TEXT: Prelude to the Past: Germinations Chapter One, Revised Appendix 
  1 
  The Four of Eltison 
   
  The Four of Eltison are an adventuring group 
  that has been working together for several 
  years. They all grew up in the city of Eltison, 
  north of Ogburg. They’ve performed a few 
  missions for the Church, but have spent most of 
  their time outside the Pale. In particular, they 
  have spent a great deal of time in Tenh and the 
  Bandit Kingdoms. They are all very familiar with 
  each other, and act like a family – displaying the 
  affection and tension within most families. 
   
  Rosina Selynn, female human Rgr4/Clr3 
  (Pholtus): Medium Humanoid (5 ft. 9 in. tall); 
  HD (4d10+3)+(3d8+3); hp 64; Init +3 (Dex); Spd 
  30 ft.; AC 22 (+3 studded leather, +3 buckler +2, 
  +1 ring of protection +1, +3 Dex); Atks +12/+7 
  melee (1d8+3 [19-20/x2], longsword +2); SA 
  favored 
  enemy 
  (goblinkind), 
  two-weapon 
  fighting, turn undead; SQ spells, spontaneous 
  casting, domain spells; AL LG; SV Fort +10, Ref 
  +5, Will +6. 
   
  Str 17, Dex 17, Con 16, Int 13, Wis 14, Cha 
  11. 
   
  Skills: Handle Animal +5, Heal +6, Intuit 
  Direction 
  +6, 
  Knowledge, 
  Religion 
  +5, 
  Knowledge, Nature +6, Listen +6, Search +8, 
  Spellcraft +5, Spot +6, Swim –9, Wilderness 
  Lore +12. Feats: Combat Reflects, Focus: 
  Longsword, Leadership, Power Attack, Track. 
   
  SQ: Law domain: Casts Law spells (marked 
  in the spell list with (L)) at +1 caster level. Good 
  domain: Casts Good Spells (marked in the spell 
  list with (G)) at +1 caster level. Domain spells 
  are marked with an asterisk. 
   
  Spells Prepared, Cleric (4/4/3, base DC = 12 
  + spell level): 0 – detect magic, detect poison, 
  protection from chaos(L)*, protection from 
  evil(G)* purify food and drink, resistance; 1st – 
  aid(G)*, bless, calm emotions(L)*, detect evil, 
  endure elements, magic weapon; 2nd – augury, 
  hold person, zone of truth. 
   
  Spells Prepared, Ranger (1, base DC = 12 + 
  spell level): 1st – speak with animals. 
   
  Equipment: studded leather, buckler +2, 
  longsword +2, dagger +1, ring of protection +1, 
  backpack, bedroll, explorer’s outfit, flint and 
  steel, grappling hook, bullseye lantern, 3 pints of 
  oil, 5 pitons, spyglass, rope, silk (50 ft), rations, 
  trail (10 days), 150gp. 
   
  Rosina Selynn was a cleric of Pholtus, training 
  within the Church, when she decided that its 
  ideals were different than hers. She gathered 
  some friends and formed the Four of Eltison. She 
  has brown eyes and loosely curling black hair that 
  reaches her shoulders, most likely of Flan blood. 
  Rosina has a reserved and guarded nature, which 
  distances her from strangers. Her friends, however, 
  find her a stalwart companion and thus she holds 
  the role of leader within the company. She is 
  oblivious to the affections that Silvestro holds for her 
  and is confused by the continual bristling of Envita. 
   
  Silvestro the Fleet, male half-elf Rog3/Ftr2: 
  Medium Humanoid (5 ft. 3 in. tall); HD (3d6-
  3)+(3d10-2); hp 23; Init +3 (Dex); Spd 20 ft.; AC 15 
  (+2 leather, +3 Dex); Atks +10 melee (1d6-1 [18-
  20/x2], rapier +2); SA Sneak attack +2d6; SQ 
  Evasion, uncanny dodge; AL N; SV Fort +3, Ref +6, 
  Will +1. 
   
  Str 9, Dex 17, Con 9, Int 14, Wis 11, Cha 16. 
   
  Skills: Appraise +6, Bluff +7, Climb +4, Decipher 
  Script +6, Disable Device +6, Gather Information +5, 
  Hide +2, Innuendo +1, Jump 0, Listen +3, Move 
  Silently +1, Open Lock +5, Pickpocket +1, Search 
  +4, Sense Motive +1, Spot +2, Swim -2. Feats: 
  Combat Reflexes, Dodge, Focus (Rapier), Weapon 
  Finesse (Rapier). 
   
  SQ: Evasion—when spell allows Ref save for ½ 
  dmg, Silvestro takes no dmg on successful save and 
  full dmg on failed save. 
   
  Equipment: backpack, bedroll, caltrops, crowbar, 
  dagger, explorer’s outfit, leather, rapier +2, trail 
  rations (5 days), thieves’ tools. 
   
  Silvestro is an extremely charming gentleman, who 
  often acts as spokesperson for the Four. While he 
  always makes an effort to charm any fair lady he 
  meets, he secretly holds strong desires for Rosina. 
  An astute bargainer and quick thinker, Silvestro 
  frequently gives counsel to her. He works hard to 
  boost the spirits of the entire party. 
   
  Bartholome Festis, male human Wiz4: Medium 
  Humanoid (5 ft. 7 in. tall); HD 4d4-4; hp 9; Init 0; Spd 
  30 ft.; AC 12 (bracers of armor +2); Atks +0 melee 
  (1d4-2 [19-20/x2], dagger); Face/Reach list if other 
  than 5 ft. x 5 ft./5 ft.; SQ spells; AL NG; SV Fort +0, 
  Ref +3, Will +4. 
   
  Str 7, Dex 10, Con 9, Int 16, Wis 11, Cha 11. 
   
  Skills: Alchemy +7, Concentration +6, Hide +3, 
  Knowledge, Arcana +10, Spellcraft +10, Craft, 
  Bookbinding +6, Knowledge, History +10. Feats: 
  Combat Casting, Lightning Reflexes, Scribe Scroll, 
  Silent Spell. 
  
  Prelude to the Past: Germinations Chapter One, Revised Appendix 
  2 
   
  Spells Prepared (4/3/2, base DC = 13 + 
  spell level): 0 – daze, disrupt undead, ray of 
  frost, read magic; 1st – comprehend languages, 
  shield, magic missile; 2nd – levitate, web. 
   
  Equipment: 
  traveler’s 
  outfit, 
  bedroll, 
  backpack, winter blanket, flint and steel, candle, 
  ink, inkpen, parchment (5 sheets), trail rations (5 
  days), soap, spell book, bracers of armor +2, 
  wand of color spray. 
   
  A timid man unsure of his abilities, Bartholome 
  Festis seeks security amongst companions he 
  can trust. His brown hair is cut short in a 
  hairstyle that seems only to say how little he 
  cares for his appearance. He appears to be of 
  Oeridian descent. Bartholome speaks in a quiet, 
  stuttering voice, and usually defers to the other 
  members of the adventuring party. 
   
  Envita Aldredheart, female human Ftr3/Wiz5: 
  Medium 
  Humanoid 
  (6 
  ft. 
  tall); 
  HD 
  (3d10+3)+(5d4+3); hp 58; Init +8 (+4 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 18 (+3 chain 
  shirt, +1 shield, +4 Dex); Atks +8 melee (1d8+3 
  [19-20/x2], 
  longsword); 
  SQ 
  spells, 
  illusion 
  specialization; AL CN; SV Fort +7, Ref +6, Will 
  +4. 
   
  Str 17, Dex 18, Con 16, Int 15, Wis 8, Cha 9. 
   
  Skills: Climb +8, Concentration +14, Hide 
  +9.5, Intimidate +2, Jump +7, Knowledge, 
  Arcana +6, Move Silently +5, Spellcraft +13. 
  Feats: Improved Initiative, Quicken Spell, Scribe 
  Scroll, Silent Spell, Still Spell. 
   
  SQ: Illusion specialization: Prepare one 
  extra illusion spell at each level (marked in the 
  spell list with (I)). Prohibited classes are: 
  Divination and Necromancy. 
   
  Spells Prepared (5/5/4/3, base DC = 12 + 
  spell level): 0 – dancing lights(I), flare, ghost 
  sound(I), 
  mage 
  hand, 
  open/close, 
  prestidigitation; 1st – change self(I), expeditious 
  retreat, 
  obscuring 
  mist, 
  silent 
  image(I), 
  ventriloquism(I); 2nd – alter self, invisibility(I), 
  minor image(I), rope trick; 3rd – fly, hold person, 
  major image(I). 
   
  Equipment: traveler’s outfit, chain shirt, large 
  steel shield, longsword, spellbook, bedroll, 
  backpack, trail rations (5 days), ring of 
  counterspells, ring of mind shielding. 
   
  Envita Aldredheart is a brooder. Originally 
  honing her skills as an illusionist, she became 
  frustrated and impatient with her studies. She 
  now is attempting to determine if the sword is a 
  more appropriate tool than the spell. She has 
  tightly curled brown hair, blue eyes, and 
  unremarkable features. The only thing remarkable 
  about her appearance is her height and an ever-
  present scowl. Her spirits have been more morose 
  as of late, mostly due to frustrated affections for her 
  longtime companion Silvestro. She believes he and 
  Rosina are having a covert relationship, at least 
  partly to spite her. 
   
  
  Prelude to the Past: Germinations Chapter One 
   
  3 
  The Creature 
   
  Large Magical Beast 
  Hit Dice: 11d10+33 (100 hp) 
  Initiative: +5 (+5 Dex) 
  Speed: 40 ft. 
  AC: 21 (-1 size, +5 Dex, +7 natural) 
  Attacks: Pellet +15 
  Damage: Pellet 1d8 
  Face/Reach: 5 ft. by 5 ft./5 ft 
  Special Attacks: Pellet spark, spell-like abilities 
  Special 
  Qualities: 
  Blindsight, 
  damage 
  reduction 
  25/+5, 
  extraordinary saves, improved evasion, regeneration 5, SR 25 
  Saves: Fort +13, Ref +17, Will +15 
  Abilities: Str 14, Dex 20, Con 16, Int 18, Wis 10, Cha 18 
  Skills: Listen +20, Spot +20 
  Feats: Leadership 
  Climate/Terrain: Unknown 
  Organization: Unknown 
  Challenge Level: 14 
  Treasure: None 
  Alignment: Lawful evil 
  Advancement: Unknown 
  The Creature is a mobile plant lifeform whose body is 
  approximately star shaped and 8 feet tall. Its dark green skin is 
  covered by tiny white blossoms that seem to shimmer when it 
  moves. 
   
  The Creature propels itself by walking along its branches. The 
  branches end in suction cups, allowing it walk along vertical or 
  inverted surfaces. Inside each suction cup are three small 
  psuedopods that can be retracted, enabling the Creature to 
  manipulate small objects. Its head is positioned on the end of a 
  snake-like stalk protruding from the center of its body. The head 
  can be coiled into the body or extended to a height of 9 feet. The 
  head is roughly spherical with single orifice topped by three black 
  bumps. These sensory organs allow the Creature to detect 
  movement via vibration, smell, and infrared vision. The Creature is 
  blind to the light range visible to humans. 
   
  Almost nothing about the Creature is known. It was found 
  escorted by two similar creatures by the wizard Konrad Huber 
  when it was merely 6 feet tall and only sparsely covered by 
  flowers. These other creatures were generally similar in 
  appearance, also 6 feet tall but not covered in flowers. The 
  Creature made no effort to defend itself while the other creatures 
  protected it. Huber killed the other creatures and took this Creature 
  captive. During the week of its captivity, the Creature grew to its 
  full size and gained the abilities described here. 
   
  The Creature is able to ingest any form of nourishment, 
  absorbing the food through an orifice underneath its body. The 
  creature has a three-year lifespan, at the end of which it rapidly 
  disintegrates into a rotting mass of plant matter. 
   
  COMBAT 
  The Creature spits forth a secretion from the orifice in its head, 
  solidifying upon contact with air to form a rock-hard pellet that 
  causes 1d8 points of damage when it strikes. This pellet also 
  produces a small spark upon impact that could possibly ignite highly 
  flammable materials. The range increment of this pellet is 300 feet. 
  When shooting the pellet, the Creature instinctively curls up its front 
  branches. 
   
  Rather than shooting a pellet, the Creature can quickly extend 
  its sticky tongue outward up to 30 feet to capture an opponent. 
  This is a touch attack. To pull free of the tongue, the victim must 
  succeed an opposed Strength roll, with a cumulative –1 penalty per 
  round. The Creature will pull in an immobilized opponent, pinning 
  the victim to the center of its body with its head while using its 
  branches to inflict an automatic 1d8 points of crushing damage per 
  round. 
   
  Extraordinary Saves (Ex): As a function of its unusual 
  physiology, the Creature has extremely high save bonuses. 
   
  Regeneration (Ex): Silver weapons deal normal damage to 
  the Creature. 
   
  Spell-Like Abilities: 1/day – Antilife shell, Bigby’s clenched 
  fist, and Bigby’s grasping hand. In outdoor environments only, it 
  also has the following additional abilities: 3/day - control plants, 
  control weather, hallucinatory terrain, mass invisibility, veil, and 
  screen. All of these abilities take effect as though cast by a 16th 
  level wizard. The Bigby spells, rather than creating disembodied 
  hands, bring forth large fist-like masses of plant matter. 
   
   
  
   
  Prelude to the Past: Germinations Chapter One 
   
  4 
  Map to Lab 
   
   
   
  
   
  Prelude to the Past: Germinations Chapter One 
   
  5 
  DM’s Map of Lab 
   
   
   
  
   
  Prelude to the Past: Germinations Chapter One 
   
  6 
  Letter on Desk 
   
   
   
   
  
   
  Prelude to the Past: Germinations Chapter One 
   
  7 
  Notebook Excerpts – Tier 1 
   
   
   
  
   
  Prelude to the Past: Germinations Chapter One 
   
  8 
  Notebook Excerpts – Tier 2 
   
   
   
  
   
  Prelude to the Past: Germinations Chapter One 
   
  9 
  Notebook Excerpts – Tier 3 
   
   
   
  
   
  Prelude to the Past: Germinations Chapter One 
   
  10 
  Notebook Excerpts – Tier 4 
   
   
   
  
   
  Prelude to the Past: Germinations Chapter One 
   
  11 
  Notebook Excerpts – Tier 5 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/PAL (Theocracy of the Pale)/PAL1-04 Prelude to the Past Handouts.pdf