TEXT:  
  ONW4-02 
   
   
   
   
   
  The Hills Are Alive 
  By Stuart Kerrigan 
  Triad Editors: Paul Looby, Simon Butler and Stephen Spencer 
  Circle Reviewer: Creighton Broadhurst 
  Additional Editing: Paul James 
  Madhouse Inmates: Creighton Broadhurst, Paul Looby, Andrew Hewson, Robert 
  Wills, Simon Butler 
   
  A One-Round LIVING GREYHAWK
  ® Onnwal Regional Adventure 
  Version 1 
   
  For APLs 6-12. 
   
   
   
  A diplomatic situation in the Headlands means that the Church of Jascar requires your aid. 
   
  The sequel to ONW3-08 To Kill a Kesh. 
   
   
   
   
   
   
   
   
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without permission 
  of the author.  To learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. LIVING 
  GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended for tournament 
  use only and may not be reproduced without approval of the RPGA Network. 
  
  The Hills are Alive 
   
  Page 2 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three hours. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, and 
  the Monster Manual. We also assume that you have a set 
  of dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the introduction.  
   
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session to 
  be a sanctioned RPGA event. As well, you cannot have 
  more than seven players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of 
  even core rule books during certain times of play. For 
  example, the players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or hazard, or 
  the Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  grey boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the players 
  and DM score the game. The RPGA has three ways to 
  score its games. Consult your convention coordinator to 
  determine which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master 
  and the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for 
  players. This method is used when there is no 
  competition, but the event coordinator wants 
  information on how the game masters are 
  performing, or the game master wants feedback on 
  his or her own performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If 
  this method is used, be sure to allow about 15-20 
  minutes for the players to briefly describe their 
  characters to the other players, and about 5-10 
  minutes for voting. This method is used when the 
  players want to know who played the “best” 
  amongst the group, or when the adventure is run in 
  tournament format with winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while 
  you determine treasure and experience awards for the 
  scenario.  
   
  After scoring, give the Scoring Packet to your event 
  coordinator.  
  
  The Hills are Alive 
   
  Page 3 
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
  their own characters with them. It players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines and a character sheet from your 
  convention coordinator or the RPGA Web site, and 
  then have any players without a character create one. 
  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  LIVING GREYHAWK  
  Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
   
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained 
  for combat (most likely being war horses, 
  dogs trained for war), other than those 
  brought by virtue of a class ability (i.e. animal 
  companions, familiars paladin’s mounts, etc) 
  use the following chart to determine the 
  number of levels you add to the sum above. 
  Add each character’s animals separately. A 
  single PC may only bring four or fewer 
  animals of this type, and animals with 
  different CRs are added separately.  
  3. 
  Sum the results of 1 and 2, and divide by the 
  number 
  of 
  characters 
  playing 
  in 
  the 
  adventure. Round to the nearest whole 
  number.  
  4. 
  If you are running a table of six PCs, add one 
  to that average. 
   
   
   
   
   
   
  CR 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, APLs 
  categorize the level of challenge the PCs will face. 
  APLS are given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask them 
  before the adventure begins whether they would like 
  to play a harder or easier adventure. Based on their 
  choice, use either the higher or the lower adjacent 
  APL. 
   
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your character 
  is three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character will receive only half of the experience 
  points awarded for the adventure. This simulates the 
  face that either your character was not as challenged as 
  normal, or relied on help by higher-level characters to 
  reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st level characters may find 
  difficulty 
  with 
  the 
  challenges 
  in 
  a 
  LIVING 
  GREYHAWK adventure. If your group is APL 1 there 
  are three things that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st level 
  characters, or try to enlist higher-level 
  characters to play at that table.  
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not 
  attack that round. This is a free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard two-round Regional adventure, set in 
  the Free State of Onnwal. Characters native to Onnwal 
  pay two Time Unit per round, all others pay four Time 
  Units per round. Additionally, characters with home 
  region of “Free State of Onnwal” may do other things at 
  the end of this adventure, spending Time Units as per 
  
  The Hills are Alive 
   
  Page 4 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
  Adventurer’s Standard Upkeep costs 12 gp per TU 
  spent. Rich Upkeep costs 50 gp per TU spent. Luxury 
  Upkeep costs 100 gp per TU spent. 
   
  Adventure Summary 
  The Galai Iorn have long held a prophecy that a 
  messiah would come to lead them to victory, laying a 
  trail of death and destruction across the Headlands as 
  herald of his arrival. Such a messiah, called by the Galai 
  Iorn Anamdorchaigh (referred to hereafter as 
  Anamdor) has been born to their tribe, enthralled and 
  seduced by the dark powers the Galai Iorn worship 
  intends to lead the dark Flan to victory.  
   
  Dark powers have awoken in the background of 
  the War of Rebellion within Onnwal, awakening long 
  forgotten evils within the Headlands. Such cruel 
  vagaries of fate have unleashed a new ability within the 
  dreamstealers of the Headlands – the ability to form 
  spawn from those they kill – mockeries of the original 
  creature comprised of dream and madness. 
   
  Ever skilled in subterfuge and used to acting 
  through intermediaries he defeated and enlisted the 
  help of Awran Bloodreaver, the war-chief of the 
  Talamendes tribe. The Galai Iorn, while powerful are 
  not numerous. With the Talamendes acting as 
  frontline fighters, supplemented by dreamstealers and 
  spawn, Anamdor has had them subdue targets and feed 
  them to the dreamstealers so that they may become 
  spawn. He has started attacking small, minor 
  settlements, and now a monastery of the Followers of 
  the Voice, who happened to be in the way of the Galai 
  Iorn’s expanding influence.  
   
  The Talamendes attacked, subduing as many as 
  they could, and when their numbers thinned out, 
  Anamdor and the dreamstealers came and bolstered 
  the attack, feeding off as many of the monks as they 
  could, and then dragging off the remaining victims 
  once their appetite was sated. 
   
  Staying at the shrine, under the protection of the 
  Followers of the Voice, was Lyndrell Carhast, a 
  diplomat of the Free State. He was returning from a 
  mission on behalf of Rakehell Chert to the Headlands 
  tribe of the Dumanonii. He did not return – he was 
  expected four days ago by Everg Kosrel, High Priest of 
  Jascar. 
   
  Lyndrell however has not fallen to the same fate as 
  the Followers of the Voice. Instead he remains with 
  the Flan … 
   
  Without sufficient time to summon monks from 
  the other seven secret shrines Everg has turned to the 
  PCs. He is willing to give them the location of the 
  shrine in the hopes that they may find out why 
  Lyndrell has not returned, and why attempts to 
  magically communicate with the shrine has failed. This 
  is a major trust as even Lyndrell was blindfolded 
  during his sojourn to the shrine. 
   
  Reconnaissance 
  The aim of this scenario is reconnaissance, and it is 
  indeed a difficult mission for the PCs – the Galai Iorn 
  are powerful, their deviant dreamstealer spawn are 
  mighty, and becoming increasingly numerous. The 
  PCs should be free to return to Notil at any point and 
  report their findings to Everg. 
   
  Encounter Guide 
  Introduction: 
  Arriving in Notil the PCs are invited to attend the 
  Church of Jascar in Notil, within the High Headlands. 
   
  Encounter One: Meeting the High Priest 
  High Priest Everg Kosrel of Jascar informs the PCs that 
  an outpost of the Followers of the Voice, a group of 
  monks dedicated to the Lord of the Dells, has fallen 
  silent. He urges them to investigate and return  
   
  Encounter Two: Marked Territories 
  The PCs find a set of grizzly markings blocking their 
  passage deeper into the Headlands and to the shrine. 
   
  Encounter Three: The Defiled Shrine 
  The PCs have found their way to one of the eight 
  shrines. Exploration here reveals a large garden shrine, 
  and the remnants of some of the monks, seemingly 
  dead from something that drained the colour from 
  their skin and left their hair shock white. 
   
  However, things take a turn for the worse when 
  the dead monks rise, reborn as dreamstealer spawn, 
  part dream and part ghost, and attack the PCs. 
   
  Encounter Four: The Guardian Naga? 
  Once the PCs have dispatched the dreamstealer spawn 
  the sole survivor of the garden shrine makes his 
  presence known – a Naga named Crellemestron.  
   
  Encounter Five: Taint Natural 
  The PCs are attacked by wild animals that have fallen 
  victim to the Galai Iorn and the dreamstealers – altered 
  by dark magics of the Flan and corrupted by the 
  dreamstealers. 
   
  
  The Hills are Alive 
   
  Page 5 
  Encounter Six: The Hidden War 
  The PCs arrive at the cave of the Galai Iorn that leads 
  into their lands. There they behold a sight of absolute 
  horror as flan, Dwur, even Euroz and hochebi, are 
  taken into the cave to be fed to the dreamstealers and 
  whatever else lies beyond. They also witness from their 
  vantage point the leader of the enemy forces upon a 
  dream-dragon! 
   
  Encounter Seven: Rumbled – Literally 
  This details the PCs escape from the Galai Iorn forces. 
   
  Encounter Eight: To The Victory Go The Spoils 
  The PCs are attacked by Talamendes tribesmen, either 
  at APL6-8, or by Galai Iorn at APL 10-12. 
   
  Deeds Past 
  ONW4-02 The Hills Are Alive interconnects with 
  many Onnwal regional scenarios. The obvious 
  connections are listed here for the convenience of 
  DMs. 
   
  Players of ONW1-01 Escape from Scant and 
  ONW3-08 To Kill a Kesh may also still possess a spear 
  found in an ancient Flan tomb that has gained 
  sentience.  
   
  If the PCs played ONW1-02 To Catch a Traitor 
  and ONW2-05 To Hunt a Traitor they may have played 
  a major role in the death of Rohal Soldas, which led 
  them to the Headlands and thus encounter the Galai 
  Iorn. If they actually faced him in combat during the 
  premiere at Gen Con UK 2002 they may have ‘Slayer of 
  Soldas’ certs. 
   
  However if the players have the Blade of the 
  Headlands from ONW2-05 To Hunt a Traitor and have 
  not already enchanted it in some other way, they can 
  enchant it from any ordinary masterwork sword to an 
  adamantine longsword of great power – especially 
  against the Galai Iorn and dreamstealers. 
   
  Those fortunate players of ONW1-08 Rashta’s 
  Brother may have been inducted into the tribe of the 
  Ventonii – a Flan Headland tribe and now wear the 
  stripe on their faces.  
   
  Players of ONW3-01 The Prophet will have met 
  the great Tarnedas of the Gulls and his disciples. They 
  may have gained the White Bows of Tarnedas – items 
  that over time shall gain power.  
   
  Sorcerer character in COR3-10 The Hidden 
  Fortress may have gained the Dreaming – a strange 
  irrational connection to ancient mysteries gained from 
  time in the Bright Desert. This will be relevant in this 
  module, so ask if any PCs suffer from it. 
   
  Finally, players of Spring Weekend in Onnwal 
  2004 may have met the Talamendes tribe leader Awran 
  Bloodreaver if they played APL 6-12 tables. They may 
  even be members of the Talamendes tribe – not that 
  this will gain them much advantage if they go into 
  combat with the Talamendes. 
   
  A Note on Linearity 
  ONW4-02 The Hills Are Alive is a non-linear scenario. 
  Once the PCs investigate the shrine in Encounter 
  Three and Encounter Four they have the option to 
  explore Galai Iorn lands or go to the Dumanonii and 
  Ventonii lands to investigate what is going on there. 
  The aim of the scenario is reconnaissance, not the 
  rescue of the Zilchan ambassador to the Flan, for he is 
  in no danger (though the PCs may not know this). 
  What the PCs tell the NPCs in the Conclusion is of 
  paramount importance. 
   
  At the DMs discretion the encounter with the 
  Talamendes or Galai Iorn warriors in Encounter Eight: 
  To the Victor Go The Spoils and the dreamstealer 
  spawn in Encounter Five: Taint Natural can be 
  dropped on the PCs if they ignore the locations and 
  triggers they are tied to. Try to avoid doing this if the 
  PCs are staying close to the natural flow of the module, 
  ideally by investigating the Galai Iorn first and then 
  going to the Dumanonii, but if the PCs are too fearful 
  to approach the Galai Iorn then you may drop the 
  combats during their trips to and from the Dumanonii 
  lands. 
   
  If they do not investigate the Galai Iorn lands they 
  will not get all the awards for this module. 
   
  White Bows of Tarnedas 
  Players who have completed ONW3-01 The Prophet, 
  ONW3-02 Pyrtura and ONW3-07 To Kill a Kesh have 
  had the opportunity to upgrade their white bows to 
  include a Bane (Unknown) upgrade. This Bane is for 
  Undead (Dreamstealers and Dreamspawn). 
   
  None of these effects work against other undead, 
  as their sole purpose is to aid Followers of Tarnedas 
  against the Enemy – the source of the Dreamstealers 
  within the Headlands. This was a free non-standard 
  upgrade but may not be used to craft additional bane 
  weapons. 
   
  Introduction 
  Begin the scenario by reading aloud the following:- 
   
  
  The Hills are Alive 
   
  Page 6 
  By the banks of the Yoreill lies the vale of Notil and 
  within it, hewn from the limestone hills of the area 
  lies the village of the same name, ruled by the canny 
  House Faskel. It is to here you have journeyed, within 
  the shadow of the ever ominous Headlands of 
  Onnwal. 
   
  The hills of Onnwal have proven to be a boon 
  companion to this town, not only do they provide 
  silver and platinum – thanks to the doughty Dwur 
  clans that work tirelessly – but also they afforded 
  protection from the invading Scarlet Tyranny to the 
  ruling house of Faskel, and to their neighbours, the 
  House of Keldas. Bonds were forged in those dark 
  years between the two houses, bonds that shall be 
  strengthed by the upcoming nuptials of Sir Milos 
  Faskel, Honourable Glaive Martial of the Order of 
  Azharadian and the lovely Lady Natalia Keldas. 
   
  Invitations to the wedding are soon to be issued 
  to the good and great of Onnwal, and to those from 
  foreign shores. The atmosphere in the village is a 
  joyous as can be found in these times of war – though 
  there still remains the same reserved attitude towards 
  strangers that has been ingrained on these people by 
  an occupation that left scars that even almost a decade 
  cannot heal. 
   
  It was these nuptials that brought you to Notil. 
  Though months remain before the celebration 
  supplies are needed more than ever. You have 
  travelled as escort to the merchant Randolf of 
  Sornhill, who bears supplies to Notil Castle. 
   
  The adventure begins as Randolf unloads his wagon 
  with the PCs help. He then proceeds to the Temple of 
  Jascar on private business, having paid for rooms for 
  the PCs at the only local tavern, the Helm and 
  Hammer. 
  This 
  inn 
  provides 
  comfortable 
  accommodation for the PCs, and stable space for 
  animals. A few off-duty or retired miners are present, 
  and willing to throw the party one or two rumours in 
  exchange for an ale or two. 
   
  Half-Orcs are not particularly liked here, as there 
  have been attacks this far from some of Jerudek’s men. 
  They will not be treated well, though no violence will 
  come from the townsfolk. They prefer to whisper in 
  shadows, spit in their food and ale and watch them 
  carefully. Also the inn is only big enough to hold non-
  half-orc PCs, so they shall have to sleep in the stables. 
   
  Rumours from Notil. 
  Feel free to intersperse these rumours through the PCs 
  interactions with the townsfolk of Notil. 
   
  • 
  “Have you heard – euroz have been spotted in the 
  Headlands. Bad enough we’ve had to suffer 
  hochebi throwing themselves against our walls 
  when the mood took them; now this degenerate 
  Pomarj scum have snuck over this far. Now – 
  somewhere like Dunheern or Sornhill, they’d to 
  watch for Pomarj interlopers, but Notils’ ne’er 
  seen a euroz since my father’s time. Just isn’t 
  right.” 
  • 
  “I heard that the White Rose of Sornhill herself 
  will be coming to Notil. I’d love to catch a sight of 
  her.” 
  • 
  “I’ve heard that the wedding will be at the end of 
  this year, or early next year. No exact date has 
  been set yet.” 
  • 
  “A maid at the castle has helped raised the young 
  bride from an early age. Quite a young tearaway 
  in her youth, she used to try to run to the hills to 
  play. Pale and fair like the morning dew she is, 
  but quiet and moody. She’s been plagued with 
  nightmares from a very early age – but who 
  among us isn’t plagued with nightmares?” 
  • 
  “That Duchess Sailema’s coming for the wedding 
  I hear. Right taken with Lady Natalia she is. I 
  hears though that she has a thing for them euroz. 
  If she brought them into my house though, I’d 
  say, right lady, you may be a white daffer’dil or 
  what, but this is my home and I’ll have none o’ 
  that.” 
  • 
  “They say Natalia Keldas sowed her wild oats 
  during her trip to Nyrond last year. I expect she’ll 
  be able to show that Sir Milos a trick or two…” 
  • 
  “Fat lot of use the mistress was o’ershores in 
  Nyrond. Allies we needed – and look what we 
  got, Nyrond, too poor or so she claims to be able 
  to help us, and too preoccupied with civil wars in 
  Mowbrenn and with threats from the Pale and 
  the charred remnants of Tenh to weaken its 
  borders. Now we’ve had to lower ourselves to 
  allying with the Ahlissans. At least they can find 
  it in them to come to our help.” 
  • 
  “There has been an increase in those strange hill 
  folk been seen passing through these ways of late. 
  Come through here, don’t spend no coin, and 
  leave by dawn for the west. I’d like to know what’s 
  going on in those hills – they say even ol’ Evreg, 
  the Jascarite, he don’t know why, and used t’be 
  you couldn’t take yer missus into the hills 
  without him knowing.” 
  
  The Hills are Alive 
   
  Page 7 
  Pronouncing the Flan Names 
  The Headlander tongue (based on Irish and 
  Scottish Gaelic with a smattering of Welsh) can be 
  taxing on our mono-linguistic English players and 
  other foreign players who have not had the chance 
  to be exposed to these languages, so the following 
  pronunciation guide should help you through the 
  adventure. 
   
  Ao'n Venteneach – AY-on  Vent-an-ok 
  Ao'n Dumanadh  - AY-on DOO-man-ad 
  Ao'n Talaman – AY-on Tal-a-man  
  Ao'n Iornadh – AY-on YORE-nad 
  Raidh – REE-ad 
  Naobhan – NAY-o-van 
  Na'athair – Na-A-har 
  Na'rasdha – Na-RASH-da 
  Na'lubach  - Na-LOOB-ok 
  Dirae – Dir-a 
  Ao – AY-o 
  Filid – FILL-id 
  Saidh – SIGH-ad 
  Airetuisedh – Are-a-TOO-shed 
  Creg y Bedw – Craig –e-Bed-oo 
  Galai Iorn – GAL-aye yorn 
   
  • 
  “When’s the wedding? Why they says it be at the 
  end of the year, or perhaps in the spring next year 
  if the war interferes.” 
   
  Once the PCs have been sufficiently introduced to 
  Notil, a messenger from the Temple of Jascar arrives. 
   
  “Excuse me sirs,” says a young, timid boy dressed in 
  long brown pantaloons and a fur vest, “Be you the folk 
  that travelled here with the good Randolf of Sornhill?” 
   
  If the PCs answer no, the boy, Tarmen, nods and looks 
  somewhat flustered, before being prompted by a 
  helpful patron that they are indeed that group. 
  Assuming they say yes however, read the following:- 
   
  “My master, Everg Kosrel, servant to the Lord of the 
  Dells was informed of your presence within our 
  community by his good friend Randolf. 
   
  “He wishes to discuss a matter of some urgency 
  with you. If you could make your way to our temple 
  with all due haste he would appreciate it.” 
   
  Once the PCs go to the Temple of Jascar, go to 
  Encounter One: Meeting the High Priest. 
   
  Encounter 1: 
  Meeting the High Priest 
  The Temple of Jascar is an easy building to locate 
  within Notil. Hewn from a limestone into a veritable 
  fortress that dwarfs the rest of the town and still 
  bearing some of the platinum crests that symbolise 
  Jascar, it is central to the town, and second in stature to 
  the Faskel homestead.  
   
  Arriving there they will find several priests 
  crowded around a large stone altar in conference with 
  Everg regarding the loss of contact with the Followers 
  of the Voice. He stands behind the stone altar, tracing 
  the carving of the Spire of the Dells with his gnarled 
  hands. 
   
  �Everg Kosrel, High Priest of Jascar 
  Appearance: A tall, broad man of 50 summers, Everg is 
  tanned and weathered, a swathe of grey hair thinly 
  covering his brown head. He was a miner before he 
  became a priest, and he never forgets his roots. There is 
  not an ounce of fat in his body. 
   
  Character: Everg is not one for pomp or show, he 
  is a practical man, used to working with his hands. He 
  prefers to sculpt with his hands than work the miracles 
  of his faith. He prefers to rely on wits, strength and 
  common sense, saving only the most onerous task for 
  calling on the Lord of the Dells. He has no time for 
  fools, and feels more comfortable in the company of 
  stoneworkers or soldiers rather than those who might 
  claim wisdom or power. 
   
  Everg addresses any Hillstalkers or Followers of the 
  Voice within the party in preference to the others. He 
  has little love of humanoids such as hochebi and euroz, 
  and he openly admits he has little love for half-euroz in 
  the party. They have no place within the Headlands. 
   
  When the PCs move to talk to Everg his acolytes 
  disperse to their many duties. Read the following:- 
   
  “Welcome friends, I see Tarmen was successful in his 
  hunt for my quarry,” He pauses for a moment, “I 
  should offer you refreshments,” he says as an 
  afterthought. “We have little use here for luxuries, but 
  would you avail yourself of fresh spring water and 
  bread after a long journey?” 
   
  Any half-orc among the party who answers yes receives 
  a loaf of bread, and some stagnant sea water, for spring 
  water comes from the Headlands, and Everg’s beliefs 
  
  The Hills are Alive 
   
  Page 8 
  do not allow him to offer pure spring water to euroz-
  kind. If the PC takes offence at that, Everg does not 
  apologise, but rather bids them hear him out. If they 
  leave, the module most likely ends. 
   
  “The matter I wish to discuss must not leave this 
  room. I would ask you to swear an oath to Jascar, the 
  Lord of the Dells, and to all that you hold dear that 
  you keep this covenant.” 
   
  Once the PCs swear convincing oaths Everg continues, 
  and a Sense Motive roll (DC 20) reveals he is somewhat 
  anxious during his briefing:- 
   
  “There was a time I knew all that happened in all save 
  the deepest regions of the Headlands. Of course the 
  coming of the hochebi, and now the euroz, has marred 
  that purity. 
   
  “As you may know, since an initial encounter in 
  591 CY we have entered into a dialogue with one of 
  the tribes of the hillmen of the Headlands, the 
  Ventonii. 
   
  “We sent a Zilchan, against my advice, for what 
  do they know of the hills? He was to speak to 
  Gwallam, Riadh (Chief) of the Dumanonii. To prevent 
  the Scarlet Sign from intercepting he came left here in 
  secret, with two Followers of the Voice escorting him 
  to the Dumanonii by way of one of their shrines. From 
  there he would strike north, then east for the 
  Dumanonii lands. 
   
  “I received word back from the Followers of the 
  Voice that Lyndrell Carhast, for that is his name, had 
  reached the lands, and that our cause does not go well. 
  A more detailed report was to come with his return to 
  the shrine. Then all contact with the shrine ceased.” 
   
  Everg pauses awkwardly, as if to invite questions. 
  Likely questions and answers follow:- 
   
  Where do we come into this? 
  “I need you to do three things – investigate the shrine, 
  find an explanation for the loss of contact, bring back 
  the Zilchan if he lives, and lastly retrieve any others of 
  our people you can find.” 
   
  How do you normally keep within contact with the 
  shrine? 
  “I have my means, this is a time of war after all, and 
  the Headlands are now tainted by all manner of 
  foreign creatures now, so I invest a great deal of time 
  in knowing of their well-being. I would prefer not to 
  reveal my methods. Suffice it to say, they have been 
  unusually silent.” 
   
  Who are the Followers of the Voice? 
  “They are a monastical sect of our religion, given to 
  mastery of the body through an aesthetic lifestyle 
  within the Headlands. Few of them live stay within 
  the cities, preferring Jascar’s bounty within the 
  Headlands.” 
   
  Monks? Like the Scarlet Brotherhood? 
  “It is true Jascar is a Suloise god, but that is where our 
  commonalities end.” 
   
  This makes no sense – why would you not send the 
  Envoy from Killdeer? 
  “Given the events of last year, Killdeer and the 
  surrounding roads are not the safest place at the 
  moment. The Zilchans, or rather one Zamiel of 
  Zilchus, also have reason to believe a traitor lies in 
  their midst in Killdeer. Thus they sent Lyndrell from 
  the Notil temple. Zamiel gambled that our church is 
  not ‘contaminated’ – showing just how canny his kind 
  are.” 
   
  Where is the monastery? 
  Everg reaches out into the folds of his robes and 
  produces a small length of vellum. It shows the hills of 
  the Headlands in great detail, though much of the 
  map remains blank, uncharted areas of mysteries. 
   
  He traces around these areas as he shows you the 
  route, staring at each of you for a few moments before 
  saying, “What I am about to tell you has never been 
  spoken to any outside of the faith of Jascar. 
   
  “Follow the Yoreill to the north-east for a day, and 
  then when it appears to end, bear east for another half-
  day. You shall pass a series of hills that bear the faint 
  signs of fires being lit atop them. If you keep your 
  heading straight east from the first of these hills, you 
  should find the entrance below the third hill to bear 
  no such fires. 
   
  “If there are no monks to guide you, you will have 
  to do a great deal of searching.” 
   
  Where is the Envoy? 
  “He should have returned from the Dumanonii lands 
  by the time you arrive, and be in the shrine according 
  to the timeframe I was briefed on.” 
   
  Where are the Dumanonii lands? 
  “The Dumanonii lands lie 4 days east of the monk’s 
  shrine. Currently you should seek a Dumanonii 
  
  The Hills are Alive 
   
  Page 9 
  settlement named Garrygnor, as that is where the 
  majority of the tribe will be.”  
   
  Everg proceeds to give directions on his vellum 
  map to the east of the Headlands. “At this time of year, 
  the tribes migrate westwards, leaving the more 
  easterly settlements such as Caerhyggor until it is 
  time for the Dance of the New Spears.” 
   
  Can we get supplies? 
  “Of course.” 
   
  Everg will arrange to give two weeks worth of rations 
  to each PC. Unless asked, he does not offer this aid – 
  supplies being limited after all. 
   
  Development: Once all questioning is completed, 
  Everg invites the PCs to begin their journey into the 
  Headlands. 
   
  “You have all you need then? I shall await your return 
  then for a week and a half. Unless you have the means 
  to send messages back to this temple, if you are not 
  back within that space of time, I shall have to find 
  another party. 
   
  “May the Lord of the Dells watch over you, 
  friends.” 
   
  Encounter 2:  
  Marked Territories 
  Once the PCs follow Evergs' map, determine a 
  marching order for the PCs and read aloud the 
  following:- 
   
  You follow the priest’s directions, ever keeping to the 
  banks of the Yoreill as it winds through the maze like 
  labyrinth of valleys and hills. It is little surprise, you 
  think, that the seeming limitless maze of limestone 
  hills were haven to so many of Notils' worthies at the 
  time of the occupation. So much in these hills remains 
  unknown. What yet undiscovered secrets and dangers 
  lie hidden in the labyrinth of the Headlands, and 
  could silence an enclave of warrior-monks? 
   
  Driven by your purpose to find the fate of the 
  monks and the Flan envoy you are unwavering in your 
  efforts. Nearing the end of the first day the sun’s rays 
  upon the Headlands begin to fade with the 
  inevitability of sunset, when your seemingly endless 
  strides are interrupted by the sighting of a circular 
  silhouette on top of a nearby hill. 
   
  If the PCs go to investigate this portent, read the 
  following:- 
   
  Staked to the wooden disc by sharpened black stones 
  is the rotting body of a man. He is clothed only with a 
  ragged loincloth and has blue tattoos that cover his 
  chest, and a blue mark that runs across the bottom of 
  his left ear, across the bridge of his nose and under his 
  right ear.  
   
  His mouth has been sown shut and he has been 
  disembowelled and cut from throat to chest. Little 
  sign of any intestines can be found chillingly… 
   
  The disc itself contains markings in a language 
  foreign to you, drawn with a crazed zeal in the blood 
  of the dead man. 
   
  Flies buzz around the disc, occasionally landing 
  on the corpse to feast upon the grim harvest. The 
  man’s flesh bears the mark of many hurts, some look 
  like they have been made by human teeth, others by 
  the beaks of the crows that circle above, waiting for 
  you to leave their feast alone. 
   
  Looking to the hilltops on either side, you see in 
  the distance, a second and third disc. The question 
  strikes you - does each of these discs contain the same 
  dark message? 
   
  Who is this man? 
  Players of the Onnwal regional scenario Rashta’s 
  Brother by Jim Brown recognize the remains of this 
  man as a warrior of the Ventonii tribe. However his 
  right shoulder, which now hangs at an awkward angle 
  was been branded with a black spear. This means the 
  fellow was a Gandiradh, an outcast from the Ventonii 
  tribe. A Knowledge (Splintered Suns) DC 15 (or 5 for 
  Headland Flan) recognises these marks.  
   
  How long has he been dead? 
  The body has been dead at least one week. It is mature 
  and reeks and the carrion of the Headlands have dined 
  well upon his body. The flesh is well into the process of 
  rotting. 
   
  What does the blood on the disc say? 
  Any PC that reads Flan can make out the words: 
   
  “The winds shall carry my scream, 
  My consciousness howling forth, 
  Touching those who dream, 
  The Hills shall scream as my vessel.” 
   
  
  The Hills are Alive 
   
  Page 10 
  What of the other bodies? 
  All around the ellipse on the area map at the end of the 
  module, spaced at a quarter of a mile intervals, the PCs 
  find similar bodies of Dumanonii, members of other 
  Flan tribes and in some cases Dwur laid out in a 
  similarly ritualistic fashion. These bodies are not as 
  fresh as the one detailed here – and in some cases the 
  bodies have been picked clean by the carrion. 
   
  This scene of carnage may be quite familiar to the 
  PCs who have played ONW2-05 To Hunt a Traitor. 
  However that scene was another three days inwards 
  travel – whoever did this is clearly expanding their 
  influence. The PCs are but a day from the High 
  Headlands! 
   
  There is little that the PCs can do here – have 
  them continue onwards to Encounter Three: The 
  Defiled Shrine. 
   
  Encounter 3: 
  The Defiled Shrine 
  This encounter follows on from Encounter Two: 
  Marked Territories. The PCs have now been travelling 
  for nearly two days within the Headlands. Have them 
  make Survival checks to ensure they remain on Ervegs' 
  course. Regardless of the results, read or paraphrase the 
  following: - 
   
  You follow Ervegs’ directions to the best of your 
  ability. The morning sun glistens off your sweat 
  drenched clothes and armour when you spot a small 
  delve atop a mighty hill, concealed behind a layer of 
  scrub and vegetation, carved within the very wall of 
  the hill itself. 
   
  It was not canny observation or blind luck that 
  drew your attention to the door, but rather a thick 
  layer of mist and smoke that flows gently out of the 
  delve. 
   
  All is deathly silent, but despite the warm 
  morning air and Pelors' rays you feel your skin freeze, 
  as if something unnatural loomed ahead. 
   
  The Cave Entrance 
  Ask the PCs what they wish to do. They are in no 
  danger currently, though that may change. Once they 
  decide to go behind the scrub read the following:- 
   
  Behind the scrub lies a narrow corridor, almost 5 feet 
  wide, and seemingly carved into the side of the hill. It 
  slopes gently, and after fifteen feet it sharply turns 
  both to the right and to the left, offering a choice of 
  direction, and a definite ambush point. 
   
  The mist and smoke lessens as you approach, 
  allowing visibility. The temperature has dropped and 
  pools of water drop from the ceiling in a manner that 
  is somehow unnerving. 
   
  The entrance to the shrine has been consecrated so as 
  to provide a permanent pass without trace spell upon 
  any who enter, making the camouflage almost 
  infallible. It will be as if the PCs did not disturb the 
  scrub, so that if anything were to happen to them, 
  unless the mist remains, no one bar the surviving 
  monks would ever find them. 
   
  The Corner - Left 
  Slumped here is the body of a Flan warrior, a tanned 
  man a face that is etched with a hundred scars. His 
  dark brown hair hides the bloodied mess of his skull 
  that was caved in, which a Heal check (DC 15) reveals 
  to have been done by the blow of a warhammer. He is 
  dressed in lion skins. He bears a red spear upon his 
  forehead, running from under one eye to the other. He 
  is not a Ventonii warrior from ONW1-08, though a 
  Knowledge (Splintered Suns) DC 20 (or DC 5 for 
  Headland Flan, or players of Spring Weekend in 
  Onnwal) reveals him to be of the Talamendes tribe – a 
  particular warlike tribe led by the ferocious Awran 
  Bloodreaver who have rebuffed diplomatic overtures 
  from Rakehell Chert by slaying one of the Dwur 
  warcompany he charged with the task in 589 CY. The 
  last company dispatched actually gained some degree 
  of acceptance within the tribe, though they did not 
  agree to fight for the Free State.  
   
  The corpse is four days old. 
   
  The Corner - Right 
  Slumped here is the body of a monk, a tanned fellow, 
  white pure white hair that runs down to his shoulders,  
  clad in brown robes. His only possession is a bloodied 
  warhammer in his belt. He appears to have suffered a 
  blow to the head, where bruising is evident. A Heal 
  check (DC 15) reveals it to be the butt of a spear that 
  was used for subdual damage. The corpse is four days 
  old. 
   
  The Garden Shrine 
  Ask the PCs what they wish to do. They are in no 
  danger currently, though that may change. Once they 
  decide to go behind the scrub read the following:- 
   
  You step into what must have been one of Onnwals' 
  wonders. An underground garden shrine to the Lord 
  of the Dells, vegetation, plantlife, crystal and water 
  
  The Hills are Alive 
   
  Page 11 
  alike once complimented each other within this 
  cavern. However, this beauty has been warped. The 
  grass appears to be dying, the plants wilted, what was 
  once a spectacular underground waterfall has frozen 
  to a solid sheet of ice. The ephemeral corpses of monk 
  and savage alike litter the dying grass of the shrine. 
   
  All that seems animated and alive in here is a 
  central pool within the centre of the shrine.  
   
  This cavern is under the effect of an unhallow spell cast 
  by an 18
  th level spellcaster. Unless dispelled it has the 
  effect of a magic circle against good spell focused 
  internally upon the Naga for a year, a -4 profane 
  penalty for turn undead checks and a silence effect 
  against all who do not worship the fell deity of the 
  Galai Iorn. It also causes the unnatural feeling and the 
  wilting of the vegetation and freezing of the water the 
  PCs witness. 
   
  The Prisoner in Ice 
  If the PCs go to investigate the frozen waterfall read 
  aloud the following:- 
   
  Behind the frozen waterfall is a small corridor, nearly 
  twenty feet long, decorated with crystal formations 
  arranged as the symbol of the Lord of the Dells. 
  Within this corridor, coiled, and seemingly poised is a 
  gold and green snake-like creature with an elf-like face 
  that peers towards the misted ice. The serpent like 
  creature turns its head in all direction, but never 
  moves. Its eyes never leave you - the look is pleading. 
   
  ALL APLs 
  �Guardian Naga: see Monster Manual Page 139. 
   
  Behind the ice lies the guardian Naga – trapped not 
  only by the ice but also the magic circle against good 
  effect of the unhallow that binds it in place. It cannot 
  move, awaiting death through starvation. Treat the ice 
  surrounding the naga as if created bv a wall of ice spell 
  cast at the 17
  th level of ability. 
   
  The Monk’s Corpses 
  The monks each resemble the corpse found above, men 
  in brown robes, with varying lengths of shock white 
  hair. Whenever is dramatically appropriate, or if the 
  PCs note it odd that they all have shock white hair, 
  read the following:- 
   
  There is a sickening smell of intestinal fluid as the 
  corpses of the monks seem to suddenly shed their 
  skin. Their flesh is flayed and shed with unnatural 
  perfection, and beneath is revealed an almost perfect 
  darkness that writhes as a deviant substitute for skin, 
  attempting a cruel mockery of the human form while 
  continually writhing into unnatural appendages and 
  seemingly sucking the very light out of this dismal 
  cavern.  
   
  Most of the Followers of the Voice have been reborn as 
  dreamstealer spawn (see Appendix 2: New Rules). A 
  difficult fight is about to ensue. 
   
  APL 6 – EL 9 
  �Former 
  Followers 
  of 
  the 
  Voice 
  (1): 
  male 
  dreamstealer spawn Mnk2. 
  �Jendrenn, Former Champion of the Voice (1): male 
  dreamstealer spawn Mnk 7. 
   
  APL 8 – EL 11 
  �Former 
  Followers 
  of 
  the 
  Voice 
  (3): 
  male 
  dreamstealer spawn Mnk3. 
  �Jendrenn, Former Champion of the Voice (1): male 
  dreamstealer spawn Mnk 9. 
   
  APL 10 – EL 13 
  �Former 
  Followers 
  of 
  the 
  Voice 
  (4): 
  male 
  dreamstealer spawn Mnk4. 
  �Jendrenn, Former Champion of the Voice (1): male 
  dreamstealer spawn Mnk 11. 
   
  APL 12 – EL 16 
  �Former 
  Followers 
  of 
  the 
  Voice 
  (8): 
  male 
  dreamstealer spawn Mnk7. 
  �Jendrenn, Former Champion of the Voice (1): male 
  dreamstealer spawn Mnk 13. 
   
  Tactics: At APL 6 the monks attempt a head-on 
  confrontation with the PCs. They favour using their 
  flurry of blows to inflict as much physical and mental 
  damage as they can. They attack intelligently, utilising 
  their Wail of Doom abilities initially and pressing the 
  advantage with brutal efficiency, conversing in 
  modern Suloise and common in high pitched and 
  tortured sounding voices. 
   
  At APL 8-12 the monks divide into a front assault 
  force and a group who attack with their wail of doom 
  ability. Once this is done, those who engaged fall back 
  and use their wail, before finally both groups use their 
  superior numbers flying ability to flank and trap the 
  PCs within the cavern.  
  
  The Hills are Alive 
   
  Page 12 
  Encounter 4: 
  The Guardian Naga 
  This encounter follows on from Encounter Three: The 
  Defiled Shrine. If the PCs reach the Naga, either by 
  magic or by attempting to burn through the frozen 
  waterfall, an undertaking that takes four hours, they 
  can speak with the Naga, Crellemestron, who is 
  unfortunately still trapped as a result of the unhallow 
  effect Anamdor placed over this cave during his attack. 
   
  Crellemestron greets the PCs cautiously, though 
  he trusts them enough if they dispatched the 
  dreamstealer spawn monks. He does however distrust 
  any half-euroz – he hates all humanoids that infest the 
  Headlands and muddy the clear hill springs he travels 
  in. 
   
  He answers questions as follows:- 
   
  What is your name? 
  “I am Crellemestron, summoned guardian of this 
  shrine.” 
   
  What is your purpose here? 
  “I am the guardian of this shrine. Or I was, until the 
  attack saw me trapped herein by the dark man.” 
   
  What happened? 
  “Savages attacked, the monks called them, Talamendes 
  warriors, led by a large brute. They fought the monks 
  – but they did so in their own terrain. We are used to 
  fighting in close quarters – driving those euroz and 
  hochebi scum out of their warrens. We fought them to 
  a standstill in the corridor – and for a time it seemed 
  we had prevailed. 
   
  “Then he came – the dark warrior, and his shadow 
  creatures. With a word he did all this. He threw me 
  behind the waterfall with a wave of his hand the 
  waters froze and magical forces prevent me from 
  moving. 
   
  “He ordered as few of the monks killed – so he 
  could feed them to the shadow creatures. They fed off 
  them!” 
   
  Who was the leader? 
  “I do not know, but I heard the brethren say they 
  recognised him. I do not know of such human 
  matters. They say he flew on a particularly large one of 
  those shadow creatures, or some such – and in his 
  wake came shadow creatures.” 
   
  Where is Lyndrell Carhast? 
  ”Who?” 
   
  Assuming the PCs give the Naga a description of him, 
  he continues with the following information:- 
   
  “I confess I know not the name of this fellow, but 
  there was a man here a week ago who – was not one of 
  the Followers. He complained endlessly about his feet, 
  a definite man of your cities. He did not return to the 
  shrine. He travelled north and east towards the lands 
  of the Dumanonii with two of the brethren. I fear he 
  may have fallen to the same fate as those you granted 
  final death to here, though perhaps fate was kind and 
  he is with the Dumanonii, or he fled northeast to that 
  place your folk call Killdeer.” 
   
  Where did they go? 
  “There was some discussion between the red 
  tribesmen and the dark warrior. The warrior ordered 
  the Talamendes leader and a handful of his men north, 
  to the lands of the Dark Flan with the surviving 
  monks. 
   
  “He commanded others of the Talamendes, and 
  some of the black Flan, to go east and raid the other 
  tribes, to harvest more innocent blue and green 
  tribesmen, and bring them to the dark lands in the 
  north. He said to the Talamendes that the creatures 
  would soon be hungry again, and that if they did not 
  bring prisoners, they themselves would be consumed.” 
   
  Can we help? 
  ”Four moons have passed since the attack – they are 
  doubtless in the hands of the Galai Iorn and the dark 
  warrior, corrupted and defiled like the ones you 
  fought here. 
   
  “However, perhaps if you follow them north an 
  opportunity shall present itself to rescue other 
  prisoners, taken from the tribes in the east.” 
   
  Will you aid us? 
  If he is still trapped by the magic circle against good 
  Crellemestron rather obviously cannot help them, and 
  if left to his own devices will die of thirst within a 
  week. He cannot move from within the circle. 
   
  “I cannot – the dark warrior left me here to die – or to 
  be a meal for one of his dark creatures. Friends, I 
  implore you, do not allow me such a fate. Grant me the 
  swiftness and sureness of a clean death and the 
  assurance that I shall awaken at the side of the Lord of 
  the Dells, not as a spawn of those fell creatures.” 
   
  
  The Hills are Alive 
   
  Page 13 
  Cremellestron will allow the PCs to perform a coup-de-
  grace upon him. If they are shocked by this, he points 
  out it is only a matter of time before more 
  dreamstealers or spawn come and he himself is 
  consumed and turned into a dreamstealer spawn spirit 
  Naga. If the PCs insist on returning to Notil to bring 
  Everg they shall return to find this unhappy event has 
  occurred and that the Naga is no longer within the 
  cave. 
   
  If on the other hand the PCs are somehow able to 
  dispel Anamdor’s powerful magic then a happier fate 
  awaits Cremellestron. He is bound via geas to warn the 
  remaining seven shrines of the Followers, though the 
  majority of the monks were within this shrine.  
   
  Crellemestron, if he has been given sufficient 
  information from the party offers the PCs a choice of 
  options:- 
   
  • 
  It is possible the Envoy has been taken during the 
  raids on the Dumanonii and Ventonii tribes. If 
  this is so the PCs should try to go northwards and 
  intercept the Talamendes and Galai Iorn forces to 
  rescue prisoners. 
  • 
  Perhaps the Envoy is safe within the Ventonii and 
  Dumanonii settlements. They could strike east for 
  there. 
  • 
  A third alternative is that the PCs could return to 
  Notil and warn what has been happening in the 
  hills. 
   
  He can provide directions to the southern entrance to 
  the Ial Iornadh (those who played ONW2-05 To Hunt 
  a Traitor approached the northern entrance). 
   
  Development:  If the PCs decide to follow the Galai 
  Iorn a successful DC 10 Track check can reveal the 
  passage of the large force. Go to Encounter Five: Taint 
  Natural. 
   
  If the PCs decide to go to the Ventonii and 
  Dumanonii lands go to Encounter Nine: Ventonii and 
  Dumanonii Lands, but remember you have the option 
  to play Encounter Eight: To The Victor Goes the Spoils 
  while they are enroute. 
   
  Encounter 5:  
  Taint Natural 
  This encounter follows on from Encounter Four: The 
  Guardian Naga if the PCs followed the tracks of the 
  Talamendes tribesmen. They headed south for a day, 
  then continued southeast for two more, before finally 
  heading northwards towards Area 2 on the map. Once 
  the PCs near the solid ellipse on the map, read the 
  following:- 
   
  It has been 3 days since you set out from the 
  monastery in pursuit of the tribesman and their dark 
  allies. By the afternoon of the second day you have 
  passed beyond those areas where most good hillmen 
  fear to tread, the no-man’s land near the centre of the 
  Headlands. Your arrival at this landmark is noted a 
  definite change in character of the hills. There are no 
  paths or passages that provide easy passage, and the 
  hills now loom like silent sentinels, sapping both 
  strength and will as you force yourself to climb their 
  seemingly legion like numbers. Little scrub or 
  vegetation grows here, leaving only limestone that 
  likens each hill to a festering and rotten tooth. 
   
  About an hour after these dismal observations 
  have occupied your weary minds you crest yet another 
  hill to see in the distance the all-too familiar silhouette 
  of a circular disk. 
   
  This is the original border of the Galai Iorn territory. A 
  cursory examination reveals the disk to be similar to 
  the one in Encounter Two: Marked Territories, and 
  indeed the area on the ellipse is littered with these 
  bodies of Dwur and headlanders. This man has been 
  dead for a long time, all that remains is a skeleton that 
  has been picked clean by scavengers. 
   
  The epithet on the disc reads:- 
   
  “I am the Night of All Eyes 
  I am the Scream that Shatters all Rest 
  I am the Dreamer of the Hills 
  I was, I am, I will be again.” 
   
  This marks the beginnings of what were once the 
  borders of Galai Iorn territory. The first PC to touch 
  the disk it is cool to the touch and they feel cold breath 
  on their hair, and hear a ghost sound effect of a female 
  voice. PCs suffering from the Dreaming (from COR3-
  10 The Hidden Fortress) hear this voice additionally.  
   
  A voice whispers, “I was, I am, I will be again. I am 
  awakening.” 
   
  At this point, or a couple of minutes after they walk 
  beyond the statues, read the following:-  
   
  From the earth itself comes a guttural, high-pitched 
  throng of laughter. Mere heartbeats after this a series 
  of spiderlike forms rise from the hill. They seem to 
  
  The Hills are Alive 
   
  Page 14 
  form familiar shapes of animals, but they are 
  mockeries of the wildlife of the Headlands. On the 
  one hand they look like bears, but on the other where 
  hands, heads and feet should be there are tendrils 
  chaotically forming and disappearing. They are 
  hideous sights.  
   
  Rising above you, the bears laugh as they charge, 
  and in high-pitched human voices yell, “You shall not 
  enter the lands of the Galai Iorn – all must die by 
  order of the Golden One.” 
   
  If any PC bears the Blade of the Headlands, the sword 
  of Altern Milnrow from ONW2-05 To Hunt a Traitor, 
  read aloud the following:- 
   
  Your blood boils in your veins as you see these 
  affronts to nature. Pure rage takes over and 
  instinctively you draw forth the blade of the 
  headlands, which flashes white momentarily. At your 
  feet now lies a thin foil layer of melted steel, and the 
  Blade of the Headlands is aglow with a flawless steel 
  blade that seems wrought in a purer metal than before. 
   
  The PC suffers from the effects of a barbarian’s rage 
  ability (see Players Handbook page 25). Additionally 
  the Blade of the Headlands now counts as a +1 
  adamantium longsword. It will do so until the end of 
  the scenario, at which time it reverts to its initial state, 
  but the PC will then have the opportunity to upgrade it 
  permanently. 
   
  APL 6 – EL 7 
  �Dreamstealer spawn enhanced bear, black (3): hp 44, 
  see Appendix 1. 
   
  APL 8 – EL 9 
  �Dreamstealer spawn enhanced bear, brown (1): hp 
  69, see Appendix 1. 
  �Dreamstealer spawn enhanced bear, black (3): hp 44, 
  see Appendix 1. 
   
  APL 10 – EL 11 
  �Dreamstealer spawn enhanced dire bear (1): hp 125, 
  see Appendix 1. 
  �Dreamstealer spawn enhanced bear, brown (4): hp 
  69, see Appendix 1. 
  �Dreamstealer spawn enhanced bear, black (2): hp 44, 
  see Appendix 1. 
   
  APL 12 – EL 12 
  �Dreamstealer spawn enhanced dire bear (2): hp 125, 
  see Appendix 1. 
  �Dreamstealer spawn enhanced bear, brown (4): hp 
  69, see Appendix 1. 
  �Dreamstealer spawn enhanced bear, black (2): hp 44, 
  see Appendix 1. 
   
  Tactics: The spawn stay within the borders of the discs. 
  There is an unhallow effect similar to the one felt in 
  the monastery. If the PCs gain sufficient distance and 
  attempt to overwhelm them with missile weapons they 
  dive below the hills and rise above the PCs again. They 
  do not use their Wail effect while under the hills. 
   
  Development: If destroyed, the spawn dissolves 
  into nothingness. The PCs are free to continue towards 
  the cave entrance to the Galai Iorn’s territories, in 
  Encounter Six: The Hidden War. If however they stop 
  to rest, a group of enemy Headlanders will discover 
  them, so run Encounter Eight: To the Victor Goes the 
  Spoils and if they survive and eventually continue 
  towards the cave go on with Encounter Six: The 
  Hidden War. 
   
  Treasure: 
   
  Upgrades to the Blade of the 
  Headlands – The time of the enemy is upon you. The 
  Blade of the Headlands may be upgraded from a 
  masterwork longsword (worth 315 gp) or from a +1 
  longsword (worth 2.,315 gp) to a +1 adamantine 
  longsword (worth 5,315 gp) and from there to a +1 
  adamantine ghost touch longsword (worth 11,315 gp), 
  +2 adamantine ghost touch longsword (worth 21,315 
  gp) and finally a +3 adamantine ghost touch longsword 
  by paying the difference in values. 
   
  If it has already been upgraded beyond its initial 
  state by another source (e.g. signature item or favour 
  gained from another scenario) the blade may not be 
  upgraded. 
   
  Cost: Difference between prices. 
   
  Encounter 6:  
  The Hidden War 
  This encounter is preceded by Encounter Five: Taint 
  Natural. Four more hours of travel take the PCs to the 
  south entrance to Galai Iorn lands. Read the following:- 
   
  It is nearing sunset since you passed beyond the 
  second set of grim markers. The size of the hills has 
  increased almost ten-fold, and now the largest of the 
  hills awaits you. Around you the other hills form 
  seemingly smooth and steep walls of limestone, all-but 
  blocking all your paths save for forwards… or of 
  course the reassuring choice of back, towards the 
  sanity of Notil. 
   
  
  The Hills are Alive 
   
  Page 15 
  The PCs will doubtless press on if they have come this 
  far. Once they are halfway up, allow the PCs to make 
  Listen checks (DC 20) to begin with. If they make it, 
  read aloud the following:- 
    
  In the distance you can hear many conversations, yells 
  of bravado and terror mingled in one, and an 
  incomprehensibly large chorus of voices screeching 
  without harmony that chills the blood. Over this hill 
  lies an army – their distant sound carried by a 
  southerly chill wind. 
   
  This should inform the PCs to be quiet. If however the 
  PCs are blissfully unaware of this rudimentary exercise 
  in common sense, go straight to Encounter Seven: 
  Rumbled, Literally. Otherwise read on:- 
   
  The depression gently slopes its way downward, 
  emptying out into a shadowed valley that winds its 
  way to the mouth of a cave. The sight there, 
  illuminated by the chaotic inferno of campfires, like 
  the many other unending horrors you have witnessed 
  in your blood-drenched careers, shall stay with you 
  until you finally rest in your grave. 
   
  Below in the valley, the sky is blotted out by the 
  darkness 
  of 
  the 
  spider-like 
  shadows 
  of 
  the 
  dreamstealers. On the ground ghastly forms, similar to 
  the bear-like creatures and the humanoid ones from 
  the monastery that attacked you writhe and walk, 
  truly abominations of nature. 
   
  However, the darkness is only amplified by the 
  presence of a truly frightening leader – another piece 
  of unnatural fauna seemingly taking the form of a 
  colossal wyrm or dragon. The dreamstealers take it in 
  turns to fly into the wyrm, seemingly empowering it 
  by leaving red, green, blue and black auras as they pass 
  through its incorporeal form. Astride the wyrm is a 
  warrior, clad in dark mail and shadowed by yet smaller 
  dream horrors. 
   
  At the feet of the wyrm are least a score of the 
  Talamendes tribesmen you have been tracking. They 
  are subdued and quiet, some of them restraining 
  prisoners they bring in supplication to the wyrm and 
  its rider. Only one of the Talamendes appears truly 
  comfortable here – the leader, a powerfully built man 
  leaning on an obsidian spear that casts an unnaturally 
  long shadow. He is joined by a half-score of the dark 
  Flan, the Galai Iorn, degenerate warriors who 
  vigilantly watch this south entrance. 
   
  Any Flan PC, PC who played at APL 6-12 during Spring 
  Weekend in Onnwal or PC who makes a successful 
  Knowledge (Splintered Suns) check at DC 25 knows 
  this is Awran Bloodreaver, the Riadh (Chieftain) of the 
  Talamendes tribe. Continue with the description of the 
  situation:- 
   
  These prisoners include two of the brown robed 
  monks of the Followers of the Voice, but the majority 
  of the score of prisoners are Flan hillmen, and you 
  suspect they bear blue and green markings of the 
  Ventonii 
  and 
  Dumanonii 
  tribesmen, 
  mostly 
  womenfolk and children, but even the occasional 
  Naobahn (female druid) or Saidh (male warrior) .  
   
  It is as if the dreamstealer spawn wishes to speak 
  to the living. A child shies away from one such deviant 
  creature that you surmise must be trying to calm it 
  with its screeching tones, as if to try to beseech it to do 
  some act. 
   
  Of the Envoy you were sent to find, there is no 
  sign. 
   
  A Spot check (DC 20+APL) reveals the warrior atop the 
  dream dragon to be Anamdor. He is a haughty figure, 
  but considerably shorter and thinner than the burly 
  Flan around him. Head to toe he is covered in an ink-
  like blackness that seems to crawl with every 
  movement of his flesh, hiding both his face and body at 
  its whim. 
   
   A Listen check (DC 25) reveals the humanoid 
  dreamstealer spawn are indeed imploring the captured 
  Ventonii and Dumanonii to forget their fears and 
  lower their resistances, for what lies within the maw of 
  the cave  
   
  Development: Hopefully the long boxed text has 
  made it clear the PCs are not going to execute a rescue 
  here unfortunately and getting through this cave is 
  impossible. It is heavily guarded by dreamstealers, 
  dreamstealer spawn, Galai Iorn and Talamendes 
  warriors and druids, a dream dragon, and Anamdor, the 
  Chosen of the Galai Iorn himself. However, by 
  reaching this far the PCs have fulfilled the main 
  objective of this module – to realise that the Galai Iorn 
  are behind the tribal wars in the Headlands and to 
  behold their leader. They also know about the 
  dreamstealer spawn, and how the Galai Iorn intend to 
  bolster their strength by feeding on the victims of the 
  war by subduing them as their menfolk fight, 
  converting them into dreamstealer spawn. 
   
  Allow the PCs to sneak off if that is their wish. 
  Roll opposed Listen and Spot checks for the others, 
  and then go to Encounter Seven: Rumbled Literally. 
  
  The Hills are Alive 
   
  Page 16 
   
  Encounter 7:  
  Rumbled - Literally 
  Once the PCs have had time to react to the horrific 
  sight, they are spotted. This is inevitable – the number 
  of warriors, dreamstealers and spawn to make Spot 
  checks renders it moot, adding to the fact that the 
  southern cave’s initial guardians can no longer be ‘felt’ 
  by the Dreamstealers and Anamdor. 
   
  Read aloud the following:- 
   
  With a shriek the nightmarish dark creatures turn and 
  glide towards your hill. Shouts and cries come from 
  the depression as Galai Iorn and Talamendes grab 
  weapons and race towards your position, seemingly 
  somehow alerted to your presence. 
   
  The wind howls, and a voice, perhaps familiar 
  howls in the wind, “I am Ammandor, reborn of the 
  Tribe of the Galai Iorn, and Lord of the Headlands.  
  Heathens violate the lands of the faithful? You have 
  no place in the rebirth of the Headlands. Leave here 
  now or be prepared to surrender your hearts to my 
  appetites and become true Ao’Iornadh. (this is Flan for 
  People of the Dreaming).” 
   
  The PCs have the opportunity to express their 
  reactions. The voice in the wind does not answer 
  questions directly or seek to taunt them, merely to 
  express his indifference to their presence. There is no 
  villain’s exposition here – only a show of true power 
  and terror. However if they remain defiant, read aloud 
  or paraphrase the following:- 
   
  “Go now if you will, and if you survive tell your 
  Exalted Sister Kuryanie that Ammandorchaigh
  1 serves 
  her no more, and your Szek that Onnwal is his fathers’ 
  land no more. My hunters shall seek all your flesh and 
  souls. I am the Dreamer of the Hills. I was, I am, I 
  shall be again!” 
   
  A screeching sound echoes through the hills on 
  the winds. 
    
  The screeching should be the PCs’ cue to leave, but if 
  not present the following:- 
   
  The warcries of the Galai Iorn and the Talamendes 
  men continue, if you dawdle long they and their 
  dreamstealer allies shall be upon you. 
   
  Roleplay the chase back to the second marker by the 
  Dreamstealers and Galai Iorn. As the Dreamstealers 
  close with their superior movement allow the PCs to 
  escape an obscuring mist and an anti-magic field rises 
  around the PCs and an area of 500 ft. around them. Evil 
  laughter mocks them. They shall however make it – 
  though at your discretion have them attacked by 
  advance parties of Galai Iorn using the capabilities 
  listed in Encounter Eight: To The Victor Goes the 
  Spoils. They do not have prisoners however. 
   
  If the PCs insist on fighting to the death use the 
  APL 12 statistics provided to improvise the slaughter of 
  the PCs. There are over 20 Dreamstealers, 20 
  dreamstealer spawn (use the dire bear versions), 10 
  Galai Iorn warriors, and 20 Talamendes warriors. The 
  warriors strike to subdue and then drag their 
  unconscious victims to the cave to be drained by 
  Anamdor’s 
  dream 
  dragon. 
  PCs 
  who 
  become 
  dreamstealer spawn cannot be raised by any means in 
  Living Greyhawk – though a special mission could be 
  undertaken to at least destroy the resultant spawn and 
  leave them to rest. 
                                              
  1 Ammandorchaigh translates from Ancient Flan to 
  mean Dark Soul.  
  Falenreth! Foe! Foe! 
   
  If any PC carries Falenreth the spear from ONW1-
  01 Escape from Scant and had it upgraded in 
  ONW3-07 To Kill a Kesh then the spear takes a 
  rather inopportune moment to display a new 
  power. 
   
  The minute the PCs spy the Dreamdragon the 
  spear, seemingly increasing its sentience yells 
  loudly, “Foe! Foe! Foe!” continually, until covered 
  up or the PCs flee the scene.  It activates its light 
  ability and glows, sending a cone-like beam into the 
  sky.  
   
  This has the effect of alerting the enemy 
  automatically to the PCs presence. It also means 
  that 
   
  Spear Upgrade: If any PC carries the spear from 
  ONW1-01 Escape from Scant and had it upgraded 
  in ONW3-07 To Kill a Kesh then you may pay 
  1,000 gp at the end of any Onnwal regional for the 
  spear to gain the power of speech. To commune 
  with the spear contact falenreth@onnwal.org.uk 
  for personality description and exposition. It has a 
  tendency to be silent unless it has something to say, 
  and is always deadly serious. 
  
  The Hills are Alive 
   
  Page 17 
   
  So, in a nutshell they are worse than dead if they 
  stop to fight. Try not to let them do it, make it clear, but 
  in the end the PCs are the ones who drive their 
  destinies. 
   
  Encounter 8: 
  To the Victor Goes the Spoils 
  This encounter can start in four situations, depending 
  on the DMs discretion and the actions of the PCs. 
   
  a) 
  The PCs are being chased by the Galai Iorn in 
  Encounter Seven: Rumbled Literally and the DM 
  wishes to make the escape more dramatic by 
  having the PCs headed off by advance Galai 
  Iorn/Talamendes forces returning to the cave 
  entrance with prisoners. 
  b) The PCs are resting in Galai Iorn territory after 
  having defeated the spawn in Encounter Five: 
  Taint Natural. 
  c) The PCs did not follow the Talamendes tribesmen 
  from the Followers of the Voice monastery in 
  Encounter Four: The Guardian Naga. 
  d) The PCs escaped the Galai Iorn without the 
  combat and are travelling back to Notil. 
   
  At APL 6-8 this encounter occurs during the day, but at 
  APL 10-12 it occurs at night, the Galai Iorn preferring 
  that time to travel. 
   
  At APL 6-8 describe the tribesmen as follows in an 
  improvised description of the situation:- 
   
  They are tall even for the sun-kissed Flan of the 
  Headlands and have the bearings of warriors, carrying 
  spear and axe, considering themselves obviously 
  superior. 
   
  At APL 10-12 describe the tribesmen as follows in an 
  improvised description of the situation:- 
   
  The sight of these men, if indeed that is what they are, 
  chills you to the bones. They are hunched pale 
  skinned figures, with eyes that seem to glow a pale 
  shade of green in the Headlands night. Dark tattoos 
  swarm around their bodies, melting into the night.  
   
  Spider-like shadows swarm round them, taking 
  the forms of animals, bears, and giant older creatures. 
   
  Describe the prisoners as follows:- 
   
  The Flan hillmen prisoners who are dragged at the 
  rear look at them in a mixture of revilement and 
  terror. 
   
  APL 6 – EL 8 
  �Talamendes Saidh, male human Brb4 (3):  hp 43, see 
  Appendix 1. 
  �Talamendes Naohban, female human Drd5:.hp 44, 
  see Appendix 1. 
  �Talamendes Naohbhan, female human Drd4: hp 34, 
  see Appendix 1. 
  �Talamendes weire, black bear (2): see Monster 
  Manual page 269. 
   
  APL 8 – EL 10 
  �Talamendes Saidh, male human Brb4 (6): hp 50, see 
  Appendix 1. 
  �Talamendes Naohban, female human Drd7: hp 61, 
  see Appendix 1. 
  �Talamendes weire, brown bear (1): see Monster 
  Manual page 269. 
  �Talamendes Naohbhan, female human Drd4 (2): hp 
  40. 
  �Talamendes weire, black bear (2): see Monster 
  Manual page 269. 
   
  APL 10 – EL 12 
  �Galai Iorn Warrior, male human Brb8 (4): hp 100, 
  see Appendix 1. 
  �Dreamstealer (2): see Appendix 1. 
   
  APL 12 – EL 14 
  �Galai Iorn Warrior, male human Brb11 (3): hp 100, 
  see Appendix 1. 
  �Dreamstealers (5): see Appendix 1. 
   
  Tactics: At APL 6-8 the Talamendes Naobhan and 
  Saidh act in concert, though there is friction. If any of 
  the PCs are members of the Talamendes tribe the 
  grinning tribesmen salute them with their bloodied 
  axes but show them little quarter. In-fighting in the 
  tribe is not uncommon. 
   
  If this fight did not take place in Galai Iorn 
  territory and all of the Saidh and weire are destroyed 
  the haughty Talamendes Naobhan, led by a grey-haired 
  and weathered woman (the highest level druid in the 
  encounter if she survived), and young and beautiful red 
  tattooed women (the lower level druid or druids) offer 
  surrender in Flan (they do not deign to speak 
  common). If there are members of the Talamendes 
  tribe in the party they speak only to them, otherwise 
  they speak to the strongest looking male. It should be 
  
  The Hills are Alive 
   
  Page 18 
  noted that the weire are the animal companions of the 
  Naohbhan and as such can share spells with her. 
   
  As terms of surrender they offer their prisoners 
  and a daorchael (gift of service) in the form of 
  spellcasting. If the PCs do not need any spells cast on 
  them that they have to they offer to repay the debt at a 
  later time. 
   
  They know little of the purpose of their mission – 
  save that it was to patrol the area and bring any 
  Dumanonii and Ventonii to the chief’s warriors. They 
  are not happy with the rule of Awran Bloodreaver, who 
  favours his warriors over their council. The debt will 
  have to wait until current hostilities before being 
  claimed, but it is certed on the AR. 
   
  At APL 10-12 the dreamstealers use their 
  incorporeal nature to strike and disappear below 
  ground (ruining line of sight for turning). They act in 
  concert with the Galai Iorn warriors. The Galai Iorn 
  attempt  if at all possible to incapacitate and capture 
  one or two of the PCs to take them to become 
  dreamstealer spawn. PCs who become dreamstealer 
  spawn cannot be raised by any means in Living 
  Greyhawk – though a special mission could be 
  undertaken to at least destroy the resultant spawn and 
  leave them to rest. 
   
  If any PC bears the Gen Con UK 2002 certificate 
  “Slayer of Rohal Soldas” the Galai Iorn identifies the 
  bearer(s) as the principle target for their wrath. These 
  PCs are known to have violated the Galai Iorn lands 
  and spilled blood their once; they remember this and 
  seek revenge! 
   
  The Prisoners 
  The prisoners are a sorry lot – a mix of Ventonii and 
  Dumanonii commoners numbering five. They look at 
  the PCs in a mixture of fear – they do not like any PCs 
  who are half-Orcs or appear draconic in any nature 
  (such as dragon disciples and so forth).  
   
  One exceptional member of their number may be 
  known to the PCs. Players of ONW2-04 Death By 
  Luna’s Light may have met Casnar the Flan Druid 
  within the Slumbering Wyrm tavern in Killdeer. 
  Having heard of dangers to his native land of the 
  Headlands Casnar attempted to aid his native tribe of 
  the Dumanonii, but alas he is still considered 
  Gandiradh, an outcast so his help is not appreciated. 
   
  If the PCs played at APL 6 or APL 8 Casnar is 
  noticeably worse for wear compared to the rest of the 
  prisoners. This is thanks to the ministrations of the 
  Naobhan, who have spat on him and wounded him 
  with inflict minor wound spells or sharpened finger 
  nail. This is a male druid of Beory, and such is viewed 
  as an abomination by the Naobhan Iornadh. 
   
  If the Talamendes Naobhan surrendered to the 
  PCs they stop spit and torture Casnar one more time 
  unless the PCs fend them off. The other captives shun 
  him, asking the PCs to return them to the Dumanonii 
  and Ventonii lands. 
   
  �Casnar, male human Druid and Flan Outcast. 
  Appearance: Casnar is an excellent example of a pure 
  breed Flan. His eyes are black and his hair is also jet 
  black in hue. He is deeply tanned, a legacy of his 
  almost constant exposure to the elements. Short (5 ft. 3 
  in. tall) and scraggly, he is surprisingly strong thanks to 
  his upbringing in the Headlands. 
   
  Typically clothed in little more than loincloth and 
  a long cloak, Casnar is also noticeable for the stylised 
  symbol of the Oerth Mother daubed in yellow and 
  vermilion body paint upon his chest. He bears no 
  markings that affiliate him with any tribe of the 
  Headlands, having had his red stripe removed by 
  vengeful Naobhan of his tribe. 
   
  Character: Casnar is a male follower of Beory 
  who was banished from the Talamendes tribe years ago 
  because traditionally spellcasting followers of Beory 
  are females known as the Naobhan. Viewed as little 
  more than a savage by many Onnwalons and divorced 
  from the majority of them there are few he can call 
  friends. Intensely “homesick” and sickened by the 
  destruction of war, he decided to aid the Free State 
  against the Scarlet Sign. However upon hearing of the 
  devastation of his homeland by the Talamendes and 
  Galai Iorn he felt drawn back to the hills. He tried to 
  reason with the Talamendes, telling them the Galai 
  Iorn were evil, but as a Gandiradh both the Naobhan 
   
  Still somewhat naive in the ways of civilisation, 
  Casnar prefers solitude and is a quiet, soft-spoken 
  individual. Patient in the extreme, he never gets into a 
  situation he has not carefully considered beforehand. 
  Casnar is however polite and generous to a fault, always 
  ready to help those in need. Insulated to the suffering 
  of man, he will however, make every attempt to assist 
  injured animals. Also keen to convert others to his 
  faith, he has been known to lecture companions on the 
  beauty and complexity of Oerth. 
   
  The PCs doubtless have questions for Casnar and the 
  other Flan. Answer them using Casnar’s background 
  above and the following questions below:- 
   
  Who were these people? 
  
  The Hills are Alive 
   
  Page 19 
  They identify the people as the Talamendes tribe (APL 
  6-8) or the Galai Iorn (APL 10-12). 
   
  What were those creatures? (Referring to any 
  Dreamspawn the PCs have encountered). 
  Casnar: Spirits of those taken beneath the Ial Iornadh 
  (the Dreaming Hills). The very hills themselves now 
  awaken at the call of the Galai Iorn.  
   
  Who are the Talamendes?  
  Casnar: The red tribe – least friendly to lowlanders 
  next to the Galai Iorn. Their leader, Bloodreaver, seeks 
  power and conflict. His lust for blood has allied him 
  with the Galai Iorn and their prophet.  
   
  Who are the Galai Iorn? 
  Casnar: The corruption. Degenerate throwbacks to the 
  past. They do not worship Beory – they shun her in 
  favour of older and darker gods and winged demons. 
   
  Why are the spirits of the hills awakening? Why are 
  the Galai Iorn expanding their territory? 
  Casnar: Our captors said something of a golden haired 
  prophet being delivered to the Galai Iorn two years 
  ago, heralded by the destruction of a low-land village 
  and the defilement of the spirits there. 
   
  Their prophecy speaks that the golden haired one 
  will lead them to greatness and awaken weapons 
  within the hills to fight for them. 
   
  How can we stop the Galai Iorn? 
  Casnar: Some knowledge have I. Ial Iornadh are four, 
  colours are what your kin call chromatic. Blue for 
  Ventonii, red for Talamendes, green for Dumanonii, 
  black for accursed Galai Iorn. It has been this way 
  since the Enemy held the Ao’Iornadh thrall. Fifth 
  tribe, white, were destroyed by enemy. Beory tells 
  Casnar in dreams that as is the way of the nature of the 
  Oerth the white tribe has been reincarnated. 
   
  White for the light, but also some shades of 
  darkness shall oppose the Enemy. 
   
  Who is this enemy everyone speaks of? 
  Casnar: The Enemy is so old that Ao’Iornadh only 
  know it only as the enemy. You see agents of the 
  Enemy before – you perhaps understand their nature 
  more than you think. 
   
  Do you know Lyndrell Carharst? 
  Casnar: I know not that name. 
  Dumanonii woman: I know of Carharst… he is man 
  with gold and large bag, wear fine robes. Impractical 
  for hill life. Travel with two men. Dressed for hills 
  were they. Follow a voice they said. They still in 
  Dumanonii lands, trying to persuade us to fight in 
  lowlander’s war. We not fight for man with bag – we 
  have own war as you see. 
   
  If the PCs offer to lead the other tribesfolk to the 
  Dumanonii and Ventonii lands then proceed to 
  Encounter Nine: Dumanonii and Ventonii. 
   
  Removing Tribal Tattoos 
  It is possible the PCs have in earlier scenarios picked 
  up the tattoos of the Ventonii (ONW1-08 Rashta’s 
  Brother) or Talamendes tribes (Spring Weekend in 
  Onnwal 2004). If they wish to have them removed, 
  Casnar tells them it requires an erase spell and the 
  simultaneous application of ash from Headland scrub 
  blessed by a Flan druid such as he. However he says 
  that such a removal will brand the recipient an enemy 
  of the tribe – the Naobhan will sense this and 
  command the men of the tribe to attack the PC on 
  sight. 
   
  Treasure:  
  Unique Cohort – Casnar of Beory: Casnar owes you a 
  blood debt for saving him. You may, at any point after 
  future modules as long as Casnar lives, petition the 
  Onnwal Triad to take Casnar as a cohort, as per the 
  rules for cohorts in the Living Greyhawk Campaign 
  Sourcebook. Email skerrigan@onnwal.org.uk and state 
  the event and APL you played this scenario at and you 
  will receive further regional documentation including 
  full stats for Casnar. 
   
  Casnar may appear in future Onnwal Regional 
  scenarios even if there are six players present at the 
  table. In this instance he functions as an NPC 
  controlled by the DM. You should hand over Casnar’s 
  character sheet and certs to the DM to play him as an 
  NPC. While an NPC, Casnar does not gain XP or 
  treasure. 
   
  Favour of the Talamendes Naohban: You have earned 
  the favour of the tempestuous Talamendes druidesses 
  for sparing their life. This has no game effect currently. 
   
  Development: Casnar is happy to travel with the PCs, 
  but the four other prisoners, two women of the 
  Dumanonii, a child and a warrior of the Ventonii ask 
  the PCs to return them to their lands in the east. 
   
  If this encounter took place during the chase in 
  Encounter Seven: Rumbled – Literally then the PCs 
  
  The Hills are Alive 
   
  Page 20 
  have to drag the tired prisoners to safety beyond the 
  grim markers they passed earlier. 
   
  The PCs can either travel to the Dumanonii and 
  Ventonii lands, or to Notil. They have not found the 
  Envoy at this stage however and he lies in the 
  Dumanonii lands currently. This leads to the 
  Conclusion. 
   
  Erased Tattoo: PC had Ventonii/Talamendes tattoo 
  removed (delete appropriate) 
   
  Encounter 9: 
  Dumanonii and Ventonii 
  If the PCs near the lands of the Dumanonii read aloud 
  or paraphrase the following:- 
   
  Atop a rise you see a Flan settlement ahead of you, 
  once a small village of nearly a dozen mud huts, but 
  now a hive of activity. Flan warriors, bearing the blue 
  stripe and green brow of the Ventonii and Dumanonii 
  appear to be readying themselves for battle, 
  sharpening axe and readying spear.  
   
  If the PCs approach the village, they are met by a patrol 
  of Ventonii and Dumanonii warriors. Read aloud the 
  following:- 
   
  Your arrival is greeted suspiciously. A patrol of well-
  armed and tired looking Flan approaches you. Their 
  wrath is only curbed by the presence of a man dressed 
  in fine clothing. 
   
  He is an Oeridian man, with short dark hair and a 
  well-trimmed goatee. Striding in front of the Flan 
  warriors, as if he were the Radh himself, he says, “Do 
  not worry – these men are doubtless sent here to look 
  for me.” He repeats his sentence in Flan. 
   
  “Welcome to Thalemasyggor friends. The Radhs 
  shall wish to speak to you. Ours is not the only war 
  fought within this land and I fear we shall find little 
  help here from these good fellows.” 
   
  This is indeed Lyndrell Carharst, the priest of Zilchus 
  the PCs were sent to investigate. 
   
  How this encounter is handled depends on 
  whether the PCs visited the Galai Iorn lands before 
  coming here. 
   
  Visited Galai Iorn Lands 
  Gwallam, Riadh of the Dumanonii 
  Appearance: Gwallam is a thin, weathered man whose 
  body is covered in green tattoos. He wears numerous 
  teeth and bones of his foes, offsetting his blue eyes and 
  red hair. He appears particularly anxious, his eyes 
  darting wildly. 
   
  Character: 
  Gwallam 
  views 
  lowlanders 
  as 
  something of an oddity, especially if they are Spears of 
  the Ventonii. He speaks common slowly, having not 
  uttered the language in years. He is very concerned for 
  the future of his people given the alliance between the 
  Galai Iorn and Talamendes alliance, and anxiously 
  seeks for information on it, and the fate of his people 
  who were taken. 
   
  Mortitasgus, Riadh of the Ventonii 
  Appearance: Mortitasgus is a striking and tall man with 
  bronze skin and dark brown hair covered in 
  ornamental blue tattoos and wearing gold and silver 
  torcs, bracelets and circlets. He wears the headdress of 
  a mountain lion, and the standard kilt of a Headlander. 
   
  Character: Mortitasgus is normally an aloof and 
  proud man, not given to lowering himself to speak to 
  lowlanders in common. Given the recent events 
  however he is learning humility swiftly.  
   
  If time permits, allow the PCs to interact with Radh 
  Mortigasus and Gwallam, both of whom are present. 
   
  The Dumanonii and Ventonii tribes are swift to 
  accept any people the PCs have rescued, expressing 
  genuine gratitude to the PCs. They welcome back any 
  PC clan members are heroes, though the current siege 
  mentality precludes a feast in their honour. They shun 
  Casnar, as well as any half-euroz or draconic-looking 
  PCs. Dragon disciples will be actively driven away. 
  Given what the PCs may have seen in the Galai Iorn 
  lands they may understand why. 
   
  The remaining PCs are questioned about their 
  experiences, first by the two Radhs, and then by 
  Lendryl Carhast. They have their blessing to bring 
  Lendryl back to Notil. This is an uneventful trip, but 
  tinged with the fact Lendryl’s original mission was a 
  failure – with the Galai Iorn and Talemendes on the 
  loose the Headlanders will not commit forces to fight 
  for the Free State of Onnwal. They have enough 
  problems of their own – indeed it seems the Free State 
  may have to lend them support in their little war. 
   
  Not Visited Galai Iorn Lands 
  Gwallam, Riadh of the Dumanonii 
  Appearance: Gwallam is a thin, weathered man whose 
  body is covered in green tattoos. He wears numerous 
  teeth and bones of his foes, offsetting his blue eyes and 
  
  The Hills are Alive 
   
  Page 21 
  red hair. He appears particularly anxious, his eyes 
  darting wildly. 
   
  Character: 
  Gwallam 
  views 
  lowlanders 
  as 
  something of an oddity, especially if they are Spears of 
  the Ventonii. He speaks common slowly, having not 
  uttered the language in years. He is very concerned for 
  the future of his people given the alliance between the 
  Galai Iorn and Talamendes alliance, and anxiously 
  seeks for information on it, and the fate of his people 
  who were taken. 
   
  Mortitiasgus, Riadh of the Ventonii 
  Appearance: Mortitasgus is a striking and tall man with 
  bronze skin and dark brown hair covered in 
  ornamental blue tattoos and wearing gold and silver 
  torcs, bracelets and circlets. He wears the headdress of 
  a mountain lion, and the standard kilt of a Headlander. 
   
  Character: Mortitasgus is normally an aloof and 
  proud man, not given to lowering himself to speak to 
  lowlanders in common. Given the recent events 
  however he is learning humility swiftly.  
   
  The Riadhs can give the PCs the following 
  information:- 
   
  • 
  The Talamendes and Galai Iorn tribes have allied 
  together, with Awran Bloodreaver now following 
  their orders. 
  • 
  They have now taken to raiding the Ventonii and 
  Dumanonii settlements. Men and women of the 
  Dumanonii and now the Ventonii have been 
  stolen by Talamendes tribesmen. 
  • 
  Normally the Galai Iorn were shunned and 
  ignored by their ‘pure’ counterparts, seen as a 
  degenerate race that were part of Beory’s balance 
  of nature. 
  • 
  The Galai Iorn are rumoured to have a new Riadh, 
  or chieftain, who is behind their new-found 
  aggression. 
   
  The Riadhs mention that a lot of their people have 
  been taken, and if the PCs have already recovered the 
  prisoners from Encounter Eight then they are grateful, 
  but yet more are missing. They shall ask the PCs to 
  investigate the Galai Iorn lands and try to rescue the 
  rest of their people, or at least find out why so many are 
  being taken.  
   
  Lyndrell will also encourage the PCs to do so – 
  allowing him more time to continue his negotiations 
  in this village. 
   
  If they refuse then the Flan allow Lyndrell and the 
  PCs to go free, but the PCs have earned their disfavour, 
  and this will definitely have consequences for this, not 
  only to the PCs but also the Free State. These two tribes 
  may not be able to help the Free State of Onnwal today, 
  but should they survive their war with the other two 
  tribes then they will certainly bear no love for the 
  country of those who abandon them to their fate. 
   
  If the PCs strike out for the Galai Iorn territory, 
  when they return the ending shall be as outlined in the 
  other contingency (see Visited Galai Iorn Lands above). 
   
  Conclusion 
  Back in Notil, Everg also questions them on what they 
  found. 
   
  If the PCs return Lendryl and give reasonable 
  accounts of their expedition to Everg they receive 1 
  Regional Influence Point with the Church of Jascar 
  and 1 Regional Influence Point with the Church of 
  Zilchus. 
   
  Treasure:   
  1 Regional Influence Point with the Church of Jascar. 
  1 Regional Influence Point with the Church of 
  Zilchus. 
   
  Thus ends The Hills are Alive!  
  To be continued in future Onnwal regional 
  modules… 
  
  The Hills are Alive 
   
  Page 22 
  Experience Points  
  Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  bonus experience award. Award the total value 
  (objectives plus roleplaying) to each character. 
  Different characters can receive different bonus awards 
  within the range allowed by the maximum. 
   
  Encounter Three: The Defiled Shrine 
  Defeat the dreamstealer spawn monks 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10 
  390 XP 
  APL 12 
  480 XP 
   
  Encounter Five:  Taint Natural 
  Defeat the dreamstealer spawn animals  
  Note: Award only half xp for this if the PCs do not go 
  beyond the second markers and return with news of 
  Anamdor from Encounter Six and Seven. 
   
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10 
  330 XP 
  APL 12 
  360 XP 
   
  Encounter Eight: To the Victor Goes the Spoils 
  Defeat the tribesmen 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Discretionary Roleplaying Bonus 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10 
  270 XP 
  APL 12 
  315 XP 
   
  Experience Totals 
  APL 6 
  900 XP 
  APL 8 
  1,125 XP 
  APL 10 
  1.350 XP 
  APL 12 
  1,575 XP 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly Equipment. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not gain 
  this gold. If you feel it is reasonable that characters can 
  go back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure. Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it. Other times 
  they may attempt to use the item blindly. If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, its 
  total is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a character’s total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate. Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  Loot = Looted gear from enemy (calculated at 50% of 
  book price); Coin = Coin, Gems, Jewellery, and other 
  valuables (calculated at 100% of value); Magic = Magic 
  Items (calculated at 75% of book price). 
   
  Encounter Eight: To the Victor Goes the Spoils 
   
  Treasure:  
   
  APL 6: Loot: 149 gp; Coin: 0 gp; Magic: +2 bracers 
  of armour (333 gp ea.), earth elemental gem (188 gp 
  ea.), potion of bull’s strength (25 gp ea.) x3, potion of 
  cure serious (62 gp ea.) x3.  
  
  The Hills are Alive 
   
  Page 23 
   
  APL 6: Loot: 256 gp; Coin: 0 gp; Magic: +2 bracers 
  of armour (333 gp ea.), earth elemental gem (188 gp 
  ea.), potion of bull’s strength (25 gp ea.) x3, potion of 
  cure serious (62 gp ea.) x3;  
   
  APL 10: Magic: +1 unholy greataxe (4151 gp ea.) 
  x5, +2 cloak of resistance (333 gp ea.) x5. 
   
  APL 12: Magic: +1 unholy greataxe (4151 gp ea.) 
  x6, +2 cloak of resistance (333 gp ea.) x6. 
   
  Total Treasure Possible 
   
  APL6 
   
   
   
   
   
   
   
   
  900gp 
  APL8 
   
   
   
   
   
   
   
   
  1300gp 
  APL10  
   
   
   
   
   
   
   
  2300gp 
  APL12  
   
   
   
   
   
   
   
  3300gp 
   
  AR Items 
  1 Regional Influence Point with the Church of Jascar. 
  1 Regional Influence Point with the Church of 
  Zilchus. 
   
  Upgrades to the Blade of the Headlands – May be 
  upgraded at the end of any Onnwal regional from a 
  masterwork longsword (worth 315 gp) or from a +1 
  longsword (worth 2.,315 gp) to a +1 adamantine 
  longsword (worth 5,315 gp) and from there to a +1 
  adamantine ghost touch longsword (worth 11,315 gp), 
  +2 adamantine ghost touch longsword (worth 21,315 
  gp) and a +3 adamantine ghost touch longsword. 
   
  Cost: Difference between prices. Material changes 
  during initial upgrade. 
   
  Unique Cohort – Casnar of Beory: You may petition to 
  take Casnar as a cohort, as per the LGCS. Email 
  skerrigan@onnwal.org.uk and state the event and APL. 
   
  Favour of the Talamendes Naohban: You have earned 
  the favour of the Talamendes druidesses. 
   
  Spear Upgrade: If any PC carries the spear from 
  ONW1-01 Escape from Scant and had it upgraded in 
  ONW3-07 To Kill a Kesh then you may pay 1,000 gp at 
  the end of any Onnwal regional to gain the power of 
  speech. To commune with the spear contact 
  falenreth@onnwal.org.uk. 
   
  White Bow Upgrade Explained: The bane (unknown) 
  upgrade from ONW3-07 To Kill a Kesh counts as bane 
  against Dreamstealers and Dreamspawn, but not 
  against any other creature or undead. May not craft 
  other items from these enchantments. 
   
  Erased Tattoo: PC had Ventonii/Talamendes tattoo 
  removed (delete appropriate) 
   
   
   
  Item Breakdown By APL 
   
  APL 6 
  +2 bracers of armour, 4000 gp, DMG page 250. 
  Elemental gem, 2,250 gp, DMG page 255. 
   
  APL 8 
   
  As APL 6 
   
  APL 10 
   
  +1 unholy greataxe, 18,320 gp, DMG page 223. 
  +2 cloak of resistance, 4,000 gp, DMG page 253. 
   
  APL 12 
   
  As APL 10. 
   
  All frequency Adventure. 
  
  The Hills are Alive 
   
  Page 24 
  Appendix One 
  APL 6 
  Encounter Three: The Tainted Shrine 
  �Dreamstealer Spawn Follower of the Voice: male 
  human dreamstealer spawn Ex-Mnk2; CR 4; Medium 
  Incorporeal Undead; HD 2d12+3; hp 24; Init +6 (+4 
  Improved Initiative, +2 Dex); Spd 30 ft., fly 60 ft. 
  (good); AC 19, touch 19, flat-footed 15; Base Atk +1; 
  Grp -; Atk +3 incorporeal melee touch (1d6 and 
  Wisdom Drain, fists) or +1/+1 incorporeal melee touch 
  (1d6 and Wisdom Drain, fists); SA Flurry of Blows, 
  Wisdom Drain, wail of doom; SQ Evasion, Undead, 
  incorporeal, +2 turn resistance, unnatural aura, limited 
  range, darkvision 60 ft; AL NE; SV Fort +3 Ref +5 Will 
  +5; Str -, Dex 14, Con -,  Int 11, Wis 15, Cha 20. 
   
  Skills and Feats: Balance +7, Concentration +5, 
  Hide +7, Jump +7, Listen +4, Tumble +9; Combat 
  Reflexes, Improved Grapple, Improved Initiative, 
  Toughness. 
   
  SA: Flurry of Blows (Ex): Make one extra attack 
  per round with -2 penalty to all attacks per round. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn's incorporeal touch attack must 
  succeed at a Will save (DC 16) or suffer 1d6 points of 
  permanent Wisdom drain. Victims of the ability drain 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. The dreamstealer spawn heals 5 points 
  of damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a Will save 
  (DC 20) or suffer 5d4 points of damage as well as a -2 
  morale penalty on saving throws for 2 rounds. Affected 
  creatures flee randomly from the dreamstealer spawn 
  and any other dangers that confront them for the same 
  period, with a 50% chance of dropping anything in 
  their hands.  
   
  SQ: Unnatural Aura (Su): Both wild and 
  domesticated animals can sense the unnatural presence 
  of a dreamstealer spawn at a distance of 30 feet. They 
  do not willingly approach nearer than that and panic if 
  forced to do so. They remain panicked as long as they 
  are within that range.  
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. A dreamstealer 
  spawn cannot be raised, and resurrection works only if 
  it is willing.  
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons and has a 50% chance to ignore any damage 
  from a corporeal source (except for force effects).. It 
  can pass through solid objects (though not force 
  effects) at will, and its own attacks pass through 
  armour. A dreamstealer spawn always moves silently. A 
  dreamstealer spawn may not grapple or trip. 
   
  Possessions: none. 
   
  �Dreamstealer Spawn Follower of the Voice: male 
  human dreamstealer spawn Ex-Mnk7; CR 9; Medium 
  Humanoid: HD 7d12+3; hp 65; Init +7 (+4 Improved 
  Initiative, +3 Dex); Spd 50 ft., fly 60 ft. (good); AC 23, 
  touch 23, flat-footed 15; Base Atk +5; Grp -, Atk +8 
  incorporeal melee touch (1d8 and Wisdom Drain, fists) 
  or +7/+7 incorporeal melee touch (1d8 and Wisdom 
  Drain, fists); SA Flurry of Blows, Wisdom Drain, ki 
  strike (magic), wail of doom; SQ Evasion, Still Mind, 
  Slow Fall, Wholeness of Body, Undead, incorporeal, +2 
  turn resistance, unnatural aura, limited range, 
  darkvision 60 ft; AL NE; SV Fort +5 Ref +8 Will +11; 
  Str -, Dex 16, Con -,  Int 11, Wis 18, Cha 21. 
   
  Skills and Feats: Balance +15, Climb +10, Escape 
  Artist +13, Listen +14, Tumble +13; Combat Reflexes, 
  Dodge, Improved Grapple, Improved Initiative, 
  Improved Trip, Iron Will, Toughness. 
   
  SA: Flurry of Blows (Ex): Make one extra attack 
  per round with -1 penalty to all attacks per round. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn's incorporeal touch attack must 
  succeed at a Will save (DC 18) or suffer 1d6 points of 
  permanent Wisdom drain. Victims of the ability drain 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. The dreamstealer spawn heals 5 points 
  of damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a Will save 
  (DC 20) or suffer 7d4 points of damage as well as a -2 
  morale penalty on saving throws for 7 rounds. Affected 
  creatures flee randomly from the dreamstealer spawn 
  and any other dangers that confront them for the same 
  period, with a 50% chance of dropping anything in 
  their hands.  
  
  The Hills are Alive 
   
  Page 25 
   
  SQ:  
   
  Purity of Body (Ex): At 5th level, a monk gains 
  immunity to all diseases except for supernatural and 
  magical diseases. 
   
  Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  dreamstealer spawn at a distance of 30 feet. They do not 
  willingly approach nearer than that and panic if forced 
  to do so. They remain panicked as long as they are 
  within that range.  
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. A dreamstealer 
  spawn cannot be raised, and resurrection works only if 
  it is willing.  
   
  Wholeness of Body (Su): At 7th level or higher, a 
  monk can heal her own wounds. She can heal a 
  number of hit points of damage equal to twice her 
  current monk level each day, and she can spread this 
  healing out among several uses. 
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons and has a 50% chance to ignore any damage 
  from a corporeal source (except for force effects).. It 
  can pass through solid objects (though not force 
  effects) at will, and its own attacks pass through 
  armour. A dreamstealer spawn always moves silently. A 
  dreamstealer spawn may not grapple or trip. 
   
  Possessions: none. 
   
  Encounter Five: Taint Natural 
  �Dreamstealer Spawn Enhanced Bear, Black: CR 4; 
  Medium Incorporeal Undead: HD 5d12; hp 44; Init +1; 
  Spd 40 ft., fly 60 ft. (good); AC 13, touch 11, flat-footed 
  12; Base Atk +3; Grp -; Atk +4/+4 incorporeal melee 
  touch (1d4 and Wisdom Drain, 2 claws) and –1 
  incorporeal melee touch (1d6 and Wisdom Drain, bite); 
  SA Improved Grab, Wisdom Drain, wail of doom; SQ 
  Undead, incorporeal, +2 turn resistance, unnatural 
  aura, limited range, low-light vision, darkvision 60 ft., 
  scent; AL NE; SV Fort +4 Ref +5 Will +2; Str -, Dex 13, 
  Con -,  Int 11, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +4, Spot +4, Swim +6; 
  Endurance, Run. 
   
  SA: Improved Grab (Ex): To use this ability, a 
  brown bear must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn's incorporeal touch attack must 
  succeed at a Will save (DC 12) or suffer 1d6 points of 
  permanent Wisdom drain. Victims of the ability drain 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. The dreamstealer spawn heals 5 points 
  of damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a Will save 
  (DC 10) or suffer 5d4 points of damage as well as a -2 
  morale penalty on saving throws for 5 rounds. Affected 
  creatures flee randomly from the dreamstealer spawn 
  and any other dangers that confront them for the same 
  period, with a 50% chance of dropping anything in 
  their hands.  
   
  SQ: Unnatural Aura (Su): Both wild and 
  domesticated animals can sense the unnatural presence 
  of a dreamstealer spawn at a distance of 30 feet. They 
  do not willingly approach nearer than that and panic if 
  forced to do so. They remain panicked as long as they 
  are within that range.  
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. A dreamstealer 
  spawn cannot be raised, and resurrection works only if 
  it is willing.  
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons and has a 50% chance to ignore any damage 
  from a corporeal source (except for force effects).. It 
  can pass through solid objects (though not force 
  effects) at will, and its own attacks pass through 
  armour. A dreamstealer spawn always moves silently. A 
  dreamstealer spawn may not grapple or trip. 
   
  Encounter Eight: To the Victor Goes the 
  Spoils 
  �Talamendes Beserker: male human Brb4; CR 4; 
  Medium Humanoid; HD 4d12+8; hp 43; Init +1 (+1 
  Dex); Spd 40 ft.; AC 14, touch 11, flat-footed 13; Base 
  Atk +4; Grp +8; Atk +10 melee (1d12+6, masterwork 
  greataxe) or +8 melee (1d8+6, longspear) or +5 ranged 
  
  The Hills are Alive 
   
  Page 26 
  (1d8, longbow); SQ rage 2/day, trap sense +1, uncanny 
  dodge; AL CN; SV Fort +6, Ref +2, Will +1; Str 18, Dex 
  12, Con 14,  Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +7, Handle Animal +6, 
  Intimidate +6, Listen +5, Spot +1, Swim +7, Survival +7; 
  Power Attack, Sunder, Improved Weapon Focus 
  (greataxe). 
   
  SQ: Rage (Ex): In a rage, a barbarian temporarily 
  gains a +4 bonus to Strength, a +4 bonus to 
  Constitution, and a +2 morale bonus on Will saves, but 
  takes a –2 penalty to Armor Class for 3 rounds + 
  constitution. 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian 
  retains his Dexterity bonus to AC (if any) even if he is 
  caught flat-footed or struck by an invisible attacker. 
  However, he still loses his Dexterity bonus to AC if 
  immobilized. If a barbarian already has uncanny dodge 
  from a different class, he automatically gains improved 
  uncanny dodge (see below) instead. 
   
  Trap Sense (Ex): Starting at 3rd level, a barbarian 
  gains a +1 bonus on Reflex saves made to avoid traps 
  and a +1 dodge bonus to AC against attacks made by 
  traps. 
   
  Possessions: masterwork greataxe, longspear, 
  longbow, 20 arrows, studded leather armour. 
   
  �Talamendes Beserker (Enraged Version): male 
  human Brb4; CR 4; Medium Humanoid; HD 4d12+16; 
  hp 51; Init +1 (+1 Dex); Spd 40 ft.; AC 12, touch 9, flat-
  footed 11; Base Atk +4; Grp +10; Atk +12 melee 
  (1d12+9, masterwork greataxe) or +10 melee (1d8+9, 
  longspear) or +5 ranged (1d8, longbow); SQ rage 2/day, 
  trap sense +1, uncanny dodge; AL CN; SV Fort +8, Ref 
  +2, Will +3; Str 22, Dex 12, Con 18, Int 10, Wis 10, Cha 
  9. 
   
  Skills and Feats: Climb +9, Handle Animal +6, 
  Intimidate +6, Listen +5, Spot +1, Swim +9, Survival +7; 
  Power Attack, Sunder, Weapon Focus (greataxe). 
   
  SQ: Rage (Ex): In a rage, a barbarian temporarily 
  gains a +4 bonus to Strength, a +4 bonus to 
  Constitution, and a +2 morale bonus on Will saves, but 
  takes a –2 penalty to Armor Class for 3 rounds + 
  constitution. 
   
  Trap Sense (Ex): Starting at 3rd level, a barbarian 
  gains a +1 bonus on Reflex saves made to avoid traps 
  and a +1 dodge bonus to AC against attacks made by 
  traps 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian 
  retains his Dexterity bonus to AC (if any) even if he is 
  caught flat-footed or struck by an invisible attacker. 
  However, he still loses his Dexterity bonus to AC if 
  immobilized. If a barbarian already has uncanny dodge 
  from a different class, he automatically gains improved 
  uncanny dodge (see below) instead. 
   
  Possessions: masterwork greataxe, longspear, 
  longbow, 20 arrows, studded leather armour. 
   
  �Talamendes Naobhan: female human Drd4; CR 4; 
  Medium Humanoid; HD 4d8+11; hp 34; Init +1; Spd 30 
  ft.; AC 14, touch 11, flat-footed 13; Base Atk +3; Grp +5; 
  Atk +6 melee (1d8+3, masterwork shortspear); SQ wild 
  empathy, woodland stride, trackless step, resist nature’s 
  lure; AL CN; SV Fort +6 Ref +2 Will +8; Str 14, Dex 12, 
  Con 14, Int 10, Wis 18, Cha 16. 
   
  Skills and Feats: Concentration +9, Diplomacy +5, 
  Heal +9, Knowledge (nature) +11, Spellcraft +7, 
  Survival 
  +13; 
  Combat 
  Casting, 
  Extend 
  Spell, 
  Toughness. 
   
  SQ: Wild Empathy (Ex): A druid can improve the 
  attitude of an animal by rolling 1d20 and adding her 
  druid level and her Charisma modifier to determine 
  the wild empathy check result. 
   
  Woodland Stride (Ex): May move through any 
  sort of non-magical undergrowth at her normal speed. 
   
  Trackless Step (Ex): Leaves no trail in natural 
  surroundings and cannot be tracked. May choose to 
  leave a trail. 
   
  Resist Nature’s Lure (Ex): Gains a +4 bonus on 
  saving throws against the spell-like abilities of fey. 
   
  Spells Known: (5 0 level/ 4 1
  st level/ 3 2
  nd level); 
  base DC = 14 + spell level): 0- create water, cure minor 
  wound x2, mending, virtue; 1
  st- calm animals, entangle, 
  faerie fire, obscuring mist; 2
  nd – barkskin, flaming 
  sphere, owl’s wisdom.  
   
  Possessions: masterwork shortspear, studded 
  leather amour. 
   
  �Talamendes Naobhan: female human Drd5; CR 5; 
  Medium Humanoid; HD 5d8+13; hp 44; Init +1; Spd 30 
  ft.; AC 14, touch 11, flat-footed 13; Base Atk +3; Grp +5; 
  Atk +6 melee (1d8+3, masterwork shortspear); SQ wild 
  empathy, woodland stride, trackless step, resist nature’s 
  lure, wildshape 1/day; AL CN; SV Fort +6 Ref +2 Will 
  +8; Str 14, Dex 12, Con 14, Int 10, Wis 19, Cha 16. 
   
  Skills and Feats: Concentration +10, Diplomacy 
  +6, Heal +10, Knowledge (nature) +11, Spellcraft +8, 
  Survival 
  +14; 
  Combat 
  Casting, 
  Extend 
  Spell, 
  Toughness. 
   
  SQ: Wild Empathy (Ex): A druid can improve the 
  attitude of an animal by rolling 1d20 and adding her 
  druid level and her Charisma modifier to determine 
  the wild empathy check result. 
   
  Woodland Stride (Ex): May move through any 
  sort of non-magical undergrowth at her normal speed. 
  
  The Hills are Alive 
   
  Page 27 
   
  Trackless Step (Ex): Leaves no trail in natural 
  surroundings and cannot be tracked. May choose to 
  leave a trail. 
   
  Resist Nature’s Lure (Ex): Gains a +4 bonus on 
  saving throws against the spell-like abilities of fey. 
   
  Wild Shape (Su): At 5th level, a druid gains the 
  ability to turn herself into any Small or Medium 
  animal and back again once per day. Her options for 
  new forms include all creatures with the animal type. 
  This ability functions like the polymorph spell, except 
  as noted here. The effect lasts for 1 hour per druid 
  level, or until she changes back. Changing form (to 
  animal or back) is a standard action and doesn’t 
  provoke an attack of opportunity. 
   
  Spells Known: (5 0 level/ 4 1
  st level/ 3 2
  nd level, 2 
  3
  rd level); base DC = 14 + spell level): 0- create water, 
  cure minor wound x2, mending, virtue; 1
  st- calm 
  animals, entangle, faerie fire, obscuring mist; 2
  nd – 
  barkskin, flaming sphere, owl’s wisdom; 3
  rd – call 
  lightning, contagion. 
   
  Possessions: masterwork shortspear, studded 
  leather amour, elemental gem (earth), +2 bracers of 
  armour. 
  
  The Hills are Alive 
   
  Page 28 
  APL 8 
  Encounter Three: The Tainted Shrine 
  �Dreamstealer Spawn Follower of the Voice: male 
  human dreamstealer spawn Ex-Mnk9; CR 11; Medium 
  Incorporeal Undead; HD 9d12; hp 77; Init +7 (+4 
  Improved Initiative, +3 Dex); Spd 60 ft., fly 60 ft. 
  (good); AC 22, touch 22, flat-footed 15; Base Atk +6/+1; 
  Grp -, Atk +9 incorporeal melee touch (1d10 and 
  Wisdom Drain, incorporeal fists) or +9/+9/+4 
  incorporeal melee touch (1d10 and Wisdom Drain, 
  incorporeal fists); SA Flurry of Blows, Wisdom Drain, 
  Ki Strike (magic), wail of doom; SQ Evasion, Improved 
  Evasion, Purity of Body, Still Mind, Undead, 
  Wholeness of Body, incorporeal, +2 turn resistance, 
  unnatural aura, limited range, darkvision 60 ft; AL NE; 
  SV Fort +6 Ref +9 Will +10; Str -, Dex 16, Con -,  Int 11, 
  Wis 17, Cha 20. 
   
  Skills and Feats: Balance+17, Concentration+12, 
  Hide+15, Listen+15, Tumble+15; Combat Reflexes, 
  Deflect Arrows, Dodge, Improved Grapple, Improved 
  Initiative, Improved Trip, Iron Will, Mobility. 
   
  SA: Flurry of Blows (Ex): Make one extra attack 
  per round. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn's incorporeal touch attack must 
  succeed at a Will save (DC 19) or suffer 1d6 points of 
  permanent Wisdom drain. Victims of the ability drain 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. The dreamstealer spawn heals 5 points 
  of damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a Will save 
  (DC 20) or suffer 9d4 points of damage as well as a -2 
  morale penalty on saving throws for 9 rounds. 
   
  SQ: Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  dreamstealer spawn at a distance of 30 feet. They do not 
  willingly approach nearer than that and panic if forced 
  to do so. They remain panicked as long as they are 
  within that range.  
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. A dreamstealer 
  spawn cannot be raised, and resurrection works only if 
  it is willing.  
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons and has a 50% chance to ignore any damage 
  from a corporeal source (except for force effects).. It 
  can pass through solid objects (though not force 
  effects) at will, and its own attacks pass through 
  armour. A dreamstealer spawn always moves silently. A 
  dreamstealer spawn may not grapple or trip. 
   
  Evasion (Ex): At 2nd level or higher if a monk 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save, she instead takes no damage. Evasion can be used 
  only if a monk is wearing light armor or no armor. A 
  helpless monk does not gain the benefit of evasion. 
   
  Fast Movement (Ex): At 3rd level, a monk gains an 
  enhancement bonus to her speed, as shown on Table: 
  The Monk. A monk in armor or carrying a medium or 
  heavy load loses this extra speed. 
   
  Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
   
  Ki Strike (Su): At 4th level, a monk’s unarmed 
  attacks are empowered with ki. Her unarmed attacks 
  are treated as magic weapons for the purpose of dealing 
  damage to creatures with damage reduction. Ki strike 
  improves with the character’s monk level. 
   
  Slow Fall (Ex): At 4th level or higher, a monk 
  within arm’s reach of a wall can use it to slow her 
  descent. When first using this ability, she takes damage 
  as if the fall were 20 feet shorter than it actually is. The 
  monk’s ability to slow her fall (that is, to reduce the 
  effective distance of the fall when next to a wall) 
  improves with her monk level until at 20th level she 
  can use a nearby wall to slow her descent and fall any 
  distance without harm. 
   
  Purity of Body (Ex): At 5th level, a monk gains 
  immunity to all diseases except for supernatural and 
  magical diseases. 
   
  Wholeness of Body (Su): At 7th level or higher, a 
  monk can heal her own wounds. She can heal a 
  number of hit points of damage equal to twice her 
  current monk level each day, and she can spread this 
  healing out among several uses. 
   
  Improved Evasion (Ex): At 9th level, a monk’s 
  evasion ability improves. She still takes no damage on a 
  successful Reflex saving throw against attacks, but 
  henceforth she takes only half damage on a failed save. 
  
  The Hills are Alive 
   
  Page 29 
  A helpless monk does not gain the benefit of improved 
  evasion. 
   
  Possessions: none. 
   
  �Dreamstealer Spawn Follower of the Voice: male 
  human dreamstealer spawn Ex-Mnk3; CR 5; Medium 
  Incorporeal Undead; HD 3d12+3; hp 33; Init +6 (+4 
  Improved Initiative, +2 Dex); Spd 40 ft., fly 60 ft. 
  (good); AC 19, touch 19, flat-footed 15; Base Atk +2; 
  Grp -, Atk +4 incorporeal melee touch (1d6 and 
  Wisdom Drain, fists) or +2/+2 incorporeal melee touch 
  (1d6 and Wisdom Drain, fists); SA Flurry of Blows, 
  Wisdom Drain, wail of doom; SQ Evasion, Still Mind, 
  Undead, incorporeal, +2 turn resistance, unnatural 
  aura, limited range, darkvision 60 ft., scent; AL NE; SV 
  Fort +3 Ref +5 Will +5; Str -, Dex 14, Con -,  Int 11, Wis 
  15, Cha 20. 
   
  Skills and Feats: Balance +10, Concentration +6, 
  Hide +5, Jump +8, Listen +5, Tumble +10; Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Grapple, 
  Improved 
  Initiative, Toughness. 
   
  SA: Flurry of Blows (Ex): Make one extra attack 
  per round with -2 penalty to all attacks per round. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn's incorporeal touch attack must 
  succeed at a Will save (DC 16) or suffer 1d6 points of 
  permanent Wisdom drain. Victims of the ability drain 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. The dreamstealer spawn heals 5 points 
  of damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a Will save 
  (DC 20) or suffer 5d4 points of damage as well as a -2 
  morale penalty on saving throws for 3 rounds. Affected 
  creatures flee randomly from the dreamstealer spawn 
  and any other dangers that confront them for the same 
  period, with a 50% chance of dropping anything in 
  their hands.  
   
  SQ: Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  dreamstealer spawn at a distance of 30 feet. They do not 
  willingly approach nearer than that and panic if forced 
  to do so. They remain panicked as long as they are 
  within that range.  
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. A dreamstealer 
  spawn cannot be raised, and resurrection works only if 
  it is willing.  
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons and has a 50% chance to ignore any damage 
  from a corporeal source (except for force effects).. It 
  can pass through solid objects (though not force 
  effects) at will, and its own attacks pass through 
  armour. A dreamstealer spawn always moves silently. A 
  dreamstealer spawn may not grapple or trip. 
   
  Possessions: none. 
   
  Encounter Five: Taint Natural 
  �Dreamstealer Spawn Enhanced Bear, Brown: CR 6; 
  Large Incorporeal Undead: HD 8d12; hp 69; Init +1; 
  Spd 40 ft., fly 60 ft. (good); AC 15, touch 10, flat-footed 
  14; Base Atk +6; Grp -; Atk +7/+7 incorporeal melee 
  touch (1d8 and Wisdom Drain, 2 claws) and +2 
  incorporeal melee touch (2d6 and Wisdom Drain, bite); 
  SA Improved Grab, Wisdom Drain, wail of doom; SQ 
  Undead, incorporeal, +2 turn resistance, unnatural 
  aura, limited range, low-light vision, darkvision 60 ft., 
  scent; AL NE; SV Fort +6 Ref +7 Will +3; Str -, Dex 13, 
  Con -, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +4, Spot +7, Swim +7; 
  Endurance, Run, Track. 
   
  SA: Improved Grab (Ex): To use this ability, a 
  brown bear must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn's incorporeal touch attack must 
  succeed at a Will save (DC 14) or suffer 1d6 points of 
  permanent Wisdom drain. Victims of the ability drain 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. The dreamstealer heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a Will save 
  (DC 15) or suffer 8d4 points of damage as well as a -2 
  morale penalty on saving throws for 8 rounds. Affected 
  creatures flee randomly from the dreamstealer spawn 
  and any other dangers that confront them for the same 
  period, with a 50% chance of dropping anything in 
  their hands.  
  
  The Hills are Alive 
   
  Page 30 
   
  SQ: Unnatural Aura (Su): Both wild and 
  domesticated animals can sense the unnatural presence 
  of a dreamstealer spawn at a distance of 30 feet. They 
  do not willingly approach nearer than that and panic if 
  forced to do so. They remain panicked as long as they 
  are within that range.  
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. A dreamstealer 
  spawn cannot be raised, and resurrection works only if 
  it is willing.  
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons and has a 50% chance to ignore any damage 
  from a corporeal source (except for force effects).. It 
  can pass through solid objects (though not force 
  effects) at will, and its own attacks pass through 
  armour. A dreamstealer spawn always moves silently. A 
  dreamstealer spawn may not grapple or trip. 
   
  �Dreamstealer Spawn Enhanced Bear, Black: CR 4; 
  Medium Incorporeal Undead: HD 5d12; hp 44; Init +1; 
  Spd 40 ft., fly 60 ft. (good); AC 13, touch 11, flat-footed 
  12; Base Atk +3; Grp -; Atk +4/+4 incorporeal melee 
  touch (1d4 and Wisdom Drain, 2 claws) and -1 
  incorporeal melee touch (1d6 and Wisdom Drain, bite); 
  SA Improved Grab, Wisdom Drain, wail of doom; SQ 
  Undead, incorporeal, +2 turn resistance, unnatural 
  aura, limited range, low-light vision, darkvision 60 ft., 
  scent; AL NE; SV Fort +3 Ref +4 Will +2; Str -, Dex 13, 
  Con -, Int 11, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +4, Spot +4, Swim +6; 
  Endurance, Run. 
   
  SA: Improved Grab (Ex): To use this ability, a 
  brown bear must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn's incorporeal touch attack must 
  succeed at a Will save (DC 12) or suffer 1d6 points of 
  permanent Wisdom drain. Victims of the ability drain 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. The dreamstealer spawn heals 5 points 
  of damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a Will save 
  (DC 15) or suffer 5d4 points of damage as well as a -2 
  morale penalty on saving throws for 5 rounds. Affected 
  creatures flee randomly from the dreamstealer spawn 
  and any other dangers that confront them for the same 
  period, with a 50% chance of dropping anything in 
  their hands.  
   
  SQ: Unnatural Aura (Su): Both wild and 
  domesticated animals can sense the unnatural presence 
  of a dreamstealer spawn at a distance of 30 feet. They 
  do not willingly approach nearer than that and panic if 
  forced to do so. They remain panicked as long as they 
  are within that range.  
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. A dreamstealer 
  spawn cannot be raised, and resurrection works only if 
  it is willing.  
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons and has a 50% chance to ignore any damage 
  from a corporeal source (except for force effects).. It 
  can pass through solid objects (though not force 
  effects) at will, and its own attacks pass through 
  armour. A dreamstealer spawn always moves silently. A 
  dreamstealer spawn may not grapple or trip. 
   
  Encounter Eight: To the Victor Goes the 
  Spoils 
  �Talamendes Beserker: male human Brb4; CR 4; 
  Medium Humanoid; HD 4d12+8; hp 50; Init +1 (+1 
  Dex); Spd 40 ft.; AC 14, touch 11, flat-footed 13; Base 
  Atk +4; Grp +8; Atk +10 melee (1d12+6, masterwork 
  greataxe) or +8 melee (1d8+6, longspear) or +5 ranged 
  (1d8, longbow); SQ rage 2/day, trap sense +1, uncanny 
  dodge; AL CN; SV Fort +6, Ref +2, Will +1; Str 18, Dex 
  12, Con 14,  Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +7, Handle Animal +6, 
  Intimidate +6, Listen +5, Spot +1, Swim +7, Survival +7; 
  Power Attack, Sunder, Improved Weapon Focus 
  (greataxe). 
   
  SQ: Rage (Ex): In a rage, a barbarian temporarily 
  gains a +4 bonus to Strength, a +4 bonus to 
  Constitution, and a +2 morale bonus on Will saves, but 
  takes a –2 penalty to Armor Class for 3 rounds + 
  constitution. 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian 
  retains his Dexterity bonus to AC (if any) even if he is 
  caught flat-footed or struck by an invisible attacker. 
  
  The Hills are Alive 
   
  Page 31 
  However, he still loses his Dexterity bonus to AC if 
  immobilized. If a barbarian already has uncanny dodge 
  from a different class, he automatically gains improved 
  uncanny dodge (see below) instead. 
   
  Trap Sense (Ex): Starting at 3rd level, a barbarian 
  gains a +1 bonus on Reflex saves made to avoid traps 
  and a +1 dodge bonus to AC against attacks made by 
  traps. 
   
  Possessions: masterwork greataxe, longspear, 
  longbow, 20 arrows, studded leather armour. 
   
  �Talamendes Beserker (Enraged Version): male 
  human Brb4; CR 4; Medium Humanoid; HD 4d12+16; 
  hp 51; Init +1 (+1 Dex); Spd 40 ft.; AC 12, touch 9, flat-
  footed 11; Base Atk +4; Grp +10; Atk +12 melee 
  (1d12+8, masterwork greataxe) or +10 melee (1d8+8, 
  longspear) or +5 ranged (1d8, longbow); SQ rage 2/day, 
  trap sense +1, uncanny dodge; AL CN; SV Fort +8, Ref 
  +2, Will +3; Str 22, Dex 12, Con 18,  Int 10, Wis 10, Cha 
  9. 
   
  Skills and Feats: Climb +9, Handle Animal +6, 
  Intimidate +6, Listen +5, Spot +1, Swim +9, Survival +7; 
  Power Attack, Sunder, Weapon Focus (greataxe). 
   
  SQ: Rage (Ex): In a rage, a barbarian temporarily 
  gains a +4 bonus to Strength, a +4 bonus to 
  Constitution, and a +2 morale bonus on Will saves, but 
  takes a –2 penalty to Armor Class for 3 rounds + 
  constitution. 
   
  Trap Sense (Ex): Starting at 3rd level, a barbarian 
  gains a +1 bonus on Reflex saves made to avoid traps 
  and a +1 dodge bonus to AC against attacks made by 
  traps 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian 
  retains his Dexterity bonus to AC (if any) even if he is 
  caught flat-footed or struck by an invisible attacker. 
  However, he still loses his Dexterity bonus to AC if 
  immobilized. If a barbarian already has uncanny dodge 
  from a different class, he automatically gains improved 
  uncanny dodge (see below) instead. 
   
  Possessions: masterwork greataxe, longspear, 
  longbow, 20 arrows, studded leather armour. 
   
  �Talamendes Naobhan: female human Drd7; CR 7; 
  Medium Humanoid; HD 7d8+17; hp 64; Init +1; Spd 30 
  ft.; AC 14, touch 11, flat-footed 13; Base Atk +5; Grp +7; 
  Atk +8 melee (1d8+3, masterwork shortspear); SQ wild 
  empathy, woodland stride, trackless step, resist nature’s 
  lure, wildshape 3/day; AL CN; SV Fort +7 Ref +3 Will 
  +9; Str 14, Dex 12, Con 14, Int 10, Wis 19, Cha 16. 
   
  Skills and Feats: Concentration +12, Diplomacy 
  +8, Heal +10, Knowledge (nature) +14, Spellcraft +9, 
  Survival +14; Combat Casting, Extend Spell, Quicken 
  Spell Toughness. 
   
  SQ: Wild Empathy (Ex): A druid can improve the 
  attitude of an animal by rolling 1d20 and adding her 
  druid level and her Charisma modifier to determine 
  the wild empathy check result. 
   
  Woodland Stride (Ex): May move through any 
  sort of non-magical undergrowth at her normal speed. 
   
  Trackless Step (Ex): Leaves no trail in natural 
  surroundings and cannot be tracked. May choose to 
  leave a trail. 
   
  Resist Nature’s Lure (Ex): Gains a +4 bonus on 
  saving throws against the spell-like abilities of fey. 
   
  Wild Shape (Su): At 5th level, a druid gains the 
  ability to turn herself into any Small or Medium 
  animal and back again once per day. Her options for 
  new forms include all creatures with the animal type. 
  This ability functions like the polymorph spell, except 
  as noted here. The effect lasts for 1 hour per druid 
  level, or until she changes back. Changing form (to 
  animal or back) is a standard action and doesn’t 
  provoke an attack of opportunity. 
   
  Spells Known: (6 0 level/ 5 1
  st level/ 4 2
  nd level, 3 
  3
  rd level/ 2 4
  th level); base DC = 14 + spell level): 0- 
  create water, cure minor wounds x2, light, mending, 
  resistance, virtue; 1
  st- calm animals, entangle, faerie fire, 
  obscuring mist, pass without trace; 2
  nd – barkskin, 
  flaming sphere, heat metal, owl’s wisdom; 3
  rd – call 
  lightning, contagion, magic fang greater; 4
  th – Flame 
  Strike, Ice Storm. 
   
  Possessions: masterwork shortspear, studded 
  leather amour, bracers of armour +2. 
   
  �Talamendes Naobhan: female human Drd4; CR 4; 
  Medium Humanoid; HD 4d8+11; hp 40; Init +1; Spd 30 
  ft.; AC 14, touch 11, flat-footed 13; Base Atk +3; Grp +5; 
  Atk +6 melee (1d8+3, masterwork shortspear); SQ wild 
  empathy, woodland stride, trackless step, resist nature’s 
  lure; AL CN; SV Fort +6 Ref +2 Will +8; Str 14, Dex 12, 
  Con 14, Int 10, Wis 18, Cha 16. 
   
  Skills and Feats: Concentration +9, Diplomacy +5, 
  Heal +9, Knowledge (nature) +11, Spellcraft +7, 
  Survival 
  +13; 
  Combat 
  Casting, 
  Extend 
  Spell, 
  Toughness. 
   
  SQ: Wild Empathy (Ex): A druid can improve the 
  attitude of an animal by rolling 1d20 and adding her 
  druid level and her Charisma modifier to determine 
  the wild empathy check result. 
   
  Woodland Stride (Ex): May move through any 
  sort of non-magical undergrowth at her normal speed. 
  
  The Hills are Alive 
   
  Page 32 
   
  Trackless Step (Ex): Leaves no trail in natural 
  surroundings and cannot be tracked. May choose to 
  leave a trail. 
   
  Resist Nature’s Lure (Ex): Gains a +4 bonus on 
  saving throws against the spell-like abilities of fey. 
   
  Spells Known: (5 0 level/ 4 1
  st level/ 3 2
  nd level); 
  base DC = 14 + spell level): 0- create water, cure minor 
  wounds, cure minor wound x2, virtue; 1
  st- calm 
  animals, entangle, faerie fire, obscuring mist; 2
  nd – 
  barkskin, flaming sphere, owl’s wisdom.  
   
  Possessions: masterwork shortspear, studded 
  leather amour.  
  
  The Hills are Alive 
   
  Page 33 
  APL 10 
  Encounter Three: The Tainted Shrine 
  �Dreamstealer Spawn Follower of the Voice: male 
  human dreamstealer spawn Ex-Mnk11; CR 13; 
  Medium Incorporeal Undead; HD 11d12; hp 99; Init 
  +7 (+4 Improved Initiative, +3 Dex); Spd 60 ft., fly 60 ft. 
  (good); AC 23, touch 23, flat-footed 15; Base Atk +8/+3; 
  Grp -, Atk +11 incorporeal melee touch (1d10 and 
  Wisdom Drain, incorporeal fists) or +11/+11/+11/+6 
  incorporeal melee touch (1d10 and Wisdom Drain, 
  incorporeal fists); SA Greater Flurry of Blows, Wisdom 
  Drain, Ki Strike (magic, lawful), wail of doom; SQ 
  Evasion, Improved Evasion, Purity of Body, Still Mind, 
  Undead, Wholeness of Body, incorporeal, +2 turn 
  resistance, unnatural aura, limited range, darkvision 60 
  ft; AL NE; SV Fort +7 Ref +10 Will +11; Str -, Dex 16, 
  Con -,  Int 11, Wis 17, Cha 20. 
   
  Skills and Feats: Balance+15, Concentration+12, 
  Hide+15, Jump +14, Listen+15, Tumble+17; Combat 
  Reflexes, Deflect Arrows, Dodge, Improved Grapple, 
  Improved Initiative, Improved Trip, Iron Will, 
  Mobility. 
   
  SA: Greater Flurry of Blows (Ex): Make two extra 
  attacks per round. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn's incorporeal touch attack must 
  succeed at a Will save (DC 20) or suffer 1d6 points of 
  permanent Wisdom drain. Victims of the ability drain 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. The dreamstealer spawn heals 5 points 
  of damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a Will save 
  (DC 20) or suffer 11d4 points of damage as well as a -2 
  morale penalty on saving throws for 11 rounds. 
   
  SQ: Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  dreamstealer spawn at a distance of 30 feet. They do not 
  willingly approach nearer than that and panic if forced 
  to do so. They remain panicked as long as they are 
  within that range.  
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. A dreamstealer 
  spawn cannot be raised, and resurrection works only if 
  it is willing.  
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons and has a 50% chance to ignore any damage 
  from a corporeal source (except for force effects).. It 
  can pass through solid objects (though not force 
  effects) at will, and its own attacks pass through 
  armour. A dreamstealer spawn always moves silently. A 
  dreamstealer spawn may not grapple or trip. 
   
  Evasion (Ex): At 2nd level or higher if a monk 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save, she instead takes no damage. Evasion can be used 
  only if a monk is wearing light armor or no armor. A 
  helpless monk does not gain the benefit of evasion. 
   
  Fast Movement (Ex): At 3rd level, a monk gains an 
  enhancement bonus to her speed, as shown on Table: 
  The Monk. A monk in armor or carrying a medium or 
  heavy load loses this extra speed. 
   
  Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
   
  Ki Strike (Su): At 4th level, a monk’s unarmed 
  attacks are empowered with ki. Her unarmed attacks 
  are treated as magic weapons for the purpose of dealing 
  damage to creatures with damage reduction. Ki strike 
  improves with the character’s monk level. 
   
  Slow Fall (Ex): At 4th level or higher, a monk 
  within arm’s reach of a wall can use it to slow her 
  descent. When first using this ability, she takes damage 
  as if the fall were 20 feet shorter than it actually is. The 
  monk’s ability to slow her fall (that is, to reduce the 
  effective distance of the fall when next to a wall) 
  improves with her monk level until at 20th level she 
  can use a nearby wall to slow her descent and fall any 
  distance without harm. 
   
  Purity of Body (Ex): At 5th level, a monk gains 
  immunity to all diseases except for supernatural and 
  magical diseases. 
   
  Wholeness of Body (Su): At 7th level or higher, a 
  monk can heal her own wounds. She can heal a 
  number of hit points of damage equal to twice her 
  current monk level each day, and she can spread this 
  healing out among several uses. 
   
  Improved Evasion (Ex): At 9th level, a monk’s 
  evasion ability improves. She still takes no damage on a 
  successful Reflex saving throw against attacks, but 
  henceforth she takes only half damage on a failed save. 
  
  The Hills are Alive 
   
  Page 34 
  A helpless monk does not gain the benefit of improved 
  evasion. 
  Diamond Body (Su): At 11th level, a monk gains 
  immunity to poisons of all kinds. 
   
  Possessions: none. 
   
  �Dreamstealer Spawn Follower of the Voice: male 
  human dreamstealer spawn Ex-Mnk4; CR 6; Medium 
  Humanoid; HD 4d12+3; hp 43; Init +6 (+4 Improved 
  Initiative, +2 Dex); Spd 40 ft., fly 60 ft. (good); AC 19, 
  touch 19, flat-footed 15; Base Atk +3; Grp -, Atk +5 
  incorporeal melee touch (1d8 and Wisdom Drain, fists) 
  or +3/+3 incorporeal melee touch (1d8 and Wisdom 
  Drain, fists); SA Flurry of Blows, Wisdom Drain, ki 
  strike (magic), wail of doom; SQ Evasion, Still Mind, 
  Slow Fall, Undead, incorporeal, +2 turn resistance, 
  unnatural aura, limited range, darkvision 60 ft; AL NE; 
  SV Fort +4 Ref +6 Will +6; Str -, Dex 15, Con -,  Int 11, 
  Wis 15, Cha 20. 
   
  Skills and Feats: Balance +9, Concentration +7, 
  Hide +7, Jump +9, Listen +6, Tumble +11; Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Grapple, 
  Improved 
  Initiative, Toughness. 
   
  SA: Flurry of Blows (Ex): Make one extra attack 
  per round with -2 penalty to all attacks per round. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn's incorporeal touch attack must 
  succeed at a Will save (DC 17) or suffer 1d6 points of 
  permanent Wisdom drain. Victims of the ability drain 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. The dreamstealer spawn heals 5 points 
  of damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a Will save 
  (DC 20) or suffer 5d4 points of damage as well as a -2 
  morale penalty on saving throws for 4 rounds. Affected 
  creatures flee randomly from the dreamstealer spawn 
  and any other dangers that confront them for the same 
  period, with a 50% chance of dropping anything in 
  their hands.  
   
  SQ: Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  dreamstealer spawn at a distance of 30 feet. They do not 
  willingly approach nearer than that and panic if forced 
  to do so. They remain panicked as long as they are 
  within that range.  
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. A dreamstealer 
  spawn cannot be raised, and resurrection works only if 
  it is willing.  
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons and has a 50% chance to ignore any damage 
  from a corporeal source (except for force effects).. It 
  can pass through solid objects (though not force 
  effects) at will, and its own attacks pass through 
  armour. A dreamstealer spawn always moves silently. A 
  dreamstealer spawn may not grapple or trip. 
   
  Possessions: none. 
   
  Encounter Five: Taint Natural 
  �Dreamstealer Spawn Awakened Dire Bear: CR 9; 
  Large Undead: HD 14d12; hp 125; Init +1; Spd 40 ft., 
  fly 60 ft. (good); AC 20, touch 13, flat-footed 19; Base 
  Atk +14; Grp -; Atk +16 incorporeal melee touch (2d4 
  and Wisdom Drain, 2 claws) and +10 incorporeal melee 
  touch (2d8 and Wisdom Drain, bite); SA Improved 
  Grab, Wisdom Drain, wail of doom; SQ Undead, 
  incorporeal, +2 turn resistance, unnatural aura, limited 
  range, low-light vision, darkvision 60 ft., scent; AL NE; 
  SV Fort +9 Ref +10 Will +10; Str -, Dex 13, Con -,  Int 
  11, Wis 12, Cha 16. 
   
  Skills and Feats: Listen +10, Spot +10, Swim +5; 
  Alertness, Endurance, Run, Toughness, Weapon Focus 
  (claw). 
   
  SA: Improved Grab (Ex): To use this ability, a 
  brown bear must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn's incorporeal touch attack must 
  succeed at a Will save (DC 20) or suffer 1d6 points of 
  permanent Wisdom drain. Victims of the ability drain 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. The dreamstealer spawn heals 5 points 
  of damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a Will save 
  (DC 18) or suffer 5d4 points of damage as well as a -2 
  morale penalty on saving throws for 5 rounds. Affected 
  creatures flee randomly from the dreamstealer spawn 
  
  The Hills are Alive 
   
  Page 35 
  and any other dangers that confront them for the same 
  period, with a 50% chance of dropping anything in 
  their hands.  
   
  SQ: Unnatural Aura (Su): Both wild and 
  domesticated animals can sense the unnatural presence 
  of a dreamstealer spawn at a distance of 30 feet. They 
  do not willingly approach nearer than that and panic if 
  forced to do so. They remain panicked as long as they 
  are within that range.  
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. A dreamstealer 
  spawn cannot be raised, and resurrection works only if 
  it is willing.  
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons and has a 50% chance to ignore any damage 
  from a corporeal source (except for force effects).. It 
  can pass through solid objects (though not force 
  effects) at will, and its own attacks pass through 
  armour. A dreamstealer spawn always moves silently. A 
  dreamstealer spawn may not grapple or trip. 
   
  �Dreamstealer Spawn Enhanced Bear, Brown: CR 6; 
  Large Incorporeal Undead: HD 8d12; hp 69; Init +1; 
  Spd 40 ft., fly 60 ft. (good); AC 15, touch 10, flat-footed 
  14; Base Atk +6; Grp -; Atk +7/+7 incorporeal melee 
  touch (1d8 and Wisdom Drain, 2 claws) and +2 
  incorporeal melee touch (2d6 and Wisdom Drain, bite); 
  SA Improved Grab, Wisdom Drain, wail of doom; SQ 
  Undead, incorporeal, +2 turn resistance, unnatural 
  aura, limited range, low-light vision, darkvision 60 ft., 
  scent; AL NE; SV Fort +6 Ref +7 Will +3; Str -, Dex 13, 
  Con -, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +4, Spot +7, Swim +7; 
  Endurance, Run, Track. 
   
  SA: Improved Grab (Ex): To use this ability, a 
  brown bear must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn's incorporeal touch attack must 
  succeed at a Will save (DC 14) or suffer 1d6 points of 
  permanent Wisdom drain. Victims of the ability drain 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. The dreamstealer heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a Will save 
  (DC 15) or suffer 8d4 points of damage as well as a -2 
  morale penalty on saving throws for 8 rounds. Affected 
  creatures flee randomly from the dreamstealer spawn 
  and any other dangers that confront them for the same 
  period, with a 50% chance of dropping anything in 
  their hands.  
   
  SQ: Unnatural Aura (Su): Both wild and 
  domesticated animals can sense the unnatural presence 
  of a dreamstealer spawn at a distance of 30 feet. They 
  do not willingly approach nearer than that and panic if 
  forced to do so. They remain panicked as long as they 
  are within that range.  
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. A dreamstealer 
  spawn cannot be raised, and resurrection works only if 
  it is willing.  
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons and has a 50% chance to ignore any damage 
  from a corporeal source (except for force effects).. It 
  can pass through solid objects (though not force 
  effects) at will, and its own attacks pass through 
  armour. A dreamstealer spawn always moves silently. A 
  dreamstealer spawn may not grapple or trip. 
   
  �Dreamstealer Spawn Enhanced Bear, Black: CR 4; 
  Medium Incorporeal Undead: HD 5d12; hp 44; Init +1; 
  Spd 40 ft., fly 60 ft. (good); AC 13, touch 11, flat-footed 
  12; Base Atk +3; Grp -; Atk +4/+4 incorporeal melee 
  touch (1d4 and Wisdom Drain, 2 claws) and -1 
  incorporeal melee touch (1d6 and Wisdom Drain, bite); 
  SA Improved Grab, Wisdom Drain, wail of doom; SQ 
  Undead, incorporeal, +2 turn resistance, unnatural 
  aura, limited range, low-light vision, darkvision 60 ft., 
  scent; AL NE; SV Fort +3 Ref +4 Will +2; Str -, Dex 13, 
  Con -, Int 11, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +4, Spot +4, Swim +6; 
  Endurance, Run. 
   
  SA: Improved Grab (Ex): To use this ability, a 
  brown bear must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn's incorporeal touch attack must 
  
  The Hills are Alive 
   
  Page 36 
  succeed at a Will save (DC 12) or suffer 1d6 points of 
  permanent Wisdom drain. Victims of the ability drain 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. The dreamstealer spawn heals 5 points 
  of damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a Will save 
  (DC 15) or suffer 5d4 points of damage as well as a -2 
  morale penalty on saving throws for 5 rounds. Affected 
  creatures flee randomly from the dreamstealer spawn 
  and any other dangers that confront them for the same 
  period, with a 50% chance of dropping anything in 
  their hands.  
   
  SQ: Unnatural Aura (Su): Both wild and 
  domesticated animals can sense the unnatural presence 
  of a dreamstealer spawn at a distance of 30 feet. They 
  do not willingly approach nearer than that and panic if 
  forced to do so. They remain panicked as long as they 
  are within that range.  
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. A dreamstealer 
  spawn cannot be raised, and resurrection works only if 
  it is willing.  
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons and has a 50% chance to ignore any damage 
  from a corporeal source (except for force effects).. It 
  can pass through solid objects (though not force 
  effects) at will, and its own attacks pass through 
  armour. A dreamstealer spawn always moves silently. A 
  dreamstealer spawn may not grapple or trip. 
   
  Encounter Eight: To the Victor Goes the 
  Spoils 
  �Galai Iorn Warrior: male human Brb8; CR 8; 
  Medium Humanoid; HD 8d12+16; hp 100; Init +5 (+4 
  Improved Initiative, +1 Dex); Spd 40 ft.; AC 21, touch 
  21, flat-footed 17; Base Atk +8/+3; Grp +8; Atk +15/+10 
  melee (1d12+8/20/x3, +1 unholy greataxe) or +13/+8 
  melee (1d8+7, longspear) or +8 ranged (1d8, longbow); 
  SQ rage 3/day, trap sense +2, improved uncanny 
  dodge, uncanny dodge, DR 1/-, 5/adamantium; AL NE; 
  SV Fort +10, Ref +7, Will +7; Str 20, Dex 18, Con 14,  
  Int 10, Wis 16, Cha 9. 
   
  Skills and Feats: Climb +14, Handle Animal +6, 
  Intimidate +9, Listen +8, Spot +5, Swim +14, Survival 
  +14; Cleave, Improved Initiative, Power Attack, 
  Weapon Focus (greataxe). 
   
  SQ: Rage (Ex): In a rage, a barbarian temporarily 
  gains a +4 bonus to Strength, a +4 bonus to 
  Constitution, and a +2 morale bonus on Will saves, but 
  takes a –2 penalty to Armor Class for 3 rounds + 
  constitution. 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian 
  retains his Dexterity bonus to AC (if any) even if he is 
  caught flat-footed or struck by an invisible attacker. 
  However, he still loses his Dexterity bonus to AC if 
  immobilized. If a barbarian already has uncanny dodge 
  from a different class, he automatically gains improved 
  uncanny dodge (see below) instead. 
   
  Trap Sense (Ex): Starting at 3rd level, a barbarian 
  gains a +1 bonus on Reflex saves made to avoid traps 
  and a +1 dodge bonus to AC against attacks made by 
  traps. 
   
  Improved Uncanny Dodge (Ex): Can no longer be 
  flanked. This defence denies a rogue the ability to 
  sneak attack the barbarian by flanking him, unless the 
  attacker has at least four more rogue levels than the 
  target has barbarian levels. 
   
  Damage Reduction (Ex): At 7th level, a barbarian 
  gains Damage Reduction 1. 
   
  Possessions: +1 unholy greataxe, +2 cloak of 
  resistance, longspear, longbow, 2 applications of Galai 
  Iorn poison, Galai Iorn tattoos. 
   
  �Galai Iorn Warrior (Enraged Version): male human 
  Brb8; CR 8; Medium Humanoid; HD 8d12+16; hp 100; 
  Init +5 (+4 Improved Initiative, +1 Dex); Spd 40 ft.; AC 
  19, touch 19, flat-footed 15; Base Atk +8/+3; Grp +8; Atk 
  +17/+12 melee (1d12+11/20/x3, +1 unholy greataxe) or 
  +15/+10 melee (1d8+10, longspear) or +8 ranged (1d8, 
  longbow); SQ rage 3/day, trap sense +2, improved 
  uncanny 
  dodge, 
  uncanny 
  dodge, 
  DR 
  1/-, 
  5/adamantium; AL NE; SV Fort +10, Ref +7, Will +7; 
  Str 24, Dex 18, Con 18,  Int 10, Wis 16, Cha 9. 
   
  Skills and Feats: Climb +14, Handle Animal +6, 
  Intimidate +9, Listen +8, Spot +5, Swim +14, Survival 
  +14; Cleave, Improved Initiative, Power Attack, 
  Weapon Focus (greataxe). 
   
  SQ: Rage (Ex): In a rage, a barbarian temporarily 
  gains a +4 bonus to Strength, a +4 bonus to 
  Constitution, and a +2 morale bonus on Will saves, but 
  takes a –2 penalty to Armor Class for 3 rounds + 
  constitution. 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian 
  retains his Dexterity bonus to AC (if any) even if he is 
  
  The Hills are Alive 
   
  Page 37 
  caught flat-footed or struck by an invisible attacker. 
  However, he still loses his Dexterity bonus to AC if 
  immobilized. If a barbarian already has uncanny dodge 
  from a different class, he automatically gains improved 
  uncanny dodge (see below) instead. 
   
  Trap Sense (Ex): Starting at 3rd level, a barbarian 
  gains a +1 bonus on Reflex saves made to avoid traps 
  and a +1 dodge bonus to AC against attacks made by 
  traps. 
   
  Improved Uncanny Dodge (Ex): Can no longer be 
  flanked. This defence denies a rogue the ability to 
  sneak attack the barbarian by flanking him, unless the 
  attacker has at least four more rogue levels than the 
  target has barbarian levels. 
   
  Damage Reduction (Ex): At 7th level, a barbarian 
  gains Damage Reduction 1. 
   
  Possessions: +1 unholy greataxe, +2 cloak of 
  resistance, longspear, longbow, 2 applications of Galai 
  Iorn poison, Galai Iorn tattoos. 
   
  Galai Iorn Poison: Type Contact DC 22; Initial Damage 
  Unconsciousness 1d4 hours; Secondary Damage 2d6 
  Con; Price n/a. 
   
  �Dreamstealers: 
  CR 
  5; 
  Medium-size 
  undead 
  (incorporeal); HD 5d12; hp 36; Init +7; Spd 30 ft., fly 60 
  ft. (good); AC 15 (touch 15, flat-footed 12); Base Atk +5; 
  Grp -; Atk +5 incorporeal touch (1d4 and 1d6 
  permanent Wis drain); SA Wisdom drain, wail of 
  doom; SQ Undead, incorporeal, +2 turn resistance, 
  unnatural aura, limited range; AL CE; SV Fort +1, Ref 
  +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15. 
   
  Skills and Feats: Hide +10, Intimidate +10, Intuit 
  Direction +5, Listen +10, Search +9, Sense Motive +7, 
  Spot +10; Alertness, Combat Reflexes, Improved 
  Initiative. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  Dreamstealer’s incorporeal touch attack must succeed 
  at a Willpower save (DC 14) or suffer 1d6 points of 
  permanent Wisdom drain. If PCs have suffered ability 
  drain, they suffer terrible nightmares until they 
  recover the lost Wisdom points. 
   
  Wail of Doom (Sp): Once per day, the 
  Dreamstealer may emit a bloodcurdling scream that 
  affects all creatures hearing it as per the wail of doom 
  spell detailed in Song and Silence (caster level 5
  th). 
  Those hearing the wail must make a Willpower save 
  (DC 15) or suffer 5d4 points of damage, -2 morale 
  penalty to saving throws and flee from the 
  Dreamstealer for 5 rounds with a 50% chance of 
  dropping anything held in their hands.  
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  Dreamstealer at a distance of 30 feet. They will not 
  willingly approach nearer than that and panic if forced 
  to do so; they remain panicked as long as they are 
  within that range. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, or death from massive damage. 
   
  Incorporeal: Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons with 
  a 50% chance to ignore any damage from a corporeal 
  source. Can pass through solid objects at will, and own 
  attacks pass through armor. Always moves silently. 
   
  Limited Range (Ex): Dreamstealers are powerless 
  outside the bounds of the Ial Iornedh (Dreaming Hills) 
  of the Headlands of Onnwal and in certain other 
  locales. For more information regarding this creature 
  contact the Onnwal Design Team. 
  APL 12 
  
  The Hills are Alive 
   
  Page 38 
  Encounter Three: The Tainted Shrine 
  �Dreamstealer Spawn Follower of the Voice: male 
  human dreamstealer spawn Ex-Mnk13; CR 15; 
  Medium Incorporeal Undead; HD 13d12; hp 121; Init 
  +7 (+4 Improved Initiative, +3 Dex); Spd 70 ft., fly 60 ft. 
  (good); AC 23, touch 23, flat-footed 15; Base Atk +9/+4; 
  Grp -, Atk +12/+7 incorporeal melee touch (2d6 and 
  Wisdom Drain, incorporeal fists) or +12/+12/+12/+7 
  incorporeal melee touch (2d6 and Wisdom Drain, 
  incorporeal fists); SA Greater Flurry of Blows, Wisdom 
  Drain, Ki Strike (magic, lawful), wail of doom; SQ SR 
  23, Evasion, Improved Evasion, Purity of Body, Still 
  Mind, Undead, Wholeness of Body, incorporeal, +2 
  turn resistance, unnatural aura, limited range, 
  darkvision 60 ft., scent; AL NE; SV Fort +10 Ref +11 
  Will +13; Str -, Dex 16, Con -,  Int 11, Wis 17, Cha 20. 
   
  Skills and Feats: Balance+21, Concentration+16, 
  Hide+19, Listen+19, Tumble+19; Combat Reflexes, 
  Dodge, Greater Fortitude, Mobility, Improved Grapple, 
  Improved Initiative, Improved Trip, Iron Will, Spring 
  Attack. 
   
  SA: Greater Flurry of Blows (Ex): Make two extra 
  attacks per round. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn's incorporeal touch attack must 
  succeed at a Will save (DC 21) or suffer 1d6 points of 
  permanent Wisdom drain. Victims of the ability drain 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. The dreamstealer spawn heals 5 points 
  of damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a Will save 
  (DC 20) or suffer 13d4 points of damage as well as a -2 
  morale penalty on saving throws for 13 rounds. 
   
  SQ: Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  dreamstealer spawn at a distance of 30 feet. They do not 
  willingly approach nearer than that and panic if forced 
  to do so. They remain panicked as long as they are 
  within that range.  
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. A dreamstealer 
  spawn cannot be raised, and resurrection works only if 
  it is willing.  
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons and has a 50% chance to ignore any damage 
  from a corporeal source (except for force effects).. It 
  can pass through solid objects (though not force 
  effects) at will, and its own attacks pass through 
  armour. A dreamstealer spawn always moves silently. A 
  dreamstealer spawn may not grapple or trip. 
   
  Evasion (Ex): At 2nd level or higher if a monk 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save, she instead takes no damage. Evasion can be used 
  only if a monk is wearing light armor or no armor. A 
  helpless monk does not gain the benefit of evasion. 
   
  Fast Movement (Ex): At 3rd level, a monk gains an 
  enhancement bonus to her speed, as shown on Table: 
  The Monk. A monk in armor or carrying a medium or 
  heavy load loses this extra speed. 
   
  Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
   
  Ki Strike (Su): At 4th level, a monk’s unarmed 
  attacks are empowered with ki. Her unarmed attacks 
  are treated as magic weapons for the purpose of dealing 
  damage to creatures with damage reduction. Ki strike 
  improves with the character’s monk level. 
   
  Slow Fall (Ex): At 4th level or higher, a monk 
  within arm’s reach of a wall can use it to slow her 
  descent. When first using this ability, she takes damage 
  as if the fall were 20 feet shorter than it actually is. The 
  monk’s ability to slow her fall (that is, to reduce the 
  effective distance of the fall when next to a wall) 
  improves with her monk level until at 20th level she 
  can use a nearby wall to slow her descent and fall any 
  distance without harm. 
   
  Purity of Body (Ex): At 5th level, a monk gains 
  immunity to all diseases except for supernatural and 
  magical diseases. 
   
  Wholeness of Body (Su): At 7th level or higher, a 
  monk can heal her own wounds. She can heal a 
  number of hit points of damage equal to twice her 
  current monk level each day, and she can spread this 
  healing out among several uses. 
   
  Improved Evasion (Ex): At 9th level, a monk’s 
  evasion ability improves. She still takes no damage on a 
  successful Reflex saving throw against attacks, but 
  henceforth she takes only half damage on a failed save. 
  A helpless monk does not gain the benefit of improved 
  evasion. 
  
  The Hills are Alive 
   
  Page 39 
  Diamond Body (Su): At 11th level, a monk gains 
  immunity to poisons of all kinds. 
  Abundant Step (Su): At 12th level or higher, a monk 
  can slip magically between spaces, as if using the spell 
  dimension door, once per day. Her caster level for this 
  effect is one-half her monk level (rounded down). 
  Diamond Soul (Ex): At 13th level, a monk gains spell 
  resistance equal to her current monk level + 10. 
   
  Possessions: none. 
   
  �Dreamstealer Spawn Follower of the Voice: male 
  human dreamstealer spawn Ex-Mnk9; CR 11; Medium 
  Incorporeal Undead; HD 9d12; hp 77; Init +7 (+4 
  Improved Initiative, +3 Dex); Spd 60 ft., fly 60 ft. 
  (good); AC 22, touch 22, flat-footed 15; Base Atk +6/+1; 
  Grp -, Atk +9 incorporeal melee touch (1d10 and 
  Wisdom Drain, incorporeal fists) or +9/+9/+4 
  incorporeal melee touch (1d10 and Wisdom Drain, 
  incorporeal fists); SA Flurry of Blows, Wisdom Drain, 
  Ki Strike (magic), wail of doom; SQ Evasion, Improved 
  Evasion, Purity of Body, Still Mind, Undead, 
  Wholeness of Body, incorporeal, +2 turn resistance, 
  unnatural aura, limited range, darkvision 60 ft; AL NE; 
  SV Fort +6 Ref +9 Will +10; Str -, Dex 16, Con -,  Int 11, 
  Wis 17, Cha 20. 
   
  Skills and Feats: Balance+17, Concentration+12, 
  Hide+15, Listen+15, Tumble+15; Combat Reflexes, 
  Deflect Arrows, Dodge, Improved Grapple, Improved 
  Initiative, Improved Trip, Iron Will, Mobility. 
   
  SA: Flurry of Blows (Ex): Make one extra attack 
  per round. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn's incorporeal touch attack must 
  succeed at a Will save (DC 19) or suffer 1d6 points of 
  permanent Wisdom drain. Victims of the ability drain 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. The dreamstealer spawn heals 5 points 
  of damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a Will save 
  (DC 20) or suffer 9d4 points of damage as well as a -2 
  morale penalty on saving throws for 9 rounds. 
   
  SQ: Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  dreamstealer spawn at a distance of 30 feet. They do not 
  willingly approach nearer than that and panic if forced 
  to do so. They remain panicked as long as they are 
  within that range.  
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. A dreamstealer 
  spawn cannot be raised, and resurrection works only if 
  it is willing.  
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons and has a 50% chance to ignore any damage 
  from a corporeal source (except for force effects).. It 
  can pass through solid objects (though not force 
  effects) at will, and its own attacks pass through 
  armour. A dreamstealer spawn always moves silently. A 
  dreamstealer spawn may not grapple or trip. 
   
  Evasion (Ex): At 2nd level or higher if a monk 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save, she instead takes no damage. Evasion can be used 
  only if a monk is wearing light armor or no armor. A 
  helpless monk does not gain the benefit of evasion. 
   
  Fast Movement (Ex): At 3rd level, a monk gains an 
  enhancement bonus to her speed, as shown on Table: 
  The Monk. A monk in armor or carrying a medium or 
  heavy load loses this extra speed. 
   
  Still Mind (Ex): A monk of 3rd level or higher 
  gains a +2 bonus on saving throws against spells and 
  effects from the school of enchantment. 
   
  Ki Strike (Su): At 4th level, a monk’s unarmed 
  attacks are empowered with ki. Her unarmed attacks 
  are treated as magic weapons for the purpose of dealing 
  damage to creatures with damage reduction. Ki strike 
  improves with the character’s monk level. 
   
  Slow Fall (Ex): At 4th level or higher, a monk 
  within arm’s reach of a wall can use it to slow her 
  descent. When first using this ability, she takes damage 
  as if the fall were 20 feet shorter than it actually is. The 
  monk’s ability to slow her fall (that is, to reduce the 
  effective distance of the fall when next to a wall) 
  improves with her monk level until at 20th level she 
  can use a nearby wall to slow her descent and fall any 
  distance without harm. 
   
  Purity of Body (Ex): At 5th level, a monk gains 
  immunity to all diseases except for supernatural and 
  magical diseases. 
   
  Wholeness of Body (Su): At 7th level or higher, a 
  monk can heal her own wounds. She can heal a 
  number of hit points of damage equal to twice her 
  
  The Hills are Alive 
   
  Page 40 
  current monk level each day, and she can spread this 
  healing out among several uses. 
   
  Improved Evasion (Ex): At 9th level, a monk’s 
  evasion ability improves. She still takes no damage on a 
  successful Reflex saving throw against attacks, but 
  henceforth she takes only half damage on a failed save. 
  A helpless monk does not gain the benefit of improved 
  evasion. 
   
  Possessions: none. 
   
  Encounter Five: Taint Natural 
  �Dreamstealer Spawn Awakened Dire Bear: CR 9; 
  Large Undead: HD 14d12; hp 125; Init +1; Spd 40 ft., fly 
  60 ft. (good); AC 20, touch 13, flat-footed 19; Base Atk 
  +14; Grp -; Atk +16 incorporeal melee touch (2d4 and 
  Wisdom Drain, 2 claws) and +10 incorporeal melee 
  touch (2d8 and Wisdom Drain, bite); SA Improved 
  Grab, Wisdom Drain, wail of doom; SQ Undead, 
  incorporeal, +2 turn resistance, unnatural aura, limited 
  range, low-light vision, darkvision 60 ft., scent; AL NE; 
  SV Fort +9 Ref +10 Will +10; Str -, Dex 13, Con -,  Int 
  11, Wis 12, Cha 16. 
   
  Skills and Feats: Listen +10, Spot +10, Swim +5; 
  Alertness, Endurance, Run, Toughness, Weapon Focus 
  (claw). 
   
  SA: Improved Grab (Ex): To use this ability, a 
  brown bear must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn's incorporeal touch attack must 
  succeed at a Will save (DC 20) or suffer 1d6 points of 
  permanent Wisdom drain. Victims of the ability drain 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. The dreamstealer spawn heals 5 points 
  of damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a Will save 
  (DC 18) or suffer 5d4 points of damage as well as a -2 
  morale penalty on saving throws for 5 rounds. Affected 
  creatures flee randomly from the dreamstealer spawn 
  and any other dangers that confront them for the same 
  period, with a 50% chance of dropping anything in 
  their hands.  
   
  SQ: Unnatural Aura (Su): Both wild and 
  domesticated animals can sense the unnatural presence 
  of a dreamstealer spawn at a distance of 30 feet. They 
  do not willingly approach nearer than that and panic if 
  forced to do so. They remain panicked as long as they 
  are within that range.  
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. A dreamstealer 
  spawn cannot be raised, and resurrection works only if 
  it is willing.  
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons and has a 50% chance to ignore any damage 
  from a corporeal source (except for force effects).. It 
  can pass through solid objects (though not force 
  effects) at will, and its own attacks pass through 
  armour. A dreamstealer spawn always moves silently. A 
  dreamstealer spawn may not grapple or trip. 
   
  �Dreamstealer Spawn Enhanced Bear, Brown: CR 6; 
  Large Incorporeal Undead: HD 8d12; hp 69; Init +1; 
  Spd 40 ft., fly 60 ft. (good); AC 15, touch 10, flat-footed 
  14; Base Atk +6; Grp -; Atk +7/+7 incorporeal melee 
  touch (1d8 and Wisdom Drain, 2 claws) and +2 
  incorporeal melee touch (2d6 and Wisdom Drain, bite); 
  SA Improved Grab, Wisdom Drain, wail of doom; SQ 
  Undead, incorporeal, +2 turn resistance, unnatural 
  aura, limited range, low-light vision, darkvision 60 ft., 
  scent; AL NE; SV Fort +6 Ref +7 Will +3; Str -, Dex 13, 
  Con -, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +4, Spot +7, Swim +7; 
  Endurance, Run, Track. 
   
  SA: Improved Grab (Ex): To use this ability, a 
  brown bear must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn's incorporeal touch attack must 
  succeed at a Will save (DC 14) or suffer 1d6 points of 
  permanent Wisdom drain. Victims of the ability drain 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. The dreamstealer heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a Will save 
  (DC 15) or suffer 8d4 points of damage as well as a -2 
  morale penalty on saving throws for 8 rounds. Affected 
  creatures flee randomly from the dreamstealer spawn 
  and any other dangers that confront them for the same 
  period, with a 50% chance of dropping anything in 
  their hands.  
  
  The Hills are Alive 
   
  Page 41 
   
  SQ: Unnatural Aura (Su): Both wild and 
  domesticated animals can sense the unnatural presence 
  of a dreamstealer spawn at a distance of 30 feet. They 
  do not willingly approach nearer than that and panic if 
  forced to do so. They remain panicked as long as they 
  are within that range.  
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. A dreamstealer 
  spawn cannot be raised, and resurrection works only if 
  it is willing.  
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons and has a 50% chance to ignore any damage 
  from a corporeal source (except for force effects).. It 
  can pass through solid objects (though not force 
  effects) at will, and its own attacks pass through 
  armour. A dreamstealer spawn always moves silently. A 
  dreamstealer spawn may not grapple or trip. 
   
  �Dreamstealer Spawn Enhanced Bear, Black: CR 4; 
  Medium Incorporeal Undead: HD 5d12; hp 44; Init +1; 
  Spd 40 ft., fly 60 ft. (good); AC 13, touch 11, flat-footed 
  12; Base Atk +3; Grp -; Atk +4/+4 incorporeal melee 
  touch (1d4 and Wisdom Drain, 2 claws) and -1 
  incorporeal melee touch (1d6 and Wisdom Drain, bite); 
  SA Improved Grab, Wisdom Drain, wail of doom; SQ 
  Undead, incorporeal, +2 turn resistance, unnatural 
  aura, limited range, low-light vision, darkvision 60 ft., 
  scent; AL NE; SV Fort +3 Ref +4 Will +2; Str -, Dex 13, 
  Con -, Int 11, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +4, Spot +4, Swim +6; 
  Endurance, Run. 
   
  SA: Improved Grab (Ex): To use this ability, a 
  brown bear must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn's incorporeal touch attack must 
  succeed at a Will save (DC 12) or suffer 1d6 points of 
  permanent Wisdom drain. Victims of the ability drain 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. The dreamstealer spawn heals 5 points 
  of damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a Will save 
  (DC 15) or suffer 5d4 points of damage as well as a -2 
  morale penalty on saving throws for 5 rounds. Affected 
  creatures flee randomly from the dreamstealer spawn 
  and any other dangers that confront them for the same 
  period, with a 50% chance of dropping anything in 
  their hands.  
   
  SQ: Unnatural Aura (Su): Both wild and 
  domesticated animals can sense the unnatural presence 
  of a dreamstealer spawn at a distance of 30 feet. They 
  do not willingly approach nearer than that and panic if 
  forced to do so. They remain panicked as long as they 
  are within that range.  
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage. A dreamstealer 
  spawn cannot be raised, and resurrection works only if 
  it is willing.  
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons and has a 50% chance to ignore any damage 
  from a corporeal source (except for force effects).. It 
  can pass through solid objects (though not force 
  effects) at will, and its own attacks pass through 
  armour. A dreamstealer spawn always moves silently. A 
  dreamstealer spawn may not grapple or trip. 
   
  Encounter Eight: To the Victor Goes the 
  Spoils 
  �Galai Iorn Warrior: male human Brb11; CR 11; 
  Medium Humanoid; HD 11d12+33; hp 132; Init +1 (+1 
  Dex); Spd 40 ft.; AC 21, touch 21, flat-footed 17; Base 
  Atk +11; Grp +16; Atk +18/+13/+8 melee (1d12+8/19-
  20/x3, +1 unholy greataxe) or +16/+11/+6 melee 
  (1d8+7, longspear) or +5 ranged (1d8, longbow); SQ DR 
  2/- and DR 10/adamantium, greater rage 3/day, trap 
  sense +3, improved uncanny dodge, uncanny dodge; 
  AL NE; SV Fort +12, Ref +9, Will +9; Str 20, Dex 18, 
  Con 16,  Int 10, Wis 16, Cha 9. 
   
  Skills and Feats: Climb +17, Handle Animal +9, 
  Intimidate +12, Listen +11, Spot +4, Swim +16, Survival 
  +17; Die-Hard, Endurance, Improved Critical (battle 
  axe), Power Attack, Weapon Focus (greataxe). 
   
  SQ: Greater Rage (Ex): At 11th level, a barbarian’s 
  bonuses to Strength and Constitution during his rage 
  each increase to +6, and his morale bonus on Will saves 
  increases to +3. The penalty to AC remains at –2. 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian 
  retains his Dexterity bonus to AC (if any) even if he is 
  
  The Hills are Alive 
   
  Page 42 
  caught flat-footed or struck by an invisible attacker. 
  However, he still loses his Dexterity bonus to AC if 
  immobilized. If a barbarian already has uncanny dodge 
  from a different class, he automatically gains improved 
  uncanny dodge (see below) instead. 
   
  Trap Sense (Ex): Starting at 3rd level, a barbarian 
  gains a +1 bonus on Reflex saves made to avoid traps 
  and a +1 dodge bonus to AC against attacks made by 
  traps. 
   
  Improved Uncanny Dodge (Ex): Can no longer be 
  flanked. This defence denies a rogue the ability to 
  sneak attack the barbarian by flanking him, unless the 
  attacker has at least four more rogue levels than the 
  target has barbarian levels. 
   
  Damage Reduction (Ex): At 10th level, a barbarian 
  gains Damage Reduction 2. 
   
  Possessions: +1 unholy greataxe, +2 cloak of 
  resistance, longspear, longbow, 2 applications of Galai 
  Iorn poison, Galai Iorn tattoos. 
   
  �Galai Iorn Warrior (enraged version): male human 
  Brb11; CR 11; Medium Humanoid; HD 11d12+66; hp 
  165; Init +1 (+1 Dex); Spd 40 ft.; AC 19, touch 19, flat-
  footed 15; Base Atk +11; Grp +19; Atk +21/+16/+11 
  melee (1d12+13/19-20/x3, +1 unholy greataxe) or 
  +19/+14/+9 melee (1d8+12, longspear) or +5 ranged 
  (1d8, longbow); SQ DR 2/- and DR 10/adamantium, 
  greater rage 3/day, trap sense +3, improved uncanny 
  dodge, uncanny dodge; AL NE; SV Fort +12, Ref +9, 
  Will +9; Str 26, Dex 18, Con 22,  Int 10, Wis 16, Cha 9. 
   
  Skills and Feats: Climb +20, Handle Animal +9, 
  Intimidate +12, Listen +11, Spot +4, Swim +19, Survival 
  +17; Die-Hard, Endurance, Improved Critical (battle 
  axe), Power Attack, Weapon Focus (greataxe). 
   
  SQ: Greater Rage (Ex): At 11th level, a barbarian’s 
  bonuses to Strength and Constitution during his rage 
  each increase to +6, and his morale bonus on Will saves 
  increases to +3. The penalty to AC remains at –2. 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian 
  retains his Dexterity bonus to AC (if any) even if he is 
  caught flat-footed or struck by an invisible attacker. 
  However, he still loses his Dexterity bonus to AC if 
  immobilized. If a barbarian already has uncanny dodge 
  from a different class, he automatically gains improved 
  uncanny dodge (see below) instead. 
   
  Trap Sense (Ex): Starting at 3rd level, a barbarian 
  gains a +1 bonus on Reflex saves made to avoid traps 
  and a +1 dodge bonus to AC against attacks made by 
  traps. 
   
  Improved Uncanny Dodge (Ex): Can no longer be 
  flanked. This defence denies a rogue the ability to 
  sneak attack the barbarian by flanking him, unless the 
  attacker has at least four more rogue levels than the 
  target has barbarian levels. 
   
  Damage Reduction (Ex): At 10th level, a barbarian 
  gains Damage Reduction 2. 
   
  Possessions: +1 unholy greataxe, +2 cloak of 
  resistance, longspear, longbow, 2 applications of Galai 
  Iorn poison, Galai Iorn tattoos. 
   
  Galai Iorn Poison: Type Contact DC 24; Initial Damage 
  Unconsciousness 1d4 hours; Secondary Damage 2d6 
  Con; Price n/a. 
    
  �Dreamstealers: 
  CR 
  5; 
  Medium-size 
  undead 
  (incorporeal); HD 5d12; hp 36; Init +7; Spd 30 ft., fly 60 
  ft. (good); AC 15 (touch 15, flat-footed 12); Base Atk +5; 
  Grp -; Atk +5 incorporeal touch (1d4 and 1d6 
  permanent Wis drain); SA Wisdom drain, wail of 
  doom; SQ Undead, incorporeal, +2 turn resistance, 
  unnatural aura, limited range; AL CE; SV Fort +1, Ref 
  +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15. 
   
  Skills and Feats: Hide +10, Intimidate +10, Intuit 
  Direction +5, Listen +10, Search +9, Sense Motive +7, 
  Spot +10; Alertness, Combat Reflexes, Improved 
  Initiative. 
   
  Wisdom Drain (Su): Living creatures hit by a 
  Dreamstealer’s incorporeal touch attack must succeed 
  at a Willpower save (DC 14) or suffer 1d6 points of 
  permanent Wisdom drain. If PCs have suffered ability 
  drain, they suffer terrible nightmares until they recover 
  the lost Wisdom points. 
   
  Wail of Doom (Sp): Once per day, the 
  Dreamstealer may emit a bloodcurdling scream that 
  affects all creatures hearing it as per the wail of doom 
  spell detailed in Song and Silence (caster level 5
  th). 
  Those hearing the wail must make a Willpower save 
  (DC 15) or suffer 5d4 points of damage, -2 morale 
  penalty to saving throws and flee from the 
  Dreamstealer for 5 rounds with a 50% chance of 
  dropping anything held in their hands.  
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  Dreamstealer at a distance of 30 feet. They will not 
  willingly approach nearer than that and panic if forced 
  to do so; they remain panicked as long as they are 
  within that range. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, or death from massive damage. 
   
  Incorporeal: Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons with 
  a 50% chance to ignore any damage from a corporeal 
  
  The Hills are Alive 
   
  Page 43 
  source. Can pass through solid objects at will, and own 
  attacks pass through armor. Always moves silently. 
   
  Limited Range (Ex): Dreamstealers are powerless 
  outside the bounds of the Ial Iornedh (Dreaming Hills) 
  of the Headlands of Onnwal and in certain other 
  locales. For more information regarding this creature 
  contact the Onnwal Design Team. 
   
   
  
  The Hills are Alive 
   
  Page 44 
  Appendix Two: 
  New Rules 
  Galai Iorn Tattoos 
  Any recipient of the Galai Iorn tattoos must become 
  neutral evil in alignment, thus they cannot be taken by 
  any Living Greyhawk PC. 
   
  The Galai Iorn tattoos provide a +7 deflection 
  bonus, with the wearer also being able to add their 
  Charisma bonus, if any, as an additional deflection 
  bonus. Creatures of 1 to 5 HD are afforded no 
  additional protection, while creatures of 6 to 10 HD 
  receive DR 5/adamantium, creatures of 11 to 15 HD 
  receive DR 10/adamantium, creatures of 16 to 20 HD 
  receive DR 15/adamantium. 
   
  Faint abjuration and necromancy; Drd 12
  th; Craft 
  Wondrous Item, barkskin; Price n/a. Creator must be 
  Galai Iorn in origin and of Neutral Evil alignment. The 
  recipient must be Neutral Evil in alignment. 
   
  Dreamstealer Spawn Template 
  Dreamstealer spawn are madness made manifest - 
  living creatures consumed by nightmares. Creatures 
  killed by a dreamstealer rise as dreamstealer spawn 
  within 1d4 days. Thus they can take many forms. 
  Dreamstealer spawn appear as inky black clouds 
  shaped to roughly match the form of their original 
  body from which ebon tendrils snake, continually 
  forming and reforming.  
   
  Dreamstealer spawn can speak the languages they 
  knew in life, but their voices are sound high pitched, 
  distorted and tortured.   
   
  Creating a Dreamstealer spawn 
  "Dreamstealer spawn" is a template that can be any 
  living corporeal creature (referred to hereafter as the 
  "base creature"). The base creature's type becomes 
  "undead" and its subtype "incorporeal." It uses the base 
  creature's statistics and special abilities except as noted 
  here. 
   
  Hit Dice: All the base creature's Hit Dice become 
  d12s. 
   
  Speed: Dreamstealer spawn have a fly speed of 60 
  feet, unless the base creature has a higher fly speed, 
  with good manoeuvrability.  
   
  AC: The dreamstealer spawn loses any natural 
  armour bonus the base creature possesses, but it gains a 
  deflection bonus equal to its Charisma bonus or +1, 
  whichever is higher.  
   
  Attacks: The dreamstealer spawn retains all the 
  attacks of the base creature, those that rely on physical 
  contact become incorporeal touch attacks.  
   
  Damage: The dreamstealer spawn's incorporeal 
  touch attacks deal the same damage as that the original 
  physical attack, though if they do less than 1d4 damage 
  they now do 1d4 damage. In addition recipients of the 
  physical attacks also suffer the effect of Wisdom Drain 
   (see below). 
   
  Special Attacks: The dreamstealer spawn retains 
  all the special attacks of the base creatures. A 
  dreamstealer spawn gains the wisdom drain and wail of 
  doom abilities described below. Saves have a DC of 10 
  + 1/2 dreamstealer spawn HD + dreamstealer spawn 
  Charisma modifier unless noted otherwise.  
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn incorporeal touch attack must 
  succeed at a Will save or suffer 1d6 points of 
  permanent Wisdom drain. Victims of the ability drain 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. The dreamstealer heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
   
  Wail of Doom (Sp): Once per day, the 
  dreamstealer may emit a bloodcurdling scream. All 
  those within a 100 foot spread must make a Will save 
  (DC = 15 + Charisma bonus of the dreamstealer spawn) 
  or suffer 5d4 points of damage or 1d4 points of damage 
  per dreamstealer spawn Hit Dice, whichever is greater. 
  Affected creatures also suffer a -2 morale penalty on 
  saving throws for 1 round per dreamstealer spawn Hit 
  Dice as well as fleeing randomly from the dreamstealer 
  spawn and any other dangers that confront them for 
  the same period, with a 50% chance of dropping 
  anything in their hands. 
   
  Special Qualities: A dreamstealer spawn has all the 
  special qualities of the base creature and those listed 
  below, and gains the undead type and incorporeal 
  subtype. 
   
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  dreamstealer spawn at a distance of 30 feet. They do not 
  willingly approach nearer than that and panic if forced 
  to do so. They remain panicked as long as they are 
  within that range.  
   
  Undead: A dreamstealer spawn is immune to 
  mind-influencing effects, poison, sleep, paralysis, 
  stunning and disease, death effects, necromantic 
  effects and any effect that requires a Fortitude save 
  
  The Hills are Alive 
   
  Page 45 
  unless it also works on objects. It is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain, or death from massive damage.  It cannot be 
  raised, and resurrection works only if it is willing 
   
  Incorporeal: A dreamstealer spawn can be harmed 
  only by other incorporeal creatures, +1 or better magic 
  weapons, spells, spell-like abilities, or supernatural 
  abilities. It is immune to all non-magical attack forms 
  and has a 50% chance to ignore any damage from a 
  corporeal source (except for force effects). It can pass 
  through solid objects at will (but not force effects), and 
  its own attacks pass through armour. Dexterity 
  modifier applies to melee and range attacks. A 
  dreamstealer spawn always moves silently.  
   
  Turn Resistance (Ex): A dreamstealer spawn has a 
  +2 turn resistance. 
   
  Saves: Same as the base creature 
   
  Abilities: Same as the base creature, except that 
  the 
  dreamstealer 
  spawn 
  has 
  no 
  Strength 
  or 
  Constitution score, and its Charisma score increases by 
  +4. 
   
  Skills: Same as the base creature 
   
  Feats:  Same as the base creature 
   
   
  Climate/Terrain: Any land and underground 
   
  Organisation: Solitary, gang (2-5), or pack (6-11) 
   
  Challenge Rating: Same as base creature +2 
   
  Treasure: None 
   
  Alignment: Always neutral evil 
   
  Advancement: Same as the base creature 
   
  Sample Dreamstealer Spawn 
  This example uses a hobgoblin as the base creature 
   
  Hobgoblin Dreamstealer Spawn 
  Medium-Size Undead (Incorporeal) 
  Hit Dice: 1d12 (6 hp) 
  Initiative: +1 (Dex) 
  Speed: 30ft., fly 60ft. (good) 
  AC: 13 (+1 Dex, +2 deflection) 
  Attacks: Incorporeal touch  +2 melee  
  Damage: Incorporeal touch 1d4 and 1d6 permanent 
  Wisdom drain 
  Face/Reach: 5 ft. by 5 ft./5 ft. 
  Special Attacks: Wisdom drain, wail of doom  
  Special Qualities: Undead, incorporeal, +2 turn 
  resistance, unnatural aura, limited range, darkvision 60 
  ft. 
  Saves: Fort +2, Ref +1, Will +0 
  Abilities: Str -, Dex 13, Con -, Int 10, Wis 10, Cha 14 
  Skills:  Hide +1, Listen +3, Spot +3 
  Feats: Alertness 
   
  Climate/Terrain: Any land and underground 
  Organisation: Solitary, gang (2-5), or pack (6-11) 
  Challenge Rating: 2 
  Treasure: None 
  Alignment: Always neutral evil 
  Advancement: By character class 
   
  Wisdom Drain (Su): Living creatures hit by a 
  dreamstealer spawn's incorporeal touch attack must 
  succeed at a Will save (DC 12) or suffer 1d6 points of 
  permanent Wisdom drain. Victims of the ability drain 
  suffer terrible nightmares until they recover the lost 
  Wisdom points. The dreamstealer heals 5 points of 
  damage (10 on a critical hit) whenever it drains 
  Wisdom, gaining any excess as temporary hit points.  
  Wail of Doom (Sp): Once per day, the dreamstealer 
  may emit a bloodcurdling scream. All those within a 
  100 foot spread must make a Will save (DC 17) or 
  suffer 5d4 points of damage as well as a -2 morale 
  penalty on saving throws for 5 rounds. Affected 
  creatures flee randomly from the dreamstealer spawn 
  and any other dangers that confront them for the same 
  period, with a 50% chance of dropping anything in 
  their hands.  
  Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a 
  dreamstealer spawn at a distance of 30 feet. They do not 
  willingly approach nearer than that and panic if forced 
  to do so. They remain panicked as long as they are 
  within that range.  
  Undead: A dreamstealer spawn is immune to mind-
  influencing effects, poison, sleep, paralysis, stunning 
  and disease, death effects, necromantic effects and any 
  effect that requires a Fortitude save unless it also works 
  on objects. It is not subject to critical hits, subdual 
  damage, ability damage, energy drain, or death from 
  massive damage. A dreamstealer spawn cannot be 
  raised, and resurrection works only if it is willing.  
  Incorporeal: A dreamstealer spawn can be harmed only 
  by other incorporeal creatures, +1 or better magic 
  weapons and has a 50% chance to ignore any damage 
  from a corporeal source (except for force effects).. It 
  can pass through solid objects (though not force 
  effects) at will, and its own attacks pass through 
  armour. A dreamstealer spawn always moves silently. 
  
  The Hills are Alive 
   
  Page 46 
  Appendix Three: 
  Map 
   
  Map One: Area Map 
   
   
   
  1) 
  The Defiled Shrine (Encounter Two) 
  2) 
  The Cave of Dreams (Encounter Six) 
  3) 
  Lands of the Dumanonii Tribe (Encounter Eight) 
  4) 
  Lands of the Ventonii Tribe (Encounter Nine) 
  
  The Hills are Alive 
   
  Page 47 
  Map Two: The Tainted Shrine 
   
   
   
  1 large square = 5 ft.
  
  The Hills are Alive 
   
  Page 48 
  Appendix Four: 
  The Headlands at a Glance 
  The Headlands of Onnwal are the home to the last 
  vestiges of the first human inhabitants of the 
  Dragonshead. Known as Headlanders to the people of 
  the Lowlands, these Flan tribes have herded their 
  animals and dwelt in their stone hillforts since before 
  the Aerdi Conquest. Despite this, little is known of 
  them or their customs among the lowlanders, the Flan 
  either having been beneath the dignity of most 
  scholars and sages as an object of study or the 
  Headlands too tortuous and difficult to traverse. It is 
  know that they are divided into three tribes, namely 
  the Ventonii [Ao'n Venteneach in the Flan], the 
  Dumanonii [Ao'n Dumanadh] and the Talamendes 
  [Ao'n Talaman]. Collectively they call themselves the 
  Ao'n Iornadh, the People of the Dreaming. Though 
  these tribes generally live in peace with each other, 
  their warriors are known for being fierce and fearless 
  when confronted.  
   
  There is a long standing enmity between the 
  Headlanders and the Dwur and Noniz of the 
  Headlands, the cause of which appears to be lost into 
  the mists of time. The Dwur will not speak of it while 
  the Flan recount legends of the days when Wyrms 
  ruled the land. While the truth may never be known, 
  the dislike between the peoples is no lie. 
   
  Roles within the Ao'n Iornadh 
  Each member of the clan has an honour-price, called 
  the Dirae. This is an expression of their standing 
  within the clan, related to their role in clan life, their 
  deeds and the deeds of their ancestors and kin. 
   
  The highest honour price is the Raidh (chieftain), 
  which is always a male. All Raidhs of the Ao’n Iornadh 
  are considered husbands of Beory, and as such are 
  subject to judgements by the Naobhan. 
   
  Te Naobhan (meaning the Sacred to the Flan) are 
  also called Soothsayers by the lowlanders. These are 
  the religious leaders of the Ao'n Iornadh. They are 
  exclusively female and overwhelmingly worship 
  Beory, the Oerth Mother, often in the form of a bear 
  totem.  Offerings are made to the other gods of the 
  Flan, especially Pelor (Na'athair - the Father or Sky 
  Father), Obad-Hai (Na'rasdha - the Warder) and Rao 
  (Na'lubach - the Cunning) in the form of animal 
  totems (eagle, mountain lion and wolf respectively). 
  The Naobhan not only lead the Ao in religious 
  ceremonies, but are also midwives, healers, teachers, 
  keepers of the law and arbiters of dispute (including 
  rights of succession to the title of Riadh). 
   
  The Naobhan alone may call the Riadh to question 
  and can call for a Riadh to be deposed if his rule has not 
  been successful or blessed with good fortune. The 
  Naobhan are second only to the Riadh in Dirae, 
  theoretically, though often the people of the clan will 
  listen to the Naobhan before a weak Riadh. 
   
  Seniority is determined by the strength of the 
  powers granted by Beory. 
   
  Bards make up the ranks of the Filid, the Learned. 
  These are the keepers of geneologies and histories of 
  the clan, which they learn orally and pass on to their 
  pupils. The Filid, normally male, are subservient to the 
  Naobhan, but are above the Saidh and equal to the 
  Airetuisedh] in Dirae.  
   
  Warriors of the clan are named Saidh - literally 
  spears. They are accorded great respect and have a high 
  Honour-price. Great warriors can go on to become 
  members of the Riadh's retinue (Airetuisedh) or even 
  the Riadh, typically by ritual combat approved by the 
  Naobhan. 
   
  Those born with magic in their blood are for some 
  reason shunned and feared by the Ao'n Iornadh. 
  Though females are taken by the Naobhan and trained 
  to use their powers for the good of nature. On the 
  other hand male children are either killed by the 
  Naobhan at birth or as soon as they are discovered to 
  manifest such powers. Only a handful survive as exiles.  
   
  Tribes of the Headlands 
   
  Ventonii (A’on Venteneach) 
  Riadh: Mortitgastis 
  Tribal Marking: Blue scar 
  Residing in the eastern spine of the Headlands the 
  Ventonii are generally peaceful tribe of farmers and 
  hunters. What does distinguish this tribe is their claim 
  to an ancient relic rumoured to be taken from the 
  invading Suel known as the Onnwi. A large standard 
  made of lion skin, the Ventonii know it as Rashta’s 
  Brother. They have interred the artefact within their 
  sacred mound of Creg y Bedw, calling it Rashta’s 
  Brother for some unknown reason. The cave is used as 
  a testing ground for new spears of the tribe. 
   
  Dumanonii (A’on Venteneach) 
  Riadh: Gwallam 
  
  The Hills are Alive 
   
  Page 49 
  Tribal Marking: Green cloud 
  This peaceful tribe claims territories south of the 
  Ventonii lands, and like their neighbours lives mainly 
  by fishing, farming and hunting, trading with 
  lowlanders at the annual Brewfest fair. 
   
  Gwallam and Mortitgastis are old rivals – saidhs 
  have come to blows over accusations of cattle theft on 
  both sides.  
   
  Talamendes (A’on Talaman) 
  Riadh: Awran Bloodreaver 
  Tribal Marking: Red spear 
  Residing in the southern section of the Headlands the 
  Talamendes are the most war-like tribe of the tribes, 
  save for the degenerate Galai Iorn.  
   
  Initiation into the Talamendes tribe is brutal, with 
  new spears having to undergo Beory’s Cycle, an 
  assembly of all available Talamendes saidhs. The 
  initiate is to walk the line of tribesmen, being beaten 
  by the butts of each warrior’s spear, or occasionally 
  feeling the point of the spears as well. Those who fall 
  are cast out from the tribe. It is also practice for 
  enemies to coat their spear tips in venom, but should 
  the initiate survive the poison long enough to reach 
  the end of the Cycle and the ministrations of the 
  Niadh the offending siadh’s life is forfeit to the new 
  spear. 
   
  The lands of the Talamendes are closest to the 
  Dwur of the citadels and the frequent clashes have 
  hardened the Talamendes. Mercy and defeat are almost 
  foreign concepts to the red tribe and they have little to 
  do with their northern brethren. Their Raidh, Awran 
  Bloodreaver, a cunning warrior who took leadership of 
  the tribe shortly after being given his spear, is 
  distinguished as the slayer of the leader of the Dwur 
  warcompany known as the Gilded Hammers of 
  Sarakast.  
   
  Galai Iorn 
  Riadh: Unknown 
  Tribal Marking: Black tattoos from head to foot 
  The degenerate Galai Iorn are thought to be some kind 
  of in-bred throw back to . Existing within the relatively 
  unexplored centre of the Headlands only a few 
  glimpses of the mysterious Headlanders have been 
  forthcoming in the past couple of decades. Recently 
  fatigued and wide-eyed travellers remarked that they 
  were attacked by darkness itself at the behest of the 
  Galai Iorn. 
   
  Descriptions of the Galai Iorn vary from hunched, 
  black tattooed in-bred humans, with there even being 
  wild accounts of their skin being grey and their eyes 
  glowing in the darkness. 
   
  The Galai Iorn are shunned by the other three 
  tribes, dismissed as a throwback to darker times. They 
  are cannibals – feeding off Dwur or Flan flesh 
  whenever it becomes available. 
   
  Pronunciation 
   
  Ao'n Venteneach – AY-on  Vent-an-ok 
  Ao'n Dumanadh  - AY-on DOO-man-ad 
  Ao'n Talaman – AY-on Tal-a-man  
  Ao'n Iornadh – AY-on YORE-nad 
  Raidh – REE-ad 
  Naobhan – NAY-o-van 
  Na'athair – Na-A-har 
  Na'rasdha – Na-RASH-da 
  Na'lubach  - Na-LOOB-ok 
  Dirae – Dir-a 
  Ao – AY-o 
  Filid – FILL-id 
  Saidh – SIGH-ad 
  Airetuisedh – Are-a-TOO-shed 
  Creg y Bedw – Craig –e-Bed-oo 
  Galai Iorn – GAL-aye yorn 
   
   
  
  The Hills are Alive 
   
  Page 50 
  . 
  Campaign Consequences 
   
  Please submit your consequences to SKerrigan@onnwal.org.uk and please reproduce the questions in your mail 
   
  1) Did the PCs defeat the dreamspawn Followers of the Voice? 
   
  Yes  
   
   
   
   
   
   
   
  No 
   
  Other Comments: 
   
  2) What did the PCs do to the trapped Naga? 
   
  Killed  
   
  Dispelled Circle  
  Left to Die 
   
  3) Did the PCs go to the Ventonii and Dumanonii first, or the Galai Iorn Lands? 
   
  Ventonii/Dumanonii 
   
   
   
  Galai Iorn 
   
   
  4) Did the PCs defeat the dreamspawn wildlife? 
   
  Yes  
   
   
   
   
   
   
   
  No 
   
  Other Comments: 
   
  5) Did the PCs have the magic spear? 
   
  Yes  
   
   
   
   
   
   
   
  No 
   
  6) How did the PCs react to Ammandorchaigh? 
   
  Additional Comments: 
   
  7) Did the PCs negotiate with the Talamendes Naobhan? (APL 6 and 8 only) 
   
  Yes  
   
   
   
   
   
   
   
  No 
   
  8) Did the PCs rescue Casnar and the other Flan? 
   
  Yes  
   
   
   
   
   
   
   
  No 
   
  9) Comment on the PCs negotiation with the Ventonii and the Dumanonii 
   
   
   
  10) Did they return the Zilchan Envoy? 
   
  Yes  
   
   
   
   
   
   
   
  No 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Splintered Suns and Scarlet Signs/Onnwal/ONW4-02 - The Hills are Alive.pdf