TEXT: LPJ9565
  Sacrifices of the 
  Demon
  Queen
  s i d e t r e k  a d v e n t u r e  M o d u l e  # 0 1
  w r i t t e n  b y  k e n  a u s t i n
  
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  adventure background
  The village of Vestor is in a state of shock and mourning. Two 
  hours ago, a band of five well-armed toughs showed up and 
  demanded that five young women between the ages of eighteen 
  and twenty-five be turned over to them at once, or they would 
  burn the village to the ground and take the women by force.
  The village’s leader, Eldaman Mazor, begged the bandits for a 
  few days to decide how to meet this demand. The bandit gave 
  them one hour.
  The men of the village put their heads together, while wives and 
  daughters wrung their hands. Some wept softly.
  A group of farmers and storekeepers, no matter how deter-
  mined, could not stop these brigands by force without bringing 
  down catastrophe on the entire village. They were outnum-
  bered, unarmed, and unskilled.
  Finally, the men called for all unmarried, childless village 
  women to gather. They asked for volunteers to go with these 
  men, and promised a rescue attempt as soon as help could be 
  found. Five of the thirty women raised their hands. They would 
  save the village from being razed by the muscle bound low-
  lifes, despite not knowing what fate might await.
  Friends and family of the brave women broke down as they 
  watched them approach the ruffians. The foremost of the unwel-
  come visitors, a man of particularly evil mien, approached and 
  appraised each.
  With his quarterstaff, he pushed one woman apart from the 
  others.
  “How old are you, woman?”
  “Twenty-five,” she whispered.
  With no warning, he struck a savage blow against her back 
  with his staff. She shrieked and fell to her knees.
  “Lying wench! How old are you?”
  “Twenty-seven,” she sobbed. “I’m twenty-seven.”
  “Get out of my sight before I strike you again,” he growled.
  As the woman scrambled away, the man jabbed a filthy finger 
  at Eldaman Mazor’s only child, Ralisa. “You! Skinny girl! How 
  old are you?”
  Ralisa paled, as did her father.
  “Twenty.”
  “Over here, now!”
  Her father grabbed to stop her, but she slipped his grasp and 
  stumbled toward the other four women.
  Her fiancée, a young farmer named Harcourt, charged toward 
  the villain – only to dropped to the ground by an arrow in his 
  right thigh.
  The thugs whistled and jeered as Harcourt writhed on the 
  ground. Several men started forward, but a flurry of arrows at 
  their feet stopped them.
  The quarterstaff-carrying wretch sneered down at the injured, 
  yet still rage filled, young man.
  “Nice try, lover boy. Imagine what would’ve happened if he’d 
  been aiming a little higher.”
  His fellows guffawed.
  With that, the brute doffed an imaginary hat at the villagers. “It 
  was a pleasure doing business with you, ladies and gents. We’d 
  love to stay, but we have a delivery to make.”
  Eldaman Mazor, desperate, shouted at the man’s back. “Where 
  are you taking them? What are you going to do with them?”
  The brigand bellowed cheerfully over his shoulder, “They’re a 
  gift! For the Demon Queen!”
  the shrine of the demon Queen
  Ten years ago, a goatherd named Posso stumbled upon a long 
  hidden cairn in the nearby foothills. Within, he discovered 
  dozens of books and parchment – all in an advanced state of 
  decay. He carefully examined a few of the sturdier documents. 
  They were filled with the ramblings and ravings of a madman. 
  The author had been obsessed with demons, and had spent 
  untold hours writing about them. Their nature, their politics 
  and ethics, habits and tendencies – all were addressed at length.
  Much of the information was wildly inaccurate, but Posso’s 
  curiosity was piqued. He spent his free time copying what 
  legible texts he could recover from the cairn, and he drove his 
  herd of goats all over the rocky countryside searching for other 
  hidden cairns.
  Over time, his hopes of finding a second cairn faded. Posso 
  showed copies of some of the tamer documents to people 
  he thought might be interested. Before long, people of like 
  mind and interests approached and introduced themselves. He 
  eventually took the priestly orders of a fiendish deity, and he 
  continued to show an interest in demons as he learned from his 
  unholy bretheren.
  Six months ago, Posso was visiting the old cairn when he spied 
  a buck standing atop one of the larger outcroppings of granite. 
  At first, the giant deer appeared to be pawing frantically at 
  the rock, but when he got closer, Posso could see that one of 
  
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  the buck’s hooves was stuck. When the buck saw him, a burst 
  of adrenaline surged through the beast’s body, giving it the 
  strength to pull free.
  When Posso reached the summit where the beast had stood, he 
  knelt and examined the blood and fur in the crevice that had 
  held the hoof so tightly. A musty draft – almost too gentle to be 
  noticed – blew cool upon his hand.
  He kept the knowledge of the extensive complex beneath 
  that oubliette style entrance a closely held secret. A few 
  close friends accompanied on his subterranean expeditions; 
  none participated more than once. The well-preserved books 
  describing profane, obscene rites for summoning demons, he 
  spoke of to no one.
  When Posso discovered a massive chamber containing a 40’ 
  statue of a marilith named Asomim as its centerpiece, he 
  took it as an omen. He took up residence in the tunnels and 
  devoted himself full time to finding more of the writings – and 
  to summoning the terrible, beautiful marilith Asomim – his 
  Demon Queen.
  When his research was completed, he hired a gang of local 
  brutes to kidnap five young women whose sacrifice would fuel 
  the ritual.
  Hooks: One of your players’ characters might have a relative 
  or love interest that lives in Vestor. (Even better, one of the 
  abductees.) Vestor might be a halfway point to the party’s even-
  tual destination, perfect for an overnight respite.
  Uses for this Encounter:
  This encounter can be used in several ways to enhance a larger 
  campaign. First, villagers who are grateful for the safe return 
  of the five women can offer substantial discounts on accessible 
  items and services for the adventurers. Second, Eldaman Mazor 
  (or another NPC of your creation) might have connections 
  that will pay off later in your campaign. Finally, friendships 
  (or enmities) that last a lifetime might affect future campaign 
  events.
  episode synopsis
  The protagonists arrive in Vestor about two hours after the 
  incident. After gathering what information is available, they 
  proceed to an underground labyrinth where they encounter 
  traps, guards, and eventually Posso. They discover four of 
  the captives; Ralisa has been taken to the main shrine to be 
  sacrificed. The heroes take on Posso around the Shrine of the 
  Demon Queen, attempting to defeat him before Ralisa perishes.
  
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  part 1: vestor’s recent unpleasantness
  The gently rolling hills and pastoral countryside has been a 
  pleasure through which to travel. A recent rain settled the road 
  dust and left the ground soft to your tired feet. The mountains 
  on the horizon loom majestic, and tidy farmhouses and barns 
  indicate that you’re near the village of Vestor. The friendliness 
  of the residents is legendary, and travelers you passed today 
  spoke highly of a kind widow who rents clean bedrooms for a 
  fair price, and throws in a hot breakfast that has no equal.
  However, when you enter the village proper, you get anything 
  but a cheery welcome. The few villagers who pass you on the 
  street have pained expressions on their faces. Two women on 
  a nearby bench appear to be comforting each other. A group of 
  five men huddle and talk quietly in front of what looks to be a 
  meeting house or small chapel.
  Any villager can relate today’s events described in the adven-
  ture background. However, the normally talkative populace is 
  too upset to discuss details with strangers.
  If the party can shift the villagers’ attitude from indifferent to 
  friendly (Diplomacy DC 15), loosen the local tongues a bit. 
  Parties lacking in Charisma or etiquette might immediately 
  draw the suspicion of the group of men - one of whom is 
  Eldaman Mazor.
  Thuria Cluros and Barbara Aliceon, female humans Com 1, 
  hp 3.
  These two ladies, married and mothers themselves, are very 
  anxious about the kidnapped women. They are more recep-
  tive to parties with at least one female human, elf, or half-elf; 
  they’re unaccustomed to talking to men without a proper intro-
  duction. They worry what Ralisa’s fiancŽe, Harcourt, might be 
  planning.
  Korus Omean, Throx Korvas, Harcourt the Younger, male 
  humans Com 1, hp 3.
  These young men are eager to grab available farm implements 
  and take off after the brigands. They’re disappointed and angry 
  that the men of the village allowed the women to be taken 
  without a fight.
  Salensus Marentina, and Eldaman Mazor; male humans Exp 
  3, hp 12.
  These men are levelheaded farmers. They’ve weathered a lot 
  of crises over their lifetimes. And they know that if they had 
  acted recklessly today, the entire town would be in cinders. 
  Worse yet, many lives could have been lost. The adventurers 
  are blessings from the gods to whom the villagers have been 
  faithful all these years.
  Use these responses to possible in-character questions, or come 
  up with your own if you’d like to tie in this adventure more 
  closely with your own campaign.
  Where did these kidnappers come from?
  I don’t know. They weren’t wearing anything distinctive - no 
  coats of arms, foreign accents, or anything to distinguish them 
  from your average sell-swords. They came into town from the 
  east, and left that way, too. They knew their business, that’s for 
  sure; they all had sets of manacles with them.
  Was there anyone in charge?
  There was one that did most of the talking. But nobody ever 
  mentioned a name.
  What were the women’s names? And what did they look like?
  Well, there was Eldaman Mazor’s only daughter, Ralisa. And 
  Eve - she’s such a quiet, sweet thing. Magda...she’s the tomboy. 
  She’s likely to give them a kick to their pants if they turn their 
  back on her. There was Ruth. Now she’s a looker, that one. 
  Many a young man has set his cap for Ruth, but she is keeping 
  everybody guessing. Oh, and Stella. They’re liable to send that 
  one back, if you get my meaning. Such an ugly attitude isn’t a 
  good fit for such a pretty girl.
  Eventually Mazor and the others will approach the player char-
  acters and beg them to mount an immediate rescue. They offer 
  10 gp to each hero - a very dear sum for a small village.
  Knowledge: History, Local, or Nobility; Bardic Knowledge 
  DC 20: There are a series of ancient underground tunnels in 
  the nearby mountains, built as a hiding place for the nobles of 
  a once great kingdom that disappeared centuries ago.
  part 2: entering the forgotten labyrinth
  The soft ground reveals, even to the untrained eye, the boot 
  tracks of the kidnappers. But, he road eastward becomes 
  increasingly rocky as you approach the foothills of the moun-
  tains you saw earlier. 
  Suddenly, the path veers off the road and across a field strewn 
  with rocks. You thread your way through the piles of stone 
  until the path ends at a large and irregularly shaped hole in the 
  ground. A new rope, knotted every few feet, is tied to a nearby 
  boulder and hangs down into an irregularly shaped hole in the 
  ground nearby. (Climb DC 5; failure by 5 or more results in 
  falling for 2d6 dmg)
  Twenty feet below the opening, you find yourselves in a long, 
  straight hallway. Though the only source of light is the sunlight 
  streaming through the hole, you see that the hall is ten feet 
  wide. The floor is made of skillfully textured stone that has 
  aged well, protected from the weather and rarely used. The 
  walls are smooth and dry. The only sign that moisture has 
  penetrated the structure are the cracks on the 8’ ceiling. Most 
  
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  are hairline; some are the width of a small vine. The only way 
  to go is east.
  Knowledge: Dungeoneering or Engineering DC 15: The 
  structural integrity is sound. The tunnels are quite safe.
  As you enter the hallway, a pair of magical images appears, 
  each in the shape of a mouth. A booming bass voice from the 
  mouth on the left thunders in ancient Common, “None may 
  enter this place that is not of the royal family.” 
  “Beware,” howls a powerful, cultured female voice from the 
  right, “the unseen forces that protect this place.”
  There is a trap approximately 80’ down the hall, added hundreds 
  of years ago by the original designers of this complex.
  An open pit, ten feet by ten feet, impedes movement down 
  the hallway. A Perception check of DC 15 reveals that the trap 
  doors that once covered it hang open – their spring-loaded 
  mechanisms broken decades ago. Spikes, rusty and dull but still 
  dangerous jut upward. Scattered on the pit floor are bones and 
  other detritus of widely varying age and species.
  A successful running jump across this pit would normally 
  require a DC 10 Acrobatics skill check. However, there is a 
  permanent and very invisible Wall of Force flush with the pit’s 
  far side, depositing an unaware jumper unceremoniously onto 
  the spikes. The 10’ x 10’ x 1’ spell effect subsides temporarily 
  when a humanoid places their hand on a well-concealed wall 
  plate. The effect resumes three rounds after the wall plate is 
  touched, or until someone passes through the spell effect area 
  – whichever comes first.
  The Perception check to notice the wall plate is DC 25. A 
  success reveals the wall plate’s presence, but not its purpose. 
  Only a player character with the trapfinding skill can determine 
  the magical nature of the trap, the reset conditions, and how to 
  disable the mechanism. There is an identical wall plate on the 
  far side of the pit.
  The Wall of Force is silent when it drops and resets, so have 
  some fun with this trap.
  invisible wall trap cr 5
  Type Magical Perception: DC 25; Disable Device DC 25
  Effects 
  Trigger special; Reset: automatic (3 rounds or until humanoid 
  passes through)
  Effect 20-ft.-deep pit (2d6 falling damage); pit spikes (Atk +15 
  melee, 1d4 barbed spikes per target for 1d6+2 damage each); 
  DC 20 Reflex for half damage
  A successful Disable Device attempt succeeds in bringing 
  down the Wall of Force until the wall plate is repaired.
  Suggested tiles for this encounter: 
  Tile 36 (1) – Entrance
  Tile 39 (2) – Hallway, 120 ft.
  part 3: bush-whacked!
  The corridor opens up into a larger chamber filled with a forest 
  of stone columns, their surface still smooth and shiny despite 
  their age. A peculiar red symbol has been painted in several 
  places on the floor.
  A small hunting party of vegepygmies has wandered far from 
  its russet mold patch. They are long overdue, but dare not 
  return empty-handed. Each is eager to take home as much fresh 
  adventurer as he can carry.
  Unless the party has been taking great care to move quietly, 
  the feisty little plants Take 10 to conceal themselves behind 
  columns, and begin the combat aware of the adventurers. 
  Player characters who succeed on a DC 20 Perception check 
  hear the clicking and tapping the creatures use to communicate, 
  and may act in the surprise round.
  vegepygmy (4) cr 4 
  N Small plant
  Init +2; Senses darkvision 60 ft., low-light vision; Perception 
  +7
  Defense
  AC 16, touch 13, flat-footed 14; (+2 Dex, +3 natural, +1 size)
  hp 5
  Fort +3, Ref +2, Will +0
  Defensive Abilities plant traits, DR 5/slashing or bludgeoning; 
  Immune electricity
  Offense
  Speed 30 ft.
  Melee 2 claws +1 (1d4) or longspear +1 (1d6)
  Statistics
  Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11
  Base Atk +0; CMB –1; CMD 11
  Feats Skill Focus (Perception)
  Skills Perception +7, Stealth +10 (+18 in vegetation); Racial 
  Modifiers +4 Stealth (+12 in vegetation)
  Languages Undercommon, Vegepygmy (cannot speak)
  
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  Suggested tiles for this encounter:
  Tile 20 (2)
  part 4: finding the captives Minus one
  The door in front of you is made of a very hard wood and 
  strapped with iron. The lock looks quite formidable.
  Strong Wooden Door, hardness 5, hp 20 (break DC 25)
  Lock: Disable Device DC 25, hardness 15, hp 30
  poisoned dart trap cr 3
  Type mechanical; Perception DC 20; Disable Device DC 20
  Effects 
  Trigger touch; Reset none
  Effect Atk +15 ranged (1d3 plus Medium Spider Venom)
  Medium spider venom
  Type poison, injury; Save Fortitude DC 14
  Frequency 1/round for 4 rounds
  Effect 1d2 Str damage; Cure 1 save
  Four human women, obviously the captives you seek,are bound 
  tightly with coarse rope, and each is gagged with a filthy rag. 
  With the exception of minor scrapes and a few tears in their 
  clothing, they appear to be unharmed. Two of the kidnappers 
  stand around a table, playing cards and coppers scattered and 
  temporarily forgotten. Their hands go to their weapons.
  Suggested tiles for this encounter:
  Tile 15 (1)
  Tile 20 (1)
  kidnappers (2) cr 5
  Male human fighter 3
  N Medium humanoid (human)
  Init +1: Senses: Perception +1
  Defense
  AC 18, touch 11, flat-footed 17 (+6 armor +1 Dex)
  hp 19 (3d10+6)
  Fort +5, Ref +2, Will +2; +1 against fear
  Offense
  Spd 30 ft.
  Melee mwk greatsword +8 (2d6+4/19-20)
  Ranged longbow +4 (1d8, 1d8+3 mwk arrows)
  Special Attacks Power Attack, Cleave
  Statistics
  Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +3; CMB +6; CMD 17
  Feats cleave, dodge, power attack, weapon focus: greatsword
  Skills Climb +6, Jump +6
  Languages common
  SQ bravery, armor training
  Combat Gear potion of cure light wounds x2, mwk great-
  sword, longbow, masterwork breastplate
  Other Gear 10 mwk arrows, 2 sleep arrows, mwk manacles, 
  tanglefoot bag x2, everburning torch 16 gp, 
  eve, Magda, ruth, stella 
  Female Human Commoners 1
  AC 11 (touch 11, flat footed 10)
  hp 3 (1d6)
  Melee unarmed strike +0 (1d3)
  Ranged shoe +1 (1d4)
  Note: Unarmed strike provokes an attack of opportunity.
  When the women’s gags are removed, their heartfelt thanks 
  swiftly turn into frantic, anxious questions. Ralisa was dragged 
  roughly from the room mere minutes before the party arrived, 
  and they overheard one of their guards say that “the ritual was 
  about to begin.”
  part 5: the shrine of the demon Queen
  The immense room reeks of foul incense. On the far side of the 
  room is a cyclopean idol, a horrifying corrupted version of the 
  female form, eyes fixed on the stone altar at her feet.
  Bound tightly to the altar is a frightened woman, struggling in 
  vain against her bonds. A figure in a black priestly robe, face 
  obscured by a cowl stands behind her. In one hand is a book; 
  the other holds a wicked dagger.
  Allow player characters with Bardic Knowledge or Knowledge: 
  Religion an attempt to identify which of your campaign’s 
  deities Posso worships.
  Posso is preoccupied. Subtract 10 from his Perception roll to 
  notice the arrival of the hopeful heroes.
  
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  Suggested tiles and placement for this encounter:
  Tile 20 (2)
  Tile 21 (1)
  Tile 25 (2)
  Tile B03 (1)
  Top Row: Tile 25 (90L), Tile B03, Tile 25
  Bottom Row: Tile 20, Tile 21, Tile 20
  posso  cr 5
  Male human cleric 6
  LE Medium humanoid (human)
  Init +3: Senses Perception  +4
  Defense
  AC 18 touch 9, flat footed 18 (+9 armor, -1 Dex)
  hp 36 (6d8+12)
  Fort +7 Ref +1 Will +9
  Offense
  Spd 20 ft.
  Melee +1 heavy mace +6 (1d8+2)
  Special Attacks channel negative energy 4/day (3d6, Will save 
  DC 16 halves)
  Domain Spell-Like Abilities (CL 6 concentration +10) fire 
  bolt 7/day, touch of evil 7/day
  Prepared Spells: Lvl 3: searing light x2, magic vestment (fire-
  ball) DC 17; Lvl 2: darkness, enthrall, hold person x2 (produce 
  flame) DC 16; Lvl 1: cause fear x3, command, shield of faith 
  (burning hands) DC 15; Lvl 0: Bleed, Guidance, Light, Read 
  Magic
  Tactics
  Before Combat In case the ceremony evokes any unpleasant 
  surprises, Posso has already cast shield of faith (AC 21). 
  Because he is so focused on the ritual, give him a -5 penalty to 
  his Perception checks to notice the adventurers.
  During Combat Posso is on the verge of performing a coup 
  de grace on Ralisa, and does so unless interrupted. Once he 
  notices the adventurers, he quaffs the levitation potion even if 
  it provokes attacks of opportunity. Once above melee’s reach, 
  he casts offensive spells and channels negative energy at the 
  player characters until the potion wears off (2 minutes). If 
  there is a skilled archer in the party, Posso drinks the potion 
  of protection from arrows to soak the next 20 points of arrow 
  damage.
  Morale Unless Posso is subdued or restrained, he continues to 
  fight until he can resume the ceremony. He is madly in love, or 
  so he thinks, with the demon he’s trying to summon. (Hostile, 
  Diplomacy DC 26)
  Statistics
  Str 12, Dex 8, Con 14, Int 10, Wis 18, Cha 13
  Base Atk +4; CMB +5; CMD 14
  Feats combat casting, improved channel, improved initiative, 
  selective channeling
  Skills Concentration +10, (+14 combat casting), Heal +13, 
  Knowledge: Religion +9, Sense Motive +13
  Languages Common
  SQ channel negative energy (3d6), Evil domain, Fire domain
  Gear potion of levitate, potion of protection from arrows, holy 
  symbol (silver), 193 gp
  Consider carefully when you want to begin the coup de grace. 
  Would your group enjoy witty repartee with the villain before 
  he acts? Or would the drama of a ticking clock suit them better 
  - trying to stabilize the mortally wounded maiden before her 
  time runs out?
  For some parties, the potion of levitation is a game stopper. 
  Use with care.
  part 6: happy ending?
  outcome one: Jubilant ending
  If the party succeeded in rescuing all five abductees:
  The villagers of Vestor are ecstatic when you return their loved 
  ones safely. You are hugged until your ribs ache, and your 
  hands are shaken so often and so vigorously that it hurts to 
  grip your knife and fork at the fete given in your honor that 
  night. The evening’s events close with a toast in your honor 
  by Eldaman Mazor proclaiming you “heroes of the highest 
  degree.” The townspeople roar their approval.
  Opportunities for Roleplay:
   
  1.  One of the rescued young ladies develops a romantic 
  interest in one of the adventurers. Better yet, two of 
  them become interested in the same adventurer.
   
  2.  The mother of one of the rescued young ladies decides 
  to play matchmaker, for or against her daughter’s will.
   
  3.  Ralisa becomes interested in one of the adventurers, 
  and the spurned fiancée Harcourt calls him (or her) 
  out. Perhaps Harcourt shows up in a later adventure to 
  further complicate a dire predicament.
  
  sidetrek adventure Module #01: sacrifices of the deMon Queen
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  Widow Bienna provides you all with free lodging for the night, 
  and the following morning piles the breakfast table high with 
  staples and delicacies galore. She stuffs every available space 
  in your bags with breads and meats that she guarantees will 
  “stay fit to eat for a couple of days.”
  As you ride out of town, Eldaman brings a small coin purse 
  for each of you. “We’re not rich,” he explains, “but we are 
  grateful.” All the villagers turn out to see you go, and the five 
  women you rescued wave and cheer until long after you are 
  out of sight.
  Treasure: coin purse containing 10 gp, uncut gemstone worth 
  5 gp; Widow Bienna’s Refreshing Tea (3 doses) see Appendix 
  A.
  outcome two: gloomy ending
  If the party returned with four (or fewer) of the abductees:
  News of your return spreads quickly through the village, and 
  anxious men and women flood the tiny dirt street. Mothers, 
  fathers, sisters, and brothers of the kidnapped women run to 
  greet their loved one. One among them slows, then stops, his 
  face suddenly ashen. “Ralisa?” Eldaman moans. “Where is my 
  Ralisa?”
  The majority of the villagers offer their congratulations. Some 
  pat you on the back and offer sincere encouragement, saying 
  that without your help, none of the young women would have 
  returned. A few, grieving the loss of Ralisa, don’t interact with 
  you at all. It’s clear that Eldaman, though inconsolable, doesn’t 
  hold you personally responsible. But Ralisa’s former fiancée, 
  Harcourt, glares at each of you intensely at every opportunity.
  Opportunities for Roleplay:
   
  1) See above.
   
  2) See above.
   
  3) The players try to console Eldaman.
   
  4)  Harcourt calls out one of the party members, prom-
  ising he will make them pay for letting Ralisa die. 
  Perhaps Harcourt shows up in a later adventure to 
  further complicate a dire predicament.
  Widow Bienna’s beds live up to their reputations. She mentions 
  at the somewhat sparse breakfast the next morning that she was 
  Ralisa’s godmother, and she blinks a few times before excusing 
  herself.
  As you ride out of town, Eldaman and Harcourt are nowhere 
  to be seen. However, a handful of villagers turn out to see you 
  off; one of the elders approaches with a coin purse for each 
  of you containing the agreed upon amount of gold. The four 
  women you rescued wave and cheer until long after you are 
  out of sight.
  Treasure: coin purse, 10 gp.
  appendix a: special items
  Widow Bienna’s Refreshing Tea: When immersed in a cup of 
  hot water for three minutes (30 rounds), this small white bag 
  produces a drink that, when consumed, temporarily removes 
  the fatigued condition from a character for two hours. When the 
  effect wears off, the fatigued character must succeed at a DC 12 
  Fortitude save or become exhausted.
  It is a standard action to drink the tea. The effect is instanta-
  neous. A Fortitude save negates (harmless). Drinking the tea 
  also cures 1 point of nonlethal damage.
  The tea loses its effect if the tea bag is opened. It can only be 
  used once per day. Using before twenty-four hours has elapsed 
  results in no effect.
  The tea becomes stale and loses its efficacy after one month.
  
  o p e n  g a M e  l i c e n s e  v e r s i o n  1 . 0 a 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, 
  and Bill Webb; Based on original content from TSR.
  Sidetrek Adventure Module #01: Sacrifices of the Demon Queen, Copyright 
  2010, Louis Porter Jr. Design, Inc.
  Louis Porter Jr. Design & logos are a trademark owned by Louis Porter Jr. Inc. All rights reserved. All other content is copyright 2010 Louis Porter Jr. Design Inc. The mention of 
  or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book is compatible with 3rd Edition and Revised 3rd Edition 
  rules. This edition of adventure planner is produced under version 1.0a and/or draft versions of the Open Game License and the System. Reference Document by permission of 
  Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license and document.
  Designation of Open Game Content: All Text
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9565 - Sacrifices of the Demon Queen.pdf