TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at keolandpoc@adelphia.net.  For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  KEO6-02 
   
   
   
   
  FOREST OF RIBBONS 
  A One-Round D&D® LIVING GREYHAWKTM  
  Keoland Regional Adventure 
  Version 2.0 
   
  by Phineas Walsh and Judy “jr” Rudolph 
  Reviewer: Keoland Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: Jennifer Knapp, Jon Knapp, Justin Knapp, Maeve & Nathan Salla, Trevor Salla, Cindy & Russ Lighton, 
  Bruce & Kathy Wienckowski, Robert Smith, and John Rogers. 
   
   
  The corruption of the Dreadwood is spreading, and Dreadtrapper Kialla Skotti is called to take up the sword in 
  Greyhill's darkest hour.  The Dreadwood needs heroes.  Even the smallest of tasks can have the greatest of consequences 
  - for good or evil.  Dare you take up the challenge?    A Keoland regional adventure for APLs 2-8, This adventure is a 
  sequel to KEOIS5-04 Forests of Iron and Part Two of the Forests Sequence, based on events which occurred in KEOI3-02 It 
  Came From the Dreadwood.   
  Note: This adventure counts as Reporting for Duty for Dreadwalkers, Dreadwalker Reservists, and Greyhill military.  PCs 
  who have negative or otherwise unfavorable influence with House Lizhal or the Dreadwalkers are unable to participate 
  in this adventure.  Nature-types and elves are encouraged to participate.  Large creatures will experience difficulty. 
  
  KEO6-02 Forest of Ribbons 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  * Lyrics in this adventure are (c) Mercedes Lackey or Paul 
  Butler. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  
  KEO6-02 Forest of Ribbons 
   
  Page 2 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Keoland.  Characters native to Keoland 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. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  What is generally known about the Dreadwood is the 
  following: 
  • 
  The Dreadwood covers approximately 25,000 square 
  miles, or about one-sixth of the total area of Keoland. 
  • 
  The general area approximately 25 miles from any 
  edge of the Dreadwood (both deeper within the 
  forest and extending outward into the surrounding 
  lands) is known as the “Dreadverge”. 
  • 
  The Dreadwood is effectively a rain forest that also 
  contains 
  hardwood 
  and 
  unusual 
  [ironwood, 
  darkwood, etc.] trees, some of which outdate 
  Keoland itself. 
  • 
  The depths of the Dreadwood are generally 
  unknown and unexplored, and are considered 
  “primeval”. 
  • 
  There are strange creatures that roam the 
  Dreadwood that are not normally seen elsewhere. 
  • 
  The Dreadwalkers are a specially-trained group of 
  people (primarily druids, rangers, and elves) devoted 
  to dealing with the ‘uniqueness’ of the Dreadwood. 
  • 
  The Dreadwalkers tend to chase folks out who are 
  curious about the ‘uniqueness’ of the Dreadwood 
  (since curiosity tends to breed all kinds of trouble). 
  • 
  The Dreadwalkers seem to have generally unfriendly 
  relations with most of the rest of the surrounding 
  regions.  The most notable exceptions to this are the 
  Barony of Greyhill (presumably because the King of 
  Keoland, Kimbertos Skotti of House Lizhal, was 
  himself a Dreadwalker), and the Viscounty of Nume 
  Eor (the Viscount Richart Jorgos is a cousin of 
  Kimbertos’ through marriage). 
  • 
  It is known that there is an elven kingdom within 
  the Dreadwood, though they are reclusive and 
  generally don’t contact the outside world except to 
  kick trespassers off of their land.  The exceptions to 
  this rule seem to be the humanoids and Flan of the 
  Good Hills [also a Protectorate of Keoland] and 
  druidic/Old Faith types. 
  Prequel:  Forests of Iron - the introductory adventure which 
  precedes this one is focused upon a group of missing 
  loggers and some of the warped dangers of the 
  Dreadwood.  It is helpful, but NOT necessary, to have 
  played that adventure. 
  # 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 
  
  KEO6-02 Forest of Ribbons 
   
  Page 3 
  ADVENTURE SUMMARY 
  FOCUS: The main goal of the mod is twofold; (1) to 
  introduce the elven kingdom of the Dreadwood, and (2) 
  to keep an elven sage alive. 
  Introduction: This brief introduction merely sets the 
  stage for Encounter 1 and gives players a chance to 
  introduce their PCs. 
  Encounter 1: (Subtitled “Welcome to Keoland: Roll 
  Initiative!”)  PCs are traveling along the High Road 
  through the Barony of Greyhill when they notice a 
  disturbance on the road ahead.  If PCs move quickly to 
  investigate, they will be able to see a group of humanoids 
  attacking a caravan.  A Dreadwalker Reservist shoots off 
  an arrow which leaves a brightly-colored alchemical trail 
  towards the Dreadwood.  PCs will face off against a group 
  of leveled tieflings [and their pet at higher APLs].   
  Encounter 2: After the combat is over, a group of 
  injured elves led by Vayleran Moonchild meets with the 
  PCs.  He thanks them for saving the caravan, and then 
  asks if they will accompany both it and him back to 
  Dourstone.  They pass by some unusual scenery, and then 
  meet Kialla Skotti outside of the keep’s gates.  She will 
  greet the PCs and take their measure, then asks them be 
  part of her honor guard since Vayleran and his group are 
  too injured to travel further.  
  Encounter 3: PCs will travel with Kialla and her honor 
  guard as they journey to the elven town of Aridul to 
  swear allegiance to the elven kingdom.  They will have a 
  chance to speak with Kialla and other NPCs as they rest 
  at a Dreadwalker safehouse for the evening.  While there, 
  Kialla must make the difficult decision of choosing 
  which fallen Dreadwalker Nevarr should reincarnate. 
  Encounter 4:  Kialla must complete her mission alone.  
  PCs are pretty much waiting around doing nothing when 
  they notice a purple-eyed owl trying to get their 
  attention.  The owl leads them to a ring of menhir 
  [druidic standing stones] where a blind elven harper 
  waits.  He takes their measure, and then offers them the 
  chance to help the elves and Kialla alike by 
  accompanying an old sage on his mission to search for a 
  rare plant.  PCs must figure out how to transport the old 
  elf, who is unable to walk on his own.  A druid gives 
  metal-wearing characters a hard time. 
  Note: Three of the four possible combat encounters [5, 6, 
  7] take place on the SAME DAY. 
  Encounter 5:  The PCs travel for half a day until they 
  cross the boundary between elven-controlled land and 
  Dreadwood ‘wilderness’.  There are several near-
  encounters if PCs don’t climb into the safety of the sage’s 
  rope trick.  The next morning, while PCs go about their 
  routine, they may [or may not] discover something 
  particularly valuable/unusual has gone missing.  If the 
  PCs discover the culprit - a sylph - they may either attack 
  it or parlay.  Should PCs choose to attack, they may find it 
  a more difficult encounter than originally perceived.  If 
  PCs speak to her [she’s stealing just out of curiosity], they 
  will discover that she has seen the plant the elf is looking 
  for within a day’s journey. 
  Encounter 6: Needlefolk have a racial hatred for elves, 
  and the old sage is an easy target.  They can sense elves 
  from a quarter-mile away and lie in ambush. They will 
  randomly attack any elf [including half-elves] in the party 
  and then concentrate fire until either all elves are dead 
  (not dying) or their own lives are in danger. 
  Note: The Sage has ten hit points regardless of APL; it is 
  very possible for him to die in either this encounter or 
  the next one (especially at higher APLs).  
  Encounter 7: If the PCs did not attack the Sylph from 
  Encounter #5, she comes back to warn them of the Kaorti 
  and its pet a moment before they arrive.  The sage reveals 
  his plans for the plant, and the Kaorti will seek to flee 
  with that information. 
  Conclusions: There are several possible conclusions.  By 
  default, if the elf lives, he will automatically find the herb 
  and the PCs will be fully successful.  It may be possible 
  for PCs to find the herb on their own [but only with the 
  appropriate skills and die rolls].  PCs will eventually 
  return to Aridul to find Kialla changed from her ordeal.  
  It is considered a critical failure only if the sage dies and 
  PCs do not bring the body back.  If the elf is dead and 
  there are no Dreadwalkers or trackers in the party, PCs 
  wander the Dreadwood for several extra TUs.   
  PREPARATION FOR PLAY 
  • 
  Make sure players fill out DM Aid #1, which 
  includes pre-rolled spot and listen checks, a list of 
  shiny, pretty, “stealable” items, as well as PC names, 
  classes, and metaorganizations. 
  • 
  This adventure is designed to be easier if there 
  are Dreadwalkers and/or druids in the party.  If 
  you’re not sure, err for Dreadwalkers and forest-types 
  and against other PCs. 
  • 
  This adventure has a ‘natural’ break just before 
  Encounter 5 begins.  Allow PCs time to figure out 
  how to protect the sage and prepare tactics for the 
  Dreadwood encounters. 
  INTRODUCTION: FROM THE 
  SHORES TO THE HILLS 
  The Great High Road is the largest paved road in the 
  entire Sheldomar valley.  From its origins at the port 
  city of Gradsul’s western gate, it stretches for nearly 
  a thousand miles, passing through or forming the 
  border of fully half of Keoland’s twenty-seven 
  provinces until it crosses the Javan river near 
  Fortress Ravonnar far to the northwest.  Its fifty-
  
  KEO6-02 Forest of Ribbons 
   
  Page 4 
  foot width and drainage ditches are well-maintained 
  by the Royal Guild of Highways and Byways, making 
  travel easy and the road a favorite for merchants and 
  adventurers alike.   
  Also known as the Road of Conquest, however, it 
  was originally built to allow an easy way for all six 
  Oeridian provinces to move massive amounts of 
  Keobred warhorse cavalry anywhere they were 
  needed, as evidenced in the summer of CY 595 when 
  nearly fifteen thousand soldiers of the Keoish Royal 
  Standards marched to join the unified forces of the 
  Sheldomar in the retaking of the city of Gorna from 
  the giants.  The soldiers have long since returned 
  home, however, and the only horses on the road now 
  belong to local patrols, heraldic mail carriers, 
  wealthy travelers, or merchant caravans.   
  You’ve kept pace with perhaps two dozen others for 
  some time now, and have gotten to know a few 
  better than others. 
   
  Insert character introductions here, and then 
  continue to Encounter #1. 
  ENCOUNTER 1: DARK 
  RAIDERS ATTACKED US 
  You and your traveling companions have gained 
  ground and overtaken three slow-moving caravans 
  already, and as you slowly advance on the fourth, 
  you hear at least some of them comment that luckily 
  their adventuring career has proven fruitful enough 
  that they no longer have to depend on caravan guard 
  duty to pay their way. 
  Still, caravan duty exists for a reason, and that 
  reason is evident now as you see several humanoids 
  jump up from various hiding places along the side 
  of the road and attack.  You are a mere hundred feet 
  away 
  and 
  already 
  some 
  of 
  your 
  traveling 
  companions are backtracking.  Others look ready to 
  join you if you act.... 
  The ones that are backing up are NPCs who are not 
  combat capable; hopefully the PCs will be heroic and act! 
  All APLs 
  � Caravan Guards (3): Male/Female Human 
  (mixed) War 1; hp 9; see Appendix One. 
  � Teamsters (3): Male/Female Humans (mixed) 
  Exp 1; hp 9; see Appendix One. 
  � Deltin Kanier: Male Human (flan) Rng 1; hp 7; 
  see Appendix One. 
  � Galina Torranow: female half-elf, Brd 1; hp 6; see 
  Appendix One. 
  APL2 (EL 4) 
  � Sneaks (2): tiefling War1/Rog1; hp 15; see 
  Appendix Two. 
  � Toughs (3): tiefling War1/Ftr1; hp 18; see 
  Appendix Two. 
  APL4 (EL 6) 
  � Sneaks (2): tiefling War1/Rog2; hp 21; see 
  Appendix Three. 
  � Toughs (2): tiefling War1/Ftr2; hp 27; see 
  Appendix Three. 
  APL6 (EL 8) 
  � Sneaks (2): tiefling War3/Rog2; hp 37; see 
  Appendix Four. 
  � Toughs (2): tiefling War3/Ftr2; hp 43; see 
  Appendix Four. 
  � Biter: 5-Headed Hydra, pseudonatural; hp 66; see 
  Appendix Four. 
  APL8 (EL 10) 
  � Sneaks (3): tiefling War3/Rog3; hp 44; see 
  Appendix Five. 
  � Toughs (3): tiefling War3/Ftr3; hp 53; see 
  Appendix Five. 
  � Biter: 7-Headed Hydra, pseudonatural; hp 91; see 
  Appendix Five. 
  See Map #1 
  Tactics:  In the surprise round, the tieflings stand up and 
  draw their weapons. 
   
  On the first round, the Dreadwalker Reservist 
  will fire a fey arrow towards the treeline [which bursts 
  into purplish faerie fire], but afterwards will fight to the 
  best of his capabilities.  The bard does her best to get to a 
  safe place (hiding inside of the wagon), but will begin to 
  sing as long as she is still alive.  The other NPCs defend 
  themselves at all APLs (though it becomes increasingly 
  fruitless, as they are first level regardless of the APL being 
  played).  See Appendix One for NPC stats. 
   
  PCs should not realize that the creatures in fact 
  are tieflings unless they move within range.  If no PC is 
  able to make the appropriate planes check, you can 
  mention the visual/obvious clues - slight horns, a forked 
  tongue, snakelike tails, glowing red eyes, etc.  Be creative. 
   
  At APL 6 & 8, the pseudonatural hydra is hiding 
  in the nearby copse of trees.  (Spot Check DC 31 once 
  PCs have engaged in melee combat). Any of the tieflings 
  can call for him as a move-equivalent action, but will only 
  do so if it looks like the PCs are gaining the upper hand. 
  Should all of the tieflings go down, the Hydra will roar 
  
  KEO6-02 Forest of Ribbons 
   
  Page 5 
  and charge out of the treeline regardless of whether or 
  not it was called. 
   
  The tieflings will fight until half of their 
  number is killed and the remaining are at 1/4 hp or less.  
  The “pet” will fight to the death. 
   
  On the third round of combat, perceptive PCs 
  [Use the Spot Check #1 from DM Aid #1, DC(20)] will 
  notice the sound of area spell effects in the nearby 
  Dreadwood. 
  Development: The Dreadwalkers arrive the requisite 
  2d4 rounds after the battle has ended. 
  ENCOUNTER 2: TO HER SIDE 
  NOW I MUST GO 
   You barely have time to catch your breath from the 
  fight when a hawk bursts from the treeline near the 
  spot of the flare arrow.  The hawk cries out as it 
  circles the caravan and lands on one of the wagons.  
  Moments later, three bloodied and battered elves 
  emerge from the nearby woods; a fourth, hanging 
  limply, is strapped across the back of a dire 
  wolverine. 
  PCs who have previously met Vayleran Moonchild will 
  recognize the elf in the lead.  He will in turn recognize 
  them and greet them appropriately. 
  If the Dreadwalker Reservist or herald is still alive, he 
  will speak with them privately, and will do the same to 
  any Reporting-for-Duty PCs.  Otherwise, he will ask PCs 
  what happened.  Vayleran replies:  
  “I believe they were.... traveling companions of the 
  creatures we fought.  We were victorious, after a 
  fashion,” he adds as he points to the dead elf.  “If you 
  will aid us in gathering those who have fallen, and 
  travel with us to Dourstone, it would be greatly 
  appreciated. 
  After the PCs agree. 
  Outgrown caravan duty, indeed.... 
  The journey would be idyllic if not for the ever-
  present loom of the Dreadwood.  Like much of 
  central Keoland [also called the “breadbasket of the 
  Sheldomar”], grain is the largest export of Greyhill, 
  and the ever-present farms are diligently tended.  
  However, something seems to be out-of-place.  It 
  takes a while for you to put your finger on it, but 
  then you realize what it is - you haven’t seen any 
  farmhouses. 
  If the PCs point this out to Vayleran: 
  “Wagons bring out the farmers in the morning and 
  pick them up before sundown.  Anyone who wants 
  to wake up in the morning sleeps within the 
  protection of the battlements.”  He motions off 
  towards a squat stone structure in the middle of a 
  field.  “Locals call them ‘tows’ - for ‘little towers’.  
  They’re much more defendable than farmhouses.” 
  If PCs ask if all that is really necessary, he will somberly 
  note that they would not have been built otherwise. 
  It is nearly noon when Dourstone keep comes into 
  view.  Unlike many other castles in Keoland, 
  Dourstone is built to withstand a siege.  The towers 
  are crenellated and evenly spaced, the entryway is 
  covered and probably switchbacked, and the walls 
  are seemingly built of a single piece of granite.  The 
  flag flying above the great fortress is the same one 
  that adorns the caravan wagons - a golden 
  longsword, pointing downward, against a black oak 
  tree on a field of green.  The words “Eternal 
  Vigilance” are written below it in Ancient Suel - the 
  family crest of House Lizhal. 
  Vayleran disembarks from the lead wagon and 
  approaches the welcoming committee that appears 
  to have been waiting outside of the heavily 
  reinforced ironwood gates.  In the lead is a woman 
  sitting astride a beautiful roan light warhorse with 
  tawny mane.  The woman is tall and athletic, with 
  light brown hair pulled back into an elegant 
  ponytail by a silver hair ornament of obvious elven 
  design.  The mithral breastplate she wears has been 
  polished to an almost painful sheen, and the Lizhal 
  family crest enameled upon it is equally resplendent 
  in green and gold.  An elegant elven longsword with 
  an oak tree pommel is strapped to her back, tucked 
  behind a pair of ornate quivers in a way that makes 
  it clear which weapon she would draw first, should 
  the need arise. 
  Behind her are a dozen other warhorses, a third of 
  which are riderless.  A young, fresh-faced recruit 
  bears a pennant with the Lizhal heraldic crest that 
  could double as a lance if necessary.  All of the 
  guards except for one are adorned with clean-
  pressed tabards over chain shirts and are armed 
  with live steel - mostly opposing blades.  The single 
  scruffy-looking exception bears the insignia of an 
  officer over his leather armor. 
  As Vayleran approaches, the woman moves forward 
  to meet him.  “We were waiting for you, Vayleran.  
  What happened?” 
  “We ran into another raiding party, Princess.”  The 
  woman frowns.  “Forgive me, milady,” the elven 
  ranger cleared his throat.  “We lost Soralynn this 
  time.”  He motions to the wagon where his 
  companions are removing the body of the dead 
  elven wizardess.  "It seems their mercenaries 
  waylaid the relief supply caravan, but these brave of 
  heart and strong of character” he motions towards 
  you, “were able to fend them off.” 
  The woman the elf called “princess” oddly enough 
  does not appear to be wearing any items designating 
  her rank, but there is an authoritative ring to her 
  
  KEO6-02 Forest of Ribbons 
   
  Page 6 
  voice as she turns to you.  “I thank you for 
  safeguarding our supplies - they are sorely needed.” 
   
  PCs who have already met Kialla Skotti [Keo5-03, 
  Closure and Disclosure] will recognize her.  PCs who 
  have met the king, Kimbertos Skotti, will easily see a 
  family 
  resemblance. 
   
  Dreadwalkers 
  automatically 
  recognize her, as does anyone who makes a DC 15 
  Knowledge (nobility) or Bardic Lore check.  A DC 20 
  Knowledge (local) skill check will allow PCs know that 
  she has been released from her oaths to the Knights of 
  the Dispatch (members of the Dreadwalkers and Knights 
  of the Watch know this automatically). 
   
  Kialla will introduce herself only as “Kialla Skotti”.  
  Allow PCs to introduce themselves.  She will 
  automatically recognize Dreadwalkers and anyone she’s 
  met personally, and will “remember hearing about” any 
  PCs who have gained influence with: Kimbertos Skotti, 
  Calisse Skotti, Richart Jorgos, or the Knights of the 
  Watch/Dispatch. 
   
  Once PCs have introduced themselves, she asks for a 
  description of the creatures in the battle.  If PCs faced the 
  pseudonatural hydra (and mention it), she will turn to 
  Vayleran and exchange a knowing glance. A Sense 
  Motive DC 10+APL can translate the look into a 
  combination of “Why is everything hitting the fan 
  today?!" and “That really, really, isn’t good…” 
   
  Once PCs are done describing the battle, if there are 
  any PCs that have influence with Kialla [this 
  automatically includes all Dreadwalkers], she will ask if 
  they will vouch for the others.  Otherwise, she will study 
  PCs for a moment, then seem to come to a decision. 
  “You have already proven yourselves an asset to our 
  House; I would ask you to do so again.  Ride with 
  me.  We do not expect trouble on our journey, but I 
  would not ask Vayleran and his kin to travel further 
  given the condition they are in.”  She seems to 
  exchange a knowing glance with her lieutenant, who 
  leads the battered elves and supply caravan inside 
  the city walls. 
   
  If PCs do not have their own mounts, she motions 
  towards the riderless ones already assembled (and orders 
  appropriate-sized ones for smaller PCs if necessary). 
  Once you are ready, Kialla wheels her mount with 
  practiced ease and leads the entourage away from 
  the massive ironwood gates and outer walls of the 
  city onto a road that winds through the fields.  After 
  traveling for some time, you come upon a wide strip 
  of open grassland which separates the farms from 
  the forest and seems to provide a work area for the 
  small groups of loggers concentrated around 
  specially-marked trees.  Kialla’s scruffy-bearded 
  lieutenant is here waiting for you. 
  "Arrows' Pointe Road," Kialla waves her hand 
  expansively.  "The widest, most negotiable, well-
  traveled road in all of Greyhill besides the capitol 
  spur of the Great High Road."  What continues on 
  before you is nothing more than a hard-packed trail 
  barely twenty feet wide and nearly swallowed by the 
  trees on either side which rise over a hundred feet 
  into the air.  "Enjoy it while you can," she adds wryly 
  "It’s also the only other road in the entire barony 
  besides the High Road you can take a pair of horses 
  down comfortably.  Let's go."  She lets the reins out 
  on her horse, and it takes off at a comfortable trot. 
  ENCOUNTER 3: RIDE NOW 
  AND GO UNAFRAID 
  You have barely begun down the path when around 
  you, the guards open up bags to light bull’s-eye 
  lanterns and set them into various holders in the 
  saddlebags, and soon you understand why.  It has 
  become darker the further into the Dreadwood you 
  have ridden, and the canopy has thickened overhead 
  to the point where almost no light penetrates from 
  the sky above.  Kialla strikes a single sunrod.  “To 
  keep track of time,” Kialla explains.  “Though it 
  always appears to be night, the denizens can tell 
  when the sun has truly set.”  The scruffy-looking 
  officer dismounts and moves to each of the agitated 
  horses, which in turn seem to settle down.  In a 
  moment, you start up again, following as he takes 
  the lead.   
   
  Spellcraft (DC 26) will allow PCs to note that he cast 
  a silenced, stilled Calm Animals spell on the horses. 
  The second sunrod is nearly burned down when 
  Kialla slows her horse.  "Welcome to the Hollows - 
  safest place outside of Dourstone's walls in all of 
  Grayhill." 
  "The Hollows" seems to be little more than a dent in 
  either side of the road, a circular clearing 60' in 
  diameter with a few platforms built into nearby 
  trees manned by pairs of vigilant wood-elf archers.  
  “Don't do anything to make them shoot at you," 
  Kialla motions to the Dreadwalkers in the trees.  
  "Not all of them speak Common."  She, like her 
  soldiers, dismounts and begins to take care of her 
  horse. 
  Moments later, she leads you through a carefully 
  concealed opening in the unnaturally thick growth 
  of foliage, and you enter a small, otherwise 
  unnoticeable wooden-walled compound.    There is a 
  large inn-type structure, a supply shed, and a cleared 
  area that could easily be training grounds.  Entering 
  the larger building, you find that it is a barracks.  
  “Make yourselves comfortable.  We will rest here for 
  the evening.”  The common area is nearly filled by 
  your numbers, but several soldiers follow the 
  lieutenant back into what is obviously the kitchen.  
  After a short time they return with the evening 
  meal.  The fare is simple; a hearty stew, bread, and 
  
  KEO6-02 Forest of Ribbons 
   
  Page 7 
  honeyed mead.  The first mug gets passed to Bevin, 
  the young standard-bearer. 
  PCs who take measure of their situation are automatically 
  able to assess the following: 
  • 
  Kialla’s honor guard consists of toughened veterans 
  used to the dangers of living in the Dreadverge, and 
  one youngster on only his second foray into the 
  Dreadwood (Bevin).   
  • 
  The guard is a mix of elves, half-elves, and humans.   
  • 
  The half-breed animosity so highly evident 
  throughout the rest of Keoland is conspicuously 
  absent here; they are treated as equals (as are PC half-
  breeds, including half-orcs, as long as they 'behave').   
  • 
  None of the human guards are pure-blooded.  They 
  all have Suel, Oeridian, and (unusually enough for 
  Keoland) Flan traits. 
  PCs may interact with specific NPCs.  Use Gather Info 
  or Diplomacy checks at DC 10+APL.  Give circumstance 
  bonuses for PCs finding someone of their own ‘type’: 
   
  The Guards (add 10 to the DC if PCs pay high 
  or luxury lifestyle, as the guards just aren’t that 
  comfortable with ‘those types’.) - Apparently an elven 
  noble showed up at Dourstone yesterday and accused 
  Kialla of not keeping her oath.  They know they are part 
  of her honor guard (and feel very honored, indeed, to 
  have been chosen for such an assignment) while she goes 
  to see the elves.  The guards are absolutely furious at the 
  elf’s apparent treatment of Kialla, but are trained enough 
  to know that taking matters into their own hands would 
  only make the situation worse.  They will answer 
  questions simply, but if PCs attempt to draw any of them 
  into an involved conversation,  they will politely decline. 
   
  Bevin, the standard-bearer is barely a teenager.  
  He is a young Suel-Oeridian who feels a bit overwhelmed 
  by being in the Dreadwood and by being in an honor 
  guard for his first assignment.  He tells them of the 
  ‘initiation’ he went through - camping out in the clearing, 
  and spending the night not realizing the compound was 
  hidden a few dozen feet away all along.  It was scary - you 
  can hear the “screaming trees”.  He doesn’t know what 
  they look like [nor does he want to get close enough to 
  find out], but says they sound like a rusty door creaking 
  on hinges followed by the sound of thunder. 
   
  Nevarr, the Druid Lieutenant - The individual 
  who calmed the horses is very laid back and willing to 
  speak about nature in all of its variety.  He is both a 
  lieutenant of the Lizhal house guards (Keoish Royal 
  Standards) and a Dreadwalker (Rank: Dreadtrapper, same 
  as Kialla), and also serves the Lizhals as their house druid. 
   If anyone mentions questions specifically about ranks, 
  royalty, his numerous titles, etc, he rolls his eyes and 
  dismisses them with a “harrumph”; it should be fairly 
  evident fairly quickly that he doesn’t hold much stock in 
  such things. 
   
  Nevarr can inform PCs that the Lizhals are allied 
  with the elven kingdom within the Dreadwood, and that 
  the elves felt that that oath was violated when an elven 
  town fell and no help came.  A prince of the elven 
  kingdom arrived at Dourstone yesterday demanding that 
  one of Lizhal blood come to Aridul to remedy the 
  situation.  Kialla has volunteered to try to ‘smooth the 
  ruffled feathers’.  Aridul (elven for “Gray Hill”) is the site 
  where the original treaty was signed between the two 
  noble houses.  If PCs ask him for further details, he will 
  inform them that it is not his place to say, and suggests 
  they talk to Kialla directly.  He will then excuse himself 
  and leave the building.  (He will tell PCs “nature calls” if 
  they ask). 
   
  Kialla Skotti - While Kialla is not hung up on 
  formalities (she asks PCs to call her “Dreadtrapper 
  Kialla”), she expects a certain amount of respect, heavily 
  dependant upon the speaker [i.e. “Scuse me, pretty boss 
  lady” is fine from a half-orc, but not a Squire of the 
  Watch]. 
   
  In general, Kialla appears to be comfortable with the 
  eeriness of the Dreadwood, but PCs realize as they speak 
  with her that it is something she grew up with and is 
  accustomed to.   
  For specific questions to Kialla, refer to DM AID #4. 
  After PCs have the time to chat for a while: 
   
  The meal is nearly complete when the 
  boisterous soldiers suddenly grow very quiet.  
  Nevarr has returned, but instead of his lieutenant's 
  uniform, he wears mottled brown and green robes 
  and a sprig of mistletoe hangs from his neck.  Kialla 
  stands and asks with a deep sigh, “How many?”  She 
  steadies herself for the answer.  “Eight,” the druid 
  replies.  “The Dreadtrapper says since they are all 
  human, the choice is yours to make.”  She is handed 
  a tankard from somewhere down table.  With barely 
  a glance, Kialla drains it, then follows the druid back 
  through the door. 
   
  Unless a PC speaks up immediately and offers to 
  bring back one or more of the fallen dreadwalkers, not 
  even Reporting-for-Duty PCs will be allowed to follow 
  her, and the NPCs will block the way if they make the 
  attempt.  The PC must spend their own money and have 
  the cost of the spell on hand (check their last AR).  Other 
  players may chip-in, but all will be informed that they can 
  not be reimbursed.  (If PCs push it and try to force or 
  sneak their way in, they earn Unfavorable Notice 
  influence and the adventure is over for them.) 
   
  If players don’t understand, an NPC will inform 
  them that the druid has gone to reincarnate fallen 
  Dreadwalkers. 
   
  PCs 
  can 
  make 
  Sense 
  Motive, 
  Knowledge: Nobility and Royalty, or Knowledge: 
  History checks [DC 15] or simply ask an NPC to realize 
  that as both a Keoish noble and a Dreadwalker, she is the 
  leader of the slain heroes and feels a certain amount of 
  responsibility for their safety. 
  
  KEO6-02 Forest of Ribbons 
   
  Page 8 
  The night passes uneventfully, and everything about 
  the next day seems more somber, subdued, from the 
  conversations at breakfast to the journey along 
  Arrow’s Pointe road. 
   
  If there are any bards or performer-types in the 
  party, Bevin will quietly make his way over to them and 
  ask if they could sing a song to cheer her up.  He doesn’t 
  have any recommendations.  The DC is 14+APL.  If they 
  succeed, they can gain whatever information from DM 
  Aid #4 they have not already gained as Kialla becomes 
  more talkative. 
  There is movement from the front of the column, 
  and in moments the group comes to a complete 
  stop.  Looking ahead, you can see why; the path 
  simply ends as a heavy growth of trees similar to 
  what lies on either side of you blocks your way.  
  Without speaking a word, Kialla rides to the front of 
  the column.  A metallic ring of steel on steel 
  reverberates loudly in the silence as the golden 
  elven longsword with an oak tree pommel, is drawn. 
   Kialla reverses the sword, presenting the hilt as she 
  slides the flat of the blade across her arm and the tip 
  at her own throat as she closes her eyes.  Perhaps it 
  is part of a ritual, or perhaps she speaks to one 
  whom only she can hear; but suddenly the very trees 
  part before her. 
  ENCOUNTER 4: EYES OF 
  FROST 
    For the first time in nearly a day, you see sunlight 
  as beyond lies a natural clearing in the forest.  The 
  edges are lined with all manner of sturdy trees, from 
  oak to ironwood, banyan to darkwood; many are 
  laced with elven ‘construction’. 
  Before you stand nearly fifty elves, each wielding a 
  sword and wearing a tabard with a golden oak tree 
  upon a field of green. 
  It is evident from the surprise on Kialla’s face that 
  she was not expecting them to meet her here, and 
  she quickly realizes the insult she has committed by 
  being both still seated and above eye-level with her 
  host.   
  Kialla dismounts with practiced ease, and yet, for 
  the first time, you see hesitation in her movements, 
  doubt playing across her face as she turns to her 
  advisor.  “Nevarr?” 
  The Druid shakes his head.  “I am many things, but I 
  am not the one they are waiting for.  Your honor will 
  protect you in Aridul.  Go.  Have faith in your 
  heritage.” 
  Kialla squares her shoulders and barely begins to 
  move forward when one of the elves dressed in royal 
  attire and wearing a crown strides forward and 
  wrests the sword from her hands.  “You haven’t 
  earned this yet,” he sneers as he pulls the sword 
  from her grasp.  “And you were supposed to come 
  alone.”  Around you, Kialla’s guards bristle as it 
  seems some of them recognize the elven ambassador 
  who insulted Kialla and made demands of her in her 
  own castle yesterday. 
  Note: If the PCs attack the elven host, they are quickly 
  overcome and are slain, unless they have escape magics 
  or surrender.  Any member of the party that surrenders is 
  ejected from the Dreadwood and earns Unfavorable 
  Notice of the Dreadwalkers AR item.  The adventure is 
  over for them.) 
  Kialla’s eyes blaze in defiance, then her gaze shifts to 
  the trees above the elven prince.  A great horned owl 
  with amethyst-colored eyes peers down at the 
  gathering.  Tension eases from Kialla’s shoulders.  
  “As I recall, Prince Caeleir, you later accepted 
  Baroness Marabel’s stipulation that no Lizhal would 
  ever journey to Aridul without an honor guard as 
  befits our station.”    
  Allow PCs a Knowledge: Nobility and Royalty (DC 20) 
  check to realize that Baroness Marabel is the wife of 
  Baron Markos Skotti [King Kimbertos’ younger brother]. 
  The prince’s expression changes from one of anger 
  to one of extreme annoyance, as he realizes that he 
  seems to have lost this battle of wills.  With a curt 
  gesture, he motions towards his guards, and they fall 
  in behind Kialla as he turns and leads the 
  procession towards a large wooden structure built 
  into a nearby row of ironwood trees. 
   
  Nevarr guides you along with the rest of Kialla’s 
  honor guard to one of the oaken treehouses.  “Our 
  job here is done,” the druid informs you.  “Now, we 
  wait.  Do not go exploring; you may be Kialla’s 
  guests, but you have not been recognized by the 
  elves.” 
   
  PCs will not be able to go exploring without having 
  elven arrows pointed at their hearts.  The rest of her 
  guard seems content to stay put, very much afraid of 
  doing anything wrong and making Kialla look bad.  
  Inform players that several hours pass, with no word 
  from Kialla.  If PCs ask Nevarr how long Kialla will be, he 
  will inform them it will be several days. 
  Note: Should PCs decide to go wandering off anyhow, 
  they will eventually become caught.  They will earn the 
  Unfavorable Notice of the Dreadwalkers AR item and be 
  sent home (the adventure is over for those PCs). 
   
  Read the following to Reporting for Duty PCs.  (If 
  there aren’t any, go next to PCs with bird familiars or 
  druids/rangers with any animal companions; otherwise 
  have PCs roll spot checks and give the following to the 
  player with the highest check): 
  
  KEO6-02 Forest of Ribbons 
   
  Page 9 
  You notice an owl with large violet eyes in the tree 
  overhead studying you intently in a way that makes 
  you fairly certain it’s not “just another owl”.  You 
  recognize that it is the same one you saw earlier 
  today.  Once it realizes it has your attention, it flies 
  down towards you, landing on a nearby branch - or 
  an outstretched arm.  It twists its head around, as 
  though looking for something, then looks back at 
  you.” 
   
  Allow for some “What is it, Lassie?” roleplaying.  If 
  the player doesn’t realize what it wants, it will fly ahead 
  10 ft, wait for the PC to catch up, and then do the same 
  again.  If that doesn’t work, it will tug on the PC’s sleeve, 
  etc.  Otherwise the PC knows the owl wants the PC to 
  follow it, and it will fly back and find the PCs one at a 
  time. 
  If PCs are smart and check in with Nevarr first, he will 
  appear startled, but then urge PCs to hurry along and 
  follow it. 
  Once all of the PCs are together: 
  None of the elven guards stop you as the owl with 
  the purple eyes circles above your heads several 
  times once you are all together, then flies off out of 
  the treeline into the clearing. 
  It is easy to understand how Grayhill got its name; 
  at the centre of the clearing is a large circle of 
  druidic Standing Stones - two circles would be more 
  accurate.  One set seems to be almost impossibly old, 
  cracked and broken and fallen to large gray 
  boulders.  The stones and centre altar that are still 
  standing seemed to be made of petrified wood.  Both 
  sets have been carved with various symbols.   
   
  PCs who speak the appropriate languages can 
  identify elven, Suel, flan, and sylvan, one language on 
  each side of the stones.  Druids, rangers and nature-type 
  clerics automatically recognize the symbols as various 
  symbols of power, as well as stylized holy symbols of 
  various gods of nature, elven and otherwise; it is an active 
  Standing Stone Circle. 
  PCs get a sudden, dizzying rush when they cross to the 
  circle’s interior.  Druids and rangers are fairly certain that 
  there is a great intersection of multiple powerful ley lines 
  beneath the circle; clerics are fairly certain they are on 
  consecrated, hallowed ground.  Chaotic neutral PCs feel 
  “creeped out” by the place, as though suddenly 
  disconnected from their deity [if they have one]. 
  An elf wearing an elegant green and gold shirt, vest, 
  and breeches sits on one of the great standing 
  stones, a small lap harp perched easily on his knee 
  as his fingers dance across the strings.  As you 
  approach, you can hear the words of a wistful 
  melody drifting out towards you. 
  “O, the king’s youngest daughter 
  was ravishing fair; 
  bright blue were her eyes 
  and bright gold was her hair; 
  and the king’s second daughter 
  had eyes like the sky 
  with hair of soft midnight 
  that made courtiers sigh....” 
  The words trail off when you reach his side, though 
  his fingers continue to dance gracefully across the 
  harp strings.  “But then, you are not here for either 
  of those daughters, are you?  Nor the first either, but 
  the third.” 
  Remind players (if necessary) that Kialla was Kimbertos’ 
  third daughter.  
  He turns to face you, and you can clearly see a white 
  film across both of his eyes.  “It is said you do not 
  wear her colors; why are you here, then?”  His head 
  tilts to one side in anticipation of your answer. 
   
  Let the PCs say what they wish, however they wish.  
  He appears to be interested in what they have to say, 
  rather than how they actually say it, and will even smile if 
  anyone vents about how the ambassador/elven prince has 
  treated Kialla.  Once the PCs make it clear they are on 
  Kialla’s side and want to help her, continue: 
  “The answer lies not here, but beyond Aridul, in the 
  Dreadwood, where all answers lie.  Are you willing 
  to prove your loyalty to the one who brought you 
  here, or are your words hollow?  Does your loyalty 
  end when coins no longer cross your palm?”  
   
  Again, allow PCs to speak their minds as eloquently 
  [or not] as they wish, then continue: 
  “There is one among us here in Aridul, ancient even 
  to my eyes.  He has taken up a life quest in search of 
  knowledge, and of discovery therein. His quest takes 
  him beneath the trees at the turning of the seasons 
  every spring.  The learned one normally has 
  bodyguards, but they will be busy with the 
  ceremony.  Since you are not be allowed in, it will 
  give you something to.... keep busy with until it is 
  time to return to Dourstone.” 
  PCs may choose not to accept the task; they will simply 
  remain in Aridul for a week, and then return with Kialla 
  to Dourstone.  
  Assuming that PCs accept the responsibility: 
  Suddenly, the harpsong shifts to something.... 
  strange.  Different.  Perhaps it has something to do 
  with being on such sacred ground, perhaps not, but 
  a strange - note? - of energy bursts within your soul, 
  as though you had discovered the most perfectly 
  balanced blade or bow, or learned a true phrase of 
  power, or suddenly heard the voice of your god in 
  your own mind. 
   
  PCs need to make a Fortitude save (DC 25).  PCs who 
  fail are momentarily stunned; those who save are merely 
  dazed.  Any PCs who follow a god will feel his/her 
  influence at that moment - feel Pelor’s light, hear 
  
  KEO6-02 Forest of Ribbons 
   
  Page 10 
  Olidamarra’s laughter, feel the good solid earth of 
  Moradin beneath their feet, etc.  PCs who don’t follow a 
  god feel nothing.   
   
  Once they shake off the effect in d4 rounds, any 
  questions asked will be met with  
  “If you choose to understand, the answer will be 
  yours.”    
   
  Bards in the party receive Player Handout #1 and 
  will know immediately; everyone else will realize once 
  they receive their ARs that the bard is a Seeker of the 
  Song, and they have been exposed to the Truesong. 
  The music returns to normal as the harper speaks.  
  “Thank you for your assistance.  I am....” he 
  interrupts himself with a smile, as though 
  remembering a joke, “.... called ‘Tal’.  You will have 
  two days to prepare for your journey.  I will send for 
  you when you are needed.  You are free to move 
  about Aridul in the meantime, as long as you respect 
  our wishes and remain within the diplomatic areas.” 
  Note: PCs who make a serious attempt at trying to get 
  into places they’re not supposed to will get caught and 
  will not be able to participate in the remainder of the 
  adventure, except to get escorted back to Dourstone with 
  a very angry Kialla.  PCs earn the Unfavorable Notice of the 
  Dreadwalkers [see AR item]. 
   
  If any PCs have large animal companions or brought 
  their own horses, he will inform them that they will be 
  unable to travel with the PCs.  PCs who need to do so will 
  have time to choose a small or medium-sized animal 
  companion appropriate to be found in a forest and 
  advanced to their appropriate druidic level.  If there are 
  any large PCs [i.e. Centaurs], he notifies them that will 
  cost them an extra 480gp to have an elven mage 
  polymorph it into an elf for the duration of the spell.  
  When they are ready to return, it will cost the same to 
  cast the spell a second time. 
   
  To prepare for their journey, PCs can obtain any 
  non-magical standard PHB equipment they wish, with 
  the exception of alchemist’s fire.  Each Reporting-for-
  Duty PC may purchase a core-access scroll or potion 
  equal to half the APL in hundreds of gold pieces (100gp-
  400gp) as long as it is something that they themselves 
  may use [no buying and handing off to other party 
  members.]  Although Tal will not offer it, if a PC bard 
  seeks him out and specifically asks, they will be able to 
  get a scroll [using the guidelines above] as well.  Once 
  preparations are complete: 
  When the time for your journey is at hand, you 
  make your way to the treetower where the harper 
  indicated that he would meet you.  Tal is there 
  waiting for you, and sitting next to him in a carrying 
  chair is probably the oldest elf you’ve ever seen; he 
  actually looks old.  He is dressed in simple robes and 
  a vest, and a well-made but non-extravagant circlet 
  holds back his thinning hair.  A walking staff rests 
  against several small packs. 
  ALL APLs: 
  � Throion Na’nai, Elven Sage: Ancient Male elf; 
  Wiz3/Exp7; hp 10; see Appendix One. 
   
  The sage is overly friendly and more than a bit 
  eccentric, and speaks in that stereotypical “grampa” voice. 
  “Hello, hello, excellent, excellent.  We’ve not much 
  time left, just these few days after the equinox if 
  we’re going to find it.  I’ve searched nearly the entire 
  area, you know, I’m bound to find it this decade.  
  Where is our ride?  Oh, excellent, excellent, here 
  they come now.  Hurry, hurry, you know how 
  important this is!  Can’t you hurry any faster, shape 
  into something that flies or dives or something?”   
  The recipients of his berating appear to be a pair of 
  druids dressed for combat.  The half-elven female 
  laughs and gently pats his cheek affectionately.  
  “Dear, dear Throion; you’ve been at this since before 
  I was born.  Surely there is something else for you to 
  pursue besides this perennial wild bird chase?” 
  Throion the sage raises a bushy eyebrow. “Birds? I’m 
  not hunting birds. Hrmph, that’s the problem these 
  years. Too many younglings with not enough sense 
  to pay attention!” 
  The elf in the scruffy hide armor next to her has 
  such a sour disposition that it shows.  He steps into 
  the room, takes a look around, points to <any PCs 
  with any metal armor on, including mithral bucklers> 
  and says “No.” 
  ALL APLs: 
  � Windsong Fang: half elf, female, Drd 12 
  � Ellistern Gnarlyfist: elf, male, Drd 12 
  Ellistern is old-school, and will only transport the sage, 
  animal companions [medium-sized or smaller ONLY due 
  to limitations of the spell], and any unarmored or non-
  metal armored PCs.  He will allow, but grumble about, 
  studded leather.    If there are more than four 
  metallically-armored PCs, the group must decide which 
  of the PCs will have to remove ALL metal from their 
  person and give it to one of the other four PCs.  
  Windsong has no such prejudices.  She will roll her eyes 
  at the situation, but seems to be fairly used to it. 
  Once things are settled:  
  Tal addresses you one last time.  “The learned one’s 
  searches have been fruitless so far, but success 
  would give us an advantage in this war.  Keep him 
  safe so that his quest may be fulfilled.  Above all else, 
  bring him back to us.”  
  The half-elven druidess turns to you.  “Hold hands,” 
  she instructs as her companion places his hands on 
  
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  the sage’s shoulder.  Once the chains are complete, 
  she nods, and with a word of magic, each druid puts 
  a hand onto the trunk of the ironwood tree at the 
  center of the room. 
   
  PCs make may a Spellcraft (DC 21) check to 
  recognize a Transport via Plant spell has just been cast by 
  each druid. 
  A moment later you arrive on another battle 
  platform surrounding a large ironwood tree - except 
  this one appears to be in the heart of the 
  Dreadwood.  Continual light spells which enable 
  you to see are almost swallowed by the ancient 
  forest. 
   
  If PCs had to remove armor because they were rude 
  to the elven druid, they may gear up now. 
  An exceedingly large and muscular specimen of the 
  ape family peers onto the platform. Without a 
  spoken word, it picks up the sage with one hand and 
  carries him down the side of the tree to the forest 
  floor.  The ape quickly returns to the top in search of 
  other passengers. 
   
  PCs who wish to make their own way down the tree 
  [50’] may do so; otherwise, the ape will carry them down.  
  Once everyone is on the ground: 
  The woman you came with unpacks several apparently 
  magical bags and begins to restock the outpost, while the 
  elf turns into a large heap of what looks to be rotting 
  vegetation and shambles off.  A hawk flies out of a nearby 
  tree, landing on the shoulder of the ape, which turns, 
  walks into the tree and, disappears.  Changing of the 
  guard in the Dreadwood seems to be rather.... unique. 
  ENCOUNTER 5: THEY’VE 
  STOLEN OUR TREASURE 
  Note: This is a good point in the mod to pause if you 
  need to take a break. 
   
  At this point, PCs need to decide how to transport 
  the sage.  The following points are duplicated in Player 
  Handout #2: 
  • 
  Terrain in the Dreadwood is difficult ground at 
  all times; everyone is at half movement and no 
  5’ adjusts are possible unless the PC has 
  Woodland Stride, Freedom of Movement or a 
  Climb speed. 
  • 
  Large (or larger) creatures are considered to be 
  squeezing at all times.  The Dreadwood 
  recognizes its own, however, and large creatures 
  (or larger) with Plant traits do not suffer this 
  penalty. 
  • 
  The first tier of canopy of the Dreadwood is 50’ 
  from the ground. 
  • 
  Unless the entire party has darkvision, PCs are 
  unable to see and must carry a light source at all 
  times. 
  • 
  Due to the shadows and the density of the 
  Dreadwood, 
  ranged 
  attacks 
  are 
  extremely 
  difficult in the Dreadwood.  Treat anything 
  within 30’ as normal.  Attacks from 30’-60’ suffer 
  a 20% miss chance, and anything beyond 60’ 
  suffers a 50% miss chance. 
  • 
  The sage weighs 75lbs and has a carrying 
  harness.  Any medium-sized PC can strap the 
  sage onto his back.  He cannot be dropped as a 
  free action.  The harness can be cut free in two 
  standard actions; otherwise removing him is the 
  same as removing medium armor. 
  • 
  The sage will not subject himself to a broom of 
  flying; carpets, wings, boots, spells, etc are ok.  
  Tenser’s Floating disk is useable, but PCs must 
  be able to maintain it for 16 hours per day.  He is 
  able to ride large creatures [wildshaped druids, 
  mount scrolls, paladin mounts, etc.], but 
  untrained creatures [i.e. mount spell] need to be 
  controlled by someone in the party with animal 
  handling.  He has no ranks in ride, only his Dex 
  modifier, but enterprising PCs can jury-rig the 
  harness to serve as a makeshift saddle with the 
  right equipment an appropriate skill check [use 
  rope, disable device, crafts or professions, etc.]  
  • 
  The PC carrying the sage may intentionally take 
  all damage directed to the sage onto himself, 
  even if flatfooted or otherwise denied his 
  dexterity bonus. If the PC chooses to do so, any 
  attack that would hit the sage’s AC (+4 for cover) 
  will hit the PC, regardless of the PC’s AC. This is a 
  chance for a PC to be heroic, though it may cost 
  him. 
  • 
  The sage has 25 lbs. of equipment that someone 
  needs to carry around for him. 
  Note: Do not tell the PCs how many hit points the sage 
  has.  The fact that they have to carry him around should 
  be enough of a warning that he is not the most robust 
  person in the group.  Do not drop hints to PCs about 
  spelling him up, either; this is the challenge, to think 
  outside of the box and adapt to having a liability within 
  the party.   
  Travel through this area of the Dreadwood is not 
  easy.  There is almost no undergrowth due to the 
  thickness of the forest ceiling, but the ground is 
  rough and uneven due to the roots that rise above 
  the forest floor.  It’s easy to get a foot caught in 
  them, even though you are being careful, and your 
  knees have discovered that they are soon able to tell 
  when you fall into an ironwood, darkwood, or other 
  type of tree. 
  
  KEO6-02 Forest of Ribbons 
   
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  There is a trail marker here; Reporting for Duty PCs 
  automatically spot it and recognize it for what it is: a 
  marker designating the edge of Dreadwalker/Elven-
  controlled territory and the beginning of the untamed 
  wilderness of the Dreadwood. 
   
  Use the Spot Check #1 from DM Aid #1 [DC 15 + 
  APL] to determine if others notice it.  Nature-ish PCs that 
  belong to any metaorganizations [Keoish or otherwise] 
  that would likely use trail markers will recognize it for 
  what it is, though they will not be able to discern its 
  actual meaning. 
   
  If PCs question the elf about it, he will dismiss it: 
  “Eh, it’s nothing; those Dreadwalkers are always out 
  here leaving messages for each other, ‘party tonight 
  at the old oak tree’ and such....”   
   
  However, a Sense Motive DC 10+APL will reveal 
  that he’s full of it; he’s scared as all get out, but is too 
  much the classic ‘mad scientist’ to let matters of survival 
  actually interfere with his research. 
  You travel for what you believe to be the better part 
  of the day; there is no sunlight to filter through the 
  canopy to otherwise measure time.  After hours of 
  what seems to be fruitless searching, the old elf 
  finally calls it a night.    It takes a bit of time, but you 
  are eventually able to find a spot that seems like it 
  would be a suitable place to set up camp.  The old 
  sage insists on a fire, even offering up his own 
  tindertwigs to assist in the task.  “No, no, no, these 
  old bones are not as young as they used to be, you 
  know.  A little bit of fire to warm them never hurt 
  anyone.  Actually, this one time it did, back when I 
  was a young’un like you....”  
  The elf has more stories than he has years behind 
  him and is not shy at sharing them with anyone 
  within hearing. 
   
  There is enough deadfall for PCs to make a fire; the 
  elf will absolutely get frantic if PCs try to take an axe, 
  adamantine greatsword, etc. to any of the trees.  He will 
  actually raise his voice to the PCs over this. 
  “Are you insane?  Are you trying to get us killed?  Do 
  you know how many trees there are in the 
  Dreadwood that hit back?”  He begins to beat at you 
  with his staff.  
   
  If the PC complies, there are no further 
  consequences.  If they don’t, they earn the Treekiller! AR 
  item. 
   
  Allow PCs to make normal arrangements to settle 
  down for the night and set watches, and then read the 
  following: 
  “Eh?  What’s this?  Don’t be silly, young 
  man/(woman),” the elf says as he realizes what you 
  are doing.  “I’m not going to get rheumatoid by 
  sleeping out here on this cold ground.  Sucks the life 
  right out of you.  Just like it did to....”  It takes a story 
  and a half for him to dig through his pack and pull 
  out a scroll.  “And you call yourselves adventurers?  I 
  don’t know how you made it this far.  We learned 
  our lesson, I tell you....” the half-finished story from 
  a few moments ago is abandoned for a new one.  He 
  somehow finally manages to finish the story, 
  unfasten the scroll, and cast it.  A rope slides 10’ into 
  the air from his open bag.  “Well, don’t stand around 
  now, everyone in, no use in being something else’s 
  dinner; always better to eat than to be eaten, I say.  
  Said it way back when, too, when folks didn’t always 
  listen to me....” the story continues as he waits for 
  someone to get him into the safe zone at the other 
  end of the rope.” 
   
  The rope trick will last for ten hours. There is enough 
  space for the rope, the elf, and six other creatures; 
  familiars and tiny animal companions stay with their PC. 
   Small and medium-sized animal companions must wait 
  out the night in the Dreadwood. 
   
  If any PCs even think of staying in the Dreadwood, 
  outside of the safety of the rope trick: 
  It is the first time the sage has stopped in mid-
  sentence.  He blinks once, as if not trusting his own 
  hearing.  “If I had known you were coming along 
  just to get yourself killed, I would have asked for 
  other companions.”  No story follows; there is only 
  silence and a look of absolute incomprehension on 
  the elf’s face. 
   
  Reporting for Duty PCs should know better.  They 
  can get a new animal companion later if they have to, but 
  the Dreadwood is too dangerous at night; many of its 
  inhabitants have ways of knowing when the sun has set 
  and venture out.  These PCs and the sage can point this 
  out to those thinking about staying outside of the rope 
  trick. 
  Note: the Optional Encounter in Appendix 1, the 
  Rukanyr, will attack any PC who stays outside of the 
  Rope Trick. This encounter will likely lead to the death of 
  any PC foolish enough to do so. Furthermore, the 
  Rukanyr is worth no XP and has no treasure - PCs are not 
  rewarded for foolishness. Any PC who dies this way is 
  considered recoverable, as long as the remainder of the 
  PCs don’t mind picking up the pieces (literally). 
  ALL APLS (EL 9) 
  � Rukanyr: hp 91; see Appendix One. 
  The old elf is an early riser and will use his bony foot 
  to poke awake any late sleepers in the morning.  “No 
  time for dilly-dallying, the rope is going to spit you 
  out any moment now, might as well be awake 
  already, that’s a very rude way to wake up in the 
  morning, you know.  Reminds me of this one time I 
  was out adventuring way before your grandparents 
  were born....”  
  
  KEO6-02 Forest of Ribbons 
   
  Page 13 
  The sage continues to regale you with stories of his 
  youth as he impatiently pokes at his porter with his 
  staff, waiting to be carried down. 
  Note: If any animal companions were left outside of the 
  rope trick, they are nearly scared stiff when PCs come out 
  of the rope trick.  It will take all of the PC’s skills to get it 
  to follow them; any PCs that do not focus all of their 
  attention this encounter [no attacking, pursuing, or 
  parlaying with the upcoming thief] trying to reassure 
  their animal companion will not be able to get it to follow 
  them through the rest of the adventure. 
  The elf insists on a warm breakfast, and soon a large 
  pot of oatmeal and honey is bubbling over a 
  renewed fire as you go about your normal morning 
  routine.  “I see that look,” the sage starts again, 
  pointing to a random PC.  “Don’t tell me that 
  adventuring without breakfast is a good idea - it’s 
  the most important meal of the day.  Sticks to your 
  ribs, it does - it’ll help you fill out that armor (robes). 
  Seen someone shrivel up into nothing ‘cuz they 
  didn’t have breakfast, I did; didn’t believe it myself 
  at first....” True or not, the old guy certainly has his 
  share of stories.   
  ALL APLS (EL 7) 
  � Zulaykha - Sylph Sor2 (1) - female, hp 29; see 
  Appendix One 
  Tactics: Use Spot and Listen Checks #2-7 from DM Aid 
  #1 .  She is looking to collect “pretties”, one PC at a time.  
  PCs may either hear her hummingbird-type wings or see 
  an item disappear.  If she is noticed, she will fly up and 
  away from PCs, then will remain completely still and 
  allow the heroes to react.  Her reaction depends on the 
  PCs’ actions: 
   
  Diplomacy: The sylph speaks Auran at first, but 
  will switch to common if PCs are diplomatic about it.  
  She is merely curious, is highly attracted to “pretties”, and 
  wants to know if the PCs are going to go talk to the plants 
  that are coming. 
   
  Intimidate/Subdue: the Sylph will spend one 
  round using defensive spells [grease, slow, etc.] to try to 
  distance herself from the PCs.  If she is grappled, pinned, 
  etc, and PCs don’t immediately try to talk her down, she 
  switches to survival mode [see Attack, below] 
   
  Attack: the Sylph with either empower her best 
  spell and unload on the party, or will summon the air 
  elemental [especially if blinded] and rely on her 
  improved invisibility and speed to escape. 
  Development:  Zulaykha can’t give much information 
  about other critters in the Dreadwood - most of them are 
  ‘bad’, and the Dreadwood is ‘all the same’.  However, the 
  sylph will tell the sage that the plant he is looking for is 
  similar to some she’s seen recently, and the party is going 
  in the right direction. If asked about the “plants that are 
  coming”, the Sylph will tell the PCs that the Dreadwood 
  knows the PCs are here, and that the wood itself hungers 
  for them. This is an unusual departure from the Sylph’s 
  normal carefree attitude and should serve as a serious 
  warning. 
  ENCOUNTER 6: TO SEARCH 
  ALL THE WOODS 
  Note: This encounter takes place two hours after the end 
  of Encounter #6. 
  You swear you could set an hourglass by the old 
  man’s stomach, which rumbles as loudly as a half-
  orc’s.  You’re not entirely sure that stopping to eat is 
  a good idea, but the old sage stubbornly refuses to 
  eat on the go.  “Bad for the digestive system, you 
  know; you should wait an hour after you eat before 
  you go off and open something’s insides with your 
  sword.”  Still, it’s a chance for those who have been 
  carrying him to unload and be free of him for a few 
  moments.  The rations supplied by the elves are 
  basic, serviceable food.  Unlike most trail rations 
  you’ve seen, however, you’d swear the old sage’s 
  consists entirely of oatmeal and prunes. 
   
  Travel begins an hour after the sage eats.  
   
  Remember that there are no trails or paths, so PCs 
  may spread out as they travel.  All of the Dreadwood 
  looks the same.  Use DM Aid #5 for this encounter. 
  APL 2 (EL 2) 
  � Needlefolk (2): hp 21; see Appendix Two. 
  APL 4 (EL 4) 
  � Needlefolk (2): Advanced 5HD; hp 49; see 
  Appendix Three. 
  APL 6 (EL 6) 
  � Needlefolk (2): Advanced 7HD/Rng2; hp 81; see 
  Appendix Four. 
  APL 8 (EL 8) 
  � Needlefolk (2): Advanced 9HD/Rng6; hp 147; 
  see Appendix Five. 
  Tactics:  The needlefolk have ‘taken 10’ to hide, and PCs 
  are traveling slowly enough that the needlefolk have 
  keyed into the correct position to attack. Use the Spot 
  and Listen Checks #8 and 9 from DM Aid #1: 
  • 
  APL 2 Spot DC 29, Listen DC 18 
  • 
  APL 4 Spot DC 33; Listen DC 18 
  • 
  APL 6 Spot DC 35, Listen DC 30 
  • 
  APL 8 Spot DC 35, Listen DC 30 
  Success allows that PC to act in the surprise round. The 
  needlefolk will randomly concentrate on any elves or 
  
  KEO6-02 Forest of Ribbons 
   
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  half-elves in the party, beginning the attack once the 
  party comes within 30’, unless they are otherwise 
  detected. 
  Note: The PC carrying the sage may intentionally take all 
  damage directed at the sage onto himself, even if 
  flatfooted or otherwise denied his dexterity bonus.  If the 
  PC chooses to do so, any attack that would hit the sage’s 
  AC (+4 for cover) will hit the PC, regardless of the PC’s AC. 
  This is a chance for a PC to be heroic, though it may cost 
  them. 
  THE SAGE: If he is not killed outright and has a chance 
  to act, the sage will cast Protection from Arrows as his first 
  spell to protect himself against their needles.  This spell 
  comes into play only if the PC carrying the sage has 
  either chosen not to take damage for him, or has dropped 
  below 0 hp. 
   
  The needlefolk will concentrate their attacks 
  and attempt to kill all elves and half-elves until they are 
  dead (-10 hp), not just unconscious - they can sense the 
  difference.  The needlefolk will either fight until one is 
  dead and the other is at 25% of its original hit points or, if 
  all elves are dead, will continue to attack, but will flee 
  once they drop below 1/2 hit points. 
   
  Remember that the needlefolk are plants and 
  are not subject to critical hits, sneak attacks, paralyzing 
  effects, etc. 
  Treasure: None.  
  Development: If the sage has died and the PCs have 
  access to life-restorative magics [i.e., last breath, 
  reincarnate, etc.], Throion will return from the dead.  If 
  the elf dies and is not immediately brought back to life, 
  adjust the boxed text in the next encounter accordingly. 
  ENCOUNTER 7: TRUST IN THE 
  SPELL AND THE BLADE 
  Note: This encounter takes place APL hours after the 
  Needlefolk encounter, so only day-long or extended 
  spells would still be in effect. 
  Despite the fact that the very forest seems intent on 
  killing him, the elven sage is even more animated 
  than he was before.  “Yes, yes, yes, I know all of that; 
  but we’re getting close, don’t you see?  It only grows 
  near known needlefolk trails.  I have a theory that 
  when the needlefolk drop their seeds to spawn in 
  the autumn that it uses them as fertilizer, and then 
  appears in the spring when it has had time to absorb 
  all of the nutrients....”  
  The old elf happily prattles on about the mating 
  habits of needlefolk, which, really, is more 
  information than you need to know. 
  IF THE SAGE IS ALIVE: it takes him only another 
  fifteen to twenty minutes to find the plants and harvest 
  them with a small sickle that he carries.  PCs with five or 
  more ranks of Survival or Knowledge: Nature may assist 
  him if they are willing to submit to his instructions, as 
  the harvesting method seems to be unusually precise. 
  IF THE PCS WERE UNABLE TO KEEP THE SAGE 
  ALIVE: they may spend the remainder of the day 
  searching for it.  Finding it requires a series of 
  Knowledge: Nature checks.  PCs with five or more 
  ranks of Survival or Knowledge: Nature may assist, but 
  may not then make their own roll to find the plant.  The 
  PCs must succeed on a trio of checks consecutively of DC 
  18+APL, 22+APL and 26+APL.  Failure on any check 
  means that PCs are unable to find the plant.  PCs who 
  think to rifle through the sage’s bags will find his notes 
  and, if they choose to skim through, will gain a +2 
  circumstance bonus to their roll.  Up to two PCs may 
  assist (as above).  Locate Object spells will be 
  unsuccessful, as PCs have never seen the plant before, 
  nor are the sage’s sketches accurate enough. 
  IF PCS ATTACKED THE SYLPH:  PCs receive no 
  warning. Combat begins at a distance of 30’ with a regular 
  initiative roll and no surprise round (both groups are 
  surprised). 
  IF PCS EITHER BEFRIENDED THE SYLPH 
  ZULAYKHA OR NEVER SPOTTED HER:  She flies 
  across their path and becomes temporarily visible to warn 
  them of impending danger.  It is obvious she is fleeing 
  from something, and is equally obvious she isn’t staying 
  around to watch whatever happens next.  Because of her 
  warning all PCs get one full round to prepare. When 
  combat begins, a surprise round is run as normal for the 
  Kaorti and his "pet" (who must make spot or listen checks 
  to act).  Otherwise, the Kaorti is unaware of the PCs, and 
  has no pre-cast spells on him. 
  Re-use DM Aid #5, but turn the map 180 degrees from 
  Encounter #6. 
  APL2 (EL 5) 
  � The Hunter: Kaorti Wmg 3 (CR4); hp 41; see 
  Appendix Two. 
  � His Pet: Pseudonatural Badger (CR2); hp 33 
  (raging hp 39); see Appendix Two. 
  APL4 (EL 7) 
  � The Hunter: Kaorti Wmg 5 (CR6); hp 56; see 
  Appendix Three. 
  � His Pet: Barghest; hp 42; Monster Manual (p.22). 
  APL6 (EL 9) 
  � The Hunter: Kaorti Wmg 7 (CR8); hp 71; see 
  Appendix Four. 
  � His Pet: Greater Barghest; hp 81; Monster 
  Manual (p.22). 
  APL8 (EL 11) 
  
  KEO6-02 Forest of Ribbons 
   
  Page 15 
  � The Hunter: Kaorti Wmg 9 (CR10); hp 86; see 
  Appendix Five. 
  � His Pet: elite, advanced, Pseudonatural 
  Shambling Mound; hp 121; see Appendix Five. 
  Tactics: At the beginning of the surprise round, the "pet" 
   appears within 30' of a PC, with the Kaorti taking cover 
  behind it.  The Kaorti will attempt to fry as many PCs as 
  possible, as quickly as possible, while gurgling 
  maniacally. Both warmage and “pet” will always fight to 
  the death.   
   
  If the “pet” is a pseudonatural creature [APLs 2 
  & 8], be sure to describe it with the stereotypical oozing 
  and pussing and extra tentacle action.  (It’s more than just 
  gross; it has resistances.)  
  IF THE SAGE IS STILL ALIVE:  He will cast mirror 
  image on himself if it is still available.  If at any point he is 
  able to actually see the Kaorti, or if someone else describes 
  it to him, he will begin shouting in common: 
  “Monster!  It is too late!  I have found it, and I will 
  use it to dissolve your armor and your ribbon 
  daggers and your cocoons that steal my fallen people 
  and force you to return to the hellspawn from 
  whence you’ve come!”  Curiously enough, he repeats 
  it in Ancient Suel. 
  Development: If PCs are victorious and search the body 
  of the Kaorti, they will find a small lapel pin embedded 
  within the resin armor of the creature. The pin is one 
  commonly given to Dreadwalkers who have performed 
  some great act of personal heroism for the kingdom. If 
  the sage is alive he will reluctantly admit that the Kaorti 
  only increase their numbers by turning victims into more 
  Kaorti. This is not a widely known effect but is part of the 
  reason the Dreadwalkers have so much to fear. Failure in 
  the Dreadwood can not only mean death, but the 
  perversion of friends into creatures of evil. 
  Proceed to the appropriate conclusion(s): 
  • 
  The Sage is alive (Conclusion A). 
  • 
  The Sage is dead, PCs have his body, and there ARE 
  Dreadwalkers 
  or 
  PCs 
  with 
  the 
  Track 
  feat 
  (Conclusion B). 
  • 
  The Sage is dead and there are NO Dreadwalkers or 
  PCs with the Track feat (Conclusion C).  If his body 
  was left behind, go to Conclusion D. 
  CONCLUSION A: YOU’VE 
  PASSED ALL OUR TESTS 
  PCS KEEP THE SAGE ALIVE: 
  As you cross back into the elven-controlled lands, 
  you notice a violet-eyed owl circling overhead, as if 
  noting your location - or guiding you back to the 
  outpost.  A different pair of druids awaits to return 
  you to the elven town.   
  When you arrive at Aridul, you notice that the place 
  is abuzz.  No sooner do you arrive on the platform 
  than the sage begins to beat at his carrier for not 
  getting him out of the harness fast enough.  There 
  are already several elves here ready and waiting to 
  whisk him away in his carrying chair.  He is too 
  excited to even start another story as he takes his 
  staff to his new porter. 
  The blind elven harper who sent you on this journey 
  smiles as he listens to the fading sound of the staff.  
  “You have enabled him to nearly complete his life’s 
  quest of the past half of a century.  Should he 
  complete it, it will bring us something which we 
  have not known for quite some time: Hope.”  Before 
  you can question him further, he asks you to 
  recount your adventure. 
  Assuming the PCs do so:   
  Tal nods.  “You will understand, then.  The creature 
  you fought at the end, the humanoids that infest 
  these woods - they cannot survive without their 
  armor.  Noble Throion’s research has discovered a 
  way to create an alchemical agent which will 
  dissolve their armor.  If we were to posses this, we 
  would gain an ability to send them back to where 
  they came from - if only temporarily - until they 
  weave another cocoon of armor.”  He holds up his 
  hand, silencing both himself and further questions 
  from you as his head tilts to one side.  He motions 
  you to follow him across the clearing and past the 
  standing stones to where Nevarr and the House 
  Lizhal honor guard have begun to ascend the stairs 
  around the largest of the ironwood trees.  “Things 
  have…. changed…. since you left here as well,” Tal 
  says as he shoulders his harp and unerringly 
  negotiates the root tangles and ladders as leads you 
  up into a spacious room where the soldiers have 
  rejoined their liege.  That Kialla has changed is 
  evident; her ash-brown hair is shot through with 
  grey, and eyes once the color of mithral now burn 
  with the amethyst of elven magic.  Whatever other 
  changes the ceremony has placed upon her remain 
  to be seen. 
  Kialla notices your arrival, and understanding 
  reflects across her face.  “I see you have done well; 
  you would not have made it this far otherwise.  We 
  have accomplished all that which we are able to 
  during this visit; it is time we return to Dourstone.”  
  Her last comment seems to be directed at both you 
  and the harper, and it elicits a gentle smile.  “The 
  Oaken Heart is forever open to you, Guardian,” he 
  replies sincerely.   
  Kialla addresses you once again.  “I thank you 
  adventurers; the path was difficult, and I have only 
  just begun to travel it, but your companionship has 
  
  KEO6-02 Forest of Ribbons 
   
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  made my journey that much easier.  Feel free to 
  return at any time.”  It is only after you travel back 
  down Arrow's Pointe Road, spend the nighttime 
  again at the Hollows, bid Kialla goodbye at the 
  ironwood gates of Dourstone, and turn to leave that 
  you notice the elven harper leaning against the 
  outer wall, violet-eyed owl perched on his 
  shoulder.... 
  THE END 
  CONCLUSION B: RIDE OFF 
  WITH MY BLESSINGS 
  IF PCS ARE UNABLE TO KEEP THE ELF ALIVE, 
  HAVE THE BODY, AND ARE ABLE TO TRACK 
  THEIR WAY BACK: 
  As you are once again transported through the elven 
  outpost, you notice a violet-eyed owl circling 
  overhead, as if noting your location.  Whatever had 
  occupied the elves before you left appears to have 
  been completed, considering there are many 
  almond-shaped eyes upon you as you search for a 
  friendly face.  The looks you receive as you cross the 
  clearing are a medley of anger, disappointment, 
  haughtiness, and hope.  You make your way to the 
  standing stones, and, indeed, the blind harper elf is 
  there waiting for you.   
  Tal's hands go flat against the strings, silencing 
  them as you approach.  “Such is the way of the 
  Dreadwood,” he adds softly as his hands pluck out a 
  sorrowful chord.  “He has tried for nearly half a 
  century to attain his life’s quest.  The druids will 
  come, and if his will is stronger than his body, he 
  will return.    It is always a good day when none are 
  lost - no matter the condition of the body." 
   
  If the sage found the plant before dying, or if PCs 
  were able to make the appropriate skill checks, add the 
  following: 
  The elf seems a bit less surprised than you would 
  have expected.  “It does have an unusual scent; I 
  hoped that that’s what it was.  Suffice it to say, he 
  will make good use of your efforts." 
  If PCs managed to capture the Kaorti warmage, dead or 
  alive, he will appear startled, then send the horned owl 
  winging as fast as it can go off towards the largest of the 
  elven tree structures, and thank the PCs profusely for 
  such a "gift" [though PCs earn nothing extra for doing 
  so]. 
  "Go back to Arrow's Pointe Road; Lady Kialla and 
  her guards are already assembled and are waiting for 
  you.  Tell her we are grateful for her assistance, no 
  matter what form of it she brings." 
  THE END 
  CONCLUSION C: A TROOP OF 
  HIS OWN ELVEN GUARD 
  THE ELVEN SAGE IS DEAD, THERE ARE NO 
  REPORTING FOR DUTY PCS, AND NO PCS HAVE 
  THE TRACK FEAT: 
  It didn’t seem like you had traveled all that far.  
  You’ve barely made it out of the Dreadwood alive, 
  and that was only because you’ve been running for 
  the last four weeks - and finally ran into a party of 
  Dreadwalkers who escorted you back near the 
  wilderness boundary marker. 
   
  PCs are docked an additional 4TUs, and in addition 
  become shaken as per the PHB description any time they 
  encounter Kaorti, Rukanyr or Pseudonatural creatures of 
  any type.  PCs receive the Shaken, Not Stirred AR item 
  [q.v.]. 
  Note: If PCs did not bring back the body of the elven 
  sage, skip to Conclusion D.  Otherwise, read the 
  following: 
  The elven harper greets you at the outpost.  "I am 
  glad you were found and returned; we were 
  beginning to give up hope.  Kialla's test went.... well. 
   She and the others have long since returned to 
  Dourstone.  Tell her of your success here - yes, 
  success.  Neither you nor he" he motions to the 
  elven sage's body "were lost to our enemies.  Throion 
  will be brought back; his research is far too valuable 
  for such knowledge to be lost.  Rest.  When you are 
  ready, you will be returned to Dourstone.  Our 
  people will be forever grateful." 
  The End 
  CONCLUSION D: CRITICAL 
  FAILURE 
  If the elven sage dies and the PCs do NOT return 
  with the body (whether or not there are trackers in 
  the party): 
  You notice the violet-eyed owl circling overhead as 
  you finally make your way to tamed lands.  
  Thankfully, its purpose seemed to be to guide you 
  there.  You are barely inside the elven boundary 
  when you glance up into the trees to see that the owl 
  has rested on the shoulder of the blind elven harper 
  sitting on a branch about ten feet in the air.  “The 
  Dreadwalkers have a motto:  None Left Behind.  An 
  ally claimed by the Dreadwood is more dangerous 
  than any creature born an adversary.  There will be 
  nothing I can do to protect you if you were to return 
  to the outpost.”  He motions to the two druids that 
  have 
  come 
  up 
  behind 
  you 
  who 
  originally 
  
  KEO6-02 Forest of Ribbons 
   
  Page 17 
  transported you here.  “Go.  You will arrive outside 
  of Dourstone.  They will know what has transpired.  
  Do not expect to stay long once you arrive there, 
  either.” 
  PCs - including Reporting for Duty PCs - gain the 
  Unfavorable Notice of the Dreadwalkers AR item and 
  gain no influence for this adventure. 
  PCs who do not go with the druids and have no way of 
  returning on their own will simply wander the 
  Dreadwood until it claims them [i.e., they are dead in 
  boxed text]. 
  The End 
   
  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 1 
  Defeat the tieflings. 
   
  APL 2: 120 xp 
   
  APL 4: 180 xp 
   
  APL 6: 240 xp 
   
  APL 8: 300 xp 
   
  Encounter 6 
  Defeat the Needlefolk 
   
  APL 2: 90 xp 
   
  APL 4: 150 xp 
   
  APL 6: 210 xp 
   
  APL 8: 270 xp 
   
  Encounter 7 
  Kill or capture the Kaorti; Defeat its companion. 
   
  APL 2: 150 xp 
   
  APL 4: 210 xp 
   
  APL 6: 270 xp 
   
  APL 8: 330 xp 
   
  Story Award 
  Keep the elven sage alive. 
   
  APL 2: 40 xp 
   
  APL 4: 60 xp 
   
  APL 6: 80 xp 
   
  APL 8: 100 xp 
   
  Discretionary Roleplaying Award 
   
  APL 2: 50 xp 
   
  APL 4: 75 xp 
   
  APL 6: 100 xp 
   
  APL 8: 125 xp 
   
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the 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 
  
  KEO6-02 Forest of Ribbons 
   
  Page 18 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, 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 1: 
  • 
  APL 2-8: L: 281 gp, C: 0 gp, M: Potion of cure 
  moderate wounds x4 (100 gp each per 
  character). 
  Encounter 5 & 6: 
  • 
  APL 2-8: L: 0 gp, C: 0 gp, M: none (0 gp) 
  Encounter 7: 
  APL 2: L: 50 gp, C: 0 gp, M: Brooch of shielding (125 gp 
  each per character), dust of tracelessness x2 (42 gp each 
  per character), ring of protection +1 (83 gp each per 
  character), vest of resistance +1 (83 gp each per 
  character). 
  APL 4: L: 50 gp, C: 0 gp, M: Brooch of shielding (125 gp 
  each per character), cloak of charisma +2 (333 gp each 
  per character), dust of tracelessness x2 (42 gp each per 
  character), ring of protection +1 (83 gp each per 
  character), vest of resistance +1 (83 gp each per 
  character). 
  APL 6: L: 29 gp, C: 0 gp, M: Brooch of shielding (125 gp 
  each per character), cloak of charisma +2 (333 gp each 
  per character), dust of disappearance (292 gp each per 
  character), dust of tracelessness x2 (42 gp each per 
  character), ring of protection +1 (83 gp each per 
  character), scroll of cure serious wounds (31 gp each per 
  character), scroll of fly (31 gp each per character), scroll 
  of glitterdust x2 (13 gp each per character), vest of 
  resistance +1 (83 gp each per character), +1 resin armor 
  (117 gp each per character). 
  APL 8: L: 29 gp, C: 0 gp, M: Brooch of shielding (125 gp 
  each per character), cloak of charisma +2 (333 gp each 
  per character), dust of disappearance (292 gp each per 
  character), dust of tracelessness x2 (42 gp each per 
  character), Heward’s handy haversack (167 gp each per 
  character), ring of protection +1 (83 gp each per 
  character), metamagic rod of empower, lesser (750 gp 
  each per character), scroll of cure serious wounds (31 gp 
  each per character), scroll of fly (31 gp each per 
  character), scroll of glitterdust x2 (13 gp each per 
  character), vest of resistance +1 (83 gp each per 
  character), +1 resin armor (117 gp each per character). 
   
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 331 gp, C: 0 gp, M: 433gp – Total: 764 gp 
  (450 gp). 
  APL 4: L: 331 gp, C: 0 gp, M: 766 gp – Total: 1097 gp 
  (650 gp). 
  APL 6: L: 310 gp, C: 0 gp, M: 1263 gp – Total: 1573 gp 
  (900 gp). 
  APL 8: L: 310 gp, C: 0 gp, M: 2080 gp – Total: 2390 gp 
  (1,300 gp). 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Unfavorable Notice of the Dreadwalkers: The PC 
  proved that both word of promise and loss of life are 
  meaningless.  This character may not play in Dreadwood 
  modules until this notice is removed.  Expend 5 Keoland 
  Influences/Favors from Keoish nobility to remove this 
  unfavorable notice. 
  � Reporting for Duty: This mission is considered 
  reporting for duty for the following metaorganizations: 
  Dreadwalkers, Dreadwalker Reservists, Greyhill Militia, 
  Greyhill 
  Royal 
  Standards. 
   
  Members 
  of 
  those 
  organizations gain access (Frequency: Regional) to 
  purchase the following items: elven earring (see this AR), 
  blunt arrows (Races of the Wild), serpentstongue arrows (Races 
  of the Wild), swiftwing arrows (Races of the Wild), elvencraft 
  bow (Races of the Wild). 
  � Influence with the Dreadwalkers: For going on the 
  sage’s quest, you gain this Influence which can be spent 
  (along with 4 additional TUs) to have reincarnate cast 
  upon you for only the material component cost.  Spend 
  two influence with the Dreadwalkers to have reincarnate 
  cast upon another PC at the table, but at the base cost in 
  the Living Greyhawk Campaign Sourcebook, instead of 
  the normal Keoland cost. 
  � Prestige Classes: Your experiences in this adventure 
  have broadened your horizons.  You now meet the special 
  requirements for the Ruathar (Races of the Wild) and 
  Seeker of the Song (Complete Arcane) prestige classes. 
  � Elven Earring: This item does not take up a space on 
  the body (although it will not function unless worn in 
  the ear).  It provides the wearer a +5 competence bonus to 
  Listen checks. 
   
  Faint divination; CL: 3rd; Prerequisites: can’t be crafted; 
  Market Price: 5,000 gp; Weight: 0 lbs. 
  � Treekiller!: You cut down a tree in the Dreadwood.  
  Creatures with the plant type automatically make this PC 
  
  KEO6-02 Forest of Ribbons 
   
  Page 19 
  their primary target in the next encounter with them you 
  have while in the Dreadwood. 
  � Shaken, Not Stirred: Wandering the Dreadwood 
  unguided for a month has taken its toll.  Spend 4 
  additional TUs for the ordeal.  In addition, whenever you 
  encounter a kaorti, rukanyr or pseudonatural creature of 
  any type, you become shaken for the duration of the 
  encounter (unless you are immune to fear effects). This 
  effect lasts for one year from the date on this Adventure 
  Record. 
  Item Access 
  APLs 2, 4: 
  • 
  Blunt Arrows (Adventure; Races of the Wild) 
  • 
  Brooch of Shielding (Adventure; Dungeon Master’s Guide) 
  • 
  Dust of Tracelessness (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Elven Earring (Adventure; See Above) 
  • 
  Elvencraft Bow (Adventure; Races of the Wild) 
  • 
  Masterwork Ribbon Dagger (Adventure; Fiend Folio) 
  • 
  Resin Suit (Adventure; Fiend Folio) 
  • 
  Serpentstongue Arrows (Adventure; Races of the Wild) 
  • 
  Swiftwing Arrows (Adventure; Races of the Wild) 
  • 
  Vest of Resistance +1 (Adventure; Complete Arcane) 
   
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  Dust of Disappearance (Adventure; Dungeon Master’s 
  Guide) 
   
  APL 8 (all of APLS 2, 4, 6 plus the following): 
  • 
  +1 Resin Suit (Adventure; Fiend Folio) 
  • 
  Heward’s Handy Haversack (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Metamagic Rod, Empower, Lesser (Adventure; Dungeon 
  Master’s Guide) 
   
   
  
  KEO6-02 Forest of Ribbons 
   
  Page 20 
  APPENDIX 1 – ALL APLS 
   
  Caravan Guards (3), Male/Female Human (mixed) 
  War 1: Medium humanoid; CR 1/2; HD 1d8+3; hp 9; Init 
  +1; Spd 30 ft.; AC 16, touch 11, flat-footed 15 (+1 Dex, +3 
  armor, +2 shield); Base Atk/Grp: +1/+2; Atk +3 melee 
  (1d8+1/19-20, longsword) or +2 ranged (1d8/19-20, light 
  crossbow); Full Atk +3 melee (1d8+1/19-20, longsword) 
  or +2 ranged (1d8/19-20, light crossbow); SA -; SQ -; AL 
  NG; SV Fort +2, Ref +1, Will +0; Str 13, Dex 12, Con 11, 
  Int 8, Wis 10, Cha 8. 
   
  Skills & Feats: Handle Animal +3, Ride +5; 
  Toughness, Weapon Focus (longsword). 
   
  Languages: Common. 
   
  Possessions: Studded leather armor, large wooden 
  shield, longsword, dagger, light crossbow, 10 bolts and 
  case. 
   
  Description: Sharp eyed men and women who look 
  capable of wielding the swords at their hips. 
   
  Teamsters, Male/Female Humans (mixed) Exp 1: 
  Medium humanoid; CR 1/2; HD 1d6+4; hp 9; Init +1; Spd 
  30 ft.; AC 13, touch 11, flat-footed 12 (+1 Dex, +2 armor); 
  Base Atk/Grp: +0/+0; Atk +0 melee (1d6, club) or +1 
  ranged (1d8, light crossbow); Full Atk +0 melee (1d6, 
  club) or +1 ranged (1d8, light crossbow); SA -; SQ -; AL 
  NG; SV Fort +1, Ref +1, Will +2; Str 10, Dex 12, Con 13, 
  Int 8, Wis 11, Cha 8. 
   
  Skills & Feats: Handle Animal +3, Intimidate +3, 
  Profession (teamster) +7, Ride +5, Survival, +4, Use Rope 
  +5; Skill Focus (teamster), Toughness. 
   
  Languages: Common. 
   
  Possessions: Leather armor, club, dagger, light 
  crossbow, 10 bolts and case. 
   
  Description: A tough looking lot, that nervously keeps 
  an eye on the Dreadwood as they go about their tasks. 
   
  Deltin Kanier, Male Human (flan) Rng 1: Medium 
  humanoid; CR 1; HD 1d8+1; hp 7; Init +2; Spd 30 ft.; AC 
  16, touch 12, flat-footed 14 (+2 Dex, +4 armor); Base 
  Atk/Grp: +1/+3; Atk +3 melee (1d8+2/19-20, longsword) 
  or +5 ranged (1d8/x3, masterwork longbow); Full Atk +3 
  melee (1d8+2/19-20, longsword) or +5 ranged (1d8/x3, 
  masterwork longbow); SA favored enemy (aberrations); 
  SQ Wild empathy; AL NG; SV Fort +3, Ref +4, Will +1; 
  Str 14, Dex 15, Con 12, Int 8, Wis 13, Cha 10. 
   
  Skills & Feats: Hide +6, Listen +5, Move Silently +6, 
  Profession (dreadwalker) +5, Search +3, Spot +5; Point 
  Blank Shot, Weapon Focus (longbow). 
   
  Languages: Common. 
   
  Possessions: 
  Chain 
  shirt, 
  longsword, 
  dagger, 
  masterwork longbow, 10 normal arrows, 4 cold iron 
  arrows, 4 alchemical silver arrows, 2 Fey arrows. 
   
  Description: Bow in hand, wearing a woodland green 
  cloak emblazoned with a golden tree and arrow upon the 
  breast.  This young flan seems overly serious for his years. 
   
  Galina Torranow, female half-elf, Brd 1: Medium 
  humanoid; CR 1; HD 1d6+1; hp 6; Init +0; Spd 30 ft.; AC 
  12, touch 10, flat-footed 12 (+2 armor); Base Atk/Grp: +0/-
  1; Atk +0 melee (1d6-1/18-20, masterwork rapier); Full 
  Atk +0 melee (1d6-1/18-20, masterwork rapier); SA 
  Bardic music, spells; SQ Bardic knowledge (+3), 
  countersong; AL NG; SV Fort +1, Ref +2, Will +3; Str 8, 
  Dex 10, Con 12, Int 14, Wis 13, Cha 15. 
   
  Skills & Feats: Bluff +6, Concentration +5, Diplomacy 
  +8, Gather Information +6, Knowledge (history) +6, 
  knowledge (nobility and royalty) +6, Perform +6, Tumble 
  +4; Negotiator. 
   
  Languages: Common, Keoish, and Suel. 
   
  4 Spells Known (3, save DC = 12 + spell level): 0 – 
  Flare, message, prestidigitation, read magic.   
   
  Possessions: Masterwork leather armor, masterwork 
  rapier, masterwork lute, 2 potions of cure light wounds. 
   
  Description: Dressed in fine leathers, with her hair 
  styled in the latest fashions of Niole Dra, she is a 
  stunningly beautiful woman.  If not for her unfortunate 
  parentage, she would probably have been serving in a 
  noble’s manor. 
   
  Throion Na’Nai, elven sage, male grey elf Wiz(div) 3/ 
  Exp 7:Medium humanoid; CR 4; HD 3d4-12 plus 7d6-28; 
  hp 10; Init +1; Spd 10 ft.; AC 11, touch 11, flat-footed 10 
  (+1 Dex); Base Atk/Grp: +6/+2; Atk none; Full Atk none; 
  SA Spells; SQ -; AL LG; SV Fort +1, Ref +6, Will +14; Str 3, 
  Dex 13, Con 3, Int 26, Wis 16, Cha 12. 
   
  Skills & Feats: Concentration +9, Craft (alchemy) +24, 
  Knowledge (arcana) +21, Knowledge (dungeoneering) 
  +21, Knowledge (nature) +26, Knowledge (nobility and 
  royalty) +21, Knowledge (planes) +21, Profession 
  (herbalist) +18, Spellcraft +23; Brew Potion, Practiced 
  Spellcaster, Scribe Scroll, Skill Focus (alchemy), Skill 
  Focus (Knowledge (nature)). 
   
  Languages: Ancient Suel, Auran, Common, Draconic, 
  Dwarven, Elven, Flan, Gnomish, Old Oeridian, Sylvan, 
  Terran. 
   
  Spells Prepared (4/5/4, save DC = 18 + spell level): 0 – 
  Daze, Detect Poison, Prestidigitation, Resistance; 1st – 
  Comprehend Languages, Mage Armor, Obscuring Mist, Shield, 
  Sleep; 2nd – Locate Object, Mirror Image, Protection from 
  Arrows, See Invisibility. 
   
  Spellbook: 0 – Daze, Detect Magic, Detect Poison, Mage 
  Hand, Message, Prestidigitation, Read Magic, Resistance; 1st – 
  Alarm, Comprehend Languages, Expeditious Retreat, Feather 
  Fall, Mage Armor, Obscuring Mist, Shield, Sleep; 2nd – 
  
  KEO6-02 Forest of Ribbons 
   
  Page 21 
  Darkvision, Locate Object, Mirror Image, Protection from 
  Arrows, Rope Trick, See Invisibility. 
   
  Possessions: Traveling Spellbook, Headband of 
  Intellect +2, 2 scrolls of rope trick (caster level 10th), 2 
  potions of cure moderate wounds, 6 potions of cure light 
  wounds, Vest of Resistance +3. 
   
  Description: A brittle, ancient grey elf, seeming to 
  hunch in on himself.  Age spots cover his hands and 
  transparent wisps of hair still cling to his weathered 
  scalp.  He speaks with a surprisingly strong voice. 
   
  Zulaykha, female sylph Sor 2: Small outsider (air); CR 
  7; HD 3d8+3 plus 2d4+2; hp 29; Init +2; Spd 30 ft., fly 90 
  ft. (good); AC 21, touch 13, flat-footed 19 (+2 Dex, +1 size, 
  +4 mage armor, +4 shield); Base Atk/Grp: +4/+0; Atk +5 
  melee (1d2, unarmed strike) or +7 ranged touch (by 
  spell); Full Atk +5 melee (1d2, unarmed strike) or +7 
  ranged touch (by spell); SA Spells; SQ Improved 
  invisibility, outsider traits, spell resistance 16, summon 
  elemental, wild empathy (+11); AL N; SV Fort +4, Ref +5, 
  Will +8; Str 10, Dex 15, Con 12, Int 15, Wis 14, Cha 22.  
  Monster Manual II, page 192. 
   
  Skills & Feats: Balance +10, Concentration +9, Escape 
  Artist +8, Hide +12, Jump +1, Knowledge (nature) +11, 
  Listen +8, Move Silently +8, Spot +9, Survival +8, Tumble 
  +9; Combat Casting, Empower Spell. 
   
  Improved Invisibility (Sp):  At will, a sylph can use 
  improved invisibility (self only).  Caster level 12th. 
   
  Summon Elemental (Sp):  Once per day, a sylph 
  can use summon nature’s ally VI (caster level 12th) to 
  summon a Large air, earth, fire or water elemental. 
  Outsider Traits:  Darkvision 60’, an outsider can not be 
  raised, resurrected or reincarnated, a limited wish, miracle, 
  true resurrection, or wish are need to bring them back from 
  the dead. 
   
  Languages: Common, Auran, Sylvan. 
   
  8/5/4/3/2 Spells Known (6/6/7/7/5, save DC = 16 + 
  spell level): 0 – Dancing lights, detect magic, ghost 
  sound, light, mage hand, prestidigitation, ray of frost, 
  read magic; 1st – Mage armor, magic missile, obscuring 
  mist, ray of enfeeblement, shield; 2nd – Glitterdust, 
  protection from arrows, scorching ray, touch of idiocy; 3rd 
  – Dispel magic, slow, stinking cloud; 4th – Enervation, 
  Lesser globe of invulnerability.   
   
  Possessions: None. 
   
  Description: Generally encountered while invisible, if 
  the party manages to spot Zulaykha she is a small, 
  beautiful woman with translucent, brightly colored 
  wings.  She wears a filmy dress of silk. 
   
  OPTIONAL ENCOUNTER   
   
  Rukanyr: Large aberration; CR 9; HD 7d8+49; hp 91; Init 
  -2; Spd 40 ft., climb 20 ft.; AC 22, touch 7, flat-footed 22 (-
  1 size, -2 Dex, +15 natural); Base Atk/Grp: +5/+14; Atk +9 
  melee (3d6+5, slam); Full Atk Slam +9 melee (3d6+5) and 
  6 claws +7 melee (1d6+2) and 3 Bites +7 melee (1d8+2); 
  SA Poison, stunning strike, sundering roar; SQ 
  Darkvision 60 ft., fast healing 5, reflexive sunder, sonic 
  immunity, stability; AL NE; SV Fort +9, Ref +0, Will +1; 
  Str 21, Dex 7, Con 24, Int 15, Wis 2, Cha 2.  Fiend Folio, 
  page 144. 
   
  Skills & Feats: Climb +23, Listen +6, Search +12, Spot 
  +6; Improved Sunder, Multiattack, Power Attack. 
   
  Poison (Ex): A rukanyr delivers its poison (Fort DC 
  20 negates) with each successful bite attack. Initial and 
  secondary damage are the same (2d6 Dex). The save DC is 
  Constitution based. 
   
  Stunning Strike (Ex): Anyone hit by a rukanyr’s 
  slam attack must make a Fortitude saving throw (DC 18) 
  or be stunned for 1d4 rounds. The save DC is 
  Constitution based. 
   
  Sundering Roar (Su): Once every 1d4 rounds, a 
  rukanyr can emit a devastating roar from one of its 
  mouths. All creatures within 60 ft. of a rukanyr must 
  make Fortitude saves (DC 20) or be deafened for 2d6 
  rounds. Additionally, a rukanyr can target one creature or 
  object within its range to be the focal point of this of this 
  destructive attack. This creature or object takes 12d6 
  points of sonic damage (Reflex DC 20 for half). If a 
  creature is targeted, this damage also applies to the armor 
  worn and weapons carried by a creature. Both saves DC 
  are Constitution based. 
   
  Fast Healing (Ex): A rukanyr regains lost hit points 
  at the rate of 5 per round. Fast healing does not restore 
  hit points lost from starvation, thirst, or suffocation, and 
  it does not allow a rukanyr to regrow or reattach lost body 
  parts. 
   
  Reflexive Sunder (Ex): The armor plates that cover 
  a rukanyr shift and rub against each other in combat, 
  creating a jarring sound like that of trees rubbing 
  together in a high wind. Anyone who strikes a rukanyr 
  with a slashing or piercing melee attack must make a 
  Reflex save (DC 11) or the armor plates shift and crush 
  the weapon, dealing 4d6+5 points of damage to the 
  weapon and tearing it from the victim’s grasp. The 
  weapon lands at the attacker’s feet if it is not broken by 
  the damage. The save DC is Constitution based. 
   
  Stability (Ex): A rukanyr is incredibly stable and 
  can not be tripped. It gains a +20 stability bonus on its 
  Strength check to avoid being bull rushed. 
   
  Skills: Rukanyrs have a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
   
  Languages: Ancient Suel, Common, Elven. 
   
  Possessions: None. 
  
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  Page 22 
   
  Description: A rukanyr resembles an armor-plated, 15 
  ft. tall, leafless tree, with one thick branch emerging from 
  the top that ends in a ball of spikes and jagged spines. The 
  numerous smaller branches end in grasping claws. Three 
  large, stalked maws filled with teeth are arrayed at the 
  thing’s base, amid a tangled mess of thick insectoid legs. 
  One large, lidless black eye stares out from the thing’s 
  “front” side. 
   
  
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  APPENDIX 2 – APL 2 
   
  ENCOUNTER 1 
   
   
   
   
  Sneaks (2), male/female tiefling Rog 1/War 1: 
  Medium outsider (native); CR 1; HD 1d6+2 plus 1d8+2; 
  hp 15; Init +3; Spd 30 ft.; AC 19, touch 13, flat-footed 16 
  (+3 Dex, +4 chain shirt, +2 shield); Base Atk/Grp: +1/+4; 
  Atk +6 melee (1d6+3/15-20, keened masterwork rapier) or 
  +4 ranged (1d8+3/x3, mighty +3 composite longbow); 
  Full Atk +6 melee (1d6+3/15-20, keened masterwork 
  rapier) or +4 ranged (1d8+3/x3, mighty +3 composite 
  longbow); SA darkness, sneak attack +1d6; SQ Darkvision 
  60’, resistance to cold, electricity, and fire 5, trap finding; 
  AL NE; SV Fort +4, Ref +5, Will +0; Str 17, Dex 17, Con 
  14, Int 12, Wis 11, Cha 4. 
   
  Skills & Feats: Bluff +3, Hide +10, Move Silently +4, 
  Sleight of Hand +3, Tumble +8; Weapon Focus (Rapier). 
   
  Darkness (Sp): A tiefling can use darkness (as the 
  spell) once per day (caster level equal to class levels). 
   
  Languages: Common, Elven, Infernal. 
   
  Possessions: Chain shirt, heavy steel shield, club, 
  dagger, MW rapier, mighty +3 composite longbow, 10 
  normal arrows, 10 alchemical silver arrows, Potion of Cure 
  Moderate Wounds, Oil of Keen Edge (used). 
   
  Description: These beings look like humans, but have 
  a faintly disturbing demeanor about them and a wicked 
  gleam in their eyes.  Short horns sprout from their 
  foreheads. 
   
  Toughs (3), male/female tiefling Fgt 1/War 1: 
  Medium outsider (native); CR 1; HD 1d10+2 plus 1d8+2; 
  hp 18; Init +3; Spd 30 ft.; AC 19, touch 13, flat-footed 16 
  (+3 Dex, +4 chain shirt, +2 shield); Base Atk/Grp: +2/+5; 
  Atk +7 melee (1d6+3/15-20, keened masterwork rapier) or 
  +5 ranged (1d8+3/x3, mighty +3 composite longbow); 
  Full Atk +7 melee (1d6+3/15-20, keened masterwork 
  rapier) or +5 ranged (1d8+3/x3, mighty +3 composite 
  longbow); SA darkness; SQ Darkvision 60’, resistance to 
  cold, electricity, and fire 5; AL NE; SV Fort +6, Ref +3, 
  Will +0; Str 17, Dex 17, Con 14, Int 12, Wis 11, Cha 4. 
   
  Skills & Feats: Bluff +3, Hide +8, Move Silently +3, 
  Sleight of Hand +3, Tumble +4; Blind-fighting, Weapon 
  Focus (Rapier). 
   
  Darkness (Sp): A tiefling can use darkness (as the 
  spell) once per day (caster level equal to class levels). 
   
  Languages: Common, Elven, Infernal. 
   
  Possessions: Chain shirt, heavy steel shield, club, 
  dagger, MW rapier, mighty +3 composite longbow, 10 
  normal arrows, 10 alchemical silver arrows, Potion of Cure 
  Moderate Wounds, Oil of Keen Edge (used). 
   
  Description: These beings look like humans, but have 
  a faintly disturbing demeanor about them and a wicked 
  gleam in their eyes.  Short horns sprout from their 
  foreheads. 
   
  ENCOUNTER 6 
   
   
   
   
  Snipers (2), Needlefolk: Medium plant; CR 2; HD 
  3d8+3; hp 21; Init +0; Spd 30 ft.; AC 14, touch 10, flat-
  footed 14 (+4 natural); Base Atk/Grp: +2/+3; Atk +2 
  ranged (1d12+1, needles) or +3 melee (1d4+1, claw); Full 
  Atk +2 ranged (1d12+1, needles) or +3/+3 melee (1d4+1, 2 
  claws); SA Needles; SQ Elf sense, plant traits; AL N; SV 
  Fort +4, Ref +1, Will +3; Str 12, Dex 10, Con 13, Int 6, Wis 
  15, Cha 5.  Monster Manual II, page 158. 
   
  Skills & Feats: Hide +8*, Listen +4, Move Silently +2, 
  Spot +4; Alertness, Stealthy. 
   
  Needles (Ex): Each round, a needlefolk can launch a 
  cluster of needles from its body (range increment 20 feet, 
  maximum range 200 feet). 
   
  Elf Sense (Su): The only thing that excites 
  needlefolk is elves – they hate elves passionately.  
  Needlefolk can sense the presence of an elf within 1500 
  feet.  They are unable to pinpoint an elf that has 
  concealment (such as from invisibility) and thus they still 
  suffer from the mischance associated with the 
  concealment.  They always move to attack when one is 
  detected.  However, the monsters do possess enough 
  intelligence and cunning not to commit suicide if they 
  can see that the odds are against them.  If badly 
  outnumbered, a needlefolk may shadow the target elves 
  until it can see that enough additional needlefolk have 
  gathered. 
   
  Skills (Ex): *A needlefolk’s coloration and needles 
  give it excellent camouflage in the forest.  While there it 
  has a +16 racial bonus on Hide checks when stationary.  
  This bonus drops to +8 if it moves at up to half-speed. 
   
  Plant Traits (Ex): Immunity to poison, sleep effects, 
  paralysis, polymorphing, and stunning.  Not subject to 
  critical hits or mind-affecting effects.  Has low-light 
  vision. 
   
  Languages: Sylvan. 
   
  Possessions: None. 
   
  Description: Superficially resembling humanoids, a 
  needlefolk is an emaciated, green, hairless bipedal 
  creature whose body is covered with short, stiff bristles 
  (actually needle-like thorns). 
  ENCOUNTER 7 
   
   
   
   
   Hunter, Male  Kaorti Wmg 3: Medium outsider (evil, 
  extraplanar); CR 4; HD 2d8+6 plus 3d6+9; hp 41; Init +3; 
  Spd 30 ft.; AC 20, touch 14, flat-footed 17 (+3 Dex, +2 
  natural, +4 armor, +1 deflection); Base Atk/Grp: +3/+1; 
  Atk +1 melee (1d6-2, bite) or +7 melee (1d4-2/x4, 
  masterwork ribbon dagger) or +6 ranged touch (varies, 
  spells); Full Atk +1 melee (1d6-2, bite) or +7 melee (1d4-
  
  KEO6-02 Forest of Ribbons 
   
  Page 24 
  2/x4, masterwork ribbon dagger) or +6 ranged touch 
  (varies, spells); SA Spells, spell-like abilities, vile 
  transformation, warmage edge +3; SQ Advanced learning, 
  armored mage (light), material vulnerability, outsider 
  traits, poison immunity; AL NE; SV Fort +8, Ref +8, Will 
  +7; Str 7, Dex 16, Con 16, Int 16, Wis 10, Cha 19.  Kaorti 
  are from Fiend Folio, page 108.  Warmage class is from the 
  Complete Arcane, page 10. 
   
  Skills & Feats: Concentration +11, Craft (alchemy) +8, 
  Craft (resin-working) +8, Heal +13, Intimidate +12, 
  Knowledge (arcana) +11, Knowledge (the planes) +8, 
  Spellcraft +13 (+15 deciphering scrolls), Survival +5 (+7 
  on other planes), Use Magic Device +10 (+12 to use 
  scrolls); Exotic Weapon Proficiency (ribbon dagger)(b), 
  Sudden EmpowerCA, Weapon Finesse. 
   
   Vile Transformation (Su): A kaorti can infuse any 
  living creature with otherworldly essence from the Far 
  Realm, permanently transforming the target into a 
  mockery of its previous form. This process takes 8 hours, 
  during which time the kaorti’s jaws must be locked onto 
  the victim, who must be either willing or helpless for the 
  duration. After 8 hours, the victim must make a Fortitude 
  save (DC 11). Failure indicates that victim transforms 
  into a kaorti (if the victim is human), or into a kaorti 
  thrall. If the victim succeeds at the save, the kaorti can 
  attempt the transform again; each attempt to transform a 
  victim increases the save DC by +1. 
  Creatures transformed into kaorti retain any class 
  abilities and modify their ability scores as follows: Str –4, 
  Dex +4, Int +4, Cha +6. They become neutral evil and 
  embrace the racial ethos of the kaorti. They gain all of the 
  other abilities and disadvantages of a standard kaorti. This 
  transformation is the only way the kaorti can propagate 
  their kind. 
   
  Material Vulnerability (Ex): The Material Plane is 
  painful to an unprotected kaorti. An unprotected kaorti 
  must make a Fortitude save each hour (DC 15, +1 per 
  previous check) or take 1d6 points of nonlethal damage 
  and become fatigued. This fatigued condition persists 
  until the kaorti recovers all the nonlethal damage it took 
  from its exposure to the Material Plane. Is a kaorti is 
  rendered unconscious through the accumulation of 
  nonlethal damage (from this ability or from any other 
  source), the Material Plane environs begin to deal normal 
  damage at the same rate (Fort save negates; save DC 
  continues to increase per check as stated above). A kaorti 
  wearing a resin suit, or a kaorti in a cyst, is protected from 
  the effects of the Material Plane. 
   
  Skills: Kaorti have a +8 racial bonus on Heal checks. 
   
  Outsider Traits: Kaorti have darkvision (60-foot 
  range), and they cannot be raised or resurrected (though 
  a wish or miracle can restore life). 
   
  Languages: Ancient Suel, Common, Draconic, 
  Infernal. 
   
  Spell-Like Abilities: 1/day – disguise self, color spray, 
  feather fall, ray of enfeeblement (1d6+1), reduce, spider climb. 
  Caster level 2nd; save DC 14+ spell level 
   
  Spells (6/7, save DC = 14 + spell level): see DM’s Aid 1 
  for spell list. 
   
  0-level (cantrips): Acid Splash, Disrupt Undead, 
  Light, Ray of Frost. 
   
  1st: Accuracy, Chill Touch, Fist of Stone, Magic Missile, 
  Orb of Acid, Lesser, Orb of Cold, Lesser, Orb of Electricity, 
  Lesser, Orb of Fire, Lesser, Orb of Sound, Lesser, Shocking 
  Grasp, True Strike. 
   
  Possessions: Resin SuitFF, masterwork ribbon daggerFF, 
  brooch of shielding, dust of tracelessness (x2), ring of 
  protection +1, vest of resistance +1CA. 
   
  Description: This creature appears to be an emaciated 
  humanoid, over seven feet tall with elongated arms and 
  legs.  It is covered from head to toe in a thick resinous 
  armor which completely hides its features.  Its motions 
  are slithery and undulant. 
  Pseudonatural Dire Badger: Medium outsider; CR 2; 
  HD 3d8+15; hp 33; Init +3; Spd 30 ft., burrow 10 ft.; AC 
  16, touch 13, flat-footed 13 (+3 Dex, +3 natural); Base 
  Atk/Grp: +2/+4; Atk +4 melee (1d4+2, claw); Full Atk 
  +4/+4 melee (1d4+2, 2 claws) and -1 melee (1d6+1, bite); 
  SA Rage, truestrike; SQ Alternate form, low-light vision, 
  resistance to acid and electricity 5, scent, spell resistance 
  13; AL N; SV Fort +7, Ref +7, Will +4; Str 14, Dex 17, Con 
  19, Int 3, Wis 12, Cha 10.  Pseudonatural template from the 
  Complete Arcane, page 160 or Lords of Madness, page 161. 
   
  Skills & Feats: Listen +6, Spot +6; Alertness, 
  Toughness, Track. 
   
  Rage (Ex): A dire badger that takes damage in 
  combat flies into a berserk rage on its next turn, clawing 
  and biting madly until either it or its opponent is dead.  It 
  gains +4 Strength, +4 Constitution, and -2 AC.  The 
  creature cannot end its rage voluntarily. 
   
  Truestrike (Su): Once per day, a pseudonatural 
  creature can gain a +20 Insight bonus on a single attack 
  roll.  In addition, the creature suffers no miss chance 
  against a target that has concealment or total 
  concealment when making this attack.  NOTE—Due to a 
  Hydra’s unique physiology, a pseudonatural hydra makes 
  five truestrike attacks, so long as the attacks are all in the 
  same round.  
   
  Alternate Form (Su): As a standard action, a 
  pseudonatural creature can take the form of a grotesque, 
  tentacled mass.  Despite the alien appearance, its abilities 
  remain unchanged.  Other creatures receive a -1 morale 
  penalty on their attack rolls against a pseudonatural 
  creature when it is in this alternate form. 
   
  Languages: None. 
   
  Possessions: None. 
   
  Description: This squat, muscular creature is covered 
  in wild, mangy fur.  Its stout legs end in clawed feet and 
  its pointed snout has a wide, drooling mouth full of sharp 
  teeth. 
   
  Raging Pseudonatural Dire Badger: Medium outsider; 
  CR 2; HD 3d8+21; hp 39; Init +3; Spd 30 ft., burrow 10 ft.; 
  
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  Page 25 
  AC 14, touch 13, flat-footed 13 (+3 Dex, +3 natural, -2 
  rage); Base Atk/Grp: +2/+6; Atk +6 melee (1d4+4, claw); 
  Full Atk +6/+6 melee (1d4+4, 2 claws) and +1 melee 
  (1d6+2, bite); SA Rage, truestrike; SQ Alternate form, low-
  light vision, resistance to acid and electricity 5, scent, 
  spell resistance 13; AL N; SV Fort +9, Ref +7, Will +4; Str 
  18, Dex 17, Con 23, Int 3, Wis 12, Cha 10. 
   
  
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  Page 26 
  APPENDIX 3 – APL 4 
   
  ENCOUNTER 1 
   
   
   
   
  Sneaks (2), male/female tiefling Rog 2/War 1: 
  Medium outsider (native); CR 2; HD 2d6+4 plus 1d8+2; 
  hp 21; Init +3; Spd 30 ft.; AC 22, touch 13, flat-footed 19 
  (+3 Dex, +3 barkskin, +4 chain shirt, +2 shield); Base 
  Atk/Grp: +2/+5; Atk +7 melee (1d6+3/15-20, keened 
  masterwork rapier) or +5 ranged (1d8+3/x3, mighty +3 
  composite longbow); Full Atk +7 melee (1d6+3/15-20, 
  keened masterwork rapier) or +5 ranged (1d8+3/x3, 
  mighty +3 composite longbow); SA darkness, sneak attack 
  +1d6; SQ Darkvision 60’, evasion, resistance to cold, 
  electricity, and fire 5, trap finding; AL NE; SV Fort +4, 
  Ref +6, Will +0; Str 17, Dex 17, Con 14, Int 12, Wis 11, 
  Cha 4. 
   
  Skills & Feats: Bluff +5, Hide +11, Move Silently +9, 
  Sleight of Hand +3, Tumble +9; Dodge, Weapon Focus 
  (Rapier). 
   
  Darkness (Sp): A tiefling can use darkness (as the 
  spell) once per day (caster level equal to class levels). 
   
  Evasion (Ex): If a Sneak is exposed to any effect that 
  normally allows her to attempt a Reflex saving throw for 
  half damage, she takes no damage with a successful 
  saving throw, she takes full damage on a failed save. 
   
  Languages: Common, Elven, Infernal. 
   
  Possessions: Chain shirt, heavy steel shield, club, 
  dagger, MW rapier, mighty +3 composite longbow, 10 
  normal arrows, 10 alchemical silver arrows, Potion of 
  Barkskin +3 (used), Potion of Cure Moderate Wounds, Oil of 
  Keen Edge (used). 
   
  Description: These beings look like humans, but have 
  a faintly disturbing demeanor about them and a wicked 
  gleam in their eyes.  Short horns sprout from their 
  foreheads. 
  Toughs (2), male/female tiefling Fgt 2/War 1: 
  Medium outsider (native); CR 2; HD 2d10+4 plus 1d8+2; 
  hp 27; Init +3; Spd 30 ft.; AC 22, touch 13, flat-footed 19 
  (+3 Dex, +3 barkskin, +4 chain shirt, +2 shield); Base 
  Atk/Grp: +3/+6; Atk +8 melee (1d6+3/15-20, keened 
  masterwork rapier) or +6 ranged (1d8+3/x3, mighty +3 
  composite longbow); Full Atk +8 melee (1d6+3/15-20, 
  keened masterwork rapier) or +6 ranged (1d8+3/x3, 
  mighty +3 composite longbow); SA darkness; SQ 
  Darkvision 60’, resistance to cold, electricity, and fire 5; 
  AL NE; SV Fort +7, Ref +3, Will +0; Str 17, Dex 17, Con 
  14, Int 12, Wis 11, Cha 4. 
   
  Skills & Feats: Bluff +5, Hide +6, Move Silently +3, 
  Sleight of Hand +3, Tumble +5; Blind-fighting, Dodge, 
  Mobility, Weapon Focus (Rapier). 
   
  Darkness (Sp): A tiefling can use darkness (as the 
  spell) once per day (caster level equal to class levels). 
   
  Languages: Common, Elven, Infernal. 
   
  Possessions: Chain shirt, heavy steel shield, club, 
  dagger, MW rapier, mighty +3 composite longbow, 10 
  normal arrows, 10 alchemical silver arrows, Potion of 
  Barkskin +3 (used), Potion of Cure Moderate Wounds, Oil of 
  Keen Edge (used). 
   
  Description: These beings look like humans, but have 
  a faintly disturbing demeanor about them and a wicked 
  gleam in their eyes.  Short horns sprout from their 
  foreheads. 
   
  ENCOUNTER 6 
   
   
   
   
  Snipers (2), Advanced Needlefolk: Medium plant; CR 
  3; HD 7d8+7; hp 49; Init +0; Spd 30 ft.; AC 14, touch 10, 
  flat-footed 14 (+4 natural); Base Atk/Grp: +5/+6; Atk +5 
  ranged (1d12+1, needles) or +6 melee (1d4+1, claw); Full 
  Atk +5 ranged (1d12+1, needles) or +6/+6 melee (1d4+1, 2 
  claws); SA Needles; SQ Elf sense, plant traits; AL N; SV 
  Fort +6, Ref +2, Will +5; Str 12, Dex 10, Con 13, Int 6, Wis 
  16, Cha 5.  Monster Manual II, page 158. 
   
  Skills & Feats: Hide +12*, Listen +5, Move Silently +2, 
  Spot +5; Alertness, Point Blank Shot, Stealthy. 
   
  Needles (Ex): Each round, a needlefolk can launch a 
  cluster of needles from its body (range increment 20 feet, 
  maximum range 200 feet). 
   
  Elf Sense (Su): The only thing that excites 
  needlefolk is elves – they hate elves passionately.  
  Needlefolk can sense the presence of an elf within 1500 
  feet.  They are unable to pinpoint an elf that has 
  concealment (such as from invisibility) and thus they still 
  suffer from the mischance associated with the 
  concealment.  They always move to attack when one is 
  detected.  However, the monsters do possess enough 
  intelligence and cunning not to commit suicide if they 
  can see that the odds are against them.  If badly 
  outnumbered, a needlefolk may shadow the target elves 
  until it can see that enough additional needlefolk have 
  gathered. 
   
  Skills (Ex): *A needlefolk’s coloration and needles 
  give it excellent camouflage in the forest.  While there it 
  has a +16 racial bonus on Hide checks when stationary.  
  This bonus drops to +8 if it moves at up to half-speed. 
   
  Plant Traits (Ex): Immunity to poison, sleep effects, 
  paralysis, polymorphing, and stunning.  Not subject to 
  critical hits or mind-affecting effects.  Has low-light 
  vision. 
   
  Languages: Sylvan. 
   
  Possessions: None. 
   
  Description: Superficially resembling humanoids, a 
  needlefolk is an emaciated, green, hairless bipedal 
  creature whose body is covered with short, stiff bristles 
  (actually needle-like thorns). 
  
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  Page 27 
  ENCOUNTER 7 
   
   
   
   
   Hunter, Male  Kaorti Wmg 5: Medium outsider (evil, 
  extraplanar); CR 6; HD 2d8+6 plus 5d6+15; hp 56; Init +3; 
  Spd 30 ft.; AC 20, touch 14, flat-footed 17 (+3 Dex, +2 
  natural, +4 armor, +1 deflection); Base Atk/Grp: +4/+2; 
  Atk +2 melee (1d6-2, bite) or +8 melee (1d4-2/x4, 
  masterwork ribbon dagger) or +7 ranged touch (varies, 
  spells); Full Atk +2 melee (1d6-2, bite) or +8 melee (1d4-
  2/x4, masterwork ribbon dagger) or +7 ranged touch 
  (varies, spells); SA Spells, spell-like abilities, vile 
  transformation, warmage edge +3; SQ Advanced learning, 
  armored mage (light), material vulnerability, outsider 
  traits, poison immunity; AL NE; SV Fort +8, Ref +8, Will 
  +8; Str 7, Dex 16, Con 16, Int 16, Wis 10, Cha 21.  Kaorti 
  are from Fiend Folio, page 108.  Warmage class is from the 
  Complete Arcane, page 10. 
   
  Skills & Feats: Concentration +13, Craft (alchemy) +8, 
  Craft (resin-working) +8, Heal +13, Intimidate +15, 
  Knowledge (arcana) +13, Knowledge (the planes) +8, 
  Spellcraft +15 (+17 deciphering scrolls), Survival +5 (+7 
  on other planes), Use Magic Device +13 (+15 to use 
  scrolls); Exotic Weapon Proficiency (ribbon dagger)(b), 
  Sudden EmpowerCA, Sudden SilentCA, Weapon Finesse. 
   
   Vile Transformation (Su): A kaorti can infuse any 
  living creature with otherworldly essence from the Far 
  Realm, permanently transforming the target into a 
  mockery of its previous form. This process takes 8 hours, 
  during which time the kaorti’s jaws must be locked onto 
  the victim, who must be either willing or helpless for the 
  duration. After 8 hours, the victim must make a Fortitude 
  save (DC 11). Failure indicates that victim transforms 
  into a kaorti (if the victim is human), or into a kaorti 
  thrall. If the victim succeeds at the save, the kaorti can 
  attempt the transform again; each attempt to transform a 
  victim increases the save DC by +1. 
  Creatures transformed into kaorti retain any class 
  abilities and modify their ability scores as follows: Str –4, 
  Dex +4, Int +4, Cha +6. They become neutral evil and 
  embrace the racial ethos of the kaorti. They gain all of the 
  other abilities and disadvantages of a standard kaorti. This 
  transformation is the only way the kaorti can propagate 
  their kind. 
   
  Material Vulnerability (Ex): The Material Plane is 
  painful to an unprotected kaorti. An unprotected kaorti 
  must make a Fortitude save each hour (DC 15, +1 per 
  previous check) or take 1d6 points of nonlethal damage 
  and become fatigued. This fatigued condition persists 
  until the kaorti recovers all the nonlethal damage it took 
  from its exposure to the Material Plane. Is a kaorti is 
  rendered unconscious through the accumulation of 
  nonlethal damage (from this ability or from any other 
  source), the Material Plane environs begin to deal normal 
  damage at the same rate (Fort save negates; save DC 
  continues to increase per check as stated above). A kaorti 
  wearing a resin suit, or a kaorti in a cyst, is protected from 
  the effects of the Material Plane. 
   
  Skills: Kaorti have a +8 racial bonus on Heal checks. 
   
  Outsider Traits: Kaorti have darkvision (60-foot 
  range), and they cannot be raised or resurrected (though 
  a wish or miracle can restore life). 
   
  Languages: Ancient Suel, Common, Draconic, 
  Infernal. 
   
  Spell-Like Abilities: 1/day – disguise self, color spray, 
  feather fall, ray of enfeeblement (1d6+1), reduce, spider climb. 
  Caster level 2nd; save DC 15+ spell level 
   
  Spells (6/8/6, save DC = 15 + spell level): see DM’s Aid 
  1for spell list. 
   
  0-level (cantrips): Acid Splash, Disrupt Undead, 
  Light, Ray of Frost. 
   
  1st: Accuracy, Chill Touch, Fist of Stone, Magic Missile, 
  Orb of Acid, Lesser, Orb of Cold, Lesser, Orb of Electricity, 
  Lesser, Orb of Fire, Lesser, Orb of Sound, Lesser, Shocking 
  Grasp, True Strike. 
   
  2nd: Blades of Fire, Continual Flame, Fire Trap, Fireburst, 
  Flaming Sphere, Ice Knife, Melf's Acid Arrow, Pyrotechnics, 
  Scorching Ray, Shatter, Whirling Blade. 
   
  Possessions: Resin SuitFF, masterwork ribbon daggerFF, 
  brooch of shielding, cloak of charisma +2, dust of 
  tracelessness (x2), ring of protection +1, vest of resistance 
  +1CA. 
   
  Description: This creature appears to be an emaciated 
  humanoid, over seven feet tall with elongated arms and 
  legs.  It is covered from head to toe in a thick resinous 
  armor which completely hides its features.  Its motions 
  are slithery and undulant. 
  
  KEO6-02 Forest of Ribbons 
   
  Page 28 
  APPENDIX 4 – APL 6 
   
  ENCOUNTER 1 
   
   
   
   
  Sneaks (2), male/female tiefling Rog 2/War 3: 
  Medium outsider (native); CR 3; HD 2d6+4 plus 3d8+6; 
  hp 37; Init +3; Spd 30 ft.; AC 22, touch 13, flat-footed 19 
  (+3 Dex, +3 barkskin, +4 chain shirt, +2 shield); Base 
  Atk/Grp: +4/+7; Atk +10 melee (1d6+5/15-20, keened, 
  greater magic weapon +1 masterwork rapier) or +7 ranged 
  (1d8+4/x3, mighty +4 composite longbow); Full Atk +10 
  melee (1d6+5/15-20, keened, greater magic weapon +1 
  masterwork rapier) or +7 ranged (1d8+4/x3, mighty +4 
  composite longbow); SA darkness, sneak attack +1d6; SQ 
  Darkvision 60’, evasion, resistance to cold, electricity, and 
  fire 5, trap finding; AL NE; SV Fort +5, Ref +7, Will +1; 
  Str 18, Dex 17, Con 14, Int 12, Wis 11, Cha 4. 
   
  Skills & Feats: Bluff +5, Hide +13, Move Silently +11, 
  Sleight of Hand +3, Tumble +10; Dodge, Weapon Focus 
  (Rapier). 
   
  Darkness (Sp): A tiefling can use darkness (as the 
  spell) once per day (caster level equal to class levels). 
   
  Evasion (Ex): If a Sneak is exposed to any effect that 
  normally allows her to attempt a Reflex saving throw for 
  half damage, she takes no damage with a successful 
  saving throw, she takes full damage on a failed save. 
   
  Languages: Common, Elven, Infernal. 
   
  Possessions: Chain shirt, heavy steel shield, club, 
  dagger, MW rapier, mighty +4 composite longbow, 10 
  normal arrows, 10 alchemical silver arrows, Potion of 
  Barkskin +3 (used), Potion of Cure Moderate Wounds, Oil of 
  Greater Magic Weapon +1 (used), Oil of Keen Edge (used). 
   
  Description: These beings look like humans, but have 
  a faintly disturbing demeanor about them and a wicked 
  gleam in their eyes.  Short horns sprout from their 
  foreheads. 
   
  Toughs (2), male/female tiefling Fgt 2/War 3: 
  Medium outsider (native); CR 3; HD 2d10+4 plus 3d8+6; 
  hp 43; Init +3; Spd 30 ft.; AC 22, touch 13, flat-footed 19 
  (+3 Dex, +3 barkskin, +4 chain shirt, +2 shield); Base 
  Atk/Grp: +5/+8; Atk +11 melee (1d6+5/15-20, keened, 
  greater magic weapon +1 masterwork rapier) or +8 ranged 
  (1d8+4/x3, mighty +4 composite longbow); Full Atk +11 
  melee (1d6+5/15-20, keened, greater magic weapon +1 
  masterwork rapier) or +8 ranged (1d8+4/x3, mighty +4 
  composite longbow); SA darkness; SQ Darkvision 60’, 
  resistance to cold, electricity, and fire 5; AL NE; SV Fort 
  +8, Ref +4, Will +1; Str 18, Dex 17, Con 14, Int 12, Wis 11, 
  Cha 4. 
   
  Skills & Feats: Bluff +5, Hide +7, Move Silently +3, 
  Sleight of Hand +3, Tumble +7; Blind-fighting, Dodge, 
  Mobility, Weapon Focus (Rapier). 
   
  Darkness (Sp): A tiefling can use darkness (as the 
  spell) once per day (caster level equal to class levels). 
   
  Languages: Common, Elven, Infernal. 
   
  Possessions: Chain shirt, heavy steel shield, club, 
  dagger, MW rapier, mighty +4 composite longbow, 10 
  normal arrows, 10 alchemical silver arrows, Potion of 
  Barkskin +3 (used), Potion of Cure Moderate Wounds, Oil of 
  Greater Magic Weapon +1 (used), Oil of Keen Edge (used). 
   
  Description: These beings look like humans, but have 
  a faintly disturbing demeanor about them and a wicked 
  gleam in their eyes.  Short horns sprout from their 
  foreheads. 
   
  “Biter”, Pseudonatural Five-Headed Hydra: Huge 
  Outsider (native); CR 5; HD 5d10+28; hp 66; Init +1; Spd 
  20 ft.; AC 15, touch 9, flat-footed 14 (-2 size, +1 Dex, +6 
  natural); Base Atk/Grp: +5/+16; Atk 5 bites +6 melee 
  (1d10+3, bite); Full Atk 5 bites +6 melee (1d10+3, bite); 
  Space/Reach 15 ft./10 ft.; SA Truestrike; SQ Alternate 
  form, damage reduction 5/magic, darkvision 60 ft., fast 
  healing 15, low-light vision, regrow heads, resistance to 
  acid and electricity 5, scent, spell resistance 15; AL N; SV 
  Fort +9, Ref +5, Will +3; Str 17, Dex 12, Con 20, Int 3, Wis 
  10, Cha 9.  Pseudonatural template from the Complete Arcane, 
  page 160 or Lords of Madness, page 161. 
   
  Skills & Feats:  Listen +6, Spot +6, Swim +11; Combat 
  Reflexes (b), Iron Will, Toughness. 
   
  Truestrike (Su): Once per day, a pseudonatural 
  creature can gain a +20 Insight bonus on a single attack 
  roll.  In addition, the creature suffers no miss chance 
  against a target that has concealment or total 
  concealment when making this attack.  NOTE—Due to a 
  Hydra’s unique physiology, a pseudonatural hydra makes 
  five truestrike attacks, so long as the attacks are all in the 
  same round.  
   
  Fast Healing (Ex): Each round, a hydra heals 
  damage equal to 10 plus five the number of original 
  heads. 
   
  Alternate Form (Su): As a standard action, a 
  pseudonatural creature can take the form of a grotesque, 
  tentacled mass.  Despite the alien appearance, its abilities 
  remain unchanged.  Other creatures receive a -1 morale 
  penalty on their attack rolls against a pseudonatural 
  creature when it is in this alternate form. 
   
  Regrow Heads (Su): A player may choose to Sunder 
  the hydra’s heads by causing 13 points of damage with a 
  slashing weapon (this provokes an attack of opportunity 
  if the character does not have the Improved Sunder feat). 
   Two new heads grow from the stump of the severed head 
  in 1d4 rounds, unless at least 5 points of fire or acid 
  damage are applied to the stump.  A hydra may not have 
  more than double its original number of heads (ten in 
  this case). 
   
  Feats (Ex): All of a hydra’s heads may attack when 
  an attack of opportunity is provoked with in its reach.  
  
  KEO6-02 Forest of Ribbons 
   
  Page 29 
  The Combat Reflexes feat allows this hydra two attacks of 
  opportunity per head. 
   
  Languages: None. 
   
  Possessions: None. 
   
  Description: This beast vaguely resembles some great 
  reptile with a veritable forest of heads on long, slender 
  necks.  Its body is covered in writhing tentacles, oozing 
  pustules and disgusting tumors. 
  ENCOUNTER 6 
   
   
   
   
  Snipers (2), Advanced Needlefolk Rng 2: Medium 
  plant; CR 5; HD 7d8+21 plus 2d8+6; hp 81; Init +2; Spd 30 
  ft.; AC 14, touch 10, flat-footed 14 (+4 natural); Base 
  Atk/Grp: +7/+10; Atk +9 ranged (1d12+3, needles) or +10 
  melee (1d4+3, claw); Full Atk +7/+7 ranged (1d12+3, 
  rapid shot needles) or +10/+10 melee (1d4+3, 2 claws); SA 
  Favorite enemy (elf), needles; SQ Elf sense, plant traits, 
  wild empathy (-1); AL N; SV Fort +11, Ref +4, Will +4; Str 
  16, Dex 14, Con 16, Int 8, Wis 14, Cha 5.  Monster Manual 
  II, page 158. 
   
  Skills & Feats: Hide +14*, Listen +4, Move Silently 
  +14, Spot +4; Alertness, Point Blank Shot, Precise Shot, 
  Rapid Shot(b), Stealthy, Track(b). 
   
  Needles (Ex): Each round, a needlefolk can launch a 
  cluster of needles from its body (range increment 20 feet, 
  maximum range 200 feet). 
   
  Elf Sense (Su): The only thing that excites 
  needlefolk is elves – they hate elves passionately.  
  Needlefolk can sense the presence of an elf within 1500 
  feet.  They are unable to pinpoint an elf that has 
  concealment (such as from invisibility) and thus they still 
  suffer from the mischance associated with the 
  concealment.  They always move to attack when one is 
  detected.  However, the monsters do possess enough 
  intelligence and cunning not to commit suicide if they 
  can see that the odds are against them.  If badly 
  outnumbered, a needlefolk may shadow the target elves 
  until it can see that enough additional needlefolk have 
  gathered. 
   
  Skills (Ex): *A needlefolk’s coloration and needles 
  give it excellent camouflage in the forest.  While there it 
  has a +16 racial bonus on Hide checks when stationary.  
  This bonus drops to +8 if it moves at up to half-speed. 
   
  Plant Traits (Ex): Immunity to poison, sleep effects, 
  paralysis, polymorphing, and stunning.  Not subject to 
  critical hits or mind-affecting effects.  Has low-light 
  vision. 
   
  Languages: Sylvan. 
   
  Possessions: None. 
   
  Description: Superficially resembling humanoids, a 
  needlefolk is an emaciated, green, hairless bipedal 
  creature whose body is covered with short, stiff bristles 
  (actually needle-like thorns). 
  ENCOUNTER 7 
   
   
   
   
   Hunter, Male  Kaorti Wmg 7: Medium outsider (evil, 
  extraplanar); CR 8; HD 2d8+6 plus 7d6+21; hp 71; Init +3; 
  Spd 30 ft.; AC 21, touch 14, flat-footed 17 (+3 Dex, +2 
  natural, +4 armor, +1 enhancement, +1 deflection); Base 
  Atk/Grp: +5/+3; Atk +3 melee (1d6-2, bite) or +9 melee 
  (1d4-2/x4, masterwork ribbon dagger) or +8 ranged touch 
  (varies, spells); Full Atk +3 melee (1d6-2, bite) or +9 melee 
  (1d4-2/x4, masterwork ribbon dagger) or +8 ranged touch 
  (varies, spells); SA Spells, spell-like abilities, vile 
  transformation, warmage edge +5; SQ Advanced learning, 
  armored mage (light), material vulnerability, outsider 
  traits, poison immunity; AL NE; SV Fort +9, Ref +9, Will 
  +9; Str 7, Dex 16, Con 16, Int 16, Wis 10, Cha 22.  Kaorti 
  are from Fiend Folio, page 108.  Warmage class is from the 
  Complete Arcane, page 10. 
   
  Skills & Feats: Concentration +15, Craft (alchemy) +8, 
  Craft (resin-working) +8, Heal +13, Intimidate +17, 
  Knowledge (arcana) +15, Knowledge (the planes) +8, 
  Spellcraft +17 (+19 deciphering scrolls), Survival +5 (+7 
  on other planes), Use Magic Device +14 (+15 to use 
  scrolls); Energy SubstitutionCA (electricity), Exotic 
  Weapon Proficiency (ribbon dagger)(b), Extra EdgeCA, 
  Sudden EmpowerCA (b), Sudden SilentCA, Weapon 
  Finesse. 
   
   Vile Transformation (Su): A kaorti can infuse any 
  living creature with otherworldly essence from the Far 
  Realm, permanently transforming the target into a 
  mockery of its previous form. This process takes 8 hours, 
  during which time the kaorti’s jaws must be locked onto 
  the victim, who must be either willing or helpless for the 
  duration. After 8 hours, the victim must make a Fortitude 
  save (DC 11). Failure indicates that victim transforms 
  into a kaorti (if the victim is human), or into a kaorti 
  thrall. If the victim succeeds at the save, the kaorti can 
  attempt the transform again; each attempt to transform a 
  victim increases the save DC by +1. 
  Creatures transformed into kaorti retain any class 
  abilities and modify their ability scores as follows: Str –4, 
  Dex +4, Int +4, Cha +6. They become neutral evil and 
  embrace the racial ethos of the kaorti. They gain all of the 
  other abilities and disadvantages of a standard kaorti. This 
  transformation is the only way the kaorti can propagate 
  their kind. 
   
  Material Vulnerability (Ex): The Material Plane is 
  painful to an unprotected kaorti. An unprotected kaorti 
  must make a Fortitude save each hour (DC 15, +1 per 
  previous check) or take 1d6 points of nonlethal damage 
  and become fatigued. This fatigued condition persists 
  until the kaorti recovers all the nonlethal damage it took 
  from its exposure to the Material Plane. Is a kaorti is 
  rendered unconscious through the accumulation of 
  nonlethal damage (from this ability or from any other 
  source), the Material Plane environs begin to deal normal 
  damage at the same rate (Fort save negates; save DC 
  continues to increase per check as stated above). A kaorti 
  wearing a resin suit, or a kaorti in a cyst, is protected from 
  the effects of the Material Plane. 
  
  KEO6-02 Forest of Ribbons 
   
  Page 30 
   
  Skills: Kaorti have a +8 racial bonus on Heal checks. 
   
  Outsider Traits: Kaorti have darkvision (60-foot 
  range), and they cannot be raised or resurrected (though 
  a wish or miracle can restore life). 
   
  Languages: Ancient Suel, Common, Draconic, 
  Infernal. 
   
  Spell-Like Abilities: 1/day – disguise self, color spray, 
  feather fall, ray of enfeeblement (1d6+1), reduce, spider climb. 
  Caster level 2nd; save DC 16+ spell level 
   
  Spells (6/8/8/5, save DC = 16 + spell level): see DM’s 
  Aid 1 for spell list. 
   
  0-level (cantrips): Acid Splash, Disrupt Undead, 
  Light, Ray of Frost. 
   
  1st: Accuracy, Chill Touch, Fist of Stone, Magic Missile, 
  Orb of Acid, Lesser, Orb of Cold, Lesser, Orb of Electricity, 
  Lesser, Orb of Fire, Lesser, Orb of Sound, Lesser, Shocking 
  Grasp, True Strike. 
   
  2nd: Blades of Fire, Continual Flame, Fire Trap, Fireburst, 
  Flaming Sphere, Ice Knife, Melf's Acid Arrow, Pyrotechnics, 
  Scorching Ray, Shatter, Whirling Blade. 
   
  3rd: Fire Shield, Fireball, Gust of Wind, Ice Storm, 
  Lightning Bolt, Poison, Ring of Blades, Sleet Storm, Stinking 
  Cloud. 
   
  Possessions: +1 Resin SuitFF , masterwork ribbon 
  daggerFF, brooch of shielding, cloak of charisma +2, dust 
  of disappearance, dust of tracelessness (x2), ring of 
  protection +1, scroll of cure serious wounds, scroll of fly, 
  scroll of glitterdust x2, scroll of freedom of movement, 
  vest of resistance +1CA. 
   
  Description: This creature appears to be an emaciated 
  humanoid, over seven feet tall with elongated arms and 
  legs.  It is covered from head to toe in a thick resinous 
  armor which completely hides its features.  Its motions 
  are slithery and undulant. 
   
  
  KEO6-02 Forest of Ribbons 
   
  Page 31 
  APPENDIX 5 – APL 8 
   
  ENCOUNTER 1 
   
   
   
   
  Sneaks (3), male/female tiefling Rog 3/War 3: 
  Medium outsider (native); CR 4; HD 3d6+6 plus 3d8+6; 
  hp 44; Init +3; Spd 30 ft.; AC 22, touch 13, flat-footed 19 
  (+3 Dex, +3 barkskin, +4 chain shirt, +2 shield); Base 
  Atk/Grp: +5/+8; Atk +13 melee (1d6+7/15-20, keened, 
  greater magic weapon +1 masterwork rapier) or +10 
  ranged (1d8+6/x3, mighty +4 composite longbow); Full 
  Atk +13 melee (1d6+7/15-20, keened, greater magic 
  weapon +1 masterwork rapier) or +10 ranged (1d8+6/x3, 
  mighty +4 composite longbow); SA darkness, sneak 
  attack +2d6; SQ Darkvision 60’, evasion, resistance to 
  cold, electricity, and fire 5, trap finding; AL NE; SV 
  Fort +8, Ref +9, Will +4; Str 18, Dex 17, Con 14, Int 12, 
  Wis 11, Cha 4. 
   
  Skills & Feats: Bluff +10, Hide +16, Move Silently 
  +14, Sleight of Hand +7, Tumble +14; Blind-fighting, 
  Dodge, Weapon Focus (Rapier). 
   
  Darkness (Sp): A tiefling can use darkness (as the 
  spell) once per day (caster level equal to class levels). 
   
  Evasion (Ex): If a Sneak is exposed to any effect 
  that normally allows her to attempt a Reflex saving 
  throw for half damage, she takes no damage with a 
  successful saving throw, she takes full damage on a 
  failed save. 
   
  Languages: Common, Elven, Infernal. 
   
  Possessions: Chain shirt, heavy steel shield, club, 
  dagger, MW rapier, mighty +4 composite longbow, 10 
  normal arrows, 10 alchemical silver arrows, Potion of 
  Barkskin +3 (used), Potion of Cure Moderate Wounds, 
  Potion of Good Hope (used), Oil of Greater Magic Weapon 
  +1 (used), Oil of Keen Edge (used). 
   
  Description: These beings look like humans, but 
  have a faintly disturbing demeanor about them and a 
  wicked gleam in their eyes.  Short horns sprout from 
  their foreheads. 
   
  Toughs (3), male/female tiefling Fgt 3/War 3: 
  Medium outsider (native); CR 4; HD 3d10+6 plus 
  3d8+6; hp 53; Init +3; Spd 30 ft.; AC 22, touch 13, flat-
  footed 19 (+3 Dex, +3 barkskin, +4 chain shirt, +2 
  shield); Base Atk/Grp: +6/+9; Atk +14 melee 
  (1d6+7/15-20, 
  keened, 
  greater 
  magic 
  weapon 
  +1 
  masterwork rapier) or +11 ranged (1d8+6/x3, mighty 
  +4 composite longbow); Full Atk +14/+9 melee 
  (1d6+7/15-20, 
  keened, 
  greater 
  magic 
  weapon 
  +1 
  masterwork rapier) or +11/+6 ranged (1d8+6/x3, 
  mighty +4 composite longbow); SA darkness; SQ 
  Darkvision 60’, resistance to cold, electricity, and fire 5; 
  AL NE; SV Fort +10, Ref +7, Will +4; Str 18, Dex 17, 
  Con 14, Int 12, Wis 11, Cha 4. 
   
  Skills & Feats: Bluff +7, Hide +9, Move Silently +5, 
  Sleight of Hand +5, Tumble +10; Blind-fighting, 
  Dodge, Mobility, Spring Attack, Weapon Focus 
  (Rapier). 
   
  Darkness (Sp): A tiefling can use darkness (as the 
  spell) once per day (caster level equal to class levels). 
   
  Languages: Common, Elven, Infernal. 
   
  Possessions: Chain shirt, heavy steel shield, club, 
  dagger, MW rapier, mighty +4 composite longbow, 10 
  normal arrows, 10 alchemical silver arrows, Potion of 
  Barkskin +3 (used), Potion of Cure Moderate Wounds, 
  Potion of Good Hope (used), Oil of Greater Magic Weapon 
  +1 (used), Oil of Keen Edge (used). 
   
  Description: These beings look like humans, but 
  have a faintly disturbing demeanor about them and a 
  wicked gleam in their eyes.  Short horns sprout from 
  their foreheads. 
  “Biter”, Pseudonatural Seven-Headed Hydra: Huge 
  Outsider (native); CR 7; HD 7d10+38; hp 91; Init +1; 
  Spd 20 ft.; AC 17, touch 9, flat-footed 16 (-2 size, +1 
  Dex, +8 natural); Base Atk/Grp: +7/+19; Atk 7 bites +10 
  melee (1d10+3, bite); Full Atk 7 bites +10 melee 
  (1d10+3, bite); Space/Reach 15 ft./10 ft.; SA Truestrike; 
  SQ Alternate form, damage reduction 5/magic, 
  darkvision 60 ft., fast healing 17, low-light vision, 
  regrow heads, resistance to acid and electricity 5, scent, 
  spell resistance 17; AL N; SV Fort +10, Ref +6, Will +4; 
  Str 19, Dex 12, Con 20, Int 3, Wis 10, Cha 9.  
  Pseudonatural template from the Complete Arcane, page 160 
  or Lords of Madness, page 161. 
   
  Skills & Feats:  Listen +7, Spot +7, Swim +12; 
  Combat Reflexes (b), Iron Will, Toughness, Weapon 
  Focus (bite). 
   
  Truestrike (Su): Once per day, a pseudonatural 
  creature can gain a +20 Insight bonus on a single attack 
  roll.  In addition, the creature suffers no miss chance 
  against a target that has concealment or total 
  concealment when making this attack.  NOTE—Due 
  to a Hydra’s unique physiology, a pseudonatural hydra 
  makes five truestrike attacks, so long as the attacks are 
  all in the same round.  
   
  Fast Healing (Ex): Each round, a hydra heals 
  damage equal to 10 plus seven the number of original 
  heads. 
   
  Alternate Form (Su): As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass.  Despite the alien 
  appearance, its abilities remain unchanged.  Other 
  creatures receive a -1 morale penalty on their attack 
  rolls against a pseudonatural creature when it is in this 
  alternate form. 
   
  Regrow Heads (Su): A player may choose to 
  Sunder the hydra’s heads by causing 13 points of 
  damage with a slashing weapon (this provokes an 
  
  KEO6-02 Forest of Ribbons 
   
  Page 32 
  attack of opportunity if the character does not have the 
  Improved Sunder feat).  Two new heads grow from the 
  stump of the severed head in 1d4 rounds, unless at 
  least 5 points of fire or acid damage are applied to the 
  stump.  A hydra may not have more than double its 
  original number of heads (ten in this case). 
   
  Feats (Ex): All of a hydra’s heads may attack when 
  an attack of opportunity is provoked with in its reach.  
  The Combat Reflexes feat allows this hydra two attacks 
  of opportunity per head. 
   
  Languages: None. 
   
  Possessions: None. 
   
  Description: This beast vaguely resembles some 
  great reptile with a veritable forest of heads on long, 
  slender necks.  Its body is covered in writhing 
  tentacles, oozing pustules and disgusting tumors. 
  ENCOUNTER 6 
   
   
   
   
  Snipers (2), Advanced Needlefolk Rng 2/War 4: 
  Medium plant; CR 7; HD 9d8+27 plus 6d8+18; hp 147; 
  Init +2; Spd 30 ft.; AC 14, touch 10, flat-footed 14 (+4 
  natural); Base Atk/Grp: +12/+15; Atk +15 ranged 
  (1d12+3, needles) or +15 melee (1d4+3, claw); Full Atk 
  +13/+13 ranged (1d12+3, rapid shot needles) or 
  +15/+15 melee (1d4+3, 2 claws); SA Favorite enemy 
  (elf), needles; SQ Elf sense, plant traits, wild empathy (-
  1); AL N; SV Fort +16, Ref +6, Will +8; Str 17, Dex 14, 
  Con 16, Int 8, Wis 14, Cha 5.  Monster Manual II, page 
  158. 
   
  Skills & Feats: Hide +14*, Listen +6, Move Silently 
  +14, Spot +6; Alertness, Endurance, Iron Will, Point 
  Blank Shot, Precise Shot, Rapid Shot(b), Stealthy, 
  Track(b), Weapon Focus (needles). 
   
  Needles (Ex): Each round, a needlefolk can 
  launch a cluster of needles from its body (range 
  increment 20 feet, maximum range 200 feet). 
   
  Elf Sense (Su): The only thing that excites 
  needlefolk is elves – they hate elves passionately.  
  Needlefolk can sense the presence of an elf within 
  1500 feet.  They are unable to pinpoint an elf that has 
  concealment (such as from invisibility) and thus they 
  still suffer from the mischance associated with the 
  concealment.  They always move to attack when one is 
  detected.  However, the monsters do possess enough 
  intelligence and cunning not to commit suicide if they 
  can see that the odds are against them.  If badly 
  outnumbered, a needlefolk may shadow the target 
  elves until it can see that enough additional needlefolk 
  have gathered. 
   
  Skills (Ex): *A needlefolk’s coloration and needles 
  give it excellent camouflage in the forest.  While there 
  it has a +16 racial bonus on Hide checks when 
  stationary.  This bonus drops to +8 if it moves at up to 
  half-speed. 
   
  Plant Traits (Ex): Immunity to poison, sleep 
  effects, paralysis, polymorphing, and stunning.  Not 
  subject to critical hits or mind-affecting effects.  Has 
  low-light vision. 
   
  Languages: Sylvan. 
   
  Possessions: None. 
   
  Description: Superficially resembling humanoids, a 
  needlefolk is an emaciated, green, hairless bipedal 
  creature whose body is covered with short, stiff bristles 
  (actually needle-like thorns). 
  ENCOUNTER 7 
   
   
   
   
   Hunter, Male  Kaorti Wmg 9: Medium outsider 
  (evil, extraplanar); CR 10; HD 2d8+6 plus 9d6+27; hp 
  86; Init +3; Spd 30 ft.; AC 21, touch 14, flat-footed 17 
  (+3 Dex, +2 natural, +4 armor, +1 enhancement, +1 
  deflection); Base Atk/Grp: +6/+4; Atk +4 melee (1d6-1, 
  bite) or +10 melee (1d4-1/x4, masterwork ribbon 
  dagger) or +9 ranged touch (varies, spells); Full Atk +4 
  melee (1d6-1, bite) or +10 melee (1d4-1/x4, masterwork 
  ribbon dagger) or +9 ranged touch (varies, spells); SA 
  Spells, spell-like abilities, vile transformation, warmage 
  edge +6; SQ Advanced learning, armored mage 
  (medium), material vulnerability, outsider traits, 
  poison immunity; AL NE; SV Fort +10, Ref +10, Will 
  +10; Str 7, Dex 16, Con 16, Int 16, Wis 10, Cha 22.  
  Kaorti are from Fiend Folio, page 108.  Warmage class is 
  from the Complete Arcane, page 10. 
   
  Skills & Feats: Concentration +17, Craft (alchemy) 
  +8, Craft (resin-working) +8, Heal +13, Intimidate +19, 
  Knowledge (arcana) +17, Knowledge (the planes) +8, 
  Spellcraft +19 (+21 deciphering scrolls), Survival +5 (+7 
  on other planes), Use Magic Device +15 (+17 to use 
  scrolls); Energy SubstitutionCA (electricity), Exotic 
  Weapon Proficiency (ribbon dagger)(b), Extra EdgeCA, 
  Sudden EmpowerCA (b), Sudden SilentCA, Weapon 
  Finesse. 
   
   Vile Transformation (Su): A kaorti can infuse 
  any living creature with otherworldly essence from the 
  Far Realm, permanently transforming the target into a 
  mockery of its previous form. This process takes 8 
  hours, during which time the kaorti’s jaws must be 
  locked onto the victim, who must be either willing or 
  helpless for the duration. After 8 hours, the victim 
  must make a Fortitude save (DC 11). Failure indicates 
  that victim transforms into a kaorti (if the victim is 
  human), or into a kaorti thrall. If the victim succeeds at 
  the save, the kaorti can attempt the transform again; 
  each attempt to transform a victim increases the save 
  DC by +1. 
  Creatures transformed into kaorti retain any class 
  abilities and modify their ability scores as follows: Str –
  4, Dex +4, Int +4, Cha +6. They become neutral evil and 
  embrace the racial ethos of the kaorti. They gain all of 
  the other abilities and disadvantages of a standard 
  kaorti. This transformation is the only way the kaorti 
  can propagate their kind. 
   
  Material Vulnerability (Ex): The Material Plane 
  is painful to an unprotected kaorti. An unprotected 
  
  KEO6-02 Forest of Ribbons 
   
  Page 33 
  kaorti must make a Fortitude save each hour (DC 15, +1 
  per previous check) or take 1d6 points of nonlethal 
  damage and become fatigued. This fatigued condition 
  persists until the kaorti recovers all the nonlethal 
  damage it took from its exposure to the Material Plane. 
  Is a kaorti is rendered unconscious through the 
  accumulation of nonlethal damage (from this ability or 
  from any other source), the Material Plane environs 
  begin to deal normal damage at the same rate (Fort save 
  negates; save DC continues to increase per check as 
  stated above). A kaorti wearing a resin suit, or a kaorti 
  in a cyst, is protected from the effects of the Material 
  Plane. 
   
  Skills: Kaorti have a +8 racial bonus on Heal 
  checks. 
   
  Outsider Traits: Kaorti have darkvision (60-foot 
  range), and they cannot be raised or resurrected 
  (though a wish or miracle can restore life). 
   
  Languages: Ancient Suel, Common, Draconic, 
  Infernal. 
   
  Spell-Like Abilities: 1/day – disguise self, color spray, 
  feather fall, ray of enfeeblement (1d6+1), reduce, spider climb. 
  Caster level 2nd; save DC 16+ spell level 
   
  Spells (6/8/8/7/5, save DC = 16 + spell level): see 
  DM’s Aid 1 for spell list. 
   
  0-level (cantrips): Acid Splash, Disrupt Undead, 
  Light, Ray of Frost. 
   
  1st: Accuracy, Chill Touch, Fist of Stone, Magic Missile, 
  Orb of Acid, Lesser, Orb of Cold, Lesser, Orb of Electricity, 
  Lesser, Orb of Fire, Lesser, Orb of Sound, Lesser, Shocking 
  Grasp, True Strike. 
   
  2nd: Blades of Fire, Continual Flame, Fire Trap, 
  Fireburst, Flaming Sphere, Ice Knife, Melf's Acid Arrow, 
  Pyrotechnics, Scorching Ray, Shatter, Whirling Blade. 
   
  3rd: Fire Shield, Fireball, Gust of Wind, Ice Storm, 
  Lightning Bolt, Poison, Ring of Blades, Sleet Storm, Stinking 
  Cloud. 
   
  4th: Blast of Flame, Evard's Black Tentacles, Orb of 
  Acid, Orb of Cold, Orb of Electricity, Orb of Fire, Orb of 
  Force, Orb of Sound, Phantasmal Killer, Shout, Wall of Fire. 
   
  Possessions: +1 Resin SuitFF , masterwork ribbon 
  daggerFF, brooch of shielding, cloak of charisma +2, 
  dust of disappearance, dust of tracelessness (x2), 
  Heward’s handy haversack, metamagic rod of lesser 
  empower, ring of protection +1, scroll of cure serious 
  wounds, scroll of fly, scroll of glitterdust (x2), scroll of 
  freedom of movement, vest of resistance +1CA. 
   
  Description: This creature appears to be an 
  emaciated humanoid, over seven feet tall with 
  elongated arms and legs.  It is covered from head to toe 
  in a thick resinous armor which completely hides its 
  features.  Its motions are slithery and undulant. 
   
  Elite, 
  Advanced, 
  Pseudonatural 
  Shambling 
  Mound: Large outsider; CR 8; HD 11d8+55; hp 121; 
  Init +1; Spd 20 ft., swim 20 ft.; AC 20, touch 10, flat-
  footed 20 (-1 size, +1 Dex, +11 natural); Base Atk/Grp: 
  +8/+19; Atk +16 melee (2d6+7, slam); Full Atk +16/+16 
  melee (2d6+7, 2 slams); Space/Reach 10 ft./10 ft., SA 
  Improved grab, constrict 2d6+10, truestrike; SQ 
  Alternate form, damage reduction 5/magic, darkvision 
  60 ft., immunity to electricity, low-light vision, plant 
  traits, resistance to acid and fire 10, spell resistance 21; 
  AL N; SV Fort +11, Ref +4, Will +6; Str 25, Dex 12, Con 
  19, Int 5, Wis 12, Cha 9.  Pseudonatural template from the 
  Complete Arcane, page 160 or Lords of Madness, page 161. 
   
  Skills & Feats: Hide +4*, Listen +9, Move Silently 
  +9; Blind-Fighting, Iron Will, Power Attack, Weapon 
  Focus (slam). 
   
  Truestrike (Su): Once per day, a pseudonatural 
  creature can gain a +20 Insight bonus on a single attack 
  roll.  In addition, the creature suffers no miss chance 
  against a target that has concealment or total 
  concealment when making this attack.   
   
  Alternate Form (Su): As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass.  Despite the alien 
  appearance, its abilities remain unchanged.  Other 
  creatures receive a -1 morale penalty on their attack 
  rolls against a pseudonatural creature when it is in this 
  alternate form. 
   
  Improved Grab (Ex): To use this ability, a 
  shambler must hit with both slam attacks.  It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity.  If it wins the 
  grapple check, it establishes a hold and can constrict. 
   
  Constrict (Ex): A shambler deals 2d6+10 points of 
  damage with a successful grapple check. 
   
  Immunity to Electricity (Ex): Shamblers take no 
  damage from electricity.  Instead, any electricity attack 
  used against a shambler temporarily grants it 1d4 
  points of Constitution.  The shambler loses these 
  points at the rate of 1 per hour. 
   
  Skills: Shambling mounds have a +4 racial bonus 
  to Hide, Listen, and Move Silently checks.  *They have 
  a +12 racial bonus on Hide checks when in a swampy 
  or forested area. 
   
  Languages: None. 
   
  Possessions: None. 
   
  Description: This creature looks like a confusing 
  mix of leaves and vines and fleshy tentacles and 
  bulbous tumors.  It has a generally human-like form, 
  with a barrel-shaped body, ropey arms and stumpy legs. 
   It does not seem to have a head. 
   
  
  KEO6-02 Forest of Ribbons 
   
  Page 34 
  DM AID: NEW RULES 
  NEW CLASS 
  WARMAGE (CA P10-14) 
  Some spellcasters care for only one thing: war. 
  They dream of steel and mighty blasts of 
  devastating magic, the march of troops, and the 
  unleashed destruction found on battlefields 
  everywhere. Graduates of special arcane war 
  colleges, those known as warmages are drilled 
  only and utterly in the casting of spells most 
  useful for laying down destruction, confusing an 
  enemy, or screening an allied action. The 
  utilitarian spells used by wizards and sorcerers 
  have little importance to a warmage's way of 
  thinking. What are support casters for, after all? A 
  warmage cares only fm success on the battlefield, 
  or, in some cases, in the series of smaller 
  campaigns favored by adventuring companies. 
  Adventures: Warmages sign up for stints with 
  adventuring 
  companies 
  that 
  require 
  straightforward, military-style blasting magic. 
  Warmages hone and develop their arts through 
  action rather than study, so without prolonged use 
  of their powers in combat they cannot reach the 
  pinnacle 
  of 
  their 
  profession. 
  Good-aligned 
  warmages are concerned with rebuffing the 
  movements of warlike groups-who better to blast 
  into smoking ruin than those who have it coming? 
  Evil-aligned warmages feel no constraints on who 
  might become the targets of their spells. They 
  adventure to gain destructive power. 
  Characteristics: Warm ages access their magic 
  peculiarly, at least compared to the way wizards, 
  sorcerers, and clerics do. A warmage selects his 
  spells from a limited pool of know 1edge that 
  rarely changes. Early in their difficult training, 
  warmage instill deep within themselves the 
  knowledge of all the spells they will ever need. 
  Warmages know fewer spells than wizards and 
  even sorcerers, but the spells they do know are 
  enhanced. 
  Warmages do not need to study spellbooks, but 
  they do need to prepare their spells each day by 
  pending time to call up the knowledge from their 
  unconscious minds. Warmages do not specialize 
  in schools of magic the way wizards can. 
  In their training, warmages also learn a few 
  mundane warlike skills. They develop proficiency 
  with some weapons and armor, learning to use 
  such items without incurring a risk of arcane spell 
  failure. 
  Alignment: Because all alignments must be 
  prepared to fight for their causes, warmages might 
  be found among virtually any army that use 
  spellcasting as artillery on the battlefield. 
  Religion: Some warmages favor Boccob (deity of 
  magic), while others follow Wee Jas (deity of 
  death and magic). Many warmages revere no deity 
  at all. 
  Background: Warmages are chosen (or apply) to 
  attend special arcane war colleges. Such colleges 
  are not for the weak of spirit. The rigors of both 
  body and mind bear little resemblance to the 
  apprenticeship undergone by regular wizards, or 
  the self-taught fumbling of sorcerers. Warmage 
  colleges are more similar to boot camp sponsored 
  by large nation-states. Throughout their training, 
  warmages are forced to wear ponderous garments 
  (meant to familiarize their bodies with the 
  limitations of movement in armor) while drilling 
  constantly with spells, most of which are too high 
  in level to be cast by the student. This vigorous 
  drilling instills the spells in a warmage's 
  unconscious mind, 0 that as he grow in power 
  Later in life, those spells become available for his 
  use without his needing a spellbook. 
  After their training, warmages share a deep feeling 
  of camaraderie with their fellow students and 
  continue to feel a slight affection for any well-run 
  military outfit. 
  Races: Most warmages are humans or half-elves. 
  But the toughness of spirit needed to survive a 
  term at an arcane war college can manifest itself in 
  any of the common races. It is rare for savage 
  humanoids to be accepted into a war college, 
  though some of the more organized societies 
  might set up their own war colleges for arcane 
  spellcasters. 
  Other classes: Warmages and they have little in 
  common with sorcerers and wizards, who learn 
  their' craft without the rigors or discipline of a 
  warmage's apprenticeship. In fact, warmages are 
  likely to be 'more comfortable with the 
  regimented classes-those that appreciate military 
  training - such as paladins, monks, and fighters. 
  Role: The warmage's spell selection is already 
  determined. He is the ranged magical artillery that 
  military troops rely on, or the center of a smaller 
  adventuring company's offensive power. An 
  adventuring company with a warmage should 
  strongly consider including a second spellcaster, 
  such as a bard, cleric, druid, or even a wizard, to 
  complement the warmage's offensive focus with 
  defensive and utilitarian abilities. 
  
  KEO6-02 Forest of Ribbons 
   
  Page 35 
  Game Rule Information 
  Warmages have the following game statistics. 
  Abilities: Charisma determines how powerful a 
  spell a warmage can cast, how many spells a warm 
  age can cast per day, and how hard those spells are 
  to resist (see Spells, below). A warmage's 
  Intelligence bonus is added to damage dealt by 
  spells through his warmage edge ability. Like a 
  sorcerer or wizard, a warmage benefits from high 
  Dexterity and Constitution scores. 
  Alignment: Any. 
  Hit Die: d6. 
  Class Skills 
  The warmage's class skills (and the key ability for 
  each skill) are Concentration (Can), Craft (Int), 
  Intimidate (Cha), Knowledge (arcana) (Int), 
  Knowledge (history) (Int), Profession (Wis), and 
  Spellcraft (Int). 
  Skill Points at 1st Level: (2 + 1m modifier) X 4. 
  Skill Points at Each Additional Level: 2 + Int 
  modifier. 
  Class Features 
  All the following are class features of the warmage. 
  Weapon and Armor Proficiency: Warmages are 
  proficient with all simple weapons, light armor, 
  and light shields. At 8th level, a warmage gains 
  proficiency with medium armor (see Armored 
  Mage, below). 
  Spells: A warmage casts arcane spells (the same 
  type of spells available to sorcerers and wizards), 
  which are drawn fro01 the warmage spell list 
  given below. He can cast any spell he knows 
  without preparing it ahead of time the way a cleric 
  or wizard must. When a warmage gains access to a 
  new level of spells, he automatically knows all the 
  spells for that level listed on the warmage's spell 
  list. Essentially, his spell list is the same as his 
  spells known list. Warmages also have the option 
  of adding to their existing spell list through their 
  advanced learning ability as they increase in level 
  (see below). See page 90 for the Warmage's spell 
  list. 
  To cast a spell, a warmage must have a Charisma 
  score of 10 + the spell's level (Cha 10 for o-level 
  spells, Cha 11 for 1st level spells, and so forth). The 
  Difficulty Class for a saving throw against a 
  warmage's spell is 10 + the spell's level + the 
  warmage's 
  Charisma 
  modifier. 
  Like 
  other 
  spellcasters, a warmage can cast only a certain 
  number of spells of each spell level per day. His 
  base daily spell allotment is given on Table 1-1: 
  The Warmage. In addition, he receives bonus 
  spells for a high Charisma score (see Table 1-1, 
  page 8 of the Player’s Handbook). 
  Unlike a cleric or a wizard, a warmage need not 
  prepare his spells in advance. He can cast any spell 
  he knows at any time, assuming he has not yet 
  used up his spells per day for that spell level. 
  Armored Mage (Ex): Normally, armor of any 
  type interferes with an arcane spel1caster's 
  gestures, which can cause his spells to fail (if those 
  spells have somatic components). A warmage's 
  limited focus and specialized training, however, 
  allows him to avoid arcane spell failure as long as 
  he sticks to light armor and light shields. This 
  training does not extend to medium or heavier 
  armors, or to heavy shields. Nor does this ability 
  apply to spells gained from a different spell casting 
  class. 
  At 8th level, a warmage learns to use medium 
  armor with no chance of arcane spell failure. 
  Warmage Edge (Ex): A warmage is specialized in 
  dealing damage with his spells. Whenever a 
  warmage casts a spell that deals hit point damage, 
  he adds his Intelligence bonus (if any) to the 
  amount of damage dealt. For instance, if a 1st-level 
  warmage with 17 Intelligence casts magic missile, 
  he deals ld4+1 points of damage normally, plus an 
  extra 3 points of damage due to his Intelligence 
  bonus. The bonus from the warmage edge special 
  ability applies only to spells that he casts as a 
  warmage, not to those he might have by virtue of 
  levels in another class. 
  A single spell can never gain this extra damage 
  more than once per casting. For instance, a fireball 
  deals the extra damage to all creatures in the area it 
  affects. However, if a 3rd-level warmage casts 
  magic missile and produces two missiles, only one 
  of them (of the warmage's choice) gains the extra 
  damage, even if both missiles are directed at the 
  same target. If a spell deals damage for more than 
  1 round, it deals this extra damage in each round. 
  Scrolls scribed by a warmage do not gain in any 
  benefit from warmage edge. Scrolls activated by a 
  warmage also gain no benefit from warmage edge. 
  The same is true for most other magic items, such 
  as wands and potions. However, staffs activated by 
  a warmage use not only the warmage's caster level 
  but also gain the benefits of the warmage edge, if 
  applicable. 
  Advanced Learning (Ex): At 3d, 6th, 11th, and 
  16th level, a warmage can add a new spell to his 
  list, representing the result of personal study and 
  experimentation. The spell must be a wizard spell 
  of the evocation school, and of a level no higher 
  than that of the highest-level spell the warmage 
  already knows. Once a new spell is selected, it is 
  forever added to that warmage's spell list and can 
  
  KEO6-02 Forest of Ribbons 
   
  Page 36 
  be cast just like any other spell on the warmage's 
  list. 
  Sudden Empower: At 7th level, a warmage gains 
  Sudden Empower (described in Chapter 3) as a 
  bonus feat. If he already has the feat, he can 
  choose a different metamagic feat. 
  Sudden Enlarge: At 10th level, a warm age gains 
  Sudden Enlarge (described in Chapter 3) as a 
  bonus feat. If he already has the feat, he can 
  choose a different metamagic feat. 
  Sudden Widen: At 15th level, a warmage gains 
  Sudden Widen (described in Chapter 3) as a bonus 
  feat. If he already has the feat, he can choose a 
  different metamagic feat. 
  Sudden Maximize: At 20th level a warmage 
  gains Sudden Maximize (described in Chapter 3) 
  as a bonus feat. If he already has the feat, he can 
  choose a different metamagic feat. 
  Warmage Spells 
  0-level (cantrips): Acid Splash, Disrupt Undead, 
  Light, Ray of Frost. 
  1st: Accuracy, Chill Touch, Fist of Stone, Magic Missile, 
  Orb of Acid, Lesser, Orb of Cold, Lesser, Orb of 
  Electricity, Lesser, Orb of Fire, Lesser, Orb of Sound, 
  Lesser, Shocking Grasp, True Strike. 
  2nd: Blades of Fire, Continual Flame, Fire Trap, 
  Fireburst, Flaming Sphere, Ice Knife, Melf's Acid Arrow, 
  Pyrotechnics, Scorching Ray, Shatter, Whirling Blade. 
  3rd: Fire Shield, Fireball, Gust of Wind, Ice Storm, 
  Lightning Bolt, Poison, Ring of Blades, Sleet Storm, 
  Stinking Cloud. 
  4th: Blast of Flame, Evard's Black Tentacles, Orb of 
  Acid, Orb of Cold, Orb of Electricity, Orb of Fire, Orb of 
  Force, Orb of Sound, Phantasmal Killer, Shout, Wall of 
  Fire. 
  5th: Arc of Lightning, Cloudkill, Cone of Cold, Fire 
  Shield, Mass, Fireburst, Greater, Flame Strike, Prismatic 
  Ray. 
  6th: Acid Fog, Blade Barrier, Circle of Death, 
  Disintegrate, Fire Seeds, Otiluke's Freezing Sphere, 
  Tenser's Transformation. 
  7th: Delayed Blast Fireball, Earthquake, Finger of 
  Death, Fire Storm, Mordenkainen's Sword, Prismatic 
  Spray, Sunbeam, Waves of Exhaustion. 
  8th: Horrid Wilting, Incendiary Cloud, Polar Ray, 
  Prismatic wall, Scintillating Pattern, Shout, Greater, 
  Sunburst. 
  9th: Elemental Swarm, Implosion, Meteor Swarm, 
  Prismatic Sphere, Wail of the Banshee, Weird. 
  Table 1-2: The Warmage 
  
  KEO6-02 Forest of Ribbons 
   
  Page 37 
  Spells per Day 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save Special 
  0 
  1st 2nd 3rd 4th 5th 6th 7th 8th 9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Armored 
  mage 
  (light),
  warmage edge 
  5 
  3 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  2nd 
  +1 
  +0 
  +0 
  +3 
   
  6 
  4 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Advanced learning 
  6 
  5 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  4th 
  +2 
  +1 
  +1 
  +4 
   
  6 
  6 
  3 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  5th 
  +2 
  +1 
  +1 
  +4 
   
  6 
  6 
  4 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  6th 
  +3 
  +2 
  +2 
  +5 
  Advanced learning 
  6 
  6 
  5 
  3 
  – 
  – 
  – 
  – 
  – 
  – 
  7th 
  +3 
  +2 
  +2 
  +5 
  Sudden Empower 
  6 
  6 
  6 
  4 
  – 
  – 
  – 
  – 
  – 
  – 
  8th 
  +4 
  +2 
  +2 
  +6 
  Armored mage (medium) 6 
  6 
  6 
  5 
  3 
  – 
  – 
  – 
  – 
  – 
  9th 
  +4 
  +3 
  +3 
  +6 
   
  6 
  6 
  6 
  6 
  4 
  – 
  – 
  – 
  – 
  – 
  10th 
  +5 
  +3 
  +3 
  +7 
  Sudden Enlarge 
  6 
  6 
  6 
  6 
  5 
  3 
  – 
  – 
  – 
  – 
  11th 
  +5 
  +3 
  +3 
  +7 
  Advanced learning 
  6 
  6 
  6 
  6 
  6 
  4 
  – 
  – 
  – 
  – 
  12th 
  +6/+1 +4 
  +4 
  +8 
   
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  – 
  – 
  – 
  13th 
  +6/+1 +4 
  +4 
  +8 
   
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  – 
  – 
  – 
  14th 
  +7/+2 +4 
  +4 
  +9 
   
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  – 
  – 
  15th 
  +7/+2 +5 
  +5 
  +9 
  Sudden Widen 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  – 
  – 
  16th 
  +8/+3 +5 
  +5 
  +10 
  Advanced learning 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  – 
  17th 
  +8/+3 +5 
  +5 
  +10 
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  – 
  18th 
  +9/+4 +6 
  +6 
  +11 
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  19th 
  +9/+4 +6 
  +6 
  +11 
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  20th 
  +10/+5 +6 
  +6 
  +12 
  Sudden Maximize 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  NEW MONSTERS 
  KAORTI (FF PP108-110) 
  Medium-Size Outsider (Evil, Extraplanar) 
  Hit Dice: 2d8 (9 hp) 
  Initiative: +2 
  Speed: 30 ft. 
  Armor Class: 18 (+2 Dex, +2 natural, +4 resin 
  scale armor), touch 12, flat-footed 16 
  Base Attack/Grapple: +2/+0 
  Attack: Bite +1 melee, or ribbon dagger +4 melee, 
  or darts +4 ranged 
  Full Attack: Bite +1 melee, or ribbon dagger +4 
  melee, or darts +4 ranged 
  Damage: Bite 1d6-2, ribbon dagger 1d4-2/x4, darts 
  1d4-2 
  Space/Reach: 5 ft./5 ft. 
  Special 
  Attacks: 
  Spell-like 
  abilities, 
  vile 
  transformation 
  Special 
  Qualities: 
  Material 
  vulnerability, 
  outsider traits, poison immunity 
  Saves: Fort +3, Ref +5, Will +3 
  Abilities: Str 7, Dex 14, Con 11, Int 14, Wis 11, 
  Cha 16 
  Skills: Concentration +5, Craft (any two) +7, Heal 
  +13, Intimidate +8, Knowledge (arcana) +7, 
  Knowledge (the Planes) +7, Spellcraft +9 (+11 
  decipher spells on scrolls), Survival +5 (+7 on 
  other planes), Use Magic Device +7 (+9 scrolls) 
  Feats: 
  Exotic 
  Weapon 
  Proficiency 
  (ribbon 
  dagger)B, Weapon Finesse 
  Environment: Any nocturnal (Far Realm) 
  
  KEO6-02 Forest of Ribbons 
   
  Page 38 
  Organization: 
  Solitary, 
  patrol 
  (2-9), 
  cyst 
  pilgrimage (10-20 plus 1-3 kaorti thralls), or cyst 
  (21-60 plus 10-20 thralls and 1 skybleeder per 15 
  kaorti) 
  Challenge Rating: 1 
  Treasure: Standard, items only 
  Alignment: Usually neutral evil 
  Advancement: By character class 
  Level Adjustment: +1 
   
   
  Ages ago, a group of curious wizards sought to 
  pierce the boundaries of known existence and 
  penetrate to a distant dimension on the other side 
  of reality. This region, known to scholars as the 
  Far Realm, is a realm of madness and nightmare. 
  The explorers felt confident in their abilities and 
  only intended to stay for a few hours. 
  Unfortunately their confidence was misplaced. 
  Not moments after their arrival in the Far Realm, 
  they were absorbed by a nameless entity. The 
  explorers transformed into terrible natives of the 
  Far Realm, becoming the first kaortis. 
   
  The explorers went mad and forgot all they 
  knew of the Material Plane. The gateway between 
  the Far Realm and the Material Plane disturbed 
  them. The newly formed kaortis acted without 
  thought, traveling back through the portal to 
  destroy it. Doing so removed the source of the 
  pain in the Far Realm, but it stranded the kaortis 
  on the Material Plane—a realm now deadly to the 
  very fabric of their being. Many of the new kaortis 
  succumbed before they succeeded in encysting 
  themselves within the secluded wizards’ school 
  from which they had set out. From that first cyst, 
  the kaortis have spread out to menace the world. 
   
  Humanoid in shape, a kaorti must dress in 
  form-fitting armor made of thick resins and 
  tissues grown and cultivated by kaorti alchemists 
  whenever one ventured from its cyst. A kaorti in a 
  resin suit looks like an emaciated human with 
  elongated arms and legs. It has three fingers and a 
  long thumb on each hand, and its motions are 
  slithery and undulant. Its bulbous head is affixed 
  to its body by a long neck. A kaorti’s almost always 
  remains hidden behind windings of resin. 
   
  Outside its resin suit, a kaorti is decidedly 
  nonhuman in appearance. Its skin, brownish 
  green in color swirled with livid pinks and reds 
  and purples, seems to be almost transparent and 
  liquid slithers and runs over the creature’s visible 
  entrails. A kaorti’s fingers are little more than 
  boneless tendrils. Its face looks like that of a 
  melted spider. Its palms constantly secret a thick, 
  green resin that can be crafted by kaorti “smiths” 
  into weapons or armor or reinforcements for their 
  lairs. The average kaorti is 7 feet tall and weighs 
  100 pounds. 
   
  Kaortis speak their own guttural language and 
  have picked up smatterings of many other 
  languages during their interrogations of prisoners. 
  Most kaortis can speak Common and Sylvan. 
   
  Combat: Kaorti’s prefer to use magic against 
  their enemies, while their transformed minions 
  and thugs engage in melee. When magic fails, a 
  kaorti tries to fight with ranged weapons if it can; 
  kaorti are proficient in all simple ranged weapons 
  as well as shuriken. A kaorti caught in melee 
  combat usually flees in an attempt to regain the 
  needed distance for its spells and ranged attacks. 
   
  Kaorti can be summoned using a summon 
  monster II spell. 
   
  Spell-Like Abilities: 1/day—disguise self, color 
  spray, feather fall, ray of enfeeblement, reduce, spider 
  climb. Caster level 2nd; save DC 14+ spell level. 
   
  Vile Transformation (Su): A kaorti can 
  infuse any living creature with otherworldly 
  essence from the Far Realm, permanently 
  transforming the target into a mockery of its 
  previous form. This process takes 8 hours, during 
  which time the kaorti’s jaws must be locked onto 
  the victim, who must be either willing or helpless 
  for the duration. After 8 hours, the victim must 
  make a Fortitude save (DC 11). Failure indicates 
  that victim transforms into a kaorti (if the victim is 
  human), or into a kaorti thrall. If the victim 
  succeeds at the save, the kaorti can attempt the 
  transform again; each attempt to transform a 
  victim increases the save DC by +1. 
   
  Creatures transformed into kaortis retain any 
  class abilities and modify their ability scores as 
  follows: Str –4, Dex +4, Int +4, Cha +6. They 
  become neutral evil and embrace the racial ethos 
  of the kaortis. They gain all of the other abilities 
  and disadvantages of a standard kaorti. This 
  transformation is the only way the kaorti can 
  propagate their kind. 
   
  Material Vulnerability (Ex): The Material 
  Plane is painful to an unprotected kaorti. An 
  unprotected kaorti must make a Fortitude save 
  each hour (DC 15, +1 per previous check) or take 
  1d6 points of non-lethal damage and become 
  fatigued. This fatigued condition persists until the 
  kaorti recovers all the non-lethal damage it took 
  from its exposure to the Material Plane. Is a kaorti 
  is 
  rendered 
  unconscious 
  through 
  the 
  accumulation of non-lethal damage (from this 
  ability or from any other source), the Material 
  Plane environs begin to deal normal damage at the 
  same rate (Fort save negates; save DC continues to 
  increase per check as stated above). A kaorti 
  
  KEO6-02 Forest of Ribbons 
   
  Page 39 
  wearing a resin suit, or a kaorti in a cyst, is 
  protected from the effects of the Material Plane. 
   
  Outsider Traits: Kaortis have darkvision (60-
  foot range), and they cannot be raised or 
  resurrected (though a wish or miracle can restore 
  life). 
   
  Skills: Kaortis have a +8 racial bonus on Heal 
  checks. 
   
  Kaorti Society: Kaortis live in remote 
  regions, dwelling in captured forts, monasteries, 
  or mines. They quickly coat the entirety of their 
  lairs with the same resin they build their weapons 
  and armor from, protecting themselves from the 
  deleterious influence of the Material Plane. These 
  lairs are known as kaorti cysts. 
   
  Kaortis have little interest in idle pastimes. 
  They are consumed with one overriding goal: to 
  pervert the natural world and feed it into the Far 
  Realm. The kaortis understand that realization of 
  this goal is likely centuries away, and may well be 
  impossible. Nevertheless, they are dedicated to 
  this goal, transforming one creature at a time if 
  that’s what it takes. 
   
  Kaorti greatly respect and admire arcane 
  magic. Sorcerers and wizards are often found as 
  leaders in kaorti cysts. These leaders are charged 
  with expanding the race’s territories and making 
  sure the cyst is well defended. This leaves the bulk 
  of a kaorti cyst’s population free to work on the 
  transformation of creatures into kaorti or thralls. 
  Non-humanoid victims that are transformed into 
  thralls make up the bulk of a kaorti cyst’s defenses. 
   
  When a cyst’s population reaches about five 
  dozen kaorti, approximately two dozen of them 
  strike out into the world to seek a place to build a 
  new cyst. A few old cysts have ceased to calve off 
  pilgrimages; the kaorti of these cysts work to 
  perfect new thrall races designed to function on 
  the Material Plane without danger. The skybleeder 
  and the rukanyr are perhaps the most successful of 
  these creations so far. 
   
  Prisoners taken by kaortis are fed and make 
  comfortable by their captors, but only as long as 
  the kaortis think that their captives have vital 
  information about the outer world to impart. Once 
  a prisoner is deemed to have divulged all pertinent 
  information, 
  he 
  is 
  quickly 
  scheduled 
  for 
  transformation. 
   
  Kaortis encountered outside a cyst are either 
  pilgrims looking for a new cyst site, spies 
  gathering information about neighboring lands, or 
  a small band charged with seeking out new 
  victims for transformation. Kaortis make full use 
  of their alter self ability to infiltrate villages and 
  cities. 
   
  Kaorti Items: Kaorti devices are made from 
  resins secreted by the creatures’ palms. The resin is 
  shaped while fresh, and then (if appropriate) 
  alchemically treated to maintain flexibility. 
   
  The principle use for kaorti resin is to create a 
  cyst, a space enclosed by walls of resin. Within 
  such a space, kaortis are protected from the 
  harmful effects of the Material Plane. A kaorti can 
  produce roughly 1 cubic foot of resin each day, 
  enough to coat 10 square feet of surface to a depth 
  of 1 inch. It takes a kaorti about 1 hour to produce 
  and apply this much resin. The substance dries to a 
  rigid covering 1 hour after being applied. Walls 
  and doors encrusted with this resin have their 
  hardness increased by 2. 
   
  Untreated kaorti resin lasts for only about 500 
  days before crumbling to shards, so kaortis 
  constantly maintain the walls of their cysts. A 
  single kaorti can keep a 40-foot-square room 10 
  feet high covered in resin by spending 1 hour a 
  day maintaining its cyst. 
   
  Resin Suit: A kaorti resin suit consists of 
  thin straps of alchemically treated resin that are 
  wrapped around the body fully, similar to a 
  mummy’s bandages. A resin suit is light armor 
  with the following properties: +4 armor bonus, +3 
  maximum Dex bonus, -4 armor check penalty, 25% 
  arcane spell failure chance. Creatures other that 
  kaorti can wear resin suits, but the resin causes 
  most humanoids to break out in hives. In addition 
  to its armor qualities, a kaorti resin suit protects a 
  creature on the Material Plane from the effects of 
  the environment. 
  Resin suits are costly and time-consuming to 
  make; ordinary kaorti (those with 1 HD) are only 
  rarely allowed to use them as a result. 
  Cost: 250gp. Weight: 20 lbs. 
   
  Ribbon Dagger: A ribbon dagger is a Small 
  exotic weapon crafted from alchemically treated 
  kaorti resin. It consists of a resin handle to which 
  is affixed a 1-foot-long flexible strip of resin. This 
  ribbon of resin is razor-sharp and deals 1d4 points 
  of damage on a hit with a critical multiplier of x4. 
  The ribbon can wrap around objects with ease; 
  disarm attacks made with a ribbon dagger gain a 
  +2 bonus. 
  Cost: 50gp. Weight: 1 lb. 
   
  Kaorti Characters: A small number of 
  kaortis turn rogue and abandon their native cysts. 
  These characters have resisted the psychological 
  transformation into kaorti, and struggle to survive 
  in a hostile world. 
   
  Kaortis have a natural predisposition to 
  become sorcerers. Kaorti sorcerers generally 
  
  KEO6-02 Forest of Ribbons 
   
  Page 40 
  become the leaders of a kaorti cyst. Kaorti wizards 
  do not keep ordinary spellbooks, they record their 
  spells on long strips of resin that are hung from 
  the ceiling in the kaorti’s lair. Kaorti wizards or 
  sorcerers never summon animal familiars. Most 
  non-spellcasting kaortis are rogues, although 
  fighters are not unheard of. Kaortis only rarely 
  become barbarians, and no instance of divine 
  spellcaster kaorti have been recorded. 
   
  Sorcerer is a kaorti’s favored class. Because of 
  its special abilities, a kaorti PC’s effective character 
  level (ECL) is equal to its class level +4. Thus, a 1st-
  level kaorti sorcerer has an ECL of 5 and is the 
  equivalent of a 5th-level character. 
   
  PSEUDONATURAL CREATURE 
  TEMPLATE (CA P160-161) 
   
  Past the timeless eons that lie between the 
  stars, pseudonatural creatures dwell beyond the 
  planes as we know them nestled in far realms of 
  insanity. When summoned to the Material Plane 
  they often take on the form and abilities of 
  familiar creatures, though they are more gruesome 
  in appearance than their earthly counterparts. 
  Alternatively, they might appear in a manner 
  more consistent with their origins, manifesting as 
  masses of writhing tentacles or other even more 
  terrible forms. 
  Creating a Pseudonatural Creature 
   
  "Pseudonatural" is an acquired template that 
  can be added to any corporeal creature (referred to 
  hereafter as the base creature). A pseudonatural 
  creature uses all the base creature's statistics and 
  abilities except as noted here. Even though the 
  creature's type changes do not recalculate Hit 
  Dice, base attack bonus, or skill points. 
  Size and Type: The creature's type changes to 
  outsider. Size is unchanged. 
  Special Attacks: A pseudonatural creature retains 
  all the special attacks of the base creature and also 
  gains the following attack. 
  True Strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight bonus on 
  a single attack roll. In addition, the creature can 
  attack a concealed target without suffering a miss 
  chance with this attack. 
  Special Qualities: A pseudonatural creature 
  retains all the special qualities of the base creature 
  and also gains the following. 
  Resistance (Ex): A pseudonatural creature has 
  resistance to acid and electricity based on the base 
  creature's Hit Dice (see the table below). 
  Damage Reduction (Ex): A pseudonatural 
  creature gains damage reduction based on the base 
  creature's Hit Dice (see the table below). 
  Spell Resistance (Ex): A pseudonatural creature 
  gains spell resistance equal to 10 + the base 
  creature's HD (maximum 25). 
   
  Hit Dice Electricity, Acid Resistance Damage 
  Reduction 
  1-3  
  5 
   
   
  – 
  4-7  
  5 
   
   
  5/magic 
  8-11 10  
   
  5/magic 
  12+  
  15 
   
   
  10/magic 
   
  Alternate Form (Su): As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, 
  tentacled 
  mass 
  (or 
  another 
  appropriately gruesome form, as determined by 
  the DM). Despite the alien appearance, its abilities 
  remain unchanged. Other creatures receive a –1 
  morale penalty on their attack rolls against 
  pseudonatural creatures in this alternate form. 
  Abilities: Same as the base creature, but 
  Intelligence is at least 3. 
  Environment: Any land and underground. 
  Challenge Rating: Up to 3 HD, as base creature; 
  4 HD to 11 HD, as base creature +1; 12+ HD, as 
  base creature +2. 
   
  RUKANYR (FF PP144-145) 
  Large Aberration 
  Hit Dice: 7d8+49 (80 hp) 
  Initiative: -2 
  Speed: 40 ft., climb 20 ft. 
  Armor Class: 22 (-1 size, -2 Dex, +15 natural), 
  touch 7, flat-footed 22 
  Base Attack/Grapple: +5/+14 
  Attack: Slam +9 melee (3d6+5) 
  Full Attack: Slam +9 melee (3d6+5) and 6 claws 
  +7 melee (1d6+2) and 3 Bites +7 melee (1d8+2) 
  Space/Reach: 10 ft. /10 ft. 
  Special 
  Attacks: 
  Poison, 
  stunning 
  strike, 
  sundering roar 
  Special Qualities: Darkvision 60 ft., fast healing 
  5, reflexive sunder, sonic immunity, stability 
  
  KEO6-02 Forest of Ribbons 
   
  Page 41 
  Saves: Fort +9, Ref +0, Will +1 
  Abilities: Str 21, Dex 7, Con 24, Int 15, Wis 2, Cha 
  2 
  Skills: Climb +23, Listen +6, Search +12, Spot +6 
  Feats: Improved Sunder, Multiattack, Power 
  Attack 
  Environment: Any land or underground 
  Organization: Solitary, pair, or band (3-8) 
  Challenge Rating: 9 
  Treasure: - 
  Alignment: Usually neutral evil 
  Advancement: 8-14 HD (Large), 15-21 HD 
  (Huge), 22-28 HD (Gargantuan), 29+HD (Colossal) 
   
   
  The rukanyr is an armored monster 
  created by kaorti wizards for the express purpose 
  of laying waste to regions the kaortis fear to enter. 
   
  A rukanyr resembles an armor-plated, 15 ft. 
  tall, leafless tree, with one thick branch emerging 
  from the top that ends in a ball of spikes and 
  jagged spines. The numerous smaller branches 
  end in grasping claws. Three large, stalked maws 
  filled with teeth are arrayed at the thing’s base, 
  amid a tangled mess of thick insectoid legs. One 
  large, lidless black eye stares out from the thing’s 
  “front” side. 
   
  It is thought that the kaortis created the first 
  rukanyrs by exposing monstrous scorpions to 
  energy from the Far Realm. In fact, the kaortis 
  were a bit too successful with the rukanyr; the 
  creatures are so destructive that the kaorti do not 
  allow them in their enclaves. A rukanyr’s ability to 
  exist in natural settings makes it an ideal guard for 
  the regions surrounding a kaorti enclave, though; 
  a concentration of rukanyrs almost always means 
  that just such an enclave is nearby. 
   
  Rukanyr can speak Common. 
   
  Combat: A rukanyr starts any combat with a 
  sundering roar directed at the best equipped of its 
  enemies, then quickly wades into the midst of 
  melee and lashes out at any target within reach of 
  its attacks. 
   
  Poison (Ex): A rukanyr delivers its poison 
  (Fort DC 20 negates) with each successful bite 
  attack. Initial and secondary damage are the same 
  (2d6 Dex). The save DC is Constitution based. 
   
  Stunning Strike (Ex): Anyone hit by a 
  rukanyr’s slam attack must make a Fortitude 
  saving throw (DC 18) or be stunned for 1d4 
  rounds. The save DC is Constitution based. 
   
  Sundering Roar (Su): Once every 1d4 
  rounds, a rukanyr can emit a devastating roar from 
  one of its mouths. All creatures within 60 ft. of a 
  rukanyr must make Fortitude saves (DC 20) or be 
  deafened for 2d6 rounds. Additionally, a rukanyr 
  can target one creature or object within its range 
  to be the focal point of this of this destructive 
  attack. This creature or object takes 12d6 points of 
  sonic damage (Reflex DC 20 for half). If a creature 
  is targeted, this damage also applies to the armor 
  worn and weapons carried by a creature. Both 
  saves DC are Constitution based. 
   
  Fast Healing (Ex): A rukanyr regains lost hit 
  points at the rate of 5 per round. Fast healing does 
  not restore hit points lost from starvation, thirst, 
  or suffocation, and it does not allow a rukanyr to 
  regrow or reattach lost body parts. 
   
  Reflexive Sunder (Ex): The armor plates 
  that cover a rukanyr shift and rub against each 
  other in combat, creating a jarring sound like that 
  of trees rubbing together in a high wind. Anyone 
  who strikes a rukanyr with a slashing or piercing 
  melee attack must make a Reflex save (DC 11) or 
  the armor plates shift and crush the weapon, 
  dealing 4d6+5 points of damage to the weapon and 
  tearing it from the victim’s grasp. The weapon 
  lands at the attacker’s  
  feet if it is not broken by the damage. The save DC 
  is Constitution based. 
   
  Stability (Ex): A rukanyr is incredibly stable 
  and can not be tripped. It gains a +20 stability 
  bonus on its Strength check to avoid being bull 
  rushed. 
   
  Skills: Rukanyrs have a +8 racial bonus on 
  Climb checks and can always choose to take 10 on 
  Climb checks, even if rushed or threatened. 
   
  
  KEO6-02 Forest of Ribbons 
   
  Page 42 
  NEW FEATS 
  Energy Substitution [METAMAGIC] (Complete 
  Arcane) 
   
  Prerequisite: Knowledge (arcana) 5 ranks, any 
  metamagic feat. 
   
  Benefit: Choose one type of energy (acid, cold, 
  electricity, fire). You can then modify any spell with an 
  energy descriptor to use the chosen type of energy 
  instead. An energy substituted spell uses a spell slot of 
  the spell’s normal level. The spell's descriptor changes to 
  the new energy type – for example, a fireball composed of 
  cold energy is an evocation [cold] spell. 
  Special: You can gain this feat multiple times, choosing a 
  different type of energy each time. 
   
  Extra Edge (Complete Arcane) 
   
  Prerequisite: Warmage 4th level. 
   
  Benefit: You gain a +1 bonus on your warmage edge, 
  plus an additional +1 bonus per four warmage levels. For 
  instance, an 8th level warmage with an 18 intelligence 
  gets a +7 bonus on the damage dealt by any spell that 
  deals hit point damage. 
   
  Sudden Empower [METAMAGIC] (Complete 
  Arcane) 
  Prerequisite: Any metamagic feat. 
  Benefit: Once per day, you can apply the effect 
  of the Empower Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Empower Spell normally 
  if you have it.  
   
  Sudden Enlarge [METAMAGIC] (Complete 
  Arcane) 
  Benefit: Once per day, you can apply the effect 
  of the Enlarge spell feat to any Spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Enlarge Spell normally if 
  you have it.  
   
  Sudden Maximize [METAMAGIC] (Complete 
  Arcane) 
  Prerequisite: Any metamagic feat. 
  Benefit: Once per day, you can apply the effect 
  of the Maximize spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Maximize Spell normally 
  if you have it.  
   
  Sudden 
  Silent 
  [METAMAGIC] 
  (Complete 
  Arcane) 
  Benefit: Once per day, you can apply the effect 
  of the Silent Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Silent Spell normally if 
  you have it. 
  NEW ITEMS 
  Fey Arrow (Arms and Equipment) 
   
  This light, slender +1 arrow has a small point and 
  brightly colored fletching. On a successful hit, a pale 
  glow surrounds the target. The glow functions exactly 
  like the faerie fire spell from a 5th level caster, preventing 
  an outlined target from gaining the benefits of 
  concealment caused by darkness, blur, displacement, 
  invisibility, or similar effects. 
   
  Faint evocation; CL 5th; Craft Magic Arms and 
  Armor, faerie fire; Price 297 gp; Weight -. 
  Vest of Resistance (Complete Arcane) 
   
  These garments offer magic protection in the form 
  of a +1 to +5 resistance bonus on all saving throws. 
   
  Faint abjuration; CL 5th; Craft Wondrous Item, 
  resistance, caster’s level must be at least three times the 
  vest’s bonus; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp 
  (+3), 16,000 gp (+4), 25,000 gp (+5); Weight 1 lb. 
  NEW SPELLS 
  Accuracy (Complete Arcane) 
  Transmutation 
  Level: Wmg 1, wu jen 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Targets: One thrown weapon/level touched or one 
  projectile weapon touched 
  Duration: 10 min./level 
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: Yes (harmless object) 
  When you cast this spell, you enhance one or 
  more thrown weapons or one projectile weapon to 
  improve its chance of hitting distant targets. For the 
  duration of the spell, the range increment for the affected 
  weapon or weapons is doubled.  
  Material Component: Ink used to scribe a mystical 
  character on each weapon affected by the spell. 
   
  Arc of Lightning (Spell Compendium) 
  Conjuration (Creation) [Electricity] 
  
  KEO6-02 Forest of Ribbons 
   
  Page 43 
  Level: Druid 4, sorcerer/wizard 5, Warmage 5, wu jen 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: A line between two creatures 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
  You create natural conductivity between two 
  creatures, and a bolt of electricity arcs between them. 
  This bolt deals ld6 points of electricity damage per caster 
  level (maximum 15d6) to both creatures and to anything 
  in the line between them. 
  Both creatures must be in range, and you must 
  be able to target them (as if this spell had them as its 
  targets). Draw the line from any corner in one creature's 
  space to any corner in the other's space. 
  Arcane Material Component: Two small iron rods. 
   
  Blades of Fire (Spell Compendium) 
  Conjuration (Creation) [Fire] 
  Level: Ranger 1, sorcerer/wizard 1, warmage 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Touch 
  Targets: Up to two melee weapons you are wielding 
  Duration: 1 round 
  Saving Throw: None 
  Spell Resistance: No 
  Flames sheathe your melee weapons, harming 
  neither you nor the weapons but possibly burning your 
  opponents. Your melee weapons each deal an extra 1d6 
  points of fire damage. This damage stacks with any 
  energy damage your weapons already deal.  
   
  Blast of Flame (Spell Compendium) 
  Conjuration (Creation) [Fire]  
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S, M 
  Casting Time: 1 Standard action 
  Range: 60 ft. 
  Area: Cone-shaped burst 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
  Flames fill the area, dealing 1d6 points of fire 
  damage per caster level (maximum 10d6) to any creature 
  in the area that fails its saving throw. 
  Material Component: A bit of wick soaked in oil. 
   
  Fire Shield, Mass (Spell Compendium) 
  Evocation [Fire or Cold] 
  Level: Sorcerer/wizard 5, warmage 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) Targets: One or more 
  allied creatures, no two of which can be more than 30 ft. 
  apart 
  Duration: 1 round/level (D) 
  Save: Will negates (harmless) Spell Resistance: Yes 
  (harmless) 
  This spell functions like fire shield (see page 230 
  of the Player's Handbook), except as noted above. 
   
  Fireburst (Spell Compendium) 
  Evocation [Fire) 
  Level: Sorcerer/wizard 2, warmage2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 5 ft. 
  Effect: Burst of fire extending 5 ft. from you 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  Fireburst causes a powerful explosion of flame 
  to burst from you, damaging anyone within 5 feet of you. 
  All creatures and objects within that area, except for you 
  and any creatures or objects that share your space, take 
  1d8 points of fire damage per caster level (maximum 
  5d8). 
  Material Component: A bit of sulfur. 
    
  Fireburst, Greater (Spell Compendium) 
  Evocation [Fire] 
  Level: Sorcerer/Wizard 5, warmage 5 
  Effect: Burst of fire extending 10 ft. from you 
  
  KEO6-02 Forest of Ribbons 
   
  Page 44 
  This spell functions like fireburst, except that it 
  affects creatures within 10 feet of you and deals a 
  maximum of 15d8 points of damage to each one. 
   
  Fist of Stone (Spell Compendium) 
  Transmutation [Earth] 
  Level: Sorcerer/wizard 1, warmage 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute 
  You transform one of your hands into a mighty 
  fist of living stone, gaining a +6 enhancement bonus to 
  Strength for purposes of attacks, grapple checks, or 
  breaking and crushing items. In addition, you gain the 
  ability to make one natural slam attack as a standard 
  action, dealing 1d6 points of damage plus your new 
  Strength bonus (or 1-1/2 times your Strength bonus if 
  you make no other attacks that round). au can make the 
  slam attack as a natural secondary attack with the normal 
  -5 penalty (or -2 penalty if you have the Multi-attack feat; 
  See page 304 of the Monster Manual) as part of a full 
  attack action. However, you cannot gain more than one 
  slam attack per round with this spell due to a high base 
  attack bonus (+6 or higher). 
  Your fist undergoes no change in size or form, 
  remaining as flexible and responsive as it would normally 
  be while under the spell's effect. 
  Material Component: A pebble inscribed with a 
  stylized fist design. 
   
  Ice Knife (Spell Compendium) 
  Conjuration (Creation) [Cold] 
  Level: Assassin 2, Sorcerer/wizard 2, Wu Jen 2 (water), 
  Warmage 2 
  Components: S, M 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Effect: One icy missile 
  Duration: Instantaneous 
  Saving Throw: See text 
  Spell Resistance: Yes 
  A magical shard of ice blasts from your hand 
  and speeds to its target. You must succeed on a normal 
  ranged attack to hit (with a +2 bonus on the attack roll for 
  every two caster levels).  If it hits, an ice knife deal 2d8 
  points of cold damage plus 2 points of Dexterity damage 
  (no Dexterity damage on a successful Fortitude save). 
  Creatures that have immunity to cold damage also take 
  no Dexterity damage automatically. 
  A knife that misses creates a shower of ice 
  crystals in a 10-foot-radius burst (see Missing with a 
  Thrown Weapon, page 158 of the player's Handbook, to 
  determine where the shard hits). The icy burst deals ld8 
  points of cold damage to all creatures within the area of 
  the effect (Reflex half). 
  Material Component: A drop of water or piece of ice. 
   
  Orb of Acid (Spell Compendium) 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: No 
  An orb of acid about 3 inches across shoots from 
  your palm at its target, dealing ld6 points of acid damage 
  per caster level (maximum 15d6). You must succeed on a 
  ranged touch attack to hit your target. 
  A creature struck by the orb take damage and 
  becomes sickened by the acid's noxious fumes for 1 
  round. A successful Fortitude save negates the sickened 
  effect but does not reduce the damage. 
   
  Orb of Acid, Lesser (Spell Compendium) 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 1, warmage 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 Levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  An orb of acid about 2 inches across shoots from 
  your palm at its target, dealing ld8 points of acid damage. 
  You must succeed on a ranged touch attack to hit your 
  target. 
  
  KEO6-02 Forest of Ribbons 
   
  Page 45 
  For every two caster levels beyond 1st, your orb 
  deals an additional 1d8 points of damage: 2d8 at 3rd level, 
  3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 
  at 9th level or higher. 
   
  Orb of Cold (Spell Compendium) 
  Conjuration (Creation) [Cold] 
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action Range: Close (25 ft. + 5 
  ft./2 levels) 
  Effect: One orb of cold 
  Duration: Instantaneous  
  Saving Throw: Fortitude partial 
  Spell Resistance: No 
  This spell functions like orb of acid, except that 
  it deals cold damage. In addition, a creature struck by an 
  orb of cold must make a Fortitude save or be blinded for 1 
  round instead of being sickened. 
   
  Orb of Cold, Lesser (Spell Compendium) 
  Conjuration (Creation) [Cold] 
  Level: Sorcerer/wizard 1, warmage 1 
  Effect: One orb of cold 
  This spell functions like lesser orb of acid, 
  except that it deals cold damage. 
   
  Orb of Electricity (Spell Compendium) 
  Conjuration (Creation) [Electricity] 
  Level: Sorcerer/wizard 4, warmage4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of electricity 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: No 
  This spell functions like orb of acid, except that 
  it deals electricity damage. In addition, a creature wearing 
  metal armor truck by an orb of electricity must make a 
  Fortitude save or be entangled for 1 round instead of 
  being sickened. 
   
  Orb of Electricity, Lesser (Spell Compendium) 
  Conjuration (Creation) [Electricity] 
  Level: Sorcerer/wizard 1, warmage 1 
  Effect: One orb of electricity 
  This spell functions like lesser orb of acid, 
  except that it deals electricity damage. 
   
  Orb of Fire (Spell Compendium) 
  Conjuration (Creation) [Fire] 
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 level) 
  Effect: One orb of fire 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: No 
  This spell functions like orb of acid, except that 
  it deals fire damage. In addition, a creature struck by an 
  orb of fire must make a Fortitude save or be dazed for 1 
  round instead of being sickened. 
   
  Orb of Fire, Lesser (Spell Compendium) 
  Conjuration (Creation) [Fire] 
  Level: Sorcerer/wizard 1, warmage 1 
  Effect: One orb of fire  
  This spell functions like lesser orb of acid, 
  except it deals fire damage. 
   
  Orb of Force (Spell Compendium) 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: One orb of force 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  You create a globe of force 3 inches across, 
  which streaks from your palm toward your target. You 
  must succeed on a ranged touch attack to hit the target. 
  
  KEO6-02 Forest of Ribbons 
   
  Page 46 
  The orb deals a total of 1d6 points of damage per caster 
  level (maximum 10d6). 
   
  Orb of Sound (Spell Compendium) 
  Conjuration (Creation) [Sonic] Level: Sorcerer/wizard 4, 
  warmage4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels 
  Effect: One orb of Sound Energy 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: No 
  This spell functions like orb of acid, except that 
  it deals 1d4 points of sonic damage per level (maximum 
  15d4). In addition, a creature struck by an orb of sound 
  must make a Fortitude save or be deafened for 1 round 
  instead of being sickened. 
   
  Orb of Sound, Lesser (Spell Compendium) 
  Conjuration (Creation) [Sonic] 
  Level: Sorcerer/wizard 1, warmage 1 
  Effect: One orb of sonic energy 
  This spell functions like lesser orb of acid, 
  except it deals 1d6 points of sonic damage, plus an 
  additional ld6 points of damage per two caster levels 
  beyond 1st: 2d6 at 3rd level, 3d6 at 5th level, 4d6 at 7th 
  level, and the maximum of 5d6 at 9th level or higher. 
   
  Prismatic Ray (Spell Compendium) 
  Evocation 
  Level: Sorcerer/wizard 5, warmage 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Ray  
  Duration: Instantaneous 
  Saving Throw: See text 
  Spell Resistance: Yes 
  A single beam of brilliantly colored light shoots 
  from your outstretched hand. On a successful ranged 
  touch attack, creatures with 6 Hit Dice or fewer are 
  blinded for 2d4 rounds by the prismatic ray in addition to 
  suffering a randomly determined effect (see the 
  accompanying table). 
   
  PRISMATIC RAY 
   
   
   
  Color of  
  1d6   
  Beam 
   
  Effect 
  1 
   
  Red  
   
  20 points fire damage (Reflex 
  half) 
  2 
   
  Orange  40 points acid damage (Reflex half) 
  3  
   
  Yellow   
  80 points electricity damage 
  (Reflex half) 
  4  
   
  Green   
  Poison (Kills; Fortitude 
  partial, take ld6 Con damage instead) 
  5  
   
  Blue  
   
  Turned to stone (Fortitude 
  negates) 
  6  
   
  Indigo   
  Insane, as insanity spell (Will 
  negates) 
   
  Ring of Blades (Spell Compendium) 
  Conjuration (Creation) 
  Level: Cleric 3, warmage 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 min./level 
  This spell conjures a horizontal ring of swirling 
  metal blades around you. The ring extends 5 feet from 
  you, into any squares adjacent to your space, and it moves 
  with you as you move. Each round on your turn, starting 
  when you cast the spell, the blades deal1d6 points of 
  damage +1 point per caster level (maximum +10) to all 
  creatures in the affected area. 
  The blades conjured by a lawful aligned cleric 
  are cold iron, those conjured by a chaotic-aligned cleric 
  are silver, and those conjured by a cleric who is neither 
  lawful nor chaotic are steel. 
  Material Component: A small dagger. 
   
  Whirling Blade (Spell Compendium) 
  Transmutation 
  Level: Bard 2, sorcerer/wizard 2, warmage 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Effect: 60-ft. line 
  Duration: Instantaneous 
  
  KEO6-02 Forest of Ribbons 
   
  Page 47 
  Saving Throw: None 
  Spell Resistance: No 
  As you cast this spell, you hurl a single slashing 
  weapon at your foes, magically striking at all enemies 
  along a line to the extent of the spell's range. You make a 
  normal melee attack, just as if you attacked with the 
  weapon in melee, against each foe in the weapon's path, 
  but you can choose to substitute your Intelligence or 
  Charisma modifier (as appropriate for your spellcasting 
  class) for your Strength modifier on the weapon's attack 
  rolls and damage rolls. Even if your base attack bonus 
  would normally give you multiple attack rolls, a whirling 
  blade gets only one attack (at your best attack bonus) 
  against each target. The weapon deals damage just as if 
  you had swung it in melee, including any bonuses you 
  might have from ability scores or feats. 
  No matter how many targets your weapon hits 
  or misses, it instantly and unerringly returns to your 
  hand after attempting the last of its attacks. 
  Focus: A slashing melee weapon that the caster hurls. 
   
  
  KEO6-02 Forest of Ribbons 
   
  Page 48 
  DM AID #1 - PARTY COMPOSITION 
   
  NOTE:  If you are running this adventure at a premiere, please hand in this page along with the 
  Critical Events Summary 
   
   
  - PC Name & Classes 
  - PC Home Region & Deity 
  - Metaorganizations?  
  [INCLUDES non-Keoish] 
  List any non-coin items made of 
  metal [incl. armor, weapons, 
  magic items, jewelry, holy 
  symbols, etc.] 
   
   
  9 Spot Checks 
   
   
  9 Listen Checks 
  1 
   
   
   
   
   
   
   
  2 
   
   
   
   
   
   
   
  3 
   
   
   
   
   
   
   
  4 
   
   
   
   
   
   
   
  5 
   
   
   
   
   
   
   
  6 
   
   
   
   
   
   
   
   
  
  KEO6-02 Forest of Ribbons 
   
  Page 49 
   DM AID #2 - QUICK REFERENCE GUIDE 
  A one page encapsulation of major NPC personalities and encounter instructions. 
  (aka: How to run this adventure “cold” at Midnight Madness!) 
  MAJOR NPCS (IN ORDER OF APPEARANCE): 
  Vayleran Moonchild (Rgr 8) (KEO1-06 Evil in the Woods, KEO2-03 Stuck in a Moment, KEO3-02 Predators and Prey 
  and KEO4-01 Hope, Entwined, KEO6-1IS Forest of Iron): - arrives late and injured as usual.  This high-elven ranger is 
  well-known for both enforcing the Dreadwood border against trespassers and unsavory types, as well as for getting 
  himself into unusually precarious and dangerous situations. 
  Dreadtrapper Kialla Skotti (former Princess and Knight of the Dispatch (Persistent Sparrow)) - Jadzia Dax-
  meets-Alias.  A tall and athletic Suel, with long light-brown hair generally pulled back into a ponytail with an elven 
  filigree barrette.  Her eyes change from a mithral blue-grey to violet in this adventure.  Personable and easygoing, but 
  expects PCs to respect the boundary between themselves (commoners) and her (born a noble).  Of his four daughters, 
  Kialla resembles King Kimbertos the most in looks and actions, and she has spent most of her life trying to establish her 
  own identity (which is why she became an archer instead of a two-weapon fighter).  Her husband, a Knight of the 
  Watch from the Grand March, was killed in the Battle of Bloody ridge.  Her son remains with his father’s family, far 
  from the Dreadwood. 
  Nevarr (Drd 10) - Looks like a middle-aged “surfer dude” - tanned skin, wild blonde hair and scruffy beard. This Suel-
  Flan House druid to the Lizhals takes his duties seriously and “cleans up well” when he has to.  He’s generally gruff to 
  non-nature types, and to anyone who doesn’t treat Kialla with respect. 
  “Tal” - A grey elven noble with dark brown hair and filmed-over eyes [blind].  Charismatic in the “quiet and mysterious” 
  kind of way.  It should be obvious he is an ally to both the PCs and Kialla.  The violet-eyed owl is this Bard/Seeker of the 
  Song’s familiar, and acts as his eyes. 
  Throion Na’nai (the Sage) - Yoda-meets-Grampa Simpson.  Occasionally has his “senior moments”, but is an excellent 
  natural alchemist and knows his way around the Dreadwood, despite his limited mobility.  He hates the Kaorti with a 
  vengeance, and the resin-breaker he seeks to create may turn the tide of battle. 
  ENCOUNTERS: 
  INTRO - It’s just an intro - find out who’s at the table.  Make sure players fill out the grid in DM Aid #1. 
  ENCOUNTER #1 - Classic caravan ambush. Tieflings fight intelligently and flee when down to 2 survivors and 1/4 hp.  
  Don’t forget the “pet” at APLs 6 and 8 [only if the tieflings need help].  Hydra fights to death. 
  ENCOUNTER #2 – Mood setter.  “Dour”stone gets its name for a reason.  This place is different from the rest of 
  Keoland.   
  ENCOUNTER #3 - The Dreadwood is creepy [think the Amazon forest with hardwood trees instead of palm trees].  PCs 
  should feel like something big is happening, and they’re caught in the middle of it.  They can find out if they make the 
  right checks and ask the right people. 
  ENCOUNTER #4 - There’s something funky about the bard [isn’t there always?], but he gives you a chance to do 
  something instead of sitting around waiting for Kialla. 
  ENCOUNTER #5 - The sylph is curious.  Go for the smallest and/or most unusual items first.  Not meant to be a combat 
  encounter, but she can pack a punch if PCs start the fight. 
  ENCOUNTER #6 - Pwn the elves.  Needlefolk flee at 1/4 hp or when all elves are dead (-10 hp).  Remember they can 
  tell the difference between dead and dying elves. 
  ENCOUNTER #7 - Bring it!  Both fight to the death.  The sage will urge PCs to capture the Kaorti. 
  CONCLUSION - Total success is to keep the elven sage alive.  Total failure is if the elven sage dies and PCs leave the 
  body behind in the Dreadwood.  Most PCs should wind up somewhere in between.  PCs may be in trouble if he dies and 
  they have no one to track the way back to the Dreadwalker outpost. 
  
  KEO6-02 Forest of Ribbons 
   
  Page 50 
  DM AID #3: MAP OF ENCOUNTER #1 [CARAVAN AMBUSH] 
   
   
   
  
  KEO6-02 Forest of Ribbons 
   
  Page 51 
  DM AID #4 - QUESTIONS FOR KIALLA  (ENCOUNTER 3) 
   
  House Lizhal 
  • 
  After the Rain of Colorless fire, the archmage Slerotin led twelve Suel tribes east across the barren wastelands 
  and through the Crystalmist mountains.  The Lerarans were sealed in the underground passages beneath the 
  Crystalmists on the westernmost borders the Yeomanry.  Two tribes settled into the fertile Sheldomar valley, 
  others continued on [forming the ‘Great Kingdom’, etc.].  Following the advice of their diviners, the Neheli 
  and their Linth allies settled in the lands north of the great forest, while the Rhola and their Lizhal allies 
  followed the rivers and settled the lands and forests bordering the great Azure Sea to the south.   
  • 
  Oeridians fleeing the Twin Cataclysms had settled into the plains lands to the north of the Dreadwood 
  between the two Suel tribes, providing an extra buffer between the old rivals.   
  • 
  Keoland was founded less than a hundred years later, in CY -342.  The humanoids of the Good Hills and the 
  elves of the Dreadwood (which, at the time, was a single stretch of forest that included the area now known as 
  the Axewood) signed the Founding Charter of Keoland.  These two major and two minor Suel tribes became 
  the founding Houses of Keoland, and all of Keoland’s rulers [except for The Oeridian] have been from these 
  houses. 
  The Elven Kingdom 
  • 
  Before the Suel and the Oeridians came, the elven kingdom of the Dreadwood known as the Oaken Heart 
  lived in peace with the Flan humans. 
  • 
  When the Suel tribes fought each other before the founding of Keoland, many elven communities were 
  destroyed, causing the elves to consider their peace treaty violated.  House Lizhal was then established as the 
  protectors of the Dreadwood and the Oaken Heart and its allies.  The hereditary sword of House Lizhal, 
  Oathbinder, was given as a permanent and constant reminder of that duty. 
  Personal Questions 
  • 
  What of Linth?  Kialla shakes her head sadly.  “It is difficult to watch such an ancient and noble house 
  fall into decay, but the source of its corrosion must be found and dealt with.” 
  • 
  What of the Knights of the Watch/Dispatch (non-Linth) and leaving the order [or of giving up her royal title 
  of “princess”]?  “Such was my chosen way for over half of my life.  It is not truly my wish to abandon 
  them, but the duties of my House supersede my oath to the Knighthood.  My father had been king 
  for over a decade when they accepted me; it was a known risk at the time they chose to accept.  I 
  cannot - will not - divide my attention between oaths.  This is the path I have chosen, and, unlike my 
  father, I will not stray from its course.  My existence will be naught but devoted to returning the 
  Dreadwood to its natural stage, without aberrations and invaders from the far realms that bleed 
  through the portals that appear and disappear throughout the Dreadwood like bubbles upon a 
  stagnant pond.” 
  • 
  What of the Knights of the Watch/Dispatch and the situation in Hochoch?  A distant look comes to Kialla’s 
  eyes.  “A part of me will forever remain in Gyruff.  It is some comfort to know that Morsbur’s death at 
  the hands of the giants was not in vain.” Morsbur Doulonfon was her husband, a high-ranking Knight of 
  the Watch and noble of the Gran March.  Their son remains in his father’s estates, far away from the dangers of 
  the Dreadwood and the politics of Keoland. 
  • 
  What of Jessa?  Kialla turns away, not in shame, but in sorrow.  “Jessa had always been the most 
  ambitious of the four of us.  Kharn’s son was nearly triple her age when she married him, but that 
  didn’t seem to bother her in the slightest.  She accepted the wedding for the political maneuver that 
  it was, and made the most of it. 
  
  KEO6-02 Forest of Ribbons 
   
  Page 52 
  DM AID #5: MAP OF ENCOUNTER #6/#7 [NEEDLEFOLK AND 
  FINAL ENCOUNTER] 
   
   
   
  
  KEO6-02 Forest of Ribbons 
   
  Page 53 
  PLAYER HANDOUT #1 – SEEKER OF THE SONG 
  (To be given to any PCs with levels of bard in Encounter #4) 
   
  Any thoughts of gods or nature disappear as the chord seems to resonate in your mind.  The notes of the harp seem to reach in, grabbing 
  some hidden part of your consciousness.  You can feel your heart interrupting its own beating as it tries to readjust to the rhythm of the 
  music.  Everything else seems to fade away; every other sight, every other sound, every other thought, every other emotion disappears as 
  the music takes over.  Something stirs within you, something.... primal. 
  Slowly, your senses return, and you notice the others staring at you, trying to get you to ‘wake up’.  A knowing smile creases wrinkles 
  into the blind harper’s eyes. 
   
  Congratulations.  You have been touched by The Song and have met one of the requirements for the Seeker of the Song prestige class 
  (Complete Arcane). 
  
  KEO6-02 Forest of Ribbons 
   
  Page 54 
  PLAYER HANDOUT #2 - WELCOME TO THE DREADWOOD  
   
  Things PCs need to know: 
  • 
  Terrain in the Dreadwood is difficult ground at all times; everyone is at half movement and no 5’ adjusts are 
  possible unless the PC has Woodland Stride, Freedom of Movement or a Climb speed. 
  • 
  Large (or larger) creatures are considered to be squeezing at all times.  The Dreadwood recognizes its own, 
  however, and large creatures (or larger) with Plant traits do not suffer this penalty. 
  • 
  The first tier of canopy of the Dreadwood is 50’ from the ground.  Creatures larger than Tiny whose movement 
  is otherwise restricted [see above] are unable to move through the canopy. 
  • 
  Unless the entire party has darkvision, PCs are unable to see and must carry a light source at all times. 
  • 
  Due to the shadows and the density of the Dreadwood, ranged attacks are extremely difficult in the Dreadwood. 
   Treat anything within Point Blank range as normal.  Attacks from 30’-60’ suffer a 20% miss chance, and 
  anything beyond 60’ suffers a 50% miss chance. 
  • 
  The sage weighs 75lbs. and has a carrying harness.  Any medium-sized PC can strap the sage onto his back.  He 
  cannot be dropped as a free action.  The harness can be cut free in two standard actions; otherwise removing 
  him is the same as removing medium armor. 
  • 
  The sage will not subject himself to a broom of flying; carpets, wings, boots, spells, etc are ok.  Tenser’s Floating 
  disk is useable, but PCs must be able to maintain it for 16 hours per day.  He is able to ride large creatures 
  [wildshaped druids, mount scrolls, paladin mounts, etc.], but untrained creatures [i.e. mount spell] need to be 
  controlled by someone in the party with animal handling.  He has no ranks in ride, only his Dex modifier, but 
  enterprising PCs can jury-rig the harness to serve as a makeshift saddle with the right equipment an 
  appropriate skill check [use rope, disable device, crafts or professions, etc.]  
  • 
  The PC carrying the sage may intentionally take all damage directed to the sage onto himself, even if flatfooted 
  or otherwise denied his dexterity bonus. If the PC chooses to do so, any attack that would hit the sage’s AC (+4 
  for cover) will hit the PC, regardless of the PC’s AC. This is a chance for a PC to be heroic, though it may cost him. 
  • 
  The sage has 25 lbs. of equipment that someone needs to schlep around for him. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/KEO (Keoland)/KEO6-02 - Forest of Ribbons (ver. 2) (3E).pdf