tactics and layout 
   
  This is a featureless map with no terrain of any 
  significance. 
   
  The approaching swarms are driven by the 
  firestorm forward at a pace that is not natural 
  (gusts of wind are also moving them).  Once they 
  are in the area, they attack at their normal speed.  
  Note that a party can easily avoid this fight (losing 
  the xp) if they can move at least 20 ft per round 
  each.  
   
  The attackers are generally mindless.  They look 
  only to cause as much pain as possible and do not 
  fear or even understand death or dispersal.  
   
  Creatures (EL+2) 
   
  APL 4 (EL 6) 
  Centipede 
  Swarm 
  (2), 
  diminutive 
  vermin 
  (swarm), hp 45 each, see Appendix One;  
  APL 6 (EL 8) 
  Hellwasp Swarm, diminutive magical beast 
  (extraplanar, evil, swarm), hp 126, see Appendix 
  One; 
  APL 8 (EL 10) 
  Hellwasp Swarms (2), diminutive magical beast 
  (extraplanar, evil, swarm), hp 126 each, see 
  Appendix One;  
  APL 10 (EL 13) 
  Cinder Swarm, fine elemental (fire, swarm), hp 
  96, see Appendix One;  
  APL 12 (EL 15) 
  Cinder Swarms (2), fine elemental (fire, 
  swarm), hp 96 each, see Appendix One;  
  APL 14 (EL 17) 
  Cinder Swarms (4), fine elemental (fire, 
  swarm), hp 96 each, see Appendix One; 
  Treasure 
   
  None 
    
  Development 
   
  Proceed to 3: Plain Advance if the PCs continue 
  on.  If they turn back now, proceed to Conclusion. 
   
  The PCs can choose to rest at this point and the 
  harssaf monks from 3: Plain Advance do not move 
  forward to engage them.  Attunement protects the 
  PCs for the purposes of rest – without such 
  protection, reference earlier details for the effects. 
   
   
  3: PLAIN ADVANCE  
   
  The terrain past the flames crackles as you 
  step 
  through 
  it, 
  small 
  puffs 
  of 
  smoke 
  indicating that the flames have not yet fully 
  abandoned their hold on the plains. Dark 
  clouds gather for mere moments at a time in 
  the sky, sometimes drenching the area with 
  sudden rainfall, at other times dispersing as 
  fast as they form. Time passes, almost an 
  entire day, when a small stream provides a 
  welcome respite from the ever-present haze of 
  heat. A small row of windswept dunes lies 
  beyond, evidence that the fires have had some 
  impact. 
   
  [For those that came via Slow Adjustment] 
  Even as the stream comes into view, the 
  surrounding area begins to feel cool and 
  comfortable. 
   
  Attunement 
   
  PCs who have been here 24 hours now are 
  attuned to the Ley Line, so long as they remain 
  within 30 feet of it on the ground and no more than 
  10 feet off the ground. 
   
  Further Details 
   
  The stream itself is nothing but a trickle, 20 feet 
  wide but only 1 inch deep, no impediment to 
  movement in any fashion. 
   
  
  VTFIN7-02 Ley of the Land 
   
  Page 24 
  Anyone may attempt a DC 10 Spot check during 
  the course of travel to note that a goodly amount 
  of plains vegetation survived the firestorm, far 
  more than should be the case, implying a strange 
  resiliency. 
   
  Anyone may also attempt a DC 15 Knowledge 
  (nature) or Knowledge (geography) check to 
  realize that the rain pattern in this area is anything 
  but normal.  With this knowledge, it is clear that 
  something is manipulating the area and these PCs 
  gain a +2 circumstance modifier to further Spot 
  checks in this particular adventure (Summer) while 
  reflecting upon these facts. 
   
  A DC 22 Craft (herbalism), Craft (cooking) or 
  Knowledge (nature) check notes that many of the 
  plants in the area have taken on a red hue, 
  implying a change of some type that has to do with 
  their very nature. Any PC making this check can 
  attempt 
  a 
  similar 
  check 
  to 
  create 
  a 
  marindate/paste of the plants (this should be 
  offered to them). It is a DC 15 check (of the skill 
  that spotted the plants) to make one does. This 
  “marinade” protects one person and only one dose 
  can be made at this time – it acts as a resist 
  energy – fire (10) spell but is Extraordinary in 
  nature and cannot be dispelled. If anyone tries to 
  taste the “marinade” it tastes faintly of red 
  peppers. The “marinade” stays in effect for 24 
  hours and requires one minute to apply.  
   
  A DC 23 Survival check with the Track feat, or 
  Knowledge (nature) check indicates that the 
  wildlife in the area is simply gone, with little 
  remaining (in other words, much of it has not 
  acclimatized or been altered save the swarms 
  discovered earlier).  Neither the Pyrohydra or the 
  harssaf can be tracked in this manner as the PCs 
  have not entered their territory when making the 
  checks.  
   
  Allow the PCs time to consider their surroundings 
  and how they want to proceed.  When they are 
  ready, continue on with this Encounter. 
   
  Quiet Contemplation 
   
  Just below the surface past the stream, in the 
  dunes themselves, are the harssaf monks hired by 
  the Geomance Compact to impede the passage of 
  those who might venture into the area.  The 
  Geomancer Compact has actually surmised the 
  Ley Lines might be followed and therefore set 
  them directly in the area.  
   
  As you step foot into the area of the dunes, the 
  sand 
  begins 
  to 
  shimmer 
  and 
  rise 
  up, 
  coalescing in mere instants into a humanoid 
  form.  
   
  She speaks as rapidly as she emerges, a short, 
  brief utterance “Return from whence you 
  came, you may not pass.”  There is no emotion 
  in her voice. 
   
  Environment 
   
  The sand dunes are devoid of life and any spells 
  requiring vegetation do not function.  Otherwise, 
  the area is clear and there are no impediments to 
  combat. Creatures native to such environments 
  may treat them as a desert and may also 
  sandswim in this area if they have that ability 
  (such as Asherati). 
   
  Combat begins without a surprise round, as the 
  Harssafs make their statements and prevent such 
  from taking place.  If Diplomacy is attempted, 
  noted below. Should hostile actions proceed, 
  move directly to combat. 
   
  Surprise 
   
  It is very unlikely that a party can surpise the 
  Monks.  If this does take place, simply modify 
  tactics as necessary.  
   
  Diplomacy 
   
  It is quite possible to diplomacize or buy off the 
  Monks.  Although quite serious about their 
  mercenary contract, they are also very pragmatic 
  – an offer of more money or a superbly well-
  worded ultimatum or offer might well convince 
  them to step aside. 
   
  If a move is made by any one PC toward 
  Diplomacy, they may attempt this normally, 
  suffering the -10 for rushed attempts. If no other 
  PC takes hostile actions of any kind (and moving 
  forward or casting spells of any type is considered 
  hostile, as the Monks cannot Spellcraft), a second 
  attempt may then be made (if the first fails) as the 
  Monks listen to the arguments and allow the 
  matter to drop out of initiative. 
   
  An ultimatum is an Intimidate check and uses the 
  standard rules.  Provide a circumstance modifier 
  of up to +4 to the PCs if they are impressive in 
  
  VTFIN7-02 Ley of the Land 
   
  Page 25 
  their statement or have the evident means to 
  support it. 
   
  Tactics and layout 
   
  The stream (such that it is) is twenty feet wide and 
  should encompass the bottom portion of the map, 
  leaving a narrow (fifteen foot wide) strip at the 
  bottom where the PCs begin.  The Harssafs are 
  not actually limited to their side of the stream, as 
  both sides are considered sufficiently sandy for 
  their abilities.  They are likewise not stopped by 
  the very shallow stream.  Otherwise, the terrain is 
  all featureless, being burned away for the most 
  part.  The end of the map marks the crest of the 
  sand dunes that have been created and from 
  there the next Encounter area can be seen. 
   
  The Harssaf Monks are lawful, extremely so, and 
  brutally efficient – they attack in an intelligent 
  manner, avoiding attacks of opportunity and 
  learning from mistakes. Their first action is to use 
  their Sand Pulse and then close to melee range. 
  They concentrate on a single enemy until it is 
  down, using all of their abilities as quickly as 
  possible.  They make no predetermination of 
  danger until combat is actually underway. Being 
  well aware of what might face them, all of them put 
  at least one extra blow into any downed foes, to 
  keep them from suddenly returning to life later 
  (much like the Disciples in Spring). 
   
  Creatures 
   
  APL 4 (EL 6) 
  Dreela, Medium Monstrous Humanoid (fire), 
  Mnk1, hp 77, see Appendix One;  
  APL 6 (EL 8) 
  Dreela and Kif, Medium Monstrous Humanoids 
  (fire), Mnk1, hp 77 each, see Appendix One; 
  APL 8 (EL 10) 
  Dreela and Kif, Medium Monstrous Humanoids 
  (fire), Mnk3, hp 99 each, see Appendix One; 
  APL 10 (EL 12) 
  Dreela and Kif, Medium Monstrous Humanoids 
  (fire), Mnk4/Tattoed Monk1, hp 121 each, see 
  Appendix One; 
  APL 12 (EL 14) 
  Dreela and Kif, Medium Monstrous Humanoids 
  (fire), Mnk4/Tattoed Monk3, hp 143 each, see 
  Appendix One;  
  APL 14 (EL 16) 
  Dreela and Kif, Medium Monstrous Humanoids 
  (fire), Mnk4/Tattoed Monk5, hp 180 each, see 
  Appendix One; 
  Treasure 
   
   
  APL 4: Loot: 3 gp; Coin: 0 gp; Magic: +1 
  bracers of armor (83 gp each), +1 ring of 
  protection (167 gp each) 
   
  APL 6: Loot: 6 gp; Coin: 0 gp; Magic: +1 
  bracers of armor * 2 (83 gp each), +1 ring of 
  protection * 2 (167 gp each) 
   
  APL 8: Loot: 6 gp; Coin: 0 gp; Magic: +1 
  bracers of armor * 2 (83 gp each), +2 periapt of 
  wisdom *2 (333 gp each), +1 ring of protection * 2 
  (167 gp each) 
   
  APL 10: Loot: 6 gp; Coin: 0 gp; Magic: +1 
  bracers of armor * 2 (83 gp each), +2 periapt of 
  wisdom *2 (333 gp each), +2 gloves of dexterity * 
  2 (333 gp each), +1 ring of protection * 2 (167 gp 
  each) 
   
  APL 12: Loot: 6 gp; Coin: 0 gp; Magic: +2 
  bracers of armor * 2 (333 gp each), +1 vest of 
  resistance * 2 (83 gp each), +2 periapt of wisdom 
  *2 (333 gp each), +2 gloves of dexterity * 2 (333 
  gp each), +2 ring of protection * 2 (667 gp each), 
  monk’s belt * 2 (1083 gp each) 
   
  APL 14: Loot: 6 gp; Coin: 0 gp; Magic: +3 
  bracers of armor * 2 (750 gp each), +1 vest of 
  resistance * 2 (83 gp each), +2 belt of 
  magnificence *2 (2083 gp each), +2 ring of 
  protection * 2 (667 gp each), monk’s turban * 2 
  (1083 gp each – no access) 
   
  Questioning the Monks 
   
  The Disciples know very little about this area.  
  They do know there is a hydra in the area and that 
  it is fire resistant, and so likely a pyrohydra – they 
  avoid it by dropping into the dunes whenever it 
  wanders by (which is infrequently). 
   
  They were hired by a dark-skinned elf named Isha 
  but do not know where she came from. With the 
  pay being offered, they asked little in the way of 
  questions. 
   
  Development 
   
  The PCs may rest after this encounter. Though 
  hot, the attunement of the PCs (if they chose Slow 
  Movement) provides them with full protection.  If 
  not, note the details earlier.  The Pyrohydra only 
  attack once the Ember is located. 
  
  VTFIN7-02 Ley of the Land 
   
  Page 26 
   
  If the PCs retreat at any point, the harssaf remain 
  where they are, likely healing up fully (taking 
  sandform for protection). They continue to oppose 
  the advance of the PCs.  Should the PCs retreat 
  and camp, the monks do not follow. 
   
  Continuing on leads to another area of plains and 
  approximately 1000 feet from that is the terminus 
  of this Ley line. Proceed to 4: Embers. 
   
  If the PCs do not wish to proceed for some 
  reason, proceed to Conclusion. 
   
   
  4: EMBERS  
   
  Sparks of fire and the heat of the plains mixes 
  and hums before you.  Dancing motes of light 
  mix with drifting ash and create a scene 
  reminiscent more of a volcano or tremendous 
  forest fire. Despite all of this, the energy and 
  heat is tightly controlled, emanating from a 
  single area in the plains just ahead.  
   
  No matter the time of day or night, vision in this 
  area of the plains is restricted to that noted below 
  under environment.  
   
  Environment 
   
  The ash and light motes serve to provide a spooky 
  but otherwise normal combat environment.  There 
  is sufficient light for anyone with low-light vision to 
  see perfectly.  Darkvision operates within the 
  normal range, while normal vision allows for 
  movement and combat with no penalty, however 
  all combatants benefit from concealment unless 
  another light source is provided. 
   
  The ground is ash and detritus.  It can be moved 
  through as if sand (for asherati) but does not 
  support enough living plant life for anything 
  dependent on plants (such as entangle).  It is also 
  not full of enough stones for spells that rely upon 
  them. 
   
  The area affected in this manner is approximately 
  2000 feet across, shaped as a rough circle.  
  Beyond this, the plains is a normal area, though 
  burned out. 
   
  Searching and the area 
   
  At this point, advise the PCs that the motes of light 
  are clinging to their clothes and skin, with no 
  impact but making hiding and similar activities 
  entirely impossible. The energy cannot be 
  effectively negated and simply exists. From a 
  game perspective, it acts like a permanent faerie 
  fire effect unless subject to such things as an anti-
  magic field or the like. This is identical to the 
  experience in Spring. 
   
  Despite all the heat emanating from this area, 
  short-term 
  exposure 
  is 
  surprisingly 
  benign. 
  Anyone approaching can attempt a DC 20 
  Knowledge (nature), Heal or Profession (anything 
  related to a desert) to realize that this is highly 
  unusual and that “short-term” is 1 hour or less. 
  Likewise anyone native to a desert environment 
  (such as asherati) knows this fact.  Anyone 
  attuned is protected for the long-term (anything 
  greater than 1 hour). 
   
  Spending longer than 1 hour requires protection 
  unless the PCs are attuned.  At this stage, the 
  area is considered a smoky environment, subject 
  to saves vs. Smoke Inhalation.  This can quickly 
  get dangerous (and deadly) but the PCs should be 
  warned in the last hour of the impending change in 
  the environmental conditions (as they change and 
  gradually get worse).  Protections against smoke 
  inhalation work to prevent any damage or 
  problems. PCs who are attuned are automatically 
  considered protected. 
   
  Anyone may also attempt a DC 13 Survival check 
  with the Track feat to find signs of the passage of 
  a Huge or larger creature.  The fires have burned 
  the passage continually, so there is no indication 
  what it might be, although Scent or similar abilities 
  indicates that the creature is not native to the 
  plains and smells of fire and mud.  Anyone 
  succeeding at either ability (automatic with Scent) 
  is not considered surprised for the next Encounter. 
   
  Finding a long enough ember that can last and 
  provide sufficient good quality fuel for a fire takes 
  a Search check.  Each check takes 10 minutes.  It 
  is possible to take 10 or 20 on the Search (noting 
  that a 20 implies over 3 hours). The DC is set at 
  40.  Each failed search confers a cumulative +4 
  check on the next attempt – note that only one 
  bonus applies to a take 20 check (in this case). 
   
  Development 
   
  As soon as the ember is found (and the PC 
  picking it up must be noted, because they have 
  
  VTFIN7-02 Ley of the Land 
   
  Page 27 
  some further limitations below), proceed to 5: 
  Meals.  If the PCs do not find the Ember or do not 
  wish to go on, proceed to Conclusion. 
   
   
  5: MEALS  
   
  Lumbering out of the darkness is a multi-
  headed creature, intent upon a meal – which 
  you represent!  It hisses and attacks! 
   
  Surprise 
   
  The Pyrohydra know the area and move in quickly 
  under cover, preferably of darkness.  PCs with 
  special senses have a chance at detecting them 
  early and should be adjudicated by the DM.  For 
  reference, each begins behind a slight rise some 
  80 feet from the PCs.  They double move on one 
  round to within 40 feet of the PCs, which is where 
  combat begins.  Those who could not note their 
  arrival early (having Low Light Vision and a Spot 
  check opposed by the Hide check of the 
  Pyrohydra at that APL) are surprised.  If a familiar 
  is not surprised, neither is the master.  Animal 
  companions and bonded mounts cannot convey 
  the information fast enough (the empathic link of 
  the familiar helps) and, even if they spot the 
  Pyrohydra, they cannot warn their associated PC 
  to prevent them from being surprised. 
   
  Note that unless the PCs approach, the Pyrohydra 
  CANNOT reach them during the surprise round. 
   
  If the PCs are searching in daylight, they are not 
  surprised and the Pyrohydra begins at 80 feet, 
  coming along a low ridge line. 
   
  The Creature 
   
  This is Garath, a Pyrohydra imported to guard this 
  area.  He He stays in the area, attacking all that 
  approach, angry at his confinement (it, and all 
  others of his kind, are magically kept here).  
   
  At APLs where Evelyn is present, she arrives one 
  round later from the same direction.  Durath, at 
  APL 14, arrives on the same round as Garath, 
  from an opposite direction. 
   
  The Ember 
   
  The ember must be retained and not dropped or 
  put down.  If it discarded, carefully or otherwise, it 
  may go out – it is a 50% chance. Consider it a lit 
  torch for all other purposes. 
   
  Environment 
   
  The ash and light motes serve to provide a spooky 
  but otherwise normal combat environment.  There 
  is sufficient light for anyone with low-light vision to 
  see perfectly.  Darkvision operates within the 
  normal range, while normal vision allows for 
  movement and combat with no penalty, however 
  all combatants benefit from concealment unless 
  another light source is provided. 
   
  The ground is ash and detritus.  It can be moved 
  through as if sand (for asherati) but does not 
  support enough living plant life for anything 
  dependent on plants (such as entangle).  It is also 
  not full of enough stones for spells that rely upon 
  them. 
   
  Attunement 
   
  Garath and Evelyn are entirely attuned to this Ley 
  Line and comfortable in the area. As a result, their 
  breath weapons are not impeded by any 
  resistances or immunities. For instance, if one 
  breaths on a PC with fire resistance 20, there is no 
  reduction in damage. 
   
  Garath and Evelyn do not have to stay with 30 feet 
  of the Ley Line or the ground to retain his 
  attunement.  Remember that PCs must do so or 
  risk immediately having to consider the smokey 
  environment. 
   
  NOTE ON BREATH WEAPONS:  It is presumed, 
  for the sake of balance in this Encounter, that the 
  minimum roll for a recharge of the breath is two (2) 
  – if a one is rolled, increase the time to two (2) 
  rounds.  This means that two full rounds must 
  pass before one can use the breath weapons 
  again. For instance, if one rolls a two on round 
  one, rounds two and three must pass and one can 
  use them again on round four. 
   
  Tactics and layout 
   
  A featureless area, with the environment as listed.  
  Unless the PCs have added terrain features 
  during their time here, there are no impdiments 
  and a regular map can be employed. 
   
  Garath and Evelyin are dumb, hungry and angry.  
  They attack the closest target, switching only if 
  
  VTFIN7-02 Ley of the Land 
   
  Page 28 
  someone hurts them badly. They breath as often 
  as possible, choosing to breath on multiple 
  opponents wherever possible.  
   
  It is possible to attempt Handle Animal either, but 
  the DC is subject to a +16 circumstance modifier 
  for the terrible condition of the area and the foul 
  mood the Pyrohydra have been in for weeks. 
   
  Creatures 
   
  APL 4 (EL 6) 
  Garath, 5 Headed Pyrohydra, Huge Magical 
  Beast, hp 67, see Appendix One. 
  APL 6 (EL 8) 
  Garath and Evelyn, 5 Headed Pyrohydra (2), 
  Huge Magical Beast, hp 67 each, see Appendix 
  One. 
  APL 8 (EL 10) 
  Garath and Evelyn, 7 Headed Pyrohydra (2), 
  Huge Magical Beast, hp 92 each, see Appendix 
  One. 
  APL 10 (EL 12) 
  Garath and Evelyn, 8 Headed Elite Pyrohydra 
  (2), Huge Magical Beast, hp 121 each, see 
  Appendix One. 
  APL 12 (EL 14) 
  Garath 
  and 
  Evelyn, 
  10 
  Headed 
  Elite 
  Pyrohydra (2), Huge Magical Beast, hp 150 
  each, see Appendix One. 
  APL 14 (EL 17) 
  Garath, Durath and Evelyn, 12 Headed Elite 
  Pyrohydra (3), Huge Magical Beast, hp 179 
  each, see Appendix One. 
  Treasure  
   
  None. 
   
  Development 
  Once the Pyrohydra are defeated, proceed to 6: 
  Vessel.  If the PCs are defeated, they may be 
  resurrected but insufficient body parts remains for 
  a raise dead – proceed to Conclusion.  If the 
  defeat allowed them to escape, proceed to 
  Conclusion. 
   
  The PCs do not have a chance to rest before this 
  encounter, as the Pyrohydra seek them out.  If the 
  PCs retreat from it, the Geomancer Compact 
  retrieves the Pyrohydra before they can return 
  (and they lose the xp for this Encounter). 
   
   
  6: VESSEL  
   
  Now that you have the “burning heart of the 
  plains” it must be protected and tended.  How 
  to best do that? And where? 
   
  It is quite possible the PCs do not have a clue as 
  to what they must do at this stage.  A DC 5 Int 
  check reveals that ember needs a secure means 
  of continual protection, so that it can be banked 
  and fed small bits of fuel to keep it from going out.   
   
  Of course, standing in the middle of the burning 
  plains is probably not the best place for such a 
  task.  Marcus can be called upon to retrieve them 
  and the PCs can head to any known area in the 
  VTF for further work. 
   
  In order to build this protective enclosure and 
  provide the fuel, the PCs must undertake one of 
  the following:  
   
  1) Anyone with craft (woodworking), craft 
  (smith – any type) or the like may attempt 
  a DC 22 skill check to perform the task 
  effectively. Those without the skill may still 
  attempt the check.  Assists are likewise 
  quite possible.  This task takes 8 hours to 
  complete (at least the basics).  Taking 20 
  on this task is possible but costs an 
  additional 2 TU for the adventure; 
  2) They may ask the Immoth to take to an 
  area with professionals.  Once they are in 
  that area, they can get a protective 
  enclosure made for them. The assignment 
  costs 200 gp plus 50 gp for various raw 
  and other materials to be used in the 
  process, so 250 gp total; 
  3) Other innovative reactions by the PCs are 
  possible. 
  Some 
  may 
  involve 
  the 
  expenditure of time and up to 2 TU may 
  be assessed for such ideas by the DM. 
   
  Development 
   
  If the PCs craft or purchase a container for the 
  ember, proceed to Conclusion. 
   
  If the PCs do not have the time, inclination, skills 
  or want to purchase a container, proceed to 
  Conclusion. 
  
  VTFIN7-02 Ley of the Land 
   
  Page 29 
   
  CONCLUSION 
   
  If the PCs obtained and preserved the 
  ember from the Plains of the Paynim 
   
  Marcus looks pleased and takes the time to 
  examine the ember and container closely, as 
  well as listening to your tale.  He gathers every 
  detail possible and then bows, thanking you 
  greatly for your efforts.  With a sweep of the 
  hand, he is gone and his prromised payment is 
  left neatly piled behind him, gleaming in the 
  sun. 
   
  Each PC gets the maximum APL reward noted 
  below. 
   
  The PCs also each gain the Contemplation AR 
  Award and “Aspect of Fire”.  PCs gain this benefit 
  for all further rounds of VTFIN7-02, for three uses 
  only.  If they do not play Full Circle, they cannot 
  gain the benefits outside this five round adventure 
  (VTFIN7-02 Ley of the Land).  Only those who 
  were attuned when the ember was preserved gain 
  the “Aspect of Fire” Award. 
   
   
  If the PCs did not obtain or preserve the 
  ember from the Plains of the Paynim (if 
  they even got that far…) 
   
  Marcus looks mildly disappointed but says 
  nothing further. The information you have to 
  provide is limited to some extent and he 
  restricts 
  your 
  award 
  accordingly, 
  before 
  disappearing again. 
   
  If the PCs reached 2: Firestorm, they gain 10 gp 
  per APL. 
   
  If the PCs reached 3: Plain Advance, they gain 20 
  gp per APL. 
   
  If the PCs reached 4: Embers, they gain 30 gp per 
  APL. 
   
  If the PCs reached 5: Meals, they gain 40 gp per 
  APL. 
   
  If the PCs reached 6: Vessel, they gain 50 gp per 
  APL. 
   
  Nobody gains “Aspect of Fire” and the PCs are 
  considered to have failed (or not succeeded, as it 
  were) as this round of the Interactive. 
   
  Treasure:  
   
   
  APL 4: Loot: 0 gp; Coin: 400 gp; Magic: 0 gp. 
   
  APL 6: Loot: 0 gp; Coin: 600 gp; Magic: 0 gp. 
   
  APL 8: Loot: 0 gp; Coin: 800 gp; Magic: 0 gp. 
   
  APL 10: Loot: 0 gp; Coin: 1000 gp; Magic: 0 
  gp. 
   
  APL 12: Loot: 0 gp; Coin: 1200 gp; Magic: 0 
  gp. 
   
  APL 14: Loot: 0 gp; Coin: 1400 gp; Magic: 0 
  gp. 
   
   
  The End (Summer) 
  
  VTFIN7-02 Ley of the Land 
   
  Page 30 
  AUTUMN ADVENTURE 
  SUMMARY 
   
  Introduction: Roleplaying encounter. The PCs 
  receive a direct request to investigate strange and 
  unseasonal phenomena.  The request is made by 
  an Immoth, an elemental outsider who is 
  obsessed with secrets.  
   
  Encounter One: Roleplaying encounter.  The PCs 
  may either travel by their own power to an isolated 
  area of the Gnarley Forest, on the border between 
  Verbobonc and Dyvers. The Immoth directs them 
  to the ley lines if they go with him, asking them to 
  travel down into the ground, seeking a specific 
  cavern. 
   
  Encounter Two: Combat encounter. The PCs 
  travel the hills and mountains of the Barrier Peaks, 
  eventually being attacked by some of the altered 
  local wildlife. 
   
  Encounter Three: Combat Encounter.  The PCs 
  reach the plateau near the terminus of the ley line, 
  guarded 
  by 
  mercenaries 
  working 
  for 
  the 
  Geomancer 
  Compact. 
   
  They 
  may 
  attempt 
  diplomacy 
  or 
  other 
  means 
  to 
  pass 
  the 
  mercenaries. 
   
  Encounter Four: Combat Encounter.  The PCs 
  encounter the final defender of the Ley Line 
  terminus, an arrowhawk.  This encounter has two 
  variations, one if the PCs have arrived quickly and 
  the other if they have attuned to the Ley Line. 
   
  Encounter Four: Roleplaying Encounter. Having 
  defeated the creature with the breath of the 
  mountain, the PCs must successfully remove a 
  feather carefully and protect it for their later 
  actions.  This can be an involved process.   
   
  Conclusion:  
   
   
   
  PREPARATION FOR PLAY 
  As with any LG adventure, the DM should 
  ascertain all of the following before the adventure: 
  Is anyone crafting magic items? A MIC must be 
  completed before the adventure begins. 
  Does 
  anyone 
  have 
  any 
  non-class-related 
  animals? If the DM feels these will be a significant 
  factor in combat, the animal’s CR should be added 
  to the owner’s level for purposes of calculating 
  APL 
  Does any PC have game effects such as curses, 
  lycanthropy or play bonuses? 
  Ask to see all spell lists. 
  Will anyone be using out-of-game bonuses 
  (Campaign cards, buttons or tokens) and if so, 
  which ones? 
  Check PCs’ lifestyle and upkeep. 
  In addition, check the following: 
   
  Has the PC played a previous part in the VTFIN7-
  02 Ley of the Land interactive?  If so, they are 
  already aware of Marcus and his intentions. 
   
  Has the PC played VTF5-01 Bonds of Light and 
  Darkness?  If so, they recognize the Immoth as a 
  creature of Ice and get a bonus to further checks. 
   
   
  AUTUMN 
   
  INTRODUCTION 
   
  Autumn seems to be harsher and less 
  forgiving this year, full of howling storms and 
  early snow. Days go by without a hint of 
  sunshine or moonlight, with cloud cover 
  everywhere.  Throughout the lands of the VTF 
  traderoute, the main topic of conversation 
  seems to be the unseasonably cold and wet 
  weather. 
   
  You have been enjoying the dryness of the 
  hearth in the inn/coffee house and the 
  company 
  of 
  some 
  fellow 
  adventurers, 
  generally reluctant to brave the wet weather 
  outside if you can avoid it. 
   
  Characters should introduce themselves at this 
  point. 
   
  Just as the server is placing the rest of your 
  meal on the battered table in front of you, a 
  creature suddenly appears:  he looks very 
  similar to a dwarf…except that he is almost 10 
  feet tall, has a long tail tipped with a vicious 
  stinger, and is made entirely of ice. 
   
  
  VTFIN7-02 Ley of the Land 
   
  Page 31 
  Any PCs who have played any other parts of 
  VTFIN7-02 
  Ley 
  of 
  the 
  Land 
  immediately 
  recognize him as Marcus, an Immoth. Any PC 
  having played VTF5-01 Bonds of the Light and 
  Darkness recognize Marcus as an Immoth. PCs 
  recognizing Marcus gain a +4 circumstance 
  modifier to their Knowledge check. Anyone can 
  now make a DC 19 Knowledge (the planes) check 
  to identify the creature as an Immoth.   
   
  DC 19 – This creature is an Immoth, an elemental 
  creature of ice and cold devoted to obtaining 
  secrets across the planes.  The stinger on the tail 
  delivers a vicious poison. 
   
  DC 24 – The Immoth are powerful natural 
  spellcasters, casting spontaneously although they 
  cannot channel any fire energy at all.  Ice runes 
  across their body allow them to cast spells as free 
  actions each turn. 
   
  DC 29 – Immoth are cold subtypes, with an 
  immunity to cold and vulnerability to fire.  They 
  possess a middling degree of SR and some 
  resistance to non-magical weaponry. 
   
  His eyes alight on you as he scans the room, 
  and says, “Ah, excellent, I am at the correct 
  spot. For those whom I have met before, 
  greetings. For those whom I have not, my 
  name is Marcus, and I bear some knowledge of 
  grave importance. 
   
  “This wet weather is just one of many 
  unexplained and unnatural anomalies that are 
  currently affecting this land. You may have 
  noticed the late departure, or outright refusal 
  of migrating birds and the inability of magnetic 
  compasses to function with any accuracy. 
   
  “Unfortunately, my brethren and I do not have 
  the resources to investigate these anomalies, 
  which we believe are all interconnected.  
  Moreover, as elemental creatures, we are 
  particularly susceptible to these changes 
  ourselves. Therefore, we are seeking the aid of 
  some brave adventurers to seek the answer to 
  this mystery.  Will you accept this challenge?” 
   
  Marcus is reluctant to reveal any additional 
  information unless the characters agree to help, 
  as Immoths are obsessed with gathering and 
  keeping secrets.  However, if questioned, he will 
  provide the following information: 
   
  1. What’s in it for us? 
   
  “We will reward you for any information you can 
  obtain.  In your terms, we can offer [100GP per 
  APL per person] when you hand over that 
  information to me.” 
   
  2. Can you tell us any more information? 
   
  “While my brethren and I have not conclusively 
  solved the mystery of these phenomena, we 
  believe that the ley lines of this world are being 
  manipulated.  There are very few powers that 
  could undertake this without any obvious signs. 
   
  “Therefore, we believe the answers will reveal 
  themselves by following the ley lines.  Our 
  divinations have revealed the following: 
   
  Capture the breath of the mountains to fan the 
  burning heart of the plains; 
  Quench the molten gift of the earth in the crystal 
  core of the glacier. 
  Only then will the true journey begin. 
   
  “We’ve carried out further investigations, which 
  have indicated that the changes emanate from 
  four specific ley lines.  Of these four, currently the 
  most active one is located deep in the earth.  As 
  luck would have it, recent events have made it 
  accessible now.” 
   
  3. What the *bleep* is a ley line? 
   
  “A ley line is a mystical line or path in the earth.  
  Ley lines are often connections between magical 
  or holy sites, and are invisible to anybody but the 
  most highly attuned.  They are associated with 
  elemental 
  and 
  geomagnetic 
  energy, 
  so 
  manipulating or disrupting them would cause the 
  effects I have already mentioned.” 
   
  4. Is there any aid you can provide? 
   
  “I can provide you with a geomancer’s compass 
  that will help you find your destination.  Unlike a 
  regular compass, it is specifically attuned to guide 
  you to the ley lines, and will help keep you to the 
  right path.” 
   
  5. Do you have any additional advice? 
   
  “As much as possible, try not to deviate from the 
  ley lines. 
   
  
  VTFIN7-02 Ley of the Land 
   
  Page 32 
  “Each ley line is affiliated with an individual 
  element.  You should take that into account when 
  making your preparations for your journey.  
  Currently, the most active of the ley lines is 
  associated with earth.” 
   
  6. How do we contact you with any information 
  we have found? 
   
  “I will arrange for a sending to one of you once per 
  day for the next two weeks.  If you discover 
  anything important, advise me during the sending 
  and I will meet you in person.” 
   
  7. Will we need any supplies or gear? 
   
  “I am going to arrange for you to travel to an 
  underground series of caves.  If you need food or 
  drink, I would suggest you arrange for that, as well 
  as climbing gear and light sources.” 
   
  Further Information from Marcus 
   
  Marcus is an Immoth and secrets are vital to their 
  ongoing existence.  As a result, he is very 
  reluctant to share anything further with the PCs, as 
  he feels he is essentially hiring them for this task.  
  Nevertheless, it is possible to get more details 
  from him, by sharing secrets. 
   
  The first and most simple way to share secrets is 
  to expend Influence points.  Influence from any 
  source of importance is sufficient (so if a small 
  village gave you an Influence point with them, that 
  would not be terribly useful and could not be 
  expended), all at the discretion of the DM. For 
  every two Infuence Points expended, provide one 
  secret from the following list. 
   
  The second and more complex choice is an actual 
  secret from the PC. The value of the secret should 
  be determined by the DM and inconsequential or 
  unimportant secrets get no consideration. If, 
  however, they share something of true relevance, 
  release a detail from the following list: 
   
  - 
  The “molten gift of the earth” may refer to 
  precious metals of some type.  Using 
  typical valuations, find the specific cavern 
  the compass indicates and search the 
  area for ores, choosing the most valuable; 
  - 
  Prolonged unbroken contact with the ley 
  lines will give the PCs some advantages, 
  similar to those gained by geomancers. 
  - 
  Those behind the disruption of the ley 
  lines must have arcane or divine powers, 
  or possibly both, to hide themselves as 
  well as they have; 
  - 
  It is more than likely, given some 
  unconfirmed sightings near the various 
  areas, that they are also employing 
  mercenaries to assist in their defense – it 
  is possible these can be bought off or 
  diplomacized, thereby avoiding combat. 
   
  Development 
  If the PCs accept the task, proceed to 1: Into the 
  Earth.  If the PCs refuse the task, proceed to 
  Conclusion. 
   
  Creatures 
   
  All APLs 
   
  Marcus, large elemental, hp 174; See 
  Appendix One. 
   
   
  1: INTO THE EARTH  
   
  The Immoth bows.  “As you have accepted the 
  task, I shall provide further details.  The ley 
  line that is currently most active is located 
  deep underground but the physical location on 
  the surface would be in the Gnarley Forest, 
  between Verbobonc and Dyvers, around that 
  area.  A recent event there has resulted in 
  massive oerthquakes and the opening of 
  chasms into the ground.  I have divined which 
  one is to be entered and the tunnels to follow. 
   
  “In order to approach the area of strongest 
  influence within these caverns, I suggest you 
  stay on or as close to the ley line itself as 
  possible. We suspect there is something about 
  close proximity to the ley line that may be 
  ultimately be beneficial to you.  I will take you 
  to the entrance underground. I can transport 
  you to that location, or you can travel there as 
  you see fit. 
   
  “If 
  you 
  wish 
  to 
  accept 
  my 
  offer 
  of 
  transportation, I shall await you outside.  
  Otherwise, I wish you safe journey, and I will 
  contact you via the sending tomorrow.” 
   
  At this stage, the PCs can travel on their own to 
  the border of Verbobonc and Dyvers in the 
  Gnarley Forest with instant or fast transport magic 
  of their own, with directions from Marcus. There is 
  no difference in this case with the trip offered by 
  Marcus, as the exact area of the cavern 
  
  VTFIN7-02 Ley of the Land 
   
  Page 33 
  belowground is not known nor may it be divined 
  within the time frame of this adventure. 
  Proceeding to the Gnarley 
  Marcus can teleport up to five medium-sized 
  people at a time to the Gnarley Forest. He has up 
  to a dozen such spells per day and is not 
  considered to fail in his attempts, which should be 
  sufficient to eventually convoy any and all PCs 
  and relevant animal companions. 
  Once they reach the forest, Marcus allows the 
  PCs the opportunity to rest overnight, knowing that 
  the next day they are to travel into the ground 
  iteself. He warns them that four-legged creatures 
  are likely to have a very difficult time in the 
  mountains and should be left behind.  Creatures 
  with climb speeds and the like should have no 
  issues. 
   
  If a PC does have such an animal companion of 
  this nature, Marcus suggests summoning another 
  and waiting the extra day (he has no issues with 
  this delay) or leaving the animal companion 
  behind. 
   
  There are no dangers that evening and the PCs 
  may change out and alter spells lists as desired. 
   
  The next day, Marcus provides the geomancer’s 
  compass.  It is a small, flat circular object made of 
  wood, approximately 4 inches in diameter, 
  engraved with several concentric rings of runes or 
  symbols.  In the center is a pair of small, rotating 
  needle, both of which spin slowly and seemingly 
  randomly, first in one direction, and then another, 
  without stopping on any compass point. 
    
  The runes are not a language, but symbols for ley 
  lines and elemental energies.  It is a DC 20 
  Knowledge 
  (arcane 
  or 
  nature) 
  or 
  DC 
  25 
  Knowledge (geography) to recognize the symbols 
  and to know the basics of employing the compass.  
  For anyone else Marcus advises that the compass 
  will guide the PCs to and along a ley line, and will 
  also indicate the particular element of the ley line 
  when traveling along it.  If they leave the ley line, 
  the needles will once again return to their random 
  spinning. The symbols for this path are provided 
  by the Immoth. 
   
  As a natural compass associated with the ley 
  lines, the compass is not a magical device. This is, 
  instead, a supernatural ability of the compass that 
  is permanently on. 
   
  That morning, Marcus shows the PCs a chasm 
  into the ground.  Numerous are visible in the area, 
  created by a massive oerthquake.  It is associated 
  with the ley line and he advises them to use the 
  compass and not stray from the path. 
   
  “Stay on the path set out by the compass. If 
  you do so, the protection of the Ley Line will 
  be yours gradually.  Rise no further than 15 
  feet above the ground and go no further than 
  30 feet from it on the ground, and you shall 
  remain protected. 
   
  Remember what it is you seek – the molten gift 
  of the earth…” 
   
  Development 
   
  If the PCs go on, proceed to 2: Early Warning.  If 
  the PCs chose to end their participation in the 
  adventure, proceed to Conclusion.  
   
   
  2: EARLY WARNING 
   
  The trip down into the chasm was just the 
  beginning.  Winding tunnels ending in further 
  cracks in the oerth follow, every few hundred 
  feet.  Sheer walls up defy easy ascent at times, 
  but the massive damage of the recent 
  oerthquake 
  is 
  evident 
  everywhere. 
  The 
  geomancer’s compass proves to be a capable 
  guide, if not a fully comfortable one as it takes 
  a path that is difficult yet never troubled by 
  multiple exits to a cavern or tunnel. The 
  symbols Marcus showed have been alight on 
  the compass since the march began and the 
  impact of the depths and climate of the 
  underground has lessened to virtually nothing. 
   
  It is close to the end of the first day and you 
  estimate you have traveled a good 8 miles of 
  treacherous and difficult terrain. 
   
  Four-Legged Creatures in the Caverns 
   
  Unless the party has a viable means of allowing 
  for the transport of a four-legged animal, they 
  cannot pass along the route taken. Long cliff-
  faces, chasms, narrow tunnels and the like all 
  preclude such movement. PCs with magical or 
  mundane means of avoiding such a condition 
  should be rewarded, but otherwise any four-
  legged creature of this type is simply not going to 
  
  VTFIN7-02 Ley of the Land 
   
  Page 34 
  make the trip. Creatures with climb speeds of any 
  type (high climb checks are NOT sufficient) may 
  pass along the route. 
   
  The Cavern Environment 
   
  The caverns passed in this route are of varying 
  sizes, from 30 to 100 feet long, twenty to thirty feet 
  wide, and 10 to 15 feet high, irregular and 
  unworked.  Climb checks for the walls are DC 15.  
  All terrain is considered difficult.  There are no light 
  sources and no clean water.  Tunnels in the 
  underground area are ten feet wide, on average, 
  and ten feet high. 
   
  Camp Site 
   
  The PCs should be encouraged to set up camp at 
  some point, to indicate their watch cycles and 
  typical procedures on watch.  This includes the 
  presence of a fire (if they bring firewood…), 
  torches or the like and other issues. Have the PCs 
  choose either a tunnel or cavern and draw it 
  accordingly.  
   
  Changed Environment 
   
  Creatures in the area have been severely 
  impacted by the altered ley line. Aside from the 
  changes to the surroundings that has taken place 
  with the oerthquake, the creatures are adapting 
  rather 
  dramatically 
  to 
  an 
  Earth-favoured 
  environment. 
   
  In this particular case, it means that the local 
  carnivores have adapted by encouraging those 
  with easy means of passage (the stone drake’s 
  wall-walking) in the tunnels. 
   
  Attunement 
   
  After 12 hours on the path of the Ley Line, the 
  PCs benefit from endure elements (as the spell). 
  After a further 12 hours, those attuned gain Stone 
  Cunning as the dwarven racial trait.  Leaving the 
  area of the Ley Line as described (higher than 15 
  feet or more than 30 feet away on either side) 
  immediately ends the benefit and another period 
  of attunement must take place. 
   
  Climbing up and down cliffs and crevasses does 
  not affect attunement. 
   
  Tracking and Searching 
   
  If the PCs can perform a DC 20 Survival check 
  with the Tracking feat, it reveals the passage of 
  many creatures, including humanoids, monstrous 
  humanoids and four-legged creatures.  There is 
  no effective means of identifying them. 
   
  Anyone succeeding at a DC 8 Search check can 
  note that many creatures pass through the 
  caverns. 
   
  The Medusa 
   
  The medusa are guardians, here to warn people 
  away from this area of the caverns.  Their nightly 
  patrol (singular if there is only one) leads them to 
  the encampment of the PCs.  If the PCs somehow 
  manage to establish a very secure location that 
  cannot be easily attacked or entered (via spells, 
  most likely), this encounter takes place the next 
  morning as the PCs begin to advance. They have 
  taken the precaution of drinking a potion of 
  invisibility before they approach, so as not to 
  immediately give away their abilities and to remain 
  difficult to target. 
   
  While on Watch 
   
  A whistling in the air is the first warning, as an 
  arrow shatters at the ground.  A low voice 
  speaks from the darkness beyond next. 
   
  “I am Saronway.  You are intruders to this area 
  and I would ask you to leave and not return.” 
   
  The medusa began with a single arrow shot, at the 
  feet of whoever is on watch (or into the fire if 
  nobody is on watch), to alert the PCs to their 
  presence in the darkness. Note that they wear 
  rings of darkhidden and cannot be seen with 
  darkvision (but are visible to other means). At a 
  distance of 60 feet they then proceed to attempt to 
  warn the PCs to depart.  These rings are bonded 
  to the creatures and cannot be removed, they are 
  therefore not listed on their items. 
   
  During the day 
   
  A whistling in the air is the first warning, as an 
  arrow shatters at the ground at the front of the 
  party. A low voice speaks from the darkness 
  beyond next. 
   
  “I am Saronway.  You are intruders to this area 
  and I would ask you to leave immediately and 
  not return.” 
  
  VTFIN7-02 Ley of the Land 
   
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  The medusa began with a single arrow shot, at the 
  feet of whoever is on watch (or into the fire if 
  nobody is on watch), to alert the PCs to their 
  presence in the darkness. Note that they wear 
  rings of darkhidden and cannot be seen with 
  darkvision (but are visible to other means). At a 
  distance of 60 feet they then proceed to attempt to 
  warn the PCs to depart. 
   
  Diplomacy 
   
  The medusa are hired for their services.  They 
  have no real desire to fight if they can avoid it, 
  being more interested in payment with no real 
  danger.  On the other hand, their pay will be 
  withheld if the PCs pass them up and only a very 
  convincing argument or the offer of equal pay can 
  convince them otherwise. It is quite possible to 
  diplomacize or buy off the medusa as a result. 
   
  If a move is made by any one PC toward 
  Diplomacy, they may attempt this normally, 
  suffering the -10 for rushed attempts. If no other 
  PC takes hostile actions of any kind (and moving 
  forward or casting spells of any type is considered 
  hostile, as the medusa cannot Spellcraft and are 
  taking no chances), a second attempt may then be 
  made (if the first fails) as the medusa listen to the 
  arguments and allow the matter to drop out of 
  initiative.   
   
  The Diplomacy must take the medusa from Hostile 
  to at least Friendly – if they reach that state, they 
  choose to allow the PCs to pass by.  This 
  Encounter is then considered defeated.  As the 
  Medusa have no information to impart, moving 
  their attitude to Helpful has no further benefit.  If 
  this fails, proceed to combat immediately and no 
  cash can be offered. 
   
  Offering cash can shift their attitude to Friendly. 
  The gp offered must be 200 gp per APL (so 800 
  gp at APL 4 and so on) per medusa present.  
  Anything less is unacceptable, though standard 
  Diplomacy can be attempted.  If the offer of cash 
  is insufficient or the amount is too high for the 
  PCs, regular Diplomacy can be attempted.  
  Otherwise proceed to combat immediately.   
   
  At no point during discussions do the medusa 
  come forward to talk or reveal their true nature.  
  They are aware this is an advantage to them.  Not 
  that anyone more than 30 feet from the medusa 
  cannot tell them from humans. 
   
  Tactics and Layout 
   
  Use the general guidelines for the tunnels and 
  caverns provided, depending on where the PCs 
  are located.  Generally speaking, the medusa 
  attack PCs on the move in tunnels, while they PCs 
  likely choose to rest in caverns. 
   
  There is no surprise on the part of the medusa in 
  either tactical option.  PCs may surprise the 
  medusa themselves in certain situations and this 
  should be modified accordingly.  The medusa fight 
  until down to 10 hp or less, at which point they 
  attempt to flee or surrender. 
   
  Note that the medusa have rock boots at every 
  APL, which allows them to avoid difficult terrain 
  five times per day. See Appendix Two for more 
  details. 
   
  The medusa use bow shots initially, to give the 
  impression they do not want to be engaged.  As 
  soon as their identities are known, they try to 
  exploit their reputation by moving in amongst the 
  PCs, attacking those who close their eyes.  As 
  much as possible they concentrate their shots on 
  a single target, preferably unarmored. 
   
  Creatures (EL+3) 
   
  APL 4 (EL 7) 
  Saronway, 
  Medium 
  monstrous 
  humanoid 
  (medusa), hp 42, see Appendix One;  
  APL 6 (EL 9) 
  Saronway and Elise, Medium monstrous 
  humanoid (medusa), hp 42 each, see Appendix 
  One; 
  APL 8 (EL 11) 
  Saronway and Elise, Medium monstrous 
  humanoid (medusa) Ftr2, hp 67 each, see 
  Appendix One;  
  APL 10 (EL 13) 
  Saronway and Elise, Medium monstrous 
  humanoid (medusa) Ftr2/Mnk2, hp 83 each, see 
  Appendix One;  
  APL 12 (EL 15) 
  Saronway and Elise, Medium monstrous 
  humanoid (medusa) Ftr2/Mnk2/Shadowdancer2, 
  hp 99 each, see Appendix One;  
  APL 14 (EL 17) 
  
  VTFIN7-02 Ley of the Land 
   
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  Saronway and Elise, Medium monstrous 
  humanoid (medusa) Ftr2/Mnk2/Shadowdancer4, 
  hp 115 each, see Appendix One;  
  Death and Dismay, Shadow Companions, 
  Medium undead (incorporeal), hp 19 each, see 
  Appendix One; 
  Treasure 
   
   
  APL 4: Loot: 5 gp; Coin: 300 gp; Magic: 0 gp 
   
  APL 6: Loot: 10 gp; Coin: 350 gp; Magic: 0 gp 
   
  APL 8: Loot: 112 gp; Coin: 400 gp; Magic: +1 
  mithral chain shirt * 2 (176 gp each) 
   
  APL 10: Loot: 112 gp; Coin: 450 gp; Magic: 
  +1 mithral chain shirt * 2 (176 gp each), eyes of 
  the eagle * 2 (208 gp each) 
   
  APL 12: Loot: 112 gp; Coin: 500 gp; Magic: 
  +1 mithral chain shirt * 2 (176 gp each), eyes of 
  the eagle * 2 (208 gp each), +2 gloves of dexterity 
  * 2 (333 gp each), +1 ring of protection * 2 (167 gp 
  each) 
   
  APL 14: Loot: 112 gp; Coin: 550 gp; Magic: 
  +2 mithral chain shirt * 2 (425 gp each), eyes of 
  the eagle * 2 (208 gp each), +4 gloves of dexterity 
  * 2 (1333 gp each), +2 vest of resistance (333 gp 
  each), +1 ring of protection * 2 (167 gp each), 
  cloak of elvenkind * 2 (208 gp each),  
   
  Development 
   
  The medusa do not go deeper into the caverns 
  and do not know where the terminus of the ley line 
  might be located, nor the minerals in the ground 
  (they are not miners nor interested in such things).  
  They are unaware of the ley line, in fact, working 
  strictly for cash and noting that their employer was 
  a dwarf named Sivith (if they somehow can be 
  coerced into giving up this information). They 
  know nothing of the Geomancer Compact and 
  have no interest in it if mentioned. 
   
  If the PCs were interrupted during their sleep 
  cycle, they can rest for another full eight hours 
  now and regain all spells and the like.  There are 
  no interruptions, as the Earth Whisper has driven 
  all but the Stone Drakes from this general area 
  and it has not yet seen the PCs (it very much 
  assumes the medusa are permanent guardians for 
  it). 
   
  Proceed to 3: Unleashed if the PCs continue on 
  (after resting if they desire).  If they turn back now, 
  proceed to Conclusion. 
   
   
  3: UNLEASHED  
   
  It is only a few short hours before the compass 
  indicates that the cavern before you is your 
  goal, with a bit of simple triangulation proving 
  the point.  Not much different than any you 
  have passed through to this point, it differs 
  slightly in that there is some dull ore exposed 
  on one wall, though it appears quite plain to 
  your vision. 
   
  This cavern is provided on a map in Appendix 
  Three, labeled “Autumn Cavern”. The two areas 
  marked D 1 and D 2 are the starting areas for the 
  Stone Drakes.  At APL 14, D3 is the third location. 
  The Earth Whisper, cruel creature that it is, 
  trapped them here using stone shape.  When the 
  PCs enter the cavern, the Earth Whisper moves 
  into the D area, incorporeal as it is, and uses it’s 
  stone shape ability 1d6 rounds later to unleash the 
  Stone Drakes.  Tired, ravenous and generally 
  quite upset, the two drakes attack immediately.  
  They really want to attak the Earth Whisper but 
  cannot do so – if the PCs can somehow 
  communicate with them and offer a reasonable 
  means of achieving this end, Diplomacy is 
  possible.  
   
  As you pull begin to look around the cavern, a 
  wall once solid opens up, revealing a pair of 
  large lizard creatures, intent upon your 
  presence.  They snarl and lunge forward.  
   
  It is a DC 25 Spot check to have noticed the wall 
  opening up, with a +4 circumstance bonus if the 
  PC has Stonecunning or 5 or more ranks of 
  Knowledge (Engineering and Architecture).  As 
  the spell is silent, there is no Listen check 
  possible.  If a PC has detect magic up and is 
  pointing in the correct direction, they gain a +8 
  circumstance bonus on their Spot check but the 
  magic and unleashing is fast, so their ability to 
  react is not guaranteed. 
   
  Environment 
   
  The cavern has all the same issues as the rest of 
  the tunnels and caverns.  All parts of it are 
  considered difficult terrain.  Climb checks for the 
  walls are DC 15.  There are no stalactites or 
  stalagmites in this cavern, having been destroyed 
  during the oerthquake (though the debris does 
  litter the ground).  There is no vegetation in this 
  cavern.  The ground, walls and ceiling are solid 
  
  VTFIN7-02 Ley of the Land 
   
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  stone.  There is no light source beyond that 
  carried by the PCs. 
   
  Note that the Stone Drakes use their Perfect 
  Climbing to avoid the floors (the difficult terrain) 
  whenever possible. 
   
  The ceiling is 10 feet high in here, which means 
  that the two Stone Drakes occupy the entirety 
  when they are large-sized, but still hang from the 
  roof to avoid difficult terrain penalties. 
   
  Surprising the Stone Drakes 
   
  Parties well-prepared or hidden can surprise the 
  Stone Drakes.  If the creatures cannot identify the 
  location of the PCs, they circle for three rounds, 
  then bolt out the exit, eager to get as far away 
  from the Earth Whisper as possible.  This does not 
  count as defeating the Encounter, but is an 
  effective means of avoiding it.  
   
  Diplomacy 
   
  It is very difficult to Diplomacize the Stone Drakes.  
  Although intelligent, they are ravenous and angry 
  right now.  Diplomacy checks with them must be in 
  Draconic and suffer a -16 circumstance penalty.   
  If the PCs offer to provide a magical means of 
  avenging their entombment (which likely requires 
  the PCs figure out the Stone Drakes cannot stone 
  shape from knowledge checks), this circumstance 
  penalty is reduced to -4. 
   
  The Stone Drakes, unlike other dragons, are 
  uninterested in treasure. They really only just want 
  a comfortable existence with food…and are willing 
  to settle for just food most of the time.  Offers of 
  payment receive no bonuses.  Offers of food 
  (immediately and in large quantities) provides a +4 
  circumstance bonus to any Diplomacy checks. 
   
  All Diplomacy attempts with the Stone Drakes are 
  rushed (-10 to checks), as they will not wait for 
  proper Diplomacy to take place. 
   
  Tactics 
   
  The Stone Drakes are intelligent and cunning, but 
  they are also very hungry.  They attack headlong, 
  using their Perfect Climbing to avoid the difficult 
  terrain of the ground, and Spring Attack where 
  they can. Wherever possible, they choose a 
  smaller, less armored target and concentrate on it. 
  Should they succeed in taking it down, the Stone 
  Drakes grab hold (whoever is next) and attempt to 
  cart it down the crevice at the end of the cavern 
  and from there off into the tunnels.  As no map is 
  provided for this, the DM will have to generate 
  random tunnels and caverns if the other PCs 
  follow.  Abandoning any PC to this fate means an 
  unrecoverable death.  
   
  Note that for the purposes of this creature, Spring 
  Attack works with their natural bite attack. 
   
  If the Stone Drakes are reduced to 10 hp or less, 
  they attempt to either surrender (if they believe 
  that is an option) or flee. 
   
  Attunement 
   
  Anyone who has spent 24 hours beneath the 
  surface, following the geomancer compass, is 
  attuned, as noted earlier.  As the physical confines 
  of the ground generally make it impossible to get 
  more than 15 feet above the ground and thirty feet 
  away from the ley line itself, everyone is 
  automatically attuned unless they leave the area 
  or rest in extra-dimensional spaces. Climbing up 
  and down cliffs and crevasses does not alter 
  attunement. 
   
  The Stone Drakes, unbeknownst to them, have 
  been infused with the power of the Earth Ley Line.  
  They have DR against those not attuned, and their 
  acid bite bypasses all energy resistance or 
  immunity. 
   
  Creatures 
   
  APL 4 (EL 6) 
  Sivarith and Gorith, Stone Drake (Races of 
  Stone), Medium Dragon, hp 78 each, see 
  Appendix One;  
  APL 6 (EL 8) 
  Sivarith and Gorith, Advanced Stone Drake 
  (Races of Stone) Ftr1, Medium Dragon, hp 115 
  each, see Appendix One;   
  APL 8 (EL 10) 
  Sivarith and Gorith, Advanced Stone Drake 
  (Races of Stone) Ftr2, Medium Dragon, hp 158 
  each, see Appendix One;   
  APL 10 (EL 12) 
  Sivarith and Gorith, Advanced Stone Drake 
  (Races of Stone) Ftr3, Medium Dragon, hp 192 
  each, see Appendix One;   
  
  VTFIN7-02 Ley of the Land 
   
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  APL 12 (EL 14) 
  Sivarith and Gorith, Very Advanced Stone 
  Drake (Races of Stone) Ftr3/War1, Medium 
  Dragon, hp 257 each, see Appendix One;   
  APL 14 (EL 16) 
  Sivarith, Gorith and Ecker, Very Advanced 
  Stone Drake (Races of Stone) Ftr4, Medium 
  Dragon, hp 289 each, see Appendix One;  
  Questioning the Stone Drakes 
   
  If the Stone Drakes are turned friendly, captured 
  or otherwise able to be questioned, they can 
  provide information. 
   
  What do you know of the ley lines? 
   
  They are the blood of the earth and they are 
  strong in this cavern.  We nested here, as it was 
  safe from the aftershocks of the recent quake. 
   
  Why were you trapped in stone? 
   
  A creature of the earth caught us.  It torments us 
  each day, but never comes out so that we can 
  face it. 
   
  What do you know of the corruption/Geomancer 
  Compact? 
   
  The blood of the earth cries here, but it is also very 
  strong. The gold in the walls feels strange, almost 
  like magma but with no heat.  The corruption or 
  this Geomancer Compact may have something to 
  do with that.  One of them was here, some time 
  ago (note, they do not watch the passage of time 
  and cannot be more precise), with horns and 
  magic, toying with the ore in the walls. We fled 
  rather than face such strangeness. 
   
  What is the creature of the earth? 
   
  We do not know.  It slips between the earth itself 
  and never shows its face.  Sometimes, it taunts us 
  from the darkness but we never know where it will 
  show up next. 
   
  Do you have any treasure? 
   
  The food of the earth is our treasure.  Nothing 
  more than that matters. 
   
  Do you know what the “molten gift of the earth” 
  means? 
   
  No. 
   
  Development 
   
  Once the Stone Drakes are defeated or driven 
  away, the PCs can continue to search the cavern.  
  The Earth Whisper sees no reason to reveal itself 
  and remains 100% hidden in the walls at this 
  stage, awaiting the correct moment. Proceed to 4: 
  Ores if the PCs want to continue their task, or to 
  Conclusion if they want to withdraw.  
   
   
  4: ORES  
   
  The cavern is easy to search without creatures 
  interfering.  At one end is another long 
  crevasse down, perhaps 100 feet before it 
  starts into another tunnel. This area, however, 
  is the terminus of the Ley Line, as the 
  geomancer’s compass attests.  Very limited 
  amouns of ore are visible in the walls and 
  touching them generates an uneasy feeling, 
  like 
  that 
  of 
  touching 
  a 
  hot 
  surface 
  unknowingly, only to discover that it has 
  actually cooled enough to touch. 
   
  As Marcus instructed, the most valuable ores in 
  this room is gold.  PCs by this point should be 
  attuned and have the benefit of stone cunning as a 
  result, 
  and 
  they 
  (or 
  anyone 
  with 
  native 
  stonecunning) automatically knows the value of 
  ores in the walls (there is also silver and copper). 
  Without this ability, it is a DC 25 Knowledge  
  (Architecture 
  and 
  Engineering), 
  Appraise, 
  Profession (jeweler) or Profession (miner) check 
  to determine this fact from the dull and dispersed 
  ores in the wall.   
   
  If the PCs cannot determine the correct ore, triple 
  the amount of points they need to get the correct 
  quantity of ore, as they have to take all the 
  different types here to be safe. 
   
  The ores must be removed from the walls and 
  separated from the stone. To do so requires either 
  significant magic or brute force. 
   
  Use the following chart to determine progress 
  (round all numbers down): 
   
  - For each +1 stat bonus of strength participating, 
  1 point is generated per hour. 
   
  
  VTFIN7-02 Ley of the Land 
   
  Page 39 
  - For each +2 stat bonus of intelligence 
  participating, 1 point is generated per hour. 
   
  - For each +1 stat bonus of constitution 
  participating, 1 point per hour is generated. 
   
  - If there are specialized tools (such as miner’s 
  picks, portable rams, mining equipment), this 
  generates 2 points per hour per PC using the 
  individual equipment.  Should the tools be 
  masterwork, increase this to 5 points per hour 
  (superceding the masterwork benefit). 
   
  - For each spell that can be cast on a daily basis, it 
  generates 1 point per spell level involved, so long 
  as the DM rules that it can be applied in this case 
  (such as tenser’s floating disc, or an orb of acid, or 
  stone shape). 
   
  - Anyone with profession (miner) or craft 
  (blacksmith, 
  weaponsmith, 
  stoneworking 
  or 
  jeweler) generates 1 pt per rank they have per 
  hour. 
   
  - Anyone possessing an adamantine weapon 
  generates an additional 2 pts per hour while using 
  it. 
   
  The PCs can only work 8 hours a day before they 
  are too tired to continue.  Total points each day 
  and indicate what has been gathered. 
   
  PCs must generate 120 points per PC in the party 
  to get enough gold ore – this represents 10 grams 
  of gold each. Though they have no means of 
  knowing 
  what 
  is 
  required 
  specifically, 
  the 
  divination in the beginning should provide an 
  indication that they are to fashion something with 
  this ore.  If they cannot determine that, allow a DC 
  5 Int and Wis check to the party to reflect upon this 
  fact. 
   
  Again, the problem is that the PCs do not know 
  when to stop…but the Earth Whisper knows how 
  much they need and lets them get to that point 
  before it intervenes, greedy as it is. 
   
  Although the PCs might take a long time to 
  complete this task, there is no additional TU 
  penalty or expenditure, just boredom… 
   
  Searching for the Earth Whisper 
   
  As indicated in the Development section of 3: 
  Unleashed, the Earth Whisper stays within the 
  stone walls and ground and does not reveal itself.  
  Incorporeal as it is and therefore very difficult to 
  track or find, there should be little means for the 
  PCs to find it, but if they do somehow force the 
  issue, proceed to 5: Golden Hue and initiate 
  combat. 
   
  Development 
   
  The PCs might take a long time to complete this 
  task.  Once they have enough for everyone in the 
  party, or they have given up collecting more, 
  proceed to 5: Golden Hue.  If they depart the area 
  without any attempt at excavation, proceed to 
  Conclusion. 
   
   
  5:  GOLDEN HUE  
   
  A curious sound fills the air, a low chuckle 
  erupting from the stones themselves.  As 
  suddenly as it is there, it is gone. 
   
  The 
  Earth 
  Whisper 
  brought 
  here 
  by 
  the 
  Geomancer Compact guards the area from 
  unwanted miners and generally all comers.  It has 
  no name and prefers to lurk here in the depths, 
  tormenting and killing whatever it can. 
   
  It cannot be Diplomacized, as it hates all living 
  creatures and wants to just torment and kill. 
  Although 
  it 
  has 
  no 
  particular 
  hatred 
  that 
  predominates, it does seek to target the weaker-
  willed fighter types first, but it does not have any 
  means to really make this determination, and uses 
  equipment and weaponry make the determination. 
   
  If the PCs at any time offer to flee the area and 
  leave the ore behind, the Earth Whisper agrees to 
  let them depart. Although it hates life and those 
  that steal from the earth, it also has an 
  understanding with the Geomancer Compact and 
  feels it is obliged to make such an agreement.  
  See Development for the results of this action. 
   
  Surprise 
   
  The chuckle of the Earth Whisper should be 
  enough to trigger concern in the PCs.  If it does 
  so, they are not considered surprised.  If they 
  simply go back to whatever they are doing, 
  however, they are automatically surprised when it 
  emerges to cast the spike stones. 
   
  Tactics  
   
  
  VTFIN7-02 Ley of the Land 
   
  Page 40 
  Use the same map.  The Earth Whisper begins 
  wherever would be most appropriate for it, as 
  decided by the DM. 
   
  The Earth Whisper is just trying to get into the 
  minds of the PCs at this stage.  It comes out of the 
  wall in the crevasse in the cavern 40 feet down, 
  just enough to see the upper area, giving it 
  improved cover and providing +8 to AC and +4 to 
  Reflex saves as per varying degrees of cover from 
  p152 in the PHB.  It then uses stone shape to 
  weaken the crevase wall 15 feet beneath the 
  ground of the caven, such that climbing on it is 
  now certain to fail for all but the lightest of people 
  (30 lbs or less). 
   
  Once that is done, it takes the next round to move 
  to the far end of the cavern (the entrance).  There 
  it emerges, again with improved cover and uses 
  spike stones on the ground of the cavern.  Once 
  that is done, it proceeds to use avarice on the 
  most powerful fighter type not carring the ore itself 
  (unless it is all split up, in which case it targets the 
  most powerful looking fighter).  It proceeds to use 
  cavern fear when it can and generally acts as evil 
  as possible.  
   
  Where there is more than one Earth Whisper, they 
  simply act individually, making no attempt to target 
  the same creature. They are individualistic and 
  uncaring of the other’s fate. 
   
  Creatures 
   
  APL 4 (EL 6) 
  Elite Earth Whisper, Medium elemental (earth, 
  extraplanar, incorporeal), hp 32, see Appendix 
  One. 
  APL 6 (EL 8) 
  Elite Earth Whisper (2), Medium elemental 
  (earth, extraplanar, incorporeal), hp 32 each, 
  see Appendix One. 
  APL 8 (EL 10) 
  Elite Earth Whisper (2), Medium elemental 
  (earth, extraplanar, incorporeal), hp 96 each, 
  see Appendix One. 
  APL 10 (EL 13) 
  Elite 
  Earth 
  Whisper 
  Sor2 
  (3), 
  Medium 
  elemental (earth, extraplanar, incorporeal), hp 
  106 each, see Appendix One. 
  APL 12 (EL 15) 
  Elite 
  Earth 
  Whisper 
  Sor4 
  (3), 
  Medium 
  elemental (earth, extraplanar, incorporeal), hp 
  126 (including 10 hp false life) each, see 
  Appendix One. 
  APL 14 (EL 17) 
  Elite 
  Earth 
  Whisper 
  Sor6 
  (3), 
  Medium 
  elemental (earth, extraplanar, incorporeal), hp 
  140 (including 14 hp false life) each, see 
  Appendix One. 
  Treasure:  
   
  All APL: None. 
   
  Development 
   
  If the PCs successfully leave the area with the ore, 
  proceed to 6: Refining.  If they leave without the 
  ore, proceed to Conclusion. 
   
  In the event the PCs abandon the ore in the area, 
  to appease the Earth Whisper or for other 
  reasons, they must return with two hours.  Should 
  they do so, they can continue with their combat or 
  encounter.  If they do not return within that time 
  frame, the Geomancer Compact returns to take 
  the ore and causes another oerthquake in the 
  area, sealing the entire cavern.  Even digging it 
  out does not work now, as the ley line is also 
  altered in the process and the ores no longer 
  affected.  In this case, proceed to Conclusion. 
   
   
  6: REFINING  
   
  With the ore in hand, you depart the caverns 
  and it is not long before the sunshine of the 
  surface and the trees of the Gnarley Forest 
  await.  Marcus bows low before you and seems 
  pleased by the ore.  He notes that it must be 
  refined to be of use and suggests a dwarven 
  friend of his should you have no means of 
  your own to do this.  
   
  The ore itself must be successfully refined. This is 
  a process most PCs likely do not know and cannot 
  attempt without the proper skill.  Profession 
  (miner) is the most appropriate skill, although 
  those with actual ranks in Craft (Jewellery, 
  Blacksmithing, 
  Weaponsmithing/Armorsmithing) 
  have a better than usual chance. Time can be 
  taken in this task (eg. The PC can take 20) and it 
  is possible to aid one aother in the task, if one has 
  the skill in question (so, to assist a profession 
  
  VTFIN7-02 Ley of the Land 
   
  Page 41 
  (miner) check one would need to have ranks in 
  that same profession).  The actual physical act of 
  removing the ore in the terminus of the ley line has 
  preserved the altered ore and the refining process 
  does not harm this.  
   
  The PCs lose the benefit of attunement when they 
  leave the chasm to surface again. 
   
  To proceed, the PCs must attempt or arrange for 
  one of the following: 
   
  1) Anyone with profession (miner) can 
  attempt a DC 20 check. Using masterwork 
  tools gives the usual bonus, which Marcus 
  can provide if the PC does not have any.  
  Stonecunning provides a +2 bonus to the 
  check. The time required is 4 hours.  If the 
  PC wants to take 20, this is 10 days time 
  or 2 TU extra.  They should be advised of 
  the time constraints before they make 
  their attempt or take 20; 
  2) Anyone 
  with 
  craft 
  (jewellery, 
  blacksmithing, 
  armorsmithing/ 
  weaponsmithing) may attempt a similar 
  check, although it takes longer as the skill 
  is not as practiced.  Only those with actual 
  ranks can attempt this, unlike regular use 
  of Craft skills.  Again, masterwork tools 
  can be provided by Marcus if the PC does 
  not have any, with the usual +2 bonus. 
  The DC for this is 25 and it takes 8 hours.  
  Taking 20 means that it will take 20 days, 
  or 4 TU extra.  They should be advised of 
  the time constraints before they make 
  their attempt or take 20.  
  3) The dwarf Marcus knows is called Ivan 
  Blackhammer from Molvar in Ket.  He can 
  undertake the task of refinement himself 
  at a cost of 250 gp for a rush job, ready in 
  four hours, or 125 gp and 1 TU extra for 
  all PCs for a regular job, ready in five days 
  time; 
  4) Other innovative reactions by the PCs are 
  possible. 
  Some 
  may 
  involve 
  the 
  expenditure of time and up to 4 TU may 
  be assessed for such ideas by the DM. 
   
  Development 
   
  Proceed to Conclusion when the PCs have 
  successfully refined the ore or if they have given 
  up. 
   
   
  CONCLUSION 
   
  If the PCs successfully refined the gold 
  ore 
   
  Marcus looks pleased and takes the time to 
  examine the refined gold closely, as well as 
  listening to your tale.  He gathers every detail 
  possible and then bows, thanking you greatly 
  for your efforts.  With a sweep of the hand, he 
  is gone and his prromised payment is left 
  neatly piled behind him, gleaming in the sun. 
   
  Each PC gets the maximum APL reward noted 
  below. 
   
  The PCs also each gain the Contemplation AR 
  Award and “Aspect of Earth”.  PCs gain this 
  benefit for all further rounds of VTFIN7-02, for 
  three uses only.  If they do not play Full Circle, 
  they cannot gain the benefits outside this five 
  round adventure (VTFIN7-02 Ley of the Land).  
  Only those who were attuned when the gold was 
  refined gain the “Aspect of Earth” Award. 
   
  If the PCs did not refine the gold ore or did 
  not even get the ore 
   
  Marcus looks disappointed but says nothing 
  further. The information you have to provide is 
  limited to some extent and he restricts your 
  award accordingly, before disappearing again. 
   
  If the PCs reached 2: Early Warning, they gain 10 
  gp per APL. 
   
  If the PCs reached 3: Unleashed, they gain 20 gp 
  per APL. 
   
  If the PCs reached 4: Ore, they gain 30 gp per 
  APL. 
   
  If the PCs reached 5: Golden Hue, they gain 40 gp 
  per APL. 
   
  If the PCs reached 6: Refining, they gain 50 gp per 
  APL. 
   
  Nobody gains “Aspect of Earth” and the PCs are 
  considered to have failed (or not succeeded, as it 
  were) as this round of the Interactive. 
   
  Treasure:  
   
  
  VTFIN7-02 Ley of the Land 
   
  Page 42 
   
  APL 4: Loot: 0 gp; Coin: 400 gp; Magic: 0 gp. 
   
  APL 6: Loot: 0 gp; Coin: 600 gp; Magic: 0 gp. 
   
  APL 8: Loot: 0 gp; Coin: 800 gp; Magic: 0 gp. 
   
  APL 10: Loot: 0 gp; Coin: 1000 gp; Magic: 0 
  gp. 
   
  APL 12: Loot: 0 gp; Coin: 1200 gp; Magic: 0 
  gp. 
   
  APL 14: Loot: 0 gp; Coin: 1400 gp; Magic: 0 
  gp. 
   
  The End (Autumn) 
  
  VTFIN7-02 Ley of the Land 
   
  Page 43 
  WINTER ADVENTURE 
  SUMMARY 
   
  Introduction: Roleplaying encounter. The PCs 
  receive a direct request to investigate strange and 
  unseasonal phenomena.  The request is made by 
  an Immoth, an elemental outsider who is 
  obsessed with secrets.  
   
  Encounter One: Roleplaying encounter.  The PCs 
  may either travel by their own power to Ishar, or 
  are taken there by the Immoth.  He directs them to 
  the ley lines if they go with him, asking them to 
  traverse it to the top of the Barrier Peaks. 
   
  Encounter Two: Combat encounter. The PCs 
  travel the hills and mountains of the Barrier Peaks, 
  eventually being attacked by some of the altered 
  local wildlife. 
   
  Encounter Three: Combat Encounter.  The PCs 
  reach the plateau near the terminus of the ley line, 
  guarded 
  by 
  mercenaries 
  working 
  for 
  the 
  Geomancer 
  Compact. 
   
  They 
  may 
  attempt 
  diplomacy 
  or 
  other 
  means 
  to 
  pass 
  the 
  mercenaries. 
   
  Encounter Four: Combat Encounter.  The PCs 
  encounter the final defender of the Ley Line 
  terminus, an arrowhawk.  This encounter has two 
  variations, one if the PCs have arrived quickly and 
  the other if they have attuned to the Ley Line. 
   
  Encounter Four: Roleplaying Encounter. Having 
  defeated the creature with the breath of the 
  mountain, the PCs must successfully remove a 
  feather carefully and protect it for their later 
  actions.  This can be an involved process.   
   
  Conclusion:  
   
   
   
  PREPARATION FOR PLAY 
  As with any LG adventure, the DM should 
  ascertain all of the following before the adventure: 
  Is anyone crafting magic items? A MIC must be 
  completed before the adventure begins. 
  Does 
  anyone 
  have 
  any 
  non-class-related 
  animals? If the DM feels these will be a significant 
  factor in combat, the animal’s CR should be added 
  to the owner’s level for purposes of calculating 
  APL 
  Does any PC have game effects such as curses, 
  lycanthropy or play bonuses? 
  Ask to see all spell lists. 
  Will anyone be using out-of-game bonuses 
  (Campaign cards, buttons or tokens) and if so, 
  which ones? 
  Check PCs’ lifestyle and upkeep. 
  In addition, check the following: 
   
  Has the PC played a previous part in the VTFIN7-
  02 Ley of the Land interactive?  If so, they are 
  already aware of Marcus and his intentions. 
   
  Has the PC played VTF5-01 Bonds of Light and 
  Darkness?  If so, they recognize the Immoth as a 
  creature of Ice and get a bonus to further checks. 
   
  WINTER 
   
  INTRODUCTION 
   
  It seems that winter has not even arrived this 
  year.  The winds and chill rains of Autumn 
  have given way to warm temperatures but 
  continued rainfall, with no snow or other cold 
  weather.  It is almost time to celebrate the 
  coming of the new year but the old year does 
  not seem to want to depart.  Throughout the 
  lands of the VTF traderoute, the main topic of 
  conversation seems to be the unseasonably 
  warm weather and the seemingly endless 
  rainfall. 
   
  You have been enjoying the comfort of the 
  hearth in the inn/coffee house and the 
  company 
  of 
  some 
  fellow 
  adventurers, 
  generally reluctant to head outside, where the 
  dampness of fall hangs on and mud yet lingers 
  on the streets, not yet driven away by winter. 
   
  Characters should introduce themselves at this 
  point. 
   
  Just as the server is placing a platter of well-
  cooked food on the battered table in front of 
  you, a creature suddenly appears:  he looks 
  very similar to a dwarf…except that he is 
  
  VTFIN7-02 Ley of the Land 
   
  Page 44 
  almost 10 feet tall, has a long tail tipped with a 
  vicious stinger, and is made entirely of ice. 
   
  Any PCs who have played any other parts of 
  VTFIN7-02 
  Ley 
  of 
  the 
  Land 
  immediately 
  recognize him as Marcus, an Immoth. Any PC 
  having played VTF5-01 Bonds of the Light and 
  Darkness recognize Marcus as an Immoth. PCs 
  recognizing Marcus gain a +4 circumstance 
  modifier to their Knowledge check. Anyone can 
  now make a DC 19 Knowledge (the planes) check 
  to identify the creature as an Immoth.   
   
  DC 19 – This creature is an Immoth, an elemental 
  creature of ice and cold devoted to obtaining 
  secrets across the planes.  The stinger on the tail 
  delivers a vicious poison. 
   
  DC 24 – The Immoth are powerful natural 
  spellcasters, casting spontaneously although they 
  cannot channel any fire energy at all.  Ice runes 
  across their body allow them to cast spells as free 
  actions each turn. 
   
  DC 29 – Immoth are cold subtypes, with an 
  immunity to cold and vulnerability to fire.  They 
  possess a middling degree of SR and some 
  resistance to non-magical weaponry. 
   
  His eyes alight on you as he scans the room, 
  and says, “Ah, wonderful, I am at the right 
  spot.  For those whom I have met before, 
  greetings.  For those whom I have not, my 
  name is Marcus, and I bear some knowledge of 
  grave importance. 
   
  “This warm winter and high amount of rainfall, 
  rather 
  than 
  snow, 
  just 
  one 
  of 
  many 
  unexplained and unnatural anomalies that are 
  currently affecting this land.  You may have 
  noticed the migrating birds still in the area, 
  unwilling to depart, and the inability of 
  magnetic compasses to function with any 
  accuracy. 
   
  “Unfortunately, my brethren and I do not have 
  the resources to investigate these anomalies, 
  which we believe are all interconnected.  
  Moreover, as elemental creatures, we are 
  particularly susceptible to these changes 
  ourselves. Therefore, we are seeking the aid of 
  some brave adventurers to seek the answer to 
  this mystery.  Will you accept this challenge?” 
   
  Marcus is reluctant to reveal any additional 
  information unless the characters agree to help, 
  as Immoths are obsessed with gathering and 
  keeping secrets.  However, if questioned, he will 
  provide the following information: 
   
  1. What’s in it for us? 
   
  “We will reward you for any information you can 
  obtain.  In your terms, we can offer [100GP per 
  APL per person] when you hand over that 
  information to me.” 
   
  2. Can you tell us any more information? 
   
  “While my brethren and I have not conclusively 
  solved the mystery of these phenomena, we 
  believe that the ley lines of this world are being 
  manipulated.  There are very few powers that 
  could undertake this without any obvious signs. 
   
  “Therefore, we believe the answers will reveal 
  themselves by following the ley lines.  Our 
  divinations have revealed the following: 
   
  Capture the breath of the mountains to fan the 
  burning heart of the plains; 
  Quench the molten gift of the earth in the crystal 
  core of the glacier. 
  Only then will the true journey begin. 
   
  “We’ve carried out further investigations, which 
  have indicated that the changes emanate from 
  four specific ley lines.  Of these four, currently the 
  most active one is located in a mountain valley, 
  just inside the Yatil Mountains where they border 
  Tusmit and Ekbir.” 
   
  3. What the *bleep* is a ley line? 
   
  “A ley line is a mystical line or path in the earth.  
  Ley lines are often connections between magical 
  or holy sites, and are invisible to anybody but the 
  most highly attuned.  They are associated with 
  elemental 
  and 
  geomagnetic 
  energy, 
  so 
  manipulating or disrupting them would cause the 
  effects I have already mentioned.” 
   
  4. Is there any aid you can provide? 
   
  “Here is a geomancer’s compass that will help you 
  find your destination.  It is specifically attuned to 
  guide you to the ley lines, and will help keep you 
  to the right path.” 
   
  5. Do you have any additional advice? 
  
  VTFIN7-02 Ley of the Land 
   
  Page 45 
   
  “As much as possible, try not to deviate from the 
  ley lines. 
   
  “Each ley line is affiliated with an individual 
  element.  You should take that into account when 
  making your preparations for your journey.  
  Currently, the most active of the ley lines is 
  associated with water.” 
   
  6. How do we contact you with any information 
  we have found? 
   
  “I will arrange for a sending to one of you once per 
  day for the next two weeks.  If you discover 
  anything important, advise me during the sending 
  and I will meet you in person.” 
   
  8. Will we need any supplies or gear? 
   
  “I am going to arrange for you to travel to a 
  mountain valley but it is quite easy to reach, from 
  what I have determined.  If you need food or drink, 
  I would suggest you arrange for that, as well as 
  cold weather gear. Despite the winter here, the 
  valley is the approach to a glacier and still quite 
  cold.” 
   
  Further Information from Marcus 
   
  Marcus is an Immoth and secrets are vital to their 
  ongoing existence.  As a result, he is very 
  reluctant to share anything further with the PCs, as 
  he feels he is essentially hiring them for this task.  
  Nevertheless, it is possible to get more details 
  from him, by sharing secrets. 
   
  The first and most simple way to share secrets is 
  to expend Influence points.  Influence from any 
  source of importance is sufficient (so if a small 
  village gave you an Influence point with them, that 
  would not be terribly useful and could not be 
  expended), all at the discretion of the DM. For 
  every two Infuence Points expended, provide one 
  secret from the following list. 
   
  The second and more complex choice is an actual 
  secret from the PC. The value of the secret should 
  be determined by the DM and inconsequential or 
  unimportant secrets get no consideration. If, 
  however, they share something of true relevance, 
  release a detail from the following list: 
   
  - 
  The “crystal core of the glacier” references 
  the most obvious of all requirements – 
  pure water from the untainted levels of the 
  glacier. In all likelihood, drilling a few 
  samples may be needed and some 
  alchemical or herbal skill to determine the 
  pure core samples; 
  - 
  Prolonged unbroken contact with the ley 
  lines will give the PCs some advantages, 
  similar to those gained by geomancers. 
  - 
  Those behind the disruption of the ley 
  lines must have arcane or divine powers, 
  or possibly both, to hide themselves as 
  well as they have; 
  - 
  It is more than likely, given some 
  unconfirmed sightings near the various 
  areas, that they are also employing 
  mercenaries to assist in their defense – it 
  is possible these can be bought off or 
  diplomacized, thereby avoiding combat. 
   
  Development 
  If the PCs accept the task, proceed to 1: Gazta.  If 
  the PCs refuse the task, proceed to Conclusion. 
   
  Creatures 
   
  All APLs 
   
  Marcus, large elemental, hp 174; See 
  Appendix One. 
   
  Treasure:  
   
   
  APL 4: Loot: 0 gp; Coin: 400 gp; Magic: 0 gp. 
   
  APL 6: Loot: 0 gp; Coin: 600 gp; Magic: 0 gp. 
   
  APL 8: Loot: 0 gp; Coin: 800 gp; Magic: 0 gp. 
   
  APL 10: Loot: 0 gp; Coin: 1000 gp; Magic: 0 
  gp. 
   
  APL 12: Loot: 0 gp; Coin: 1200 gp; Magic: 0 
  gp. 
   
  APL 14: Loot: 0 gp; Coin: 1400 gp; Magic: 0 
  gp. 
   
   
  1: GAZTA  
   
  The Immoth bows.  “As you have accepted the 
  task, I shall provide further details.  The ley 
  line that is currently most active is located 
  within the Yatil Mountains, directly above the 
  border between Ekbir and Tusmit. 
   
  “In order to approach the area of strongest 
  influence, I suggest you stay on or as close to 
  the ley line itself as possible. We suspect there 
  is something about close proximity to the ley 
  line that may be ultimately be beneficial to you.  
  
  VTFIN7-02 Ley of the Land 
   
  Page 46 
  My suggestion is that you start near the village 
  of Gazta, which can be found at the base of the 
  valley.  I can transport you to that location, or 
  you can travel there as you see fit. 
   
  “If 
  you 
  wish 
  to 
  accept 
  my 
  offer 
  of 
  transportation, I shall await you outside.  
  Otherwise, I wish you safe journey, and I will 
  contact you via the sending tomorrow.” 
   
  At this stage, the PCs can travel on their own into 
  the mountains with instant or fast transport magic 
  of their own or they can accept the transportation 
  offer of the Immoth. Should the PCs have some 
  other option available, the DM should consider the 
  two options and choose the most applicable. 
  Slow Adjustment 
  Marcus can teleport up to five medium-sized 
  people at a time to Gazta. He has up to a dozen 
  such spells per day and is not considered to fail in 
  his attempts, which should be sufficient to 
  eventually convoy any and all PCs and relevant 
  animal companions. 
  Gazta is a small village, with 15 houses and about 
  80 inhabitants.  It is walled with a wooden palisade 
  some 15 feet high.  The vast majority of 
  inhabitants are Baklunish Humans, but there are 
  10 mountain dwarves who also call Gazta home. It 
  has a small inn and a tannery, but not much else.  
  Basic supplies can be gathered here but nothing 
  worth more than 15 gp in the Player’s Handbook. 
   
  In Gazta, the PCs can also ask about the glacier 
  and what awaits. The locals travel the entire valley 
  and are relatively knowledgeable about the area, 
  for all that they have no information on the ley line 
  itself or the creatures the PCs may face. The 
  valley itself is also called Gazta, and so is the 
  village, and this can sometimes be confusing, but 
  the locals are well used to it… 
   
  Gather Information checks can be attempted.  
  Under the circumstances, PCs may also use 
  Diplomacy or Bluff checks at the same DC to 
  obtain details.  For simplicities sake, allow one roll 
  per PC, which can be either a separate attempt or 
  an aid. There is no expenditure of gp in this case. 
  Results are as follows: 
   
  DC 5 – The valley is long and there is a glacier at 
  the end of it.  Few of us venture beyond the lake in 
  the middle, however, as the hunting here is 
  plentiful. 
   
  DC 10 – The glacier has no name. There are 
  stories that it once covered this entire area, but 
  they are nothing but children’s tales, designed to 
  keep them from venturing close to the glacier. It is 
  not that the glacier is so very dangerous, but the 
  terrain in the area is full of scree and a very fast-
  moving and ice cold stream that combines to be 
  quite dangerous. 
   
  DC 15 – There are werebears that have been 
  spotted near the glacier.  Tall and white-furred, 
  bears 
  with 
  weapons 
  of 
  steel, 
  they 
  have 
  deliberately stayed away from the hunters from 
  Gazta but have nodded in recognition when we 
  called out to them – but they did not approach and 
  we saw no reason to antagonize them. 
   
  DC 20 – Some two months ago, a pair of 
  adventurers came into the area and bought 
  climbing equipment and two weeks of rations.  
  Two of the women in the village were quite smitten 
  with them and ran off later that week – neither 
  woman has returned, nor have the adventurers. 
   
  DC 25 – The glacier is actually quite easy to 
  traverse.  There are creatures that use it as a 
  regular highway of sorts, large elephants with fur 
  that treat the area as their own and do not enjoy 
  the presence of strangers. 
   
  DC 30 – Enoch, the old trapper, says the 
  creatures on the glacier are not werebears, but 
  that they are some other species. They have 
  traded with him most honorably and were not at all 
  like the lycanthropes of legend we have heard. 
  Enoch is off on pilgrimage to Ekbir city, or he 
  would tell you himself, but I believe him. 
   
  After the PCs have made their attempts (or not 
  bothered), Marcus allows the PCs the opportunity 
  to rest overnight, knowing that the next day they 
  are to travel up the valley itself.  
   
  The next day, Marcus provides the geomancer’s 
  compass.  It is a small, flat circular object made of 
  wood, approximately 4 inches in diameter, 
  engraved with several concentric rings of runes or 
  symbols.  In the center is a pair of small, rotating 
  needle, both of which spin slowly and seemingly 
  randomly, first in one direction, and then another, 
  without stopping on any compass point. 
    
  The runes are not a language, but symbols for ley 
  lines and elemental energies.  It is a DC 20 
  Knowledge 
  (arcane 
  or 
  nature) 
  or 
  DC 
  25 
  Knowledge (geography) to recognize the symbols 
  
  VTFIN7-02 Ley of the Land 
   
  Page 47 
  and to know the basics of employing the compass.  
  For anyone else Marcus advises that the compass 
  will guide the PCs to and along a ley line, and will 
  also indicate the particular element of the ley line 
  when traveling along it.  If they leave the ley line, 
  the needles will once again return to their random 
  spinning. The symbols for this path are provided 
  by the Immoth. 
   
  As a natural compass associated with the ley 
  lines, the compass is not a magical device. This is, 
  instead, a supernatural ability of the compass that 
  is permanently on. 
   
  Down the Valley 
   
  The valley of Gazta is about 15 miles long and 2 
  miles wide, a long narrow area mostly filled with 
  light tree cover and a small lake near the centre.  
  A DC 15 Knowledge (geography) check in the 
  area can note that glaciers must have once 
  covered the entire area, as it is mostly flat and 
  smooth, save for scree on occasion.  Now, the 
  glaciers have retreated further up into the Yatils, 
  however.  At the end of the valley, two offshoots 
  veer off into the mountains. They are entirely filled 
  with glaciers, however. 
   
  Travel to the end of the valley likely takes most of 
  the day, if not more than one depending on the 
  speed of the PCs on land. The last two miles is 
  more difficult than most to travel, since it is entirely 
  covered in scree (loose rocks and debris) and 
  small hillocks of detritus, divided only by a fast-
  running stream of cold glacier run-off.  Unless the 
  PCs have some means of avoid this terrain, 
  traveling along it is at ¼ speed.  
   
  Attunement 
   
  Travelling along the path indicated by the 
  geomancer’s compass attunes the PCs after 12 
  hours of continuous exposure.  This means that 
  they are no more than 30 feet away from the ley 
  line at any one given movement, nor more than 10 
  feet off the ground. If they are attuned, they benefit 
  from an endure elements as long as this 
  attunement lasts. Likewise, they gain the ability to 
  treat scree as normal terrain, and are not slowed 
  to ½ move through it, or any other penalties that 
  would normally be associated with it. Finally, their 
  clothing acclimates to the area and becomes 
  water-proof while attuned – items stored within 
  clothing or backpacks are protected from watery 
  environments with 100% certainty. 
   
  The Glacier Lake  
   
  The PCs reach this lake at some point as the 
  geomancer’s compass leads the PCs right up to it 
  and along the left bank, skirting it as the ley line 
  does as well.  It is an obvious point to stop, as it is 
  formed at the base of the glacier itself.  Even if the 
  PCs do not want to stop, they may be forced to by 
  circumstance alone. 
   
  Development 
   
  If the PCs wish to continue on, proceed to 2: 
  Territory.  If the PCs wish to return and end their 
  adventure, proceed to Conclusion. 
    
   
  2: TERRITORY 
   
  As the glacial lake moves into view, so too do 
  the dirty glaciers beyond.  No longer hidden by 
  the turns of the valley, they are towering and 
  fill up both mountain valleys that exit this one.  
  Another storm is rolling in, with more rain 
  about to fall.  
   
  Rainfall in the entire area is higher than usual.  
  The pattern of weather for the next month has 
  intermittent rain on every day of the month, 
  throughout the day and night.  No more than three 
  hours passes between rainstorms, though they 
  are generally not terribly strong. 
   
  It is a DC 20 Knowledge (nature), profession 
  (mountain guide or the like) or Survival to 
  recognize the signs of abundant wildlife and take 
  the necessary precautions. If any PC makes this 
  check, all PCs benefit from a +2 circumstance 
  bonus to initiative checks for the remainder of this 
  adventure (being the Winter adventure). 
   
  The local wildlife is far more aggressive than 
  normal, as abundant food has seen increases in 
  population and the resulting press of carnivores 
  and their prey against one another. Parties flying 
  above the ground a substantial distance have an 
  opportunity 
  to 
  spot 
  the 
  creatures 
  whose 
  aggression is going to be spent in this Encounter 
  well ahead of time, but this means that said parties 
  are not attuned. The situation depends on the 
  party reactions, then.  
   
  The Glacier Lake 
   
  
  VTFIN7-02 Ley of the Land 
   
  Page 48 
  Parties choosing to rest here have an obvious 
  ready supply of water.  There are numerous large 
  flat rocks upon which to camp but no sizeable 
  trees this close to the glacier (cannot be climbed, 
  as a result, but are sufficient for fires). If the PCs 
  wish to camp here, they may do so, as most 
  should reach it at about the end of the first day. 
  Set up a watch cycle, but the attack by the 
  creatures takes place before any watches are 
  actually assigned (eg. as they are doing so). 
   
  This is also where attunement for the PCs takes 
  place if they have approached in a normal manner 
  (being some 8 hours after they started).  If they 
  have been much faster, the DM will have to take 
  this into account and possibly note the impact on 
  the fights.  
   
  Aerial Spotting 
   
  Some PCs or their animal companions or the like 
  may have chosen aerial reconnaissance. Note 
  that such creatures are not attuned, as they are 
  too far from the ley line, but they do get the 
  possible benefit of early information. 
   
  The first chance to spot the creatures is at 200 
  feet distant, as they rise a crest and begin to 
  approach through the trees and grass of the area. 
   
  Each creature is deemed to be taking a 10 and 
  generates the following result, which must be 
  modified for distance.  Each round the creatures 
  travel the stated distance, and this would allow a 
  new Spot check with new modifiers.  At APL 4 and 
  6 it is Smilodons (saber-tooth tigers).  APL 8+, it is 
  a wooly mammoth (or more than one). 
   
  APL 4 – 17 
  APL 6 – 17 
  APL 8 – 2 
  APL 10 – 2 
  APL 12 – 2 
  APL 14 – 2  
   
  The creatures move a distance of 40 feet each 
  round, closing to the starting encounter range of 
  80 feet unless spotted earlier (and they have little 
  way of knowing they are spotted, so this is really 
  an occasion for buffing or preparation). This is 
  normally three rounds. 
   
  Changed Environment 
   
  Creatures in the area have been severely 
  impacted by the altered ley line. Aside from the 
  changes to the weather and surroundings that has 
  been taking place, the creatures are adapting 
  rather dramatically to a water-based environment, 
  with warmer weather and significant rainfall 
  influencing the area, as well as the power of the 
  ley line itself being corrupted by the Geomancer 
  Compact. 
   
  The local creatures are far more territorial than 
  they once might have been, knowing somehow 
  that they power near the ley lines is keeping them 
  well-fed. They take exception to intruders, as a 
  result, and move to assault them and drive them 
  from the area. 
   
  Attunement 
   
  Note that the creatures are attuned and benefit 
  from being able to pass over scree without difficult 
  and being waterproof.  They have DR as a result 
  of their attunement (thought the means of 
  bypassing it is to simply be attuned oneself).  As 
  natives to the area and having spent an awful lot 
  of time near the ley line, they do not risk losing the 
  benefits by moving away, but PCs risk that loss if 
  they move too far away. 
   
  The PCs have attuned themselves after 8 hours, 
  or generally as they approached the glacier lake. 
   
  Diplomacy/Animal Handling 
   
  The creatures are highly territorial and suspicious, 
  beginning at hostile. As a result, any attempts 
  suffer a -16 circumstance penalty as well as 
  whatever rushed penalties apply (usually -10). If 
  the attempt is successful, the creatures simply 
  leave the area immediately, as if they were 
  defeated by the PCs for the right to live in this 
  area. 
   
  Should the animals be questioned in some 
  manner, they know that the Urskans reside 
  partway up the glaciers, that they are bears as far 
  as the animals are concerned, and that they have 
  a claim to the area (in animal terms).  The animals 
  do not know of the tieflings, since they passed this 
  way quite some time ago. 
    
  Tactics and layout 
   
  The right side of the map should represent the 
  lake itself (which the PCs may indeed enter if they 
  desire, but it is a convenient edge).  The top end 
  of the map represents the crest of the nearest hill, 
  
  VTFIN7-02 Ley of the Land 
   
  Page 49 
  over which the creatures approached.  All other 
  terrain is as noted, with scree throughout (but the 
  PCs should have attuned by this point and be able 
  to avoid the ill effects, much like the creatures 
  themselves are unaffected). 
   
  APL 4 and 6 – The smilodon(s) are carnivores 
  and not only want to drive the PCs off, they want a 
  light snack. The first move is a charge attack if 
  possible, but they do not pounce in this first round, 
  surprise or not (they want to toy with their prey). 
  They do attempt to pounce where possible after 
  this point but do not disengage from combat, or 
  provoke attacks of opportunity or the like in order 
  to achieve this. If they have the opportunity, they 
  attack larger targets (such as mounts or the like).  
  Recall that they are animals – they attack whoever 
  injured them last if they can understand the 
  method (so they do not associate spells with 
  wizards who cast them as ranged attacks, but they 
  understand swords in the hands of a fighter), they 
  do not attempt to establish flanks and they do not 
  deliberately concentrate on a single target. They 
  fight until reduced to 25% of their starting hp 
  individually, at which point they attempt to flee.  
   
  APL 8+: The wooly mammoths want the small 
  creatures gone.  They tend to vary their attacks 
  each round, cycling between goring, trampling and 
  regular full attacks.  At no time do they attempt the 
  same attack routine twice in a row. Recall that 
  they are animals – they attack whoever injured 
  them last if they can understand the method (so 
  they do not associate spells with wizards who cast 
  them as ranged attacks, but they understand 
  swords in the hands of a fighter), they do not 
  attempt to establish flanks and they do not 
  deliberately concentrate on a single target. They 
  fight until reduced to 25% of their starting hp 
  individually, at which point they attempt to flee. 
   
  Creatures 
   
  APL 4 (EL 6) 
  Elite Smilodon (Saber-toothed Tiger), Large 
  animal, hp 99, see Appendix One;  
  APL 6 (EL 8) 
  Elite Smilodons (Saber-toothed Tiger) (2), 
  Large animal, hp 99, see Appendix One; 
  APL 8 (EL 10) 
  Elite Wooly Mammoth, Huge animal, hp 235, 
  see Appendix One;  
  APL 10 (EL 12) 
  Elite 
  Advanced 
  Wooly 
  Mammoth, Huge 
  animal, hp 320, see Appendix One;  
  APL 12 (EL 14) 
  Elite 
  Advanced 
  Gargantuan 
  Wooly 
  Mammoth, Gargantuan animal, hp 437, see 
  Appendix One;  
  APL 14 (EL 16) 
  Elite 
  Advanced 
  Gargantuan 
  Wooly 
  Mammoths (2), Gargantuan animal, hp 437 
  each, see Appendix One;  
  Development 
   
  Proceed to 3: Steelclaws if the PCs decide 
  continue on (and when).  If they turn back now, 
  proceed to Conclusion. 
   
   
  3: STEELCLAWS  
   
  The geomancer’s compass points toward the 
  left glacier. The path is not the easiest, but it is 
  certainly direct. The snow of the glacier 
  crunches underfoot, with the ice far beneath 
  giving a cold feeling to the day, despite the 
  heat of the sun from far above.  The rains of 
  the valley have coated the glacier with thin 
  coatings, easily traversed and broken through 
  by the weight of movement.  
   
  As the mountains of the Yatils rise on either 
  side, the progress up the glacier slows.  A 
  small rise just ahead promises a respite from 
  the trek upward – that is, until a white bear-
  shaped form stands looking down at you, 
  slowly sweeping glistening steel weapons 
  attached to gigantic paws.  
   
  Urskans in the employ of the Geomancer 
  Compact have taken up residence on the glacier.  
  It is presumed that the PCs are continuing to 
  proceed close to the Ley Line, otherwise they face 
  loss of attunement (which actually has no further 
  impact in this particular adventure, save the loss of 
  the environmental benefits).  If the PCs are flying 
  or moving in some other manner, the above text 
  will have to be modified accordingly. 
   
  The Urskans are from the Land of Black Ice and 
  seek magical weapons and potions that the 
  Geomancers have offered.   
  
  VTFIN7-02 Ley of the Land 
   
  Page 50 
   
  Urskan Knowledge checks (Arcana) 
   
  DC 15 – Urskans are intelligent bear folk who live 
  in very small numbers far to the north.  They are 
  quite competent smiths and frequently craft their 
  own weapons, which complement their abilities. 
   
  DC 20 – Urskans are immune to cold but 
  vulnerable to fire and frequently take steps to 
  avoid this weakness.  They do not have any 
  qualms about magical items and tend to use them 
  to supplement their own abilities (this is not part of 
  their standard description but applies in this case, 
  which makes it relevant for Knowledge checks) 
   
  DC 25 – Urskans are known for their ability to 
  charge into combat and their rending, the latter 
  which they cannot do if they are using their 
  steelclaw weaponry, a weapon only they can 
  employ. 
   
  Environment 
   
  The snow and ice of the glacier are surprisingly 
  easy to navigate upon.  They do not impede 
  movement as they are sufficiently warm and 
  broken to enable traction. There is no vegetation 
  extant on the glacier, nor any rock formations in 
  close proximity to the engagement.  The Urskans 
  begin with higher ground, although it is of little 
  concern to them. 
   
  Surprise 
   
  The Urskans do not care to surprise the PCs, they 
  are more interested in seeing opponents simply 
  leave the area.  As a result, the box text above 
  simply indicates that they stand and stare. 
   
  On the other hand, the PCs can potentially 
  surprise the Urskans with careful approaches or 
  magical aid.  Opposed Spot/Listen checks should 
  be used as a general rule, or other factors that 
  might have to be taken into account.  If the 
  Urskans are surprised, they are less easily 
  Diplomacized as they do not like such “situations”. 
   
  Diplomacy 
   
  It is possible to diplomacize or buy off the 
  Urskans. The Urskans start at Hostile. Their 
  contract is important to them, but they are also in 
  this only for the magical items that are being 
  offered – they feel no loyalty at all to the 
  Geomancers. 
   
  If a move is made by any one PC toward 
  Diplomacy, they may attempt this normally, 
  without a rushed check.  Should any PC make a 
  hostile move, the Diplomacy fails unless the PC 
  then immediately tries the rushed check at -10.  If 
  the Urskans have been surprised, the check 
  suffers from a -8 circumstance penalty given the 
  dislike of the Urskans for such tactics.  Only one 
  attempt is permitted and must move the Urskans 
  from Hostile to at least Friendly. Anything less and 
  combat begins. 
   
  The Urskans can also be bought off, quite simply.  
  The offer must be for 500 gp times the APL in 
  magical items offered to them.  For instance, APL 
  4 requires 2000 gp worth of magical items to be 
  provided to them.  Note that magical items worth 0 
  gp (such as those granted by some certificates 
  and the like) have no impact here. 
   
  If the PCs attempt Diplomacy, they may also 
  reduce the payment amount, should they not 
  succeed.  For each 5 points of their check, this 
  reduces the cost of what is needed by 250 gp. 
   
  If the amount offered is less than required, the 
  Urskans tell the PCs to increase the amount or 
  face their wrath.  They do, at any point, give a 
  direct 
  value 
  of 
  what 
  they 
  expect 
  during 
  negotiations – and if the PCs are obviously stalling 
  or increasing the amounts offered by tiny amounts 
  to try to finesse the offer, the Urskans get tired of 
  the discussion and attack (at the discretion of the 
  DM). 
   
  Should the Urskans be diplomacized or bought off 
  successfully, they share the details noted in 
  Tactics below for defeating them. 
    
  Tactics and Layout 
   
  The Urskan stands from total cover 60 feet away 
  initially.  Depending on the attitude of the party, 
  PCs may have approached during that period.  
  Otherwise the terrain is featureless, with the snow 
  on the top of the glacier making it quite easy to 
  traverse (no impediments).  There are no other 
  features beyond the slight gulley the Urskan 
  initially uses for cover. 
   
  The Urskan (two at APL 14) is used to fighting 
  alone.  It attempts to take out the most competent 
  looking combat opponent first, and then moves on 
  
  VTFIN7-02 Ley of the Land 
   
  Page 51 
  from there.  If it can, it avoids attacking downed 
  opponents, hoping for the same courtesy in return 
  if needed.  
   
  At 10% of their starting hp or less (individually), 
  the Urskans offer surrender terms.  They will not 
  aid with further activities in this adventure, but they 
  can advise the PCs of the Tieflings, their location 
  and their basic strengths and weaknesses.  They 
  also provide the PCs with a few key features to the 
  glacier, which allows the PCs a +4 circumstance 
  modifier on later attempts to isolate a pure core 
  sample (if that is attempted). 
   
  The Urskan accepts surrender on the part of the 
  PCs and does make the attempt to stabilize them 
  if they are unconscious and dying.  It also allows 
  them to retreat away, but it will not allow ranged 
  decimation (unless it has no means to prevent it). 
   
  Creatures 
   
  APL 4 (EL 6) 
  Urskan Defender, Large Magical beast (cold) 
  Ftr1, hp 92, see Appendix One;  
  APL 6 (EL 8) 
  Urskan Defender Ftr1/Mnk2, Large Magical 
  beast (cold), hp 118, see Appendix One; 
  APL 8 (EL 10) 
  Urskan Defender Ftr3/Mnk2, Large Magical 
  beast (cold), hp 147, see Appendix One;  
  APL 10 (EL 12) 
  Urskan 
  Defender 
  Ftr4/Mnk2/Rgr1, 
  Large 
  Magical beast (cold), hp 178, see Appendix 
  One;  
  APL 12 (EL 14) 
  Urskan 
  Defender 
  Ftr6/Mnk2/Rgr1, 
  Large 
  Magical beast (cold), hp 236, see Appendix 
  One;  
  APL 14 (EL 16) 
  Urskan Defenders (2) Ftr6/Mnk2/Rgr1, Large 
  Magical beast (cold), hp 236 each, see 
  Appendix One; 
  Treasure 
    
   
  APL 4: Loot: 61 gp; Coin: 0 gp; Magic: +1 vest 
  of resistance (83 gp each) gp 
   
  APL 6: Loot: 61 gp; Coin: 0 gp; Magic: +1 vest 
  of resistance (83 gp each), periapt of wisdom +2 
  (333 gp each) 
   
  APL 8: Loot: 61 gp; Coin: 0 gp; Magic: +2 vest 
  of resistance (333 gp each), periapt of wisdom +2 
  (333 gp each) 
   
  APL 10: Loot: 56 gp; Coin: 0 gp; Magic: +2 
  vest of resistance (333 gp each), periapt of 
  wisdom +4 (1333 gp each), +1 steelclaws * 2 (186 
  gp each) 
   
  APL 12: Loot: 56 gp; Coin: 0 gp; Magic: +2 
  vest of resistance (333 gp each), periapt of 
  wisdom +4 (1333 gp each), +2 steelclaws * 2 (686 
  gp each) 
   
  APL 14: Loot: 56 gp; Coin: 0 gp; Magic: +2 
  vest of resistance * 2 (333 gp each), periapt of 
  wisdom +4 * 2 (1333 gp each), +2 steelclaws * 4 
  (686 gp each) 
   
  Development 
   
  The PCs may continue on up the glacier at this 
  point. Another 500 feet brings them to the 
  Tieflings.  If they choose to rest here, the PCs are 
  safe as the Tieflings assume the Urskan still 
  controls the access to them, unless they are 
  somehow warned of this lack in some manner (in 
  which case they approach and engage the PCs in 
  an opportunistic manner. Once the PCs are ready 
  to proceed, or the Tieflings have moved forward, 
  proceed to 4: A Touch of Evil. 
   
  If the PCs wish to abandon their quest, proceed to 
  Conclusion. 
   
  If the PCs surrender, proceed to Conclusion. 
   
   
  4: A HINT OF EVIL  
   
  The glacier opens out onto a wide expanse 
  here, flat and bright in the sunlight. The 
  glistening sheen of water indicates that the 
  easy travel to this point may be no longer. The 
  geomancer’s compass points out into the 
  middle of the water-covered sheet of ice. 
   
  The tieflings spend their time in this area, the 
  terminus of the water ley line. They want to see 
  pain and failure in various parts of the VTF, as a 
  result of long-past debts and insults.  Approached 
  by 
  the 
  Geomancer 
  Compact 
  as 
  simple 
  mercenaries, they have proven to be far more.  
  Once the PCs are 80 feet out onto the ice (or at 
  least one is out that far), the tieflings move to 
  
  VTFIN7-02 Ley of the Land 
   
  Page 52 
  engage from their hidden positions, using their 
  Surprise round to close with the PCs (if they get 
  such a round).  Should they be spotted prior to this 
  point, they attempt to attack at that point.  
   
  Diplomacy with the Tieflings 
   
  Diplomacy 
  is 
  virtually 
  impossible. 
  Those 
  attempting it suffer a -20 circumstance penalty to 
  their check, unless they can legitimately offer other 
  PCs as part of their Diplomacy (and this means 
  handing over said PC for whatever the Tieflings 
  have in mind) – if this offer can be made, there is 
  no such circumstance penalty applied. The 
  Tieflings are hostile and attack unless the check 
  results in a Friendly result – a single check is 
  allowed and it is also rushed (adding a further -10 
  to the check). 
   
  Spotting the Tieflings 
   
  The tieflings lounge in prepared hidden positions.  
  They are difficult to spot, but not impossible.  The 
  DCs are noted below, which need to be further 
  modified for distance. 
   
  The glacier has constant noise, creaking and wind 
  whistling down. Listen checks can be likewise 
  attempted, but the DC listed for Spot is increased 
  by 10 for Listen (and then modified for distance). 
   
  APL 4 – 24 
  APL 6 – 28 
  APL 8 – 30 
  APL 10 – 33 
  APL 12 – 36 
  APL 14 – 40 
   
  Terrain 
   
  The water covered sheet of ice is very slippery.  It 
  is a DC 22 Balance check to move at full speed 
  over the ice, or DC 12 to move at half speed.  A 
  PC must decide which approach to take before 
  moving and making the check. If a PC fails by 5 or 
  less, they may only take a five foot step as a move 
  equivalent action.  If the PC fails the check by 
  more than 5, they fall down as a move-equivalent 
  action. Tumble and Jump checks on the icy 
  surface are increased by +10 in difficulty (so, for 
  instance, a starting tumble check to avoid an 
  attack of opportunity beside a foe would be DC 25, 
  not DC 15). 
   
  The sheen of water on the surface, generally a 
  detriment, is actually of benefit to a few people.  
  Those with boots of the winterlands find they can 
  walk and move on this terrain without penalty. 
   
  There is no vegetation in the area, nor any stones 
  or rocky surfaces.  The entire area is either ice, 
  water or snow, or some combination thereof. 
   
  The tieflings have been at the terminus for such a 
  period of time that they are unaffected by the ice 
  for 
  the 
  purpose 
  of 
  movement. 
  Although 
  attunement, as noted earlier, provides protection 
  against the weather, it does not give any 
  movement benefits.  As it is specific to this terrain, 
  there is no notation of the ability to walk and move 
  over ice with no penalty on the stat block in 
  Appendix One, but it should be applied. 
   
  Searching the Area 
   
  The area around the Tieflings can be searched.  A 
  DC 22 Search check or DC 32 Spot check finds a 
  pair of skeletons, gnawed clean by some sort of 
  local wildlife. They have no possessions.  A DC 11 
  heal check indicates they were once human 
  females and died within the last two months.  
  These were the two women who went after the 
  Tieflings (noted under the 1: Gazta Encounter).  
   
  If somehow investigated or questioned, the 
  Tieflings had nothing to do with the death of the 
  women, though they do not admit any particular 
  caring for them and do admit to viewing them as 
  playthings. The women encountered a local 
  smilodon and could not escape in time – the 
  Tieflings drove off the creature in self-interest and 
  stripped 
  the 
  women 
  of 
  their 
  possessions, 
  reasoning they had no further use for them. 
   
  Tactics and area 
   
  The entirety of the map (minimum 200 feet on a 
  side) is ice as noted above.  There are a number 
  of hiding positions for the Tieflings, decided at the 
  discretion of the DM.  These hiding positions are 
  not useful as actual cover but provide enough for 
  the Tieflings to plan and activate their attack.  
  Otherwise there are no features on this map. 
   
  Note that the tieflings have no issues with the 
  terrain, as noted above.  As a result, they move in 
  against weakly armored opponents (if possible) 
  and attack.  They are less concerned about 
  getting a benefit out of their rogue sneak attack 
  than in teaming up against the opposition. Once 
  
  VTFIN7-02 Ley of the Land 
   
  Page 53 
  they gain Dervish levels they dance as soon as is 
  practicable.  
   
  As evil creatures and intelligent, the two have no 
  desire to see opponents rise again. They always 
  take the chance to strike at a downed opponent an 
  additional time. 
   
  The Tieflings fight to the death, expecting no 
  quarter and giving none. 
   
  If the PCs attempt to escape, the Tieflings pursue 
  only if they are confident of victory (at the 
  discretion of the DM).  If they are not, they let the 
  PCs go and seek new hiding spots.  Note 
  Development for additional details. 
   
  Creatures 
   
  APL 4 (EL 6) 
  Alfonse 
  and 
  Elise 
  (Tieflings), 
  Swashbuckler3/Ftr1, Medium outsider, hp 34 
  each, see Appendix One. 
  APL 6 (EL 8) 
  Alfonse 
  and 
  Elise 
  (Tieflings), 
  Swashbuckler3/Ftr1/Rog2, Medium outsider, hp 
  44 each, see Appendix One. 
  APL 8 (EL 10) 
  Alfonse 
  and 
  Elise 
  (Tieflings), 
  Swashbuckler3/Ftr3/Rog2, Medium outsider, hp 
  61 each, see Appendix One. 
  APL 10 (EL 12) 
  Alfonse 
  and 
  Elise 
  (Tieflings), 
  Swashbuckler3/Ftr4/Rog2/Dervish1, 
  Medium 
  outsider, hp 78 each, see Appendix One. 
  APL 12 (EL 14) 
  Alfonse 
  and 
  Elise 
  (Tieflings), 
  Swashbuckler3/Ftr4/Rog2/Dervish3, 
  Medium 
  outsider, hp 95 each, see Appendix One. 
  APL 14 (EL 17) 
  Alfonse, 
  Mosar 
  and 
  Elise 
  (Tieflings), 
  Swashbuckler3/Ftr4/Rog2/Dervish5, 
  Medium 
  outsider, hp 126 each, see Appendix One. 
  Treasure (all equipment is tainted with evil 
  and cannot be sold or otherwise converted 
  to gp, but their cash is available):  
   
   
  APL 4: Loot: 0 gp; Coin: 200 gp; Magic: 0 gp 
   
  APL 6: Loot: 0 gp; Coin: 250 gp; Magic: 0 gp 
   
  APL 8: Loot: 0 gp; Coin: 300 gp; Magic: 0 gp 
   
  APL 10: Loot: 0 gp; Coin: 350 gp; Magic: 0 gp 
   
  APL 12: Loot: 0 gp; Coin: 400 gp; Magic: 0 gp 
   
  APL 14: Loot: 0 gp; Coin: 450 gp; Magic: 0 gp 
   
  Development 
   
  Once the PCs have defeated the Tieflings, they 
  may proceed to 5: Deep Ice. 
   
  If the PCs are defeated by the Tieflings, proceed 
  to Conclusion with whatever result is appropriate.  
  The Tieflings loot their bodies but leave them for 
  the locals to retrieve (the PCs must enact the 
  Charity of Friends). 
   
  If the PCs retreat at any point successfully, the 
  Tieflings do not follow.  Should the PCs return that 
  same day, a further combat can be fought.  Should 
  the PCs return after resting overnight, or at any 
  point after the first day, the Tieflings have 
  poisoned the area and left – proceed to 
  Conclusion as no pure core sample can be 
  obtained. 
   
   
  5: DEEP ICE  
   
  As the last of the Tieflings fall, there is a 
  crackling in the air.  Marcus appears off to 
  your right, a broad smile on his icy features.   
   
  “I find that this destination is not a danger to 
  me, at least not immediately. Your defeat of 
  these protectors has somehow allow me to 
  work my magic here, which was barred before. 
   
  “Now that you have done the hardest work, 
  what remains is the “crystal core of the 
  glacier”.  To obtain that, I have brought hand 
  drills. 
   
  It is not long before Marcus realizes that the Ley 
  Line is still being affected by the Geomancer 
  Compact and he must leave.  Before he goes, he 
  provides the PCs with the handdrills he brought 
  (one for each present). He likewise indicates that 
  he intended to assess each sample himself, 
  counting on his elemental nature to identify the 
  “crystal core”.  Without that, he indicates the PCs 
  will have a few options: 
   
  1) Summon ice elementals in some manner 
  and have them view samples.  Each round 
  
  VTFIN7-02 Ley of the Land 
   
  Page 54 
  of summoning counts as one assessed 
  sample; 
  2) Use Craft (Alchemy) at a set DC of 18 to 
  test the samples.  Those without the skill 
  may attempt this untrained as always, but 
  suffer a -6 penalty to the check.  Each 
  attempt takes 30 minutes and PCs can 
  work 8 hours in any given day; 
  3) Anyone 
  with 
  Profession 
  (chemist), 
  Profession (dowser) or a distilling kit, may 
  attempt a check with a set DC of 24.  
  Each attempt takes 30 minutes and PCs 
  can work 8 hours in any given day; 
  4) Obtain help from the villagers in Gazta.  
  Paying them 250 gp gets enough villagers 
  to test all the samples over the span of 
  two days; 
  5) Other innovative methods devised by the 
  PCs. 
  The 
  DM 
  should 
  assess 
  time 
  penalties as noted below. 
   
  There are ways of getting benefits/bonuses to this 
  check: 
   
  1) Any PC with classes in Fatespinner 
  automatically 
  halves 
  the 
  number 
  of 
  samples that must be checked (two or 
  more Fatespinners do not reduce the 
  number further); 
  2) Anyone who has an ability to locate water 
  (such as some Sandstorm characters) 
  automatically gets a re-roll on any of the 
  above.  If a re-roll would not assist, they 
  instead get a +4 circumstance bonus on 
  the check; 
  3) Any PC who is an Elemental Savant (cold) 
  or Geomancer of any level automatically 
  finds the “crystal core” in the first day; 
   
  It takes 200 assessed samples to find the 
  necessary “crystal core”. Every week of work 
  costs one TU as a penalty to the PCs. 
   
  Development 
   
  If the PCs successfully obtain the “crystal core of 
  the glacier” proceed to Conclusion. 
   
  Should the PCs fail to obtain the “crystal core” or 
  not wish to continue, also proceed to Conclusion. 
   
   
  CONCLUSION 
   
  If the PCs successfully obtained the 
  crystal core of the glacier 
   
  Marcus looks pleased.  He takes the time to 
  examine the crystal core closely, as well as 
  listening to your tale.  He gathers every detail 
  possible and then bows, thanking you greatly 
  for your efforts.  With a sweep of the hand, he 
  is gone and his prromised payment is left 
  neatly piled behind him, gleaming in the sun. 
   
  Each PC gets the maximum APL reward noted 
  below. 
   
  The PCs also each gain the Contemplation AR 
  Award and “Aspect of Water”.  PCs gain this 
  benefit for all further rounds of VTFIN7-02, for 
  three uses only.  If they do not play Full Circle, 
  they cannot gain the benefits outside this five 
  round adventure (VTFIN7-02 Ley of the Land).  
  Only those who were attuned when the core of the 
  glacier was determined gain the “Aspect of Water” 
  Award. 
   
   
  If the PCs did not successfully obtain the 
  crystal core of the glacier 
   
  Marcus looks disappointed but says nothing 
  further. The information you have to provide is 
  limited to some extent and he restricts your 
  award accordingly, before disappearing again. 
   
  If the PCs reached 2: Territory, they gain 15 gp 
  per APL. 
   
  If the PCs reached 3: Steelclaws, they gain 30 gp 
  per APL. 
   
  If the PCs reached 4: A Hint of Evil, they gain 40 
  gp per APL. 
   
  If the PCs reached 5: Deep Ice, they gain 50 gp 
  per APL. 
   
  Nobody gains “Aspect of Water” and the PCs are 
  considered to have failed (or not succeeded, as it 
  were) as this round of the Interactive. 
   
   
  Treasure:  
   
   
  APL 4: Loot: 0 gp; Coin: 400 gp; Magic: 0 gp. 
   
  APL 6: Loot: 0 gp; Coin: 600 gp; Magic: 0 gp. 
   
  APL 8: Loot: 0 gp; Coin: 800 gp; Magic: 0 gp. 
  
  VTFIN7-02 Ley of the Land 
   
  Page 55 
   
  APL 10: Loot: 0 gp; Coin: 1000 gp; Magic: 0 
  gp. 
   
  APL 12: Loot: 0 gp; Coin: 1200 gp; Magic: 0 
  gp. 
   
  APL 14: Loot: 0 gp; Coin: 1400 gp; Magic: 0 
  gp. 
   
  The End 
  
  VTFIN7-02 Ley of the Land 
   
  Page 56 
  FULL CIRCLE ADVENTURE 
  SUMMARY 
   
  Introduction: Roleplaying encounter. The PCs 
  receive a direct request to move to investigate the 
  actual forces behind the corruption of the Ley 
  Lines.  
   
  Encounter One: Roleplaying encounter.  The PCs 
  are transported to the Stone Cathedral in Veluna, 
  there they should craft rings of gold to allow them 
  passage into the Fading Lands that comprises the 
  safe haven of the Geomancer Compact (or rather, 
  so that they may confirm if this is the case or not).  
   
  Encounter Two: Combat encounter. The PCs 
  pass into the Fading Lands and encounter the first 
  defenders, Displacer Beasts. 
   
  Encounter 
  Three: 
  Combat 
  Encounter.  
  Continuing through the Fading Land, the PCs 
  come into a wide cavern with water on both sides 
  and stone causeway across it. They confront 
  either Dire Bat Guardians or a Kraken working 
  with the Geomancer Compact (depending on 
  APL).  
   
  Encounter Four: Roleplaying/Combat Encounter.  
  An Immoth working with the Geomancer Compact 
  confronts the PCs and attempts to convince them 
  to withdraw and cease their involvement.  APL 4-8 
  are reminded that they have done what they need 
  to do and can now retreat.  APL 10+ can continue 
  on if they desire, and may have to conflict with the 
  Immoth (Galaforien).  
   
  Encounter Five: Combat Encounter. The conflict 
  with the Geomancer Compact, either if the PCs 
  engage them, or at the hands of a fanatic if they 
  chose to withdraw.  
   
  Encounter Six:  Roleplaying Encounter.  The PCs 
  can choose to attempt to fix the damage to the Ley 
  Lines or leave it for Marcus. 
   
  Conclusion:  Roleplaying Encounter. The final 
  aspects of the Interactive are worked out and all 
  awards finalized. 
   
   
  PREPARATION FOR PLAY 
  As with any LG adventure, the DM should 
  ascertain all of the following before the adventure: 
  Is anyone crafting magic items? A MIC must be 
  completed before the adventure begins. 
  Does 
  anyone 
  have 
  any 
  non-class-related 
  animals? If the DM feels these will be a significant 
  factor in combat, the animal’s CR should be added 
  to the owner’s level for purposes of calculating 
  APL 
  Does any PC have game effects such as curses, 
  lycanthropy or play bonuses? 
  Ask to see all spell lists. 
  Will anyone be using out-of-game bonuses 
  (Campaign cards, buttons or tokens) and if so, 
  which ones? 
  Check PCs’ lifestyle and upkeep. 
  In addition, check the following: 
   
  Has the PC played a previous part in the VTFIN7-
  02 Ley of the Land interactive?  If so, they are 
  already aware of Marcus and his intentions. 
   
  Has the PC played VTF5-01 Bonds of Light and 
  Darkness?  If so, they recognize the Immoth as a 
  creature of Ice and get a bonus to further checks. 
   
  SPECIAL NOTE:  PCs may only play this 
  portion of the Interactive if at least one PC at 
  the table has played and succeeded at every 
  other portion of the Interactive.  The PC does 
  not have to be the same person for all four 
  parts – one PC could have successfully 
  completed Spring, one could have completed 
  Summer and so on.  If the PCs have not 
  completed the other portions successfully they 
  cannot play this section of the Interactive. 
   
  Additionally, once the PCs have played Full 
  Circle they may not play any other sections of 
  the Interactive and they should be warned of 
  this fact. 
   
  FULL CIRCLE 
   
  INTRODUCTION 
   
  The days seem to be dragging, with nothing of 
  interest even as you discuss the continuing 
  strange weather with your companions.  
   
  You have been enjoying the comforts of the 
  inn/coffee house, and the company of some 
  
  VTFIN7-02 Ley of the Land 
   
  Page 57 
  fellow adventurers, and it is just past the noon 
  hour. 
   
  Characters should introduce themselves at this 
  point. 
   
  Just as the server is placing a hot platter of 
  food on the battered table in front of you, a 
  creature suddenly appears:  he looks very 
  similar to a dwarf…except that he is almost 10 
  feet tall, has a long tail tipped with a vicious 
  stinger, and is made entirely of ice. 
   
  Any PCs who have played any other parts of 
  VTFIN7-02 
  Ley 
  of 
  the 
  Land 
  immediately 
  recognize him as Marcus, an Immoth. Any PC 
  having played VTF5-01 Bonds of the Light and 
  Darkness recognize Marcus as an Immoth. PCs 
  recognizing Marcus gain a +4 circumstance 
  modifier to their Knowledge check. Anyone can 
  now make a DC 19 Knowledge (the planes) check 
  to identify the creature as an Immoth.   
   
  DC 19 – This creature is an Immoth, an elemental 
  creature of ice and cold devoted to obtaining 
  secrets across the planes.  The stinger on the tail 
  delivers a vicious poison. 
   
  DC 24 – The Immoth are powerful natural 
  spellcasters, casting spontaneously although they 
  cannot channel any fire energy at all.  Ice runes 
  across their body allow them to cast spells as free 
  actions each turn. 
   
  DC 29 – Immoth are cold subtypes, with an 
  immunity to cold and vulnerability to fire.  They 
  possess a middling degree of SR and some 
  resistance to non-magical weaponry. 
   
  His eyes alight on you as he scans the room, 
  and says, “Ah, good.  Once more, greetings.  
  For those whom I have not met before, my 
  name is Marcus, and I come with a request for 
  assistance in a task already known. 
   
  “An 
  organization 
  calling 
  themselves 
  the 
  Geomancer Compact has been corrupting the 
  Ley Lines of the VTF traderoutes. Through the 
  aid of many of you, I have been able to 
  determine much about this and now I want to 
  ask your assistance again to end this threat. 
  Will you accept this challenge?” 
   
  Marcus is reluctant to reveal any additional 
  information unless the characters agree to help, 
  as Immoths are obsessed with gathering and 
  keeping secrets.  However, if questioned, he will 
  provide the following information: 
   
  1. What’s in it for us? 
   
  “We will reward you for any information you can 
  obtain.  In your terms, we can offer [150GP per 
  APL per person] when you hand over that 
  information to me.  Yes, I know this is more than I 
  have offered in the past – this task is worth an 
  increase.” 
   
  2. What the *bleep* is a ley line? 
   
  “A ley line is a mystical line or path in the earth.  
  Ley lines are often connections between magical 
  or holy sites, and are invisible to anybody but the 
  most highly attuned.  They are associated with 
  elemental 
  and 
  geomagnetic 
  energy, 
  so 
  manipulating or disrupting them would cause the 
  effects I have already mentioned.” 
   
  3. Do you have any additional advice? 
   
  “As much as possible, try not to deviate from the 
  ley lines. 
   
  “Each ley line is affiliated with an individual 
  element.  You should take that into account when 
  making your preparations for your journey.  
  Currently, the most active of the ley lines is 
  associated with air.” 
   
  4. How do we contact you with any information 
  we have found? 
   
  “I will arrange for a sending to one of you once per 
  day for the next two weeks.  If you discover 
  anything important, advise me during the sending 
  and I will meet you in person.” 
   
  9. Will we need any supplies or gear? 
   
  “I am going to arrange for you to travel to a 
  mountainous area.  If you need food or drink, I 
  would suggest you arrange for that, as well as 
  cold weather gear and climbing gear.” 
   
  Further Information from Marcus 
   
  Marcus is an Immoth and secrets are vital to their 
  ongoing existence.  As a result, he is very 
  reluctant to share anything further with the PCs, as 
  he feels he is essentially hiring them for this task.  
  
  VTFIN7-02 Ley of the Land 
   
  Page 58 
  Nevertheless, it is possible to get more details 
  from him, by sharing secrets. 
   
  The first and most simple way to share secrets is 
  to expend Influence points.  Influence from any 
  source of importance is sufficient (so if a small 
  village gave you an Influence point with them, that 
  would not be terribly useful and could not be 
  expended), all at the discretion of the DM. For 
  every two Infuence Points expended, provide one 
  secret from the following list. 
   
  The second and more complex choice is an actual 
  secret from the PC. The value of the secret should 
  be determined by the DM and inconsequential or 
  unimportant secrets get no consideration. If, 
  however, they share something of true relevance, 
  release a detail from the following list: 
   
  - 
  The “breath of the mountain” references 
  creatures of air above the mountain. In all 
  likelihood, a feather or similar feature from 
  such a creature is the meaning of the 
  divination; 
  - 
  Those behind this particular disruption of 
  the ley lines must have arcane or divine 
  powers, 
  or 
  possibly 
  both, 
  to 
  hide 
  themselves as well as they have. It is 
  more than likely, given some unconfirmed 
  sightings near the various areas,  they are 
  also employing mercenaries to assist in 
  defending their areas of manipulation – it 
  is possible these can be bought off or 
  diplomacized rather than just fought; 
  - 
   
   
  Development 
  If the PCs accept the task, proceed to 1: Stone 
  Cathedral.  If the PCs refuse the task, proceed to 
  Conclusion. 
   
  Creatures 
   
  All APLs 
   
  Marcus, Large elemental Sor6, hp ??; See 
  Appendix One. 
   
   
  1: STONE CATHEDRAL  
   
  The Immoth bows.  “I thank you for choosing 
  to conclude this matter, both for my sake and 
  for that of your world. I shall provide what 
  details I can. The energy of the ley lines is hard 
  to follow and even harder to divine – it seems 
  to resist this, or perhaps even be out of the 
  realm of such magic. Using what you found 
  previously, however, I have made every effort 
  to find the source of the damage to the Ley 
  Lines, with those items as clues.  
   
  “The obvious connection to the seasons has 
  made my task easier.  There are really very few 
  places one might hide such an effort and they 
  are all known, if only to me alone in some 
  cases.  Fading Lands, as they are known on 
  Oerth, are the best choice, as they too have 
  strange 
  protections 
  against 
  divination.  
  Nevertheless, to affect the Ley Lines on Oerth, 
  some evidence had to remain, and it centres 
  on Veluna.  Specifically, it centres on a glade 
  in the Vale of Luna, where thin stone spires 
  rise amidst the forest and resist all attempts to 
  divine their purpose.   
   
  “The Stone Cathedral must be the entrance to 
  a Fading Lands, and one that the creatures 
  perpetrating this damage to the Ley Lines are 
  using as their base of operations.  In order to 
  proceed, you must take the four items you 
  have gathered to the Stone Cathedral.  There, 
  upon the stone surface, you must fan with the 
  feather from spring a fire started with the 
  ember of summer.  Upon this you must place 
  the gold gathered in Autumn and create bands 
  of metal to be placed on your fingers and then 
  upon the spire.  At the last, the bands must be 
  cooled by the ice of winter.  If all four parts are 
  done properly, the entrance to the Fading 
  Lands should open and you will be able to 
  enter and put an end to this threat.” 
   
  (For APL 4-8) 
  “Know this:  the Geomancer Compact has 
  displayed little love or care for those in the 
  realms it threatens. You are not strong enough 
  to face this threat yourself, so I ask you to 
  scout 
  into 
  the 
  portal 
  and, 
  bring 
  back 
  confirmation of their presence in the Fading 
  Lands.  Find wherever it is that they lair within 
  and return to me with that knowledge. With 
  this secret, I may act. 
   
  (For APL 10-14) 
  “You possess the might to end this.  Do so but 
  have a care.  My brethren were fed much false 
  information during our search and I fear one of 
  us may have long since chosen to side with 
  the Compact itself for their secrets, however 
  high the price might be for such knowledge.” 
  
  VTFIN7-02 Ley of the Land 
   
  Page 59 
   
  (For all) 
  “You have one hour to prepare yourselves.  I 
  will then transport you there.  Do not attempt 
  the journey on your own – the Stone Cathedral 
  has strange and subtle means of protecting 
  itself from approach and I can guarantee your 
  arrival in my company, but not otherwise.” 
   
  In actual fact, the Stone Cathedral has no 
  protections whatsoever, but it is a strange and 
  mysterious place. Marcus is well aware of this but 
  it is a DC 28 Sense Motive check to realize he is 
  deliberately telling a falsehood here (Immoths like 
  secrets and tend to lie rather than reveal what they 
  know if they do not feel it to be of importance). 
  Should Marcus be confronted with this falsehood, 
  he admits to the truth but shows no remorse. 
   
  Anyone wishing to divine the Stone Cathedral 
  sees a glade with thin stone spires elegantly rising 
  up, with a circle of stone strangely untouched by 
  weather, dirt or plantlife in the middle of it all.  The 
  actual location of the Stone Cathedral is 
  deliberately not provided to prevent interference in 
  Veluna regional modules, although the Veluna 
  Triad can be contacted if specific details are 
  requested by a PC. 
   
  It is a DC 25 Knowledge (geography) or DC 30 
  Bardic Knowledge check to have heard about the 
  Stone Cathedral. A success indicates a rough 
  location in Veluna and the fact that the Stone 
  Cathedral is said to be covered in arcane 
  markings that have never been successfully 
  deciphered. 
   
  The Stone Cathedral  
   
  The Immoth looks on with approval as you 
  gather once more.  
   
  “Gather around, I am ready,” as he begins a 
  spell.  The world shimmers, disappears and 
  reappears.  Now you stand in a small glade, 
  with slender spires of stone of some black-
  grey type towering above you, and a solid 
  stone floor dull with age beneath you.  On all 
  sides, the tall trees of the forest stand silent 
  guardians and the noise of the woodlands is 
  muted here. 
   
  Marcus gestures to a small pile of goods 
  beside the spires. 
   
  “I obtained the necessary utensils for the task 
  of smelting and creating the rings. I would 
  assist, but fire makes me…uncomfortable.  
  Once you open the portal, it will remain open 
  for 24 hours. These rings will only work once – 
  delay beyond that time and the entry will fade 
  away again and we have failed. My presence 
  here may warn our enemies, however, and I 
  will take my leave, to return in two days time 
  for you.  Good luck.” 
   
  And with that, the Immoth disappears. 
   
  Marcus uses a teleportation circle to transport the 
  entire 
  party, 
  including 
  animal 
  companions, 
  familiars and bonded mounts.  He does not 
  transport non-class related animals or companions 
  as he will not waste his power on these.  Note that 
  there are no real protections on the Stone 
  Cathedral, however, so a PC could easily be 
  transported to the area, see it, and then arrange 
  for transport for his non-class related animal or 
  companion.  The timeline is such that only instant 
  transport magic is sufficient to allow this Encounter 
  to proceed.  Anyone who wishes to delay longer 
  should proceed to Conclusion. 
   
  Fashioning the Rings 
   
  The crafting of the rings is not a terribly 
  complicated matter, as nothing particulary fancy or 
  long-lasting is being sought. This activity should 
  take no longer than one hour (real life jewelry 
  creation being left out of this). The PCs gain +2 for 
  masterwork tools (Marcus brings them all), +2 if 
  they talk about this and come up with a concept of 
  how to craft it (award good ideas or allow a DC 20 
  Craft (jewellery) check). Once this is all figured 
  out, the PCs may each make a DC 20 Craft 
  (jewellery) check – noting it can be attempted 
  untrained. PCs may aid one another and only one 
  successful attempt is needed to make all the rings 
  required for the PCs present (one for each is the 
  limit. 
   
  Using the Rings 
   
  If the rings were successfully crafted, the PCs 
  have but to place them on a finger and touch one 
  of the stone spires. A circle of energy gradually 
  (over the course of a minute) materializes in the 
  centre of the glade, some 10 feet across. Once 
  fully materialized, it lasts for 24 hours and it cannot 
  be dispelled or dismissed during that time period 
  (it is, however, Supernatural in creation and can 
  
  VTFIN7-02 Ley of the Land 
   
  Page 60 
  be suppressed by an anti-magic field or the like).  
  Passage into it is simple – step into the circle. 
  Only those with a ring may pass through – allow 
  all class feature creatures to be affected by the 
  magic of the ring, but nothing else (it cannot enter 
  in any fashion). 
   
  The rings do not actually take up a ring slot and 
  their activation is tied to the Ley Lines, not some 
  magical component.  
   
  Development 
   
  If the PCs choose to step into the Circle, proceed 
  to 2: Door Guards.  If the PCs chose not to 
  proceed, or delay until the entryway fades again, 
  proceed to Conclusion.  
   
   
  2: DOORGUARDS 
   
  Feelings of weightlessness vie with total 
  paralysis, then overwhelming heat cooled by 
  glacial ice.  As quickly as it began, the journey 
  is over and the slender spirals of the Stone 
  Cathedral no longer tower above. Instead, 
  before you stretches a narrow tunnel, perhaps 
  twenty feet wide and no more than fifteen in 
  height.  Strands of energy lace the walls, of all 
  elemental types.  Shimmering along with them 
  are large-sized feline creatures, thin and gaunt, 
  with tentacles, never really seeming to be 
  where you first spot them.  Growling, they 
  move forward to attack.  
   
  Terrain 
   
  This Fading Lands is minorly attuned to all four 
  elements, making creatures with the elemental 
  type more at home here.  It has no immediate 
  impact at this time, as the power of the Lands has 
  been almost entirely drained by the Geomancer 
  Compact. 
   
  Environment and the Timing of the 
  Entry/Exit 
   
  Only 2 people per round may enter the Fading 
  Lands at any given time.  Note that the portal is 
  accessible both ways to the PCs for an entire 24 
  hour period.  They should be reminded the portal 
  is open against the back wall when they enter into 
  this Encounter (after they emerge). 
   
  The entrance to the Fading Lands imbues the PC 
  with a certain amount of elemental energy to make 
  the passage possible.  As a result, they are clearly 
  outlined, as if by faerie fire, for one round when 
  they emerge on the other side.  Additionally, they 
  are immune to sneak attack or critical hits for that 
  round, nor can they be flanked.  At the start of 
  their second initiative, these energies fade. 
   
  Otherwise the area is a solid stone tunnel forty 
  feet wide and twenty feet high.  In the larger areas 
  (the water cavern and the shaft) the ceiling height 
  is amended as stated.  The walls are irregular and 
  relatively easy to climb – DC 15 climb checks.  
  The ground, walls and ceiling have no vegetation. 
   
  The entrance/exit to the Fading Lands can be 
  accessed by stepping into any square that borders 
  on it. Transport through the entrance/exit takes 
  two rounds, each way. There is no means of 
  reaching, affecting or communicating with a PC or 
  NPC while they are in transit. Spell effects and 
  durations operate normally during this time. 
   
  Door Guards 
   
  The Displacer Beasts at the door were trained 
  from birth to guard the Geomancer Compact.  
  Well-used to this Fading Lands, they are loyal and 
  vicious.  If questioned, they know all the various 
  chambers of this Fading Lands, and the general 
  creatures within (the Dire Bats/Kraken, Immoth 
  and Geomancer Compact itself). They know 
  nothing about the Ley Lines or the purpose of the 
  Geomancer Compact. 
   
  Surprise 
   
  There is no surprise when the Displacer Beasts 
  attack. It may be possible, however, for PCs with a 
  high Hide and Move Silently skill to surprise the 
  Displacer Beasts themselves.  In such a case, 
  make the necessary opposed checks and rule 
  accordingly. 
   
  Diplomacy, Bluff, Intimidation and Wild 
  Empathy 
   
  The Displacer Beasts have been trained since 
  birth to obey and protect the members of the 
  Geomancer Compact.  Diplomacy is not possible 
  as the Displacers are not intelligent enough to 
  comprehend any offers, nor enough to be 
  Intimidated or Bluffed.  They know how to do their 
  job and little else is asked of them. 
  
  VTFIN7-02 Ley of the Land 
   
  Page 61 
   
  On the other hand, excellent Wild Empathy may 
  be able to resolve this peacefully.  The DC is 40 
  (to move it from Hostile to Friendly) and only one 
  check may be attempted – the modifier for a 
  magical beast is included in this DC.  Failure 
  indicates that the displacers have decided the 
  peaceful route is not, for whatever reason, is 
  acceptable, and they attack. Anyone attempting 
  this route must used the rules for Rushed 
  Diplomacy and the attendant -10 check, unless 
  the Displacers have not been attacked, nor are 
  they attacked during the negotiations.  In such a 
  case, the Wild Empathy check takes one minute 
  (10 full round actions) but does not suffer the -10 
  penalty. 
   
  Threatening the displacer beasts in any fashion 
  during this time results in immediate failure of the 
  Wild Empathy attempt.  Note that they cannot 
  identify spells without visual clues and do not take 
  spellcasting automatically poorly – if there is no 
  visible effect, they continue to pay attention to the 
  Wild Empathy attempt. The Geomancer Compact, 
  after all, casts many spells around them and they 
  are used to such things, so long as they do not 
  appear to be threatening to them. 
   
  Tactics and map 
   
  Refer to the Full Circle Doorguard Map in 
  Appendix Three for information. A and B 
  represent the starting positions of the two 
  displacer beasts. 
   
  Night (10 pm to 6 am): The Displacer Beasts 
  were sleeping when the portal was activated.  As a 
  result, they have only just gotten up and have not 
  had a chance to activate any of their defences 
  when initiative begins.   
   
  They attack the character with the least visible 
  armor, combining and attacking jointly wherever 
  possible. They concentrate upon a single target 
  until it falls but do not attack further (they do not 
  seek to place extra blows, for instance, into 
  downed foes). 
   
  Regular Hours (6 am to 10 pm):  The Displacer 
  Beasts are prowling or resting near the entry and 
  have their spells pre-cast as the doorway 
  materializes. They are immediately ready for 
  combat, noting the possibility of Wild Empathy 
  earlier in this Encounter.  
   
  They attack the character with the least visible 
  armor, combining and attacking jointly wherever 
  possible.  They concentrate upon a single target 
  until it falls but do not attack further (they do not 
  seek to place extra blows, for instance, into 
  downed foes). 
   
  Creatures 
   
  APL 4 (EL 6) 
  Displacer Beast Guards (2), Large Magical 
  Beast, hp 63 each, see Appendix One;  
  APL 6 (EL 8) 
  Advanced Displacer Beast Guards Rog1 (2), 
  Large Magical Beast, hp 121 each, see 
  Appendix One; 
  APL 8 (EL 10) 
  Advanced Displacer Beast Guards Rog1 (2), 
  Large Magical Beast, hp 184 each, see 
  Appendix One;  
  APL 10 (EL 12) 
  Advanced Displacer Beast Guards Rog3 (2), 
  Large Magical Beast, hp 207 each, see 
  Appendix One;  
  APL 12 (EL 14) 
  Advanced Displacer Beast Guards Rog5 (2), 
  Large Magical Beast, hp 230 each, see 
  Appendix One;  
  APL 14 (EL 16) 
  Advanced Displacer Beast Guards Rog7 (2), 
  Large Magical Beast, hp 253 each, see 
  Appendix One;  
  Treasure 
   
  All APL:  None (barding, where applicable, is in 
  such poor shape that it cannot be sold or used) 
   
  Development 
   
  There is only one exit to this chamber, aside from 
  the Entry Portal.  The tunnel goes on for 200 feet.  
  During this time, DC 25 Spot checks indicate that 
  the side walls have a crushed looked to them, as if 
  the walls were actually being pushed and 
  contorted on a regular basis.  A DC 20 
  Stonecunning or Knowledge (Architecture and 
  Engineering) check after Spotting this reveals that 
  the tunnel was once likely a vast cavern of some 
  type but has been gradually collapsing in on itself.  
  
  VTFIN7-02 Ley of the Land 
   
  Page 62 
  It is in no danger of collapsing or failing now, and 
  the progress has taken generations to reach this 
  point.  
   
  This is but one indication that the Geomancer 
  Compact has been using the power of this Fading 
  Lands for their existence.  They blame the loss of 
  size and stature on the actions of those on Oerth 
  and have not sought a simpler and more logical 
  explanation – that they who inhabit it are 
  damaging it.  Any member of the Compact, 
  Galaforian or Sieg (the Kraken) can convey these 
  details if questioned. 
   
  At the end of the 200 foot tunnel, the area opens 
  up into a small lake.  Proceed to 3: Interlopers. 
   
   
  3: INTERLOPERS  
   
  The tunnel opens out onto a narrow strip of 
  rock that continues across a small lake.  The 
  causeway is twenty feet wide, much the like 
  the tunnel it connects to, and the murky water 
  on either side is some eighty feet across to a 
  stony cavern wall.  Somehow, the reflections 
  on the water give the impression that this area 
  was at one time much larger, but no more.  
   
  Above you, the roof of the tunnel arches up to 
  a cavern roof thirty feet above the water or 
  causeway.  A light breeze causes ripples in the 
  water as tiny wavelets hit the causeway. 
   
  As with the tunnel in 2: Door Guards, PCs may 
  attempt DC 25 Spot checks here.  Those who 
  succeeded in 2: Door Guards may add a +4 
  circumstance bonus. Success indicates that they 
  notice all of the signs of a much larger area and 
  faint ripples in the water where Sieg is located. 
   
  Those who succeed at the Spot check may then 
  attempt a DC 20 Knowledge (geography) or 
  Knowledge (Architecture and Engineering) check 
  to determine that the lake was once likely so large 
  it would have stretched for miles in either direction. 
  Some of the remains on the walls also indicate 
  that it encompassed the entire cavern, not just the 
  level where it now sits (although why the tunnel 
  shows no signs of water infiltration is a mystery 
  and may be related to the elemental nature of this 
  place). Much like the tunnel before it, it is in no 
  danger of growing any smaller within the time 
  frame of this adventure, and the progress has 
  taken generations to reach this point. 
   
  Defenders of all types are present here, at all 
  APLs. The Dire Bats hang on the ceiling, directly 
  above the entrance.  It is important to note that at 
  APL 10+ they do not participate, but simply remain 
  on the ceiling unless attacked (in which case they 
  attempt to flee).  Likewise, the APL 10 version of 
  Sieg is always present, even if he is not 
  participating (unless a higher APL version is 
  present). 
   
  Environment 
   
  The water is 50 feet deep and 80 feet to the edge 
  of the cavern on either side.  The cavern walls are 
  smooth, worn away by generations of water.  They 
  are a DC 25 climb check to scale if required. 
   
  The causeway is ten feet wide and ten feet deep 
  (down into the water) and made of solid stone.  
  Beneath that, the two sides of the cavern link up 
  under water.   There is no vegetation in either the 
  water or on the stone. 
   
  The wind is currently light and has no immediate 
  impact on the Encounter (but see Sieg’s tactics). 
   
  The water is murky, providing concealment to 
  anyone looking through or attacking in it/through it.  
  Sieg tends to float just beneath the surface, 
  gaining a +16 circumstance modifier to Hide 
  checks (and distance), but his reach puts all parts 
  of the cavern within striking distance. Sieg’s Hide 
  check is noted below. 
   
  There is no actual impairment to vision in the 
  water, simply light sources and such.  Combat in 
  the water has the usual penalties and implications.  
  The water of the lake is not as easy to swim in as 
  it would appear – it is DC 15 Swim check, partially 
  generated by the elemental conditions of this 
  Fading Lands. 
   
  Entering the area 
   
  With their blindsense, the bats should be able to 
  spot anyone attempting to sneak into the room.  
  Note that the blindsense should also give them a 
  Will Save vs. illusionary magic that attempts to fool 
  them, as their echolation counts as interaction.  At 
  least one of them is considered awake at all times, 
  any sounds of combat with the Displacer Beasts in 
  2: Door Guards means that they are alert. 
   
  At APL 4-8, the Dire Bats immediately move to 
  engage the PCs.  They may not be Diplomacized 
  
  VTFIN7-02 Ley of the Land 
   
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  or otherwise manipulated via skills, with Sieg 
  watching. While unlike that they can be surprised, 
  a well-equipped or well-prepared party may do so 
  – if that is the case, they only have prep spells up 
  if they heard the earlier combat. At no point will 
  Sieg actually engage the PCs at this level, as he 
  believes them to be nothing more than a ploy (and 
  he will retreat via his portal if pressed). 
   
  APL 10-14, Sieg (the Kraken) attempts to 
  commence hostilities at a distance, with spells. He 
  is warned by the Bats of the approach of PCs and 
  is hard to surprise (with his Spot and Listen skills 
  combined 
  with 
  the 
  abilities 
  of 
  the 
  Bats).  
  Nevertheless, well-prepared or equipped parties 
  may surprise him and that should be taken into 
  account.  If he is surprised, he only has buff spells 
  up if he was warned about the earlier combat (n 
  other words, if the Bats heard it) (they are not 
  included in his stat block for that reason). Sieg 
  may not be Diplomacized or bought off or the like 
  – he does not believe he needs to do so and he 
  believes in the results of the Geomancer Compact 
  working in his favour.  This does not, however, 
  preclude 
  him 
  from 
  selling 
  the 
  Geomancer 
  Compact out in exchange for his lafe (noted under 
  Escpae Portal and Tactics). 
   
  Hide checks for Sieg (not adding distance, +1 per 
  10 feet): 
   
  APL 4-10:  DC 28 
  APL 12-14: DC 29 
   
  Tactics and Map 
   
  Refer to Full Circle Water Map in Appendix 
  Three. 
   
  APL 4-8 Dire Bats: The Dire Bats move to attack 
  the nearest targets. They do not act as a team, but 
  rather attack individually. If the opportunity 
  presents itself to attack the same target without 
  danger, they do so but they will not move to obtain 
  flanks or the like, not being trained to undertake 
  that. When they can (at the appropriate APL), they 
  employ their Spring Attack.  Note that they have a 
  Perfect fly maneuverability and can Hover if they 
  desire and all the other benefits of this movement 
  class. 
   
  APL 10-14 Sieg:  Sieg is incredibly intelligent – 
  play him that way. His first spell to cast is control 
  winds, generating Severe Winds (by moving up 
  the current category by three levels, as he is CL 9 
  for this ability). This cause a -4 penalty to all 
  ranged attack rolls, is a clockwise blast of wind 
  around the entirety of the cavern and can possibly 
  blow way, knockdown or check movement of PCs.  
  See page 95 of the DMG for the full explanation of 
  a Severe Wind Effect. 
   
  After he has done this, Sieg moves to attack the 
  PCs directly, attempting to eliminate spellcasters 
  from range, attacking and dragging them into the 
  water.  If he sees an Animal Companion of note, 
  he attempts to dominate animal – his command is 
  to have it “fetch” a pebble from the Nyr Dyv. Note 
  that he must be within 45 feet of the animal to 
  attempt this – should it succeed, the animal moves 
  to the portal as fast as possible. If it reaches the 
  portal and then the Stone Cathedral beyond, it 
  heads out in a random direction trying to reach the 
  Nyr Dyv. Remember that there is no warning of 
  this effect unless the PCs succeed at a Spellcraft 
  check 5 higher than normal (if they have Spotted 
  Sieg at all) as it is a spell-like ability with no verbal, 
  somatic or material components. 
   
  As noted under Escape Portal below, Sieg has an 
  escape plan.  He attempts to flee if at 40 hp or 
  less. If he cannot, he makes every effort to bargain 
  for his life. Though he has no treasure with him, he 
  can convey all of the goals and powers of the 
  Geomancer Compact and what lies beyond this 
  lake room. 
   
  Escape Portal 
   
  Sieg, though willing to work with the Geomancer 
  Compact for his own reasons, has an Escape 
  Portal at the bottom of the lake.  It is located 
  directly beneath the causeway, on the base of the 
  lake floor.  It is an immediate action for him to 
  activate it as a spell-like ability and it closes one 
  round after he passes through it. Anyone 
  attempting to follow him must be warned that they 
  do not know where the portal goes – if they still 
  insist on entry, they should be considered dead 
  and irrecoverable unless they have a means to 
  survive at 15,000 feet beneath sea level for an 
  indefinite period of time (the undersea cave 
  complex 
  to 
  which 
  this 
  portal 
  leads 
  locks 
  dimensional 
  travel 
  and 
  does 
  not 
  allow 
  instantaneous travel magic save these portals.  It 
  is also vast and would take more than a day to exit 
  along, leaving aside the difficulties of passing 
  through the lairs of two of his brethren (identical 
  stats to Sieg)).  
   
  Sieg retreats to this Escape portal if reduced to 40 
  hp or less.  He has no desire to die for the 
  
  VTFIN7-02 Ley of the Land 
   
  Page 64 
  Geomancer Compact.  If he cannot escape, he 
  offers to surrender and detail the goals and 
  powers of the Geomancer Compact – he does so 
  quite readily and truthfully (fearing for his life). 
   
  Creatures 
   
  APL 4 (EL 6) 
  Spellwoven Dire Bats (2), Large Aberration, hp 
  77 each, see Appendix One;  
  APL 6 (EL 8) 
  Spellwoven Dire Bats (4), Large Aberration, hp 
  77 each, see Appendix One;  
  APL 8 (EL 10) 
  Elite Advanced Spellwoven Dire Bats (4), 
  Large Aberration, hp 140 each, see Appendix 
  One;  
  APL 10 (EL 13) 
  Sieg, Kraken Ftr1, Gargantuan Magical Beast, 
  hp 388, see Appendix One;  
  APL 12 (EL 15) 
  Sieg, Spellwoven Kraken Ftr1, Gargantuan 
  Aberration, hp 430, see Appendix One;  
  APL 14 (EL 16) 
  Sieg, Spellwoven Advanced Kraken Ftr1, 
  Gargantuan Aberration, hp 580, see Appendix 
  One;  
  Treasure  
   
  All APLs:  None 
   
  Development 
   
  Passing beyond the lake area leads to another 
  tunnel.  This tunnel is comprised of solidified 
  magma, still emanating a faint amount of heat, but 
  obviously no longer any serious impediment to 
  health or progress.  As cooled magma generally 
  looks the same in most states, it impossible to 
  determine how long this particular tunnel has 
  existed in this condition.  Although like the 
  remainder of the area and once much larger and 
  more impressive an area (and quite hot and full of 
  liquid magma) this is all that remains. After 400 
  feet of passage along a tunnel of the same 
  dimension as before (twenty feet wide and fifteen 
  feet tall), it exits onto a ledge overlooking a shaft 
  that leads up and down.  Proceed to 4: Shaft. 
   
   
  4: SHAFT  
   
  A ledge overlooking a large shaft appears.  The 
  shaft is 100 feet wide, going up to a faintly 
  visible ceiling 60 feet above, and down 40 feet 
  to a dark mass of fog. 
   
  When the PCs enter this area, Galaforien 
  appears. This Immoth hovers 60 feet away in mid-
  air.  At APLs 4-8, PCs should be reminded that 
  they were merely to report back about the extent 
  of this area and this now completes their task – 
  they have no reason to conflict with him or the 
  Geomancer Compact itself.  
   
  Environment 
   
  The 
  dark 
  mass 
  of 
  fog 
  is 
  a 
  permanent 
  mordekainen’s private sanctum at CL 20. It is a 
  DC 20 Spellcraft check to identify it. The spell 
  covers the sanctuary of the Geomancer Compact.  
  Galaforien, when he communicates with the PCs 
  in this encounter, has a message spell in effect 
  and all members of the Compact hear his 
  communications with them (although try to take 
  into account they only hear his side of things). 
   
  The shaft walls are slick and deliberately crafted to 
  be difficult to climb.  They are a DC 30 climb 
  check, enhanced by elemental slivers of ice 
  hidden in the walls.  It is a DC 30 Spot check to 
  notice the hidden ice slivers and make the 
  connection as to what they are for the purposes of 
  climbing.  Anyone able to move across ice without 
  issue (such as boots of the north or the like) has a 
  +16 circumstance bonus to the climb check.  All 
  others, even those spider-climbing, must make the 
  climb check to move. 
   
  Negotiations 
   
  Before you an Immoth appears, hanging in the 
  air 60 feet from the ledge itself.  He smiles, a 
  cold, sharp look that implies no humour at all.  
   
  “So, Marcus found competent help this time. I 
  am impressed by your tenacity. What would it 
  take to have you return from whence you came 
  and allow my companions to continue their 
  self-appointed task?” 
   
  Galaforien intends to barter with the PCs, though 
  he 
  cannot 
  be 
  Diplomacized 
  or 
  otherwise 
  subverted (because he knows the Geomancer 
  
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  Page 65 
  Compact is listening in via the message spell). He 
  will not share his name, as that is a secret he 
  intends to keep… 
   
  Galaforien can offer the PCs the following: 
   
  - 
  All the gold the PCs can carry to retreat 
  back and not return.  This is the equivalent 
  of full gp cap for the PCs each. He will not 
  provide this gold up front (fearing betrayal) 
  but he does arrange to have gems in the 
  appropriate quantity delived to the PCs 
  the following day; or 
  - 
  The power of the Ley Lines that courses 
  through their veins currently can be made 
  to extend a longer period of time. If this is 
  accepted, the PC may choose the Full 
  Circle option to retain the benefit of the 
  Aspect award, even if they do not normally 
  qualify for Full Circle at this point. 
   
  ACCEPTING THIS OFFER 
   
  If the PCs are considering accepting the offer, or 
  have done so, they should be allowed a DC 15 
  Wisdom check to reconsider their decision (or 
  potential course of action).  Specifically, if they 
  achieve this DC, they should be advised that 
  making any such dealwith Galaforien is unlikely to 
  be viewed favourably by Marcus and will likely 
  result in the PCs losing any favours he might be 
  considering providing. 
   
  CONTINUING 
   
  If at any time the PCs take an offensive action, he 
  sighs as a free action and combat begins 
  immediately. The sigh triggers a contingency 
  freedom of movement (at his CL). Note that it is 
  the act of sighing that does this, not the sound, 
  and the only effective means of preventing this is a 
  paralysis effect or the like (or somehow blasting 
  him out of the sky before he knows anything has 
  hit him…). 
   
  If at any time the PCs genuinely wish to leave the 
  area, they may do so and Galaforien will not 
  follow.  If they are attempting to simply retreat to 
  rest, note that he is very intelligent and will react in 
  a tactical manner (he might allow them the 
  opportunity to retreat while he gets healed up by 
  the Geomancer Compact and buffs himself, then 
  head after them again). 
   
  Tactics and Layout 
   
  See the Full Circle – Shaft Map in Appendix 
  Three. 
   
  APL 4-8 – Remind any PCs starting or thinking of 
  starting combat that they were warned this was 
  beyond their capabilities.  If they proceed despite 
  this warning, use the APL 10 stats for Galaforien 
  and the elementals. 
   
  APL 10+ At the start of any combat, Galaforien 
  triggers a contingency by sighing. This is a 
  contingency freedom of movement (at his CL). 
  Note that it is the act of sighing that does this, not 
  the sound, and the only effective means of 
  preventing this is a paralysis effect or the like (or 
  somehow blasting him out of the sky before he 
  knows anything has hit him…).noted above under 
  the negotiations. 
   
  At 
  this 
  stage, 
  Galaforien’s 
  two 
  companion 
  Elementals head up from inside the Sanctum 
  below to engage the PCs.  Note that they cannot 
  utilize their Spring Attack in the first round, as they 
  cannot see the PCs initially (they are ordered up 
  by the Geomancer Compact), but their movement 
  speed should be more than enough to reach the 
  PCs in most cases. 
   
  Galaforien attempts to eliminate anyone with 
  obvious holy symbols first (as they are likely 
  clerics).   
   
  APL 4-10: His first spell is an ice shard, casting 
  spell theft on the main target.  He then casts an 
  empowered sculpted cone of cold (empowered 
  from his rod of empower, and sculpted via his 
  feats – he generally prefers 4 ten foot squares that 
  do not have to be contiguous, but it is at the 
  discretion of the DM).  His remaining abilities and 
  spells are then dependent on reactions and such.  
  Should he be reduced to 25 hp or less, he 
  attempts to escape via a plane shift ice shard. 
   
  APL 12: His first spell is an ice shard, casting spell 
  theft on the main target.  He then casts maze on 
  the primary target, hoping that he has a low Int 
  score.  His next actions are then dependent on 
  reactions and such.  Should he be reduced to 25 
  hp or less, he attempts to escape via a plane shift 
  ice shard. 
   
  At APL 14: His first spell is an ice shard, casting 
  spell theft on the main target.  He then casts a 
  time stop to add as many buff spells as he can to 
  
  VTFIN7-02 Ley of the Land 
   
  Page 66 
  himself.  When he returns, he activates his belt of 
  battle and casts maze on the primary target. His 
  remaining abilities and spells are then dependent 
  on reactions and such.  Should he be reduced to 
  25 hp or less, he attempts to escape via a plane 
  shift ice shard. 
   
  Galaforien 
  provides 
  the 
  directions 
  for 
  his 
  elementals. 
   
  The two companion elementals fight to the death 
  to protect Galaforien.  They try to engage melee 
  types as best as possible and impede anyone 
  attempting to reach Galaforien.  Galaforien does 
  actually care for his companions and does not 
  cast area of effect spells that include them if they 
  would be damaged. Unless Galaforien orders 
  them into whirlwind form, they remain in their 
  attack form. 
   
  Development 
   
  Creatures 
   
  APL 4  to APL 8 – use APL 10 
  APL 10 (EL 13) 
  Galaforien, Immoth, Large Elemental Sor2, hp 
  149, see Appendix One. 
  Elemental 
  Guardians 
  (2), 
  Greater 
  Air 
  Elemental, hp 210 each, see Appendix One. 
  APL 12 (EL 14) 
  Galaforien, Immoth, Large Elemental Sor4, hp 
  168, see Appendix One. 
  Elemental Guardians (2), Elder Air Elemental, 
  hp 240 each, see Appendix One. 
  APL 14 (EL 17) 
  Galaforien, Immoth, Large Elemental Sor6, hp 
  204, see Appendix One. 
  Elite Elemental Guardians (2), Elder Air 
  Elemental, hp 336 each, see Appendix One. 
  Treasure:  
   
  APL 10: Loot: 0 gp; Coin: 0 gp; Magic: +2 ring of 
  protection (667 gp each), ring of counterspells 
  (375 gp each), +3 vest of resistance (750 gp 
  each), metamagic rod of silence (917 gp each) 
  APL 12: Loot: 0 gp; Coin: 0 gp; Magic: +2 ring of 
  protection (667 gp each), ring of counterspells 
  (375 gp each), +3 vest of resistance (750 gp 
  each), cloak of charisma +2 (333 gp each), 
  metamagic rod of silence (greater) (2042 gp each) 
  APL 14: Loot: 0 gp; Coin: 0 gp; Magic: +2 ring of 
  protection (667 gp each), ring of counterspells 
  (375 gp each), +3 vest of resistance (750 gp 
  each), cloak of charisma +4 (1333 gp each), 
  metamagic rod of silence (greater) (2042 gp 
  each), belt of battle (2000 gp each) 
   
  Development 
   
  If Galaforien is defeated or bypassed by the PCs, 
  proceed to 5 (A): The Compact.  
   
  It is possible that an APL 4-8 group defeats or 
  bypasses Galaforien.  If so, they should be warned 
  that this next area is likely beyond their capabilities 
  and they should retreat. Should they do so, they 
  get credit for defeating 5 (B): Fanatic and proceed 
  directly to Conclusion. If the PCs insist on carrying 
  onward, proceed to 5 (A): The Compact and use 
  APL 10 stats. 
   
  If the PCs take the offer to end their mission in 
  exchange for an offer from Galaforien, proceed to 
  Conclusion. 
   
  If the PCs are APL 4-8 and choose to withdraw at 
  this point – as they are warned to do, or perhaps 
  choose to do, recognizing they have completed 
  their mission – proceed to 5 (B): Fanatic. 
   
  If the PCs are APL 10+ and choose not to 
  continue at this point, proceed to Conclusion. 
   
   
  5 (A): THE COMPACT  
   
  The shaft is before you and the dark mass of 
  fog.  What lies beyond? 
   
  Beneath the protection of the Mordekainen’s 
  Sanctum, the Geomancer Compact continues to 
  manipulate the Ley Lines of Oerth (specifically in 
  the VTF metaregion). 
   
  Three of them are still sane enough for the task, 
  being Illa, Jor and Kreetha.  Foreth, noted in 5 (B): 
  Fanatic, is still going through the motions in one 
  corner but is a non-combatant – if he is attacked, 
  use the stats in APL 4 for him. Should he have 
  already been engaged, remove his references. 
   
  Rest 
   
  
  VTFIN7-02 Ley of the Land 
   
  Page 67 
  Up to this Encounter, the PCs can choose to rest 
  and they will not be bothered by the Geomancer 
  Compact (which relies upon the defenders to hold 
  off intruders).  Once the PCs complete 4: Shaft, 
  however, the Compact notes that they are a real 
  threat.  If the PCs choose to rest at this point, the 
  Geomancer Compact noted below buffs to the 
  greatest extent possible and then emerges to 
  attack the PCs wherever they choose to rest (so 
  long as it is within the Fading Lands) – they use an 
  arcane eye to scout first, and determine the 
  location of the PCs, with arcane sight active as 
  well and therefore almost certain to find them. If 
  they can, they attempt to surprise the PCs. 
   
  Beneath the Fog 
   
  The Geomancer Compact organizes itself beneath 
  the Fog.  There, the four Ley Lines previously 
  explored are being manipulated and destructively 
  so – far beyond what might normally be achieved 
  by a single individual.  The power of this Fading 
  Lands has been harnessed by the Compact, 
  resulting in the damage seen earlier. To the 
  Geomancer Compact, in their current state of 
  mind, it is merely a confirmation that the lands are 
  corrupt already and weakening (they do not 
  realize that it is their very manipulation of the Ley 
  Lines that is causing this damage, nor can they 
  admit to that in their own minds) 
   
  Two of the Geomancer Compact remain sane at 
  this stage, while all others have been reduced to 
  insanity or death by their manipulation.  Isha and 
  Esther are the only two that yet remain to act and 
  they seek to destroy any PC who has dared to 
  interefer. Their grasp on reality is…nominal yet 
  sufficient to be a danger. 
   
  Five other individuals can be spotted below (and 
  should be included on the map for the sake of 
  interest and potential additional targets).  They are 
  entirely insane at this point and have no interest in 
  the outside world – attacking them is considered 
  to automatically succeed (AC 5, Hp 80 each, 
  humanoid types) and not at all impact upon them.  
  They cannot be brought back to the realm of 
  sanity by any means – their natural tie to the land 
  has been corrupted to such an extent that nothing 
  save animal instincts remain. 
   
  The Protectors station themselves on the outside 
  of the area, while the Geomancer Compact 
  arrange themselves randomly near the centre. 
   
  In the centre, four cascades of strangely pulsing 
  energy flow from four pools of water, spilling over 
  and then disappearing into the ground of the 
  bottom of the shaft.  A DC 20 Knowledge (arcane) 
  check identifies them as scrying devices, while 
  anyone with an Aspect from any of the previous 
  adventures in this Interactive recognizes the 
  energy spilling out as the ley line energy itself (one 
  of each type). 
   
  Casks of rotting food and pure water litter the 
  area, testimony to some sort of planning that went 
  astray. Bedrolls scattered about haphazardly 
  indicate that there used to be as many as 20 
  humanoids staying here at one time, but that was 
  a long time ago (this is an automatic fact noted 
  without requiring Search checks). 
   
  Foreth, from 5 (b): Fanatic is currently traversing 
  the area above and does not participate in this 
  encounter in any fashion.  Should a very 
  determined party want to track him down, allow 
  them the victory and eliminate him. 
   
  Tactics and Map 
   
  The bottom of the Shaft is the same dimension as 
  the Full-Circle Shaft room, so use this as a 
  guideline.  As the PCs cannot see it beforehand, 
  allocate the NPCs as desired, noting that where 
  there are Omnimentals, they should be on 
  opposite sides of the chamber as they despise 
  one another.  The items within the room do not 
  impede movement or provide cover. 
   
  These Geomancer Compact members, unlike 
  Foreth in 5 (b): Fanatic, are still somewhat sane.  
  They continue to manipulate the Ley Lines and 
  attempt to make the world so unbearable that only 
  they will be left – although exactly why that is a 
  good thing is something they can no longer 
  answer.  
   
  Typically, they allow their Protectors to engage the 
  enemy first and attack from range, preferring direct 
  damage spells over crowd control types or buffing. 
   
  At APL 18, the Omnimentals are their protectors 
  but they hate one another.  Each round, there is a 
  25% chance that they attack one another (the two 
  Omnimentals) rather than the PCs.  If this 
  percentage is not rolled randomly, at the beginning 
  of the fourth round without such an attack, it takes 
  place regardless.  
   
  
  VTFIN7-02 Ley of the Land 
   
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  Creatures 
   
  APL 10 (EL 14) 
  Isha, 
  Drd3/Wiz3/Geomancer7, 
  Medium 
  Humanoid (grey elf), hp 84, see Appendix One. 
  Elemental Protector, Elder Air Elemental, hp 
  240, see Appendix One. 
  APL 12 (EL 16) 
  Isha, 
  Drd3/Wiz3/Geomancer7, 
  Medium 
  Humanoid (grey elf), hp 84, see Appendix One. 
  Esther, 
  Clr3/Wiz3/Geomancer7, 
  Medium 
  Humanoid (human), hp 107, see Appendix One. 
  Elemental Protectors (2), Elder Air Elemental, 
  hp 240 each, see Appendix One. 
  APL 14 (EL 18) 
  Isha, 
  Drd3/Wiz3/Geomancer7, 
  Medium 
  Humanoid (grey elf), hp 84, see Appendix One. 
  Esther, 
  Clr3/Wiz3/Geomancer7, 
  Medium 
  Humanoid (human), hp 107, see Appendix One. 
  Omnimental 
  Protectors 
  (2) 
  (MMIII), 
  Omnimental, hp 544 each, see Appendix One. 
  Treasure:  
   
  All APL: None – the taint of the corrupted ley lines 
  renders all equipment useless. 
   
  Development 
   
  The PCs may explore the area if they defeat the 
  Geomancer 
  Compact. 
  There 
  are 
  numerous 
  scrying devices here, all of which feel tainted – it is 
  a DC 15 Knowledge (arcane) check to realize that 
  they devices are being powered by the ley lines, 
  and poorly (in other words, they are using far more 
  energy than necessary). 
   
  If the PCs destroy the fonts/scrying devices (a DC 
  15 Strength check is sufficient, or 30 points of 
  damage of any type), the ley lines are no longer 
  affected by the corruption.  They will certainly take 
  time to recover, but that danger has been 
  removed.  It is possible to undertake this in 
  combat but note that in such cases the devices 
  must be specifically targeted (area of effect 
  damage is deemed to not be effective). 
   
  Even if the PCs do not attempt to destroy the 
  fonts/scrying devices, simply reporting back about 
  this to Marcus serves the same end and allows 
  this to be considered a success. 
   
  Should PCs die here and their bodies be left 
  behind, they are reincarnated the next day to be 
  servants to the Compact, with no equipment.  
  They are offered a chance to serve the Compact 
  or die again.  If they agree, it is presumed that 
  they escape after an expenditure of 12 TU (simply 
  mark it off on the AR). 
   
  It is possible to return and do combat with the 
  Geomancer Compact after retreat.  Insane as they 
  are, they simply re-memorize spells, heal up and 
  so on.  They do not make any new preparations or 
  change their tactics – it is simply not in their 
  mental make-up at this point. 
   
  Proceed to Conclusion. 
   
   
  5 (B): FANATIC  
   
  Even as you turn away, to return back through 
  the portal, you hear a scream of anger from 
  down the tunnel.  A form with horns and 
  strange legs like an elk appears, foaming and 
  raving.  He spots you and looks ready to cast a 
  spell… 
   
  The Geomancer Compact is not comprised of 
  terribly sane individuals and this is Foreth, one of 
  the more unbalanced. He has a feel for the Fading 
  Lands and knows the PCs are present since they 
  first stepped through the Portal. Seeing that they 
  are not going to be removed by the Immoth, he is 
  taking matters into his own hands.  His arrival here 
  is through the ground itself – he was using some 
  of the elemental magic of the ley lines to achieve 
  this but can no longer manipulate it in combat or 
  under stress (which he is most of the time, to be 
  honest, as he is insane…). 
   
  The remainder of the Compact cares not one way 
  or another about Foreth.  They have their own 
  tasks and priorities and will not attempt to rescue 
  him in any way.   
   
  It is presumed that the only an APL 4-8 party can 
  encounter Foreth by the various means possible.  
  Nevertheless, if another group manages this feat, 
  use the APL 8 version at all levels, noting that an 
  APL 10+ party cannot get any experience for this 
  Encounter. 
   
  
  VTFIN7-02 Ley of the Land 
   
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  Tactics and map 
   
  Foreth attempts to appear near the entry to the 
  Water cavern, if that is a reasonable location to 
  begin the combat.  Otherwise, use the various 
  layouts provided for a combat. 
   
  Foreth is insane, both literally and in game terms.  
  He suffers from a permanent confusion which 
  cannot be healed (it is part of the energies he has 
  absorbed in the altered ley lines).  Normally, he 
  acts 
  semi-functionally, 
  simply 
  droning 
  away 
  whenever he does not have a target for his anger 
  and frustration.  Now, however, targets have 
  appeared… 
   
  As part of this insanity, he attacks with whatever 
  he has at his disposal, being spells or otherwise 
  as dictated by his state of mind.  If he has an 
  option, he chooses the most damaging capability 
  in his repertoire. When presented with an option in 
  a round to attack more than one target, he 
  determines that target randomly. 
   
  There are two special exceptions to this insanity 
  that must be kept in mind: 
   
  1) Foreth never acts normally twice in a row.  
  If that result comes up, he attacks 
  randomly (save he does not attack himself 
  or Sentinel) instead; 
  2) Foreth 
  automatically 
  recognizes 
  and 
  targets other Geomancers to the exclusion 
  of all else. He is still bound by his insanity 
  (and the triggers from it) but if he has a 
  choice, he is not random and he goes 
  directly for the other Geomancer.  If there 
  is more than one present, he rolls 
  randomly between only them. 
   
  Sentinel, his animal companion, fights to save his 
  master as best as possible. He cannot be 
  convinced otherwise and is not insane like his 
  master – he is under orders to guard, so he 
  attacks whoever engages his master first. 
   
  Creatures (EL is -1 as a result of the 
  insanity of Foreth) 
   
  APL 4 (EL 7) 
  Foreth, 
  Drd3/Wiz3/Geomancer2, 
  Medium 
  Humanoid (hill dwarf), hp 76, see Appendix 
  One. 
  Sentinel, Dire Ape Animal Companion, Large 
  Animal, hp 40, see Appendix One. 
  APL 6 (EL 9) 
  Foreth, 
  Drd3/Wiz3/Geomancer4, 
  Medium 
  Humanoid (hill dwarf), hp 93, see Appendix 
  One. 
  Sentinel, 
  Advanced 
  Dire 
  Ape 
  Animal 
  Companion, Large Animal, hp 56, see 
  Appendix One. 
  APL 8+ (EL 11) 
  Foreth, 
  Drd3/Wiz3/Geomancer6, 
  Medium 
  Humanoid (hill dwarf), hp 112, see Appendix 
  One. 
  Sentinel, 
  Advanced 
  Dire 
  Ape 
  Animal 
  Companion, Large Animal, hp 56, see 
  Appendix One. 
  Treasure 
   
  APL 4: Loot: 2 gp; Coin: 50 gp; Magic: wand of 
  scorching ray, 6 charges (45 gp each) 
  APL 6: Loot: 2 gp; Coin: 50 gp; Magic: wand of 
  scorching ray, 6 charges (45 gp each) 
  APL 8: Loot: 2 gp; Coin: 50 gp; Magic: wand of 
  scorching ray, 6 charges (45 gp each), +2 
  headband of intellect (333 gp each) 
   
  Development 
   
  If the PCs defeat Foreth or drive him off, they may 
  leave the Fading Lands quite easily at this point.  
  Exit from the area is not barred in any manner, 
  though returning is a lot more difficult if the PCs 
  wish to somehow arrange for that (see the earlier 
  parts of this adventure). 
   
  If the PCs are defeated by Foreth, he has no use 
  for their bodies and leaves them. Marcus, 
  investigating himself with assistance from another 
  group of adventures, recovers their bodies and 
  possessions in two weeks time.   
   
  Regardless of the outcome proceed to the 
  Conclusion. 
   
   
  CONCLUSION 
   
  Special Note – Negotiating with Galaforien. 
   
  If the PCs negotiated with him and accepted his 
  offer (and then held up their end of the bargain), 
  
  VTFIN7-02 Ley of the Land 
   
  Page 70 
  they had two choices and these are added to their 
  results, regardless of the results below.  The first 
  choice from Galiforien is the Aspect of Air reward 
  from the Healing of the Land AR Award and does 
  require the expenditure of time or having 
  successfully obtained the Aspect of Air to be 
  awarded. 
   
  If they do negotiate with him, they lose all Access, 
  regardless of their level of success to all other 
  favours and access granted by Marcus. 
   
  APLs 4-8 (Paraphrase if 5 (b) was a failure) 
   
  If the PCs successfully reach 5 (b): Fanatic 
  and 
  found 
  out 
  the 
  location 
  of 
  the 
  Geomancer Compact 
   
  Marcus awaits your return at the Stone 
  Cathedral and is pleased to see you appear. He 
  listens intently to your tales and nods his head 
  a few times, muttering under his breath.  When 
  you are finished, he smiles. 
   
  “Thank you for your efforts, they have served 
  us all well.  I shall arrange for further friends of 
  mine to engage the Geomancer Compact in 
  their lair and end this threat.  Your scouting 
  has been invaluable. 
   
  Each PC gets the maximum APL gp reward noted. 
  The items they may have gained in the course of 
  the adventure are tainted and cannot be retained 
  or sold for any gold. 
   
  Each PC who has been awarded at least one 
  Aspect and reaches this point is provided with the 
  Healing the Land AR award – and those Aspects 
  gained indicate the reward options available (for 
  instance, anyone with the Aspect of Fire can 
  choose the Fire award – although they are still 
  limited to one choice only).  They are also 
  awarded the Full Circle AR Award. 
   
  If the PC was not awarded an Aspect prior to this 
  point, they gain the Full Circle AR Award alone. 
   
  All Item Access for the Full Circle AR not 
  specifically obtained from creatures is granted by 
  Marcus. 
   
  APL 4-8 (Paraphrase if 5 (b) was a failure) 
   
  If the PCs failed to successfully reach 5 
  (b): Fanatic 
   
  Marcus is chastened by your tale of the Fading 
  Land and looks mildly displeased, aware that 
  full knowledge of the place is beyond his grasp 
  for now.   Still, he acknowledges your efforts 
  and 
  thanks 
  you 
  for 
  your 
  time, 
  before 
  disappearing to seek more assistance.  
   
  If the PCs reached 2: Doorguards, they gain 15 gp 
  per APL. 
   
  If the PCs reached 3: Interlopers, they gain 30 gp 
  per APL. 
   
  If the PCs reached 4: Shaft, they gain 40 gp per 
  APL. 
   
  Each PC may then be awarded the following 
  based on their success previously: 
   
  If they have three or four aspects awarded, they 
  gain the Full Circle AR Award or maximum gp for 
  this adventure (their choice), regardless of their 
  success or failure otherwise. 
   
  If they have one or two aspects awarded, they are 
  awarded maximum gp regardless of their success 
  or failure in this adventure. 
   
  No Item Access for the Full Circle AR not 
  specifically obtained from creatures is granted by 
  Marcus. 
   
  APLs 10+ (Paraphrase if 5 (a) was a failure) 
   
  If the PCs successfully defeated the 
  Geomancer Compact in 5 (a): The Compact 
   
  Marcus awaits your return at the Stone 
  Cathedral and is pleased to see you appear. He 
  listens intently to your tales and nods his head 
  a few times, muttering under his breath.  When 
  you are finished, he smiles. 
   
  “Thank you for your efforts, they have served 
  us all well.  The Geomancer Compact has seen 
  their base of power destroyed by your efforts – 
  I shall arrange for permanent guardians to be 
  set upon this place and keep any possible 
  successors from taking control.  
   
  
  VTFIN7-02 Ley of the Land 
   
  Page 71 
  Each PC gets the maximum APL gp reward noted. 
  The items they may have gained in the course of 
  the adventure are tainted and cannot be retained 
  or sold for any gold. 
   
  Each PC who has been awarded at least one 
  Aspect and reaches this point is provided with the 
  Healing the Land AR award – and those Aspects 
  gained indicate the reward options available (for 
  instance, anyone with the Aspect of Fire can 
  choose the Fire award – although they are still 
  limited to one choice only).  They are also 
  awarded the Full Circle AR Award. 
   
  If the PC was not awarded an Aspect prior to this 
  point, they gain the Full Circle AR Award alone. 
   
  All Item Access for the Full Circle AR not 
  specifically obtained from creatures is granted by 
  Marcus. 
   
  APL 10+ (Paraphrase if 5 (a) was a failure) 
   
  If the PCs failed to successfully defeat 5 
  (a): The Compact 
   
  Marcus is chastened by your tale of the Fading 
  Land and looks mildly displeased, aware that 
  full knowledge of the place is beyond his grasp 
  for now.   Still, he acknowledges your efforts 
  and 
  thanks 
  you 
  for 
  your 
  time, 
  before 
  disappearing to seek more assistance.  
   
  If the PCs reached 2: Doorguards, they gain 15 gp 
  per APL. 
   
  If the PCs reached 3: Interlopers, they gain 30 gp 
  per APL. 
   
  If the PCs reached 4: Shaft, they gain 40 gp per 
  APL. 
   
  Each PC may then be awarded the following 
  based on their success previously: 
   
  If they have three or four aspects awarded, they 
  gain the Full Circle AR Award or maximum gp for 
  this adventure (their choice), regardless of their 
  success or failure otherwise. 
   
  If they have one or two aspects awarded, they are 
  awarded maximum gp regardless of their success 
  or failure in this adventure. 
   
  No Item Access for the Full Circle AR not 
  specifically obtained from creatures is granted by 
  Marcus. 
   
  OVERALL SUCCESS OR FAILURE OF THE 
  INTERACTIVE 
   
  In order to succeed at the Interactive, at least two 
  tables must reach the Full Circle round, one low 
  (APL 4-8) and one high (APL 10-14) and both 
  must succeed.  More can reach the Full Circle 
  round, but at least one of each type must succeed 
  at the adventure round.  If this takes place at the 
  convention, the Interactive is a success.  Any 
  other result is a failure.  
   
  If the PCs succeed at the Interactive all PCs at the 
  Interactive are awarded the Immoth Ice Shard AR 
  Award.  
   
  Anything less is a failure and there is no award. 
   
  Treasure:  
   
   
  APL 4: Loot: 0 gp; Coin: 600 gp; Magic: 0 gp. 
   
  APL 6: Loot: 0 gp; Coin: 900 gp; Magic: 0 gp. 
   
  APL 8: Loot: 0 gp; Coin: 1200 gp; Magic: 0 gp. 
   
  APL 10: Loot: 0 gp; Coin: 1500 gp; Magic: 0 
  gp. 
   
  APL 12: Loot: 0 gp; Coin: 1800 gp; Magic: 0 
  gp. 
   
  APL 14: Loot: 0 gp; Coin: 2100 gp; Magic: 0 
  gp. 
  The End (Full Circle)
  
  VTFIN7-02 Ley of the Land 
   
  Page 72 
  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. 
   
  All Rounds 
   
  Per Combat Defeated (Maximum two 
  awarded) 
  Each Encounter with a combat is rated at the 
  same xp level.  Avoiding a combat through bribery 
  or 
  diplomacy 
  is 
  considered 
  defeating 
  the 
  Encounter.  Avoiding a combat by retreating or 
  running away is not considered defeating the 
  Encounter. 
   
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
   
  Story Award – Spring, Summer, Autumn, 
  Winter 
  For being attuned at the end of a given round 
   
  APL 4  
  90 XP 
  APL 6  
  120 XP 
  APL 8  
  150 XP 
  APL 10  
  180 XP 
  APL 12  
  210 XP 
  APL 14  
  240 XP 
   
  Story Award – Full Circle 
  For completing the mission assigned to the PCs 
   
  APL 4  
  90 XP 
  APL 6  
  120 XP 
  APL 8  
  150 XP 
  APL 10  
  180 XP 
  APL 12  
  210 XP 
  APL 14  
  240 XP 
   
  Discretionary roleplaying award 
   
  APL 4  
  225 XP 
  APL 6  
  300 XP 
  APL 8  
  375 XP 
  APL 10  
  450 XP 
  APL 12  
  525 XP 
  APL 14  
  600 XP 
   
  Total possible experience (per round, the 
  first AR has the experience listed for one 
  round and the number of round run on that 
  occasion must be multiplied to derive the 
  correct xp total): 
   
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  APL 10  
  1350 XP 
  APL 12  
  1575 XP 
  APL 14  
  1800 XP 
   
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of 
  their foes. Every encounter that features treasure 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of 
  all their earthly possessions. Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time to loot 
  the bodies, they do not gain this gold. If you feel it 
  is reasonable that characters can go back to loot 
  the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), 
  characters may return to retrieve loot. If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available. A normal adventuring party can usually 
  gather this wealth in a round or so. If for some 
  reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to 
  use them during the adventure. Many times 
  characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and 
  how to activate it. Other times they may attempt to 
  use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the 
  
  VTFIN7-02 Ley of the Land 
   
  Page 73 
  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.  
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = 
  Magic Items.  
   
  SPRING 
   
  3: Disciples  
  APL 4: Loot: 126 gp; Coin: 100 gp; Magic: +1/+1 
  two-bladed sword (441 gp each), +1 vest of 
  resistance (83 gp each), ring of counterspells (375 
  gp each). 
  APL 6: Loot: 126 gp; Coin: 150 gp; Magic: +1/+1 
  two-bladed sword (441 gp each), +1 vest of 
  resistance (83 gp each), ring of counterspells (375 
  gp each). 
  APL 8: Loot: 1 gp; Coin: 200 gp; Magic: +1/+1 
  two-bladed sword (441 gp each), +1 vest of 
  resistance (83 gp each), +1 breast plate (113 gp 
  each), gloves of dexterity +2 (333 gp each), ring of 
  counterspells (375 gp each). 
  APL 10: Loot: 2 gp; Coin: 250 gp; Magic: +1/+1 
  two-bladed sword (441 gp each), +1 flame/+1 two-
  bladed sword (941 gp each), +2 vest of resistance 
  (333 gp each), +1 breast plate (113 gp each), +2 
  mithral breast plate (773 gp each), gloves of 
  dexterity +2 (333 gp each), gloves of dexterity +4 
  (1333 gp each), +1 ring of protection (167 gp 
  each), ring of counterspells (375 gp each). 
  APL 12: Loot: 3 gp; Coin: 300 gp; Magic: +1 
  flame/+1 two-bladed sword * 3 (941 gp each), +2 
  vest of resistance * 3 (333 gp each), +2 mithral 
  breast plate * 3 (773 gp each), gloves of dexterity 
  +4 * 3 (1333 gp each), +1 ring of protection * 3 
  (167 gp each), ring of counterspells *3 (375 gp 
  each). 
  APL 14: Loot: 6 gp; Coin: 350 gp; Magic: +1 
  flame/+1 two-bladed sword * 6 (941 gp each), +2 
  vest of resistance * 6 (333 gp each), +2 mithral 
  breast plate * 6 (773 gp each), gloves of dexterity 
  +4 * 6 (1333 gp each), +1 ring of protection * 6 
  (167 gp each), ring of counterspells *6 (375 gp 
  each). 
   
  Conclusion:  
  APL 4: Loot: 0 gp; Coin: 400 gp; Magic: 0 gp. 
  APL 6: Loot: 0 gp; Coin: 600 gp; Magic: 0 gp. 
  APL 8: Loot: 0 gp; Coin: 800 gp; Magic: 0 gp. 
  APL 10: Loot: 0 gp; Coin: 1000 gp; Magic: 0 gp. 
  APL 12: Loot: 0 gp; Coin: 1200 gp; Magic: 0 gp. 
  APL 14: Loot: 0 gp; Coin: 1400 gp; Magic: 0 gp. 
   
  Total Possible Treasure for Spring 
  APL 4: Loot: 126 gp; Coin: 500 gp; Magic: 899 gp 
  – (Max 675 gp). 
  APL 6: Loot: 126 gp; Coin: 750 gp; Magic: 899 gp 
  - (Max 900 gp) 
  APL 8: Loot: 1 gp; Coin: 1000 gp; Magic: 1345 gp 
  - (Max 1300 gp) 
  APL 10: Loot: 2 gp; Coin: 1250 gp; Magic: 4809 
  gp – (Max 2300 gp) 
  APL 12: Loot: 3 gp; Coin: 1500 gp; Magic: 11,706 
  gp – (Max 3300 gp) 
  APL 14: Loot: 6 gp; Coin: 1750 gp; Magic: 23,412 
  gp – (Max 6600 gp) 
   
  SUMMER 
   
  3: Plain Advance 
  APL 4: Loot: 3 gp; Coin: 0 gp; Magic: +1 bracers 
  of armor (83 gp each), +1 ring of protection (167 
  gp each) 
  APL 6: Loot: 6 gp; Coin: 0 gp; Magic: +1 bracers 
  of armor * 2 (83 gp each), +1 ring of protection * 2 
  (167 gp each) 
  APL 8: Loot: 6 gp; Coin: 0 gp; Magic: +1 bracers 
  of armor * 2 (83 gp each), +2 periapt of wisdom *2 
  (333 gp each), +1 ring of protection * 2 (167 gp 
  each) 
  APL 10: Loot: 6 gp; Coin: 0 gp; Magic: +1 bracers 
  of armor * 2 (83 gp each), +2 periapt of wisdom *2 
  (333 gp each), +2 gloves of dexterity * 2 (333 gp 
  each), +1 ring of protection * 2 (167 gp each) 
  APL 12: Loot: 6 gp; Coin: 0 gp; Magic: +2 bracers 
  of armor * 2 (333 gp each), +1 vest of resistance * 
  2 (83 gp each), +2 periapt of wisdom *2 (333 gp 
  each), +2 gloves of dexterity * 2 (333 gp each), +2 
  ring of protection * 2 (667 gp each), monk’s belt * 
  2 (1083 gp each) 
  APL 14: Loot: 6 gp; Coin: 0 gp; Magic: +3 bracers 
  of armor * 2 (750 gp each), +1 vest of resistance * 
  2 (83 gp each), +2 belt of magnificence *2 (2083 
  gp each), +2 ring of protection * 2 (667 gp each), 
  monk’s turban * 2 (1083 gp each – no access) 
   
  Conclusion:  
  APL 4: Loot: 0 gp; Coin: 400 gp; Magic: 0 gp. 
  APL 6: Loot: 0 gp; Coin: 600 gp; Magic: 0 gp. 
  APL 8: Loot: 0 gp; Coin: 800 gp; Magic: 0 gp. 
  APL 10: Loot: 0 gp; Coin: 1000 gp; Magic: 0 gp. 
  APL 12: Loot: 0 gp; Coin: 1200 gp; Magic: 0 gp. 
  APL 14: Loot: 0 gp; Coin: 1400 gp; Magic: 0 gp. 
   
  
  VTFIN7-02 Ley of the Land 
   
  Page 74 
  Total Possible Treasure for Summer 
  APL 4: Loot: 3 gp; Coin: 400 gp; Magic: 253 gp – 
  (Max 675 gp). 
  APL 6: Loot: 6 gp; Coin: 600 gp; Magic: 506 gp - 
  (Max 900 gp) 
  APL 8: Loot: 6 gp; Coin: 800 gp; Magic: 1166 gp - 
  (Max 1300 gp) 
  APL 10: Loot: 6 gp; Coin: 1000 gp; Magic: 1832 
  gp – (Max 2300 gp) 
  APL 12: Loot: 3 gp; Coin: 1200 gp; Magic: 5664 
  gp – (Max 3300 gp) 
  APL 14: Loot: 6 gp; Coin: 1400 gp; Magic: 7332 
  gp – (Max 6600 gp) 
   
  AUTUMN 
   
  2: Early Warning  
  APL 4: Loot: 5 gp; Coin: 300 gp; Magic: 0 gp 
  APL 6: Loot: 10 gp; Coin: 350 gp; Magic: 0 gp 
  APL 8: Loot: 112 gp; Coin: 400 gp; Magic: +1 
  mithral chain shirt * 2 (176 gp each) 
  APL 10: Loot: 112 gp; Coin: 450 gp; Magic: +1 
  mithral chain shirt * 2 (176 gp each), eyes of the 
  eagle * 2 (208 gp each) 
  APL 12: Loot: 112 gp; Coin: 500 gp; Magic: +1 
  mithral chain shirt * 2 (176 gp each), eyes of the 
  eagle * 2 (208 gp each), +2 gloves of dexterity * 2 
  (333 gp each), +1 ring of protection * 2 (167 gp 
  each) 
  APL 14: Loot: 112 gp; Coin: 550 gp; Magic: +2 
  mithral chain shirt * 2 (425 gp each), eyes of the 
  eagle * 2 (208 gp each), +4 gloves of dexterity * 2 
  (1333 gp each), +2 vest of resistance (333 gp 
  each), +1 ring of protection * 2 (167 gp each), 
  cloak of elvenkind * 2 (208 gp each).  
   
  Conclusion:  
  APL 4: Loot: 0 gp; Coin: 400 gp; Magic: 0 gp. 
  APL 6: Loot: 0 gp; Coin: 600 gp; Magic: 0 gp. 
  APL 8: Loot: 0 gp; Coin: 800 gp; Magic: 0 gp. 
  APL 10: Loot: 0 gp; Coin: 1000 gp; Magic: 0 gp. 
  APL 12: Loot: 0 gp; Coin: 1200 gp; Magic: 0 gp. 
  APL 14: Loot: 0 gp; Coin: 1400 gp; Magic: 0 gp. 
   
  Total Possible Treasure for Autumn 
  APL 4: Loot: 5 gp; Coin: 700 gp; Magic: 0 gp – 
  (Max 675 gp). 
  APL 6: Loot: 10 gp; Coin: 950 gp; Magic: 0 gp - 
  (Max 900 gp) 
  APL 8: Loot: 112 gp; Coin: 1200 gp; Magic: 352 
  gp - (Max 1300 gp) 
  APL 10: Loot: 112 gp; Coin: 1450 gp; Magic: 768 
  gp – (Max 2300 gp) 
  APL 12: Loot: 112 gp; Coin: 1700 gp; Magic: 1766 
  gp – (Max 3300 gp) 
  APL 14: Loot: 112 gp; Coin: 1950 gp; Magic: 4748 
  gp – (Max 6600 gp) 
   
  WINTER 
   
  3: Steelclaws  
  APL 4: Loot: 61 gp; Coin: 0 gp; Magic: +1 vest of 
  resistance (83 gp each) gp 
  APL 6: Loot: 61 gp; Coin: 0 gp; Magic: +1 vest of 
  resistance (83 gp each), periapt of wisdom +2 
  (333 gp each) 
  APL 8: Loot: 61 gp; Coin: 0 gp; Magic: +2 vest of 
  resistance (333 gp each), periapt of wisdom +2 
  (333 gp each) 
  APL 10: Loot: 56 gp; Coin: 0 gp; Magic: +2 vest of 
  resistance (333 gp each), periapt of wisdom +4 
  (1333 gp each), +1 steelclaws * 2 (186 gp each) 
  APL 12: Loot: 56 gp; Coin: 0 gp; Magic: +2 vest of 
  resistance (333 gp each), periapt of wisdom +4 
  (1333 gp each), +2 steelclaws * 2 (686 gp each) 
  APL 14: Loot: 56 gp; Coin: 0 gp; Magic: +2 vest of 
  resistance * 2 (333 gp each), periapt of wisdom +4 
  * 2 (1333 gp each), +2 steelclaws * 4 (686 gp 
  each) 
   
  4: A Hint of Evil  
  APL 4: Loot: 0 gp; Coin: 200 gp; Magic: 0 gp 
  APL 6: Loot: 0 gp; Coin: 250 gp; Magic: 0 gp 
  APL 8: Loot: 0 gp; Coin: 300 gp; Magic: 0 gp 
  APL 10: Loot: 0 gp; Coin: 350 gp; Magic: 0 gp 
  APL 12: Loot: 0 gp; Coin: 400 gp; Magic: 0 gp 
  APL 14: Loot: 0 gp; Coin: 450 gp; Magic: 0 gp 
   
  Conclusion:  
  APL 4: Loot: 0 gp; Coin: 400 gp; Magic: 0 gp. 
  APL 6: Loot: 0 gp; Coin: 600 gp; Magic: 0 gp. 
  APL 8: Loot: 0 gp; Coin: 800 gp; Magic: 0 gp. 
  APL 10: Loot: 0 gp; Coin: 1000 gp; Magic: 0 gp. 
  APL 12: Loot: 0 gp; Coin: 1200 gp; Magic: 0 gp. 
  APL 14: Loot: 0 gp; Coin: 1400 gp; Magic: 0 gp. 
   
  Total Possible Treasure for Winter 
  APL 4: Loot: 61 gp; Coin: 600 gp; Magic: 83 gp – 
  (Max 675 gp). 
  APL 6: Loot: 61 gp; Coin: 850 gp; Magic: 446 gp - 
  (Max 900 gp) 
  APL 8: Loot: 61 gp; Coin: 1100 gp; Magic: 666 gp 
  - (Max 1300 gp) 
  APL 10: Loot: 56 gp; Coin: 1350 gp; Magic: 2038 
  gp – (Max 2300 gp) 
  APL 12: Loot: 56 gp; Coin: 1600 gp; Magic: 3038 
  gp – (Max 3300 gp) 
  
  VTFIN7-02 Ley of the Land 
   
  Page 75 
  APL 14: Loot: 56 gp; Coin: 1850 gp; Magic: 6076 
  gp – (Max 6600 gp) 
   
  FULL CIRCLE 
   
  4: Shaft  
  APL 10: Loot: 0 gp; Coin: 0 gp; Magic: +2 ring of 
  protection (667 gp each), ring of counterspells 
  (375 gp each), +3 vest of resistance (750 gp 
  each), metamagic rod of silence (917 gp each) 
  APL 12: Loot: 0 gp; Coin: 0 gp; Magic: +2 ring of 
  protection (667 gp each), ring of counterspells 
  (375 gp each), +3 vest of resistance (750 gp 
  each), cloak of charisma +2 (333 gp each), 
  metamagic rod of silence (greater) (2042 gp each) 
  APL 14: Loot: 0 gp; Coin: 0 gp; Magic: +2 ring of 
  protection (667 gp each), ring of counterspells 
  (375 gp each), +3 vest of resistance (750 gp 
  each), cloak of charisma +4 (1333 gp each), 
  metamagic rod of silence (greater) (2042 gp 
  each), belt of battle (2000 gp each) 
   
  5 (b): Fanatic  
  APL 4: Loot: 2 gp; Coin: 50 gp; Magic: wand of 
  scorching ray, 6 charges (45 gp each) 
  APL 6: Loot: 2 gp; Coin: 50 gp; Magic: wand of 
  scorching ray, 6 charges (45 gp each) 
  APL 8: Loot: 2 gp; Coin: 50 gp; Magic: wand of 
  scorching ray, 6 charges (45 gp each), +2 
  headband of intellect (333 gp each) 
   
  Conclusion:  
  APL 4: Loot: 0 gp; Coin: 600 gp; Magic: 0 gp. 
  APL 6: Loot: 0 gp; Coin: 900 gp; Magic: 0 gp. 
  APL 8: Loot: 0 gp; Coin: 1200 gp; Magic: 0 gp. 
  APL 10: Loot: 0 gp; Coin: 1500 gp; Magic: 0 gp. 
  APL 12: Loot: 0 gp; Coin: 1800 gp; Magic: 0 gp. 
  APL 14: Loot: 0 gp; Coin: 2100 gp; Magic: 0 gp. 
   
  Total Possible Treasure for Full Circle 
  APL 4: Loot: 2 gp; Coin: 650 gp; Magic: 45 gp – 
  (Max 647 gp). 
  APL 6: Loot: 2 gp; Coin: 950 gp; Magic: 45 gp - 
  (Max 947 gp) 
  APL 8: Loot: 2 gp; Coin: 1250 gp; Magic: 378 gp - 
  (Max 1300 gp) 
  APL 10: Loot: 0 gp; Coin: 1500 gp; Magic: 2709 
  gp – (Max 2300 gp) 
  APL 12: Loot: 0 gp; Coin: 1600 gp; Magic: 4167 
  gp – (Max 3300 gp) 
  APL 14: Loot: 56 gp; Coin: 1850 gp; Magic: 7167 
  gp – (Max 6600 gp) 
   
  AR Special Items 
   
  Aspects (Sp): Each reward is a standard action to 
  activate that provokes an attack of opportunity and 
  may only benefit the PC with this Award, 
  regardless of the typical spell. This may only be 
  used in further adventures forming part of the Ley 
  of the Land Interactive (VTFIN7-02). PCs may 
  have more than one aspect at a time awarded and 
  active. Caster Level is the character level of the 
  PC. If a save DC is required, it is Cha-based, but 
  no minimum Cha is required to activate the power. 
   
  Spring (Air) (Sp): 0 0 0 .  Master air (SpC) as the 
  spell. 
   
  Summer (Fire) (Sp): 0 0 0. Heroics (SpC) as the 
  spell. 
   
  Autumn (Earth) (Sp): 0 0 0. Mountain stance 
  (SpC) as the spell. 
   
   
  Winter (Water) (Sp): 0 0 0. Freedom of 
  movement as the spell. 
   
  Benefits of the Immoth: If you gain the AR 
  Award “Full Circle” you benefit as follows:  
  - You gain a +2 circumstance modifier for 
  Diplomacy with all elemental and outsider (native) 
  creatures in any adventure set in the VTF 
  metaregion as they recognize the power that 
  flowed through you at one point.  Any PC with at 
  least one level of Geomancer gains an additional 
  +4 circumstance modifier with the same creatures 
  with the same limitations. 
   
  Contemplation: If you wish to spend time 
  contemplating what you have seen and the 
  creatures 
  you 
  have 
  encountered, 
  new 
  opportunities arise. In return for 4 TU spent 
  immediately on this AR, the PC may choose to 
  retrain (as the Players Handbook II rules) in an 
  allowable fashion at no additional cost (eg. no 
  additional gp or TU spent). This Award may only 
  be gained once – although awarded in each of 
  Spring, Summer, Autumn and Winter parts of the 
  Interactive, it may only be gained once by a PC 
  regardless of how many parts they play. 
   
  Seasons:  Access for each Season is noted – Au 
  (Autumn), Sp (Spring), Su (Summer), Wi (Winter). 
  In the case where there is item not listed in the 
  treasure summary, it is awarded by Marcus to all 
  who undertook the mission for that round. 
   
  AR Item Access: 
  
  VTFIN7-02 Ley of the Land 
   
  Page 76 
   
  APL 4-8  
  SPring of counterspells (DMG, Adv) 
  SPgloves of the starry sky (MIC, p. 204, Adv) 
  SUgoggles of the sun (MIC, p. 205, Adv) 
  AU+1 mithral chain shirt (DMG, Adv) 
  WI+1 cloak of comfort (CM, Adv) 
  monk’s belt (DMG, Metaregional) 
  druids vestments (DMG, Metaregional) 
  +2 cloak of comfort (CM, Adv) 
  rod of empower, lesser (DMG, Adv) 
   
  APL 10-14 (Including APL 4, 6 and 8) 
  AUbelt of the wide earth (MIC, p. 204, Adv) 
  SPgauntlets of energy transformation (MIC, p. 102) 
  SUfireflower pendant (MIC, p. 100, Adv) 
  WIperiapt of the sullen sea (MIC, p. 205, Adv) 
  AUeyes of the eagle (DMG, Adv) 
  AU+2 mithral chain shirt (DMG, Adv) 
  AUcloak of elvenkind (DMG, Adv) 
  +3 cloak of comfort (CM, Adv) 
  +4 cloak of comfort (CM, Adv) 
   rod of empower (DMG, Adv) 
  
  VTFIN7-02 Ley of the Land 
   
  Page 77 
  Final AR 
   
  Healing the Land: The Ley Lines are restored. 
  You may choose a single reward below if the PC 
  gained that Aspect by spending 5 TU immediately 
  on this AR. Each award provides for two uses per 
  round played with this PC in the Interactive - the 
  maximum number of uses a PC can get for a 
  reward is 10.  
   
   
  Aspect of Earth (Ex) Any time you cast a 
  spell, you may choose to benefit from the Magic of 
  the Land feat (CD, subject to the limitations of the 
  feat). If you already have this feat, there is no 
  further benefit.   0 0 0 0 0 0 0 0 0 0 
   
   
  Aspect of Fire (Sp) As an immediate action, 
  one melee weapon you wield is sheathed with 
  energy. The weapon then acts as a bane weapon 
  against a single chosen creature for the APL of 
  this AR in rounds. The energy fades if the weapon 
  is not held by the person activating this power. 0 0 
  0 0 0 0 0 0 0 0  
   
   
  Aspect of Water (Sp): You are infused with 
  healing power. As a swift action, you may heal 
  yourself or one ally within your natural reach for 
  twice your total levels in hp.  0 0 0 0 0 0 0 0 0 0 
   
   
  Aspect of Air (Sp): You retain the power from 
  one Aspect obtained in this Interactive – list here 
  _____________________. You may only use the 
  powers in an adventure set in the VTF, whether 
  regional or metaregional. This may be used once 
  per adventure, subject to he maximum uses noted. 
  0 0 0 0 0 0 0 0 0 0 
   
  Full Circle The cycle has been restored. The 
  energies of the ley lines course through your body 
  and can be absorbed. Spend 4 TU immediately on 
  this AR and gain the following Access (Any): 
   
   
  Classes: Dread Commando, Combat Medic, 
  Dusk Blade, Elemental Savant (meeting the 
  requirements for cold, fire, acid and electricity); 
   
   
  Feats: Natural Bond (CV), Sacred Healing 
  (PH II), Darkstalker (LoM), Guerilla Warrior (HoB), 
  Guerilla Scout (HoB); 
   
  Immoth Ice Shard (Sp): You have a single ice 
  shard in which Marcus has imbued a spell, as a 
  one-use item only. Activating this shard is a free 
  action on your turn. You may choose one spell 
  without xp/gp cost from the Open list of spells, of 
  the APL circled on this AR divided by two, and list 
  it here __________________.   
   
   
   
  AR Item Access: 
   
  APL 4-14  
  gloves 
  of 
  the 
  starry 
  sky 
  (MIC, 
  p. 
  204, 
  Metaregional) 
  goggles of the sun (MIC, p. 205, Metaregional) 
  belt of the wide earth (MIC, p. 204, Metaregional) 
  belt of battle – restricted, must be worn for 24 
  hours continuously to be used, applies to crafting 
  from this item as well (MIC, p. 73, Metaregional) 
  periapt of the sullen sea (DMG, Metaregional) 
  ring of counterspells (DMG, Metaregional) 
  metamagic rod of silence (DMG, Metaregional) – 
  limit 1 
  metamagic 
  rod 
  of 
  silence 
  (greater) (DMG, 
  Metaregional) – limit 1 
  crystal of energy assault (fire or acid), lesser (MIC, 
  p. 64, Metaregion) – limit 2 
  spellsink scarab (MIC, p. 138, metaregional) – limit 
  1 
  strongarm bracers (MIC, p. 139, metaregional) 
  headband of conscious effort (MIC, p. 109, 
  metaregional) 
  torc of heroic sacrifice (MIC, p. 143, metaregional) 
  
  VTFIN7-02 Ley of the Land 
   
  Page 78 
  APPENDIX ONE 
  ALL APL 
  INTRODUCTION 
   
   
   
   
  M AR C U S  S O R6 
  CR  15 
  Immoth 
  N Large Elemental (Air, Cold, Water) 
  Init +4; Senses; Listen +3, Spot +14 
  Languages Common, Aquan, Auran, Ignan, Terran.  
  AC 32, touch 16, flat-footed 28 
   (-1 size, +4 dexterity, +6 greater mage armor, +4 
  shield, +6 natural, +3 deflection) 
  hp 174 (16 HD); DR 5/magic, cold immunity, fire 
  vulnerability, elemental traits, SR 23 
  Fort +18, Ref +16, Will +14 
  Speed 30 ft. in greater mage armor (6 squares); 30 ft 
  fly (perfect), 30 ft swim  
  Melee 2 claws +13 (1d4+4+1d6 cold) and tail slap +8 
  (1d6+2+1d6 cold+poison)  
  Ranged spells +13 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +10; Grp +18 
  Special Actions ice runes, spells, poison, power 
  attack, cleave, metamagic feats 
  Sorceror Spells Known (CL 18): 
   
  9th (3 slots) – summon elemental monolith 
   
  8th  (5 slots) – mind blank, shout (greater) (DC 26)  
   
  7th (7 slots) – forcecage, power word blind, 
  teleport (greater) 
   
  6th (7 slots) – chain lightning (DC 24), dispel magic 
  (greater), true seeing 
   
  5th (7 slots) – break enchantment, cone of cold 
  (DC 23), contact other plane, wave of fatigue (DC 
  23) 
   
  4th (8 slots) – dimension door, enervation, 
  invisibility (greater), stoneskin 
   
  3rd (7 slots) – arcane sight, dispel magic, greater 
  mage armor, lightning bolt (DC 21) 
   
  2nd (8 slots) – detect thoughts (DC 20), see 
  invisibility, invisibility, mirror image, shatter (DC 20) 
   
  1st (7 slots)— grease (DC 19), enlarge person, 
  hold portal, magic missile, shield 
   
  0 (6 slots) — detect magic, disrupt undead, light, 
  mage hand, mending, message, prestidigitation, 
  read magic, ray of frost 
  Pre-Cast – greater mage armor, mind blank, shield 
  Deity: Obid-Hai 
  Abilities Str 18, Dex 18, Con 23, Int 14, Wis 16, Cha 
  26. 
  Feats Cleave, Combat Reflexes, Empower Spell, 
  Maximize Spell, Power Attack, Sculpt Spell* 
  Special Qualities: ice runes, spells, poison 
  Skills: Climb +12, Concentration +22, Hide +12, 
  Jump +13, Knowledge (nature) +10, Spot +14, 
  Swim +12. 
  Possessions combat gear plus ice runes (dimension 
  door (2), dimension door (2), dispel magic (greater) 
  (2), teleport (greater) (2), invisibility (greater) (2), 
  +3 ring of protection, +3 vest of resistance. 
  (Encumbrance – Light). 
  Ice Runes (Sp): Any spell an immoth has prepared 
  can be inscribed on an ice nugget. The creature 
  can trigger the spell contained in such an ice run as 
  a free action.  An ice rune remains magical until 
  triggered by the immoth.  Each immoth has at least 
  3d4+2 ice runes embedded on its body. 
  Poison (Ex): An immoth delivers its freezing venom 
  (Fortitude save DC 19) with each successful tail 
  attack.  The initial damage is paralysis (1d6+2 
  rounds), and the secondary damage is 1 point of 
  Intelligence drain per round of paralysis. 
  Spells: An immoth can cast arcane spells as a 12th-
  level Sorceror (combined with the class levels it 
  has taken, this makes it cast as an 18th level 
  sorcerer).  It cannot cast spells with the fire 
  descriptor.
   
   
   
  
   
  APL 4
  SPRING 
  2: SNACKTIME  
  W I NG E D S N O W  L E O P AR D S  (2) 
  CR  3 
  N Medium magical beast 
  Init +7; Senses low light vision, scent; Listen +7, Spot 
  +7 
  AC 18, touch 17, flat-footed 11 
   (+7 dexterity, +1 natural armour) 
  hp 24 (3 HD);  
  Fort +5, Ref +10, Will +3 
  Speed 40 ft. in nothing (8 squares); climb 20 ft. (4 
  squares); fly 60 ft. (perfect)  
  Melee bite +9 (1d6+3) and two claws +4 (1d3+1) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +2; Grp +5 
  Special Actions improved grab, pounce, rake 
  (1d3+1) 
  Abilities Str 16, Dex 24, Con 15, Int 2, Wis 14, Cha 6 
  SQ: improved grab, pounce, rake (1d3+1). 
  Feats Alertness, Weapon Finesse 
  Skills: Balance +15, Climb +11, Hide +11 (+15 in 
  snowy or icy conditions), Jump +11, Listen +7, 
  Move Silently +11, Spot +7. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Improved Grab (Ex): To use this ability, a leopard 
  must hit with its bite attack.  It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity.  If it wins the grapple 
  check it establishes a hold and can rake.  
  Pounce (Ex): If a leopard charges a foe, it can make 
  a full attack, including two rake attacks.  
  Rake (Ex): Attack bonus +9, damage 1d3+1. 
  Skills:  A leopard has a +8 racial bonus on Jump 
  checks and a +4 racial bonus on Hide and Move 
  Silently checks.  A snow leopard has a further +4 
  bonus on Hide checks in snowy or icy terrain.  
  Leopards have a  +8 racial bonus on Balance and 
  Climb checks.  A leopard can always choose to 
  take 10 on a climb check, even if it is rushed or 
  threatened.  
   
  3: DISCIPLES 
  D E F E N D E R  S K U L L C R U S H E R 
   CR  6 
  S K U L L C R U S H E R  
  O G R E  
  E X O T I CW E AP O NM AS TE R1 
  LE Large Giant 
  Init +2; Senses dark vision 60 ft., low light vision, 
  scent; Listen +2, Spot +2 
  Languages Common, Giant, Baklunish 
  AC 20, touch 10, flat-footed 19 
   (-1 size, +1 dexterity, +8 armor, +2 natural armour) 
  hp 100 (9 HD);  
  Fort +14, Ref +5, Will +5 
  Speed 30 ft. in full-plate (6 squares);    
  Melee two-bladed sword main hand +15/+10 (2d6+9) 
  and two-bladed sword off-hand +15 (2d6+4) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +7; Grp +24 
  Special Actions flurry of strikes 
  Already Cast – potion of flying (CL 12) 
  Abilities Str 28, Dex 15, Con 20, Int 13, Wis 14, Cha 
  6 
  SQ: flurry of strikes 
  Feats Combat Expertise, Dodge, Exotic Weapon 
  Proficiency 
  (two-bladed 
  sword), 
  Improved 
  Grappleb, Two-Weapon Fightingb, Weapon Focus 
  (two-bladed sword) 
  Skills: Craft (Weaponsmith) +13, Intimidate +10, 
  Perform (dance) +4, Ride +13 
  Possessions combat gear vest of resistance +1, ring 
  of counterspells (glitterdust), full plate, +1/+1 two-
  bladed sword (locked gauntlet). (Encumbrance – 
  Light). 
  Flurry of Strikes (Ex): When wielding an exotic 
  double weapon or a spiked chain with both hands, 
  the character can elect to use a full attack action to 
  make a flurry of strikes.  When doing so, he may 
  make one extra attack in the round, at his full base 
  attack bonus, but this attack takes a -2 penalty, as 
  does each other attack made in that round and 
  until the exotic weapon master’s next turn.  The 
  extra attack may be with either end of the double 
  weapon.  
   
  5: WIND BORNE 
  AD V AN C E D  AR R O W H AW K 
   CR  6 
  M E D I U M  O U T S I D E R  ( AI R,  E X T R AP L ANAR) 
  N Outsider 
  Init +6; Senses dark vision 60 ft.; Listen +13, Spot 
  +13 
  Languages Auran 
  AC 22, touch 16, flat-footed 16 
   (+6 dexterity, +6 natural armour) 
  hp 63 (9 HD); DR 5/attuned; immunity acid, electricity 
  and poison, resistance cold 10 and fire 10 
  Fort +7, Ref +12, Will +7 
  Speed 60 ft. fly (Perfect) in nothing (12 squares);    
  Melee bite +11 (1d8+3) 
  Ranged electricity ray +15 ranged touch (2d8 
  electricity, bypassing all energy resistance and 
  immunity) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +9; Grp +11 
  Special Actions dodge, mobility, flyby attack, elusive 
  target 
  Abilities Str 14, Dex 22, Con 12, Int 10, Wis 13, Cha 
  13 
  SQ: darkvision 60 ft, electricity ray  
  Feats Dodge, Flyby Attack, Mobility, Elusive Target* 
  Skills: Diplomacy +3, Escape Artist +18, Knowledge 
  (the planes) +12, Listen +13, Move Silently +18, 
  Search +12, Sense Motive +13, Spot +13, Survival 
  
   
  +13 (+15 following tracks, +15 Plane of Air), Use 
  Rope +6 (+8 with bindings) 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Electricity Ray (Su): An arrowhawk can fire this ray 
  once per round, with a range of 50 ft.  
   
  SUMMER 
  2: FIRESTORM! 
  C E N T I P E D E  S WARM  (2) 
  CR  4 
  N Diminutive vermin (swarm) 
  Init +5; Senses dark vision 60’, tremorsense 30 ft; 
  Listen +0, Spot +4 
  AC 19, touch 15, flat-footed 14 
   (+5 dexterity, +4 size) 
  hp 45 (9 HD); immune to weapon damage, resist fire 
  10 
  Fort +5, Ref +8, Will +3 
  Speed 20 ft. in nothing (4 squares); climb 20 ft. (4 
  squares)  
  Melee swarm (2d6 plus poison) 
  Space 10 ft.; Reach 0 ft.  
  Base Atk +6; Grp - 
  Special Actions distraction (DC 13), poison (DC 13, 
  1d4 Dex initial and secondary) 
  Abilities Str 1, Dex 20, Con 8, Int -, Wis 10, Cha 2 
  SQ: distraction, poison 
  Feats Weapon Finesseb 
  Skills:Climb +12, Spot +4. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Distraction (Ex): Any living creature that begins its 
  turn with a centipede swarm in its space must 
  succeed on a DC 13 Fortitude save or be 
  nauseated for 1 round.  The save DC is 
  Constitution-based.  
  Poison (Ex): Injury, Fortitude DC 13, initial and 
  secondary damage 1d4 Dex. The save DC is 
  Constitution-based.  
  Skills:  A centipede swarm has a +4 racial bonus on 
  Spot checks and a +8 racial bonus on Climb 
  checks, and use its Dexterity modifier instead of its 
  Strength modifier for Climb checks. 
  A centipede swarm has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on a 
  Climb check , even if rushed or threatened.  
   
  3: PLAIN ADVANCE 
  D R E E L A 
  CR  6 
  H ARS S AF  M NK1 
  LN Medium Monstrous Humanoid (fire) 
  Init +6; Senses blindsense 30 ft.,darkvision 60’; 
  Listen +2, Spot +2 
  Languages Common 
  AC 23, touch 19, flat-footed 17 
   (+6 dexterity, +2 wisdom, +3 natural, +1 armor, +1 
  deflection) 
  hp 77 (7 HD); DR 5/bludgeoning, fast healing 3, 
  immunity to blindness and fire, SR 18 
  Weaknesses vulnerable cold 
  Fort +9, Ref +15, Will +9 
  Speed 30 ft. in clothes (6 squares); burrow 10 ft.  
  Melee unarmed +12/+7 or +10/+10/+5 (1d6+4) 
  Ranged javelin +12/+7 (1d6+4) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +6; Grp +10 
  Special Actions Draconic Fist, Stunning Fist (DC 12) 
  (once per day), Dodge, flaming aura, sand pulse 
  (DC 18), sand form, flurry of blows 
  Abilities Str 19, Dex 22, Con 20, Int 8, Wis 14, Cha 
  10 
  SQ: sand form, flaming aura, sand pulse, flurry of 
  blows 
  Feats Alertnessb, Dodge, Draconic Fist – Electricity 
  (from Dragon Magic, replaces 1st level Monk bonus 
  feat), 
  Improved 
  Unarmed 
  Strikeb, 
  Lightning 
  Reflexesb, Stunning Fist, Weapon Finesse  
  Skills: Jump +13, Knowledge (religion) +2. 
  Possessions combat gear plus +1 bracers of armor, 
  +1 ring of protection, javelins (8). (Encumbrance – 
  Light). 
  Draconic Fist (Electricity): When you select this 
  class feature, choose one energy type from among 
  acid cold, electricity or fire. As a swift action, you 
  can choose for your next unarmed attack made in 
  this round to deal an extra 1d6 points of damage of 
  the chosen type.  This extra damage improves to 
  2d6 at 5th level, and by another 1d6 points every 
  five levels thereafter.  You can use this ability a 
  number of times per day equal to your class level. 
  Flaming Aura (Su): At will as a free action, a harssaf 
  can generate an intense fiery heat. This aura takes 
  the form of a mirage like shimmering around a 
  harssaf’s body.  Any creature that comes within 5 
  feet of a harssaf automatically takes 1d6 points of 
  fire damage per round, and any creature struck by 
  a harssaf’s melee attacks takes an extra 1d6 points 
  of fire damage.  Only metallic weapons or natural 
  attacks 
  (bold 
  added 
  by 
  author 
  to 
  correct 
  misconceptions) conduct this heat, but harssafs 
  rarely wield wooden weapons when they use this 
  ability, since doing so typically renders the 
  weapons useless after a few rounds. 
  Sand Pulse (Su): Once per day as a standard action, 
  a harssaf can generate a sand pulse in a 30 foot 
  radius spread centered on itself. All creatures 
  within the area must make a DC 18 Reflex save or 
  take 3d6 points of damage from the high-powered 
  blast of sand and be blinded for 5 rounds.  Success 
  negates the blindness and halves the damage.  
  The save DC is Constitution based. 
  Sand Form (Su): At will as a standard action, a 
  harssaf can assume the form of a pile of mobile 
  sand.  This ability works as the gaseous form spell, 
  except the harssaf is composed of sand instead of 
  vapor and it cannot fly; harssafs in sand form 
  slither along the ground and can fit through gaps or 
  crevices less than one-quarter inch wide. 
  
   
   
  5: MEALS 
  G ARATH 
  5  H E AD E D  P Y R O H Y D R A 
  CR  6 
  N Huge Magical beast (fire) 
  Init +1; Senses darkvision 60’, low-light vision, scent; 
  Listen +6, Spot +6 
  Languages: None 
  AC 15, touch 9, flat-footed 14 
   (-2 size, +1 dexterity, +6 natural armor) 
  hp 67 (5 HD); DR 5/attuned, fast healing 15 
  Resistances immune fire 
  Weaknesses vulnerable cold. 
  Fort +9, Ref +5, Will +3 
  Speed 20 ft. in nothing (4 squares); swim 20 ft (4 
  squares)  
  Melee 5 bites (full attack action or standard, including 
  as charge) +6 (1d10+3) 
  Space 15 ft.; Reach 10 ft.  
  Base Atk +5; Grp +16 
  Special Actions full attack whether taking full round 
  action or standard, fire breath (DC 17, 3d6 fire, 
  once per head, all every 1d4 rounds) 
  Abilities Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9 
  SQ: fire breath 
  Feats Combat Reflexesb, Improved Toughness*, Iron 
  Will  
  Skills: Listen +6, Spot +6, Swim +11. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Fire Breath (Ex): These hydras can breathe jets of 
  fire 10 feet high, 10 feet wide and 20 feet long.  All 
  heads breathe once every 1d4 rounds.  Each jet 
  deals 3d6 points of fire damage per head. A 
  successful Reflex save halves the damage.  The 
  save DC is 10 + ½ hydra’s original number of 
  heads + hydra’s Con modifier. 
   
  AUTUMN 
  2: EARLY WARNING 
  S ARO NW AY 
  CR  7 
  LE Medium Monstrous Humanoid (medusa) 
  Init +2; Senses darkvision 60’; Listen +1, Spot +8 
  Languages Common 
  AC 15, touch 12, flat-footed 13 
   (+2 dexterity, +3 natural) 
  hp 42 (6 HD);  
  Fort +3, Ref +7, Will +6 
  Speed 30 ft. in clothes (6 squares)  
  Melee dagger +6/+1 (1d4) and snakes +3 (1d4 plus 
  poison) 
  Ranged shortbow +8/+3 (1d6) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +6; Grp +6 
  Special Actions petrifying gaze, poison 
  Pre-cast – invisibility (CL 6) 
  Abilities Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 
  15 
  SQ: petrifying gaze, poison 
  Feats Point Blank Shot, Precise Shot, Rapid Shot 
  Skills: Bluff +9, Diplomacy +4, Disguise +9 (+11 
  acting), Intimidate +4, Move Silently +8, Spot +8. 
  Possessions combat gear plus shortbow, arrows 
  (40), daggers (5). (Encumbrance – Light). 
  Petrifying Gaze (Su): Turn to stone permanently, 30 
  feet , Fortitude DC 15 negates.  The save DC is 
  Charisma-based.  
  Poison (Ex): Injury, Fortitude DC 14, initial damage 
  1d6 Str, secondary damage 2d6 Str.  The save DC is 
  Constitution-based.  
   
  3: UNLEASHED  
  S I V ARI TH AND G O R I T H 
  CR  4 
  Stone Drake (Races of Stone) 
  NE Medium Dragon (earth) 
  Init +6; Senses darkvision 120’, low-light vision; 
  Listen +10, Spot +10 
  Languages Draconic , Undercommon 
  AC 20, touch 12, flat-footed 18 
   (+2 dexterity, +8 natural) 
  hp 78 (6 HD);  5/attuned, immunity to sleep and 
  paralysis, immune to acid (from attunement) 
  Weaknesses light sensitivity 
  Fort +9, Ref +7, Will +6 
  Speed 40 ft. in nothing (8 squares), climb 40 ft 
  (perfect, see SQ)  
  Melee bite +10 (2d6+4+1d6 acid) and 2 claws +8 
  (1d6+2) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +6; Grp +10 
  Special Actions acid bite, ambush, perfect climbing 
  Abilities Str 18, Dex 15, Con 19, Int 14, Wis 12, Cha 
  14 
  SQ: acid bite, ambush, light sensitivity 
  Feats Improved Initiative, Improved Natural Attack 
  (bite), Mulitattack, Trackb 
  Skills: Climb +12, Hide +15, Intimidate +11, Jump 
  +16, Listen +10, Move Silently +15, Search +11, 
  Spot +10, Survival +10. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Acid Bite (Ex): A stone drake deals an extra 1d6 
  points of acid damage with a successful bite attack.  
  Ambush (Ex): Any item a stone drake makes a 
  successful charge attack against a flat-footed 
  opponent, it deals double damage with its bite. 
  Light Sensitivity (Ex): Stone drakes are dazzled in 
  bright sunlight or within the radius of a daylight 
  spell. 
  Perfect Climbing (Ex): A stone drake moves with 
  perfect ease while climbing.  It can move at full 
  speed across ceilings, overhangs, and other 
  slanted or vertical surfaces without Climb checks, 
  and it does not have to make a Climb check to 
  avoid losing its grip when it takes damage. 
   
  
   
  5: GOLDEN HUE  
  E L I T E  E ARTH W H I S P E R 
  CR  6 
  NE 
  Medium 
  elemental 
  (earth, 
  extraplanar, 
  incorporeal) 
  Init +8; Senses darkvision 60’; Listen +10, Spot +10 
  Languages: Common,Undercommon 
  AC 23, touch 23, flat-footed 15 
   (+8 dexterity, +5 deflection) 
  hp 32 (4 HD); elemental traits, incorporeal traits 
  Fort +6, Ref +9, Will +5 
  Speed 40 ft. fly (perfect) (8 squares)  
  Melee incorporeal touch +11 (1d4 dex) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +3; Grp - 
  Special Actions avarice, cavern fear, control earth 
  creatures, dexterity damage, petrification 
  Spell-like Abilities (CL 10): 
   
  At will – stone shape 
   
  3/day – spike stones (DC 21), wall of stone  
  Abilities Str -, Dex 26, Con 15, Int 13, Wis 19, Cha 20 
  SQ: avarice, cavern fear, control earth creatures, 
  dexterity damage, petrification 
  Feats Ability Focus (avarice), Blind-Fight 
  Skills: Concentration +9, Listen +10, Spot +10. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Avarice (Sp): As a standard action, an Earth Whisper 
  can induce overwhelming greed within one creature 
  within 30 feet. The creature targeted with the 
  avarice ability must succeed on a DC 19 Will save 
  or attack the nearest creature that has valuable 
  metal or mineral wealth.  The affected creature 
  attacks with lethal force, although it is not 
  compelled to cast any spells on the creature 
  carrying the metal or mineral wealth. This effect 
  lasts for 1d4+1 rounds.  A successful save means 
  the creature is immune to that Earth Whisper’s 
  avarice ability for 24 hours, but not the avarice 
  ability of other Earth Whispers. Avarice is a mind-
  affecting ability, the DC save is Charisma-based.  
  In cases where the affected creature is presented 
  with more than one source of wealth, the Earth 
  Whisper chooses the affected creatures target. 
  Cavern Fear (Sp): As a standard action, an Earth 
  whisper can induce an irrational fear of being 
  pushed out of the earth in one creature within 30 
  feet. The creature targeted by the cavern fear 
  ability must succeed on a DC 17 Will save or 
  become panicked (see pg. 301 of the DMG).  
  Unlike with the normal effects of the panicked 
  state, the affected creature does not flee along a 
  random path.  Instead, it attempts to head as deep 
  within the earth as possible. When presented with 
  a pit, chasm or other surface too steep to walk 
  down, it attempts to climb. If the creature is 
  presented with more than one way to go, and it 
  does not know which way might be deeper under 
  the earth, it chooses randomly. A successful save 
  means the creature is immune to that Earth 
  Whisper’s cavern fear ability for 24 hours, but not 
  the cavern fear ability of other Earth Whispers. This 
  ability only functions underground. Should the 
  affected creature be pushed or forcibly moved into 
  the open, it cowers.  This effect lasts for one 
  minute. Cavern fear is a mind-affecting fear effect.  
  The save DC is Charisma-based. 
  Control Earth Creatures (Su):  An Earth Whisper 
  can rebuke and control earth creatures in the same 
  way that an evil cleric rebukes or controls undead. 
  An Earth Whisper rebukes as a cleric equal to its 
  hit dice. An Earth Whisper can use this ability a 
  number of times per day equal to 3 plus its 
  Charisma modifier. 
  Dexterity Damage (Su): An Earth Whisper deals 1d4 
  points of Dexterity damage each time it hits with its 
  incorporeal touch attack. A creature whose 
  Dexterity is reduced to 0 must succeed on a DC 14 
  Fortitude save or become Petrified.  The save DC 
  is Constitution-based. 
   
  WINTER 
  2:  TERRITORY 
  E L I T E  S M I L O D O N  (S ABE R-T O O T H E D  T I G E R) 
   
  CR  6 
  N Large animal 
  Init +3; Senses low light vision, scent; Listen +9, Spot 
  +9 
  AC 16, touch 12, flat-footed 13 
   (-1 size, +3 dexterity, +4 natural armour) 
  hp 99 (9 HD); DR 5/attuned, immune cold (from 
  attunement) 
  Fort +11, Ref +9, Will +9 
  Speed 40 ft. in nothing (8 squares);   
  Melee bite +14 (2d6+9, x3) and two claws +12 
  (1d6+4) 
  Space 10 ft.; Reach 5 ft.  
  Base Atk +6; Grp +19 
  Special Actions improved grab, pounce, rake 
  (1d6+4) 
  Abilities Str 28, Dex 16, Con 20, Int 2, Wis 16, Cha 4 
  SQ: augmented critical, improved grab, pounce, rake 
  (1d6+4). 
  Feats Alertness, Dodge, Mobility, Multi-attackb, Spring 
  Attack 
  Skills: Balance +7, Hide +3 (+7 in forest terrain), 
  Jump +17, Listen +9, Move Silently +7, Spot +9. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Improved Grab (Ex): To use this ability, the saber-
  toothed tiger must hit with a bite or claw attack.  It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity.  If it 
  wins the grapple check it establishes a hold and 
  can rake.  
  Pounce (Ex): If a saber-toothed tiger charges a foe, it 
  can make a full attack, including two rake attacks.  
  Rake (Ex): Attack bonus +12, damage 1d6+4. 
  Skills:  A saber-toothed tiger has a +4 racial bonus 
  on Balance, Hide and Move Silently checks.  A 
  
   
  saber-toothed tiger has a further +4 bonus on Hide 
  checks in forest terrain. 
   
  3: STEELCLAWS 
  U R S K AN 
   CR  6 
  D E F E N D E R  F TR1 
  LN Large Magical beast (cold) 
  Init +1; Senses dark vision 60 ft., low light vision, 
  scent; Listen +6, Spot +6 
  Languages Common, Urskan, Baklunish 
  AC 22, touch 10, flat-footed 21 
   (-1 size, +1 dexterity, +7 armor, +5 natural armour) 
  hp 92 (6 HD); immunity to cold, vulnerable to fire 
  Fort +14, Ref +6, Will +5 
  Speed 30 ft. in half-plate (6 squares); swim 30 ft (6 
  squares)   
  Melee two steelclaws +14 (1d12+9) and bite +9 
  (2d6+4); or two claws +14 (1d8+9) and bite +9 
  (2d6+4) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +6; Grp +15 
  Special Actions powerful charge, rend 
  Abilities Str 29, Dex 12, Con 25, Int 14, Wis 14, Cha 
  10 
  SQ: powerful charge, rend, surefooted 
  Feats 
  Cleave, 
  Improved 
  Overrun, 
  Improved 
  Toughness*, Power Attack 
  Skills: Balance +2 (+6 on ice or snow), Climb +6, 
  Craft (armorsmithing) +6, Hide -10 (-2 in snowy 
  conditions), Intimidate +4, Listen +6, Spot +6, 
  Survival +6, Swim +9. 
  Possessions combat gear vest of resistance +1, half-
  plate, steelclaws (2), armor hammer, snow shoes. 
  (Encumbrance – Light). 
  Powerful Charge (Ex): An urskan often begins a 
  battle by charging at an opponent, hurling its 
  powerful body at a foe. In addition to the benefits 
  and hazards of a charge, this allows the urskan to 
  make a single slam attack at a +14 bonus that 
  deals 2d8+13 points of damage.  
  Rend (Ex): If an urskan hits with both claw attacks 
  (not steelclaws), it latches onto the opponent’s 
  body and tears the flesh.  This attack automatically 
  deals an additional 2d8+13 points of damage.  
  Surefooted (Ex): Urskans ignore all movement 
  penalties associated with snow on the ground.  
  They also receive a +4 racial bonus on Balance 
  checks when walking on ice or snow.  
  Skills:  An urskan’s white fur gives it a +8 racial 
  bonus on Hide attempts while unarmored in snow 
  or icy terrain.  An urskan gains a +8 racial bonus 
  on any Swim checks and can always choose to 
  take 10 on a Swim check even if distracted or 
  endangered. 
   
   
  4: A HINT OF EVIL  
  AL F O N S E  AN D  E L I S E 
  T I E F L I N G  S W AS H B U C K L E R3/F TR1 
  CR  4 
  NE Medium outsider (native) 
  Init +6; Senses darkvision 60’; Listen +1, Spot +1 
  Languages: Common, Infernal, Draconic, Elven, Orc 
  AC 22, touch 16, flat-footed 16 
   (+6 dexterity, +4 armor, +2 shield) 
  hp 34 (4 HD); resist cold 5, electricity 5, fire 5 
  Fort +6, Ref +8, Will +1 
  Speed 30 ft. in mithral chain shirt (6 squares)  
  Melee masterwork cold iron kukri +11 (1d4+4) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +4; Grp +5 
  Special Actions insightful strike, dodge, mobility, 
  combat reflexes 
  Spell-like Abilities (CL 4): 
   
  1/day – darkness  
  Pre-cast (all potions): cat’s grace (CL 9), blur (CL 9) 
  Abilities Str 12, Dex 22, Con 12, Int 17, Wis 12, Cha 
  6 
  SQ: insightful strike, grace 
  Feats Combat Reflexesb, Dodge, Mobility, Weapon 
  Finesseb  
  Skills: Balance +15, Bluff +7, Climb +7, Diplomacy 
  +3, Escape Artist +12, Jump +10, Hide +8, Sense 
  Motive +5, Tumble +17, Use Rope +6 (+8 with 
  bindings). 
  Possessions combat gear plus masterwork cold iron 
  kukri, masterwork kukri, kukri (2), rapier, mithral 
  chain shirt, backpack, heavy steel shield, 1 day trail 
  rations, waterskin (1/2 full). (Encumbrance – Light). 
  Grace (Ex):  A swashbuckler gains a +1 competence 
  bonus on Reflex Saves at 2nd level.  This bonus 
  increases to +2 at 11th level and to +3 at 20th 
  level. A swashbuckler loses this bonus when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load. 
  Insightful Strike (Ex): At 3rd level, a swashbuckler 
  becomes able to place her finesse attacks where 
  they deal greater damage.  She applies her 
  Intelligence bonus (if any) as a bonus on damage 
  rolls (in addition to any Strength bonus she may 
  have) with any light weapon, as well as any other 
  weapon that can be use with Weapon Finesse, 
  such as a rapier, whip or spiked chain.  Targets 
  immune to sneak attacks or critical hits are immune 
  to 
  a 
  swashbuckler’s 
  insightful 
  strike. 
   
  A 
  swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load. 
   
  FULL CIRCLE 
  2: DOOR GUARDS 
  D I S P L ACE R  B E AS T  G U AR D S  (2) 
   CR  4 
  NE Large Magical Beast 
  Init +3; Senses dark vision 60’, low light vision; Listen 
  +3, Spot +4 
  Languages:  Common 
  AC 17, touch 12, flat-footed 14 
   (-1 size, +3 dexterity, +5 natural armour) 
  hp 63 (6 HD);  
  Fort +8, Ref +8, Will +3 
  
   
  Speed 40 ft. in nothing (8 squares);   
  Melee two tentacles +9 (1d6+4) and one bite +4 
  (1d8+2) 
  Space 10 ft.; Reach 5 ft. (10 ft with tentacles)  
  Base Atk +6; Grp +14 
  Special Actions displacement, dodge, mobility, 
  elusive target, resistance to ranged attacks 
  Abilities Str 18, Dex 16, Con 16, Int 5, Wis 12, Cha 8 
  SQ: displacement, resistance to ranged attacks 
  Feats Dodge, Mobility, Elusive Target* 
  Skills: Hide +11, Listen +3, Move Silently +3, Spot 
  +4. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Displacement 
  (Su): 
  A 
  light-bending 
  glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% 
  miss chance unless the attacker can locate the 
  beast by some means other than sight. A true 
  seeing effect allows the user to see the beast’s 
  position, but see invisibility has no effect.  
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on save against 
  any ranged magical attack that specifically targets 
  it (except for ranged touch attacks). 
  Skills:  A displacer beast has a +8 racial bonus on 
  Hide checks, thanks to its displacement ability.  
   
  3: INTERLOPERS 
  S P E L L W O V E N  D I RE  B AT (2) 
   CR  4 
  NE Large Aberration 
  Init +7; Senses blinghtsense 40 ft, low light vision; 
  Listen +15, Spot +8 
  AC 23, touch 16, flat-footed 16 
   (-1 size, +7 dexterity, +7 natural armour) 
  hp 77 (7 HD); immune to blindness 
  Fort +10, Ref +12, Will +7 
  Speed 20 ft. in nothing (8 squares); 40 ft (perfect) 
  Melee bite +9 (1d8+7) 
  Space 10 ft.; Reach 5 ft.  
  Base Atk +5; Grp +14 
  Special Actions dodge, mobility, spell-like abilities 
  Spell-Like Abilities (CL 10): 
  3/day – shield 
  1/day – death armor* 
  Pre-cast – death armor 
  Abilities Str 21, Dex 24, Con 21, Int 6, Wis 14, Cha 6 
  SQ: immune to blindness, spell-like abilities 
  Feats Dodge, Improved Flight, Mobility  
  Skills: Hide +4, Listen +15*, Move Silently +11, Spot 
  +8*. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Blindsense (Ex): A dire bat uses echolation to 
  pinpoint cratures within 40 feet.  Opponents still 
  have total concealment agains the bat unless it can 
  actually see them.  
  Immune to Blindness (Ex):  The creature is immune 
  to blindness. 
  *Skills:  A dire bat has a +4 racial bonus on Spot and 
  Listen checks.  These bonuses are lost if its 
  blindsense is negated.  
   
  5 (B): FANATIC 
  F O R E T H  D R D3/ W I Z3/ G E O M AN C E R2 
   CR  8 
  CN Medium Dwarf (hill) 
  Init +0; Senses dark vision 60’; Listen +2, Spot +11 
  Languages:  Common, Dwarven, Elven, Draconic, 
  Druidic 
  AC 18, touch 10, flat-footed 18 
   (+4 armor, +4 shield) 
  hp 76 (8 HD); 
  Resist fire 20  
  Fort +11, Ref +2, Will +11 
  Speed 20 ft. in nothing (4 squares);   
  Melee dagger +3 (1d4-1) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +4; Grp +3 
  Special Actions spells, ley lines (in stat blocks)  
  Wizard Spells (CL 9, Evoker, no transmutation or 
  enchantment, s are specialist spells) 
   
  3rd – fireball (DC 17), lightning bolts (DC 17), ray of 
  exhaustion  
   
  2nd – scorching rays 
   
  1st – color spray (DC 15), magic missile, magic 
  missiless  
   
  0 – ray of frost (2), ray of frosts, detect magic (2) 
  Druid Spells (CL 9 for 0, 1st – CL 3 for 2nd) 
   
  2nd – earthbind* (DC 14), spiderclimb 
   
  1st – cure light wounds, faerie fire 
   
  0 – cure minor wounds (4) 
  Pre-cast – false life (14 hp), lesser vigor (last round), 
  mage armor, protection from arrows, resist energy 
  (fire), shield 
  Combat Gear – wand of scorching ray (6 charges) 
  Abilities Str 8, Dex 10, Con 18, Int 18, Wis 14, Cha 6 
  SQ: spells, dwarven traits, deer fur all over body (drift 
  1), eyebrows are green and bushy (drift 1), ley lines 
  +1 (Mountains, the Fading Lands here qualifies), 
  spell versatility 1, wild empathy, animal companion, 
  nature sense, wild empathy, woodland stride, 
  trackless step 
  Feats Natural Bond*, Practised Spellcaster (Wizard)*, 
  Improved Toughness* 
  Skills: Concentration +15, Knowledge (arcane) +13, 
  Knowledge (nature) +16, Knowledge (the planes) 
  +11, Spellcraft +16, Spot +11, Survival +10. 
  Possessions combat gear plus daggers (6), clothing, 
  backpack. (Encumbrance – Light). 
  Spell Versatility: At 1st level, the geomancer learns to 
  belnd divine and arcane magic. He still acquires 
  and prepares his spells in the normal manner for 
  his individual spellcasting classes.  When he casts 
  them, however, he can mix or match spellcasting 
  parameters from any of his classes to gain the 
  maximum possible advantage for any spell with a 
  
   
  spell level equal to or less than his spell versatility 
  score.  
  Drift: The character slowly becomes closer to nature. 
  At each geomancer level, choose a drift from the 
  appropriate stage. 
  Ley Lines: At 2nd level, the geomancer learns to 
  create magical connections with a specific type of 
  terrain.  Choose one of the following terrain types: 
  aquatic, desert, forest, hills, marsh, mountains or 
  plains.  In that terrain, the geomancer’s effective 
  caster level for allspells increases by +1. At 6th 
  level and again at 10th level, the character may 
  either choose a new terrain in which to receive the 
  benefit (at +1) or increase his effective caster level 
  in a previously chosen terrain by an additional +1. 
  *See Appendix Two, New Rules 
   
  S E N T I N E L  (D I RE  AP E  C O M P AN I O N) 
   CR  - 
  N Large Animal 
  Init +2; Senses low light vision; Listen +5, Spot +6 
  Languages:  Common 
  AC 18, touch 11, flat-footed 16 
   (-1 size, +2 dex, +3 masterwork studded leather 
  barding, +4 natural armour) 
  hp 40 (5 HD);  
  Fort +6, Ref +6, Will +2 
  Speed 40 ft. in nothing (8 squares);   
  Melee two claws +8 (1d6+6) and bite +3 (1d8+3) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +3; Grp +13 
  Special Actions dodge, mobility, rend 2d6+12 
  Abilities Str 22, Dex 15, Con 14, Int 2, Wis 12, Cha 7 
  SQ: link, share spells 
  Feats Dodge, Mobility 
  Skills: Climb +14, Listen +5, Move Silently +4, Spot 
  +6. 
  Possessions combat gear plus masterwork studded 
  leather. (Encumbrance – Light). 
  Rend (Ex): A dire ape that hits with both claws 
  latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals an extra 
  2d6+12 points of damage. 
  Skills:  A dire ape has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened.  
   
  
   
  APL 6
  SPRING 
  2: SNACKTIME  
  E L I T E  AD V AN C E D  W I NG E D S N O W  L E O P AR D S  
  (2) CR  5 
  N Medium magical beast 
  Init +7; Senses low light vision, scent; Listen +7, Spot 
  +7 
  AC 20, touch 19, flat-footed 11 
   (+9 dexterity, +1 natural armour) 
  hp 50 (5 HD);  
  Fort +7, Ref +13, Will +3 
  Speed 40 ft. in nothing (8 squares); climb 20 ft. (4 
  squares); fly 60 ft. (perfect)  
  Melee bite +12 (1d6+4) and two claws +7 (1d3+2) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +3; Grp +7 
  Special Actions improved grab, pounce, rake 
  (1d3+2) 
  Abilities Str 18, Dex 28, Con 20, Int 2, Wis 16, Cha 4 
  SQ: improved grab, pounce, rake (1d3+2). 
  Feats Alertness, Weapon Finesse 
  Skills: Balance +17, Climb +12, Hide +13 (+17 in 
  snowy or icy conditions), Jump +12, Listen +7, 
  Move Silently +13, Spot +9. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Improved Grab (Ex): To use this ability, a leopard 
  must hit with its bite attack.  It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity.  If it wins the grapple 
  check it establishes a hold and can rake.  
  Pounce (Ex): If a leopard charges a foe, it can make 
  a full attack, including two rake attacks.  
  Rake (Ex): Attack bonus +12, damage 1d3+2. 
  Skills:  A leopard has a +8 racial bonus on Jump 
  checks and a +4 racial bonus on Hide and Move 
  Silently checks.  A snow leopard has a further +4 
  bonus on Hide checks in snowy or icy terrain.  
  Leopards have a  +8 racial bonus on Balance and 
  Climb checks.  A leopard can always choose to 
  take 10 on a climb check, even if it is rushed or 
  threatened.  
   
  3: DISCIPLES 
  H ALF-B L U E  
  D R AG O N  
  D E F E N D E R  
  S K U L L C R U S H E R 
   CR  8 
  S K U L L C R U S H E R  
  O G R E  
  E X O T I CW E AP O NM AS TE R1 
  LE Large dragon 
  Init +2; Senses dark vision 60 ft., low light vision, 
  scent; Listen +2, Spot +2 
  Languages Common, Giant, Baklunish 
  AC 24, touch 10, flat-footed 23 
   (-1 size, +1 dexterity, +8 armor, +6 natural armour) 
  hp 118 (9 HD); immunity to electricity, sleep and 
  paralysis 
  Fort +15, Ref +5, Will +5 
  Speed 30 ft. in full-plate (6 squares); fly 60 ft 
  (average) 
  Melee 
  two-bladed 
  sword 
  main 
  hand 
  +19/+14 
  (2d6+13) 
  and 
  two-bladed 
  sword 
  off-hand 
  +19(2d6+6) and bite +14 (1d8+6); or two claws +19 
  (1d6+13) and bite +14 (1d8+6) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +7; Grp +28 
  Special Actions flurry of strikes, breath weapon 
  Abilities Str 36, Dex 15, Con 22, Int 15, Wis 14, Cha 
  8 
  SQ: flurry of strikes, immunity to electricity, sleep and 
  paralysis, breath weapon (60 ft line, 6d8, DC 20) 
  Feats Combat Expertise, Dodge, Exotic Weapon 
  Proficiency 
  (two-bladed 
  sword), 
  Improved 
  Grappleb, Two-Weapon Fightingb, Weapon Focus 
  (two-bladed sword) 
  Skills: Craft (Weaponsmith) +14, Intimidate +11, 
  Perform (dance) +5, Ride +13 
  Possessions combat gear vest of resistance +1, ring 
  of counterspells (glitterdust), full plate, +1/+1 two-
  bladed sword (locked gauntlet). (Encumbrance – 
  Light). 
  Flurry of Strikes (Ex): When wielding an exotic 
  double weapon or a spiked chain with both hands, 
  the character can elect to use a full attack action to 
  make a flurry of strikes.  When doing so, he may 
  make one extra attack in the round, at his full base 
  attack bonus, but this attack takes a -2 penalty, as 
  does each other attack made in that round and 
  until the exotic weapon master’s next turn.  The 
  extra attack may be with either end of the double 
  weapon.  
  Breath Weapon (Su):  Once per day, 6d8 electrical 
  damage, 60 ft line, Successful Reflex save of DC 
  20 (10+1/2 Racial HD+Con Modifier) reduces it by 
  half. 
   
  5: WIND BORNE 
  AD V AN C E D  AR R O W H AW K S  (2) 
   CR  6 
  M E D I U M  O U T S I D E R  ( AI R,  E X T R AP L ANAR) 
  N Outsider 
  Init +6; Senses dark vision 60 ft.; Listen +13, Spot 
  +13 
  Languages Auran 
  AC 22, touch 16, flat-footed 16 
   (+6 dexterity, +6 natural armour) 
  hp 63 (9 HD); DR 5/attuned; immunity acid, electricity 
  and poison, resistance cold 10 and fire 10 
  Fort +7, Ref +12, Will +7 
  Speed 60 ft. fly (Perfect) in nothing (12 squares);    
  Melee bite +11 (1d8+3) 
  
   
  Ranged electricity ray +15 ranged touch (2d8 
  electricity, bypassing all energy resistance and 
  immunity) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +9; Grp +11 
  Special Actions dodge, mobility, flyby attack, elusive 
  target 
  Abilities Str 14, Dex 22, Con 12, Int 10, Wis 13, Cha 
  13 
  SQ: darkvision 60 ft, electricity ray  
  Feats Dodge, Flyby Attack, Mobility, Elusive Target* 
  Skills: Diplomacy +3, Escape Artist +18, Knowledge 
  (the planes) +12, Listen +13, Move Silently +18, 
  Search +12, Sense Motive +13, Spot +13, Survival 
  +13 (+15 following tracks, +15 Plane of Air), Use 
  Rope +6 (+8 with bindings) 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Electricity Ray (Su): An arrowhawk can fire this ray 
  once per round, with a range of 50 ft. 
   
  SUMMER 
  2: FIRESTORM 
  H E L L W AS P  S WARM 
  CR  8 
  LE Diminutive magical beast (extraplanar, evil, 
  swarm) 
  Init +10; Senses dark vision 60’, low light vision, hive 
  mind; Listen +10, Spot +10 
  AC 20, touch 16, flat-footed 14 
   (+6 dexterity, +4 size) 
  hp 126 (12 HD); DR 10/magic, immune to weapon 
  damage, resist fire 10 
  Fort +10, Ref +14, Will +7 
  Speed 5 ft. in nothing (1 square); fly 40 ft. perfect (8 
  squares)  
  Melee swarm (3d6 plus poison) 
  Space 10 ft.; Reach 0 ft.  
  Base Atk +12; Grp - 
  Special Actions distraction (DC 18), poison (DC 18, 
  1d6 Dex initial and secondary) 
  Abilities Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9 
  SQ: distraction, poison 
  Feats Ability Focus (poison), Alertness, Improved 
  Initiative, Improved Toughness*, Iron Will 
  Skills: Hide +19, Listen +10, Spot +10. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Distraction (Ex): Any living creature that begins its 
  turn with a hellwasp swarm in its space must 
  succeed on a DC 18 Fortitude save or be 
  nauseated for 1 round.  The save DC is 
  Constitution-based.  
  Poison (Ex): Injury, Fortitude DC 18, initial and 
  secondary damage 1d6 Dex. The save DC is 
  Constitution-based.  
  Inhabit (Ex): A hellwasp swarm can enter the body of 
  a helpless or dead creature by crawling into its 
  mouth and other orifices. Inhabiting requires 1 
  minute, and the victim must be Small, Medium, or 
  Large (although four swarms working together can 
  inhabit a Huge creature).  The swarm can abandon 
  the body at any time, although doing this takes 1 
  full round.  Any attack against the host deals half 
  damage to the hellwasp swarm as well, although 
  the swarm’s resistances and immunities may 
  negate some or all of this damage. 
  If a hellwasp swarm inhabits a dead body, it can 
  restore animation to the creature and control its 
  movements, effectively transforming it into a 
  zombie of the appropriate size for as long as the 
  swarm remains inside. If a hellwasp swarm inhabits 
  a living victim, it can neutralize the effects of its 
  own poision and control the victim’s movements 
  and actions as if using dominate monste on the 
  victim.  The hellswasps quickly consume a living 
  victim, dealing 2d5 points of Constitution damage 
  per hour they inhabit a body. A body reduced to 
  Constitution 0 is dead. 
  A hellwasp inhabited creature is relatively easy to 
  spot, since its skin crawls with the forms of insects 
  inside.  The swarm is intelligent enough to attempt 
  to hide beneath loose clothing or a large cloak to 
  keep its presence from being detected.  The swarm 
  can attempt a Disguise check to conceal its 
  inhabitation of a host, with a -4 penalty if currently 
  inhabiting a Small host. 
  A remove disease or heal spell cast on an inhabited 
  victim forces the hellwasp swarm to abandon its 
  host. 
  Hive Mind (Ex):  Any hellwasp swarm with at least 1 
  hit point per Hit Die (12 hit points for a standard 
  swarm) forms a hive mind, give it an Intelligence of 
  6. When a hellwasp swarm is reduced below this 
  hit point threshold, it becomes mindless. 
    
  3: PLAIN ADVANCE  
  D R E E L A AN D  K I F 
  CR  6 
  H ARS S AF  M NK1 
  LN Medium Monstrous Humanoid (fire) 
  Init +6; Senses blindsense 30 ft.,darkvision 60’; 
  Listen +2, Spot +2 
  Languages Common 
  AC 23, touch 19, flat-footed 17 
   (+6 dexterity, +2 wisdom, +3 natural, +1 armor, +1 
  deflection) 
  hp 77 (7 HD); DR 5/bludgeoning, fast healing 3, 
  immunity to blindness and fire, SR 18 
  Weaknesses vulnerable cold 
  Fort +9, Ref +15, Will +9 
  Speed 30 ft. in clothes (6 squares); burrow 10 ft.  
  Melee unarmed +12/+7 or +10/+10/+5 (1d6+4) 
  Ranged javelin +12/+7 (1d6+4) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +6; Grp +10 
  Special Actions Draconic Fist, Stunning Fist (DC 12) 
  (once per day), Dodge, flaming aura, sand pulse 
  (DC 18), sand form, flurry of blows 
  Abilities Str 19, Dex 22, Con 20, Int 8, Wis 14, Cha 
  10 
  
   
  SQ: sand form, flaming aura, sand pulse, flurry of 
  blows 
  Feats Alertnessb, Dodge, Draconic Fist – Electricity 
  (from Dragon Magic, replaces 1st level Monk bonus 
  feat), 
  Improved 
  Unarmed 
  Strikeb, 
  Lightning 
  Reflexesb, Stunning Fist, Weapon Finesse  
  Skills: Jump +13, Knowledge (religion) +2. 
  Possessions combat gear plus +1 bracers of armor, 
  +1 ring of protection, javelins (8). (Encumbrance – 
  Light). 
  Draconic Fist (Electricity): When you select this 
  class feature, choose one energy type from among 
  acid cold, electricity or fire. As a swift action, you 
  can choose for your next unarmed attack made in 
  this round to deal an extra 1d6 points of damage of 
  the chosen type.  This extra damage improves to 
  2d6 at 5th level, and by another 1d6 points every 
  five levels thereafter.  You can use this ability a 
  number of times per day equal to your class level. 
  Flaming Aura (Su): At will as a free action, a harssaf 
  can generate an intense fiery heat. This aura takes 
  the form of a mirage like shimmering around a 
  harssaf’s body.  Any creature that comes within 5 
  feet of a harssaf automatically takes 1d6 points of 
  fire damage per round, and any creature struck by 
  a harssaf’s melee attacks takes an extra 1d6 points 
  of fire damage.  Only metallic weapons or natural 
  attacks 
  (bold 
  added 
  by 
  author 
  to 
  correct 
  misconceptions) conduct this heat, but harssafs 
  rarely wield wooden weapons when they use this 
  ability, since doing so typically renders the 
  weapons useless after a few rounds. 
  Sand Pulse (Su): Once per day as a standard action, 
  a harssaf can generate a sand pulse in a 30 foot 
  radius spread centered on itself. All creatures 
  within the area must make a DC 18 Reflex save or 
  take 3d6 points of damage from the high-powered 
  blast of sand and be blinded for 5 rounds.  Success 
  negates the blindness and halves the damage.  
  The save DC is Constitution based. 
  Sand Form (Su): At will as a standard action, a 
  harssaf can assume the form of a pile of mobile 
  sand.  This ability works as the gaseous form spell, 
  except the harssaf is composed of sand instead of 
  vapor and it cannot fly; harssafs in sand form 
  slither along the ground and can fit through gaps or 
  crevices less than one-quarter inch wide. 
   
  5: MEALS 
  G ARATH AND E V E L Y N 
  5  H E AD E D  P Y R O H Y D R A 
  CR  6 
  N Huge Magical beast (fire) 
  Init +1; Senses darkvision 60’, low-light vision, scent; 
  Listen +6, Spot +6 
  Languages: None 
  AC 15, touch 9, flat-footed 14 
   (-2 size, +1 dexterity, +6 natural armor) 
  hp 67 (5 HD); DR 5/attuned, fast healing 15 
  Resistances immune fire 
  Weaknesses vulnerable cold 
  Fort +9, Ref +5, Will +3 
  Speed 20 ft. in nothing (4 squares); swim 20 ft (4 
  squares)  
  Melee 5 bites (full attack action or standard, including 
  as charge) +6 (1d10+3) 
  Space 15 ft.; Reach 10 ft.  
  Base Atk +5; Grp +16 
  Special Actions full attack whether taking full round 
  action or standard, fire breath (DC 17, 3d6 fire, 
  once per head, all every 1d4 rounds) 
  Abilities Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9 
  SQ: Fire Breath 
  Feats Combat Reflexesb, Improved Toughness*, Iron 
  Will  
  Skills: Listen +6, Spot +6, Swim +11. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Fire Breath (Ex): These hydras can breathe jets of 
  fire 10 feet high, 10 feet wide and 20 feet long.  All 
  heads breathe once every 1d4 rounds.  Each jet 
  deals 3d6 points of fire damage per head. A 
  successful Reflex save halves the damage.  The 
  save DC is 10 + ½ hydra’s original number of 
  heads + hydra’s Con modifier. 
   
  AUTUMN 
  2: EARLY WARNING 
  S ARO N W AY AN D  E L I S E 
  CR  7 
  LE Medium Monstrous Humanoid (medusa) 
  Init +2; Senses darkvision 60’; Listen +1, Spot +8 
  Languages Common 
  AC 15, touch 12, flat-footed 13 
   (+2 dexterity, +3 natural) 
  hp 42 (6 HD);  
  Fort +3, Ref +7, Will +6 
  Speed 30 ft. in clothes (6 squares)  
  Melee dagger +6/+1 (1d4) and snakes +3 (1d4 plus 
  poison) 
  Ranged shortbow +8/+3 (1d6) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +6; Grp +6 
  Special Actions petrifying gaze, poison 
  Abilities Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 
  15 
  SQ: petrifying gaze, poison 
  Feats Point Blank Shot, Precise Shot, Rapid Shot 
  Skills: Bluff +9, Diplomacy +4, Disguise +9 (+11 
  acting), Intimidate +4, Move Silently +8, Spot +8. 
  Possessions combat gear plus shortbow, arrows 
  (40), daggers (5). (Encumbrance – Light). 
  Petrifying Gaze (Su): Turn to stone permanently, 30 
  feet , Fortitude DC 15 negates.  The save DC is 
  Charisma-based.  
  Poison (Ex): Injury, Fortitude DC 14, initial damage 
  1d6 Str, secondary damage 2d6 Str.  The save DC is 
  Constitution-based.  
   
  
   
  3: UNLEASHED  
  S I V ARI TH AND G O R I T H 
  CR  6 
  Advanced Stone Drake (Races of Stone) Ftr1 
  NE Medium Dragon (earth) 
  Init +7; Senses darkvision 120’, low-light vision; 
  Listen +12, Spot +12 
  Languages Draconic , Undercommon 
  AC 21, touch 13, flat-footed 18 
   (+3 dexterity, +8 natural) 
  hp 115 (9 HD);  5/attuned, immunity to sleep and 
  paralysis, immune to acid (from attunement) 
  Weaknesses light sensitivity 
  Fort +12, Ref +9, Will +7 
  Speed 40 ft. in nothing (8 squares), climb 40 ft 
  (perfect, see SQ)  
  Melee bite +13 (2d6+4+1d6 acid) and 2 claws +11 
  (1d6+2) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +9; Grp +13 
  Special Actions acid bite, ambush, perfect climbing 
  Abilities Str 18, Dex 16, Con 19, Int 14, Wis 12, Cha 
  14 
  SQ: acid bite, ambush, light sensitivity 
  Feats Dodge, Improved Initiative, Improved Natural 
  Attack (bite), Mobility, Mulitattack, Trackb 
  Skills: Climb +16, Hide +17, Intimidate +13, Jump 
  +20, Listen +12, Move Silently +17, Search +13, 
  Spot +12, Survival +12. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Acid Bite (Ex): A stone drake deals an extra 1d6 
  points of acid damage with a successful bite attack.  
  Ambush (Ex): Any item a stone drake makes a 
  successful 
  charge 
  attack 
  against 
  a 
  flat-footed 
  opponent, it deals double damage with its bite.  
  Light Sensitivity (Ex): Stone drakes are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  Perfect Climbing (Ex): A stone drake moves with 
  perfect ease while climbing.  It can move at full speed 
  across ceilings, overhangs, and other slanted or 
  vertical surfaces without Climb checks, and it does not 
  have to make a Climb check to avoid losing its grip 
  when it takes damage. 
   
  5: GOLDEN HUE  
  E L I T E  E ARTH W H I S P E R S  (2) 
  CR  6 
  NE 
  Medium 
  elemental 
  (earth, 
  extraplanar, 
  incorporeal) 
  Init +8; Senses darkvision 60’; Listen +10, Spot +10 
  Languages: Common,Undercommon 
  AC 23, touch 23, flat-footed 15 
   (+8 dexterity, +5 deflection) 
  hp 32 (4 HD); elemental traits, incorporeal traits 
  Fort +6, Ref +9, Will +5 
  Speed 40 ft. fly (perfect) (8 squares)  
  Melee incorporeal touch +11 (1d4 dex) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +3; Grp - 
  Special Actions avarice, cavern fear, control earth 
  creatures, dexterity damage, petrification 
  Spell-like Abilities (CL 10): 
   
  At will – stone shape 
   
  3/day – spike stones (DC 21), wall of stone  
  Abilities Str -, Dex 26, Con 15, Int 13, Wis 19, Cha 20 
  SQ: avarice, cavern fear, control earth creatures, 
  dexterity damage, petrification 
  Feats Ability Focus (avarice), Blind-Fight 
  Skills: Concentration +9, Listen +10, Spot +10. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Avarice (Sp): As a standard action, an Earth Whisper 
  can induce overwhelming greed within one creature 
  within 30 feet. The creature targeted with the 
  avarice ability must succeed on a DC 19 Will save 
  or attack the nearest creature that has valuable 
  metal or mineral wealth.  The affected creature 
  attacks with lethal force, although it is not 
  compelled to cast any spells on the creature 
  carrying the metal or mineral wealth. This effect 
  lasts for 1d4+1 rounds.  A successful save means 
  the creature is immune to that Earth Whisper’s 
  avarice ability for 24 hours, but not the avarice 
  ability of other Earth Whispers. Avarice is a mind-
  affecting ability, the DC save is Charisma-based.  
  In cases where the affected creature is presented 
  with more than one source of wealth, the Earth 
  Whisper chooses the affected creatures target. 
  Cavern Fear (Sp): As a standard action, an Earth 
  whisper can induce an irrational fear of being 
  pushed out of the earth in one creature within 30 
  feet. The creature targeted by the cavern fear 
  ability must succeed on a DC 17 Will save or 
  become panicked (see pg. 301 of the DMG).  
  Unlike with the normal effects of the panicked 
  state, the affected creature does not flee along a 
  random path.  Instead, it attempts to head as deep 
  within the earth as possible. When presented with 
  a pit, chasm or other surface too steep to walk 
  down, it attempts to climb. If the creature is 
  presented with more than one way to go, and it 
  does not know which way might be deeper under 
  the earth, it chooses randomly. A successful save 
  means the creature is immune to that Earth 
  Whisper’s cavern fear ability for 24 hours, but not 
  the cavern fear ability of other Earth Whispers. This 
  ability only functions underground. Should the 
  affected creature be pushed or forcibly moved into 
  the open, it cowers.  This effect lasts for one 
  minute. Cavern fear is a mind-affecting fear effect.  
  The save DC is Charisma-based. 
  Control Earth Creatures (Su):  An Earth Whisper 
  can rebuke and control earth creatures in the same 
  way that an evil cleric rebukes or controls undead. 
  An Earth Whisper rebukes as a cleric equal to its 
  hit dice. An Earth Whisper can use this ability a 
  number of times per day equal to 3 plus its 
  Charisma modifier. 
  Dexterity Damage (Su): An Earth Whisper deals 1d4 
  points of Dexterity damage each time it hits with its 
  
   
  incorporeal touch attack. A creature whose 
  Dexterity is reduced to 0 must succeed on a DC 14 
  Fortitude save or become Petrified.  The save DC 
  is Constitution-based. 
   
  WINTER 
  2:  TERRITORY 
  E L I T E  S M I L O D O N S  (S ABE R-T O O T H E D  T I G E R)  
  (2) CR  6 
  N Large animal 
  Init +3; Senses low light vision, scent; Listen +9, Spot 
  +9 
  AC 16, touch 12, flat-footed 13 
   (-1 size, +3 dexterity, +4 natural armour) 
  hp 99 (9 HD); DR 5/attuned, immune cold (from 
  attunement) 
  Fort +11, Ref +9, Will +9 
  Speed 40 ft. in nothing (8 squares);   
  Melee bite +14 (2d6+9, x3) and two claws +12 
  (1d6+4) 
  Space 10 ft.; Reach 5 ft.  
  Base Atk +6; Grp +19 
  Special Actions improved grab, pounce, rake 
  (1d6+4) 
  Abilities Str 28, Dex 16, Con 20, Int 2, Wis 16, Cha 4 
  SQ: augmented critical, improved grab, pounce, rake 
  (1d6+4). 
  Feats Alertness, Dodge, Mobility, Multi-attackb, Spring 
  Attack 
  Skills: Balance +7, Hide +3 (+7 in forest terrain), 
  Jump +17, Listen +9, Move Silently +7, Spot +9. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Improved Grab (Ex): To use this ability, the saber-
  toothed tiger must hit with a bite or claw attack.  It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity.  If it 
  wins the grapple check it establishes a hold and 
  can rake.  
  Pounce (Ex): If a saber-toothed tiger charges a foe, it 
  can make a full attack, including two rake attacks.  
  Rake (Ex): Attack bonus +12, damage 1d6+4. 
  Skills:  A saber-toothed tiger has a +4 racial bonus 
  on Balance, Hide and Move Silently checks.  A 
  saber-toothed tiger has a further +4 bonus on Hide 
  checks in forest terrain. 
   
  3: STEELCLAWS 
  U R S K AN 
   CR  8 
  D E F E N D E R  F TR1/M NK2 
  LN Large Magical beast (cold) 
  Init +1; Senses dark vision 60 ft., low light vision, 
  scent; Listen +7, Spot +7 
  Languages Common, Urskan, Baklunish 
  AC 22, touch 13, flat-footed 21 
   (-1 size, +1 dexterity, +3 wisdom, +4 mage armor, 
  +5 natural armour) 
  hp 118 (8 HD); immunity to cold, vulnerable to fire 
  Fort +17, Ref +9, Will +9 
  Speed 40 ft. in nothing (8 squares); swim 40 ft (8 
  squares)   
  Melee two steelclaws +16 (1d12+10) and bite +11 
  (2d6+5); or two claws +16 (1d8+10) and bite +11 
  (2d6+5) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +7; Grp +17 
  Special Actions powerful charge, rend 
  Pre-Cast – mage armor (CL 16) 
  Abilities Str 30, Dex 12, Con 25, Int 14, Wis 16, Cha 
  10 
  SQ: powerful charge, rend, surefooted, evasion, flurry 
  of blows 
  Feats Cleave, Deflect Arrowsb, Improved Overrun, 
  Improved Toughness*, Power Attack, Stunning 
  Blowb 
  Skills: Balance +8 (+12 on ice or snow), Climb +13, 
  Craft (armorsmithing) +6, Hide +3 (+11 in snowy 
  conditions), Intimidate +4, Listen +7, Spot +7, 
  Survival +7, Swim +10, Tumble +15. 
  Possessions combat gear vest of resistance +1, 
  periapt of wisdom +2, steelclaws (2), armor 
  hammer, snow shoes. (Encumbrance – Light). 
  Powerful Charge (Ex): An urskan often begins a 
  battle by charging at an opponent, hurling its 
  powerful body at a foe. In addition to the benefits 
  and hazards of a charge, this allows the urskan to 
  make a single slam attack at a +16 bonus that 
  deals 2d8+15 points of damage.  
  Rend (Ex): If an urskan hits with both claw attacks 
  (not steelclaws), it latches onto the opponent’s 
  body and tears the flesh.  This attack automatically 
  deals an additional 2d8+15 points of damage.  
  Surefooted (Ex): Urskans ignore all movement 
  penalties associated with snow on the ground.  
  They also receive a +4 racial bonus on Balance 
  checks when walking on ice or snow.  
  Skills:  An urskan’s white fur gives it a +8 racial 
  bonus on Hide attempts while unarmored in snow 
  or icy terrain.  An urskan gains a +8 racial bonus 
  on any Swim checks and can always choose to 
  take 10 on a Swim check even if distracted or 
  endangered. 
   
  3: A HINT OF EVIL  
  AL F O N S E  AN D  E L I S E 
  T I E F L I N G  
  S W AS H B U C K L E R3/F TR1/R O G2
   
  CR  6 
  NE Medium outsider (native) 
  Init +6; Senses darkvision 60’; Listen +5, Spot +3 
  Languages: Common, Infernal, Draconic, Elven, Orc 
  AC 22, touch 17, flat-footed 15 
   (+6 dexterity, +5 armor, +1 haste) 
  hp 44 (6 HD); resist cold 5, electricity 5, fire 5 
  Fort +7, Ref +12, Will +2 
  Speed 60 ft. in mithral chain shirt (6 squares)  
  Melee +1 kukri +10 (1d4+7) and masterwork cold iron 
  kukri +10 (1d4+4) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +5; Grp +8 
  
   
  Special Actions insightful strike, dodge, mobility, 
  combat reflexes, evasion, sneak attack +1d6 
  Spell-like Abilities (CL 6): 
   
  1/day – darkness  
  Pre-cast (all potions): cat’s grace (CL 11), blur (CL 
  11), haste (CL 11), bull’s strength (CL 11) 
  Abilities Str 16, Dex 22, Con 12, Int 17, Wis 12, Cha 
  6 
  SQ: insightful strike, grace, trap sense, evasion, 
  sneak attack +1d6 
  Feats Combat Reflexesb, Dodge, Mobility, Two 
  Weapon Fighting, Weapon Finesseb  
  Skills: Appraise +7, Balance +16, Bluff +8, Climb +10, 
  Diplomacy +3, Escape Artist +12, Jump +25, Hide 
  +12, Listen +5, Move Silently +10, Perform (dance) 
  +2, Sense Motive +5, Spot +3, Tumble +18, Use 
  Rope +6 (+8 with bindings). 
  Possessions combat gear plus +1 vest of resistance, 
  +1 
  kukri, 
  ring 
  of 
  counterspells 
  (glitterdust), 
  masterwork cold iron kukri, kukri (4), rapier, +1 
  mithral chain shirt, backpack, 1 day trail rations, 
  waterskin (1/2 full). (Encumbrance – Light). 
  Grace (Ex):  A swashbuckler gains a +1 competence 
  bonus on Reflex Saves at 2nd level.  This bonus 
  increases to +2 at 11th level and to +3 at 20th 
  level. A swashbuckler loses this bonus when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load. 
  Insightful Strike (Ex): At 3rd level, a swashbuckler 
  becomes able to place her finesse attacks where 
  they deal greater damage.  She applies her 
  Intelligence bonus (if any) as a bonus on damage 
  rolls (in addition to any Strength bonus she may 
  have) with any light weapon, as well as any other 
  weapon that can be use with Weapon Finesse, 
  such as a rapier, whip or spiked chain.  Targets 
  immune to sneak attacks or critical hits are immune 
  to 
  a 
  swashbuckler’s 
  insightful 
  strike. 
   
  A 
  swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load. 
   
  FULL CIRCLE 
  2: DOOR GUARDS 
  AD V AN C E D  D I S P L ACE R  B E AS T  G U AR D S  R O G1  
  (2)  
  CR  6 
  NE Large Magical Beast 
  Init +4; Senses dark vision 60’, low light vision; Listen 
  +4, Spot +12 
  Languages:  Common 
  AC 18, touch 13, flat-footed 14 
   (-1 size, +4 dexterity, +5 natural armour) 
  hp 121 (10 HD);  
  Fort +11, Ref +12, Will +5 
  Speed 40 ft. in nothing (8 squares);   
  Melee two tentacles +14 (1d8+6) and one bite +9 
  (1d8+3) 
  Space 10 ft.; Reach 5 ft. (10 ft with tentacles)  
  Base Atk +9; Grp +19 
  Special Actions displacement, dodge, mobility, 
  elusive target, resistance to ranged attacks, sneak 
  attack +1d6 
  Abilities Str 22, Dex 18, Con 20, Int 5, Wis 14, Cha 6 
  SQ: displacement, resistance to ranged attacks, 
  sneak attack +1d6, trapsense 
  Feats Dodge, Mobility, Elusive Target*, Improved 
  Natural Attack (tentacles) 
  Skills: Hide +12, Listen +4, Move Silently +4, Spot 
  +12. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Displacement 
  (Su): 
  A 
  light-bending 
  glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% 
  miss chance unless the attacker can locate the 
  beast by some means other than sight. A true 
  seeing effect allows the user to see the beast’s 
  position, but see invisibility has no effect.  
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on save against 
  any ranged magical attack that specifically targets 
  it (except for ranged touch attacks). 
  Skills:  A displacer beast has a +8 racial bonus on 
  Hide checks, thanks to its displacement ability. 
   
  3: INTERLOPERS 
  S P E L L W O V E N  D I RE  B ATS  (4) 
   CR  4 
  NE Large Aberration 
  Init +7; Senses blinghtsense 40 ft, low light vision; 
  Listen +15, Spot +8 
  AC 27, touch 16, flat-footed 20 
   (-1 size, +4 shield, +7 dexterity, +7 natural armour) 
  hp 77 (7 HD); immune to blindness 
  Fort +10, Ref +12, Will +7 
  Speed 20 ft. in nothing (8 squares); 40 ft (perfect) 
  Melee bite +9 (1d8+7) 
  Space 10 ft.; Reach 5 ft.  
  Base Atk +5; Grp +14 
  Special Actions dodge, mobility, spell-like abilities 
  Spell-Like Abilities (CL 10): 
  3/day – shield 
  1/day – death armor* 
  Pre-cast – shield 
  Abilities Str 21, Dex 24, Con 21, Int 6, Wis 14, Cha 6 
  SQ: immune to blindness, spell-like abilities 
  Feats Dodge, Improved Flight, Mobility  
  Skills: Hide +4, Listen +15*, Move Silently +11, Spot 
  +8*. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Blindsense (Ex): A dire bat uses echolation to 
  pinpoint cratures within 40 feet.  Opponents still 
  have total concealment agains the bat unless it can 
  actually see them.  
  Immune to Blindness (Ex):  The creature is immune 
  to blindness. 
  
   
  *Skills:  A dire bat has a +4 racial bonus on Spot and 
  Listen checks.  These bonuses are lost if its 
  blindsense is negated. 
   
  5 (B): FANATIC 
  F O R E T H  D R D3/ W I Z3/ G E O M AN C E R4 
   CR  10 
  CN Medium Dwarf (hill) 
  Init +0; Senses dark vision 60’, low light vision; Listen 
  +2, Spot +12 
  Languages:  Common, Dwarven, Elven, Draconic, 
  Druidic 
  AC 18, touch 10, flat-footed 18 
   (+4 armor, +4 shield) 
  hp 93 (10 HD);  
  Fort +12, Ref +3, Will +12 
  Speed 35 ft. in nothing (4 squares);   
  Melee dagger +5/+0 (1d4-1) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +6; Grp +5 
  Special Actions spells, ley lines (in stat blocks)  
  Wizard Spells (CL 10, Evoker, no transmutation or 
  enchantment, s are specialist spells) 
   
  3rd – fireball (DC 17), lightning bolts (DC 17), ray of 
  exhaustion  
   
  2nd – scorching rays 
   
  1st – color spray (DC 15), magic missile, magic 
  missiless  
   
  0 – ray of frost (2), ray of frosts, detect magic (2) 
  Druid Spells (CL 10) 
   
  3rd – poison (DC 17) 
   
  2nd – earthbind* (DC 16), spiderclimb 
   
  1st – cure light wounds, faerie fire 
   
  0 – cure minor wounds (4) 
  Pre-cast – false life (14 hp), lesser vigor (last round), 
  longstrider, mage armor, mirror image (7 images), 
  protection from arrows, resist energy (fire), shield 
  Combat Gear – wand of scorching ray (6 charges) 
  Abilities Str 8, Dex 10, Con 18, Int 18, Wis 14, Cha 6 
  SQ: spells, dwarven traits, deer fur all over body (drift 
  1), eyebrows are green and bushy (drift 1), elk legs 
  (drift 2, +5 ft movement), rat eyes (drift 2, low light 
  vision), ley lines +1 (Mountains, the Fading Lands 
  here qualifies), spell versatility 3, wild empathy, 
  animal companion, nature sense, wild empathy, 
  woodland stride, trackless step 
  Feats Combat Casting, Natural Bond*, Practised 
  Spellcaster (Wizard)*, Improved Toughness* 
  Skills: Concentration +17, Knowledge (arcane) +15, 
  Knowledge (nature) +18, Knowledge (the planes) 
  +11, Spellcraft +18, Spot +12, Survival +16. 
  Possessions combat gear plus daggers (6), clothing, 
  backpack. (Encumbrance – Light). 
  Spell Versatility: At 1st level, the geomancer learns to 
  belnd divine and arcane magic. He still acquires 
  and prepares his spells in the normal manner for 
  his individual spellcasting classes.  When he casts 
  them, however, he can mix or match spellcasting 
  parameters from any of his classes to gain the 
  maximum possible advantage for any spell with a 
  spell level equal to or less than his spell versatility 
  score.  
  Drift: The character slowly becomes closer to nature. 
  At each geomancer level, choose a drift from the 
  appropriate stage. 
  Ley Lines: At 2nd level, the geomancer learns to 
  create magical connections with a specific type of 
  terrain.  Choose one of the following terrain types: 
  aquatic, desert, forest, hills, marsh, mountains or 
  plains.  In that terrain, the geomancer’s effective 
  caster level for allspells increases by +1. At 6th 
  level and again at 10th level, the character may 
  either choose a new terrain in which to receive the 
  benefit (at +1) or increase his effective caster level 
  in a previously chosen terrain by an additional +1. 
  *See Appendix Two, New Rules 
   
  S E N T I N E L  (D I RE  AP E  C O M P AN I O N) 
   CR  - 
  N Large Animal 
  Init +3; Senses low light vision; Listen +5, Spot +8 
  AC 19, touch 12, flat-footed 16 
   (-1 size, +3 dex, +3 masterwork studded leather 
  barding, +4 natural armour) 
  hp 56 (7 HD);  
  Fort +7, Ref +8, Will +3 
  Speed 40 ft. in nothing (8 squares);   
  Melee two claws +10 (1d6+6) and bite +5 (1d8+3) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +5; Grp +15 
  Special Actions dodge, mobility, elusive target, 
  evasion, rend 2d6+12 
  Abilities Str 23, Dex 16, Con 14, Int 2, Wis 12, Cha 7 
  SQ: link, share spells, evasion 
  Feats Elusive Target*, Dodge, Mobility 
  Skills: Climb +14, Listen +5, Move Silently +4, Spot 
  +8. 
  Possessions combat gear plus masterwork studded 
  leather. (Encumbrance – Light). 
  Rend (Ex): A dire ape that hits with both claws 
  latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals an extra 
  2d6+12 points of damage. 
  Skills:  A dire ape has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
   
  
   
  APL 8 
  SPRING 
  2: SNACKTIME  
  W I NG E D D I RE  S I BE RI AN T I G E R 
   CR  9 
  N Large magical beast 
  Init +5; Senses low light vision, scent; Listen +7, Spot 
  +8 
  AC 20, touch 14, flat-footed 15 
   (-1 size, +5 dexterity, +6 natural armour) 
  hp 144 (16 HD);  
  Fort +13, Ref +15, Will +12 
  Speed 40 ft. in nothing (8 squares); fly 60 ft. (perfect)  
  Melee two claws +20 (2d4+8, 19-20) and bite +14 
  (2d6+4) 
  Space 10 ft.; Reach 5 ft.  
  Base Atk +12; Grp +24 
  Special Actions improved grab, pounce, rake 
  (2d4+4) 
  Abilities Str 27, Dex 20, Con 17, Int 2, Wis 14, Cha 
  10 
  SQ: improved grab, pounce, rake (2d4+4). 
  Feats Alertness, Improved Critical (claws), Improved 
  Natural Attack (claws), Improved Natural Attack 
  (bite), Stealthy, Weapon focus (claw) 
  Skills: Hide +10 (+14 in snowy or icy conditions), 
  Jump +14, Listen +7, Move Silently +14, Spot +8, 
  Swim +10. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Improved Grab (Ex): To use this ability, a Siberian 
  tiger must hit with its bite attack.  It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity.  If it wins the 
  grapple check it establishes a hold and can rake.  
  Pounce (Ex): If a Siberian tiger charges a foe, it can 
  make a full attack, including two rake attacks.  
  Rake (Ex): Attack bonus +19, damage 2d4+4. 
  Skills:  A dire Siberian tiger has a +4 racial bonus on 
  Hide and Move Silently checks.   
   
  3: DISCIPLES 
  H ALF-B L U E  
  D R AG O N  
  D E F E N D E R  
  S K U L L C R U S H E R 
   CR  10 
  S K U L L C R U S H E R  
  O G R E  
  E X O T I CW E AP O NM AS TE R1/F TR2 
  LE Large dragon 
  Init +3; Senses dark vision 60 ft., low light vision, 
  scent; Listen +2, Spot +2 
  Languages Common, Giant, Baklunish 
  AC 24, touch 12, flat-footed 21 
   (-1 size, +3 dexterity, +6 armor, +6 natural armour) 
  hp 145 (11 HD); immunity to electricity, sleep and 
  paralysis 
  Fort +18, Ref +6, Will +5 
  Speed 30 ft. in +1 breast plate (6 squares); fly 60 ft 
  (average) 
  Melee 
  two-bladed 
  sword 
  main 
  hand 
  +21/+16 
  (2d6+13) 
  and 
  two-bladed 
  sword 
  off-hand 
  +21(2d6+6) and bite +16 (1d8+6); or two claws +21 
  (1d6+13) and bite +16 (1d8+6) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +9; Grp +30 
  Special Actions flurry of strikes, breath weapon 
  Abilities Str 36, Dex 17, Con 22, Int 15, Wis 14, Cha 
  8 
  SQ: flurry of strikes, immunity to electricity, sleep and 
  paralysis, breath weapon (60 ft line, 6d8, DC 20) 
  Feats Combat Expertise, Dodge, Elusive Target*, 
  Exotic Weapon Proficiency (two-bladed sword), 
  Improved 
  Grappleb, 
  Mobility, 
  Two-Weapon 
  Fightingb, Weapon Focus (two-bladed sword) 
  Skills: Craft (Weaponsmith) +16, Intimidate +10, 
  Perform (dance) +6, Ride +13 
  Possessions combat gear vest of resistance +1, 
  gloves of dexterity +2, +1 breast plate, +1/+1 two-
  bladed sword (locked gauntlet). (Encumbrance – 
  Light). 
  Flurry of Strikes (Ex): When wielding an exotic 
  double weapon or a spiked chain with both hands, 
  the character can elect to use a full attack action to 
  make a flurry of strikes.  When doing so, he may 
  make one extra attack in the round, at his full base 
  attack bonus, but this attack takes a -2 penalty, as 
  does each other attack made in that round and 
  until the exotic weapon master’s next turn.  The 
  extra attack may be with either end of the double 
  weapon.  
  Breath Weapon (Su):  Once per day, 6d8 electrical 
  damage, 60 ft line, Successful Reflex save of DC 
  20 (10+1/2 Racial HD+Con Modifier) reduces it by 
  half. 
   
  5: WIND BORNE 
  AD V AN C E D  E L D E R  AR R O W H AW K 
   CR  10 
  H U G E  O U T S I D E R  ( AI R,  E X T R AP L ANAR) 
  N Outsider 
  Init +5; Senses dark vision 60 ft.; Listen +23, Spot 
  +23 
  Languages Auran 
  AC 24, touch 13, flat-footed 19 
   (-2 size, +5 dexterity, +11 natural armour) 
  hp 189 (17 HD); DR 10/attuned; immunity acid, 
  electricity and poison, resistance cold 10 and fire 
  10 
  Fort +15, Ref +14, Will +11 
  Speed 60 ft. fly (Perfect) in nothing (12 squares);    
  Melee bite +25 (3d6+15) 
  Ranged electricity ray +20 ranged touch (4d8 
  electricity, bypassing all energy resistance and 
  immunity) 
  
   
  Space 15 ft.; Reach 10 ft.  
  Base Atk +17; Grp +35 
  Special Actions dodge, mobility, flyby attack, elusive 
  target 
  Abilities Str 30, Dex 20, Con 20, Int 10, Wis 13, Cha 
  13 
  SQ: darkvision 60 ft, electricity ray  
  Feats Combat Reflexes, Dodge, Flyby Attack, 
  Mobility, Elusive Target*, Spring Attack 
  Skills: Diplomacy +3, Escape Artist +25, Knowledge 
  (the planes) +20, Listen +23, Move Silently +25, 
  Search +20, Sense Motive +21, Spot +23, Survival 
  +21 (+23 following tracks, +23 Plane of Air), Use 
  Rope +5 (+7 with bindings) 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Electricity Ray (Su): An arrowhawk can fire this ray 
  once per round, with a range of 50 ft. 
   
  SUMMER 
  2: FIRESTORM 
  H E L L W AS P  S WARM  (2) 
  CR  8 
  LE Diminutive magical beast (extraplanar, evil, 
  swarm) 
  Init +10; Senses dark vision 60’, low light vision, hive 
  mind; Listen +10, Spot +10 
  AC 20, touch 16, flat-footed 14 
   (+6 dexterity, +4 size) 
  hp 126 (12 HD); DR 10/magic, immune to weapon 
  damage, resist fire 10 
  Fort +10, Ref +14, Will +7 
  Speed 5 ft. in nothing (1 square); fly 40 ft. perfect (8 
  squares)  
  Melee swarm (3d6 plus poison) 
  Space 10 ft.; Reach 0 ft.  
  Base Atk +12; Grp - 
  Special Actions distraction (DC 18), poison (DC 18, 
  1d6 Dex initial and secondary) 
  Abilities Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9 
  SQ: distraction, poison 
  Feats Ability Focus (poison), Alertness, Improved 
  Initiative, Improved Toughness*, Iron Will 
  Skills:Hide +19, Listen +10, Spot +10. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Distraction (Ex): Any living creature that begins its 
  turn with a hellwasp swarm in its space must 
  succeed on a DC 18 Fortitude save or be 
  nauseated for 1 round.  The save DC is 
  Constitution-based.  
  Poison (Ex): Injury, Fortitude DC 18, initial and 
  secondary damage 1d6 Dex. The save DC is 
  Constitution-based.  
  Inhabit (Ex): A hellwasp swarm can enter the body of 
  a helpless or dead creature by crawling into its 
  mouth and other orifices. Inhabiting requires 1 
  minute, and the victim must be Small, Medium, or 
  Large (although four swarms working together can 
  inhabit a Huge creature).  The swarm can abandon 
  the body at any time, although doing this takes 1 
  full round.  Any attack against the host deals half 
  damage to the hellwasp swarm as well, although 
  the swarm’s resistances and immunities may 
  negate some or all of this damage. 
  If a hellwasp swarm inhabits a dead body, it can 
  restore animation to the creature and control its 
  movements, effectively transforming it into a 
  zombie of the appropriate size for as long as the 
  swarm remains inside. If a hellwasp swarm inhabits 
  a living victim, it can neutralize the effects of its 
  own poision and control the victim’s movements 
  and actions as if using dominate monste on the 
  victim.  The hellswasps quickly consume a living 
  victim, dealing 2d5 points of Constitution damage 
  per hour they inhabit a body. A body reduced to 
  Constitution 0 is dead. 
  A hellwasp inhabited creature is relatively easy to 
  spot, since its skin crawls with the forms of insects 
  inside.  The swarm is intelligent enough to attempt 
  to hide beneath loose clothing or a large cloak to 
  keep its presence from being detected.  The swarm 
  can attempt a Disguise check to conceal its 
  inhabitation of a host, with a -4 penalty if currently 
  inhabiting a Small host. 
  A remove disease or heal spell cast on an inhabited 
  victim forces the hellwasp swarm to abandon its 
  host. 
  Hive Mind (Ex):  Any hellwasp swarm with at least 1 
  hit point per Hit Die (12 hit points for a standard 
  swarm) forms a hive mind, give it an Intelligence of 
  6. When a hellwasp swarm is reduced below this 
  hit point threshold, it becomes mindless. 
   
  3: PLAIN ADVANCE 
  D R E E L A AN D  K I F 
  CR  8 
  H ARS S AF  M NK3 
  LN Medium Monstrous Humanoid (fire) 
  Init +6; Senses blindsense 30 ft.,darkvision 60’; 
  Listen +3, Spot +3 
  Languages Common 
  AC 24, touch 20, flat-footed 18 
   (+6 dexterity, +3 wisdom, +3 natural, +1 armor, +1 
  deflection) 
  hp 99 (9 HD); DR 5/bludgeoning, fast healing 3, 
  immunity to blindness and fire, SR 20 
  Weaknesses vulnerable cold 
  Fort +10, Ref +16, Will +11 
  Speed 40 ft. in clothes (8 squares); burrow 10 ft.  
  Melee unarmed +14/+9 or +12/+12/+7 (1d6+5) 
  Ranged javelin +14/+9 (1d6+5) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +8; Grp +13 
  Special Actions Draconic Fist, Stunning Fist (DC 14) 
  (three times per day), Dodge, flaming aura, sand 
  pulse (DC 18), sand form, flurry of blows, still mind, 
  evasion 
  Abilities Str 20, Dex 22, Con 20, Int 8, Wis 16, Cha 
  10 
  
   
  SQ: sand form, flaming aura, sand pulse, flurry of 
  blows, fast movement, still mind, evasion 
  Feats Alertnessb, Dodge, Draconic Fist – Electricity 
  (from Dragon Magic, replaces 1st level Monk bonus 
  feat), Endurance, Fiery Fistsb*, Improved Unarmed 
  Strikeb, Lightning Reflexesb, Stunning Fist, Weapon 
  Finesse  
  Skills: Jump +17, Knowledge (religion) +7, Tumble 
  +8. 
  Possessions combat gear plus +1 bracers of armor, 
  +2 periapt of wisdom, +1 ring of protection, javelins 
  (8). (Encumbrance – Light). 
  Draconic Fist (Electricity): When you select this 
  class feature, choose one energy type from among 
  acid cold, electricity or fire. As a swift action, you 
  can choose for your next unarmed attack made in 
  this round to deal an extra 1d6 points of damage of 
  the chosen type.  This extra damage improves to 
  2d6 at 5th level, and by another 1d6 points every 
  five levels thereafter.  You can use this ability a 
  number of times per day equal to your class level. 
  Flaming Aura (Su): At will as a free action, a harssaf 
  can generate an intense fiery heat. This aura takes 
  the form of a mirage like shimmering around a 
  harssaf’s body.  Any creature that comes within 5 
  feet of a harssaf automatically takes 1d6 points of 
  fire damage per round, and any creature struck by 
  a harssaf’s melee attacks takes an extra 1d6 points 
  of fire damage.  Only metallic weapons or natural 
  attacks 
  (bold 
  added 
  by 
  author 
  to 
  correct 
  misconceptions) conduct this heat, but harssafs 
  rarely wield wooden weapons when they use this 
  ability, since doing so typically renders the 
  weapons useless after a few rounds. 
  Sand Pulse (Su): Once per day as a standard action, 
  a harssaf can generate a sand pulse in a 30 foot 
  radius spread centered on itself. All creatures 
  within the area must make a DC 18 Reflex save or 
  take 3d6 points of damage from the high-powered 
  blast of sand and be blinded for 5 rounds.  Success 
  negates the blindness and halves the damage.  
  The save DC is Constitution based. 
  Sand Form (Su): At will as a standard action, a 
  harssaf can assume the form of a pile of mobile 
  sand.  This ability works as the gaseous form spell, 
  except the harssaf is composed of sand instead of 
  vapor and it cannot fly; harssafs in sand form 
  slither along the ground and can fit through gaps or 
  crevices less than one-quarter inch wide. 
  Still Mind (Ex): +2 on all enchantment spells. 
   
  5: MEALS 
  G ARATH AND E V E L Y N 
  7  H E AD E D  P Y R O H Y D R A 
  CR  8 
  N Huge Magical beast (fire) 
  Init +1; Senses darkvision 60’, low-light vision, scent; 
  Listen +7, Spot +7 
  Languages: None 
  AC 17, touch 9, flat-footed 16 
   (-2 size, +1 dexterity, +8 natural armor) 
  hp 92 (7 HD); DR 10/attuned, fast healing 17 
  Resistances immune fire 
  Weaknesses vulnerable cold 
  Fort +10, Ref +6, Will +4 
  Speed 20 ft. in nothing (4 squares); swim 20 ft (4 
  squares)  
  Melee 7 bites (full attack action or standard, including 
  as charge) +9 (2d8+4) 
  Space 15 ft.; Reach 10 ft.  
  Base Atk +7; Grp +19 
  Special Actions full attack whether taking full round 
  action or standard, Fire Breath (DC 18, 3d6 fire, 
  once per head, all every 1d4 rounds) 
  Abilities Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9 
  SQ: Fire Breath 
  Feats Combat Reflexesb, Improved Natural Attack 
  (bite), Improved Toughness*, Iron Will  
  Skills: Listen +7, Spot +7, Swim +12. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Fire Breath (Ex): These hydras can breathe jets of 
  fire 10 feet high, 10 feet wide and 20 feet long.  All 
  heads breathe once every 1d4 rounds.  Each jet 
  deals 3d6 points of fire damage per head. A 
  successful Reflex save halves the damage.  The 
  save DC is 10 + ½ hydra’s original number of 
  heads + hydra’s Con modifier. 
   
  AUTUMN 
  2: EARLY WARNING 
  S ARO N W AY AN D  E L I S E  F TR2 
  CR  9 
  LE Medium Monstrous Humanoid (medusa) 
  Init +5; Senses darkvision 60’; Listen +0, Spot +7 
  Languages Common 
  AC 23, touch 15, flat-footed 18 
   (+5 dexterity, +3 natural, +5 for +1 mithral chain 
  shirt) 
  hp 67 (8 HD);  
  Fort +7, Ref +10, Will +5 
  Speed 30 ft. in clothes (6 squares)  
  Melee greatsword +10/+5 (2d6+3) and snakes +5 
  (1d4+1 plus poison) 
  Ranged masterwork (+2 Str) composite longbow 
  +14/+9 (1d8+2) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +8; Grp +10 
  Special Actions petrifying gaze, poison 
  Pre-cast – invisibility (CL 8) 
  Abilities Str 14, Dex 20, Con 14, Int 12, Wis 11, Cha 
  17 
  SQ: petrifying gaze, poison 
  Feats Dodge, Mobility, Point Blank Shot, Precise 
  Shot, Rapid Shot 
  Skills: Bluff +10, Diplomacy +5, Disguise +10 (+12 
  acting), Intimidate +5, Jump +4, Move Silently +13, 
  Spot +7. 
  Possessions combat gear plus masterwork  (+2 Str) 
  composite longbow, arrows (40), +1 mithral chain 
  
   
  shirt, greatsword (2), daggers (5). (Encumbrance – 
  Light). 
  Petrifying Gaze (Su): Turn to stone permanently, 30 
  feet, Fortitude DC 16 negates. The save DC is 
  Charisma-based.  
  Poison (Ex): Injury, Fortitude DC 15, initial damage 
  1d6 Str, secondary damage 2d6 Str. The save DC is 
  Constitution-based.  
   
  3: UNLEASHED  
  S I V ARI TH AND G O R I T H 
  CR  8 
  Advanced Stone Drake (Races of Stone) Ftr2 
  NE Medium Dragon (earth) 
  Init +7; Senses darkvision 120’, low-light vision; 
  Listen +14, Spot +14 
  Languages Draconic , Undercommon 
  AC 21, touch 13, flat-footed 18 
   (+3 dexterity, +8 natural) 
  hp 158 (12 HD);  10/attuned, immunity to sleep and 
  paralysis, immune to acid (from attunement) 
  Weaknesses light sensitivity 
  Fort +14, Ref +10, Will +8 
  Speed 40 ft. in nothing (8 squares), climb 40 ft 
  (perfect, see SQ)  
  Melee bite +16 (2d6+4+1d6 acid) and 2 claws +14 
  (1d6+2) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +12; Grp +16 
  Special Actions acid bite, ambush, perfect climbing 
  Abilities Str 18, Dex 16, Con 20, Int 14, Wis 12, Cha 
  14 
  SQ: acid bite, ambush, light sensitivity 
  Feats Bounding Assault*, Dodge, Improved Initiative, 
  Improved 
  Natural 
  Attack 
  (bite), 
  Mobility, 
  Mulitattack, Spring Attack, Trackb 
  Skills: Climb +19, Hide +19, Intimidate +15, Jump 
  +23, Listen +14, Move Silently +20, Search +15, 
  Spot +14, Survival +14. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Acid Bite (Ex): A stone drake deals an extra 1d6 
  points of acid damage with a  successful bite 
  attack.  
  Ambush (Ex): Any item a stone drake makes a 
  successful 
  charge 
  attack 
  against 
  a 
  flat-footed 
  opponent, it deals double damage with its bite.  
  Light Sensitivity (Ex): Stone drakes are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  Perfect Climbing (Ex): A stone drake moves with 
  perfect ease while climbing.  It can move at full speed 
  across ceilings, overhangs, and other slanted or 
  vertical surfaces without Climb checks, and it does not 
  have to make a Climb check to avoid losing its grip 
  when it takes damage. 
   
  5: GOLDEN HUE  
  E L I T E  E ARTH W H I S P E R S  (2) 
  CR  8 
  NE 
  Medium 
  elemental 
  (earth, 
  extraplanar, 
  incorporeal) 
  Init +9; Senses darkvision 60’; Listen +18, Spot +18 
  Languages: Common,Undercommon 
  AC 24, touch 24, flat-footed 15 
   (+9 dexterity, +5 deflection) 
  hp 96 (12 HD); elemental traits, incorporeal traits 
  Fort +10, Ref +13, Will +8 
  Speed 40 ft. fly (perfect) (8 squares)  
  Melee incorporeal touch +16 (1d4 dex) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +9; Grp - 
  Special Actions avarice, cavern fear, control earth 
  creatures, dexterity damage, petrification 
  Spell-like Abilities (CL 10): 
   
  At will – stone shape 
   
  3/day – spike stones (DC 21), wall of stone  
  Abilities Str -, Dex 28, Con 15, Int 13, Wis 19, Cha 20 
  SQ: avarice, cavern fear, control earth creatures, 
  dexterity damage, petrification 
  Feats Ability Focus (avarice), Blind-Fight, Dodge, 
  Elusive Target*, Mobility 
  Skills: Concentration +17, Listen +18, Spot +18. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Avarice (Sp): As a standard action, an Earth Whisper 
  can induce overwhelming greed within one creature 
  within 30 feet. The creature targeted with the 
  avarice ability must succeed on a DC 23 Will save 
  or attack the nearest creature that has valuable 
  metal or mineral wealth.  The affected creature 
  attacks with lethal force, although it is not 
  compelled to cast any spells on the creature 
  carrying the metal or mineral wealth. This effect 
  lasts for 1d4+1 rounds.  A successful save means 
  the creature is immune to that Earth Whisper’s 
  avarice ability for 24 hours, but not the avarice 
  ability of other Earth Whispers. Avarice is a mind-
  affecting ability, the DC save is Charisma-based.  
  In cases where the affected creature is presented 
  with more than one source of wealth, the Earth 
  Whisper chooses the affected creatures target. 
  Cavern Fear (Sp): As a standard action, an Earth 
  whisper can induce an irrational fear of being 
  pushed out of the earth in one creature within 30 
  feet. The creature targeted by the cavern fear 
  ability must succeed on a DC 21 Will save or 
  become panicked (see pg. 301 of the DMG).  
  Unlike with the normal effects of the panicked 
  state, the affected creature does not flee along a 
  random path.  Instead, it attempts to head as deep 
  within the earth as possible. When presented with 
  a pit, chasm or other surface too steep to walk 
  down, it attempts to climb. If the creature is 
  presented with more than one way to go, and it 
  does not know which way might be deeper under 
  the earth, it chooses randomly. A successful save 
  means the creature is immune to that Earth 
  Whisper’s cavern fear ability for 24 hours, but not 
  the cavern fear ability of other Earth Whispers. This 
  ability only functions underground. Should the 
  affected creature be pushed or forcibly moved into 
  the open, it cowers.  This effect lasts for one 
  
   
  minute. Cavern fear is a mind-affecting fear effect.  
  The save DC is Charisma-based. 
  Control Earth Creatures (Su):  An Earth Whisper 
  can rebuke and control earth creatures in the same 
  way that an evil cleric rebukes or controls undead. 
  An Earth Whisper rebukes as a cleric equal to its 
  hit dice. An Earth Whisper can use this ability a 
  number of times per day equal to 3 plus its 
  Charisma modifier. 
  Dexterity Damage (Su): An Earth Whisper deals 1d4 
  points of Dexterity damage each time it hits with its 
  incorporeal touch attack. A creature whose 
  Dexterity is reduced to 0 must succeed on a DC 18 
  Fortitude save or become Petrified.  The save DC 
  is Constitution-based. 
   
  WINTER 
  2: TERRITORY 
  E L I T E  W O O L Y  M AM M O TH 
   CR  10 
  N Huge animal 
  Init +0; Senses low light vision, scent; Listen +13, 
  Spot +12 
  AC 18, touch 8, flat-footed 18 
   (-2 size, +10 natural armour) 
  hp 235 (14 HD); DR 10/attuned, immune cold (from 
  attunement) 
  Fort +18, Ref +9, Will +11 
  Speed 40 ft. in nothing (8 squares);   
  Melee slam +22 (2d6+14) and two stamps +20 
  (2d6+7); or gore +22 (2d10+21) 
  Space 15 ft.; Reach 10 ft.  
  Base Atk +10; Grp +32 
  Special Actions improved grab, toss, trample 2d8+21 
  Abilities Str 38, Dex 10, Con 29, Int 2, Wis 14, Cha 5 
  SQ: trample 2d8+21, improved grab, toss. 
  Feats Alertness, Cleave, Improved Bull Rush, Multi-
  attackb, Power Attack 
  Skills: Listen +13, Spot +12. 
  Possessions combat gear plus snow shoes (!). 
  (Encumbrance – Light). 
  Improved Grab (Ex): To use this ability, the wooly 
  mammoth must hit with a gore attack.  If it gets a 
  hold, it tosses the opponent.  
  Toss (Ex): Wooly mammoths vigorously shake any 
  creature caught in their tusks and fling it in a 
  random direction. Resolve the toss as a bull rush 
  maneuver (+22 check modifier), except that there 
  is no attack of opportunity, since the wooly 
  mammoth has already grabbed its foe when it tries 
  to toss the victim.  The woolly mammoth does not 
  need to move with its foe in order to throw its foe 
  more than 5 feet.  If the tossed victim beats the 
  woolly mammoth’s bull rush check, he remains in 
  his current square with no ill effects and is not 
  grappled any longer.  Tossed victims take impact 
  damage on landing as if they had fallen a distance 
  equal to the distance they were tossed, and need 
  to make a DC 15 Jump check to remain standing 
  or are considered prone.  
  Trample (Ex): As a full-round action, a woolly 
  mammoth can move up to twice its speed and 
  literally run over Large or smaller creatures.  This 
  attack deal 2d8+21 points of damage.  Trampled 
  opponents can make attacks of opportunity against 
  the woolly mammoth at a -4 penalty.  If they do not 
  make attacks of opportunity, trampled opponents 
  can attempt DC 31 Reflex save for half damage. 
  The save DC is Strength-based.  A creature may 
  be trampled by the same woolly mammoth no more 
  than once in a given round. 
   
  3: STEELCLAWS 
  U R S K AN 
   CR  10 
  D E F E N D E R  F TR3/M NK2 
  LN Large Magical beast (cold) 
  Init +3; Senses dark vision 60 ft., low light vision, 
  scent; Listen +7, Spot +7 
  Languages Common, Urskan, Baklunish 
  AC 26, touch 15, flat-footed 23 
   (-1 size, +3 dexterity, +3 wisdom, +6 greater mage 
  armor, +5 natural armour) 
  hp 147 (10 HD); immunity to cold, vulnerable to fire 
  Fort +21, Ref +13, Will +11 
  Speed 40 ft. in nothing (8 squares); swim 40 ft (8 
  squares); fly 60 ft (good)  
  Melee two steelclaws +19 (1d12+10, 19-20) and bite 
  +13 (2d6+5); or two claws +18 (1d8+10) and bite 
  +13 (2d6+5) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +9; Grp +19 
  Special Actions powerful charge, rend 
  Pre-Cast – greater mage armor (CL 16), cat’s grace 
  (CL 16), fly (CL 16) 
  Abilities Str 30, Dex 16, Con 25, Int 14, Wis 16, Cha 
  10 
  SQ: powerful charge, rend, surefooted, evasion, flurry 
  of blows 
  Feats Cleave, Deflect Arrowsb, Improved Critical 
  (steelclaws), 
  Improved 
  Overrun, 
  Improved 
  Toughness*, 
  Power 
  Attack, 
  Stunning 
  Blowb, 
  Weapon Focus (steelclaws) 
  Skills: Balance +8 (+12 on ice or snow), Climb +13, 
  Craft (armorsmithing) +6, Hide +3 (+11 in snowy 
  conditions), Intimidate +4, Jump +18, Listen +7, 
  Spot +7, Survival +7, Swim +10, Tumble +17. 
  Possessions combat gear vest of resistance +2, 
  periapt of wisdom +2, steelclaws (2), armor 
  hammer, snow shoes. (Encumbrance – Light). 
  Powerful Charge (Ex): An urskan often begins a 
  battle by charging at an opponent, hurling its 
  powerful body at a foe. In addition to the benefits 
  and hazards of a charge, this allows the urskan to 
  make a single slam attack at a +18 bonus that 
  deals 2d8+15 points of damage.  
  Rend (Ex): If an urskan hits with both claw attacks 
  (not steelclaws), it latches onto the opponent’s 
  body and tears the flesh.  This attack automatically 
  deals an additional 2d8+15 points of damage.  
  
   
  Surefooted (Ex): Urskans ignore all movement 
  penalties associated with snow on the ground.  
  They also receive a +4 racial bonus on Balance 
  checks when walking on ice or snow.  
  Skills:  An urskan’s white fur gives it a +8 racial 
  bonus on Hide attempts while unarmored in snow 
  or icy terrain.  An urskan gains a +8 racial bonus 
  on any Swim checks and can always choose to 
  take 10 on a Swim check even if distracted or 
  endangered. 
   
  4: A HINT OF EVIL  
  AL F O N S E  AN D  E L I S E 
  T I E F L I N G  
  S W AS H B U C K L E R3/F TR3/R O G2
   
  CR  8 
  NE Medium outsider (native) 
  Init +6; Senses darkvision 60’; Listen +6, Spot +5 
  Languages: Common, Infernal, Draconic, Elven, Orc 
  AC 22, touch 17, flat-footed 15 
   (+6 dexterity, +5 armor, +1 haste) 
  hp 61 (8 HD); resist cold 5, electricity 5, fire 5 
  Fort +8, Ref +13, Will +3 
  Speed 60 ft. in mithral chain shirt (6 squares)  
  Melee +1 kukri +12/+7 (1d4+10) and +1 kukri +12 
  (1d4+8) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +7; Grp +10 
  Special Actions insightful strike, dodge, mobility, 
  combat reflexes, evasion, sneak attack +1d6 
  Spell-like Abilities (CL 8): 
   
  1/day – darkness  
  Pre-cast (all potions): cat’s grace (CL 13), blur (CL 
  13), haste (CL 13), bull’s strength (CL 13), fox’s 
  cunning (CL 13) 
  Abilities Str 16, Dex 22, Con 12, Int 22, Wis 12, Cha 
  6 
  SQ: insightful strike, grace, trap sense, evasion, 
  sneak attack +1d6 
  Feats 
  Combat 
  Reflexesb, 
  Darkstalker*, 
  Dodge, 
  Mobility, Two Weapon Fighting, Weapon Finesseb  
  Skills: Appraise +10, Balance +16, Bluff +8, Climb 
  +11, Diplomacy +3, Escape Artist +12, Jump +25, 
  Hide +14, Listen +6, Move Silently +11, Perform 
  (dance) +2, Sense Motive +5, Spot +5, Tumble 
  +18, Use Rope +4 (+6 with bindings). 
  Possessions combat gear plus +1 vest of resistance, 
  ring of counterspells (glitterdust),  +1 kukri (2), 
  masterwork cold iron kukri (2), kukri (4), rapier, +1 
  mithral chain shirt, backpack, 1 day trail rations, 
  waterskin (1/2 full). (Encumbrance – Light). 
  Grace (Ex):  A swashbuckler gains a +1 competence 
  bonus on Reflex Saves at 2nd level.  This bonus 
  increases to +2 at 11th level and to +3 at 20th 
  level. A swashbuckler loses this bonus when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load. 
  Insightful Strike (Ex): At 3rd level, a swashbuckler 
  becomes able to place her finesse attacks where 
  they deal greater damage.  She applies her 
  Intelligence bonus (if any) as a bonus on damage 
  rolls (in addition to any Strength bonus she may 
  have) with any light weapon, as well as any other 
  weapon that can be use with Weapon Finesse, 
  such as a rapier, whip or spiked chain.  Targets 
  immune to sneak attacks or critical hits are immune 
  to 
  a 
  swashbuckler’s 
  insightful 
  strike. 
   
  A 
  swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load. 
   
  FULL CIRCLE 
  2: DOOR GUARDS 
  AD V AN C E D  D I S P L ACE R  B E AS T  G U AR D S  R O G1  
  (2)  
  CR  8 
  NE Huge Magical Beast 
  Init +3; Senses dark vision 60’, low light vision; Listen 
  +4, Spot +15 
  Languages:  Common 
  AC 19, touch 11, flat-footed 16 
   (-2 size, +3 dexterity, +8 natural armour) 
  hp 184 (13 HD);  
  Fort +15, Ref +13, Will +6 
  Speed 40 ft. in nothing (8 squares);   
  Melee two tentacles +20 (2d6+10) and one bite +15 
  (2d6+5) 
  Space 15 ft.; Reach 10 ft. (15 ft with tentacles)  
  Base Atk +12; Grp +30 
  Special Actions displacement, dodge, mobility, 
  elusive target, resistance to ranged attacks, sneak 
  attack +1d6 
  Abilities Str 30, Dex 17, Con 24, Int 5, Wis 14, Cha 6 
  SQ: displacement, resistance to ranged attacks, 
  sneak attack +1d6, trapsense 
  Feats Dodge, Mobility, Elusive Target*, Improved 
  Natural Attack (tentacles) 
  Skills: Hide +7, Listen +4, Move Silently +3, Spot 
  +15. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Displacement 
  (Su): 
  A 
  light-bending 
  glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% 
  miss chance unless the attacker can locate the 
  beast by some means other than sight. A true 
  seeing effect allows the user to see the beast’s 
  position, but see invisibility has no effect.  
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on save against 
  any ranged magical attack that specifically targets 
  it (except for ranged touch attacks). 
  Skills:  A displacer beast has a +8 racial bonus on 
  Hide checks, thanks to its displacement ability. 
   
  3: INTERLOPERS 
  S P E L L W O V E N  E L I T E  AD V AN C E D  D I RE  B ATS  (4) 
   
  CR  6 
  NE Large Aberration 
  
   
  Init +9; Senses blinghtsense 40 ft, low light vision; 
  Listen +18, Spot +8 
  AC 26, touch 17, flat-footed 22 
   (-1 size,  +1 haste, +9 dexterity, +7 natural armour) 
  hp 140 (10 HD); immune to blindness 
  Fort +15, Ref +16, Will +9 
  Speed 20 ft. in nothing (8 squares); 40 ft (perfect) 
  Melee bite +12 (1d8+9) 
  Space 10 ft.; Reach 5 ft.  
  Base Atk +7; Grp +17 
  Special Actions dodge, mobility, spring attack, spell-
  like abilities 
  Spell-Like Abilities (CL 10): Maximum of 10 spell-
  like ability castings per day. 
  Unlimited – shield 
  3/day – death armor* 
  1/day - haste 
  Pre-cast –haste (7 rounds remaining), death armor 
  Abilities Str 23, Dex 28, Con 26, Int 8, Wis 14, Cha 4 
  SQ: immune to blindness, spell-like abilities 
  Feats Dodge, Improved Flight, Mobility, Spring Attack  
  Skills: Hide +4, Listen +18, Move Silently +11, Spot 
  +8*. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Blindsense (Ex): A dire bat uses echolation to 
  pinpoint cratures within 40 feet.  Opponents still 
  have total concealment agains the bat unless it can 
  actually see them.  
  Immune to Blindness (Ex):  The creature is immune 
  to blindness. 
  *Skills:  A dire bat has a +4 racial bonus on Spot and 
  Listen checks.  These bonuses are lost if its 
  blindsense is negated. 
   
  5 (B): FANATIC 
  F O R E T H  D R D3/ W I Z3/ G E O M AN C E R6 
   CR  12 
  CN Medium Dwarf (hill) 
  Init +0; Senses dark vision 60’, low light vision; Listen 
  +2, Spot +15 
  Languages:  Common, Dwarven, Elven, Draconic, 
  Druidic 
  AC 20, touch 10, flat-footed 20 
   (+6 armor, +4 shield) 
  hp 112 (12 HD);  
  Fort +13, Ref +4, Will +13 
  Speed 35 ft. in nothing (4 squares);   
  Melee dagger +6/+1 (1d4-1) and gore +1 (1d6-1) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +7; Grp +6 
  Special Actions spells, ley lines (in stat blocks)  
  Wizard Spells (CL 13, Evoker, no transmutation or 
  enchantment, s are specialist spells) 
   
  4th – empowered scorching ray, wall of fires 
   
  3rd – fireball (DC 18), lightning bolts (DC 18), 
  empowered magic missile  
   
  2nd – scorching rays 
   
  1st – color spray (DC 16), magic missile (2), magic 
  missiless  
   
  0 – ray of frost (2), ray of frosts, detect magic (2) 
  Druid Spells (CL 13) 
   
  3rd – poison (DC 18) 
   
  2nd – earthbind* (DC 17), spiderclimb 
   
  1st – cure light wounds (2), faerie fire 
   
  0 – cure minor wounds (4) 
  Pre-cast – invisibility (greater), false life (16 hp), 
  lesser vigor (last round), longstrider, greater mage 
  armor, mirror image (7 images), protection from 
  arrows, resist energy (fire), shield 
  Combat Gear – wand of scorching ray (6 charges) 
  Abilities Str 8, Dex 10, Con 18, Int 21, Wis 14, Cha 6 
  SQ: spells, dwarven traits, deer fur all over body (drift 
  1), eyebrows are green and bushy (drift 1), elk legs 
  (drift 2, +5 ft movement), rat eyes (drift 2, low light 
  vision), deer antlers (drift 3, gore attack gained, 
  1d6), fish gills (drift 3, can breathe both water and 
  air), ley lines +2 (Mountains, the Fading Lands 
  here qualifies), spell versatility 5, wild empathy, 
  animal companion, nature sense, wild empathy, 
  woodland stride, trackless step 
  Feats Combat Casting, Empower Spell, Natural 
  Bond*, Practised Spellcaster (Wizard)*, Improved 
  Toughness* 
  Skills: Concentration +19, Knowledge (arcane) +18, 
  Knowledge (nature) +21, Knowledge (the planes) 
  +12, Spellcraft +21, Spot +15, Survival +18. 
  Possessions combat gear plus daggers (6), clothing, 
  backpack, +2 headband of intellect. (Encumbrance 
  – Light). 
  Spell Versatility: At 1st level, the geomancer learns to 
  belnd divine and arcane magic. He still acquires 
  and prepares his spells in the normal manner for 
  his individual spellcasting classes.  When he casts 
  them, however, he can mix or match spellcasting 
  parameters from any of his classes to gain the 
  maximum possible advantage for any spell with a 
  spell level equal to or less than his spell versatility 
  score.  
  Drift: The character slowly becomes closer to nature. 
  At each geomancer level, choose a drift from the 
  appropriate stage. 
  Ley Lines: At 2nd level, the geomancer learns to 
  create magical connections with a specific type of 
  terrain.  Choose one of the following terrain types: 
  aquatic, desert, forest, hills, marsh, mountains or 
  plains.  In that terrain, the geomancer’s effective 
  caster level for allspells increases by +1. At 6th 
  level and again at 10th level, the character may 
  either choose a new terrain in which to receive the 
  benefit (at +1) or increase his effective caster level 
  in a previously chosen terrain by an additional +1. 
  *See Appendix Two, New Rules 
   
  S E N T I N E L  (D I RE  AP E  C O M P AN I O N) 
   CR  - 
  N Large Animal 
  Init +3; Senses low light vision; Listen +5, Spot +8 
  AC 19, touch 12, flat-footed 16 
   (-1 size, +3 dex, +3 masterwork studded leather 
  barding, +4 natural armour) 
  hp 56 (7 HD);  
  
   
  Fort +7, Ref +8, Will +3 
  Speed 40 ft. in nothing (8 squares);   
  Melee two claws +10 (1d6+6) and bite +5 (1d8+3) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +5; Grp +15 
  Special Actions dodge, mobility, elusive target, 
  evasion, rend 2d6+12 
  Abilities Str 23, Dex 16, Con 14, Int 2, Wis 12, Cha 7 
  SQ: link, share spells, evasion 
  Feats Elusive Target*, Dodge, Mobility 
  Skills: Climb +14, Listen +5, Move Silently +4, Spot 
  +8. 
  Possessions combat gear plus masterwork studded 
  leather. (Encumbrance – Light). 
  Rend (Ex): A dire ape that hits with both claws 
  latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals an extra 
  2d6+12 points of damage. 
  Skills:  A dire ape has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened.
  
   
  APL 10
  SPRING 
  2: SNACKTIME  
  E L I T E  
  AD V AN C E D  
  W I NG E D 
  D I RE  
  S I BE RI AN 
  T I G E R 
   CR  11 
  N Large magical beast 
  Init +7; Senses low light vision, scent; Listen +8, Spot 
  +12 
  AC 22, touch 16, flat-footed 15 
   (-1 size, +7 dexterity, +6 natural armour) 
  hp 209 (19 HD);  
  Fort +16, Ref +16, Will +14 
  Speed 40 ft. in nothing (8 squares); fly 60 ft. (perfect)  
  Melee two claws +23 (2d4+9, 19-20) and bite +17 
  (2d6+4) 
  Space 10 ft.; Reach 5 ft.  
  Base Atk +14; Grp +27 
  Special Actions improved grab, pounce, rake 
  (2d4+4) 
  Abilities Str 29, Dex 24, Con 21, Int 2, Wis 16, Cha 8 
  SQ: improved grab, pounce, rake (2d4+4). 
  Feats Alertness, Dodge, Improved Critical (claws), 
  Improved Natural Attack (claws), Improved Natural 
  Attack (bite), Stealthy, Weapon focus (claw) 
  Skills: Hide +12 (+16 in snowy or icy conditions), 
  Jump +15, Listen +8, Move Silently +16, Spot +12, 
  Swim +11. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Improved Grab (Ex): To use this ability, a Siberian 
  tiger must hit with its bite attack.  It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity.  If it wins the 
  grapple check it establishes a hold and can rake.  
  Pounce (Ex): If a Siberian tiger charges a foe, it can 
  make a full attack, including two rake attacks.  
  Rake (Ex): Attack bonus +22, damage 2d4+4. 
  Skills:  A dire Siberian tiger has a +4 racial bonus on 
  Hide and Move Silently checks. 
   
  3: DISCIPLES 
  H ALF-B L U E  
  D R AG O N  
  D E F E N D E R  
  S K U L L C R U S H E R 
   CR  10 
  S K U L L C R U S H E R  
  O G R E  
  E X O T I CW E AP O NM AS TE R1/F TR2 
  LE Large dragon 
  Init +3; Senses dark vision 60 ft., low light vision, 
  scent; Listen +2, Spot +2 
  Languages Common, Giant, Baklunish 
  AC 24, touch 12, flat-footed 21 
   (-1 size, +3 dexterity, +6 armor, +6 natural armour) 
  hp 145 (11 HD); immunity to electricity, sleep and 
  paralysis 
  Fort +18, Ref +6, Will +5 
  Speed 30 ft. in +1 breast plate (6 squares); fly 60 ft 
  (average) 
  Melee 
  two-bladed 
  sword 
  main 
  hand 
  +21/+16 
  (2d6+13) 
  and 
  two-bladed 
  sword 
  off-hand 
  +21(2d6+6) and bite +16 (1d8+6); or two claws +21 
  (1d6+13) and bite +16 (1d8+6) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +9; Grp +30 
  Special Actions flurry of strikes, breath weapon 
  Abilities Str 36, Dex 17, Con 22, Int 15, Wis 14, Cha 
  8 
  SQ: flurry of strikes, immunity to electricity, sleep and 
  paralysis, breath weapon (60 ft line, 6d8, DC 20) 
  Feats Combat Expertise, Dodge, Elusive Target*, 
  Exotic Weapon Proficiency (two-bladed sword), 
  Improved 
  Grappleb, 
  Mobility, 
  Two-Weapon 
  Fightingb, Weapon Focus (two-bladed sword) 
  Skills: Craft (Weaponsmith) +16, Intimidate +10, 
  Perform (dance) +6, Ride +13 
  Possessions combat gear vest of resistance +1, ring 
  of counterspells (glitterdust), gloves of dexterity +2, 
  +1 breast plate, +1/+1 two-bladed sword (locked 
  gauntlet). (Encumbrance – Light). 
  Flurry of Strikes (Ex): When wielding an exotic 
  double weapon or a spiked chain with both hands, 
  the character can elect to use a full attack action to 
  make a flurry of strikes.  When doing so, he may 
  make one extra attack in the round, at his full base 
  attack bonus, but this attack takes a -2 penalty, as 
  does each other attack made in that round and 
  until the exotic weapon master’s next turn.  The 
  extra attack may be with either end of the double 
  weapon.  
  Breath Weapon (Su):  Once per day, 6d8 electrical 
  damage, 60 ft line, Successful Reflex save of DC 
  20 (10+1/2 Racial HD+Con Modifier) reduces it by 
  half. 
   
  H ALF-B L U E  
  D R AG O N  
  D E F E N D E R  
  S K U L L C R U S H E R 
   CR  12 
  S K U L L C R U S H E R  
  O G R E  
  E X O T I CW E AP O NM AS TE R1/F TR4 
  LE Large dragon 
  Init +5; Senses dark vision 60 ft., low light vision, 
  scent; Listen +2, Spot +2 
  Languages Common, Giant, Baklunish 
  AC 27, touch 14, flat-footed 23 
   (-1 size, +1 deflection, +4 dexterity, +7 armor, +6 
  natural armour) 
  hp 172 (13 HD); immunity to electricity, sleep and 
  paralysis 
  Fort +20, Ref +10, Will +7 
  Speed 40 ft. in +2 mithral  breast plate (8 squares); fly 
  80 ft (average) 
  Melee two-bladed sword main hand +23/+18/+13 
  (2d6+13, 17-20) and two-bladed sword off-hand 
  +23/+18(2d6+6, 17-20) and bite +18 (1d8+6); or 
  two claws +21 (1d6+13) and bite +16 (1d8+6) 
  Space 10 ft.; Reach 10 ft.  
  
   
  Base Atk +11; Grp +32 
  Special Actions flurry of strikes, breath weapon 
  Abilities Str 36, Dex 20, Con 22, Int 15, Wis 14, Cha 
  8 
  SQ: flurry of strikes, immunity to electricity, sleep and 
  paralysis, breath weapon (60 ft line, 6d8, DC 20) 
  Feats Combat Expertise, Dodge, Elusive Target*, 
  Exotic Weapon Proficiency (two-bladed sword), 
  Improved Critical (two-bladed sword), Improved 
  Grappleb, 
  Improved 
  Two 
  Weapon 
  Fighting, 
  Mobility, Two-Weapon Fightingb, Weapon Focus 
  (two-bladed sword) 
  Skills: Craft (Weaponsmith) +16, Intimidate +10, 
  Perform (dance) +6, Ride +13 
  Possessions combat gear ring of protection +1, ring 
  of counterspells (glitterdust), vest of resistance +2, 
  gloves of dexterity +4, +2 mithral breast plate, +1 
  flame/+1 two-bladed sword (locked gauntlet). 
  (Encumbrance – Light). 
  Flurry of Strikes (Ex): When wielding an exotic 
  double weapon or a spiked chain with both hands, 
  the character can elect to use a full attack action to 
  make a flurry of strikes.  When doing so, he may 
  make one extra attack in the round, at his full base 
  attack bonus, but this attack takes a -2 penalty, as 
  does each other attack made in that round and 
  until the exotic weapon master’s next turn.  The 
  extra attack may be with either end of the double 
  weapon.  
  Breath Weapon (Su):  Once per day, 6d8 electrical 
  damage, 60 ft line, Successful Reflex save of DC 
  20 (10+1/2 Racial HD+Con Modifier) reduces it by 
  half. 
   
  5: WIND BORNE 
  AD V AN C E D  E L D E R  AR R O W H AW K 
   CR  12 
  H U G E  O U T S I D E R  ( AI R,  E X T R AP L ANAR) 
  N Outsider 
  Init +5; Senses dark vision 60 ft.; Listen +27, Spot 
  +27 
  Languages Auran 
  AC 24, touch 13, flat-footed 19 
   (-2 size, +5 dexterity, +11 natural armour) 
  hp 231 (21 HD); DR 10/attuned; immunity acid, 
  electricity and poison, resistance cold 10 and fire 
  10 
  Fort +17, Ref +16, Will +13 
  Speed 60 ft. fly (Perfect) in nothing (12 squares);    
  Melee bite +29 (3d6+15) 
  Ranged electricity ray +24 ranged touch (4d8 
  electricity, bypassing all energy resistance and 
  immunity) 
  Space 15 ft.; Reach 10 ft.  
  Base Atk +21; Grp +39 
  Special Actions dodge, mobility, flyby attack, elusive 
  target 
  Abilities Str 30, Dex 21, Con 20, Int 10, Wis 13, Cha 
  13 
  SQ: darkvision 60 ft, electricity ray  
  Feats Combat Reflexes, Dodge, Flyby Attack, Iron 
  Will, Mobility, Elusive Target*, Spring Attack 
  Skills: Diplomacy +3, Escape Artist +29, Knowledge 
  (the planes) +24, Listen +27, Move Silently +29, 
  Search +24, Sense Motive +25, Spot +27, Survival 
  +25 (+27 following tracks, +27 Plane of Air), Use 
  Rope +5 (+7 with bindings) 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Electricity Ray (Su): An arrowhawk can fire this ray 
  once per round, with a range of 50 ft. 
   
  SUMMER 
  2: FIRESTORM 
  C I N D E R  S WARM 
  CR  13 
  NE Fine elemental (fire, swarm) 
  Init +10; Senses dark vision 60’; Listen +10, Spot +10 
  Language: Ignan 
  AC 25, touch 24, flat-footed 19 
   (+6 dexterity, +8 size, +1 natural) 
  hp 96 (16 HD); immune to weapon damage, fire 
  Weaknesses vulnerable cold  
  Fort +10, Ref +14, Will +7 
  Speed 40 ft. in nothing (8 squares); fly 40 ft. good (8 
  squares)  
  Melee swarm (4d6 plus 3d6 fire) 
  Space 10 ft.; Reach 0 ft.  
  Base Atk +12; Grp - 
  Special Actions distraction (DC 20), burn (DC 20) 
  Abilities Str 1, Dex 22, Con 10, Int 4, Wis 11, Cha 11 
  SQ: distraction, burn 
  Feats Ability Focus (burn), Ability focus (distraction), 
  Alertness, Great Fortitude, Improved Initiative, Iron 
  Will, Lightning reflexes 
  Skills:Hide +16, Spot +9. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Distraction (Ex): Any living creature vulnerable to a  
  cinder swarm’s damage that begins its turn with a 
  swarm in its square is nauseated for 1 round; a DC 
  20 Fortitude save negates the effect. Even after a 
  successful save, spell-casting or concentrating on 
  spells within the area of a swarm requires a 
  Concentration check (DC 20 + spell level).  Using 
  skills requiring patience an concentration requires a 
  DC 20 Concentration check.  The save DC is 
  Constitution based. 
  Burn (Ex): A cinder swarm’s attack deals damage as 
  a swarm plus fire damage from the Fine 
  elementals’ flaming bodies.  Those swarmed by 
  cinders also must succeed on a DC 20 Reflex save 
  or catch on fire.  The flam burns for 1d4 rounds, 
  dealing 1d6 points of fire damage each round.  A 
  burning creature can take a move action to put out 
  the flame.  The save DC is Constitution-based. 
  Creatures hitting a cinder swarm with natural weapons 
  or unarmed attacks take fire damage as though hit 
  by the swarm, and also catch on fire unless they 
  succeed on a Reflex save. 
  
   
   
  3: PLAIN ADVANCE 
  D R E E L A AN D  K I F 
  CR  10 
  H ARS S AF  M NK4/T AT T O O E DM O N K1  (C O M P L E T E  
  W AR R I O R) 
  LN Medium Monstrous Humanoid (fire) 
  Init +7; Senses blindsense 30 ft., darkvision 60’; 
  Listen +3, Spot +3 
  Languages Common 
  AC 27, touch 22, flat-footed 20 
   (+7 dexterity, +3 wisdom, +3 natural, +2 armor, +1 
  deflection, +1 monk) 
  hp 121 (11 HD); DR 5/bludgeoning, fast healing 3, 
  immunity to blindness and fire, SR 22 
  Weaknesses vulnerable cold 
  Fort +13, Ref +20, Will +14 
  Speed 40 ft. in clothes (8 squares); burrow 10 ft.  
  Melee unarmed +16/+11 or +14/+14/+9 (1d8+5) 
  Ranged javelin +16/+11 (1d6+5) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +9; Grp +14 
  Special Actions Draconic Fist, Stunning Fist (DC 15) 
  (four times per day), Dodge, flaming aura, sand 
  pulse (DC 18), sand form, flurry of blows, still mind, 
  evasion 
  Abilities Str 20, Dex 24, Con 20, Int 8, Wis 16, Cha 
  10 
  SQ: sand form, flaming aura, sand pulse, flurry of 
  blows, fast movement, still mind, evasion, slow fall 
  20 ft., ki strike (magic), tiger tattoo 
  Feats Alertnessb, Dodge, Draconic Fist – Electricity 
  (from Dragon Magic, replaces 1st level Monk bonus 
  feat), Endurance, Fiery Fistsb*, Improved Unarmed 
  Strikeb, Lightning Reflexesb, Stunning Fist, Weapon 
  Finesse  
  Skills: Jump +17, Knowledge (religion) +7, Tumble 
  +15. 
  Possessions combat gear plus +2 bracers of armor, 
  +2 periapt of wisdom, +2 gloves of dexterity, +1 
  ring of protection, javelins (8). (Encumbrance – 
  Light). 
  Draconic Fist (Electricity): When you select this 
  class feature, choose one energy type from among 
  acid cold, electricity or fire. As a swift action, you 
  can choose for your next unarmed attack made in 
  this round to deal an extra 1d6 points of damage of 
  the chosen type.  This extra damage improves to 
  2d6 at 5th level, and by another 1d6 points every 
  five levels thereafter.  You can use this ability a 
  number of times per day equal to your class level. 
  Flaming Aura (Su): At will as a free action, a harssaf 
  can generate an intense fiery heat. This aura takes 
  the form of a mirage like shimmering around a 
  harssaf’s body.  Any creature that comes within 5 
  feet of a harssaf automatically takes 1d6 points of 
  fire damage per round, and any creature struck by 
  a harssaf’s melee attacks takes an extra 1d6 points 
  of fire damage.  Only metallic weapons or natural 
  attacks 
  (bold 
  added 
  by 
  author 
  to 
  correct 
  misconceptions) conduct this heat, but harssafs 
  rarely wield wooden weapons when they use this 
  ability, since doing so typically renders the 
  weapons useless after a few rounds. 
  Sand Pulse (Su): Once per day as a standard action, 
  a harssaf can generate a sand pulse in a 30 foot 
  radius spread centered on itself. All creatures 
  within the area must make a DC 18 Reflex save or 
  take 3d6 points of damage from the high-powered 
  blast of sand and be blinded for 5 rounds.  Success 
  negates the blindness and halves the damage.  
  The save DC is Constitution based. 
  Sand Form (Su): At will as a standard action, a 
  harssaf can assume the form of a pile of mobile 
  sand.  This ability works as the gaseous form spell, 
  except the harssaf is composed of sand instead of 
  vapor and it cannot fly; harssafs in sand form 
  slither along the ground and can fit through gaps or 
  crevices less than one-quarter inch wide. 
  Still Mind (Ex): +2 on all enchantment spells. 
  Tattoo (Su or Sp): Tattooed monks gain their powers 
  from the magic tattoos that eventually cover their 
  bodies. A 1st- level tattooed monk has one tattoo 
  and gains another tattoo every odd-number level.  
  A tattooed monk can choose his tattoos from 
  among those described.  Note that three of the 
  tattoos (centipede, crescent moon, and phoenix) 
  have minimum class levels. 
  All tattoos are magical, and the abilities they bestow 
  are supernatural (except for the crescent moon).  A 
  tattooed monk in an antimagic field loses all 
  benefits of his tattoos. Unless the effect of a tattoo 
  is continuous, activating a tattoo is a move action 
  that does not provoke an attack of opportunity. 
  Tiger Tattoo: Once per day per tattoo he possesses, 
  a character with this tattoo can fight unarmed with 
  a +1 bonus on all attack rolls and deal an extra 1d6 
  points of damage with a successful attack. This 
  burst of martial arts ferocity lasts for 1 round per 
  class level. 
   
  5: MEALS 
  G ARATH AND E V E L Y N 
  8  H E AD E D  E L I T E  P Y R O H Y D R A 
  CR  10 
  N Huge Magical beast (fire) 
  Init +2; Senses darkvision 60’, low-light vision, scent; 
  Listen +8, Spot +9 
  Languages: None 
  AC 19, touch 10, flat-footed 17 
   (-2 size, +2 dexterity, +9 natural armor) 
  hp 121 (8 HD); DR 10/attuned, fast healing 18,  
  Resistances immune fire 
  Weaknesses vulnerable fire 
  Fort +13, Ref +8, Will +5 
  Speed 20 ft. in nothing (4 squares); swim 20 ft (4 
  squares)  
  Melee 8 bites (full attack action or standard, including 
  as charge) +12 (2d8+6) 
  Space 15 ft.; Reach 10 ft.  
  Base Atk +8; Grp +22 
  
   
  Special Actions full attack whether taking full round 
  action or standard, Fire Breath (DC 21, 3d6 fire, 
  once per head, all every 1d4 rounds) 
  Abilities Str 23, Dex 14, Con 24, Int 2, Wis 12, Cha 7 
  SQ: Fire Breath 
  Feats Combat Reflexesb, Improved Natural Attack 
  (bite), Improved Toughness*, Iron Will  
  Skills: Listen +8, Spot +9, Swim +14. 
  Possessions 
  combat 
  gear 
  plus 
  nothing  
  (Encumbrance – Light). 
  Fire Breath (Ex): These hydras can breathe jets of 
  fire 10 feet high, 10 feet wide and 20 feet long.  All 
  heads breathe once every 1d4 rounds.  Each jet 
  deals 3d6 points of fire damage per head. A 
  successful Reflex save halves the damage.  The 
  save DC is 10 + ½ hydra’s original number of 
  heads + hydra’s Con modifier. 
   
  AUTUMN 
  2: EARLY WARNING 
  S ARO N W AY AN D  E L I S E  F TR2/M NK2 
  CR  11 
  LE Medium Monstrous Humanoid (medusa) 
  Init +5; Senses darkvision 60’; Listen +0, Spot +12 
  Languages Common 
  AC 23, touch 15, flat-footed 18 
   (+5 dexterity, +3 natural, +5 for +1 mithral chain 
  shirt) 
  hp 83 (10 HD);  
  Fort +10, Ref +13, Will +8 
  Speed 30 ft. in clothes (6 squares)  
  Melee greatsword +11/+6 (2d6+3) and snakes +6 
  (1d4+1 plus poison) 
  Ranged masterwork composite +2 Str longbow 
  +15/+10 (1d8+2) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +9; Grp +15 
  Special Actions petrifying gaze, poison, evasion 
  Pre-cast – invisibility (CL 10) 
  Abilities Str 14, Dex 20, Con 14, Int 12, Wis 11, Cha 
  17 
  SQ: petrifying gaze, poison, evasion, flurry of blows 
  (cannot employ currently) 
  Feats Dodge, Combat Reflexesb, Elusive Target*, 
  Improved Grappleb, Mobility, Point Blank Shot, 
  Precise Shot, Rapid Shot 
  Skills: Disguise +9 (+11 acting), Hide +15, Intimidate 
  +4, Jump +4, Move Silently +13, Perform (dance) 
  +8, Spot +12. 
  Possessions 
  combat 
  gear 
  plus 
  masterwork 
  composite +2 Str longbow, arrows (40), eyes of the 
  eagle, +1 mithral chain shirt, greatsword (2), 
  daggers (5). (Encumbrance – Light). 
  Petrifying Gaze (Su): Turn to stone permanently, 30 
  feet, Fortitude DC 16 negates. The save DC is 
  Charisma-based.  
  Poison (Ex): Injury, Fortitude DC 15, initial damage 
  1d6 Str, secondary damage 2d6 Str. The save DC is 
  Constitution-based.  
   
  3: UNLEASHED  
  S I V ARI TH AND G O R I T H 
  CR  10 
  Advanced Stone Drake (Races of Stone) Ftr3 
  NE Medium Dragon (earth) 
  Init +7; Senses darkvision 120’, low-light vision; 
  Listen +16, Spot +16 
  Languages Draconic , Undercommon 
  AC 21, touch 13, flat-footed 18 
   (+3 dexterity, +8 natural) 
  hp 192 (15 HD);  10/attuned, immunity to sleep and 
  paralysis, immune to acid (from attunement) 
  Weaknesses light sensitivity 
  Fort +15, Ref +12, Will +10 
  Speed 40 ft. in nothing (8 squares), climb 40 ft 
  (perfect, see SQ)  
  Melee bite +19 (2d6+4+1d6 acid) and 2 claws +17 
  (1d6+2) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +15; Grp +19 
  Special Actions acid bite, ambush, perfect climbing 
  Abilities Str 18, Dex 16, Con 20, Int 14, Wis 12, Cha 
  14 
  SQ: acid bite, ambush, light sensitivity 
  Feats Bounding Assault*, Dodge, Elusive Target*, 
  Improved Initiative, Improved Natural Attack (bite), 
  Mobility, Mulitattack, Spring Attack, Trackb 
  Skills: Climb +22, Hide +21, Intimidate +17, Jump 
  +26, Listen +16, Move Silently +21, Search +17, 
  Spot +16, Survival +16. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Acid Bite (Ex): A stone drake deals an extra 1d6 
  points of acid damage with a successful bite attack.  
  Ambush (Ex): Any item a stone drake makes a 
  successful 
  charge 
  attack 
  against 
  a 
  flat-footed 
  opponent, it deals double damage with its bite.  
  Light Sensitivity (Ex): Stone drakes are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  Perfect Climbing (Ex): A stone drake moves with 
  perfect ease while climbing.  It can move at full speed 
  across ceilings, overhangs, and other slanted or 
  vertical surfaces without Climb checks, and it does not 
  have to make a Climb check to avoid losing its grip 
  when it takes damage. 
   
  5: GOLDEN HUE  
  E L I T E  E ARTH W H I S P E R S  S O R2  (3) 
  CR  10 
  NE 
  Medium 
  elemental 
  (earth, 
  extraplanar, 
  incorporeal) 
  Init +9; Senses darkvision 60’; Listen +18, Spot +20 
  Languages: Common,Undercommon 
  AC 32, touch 24, flat-footed 23 
   (+9 dexterity, +5 deflection, +4 mage armor, +4 
  shield) 
  hp 106 (14 HD); elemental traits, incorporeal traits 
  Fort +10, Ref +13, Will +11 
  Speed 40 ft. fly (perfect) (8 squares)  
  Melee incorporeal touch +17 (1d4 dex) 
  Space 5 ft.; Reach 5 ft.  
  
   
  Base Atk +10; Grp - 
  Special Actions avarice, cavern fear, control earth 
  creatures, dexterity damage, petrification 
  Sorceror Spells (CL 2): 
   
  1st level (4 slots left) – mage armor, shield 
   
  0 level (6 slots left) – detect magic, light, 
  message, open/close, prestidigitation 
  Spell-like Abilities (CL 10): 
   
  At will – stone shape 
   
  3/day – spike stones (DC 21), wall of stone  
  Abilities Str -, Dex 28, Con 15, Int 13, Wis 19, Cha 20 
  SQ: avarice, cavern fear, control earth creatures, 
  dexterity damage, petrification 
  Feats Ability Focus (avarice), Dodge, Elusive Target*, 
  Mobility, Eschew Materials 
  Skills: Concentration +19, Listen +18, Spot +20. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Avarice (Sp): As a standard action, an Earth Whisper 
  can induce overwhelming greed within one creature 
  within 30 feet. The creature targeted with the 
  avarice ability must succeed on a DC 23 Will save 
  or attack the nearest creature that has valuable 
  metal or mineral wealth.  The affected creature 
  attacks with lethal force, although it is not 
  compelled to cast any spells on the creature 
  carrying the metal or mineral wealth. This effect 
  lasts for 1d4+1 rounds.  A successful save means 
  the creature is immune to that Earth Whisper’s 
  avarice ability for 24 hours, but not the avarice 
  ability of other Earth Whispers. Avarice is a mind-
  affecting ability, the DC save is Charisma-based.  
  In cases where the affected creature is presented 
  with more than one source of wealth, the Earth 
  Whisper chooses the affected creatures target. 
  Cavern Fear (Sp): As a standard action, an Earth 
  whisper can induce an irrational fear of being 
  pushed out of the earth in one creature within 30 
  feet. The creature targeted by the cavern fear 
  ability must succeed on a DC 21 Will save or 
  become panicked (see pg. 301 of the DMG).  
  Unlike with the normal effects of the panicked 
  state, the affected creature does not flee along a 
  random path.  Instead, it attempts to head as deep 
  within the earth as possible. When presented with 
  a pit, chasm or other surface too steep to walk 
  down, it attempts to climb. If the creature is 
  presented with more than one way to go, and it 
  does not know which way might be deeper under 
  the earth, it chooses randomly. A successful save 
  means the creature is immune to that Earth 
  Whisper’s cavern fear ability for 24 hours, but not 
  the cavern fear ability of other Earth Whispers. This 
  ability only functions underground. Should the 
  affected creature be pushed or forcibly moved into 
  the open, it cowers.  This effect lasts for one 
  minute. Cavern fear is a mind-affecting fear effect.  
  The save DC is Charisma-based. 
  Control Earth Creatures (Su):  An Earth Whisper 
  can rebuke and control earth creatures in the same 
  way that an evil cleric rebukes or controls undead. 
  An Earth Whisper rebukes as a cleric equal to its 
  hit dice. An Earth Whisper can use this ability a 
  number of times per day equal to 3 plus its 
  Charisma modifier. 
  Dexterity Damage (Su): An Earth Whisper deals 1d4 
  points of Dexterity damage each time it hits with its 
  incorporeal touch attack. A creature whose 
  Dexterity is reduced to 0 must succeed on a DC 18 
  Fortitude save or become Petrified.  The save DC 
  is Constitution-based. 
   
  WINTER 
  2:  TERRITORY 
  E L I T E  AD V AN C E D  W O O L Y  M AM M O TH 
   CR  12 
  N Huge animal 
  Init +0; Senses low light vision, scent; Listen +13, 
  Spot +18 
  AC 18, touch 8, flat-footed 18 
   (-2 size, +10 natural armour) 
  hp 320 (20 HD); DR 10/attuned, immune cold (from 
  attunement) 
  Fort +21, Ref +12, Will +14 
  Speed 40 ft. in nothing (8 squares);   
  Melee slam +26 (2d6+14) and two stamps +24 
  (2d6+7); or gore +26 (3d10+21, 19-20) 
  Space 15 ft.; Reach 10 ft.  
  Base Atk +14; Grp +36 
  Special Actions improved grab, toss, trample 2d8+21 
  Abilities Str 39, Dex 10, Con 30, Int 2, Wis 14, Cha 5 
  SQ: trample 2d8+21, improved grab, toss. 
  Feats Alertness, Cleave, Improved Bull Rush, 
  Improved Critical (gore), Improved Natural Attack 
  (gore), Multi-attackb, Power Attack 
  Skills: Listen +13, Spot +18. 
  Possessions combat gear plus snow shoes (!). 
  (Encumbrance – Light). 
  Improved Grab (Ex): To use this ability, the wooly 
  mammoth must hit with a gore attack.  If it gets a 
  hold, it tosses the opponent.  
  Toss (Ex): Wooly mammoths vigorously shake any 
  creature caught in their tusks and fling it in a 
  random direction. Resolve the toss as a bull rush 
  maneuver (+22 check modifier), except that there 
  is no attack of opportunity, since the wooly 
  mammoth has already grabbed its foe when it tries 
  to toss the victim.  The woolly mammoth does not 
  need to move with its foe in order to throw its foe 
  more than 5 feet.  If the tossed victim beats the 
  woolly mammoth’s bull rush check, he remains in 
  his current square with no ill effects and is not 
  grappled any longer.  Tossed victims take impact 
  damage on landing as if they had fallen a distance 
  equal to the distance they were tossed, and need 
  to make a DC 15 Jump check to remain standing 
  or are considered prone.  
  Trample (Ex): As a full-round action, a woolly 
  mammoth can move up to twice its speed and 
  literally run over Large or smaller creatures.  This 
  attack deal 2d8+21 points of damage.  Trampled 
  opponents can make attacks of opportunity against 
  
   
  the woolly mammoth at a -4 penalty.  If they do not 
  make attacks of opportunity, trampled opponents 
  can attempt DC 34 Reflex save for half damage. 
  The save DC is Strength-based.  A creature may 
  be trampled by the same woolly mammoth no more 
  than once in a given round. 
   
  3:  STEELCLAWS 
  U R S K AN 
   CR  12 
  D E F E N D E R  F TR4/M NK2/R G R1 
  LN Large Magical beast (cold) 
  Init +3; Senses dark vision 60 ft., low light vision, 
  scent; Listen +9, Spot +17 
  Languages Common, Urskan, Baklunish 
  AC 28, touch 17, flat-footed 25 
   (-1 size, +3 dexterity, +5 wisdom, +6 greater mage 
  armor, +5 natural armour) 
  hp 178 (12 HD); immunity to cold, vulnerable to fire 
  Fort +24, Ref +15, Will +12 
  Speed 40 ft. in nothing (8 squares); swim 40 ft (8 
  squares)   
  Melee two +1 steelclaws +26 (1d12+17, 19-20) and 
  bite +17 (2d6+6); or two claws +24 (1d8+14) and 
  bite +17 (2d6+6) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +11; Grp +27 
  Special Actions powerful charge, rend 
  Pre-Cast – greater mage armor (CL 16), cat’s grace 
  (CL 16), bull’s strength (CL 16) 
  Abilities Str 34, Dex 16, Con 26, Int 14, Wis 20, Cha 
  10 
  SQ: powerful charge, rend, surefooted, evasion, flurry 
  of blows, wild empathy, favoured enemy (humans) 
  Feats Cleave, Deflect Arrowsb, Improved Critical 
  (steelclaws), 
  Improved 
  Overrun, 
  Improved 
  Toughness*, 
  Power 
  Attack, 
  Stunning 
  Blowb, 
  Trackb, Weapon Focus (steelclaws), Weapon 
  Mastery 
  (slashing), 
  Weapon 
  Specialization 
  (steelclaws) 
  Skills: Balance +8 (+12 on ice or snow), Climb +15, 
  Craft (armorsmithing) +6, Hide +3 (+11 in snowy 
  conditions), Intimidate +4, Jump +24, Listen +9, 
  Spot +17, Survival +9, Swim +12, Tumble +17. 
  Possessions combat gear vest of resistance +2, 
  periapt of wisdom +4, +1 steelclaws (2), armor 
  hammer, snow shoes. (Encumbrance – Light). 
  Powerful Charge (Ex): An urskan often begins a 
  battle by charging at an opponent, hurling its 
  powerful body at a foe. In addition to the benefits 
  and hazards of a charge, this allows the urskan to 
  make a single slam attack at a +22 bonus that 
  deals 2d8+18 points of damage.  
  Rend (Ex): If an urskan hits with both claw attacks 
  (not steelclaws), it latches onto the opponent’s 
  body and tears the flesh.  This attack automatically 
  deals an additional 2d8+18 points of damage.  
  Surefooted (Ex): Urskans ignore all movement 
  penalties associated with snow on the ground.  
  They also receive a +4 racial bonus on Balance 
  checks when walking on ice or snow.  
  Skills:  An urskan’s white fur gives it a +8 racial 
  bonus on Hide attempts while unarmored in snow 
  or icy terrain.  An urskan gains a +8 racial bonus 
  on any Swim checks and can always choose to 
  take 10 on a Swim check even if distracted or 
  endangered. 
   
  4: A HINT OF EVIL  
  AL F O N S E  AN D  E L I S E 
  T I E F L I N G  
  S W AS H B U C K L E R3/F TR4/R O G2/D E R V I S H1
   
  CR  10 
  NE Medium outsider (native) 
  Init +6; Senses darkvision 60’; Listen +8, Spot +5 
  Languages: Common, Infernal, Draconic, Elven, Orc 
  AC 23, touch 18, flat-footed 16 
   (+6 dexterity, +5 armor, +1 haste, +1 dervish) 
  hp 98 (10 HD); resist cold 5, electricity 5, fire 5 
  Fort +11, Ref +15, Will +5 
  Speed 30 ft. in mithral chain shirt (6 squares)  
  Melee +1 scimitar +15/+10 (1d6+10) and +1 scimitar 
  +15 (1d6+8) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +9; Grp +12 
  Special Actions insightful strike, dodge, mobility, 
  combat reflexes, evasion, sneak attack +1d6, 
  dervish dance 1/day, movement  mastery 
  Spell-like Abilities (CL 10): 
   
  1/day – darkness  
  Pre-cast 
  (all 
  potions): 
  cat’s 
  grace 
  (CL 15), 
  displacement (CL 15), haste (CL 15), bear’s 
  endurance (CL 15), bull’s strength (CL 15), fox’s 
  cunning (CL 15) 
  Abilities Str 16, Dex 22, Con 16, Int 22, Wis 12, Cha 
  6 
  SQ: insightful strike, grace, trap sense, evasion, 
  sneak 
  attack 
  +1d6, 
  dervish 
  dance 
  1/day, 
  movement  mastery, slashing blades 
  Feats 
  Combat 
  Expertiseb, 
  Combat 
  Reflexesb, 
  Darkstalker*, 
  Dodge, 
  Mobility, 
  Two 
  Weapon 
  Fighting, 
  Weapon 
  Finesseb, 
  Weapon 
  Focus 
  (Scimitar) 
  Skills: Appraise +10, Balance +18, Bluff +8, Climb 
  +11, Diplomacy +3, Escape Artist +9, Jump +25, 
  Hide +15, Listen +8, Move Silently +11, Perform 
  (dance) +5, Sense Motive +5, Spot +5, Tumble 
  +22, Use Rope +6 (+8 with bindings). 
  Possessions combat gear plus +1 vest of resistance, 
  +1 scimitar (2), belt of battle, masterwork cold iron 
  scimitar (2), scimitar (2), kukri (2), ring of 
  counterspells (glitterdust), +1 mithral chain shirt, 
  backpack, 1 day trail rations, waterskin (1/2 full). 
  (Encumbrance – Light). 
  Grace (Ex):  A swashbuckler gains a +1 competence 
  bonus on Reflex Saves at 2nd level.  This bonus 
  increases to +2 at 11th level and to +3 at 20th 
  level. A swashbuckler loses this bonus when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load. 
  
   
  Insightful Strike (Ex): At 3rd level, a swashbuckler 
  becomes able to place her finesse attacks where 
  they deal greater damage.  She applies her 
  Intelligence bonus (if any) as a bonus on damage 
  rolls (in addition to any Strength bonus she may 
  have) with any light weapon, as well as any other 
  weapon that can be use with Weapon Finesse, 
  such as a rapier, whip or spiked chain.  Targets 
  immune to sneak attacks or critical hits are immune 
  to 
  a 
  swashbuckler’s 
  insightful 
  strike. 
   
  A 
  swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load. 
  AC Bonus (Ex):  A dervish gains this bonus to Armor 
  Class as long as she is wearing no armor or light 
  armor and not carrying a shield. This bonus to AC 
  applies even against touch attacks ro when the 
  dervish is flat-footed.  She loses this bonus when 
  she is immobilized or helpless, when she wears 
  any armor heavier than light, when she carries a 
  shield, or when she carries a medium or heavy 
  load. 
  Dervish Dance (Ex): A dervish can become a 
  whirling dancer of death a certain number of times 
  per day.  While in this dervish dance, she can take 
  a full attack action (for melee attacks only) and still 
  move up to her speed.  However, the dervish must 
  move a minimum of 5 feet between each attack 
  when using this ability, and she cannot return ot a 
  square she just exited (though she may return to 
  that square later during her full attack). The dervish 
  is subject to attacks of opportunity while dancing, 
  but may tumble normally as part of her move.  A 
  dervish prevented from completing her move is 
  also prevented from finishing her full attack. 
  If a dervish wields a slashing weapon while in a 
  dervish dance, she gains a bonus on her attack 
  and damage rolls.  This bonus is +1 at 1st level, 
  and it increases by an extra +1 at every odd-
  numbered level thereafter. 
  A dervish may only perform a dervish dance while 
  wielding a slashing weapon (she may use a double 
  weapon, multiple weapons, only of both ends of the 
  weapon or all ends of the weapons are of the 
  slashing type). She cannot perform a dervish 
  dance in any armor heavier than light or if she is 
  using a shield.  While dancing, a dervish cannot 
  uses skills or abilities that involve concentration or 
  require her to remain still, such as Move Silently, 
  Hide, or Search.  A dervish with the bardic music 
  ability can also use the Combat Expertise feat 
  while in a dance. A dervish cannot perform a 
  dervish dance while under the effect of a rage or 
  frenzy ability. 
  A dervish can perform a dervish dance only once per 
  encounter. A dervish dance lasts 1 round for every 
  two ranks of Perform (dance) that the character 
  has. At the end of a dervish dance, the character 
  becomes fatigued for the rest of the encounter 
  (unless she is a 9-th level dervish, at which point 
  this limitation no longer applies). 
  Movement Mastery (Ex): A dervish is so certain of 
  her movements that she is unaffected by adverse 
  conditions.  When making a Jump, Perform 
  (dance) or Tumble check, she may take 10 even if 
  stress and distraction would normally prevent her 
  from doing so. 
  Slashing Blades (Ex):  A dervish treats the scimitar 
  as a light weapon (rather than a one-handed 
  weapon) for all purposes including fighting with two 
  weapons. 
   
  FULL CIRCLE 
  2: DOOR GUARDS 
  AD V AN C E D  D I S P L ACE R  B E AS T  G U AR D S  R O G3  
  (2)  
  CR  10 
  NE Huge Magical Beast 
  Init +3; Senses dark vision 60’, low light vision; Listen 
  +4, Spot +19 
  Languages:  Common 
  AC 22, touch 11, flat-footed 19 
   (-2 size, +3 dexterity, +8 natural armour, +3 armour) 
  hp 207 (15 HD);  
  Fort +16, Ref +14, Will +7 
  Speed 40 ft. in nothing (8 squares);   
  Melee two tentacles +22 (2d6+10) and one bite +17 
  (2d6+5) 
  Space 15 ft.; Reach 10 ft. (15 ft with tentacles)  
  Base Atk +14; Grp +32 
  Special Actions displacement, dodge, mobility, 
  elusive target, resistance to ranged attacks, sneak 
  attack +2d6, evasion 
  Abilities Str 30, Dex 17, Con 24, Int 5, Wis 14, Cha 6 
  SQ: displacement, resistance to ranged attacks, 
  sneak attack +2d6, trapsense, evasion 
  Feats Dodge, Mobility, Elusive Target*, Improved 
  Natural 
  Attack 
  (tentacles), 
  Spring 
  Attack, 
  Staggering Strike* 
  Skills: Hide +7, Listen +4, Move Silently +3, Spot 
  +19, Tumble +7. 
  Possessions combat gear plus masterwork studded 
  leather barding. (Encumbrance – Light). 
  Displacement 
  (Su): 
  A 
  light-bending 
  glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% 
  miss chance unless the attacker can locate the 
  beast by some means other than sight. A true 
  seeing effect allows the user to see the beast’s 
  position, but see invisibility has no effect.  
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on save against 
  any ranged magical attack that specifically targets 
  it (except for ranged touch attacks). 
  Skills:  A displacer beast has a +8 racial bonus on 
  Hide checks, thanks to its displacement ability. 
   
  3: INTERLOPERS 
  S I E G 
  K R AK E N  F TR1 
   CR  13 
  
   
  NE Gargantuan Magical Beast 
  Init +6; Senses darkvision 60 ft, low light vision; 
  Listen +31, Spot +31 
  Languages:  Common, Aquan 
  AC 22, touch 8, flat-footed 20 
   (-4 size, +2 dexterity, +14 natural armour) 
  hp 388 (21 HD); 
  Fort +23, Ref +14, Will +14 
  Speed Swim 20 ft. in nothing (4 squares); 
  Melee two tentacles +30 (2d8+13, 19-20) and six 
  arms +25 (1d6+6) and bite +25 (4d6+6) 
  Space 20 ft.; Reach 15 ft. (30 ft with arm, 60 ft with 
  tentacle)  
  Base Atk +21; Grp +46 
  Special Actions improved grab, constrict, jet 
  Spell-Like Abilities (CL 9, Save DC is Charisma-
  based):  
  1/day – control weather, control winds, dominate 
  animal (DC 18), resist energy. 
  Abilities Str 36, Dex 14, Con 33, Int 19, Wis 22, Cha 
  20 
  SQ: improved grab, constrict, jet, ink cloud (not 
  possible in this adventure), spell-like abilities 
  Feats Alertness, Blind-Fight, Combat Expertise, 
  Combat Reflexes, Hold the Line*, Improved Critical 
  (tentacles), Improved Initiative, Improved Trip, Iron 
  Will.  
  Skills: Concentration +20, Diplomacy +5, Hide +2, 
  Intimidate +16, Knowledge (geography) +16, 
  Knowledge (nature) +16, Listen +31, Search +27,   
  Spot +31, Survival +6 (+8 following tracks), Swim 
  +21, Use Magic Device +16. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Improved Grab (Ex): To use this ability, the kraken 
  must hit with an arm or tentacle attack.  It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity.  If it wins the 
  grapple check, it establishes a hold and can 
  constrict. 
  Constrict (Ex): A kraken deals automatic arm or 
  tentacle damage with a successful grapple check. 
  Damaging Kraken Arms and Tentacles:  An 
  opponent can make sunder attempts against a 
  kraken’s tentacles or arms as if they were 
  weapons.  A kraken’s tentacles have 20 hit points 
  and its arms have 10 hit points.  If a Kraken is 
  currently grappling a target with one tentacle or 
  arm, it usually uses another limb to make its attack 
  of opportunity against the sunder attempt. Severing 
  a kraken’s tentacle or arm deals damage to the 
  kraken equal to half the limb’s full normal hit points.  
  A kraken usually withdraws from combat if it loses 
  both tentacles or three of its arms.  A kraken 
  regrows severed limbs in 1d10+10 days. 
  Jet (Ex):  Cannot use in this adventure. 
  Ink Cloud (Ex):  Cannot use in this adventure 
  Skills:  A kraken has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard.  It can always choose to take 10 on a Swim 
  check, even if distracted or endangered.  It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
   
  4: SHAFT 
  G ALAFO RI E N S O R2 
  CR  11 
  Immoth 
  NE Large Elemental (Air, Cold, Water) 
  Init +2; Senses darkvision 60 ft; Listen +3, Spot +13 
  Languages Common, Aquan, Auran, Ignan, Terran.  
  AC 29, touch 13, flat-footed 27 
   (-1 size, +2 dexterity, +6 greater mage armor, +4 
  shield, +6 natural, +2 deflection) 
  hp 126+23 false life (12 HD); DR 5/magic or 
  10/adamantine (140 pts worth – stoneskin), cold 
  immunity, fire vulnerability, elemental traits, resist 
  fire, acid and electricity 30, SR 23 
  Fort +15, Ref +12, Will +13 
  Speed 30 ft. in greater mage armor (6 squares); 30 ft 
  fly (perfect), 30 ft swim; contingency freedom of 
  movement  
  Melee 2 claws +11 (1d4+4+1d6 cold) and tail slap +6 
  (1d6+2+1d6 cold+poison)  
  Ranged light crossbow +9 (1d8) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +8; Grp +16 
  Special Actions ice runes, spells, poison, power 
  attack, cleave, metamagic feats 
  Sorceror Spells Known (CL 14): 
   
  7th (4 slots) – teleport greater 
   
  6th (6 slots) – chain lightning (DC 24), contingency 
   
  5th (7 slots) – cone of cold (DC 23), feeblemind 
  (DC 23 or 27 for arcane spellcaster), spell theft* 
   
  4th (6 slots) – dimension door, enervation, 
  invisibility (greater), stoneskin 
   
  3rd (5 slots) – dispel magic, greater mage armor, 
  lightning bolt (DC 21), wind wall 
   
  2nd (4 slots) – death armor*, false life, glitterdust 
  (DC 20), resist energy, see invisibility. 
   
  1st (6 slots)— grease (DC 19), mage armor, magic 
  missile, orb of acid*, lesser, shield 
   
  0 (6 slots) — detect magic, disrupt undead, light, 
  mage hand, mending, message, prestidigitation, 
  read magic, ray of frost. 
  Pre-Cast – empowered false life, mage armor, 
  greater mage armor, mind blank (this is at CL 16 
  and is from the Geomancer Compact), resist 
  energy (fire, acid, electricity) – 30 each, see 
  invisibility, shield, stoneskin 
  Deity: Obid-Hai 
  Abilities Str 18, Dex 14, Con 21, Int 16, Wis 17, Cha 
  26. 
  Feats Cleave, Combat Reflexes, Empower Spell, 
  Power Attack, Sculpt Spell* 
  Special Qualities: ice runes, spells, poison 
  Skills: Climb +12, Concentration +16, Hide +10, 
  Jump +13, Spot +13, Swim +12. 
  Possessions combat gear plus ice runes (dimension 
  door (2), spell theft (2), wind wall, dispel magic (2), 
  teleport (greater) (2), invisibility (greater) (2), +2 
  ring of protection, ring of counterspells (dispel 
  
   
  magic, greater), +3 vest of resistance, metamagic 
  rod of silence. (Encumbrance – Light). 
  Ice Runes (Sp): Any spell an immoth has prepared 
  can be inscribed on an ice nugget. The creature 
  can trigger the spell contained in such an ice run as 
  a free action.  An ice rune remains magical until 
  triggered by the immoth.  Each immoth has at least 
  3d4+2 ice runes embedded on its body. 
  Poison (Ex): An immoth delivers its freezing venom 
  (Fortitude save DC 21) with each successful tail 
  attack.  The initial damage is paralysis (1d6+2 
  rounds), and the secondary damage is 1 point of 
  Intelligence drain per round of paralysis. 
  Spells: An immoth can cast arcane spells as a 12th-
  level Sorceror (combined with the class levels it 
  has taken, this makes it cast as an 14th level 
  sorcerer).  It cannot cast spells with the fire 
  descriptor.  
  *See Appendix Two: New Rules 
   
  E L E M E N T AL G U AR D I ANS  (2) 
  CR  9 
  Greater Air Elemental 
  N Huge Elemental (Air, Extraplanar) 
  Init +15; Senses 60 ft darkvision; Listen +1, Spot +25 
  Languages Auran  
  AC 33, touch 19, flat-footed 22 
   (-2 size, +11 dexterity, +6 greater mage armor, +8 
  natural) 
  hp 210 (21 HD); DR 10/-, elemental traits 
  Fort +11, Ref +23, Will +10 
  Speed 100 ft fly (perfect)  
  Melee 2 slams +24 (2d8+5)  
  Space 15 ft.; Reach 15 ft.  
  Base Atk +15; Grp +28 
  Special Actions air mastery, whirlwind, spring attack, 
  power attack, elusive target 
  Pre-Cast – greater mage armor (CL 16 from 
  Geomancer Compact), mind blank (CL 16 from 
  Geomancer Compact) 
  Abilities Str 20, Dex 32, Con 18, Int 8, Wis 12, Cha 
  10. 
  Feats Blind-Fight, Combat Reflexes, Dodge, Elusive 
  Target*, Improved Initiativeb, Iron Will, Mobility, 
  Power Attack, Spring Attack, Weapon Finesseb 
  Special Qualities: air mastery, whirlwind 
  Skills: Spot +25. 
  Possessions combat gear plus nothing (0 pds) 
  (Encumbrance – Light). 
  Air Mastery (Ex): Airborne creatures take a -1 
  penalty on attack and damage rolls against an air 
  elemental.  
  Whirlwind (Su): The elemental can transform itself 
  into a whirlwindonce every 10 minutes and 
  remaining that form for up to 1 round per 2 HD it 
  has (10 rounds).  In this form, the elemental can 
  move through the air or along a surface at its fly 
  speed. 
  The whirlwind is 5 feet wide at the base, up to 30 feet 
  wide at the top, and 10 to 60 feet tall.  The 
  elemental controls the exact height, which mubt 
  must be at least 10 feet. 
  The elemental’s movement while in whirlwind form 
  does not provoke attacks of opportunity, even if the 
  elemental enters the space another creature 
  occupies. Another creature might be caught in the 
  whirlwind if it touches or eners the whirlwind, or if 
  the elemental moves into or through the creature’s 
  space. 
  Creatures one or more size categories smaller than 
  the elemental might take damage when caught in 
  the whirlwind (2d8) and may be lifted into the air. 
  An affected creature must succeed on a Reflex 
  save when it comes into contact with the whirlwind, 
  or take the indicated damage.  It must also 
  succeed on a second Reflex save or be picked up 
  bodily and held suspended in the powerful winds, 
  automatically taking the indicated damage each 
  round. A creature that can fly is allowed a Reflex 
  save each round to escape the whirlwind. The 
  creature still takes damage but can leave if the 
  save is successful.  The DC for saves is 25.  
  Creatures trapped in the whirlwind cannot move 
  except to go where the elemental carries them or to 
  escape the whirlwind.  Creatures caught in the 
  whirlwind can otherwise act normally, but must 
  succeed on a Concentration check (DC 15+ spell 
  level) to cast a spell.  Creatures caught int 
  hewhirlwind take a -4 penalty to Dexterity and a -2 
  penalty on attack rolls.  The elemental can have 
  only as many creatures trapped inside the 
  whirlwind at one time as will fit inside the 
  whirlwind’s volume. 
  The elemental can eject any carried cratures 
  whenever it wishes, depositing them wherever the 
  shirlwind happens to be. A summoned elemental 
  always ejects trapped creatures before returning to 
  its home plane. 
  There is no debris in this case to cause a cloud. 
  An elemental in whirlwind form cannot make slam 
  attacks and does not threaten the area around it. 
   
  5 (A): THE COMPACT 
  I S H A D R D3/ W I Z3/ G E O M AN C E R7 
   CR  13 
  N Medium Humanoid (Grey Elf) 
  Init +2; Senses low light vision; Listen +12, Spot +12 
  Languages:  Common, Elven, Gnoll, Gnomish, 
  Draconic, Druidic, Orc, Sylvan 
  AC 24, touch 12, flat-footed 22 
   (+6 armor, +2 dexterity, +2 natural,+4 shield) 
  hp 84 (13 HD); DR 10/adamantine (stoneskin) 
  Fort +13, Ref +8, Will +15 
  Speed 35 ft. in nothing (4 squares);   
  Melee two claws +8 (1d3-2) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +8; Grp +6 
  Special Actions spells, ley lines (in stat blocks)  
  Wizard Spells (CL 15, Evoker, no necromancy or 
  enchantment, s are specialist spells) 
  
   
   
  5th – empowered fireballs (DC 21), cone of cold 
  (DC 23), sculpted evard’s black tentacles, wall of 
  force 
   
  4th – dimension door, empowered scorching ray, 
  sculpted lightning bolt (DC 21),  wall of fires 
   
  3rd – fireball (DC 21) (2), lightning bolts (DC 21), 
  empowered magic missile  
   
  2nd – mirror image, sculpted grease (DC 19), 
  scorching ray, scorching rays 
   
  1st – grease (DC 19), magic missile (2), magic 
  missiless , shocking grasp (2) 
   
  0 – ray of frost (2), ray of frosts, detect magic (2) 
  Druid Spells (CL 15) 
   
  2nd – earthbind* (DC 20) 
   
  1st – cure light wounds (2), faerie fire 
   
  0 – cure minor wounds (4) 
  Pre-cast – barkskin, cat’s grace, displacement, fly 
  (from CL 9 potion), invisibility (greater), mirror 
  image (8 images), stoneskin (150 pts), resist 
  energy (fire), resist energy (cold), greater mage 
  armor, shield. 
  Abilities Str 6, Dex 14, Con 14, Int 27, Wis 14, Cha 8 
  SQ: spells, dwarven traits, cat’s tail (drift 1), leopard 
  spots (drift 1), octopus camoflage (drift 2, can 
  change color, +4 Hide checks), swift as an elk (drift 
  2, +5 ft land speed), talons (drift 3, gain weapon 
  finesse, two claw attacks per round, 1d3 damage 
  each), fish gills (drift 3, can breathe both water and 
  air), boar’s ferocity (continue to fight without 
  penalty even while disabled or dying), ley lines +2 
  (aquatic, the Fading Lands here qualifies), spell 
  versatility 6, wild empathy, animal companion, 
  nature sense, wild empathy, woodland stride, 
  trackless step 
  Feats Combat Casting, Empower Spell, Practised 
  Spellcaster (Wizard)*, Sculpt Spell*, Sudden 
  Empower 
  Skills: Concentration +18, Handle Animal +15, Hide 
  +7 (+11 with drift),  Knowledge (arcane) +24, 
  Knowledge (nature) +26, Knowledge (the planes) 
  +16, Listen +12, Spellcraft +26, Spot +12, Survival 
  +17, Tumble +10. 
  Possessions combat gear plus clothing, backpack, 
  +2 vest of resistance, +2 amulet of health, +4 
  headband of intellect. (Encumbrance – Light). 
  Spell Versatility: At 1st level, the geomancer learns to 
  belnd divine and arcane magic. He still acquires 
  and prepares his spells in the normal manner for 
  his individual spellcasting classes.  When he casts 
  them, however, he can mix or match spellcasting 
  parameters from any of his classes to gain the 
  maximum possible advantage for any spell with a 
  spell level equal to or less than his spell versatility 
  score.  
  Drift: The character slowly becomes closer to nature. 
  At each geomancer level, choose a drift from the 
  appropriate stage. 
  Ley Lines: At 2nd level, the geomancer learns to 
  create magical connections with a specific type of 
  terrain.  Choose one of the following terrain types: 
  aquatic, desert, forest, hills, marsh, mountains or 
  plains.  In that terrain, the geomancer’s effective 
  caster level for allspells increases by +1. At 6th 
  level and again at 10th level, the character may 
  either choose a new terrain in which to receive the 
  benefit (at +1) or increase his effective caster level 
  in a previously chosen terrain by an additional +1. 
  *See Appendix Two, New Rules 
   
  E L E M E N T AL P R O T E C T O R 
  CR  11 
  Elder Air Elemental 
  N Huge Elemental (Air, Extraplanar) 
  Init +15; Senses 60 ft darkvision; Listen +30, Spot 
  +30 
  Languages Auran  
  AC 33, touch 19, flat-footed 22 
   (-2 size, +11 dexterity, +6 greater mage armor, +8 
  natural) 
  hp 240 (24 HD); DR 10/-, elemental traits 
  Fort +12, Ref +25, Will +11 
  Speed 100 ft fly (perfect)  
  Melee 2 slams +27 (2d8+6)  
  Space 15 ft.; Reach 15 ft.  
  Base Atk +18; Grp +32 
  Special Actions air mastery, whirlwind, spring attack, 
  power attack, elusive target 
  Pre-Cast – greater mage armor (CL 16 from 
  Geomancer Compact), mind blank (CL 16 from 
  Geomancer Compact) 
  Abilities Str 22, Dex 33, Con 18, Int 10, Wis 12, Cha 
  10. 
  Feats 
  Alertness, 
  Blind-Fight, 
  Cleave, 
  Combat 
  Reflexes, 
  Dodge, 
  Elusive 
  Target*, 
  Improved 
  Initiativeb, Iron Will, Mobility, Power Attack, Spring 
  Attack, Weapon Finesseb 
  Special Qualities: air mastery, whirlwind 
  Skills: Listen +30, Spot +30. 
  Possessions 
  combat 
  gear 
  plus 
  nothing 
  (Encumbrance – Light). 
  Air Mastery (Ex): Airborne creatures take a -1 
  penalty on attack and damage rolls against an air 
  elemental.  
  Whirlwind (Su): The elemental can transform itself 
  into a whirlwindonce every 10 minutes and 
  remaining that form for up to 1 round per 2 HD it 
  has (12 rounds).  In this form, the elemental can 
  move through the air or along a surface at its fly 
  speed. 
  The whirlwind is 5 feet wide at the base, up to 30 feet 
  wide at the top, and 10 to 60 feet tall.  The 
  elemental controls the exact height, which mubt 
  must be at least 10 feet. 
  The elemental’s movement while in whirlwind form 
  does not provoke attacks of opportunity, even if the 
  elemental enters the space another creature 
  occupies. Another creature might be caught in the 
  whirlwind if it touches or eners the whirlwind, or if 
  the elemental moves into or through the creature’s 
  space. 
  Creatures one or more size categories smaller than 
  the elemental might take damage when caught in 
  the whirlwind (2d8) and may be lifted into the air. 
  
   
  An affected creature must succeed on a Reflex 
  save when it comes into contact with the whirlwind, 
  or take the indicated damage.  It must also 
  succeed on a second Reflex save or be picked up 
  bodily and held suspended in the powerful winds, 
  automatically taking the indicated damage each 
  round. A creature that can fly is allowed a Reflex 
  save each round to escape the whirlwind. The 
  creature still takes damage but can leave if the 
  save is successful.  The DC for saves is 28.  
  Creatures trapped in the whirlwind cannot move 
  except to go where the elemental carries them or to 
  escape the whirlwind.  Creatures caught in the 
  whirlwind can otherwise act normally, but must 
  succeed on a Concentration check (DC 15+ spell 
  level) to cast a spell.  Creatures caught int 
  hewhirlwind take a -4 penalty to Dexterity and a -2 
  penalty on attack rolls.  The elemental can have 
  only as many creatures trapped inside the 
  whirlwind at one time as will fit inside the 
  whirlwind’s volume. 
  The elemental can eject any carried cratures 
  whenever it wishes, depositing them wherever the 
  shirlwind happens to be. A summoned elemental 
  always ejects trapped creatures before returning to 
  its home plane. 
  There is no debris in this case to cause a cloud. 
  An elemental in whirlwind form cannot make slam 
  attacks and does not threaten the area around it. 
  
   
  APL 12
  SPRING 
  2: SNACKTIME  
  E L I T E  
  V E R Y  
  AD V AN C E D  
  W I NG E D 
  D I RE  
  S I BE RI AN T I G E R 
   CR  13 
  N Large magical beast 
  Init +7; Senses low light vision, scent; Listen +8, Spot 
  +18 
  AC 22, touch 16, flat-footed 15 
   (-1 size, +7 dexterity, +6 natural armour) 
  hp 300 (25 HD);  
  Fort +19, Ref +19, Will +17 
  Speed 40 ft. in nothing (8 squares); fly 60 ft. (perfect)  
  Melee two claws +28 (2d4+10, 19-20) and bite +22 
  (2d6+5) 
  Space 10 ft.; Reach 5 ft.  
  Base Atk +18; Grp +32 
  Special Actions improved grab, pounce, rake 
  (2d4+5) 
  Abilities Str 30, Dex 24, Con 22, Int 2, Wis 16, Cha 8 
  SQ: improved grab, pounce, rake (2d4+5). 
  Feats Alertness, Dodge, Elusive Target*, Improved 
  Critical (claws), Improved Natural Attack (claws), 
  Improved Natural Attack (bite), Mobility, Stealthy, 
  Weapon focus (claw) 
  Skills: Hide +12 (+16 in snowy or icy conditions), 
  Jump +17, Listen +8, Move Silently +16, Spot +18, 
  Swim +12. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Improved Grab (Ex): To use this ability, a Siberian 
  tiger must hit with its bite attack.  It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity.  If it wins the 
  grapple check it establishes a hold and can rake.  
  Pounce (Ex): If a Siberian tiger charges a foe, it can 
  make a full attack, including two rake attacks.  
  Rake (Ex): Attack bonus +27, damage 2d4+5. 
  Skills:  A dire Siberian tiger has a +4 racial bonus on 
  Hide and Move Silently checks. 
   
  3: DISCIPLES 
  H ALF-B L U E  
  D R AG O N  
  D E F E N D E R  
  S K U L L C R U S H E R S  (3) 
   CR  12 
  S K U L L C R U S H E R  
  O G R E  
  E X O T I CW E AP O NM AS TE R1/F TR4 
  LE Large dragon 
  Init +5; Senses dark vision 60 ft., low light vision, 
  scent; Listen +2, Spot +2 
  Languages Common, Giant, Baklunish 
  AC 27, touch 14, flat-footed 23 
   (-1 size, +1 deflection, +4 dexterity, +7 armor, +6 
  natural armour) 
  hp 172 (13 HD); immunity to electricity, sleep and 
  paralysis 
  Fort +20, Ref +10, Will +7 
  Speed 40 ft. in +2 mithral  breast plate (8 squares); fly 
  80 ft (average) 
  Melee two-bladed sword main hand +23/+18/+13 
  (2d6+13, 17-20) and two-bladed sword off-hand 
  +23/+18(2d6+6, 17-20) and bite +18 (1d8+6); or 
  two claws +21 (1d6+13) and bite +16 (1d8+6) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +11; Grp +32 
  Special Actions flurry of strikes, breath weapon 
  Abilities Str 36, Dex 20, Con 22, Int 15, Wis 14, Cha 
  8 
  SQ: flurry of strikes, immunity to electricity, sleep and 
  paralysis, breath weapon (60 ft line, 6d8, DC 20) 
  Feats Combat Expertise, Dodge, Elusive Target*, 
  Exotic Weapon Proficiency (two-bladed sword), 
  Improved Critical (two-bladed sword), Improved 
  Grappleb, 
  Improved 
  Two 
  Weapon 
  Fighting, 
  Mobility, Two-Weapon Fightingb, Weapon Focus 
  (two-bladed sword) 
  Skills: Craft (Weaponsmith) +16, Intimidate +10, 
  Perform (dance) +6, Ride +13 
  Possessions combat gear ring of protection +1, ring 
  of counterspells (glitterdust), vest of resistance +2, 
  gloves of dexterity +4, +2 mithral breast plate, +1 
  flame /+1 two-bladed sword (locked gauntlet). 
  (Encumbrance – Light). 
  Flurry of Strikes (Ex): When wielding an exotic 
  double weapon or a spiked chain with both hands, 
  the character can elect to use a full attack action to 
  make a flurry of strikes.  When doing so, he may 
  make one extra attack in the round, at his full base 
  attack bonus, but this attack takes a -2 penalty, as 
  does each other attack made in that round and 
  until the exotic weapon master’s next turn.  The 
  extra attack may be with either end of the double 
  weapon.  
  Breath Weapon (Su):  Once per day, 6d8 electrical 
  damage, 60 ft line, Successful Reflex save of DC 
  20 (10+1/2 Racial HD+Con Modifier) reduces it by 
  half. 
   
  5: WIND BORNE 
  AD V AN C E D  E L I T E  E L D E R  AR R O W H AW K  CR  14 
  H U G E  O U T S I D E R  ( AI R,  E X T R AP L ANAR) 
  N Outsider 
  Init +7; Senses dark vision 60 ft.; Listen +30, Spot 
  +30 
  Languages Auran 
  AC 26, touch 15, flat-footed 19 
   (-2 size, +7 dexterity, +11 natural armour) 
  hp 299 (23 HD); DR 10/attuned; immunity acid, 
  electricity and poison, resistance cold 10 and fire 
  10 
  Fort +20, Ref +19, Will +15 
  Speed 60 ft. fly (Perfect) in nothing (12 squares);    
  Melee bite +32 (3d6+16) 
  
   
  Ranged electricity ray +28 ranged touch (4d8 
  electricity, bypassing all energy resistance and 
  immunity) 
  Space 15 ft.; Reach 10 ft.  
  Base Atk +23; Grp +42 
  Special Actions dodge, mobility, flyby attack, elusive 
  target 
  Abilities Str 32, Dex 25, Con 24, Int 10, Wis 15, Cha 
  11 
  SQ: darkvision 60 ft, electricity ray  
  Feats Combat Reflexes, Dodge, Flyby Attack, Iron 
  Will, Mobility, Elusive Target*, Spring Attack 
  Skills: Diplomacy +3, Escape Artist +33, Knowledge 
  (the planes) +26, Listen +30, Move Silently +33, 
  Search +26, Sense Motive +28, Spot +30, Survival 
  +28 (+30 following tracks, +30 Plane of Air), Use 
  Rope +7 (+9 with bindings) 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Electricity Ray (Su): An arrowhawk can fire this ray 
  once per round, with a range of 50 ft. 
   
  SUMMER 
  2: FIRESTORM 
  C I N D E R  S WARM  (2) 
  CR  13 
  NE Fine elemental (fire, swarm) 
  Init +10; Senses dark vision 60’; Listen +10, Spot +10 
  Language: Ignan 
  AC 25, touch 24, flat-footed 19 
   (+6 dexterity, +8 size, +1 natural) 
  hp 96 (16 HD); immune to weapon damage, fire 
  Weaknesses vulnerable cold  
  Fort +10, Ref +14, Will +7 
  Speed 40 ft. in nothing (8 squares); fly 40 ft. good (8 
  squares)  
  Melee swarm (4d6 plus 3d6 fire) 
  Space 10 ft.; Reach 0 ft.  
  Base Atk +12; Grp - 
  Special Actions distraction (DC 20), burn (DC 20) 
  Abilities Str 1, Dex 22, Con 10, Int 4, Wis 11, Cha 11 
  SQ: distraction, burn 
  Feats Ability Focus (burn), Ability focus (distraction), 
  Alertness, Great Fortitude, Improved Initiative, Iron 
  Will, Lightning reflexes 
  Skills:Hide +16, Spot +9. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Distraction (Ex): Any living creature vulnerable to a  
  cinder swarm’s damage that begins its turn with a 
  swarm in its square is nauseated for 1 round; a DC 
  20 Fortitude save negates the effect. Even after a 
  successful save, spell-casting or concentrating on 
  spells within the area of a swarm requires a 
  Concentration check (DC 20 + spell level).  Using 
  skills requiring patience an concentration requires a 
  DC 20 Concentration check.  The save DC is 
  Constitution based. 
  Burn (Ex): A cinder swarm’s attack deals damage as 
  a swarm plus fire damage from the Fine 
  elementals’ flaming bodies.  Those swarmed by 
  cinders also must succeed on a DC 20 Reflex save 
  or catch on fire.  The flam burns for 1d4 rounds, 
  dealing 1d6 points of fire damage each round.  A 
  burning creature can take a move action to put out 
  the flame.  The save DC is Constitution-based. 
  Creatures hitting a cinder swarm with natural weapons 
  or unarmed attacks take fire damage as though hit 
  by the swarm, and also catch on fire unless they 
  succeed on a Reflex save. 
   
  3: PLAIN ADVANCE 
  D R E E L A AN D  K I F 
  CR  12 
  H ARS S AF  M NK4/T AT T O O E DM O N K3  (C O M P L E T E  
  W AR R I O R) 
  LN Medium Monstrous Humanoid (fire) 
  Init +7; Senses blindsense 30 ft., darkvision 60’; 
  Listen +3, Spot +3 
  Languages Common 
  AC 29, touch 24, flat-footed 22 
   (+7 dexterity, +3 wisdom, +3 natural, +2 armor, +2 
  deflection, +2 monk) 
  hp 143 (13 HD); DR 5/bludgeoning, fast healing 3, 
  immunity to blindness and fire, SR 24 
  Weaknesses vulnerable cold 
  Fort +15, Ref +22, Will +16 
  Speed 50 ft. in clothes (10 squares); burrow 10 ft.  
  Melee unarmed +18/+13/+8 or +16/+16/+11/+6 
  (2d6+5) 
  Ranged javelin +18/+13/+8 (1d6+5) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +11; Grp +16 
  Special Actions Draconic Fist, Stunning Fist (DC 16) 
  (five times per day), Dodge, flaming aura, sand 
  pulse (DC 18), sand form, flurry of blows, still mind, 
  evasion 
  Abilities Str 20, Dex 25, Con 20, Int 8, Wis 16, Cha 
  10 
  SQ: sand form, flaming aura, sand pulse, flurry of 
  blows, fast movement, still mind, evasion, slow fall 
  20 ft., ki strike (magic), tiger tattoo, wasp tattoo 
  Feats Alertnessb, Dodge, Draconic Fist – Electricity 
  (from Dragon Magic, replaces 1st level Monk bonus 
  feat), Endurance, Fiery Fistsb*, Improved Unarmed 
  Strikeb, Lightning Reflexesb, Mobility, Stunning Fist, 
  Weapon Finesse  
  Skills: Jump +17, Knowledge (religion) +7, Tumble 
  +21. 
  Possessions combat gear plus +2 bracers of armor, 
  +1 vest of resistance, +2 periapt of wisdom, +2 
  gloves of dexterity, monk’s belt, +2 ring of 
  protection, javelins (8). (Encumbrance – Light). 
  Draconic Fist (Electricity): When you select this 
  class feature, choose one energy type from among 
  acid cold, electricity or fire. As a swift action, you 
  can choose for your next unarmed attack made in 
  this round to deal an extra 1d6 points of damage of 
  the chosen type.  This extra damage improves to 
  2d6 at 5th level, and by another 1d6 points every 
  
   
  five levels thereafter.  You can use this ability a 
  number of times per day equal to your class level. 
  Flaming Aura (Su): At will as a free action, a harssaf 
  can generate an intense fiery heat. This aura takes 
  the form of a mirage like shimmering around a 
  harssaf’s body.  Any creature that comes within 5 
  feet of a harssaf automatically takes 1d6 points of 
  fire damage per round, and any creature struck by 
  a harssaf’s melee attacks takes an extra 1d6 points 
  of fire damage.  Only metallic weapons or natural 
  attacks 
  (bold 
  added 
  by 
  author 
  to 
  correct 
  misconceptions) conduct this heat, but harssafs 
  rarely wield wooden weapons when they use this 
  ability, since doing so typically renders the 
  weapons useless after a few rounds. 
  Sand Pulse (Su): Once per day as a standard action, 
  a harssaf can generate a sand pulse in a 30 foot 
  radius spread centered on itself. All creatures 
  within the area must make a DC 18 Reflex save or 
  take 3d6 points of damage from the high-powered 
  blast of sand and be blinded for 5 rounds.  Success 
  negates the blindness and halves the damage.  
  The save DC is Constitution based. 
  Sand Form (Su): At will as a standard action, a 
  harssaf can assume the form of a pile of mobile 
  sand.  This ability works as the gaseous form spell, 
  except the harssaf is composed of sand instead of 
  vapor and it cannot fly; harssafs in sand form 
  slither along the ground and can fit through gaps or 
  crevices less than one-quarter inch wide. 
  Still Mind (Ex): +2 on all enchantment spells. 
  Tattoo (Su or Sp): Tattooed monks gain their powers 
  from the magic tattoos that eventually cover their 
  bodies. A 1st- level tattooed monk has one tattoo 
  and gains another tattoo every odd-number level.  
  A tattooed monk can choose his tattoos from 
  among those described.  Note that three of the 
  tattoos (centipede, crescent moon, and phoenix) 
  have minimum class levels. 
  All tattoos are magical, and the abilities they bestow 
  are supernatural (except for the crescent moon).  A 
  tattooed monk in an antimagic field loses all 
  benefits of his tattoos. Unless the effect of a tattoo 
  is continuous, activating a tattoo is a move action 
  that does not provoke an attack of opportunity. 
  Tiger Tattoo: Once per day per tattoo he possesses, 
  a character with this tattoo can fight unarmed with 
  a +1 bonus on all attack rolls and deal an extra 1d6 
  points of damage with a successful attack. This 
  burst of martial arts ferocity lasts for 1 round per 
  class level. 
  Wasp Tattoo: Once per day per tattoo he possess, a 
  character with this tattoo can use haste on herself.  
  The benefit lasts 1 round per class level. 
   
  5: MEALS 
  G ARATH AND E V E L Y N 
  10  H E AD E D  E L I T E  P Y R O H Y D R A 
  CR  12 
  N Huge Magical beast (fire) 
  Init +2; Senses darkvision 60’, low-light vision, scent; 
  Listen +9, Spot +10 
  Languages: None 
  AC 21, touch 10, flat-footed 19 
   (-2 size, +2 dexterity, +11 natural armor) 
  hp 150 (10 HD); DR 10/attuned, fast healing 20 
  Resistances immune fire 
  Weaknesses vulnerable cold 
  Fort +14, Ref +9, Will +5 
  Speed 20 ft. in nothing (4 squares); swim 20 ft (4 
  squares)  
  Melee 10 bites (full attack action or standard, 
  including as charge) +16 (2d8+7) 
  Space 15 ft.; Reach 10 ft.  
  Base Atk +10; Grp +24 
  Special Actions full attack whether taking full round 
  action or standard, Fire Breath (DC 22, 3d6 fire, 
  once per head, all every 1d4 rounds) 
  Abilities Str 25, Dex 14, Con 24, Int 2, Wis 12, Cha 7 
  SQ: Fire Breath 
  Feats Blind Fighting, Combat Reflexesb, Improved 
  Natural Attack (bite), Improved Toughness*, Iron 
  Will  
  Skills: Listen +9, Spot +10, Swim +14. 
  Possessions 
  combat 
  gear 
  plus 
  nothing 
  (Encumbrance – Light). 
  Fire Breath (Ex): These hydras can breathe jets of 
  fire 10 feet high, 10 feet wide and 20 feet long.  All 
  heads breathe once every 1d4 rounds.  Each jet 
  deals 3d6 points of fire damage per head. A 
  successful Reflex save halves the damage.  The 
  save DC is 10 + ½ hydra’s original number of 
  heads + hydra’s Con modifier. 
   
  AUTUMN 
  2: EARLY WARNING 
  S ARO NW AY  
  AND 
  E L I S E  
  F TR2/M NK2/  
  S H AD O WD AN C E R2 
  CR  13 
  LE Medium Monstrous Humanoid (medusa) 
  Init +6; Senses darkvision 60’; Listen +1, Spot +13 
  Languages Common 
  AC 24, touch 17, flat-footed 19 
   (+6 dexterity, +3 natural, +1 deflection, +5 for +1 
  mithral chain shirt) 
  hp 99 (12 HD);  
  Fort +10, Ref +17, Will +9 
  Speed 30 ft. in clothes (6 squares)  
  Melee greatsword +12/+7 (2d6+3) and snakes +7 
  (1d4+1 plus poison) 
  Ranged masterwork composite +2 Str longbow 
  +16/+11 (1d8+2) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +10; Grp +16 
  Special Actions petrifying gaze, poison, evasion, 
  hide in plain sight, uncanny dodge 
  Pre-cast – invisibility (CL 14) 
  Abilities Str 14, Dex 22, Con 14, Int 12, Wis 12, Cha 
  17 
  SQ: petrifying gaze, poison, evasion, flurry of blows 
  (cannot employ currently), hide in plain sight, 
  uncanny dodge 
  
   
  Feats Dodge, Combat Reflexesb, Elusive Target*, 
  Improved Grappleb, Mobility, Point Blank Shot, 
  Precise Shot, Rapid Shot, Shot on the Run. 
  Skills: Disguise +9 (+11 acting), Hide +21, Intimidate 
  +4, Jump +7, Move Silently +14, Perform (dance) 
  +8, Spot +13, Tumble +14. 
  Possessions 
  combat 
  gear 
  plus 
  masterwork 
  composite +2 Str longbow, arrows (40), +2 gloves 
  of dexterity, +1 ring of protection, eyes of the eagle, 
  +1 mithral chain shirt, greatsword (2), daggers (5). 
  (Encumbrance – Light). 
  Petrifying Gaze (Su): Turn to stone permanently, 30 
  feet, Fortitude DC 16 negates. The save DC is 
  Charisma-based.  
  Poison (Ex): Injury, Fortitude DC 15, initial damage 
  1d6 Str, secondary damage 2d6 Str. The save DC is 
  Constitution-based.  
   
  3: UNLEASHED  
  S I V ARI TH AND G O R I T H 
  CR  12 
  Very Advanced Stone Drake (Races of Stone) 
  Ftr3/War1 
  NE Large Dragon (earth) 
  Init +6; Senses darkvision 120’, low-light vision; 
  Listen +18, Spot +18 
  Languages Draconic , Undercommon 
  AC 21, touch 11, flat-footed 19 
   (-1 size, +2 dexterity, +10 natural) 
  hp 257 (18 HD);  10/attuned, immunity to sleep and 
  paralysis, immune to acid (from attunement) 
  Weaknesses light sensitivity 
  Fort +20, Ref +12, Will +11 
  Speed 40 ft. in nothing (8 squares), climb 40 ft 
  (perfect, see SQ)  
  Melee bite +25 (3d6+8+1d8 acid) and 2 claws +23 
  (1d8+4) 
  Space 10 ft.; Reach 5 ft.  
  Base Atk +18; Grp +30 
  Special Actions acid bite, ambush, perfect climbing 
  Abilities Str 26, Dex 15, Con 24, Int 14, Wis 12, Cha 
  14 
  SQ: acid bite, ambush, light sensitivity 
  Feats Bounding Assault*, Dodge, Elusive Target*, 
  Improved Initiative, Improved Natural Attack (bite), 
  Mobility, Mulitattack, Rapid Blitz*, Spring Attack, 
  Trackb 
  Skills: Climb +32, Hide +22, Intimidate +19, Jump 
  +32, Listen +18, Move Silently +22, Search +19, 
  Spot +18, Survival +18. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Acid Bite (Ex): A stone drake deals an extra 1d8 
  points of acid damage with a successful bite attack.  
  Ambush (Ex): Any item a stone drake makes a 
  successful 
  charge 
  attack 
  against 
  a 
  flat-footed 
  opponent, it deals double damage with its bite.  
  Light Sensitivity (Ex): Stone drakes are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  Perfect Climbing (Ex): A stone drake moves with 
  perfect ease while climbing.  It can move at full speed 
  across ceilings, overhangs, and other slanted or 
  vertical surfaces without Climb checks, and it does not 
  have to make a Climb check to avoid losing its grip 
  when it takes damage. 
   
  5: GOLDEN HUE  
  E L I T E  E ARTH W H I S P E R S  S O R4  (3) 
  CR  12 
  NE 
  Medium 
  elemental 
  (earth, 
  extraplanar, 
  incorporeal) 
  Init +9; Senses darkvision 60’; Listen +19, Spot +23 
  AC 32, touch 24, flat-footed 23 
   (+9 dexterity, +5 deflection, +4 mage armor, +4 
  shield) 
  hp 126 (16 HD + 10 hp false life); elemental traits, 
  incorporeal traits 
  Fort +11, Ref +14, Will +13 
  Languages: Common,Undercommon 
  Speed 40 ft. fly (perfect) (8 squares)  
  Melee incorporeal touch +18 (1d4 dex) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +11; Grp - 
  Special Actions avarice, cavern fear, control earth 
  creatures, dexterity damage, petrification 
  Sorceror Spells (CL 4): 
   
  2nd level (3 slots left) – false life 
   
  1st level (6 slots left) – grease (DC 16), mage 
  armor, shield 
   
  0 level (4 slots left) – detect magic, light, mage 
  hand, message, open/close, prestidigitation 
  Spell-like Abilities (CL 10): 
   
  At will – stone shape 
   
  3/day – spike stones (DC 21), wall of stone  
  Abilities Str -, Dex 28, Con 15, Int 13, Wis 20, Cha 20 
  SQ: avarice, cavern fear, control earth creatures, 
  dexterity damage, petrification 
  Feats Ability Focus (avarice), Blind-Fight, Dodge, 
  Elusive Target*, Mobility, Eschew Materials 
  Skills: Concentration +21, Listen +19, Spot +23. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Avarice (Sp): As a standard action, an Earth Whisper 
  can induce overwhelming greed within one creature 
  within 30 feet. The creature targeted with the 
  avarice ability must succeed on a DC 23 Will save 
  or attack the nearest creature that has valuable 
  metal or mineral wealth.  The affected creature 
  attacks with lethal force, although it is not 
  compelled to cast any spells on the creature 
  carrying the metal or mineral wealth. This effect 
  lasts for 1d4+1 rounds.  A successful save means 
  the creature is immune to that Earth Whisper’s 
  avarice ability for 24 hours, but not the avarice 
  ability of other Earth Whispers. Avarice is a mind-
  affecting ability, the DC save is Charisma-based.  
  In cases where the affected creature is presented 
  with more than one source of wealth, the Earth 
  Whisper chooses the affected creatures target. 
  Cavern Fear (Sp): As a standard action, an Earth 
  whisper can induce an irrational fear of being 
  pushed out of the earth in one creature within 30 
  
   
  feet. The creature targeted by the cavern fear 
  ability must succeed on a DC 21 Will save or 
  become panicked (see pg. 301 of the DMG).  
  Unlike with the normal effects of the panicked 
  state, the affected creature does not flee along a 
  random path.  Instead, it attempts to head as deep 
  within the earth as possible. When presented with 
  a pit, chasm or other surface too steep to walk 
  down, it attempts to climb. If the creature is 
  presented with more than one way to go, and it 
  does not know which way might be deeper under 
  the earth, it chooses randomly. A successful save 
  means the creature is immune to that Earth 
  Whisper’s cavern fear ability for 24 hours, but not 
  the cavern fear ability of other Earth Whispers. This 
  ability only functions underground. Should the 
  affected creature be pushed or forcibly moved into 
  the open, it cowers.  This effect lasts for one 
  minute. Cavern fear is a mind-affecting fear effect.  
  The save DC is Charisma-based. 
  Control Earth Creatures (Su):  An Earth Whisper 
  can rebuke and control earth creatures in the same 
  way that an evil cleric rebukes or controls undead. 
  An Earth Whisper rebukes as a cleric equal to its 
  hit dice. An Earth Whisper can use this ability a 
  number of times per day equal to 3 plus its 
  Charisma modifier. 
  Dexterity Damage (Su): An Earth Whisper deals 1d4 
  points of Dexterity damage each time it hits with its 
  incorporeal touch attack. A creature whose 
  Dexterity is reduced to 0 must succeed on a DC 18 
  Fortitude save or become Petrified. The save DC is 
  Constitution-based. 
   
  WINTER 
  2:  TERRITORY 
  E L I T E  
  AD V AN C E D  
  G ARG AN T U AN  
  W O O L Y  
  M AM M O TH 
   CR  14 
  N Gargantuan animal 
  Init +0; Senses low light vision, scent; Listen +13, 
  Spot +21 
  AC 20, touch 6, flat-footed 20 
   (-4 size, +14 natural armour) 
  hp 437 (23 HD); DR 10/attuned, immune cold (from 
  attunement)  
  Fort +24, Ref +13, Will +15 
  Speed 40 ft. in nothing (8 squares);   
  Melee slam +30 (3d6+18) and two stamps +28 
  (3d6+9); or gore +30 (4d10+27, 19-20) 
  Space 20 ft.; Reach 15 ft.  
  Base Atk +16; Grp +44 
  Special Actions improved grab, toss, trample 3d8+27 
  Abilities Str 47, Dex 10, Con 34, Int 2, Wis 14, Cha 5 
  SQ: trample 3d8+27, improved grab, toss. 
  Feats Alertness, Cleave, Improved Bull Rush, 
  Improved Critical (gore), Improved Natural Attack 
  (gore), Improved Toughness*, Multi-attackb, Power 
  Attack 
  Skills: Listen +13, Spot +21. 
  Possessions combat gear plus snow shoes (!). 
  (Encumbrance – Light). 
  Improved Grab (Ex): To use this ability, the wooly 
  mammoth must hit with a gore attack.  If it gets a 
  hold, it tosses the opponent.  
  Toss (Ex): Wooly mammoths vigorously shake any 
  creature caught in their tusks and fling it in a 
  random direction. Resolve the toss as a bull rush 
  maneuver (+30 check modifier), except that there 
  is no attack of opportunity, since the wooly 
  mammoth has already grabbed its foe when it tries 
  to toss the victim.  The woolly mammoth does not 
  need to move with its foe in order to throw its foe 
  more than 5 feet.  If the tossed victim beats the 
  woolly mammoth’s bull rush check, he remains in 
  his current square with no ill effects and is not 
  grappled any longer.  Tossed victims take impact 
  damage on landing as if they had fallen a distance 
  equal to the distance they were tossed, and need 
  to make a DC 15 Jump check to remain standing 
  or are considered prone.  
  Trample (Ex): As a full-round action, a woolly 
  mammoth can move up to twice its speed and 
  literally run over Large or smaller creatures.  This 
  attack deal 3d8+27 points of damage.  Trampled 
  opponents can make attacks of opportunity against 
  the woolly mammoth at a -4 penalty.  If they do not 
  make attacks of opportunity, trampled opponents 
  can attempt DC 39 Reflex save for half damage. 
  The save DC is Strength-based.  A creature may 
  be trampled by the same woolly mammoth no more 
  than once in a given round. 
   
  3: STEELCLAWS 
  U R S K AN 
   CR  14 
  D E F E N D E R  F TR6/M NK2/R G R1 
  LN Large Magical beast (cold) 
  Init +4; Senses dark vision 60 ft., low light vision, 
  scent; Listen +9, Spot +17 
  Languages Common, Urskan, Baklunish 
  AC 29, touch 18, flat-footed 25 
   (-1 size, +4 dexterity, +5 wisdom, +6 greater mage 
  armor, +5 natural armour) 
  hp 236 (14 HD); immunity to cold, vulnerable to fire 
  Fort +27, Ref +17, Will +13 
  Speed 40 ft. in nothing (8 squares); swim 40 ft (8 
  squares); fly 60 ft. (good)  
  Melee two +2 steelclaws +28 (1d12+18, 19-20) and 
  bite +19 (2d6+6); or two claws +26 (1d8+14) and 
  bite +19 (2d6+6) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +13; Grp +29 
  Special Actions powerful charge, rend 
  Pre-Cast – greater mage armor (CL 18), cat’s grace 
  (CL 18), bull’s strength (CL 18), fly (CL 18), bear’s 
  endurance (!) (CL 18) 
  Abilities Str 34, Dex 18, Con 30, Int 14, Wis 20, Cha 
  10 
  SQ: powerful charge, rend, surefooted, evasion, flurry 
  of blows, wild empathy, favoured enemy (humans) 
  
   
  Feats Cleave, Deflect Arrowsb, Improved Critical 
  (steelclaws), 
  Improved 
  Overrun, 
  Improved 
  Toughness*, 
  Power 
  Attack, 
  Power 
  Critical 
  (steelclaws), Stunning Blowb, Trackb, Weapon 
  Focus (steelclaws), Weapon Mastery (slashing), 
  Weapon Specialization (steelclaws) 
  Skills: Balance +9 (+13 on ice or snow), Climb +15, 
  Craft (armorsmithing) +6, Hide +4 (+12 in snowy 
  conditions), Intimidate +4, Jump +24, Listen +9, 
  Spot +17, Survival +9, Swim +12, Tumble +22. 
  Possessions combat gear vest of resistance +2, 
  periapt of wisdom +4, +2 steelclaws (2), armor 
  hammer, snow shoes. (Encumbrance – Light). 
  Powerful Charge (Ex): An urskan often begins a 
  battle by charging at an opponent, hurling its 
  powerful body at a foe. In addition to the benefits 
  and hazards of a charge, this allows the urskan to 
  make a single slam attack at a +24 bonus that 
  deals 2d8+18 points of damage.  
  Rend (Ex): If an urskan hits with both claw attacks 
  (not steelclaws), it latches onto the opponent’s 
  body and tears the flesh.  This attack automatically 
  deals an additional 2d8+18 points of damage.  
  Surefooted (Ex): Urskans ignore all movement 
  penalties associated with snow on the ground.  
  They also receive a +4 racial bonus on Balance 
  checks when walking on ice or snow.  
  Skills:  An urskan’s white fur gives it a +8 racial 
  bonus on Hide attempts while unarmored in snow 
  or icy terrain.  An urskan gains a +8 racial bonus 
  on any Swim checks and can always choose to 
  take 10 on a Swim check even if distracted or 
  endangered. 
   
  4: A HINT OF EVIL  
  AL F O N S E  AN D  E L I S E 
  T I E F L I N G  
  S W AS H B U C K L E R3/F TR4/R O G2/D E R V I S H3
   
  CR  12 
  NE Medium outsider (native) 
  Init +7; Senses darkvision 60’; Listen +11, Spot +7 
  Languages: Common, Infernal, Draconic, Elven, Orc 
  AC 23, touch 18, flat-footed 16 
   (+6 dexterity, +5 armor, +1 haste, +1 dervish) 
  hp 119 (12 HD); resist cold 5, electricity 5, fire 5 
  Fort +12, Ref +17, Will +8 
  Speed 65 ft. in mithral chain shirt (6 squares)  
  Melee +1 maiming scimitar +18/+13/+8 (1d6+10, crit 
  15-20, 1d4 multiplier) and +1 scimitar +18 (1d6+8, 
  15-20 crit, *2) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +11; Grp +14 
  Special Actions insightful strike, dodge, mobility, 
  combat reflexes, evasion, sneak attack +1d6, 
  dervish dance 2/day, movement  mastery 
  Spell-like Abilities (CL 12): 
   
  1/day – darkness  
  Pre-cast 
  (all 
  potions): 
  cat’s 
  grace 
  (CL 17), 
  displacement (CL 17), haste (CL 17), bear’s 
  endurance (CL 17), bull’s strength (CL 17), fox’s 
  cunning (CL 17), owl’s wisdom (CL 17) 
  Abilities Str 16, Dex 24, Con 16, Int 22, Wis 16, Cha 
  6 
  SQ: insightful strike, grace, trap sense, evasion, 
  sneak 
  attack 
  +1d6, 
  dervish 
  dance 
  2/day, 
  movement  mastery, slashing blades 
  Feats 
  Combat 
  Expertiseb, 
  Combat 
  Reflexesb, 
  Darkstalker*, Dodge, Improved Critical (scimitar), 
  Mobility, Spring Attackb, Two Weapon Fighting, 
  Weapon Finesseb, Weapon Focus (Scimitar) 
  Skills: Appraise +10, Balance +22, Bluff +8, Climb 
  +11, Diplomacy +3, Escape Artist +10, Jump +30, 
  Hide +15, Listen +11, Move Silently +14, Perform 
  (dance) +5, Sense Motive +7, Spot +7, Tumble 
  +25, Use Rope +6 (+8 with bindings). 
  Possessions combat gear plus +1 vest of resistance, 
  +1 scimitar, +1 maiming scimitar, boots of speed, 
  +4 gloves of dexterity, masterwork cold iron 
  scimitar (2), scimitar (2), kukri (2), +1 mithral chain 
  shirt, ring of counterspells (glitterdust), backpack, 1 
  day trail rations, waterskin (1/2 full). (Encumbrance 
  – Light). 
  Grace (Ex):  A swashbuckler gains a +1 competence 
  bonus on Reflex Saves at 2nd level.  This bonus 
  increases to +2 at 11th level and to +3 at 20th 
  level. A swashbuckler loses this bonus when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load. 
  Insightful Strike (Ex): At 3rd level, a swashbuckler 
  becomes able to place her finesse attacks where 
  they deal greater damage.  She applies her 
  Intelligence bonus (if any) as a bonus on damage 
  rolls (in addition to any Strength bonus she may 
  have) with any light weapon, as well as any other 
  weapon that can be use with Weapon Finesse, 
  such as a rapier, whip or spiked chain.  Targets 
  immune to sneak attacks or critical hits are immune 
  to 
  a 
  swashbuckler’s 
  insightful 
  strike. 
   
  A 
  swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load. 
  AC Bonus (Ex):  A dervish gains this bonus to Armor 
  Class as long as she is wearing no armor or light 
  armor and not carrying a shield. This bonus to AC 
  applies even against touch attacks ro when the 
  dervish is flat-footed.  She loses this bonus when 
  she is immobilized or helpless, when she wears 
  any armor heavier than light, when she carries a 
  shield, or when she carries a medium or heavy 
  load. 
  Dervish Dance (Ex): A dervish can become a 
  whirling dancer of death a certain number of times 
  per day.  While in this dervish dance, she can take 
  a full attack action (for melee attacks only) and still 
  move up to her speed.  However, the dervish must 
  move a minimum of 5 feet between each attack 
  when using this ability, and she cannot return ot a 
  square she just exited (though she may return to 
  that square later during her full attack). The dervish 
  is subject to attacks of opportunity while dancing, 
  
   
  but may tumble normally as part of her move.  A 
  dervish prevented from completing her move is 
  also prevented from finishing her full attack. 
  If a dervish wields a slashing weapon while in a 
  dervish dance, she gains a bonus on her attack 
  and damage rolls.  This bonus is +1 at 1st level, 
  and it increases by an extra +1 at every odd-
  numbered level thereafter. 
  A dervish may only perform a dervish dance while 
  wielding a slashing weapon (she may use a double 
  weapon, multiple weapons, only of both ends of the 
  weapon or all ends of the weapons are of the 
  slashing type). She cannot perform a dervish 
  dance in any armor heavier than light or if she is 
  using a shield.  While dancing, a dervish cannot 
  uses skills or abilities that involve concentration or 
  require her to remain still, such as Move Silently, 
  Hide, or Search.  A dervish with the bardic music 
  ability can also use the Combat Expertise feat 
  while in a dance. A dervish cannot perform a 
  dervish dance while under the effect of a rage or 
  frenzy ability. 
  A dervish can perform a dervish dance only once per 
  encounter. A dervish dance lasts 1 round for every 
  two ranks of Perform (dance) that the character 
  has. At the end of a dervish dance, the character 
  becomes fatigued for the rest of the encounter 
  (unless she is a 9-th level dervish, at which point 
  this limitation no longer applies). 
  Movement Mastery (Ex): A dervish is so certain of 
  her movements that she is unaffected by adverse 
  conditions.  When making a Jump, Perform 
  (dance) or Tumble check, she may take 10 even if 
  stress and distraction would normally prevent her 
  from doing so. 
  Slashing Blades (Ex):  A dervish treats the scimitar 
  as a light weapon (rather than a one-handed weapon) 
  for all purposes including fighting with two weapons. 
   
  FULL CIRCLE 
  2: DOOR GUARDS 
  AD V AN C E D  D I S P L ACE R  B E AS T  G U AR D S  R O G5  
  (2)  
  CR  12 
  NE Huge Magical Beast 
  Init +4; Senses dark vision 60’, low light vision; Listen 
  +4, Spot +23 
  Languages:  Common 
  AC 23, touch 12, flat-footed 19 
   (-2 size, +4 dexterity, +8 natural armour, +3 armour) 
  hp 230 (17 HD);  
  Fort +16, Ref +16, Will +7 
  Speed 40 ft. in nothing (8 squares);   
  Melee two tentacles +24 (2d6+10) and one bite +19 
  (2d6+5) 
  Space 15 ft.; Reach 10 ft. (15 ft with tentacles)  
  Base Atk +15; Grp +33 
  Special Actions displacement, dodge, mobility, 
  elusive target, resistance to ranged attacks, sneak 
  attack +3d6, evasion, uncanny dodge 
  Abilities Str 30, Dex 18, Con 24, Int 5, Wis 14, Cha 6 
  SQ: displacement, resistance to ranged attacks, 
  sneak attack +3d6, trapsense, evasion, uncanny 
  dodge 
  Feats Dodge, Mobility, Elusive Target*, Improved 
  Natural 
  Attack 
  (tentacles), 
  Spring 
  Attack, 
  Staggering Strike 
  Skills: Hide +8, Listen +4, Move Silently +4, Spot 
  +23, Tumble +12. 
  Possessions combat gear plus masterwork studded 
  leather barding. (Encumbrance – Light). 
  Displacement 
  (Su): 
  A 
  light-bending 
  glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% 
  miss chance unless the attacker can locate the 
  beast by some means other than sight. A true 
  seeing effect allows the user to see the beast’s 
  position, but see invisibility has no effect.  
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on save against 
  any ranged magical attack that specifically targets 
  it (except for ranged touch attacks). 
  Skills:  A displacer beast has a +8 racial bonus on 
  Hide checks, thanks to its displacement ability. 
   
  3: INTERLOPERS 
  S I E G 
  S P E L L W O V E R N  K R AK E N  F TR1 
   CR  15 
  NE Gargantuan Aberration 
  Init +7; Senses darkvision 60 ft, low light vision; 
  Listen +31, Spot +31 
  Languages:  Common, Aquan 
  AC 25, touch 9, flat-footed 22 
   (-4 size, +3 dexterity, +16 natural armour) 
  hp 430 (21 HD); 
  Fort +25, Ref +15, Will +14 
  Speed Swim 20 ft. in nothing (4 squares); 
  Melee two tentacles +32 (2d8+15, 19-20) and six 
  arms +27 (1d6+7) and bite +27 (4d6+7) 
  Space 20 ft.; Reach 15 ft. (30 ft with arm, 60 ft with 
  tentacle)  
  Base Atk +21; Grp +48 
  Special Actions improved grab, constrict, jet 
  Spell-Like Abilities (CL 9, Save DC is Charisma-
  based):  
  1/day – control weather, control winds, dominate 
  animal (DC 18), resist energy. 
  Spell-like Abilities from Spellwoven (CL 21, Save 
  DC is Constitution-based, Maximum 21 uses of 
  these spell-like abilities per day): 
  Unlimited – shield, death armor* 
  3/day- haste  
  1/day –magic fang, superior* 
  Pre-Cast – magic fang, superior, death armor  
  Abilities Str 40, Dex 16, Con 37, Int 23, Wis 22, Cha 
  20 
  SQ: improved grab, constrict, jet, ink cloud (not 
  possible in this adventure), spell-like abilities 
  
   
  Feats Alertness, Blind-Fight, Combat Expertise, 
  Combat Reflexes, Hold the Line*, Improved Critical 
  (tentacles), Improved Initiative, Improved Trip, Iron 
  Will.  
  Skills: Concentration +22, Diplomacy +5, Hide +3, 
  Intimidate +16, Knowledge (geography) +18, 
  Knowledge (nature) +18, Listen +31, Search +29,   
  Spot +31, Survival +6 (+8 following tracks), Swim 
  +23, Use Magic Device +16. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Improved Grab (Ex): To use this ability, the kraken 
  must hit with an arm or tentacle attack.  It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity.  If it wins the 
  grapple check, it establishes a hold and can 
  constrict. 
  Constrict (Ex): A kraken deals automatic arm or 
  tentacle damage with a successful grapple check. 
  Damaging Kraken Arms and Tentacles:  An 
  opponent can make sunder attempts against a 
  kraken’s tentacles or arms as if they were 
  weapons.  A kraken’s tentacles have 20 hit points 
  and its arms have 10 hit points.  If a Kraken is 
  currently grappling a target with one tentacle or 
  arm, it usually uses another limb to make its attack 
  of opportunity against the sunder attempt. Severing 
  a kraken’s tentacle or arm deals damage to the 
  kraken equal to half the limb’s full normal hit points.  
  A kraken usually withdraws from combat if it loses 
  both tentacles or three of its arms.  A kraken 
  regrows severed limbs in 1d10+10 days. 
  Jet (Ex):  Cannot use in this adventure. 
  Ink Cloud (Ex):  Cannot use in this adventure 
  Immune to Blindness (Ex):  The creature is immune 
  to blindness. 
  Skills:  A kraken has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard.  It can always choose to take 10 on a Swim 
  check, even if distracted or endangered.  It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
   
  4: SHAFT 
  G ALAFO RI E N S O R4 
  CR  13 
  Immoth 
  NE Large Elemental (Air, Cold, Water) 
  Init +2; Senses darkvision 60 ft; Listen +3, Spot +13 
  Languages Common, Aquan, Auran, Ignan, Terran.  
  AC 29, touch 13, flat-footed 27 
   (-1 size, +2 dexterity, +6 greater mage armor, +4 
  shield, +6 natural, +2 deflection) 
  hp 142+26 false life (14 HD); DR 5/magic or 
  10/adamantine (160 pts worth – stoneskin), cold 
  immunity, fire vulnerability, elemental traits, resist 
  fire, acid and electricity 30, SR 23 
  Fort +16, Ref +13, Will +14 
  Speed 30 ft. in greater mage armor (6 squares); 30 ft 
  fly (perfect), 30 ft swim; contingency freedom of 
  movement  
  Melee 2 claws +12 (1d4+4+1d6 cold) and tail slap +7 
  (1d6+2+1d6 cold+poison)  
  Ranged light crossbow +10 (1d8) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +9; Grp +17 
  Special Actions ice runes, spells, poison, power 
  attack, cleave, metamagic feats 
  Sorceror Spells Known (CL 16): 
   
  8th (4 Slots) – maze 
   
  7th (6 slots) – prismatic ray (DC 26), teleport 
  greater 
   
  6th (7 slots) – chain lightning (DC 25), contingency, 
  repulsion 
   
  5th (7 slots) – break enchantment, cone of cold 
  (DC 24), feeblemind (DC 24 or 28 for arcane 
  spellcaster), spell theft* 
   
  4th (6 slots) – dimension door, invisibility (greater), 
  mirror image (greater)*, stoneskin 
   
  3rd (3 slots) – dispel magic, greater mage armor, 
  lightning bolt (DC 22), wind wall 
   
  2nd (4 slots) – death armor*, false life, glitterdust 
  (DC 20), resist energy, see invisibility. 
   
  1st (6 slots)— grease (DC 20), mage armor, magic 
  missile, orb of acid*, lesser, shield 
   
  0 (6 slots) — detect magic, disrupt undead, light, 
  mage hand, mending, message, prestidigitation, 
  read magic, ray of frost. 
  Pre-Cast – empowered false life, mage armor, 
  greater mage armor, mind blank (this is at CL 16 
  and is from the Geomancer Compact), resist 
  energy (fire, acid, electricity) – 30 each, see 
  invisibility, shield, stoneskin 
  Deity: Obid-Hai 
  Abilities Str 18, Dex 14, Con 21, Int 16, Wis 17, Cha 
  28. 
  Feats Cleave, Combat Reflexes, Empower Spell, 
  Power Attack, Sculpt Spell* 
  Special Qualities: ice runes, spells, poison 
  Skills: Climb +12, Concentration +26, Hide +10, 
  Jump +13, Spot +13, Swim +12. 
  Possessions combat gear plus ice runes (dimension 
  door (2), spell theft (2), wind wall, dispel magic (2), 
  teleport (greater), invisibility (greater) (2), maze (2) 
  +2 ring of protection, ring of counterspells (dispel 
  magic, greater), +3 vest of resistance, cloak of 
  charisma +2, metamagic rod of silence (greater). 
  (Encumbrance – Light). 
  Ice Runes (Sp): Any spell an immoth has prepared 
  can be inscribed on an ice nugget. The creature 
  can trigger the spell contained in such an ice run as 
  a free action.  An ice rune remains magical until 
  triggered by the immoth.  Each immoth has at least 
  3d4+2 ice runes embedded on its body. 
  Poison (Ex): An immoth delivers its freezing venom 
  (Fortitude save DC 21) with each successful tail 
  attack.  The initial damage is paralysis (1d6+2 
  rounds), and the secondary damage is 1 point of 
  Intelligence drain per round of paralysis. 
  Spells: An immoth can cast arcane spells as a 12th-
  level Sorceror (combined with the class levels it 
  has taken, this makes it cast as an 16th level 
  
   
  sorcerer).  It cannot cast spells with the fire 
  descriptor.  
  *See Appendix Two: New Rules 
   
  E L E M E N T AL G U AR D I ANS  (2) 
  CR  11 
  Elder Air Elemental 
  N Huge Elemental (Air, Extraplanar) 
  Init +16; Senses 60 ft darkvision; Listen +28, Spot 
  +28 
  Languages Auran  
  AC 34, touch 20, flat-footed 22 
   (-2 size, +12 dexterity, +6 greater mage armor, +8 
  natural) 
  hp 240 (24 HD); DR 10/-, elemental traits 
  Fort +12, Ref +26, Will +11 
  Speed 100 ft fly (perfect)  
  Melee 2 slams +28 (2d8+6)  
  Space 15 ft.; Reach 15 ft.  
  Base Atk +18; Grp +32 
  Special Actions air mastery, whirlwind, flyby attack, 
  spring attack, power attack, elusive target 
  Pre-Cast – greater mage armor (CL 16 from 
  Geomancer Compact), mind blank (CL 16 from 
  Geomancer Compact) 
  Abilities Str 22, Dex 34, Con 18, Int 10, Wis 12, Cha 
  10. 
  Feats Blind-Fight, Combat Reflexes, Dodge, Elusive 
  Target*, Flyby Attack, Improved Initiativeb, Iron Will, 
  Mobility, Power Attack, Spring Attack, Weapon 
  Finesseb 
  Special Qualities: air mastery, whirlwind 
  Skills: Listen +28, Spot +28. 
  Possessions combat gear plus nothing (0 pds) 
  (Encumbrance – Light). 
  Air Mastery (Ex): Airborne creatures take a -1 
  penalty on attack and damage rolls against an air 
  elemental.  
  Whirlwind (Su): The elemental can transform itself 
  into a whirlwindonce every 10 minutes and 
  remaining that form for up to 1 round per 2 HD it 
  has (12 rounds).  In this form, the elemental can 
  move through the air or along a surface at its fly 
  speed. 
  The whirlwind is 5 feet wide at the base, up to 30 feet 
  wide at the top, and 10 to 60 feet tall.  The 
  elemental controls the exact height, which mubt 
  must be at least 10 feet. 
  The elemental’s movement while in whirlwind form 
  does not provoke attacks of opportunity, even if the 
  elemental enters the space another creature 
  occupies. Another creature might be caught in the 
  whirlwind if it touches or eners the whirlwind, or if 
  the elemental moves into or through the creature’s 
  space. 
  Creatures one or more size categories smaller than 
  the elemental might take damage when caught in 
  the whirlwind (2d8) and may be lifted into the air. 
  An affected creature must succeed on a Reflex 
  save when it comes into contact with the whirlwind, 
  or take the indicated damage.  It must also 
  succeed on a second Reflex save or be picked up 
  bodily and held suspended in the powerful winds, 
  automatically taking the indicated damage each 
  round. A creature that can fly is allowed a Reflex 
  save each round to escape the whirlwind. The 
  creature still takes damage but can leave if the 
  save is successful.  The DC for saves is 28.  
  Creatures trapped in the whirlwind cannot move 
  except to go where the elemental carries them or to 
  escape the whirlwind.  Creatures caught in the 
  whirlwind can otherwise act normally, but must 
  succeed on a Concentration check (DC 15+ spell 
  level) to cast a spell.  Creatures caught int 
  hewhirlwind take a -4 penalty to Dexterity and a -2 
  penalty on attack rolls.  The elemental can have 
  only as many creatures trapped inside the 
  whirlwind at one time as will fit inside the 
  whirlwind’s volume. 
  The elemental can eject any carried cratures 
  whenever it wishes, depositing them wherever the 
  shirlwind happens to be. A summoned elemental 
  always ejects trapped creatures before returning to 
  its home plane. 
  There is no debris in this case to cause a cloud. 
  An elemental in whirlwind form cannot make slam 
  attacks and does not threaten the area around it. 
   
  5 (A): THE COMPACT 
  I S H A D R D3/ W I Z3/ G E O M AN C E R7 
   CR  13 
  N Medium Humanoid (Grey Elf) 
  Init +2; Senses low light vision; Listen +12, Spot +12 
  Languages:  Common, Elven, Gnoll, Gnomish, 
  Draconic, Druidic, Orc, Sylvan 
  AC 24, touch 12, flat-footed 22 
   (+6 armor, +2 dexterity, +2 natural,+4 shield) 
  hp 84 (13 HD); DR 10/adamantine (stoneskin) 
  Fort +13, Ref +8, Will +15 
  Speed 35 ft. in nothing (7 squares);   
  Melee two claws +8 (1d3-2) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +8; Grp +6 
  Special Actions spells, ley lines (in stat blocks)  
  Wizard Spells (CL 15, Evoker, no necromancy or 
  enchantment, s are specialist spells) 
   
  5th – empowered fireballs (DC 21), cone of cold 
  (DC 23), sculpted evard’s black tentacles, wall of 
  force 
   
  4th – dimension door, empowered scorching ray, 
  sculpted lightning bolt (DC 21),  wall of fires 
   
  3rd – fireball (DC 21) (2), lightning bolts (DC 21), 
  empowered magic missile  
   
  2nd – mirror image, sculpted grease (DC 19), 
  scorching ray, scorching rays 
   
  1st – grease (DC 19), magic missile (2), magic 
  missiless , shocking grasp (2) 
   
  0 – ray of frost (2), ray of frosts, detect magic (2) 
  Druid Spells (CL 15) 
   
  2nd – earthbind* (DC 20) 
   
  1st – cure light wounds (2), faerie fire 
   
  0 – cure minor wounds (4) 
  
   
  Pre-cast – barkskin, cat’s grace, displacement, fly 
  (from CL 9 potion), invisibility (greater), mirror 
  image (8 images), stoneskin (150 pts), resist 
  energy (fire), resist energy (cold), greater mage 
  armor, shield. 
  Abilities Str 6, Dex 14, Con 14, Int 27, Wis 14, Cha 8 
  SQ: spells, dwarven traits, cat’s tail (drift 1), leopard 
  spots (drift 1), octopus camoflage (drift 2, can 
  change color, +4 Hide checks), swift as an elk (drift 
  2, +5 ft land speed), talons (drift 3, gain weapon 
  finesse, two claw attacks per round, 1d3 damage 
  each), fish gills (drift 3, can breathe both water and 
  air), boar’s ferocity (continue to fight without 
  penalty even while disabled or dying), ley lines +2 
  (aquatic, the Fading Lands here qualifies), spell 
  versatility 6, wild empathy, animal companion, 
  nature sense, wild empathy, woodland stride, 
  trackless step 
  Feats Combat Casting, Empower Spell, Practised 
  Spellcaster (Wizard)*, Sculpt Spell*, Sudden 
  Empower 
  Skills: Concentration +18, Handle Animal +15, Hide 
  +7 (+11 with drift),  Knowledge (arcane) +24, 
  Knowledge (nature) +26, Knowledge (the planes) 
  +16, Listen +12, Spellcraft +26, Spot +12, Survival 
  +17, Tumble +10. 
  Possessions combat gear plus clothing, backpack, 
  +2 vest of resistance, +2 amulet of health, +4 
  headband of intellect. (Encumbrance – Light). 
  Spell Versatility: At 1st level, the geomancer learns to 
  belnd divine and arcane magic. He still acquires 
  and prepares his spells in the normal manner for 
  his individual spellcasting classes.  When he casts 
  them, however, he can mix or match spellcasting 
  parameters from any of his classes to gain the 
  maximum possible advantage for any spell with a 
  spell level equal to or less than his spell versatility 
  score.  
  Drift: The character slowly becomes closer to nature. 
  At each geomancer level, choose a drift from the 
  appropriate stage. 
  Ley Lines: At 2nd level, the geomancer learns to 
  create magical connections with a specific type of 
  terrain.  Choose one of the following terrain types: 
  aquatic, desert, forest, hills, marsh, mountains or 
  plains.  In that terrain, the geomancer’s effective 
  caster level for allspells increases by +1. At 6th 
  level and again at 10th level, the character may 
  either choose a new terrain in which to receive the 
  benefit (at +1) or increase his effective caster level 
  in a previously chosen terrain by an additional +1. 
  *See Appendix Two, New Rules 
   
  E S T H E R  C LR3/ W I Z3/ G E O M AN C E R7 
   CR  13 
  N Medium Humanoid (Human) 
  Init +2; Senses normal; Listen +, Spot + 
  Languages:  Common, Elven, Sylvan 
  AC 35, touch 14, flat-footed 35 
   (+13 armor, +4 natural, +4 shield, +4 deflection) 
  hp 107 (13 HD); moderate fortification on armor 
  Fort +14, Ref +6, Will +19 
  Speed 25 ft. in heavy plate (5 squares);   
  Melee two claws +10 (1d3+2) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +8; Grp +10 
  Special Actions spells, ley lines (in stat blocks)  
  Wizard Spells (CL 15, Evoker, no necromancy or 
  divination, s are specialist spells) 
   
  2nd – scorching ray, scorching rays 
   
  1st – magic missiless , shocking grasp (2) 
   
  0 – ray of frost (4), ray of frosts 
  Cleric Spells (CL 15, Domains Plant and Earth, D are 
  domain spells, channel positive energy) 
   
  5th – contagion, mass (DC 20), earth reaver (DC 
  21), sculpted flamestrike (DC 20), wall of stoneD 
   
  4th –  flamestrike (DC 20) (2), spike stonesD,  
   
  3rd – dispel magic (2), invisibility purge, stone 
  shapeD 
   
   
  2nd – resist energy, spiritual weapon 
   
  1st – bless, magic stoneD, resurgence, vigor, lesser 
  (3)  
   
  0 – guidance (3), detect magic (3) 
  Pre-cast – air walk, barkskinD, bear’s endurance, 
  death throes, fly (from CL 9 potion), freedom of 
  movement, magic vestment, mirror image (5 
  images), resist energy (fire), resist energy (cold), 
  shield, shield of faith. 
  Deity: Obid Hai 
  Abilities Str 14, Dex 10, Con 18, Int 14, Wis 22, Cha 
  8 
  SQ: spells, dwarven traits, dog’s bark instead of 
  laughter (drift 1), green hair (drift 1), octopus 
  camoflage (drift 2, can change color, +4 Hide 
  checks), swift as an elk (drift 2, +5 ft land speed), 
  talons (drift 3, gain weapon finesse, two claw 
  attacks per round, 1d3 damage each), fish gills 
  (drift 3, can breathe both water and air), boar’s 
  ferocity (continue to fight without penalty even while 
  disabled or dying), ley lines +2 (hills, the Fading 
  Lands here qualifies), spell versatility 6, wild 
  empathy, animal companion, nature sense, wild 
  empathy, woodland stride, trackless step 
  Feats Combat Casting, Die Hard, Endurance, Extend 
  Spell, Practised Spellcaster (Cleric)*, Sculpt Spell* 
  Skills: Concentration +20, Heal +20, Knowledge 
  (arcane) +18, Knowledge (nature) +18, Knowledge 
  (religion) +18, Spellcraft +20.  
  Possessions 
  combat 
  gear 
  plus 
  +1 
  moderate 
  fortification heavy plate, clothing, backpack, +2 
  vest 
  of 
  resistance, 
  +4 
  periapt 
  of 
  wisdom. 
  (Encumbrance – Light). 
  Spell Versatility: At 1st level, the geomancer learns to 
  belnd divine and arcane magic. He still acquires 
  and prepares his spells in the normal manner for 
  his individual spellcasting classes.  When he casts 
  them, however, he can mix or match spellcasting 
  parameters from any of his classes to gain the 
  maximum possible advantage for any spell with a 
  spell level equal to or less than his spell versatility 
  score.  
  
   
  Drift: The character slowly becomes closer to nature. 
  At each geomancer level, choose a drift from the 
  appropriate stage. 
  Ley Lines: At 2nd level, the geomancer learns to 
  create magical connections with a specific type of 
  terrain.  Choose one of the following terrain types: 
  aquatic, desert, forest, hills, marsh, mountains or 
  plains.  In that terrain, the geomancer’s effective 
  caster level for allspells increases by +1. At 6th 
  level and again at 10th level, the character may 
  either choose a new terrain in which to receive the 
  benefit (at +1) or increase his effective caster level 
  in a previously chosen terrain by an additional +1. 
  *See Appendix Two, New Rules 
   
  E L E M E N T AL P R O T E C T O R S  (2) 
  CR  11 
  Elder Air Elemental 
  N Huge Elemental (Air, Extraplanar) 
  Init +15; Senses 60 ft darkvision; Listen +30, Spot 
  +30 
  Languages Auran  
  AC 33, touch 19, flat-footed 22 
   (-2 size, +11 dexterity, +6 greater mage armor, +8 
  natural) 
  hp 240 (24 HD); DR 10/-, elemental traits 
  Fort +12, Ref +25, Will +11 
  Speed 100 ft fly (perfect)  
  Melee 2 slams +27 (2d8+6)  
  Space 15 ft.; Reach 15 ft.  
  Base Atk +18; Grp +32 
  Special Actions air mastery, whirlwind, spring attack, 
  power attack, elusive target 
  Pre-Cast – greater mage armor (CL 16 from 
  Geomancer Compact), mind blank (CL 16 from 
  Geomancer Compact) 
  Abilities Str 22, Dex 33, Con 18, Int 10, Wis 12, Cha 
  10. 
  Feats 
  Alertness, 
  Blind-Fight, 
  Cleave, 
  Combat 
  Reflexes, 
  Dodge, 
  Elusive 
  Target*, 
  Improved 
  Initiativeb, Iron Will, Mobility, Power Attack, Spring 
  Attack, Weapon Finesseb 
  Special Qualities: air mastery, whirlwind 
  Skills: Listen +30, Spot +30. 
  Possessions 
  combat 
  gear 
  plus 
  nothing 
  (Encumbrance – Light). 
  Air Mastery (Ex): Airborne creatures take a -1 
  penalty on attack and damage rolls against an air 
  elemental.  
  Whirlwind (Su): The elemental can transform itself 
  into a whirlwindonce every 10 minutes and 
  remaining that form for up to 1 round per 2 HD it 
  has (12 rounds).  In this form, the elemental can 
  move through the air or along a surface at its fly 
  speed. 
  The whirlwind is 5 feet wide at the base, up to 30 feet 
  wide at the top, and 10 to 60 feet tall.  The 
  elemental controls the exact height, which mubt 
  must be at least 10 feet. 
  The elemental’s movement while in whirlwind form 
  does not provoke attacks of opportunity, even if the 
  elemental enters the space another creature 
  occupies. Another creature might be caught in the 
  whirlwind if it touches or eners the whirlwind, or if 
  the elemental moves into or through the creature’s 
  space. 
  Creatures one or more size categories smaller than 
  the elemental might take damage when caught in 
  the whirlwind (2d8) and may be lifted into the air. 
  An affected creature must succeed on a Reflex 
  save when it comes into contact with the whirlwind, 
  or take the indicated damage.  It must also 
  succeed on a second Reflex save or be picked up 
  bodily and held suspended in the powerful winds, 
  automatically taking the indicated damage each 
  round. A creature that can fly is allowed a Reflex 
  save each round to escape the whirlwind. The 
  creature still takes damage but can leave if the 
  save is successful.  The DC for saves is 28.  
  Creatures trapped in the whirlwind cannot move 
  except to go where the elemental carries them or to 
  escape the whirlwind.  Creatures caught in the 
  whirlwind can otherwise act normally, but must 
  succeed on a Concentration check (DC 15+ spell 
  level) to cast a spell.  Creatures caught int 
  hewhirlwind take a -4 penalty to Dexterity and a -2 
  penalty on attack rolls.  The elemental can have 
  only as many creatures trapped inside the 
  whirlwind at one time as will fit inside the 
  whirlwind’s volume. 
  The elemental can eject any carried cratures 
  whenever it wishes, depositing them wherever the 
  shirlwind happens to be. A summoned elemental 
  always ejects trapped creatures before returning to 
  its home plane. 
  There is no debris in this case to cause a cloud. 
  An elemental in whirlwind form cannot make slam 
  attacks and does not threaten the area around it. 
   
  
   
  APL 14
  SPRING 
  2: SNACKTIME  
  E L I T E  
  V E R Y  
  AD V AN C E D  
  W I NG E D 
  D I RE  
  S I BE RI AN T I G E R S  (3) 
   CR  13 
  N Large magical beast 
  Init +7; Senses low light vision, scent; Listen +8, Spot 
  +18 
  AC 22, touch 16, flat-footed 15 
   (-1 size, +7 dexterity, +6 natural armour) 
  hp 300 (25 HD);  
  Fort +19, Ref +19, Will +17 
  Speed 40 ft. in nothing (8 squares); fly 60 ft. (perfect)  
  Melee two claws +28 (2d4+10, 19-20) and bite +22 
  (2d6+5) 
  Space 10 ft.; Reach 5 ft.  
  Base Atk +18; Grp +32 
  Special Actions improved grab, pounce, rake 
  (2d4+5) 
  Abilities Str 30, Dex 24, Con 22, Int 2, Wis 16, Cha 8 
  SQ: improved grab, pounce, rake (2d4+5). 
  Feats Alertness, Dodge, Elusive Target*, Improved 
  Critical (claws), Improved Natural Attack (claws), 
  Improved Natural Attack (bite), Mobility, Stealthy, 
  Weapon focus (claw) 
  Skills: Hide +12 (+16 in snowy or icy conditions), 
  Jump +17, Listen +8, Move Silently +16, Spot +18, 
  Swim +12. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Improved Grab (Ex): To use this ability, a Dire 
  Siberian tiger must hit with its bite attack.  It can 
  then attempt to start a grapple as a free action 
  without provoking an attack of opportunity.  If it 
  wins the grapple check it establishes a hold and 
  can rake.  
  Pounce (Ex): If a Siberian tiger charges a foe, it can 
  make a full attack, including two rake attacks.  
  Rake (Ex): Attack bonus +27, damage 2d4+5. 
  Skills:  A Dire Siberian tiger has a +4 racial bonus on 
  Hide and Move Silently checks. 
   
  3: DISCIPLES 
  H ALF-B L U E  
  D R AG O N  
  D E F E N D E R  
  S K U L L C R U S H E R S  (6) 
   CR  12 
  S K U L L C R U S H E R  
  O G R E  
  E X O T I CW E AP O NM AS TE R1/F TR4 
  LE Large dragon 
  Init +5; Senses dark vision 60 ft., low light vision, 
  scent; Listen +2, Spot +2 
  Languages Common, Giant, Baklunish 
  AC 27, touch 14, flat-footed 23 
   (-1 size, +1 deflection, +4 dexterity, +7 armor, +6 
  natural armour) 
  hp 172 (13 HD); immunity to electricity, sleep and 
  paralysis 
  Fort +20, Ref +10, Will +7 
  Speed 40 ft. in +2 mithral  breast plate (8 squares); fly 
  80 ft (average) 
  Melee two-bladed sword main hand +23/+18/+13 
  (2d6+13, 17-20) and two-bladed sword off-hand 
  +23/+18(2d6+6, 17-20) and bite +18 (1d8+6); or 
  two claws +21 (1d6+13) and bite +16 (1d8+6) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +11; Grp +32 
  Special Actions flurry of strikes, breath weapon 
  Abilities Str 36, Dex 20, Con 22, Int 15, Wis 14, Cha 
  8 
  SQ: flurry of strikes, immunity to electricity, sleep and 
  paralysis, breath weapon (60 ft line, 6d8, DC 20) 
  Feats Combat Expertise, Dodge, Elusive Target*, 
  Exotic Weapon Proficiency (two-bladed sword), 
  Improved Critical (two-bladed sword), Improved 
  Grappleb, 
  Improved 
  Two 
  Weapon 
  Fighting, 
  Mobility, Two-Weapon Fightingb, Weapon Focus 
  (two-bladed sword) 
  Skills: Craft (Weaponsmith) +16, Intimidate +10, 
  Perform (dance) +6, Ride +13 
  Possessions combat gear ring of protection +1, ring 
  of counterspells (glitterdust), vest of resistance +2, 
  gloves of dexterity +4, +2 mithral breast plate, +1 
  flame /+1 two-bladed sword (locked gauntlet). 
  (Encumbrance – Light). 
  Flurry of Strikes (Ex): When wielding an exotic 
  double weapon or a spiked chain with both hands, 
  the character can elect to use a full attack action to 
  make a flurry of strikes.  When doing so, he may 
  make one extra attack in the round, at his full base 
  attack bonus, but this attack takes a -2 penalty, as 
  does each other attack made in that round and 
  until the exotic weapon master’s next turn.  The 
  extra attack may be with either end of the double 
  weapon.  
  Breath Weapon (Su):  Once per day, 6d8 electrical 
  damage, 60 ft line, Successful Reflex save of DC 
  20 (10+1/2 Racial HD+Con Modifier) reduces it by 
  half. 
   
  5: WIND BORNE 
  AD V AN C E D  
  E L I T E  
  G ARG AN T U AN  
  E L D E R  
  AR R O W H AW K 
   CR  16 
  G ARG AN T U AN  O U T S I D E R  ( AI R,  E X T R AP L ANAR) 
  N Outsider 
  Init +8; Senses dark vision 60 ft.; Listen +30, Spot 
  +30 
  Languages Auran 
  AC 29, touch 14, flat-footed 21 
   (-4 size, +8 dexterity, +15 natural armour) 
  
   
  hp 375 (25 HD); DR 15/attuned; immunity acid, 
  electricity and poison, resistance cold 10 and fire 
  10 
  Fort +23, Ref +20, Will +16 
  Speed 60 ft. fly (Perfect) in nothing (12 squares);    
  Melee bite +36 (4d6+22) 
  Ranged electricity ray +29 ranged touch (6d8 
  electricity, bypassing all energy resistance and 
  immunity) 
  Space 20 ft.; Reach 15 ft.  
  Base Atk +25; Grp +54 
  Special Actions dodge, mobility, flyby attack, elusive 
  target 
  Abilities Str 40, Dex 26, Con 28, Int 10, Wis 15, Cha 
  11 
  SQ: darkvision 60 ft, electricity ray  
  Feats Combat Reflexes, Dodge, Flyby Attack, Iron 
  Will, Mobility, Elusive Target*, Spring Attack 
  Skills: Diplomacy +3, Escape Artist +35, Knowledge 
  (the planes) +28, Listen +32, Move Silently +35, 
  Search +28, Sense Motive +30, Spot +32, Survival 
  +30 (+32 following tracks, +32 Plane of Air), Use 
  Rope +7 (+9 with bindings) 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Electricity Ray (Su): An arrowhawk can fire this ray 
  once per round, with a range of 50 ft. 
   
  SUMMER 
  2: FIRESTORM 
  C I N D E R  S WARM  (4) 
  CR  13 
  NE Fine elemental (fire, swarm) 
  Init +10; Senses dark vision 60’; Listen +10, Spot +10 
  Language: Ignan 
  AC 25, touch 24, flat-footed 19 
   (+6 dexterity, +8 size, +1 natural) 
  hp 96 (16 HD); immune to weapon damage, fire 
  Weaknesses vulnerable cold  
  Fort +10, Ref +14, Will +7 
  Speed 40 ft. in nothing (8 squares); fly 40 ft. good (8 
  squares)  
  Melee swarm (4d6 plus 3d6 fire) 
  Space 10 ft.; Reach 0 ft.  
  Base Atk +12; Grp - 
  Special Actions distraction (DC 20), burn (DC 20) 
  Abilities Str 1, Dex 22, Con 10, Int 4, Wis 11, Cha 11 
  SQ: distraction, burn 
  Feats Ability Focus (burn), Ability focus (distraction), 
  Alertness, Great Fortitude, Improved Initiative, Iron 
  Will, Lightning reflexes 
  Skills:Hide +16, Spot +9. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Distraction (Ex): Any living creature vulnerable to a  
  cinder swarm’s damage that begins its turn with a 
  swarm in its square is nauseated for 1 round; a DC 
  20 Fortitude save negates the effect. Even after a 
  successful save, spell-casting or concentrating on 
  spells within the area of a swarm requires a 
  Concentration check (DC 20 + spell level).  Using 
  skills requiring patience an concentration requires a 
  DC 20 Concentration check.  The save DC is 
  Constitution based. 
  Burn (Ex): A cinder swarm’s attack deals damage as 
  a swarm plus fire damage from the Fine 
  elementals’ flaming bodies.  Those swarmed by 
  cinders also must succeed on a DC 20 Reflex save 
  or catch on fire.  The flam burns for 1d4 rounds, 
  dealing 1d6 points of fire damage each round.  A 
  burning creature can take a move action to put out 
  the flame.  The save DC is Constitution-based. 
  Creatures hitting a cinder swarm with natural weapons 
  or unarmed attacks take fire damage as though hit 
  by the swarm, and also catch on fire unless they 
  succeed on a Reflex save. 
   
  3: PLAIN ADVANCE 
  D R E E L A AN D  K I F 
  CR  14 
  H ARS S AF  M NK4/T AT T O O E DM O N K5  (C O M P L E T E  
  W AR R I O R) 
  LN Medium Monstrous Humanoid (fire) 
  Init +8; Senses blindsense 30 ft., darkvision 60’; 
  Listen +3, Spot +3 
  Languages Common 
  AC 31, touch 25, flat-footed 23 
   (+8 dexterity, +3 wisdom, +3 natural, +3 armor, +2 
  deflection, +2 monk) 
  hp 180 (15 HD); DR 5/bludgeoning, fast healing 3, 
  immunity to blindness and fire, SR 26 
  Weaknesses vulnerable cold 
  Fort +17, Ref +24, Will +17 
  Speed 60 ft. in clothes (12 squares); burrow 10 ft.  
  Melee unarmed +20/+15/+10 or +18/+18/+13/+8 
  (2d6+6) 
  Ranged javelin +20/+15/+10 (1d6+6) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +12; Grp +18 
  Special Actions Draconic Fist, Stunning Fist (DC 17) 
  (six times per day), Dodge, flaming aura, sand 
  pulse (DC 18), sand form, flurry of blows, still mind, 
  evasion, elusive target, tiger tattoo, wasp tattoo, 
  dragonfly tattoo 
  Abilities Str 22, Dex 26, Con 22, Int 10, Wis 16, Cha 
  12 
  SQ: sand form, flaming aura, sand pulse, flurry of 
  blows, fast movement, still mind, evasion, slow fall 
  20 ft., ki strike (magic), tiger tattoo, wasp tattoo, 
  dragonfly tattoo 
  Feats Alertnessb, Dodge, Draconic Fist – Electricity 
  (from Dragon Magic, replaces 1st level Monk bonus 
  feat), Elusive Target*, Endurance, Fiery Fistsb*, 
  Improved Unarmed Strikeb, Lightning Reflexesb, 
  Mobility, Stunning Fist, Weapon Finesse  
  Skills: Jump +17, Knowledge (religion) +7, Tumble 
  +21. 
  Possessions combat gear plus +3 bracers of armor, 
  +1 vest of resistance, +2 belt of magnificence, 
  monk’s turban (as a monk’s belt, but in the head 
  
   
  slot – not on the AR), +2 ring of protection, javelins 
  (8). (Encumbrance – Light). 
  Draconic Fist (Electricity): When you select this 
  class feature, choose one energy type from among 
  acid cold, electricity or fire. As a swift action, you 
  can choose for your next unarmed attack made in 
  this round to deal an extra 1d6 points of damage of 
  the chosen type.  This extra damage improves to 
  2d6 at 5th level, and by another 1d6 points every 
  five levels thereafter.  You can use this ability a 
  number of times per day equal to your class level. 
  Flaming Aura (Su): At will as a free action, a harssaf 
  can generate an intense fiery heat. This aura takes 
  the form of a mirage like shimmering around a 
  harssaf’s body.  Any creature that comes within 5 
  feet of a harssaf automatically takes 1d6 points of 
  fire damage per round, and any creature struck by 
  a harssaf’s melee attacks takes an extra 1d6 points 
  of fire damage.  Only metallic weapons or natural 
  attacks 
  (bold 
  added 
  by 
  author 
  to 
  correct 
  misconceptions) conduct this heat, but harssafs 
  rarely wield wooden weapons when they use this 
  ability, since doing so typically renders the 
  weapons useless after a few rounds. 
  Sand Pulse (Su): Once per day as a standard action, 
  a harssaf can generate a sand pulse in a 30 foot 
  radius spread centered on itself. All creatures 
  within the area must make a DC 18 Reflex save or 
  take 3d6 points of damage from the high-powered 
  blast of sand and be blinded for 5 rounds.  Success 
  negates the blindness and halves the damage.  
  The save DC is Constitution based. 
  Sand Form (Su): At will as a standard action, a 
  harssaf can assume the form of a pile of mobile 
  sand.  This ability works as the gaseous form spell, 
  except the harssaf is composed of sand instead of 
  vapor and it cannot fly; harssafs in sand form 
  slither along the ground and can fit through gaps or 
  crevices less than one-quarter inch wide. 
  Still Mind (Ex): +2 on all enchantment spells. 
  Tattoo (Su or Sp): Tattooed monks gain their powers 
  from the magic tattoos that eventually cover their 
  bodies. A 1st- level tattooed monk has one tattoo 
  and gains another tattoo every odd-number level.  
  A tattooed monk can choose his tattoos from 
  among those described.  Note that three of the 
  tattoos (centipede, crescent moon, and phoenix) 
  have minimum class levels. 
  All tattoos are magical, and the abilities they bestow 
  are supernatural (except for the crescent moon).  A 
  tattooed monk in an antimagic field loses all 
  benefits of his tattoos. Unless the effect of a tattoo 
  is continuous, activating a tattoo is a move action 
  that does not provoke an attack of opportunity. 
  Tiger Tattoo: Once per day per tattoo he possesses, 
  a character with this tattoo can fight unarmed with 
  a +1 bonus on all attack rolls and deal an extra 1d6 
  points of damage with a successful attack. This 
  burst of martial arts ferocity lasts for 1 round per 
  class level. 
  Wasp Tattoo: Once per day per tattoo he possess, a 
  character with this tattoo can use haste on herself.  
  The benefit lasts 1 round per class level. 
  Dragonfly Tattoo:  Once per day, a character with 
  this tattoo gains a dodge bonus to his AC equal to 
  the number of tattoos he possesses. This benefit 
  lasts for 1 round per class level. 
   
  5: MEALS 
  G ARATH,  D URTHA AND E V E L Y N 
  12  H E AD E D  E L I T E  P Y R O H Y D R A 
  CR  14 
  N Huge Magical beast (fire) 
  Init +2; Senses darkvision 60’, low-light vision, scent; 
  Listen +10, Spot +11 
  Languages: None 
  AC 23, touch 10, flat-footed 21 
   (-2 size, +2 dexterity, +13 natural armor) 
  hp 179 (12 HD); DR 15/attuned, fast healing 22 
  Resistances  immune fire 
  Weaknesses vulnerable cold 
  Fort +15, Ref +10, Will +6 
  Speed 20 ft. in nothing (4 squares); swim 20 ft (4 
  squares)  
  Melee 12 bites (full attack action or standard, 
  including as charge) +19 (2d8+9, 19-20 crit) 
  Space 15 ft.; Reach 10 ft.  
  Base Atk +12; Grp +29 
  Special Actions full attack whether taking full round 
  action or standard, Fire Breath (DC 23, 3d6 fire, 
  once per head, all every 1d4 rounds) 
  Abilities Str 28, Dex 14, Con 24, Int 2, Wis 12, Cha 7 
  SQ: Fire Breath 
  Feats Blind Fighting, Combat Reflexesb, Improved 
  Critical (bite), Improved Natural Attack (bite), 
  Improved Toughness*, Iron Will  
  Skills: Listen +10, Spot +11, Swim +14. 
  Possessions 
  combat 
  gear 
  plus 
  nothing 
  (Encumbrance – Light). 
  Fire Breath (Ex): These hydras can breathe jets of 
  fire 10 feet high, 10 feet wide and 20 feet long.  All 
  heads breathe once every 1d4 rounds.  Each jet 
  deals 3d6 points of fire damage per head. A 
  successful Reflex save halves the damage.  The 
  save DC is 10 + ½ hydra’s original number of 
  heads + hydra’s Con modifier. 
   
  AUTUMN 
  2: EARLY WARNING 
  S ARO NW AY  
  AND 
  E L I S E  
  F TR2/M NK2/  
  S H AD O WD AN C E R4 
  CR  15 
  LE Medium Monstrous Humanoid (medusa) 
  Init +7; Senses darkvision 60’; Listen +1, Spot +13 
  Languages Common 
  AC 25, touch 17, flat-footed 20 
   (+6 dexterity, +3 natural, +1 deflection, +6 for +1 
  mithral chain shirt) 
  hp 115 (14 HD);  
  Fort +13, Ref +21, Will +12 
  
   
  Speed 30 ft. in clothes (6 squares)  
  Melee greatsword +14/+9/+4 (2d6+3) and snakes +9 
  (1d4+1 plus poison) 
  Ranged masterwork composite +2 Str longbow 
  +18/+13/+8 (1d8+2) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +12; Grp +18 
  Special Actions petrifying gaze, poison, evasion, 
  hide in plain sight, uncanny dodge, shadow illusion, 
  summon shadow, shadow jump 
  Pre-cast 
  – 
  invisibility 
  (CL 
  16999999999999999999999999999999999999999
  ) 
  Abilities Str 14, Dex 24, Con 14, Int 12, Wis 12, Cha 
  17 
  SQ: petrifying gaze, poison, evasion, flurry of blows 
  (cannot employ currently), hide in plain sight, 
  uncanny dodge, shadow illusion, summon shadow, 
  shadow jump 
  Feats Dodge, Combat Reflexesb, Elusive Target*, 
  Improved Grappleb, Mobility, Point Blank Shot, 
  Precise Shot, Rapid Shot, Shot on the Run. 
  Skills: Disguise +9 (+11 acting), Hide +28, Intimidate 
  +4, Jump +7, Move Silently +19, Perform (dance) 
  +8, Spot +13, Tumble +21. 
  Possessions 
  combat 
  gear 
  plus 
  masterwork 
  composite +2 Str longbow, arrows (40), cloak of 
  elvenkind, +4 gloves of dexterity, +2 vest of 
  resistance, +1 ring of protection, eyes of the eagle, 
  +2 mithral chain shirt, greatsword (2), daggers (5). 
  (Encumbrance – Light). 
  Petrifying Gaze (Su): Turn to stone permanently, 30 
  feet, Fortitude DC 16 negates. The save DC is 
  Charisma-based.  
  Poison (Ex): Injury, Fortitude DC 15, initial damage 
  1d6 Str, secondary damage 2d6 Str. The save DC is 
  Constitution-based.  
   
  D E AT H  AN D  D I S M AY 
  CR  - 
  LE 
  Medium 
  undead 
  (incorporeal) 
  (shadow 
  companions) 
  Init +2; Senses darkvision 60’; Listen +7, Spot +7 
  AC 13, touch 13, flat-footed 11 
   (+2 dexterity, +1 deflection) 
  hp 19 (3 HD); undead traits, cannot be turned or 
  rebuked, cannot create spawn 
  Fort +1, Ref +3, Will +4 
  Speed 40 ft. fly (good) (8 squares)  
  Melee incorporeal touch +3 (1d6 Str) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +1; Grp - 
  Special Actions strength damage 
  Abilities Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13 
  SQ: cannot be turned, strength damage 
  Feats Alertness, Dodge. 
  Skills: Hide +8 (+12 in shadowy areas, +4 in brightly 
  lit areas), Listen +7, Search +4, Spot +7.  
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Strength Damage (Su): The touch of a shadow deals 
  1d6 points of Strength damage to a living foe. A 
  creature reduced to Strength 0 by a shadow dies.  
  This is a negative energy effect.  
   
  3: UNLEASHED  
  S I V ARI TH,  G O R I TH  AN D  E C K E R 
  CR  14 
  Very Advanced Stone Drake (Races of Stone) Ftr4 
  NE Large Dragon (earth) 
  Init +7; Senses darkvision 120’, low-light vision; 
  Listen +20, Spot +20 
  Languages Draconic , Undercommon 
  AC 22, touch 12, flat-footed 19 
   (-1 size, +3 dexterity, +10 natural) 
  hp 289 (20 HD);  10/attuned, immunity to sleep and 
  paralysis, immune to acid (from attunement) 
  Weaknesses light sensitivity 
  Fort +20, Ref +14, Will +12 
  Speed 40 ft. in nothing (8 squares), climb 40 ft 
  (perfect, see SQ)  
  Melee bite +27 (3d6+8+1d8 acid) and 2 claws +25 
  (1d8+4) 
  Space 10 ft.; Reach 5 ft.  
  Base Atk +20; Grp +32 
  Special Actions acid bite, ambush, perfect climbing 
  Abilities Str 26, Dex 16, Con 24, Int 14, Wis 12, Cha 
  14 
  SQ: acid bite, ambush, light sensitivity 
  Feats Blind-Fighting, Bounding Assault*, Dodge, 
  Elusive Target*, Improved Initiative, Improved 
  Natural Attack (bite), Mobility, Mulitattack, Rapid 
  Blitz*, Spring Attack, Trackb 
  Skills: Climb +31, Hide +25, Intimidate +21, Jump 
  +35, Listen +20, Move Silently +26, Search +21, 
  Spot +20, Survival +20. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Acid Bite (Ex): A stone drake deals an extra 1d8 
  points of acid damage with a successful bite attack.  
  Ambush (Ex): Any item a stone drake makes a 
  successful 
  charge 
  attack 
  against 
  a 
  flat-footed 
  opponent, it deals double damage with its bite.  
  Light Sensitivity (Ex): Stone drakes are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  Perfect Climbing (Ex): A stone drake moves with 
  perfect ease while climbing.  It can move at full speed 
  across ceilings, overhangs, and other slanted or 
  vertical surfaces without Climb checks, and it does not 
  have to make a Climb check to avoid losing its grip 
  when it takes damage. 
   
  5: GOLDEN HUE  
  E L I T E  E ARTH W H I S P E R S  S O R6  (3) 
  CR  14 
  NE 
  Medium 
  elemental 
  (earth, 
  extraplanar, 
  incorporeal) 
  Init +9; Senses darkvision 60’; Listen +19, Spot +25 
  Languages: Common,Undercommon 
  AC 32, touch 24, flat-footed 23 
  
   
   (+9 dexterity, +5 deflection, +4 mage armor, +4 
  shield) 
  hp 140 (18 HD + 14 hp false life); elemental traits, 
  incorporeal traits 
  Fort +12, Ref +15, Will +14 
  Speed 40 ft. fly (perfect) (8 squares)  
  Melee incorporeal touch +19 (1d4 dex) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +12; Grp - 
  Special Actions avarice, cavern fear, control earth 
  creatures, dexterity damage, petrification 
  Sorceror Spells (CL 6): 
   
  3rd level (4 slots left) – slow (DC 18) 
   
  2nd level (5 slots left) – eagles splendor, false life 
   
  1st level (6 slots left) – grease (DC 16), mage 
  armor, magic missile, shield 
   
  0 level (5 slots left) – arcane mark, detect magic, 
  light, 
  mage 
  hand, 
  message, 
  open/close, 
  prestidigitation 
  Spell-like Abilities (CL 10): 
   
  At will – stone shape 
   
  3/day – spike stones (DC 21), wall of stone  
  Abilities Str -, Dex 28, Con 15, Int 13, Wis 20, Cha 20 
  SQ: avarice, cavern fear, control earth creatures, 
  dexterity damage, petrification 
  Feats Ability Focus (avarice), Arcane Strike*, Blind-
  Fight, Dodge, Elusive Target*, Mobility, Eschew 
  Materials 
  Skills: Concentration +23, Listen +19, Spot +25. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Avarice (Sp): As a standard action, an Earth Whisper 
  can induce overwhelming greed within one creature 
  within 30 feet. The creature targeted with the 
  avarice ability must succeed on a DC 23 Will save 
  or attack the nearest creature that has valuable 
  metal or mineral wealth.  The affected creature 
  attacks with lethal force, although it is not 
  compelled to cast any spells on the creature 
  carrying the metal or mineral wealth. This effect 
  lasts for 1d4+1 rounds.  A successful save means 
  the creature is immune to that Earth Whisper’s 
  avarice ability for 24 hours, but not the avarice 
  ability of other Earth Whispers. Avarice is a mind-
  affecting ability, the DC save is Charisma-based.  
  In cases where the affected creature is presented 
  with more than one source of wealth, the Earth 
  Whisper chooses the affected creatures target. 
  Cavern Fear (Sp): As a standard action, an Earth 
  whisper can induce an irrational fear of being 
  pushed out of the earth in one creature within 30 
  feet. The creature targeted by the cavern fear 
  ability must succeed on a DC 21 Will save or 
  become panicked (see pg. 301 of the DMG).  
  Unlike with the normal effects of the panicked 
  state, the affected creature does not flee along a 
  random path.  Instead, it attempts to head as deep 
  within the earth as possible. When presented with 
  a pit, chasm or other surface too steep to walk 
  down, it attempts to climb. If the creature is 
  presented with more than one way to go, and it 
  does not know which way might be deeper under 
  the earth, it chooses randomly. A successful save 
  means the creature is immune to that Earth 
  Whisper’s cavern fear ability for 24 hours, but not 
  the cavern fear ability of other Earth Whispers. This 
  ability only functions underground. Should the 
  affected creature be pushed or forcibly moved into 
  the open, it cowers.  This effect lasts for one 
  minute. Cavern fear is a mind-affecting fear effect.  
  The save DC is Charisma-based. 
  Control Earth Creatures (Su):  An Earth Whisper 
  can rebuke and control earth creatures in the same 
  way that an evil cleric rebukes or controls undead. 
  An Earth Whisper rebukes as a cleric equal to its 
  hit dice. An Earth Whisper can use this ability a 
  number of times per day equal to 3 plus its 
  Charisma modifier. 
  Dexterity Damage (Su): An Earth Whisper deals 1d4 
  points of Dexterity damage each time it hits with its 
  incorporeal touch attack. A creature whose 
  Dexterity is reduced to 0 must succeed on a DC 18 
  Fortitude save or become Petrified.  The save DC 
  is Constitution-based. 
   
  WINTER 
  2:  TERRITORY 
  E L I T E  
  AD V AN C E D  
  G ARG AN T U AN  
  W O O L Y  
  M AM M O TH (2) 
   CR  14 
  N Gargantuan animal 
  Init +0; Senses low light vision, scent; Listen +13, 
  Spot +21 
  AC 20, touch 6, flat-footed 20 
   (-4 size, +14 natural armour) 
  hp 437 (23 HD); DR 10/attuned, immune cold (from 
  attunement)  
  Fort +24, Ref +13, Will +15 
  Speed 40 ft. in nothing (8 squares);   
  Melee slam +30 (3d6+18) and two stamps +28 
  (3d6+9); or gore +30 (4d10+27, 19-20) 
  Space 20 ft.; Reach 15 ft.  
  Base Atk +16; Grp +44 
  Special Actions improved grab, toss, trample 3d8+27 
  Abilities Str 47, Dex 10, Con 34, Int 2, Wis 14, Cha 5 
  SQ: trample 3d8+27, improved grab, toss. 
  Feats Alertness, Cleave, Improved Bull Rush, 
  Improved Critical (gore), Improved Natural Attack 
  (gore),  Improved Toughness*, Multi-attackb, Power 
  Attack 
  Skills: Listen +13, Spot +21. 
  Possessions combat gear plus snow shoes (!). 
  (Encumbrance – Light). 
  Improved Grab (Ex): To use this ability, the wooly 
  mammoth must hit with a gore attack.  If it gets a 
  hold, it tosses the opponent.  
  Toss (Ex): Wooly mammoths vigorously shake any 
  creature caught in their tusks and fling it in a 
  random direction. Resolve the toss as a bull rush 
  maneuver (+30 check modifier), except that there 
  is no attack of opportunity, since the wooly 
  mammoth has already grabbed its foe when it tries 
  
   
  to toss the victim.  The woolly mammoth does not 
  need to move with its foe in order to throw its foe 
  more than 5 feet.  If the tossed victim beats the 
  woolly mammoth’s bull rush check, he remains in 
  his current square with no ill effects and is not 
  grappled any longer.  Tossed victims take impact 
  damage on landing as if they had fallen a distance 
  equal to the distance they were tossed, and need 
  to make a DC 15 Jump check to remain standing 
  or are considered prone.  
  Trample (Ex): As a full-round action, a woolly 
  mammoth can move up to twice its speed and 
  literally run over Large or smaller creatures.  This 
  attack deal 3d8+27 points of damage.  Trampled 
  opponents can make attacks of opportunity against 
  the woolly mammoth at a -4 penalty.  If they do not 
  make attacks of opportunity, trampled opponents 
  can attempt DC 39 Reflex save for half damage. 
  The save DC is Strength-based.  A creature may 
  be trampled by the same woolly mammoth no more 
  than once in a given round. 
   
  3: STEELCLAWS 
  U R S K AN S  (2) 
   CR  14 
  D E F E N D E R  F TR6/M NK2/R G R1 
  LN Large Magical beast (cold) 
  Init +4; Senses dark vision 60 ft., low light vision, 
  scent; Listen +9, Spot +17 
  Languages Common, Urskan, Baklunish 
  AC 33, touch 18, flat-footed 29 
   (-1 size, +4 dexterity, +5 wisdom, +6 greater mage 
  armor, +9 natural armour) 
  hp 236 (14 HD); immunity to cold, vulnerable to fire 
  Fort +27, Ref +17, Will +13 
  Speed 40 ft. in nothing (8 squares); swim 40 ft (8 
  squares); fly 60 ft. (good)  
  Melee two +2 steelclaws +28 (1d12+18, 19-20) and 
  bite +19 (2d6+6); or two claws +26 (1d8+14) and 
  bite +19 (2d6+6) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +13; Grp +29 
  Special Actions powerful charge, rend 
  Pre-Cast – greater mage armor (CL 18), cat’s grace 
  (CL 18), bull’s strength (CL 18), fly (CL 18), bear’s 
  endurance (!) (CL 18), barkskin (CL 18) 
  Abilities Str 34, Dex 18, Con 30, Int 14, Wis 20, Cha 
  10 
  SQ: powerful charge, rend, surefooted, evasion, flurry 
  of blows, wild empathy, favoured enemy (humans) 
  Feats Cleave, Deflect Arrowsb, Improved Critical 
  (steelclaws), 
  Improved 
  Overrun, 
  Improved 
  Toughness*, 
  Power 
  Attack, 
  Power 
  Critical 
  (steelclaws), Stunning Blowb, Trackb, Weapon 
  Focus (steelclaws), Weapon Mastery (slashing), 
  Weapon Specialization (steelclaws) 
  Skills: Balance +9 (+13 on ice or snow), Climb +15, 
  Craft (armorsmithing) +6, Hide +4 (+12 in snowy 
  conditions), Intimidate +4, Jump +24, Listen +9, 
  Spot +17, Survival +9, Swim +12, Tumble +22. 
  Possessions combat gear vest of resistance +2, 
  periapt of wisdom +4, +2 steelclaws (2), armor 
  hammer, snow shoes. (Encumbrance – Light). 
  Powerful Charge (Ex): An urskan often begins a 
  battle by charging at an opponent, hurling its 
  powerful body at a foe. In addition to the benefits 
  and hazards of a charge, this allows the urskan to 
  make a single slam attack at a +24 bonus that 
  deals 2d8+18 points of damage.  
  Rend (Ex): If an urskan hits with both claw attacks 
  (not steelclaws), it latches onto the opponent’s 
  body and tears the flesh.  This attack automatically 
  deals an additional 2d8+18 points of damage.  
  Surefooted (Ex): Urskans ignore all movement 
  penalties associated with snow on the ground.  
  They also receive a +4 racial bonus on Balance 
  checks when walking on ice or snow.  
  Skills:  An urskan’s white fur gives it a +8 racial 
  bonus on Hide attempts while unarmored in snow 
  or icy terrain.  An urskan gains a +8 racial bonus 
  on any Swim checks and can always choose to 
  take 10 on a Swim check even if distracted or 
  endangered. 
   
  4: A HINT OF EVIL  
  AL F O N S E,  E L I S E  AN D  M O S AR 
  T I E F L I N G  
  S W AS H B U C K L E R3/F TR4/R O G2/D E R V I S H5
   
  CR  14 
  NE Medium outsider (native) 
  Init +7; Senses darkvision 60’; Listen +11, Spot +8 
  Languages: Common, Infernal, Draconic, Elven, Orc 
  AC 27, touch 19, flat-footed 20 
   (+6 dexterity, +1 haste, +8 armor, +2 dervish) 
  hp 154 (14 HD); resist cold 5, electricity 5, fire 5 
  Fort +14, Ref +19, Will +10 
  Speed 70 ft. in mithral chain shirt (6 squares)  
  Melee +1 flaming maiming scimitar +20/+15/+10 
  (1d6+10+1d6 fire, crit 15-20, 1d4 multiplier) and +1 
  shocking scimitar +20 (1d6+8+1d6 electricity, 15-
  20 crit, *2) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +13; Grp +16 
  Special Actions insightful strike, dodge, mobility, 
  combat reflexes, evasion, sneak attack +1d6, 
  dervish dance 3/day, movement  mastery, dance of 
  death 
  Spell-like Abilities (CL 14): 
   
  1/day – darkness  
  Pre-cast 
  (all 
  potions): 
  cat’s 
  grace 
  (CL 17), 
  displacement (CL 17), haste (CL 17), bear’s 
  endurance (CL 17), bull’s strength (CL 17), fox’s 
  cunning (CL 17), owl’s wisdom (CL 17) 
  Abilities Str 16, Dex 24, Con 16, Int 22, Wis 16, Cha 
  8 
  SQ: insightful strike, grace, trap sense, evasion, 
  sneak 
  attack 
  +1d6, 
  dervish 
  dance 
  3/day, 
  movement  mastery, slashing blades, dance of 
  death 
  
   
  Feats 
  Combat 
  Expertiseb, 
  Combat 
  Reflexesb, 
  Darkstalker*, Dodge, Improved Critical (scimitar), 
  Mobility, Spring Attackb, Two Weapon Fighting, 
  Weapon Finesseb, Weapon Focus (Scimitar) 
  Skills: Appraise +12, Balance +26, Bluff +9, Climb 
  +11, Diplomacy +3, Escape Artist +11, Jump +30, 
  Hide +21, Listen +11, Move Silently +16, Perform 
  (dance) +6, Sense Motive +7, Spot +8, Tumble 
  +27, Use Rope +7 (+9 with bindings). 
  Possessions combat gear plus +3 vest of resistance, 
  +1 shocking scimitar, +1 flaming maiming scimitar, 
  boots of speed, masterwork cold iron scimitar (2), 
  scimitar (2), kukri (2), +3 mithral chain shirt, cloak 
  of elvenkind, ring of counterspells (glitterdust), 
  backpack, 1 day trail rations, waterskin (1/2 full). 
  (Encumbrance – Light). 
  Grace (Ex):  A swashbuckler gains a +1 competence 
  bonus on Reflex Saves at 2nd level.  This bonus 
  increases to +2 at 11th level and to +3 at 20th 
  level. A swashbuckler loses this bonus when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load. 
  Insightful Strike (Ex): At 3rd level, a swashbuckler 
  becomes able to place her finesse attacks where 
  they deal greater damage.  She applies her 
  Intelligence bonus (if any) as a bonus on damage 
  rolls (in addition to any Strength bonus she may 
  have) with any light weapon, as well as any other 
  weapon that can be use with Weapon Finesse, 
  such as a rapier, whip or spiked chain.  Targets 
  immune to sneak attacks or critical hits are immune 
  to 
  a 
  swashbuckler’s 
  insightful 
  strike. 
   
  A 
  swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load. 
  AC Bonus (Ex):  A dervish gains this bonus to Armor 
  Class as long as she is wearing no armor or light 
  armor and not carrying a shield. This bonus to AC 
  applies even against touch attacks ro when the 
  dervish is flat-footed.  She loses this bonus when 
  she is immobilized or helpless, when she wears 
  any armor heavier than light, when she carries a 
  shield, or when she carries a medium or heavy 
  load. 
  Dervish Dance (Ex): A dervish can become a 
  whirling dancer of death a certain number of times 
  per day.  While in this dervish dance, she can take 
  a full attack action (for melee attacks only) and still 
  move up to her speed.  However, the dervish must 
  move a minimum of 5 feet between each attack 
  when using this ability, and she cannot return ot a 
  square she just exited (though she may return to 
  that square later during her full attack). The dervish 
  is subject to attacks of opportunity while dancing, 
  but may tumble normally as part of her move.  A 
  dervish prevented from completing her move is 
  also prevented from finishing her full attack. 
  If a dervish wields a slashing weapon while in a 
  dervish dance, she gains a bonus on her attack 
  and damage rolls.  This bonus is +1 at 1st level, 
  and it increases by an extra +1 at every odd-
  numbered level thereafter. 
  A dervish may only perform a dervish dance while 
  wielding a slashing weapon (she may use a double 
  weapon, multiple weapons, only of both ends of the 
  weapon or all ends of the weapons are of the 
  slashing type). She cannot perform a dervish 
  dance in any armor heavier than light or if she is 
  using a shield.  While dancing, a dervish cannot 
  uses skills or abilities that involve concentration or 
  require her to remain still, such as Move Silently, 
  Hide, or Search.  A dervish with the bardic music 
  ability can also use the Combat Expertise feat 
  while in a dance. A dervish cannot perform a 
  dervish dance while under the effect of a rage or 
  frenzy ability. 
  A dervish can perform a dervish dance only once per 
  encounter. A dervish dance lasts 1 round for every 
  two ranks of Perform (dance) that the character 
  has. At the end of a dervish dance, the character 
  becomes fatigued for the rest of the encounter 
  (unless she is a 9-th level dervish, at which point 
  this limitation no longer applies). 
  Movement Mastery (Ex): A dervish is so certain of 
  her movements that she is unaffected by adverse 
  conditions.  When making a Jump, Perform 
  (dance) or Tumble check, she may take 10 even if 
  stress and distraction would normally prevent her 
  from doing so. 
  Slashing Blades (Ex):  A dervish treats the scimitar 
  as a light weapon (rather than a one-handed 
  weapon) for all purposes including fighting with two 
  weapons. 
  Dance of Death (Ex):  At 4th level, a dervish gains the 
  benefit of the Cleave feat while performing a 
  dervish dance, even if she does not meet the 
  prerequisites for the feat. She does not have to 
  move 5 feet before make the extra attack granted 
  by this ability. 
   
  FULL CIRCLE 
  2: DOOR GUARDS 
  AD V AN C E D  D I S P L ACE R  B E AS T  G U AR D S  R O G7  
  (3)  
  CR  14 
  NE Huge Magical Beast 
  Init +5; Senses dark vision 60’, low light vision; Listen 
  +4, Spot +25 
  Languages:  Common 
  AC 26, touch 13, flat-footed 21 
   (-2 size, +5 dexterity, +8 natural armour, +5 armour) 
  hp 253 (19 HD);  
  Fort +17, Ref +18, Will +8 
  Speed 40 ft. in nothing (8 squares);   
  Melee two tentacles +26 (2d6+10) and one bite +21 
  (2d6+5) 
  Space 15 ft.; Reach 10 ft. (15 ft with tentacles)  
  Base Atk +17; Grp +35 
  Special Actions displacement, dodge, mobility, 
  elusive target, resistance to ranged attacks, sneak 
  attack +4d6, evasion, uncanny dodge 
  Abilities Str 30, Dex 20, Con 24, Int 5, Wis 14, Cha 6 
  
   
  SQ: displacement, resistance to ranged attacks, 
  sneak attack +4d6, trapsense, evasion, uncanny 
  dodge 
  Feats Dodge, Mobility, Elusive Target*, Improved 
  Natural Attack (tentacles), Nimble Stand* (CS), 
  Spring Attack, Staggering Strike. 
  Skills: Hide +8, Listen +4, Move Silently +4, Spot 
  +25, Tumble +18. 
  Possessions combat gear plus +1 chain shirt 
  barding. (Encumbrance – Light). 
  Displacement 
  (Su): 
  A 
  light-bending 
  glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% 
  miss chance unless the attacker can locate the 
  beast by some means other than sight. A true 
  seeing effect allows the user to see the beast’s 
  position, but see invisibility has no effect.  
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on save against 
  any ranged magical attack that specifically targets 
  it (except for ranged touch attacks). 
  Skills:  A displacer beast has a +8 racial bonus on 
  Hide checks, thanks to its displacement ability. 
   
  3: INTERLOPERS 
  S I E G 
  S P E L L W O V E R N  AD V AN C E D  K R AK E N  F TR1 
   
  CR  17 
  NE Gargantuan Aberration 
  Init +7; Senses darkvision 60 ft, low light vision; 
  Listen +37, Spot +37 
  Languages:  Common, Aquan 
  AC 25, touch 9, flat-footed 22 
   (-4 size, +3 dexterity, +16 natural armour) 
  hp 580 (27 HD); 
  Fort +27, Ref +17, Will +16 
  Speed Swim 20 ft. in nothing (4 squares); 
  Melee two tentacles +38 (2d8+15, 19-20) and six 
  arms +33 (1d6+7) and bite +33 (4d6+7) 
  Space 20 ft.; Reach 15 ft. (30 ft with arm, 60 ft with 
  tentacle)  
  Base Atk +27; Grp +54 
  Special Actions improved grab, constrict, jet 
  Spell-Like Abilities (CL 9, Save DC is Charisma-
  based):  
  1/day – control weather, control winds, dominate 
  animal (DC 18), resist energy. 
  Spell-like Abilities from Spellwoven (CL 27, Save 
  DC is Constitution-based, Maximum 27 uses of 
  these spell-like abilities per day): 
  Unlimited – shield, death armor* 
  3/day- haste  
  1/day –magic fang, superior* 
  Pre-Cast – magic fang, superior, death armor  
  Abilities Str 40, Dex 16, Con 38, Int 23, Wis 22, Cha 
  20 
  SQ: improved grab, constrict, jet, ink cloud (not 
  possible in this adventure), spell-like abilities 
  Feats Alertness, Blind-Fight, Combat Expertise, 
  Combat Reflexes, Hold the Line*, Improved Critical 
  (tentacles), Improved Initiative, Improved Trip, Iron 
  Will.  
  Skills: Concentration +28, Diplomacy +5, Hide +3, 
  Intimidate +22, Knowledge (geography) +24, 
  Knowledge (nature) +24, Listen +37, Search +35,   
  Spot +37, Survival +6 (+8 following tracks), Swim 
  +29, Use Magic Device +22. 
  Possessions 
  combat 
  gear 
  plus 
  nothing. 
  (Encumbrance – Light). 
  Improved Grab (Ex): To use this ability, the kraken 
  must hit with an arm or tentacle attack.  It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity.  If it wins the 
  grapple check, it establishes a hold and can 
  constrict. 
  Constrict (Ex): A kraken deals automatic arm or 
  tentacle damage with a successful grapple check. 
  Damaging Kraken Arms and Tentacles:  An 
  opponent can make sunder attempts against a 
  kraken’s tentacles or arms as if they were 
  weapons.  A kraken’s tentacles have 20 hit points 
  and its arms have 10 hit points.  If a Kraken is 
  currently grappling a target with one tentacle or 
  arm, it usually uses another limb to make its attack 
  of opportunity against the sunder attempt. Severing 
  a kraken’s tentacle or arm deals damage to the 
  kraken equal to half the limb’s full normal hit points.  
  A kraken usually withdraws from combat if it loses 
  both tentacles or three of its arms.  A kraken 
  regrows severed limbs in 1d10+10 days. 
  Jet (Ex):  Cannot use in this adventure. 
  Ink Cloud (Ex):  Cannot use in this adventure 
  Immune to Blindness (Ex):  The creature is immune 
  to blindness. 
  Skills:  A kraken has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard.  It can always choose to take 10 on a Swim 
  check, even if distracted or endangered.  It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
   
  4: SHAFT 
  G ALAFO RI E N S O R6 
  CR  15 
  Immoth 
  NE Large Elemental (Air, Cold, Water) 
  Init +4; Senses darkvision 60 ft; Listen +3, Spot +13 
  Languages Common, Aquan, Auran, Ignan, Terran.  
  AC 30, touch 13, flat-footed 28 
   (-1 size, +2 dexterity, +6 greater mage armor, +4 
  shield, +6 natural, +3 deflection) 
  hp 174+30 false life (16 HD); DR 5/magic or 
  10/adamantine (180 pts worth – stoneskin), cold 
  immunity, fire vulnerability, elemental traits, resist 
  fire, acid and electricity 30, SR 23 
  Fort +18, Ref +14, Will +15 
  Speed 30 ft. in greater mage armor (6 squares); 30 ft 
  fly (perfect), 30 ft swim; contingency freedom of 
  movement  
  
   
  Melee 2 claws +13 (1d4+4+1d6 cold) and tail slap +8 
  (1d6+2+1d6 cold+poison)  
  Ranged light crossbow +11 (1d8) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +10; Grp +18 
  Special Actions ice runes, spells, poison, power 
  attack, cleave, metamagic feats 
  Sorceror Spells Known (CL 18): 
   
  9th (4 slots) – time stop 
   
  8th (4 Slots) – maze, otto’s irresistible dance (DC 
  28) 
   
  7th (6 slots) – plane shift (DC 27), prismatic ray 
  (DC 27), teleport greater 
   
  6th (7 slots) – chain lightning (DC 26), contingency, 
  globe of invulnerability, repulsion 
   
  5th (7 slots) – break enchantment, cone of cold 
  (DC 25), feeblemind (DC 25 or 29 for arcane 
  spellcaster), spell theft* 
   
  4th (7 slots) – dimension door, invisibility (greater), 
  mirror image (greater)*, stoneskin 
   
  3rd (4 slots) – dispel magic, greater mage armor, 
  lightning bolt (DC 23), wind wall 
   
  2nd (4 slots) – death armor*, false life, glitterdust 
  (DC 20), resist energy, see invisibility. 
   
  1st (6 slots)— grease (DC 21), mage armor, magic 
  missile, orb of acid*, lesser, shield 
   
  0 (6 slots) — detect magic, disrupt undead, light, 
  mage hand, mending, message, prestidigitation, 
  read magic, ray of frost. 
  Pre-Cast – empowered false life, mage armor, 
  greater mage armor, mind blank (this is at CL 16 
  and is from the Geomancer Compact), resist 
  energy (fire, acid, electricity) – 30 each, see 
  invisibility, shield, stoneskin 
  Deity: Obid-Hai 
  Abilities Str 18, Dex 14, Con 22, Int 16, Wis 17, Cha 
  30. 
  Feats Cleave, Combat Reflexes, Empower Spell, 
  Energy Substitution (electricity)*, Power Attack, 
  Sculpt Spell* 
  Special Qualities: ice runes, spells, poison 
  Skills: Climb +12, Concentration +26, Hide +10, 
  Jump +13, Spot +13, Swim +12. 
  Possessions combat gear plus ice runes (dimension 
  door (2), spell theft (2), wind wall, dispel magic (2), 
  teleport (greater), invisibility (greater), maze (2), 
  time 
  stop, 
  +3 
  ring 
  of 
  protection, 
  ring 
  of 
  counterspells (dispel magic, greater), +3 vest of 
  resistance, cloak of charisma +4, belt of battle, 
  metamagic rod of silence (greater). (0 pds) 
  (Encumbrance – Light). 
  Ice Runes (Sp): Any spell an immoth has prepared 
  can be inscribed on an ice nugget. The creature 
  can trigger the spell contained in such an ice run as 
  a free action.  An ice rune remains magical until 
  triggered by the immoth.  Each immoth has at least 
  3d4+2 ice runes embedded on its body. 
  Poison (Ex): An immoth delivers its freezing venom 
  (Fortitude save DC 22) with each successful tail 
  attack.  The initial damage is paralysis (1d6+2 
  rounds), and the secondary damage is 1 point of 
  Intelligence drain per round of paralysis. 
  Spells: An immoth can cast arcane spells as a 12th-
  level Sorceror (combined with the class levels it 
  has taken, this makes it cast as an 18th level 
  sorcerer).  It cannot cast spells with the fire 
  descriptor.  
   
  E L I T E  E L E M E N T AL G U AR D I ANS  (2) 
  CR  13 
  Elder Air Elemental 
  N Huge Elemental (Air, Extraplanar) 
  Init +18; Senses 60 ft darkvision; Listen +33, Spot 
  +33 
  Languages Auran  
  AC 36, touch 22, flat-footed 22 
   (-2 size, +14 dexterity, +6 greater mage armor, +8 
  natural) 
  hp 336 (28 HD); DR 10/-, elemental traits 
  Fort +15, Ref +30, Will +13 
  Speed 100 ft fly (perfect)  
  Melee 2 slams +33 (3d8+7)  
  Space 15 ft.; Reach 15 ft.  
  Base Atk +21; Grp +36 
  Special Actions air mastery, whirlwind, flyby attack, 
  spring attack, power attack, elusive target 
  Pre-Cast – greater mage armor (CL 16 from 
  Geomancer Compact), mind blank (CL 16 from 
  Geomancer Compact) 
  Abilities Str 25, Dex 38, Con 22, Int 10, Wis 14, Cha 
  8. 
  Feats Blind-Fight, Combat Reflexes, Dodge, Elusive 
  Target*, 
  Flyby 
  Attack, 
  Improved 
  Initiativeb, 
  Improved Natural Attack (slam), Iron Will, Mobility, 
  Power Attack, Spring Attack, Weapon Finesseb 
  Special Qualities: air mastery, whirlwind 
  Skills: Listen +33, Spot +33. 
  Possessions combat gear plus nothing (0 pds) 
  (Encumbrance – Light). 
  Air Mastery (Ex): Airborne creatures take a -1 
  penalty on attack and damage rolls against an air 
  elemental.  
  Whirlwind (Su): The elemental can transform itself 
  into a whirlwindonce every 10 minutes and 
  remaining that form for up to 1 round per 2 HD it 
  has (14 rounds).  In this form, the elemental can 
  move through the air or along a surface at its fly 
  speed. 
  The whirlwind is 5 feet wide at the base, up to 30 feet 
  wide at the top, and 10 to 60 feet tall.  The 
  elemental controls the exact height, which mubt 
  must be at least 10 feet. 
  The elemental’s movement while in whirlwind form 
  does not provoke attacks of opportunity, even if the 
  elemental enters the space another creature 
  occupies. Another creature might be caught in the 
  whirlwind if it touches or eners the whirlwind, or if 
  the elemental moves into or through the creature’s 
  space. 
  Creatures one or more size categories smaller than 
  the elemental might take damage when caught in 
  the whirlwind (2d8) and may be lifted into the air. 
  
   
  An affected creature must succeed on a Reflex 
  save when it comes into contact with the whirlwind, 
  or take the indicated damage.  It must also 
  succeed on a second Reflex save or be picked up 
  bodily and held suspended in the powerful winds, 
  automatically taking the indicated damage each 
  round. A creature that can fly is allowed a Reflex 
  save each round to escape the whirlwind. The 
  creature still takes damage but can leave if the 
  save is successful.  The DC for saves is 28.  
  Creatures trapped in the whirlwind cannot move 
  except to go where the elemental carries them or to 
  escape the whirlwind.  Creatures caught in the 
  whirlwind can otherwise act normally, but must 
  succeed on a Concentration check (DC 15+ spell 
  level) to cast a spell.  Creatures caught int 
  hewhirlwind take a -4 penalty to Dexterity and a -2 
  penalty on attack rolls.  The elemental can have 
  only as many creatures trapped inside the 
  whirlwind at one time as will fit inside the 
  whirlwind’s volume. 
  The elemental can eject any carried cratures 
  whenever it wishes, depositing them wherever the 
  shirlwind happens to be. A summoned elemental 
  always ejects trapped creatures before returning to 
  its home plane. 
  There is no debris in this case to cause a cloud. 
  An elemental in whirlwind form cannot make slam 
  attacks and does not threaten the area around it. 
   
  5 (A): THE COMPACT 
  I S H A D R D3/ W I Z3/ G E O M AN C E R7 
   CR  13 
  N Medium Humanoid (Grey Elf) 
  Init +2; Senses low light vision; Listen +12, Spot +12 
  Languages:  Common, Elven, Gnoll, Gnomish, 
  Draconic, Druidic, Orc, Sylvan 
  AC 24, touch 12, flat-footed 22 
   (+6 armor, +2 dexterity, +2 natural,+4 shield) 
  hp 84 (13 HD); DR 10/adamantine (stoneskin) 
  Fort +13, Ref +8, Will +15 
  Speed 35 ft. in nothing (7 squares);   
  Melee two claws +8 (1d3-2) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +8; Grp +6 
  Special Actions spells, ley lines (in stat blocks)  
  Wizard Spells (CL 15, Evoker, no necromancy or 
  enchantment, s are specialist spells) 
   
  5th – empowered fireballs (DC 21), cone of cold 
  (DC 23), sculpted evard’s black tentacles, wall of 
  force 
   
  4th – dimension door, empowered scorching ray, 
  sculpted lightning bolt (DC 21),  wall of fires 
   
  3rd – fireball (DC 21) (2), lightning bolts (DC 21), 
  empowered magic missile  
   
  2nd – mirror image, sculpted grease (DC 19), 
  scorching ray, scorching rays 
   
  1st – grease (DC 19), magic missile (2), magic 
  missiless , shocking grasp (2) 
   
  0 – ray of frost (2), ray of frosts, detect magic (2) 
  Druid Spells (CL 15) 
   
  2nd – earthbind* (DC 20) 
   
  1st – cure light wounds (2), faerie fire 
   
  0 – cure minor wounds (4) 
  Pre-cast – barkskin, cat’s grace, displacement, fly 
  (from CL 9 potion), invisibility (greater), mirror 
  image (8 images), stoneskin (150 pts), resist 
  energy (fire), resist energy (cold), greater mage 
  armor, shield. 
  Abilities Str 6, Dex 14, Con 14, Int 27, Wis 14, Cha 8 
  SQ: spells, dwarven traits, cat’s tail (drift 1), leopard 
  spots (drift 1), octopus camoflage (drift 2, can 
  change color, +4 Hide checks), swift as an elk (drift 
  2, +5 ft land speed), talons (drift 3, gain weapon 
  finesse, two claw attacks per round, 1d3 damage 
  each), fish gills (drift 3, can breathe both water and 
  air), boar’s ferocity (continue to fight without 
  penalty even while disabled or dying), ley lines +2 
  (aquatic, the Fading Lands here qualifies), spell 
  versatility 6, wild empathy, animal companion, 
  nature sense, wild empathy, woodland stride, 
  trackless step 
  Feats Combat Casting, Empower Spell, Practised 
  Spellcaster (Wizard)*, Sculpt Spell*, Sudden 
  Empower 
  Skills: Concentration +18, Handle Animal +15, Hide 
  +7 (+11 with drift),  Knowledge (arcane) +24, 
  Knowledge (nature) +26, Knowledge (the planes) 
  +16, Listen +12, Spellcraft +26, Spot +12, Survival 
  +17, Tumble +10. 
  Possessions combat gear plus clothing, backpack, 
  +2 vest of resistance, +2 amulet of health, +4 
  headband of intellect. (Encumbrance – Light). 
  Spell Versatility: At 1st level, the geomancer learns to 
  belnd divine and arcane magic. He still acquires 
  and prepares his spells in the normal manner for 
  his individual spellcasting classes.  When he casts 
  them, however, he can mix or match spellcasting 
  parameters from any of his classes to gain the 
  maximum possible advantage for any spell with a 
  spell level equal to or less than his spell versatility 
  score.  
  Drift: The character slowly becomes closer to nature. 
  At each geomancer level, choose a drift from the 
  appropriate stage. 
  Ley Lines: At 2nd level, the geomancer learns to 
  create magical connections with a specific type of 
  terrain.  Choose one of the following terrain types: 
  aquatic, desert, forest, hills, marsh, mountains or 
  plains.  In that terrain, the geomancer’s effective 
  caster level for allspells increases by +1. At 6th 
  level and again at 10th level, the character may 
  either choose a new terrain in which to receive the 
  benefit (at +1) or increase his effective caster level 
  in a previously chosen terrain by an additional +1. 
  *See Appendix Two, New Rules 
   
  E S T H E R  C LR3/ W I Z3/ G E O M AN C E R7 
   CR  13 
  N Medium Humanoid (Human) 
  Init +2; Senses normal; Listen +, Spot + 
  Languages:  Common, Elven, Sylvan 
  AC 35, touch 14, flat-footed 35 
  
   
   (+13 armor, +4 natural, +4 shield, +4 deflection) 
  hp 107 (13 HD); moderate fortification on armor 
  Fort +14, Ref +6, Will +19 
  Speed 25 ft. in heavy plate (5 squares);   
  Melee two claws +10 (1d3+2) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +8; Grp +10 
  Special Actions spells, ley lines (in stat blocks)  
  Wizard Spells (CL 15, Evoker, no necromancy or 
  divination, s are specialist spells) 
   
  2nd – scorching ray, scorching rays 
   
  1st – magic missiless , shocking grasp (2) 
   
  0 – ray of frost (4), ray of frosts 
  Cleric Spells (CL 15, Domains Plant and Earth, D are 
  domain spells, channel positive energy) 
   
  5th – contagion, mass (DC 20), earth reaver (DC 
  21), sculpted flamestrike (DC 20), wall of stoneD 
   
  4th –  flamestrike (DC 20) (2), spike stonesD,  
   
  3rd – dispel magic (2), invisibility purge, stone 
  shapeD 
   
   
  2nd – resist energy, spiritual weapon 
   
  1st – bless, magic stoneD, resurgence, vigor, lesser 
  (3)  
   
  0 – guidance (3), detect magic (3) 
  Pre-cast – air walk, barkskinD, bear’s endurance, 
  death throes, fly (from CL 9 potion), freedom of 
  movement, magic vestment, mirror image (5 
  images), resist energy (fire), resist energy (cold), 
  shield, shield of faith. 
  Deity: Obid Hai 
  Abilities Str 14, Dex 10, Con 18, Int 14, Wis 22, Cha 
  8 
  SQ: spells, dwarven traits, dog’s bark instead of 
  laughter (drift 1), green hair (drift 1), octopus 
  camoflage (drift 2, can change color, +4 Hide 
  checks), swift as an elk (drift 2, +5 ft land speed), 
  talons (drift 3, gain weapon finesse, two claw 
  attacks per round, 1d3 damage each), fish gills 
  (drift 3, can breathe both water and air), boar’s 
  ferocity (continue to fight without penalty even while 
  disabled or dying), ley lines +2 (hills, the Fading 
  Lands here qualifies), spell versatility 6, wild 
  empathy, animal companion, nature sense, wild 
  empathy, woodland stride, trackless step 
  Feats Combat Casting, Die Hard, Endurance, Extend 
  Spell, Practised Spellcaster (Cleric)*, Sculpt Spell* 
  Skills: Concentration +20, Heal +20, Knowledge 
  (arcane) +18, Knowledge (nature) +18, Knowledge 
  (religion) +18, Spellcraft +20.  
  Possessions 
  combat 
  gear 
  plus 
  +1 
  moderate 
  fortification heavy plate, clothing, backpack, +2 
  vest 
  of 
  resistance, 
  +4 
  periapt 
  of 
  wisdom. 
  (Encumbrance – Light). 
  Spell Versatility: At 1st level, the geomancer learns to 
  belnd divine and arcane magic. He still acquires 
  and prepares his spells in the normal manner for 
  his individual spellcasting classes.  When he casts 
  them, however, he can mix or match spellcasting 
  parameters from any of his classes to gain the 
  maximum possible advantage for any spell with a 
  spell level equal to or less than his spell versatility 
  score.  
  Drift: The character slowly becomes closer to nature. 
  At each geomancer level, choose a drift from the 
  appropriate stage. 
  Ley Lines: At 2nd level, the geomancer learns to 
  create magical connections with a specific type of 
  terrain.  Choose one of the following terrain types: 
  aquatic, desert, forest, hills, marsh, mountains or 
  plains.  In that terrain, the geomancer’s effective 
  caster level for allspells increases by +1. At 6th 
  level and again at 10th level, the character may 
  either choose a new terrain in which to receive the 
  benefit (at +1) or increase his effective caster level 
  in a previously chosen terrain by an additional +1. 
  *See Appendix Two, New Rules 
   
  E L I T E  O M NI M E NTAL(2) 
  CR  16 
  N Gargantuan Elemental (Air, Earth, Extraplanar, Fire, 
  Water) 
  Init +5; Senses blindsight, 60 ft darkvision; Listen 
  +38, Spot +38 
  Languages Aquan, Auran, Ignan and Terran  
  AC 39, touch 7, flat-footed 38 
   (-4 size, +1 dexterity, +6 mage armor, +26 natural) 
  hp 544 (32 HD); DR 10/-, elemental traits 
  Resistances immune electricity and fire 
  Weaknesses vulnerable cold 
  Fort +29, Ref +19, Will +13 
  Speed 50 ft in nothing (10 squares); 50 ft fly (perfect), 
  swim 50 ft.  
  Melee 2 slams +34 (2d8+14+2d6 fire + 1d8 electricity)  
  Ranged elemental ball +21 (4d6+14 plus 1d8 fire) 
  Space 20 ft.; Reach 20 ft.  
  Base Atk +24; Grp +50 
  Special 
  Actions 
  death 
  birth, 
  elemental 
  ball, 
  Awesome Blow, Cleave, Great Cleave, Power 
  Attack,  
  Pre-Cast – greater mage armor (CL 16 from 
  Geomancer Compact), mind blank (CL 16 from 
  Geomancer Compact) 
  Abilities Str 39, Dex 12, Con 32, Int 10, Wis 13, Cha 
  9. 
  Feats Alertness, Awesome Blow, Blind-Fight, Cleave, 
  Combat Reflexes, Great Cleave, Improved Bull 
  Rush, Improved Initiative, Improved Natural Attack 
  (slam), Iron Will, Power Attack  
  Special Qualities: death birth, elemental ball 
  Skills: Listen +38, Spot +38, Swim +22. 
  Possessions 
  combat 
  gear 
  plus 
  nothing 
  (Encumbrance – Light). 
  Death Birth (Su): When an ominimental reaches 0 hit 
  points, it bursts into its component elemental parts, 
  creating four 16 HD Huge elementals, one each of 
  air, earth, fire and water.  Defeating these Huge 
  elementals earns no additional xp.  Their xp is 
  accounted for in this CR rating.  
  Elemental Ball (Ex): As a standard action, an 
  omnimental can detach part of itself to create a 
  clod of flaming earth that it can fling at an opponent 
  
   
  up to 100 feet away.  Using this ability reduces the 
  omnimental’s current hit points by 10. 
  Skills: An omnimental has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard.  It can always choose to take 10 on 
  a Swim check, evin if distracted or endangered. It 
  can use therun action while swimming provided it 
  swims in a straight line. 
   
  
   
  APPENDIX 2: NEW RULES
   
  Arcane Strike [General] as presented in 
  Complete Warrior 
  You can channel arcane energy into your melee 
  attacks. 
   
  Prerequisites: Ability to cast 3rd level 
  arcane spells, base attack bonus +4. 
   
  Benefit: When you activate this feat (a free 
  action that does not provoke an attack of 
  opportunity), you can channel arcane energy 
  into a melee weapon, your unarmed strike, or 
  natural weapons. You must sacrifice one of your 
  spells of the day (of 1st level or higher) to do this, 
  but you gain a bonus on all your attack rolls for 
  one round equal to the level of the spell 
  sacrificed, as well as extra damage equal to 1d4 
  points x the level of the spell sacrificed. The 
  bonus you add to your attack rolls from this feat 
  cannot be greater than your base attack bonus. 
   
  Bounding Assault [General] as presented in 
  Player’s Handbook II 
  You can move and attack with superior speed 
  and power.  
   
  Prerequisites: Dex 13, Dodge, Mobility, 
  Spring Attack, base attack bonus +12. 
   
  Benefit: When using the Spring Attack feat, 
  you designate two foes rather than one.  Your 
  movement 
  does 
  not 
  provoke 
  attacks 
  of 
  opportune ity from either of these foes. While 
  using the attack action with the Spring attack 
  feat, you can make a second attack with a -5 
  penalty. You can use both attacks against one 
  of the opponents target with this feat, or split 
  your attack between them.  
   
  Elusive Target [Tactical] as presented in 
  Complete Warrior 
  Trying to land a blow against you can be a 
  maddening experience. 
   
  Prerequisites: Dodge, Mobility, base attack 
  bonus +6. 
   
  Benefit: The Elusive Target feat enables 
  the use of three tactical maneuvers. 
   
  Negate 
  Power 
  Attack: 
  To 
  use 
  this 
  maneuver, you must designate a specific foe to 
  be affected by your Dodge feat. If that foe uses 
  the Power Attack feat against you, the foes 
  gains no bonus on the damage roll but still takes 
  the corresponding penalty on the attack roll. 
   
  Diverting Defense: To use this maneuver, 
  you must be flanked and you must designate 
  one of the flanking attackers to be affected by 
  your Dodge feat. The first attack of the round 
  from the designated attacker automatically 
  misses you and may strike the other flanking foe 
  instead; the attacking creature makes an attack 
  roll normally, and its ally is considered flat-
  footed. If the designated attacker is making a full 
  attack against you, its second and subsequent 
  attacks function normally. 
   
  Cause Overreach: To use this maneuver, 
  you must provoke an attack of opportunity from 
  a foe by move out of a threatened square. If the 
  foe misses you, you can make a free trip attempt 
  against this foe, and the foe does not get a 
  chance to trip you if your attempt fails. 
   
  Energy 
  Substitution 
  [Metamagic] 
  as 
  presented in Complete Arcane 
  You can modify an energy-based spell to us 
  another type of energy instead. 
   
  Prerequisites: 
  Knowledge 
  (Arcana) 
  5 
  ranks, any metamagic feat 
   
  Benefit: Choose one type of energy (acid, 
  cold, electricity or fire). You can then modify any 
  spell with an energy descriptor to use the 
  chosen type of energy instead. An energy 
  substituted spell uses a spell slot of the spell’s 
  normal level. The spell’s descriptor changes to 
  the new energy type – for example, a fireball 
  composed of cold energy is an evocation [cold] 
  spell. 
   
  Special: You can gain this feat multiple 
  times, choosing a different type of energy each 
  time. 
   
  Hold the Line [General] as presented in 
  Complete Warrior 
  You are trained in defensive techniques against 
  charging opponents. 
   
  Prerequisites: 
  Combat 
  Reflexes, 
  base 
  attack bonus +2. 
   
  Benefit: You may make an attack of 
  opportunity against a charging opponent who 
  enters an area you threaten. Your attack of 
  opportunity happens immediately before the 
  charge attack is resolved. 
   
  Normal: You only get an attack of 
  opportunity against a character that exits a 
  square you threaten. 
   
  Practiced Spellcaster [General] as presented 
  in Complete Divine  
  Choose a spellcasting class that you possess. 
  Your spells cast from that class are more 
  powerful. 
   
  Prerequisites: Spellcraft 4 ranks. 
  
   
   
  Benefit: Your caster level for the chosen 
  spellcasting class increases by +4. This can’t 
  increase your caster level beyond your HD. 
  However, even if you can’t benefit from the full 
  bonus immediately, if you later gain noncaster-
  level HD you may be able to apply the rest of the 
  bonus. 
  For 
  example, 
  a 
  human 
  5th-level 
  cleric/3rd-level fighter who selects this feat 
  would increase his caster level from 5th to to 8th 
  (since he has 8 HD). If he later gained a fighter 
  level, he would gain the remainder of the bonus 
  and his cleric caster level would become 9th 
  (since he now has 9 HD). This does not affect 
  your spells per day or spells known. It only 
  increases your caster level, which would help 
  you penetrate SR and increase the duration and 
  other effects of your spells.  
   
  Special: You may select this feat multiple 
  times. Each time you choose it, you must apply 
  it to a different spellcasting class. For instance, 
  a 4th-level cleric/5th-level wizard who has 
  selected this feat twice would cast cleric spells 
  as an 8th-level caster and wizard spells as a 
  9th-level caster. 
   
  Rapid Blitz [General] as presented in Player’s 
  Handbook II 
  You charge across the battlefield, combining 
  your speed and fighting ability to move and 
  attack with unmatched skill.  
   
  Prerequisites: Dex 13, Bounding Assault, 
  Dodge, Mobility, Spring Attack, base attack 
  bonus +18. 
   
  Benefit: You can designate a third target for 
  your Spring Attack feat. In addtioin to the secon 
  attack you gain from your Bounding Assault feat, 
  you can make a third attack with a -10 penalty.  
   
  NEW ITEMS 
   
  Belt of Battle as presented in the Magic 
  Item Compendium (p 73) 
  Price (Items Level): 12,000gp (13th) 
  Body Slot: Waist 
  Caster Level: 9th 
  Aura: Moderate; (DC 19) transmutation 
  Activation: - and swift (mental) 
  Weight: - 
   
  This leather belt bears a platinum buckle set 
  with three small black pearls. 
   
  A belt of battle helps you avoid being caught off 
  guard in combat and allow occasional bursts of 
  extra activity.  While worn, it grants you a +2 
  competence bonus on initiative checks.  This is 
  a continuous effect and requires no activation. 
   
  In addition, a belt of battle has 3 charges, 
  which are renewed each day at dawn.  Each 
  time you activate the belt, one of the black 
  pearls set into its buckle turns white.  The pearls 
  return to normal when the ring’s charges renew.  
  Spending 1 or more charges grants you an extra 
  action, which must be taken immediately (before 
  you take any other action). 
   
  1 charge: 1 move action 
   
  2 charges: 1 standard action 
   
  3 charges: 1 full-round action. 
   
  Prerequisites: Craft Wondrous Item, haste. 
   
  Cost to Create: 6,000 gp, 480 xp, 12 days. 
   
   
  NEW SPELLS 
   
  Death Armor as presented in Spell 
  Compendium 
  Necromancy 
  Level: Sorcerer/wizard 2 
  Components: V, S, M, F 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You  
  Duration: 1 round/level 
  Spell Resistance: Yes 
   
  The black flames generated by this spell injure 
  creatures that contact them.  Any creature 
  striking you with its body or handheld weapons 
  takes 1d4 points of damage +1 point per two 
  caster levels (maximum +10).  If the creature 
  has spell resistance, it applies to the damage.  
  Weapons with reach, such as longspears, do 
  not endanger their users in this way. 
   
  Material Component:  paste made from 
  ground bones. 
   
  Focus:  An onyx worth 50 gp. 
   
  Death Throes as presented in Spell 
  Compendium 
  Necromancy [Force] 
  Level: Cleric 5, sorcerer/wizard 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target:  You 
  Duration: 1/hr per level or until you are killed 
  Saving Throw: None 
  Spell Resistance: No 
   
  
   
  As the killing blow falls, you smile with grim 
  satisfaction even as the light of life fades, 
  knowing that your enemy will soonbe joining you 
  in the afterlife.  
   
  If you are killed, your body Is instantaneously 
  destroyed in an explosion that deals 1d8 points 
  of damage per caster level to everyone in a 30-
  foot-radius. 
   
  This 
  explosion 
  destroys 
  your 
  body, 
  prevening any form of raising or resurrection 
  that requires part of the corpse. A wish, miracle, 
  or true resurrection spell can restore life.  
   
  Earth Reaver as presented in Spell 
  Compendium 
  Transmutation [Fire] 
  Level: Cleric 5, sorcerer/wizard 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft + 10 ft / level) 
  Effect:  20 ft.-radius spread 
  Duration: Instantaneous 
  Saving Throw: Reflex partial 
  Spell Resistance: Yes 
   
  With a stern, commanding word, you point at a 
  spot on the ground.  An instant later, the earth at 
  the indiciated spot erupts in a shower of rock, 
  dirt, and fire.  
   
  Creatures and objects within the area take 4d6 
  points of damage from the impact of the rock 
  shards, as well as 3d6 points of fire damage; no 
  saving throw applies to the damage.  Creatures 
  in the area must also succeed on a Reflex 
  saving throw or be knocked prone. 
   
  Earthbind 
  as 
  presented 
  in 
  Spell 
  Compendium 
  Transmutation 
  Level: Druid 2, sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature  
  Duration: 1 minute/level (D) 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  You hinder the subject creature’s ability to fly 
  (whether through natural or magical means) for 
  the duration of the spell. If the target fails its 
  saving throw, its fly speed (if any) becomes 0 
  feet. An airborne creature subjected to this spell 
  falls to the ground as if under the effect of a 
  feather fall spell. Even if a new effect would 
  grant the creature the ability to fly, that effect is 
  suppressed for the duration of the earthbind 
  spell. 
   
  Earthbind has no effect on other forms of 
  movement, or even on effects that might grant 
  airborne movement without granting a fly speed 
  (such as jumping or levitate or air walk spells). 
   
  Magic Fang, Superior as presented in 
  Spell Compendium 
  Transmutation 
  Level: Druid 4, ranger 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You  
  Duration: 1 round/level 
   
  Superior magic fang gives every natural weapon 
  you possess an enhancement bonus on attack 
  rolls and damage rolls equal to +1 per four 
  caster levels (maximum of +5 at 20th level). 
   
  Mirror Image, Greater as presented in 
  Player’s Handbook II 
  Illusion (figment) 
  Level: Bard 4, beguiler 4, sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 immediate action 
  Range: Personal, see text for mirror image (PH 
  254) 
  Target: You  
  Duration: 1 minute/level (D) 
   
  Several illusory duplicates of you pop into being. 
   
  This spell functions like mirror image, except 
  that an additional image is created in each 
  round after the first, up to a maximum of eight 
  concurrent images.  If all images are destroyed, 
  the spell ends. 
   
  This spell also differs from mirror image in 
  that you can cast this spell even whin it’s not 
  your turn.  
   
  Orb of acid, lesser as presented in Spell 
  Compendium 
  Conjuration (creation) [Acid] 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft + 5ft / 2 levels) 
  Effect:  One orb of acid 
  
   
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  Your quick, precuise movements culminate in 
  your open palm facing your target. An orb of 
  dark green acid flies from your hand.  
   
  An orb of acid about 2 inches across shoots 
  from your palm at its target, dealing 1d8 points 
  of acid damage.  You must succeed on a ranged 
  touch attack to hit your target.  
   
  For every two caster levels beyond you’re 
  your orb deals an additional 1d8 points of 
  damage. The maximum is 5d8 at 9th level or 
  beyond. 
   
  Resurgence 
  as 
  presented 
  in 
  Spell 
  Compendium 
  Abjuration 
  Level: Blackguard 1, cleric 1, paladin 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched  
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  By laying hands on your ally and saying a brief 
  prayer, you convince a higher power to grant 
  him a second chance.  
   
  The subject of a resurgence spell can make a 
  second attempt to save against an ongoing 
  spell, spell-like ability, or supernatural ability, 
  such as dominate person. If the subject of 
  resurgence is affected by more than one 
  ongoing magical effect, the subject chooses one 
  of them to retry the save against.  If the subject 
  succeeds on the saving throw on the second 
  attempt 
  the 
  effect 
  ends 
  immediately. 
  Resurgence never restores hit points or ability 
  score damage, but it does eliminate any 
  conditions 
  such 
  as 
  shaken, 
  fatigued, 
  or 
  nauseated that were caused by a spell, spell-like 
  ability or supernatural ability. 
   
  If a spell, spell-like ability or supernatural 
  ability doesn’t allow a save then resurgence 
  won’t help the subject recover.  
   
  Spell Theft as presented in Complete 
  Scoundrel 
  Abjuration 
  Level: Bard 4, hexblade 4, sorcerer/wizard 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft + 5ft / 2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  Winding magic grip around the dweomers that 
  ugmentyour opponent, you rip them away and 
  feel their energy rise around you. 
   
   
  You 
  attempt 
  to 
  steal 
  an 
  opponent’s 
  beneficial spell effects for yourself. Upon casting 
  this spell, you instantly discern all spells 
  currently affecting the target (including their 
  effects).  For each spell so discerned, you can 
  make a dispel check (1d20 + your caster level, 
  maximum +15) against a DC of 11 + the spell’s 
  caster level. If the check succeeds, you gain the 
  effect of the spell for the remainder of its 
  duration, as if it had been cast on you rinstead of 
  the original target, and the opponent loses that 
  effect. 
   
  Only spells capable of being dispelled can 
  be affected by spell theft. In addition, if you are 
  not a legal target of the spell to be stolen, your 
  dispel check automatically fails. For example, if 
  you cast spell theft on a dire bear affected by 
  bull’s strength and animal growth, you could 
  only steal the effect of the first spell unless you 
  were also of the animal type. 
   
  Spellwoven Creature 
  Spellwoven is an inherited template that can be 
  added to any corporeal aberration, animal, 
  magical beast or monstrous humanoid (it is 
  more limited than the Spell-Warped Template in 
  MMIII from which it is derived).  Instead of using 
  the energies of spells targeting the creature, 
  however, the initial weavings of the spell create 
  an ability to use spells directly into the templated 
  creature itself, although of a limited nature.  The 
  influx of magical energies heightens all senses, 
  preventing blinding. 
  Size and Type: The creature’s type changes to 
  aberration. Do not recalculate the creature’s Hit 
  Dice, base attack bonus, saves, or skill points if 
  its type changes.  The creature gains the 
  augmented subtype if necessary. Size is 
  unchanged. 
  Armor Class:  Natural armor bonus improves 
  by 2 (this stacks with any natural armor bonus 
  the base creature has). 
  
   
  Special Qualities: A spellwoven creature has 
  all the special qualities of the base creature, 
  plus the following: 
  Spell-like abilities (Sp):  The creature gains the 
  ability to use a limited number of spell-like 
  abilities per day.  The spells chosen cannot that 
  directly damage or impair other creatures or 
  items, but can be used to enhance or improve or 
  increase the abilities of the base creature.  For 
  example, no fireball or cone of cold but fly or 
  jump are acceptable.  Spells chosen must come 
  from the abjuration, divination, necromancy, 
  transmutation or enchantment (teleportation) 
  schools alone. Spell-like abilities granted (and 
  times per day) are as follows: 
  1-4 HD - One 1st level spell (3/day) 
  5-8 HD - One 1st level spell (3/day), 1 2nd Level 
  Spell (1/day) 
  9-12 HD - One 1st level spell (unlimited), 1 2nd 
  level spell (3/day), 1 3rd level spell (1/day) 
  13+ HD - One 1st level spell (unlimited), 1 2nd 
  level spell (unlimited), 1 3rd level spell (3/day), 1 
  4th level spell (1/day) 
  In addition to the above, the spellwoven creature 
  is restricted per day to a maximum number of 
  spelllike ability uses equal to Caster level.    
  Caster Level is 10 or HD, whichever is greater.  
  All save DC’s, if applicable, are Constitution-
  based. 
  Immune to Blindness (Ex):  The creature is 
  immune to blindness. 
  Abilities:  Increase from the base creature as 
  follows:  Str +4, Dex +2, Con +4, Int +4 
  Challenge Rating:  +1 for 1-8 HD, or +2 for 9+ 
  HD 
  Alignment:  Usually evil (any), spellwoven 
  creatures are typically selfish and cruel.
  
   
  APPENDIX THREE − MAPS 
  AUTUMN 
   
  
   
  FULL CIRCLE DOORGUARD 
   
   
   
   
  
   
  FULL CIRCLE WATER 
   
   
   
   
   
  
   
  FULL CIRCLE – SHAFT 
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region The Velverdyva Trade Route/597/Interactives/VTFINT7-02 - Ley of the Land (APL 4-14)/VTFINT7-02 - Ley of the Land.pdf