TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network. 
  DYV4-04 
   
   
   
   
   
   
   
   
  A Dream Given Form 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Dyvers Regional Adventure 
  by Brad Gardner 
  Triad Edit: Matt Maddy 
  Circle Edit: Dave Christ 
   
   
   
  At night, your dreams whisper of a dark deed that will soon come to pass deep in the Gnarley Forest.  Only those 
  adventurer’s brave enough to delve deep into the Gnarley Forest need to respond.  This is the final chapter in the 
  Gnarley Adventure series.  An outdoor adventure for APLS 4-12. 
   
   
   
   
   
  
   
   
   
  DYV4-04 A Dream Given Form 
   
  Page 2 
  Introduction 
   
  This is an RPGA® Network scenario for the Dungeons 
  & Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
  Preparation 
   
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
  Reporting 
   
   
   
   
   
   
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the players 
  and DM fill out a reporting form.  After the form is filled 
  out it should be given to the senior DM. 
   
  Living Greyhawk 
   
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring their 
  own characters with them.  If players do not have a 
  LIVING GREYHAWK character generated, get a copy of 
  the current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportioned to the average character level 
  of the 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 sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  
   
   
   
  DYV4-04 A Dream Given Form 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  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. 
  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. 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 two 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 1-round Regional adventure, set in 
  Dyvers.  Characters native to Dyvers pay one Time Unit 
  per round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. 
   
   
   
  Adventure Summary and 
  Background 
  This module is the final chapter in the Gnarley 
  Adventure series (consisting of the modules DYV1-03 
  Wrong Place, Wrong Time and DYV1-06 Bunny Go 
  Down The Hole).  In Wrong Place, Wrong Time the 
  players discovered that undead, under the control of 
  someone, were ambushing and destroying caravans.  This 
  caused the Gnarley Rangers to close down the Gnarley 
  Road for safety reasons, which in turn created a 
  diplomatic dispute between the Gnarley Rangers and the 
  City of Dyvers.  In Bunny Go Down The Hole, the High 
  Druid Naimur was captured by humanoids, and except 
  for the quick wits of some brave adventures, the Gnarley 
  Rangers would have been decimated in a battle at Bad 
  Deep.  A more in-depth summary can be found in 
  Appendix Two: Summary of Prior Modules 
  What’s really going on?  Some time before the Rain of 
  Colorless Fire (an event that occurred a thousand years 
  ago), two Oeridian tribes battled for control of what is 
  now known as the Gnarley Forest.  One tribe, called the 
  Gnarle tribe, lived in the forest and strove to be one with 
  nature.  The other tribe was controlled by a female druid 
  who wanted complete control of the Gnarley so it could 
  flourish based on her vision. This druid, named Stevros, 
  was relentless in her tyranny, and eventually sough 
  extreme measures to defeat the opposing tribe.   
  The two tribes met for battle in the area now known as 
  Bad Deep.  Stevros intended use a new dimension-
  altering spell she learned from the Suel to overlap a 
  portion of the Gray Waste of Hades (another plane of 
  existence known for its desolation and gloom) onto the 
  
   
   
   
  DYV4-04 A Dream Given Form 
   
  Page 4 
  area inhabited by the defending tribe.  The exposure to 
  Hades, plus the extraplanar creatures that would come 
  along for the ride, would easily wipe out the Gnarle tribe. 
  However, the Gnarle tribe learned of the plan just in 
  time.  They attacked Stevros’s tribe while she was in the 
  middle of casting the spell, destroying her minions and 
  disrupting the spell.  The disrupted spell only allowed a 
  small portion of Hades to overlap into the Gnarley, and 
  also bound Stevros’s soul into the casting.  This caused 
  the overlap to become permanent, and also turned 
  Stevros into a lich.  The negative energy that washed 
  through Stevros quickly corrupted the druid and 
  changed her into a Blighter. 
  The Gnarle tribe was at a loss for what to do.  They knew 
  little of dimensional magic, and feared (incorrectly) that 
  if they killed Stevros all of Hades would flood into the 
  forest.  So they used what little magic they knew to keep 
  the plane of Hades from seeping into the forest, and 
  placed the incapacitated Stevros into the heart of a giant 
  darkwood tree. 
  After several years, the Gnarle tribe realized the spells 
  keeping Hades at bay had to be renewed on a yearly basis. 
   So they picked a day in fall to meet and renew the spells 
  keeping Bad Deep at bay.  This day grew into the 
  celebration known as Brewfest. 
  Things were fine for many, many years.  The tribe grew 
  and changed into the organization now known as the 
  Gnarley Rangers and the Gnarley Druids.  They would 
  defend the forest, and at Brewfest would meet, celebrate, 
  and renew the spells on Bad Deep.  
  In 590 CY (about a year before the events in Wrong Place, 
  Wrong Time) loggers snuck into the Gnarley and cut 
  down the tree containing Stevros. 
  Upon regaining her freedom, Stevros’s first step was to 
  gather undead and plantlike followers.  Her method of 
  gaining minions, plus her being freed by loggers, caused 
  the closing of the Gnarley and the events in Wrong Place, 
  Wrong Time (see Appendix Two for details).   
  Next, Stevros formulated a plan to ambush the Gnarley 
  Rangers at Bad Deep.  An important part of her plan was 
  to capture Naimur, the High Druid of the Gnarley, 
  torture him, and then enchant him to obey her will.  
  Stevros cast a geas spell on Naimur while she had him 
  captured.  The geas was worded as “Help me reopen the 
  portal to Hades in the Gnarley”.  Naimur refused to 
  follow the geas, suffering grievous damage as a result.  
  Naimur managed to cast a dream spell, which was 
  modified in odd ways by the planar effects in Bad Deep.  
  The dream took place in DYV1-06 Bunny Go Down The 
  Hole (see Appendix Two for details), in which heroes 
  used information from the dream to rescue Naimur and 
  prevent the attack.  
  Unknown to the heroes, shortly before the heroes 
  rescued Naimur, Stevros managed to cast a powerful 
  mind-controlling spell on Naimur.  Stevros believed with 
  this spell dominating Naimur’s will, she would finally be 
  able to force Naimur to do his bidding. 
  However, her plan was thwarted by the invasion into her 
  lair.  Stevros escaped, and decided to take things a bit 
  slower.  Her current plan is to use her spell-induced 
  influence on Naimur to lure several powerful defenders 
  of the forest into a trap.  Stevros hopes to destroy some of 
  the main defenders of the Gnarley while causing chaos in 
  the Gnarley Rangers organization as a whole.  While the 
  Gnarley Rangers reorganize themselves, Stevros plans to 
  reopen the portal to Hades (which would devastate a 
  large portion of the Gnarley) and hopefully retrieve her 
  soul. 
  This plan might just work, except for one thing.  As seen 
  in DYV1-06 Bunny Go Down The Hole, Naimur was able 
  to travel back and forth through time, although he 
  couldn’t control it.  In this module, the players 
  experience a dream of the future where they witness 
  Naimur lead a massacre at a forest inn.  This 
  foreknowledge may help the heroes stop Stevros for 
  good. 
  Introduction – The players, exhausted by a day’s 
  exertions, find themselves falling into a dream where 
  they are lifted by a wind and blown out of the city and 
  over the Gnarley Forest. 
  Encounter One: A Prophetic Dream - The odd dream 
  takes the players to a town in the Gnarley being attacked 
  in the near future by undead and … Naimur, the High 
  Druid? 
  Encounter Two: Investigating the Dream - After 
  waking up from the dream, players who choose to 
  investigate can learn additional information. 
  Encounter Three: Ignoring the Dream - It was just a 
  bad dream, right?  In this encounter players who choose 
  to ignore the dream are informed several days later that 
  what they dreamed has come to pass. 
  Encounter Four: Traveling through the Gnarley - In 
  this encounter, the ins and outs of traveling through the 
  Gnarley are handled.  Also, for those players with certain 
  enmity and disfavors from prior modules, they discover 
  that their travel rations have been poisoned. 
  Encounter Five: Corustaith, Before the Attack - 
  Rushing to the aid of those about to be attacked, the 
  players manage to arrive just in time.  With their aid, 
  
   
   
   
  DYV4-04 A Dream Given Form 
   
  Page 5 
  several friends of the forest can be saved from an 
  otherwise certain death. 
  Encounter Six: Corustaith, After the Attack - If players 
  don’t make it to Corustaith on time, this encounter 
  details what happens when the players arrive after the 
  attack is finished. 
  Encounter Seven: Investigating Corustaith - After the 
  attack at Corustaith, players have the option of searching 
  the town for clues as to what is going on. 
  Encounter Eight: Tracking Naimur - For those players 
  with the proper resources, this encounter gives them the 
  option of tracking down Naimur after the attack. 
  Encounter Nine: A Message from the Oak Father - A 
  visit from the Oak Father, an ancient and revered treant, 
  gets the players back on the trail of Naimur. 
  Encounter Ten: Oakvein - At Oakvein, the characters 
  are led to Loremaster Nemoi, who is currently lost in a 
  dream. 
  Encounter Eleven: The Dreaming - Upon entering 
  Stevros’s dream, the players find themselves in a dark a 
  forbidding version of the Gnarley Forest, being hunted 
  by flying monsters.  They also locate Loremaster Nemoi, 
  who has been trapped here for some time. 
  Encounter Twelve: Insight into the Enemy - The 
  characters enter a dream version of the cave.  While 
  there, they find out what Stevros is up to, and also find 
  the way home. 
  Encounter Thirteen: Bad Deep - At Bad Deep, the 
  characters confront Stevros or his corrupted plant 
  minions. 
  Introduction  
  It’s been a long, hard day in the city of Dyvers.  You 
  are just relaxing your eyes when suddenly a strong 
  gust of wind whips past you, picking you up off the 
  ground.  As you look around, you can see several 
  other adventures have also been picked up by this 
  wind! 
  As the wind whisks you and your companions out of 
  the city and over the Gnarley Forest, you can hear a 
  voice in the wind babbling, almost randomly.  
  “Hurry!”, it cries “I’m not a rabbit!”.  The wind carries 
  you low over the trees, branches whipping by 
  dangerously close to you.  “Leave them alone!” the 
  voice demands, as Dyvers fades in the distance. 
  The voice that is carrying them is that of Naimur, the 
  High Druid of the Gnarley.  If players are members of the 
  Gnarley Druids or Gnarley Rangers, or have played 
  DYV1-03 Wrong Place, Wrong Time, or DYV1-06 Bunny 
  Go Down the Hole, they will recognize the voice.  If the 
  players try to cast spells or otherwise attempt to escape 
  being controlled by the wind, they will find that their 
  attempts fail.  (They are only dreaming, and are unable to 
  truly cast spells inside the dream.  Any spells they 
  attempt do not count against their daily allotment.)  
  Upon seeing their spells fail, players can make a 
  Knowledge (Arcana) check DC 25 to realize they under 
  the effects of something like a dream spell. 
  Allow the players to introduce themselves at this point.  
  In this dream, the players appear as they see themselves.  
  They may or may not be as they truly are.  For instance, if 
  they are visibly afflicted with a curse (i.e. pale skin, 
  glowing eyes, poxed skin, or bleached hair), the effects of 
  that curse need not be evident in the dream.  The players 
  can see and speak to each other, but cannot make 
  physical contact with each other. 
  Once the players have introduced themselves, continue 
  to Encounter One. 
   
  Encounter One: A Prophetic 
  Dream  
  You continue to sail out over the Gnarley for some 
  time.  The voice on the wind continues to babble to 
  you throughout your journey.  It says things like 
  “Watch out for the dragon!”,  “Oh, poor Kellen”, and 
  “don’t even think about eating me” in its high pitched 
  voice.  Eventually, you come to a small village deep in 
  the woods, and the wind takes you close to what 
  appears to be an inn.  You see the sign on the inn 
  displays a gold-covered acorn, as the wind takes you 
  through the wall of the inn. 
  Inside the hall is a small group of druids and rangers. 
   They mill about for a minute, as if waiting for 
  something to happen.  The voice squeaks out “Run!  
  Run for you lives!” but no one in the room notices. 
  If these characters have played in Wrong Place, Wrong 
  Time or Bunny Go Down The Hole, or if they are 
  members of the Gnarley Rangers or Druids, then they 
  will recognize Naimur.  
  Then you turn to see an elderly gnome in brown 
  robes walk in and stand in front of the group.  “Stop!” 
  squeaks the voice from the wind as the gnome, in a 
  calmer, high pitched voice says “Welcome to 
  Corustaith, friends.  It will be daybreak soon, so I’ll 
  have to make this short.  All I have to say is … I’m 
  sorry”.  With that, a ravening hoard of undead breaks 
  into the room and descends upon the crowd. 
  
   
   
   
  DYV4-04 A Dream Given Form 
   
  Page 6 
  Then you wake up. 
  The players may be able to glean some facts from the 
  dream.   
  • 
  Survival (DC 10) to note that the event took place 
  tonight around four AM. That is just eight hours 
  away from the time the characters wake up.  The fact 
  that this dream is of the future is also hinted at by 
  the “it will be daybreak soon” comment.   
  • 
  Spellcraft (DC 25) to know the characters are under a 
  modified dream spell.  Something very odd occurred 
  during the casting; there were spatial and time 
  distortions present in the spell. 
  • 
  Knowledge (local-Metaregion 2) (DC 15), or 
  Knowledge (Geography) (DC 20) to recognize the 
  village is called Corustaith and is located in the 
  southern half of the Gnarley Forest.  The name of the 
  inn is the Golden Acorn. 
  • 
  Listen (DC 15) to recognize that the voice on the 
  wind and the voice of the gnome in the bar are the 
  same.  Characters can only identify the voice as 
  being Naimur if they have met Naimur prior to this 
  module, or are members of the Gnarley Druids or 
  Gnarley Rangers. 
  • 
  Gather Information (DC 25) to have heard a rumor 
  recently that someone was organizing a meeting of 
  Gnarley protectors recently on an issue of 
  importance.  (DC 30) to have also heard that Naimur 
  was the one organizing the event, and they were 
  meeting in Corustaith. 
  • 
  Knowledge (Religion) (DC 16) allows the players to 
  identify some of the undead in the dream as 
  skeletons.  (DC 26) reveals that some of the undead 
  were dread wraiths. 
  • 
  Knowledge (Nature) (DC 20) allows the players to 
  identify some of the creatures in the dream as ogres.  
  • 
  Knowledge (the planes) (DC 22) allows the players 
  to identify some of the creatures as a swarm of 
  hellwasps. 
  If the players want to investigate the dream further, go to 
  Encounter Two: Investigating the Dream.  If the players 
  want to ignore the dream, go to Encounter Three: 
  Ignoring the Dream.  If they know where they’re going 
  and want to leave immediately, go to Encounter Four: 
  Traveling through the Gnarley. 
   
  Encounter Two: Investigating 
  The Dream 
  There are a number of ways the players can investigate.  
  The City of Dyvers is the third biggest city on the 
  continent, and there are plenty of wizards, priests, and 
  sages available to answer questions, for a price.  When in 
  doubt, it costs (10xAPL) gp to consult someone or use a 
  nonmagical service.  If the players have spells cast by 
  NPCs, they cost the amount listed in the LGCS 3.0.  
  Sages: The appropriate sage can use any of the skill 
  checks listed in Encounter One.  However, since the 
  sages are working off of second-hand information, they 
  have a –5 circumstance modifier to their check. 
  Therefore, assume the sage will have total bonus of +10 
  after the penalty. 
  • 
  Scrying:  Trying to locate Naimur will be 
  difficult, since he wearing an amulet of proof 
  against detection and location.  The caster of the 
  scrying must make a caster level check against a 
  DC of 19 to get any results.  See encounter 
  seven for additional details if the players try this 
  route. 
  • 
  Divination: Questions via divination may reveal 
  that Naimur is involved, he’s under a magical 
  influence, and that he’s involved in destroying 
  the Gnarley Rangers & Druids.  Use your best 
  judgment as to how well a question is worded.  
  Anyone asking how best to help Naimur receive 
  the answer “Find Naimur”.  Anyone that asks 
  how they can help prevent the massacre at the 
  forest inn will receive the answer “Hurry.” 
  • 
  Gnarley 
  Rangers/Druids: 
  A 
  low 
  level 
  representative of the Gnarley Rangers & Druids, 
  Kellen (male human Rgr 4), is in town on 
  unrelated business.  Characters may have met 
  Kellen if they participated in the module DYV1-
  06 Bunny Go Down The Hole.  The players may 
  have saved his life (though he won’t remember 
  the details).   
  If it is before the attacks, he can answer any 
  questions about the Gnarley.  He automatically 
  recognizes the town in the dream (no roll 
  needed), but is not aware of any meeting there.  
  He can also identify Naimur and Annika, if they 
  are described.  If the dream is related to him, he 
  agrees to guide the players through the woods.  
  He does not participate in any combats and does 
  not touch the Soul Staff in Encounter Ten.  He 
  does not completely trust the players, and tries 
  
   
   
   
  DYV4-04 A Dream Given Form 
   
  Page 7 
  to hang back and watch what the players do.    
  Kellen has the following relevant skills: 
  Knowledge (local-Metaregion 2) +5, Survival 
  +10. 
  If it is a day after the attack, Kellen will relate 
  that 
  a 
  number 
  of 
  important 
  woodland 
  protectors were attacked and killed in a town 
  called Corustaith.  Who did it, and why, are 
  being investigated.    
  After the players have completed their investigation, they 
  should decide whether they wish to travel to the forest 
  inn or not.  If they do, go to Encounter Four: Traveling 
  through the Gnarley.  Otherwise go to Encounter Three: 
  Ignoring the Dream. 
   
  Encounter Three: Ignoring the 
  Dream 
  It’s up to the characters to decide if they want to go 
  investigate.  If they choose not to (or can’t figure out 
  where to go for some reason) then a couple of days later 
  they hear about the attack at Corustaith. 
  Eventually, the characters should decide to investigate 
  what happened (or will happen if it hasn’t been a day 
  since the dream yet).  If they decide to ask around town, 
  go to Encounter Two: Investigating the Dream.  If they 
  decide to travel to the forest village in the dream, go to 
  Encounter Four: Traveling through the Gnarley. 
   
  Encounter Four: Traveling 
  through the Gnarley 
  Since Corustaith is quite far away, it is highly unlikely 
  that the players could make it there before the attack on 
  foot.  There are a number of ways to get through the 
  Gnarley.  Additionally, the characters will be traveling to 
  several locations during the course of this adventure.  
  Here are the distances to some of the key locations: 
  From 
  To 
  Overland/
  Flight 
  Using 
  Roads 
  Dyvers 
  Corustaith 
  80 miles 
  110 miles 
  Corustaith 
  Bad Deep 
  50 miles 
  N/A 
  Oakvein 
  Bad Deep 
  45 miles 
  N/A 
  Bad Deep 
  Dyvers 
  120 miles 
  170 miles 
   
   
  Travel time may become important because there are 
  several opportunities in this module to catch a disease.  If 
  the party does not have a ready means to cure disease, the 
  characters may start to suffer the effects of the disease. 
  If characters travel using roads (where possible), the 
  characters do not needs to check to see if they got lost.  If 
  they characters do not follow the roads, a Survival (DC 
  15) needs to be made for every day of travel to avoid 
  getting lost.  Having five ranks in Knowledge (local-
  Metaregion 2) gives a +2 circumstance bonus.  Getting 
  lost means the players only move at ½ their normal 
  movement rate for the day, as they spend time finding 
  out where they are and getting back on track.  If the 
  check is failed by 10 or more, the characters make no 
  significant progress during that day. 
  Another Dish Best Served Cold 
  Before the characters leave, ask them if they are 
  purchasing any supplies (such as food or water) for the 
  trip.  Have them write down how much they’re taking.  
  Although they do not have to pay for them (it’s charged 
  to their Upkeep, as long as it is within reason) it may 
  become important in two ways.  First, the players may be 
  in the Gnarley Forest for some time, depending on how 
  fast they can travel and how good they are at it.  If players 
  are out in the woods for an extended period of time, they 
  may run out of supplies.  If this occurs, please see the 
  Starvation rules in the Dungeon Master’s Guide for 
  details on how to handle this. 
  The second way this may become important is if any of 
  the characters have the “Enmity of J” (from DYV1-07 
  Corsairs), “Dislike of Moloch Davier” (from DYV1-02 
  Dish Best Served Cold), or the “Enmity of the Jackyl” 
  (from DYV3-08 A Cure for What Ails Ye).  If the players 
  have one of these disfavors, they soon discover that their 
  food has been poisoned. 
  Poisoned Meal Trap 
  APL 4-6: Arsenic (Ingested, DC 13, 1 Con/1d8, Spot [DC 
  20] to notice) 
  APL 8: Lich dust (Ingested, DC 17, 2d6 Str/1d6 Str, Spot 
  [DC 20] to notice) 
  APL 10-12: Dark reaver powder (Ingested, DC 18, 2d6 
  Con/1d6 Con + 1d6 Str, Spot [DC 25] to notice) 
  The players food is poisoned only if they have the 
  disfavor (since players usually carry their own food, it’s 
  unlikely to get mixed together).  Since most of a given 
  players food is poisoned, this strikes at the first available 
  opportunity.  The poison attack has nothing to do with 
  the events in the Gnarley; the players enemies see an 
  opportunity to strike and are taking it. 
  
   
   
   
  DYV4-04 A Dream Given Form 
   
  Page 8 
  Spells like teleport and tree stride can get the characters 
  around quickly.  For the purposes of teleport, the 
  characters have only viewed the location once, unless the 
  character made a Knowledge (geography) check (DC 15) 
  in which case the location has been viewed casually. 
  Characters who want to purchase an instantaneous mode 
  of transportation while in the City of Dyvers can contact 
  the Wayfarer’s Union, a sect of the Dweomercrafter’s 
  Guild.  The typical cost for having a mass teleport spell 
  (from Tome & Blood, see Appendix 3) cast by the 
  Wayfarer’s is 910 gp per casting and teleports 1300 
  pounds.  They will bump the cost down to 750 gp if the 
  players plead their case (Diplomacy or Bluff, DC 15).  If 
  the players expend an influence point with the 
  Dweomercrafter’s Guild, they will only charge the players 
  500 gp.  Players with the “Responsible for Innocent 
  Deaths” influence from DYV4-01 Legacy of Elemental 
  Evil have a –4 circumstance bonus to Bluff, Diplomacy, 
  and Intimidate checks and are charged 1500 gp, and this 
  price cannot be lowered by any amount of cajoling or 
  favor usage.  The NPC casting the mass teleport spell is 
  considered to know the location by “description”.  See the 
  mass teleport spell in Appendix 3 for adjudicating this 
  spell, specifically the section dealing with the chance of 
  failure or mishap.  
  Getting Lost 
  In the event the players get lost in the woods, a 
  wandering Ranger Cadet will come across them and offer 
  help.  Ranger Cadet Kellen (male human Rgr 4), has 
  heard of the attack at Corustaith and has been exploring 
  the woods, trying to find out what is going on.  When he 
  discovers the players he questions them about what they 
  are doing here and what they know of the attack.  If the 
  players tell him what they know and ask for help, he 
  agrees to guide the players through the woods.  He does 
  not participate in any combats and does not touch the 
  Soul Staff in Encounter Ten.  He does not completely 
  trust the players, and tries to hang back and watch what 
  the players do.  Kellen has the following relevant skills: 
  Knowledge (local-Metaregion 2) +5, Survival +10. 
     If the players manage to reach Corustaith within a day 
  of experiencing the dream, go to Encounter Five: 
  Corustaith, Before the Attack.  If the players reach 
  Corustaith more than a day after experiencing the dream, 
  go to Encounter Six: Corustaith, After the Attack. 
   
  Encounter Five: Corustaith, 
  Before the Attack 
  Stevros has learned that there might be interference from 
  someone, 
  and 
  has 
  started 
  the 
  attack 
  early.  
  Coincidentally, the attack starts just as the characters 
  arrive. 
  You quickly make you way to Corustaith, arriving 
  with twenty four hours of leaving.  Corustaith is a 
  small village, consisting of a couple dozen well-made 
  cottages.  Looking around the village, you find the 
  only inn in town, the Gilded Acorn.  You hear a bit of 
  quiet talking going on inside the inn. 
  The characters can either wait outside or enter 
  immediately.  If they enter the inn immediately, read the 
  following: 
  Inside the inn you see an elderly gnome addressing a 
  small crowd of wounded and exhausted rangers, 
  druids, and wizards.  You catch the gnome saying “All 
  I have to say is … I’m sorry”, when a ravening hoard 
  of undead break into the room, descending on you 
  and the crowd. 
  If the characters wait outside, have them make listen 
  checks versus the undead’s Move Silent skill (the undead 
  are listed below).  If they spot the creatures, they notice 
  the undead sneaking up on the inn.  If they don’t 
  succeed, read below: 
  From out of the woods comes a shambling group of at 
  least two dozen misshapen creatures.  While you stare 
  on in surprise, they rush the in and punch their way 
  through the outside walls, attacking those inside. 
  APL 4 (EL 6) 
  �Skeleton, Troll (3): hp 39 each; see Monster Manual. 
   
  APL 6 (EL 8) 
  �Skeleton, Ettin (3): hp 65 each; see Monster Manual.  
  Each wields 2 masterwork large morningstars 
   
  APL 8 (EL 10) 
  �Skeleton, Ettin (2): hp 65 each; see Monster Manual. 
  Each wields 2 masterwork large morningstars 
  �Mog: hp 82; see Appendix One. 
   
  APL 10 (EL 12) 
  �Egog: hp 82; see Appendix One. 
  �Mog: hp 82; see Appendix One. 
  �Swarm, Hellwasp: hp 93; see Monster Manual.   
   
   
   
  
   
   
   
  DYV4-04 A Dream Given Form 
   
  Page 9 
  APL 12 (EL 14) 
  �Egog: hp 82; see Appendix One. 
  �Mog: hp 82; see Appendix One. 
  �Dread Wraith (2): hp 104 each; see Monster Manual. 
   
  In addition to the above opponents, Naimur is also 
  present.  He does not participate in the battle.  At the end 
  of round one, he shakes his head sadly and leaves the 
  battle, fleeing to the west.  If the players attack Naimur, 
  he defends himself but does not retaliate.  Judges should 
  try to avoid having Naimur captured immediately; 
  instead letting the players try to track him down in 
  Encounter 8.  If the players are successful in capturing 
  Naimur, allow them to ask questions after the battle (see 
  Encounter Seven for details). 
  If Kellen is with the players, he will make every attempt 
  to flee and alert more Gnarley Rangers about the battle.  
  There are eight Gnarley Rangers in this room (besides 
  the players) that are attacked by undead.  The Gnarley 
  Rangers and Gnarley Druids positions are listed on 
  Judge’s Map 1: Map of the Gilded Acorn.    
  The undead attack the Gnarley Rangers and Gnarley 
  Druids until they are killed, and the Gnarley Rangers and 
  Gnarley Druids are surprised, wounded, and fatigued, 
  making them unable to effectively help the players out.  
  Once the undead kill the Gnarley Rangers and Gnarley 
  Druids near them, they will attack any player that is 
  closes to them.  As the combat progresses, Gnarley 
  Rangers and Gnarley Druids enter the combat, or the 
  combat draws closer to them, and they are killed (you 
  will have to improvise the choreography to fit the 
  situation).  The order that Gnarley Rangers and Gnarley 
  Druids are killed is: 
  1
  st Round 
  �Parsimmon Turmercan, elven male Rgr14 (Ranger 
  Knight) is killed. 
  2
  nd Round 
  �Samtam, human male Rg1/Drd9.  Dies at the end of 
  the 2
  nd round.  Characters may have met him in DYV2-07 
  Will You Be Mine. 
  5
  th Round 
  �Petal, gnome female Clr10 (Elhonna).  Married to 
  Cedris Tumercan.  Dies at the end of the 5
  th round. 
  6
  th Round 
  �Cedris Tumercan, gnome male Wiz12.  Proprietor of 
  the Gilded Acron and married to Petal.  Dies at the end of 
  the 6
  th round. 
  7
  th Round 
  �Gallonius, half-elf male Rgr7 (Senior Ranger of the 
  Gnarley Forest).  Dies at the end of the 7
  th round.  
  Characters may have met him in DYV1-01 Dine and 
  Dash. 
  10
  th Round 
  �Annika Silverwood, human female Rgr15 (Ranger 
  Knight).  Dies at the end of the 10
  th round.  
  �Corvus RedOak, human male Drd14.  Does not die.  
  Characters may have met him in DYV1-01 Dine and 
  Dash.  He melds into the wooden floor, and hides until 
  the combat is over. 
  Once the attack is over, all of the remaining NPCs except 
  Corvus RedOak, will thank the characters for their help, 
  then leave.  They need to move quickly and report what 
  has happened back to their organizations.  Corvus will 
  remain to investigate and answer questions. Go to 
  Encounter Seven: Investigating Corustaith for details. 
  Treasure 
   
  APL 4: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 159 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 214 gp; C: 0 gp; M: Cloak of resistance +1 
  (83 gp per character), Potion of Haste (62gp per 
  character) 
   
  APL 10: L: 174 gp; C: 0 gp; M: 2 Cloaks of resistance 
  +1 (83 gp each per character), 2 dust of disappearance 
  (291 gp each per character), 2 Potions of Haste (62gp each 
  per character). 
   
  APL 12: L: 174 gp; C: 0 gp; M: 2 Cloaks of resistance 
  +1 (83 gp each per person), 2 dust of disappearance (291 
  gp each per person), 2 Potions of Haste (62gp each per 
  person). 
   
   
  Encounter Six: Corustaith, After 
  the Attack 
  This occurs if the characters are not able to arrive at the 
  village within a day of experiencing the dream. 
  After traveling many miles, you finally arrive at the 
  village of Corustaith.  The village is small, consisting 
  of a couple dozen well-made cottages and a nice inn 
  named the Gilded Acorn.  As you approach the village 
  you notice that it’s quiet; there aren’t any sounds of 
  children playing or people working.  
  If the players decide to enter town, read the following: 
  As you enter the town, you see the streets are empty, 
  and several homes lie with their doors open, 
  seemingly forgotten.  The ground everywhere is 
  disturbed, as if a number of people ran amok.  The inn 
  lies at the other end of town. 
  
   
   
   
  DYV4-04 A Dream Given Form 
   
  Page 10 
  A Survival check (DC 10+APL) reveals about two dozen 
  sets of footprints from both humanoids and skeletons.  If 
  Kellen is with the party, he will notice this and tell the 
  party he must alert his superiors immediately.  He does 
  not want to investigate any further, and seeks to send a 
  message first.  He will not deter the players from 
  investigating, but instead wishes them to be careful and 
  then he leaves. 
  The village itself doesn’t hold anything of interest.  
  Characters examining the other houses in the village will 
  find them in disarray, with meals left on the table as if 
  abandoned suddenly.  All of the villagers fled east to 
  Tricaster, and are afraid to return.  The villagers saw the 
  monsters descend on the inn and ran immediately. 
  If the players decide to enter the inn, have the players 
  make listen checks versus the undead’s Move Silently 
  skill.  Any character that fails is surprised for the first 
  round of combat. Read the following. 
  Entering the Gilded Acorn, you catch the faint scent 
  of death emanating from the inn.  The walls of the 
  inn have been broken, and lying in the center of the 
  room are six dead bodies.  Blood is strewn around the 
  rest of the room.  From the inn’s kitchen, you see 
  creatures lurch from the doorway and rush towards 
  you.  
  The creatures were left behind to finish off anyone who 
  might show up and investigate the attack. 
  APL 4 (EL 6) 
  �Skeleton, Troll (3): hp 39 each; see Monster Manual. 
   
  APL 6 (EL 8) 
  �Skeleton, Ettin (3): hp 65 each; see Monster Manual.  
  Each wields 2 masterwork large morningstars 
   
  APL 8 (EL 10) 
  �Skeleton, Ettin (2): hp 65 each; see Monster Manual. 
  Each wields 2 masterwork large morningstars 
  �Mog: hp 82; see Appendix One. 
   
  APL 10 (EL 12) 
  �Egog: hp 82; see Appendix One. 
  �Mog: hp 82; see Appendix One. 
  �Swarm, Hellwasp: hp 93; see Monster Manual.   
   
  APL 12 (EL 14) 
  �Egog: hp 82; see Appendix One. 
  �Mog: hp 82; see Appendix One. 
  �Dread Wraith (2): hp 104 each; see Monster Manual. 
   
  Once the battle is complete, go to Encounter Seven: 
  Investigating Corustaith. 
  Treasure 
   
  APL 4: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 159 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 214 gp; C: 0 gp; M: Cloak of resistance +1 
  (83 gp per character), Potion of Haste (62gp per 
  character) 
   
  APL 10: L: 174 gp; C: 0 gp; M: 2 Cloaks of resistance 
  +1 (83 gp each per character), 2 dust of disappearance 
  (291 gp each per character), 2 Potions of Haste (62gp each 
  per character). 
   
  APL 12: L: 174 gp; C: 0 gp; M: 2 Cloaks of resistance 
  +1 (83 gp each per person), 2 dust of disappearance (291 
  gp each per person), 2 Potions of Haste (62gp each per 
  person). 
   
   
  Encounter Seven: Investigating 
  Corustaith 
  The following information can be gleaned from the inn 
  and its occupants if examined: 
  • 
  Most of the bodies were bludgeoned to death.  Two 
  died with no obvious wounds.  A Heal check (DC 15) 
  reveals that one person has his brain eaten out from 
  the inside by some small vermin.   
  • 
  A Tracking check (DC 15+APL inside the inn, DC 
  10+APL outside) reveals about two dozen sets of 
  footprints from both humanoids and skeletons.  
  If 
  the players try to follow the tracks of any skeletons, 
  they end within a few miles at an obvious grave 
  where they were animated.  There are no other 
  tracks to follow from the gravesites.  The humanoid 
  tracks are from the Gnarley Rangers, and will 
  wander throughout the forest. 
  • 
  If the players arrived in time to prevent the 
  massacre, and Corvus RedOak survived, he will be 
  traumatized by the actions of Naimur, and will not 
  be willing to travel with the players.  If the players 
  persist in asking for his assistance, he will tell them 
  that he must speak to the other druids before they 
  choose a course of action.   
  The village itself doesn’t hold anything of interest.  
  Characters examining the other houses in the village will 
  find them in disarray, with meals left on the table as if 
  abandoned suddenly.  All of the villagers fled east to 
  Tricaster, and are afraid to return.  The villagers saw the 
  monsters descend on the inn and ran immediately. 
  
   
   
   
  DYV4-04 A Dream Given Form 
   
  Page 11 
  Please note how the players handle the disposition of the 
  fallen NPC heroes.  If the players treat the fallen poorly, 
  the players do not receive all the Gnarley Ranger & 
  Druid influence points available.  Players should make a 
  reasonable effort to give the NPC heroes a proper burial, 
  or otherwise make arrangements for seeing the bodies 
  are handled with compassion.  Leaving the bodies where 
  they lay will gain the players fewer influence points at 
  the end of the module.  Looting the bodies also gains the 
  characters less influence points, and in addition the 
  players will be forced to return the stolen items later by 
  either a large force of Gnarley Rangers or by a very angry 
  Magister of Dyvers (who wants to maintain good 
  relations with the Gnarley Rangers and Druids). 
  After the battle, the characters have to decide if they want 
  to chase down Naimur or not.  If the characters decide to 
  chase him, go to Encounter Eight: Tracking Naimur.  If 
  the players choose not to chase him, go to Encounter 
  Nine: A Message from the Oak Father.  
  Treasure 
   
  APL 4: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 6: L: 150 gp; C: 200 gp; M: 0 gp 
   
  APL 8: L: 100 gp; C: 19 gp; M: Cloak of resistance +1 
  (83 gp each), Half-Plate +2 (395gp each), Large Greatclub 
  +1 (191gp each), Potion of Haste (62gp each) 
   
  APL 10: L: 0 gp; C: 110 gp; M: Cloak of resistance +1 
  (83 gp each) x2, dust of disappearance (291 gp each), Half-
  Plate +2 (395gp each) x2, Large Greatclub +1 (191gp each) 
  x2, Potion of Haste (62gp each) x2 
   
  APL 12: L: 0 gp; C: 32 gp; M: Cloak of resistance +1 
  (83 gp each) x2, dust of disappearance (291 gp each), Half-
  Plate +2 (395gp each) x2, Large Greatclub +1 (191gp each) 
  x2, Potion of Haste (62gp each) x2 
   
   
  Encounter Eight: Tracking 
  Naimur 
  There are some ways to locate Naimur.  Some of the 
  possibilities are listed below.  After leaving Corustaith, 
  Naimur travels 50 miles to where Stevros is in Bad Deep 
  because his geas requires him to.  Since Naimur wants to 
  get caught, he travels on foot and does not use magic to 
  speed his journey.  It takes him two full days to get to his 
  destination traveling 24 miles/day on foot through the 
  forest using his woodland stride and trackless step 
  abilities. 
  If located, Naimur uses his abilities to his utmost to 
  escape and continue his journey.  The only exception to 
  this is he never directly attacks the party.  Again, 
  although his orders requires him to avoid capture, 
  Naimur has bent the orders enough so he does not have 
  to attack the players. 
  Tracking: Due to his trackless step ability, Naimur 
  cannot be tracked with the Tracking feat. 
  Speak with the residents: Although Naimur cannot be 
  tracked by normal means, his passage through the forest 
  is noted by many of the local flora and fauna.  Naimur (or 
  “Mighty Rabbit” as he is known by the animals) is well 
  known by most of the Gnarley Forest animals, since he 
  has worked in the forest for many years. 
  To try and find out where Naimur is, the PC needs to use 
  the appropriate communication spells (speak with 
  animal, etc.) and make a Gather Information check (DC 
  10+APL).  This represents the PC going to local animal 
  gather spots (such as watering hole) and asking about 
  Naimur’s whereabouts.  To make a complete Gather 
  Information check the communication spell needs to last 
  three hours.  Assign a –2 penalty for each hour that the 
  spell does not last, up to a –6 penalty if the spell only lasts 
  less than fifteen minutes.  
  The players could also try asking the local fey population. 
   The advantage of this method is some of them speak 
  common.  The player makes a Gather Information check 
  (DC 15+APL).  The DC is higher because the fey are 
  unpredictable, and tend to not pay attention to mortals 
  very much, even famous ones like Naimur.  Players get a 
  +2 circumstance bonus if they speak Sylvan.  One 
  example of who they might encounter is Gruff, a 
  wandering satyr. 
  �“Gruff” (Satyr): hp 22, CR 2; AL: CN; see Monster 
  Manual. 
  Gruff is a wandering satyr who ran into Naimur as he was 
  headed towards Bad Deep.  Gruff is indifferent towards 
  most mortals, but has a soft spot for halflings after one 
  cured him of a disease he picked up battling undead 
  several months ago.  Gruff does not know where Naimur 
  is headed to exactly, but can give the players a good idea 
  of where he currently is. 
  Both of these methods only give a general location of 
  where Naimur is, within a ¼ mile of his real location.  
  Characters have to then devise a method of locating him 
  from there.  If the players come up with a reasonable 
  plan, allow them to make either Spot or Listen checks to 
  locate Naimur. 
  Scrying & Teleport: Naimur is wearing an amulet of 
  proof against detection and location on him. Players must 
  make a caster level check (DC 19) to defeat the item’s 
  enchantment.  If they succeed at the caster level check, 
  they see Naimur walking in the woods (towards Bad 
  Deep, but don’t tell players this).  If Naimur detects that 
  
   
   
   
  DYV4-04 A Dream Given Form 
   
  Page 12 
  he’s being scryed upon he will either wild shape into a 
  bunny and hide or cast the tree stride spell to avoid 
  pursuit.   
  Talking to Naimur: If the players get into a position 
  where they can talk to Naimur, he can answer the 
  following questions: 
  • 
  Anything from the Adventure Background (above) 
  about his capture by Stevros, and Stevros’ origins.  
  • 
  Naimur was forced by the Geas and Domination  to 
  set up the attack at Corustaith.  He doesn’t have the 
  ability to remove the spells, as he has taken 
  incredible damage from the Geas. 
  • 
  Naimur dosen’t know where Stevros is now.  The 
  Loremasters of Oakvein may be able to locate him.  
  Naimur can give the players a magical nut which, 
  when touched to an oak tree, opens a passage to 
  Oakvein.  The nut radiates a moderate aura of 
  Transmutation magic, and is a one-use Transport via 
  Plants spell attuned to the elven town of Oakvein. 
  If captured, Naimur cooperates with the players but tries 
  to escape whenever possible in order to fulfill the geas.   
  Naimur can be convinced to stop trying to escape with a 
  successful Diplomacy (DC 12+APL) or Intimidation (DC 
  16+APL) check.  While in the custody of the players, 
  Naimur continues to take damage every day from the 
  Geas spell, unless the enchantment is broken.  The Geas 
  spell was cast by an 11
  th level caster. 
  If the players use the magical nut, go to Encounter Ten: 
  Oakvein.   If the players are lost, and unable to find 
  Naimur, go to Encounter Nine: A Message from the Oak 
  Father. 
   
  Encounter Nine: A Message from 
  the Oak Father 
  In the event the players either cannot find Naimur or 
  choose not to follow him, the following event occurs 
  while they are trekking through the woods.  If the 
  players make it back to Dyvers without traveling through 
  the woods, they experience this encounter in a dream. 
  While passing through a clearing, you eyes fix on a 
  curious sight.  A small, white bunny hops madly 
  about while a tiny cricket-like creature giggles loudly 
  and plays a tiny fiddle.  As the body of the bunny 
  cavorts about to the lively tune, its face shows the 
  look of stark terror. 
  The grig encountered the bunny earlier today and 
  decided to have a bit of fun.  Since the grig is a more 
  malicious version of its fey brethren, it decided to make 
  this bunny dance and dance until it dies.  Occasionally 
  the grig stops the fiddle so it can cast pyrotechnics on the 
  bunny and watch it hop around in fear. 
  �Grig: hp 2, CR 1; AL: NE; see Monster Manual. 
  After describing the scene, give the players an 
  opportunity to react to it. The players can try to talk the 
  grig out of hurting the bunny, but it quite intent on its 
  amusement, requiring a Bluff, Diplomacy, or Intimidate 
  check (DC 10+APL) to get it to stop. 
  If the players stop the grig, read the following: 
  On the far side of the clearly, you see one of the 
  larger trees start to twist and move.  A face appears on 
  the trunk, and the branches contort into arms.  The 
  being – a treant, most likely – stares at you woodenly 
  for a moment.  “Interesting,” it says in a deep voice.  
  “Why did you do that?” 
  Players who make a Knowledge (Local-Metaregion 2) 
  (DC 20) check recognize the being as The Oak Father.  
  The Oak Father, a treant of immense wisdom who resides 
  in the Gnarley, has set up this scene as a metaphor for 
  what is happening to Naimur.  After all, Naimur is being 
  controlled and manipulated by Stevros.  The Oak Father 
  asks the players why they did what they did to see if they 
  considered their actions carefully.  Regardless of the 
  players answer, he then says: 
  “Do you wish to help another bunny?" 
  The Oak Father ignores any of the player’s questions.  If 
  the players say no, the Oak Father leaves, and the players 
  must find Naimur to continue the adventure.  If the 
  players say yes to the Oak Father, read the following: 
  The treant reaches into his branches and picks out a 
  large nut.  Handing it to you, he says “Touch this to 
  the nearest oak tree.  Think of Oakvein, the home of 
  the Loremasters.  Present my token to them and ask 
  to speak to Loremaster Nemoi.  Go quickly.”  He then 
  turns and walks into the forest. 
  The nut radiates a moderate aura of Transmutation magic, 
  and is a one-use Transport via Plants spell attuned to the 
  elven town of Oakvein.   
  If the players use the magical nut, go to Encounter Ten: 
  Oakvein.  If the players do not stop the grig from 
  torturing the rabbit, tell the Oak Father no, or anger the 
  Oak Father, go to Encounter 8 if the players wish to 
  continue searching for Naimur.   Otherwise, the players 
  may return to Dyvers, and unless they manage a way to 
  find Naimur from there, the adventure is over. 
  
   
   
   
  DYV4-04 A Dream Given Form 
   
  Page 13 
  Encounter Ten: Oakvein 
  As you place the nut against the oak tree, you 
  momentarily hear the sound of leaves falling, as a 
  rippling glow washes over the bark of the tree.  As 
  you step into the oak tree, you are instantly 
  transported elsewhere.  You find yourself at the base 
  of the largest oak tree you’ve ever seen.  You can feel 
  one of the roots that you’re standing on slowly pulse 
  with life.  As you stare at this mammoth tree, several 
  of the smaller trees at its base turn and look at you.  
  The treants slowly approach you.  One of them stares 
  at you woodenly and says “who are you?” 
  Once the players explain themselves, they are directed to 
  a nearby ladder, and are directed to climb the ladder up 
  into the village above.  The tree itself is 240 ft. tall, and 
  the village is almost at the top of the tree, so it is a long 
  climb up. 
  In the event the players refuse to explain themselves or 
  are belligerent, they are ordered to surrender.  If they 
  refuse, the forces of Oakvein attack.  The players don’t 
  stand a chance, so just inform the players they are beaten 
  into submission, thrown in chains, and force-marched up 
  the ladder to the Main Hall. 
  You travel up the tree for what seems like an eternity. 
   When you reach the dizzying height of the 
  treehomes, a young elf greets you at the top, 
  introducing himself as Zolik.  “If you’ll follow me, I’ll 
  take you to the meeting hall” he says in a high, sing-
  song voice.  Zolik then escorts you across several 
  bridges and into a large meeting hall. 
  In the meeting hall are several elven men and 
  women, dressed in a variety of clothes.  One of them 
  steps out of the crowd and says “Welcome to Oakvein. 
   I am Loremaster Lian of the Clan Enlanefel.  Who 
  might you be?” 
  A Knowledge (local-Metaregion 2) check (DC 15) or a 
  Knowledge (History) check (DC 20) reveals that Clan 
  Enlanefel is a clan of wood elves that reside in the 
  Gnarley.  The most powerful of them travel to Oakvein 
  and become Loremasters.  Have the players introduce 
  themselves, and then Lian will continue. 
  “Well met, travelers.  What do you seek here in 
  Oakvein?” 
  The players should explain why they were sent here.  
  Loremaster Lian asks to see the token they were given 
  identifying themselves.  If the players hand over the 
  magic nut given to them by either Naimur or the Oak 
  Father, read the following: 
  The Loremaster thinks for a moment, the nods.  With 
  a sad look on his face, he motions to your guide, 
  Zolik, who steps forward and asks you to follow him.  
  Zolik leads you across more of the bridges of Oakvein 
  and to a small treehome.  Inside the room is a grey-
  haired elf clutching a black, wooden staff etched in 
  runes.  There is a gem on top that pulses with a sickly 
  green light.  The entire room reeks of decay. 
  Zolik turns to you and says “This is Loremaster 
  Nemoi.  Last week, while doing research, he became 
  catatonic and could not be wakened.  However, once 
  during his state he was heard to speak.  He shouted 
  Naimur’s name, but since then has been silent.  
  Perhaps the circumstances you speak of are a 
  coincidence, but perhaps not.  He was gathering 
  information from the staff he holds.   If you are brave 
  enough, you  may be able to reach him by touching 
  the staff yourself.” 
  Players examining the situation can learn the following:  
  • 
  Examining the staff with a detect magic or similar 
  spell reveals that it glows with the strong aura.  A 
  Spellcraft check (DC 22) reveals the aura to be 
  Necromancy and Conjuration/Summoning.  
  • 
  A Knowledge (Arcana) check (DC 15+APL) reveals 
  that the runes on the staff are designed to allow the 
  wielder access the dreams of another person, and 
  store those dreams as well.  The runes a keyed to a 
  specific person.   
  • 
  A Bardic Knowledge check (DC 15+APL) lets the 
  player recall an ancient story about a Loremaster of 
  Oakvein, who came to the deathbed of a hero and 
  stole his soul and stored it in his staff.  The 
  Loremaster claimed that the hero’s knowledge and 
  experiences would be used to teach future 
  generations. 
  Loremaster Nemoi cannot be woken up be any means, 
  nor can the staff be removed from his hands.  Currently 
  his soul is inside the staff (considered to be another plane 
  of existence for the purpose of spell effects), which is 
  why he cannot be woken up.  Detect thoughts receives 
  no surface thoughts, but will detect a faint empathic 
  sense of fear.   If the players cut him, he will bleed. 
  Zolik doesn’t know much more than what he is telling.  
  He knows the nature of the staff (A Soul Staff, a device 
  used to store the knowledge and experience of a person) 
  and why the elves use it (to preserve the history of 
  important people).  He does not know why Nemoi was 
  accessing the staff.  Zolik does not reveal any of this 
  information unless magically compelled to. 
  
   
   
   
  DYV4-04 A Dream Given Form 
   
  Page 14 
  FEATURES OF THE DREAMING 
   
  The characters have entered a 
  demiplane known as the 
  Dreaming.  It has the following 
  traits 
  • 
  The air is breathable, and 
  the physical properties of the 
  place are the same as Oerth 
  (normal gravity, normal time, 
  etc.) 
  • 
  Characters look in the 
  Dreaming like they believe 
  themselves to look. Ask the 
  players to describe 
  themselves based on how 
  they view themselves. 
  • 
  The characters are on the 
  plane in spirit, not in their 
  physical form.  However, 
  there is still a strong link 
  between the character body 
  and their dream form.  Any 
  spells that were cast before 
  entering the Dreaming carry 
  over while in the Dreaming.  
  Any damage or effects (such 
  as disease) that occur in the 
  Dreaming also happen to the 
  characters physical body. 
  • 
  All magical items and effects 
  work normally.  Any charges 
  used from magic items while 
  in the dreaming are 
  expended from their real 
  world counterparts. 
  • 
  If the PC has a companion 
  via a class ability or feat 
  (druid’s animal companion, 
  paladin’s warhorse, familiars, 
  etc.), these creatures also 
  appear in the Dreaming.  
  The creature must have 
  come along on the adventure 
  with the character to be 
  present.  Normal animals or 
  hirelings do not appear. 
  If the players touch the staff, go to Encounter Eleven: 
  The Dreaming 
   
  Encounter Eleven: The Dreaming 
   
  As soon as you touch the staff, you find yourself 
  amidst the twisted and desiccated trees of an old 
  forest.  As your feet crunch on barren soil, you notice 
  the festering smell of wood rot permeates the air.  
  Looking up, you can see a gigantic, stylized eye hangs 
  in the night sky where the moon would normally be.  
  As you ponder this, you hear a rapid, quiet breathing 
  sound coming from a nearby log.  
  A Knowledge (Religion) check (DC 15) reveals that the 
  eye in the sky is the symbol for Incabulos.  A Knowledge 
  (local-Metaregion 
  2) 
  (DC 
  15) 
  or 
  a 
  Knowledge 
  (Geography) (DC 20) reveals that the players are 
  somewhere in the Bad Deep portion of the Gnarley 
  Forest. 
  The sound is coming from Loremaster Nemoi, who is 
  currently invisible and hiding behind a log.  Ever since 
  coming to Stevros’s Dream to find out what he is up to, 
  he’s been trapped.  Once Stevros discovered Nemoi was 
  here, he sent one or more Marrashi to track Nemoi down 
  and kill him.  The Marrashi have been toying with 
  Nemoi and infected him with filth fever several days ago. 
   The disease is running its course, leaving Nemoi in a 
  weakened state. 
  �Loremaster Nemoi: hp 61; see Appendix One. 
  All of this has made Nemoi quite paranoid.  He’s 
  currently hiding behind a log, trying to be quiet so the 
  Marrashi (who will arrive shortly) won’t find him.  When 
  the players appear, Nemoi thinks the players are going to 
  kill him and tries to flee if the players discover him.  
  Nemoi’s current attitude towards the players is 
  Unfriendly.   The players can modify Nemoi’s attitude 
  with a successful Bluff, Diplomacy, or Intimidate check.  
  Players with the “Responsible for Innocent Deaths” 
  influence from DYV4-01 Legacy of Elemental Evil have a 
  –4 circumstance bonus to Bluff, Diplomacy, and 
  Intimidate checks to influence Nemoi.  Loremaster 
  Nemoi refers to the players with that influence as the 
  “Butchers of Caltaran”, and knows how they sacrificed 
  others in order to save themselves.  
  If the players change his attitude to indifferent, he 
  sullenly helps the party but keeps his eye on the players.  
  An attitude of friendly or above means he actively helps 
  the party, including casting defensive or information 
  spells.  This is intended to be a role-playing encounter, so 
  feel free to give circumstance modifiers as appropriate. 
  If the players are able to get Nemoi to talk to them he 
  begs the players to help him escape.  He can answer the 
  following questions of the players: 
  • 
  He can tell the players anything about the Dreaming 
  (see “Features of the Dreaming” sidebar). 
  • 
  To exit the Dreaming, the players must touch the 
  dream version of the staff.  If they concentrate, they 
  can feel a mental tug which will lead them to the 
  staff.  Nemoi had the staff, but the Marrash took it 
  from him. 
  • 
  Nemoi was using the staff to try and find out what 
  an ancient Oerdian lich named Stevros knew about 
  Bad Deep and why Bad Deep was expanding. 
  • 
  Nemoi thought Stevros 
  was safely imprisoned 
  and 
  only 
  discovered 
  otherwise upon entered 
  the 
  Dreaming.  
  Unfortunately, 
  Stevros 
  discovered Nemoi and 
  sent the Marrashi after 
  him. 
  • 
  Stevros was the leader of 
  an 
  ancient 
  tribe 
  of 
  Oeridians who fought 
  another tribe in the 
  Gnarley.  During the 
  battle, Stevros tried to 
  open a portal to the Gray 
  Waste of Hades and 
  summon aid.  She was 
  stopped in the middle of 
  casting, but the magic 
  went awry, causing what 
  is now known as Bad 
  Deep.  Stevros’s tribe was 
  defeated, and she was 
  imprisoned 
  inside 
  a 
  Darkwood tree. 
  • 
  The winners of the battle 
  still live in their forest 
  today, though they are 
  no longer a tribe.  Now 
  they are the organization 
  known as the Gnarley 
  Druids. 
  • 
  During his time in the 
  Dreaming, 
  Nemoi 
  discovered that Stevros 
  was accidentally freed in 
  
   
   
   
  DYV4-04 A Dream Given Form 
   
  Page 15 
  590 CY by lumberjacks who were clearcutting the 
  woods.  This led to a tense standoff with Dyvers in 
  591 CY when the Gnarley Rangers and Druids 
  temporarily stopped all access to the Gnarley (the 
  events of DYV1-01 Wrong Place, Wrong Time). 
  If the players aren’t able to get Nemoi to talk (because he 
  ran away, for example), then they probably don’t know 
  what to do.  They can either try to track Nemoi down or 
  wander around until attacked by the Marrashi.  If players 
  were not able to win Nemoi’s trust, defeating a Marrash 
  automatically adjusts his attitude to friendly.  Any PC 
  who thinks about how to get out can feel a mental tug 
  leading them southward.  This leads the players to the 
  cave where the staff is. 
  After a few minutes, the Marrashi hunting party shows 
  up.  They’ve had enough fun and are going to eliminate 
  Nemoi.  When they see the players, they will gladly try to 
  eliminate them as well.   
  APL 4 (EL 6) 
  �Marrash: hp 38; see Appendix Three. 
  �Fiendish Dire rat, adv: hp 42; see Appendix One. 
   
  APL 6 (EL 8) 
  �Marrash/Rgr 3: hp 63; see Appendix One. 
   
  APL 8 (EL 10) 
  �Marrash/Rgr 3 (2): hp 63 each; see Appendix One. 
   
  APL 10 (EL 12) 
  �Marrash/Rgr 6: hp 81; see Appendix One. 
  �Night Hag: hp 91; see Monster Manual. 
   
  APL 12 (EL 14) 
  �Marrash/Rgr 6 (2): hp 81 each; see Appendix One. 
  �Night Hag (2): hp 91; see Monster Manual. 
   
   Tactics: The Marrashi fly and use their bows to attack the 
  players.  Their first priority is to kill Nemoi.  Since they 
  are in a forest, they need to be within 100 feet to even 
  attempt a shot.  There is plenty of cover (trees, etc.) for 
  players to use if they desire.  The Marrash do not have 
  any taklif arrows.  The Marrash try to track down any 
  players with their Track and Scent feats in the event they 
  try to run and hide.  In the even the players manage to 
  lose the Marrash, they fly ahead to the entrance of the 
  cave (see Encounter Twelve) and wait to ambush the 
  characters. 
  Note that there is no map for this encounter in this 
  module.  The terrain is a standard forest, with randomly 
  spaced trees and bushes as far as the eye can see. Players 
  can move about this portion of the forest as much as they 
  want.  It extends as far as the players wish to travel. 
  The players should eventually make their way south to a 
  cave, either with the help of Loremaster Nemoi or by 
  following the mental call of the staff, which they can all 
  feel.  Once they find the cave, go to Encounter Twelve: 
  Insight into the Enemy. 
  Treasure 
   
  APL 4: L: 0 gp; C: 0 gp; M: +2 Chain Shirt (354 gp per 
  person), +1 longbow (197 gp per person). 
   
   
  APL 6: L: 0 gp; C: 0 gp; M: +2 Chain Shirt (354 gp per 
  person), +1 longbow (197 gp per person). 
   
   
  APL 8: L: 0 gp; C: 0 gp; M: 2 +2 Chain Shirt (354 gp 
  each per person), 2 +1 longbow (197 gp each per person). 
   
  APL 10: L: 0 gp; C: 0 gp; M: +2 Chain Shirt (354 gp 
  per person), +1 longbow (197 gp per person), heartstone 
  (300 gp per person). 
   
  APL 12: L: 0 gp; C: 0 gp; M: 2 +2 Chain Shirts (354 gp 
  each per person), 2 +1 longbows (197 gp each per person), 
  2 heartstones (300 gp each per person). 
   
   
  Encounter Twelve: Insight into 
  the Enemy 
  You exit the trees and see before you a large, dark hill. 
   In the side of the hill is a dark cave entrance partially 
  hidden by a bush.  As you ponder your next move, 
  you hear the sound of a scream faintly echoing from 
  the mouth of the cave. 
  Any PC who has played DYV1-06 Bunny Go Down The 
  Hole recognizes this hill as the one Naimur was held in. 
  If players enter the cave, read the following: 
  You enter the tunnel and walk deep into the hill.  
  Eventually you come to a room, in which a screaming 
  gnome is being tortured by a woman in leaf armor 
  with glowing red eyes.  "Aid me!” she shouts at the 
  gnome.  Behind the woman is a glowing staff hanging 
  in the air, next to a wall with a map on it. 
  The woman is in fact Stevros, and the gnome is Naimur.  
  Since this is Stevros’ dream, she appears as she sees 
  herself, which is her appearance from when she was still 
  living.  The staff is the dream version of the Soul Staff the 
  players touched to enter the dream.  Any PC touching it 
  immediately disappear and wakes up in the real world, 
  back in Oakvein.  
  The scene is an active dream Stevros is having.  She is 
  recalling the events that occurred while she had Naimur 
  in her power during the module DYV1-06 Bunny Go 
  Down The Hole.  Stevros is having such a powerful 
  
   
   
   
  DYV4-04 A Dream Given Form 
   
  Page 16 
  dream that nothing the players do can affect Stevros or 
  Naimur.  They should be treated as a persistent image 
  spell that can’t be disbelieved, dispelled, or otherwise 
  affected by the players in any way.  As the players move 
  about the room or take actions, the following set of 
  events occur.  Allow the players to take actions in 
  between each part of the scene. 
  • 
  “I will never aid you!” whines the pathetic 
  looking gnome.  “The defenders of the forest will 
  defeat you!”  Naimur, the gnome, should be 
  depicted as pathetic and whiney as possible.  This is 
  Stevros’s dream, after all, and she views Naimur as a 
  pathetic gnome. 
  • 
  With glee in her eyes, the woman responds “Oh 
  yes you will.  I have just the thing to bend you to 
  my will”.  With a grand flourish, she takes out a 
  scroll from her robes.  Stevros should be depicted 
  as a powerful, mysterious figure, since that is how 
  she views himself. 
  • 
  The woman whispers magical words from the 
  scroll, touches the gnome on the head, and says 
  “I command you to help me reopen the portal to 
  Hades in the Gnarley”.  A Spellcraft (DC 21) check 
  reveals the spell cast off the scroll is a Geas spell. 
  • 
  When 
  she 
  touches 
  the 
  gnome, 
  he 
  falls 
  whimpering to the ground and begins to flail 
  about. 
  • 
  Then gnome stops moving, looks up at the 
  woman, and screams “Never!”  Arcane energy 
  shoots through the gnome’s body, and he falls 
  unconscious.  Naimur took damage from the Geas 
  spell by trying to defy Stevros’s command.  This 
  caused Naimur to fall unconscious. 
  • 
  The woman regards the unconscious gnome, 
  chuckles softly, and says “You’ll do my bidding 
  eventually.” 
  • 
  The scene freezes for a moment, then repeats itself 
  from the top.  It continues to do this while the 
  players are in the room. 
  The map on the wall is a detailed map of the Gnarley 
  Forest.  A clearing in the southern half of the Gnarley 
  Forest has been circled, along with a note indicating 
  today’s date “best day to open the portal”. 
  If the players touch the staff, they wake up back in 
  Oakvein.  Read the following: 
  Upon touching the glowing staff, you appear back in 
  the real world.  Your guide, Zolik, asks, “How did it 
  go?” 
  The players should explain what happened.  Zolik 
  excuses himself to report to the Loremasters what 
  transpired. If the players rescued Nemoi, he wakes up 
  from his catatonic state a short while later and thanks the 
  players for rescuing him.  He promises to try and reward 
  them at a later date.  He answers any questions the 
  players have that he is able to, but unless the players 
  cured him of the disease the Marrashi gave him, he is 
  more interested in seeking a cure from some elven 
  friends. 
  If the players saw the map, they should realize they need 
  to go to Bad Deep to stop the portal to Hades from being 
  opened.  If they did not gather the appropriate 
  information, or haven’t figured out where they need to 
  go, read the following: 
  After you’ve recovered, Zolik returns and says “The 
  Loremasters have conferred and attempted to divine 
  what is going on based on what you told us.  It 
  appears that Stevros is attempting to open an ancient 
  portal to another plane, one very hostile to the 
  Gnarley Forest.  The Loremasters have a map of its 
  location at bad deep, and request you attempt to stop 
  Stevros from opening the portal.” 
  At this point, the players should travel to Bad Deep.  
  Once they have reached Bad Deep, go to Encounter 
  Thirteen: Bad Deep. 
   
  Encounter Thirteen: Bad Deep 
  Heading into Bad Deep, you eventually find the 
  clearing you’re looking for.  In the center of the 
  clearing you can see a large disk of grayish light, 
  showing the image of a grayish, blasted landscape.  At 
  the base of the disk is a greenish plant holding a 
  moving figure that is wrapped in its vines.  Near the 
  disk lie several dead bodies. 
  The gray disk is a portal to the Gray Waste of Hades.  The 
  bodies are adventurers who wandered through the area 
  several days ago and were killed by the guardians.   
  At APLs 4-6, the players do not see anything else, since all 
  of their opponents are invisible.  If the players can see 
  invisible creatures, they see the phantom fungus as well.  
  At APLs 6-10 they can also see: 
  Beside the greyish disk sits a gigantic bush with a 
  mouth of razor-sharp teeth and dozens of vines 
  sprouting out of it.  The vines sway back and forth as 
  the bush turns itself slowly back and forth, as if 
  looking for something. 
   
  
   
   
   
  DYV4-04 A Dream Given Form 
   
  Page 17 
  At APL 12 also read the following: 
  Next to the bush a human-sized skeleton can be seen 
  gazing into the portal.   As it turns its head, you can 
  see that its eyes glow with a baleful red light. 
  APL 4 (EL 6) 
  �Phantom Fungus (3): hp 15 each; see Monster 
  Manual. 
   
  APL 6 (EL 8) 
  �Phantom Fungus, advanced (3): hp 60 each; see 
  Appendix One. 
   
  APL 8 (EL 10) 
  �Phantom Fungus, advanced (3): hp 60 each; see 
  Appendix One. 
  �Tendriculos (2): hp 94 each; see Monster Manual. 
   
  APL 10 (EL 12) 
  �Phantom Fungus, advanced (6): hp 60 each; see 
  Appendix One. 
  �Tendriculos, advanced: hp 273; see Appendix One. 
   
  APL 12 (EL 14) 
  �Stevros the Lich: hp 86; see Appendix One. 
  �Phantom Fungus, advanced (3): hp 60 each; see 
  Appendix One. 
  �Tendriculos, advanced: hp 273; see Appendix One. 
   
  At APLs 4-10, Stevros has already stepped through the 
  portal to the Gray Waste of Hades, and has left behind a 
  small contingent of her minions to prevent anyone from 
  following her.  At APL 12, she has just finished opening 
  the portal and is preparing to step through when the 
  players arrive. 
  The animated plants have been ordered to guard the 
  portal, and attack anyone entering the clearing.  They do 
  not leave the clearing under any circumstances.  If 
  Stevros is there, she also attacks the players since she 
  does not want to risk being trapped in Hades.  Stevros 
  stays behind the protection of her plant minions, casting 
  flame strike first, and then fire storm (which does not 
  affect plant creatures) when the players engage in melee. 
   Stevros attempts to flee into the Gnarley Forest if 
  reduced to 15 hp or less. 
  After defeating the protectors, the players can get a closer 
  look at what is opening the portal.  The portal is being 
  held open by a magically mutated plant, which suctions 
  off life energy to obtain energy.  When the players 
  approach, read the following: 
  An acidic, rotting smell permeates the air as you 
  approach the plant at the base of the portal.  You can 
  see the dozen blood-red vines that emerge from a 
  gigantic, green plant that thrums silently to a regular 
  beat.  The vines are attached to an unconscious 
  gnome that occasionally writhes in pain. 
  The gnome trapped in the plant is Naimur if he was not 
  captured in Encounter 2, otherwise it is another gnome 
  from a nearby village. Anyone making a Knowledge 
  (arcana) (DC 15) check realizes that the plant is keeping 
  the portal open somehow. A Knowledge (nature) (DC 20) 
  check reveals that the plant is getting its power from the 
  gnome it is attached to, and freeing the gnome will shut 
  down the portal. The plant is not animate, so it cannot 
  attack the party.  The gnome takes half of any damage 
  dealt to the plant.  The plant (AC: 10, hp: 50) kills its 
  captive if it runs out of hit points.  The only way to save 
  the captive is to remove him from the plant.   
  Freeing the captive from the plant is much like 
  disarming a trap, with the following differences.  Disable 
  Device does work, but the skills Knowledge (nature) or 
  Survival can also be used in it its place.  In addition, if the 
  plant can be either turned (by the Plant domains rebuke 
  plants ability), commanded (by a command plants spell), 
  or controlled (by a control plants spell) then the plant can 
  be safely forced to release its hold on the captive.  If the 
  captive is freed or the plant destroyed, the portal closes 
  down. 
  APL 4 
  �Disable Device or Knowledge (nature) (DC 22) or 
  Survival (DC 26) or turn/control the plant (4 HD) to 
  disable. 
  APL 6 
  �Disable Device or Knowledge (nature) (DC 24) or 
  Survival (DC 28) or turn/control the plant (6 HD) to 
  disable. 
  APL 8 
  �Disable Device or Knowledge (nature) (DC 24) or 
  Survival (DC 28) or turn/control the plant (8 HD) to 
  disable. 
  APL 10 
  �Disable Device or Knowledge (nature) (DC 28) or 
  Survival (DC 32) or turn/control the plant (10 HD) to 
  disable. 
  APL 12 
  �Disable Device or Knowledge (nature) (DC 30) or 
  Survival (DC 34) or turn/control the plant (12 HD) to 
  disable. 
   
   
  
   
   
   
  DYV4-04 A Dream Given Form 
   
  Page 18 
  Treasure 
   
  Defeat Stevros. 
   
  APL 12: L: 0 gp; C: 0 gp; M:, ring of protection +2 
  (666 gp each), ring of the ram (716 gp each). 
   
  Conclusion 
  Depending on the players actions, read one of the 
  following conclusions. 
  • 
  If the players successfully close down the portal and 
  Naimur is rescued, read Conclusion A 
  • 
  If the players successfully close down the portal ., 
  Naimur is saved, but the innocent Gnome in the 
  plant was killed, read conclusion B. 
  • 
  If the players successfully close down the portal but 
  Naimur is killed, read Conclusion C. 
  • 
  Otherwise, read Conclusion D 
  Conclusion A: Complete Success 
   
  If the players successfully close down the portal and 
  Naimur is rescued, read the following: 
   
  Upon freeing the captive from the blood-red 
  plant, you notice the gray disk shimmer briefly before 
  winking out of existence.  Naimur breathes a quick 
  sigh of relief at being set free.  As you look around 
  you slowly begin to notice that a faint spring-like 
  breeze is dispersing the thick miasma that was in the 
  air.  Naimur blinks and seems to catch his breath, 
  then turns to you and speaks. “Thank you, I owe you a 
  personal debt.  I feel a great weight lifted from me, 
  but I will need to visit my brothers and make certain 
  that all things can be set right.  Your should find that 
  a path to Dyvers is easily found right in front of your 
  feet.”  With that, he bows and walks away, 
  disappearing into the woods. 
   
  You find that Naimur is true to his word, and you 
  quickly  make your way back to the City of Dyvers.  
  The forests seem to almost part to create a path for 
  you, and you feel no fatigue as you travel.  When you 
  finally get to the city and enter your favorite inn, you 
  find a note waiting for you.  It says simply “Thank you 
  for saving not only myself, but the Gnarley Forest as 
  well.  Come visit me some time, and I’ll show you 
  some of the forest’s treasures.  Signed, Naimur.” 
  Conclusion B: Near Success 
   
  As the captive gnome disintegrates within the 
  blood-red plant, you notice the gray disk shimmer 
  briefly before winking out of existence.  As you look 
  around you slowly begin to notice that a faint spring-
  like breeze is dispersing the thick miasma that was in 
  the air. 
   
  Eventually you make your way back to the City of 
  Dyvers.  When you enter your favorite inn, you find a 
  note waiting for you.  It says simply “Thank you for 
  saving not only myself, but the Gnarley Forest as well. 
   Come visit me some time, and I’ll show you some of 
  the forest’s treasures.  Signed, Naimur.” 
  Conclusion C: Partial Success 
   
  If the players successfully close down the portal but 
  Naimur is killed, read the following: 
   
  When you destroy the blood-red plant, you 
  notice the gray disk shimmer briefly before winking 
  out of existence.  Alas, this victory is tempered as 
  Naimur’s body slowly disintegrates to dust before 
  you.  As you look around you slowly begin to notice 
  that a faint spring-like breeze is dispersing the thick 
  miasma that was in the air. 
   
  Eventually you make your way back to the City of 
  Dyvers.  When you enter your favorite inn, you find a 
  note waiting for you.  It says simply “Thank you for 
  performing a great deed for the Gnarley Forest.  Its 
  denizens will not soon forget you.  Its druids in 
  particular wish to show you some of the forest’s 
  treasures.” 
  Conclusion D: Failure 
   
  If the players do not close down the portal, read the 
  following: 
  You make your way back to the City of Dyvers.  Your 
  thoughts are troubled; somehow, you wish you could 
  have done more for the Forest.  Some weeks later, you 
  hear that a great number of Gnarley Rangers and 
  Gnarley Druids were killed in some sort of strange 
  battle in the woods.  There are also rumors that the 
  high druid himself was killed. 
   
  The End 
  
   
   
   
  DYV4-04 A Dream Given Form 
   
  Page 19 
  Marking the Adventure Record  
   
  • 
  Circle “Favor of the Gnarley Druids” if the players 
  managed to close the portal by destroying the plant 
  keeping it open.  Otherwise, cross this off. 
  • 
  Circle “Favor of Nemoi” if the players rescued 
  Nemoi from the Dreaming.  Otherwise, cross this 
  off. 
  • 
  Circle “Temporary Influence Points – Gnarley 
  Rangers” if the players treated the rangers at 
  Corustaith with reverence.  If the players stopped 
  the attack at Corustaith, they get all three influence 
  points.  If they were unable to stop the attack, mark 
  off one influence point.  If did not bury or otherwise 
  do something with the bodies, mark off another 
  influence point.  If they did not treat the bodies of 
  the rangers and druids with reverence (i.e. looted 
  them), mark off this paragraph entirely. 
  • 
  Circle “Heartstone” if the players defeated the night 
  hag(s) at APLs 10 or 12 in such a way that their 
  equipment was not destroyed.  If the players were at 
  APL 8 or lower, or the night hags’ equipment was 
  destroyed, cross this off. 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Five or Six 
  Defeat the undead attackers 
  APL 4 
  180 xp 
  APL 6  
  240 xp 
  APL 8  
  300 xp 
  APL 10  
  360 xp 
  APL 12  
  420 xp 
  Encounter Eleven 
  Defeating the Marrash 
  APL 4  
  180 xp 
  APL 6  
  240 xp 
  APL 8  
  300 xp 
  APL 10  
  360 xp 
  APL 12  
  420 xp 
  Encounter Thirteen 
  Defeat Stevros or his minions 
  APL 4  
  180 xp 
  APL 6  
  240 xp 
  APL 8  
  300 xp 
  APL 10  
  360 xp 
  APL 12  
  420 xp 
  Closing down the portal 
   
  APL 4  
  75 xp 
  APL 6  
  120 xp 
  APL 8  
  160 xp 
  APL 10  
  200 xp 
  APL 12  
  240 xp 
  Roleplaying 
  APL 4  
  60 xp 
  APL 6  
  60 xp 
  APL 8  
  65 xp 
  APL 10  
  70 xp 
  APL 12  
  75 xp 
  Total possible experience: 
  APL 4  
  675 xp 
  APL 6  
  900 xp 
  APL 8  
  1,125 xp 
  APL 10  
  1,350 xp 
  APL 12  
  1,575 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  
   
   
   
  DYV4-04 A Dream Given Form 
   
  Page 20 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  Encounter Five or Six 
   
  APL 4: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 159 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 214 gp; C: 0 gp; M: Cloak of resistance +1 
  (83 gp per character), Potion of Haste (62gp per 
  character) 
   
  APL 10: L: 174 gp; C: 0 gp; M: 2 Cloaks of resistance 
  +1 (83 gp each per character), 2 dust of disappearance 
  (291 gp each per character), 2 Potions of Haste (62gp each 
  per character). 
   
  APL 12: L: 174 gp; C: 0 gp; M: 2 Cloaks of resistance 
  +1 (83 gp each per person), 2 dust of disappearance (291 
  gp each per person), 2 Potions of Haste (62gp each per 
  person). 
   
  Encounter Eleven 
   
  APL 4: L: 0 gp; C: 0 gp; M: +2 Chain Shirt (354 gp per 
  person), +1 longbow (197 gp per person). 
   
   
  APL 6: L: 0 gp; C: 0 gp; M: +2 Chain Shirt (354 gp per 
  person), +1 longbow (197 gp per person). 
   
   
  APL 8: L: 0 gp; C: 0 gp; M: 2 +2 Chain Shirt (354 gp 
  each per person), 2 +1 longbow (197 gp each per person). 
   
  APL 10: L: 0 gp; C: 0 gp; M: +2 Chain Shirt (354 gp 
  per person), +1 longbow (197 gp per person), heartstone 
  (300 gp per person). 
   
  APL 12: L: 0 gp; C: 0 gp; M: 2 +2 Chain Shirts (354 gp 
  each per person), 2 +1 longbows (197 gp each per person), 
  2 heartstones (300 gp each per person). 
   
   
   
   
  Encounter Thirteen 
  Defeat Stevros. 
   
  APL 12: L: 0 gp; C: 0 gp; M:, ring of protection +2 
  (666 gp each), ring of the ram (716 gp each). 
   
  Total Possible Treasure 
  APL 4:  
  551 gp 
  APL 6:  
  710 gp 
  APL 8:  
  1300 gp 
  APL 10:  
  1,606 gp 
  APL 12: 
   3,300 gp 
   
  Adventure Record Information 
   
   
  �Favor of the Gnarley Druids: For closing the portal, 
  the Gnarley Druids allow you to purchase the following 
  items after any Dyvers regional adventure: potions of 
  barkskin +4, rod of python, dragonhide plate, amulet of 
  natural armor +2, amulet of natural armor +3 Frequency: 
  Regional 
  �Favor of Nemoi: For saving him from the nightmare 
  of Stevros, Nemoi agrees to help you retrieve your 
  memories of the future that you experienced with 
  Naimur’s spirit.  He casts a ritual that allows the PC to call 
  upon one memory to provide information about the 
  future.  This is a one-time use effect.  Players may use 
  this once to gain a +1 insight bonus on any one attack 
  roll, save, or skill check.  Once used, this favor is 
  expended and should be crossed off. 
  �Temporary Influence Points – Gnarley Rangers: For 
  caring for the bodies of the fallen rangers (or saving the 
  rangers from death), The Gnarley Rangers will extend aid 
  to the PC in the future.  If the players treated any of the 
  dead in Corustaith poorly, they receive no influence 
  points.  These influence points are temporary, and once 
  the players contact any Gnarley Rangers and use these 
  influence points in any way, they are expended, and 
  should be marked off.    [ ]  [ ]  [ ] 
  �Heartstone – APL 10 & 12 ONLY – The player has 
  defeated a night hag carrying a heartstone.  This dark 
  periapt has ten uses.  When worn, it grants a +2 bonus to 
  all saves, and instantly cures any disease contracted by 
  the holder.  Every disease cured or save affected counts as 
  a charge.  Once all ten charges have been expended, the 
  heartstone 
  shatters. 
   
  (Frequency: 
  Adventure; 
  Prerequisites: Must be a night hag; Market Value: 3,600 
  gp; Weight: 0 lb..) 
  
   
   
   
  DYV4-04 A Dream Given Form 
   
  Page 21 
  Appendix One: NPCs
  Encounter Five 
  �Mog and Egog, male ogres/Ftr6: CR 9; Large Giant; 
  HD 4d8+6d10+23; hp 82; Init -1; Spd 30 ft.; AC 20, touch 
  8, flat-footed 20; Base Atk +9; Grp +18; Atk +17 melee 
  (2d8+9, MW large greatclub); Full Atk +17/+12 melee 
  (2d8+9, greatclub); SQ Darkvision 60 ft., low-light vision; 
  AL N; SV Fort +12, Ref +3, Will +6; Str 22, Dex 8, Con 15, 
  Int 6, Wis 10, Cha 7. 
   
  Skills and Feats: Climb +11, Listen +4, Spot +4; 
  Endurance, Improved Overrun, Improved Sunder, Iron 
  Will, Power Attack, Cleave, Toughness, Weapon Focus 
  (greatclub)  
   
  Possessions: Large club, +1 Cloak of resistance, MW 
  Half-Plate, MW Large Greatclub, Potion of Haste.  At 
  APL 10+ Mog and Egog also have dust of disappearance. 
  Encounter Ten 
  �Loremaster Nemoi, male elf/Wiz15: CR 15; medium 
  size elf; HD 15d4+15; hp 61; Init +2; Spd 30 ft.; AC 20, 
  touch 15, flat-footed 15; Base Atk +9; Grp +18; Atk +7 
  melee (1d8-1, staff); Full Atk +7/+2 melee (1d8-1, staff); 
  SQ Low light vision; AL LN; SV Fort +9, Ref +10, Will 
  +15; Str 8, Dex 15, Con 12, Int 21, Wis 16, Cha 14. 
   
  Skills and Feats: Concentration +19, Decipher Script 
  +23, Hide +2, Knowledge (local-Metaregion 2) +23, 
  Knowledge (nature) +23, Knowledge (the planes) +26, 
  Listen +3, Move Silent +2, Spellcraft +23, Spot +3; Craft 
  Rod, 
  Craft 
  Wand, 
  Eschew 
  Material, 
  Improved 
  Counterspell, Improved Initiative, Scribe Scroll, Skill 
  Focus (Knowledge-the planes), Spell Penetration, Widen 
  Spell  
   
  Spells 
  Prepared 
  (15th 
  level 
  wizard; 
  4/5/5/5/5/5/3/2/1; Base DC 15 + spell level) 0-detect 
  magic, light (x2); 1st–jump, shield, sleep; 2nd–
  invisibility, whispering wind; 3rd-tongues;  
   
  Possessions: Masterwork Staff, Bracers of Armor +5, 
  Cloak of resistance +3, Ring of Protection +3 
   
  Note: Loremaster Nemoi has been trapped in the 
  Dreaming for several days, and has used up most of his 
  spells.  Hence his list of prepared spells is much lower 
  than normal. 
  APL 4 
  �Fiendish Dire rat, advanced: CR 3; Medium size 
  animal; HD 6d8+12; hp 42; Init +2; Spd 30 ft.; AC 15, 
  touch 12, flat-footed 13; Base Atk +4; Grp +6; Atk +7 
  melee (1d6+2, bite); SA Disease; SQ Damage reduction 
  5/magic, Darkvision 60 ft., resistance 10 (fire, cold), SR 
  12, Scent, SR 12; AL N; SV Fort +7, Ref +7, Will +6; Str 14, 
  Dex 15, Con 14, Int 3, Wis 12, Cha 4. 
   
  Skills and Feats: Climb +13, Hide +10, Move Silently 
  +5; Weapon Focus (bite) 
   
  Smite Good (Su): Once per day the creature can 
  make a normal attack to deal additional damage equal to 
  its HD total (+6) against a good foe. 
   
  Disease (Ex): Filth fever-bite, Fortitude save (DC 
  12), incubation period 1d3 days; damage 1d3 temporary 
  Dexterity and 1d3 temporary Constitution. 
  APLs 6 & 8 
  �Marrash/Rgr3: CR 8; Medium size Outsider; HD 
  10d8+10; hp 63; Init +3; Spd 30 ft., fly 70 ft. (good); AC 24, 
  touch 13, flat-footed 21; Base Atk +10; Grp +11; Atk +11 
  melee (1d4+1, claws) or +6 melee (1d6, bite) or +14 
  ranged (1d8+1 +1 longbow); Full Atk +11/+11 melee 
  (1d4+1, claws) and +6 melee (1d6, bite); +14/+14 (1d8+1, 
  +1 longbow) or +12/+12/+12 ranged (1d8+1, +1 longbow); 
  SA Disease, double bowfire; SQ Favored enemy elves +2, 
  outsider traits, protection from arrows, scent, wild 
  empathy; AL LE; SV Fort +9, Ref +11, Will +7; Str 13, Dex 
  17, Con 13, Int 9, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +15, Jump +13, Knowledge 
  (the planes) +9, Listen +17, Search +15, Spot +17, Survival 
  +12, Tumble +15; Dodge, Endurance, Hover, Point Blank 
  Shot, Precise Shot, Rapid Shot, Track 
   
   
  Possessions: +1 Chain Shirt, +1 Longbow 
  APLs 10 & 12 
  �Marrash/Rgr6: CR 11; Medium size Outsider; HD 
  13d8+13; hp 81; Init +4; Spd 30 ft., fly 70 ft. (good); AC 26, 
  touch 14, flat-footed 22; Base Atk +13; Grp +14; Atk +14 
  melee (1d4+1, claws) or +9 melee (1d6, bite) or +19 
  ranged (1d8+1 +1 longbow); Full Atk +14/+14 melee 
  (1d4+1, claws) and +9 melee (1d6, bite) or +19/+19 
  (1d8+1, +1 longbow) or +17/+17/+17 ranged (1d8+1, +1 
  longbow); SA Disease, double bowfire; SQ Favored 
  enemy elves +4, favored enemy humans +2, outsider 
  traits, protection from arrows, scent, wild empathy; AL 
  LE; SV Fort +11, Ref +13, Will +8; Str 13, Dex 18, Con 13, 
  Int 9, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +15, Jump +13, Knowledge 
  (the planes) +12, Listen +20, Search +18, Spot +20, 
  Survival +15, Tumble +15; Dodge, Endurance, Hover, 
  Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, 
  Track, Weapon Focus (longbow) 
   
  Possessions: +2 Chain Shirt, +1 Longbow 
  
   
   
   
  DYV4-04 A Dream Given Form 
   
  Page 22 
  Encounter Twelve 
  APL 6 
  �Phantom Fungus, Advanced: CR 5; Large Plant; HD 
  6d8+30; hp 60; Init -1; Spd 20 ft.; AC 14, touch 8, flat-
  footed 14; Base Atk +4; Grp +14; Atk +10 melee (2d6+6, 
  bite); SQ Low-light, plant traits, greater invisibility; AL N; 
  SV Fort +10, Ref +1, Will +3; Str 22, Dex 8, Con 20, Int 2, 
  Wis 12, Cha 9. 
   
  Skills and Feats: Listen +9, Move Silently +9, Spot +9; 
  Alertness, Improved Natural Attack, Weapon Focus (bite) 
     Greater Invisibility (Su): This ability is constant, 
  allowing a phantom fungus to remain invisible even 
  when attacking. It works like greater invisibility (caster 
  level 12th) and lasts as long as the phantom fungus is 
  alive. This ability is not subject to the invisibility purge 
  spell. A phantom fungus becomes visible 1 minute after it 
  is killed. 
     Skills: A phantom fungus has a +5 racial bonus on 
  Move Silently checks. 
  APL 10 
  �Tendriculos, Advanced: CR 10; Gargantuan Plant; HD 
  21d8+168; hp 273; Init +1; Spd 20 ft.; AC 20, touch 7, flat-
  footed 20; Base Atk +15; Grp +40; Atk +28 melee (3d8+13, 
  bite) or +26 (1d8+6, tendril); Full Atk +28 melee (3d8+13, 
  bite) and +26 (1d8+6, 2 tendrils); SA Improved grab, 
  paralysis [DC 24], swallow whole; SQ Low-light, plant 
  traits, regeneration 10; AL N; SV Fort +22, Ref +9, Will 
  +4; Str 36, Dex 12, Con 26, Int 3, Wis 8, Cha 3. 
   
  Skills and Feats: Hide +17, Listen +7, Move Silently 
  +9, Spot +7; Alertness, Blind Fight, Great Fortitude, Iron 
  Will, Lightning Reflexes, Multiattack, Power Attack, 
  Stealthy 
     Improved Grab (Ex): To use this ability, a tendriculos 
  must hit a creature at least one size smaller than itself 
  with its bite attack. It can then attempt to start a grapple 
  as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can try to swallow the opponent in the 
  following round. A tendriculos can also use its improved 
  grab ability on a tendril attack. If it wins the grapple 
  check, it establishes a hold, picks up the opponent, and 
  transfers it to the mouth as a free action, automatically 
  dealing bite damage. 
     Swallow Whole/Paralysis (Ex): A tendriculos can try 
  to swallow a grabbed opponent by making a successful 
  grapple check. Once inside the plant’s mass, the 
  opponent must succeed on a DC 24 Fortitude save or be 
  paralyzed for 3d6 rounds by the tendriculos’s digestive 
  juices, taking 2d6 points of acid damage per round. A new 
  save is required each round inside the plant. The save DC 
  is Constitution-based. A swallowed creature that avoids 
  paralysis can climb out of the mass with a successful 
  grapple check. This returns it to the plant’s maw, where 
  another successful grapple check is needed to get free. A 
  swallowed creature can also cut its way out by using a 
  light slashing or piercing weapon to deal 25 points of 
  damage to the tendriculos’s interior (AC 14). Once the 
  creature exits, the plant’s regenerative capacity closes the 
  hole; another swallowed opponent must cut its own way 
  out. A Huge tendriculos’s interior can hold 2 Large, 8 
  Medium, 32 Small, 128 Tiny, or 512 Diminutive or 
  smaller opponents.  
     Regeneration (Ex): Bludgeoning weapons and acid 
  deal normal damage to a tendriculos. A tendriculos that 
  loses part of its body mass can regrow it in 1d6 minutes. 
  Holding the severed portion against the mass enables it 
  to reattach instantly. 
  APL 12 
  �Stevros, female lich Drd5/Blighter6: CR 13; 
  Medium-size undead (lich); HD 11d12; hp 83; Init +2; 
  Spd 30 ft.; AC 20, touch 15, flat-footed 17; Base Atk +8; 
  Grp +8; Atk +12 touch (1d8+5, negative energy DC 18); 
  Full Atk +12/+7 touch (1d8+5, negative energy DC 18); 
  SA Fear aura (DC 18), Paralyzing Touch (DC 18), Spells; 
  SQ Damage Reduction 15/bludgeoning and magic, 
  Immunity (cold, electricity, polymorph, and mind 
  affecting), Turn resistance +4; AL N; SV Fort +9, Ref +7, 
  Will +14; Str 10, Dex 16, Con -, Int 14, Wis 20, Cha 16. 
   
  Skills and Feats: Bluff +10, Concentration +14, 
  Diplomacy +17, Disguise +10, Hide +11, Listen +13, Move 
  Silent +11, Search +10, Sense Motive +13, Spot +13, 
  Knowledge (nature) +16, Survival + 14; Empower Spell, 
  Natural Spell, Track, Two-Weapon Fighting, Weapon 
  Finesse 
   
  Spells Prepared (6th level blighter; 4/5/5/5/4/2/1; 
  Base DC 15 + spell level) 0-detect magic, flare (x3); 1st-
  bane, doom, ray of enfeeblement (x3); 2nd-chill metal 
  (x2), death knell, resist energy (fire), resist energy (sonic); 
  3rd-deeper 
  darkness, 
  dispel 
  magic, 
  poison 
  (x2), 
  empowered ray of enfeeblement; 4th-flame strike (x2); 
  5th-firestorm;  
   
  Possessions: Quarterstaff, Ring of Protection +2, 
  Ring of the Ram 
  
   
   
   
  DYV4-04 A Dream Given Form 
   
  Page 23 
  Appendix Two: Summary of Prior Modules 
   
  DYV1-3 Wrong Place, Wrong Time 
   
  A representative of the Gnarley Rangers & Druids 
  (Annika Silverwood) was sent to inform the city of 
  Dyvers that all access to the Gnarley had been closed 
  off due to attacks in the forest.  She met up with the 
  players when, in a bar fight, angry residents attacked 
  her and the players.  The citizens were angry about the 
  closing of the Gnarley Road, and the loss of trade. After 
  the fight, she asked the players to escort her to the 
  palace in order to see the Magister. 
   
  On the way to the Magister, more crowds of angry 
  citizens accosted the players.  After handling the 
  crowd, one way or another, Annika and the players 
  were taken to the palace to see Larrisa Hunter, 
  Magister of Dyvers.  The Magister heard of the road 
  closing, and asked the players to go to the Gnarley to 
  negotiate on the behalf of Dyvers.   
   
  Annika led the players into the Gnarley Forest.  
  They were acquainted with the rules of the forest, and 
  led to Naimur, the High Druid of the Gnarley Forest.  
  Naimur talked with the players about the attacks, why 
  the Gnarley Road was closed, and negotiated a truce 
  between Dyvers and the Gnarley Rangers & Druids 
  that would reopen the road. 
   
  Just after the negotiations completed, news of an 
  attack reached the High Druid.  He and his 
  companions left, while Annika stayed with the players 
  in the grove.  While waiting, movement was heard in 
  the forest.  Annika and the players went to investigate, 
  and discovered a group of undead orcs hauling away 
  treasure and bodies from a recent attack.  After 
  defeating the zombies, it was discovered the undead, 
  clearly under the control of some greater intelligence, 
  were behind the attacks.  Apparently, the foul things 
  were ordered to hide their activities, in order to 
  discredit the Gnarley Rangers & Druids. 
   
  As a result of the players intervention, a compact 
  between the Gnarley Rangers & Druids and the City of 
  Dyvers was formed.  In exchange for limiting the 
  logging in the Gnarley, the Gnarley Rangers/Druids 
  will allow Dyvers residents to help patrol the Gnarley.  
  In addition, the players learned for the Magister that 
  undead have been behind the road attacks, not the 
  Gnarley Rangers. 
   
  DYV 1-6 Bunny Go Down the Hole 
  (2 rounds) 
   
  The players wake up in Bad Deep amongst dead 
  bodies, without any of their equipment.  Examination 
  of the scene reveals lots of dead Gnarley Rangers and 
  Dyvers Free Army members.  A white bunny shows up 
  and starts to guide the players through the forest 
  northward. The players travel through the forest and 
  meet a cleric of Wenta and a Gnarley Ranger cadet 
  named Kellen.  Discussions with them reveals there 
  was an attack on the Brewfest celebration in the town 
  of Beltander.  The rangers were so outraged they 
  started tracking the army of orcs and ogres.  The army 
  was found in Bad Deep, and they attacked.  But wait, 
  didn’t the players just see the results of the battle a few 
  days ago?  Pressing on, the players arrive in Beltander 
  in time to see the humanoid army attack, the High 
  Druid Naimur get abducted, and to witness their own 
  burial.  The players follow Naimur’s attackers and 
  discover where he was taken. 
   
  Then the players wake up on the day of Brewfest.  
  It was just a dream, right?  The players hurry to 
  Beltander to find out, and discover the humanoids 
  indeed attacked and Naimur was abducted.  Discussing 
  the dream with Annika, she asks the players to check 
  out where Naimur was taken.  Exploring the area, the 
  players find a small underground lair, filled with ogres, 
  undead, and an evil cleric.  After defeating these foes, 
  they also locate Naimur who is unconscious and under 
  the thrall of some spell.  Before leaving, the players 
  manage to break down a well-concealed door and 
  discover an empty coffin. 
   
  As a result of the players intervention a 
  devastating attack at Bad Deep on the Gnarley Rangers 
  & Druids was avoided.  Naimur (the High Druid of the 
  Gnarley) was rescued by the players.  Information 
  about a lich was also discovered.  However, the 
  lingering effects of an unknown curse still hang 
  around the High Druid. 
  
   
   
   
  DYV4-04 A Dream Given Form 
   
  Page 24 
  Appendix Three: New Rules 
   
  Marrash As Presented In Monster Manual II 
  Marrash 
  Medium-size Outsider (Evil, Lawful) 
  Hit Dice: 
   
  7d8+7 (38 hp) 
  Inititiative: 
   
  +3 
  Speed:  
   
  30 ft., fly 70 ft. (good) 
  Armor Class: 
   
  19 (+3 Dex, +6 natural), 
  touch 13, flat-footed 16 
  Base Attack/Grapple: 
  +7/+8 
  Attack:  
   
  +8 melee (1d4+1, claw) or 
   
   
   
   
  +10 ranged (1d8+1/x3, 
  mighty composite longbow (+1 Str bonus) 
  Full Attack: 
   
  +8/+8 melee (1d4+1, 2 
  claws) and +3 melee (1d6, bite) or 
   
   
   
   
  +10/+10 ranged (1d8+1/x3, 
  mighty composite longbow (+1 Str bonus) 
  Space/Reach: 
   
  5 ft./5 ft. 
  Special Attacks: Disease, double bowfire, taklif arrow 
  Special Qualities: 
  Outsider traits, protection 
  from arrows, scent 
  Saves: 
   
   
  Fort +6, Ref +8, Will +6 
  Abilities: 
   
  Str 13, Dex 16, Con 13, Int 
  9, Wis 12, Cha 8 
  Skills: 
   
   
  Balance +15, Jump +13, 
  Knowledge (the planes) +9, 
   
   
   
   
  Listen +11, Search +9, Spot 
  +11, Tumble +15 
  Feats: 
   
   
  Dodge, Point Blank Shot, 
  Precise Shot 
  Environment: 
   
  Warm jungle and desert 
  Organization: 
   
  Solitary, pair, or flight (3-6) 
  Challenge Rating: 
  5 
  Treasure: 
   
  Standard plus 1 taklif arrow 
  Alignment: 
   
  Always lawful evil 
  Advancement: 
   
  8-12 HD (Medium-size) 
  Level Adjustment: 
  - 
   
   
  A marrash (plural marrashi) is a plague bearer that 
  spreads disease through combat. 
   
  Physically, a marrash resembles a winged gnoll, 
  except that it has birdlike talons on its hands and feet 
  and double-jointed, bird-like legs.  It stands about 5 
  feet tall and has a 10-foot wingspan.   Occasionally, 
  wizards and sorcerers summon marrashi to the 
  Material Plane to act as guards, assassins, or 
  instruments of terror or revenge. 
   
  Every marrash carries a longbow and a quiver of 
  arrows.  About a third of its arrows are vectors for 
  disease; the rest are normal except for one-a magic 
  taklif arrow.  Any creature hit by this arrow contracts a 
  disease similar to the marrash variant of filth fever (see 
  Disease, below), except that the spirit of a new marrash 
  is generated within the victim’s body.  When the 
  infected creature dies, the marrash spirit devours its 
  soul over the next 1d6 days.  Upon completing that 
  process, the newborn marrash rises in the victims 
  reconstituted corpse, which assumes the form of a 
  marrash. 
   
  Like most outer-planar beings, marrashi are not 
  willing servants for summoners.  A marrash bound to 
  serve a mortal tries to use its taklif arrow on its master 
  without the latter’s knowledge, in the hope that the 
  newborn marrash will release its parent from bondage. 
   
  Marrashi speak Common and Infernal. 
  Combat 
  Marrashi consider themselves weak and vunerable on 
  the ground, so they take to the air whenever possible. 
   
  Disease (Ex): Any creature hit by a marrash’s 
  disease arrow must succeed at a Fortitude save (DC 14) 
  or contract a more virulent outer-planar version of filth 
  fever.  The incubation period is 1d3 days and the 
  disease deals 1d3 points of Dexterity damage and 1d3 
  points of Constitution damage (see Disease in Chapter 
  3 of the Dungeon Master’s Guide).  Each day thereafter 
  that the disease lasts, the infected creature must also 
  succeed a second Fortitude save (DC 14), or 1 point 
  each of that day’s Dexterity and Constitution damage 
  becomes Constitution drain instead. 
   
  Double Bowfire (Ex): In battle, a flying marrash 
  grips its longbow with its taloned feet and draws the 
  string with both hands.  This unusual technique allows 
  it to fire two arrows nearly simultaneously at its 
  highest attack bonus as a full attack action. 
   
  Taklif Arrow: Any creature hit by a taklif arrow 
  must succeed at a Fortitude save (DC 14) or contract a 
  disease similar to the marrash variant of filth fever (see 
  Disease, above).  The incubation period is 1 day, and 
  the disease deals 1d3 points of Dexterity damage and 
  1d3 points of Constitution damage (see Disease in 
  Chapter 3 of the Dungeon Master’s Guide).  However, 
  a creature that fails any Fortitude saving throw after its 
  
   
   
   
  DYV4-04 A Dream Given Form 
   
  Page 25 
  initial infection dies instantly, and neither raise dead 
  nor resurrection can restore it to life.  The corpse rises 
  as a new marrash 1d6 days later. 
   
  Protection from Arrows (Sp): A marrash can use 
  protection from arrows, as the spell, at will.  Caster 
  level 10
  th. 
   
  Outsider Traits: A marrash has darkvision (60-
  foot range).  It cannot be raised or resurrected. 
   
  Scent (Ex): A marrash can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
  Blighter as presented in Masters of the Wild: A 
  Guidebook to Barbarians, Druid, and Rangers 
  Blighter 
  When a druid turns away from the land, the land turns 
  away from her.  Some ex-druids make peace with this 
  change; others seek to restore the bond.  A few, 
  however, actually embrace their disconnection from 
  nature and become forces of destruction.  These few, 
  called blighters, leave their mark wherever they tread. 
   
  A blighter gains her spellcasting ability by 
  stripping the earth of life.  A swath of deforested land 
  always marks her path through the wilderness. 
   
  The vast majority of blighters are nomadic loners 
  constantly in search of green lands to destroy.  Some 
  are grim; others laugh at the destruction they wreak.  
  Almost all, however, are friendless and mad.  What 
  puts them over the edge is the knowledge that nature 
   gets the last laugh: To gain their spells, they must seek 
  out the richest forests of the land, even if it’s only to 
  destroy them.  Thus, even though they’ve turned away 
  from nature, they must constantly return to it. 
   
  Only human ex-druids seem attracted in any 
  number to the blighter’s path.  Legends say that a few 
  elven druids have also turned to destruction over the 
  millennia-a terrifying prospect given how much land 
  they could destroy in their long lifetimes. 
   
  Hit Die: d8 
  Requirements 
  To qualify as a blighter, a character must fulfill the 
  following criteria. 
   
  Alignment: Any non-good. 
   
  Special: The character must be an ex-druid 
  previously capable of casting 3
  rd-level druid spells. 
  Class Skills 
  The blighter’s class skills (and the key ability for each 
  skill) are Concentration (Con), Craft (any) (Int), 
  Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), 
  Knowledge (nature) (Int), Profession (herbalist) (Wis), 
  Spellcraft (Int), Survivial (Wis), and Swim (Str).  See 
  Chapter 4 of the Player’s Handbook for skill 
  descriptions. 
  Skill Points at Each Level: 4+ Int modifier. 
   
   
   
  Class 
  Level 
  Base 
  Attack 
  Bonus 
   
  Fort 
  Save 
   
  Ref 
  Save 
   
  Will 
  Save 
   
   
  Special 
   
   
  0 
   
   
  1 
   
   
  2 
   
   
  3
   
   
  4
   
   
  5
   
   
  6
  1
  st 
  +0 
  +2 
  +0 
  +2 
  Deforestation 
  2 
  1 
  0 
  - 
  - 
  - 
  - 
  2
  nd 
  +1 
  +3 
  +0 
  +3 
  Burning hands, sustenance 
  2 
  2 
  1 
  0 
  - 
  - 
  - 
  3
  rd 
  +2 
  +3 
  +1 
  +3 
  Undead wild shape 1/day 
  3 
  2 
  2 
  0 
  - 
  - 
  - 
  4
  th 
  +3 
  +4 
  +1 
  +4 
  Speak with dead animal, undead wild shape 2/day 
  3 
  3 
  2 
  1 
  0 
  - 
  - 
  5
  th 
  +3 
  +4 
  +1 
  +4 
  Contagious touch 1/day, undead wild shape (Large) 
  4 
  3 
  3 
  2 
  0 
  - 
  - 
  6
  th 
  +4 
  +5 
  +2 
  +5 
  Animate dead animal, undead wild shape 3/day 
  4 
  4 
  3 
  3 
  1 
  0 
  - 
  7
  th 
  +5 
  +5 
  +2 
  +5 
  Contagious touch 2/day, undead wild shape (incorporeal) 
  5 
  4 
  4 
  3 
  2 
  0 
  - 
  8
  th 
  +6 
  +6 
  +2 
  +6 
  Unbond, undead wild shape 4/day 
  5 
  5 
  4 
  4 
  2 
  1 
  0 
  9
  th 
  +6 
  +6 
  +3 
  +6 
  Contagious touch 3/day, undead wild shape (Huge) 
  6 
  5 
  5 
  4 
  3 
  2 
  1 
  10
  th 
  +7 
  +7 
  +3 
  +7 
  Plague, undead wild shape 5/day 
  6 
  6 
  5 
  5 
  3 
  2 
  2 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  DYV4-04 A Dream Given Form 
   
  Page 26 
  Class Features 
  The following are class features of the blighter prestige 
  class. 
   
  Weapon and Armor Proficiency: Blighters gain 
  no weapon or armor proficiencies 
   
  Spells per Day: At each blighter level, the 
  character gains spells per day according to Table 5-3.  
  She does not, however, gain any other benefits that the 
  druid of that level would have gained.  Se must choose 
  her spells from the blighter spell list, below.  The 
  blighter’s caster level is equal to her blighter level plus 
  her druid level. 
   
  The blighter gains access to her daily spells 
  through deforestation (see below).  If she goes more 
  than 24 hours without deforesting a wooded area, she 
  cannot cast spells until she does so. 
   
  The default divine focus for any spell cast by a 
  blighter is a desiccated sprig of holly or mistletoe.  Any 
  material component for a blighter’s spell must have 
  been dead at least a day before use. 
   
  Deforestation (Sp): Beginning at 1
  st level, the 
  blighter can kill all nonsentient plant lives within a 
  radius of 50 feet per blighter level as a full-round action 
  once per day.  If a potentially affected plant is under 
  the control of another (such as a druid’s liveoak or a 
  dryad’s home tree) the controller can make a fortitude 
  save (DC 10 + blighter level + blighter’s Wisdom 
  bonus) to keep it alive.  Affected plants immediately 
  cease photosynthsis, root tapping, and all other 
  methods of sustenance.  Like picked flowers, they 
  appear vibrant for several hours, but within a day, the 
  turn brown and wither.  Except for plants saved by a 
  controller, nothing can grow in a deforested area until 
  it has a hallow spell cast upon it and it is reseeded. 
   
  Deforestation enables the blighter to cast her daily 
  allotment of spells.  This ability works in any terrain, 
  but deforesting a sandy desert, ice flow, or other 
  environment with only sparse vegetation does not 
  empower the character to cast spells. 
   
  Burning Hands (Su): This ability, gained at 2
  nd 
  level, functions like the burning hands spell, except 
  that the blighter can use it as often as desired, turning 
  it on and off as a move-equivalent action, and it does 
  1d4 points of fire damage each round. 
   
  Sustenance (Ex): At 2
  nd level, the blighter no 
  longer needs food or water to survive. 
   
  Undead Wild Shape (Sp): At 3
  rd level, the 
  blighter regains a version of the wild shape ability.  
  Undead wild shape functions like wild shape, except 
  that the forms available are those of undead creatures 
  (specifically skeletons) formerly of the animal type.  A 
  skeletal animal has the statistics of a skeleton of the 
  appropriate animal’s size category (see the skeleton 
  entry in the Monster Manual). 
   
  The blighter gains one extra use per day of this 
  ability for every two additional blighter levels she 
  acquires.  In addition, she gains the ability to take the 
  shape of a Large skeletal animal at 5
  th level, an 
  incorporeal skeletal animal (see Incorporeality in 
  Chapter 3 of the Dungeon Master’s Guide) at 7
  th level, 
  and a Huge skeletal animal at 9
  th level. 
   
  Speak with Dead Animals (Sp): At 4
  th level, the 
  blighter can converse with dead animals.  This ability 
  functions like a speak with dead spell cast by a cleric of 
  a level equal to the total of the character’s druid and 
  blighter levels, except that it affects only corpses of 
  animal creatures.  It is usable one per day. 
   
  Contagious Touch (Su): At 5
  th level, the blighter 
  can produce an effect like that of a contagious touch 
  spell once per day.  She gains one extra per day of this 
  ability for every two additional blighter level she 
  aquires. 
   
  Animate Dead Animals (Sp): This ability, gained 
  at 6
  th level, functions like an animate dead spell, except 
  that it affects only corpses of animals and requires no 
  material components.  It is usable once per day. 
   
  Unbond (Sp): At 8
  th level, the blight can 
  temporarily separate a bonded animal or magical beast 
  (such as an animal companion, familiar, or mount) 
  from its master once per day.  The target creature must 
  be within 40 feet of both its master and the blighter.  If 
  the master fails a Will save (DC 10 + blighter level + 
  blighter’s Wisdom bonus), the bond terminates as if 
  the servitor had died, though this does not cause 
  experience loss in the case of a familiar.  Normally 
  hostile creatures attack their masters but are otherwise 
  unaffected.  The bond returns after 5 rounds per 
  blighter level, restoring all benefits.  Alternatively, the 
  master can regain the servitor through the normal 
  methods of acquisition. 
   
  Plague (Su): At 10
  th level, the blighter can spread 
  disease over a large area.  This ability functions like the 
  contagious touch ability, except that no attack roll is 
  required and it affects all targets the blighter 
  designates with a 20-foot radius.  Plague is usable once 
  per day and costs one daily use of the contagious touch 
  ability. 
  
   
   
   
  DYV4-04 A Dream Given Form 
   
  Page 27 
  Blighter Spell List 
  Blighters choose their spells from the following list. 
   
  0 level – darkseed*,detect magic, detect poison, 
  flare, ghost sound, inflict minor wounds, read magic. 
   
  1
  st level – bane, burning hands, curse water, 
  decomposition*, detect undead, doom, endure 
  elements, inflict light wounds, invisibility to animals, 
  ray of enfeeblement. 
   
  2
  nd level – chill metal, chill touch, darkness, death 
  knell, fire trap, flaming sphere, heat metal, inflict 
  moderate wounds, miasma*, produce flame, resist 
  elements, warp wood. 
   
  3
  rd level – contagion, deeper darkness, desecrate, 
  diminish plants, dispel magic, inflict serious wounds, 
  poison, protection from elements, stinking cloud, 
  vampiric touch. 
   
  4
  th level – antiplant shell, animate dead, blight*, 
  death ward, flame strike, inflict critical wounds, kiss of 
  death*, repel vermin, rusting grasp, transmute mud to 
  rock, transmute rock to mud, unhallow, wall of fire. 
   
  5
  th level – acid fog, antilife shell, circle of death, 
  contagious touch*, create undead, firestorm, 
  forbiddance, greater dispelling, protection from all 
  elements*, repel wood. 
   
  6
  th level – antipathy, control undead, earthquake, 
  epidemic*, finger of death, foresight, horrid wilting, 
  invulnerability to elements*. 
   
  *New spell described in Chapter 6 of Masters of 
  the Wild: A Guidebook to Barbarians, Druids, and 
  Rangers. 
  Mass teleport as presented in Tome and Blood: A 
  Guidebook to Wizards and Sorcerers 
  Mass Teleport 
  Transmutation [Teleportation] 
  Level: Sor/Wiz 7 
  Components: V, S 
  Casting Time: 1 full round 
  Target: Touched objects or touched willing creatures 
  weighing up to 100 lb./level 
  As teleport, except as noted above.  You do not have to 
  teleport yourself when you cast a mass teleport spell. 
  Contagious Touch As Presented In Masters of the Wild 
  Contagious Touch 
  Necromancy 
  Level: Drd 6 
  Components: V, S 
  Casting Time: 1 action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
  Saving Throw: Fortitude Negates 
  Spell Resistance: Yes 
  Upon casting this spell, you must choose one disease 
  from this list: blinding sickness, cackle fever, filth 
  fever, mindfire, red ache, the shakes, or slimy doom 
  (see Disease in Chapter 3 of the Dungeon Master’s 
  Guide for details).  Any living creature you hit with a 
  melee touch attack during the spell’s duration is 
  affected as though by the contagion spell, immediately 
  contracting the disease you have selected unless it 
  makes a successful Fortitude save.  You cannot infect 
  more that one creature per round.
  
   
   
   
  DYV4-04 A Dream Given Form 
   
  Page 28 
  Judge’s Map 1: Map of the Gilded Acorn 
  (for Encounter Four and Five) 
   
   
   
   
   
   
  
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