TEXT: PAL4-03 
   
   
   
   
   
   
   
   
   
   
  All Which Is 
  Forgotten 
   
  A One-Round D&D LIVING GREYHAWK® Theocracy of the 
  Pale Regional Adventure 
  Version 1 
   
  by David W. Baker 
   
  An army gathers and a battle looms on the eastern border of the Pale. Yet, rather than join in the battle, 
  you are asked to recover treasure stolen from the Library of Antigua. It is commonly known that no thief 
  has successfully absconded with a relic from that vault, where it is said the Theocracy stores dangerous 
  and perhaps even evil artifacts for study and safeguarding. The treasure is now in the hands of a wizard 
  named Konrad Huber. Chapter Six and the conclusion of Germinations. Unlike most chapters, it’s 
  recommended you play the previous chapters before playing this one. 
   
  An adventure for Average Party Levels 2 through 12. 
   
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of the author. To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network. 
   
  
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and scoring after 
  the game. The following guidelines are here to help 
  you with both the preparation and voting segment of 
  the game. Read this page carefully so that you 
  know and can communicate to your players the 
  special aspects of playing an RPGA scenario.  
   
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with 
  any special rules, spells, or equipment presented in 
  the adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or 
  her. The tag should have the player’s name at the 
  bottom, and the character’s name, race, and gender 
  at the top. This makes it easier for the players (and 
  the DM) to keep track of who is playing which 
  character. 
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use 
  of even core rulebooks during certain times of play. 
  For example, the players are not free to consult the 
  Dungeon Master’s Guide when confronted with a 
  trap or hazard, or the Monster Manual when 
  confronted with a monster.  
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only. Text for the players 
  will be in gray boxes. It’s strongly recommended 
  that you paraphrase the player text instead of 
  reading it aloud. Some of this text is general and 
  must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, the 
  players and DM score the game. The RPGA has 
  three ways to score its games. Consult your 
  convention coordinator to determine which method 
  to use for this scenario: 
  • 
  No-vote scoring: The players write their 
  names and RPGA numbers on the scoring 
  packet grid. You fill in the top of the grid. 
  That is all. No one is rated. This method is 
  used for people who are just playing for 
  fun. 
  • 
  Partial scoring: The players rate the game 
  master and the scenario on their player 
  voting 
  sheet, 
  and 
  provide 
  personal 
  information, but don’t vote for other 
  players. The game master rates the 
  scenario and completes personal and 
  event information, but does not rate the 
  players as a team or vote for players. This 
  method is used when there is no 
  competition, but the event coordinator 
  wants information on how the game 
  masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  • 
  Voting: 
  Players 
  and 
  game 
  masters 
  complete the entire packet, including 
  voting for best player. If this method is 
  used, be sure to allow about 15-20 
  minutes for the players to briefly describe 
  their characters to the other players, and 
  about 5-10 minutes for voting. This 
  method is used when the players want to 
  know who played the “best” amongst the 
  group, or when the adventure is run in 
  tournament format with winners and 
  prizes.  
  All Which Is Forgotten 
   
   
  1
  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, 
  so that you are not influenced by their comments on 
  your abilities. It’s a good idea to have the players 
  vote while you determine treasure and experience 
  awards for the scenario.  
  # 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 
  After voting, give the Scoring Packet to your event 
  coordinator.  
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, ant then have any players without 
  a character create on.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  • 
  If PCs bring animals that have been 
  trained for combat (most likely being war 
  horses, dogs trained for war), other than 
  those brought by virtue of a class ability 
  (i.e. 
  animal 
  companions, 
  familiars 
  paladin’s mounts, etc) use the sidebar 
  chart to determine the number of levels 
  you add to the sum above. Add each 
  character’s animals separately. A single 
  PC may only bring four or fewer animals 
  of this type, and animals with different 
  CRs are added separately. 
  • 
  Sum the results of 1 and 2, and divide by 
  the number of characters playing in the 
  adventure.  Round to the nearest whole 
  number. 
  • 
  If you are running a table of six PCs, add 
  one to that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the 
  level of challenge the 
  PCs will face. APLS are 
  given in even-numbered 
  increments. If the APL of 
  your group falls on an 
  odd number, ask them 
  before the adventure 
  begins whether they 
  would like to play a 
  harder or easier 
  adventure. Based on 
  their choice, use either 
  the higher or the lower 
  adjacent APL. 
  APL also affects the 
  amount of experience 
  you may gain at the end 
  of the adventure. If your 
  character 
  is 
  three 
  character levels or more either higher or lower 
  than the APL this adventure is being played at, 
  that character will receive only half of the 
  experience points awarded for the adventure. This 
  simulates the face that either your character was 
  not as challenged as normal, or relied on help by 
  higher-level characters to reach the objectives. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even 
  the score. 
  2. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  • 
  Advise characters to buy riding dogs to 
  help protect them, and fight for them. All 
  riding dogs are considered trained to 
  attack. PCs who want their dogs to attack 
  must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates 
  that the animal will not attack that round. 
  This is a free action (spoken command) 
  that may be attempted each round. If an 
  animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
  Checking for Enhancements 
  Enhancements 
  might 
  be 
  available 
  for 
  this 
  scenario, which can be downloaded from the Web. 
  All Which Is Forgotten 
   
   
  2
  
  These enhancements might include additional 
  maps, drawings, or diagrams that could not be 
  included within the published scenario, but they 
  are not necessary to run this scenario. 
   
  If you want to check to see if enhancements 
  are available, please go to: 
   
  http://www.theocracyofthepale.com/cons/scenarios.html 
   
  The enhancement document will be an Adobe 
  Acrobat file with the password “izdun”. If there is 
  no enhancement in the scenario description, none 
  has been created. 
   
  Pale Holy Day  
  Some player characters may wish to give or attend 
  services in game on Pholtan holy days.  For 
  adventures set in the Theocracy of the Pale, a 
  Member of the Church of the One True Path may 
  ask the judge at the beginning of an Adventure to 
  determine how many days it is until the next 
  Pholtan Holy day.   
     This is accomplished by rolling a d8, rerolling if 
  the result is 8.  If a 7 is rolled, the first day of the 
  adventure is a Pholtan Holy day.  Otherwise the 
  die result indicates the number of days until the 
  next Pholtan Holy day.  Due to the special nature 
  of the Theocracy of the Pale, on Holy Days, 
  Judges are encouraged (but not required) to work-
  in a brief scene involving Pholtan worship, 
  possibly including a brief 1-2 minute sermon by a 
  PC Character if his or her rank in the Church of 
  the One True Path is at least Prior and the judge 
  believes that there is time available. 
   
  Critical Event Summary 
  After running this scenario, please send the 
  answers 
  to 
  the 
  following 
  questions 
  to 
  dwb@netspace.org to aid further development of 
  the Germinations series: 
   
  • Did the party choose the optional encounter and 
  fight the rex aartuk army? If so, what was the 
  outcome? 
  • Did the PCs destroy the third spelljamming 
  vehicle before it could escape? 
  • Did the PCs do anything to prevent the 
  Theocracy from apprehending the 333 Gems of 
  Tharizdun? 
  • Did the party leave Viligant unharmed within the 
  tower? 
   
  Adventure Background 
  He of Eternal Darkness 
  Eons ago, a deity of unimaginable evil was 
  imprisoned through the combined efforts of 
  several major good and neutral deities. Trapped 
  away, the vile Tharizdun was prevented from 
  wreaking havoc on the cosmos. Even the evil 
  deities, demons, and devils don’t dare seek the 
  release of Tharizdun, for they know that the end of 
  is binding would bring an end to all of existence. 
  He does, however, have his followers. 
   
  Though Tharizdun is bound within a prison of 
  divine formation, he is far too powerful to 
  completely sequester. Faint echoes of his vileness 
  escape. The ambitious and truly insane promote 
  his name in secret. Over the course of several 
  millennia, enough of his essence has escaped to 
  form avatars. Fortunately, in those instances, 
  Tharizdun’s essence has been defeated. 
   
  Sages with the courage to study these matters 
  have hypothesized that the strength of Tharizdun’s 
  prison fluctuates, much as the tides on the shore, 
  following a cyclical pattern throughout the ages. 
  Some wonder if the great disasters of Oerth have 
  coincided with when his bindings were the 
  weakest, such as during the time of the Twin 
  Cataclysms. Studying the timeline of history, these 
  sages speculate that Tharizdun’s prison is the 
  weakest roughly every 1,000 years. If true, Oerth 
  is currently in the midst of a very dangerous time. 
   
  The Arrival of the Rex Aartuk 
  Three years ago, the people of the Pale witnessed 
  an astonishing sight. Three stars fell from the 
  western heavens and streaked eastward across 
  the sky. Most felt it was a foul omen, but none 
  could guess what it might portend. 
   
  Since that night, many events in the Pale have 
  revolved around a resurgent force of what many 
  call “demonspawn.” A millennium ago, these 
  “demons” almost defeated the forces of good in 
  this area, but were driven back after many costly 
  battles. They have now returned. 
   
  The three stars that fell two years ago were in 
  fact vessels, and they were not carrying demons, 
  but rather a species of plant creature known as 
  the rex aartuk (pronounced like “are TOOK”, 
  rhymes with “our book”). This species is a more 
  powerful, advanced offshoot of a creature known 
  as the aartuk, from MC7 Spelljammer Monstrous 
  Compendium. (The arrival of the rex aartuk was 
  depicted in PAL1-04 Prelude to the Past.) They 
  are working slowly, and have collaborated with a 
  All Which Is Forgotten 
   
   
  3
  
  network of spies and thieves entrenched within the 
  Pale known as the Freelancers. 
   
  The rex aartuk have a martial culture, and 
  consider battle with other species a holy practice. 
  They follow the dark Tharizdun, believing that his 
  release will trigger a cleansing fire that destroys 
  this existence and creates fertile ground for a new 
  one, much as a forest fire spawns new growth. In 
  this new existence, plant life will be dominant, no 
  longer subservient to dominion of animals. 
   
  The rex aartuk have returned to this place 
  because part of Tharizdun’s essence lies hidden 
  within the Raker Mountains. An aspect of his 
  vileness leaked from his imperfect prison, and 
  formed a “Black Cyst.” The Cyst resembles a 
  large, black deposit surrounded by a purple 
  nimbus of intense cold. Attuned to the ebbing 
  strength of Tharizdun’s presence, the rex aartuk 
  have returned to the Cyst. They have unearthed it 
  and are sculpting it into an inverted step pyramid, 
  a form they believe will focus their dark god’s 
  power. (Another Black Cyst was described within 
  the module WG4 The Forgotten Temple of 
  Tharizdun. A piece of the Black Cyst was found by 
  PCs in PAL1-04 Prelude to the Past, known only 
  as a “strange black rock.”) 
   
  To heal the wounds suffered by their 
  slumbering god, the rex aartuk sacrifice people to 
  the Black Cyst. When bound to the vile artifact, the 
  Cyst feeds off of the life energy of those sacrificed. 
  Only strong souls tempt its hunger. In game-terms, 
  the Cyst creates a level draining effect that only 
  drains PC class levels. NPC-only classes, such as 
  commoner, are of no use to Tharizdun. Part of the 
  rex aartuk relationship with the Freelancers has 
  been to capture members of the Pale Patrol to 
  sacrifice to the Cyst. (This plot was revealed within 
  PAL2-02 Pale Harvest.) 
   
  A Traitor to His Own Kind 
  The evil wizard Konrad Huber was the first person 
  to encounter the rex aartuk three years ago. He 
  has since ingratiated himself with the rex aartuk 
  force, despite his initial hostile interaction. Huber 
  has used his contacts within the Freelancers to 
  support the rex aartuk, doing so even knowing the 
  rex aartuk’s ultimately disastrous goals. 
   
  In exchange, Huber uses the rex aartuk to 
  gain knowledge. The wizard has always been 
  fascinated with hybrid magical beasts – chimeras, 
  hippogriffs, griffins, and other such forms. Using 
  their otherworldly knowledge, Huber has returned 
  to his experiments and begun an ambitious new 
  effort – to create a hybrid between plant and 
  animal. The rex aartuk have also been providing 
  Huber information about pseudonatural creatures, 
  a topic that has fascinated the wizard and which 
  he hopes will bring his ultimate salvation. Huber is 
  no idiot, and realizes that the release of Tharizdun 
  will certainly spell the end of Oerth. He plans to 
  use his knowledge of the pseudonatural to escape 
  Oerth for planes of power and wonder. 
   
  Huber, however, is desperately ill. In his 
  experiments, he was mistakenly infected by a 
  yellow musk creeper. He has managed to slow the 
  progress of the seed growing within him, but the 
  efficacy of his treatment is diminishing. The rex 
  aartuk have shown little sympathy for his plight, 
  but he hopes to change that. 
   
  Huber used his Freelancer contacts to gather 
  relics known as the “333 Gems of Tharizdun.” The 
  Gems were once a single collection, held by one 
  of his terrible cults long ago. The powers of the 
  Gems are unknown, but they are said to bring 
  horrific curses to any who possess them. Evil 
  clerics and greedy thieves dispersed the Gems 
  throughout the Flanaess. Some of the Gems were 
  locked 
  within 
  the 
  Library 
  of 
  Antigua 
  in 
  Wintershiven, within a vault used to secure 
  dangerous magic items. Agents of the Freelancers 
  perpetrated the first known theft from the Library 
  recently. The Gems also included the Shards of 
  the Uvalnoniz, which the Freelancers were able to 
  steal after they were used within the scenario 
  PAL3-04 Full Circle. From these and other 
  sources, Huber has managed to collect the 
  complete set, and intends to present them to the 
  rex aartuk shortly. With their favor, he hopes for a 
  cure to the yellow musk creeper infection. 
   
  A Final Assault 
  This is the last in the Germinations series. The 
  Theocracy’s awareness of the rex aartuk has been 
  increasing. The Church Militant has also linked the 
  theft from the Library of Antigua to Huber and the 
  rex aartuk. An army has set forth into the Rakers, 
  its purpose to eliminate the rex aartuk settlement 
  located in a secluded valley. 
   
  While the Church is unaware of the true 
  significance of the Gems, anything important 
  enough to be stolen from the Library’s vault is 
  important enough to recover. While the final 
  assault is being executed on the rex aartuk, the 
  Church wishes for the PCs to enter Konrad 
  Huber’s tower, adjacent to the rex aartuk valley. 
  They want the PCs to find the gems and return 
  with them. 
   
  All Which Is Forgotten 
   
   
  4
  
  Adventure Summary 
  It is important to stress that the overall feel of this 
  scenario should be eerie and unsettling. For 
  instance, the conversation with the likeable Theo 
  suddenly turns into a disturbing tragedy as his 
  sentience is rapidly pulled from him. A protagonist 
  of the series, Amaris Viligant, is found to be 
  altered and barely human. Huber’s tower is a 
  disturbing, hellish setting. Be sure to stress these 
  elements of the scenario. 
   
  Player Introduction 
  The PCs are summoned to a Prelatal Army 
  outpost a few days from Ogburg, where various 
  able bodied citizens have been summoned to fight 
  an important battle. March Major Rhess gives a 
  very concise overview of the threat to the Pale. 
  The party is needed to recover the gems from 
  Konrad Huber. 
   
  To help their trek, the PCs are introduced to 
  Theo the Raven, a familiar of a wizard that was 
  captured by the rex aartuk. Theo escaped and can 
  guide the PCs to Huber’s tower. 
   
  The PCs must infiltrate miles of difficult terrain 
  controlled by the rex aartuk. The Prelatal Army will 
  attack from a completely different direction, so 
  while the rex aartuk may be distracted, they most 
  assuredly will have powerful patrols to deal with. 
   
  A member of the Arcanist Guild arrives, 
  jubilant that he has found a means for the PCs to 
  infiltrate the territory controlled by the rex aartuk. 
  He has crafted a potion that will allow them to don 
  viticula necklaces, evil tools of the rex aartuk that 
  allow them to control human subjects. (These 
  necklaces were introduced in PAL2-02 Pale 
  Harvest.) The potion will allow the PCs to don the 
  necklaces without falling under the control of the 
  creatures. If they can obtain necklaces, rex aartuk 
  patrols should let them enter their lands freely. 
  There could be unpredictable side effects of the 
  necklaces, however, and wary PCs might choose 
  to find some other means to infiltrate the rex 
  aartuk controlled lands. 
   
  Encounter One: Freelancer Patrol 
  During his flight, Theo came across some humans 
  in the forest. Observing them, he determined they 
  were working for the rex aartuk and heard about 
  the necklaces in their possession. If the PCs 
  decide to obtain the viticula necklaces before 
  infiltrating rex aartuk lands, Theo can guide the 
  PCs to the general area where these humans 
  were patrolling. 
   
  The 
  Freelancers 
  possess 
  ten 
  viticula 
  necklaces, with instructions to keep them safe. 
  They have set up camp for the night, most of them 
  intent on eating their evening stew. The party can 
  approach this encounter from various different 
  angles. A stealthy PC can manage to steal the 
  necklaces without notice. The PCs could attempt 
  some ruse, and manage to convince the 
  Freelancers to hand over the necklaces. Finally, 
  the party can attack the Freelancers. 
   
  Encounter Two: Donning the 
  Necklaces 
  Once the party has recovered the viticula 
  necklaces, they can drink their potions and don 
  them. The necklaces, detailed in Appendix II, bond 
  themselves to the PCs. The process is quite 
  painful, and despite the potions, not without 
  consequence. Each PC feels the urge to perform 
  selfish, hurtful acts, but with effort can resist such 
  temptations. In essence, each PC feels the pull of 
  evil very strongly. In addition, each PC has a 
  personalized quirk to roleplay throughout the rest 
  of the scenario. 
   
  Encounter Three: Infiltrating Hostile 
  Territory 
  If the PCs have obtained and are wearing the 
  viticula necklaces, this encounter proceeds very 
  smoothly for them. They are approached by a rex 
  aartuk patrol, briefly scrutinized, and allowed to 
  pass. The creatures aren’t terribly intelligent, and 
  as long as they’re wearing necklaces, the party 
  can proceed unmolested. 
   
  Alternatively, the PCs must find some other 
  means to pass through these lands. It boils down 
  to the party finding the means to circumvent or 
  confront a rex aartuk patrol. However, it may be 
  difficult to complete this adventure within a four-
  hour slot if they choose to directly confront the rex 
  aartuk. 
   
  Encounter Four: Theo’s Departure 
  Theo chats with the party all along the trip. In 
  addition to asserting his unique personality, he 
  explains what happened to his master and how 
  there are multiple entrances into Huber’s tower. 
   
  Without warning, something dreadful happens. 
  Theo feels a horrible sinking feeling, and his mind 
  starts slipping away. He knows something terrible 
  is happening to his master, Melvane. The rex 
  aartuk are sacrificing Melvane, and as his 
  character level decreases, Theo’s capability as a 
  All Which Is Forgotten 
   
   
  5
  
  familiar diminishes. Within a few tragic moments, 
  Theo is nothing but a normal raven.  
   
  Encounter Five: Huber’s Tower 
  Huber’s tower is a strange vine-entwined spire. 
  Remember to emphasize the eerie, otherworldly 
  nature of Huber’s demesne. 
   
  Area A – Main Entrance 
  The most obvious means into Huber’s lair, the 
  main entrance is strangely deserted. The attack 
  on the rex aartuk has begun, and they’ve all joined 
  the defense. The door is trapped, and an alarm 
  may make Area B more difficult. 
   
  Area B – Main Hallway 
  Passing through this hallway, the party will be 
  attacked by foul animals. These horrid creatures 
  have plant features grafted onto their forms, the 
  result of Huber’s bizarre experiments. If alerted to 
  the PC’s entrance, these creatures will attack with 
  surprise. 
   
  Area C – Hidden Entrance 
  The hidden entrance is a cave from which flows a 
  foul stream – essentially, a sewer. Into this stream 
  flow refuse and the disposed remains of Huber’s 
  experiments. A couple of locked grates, one of 
  them trapped, block this entrance. 
   
  Area D – Yellow Musk Creeper Cavern 
  The cave leads into a cavern where a yellow musk 
  creeper has taken root. Huber once experimented 
  with yellow musk creepers, and carelessly 
  disposed of them after accidentally infecting 
  himself. Musk creeper zombies attack the party. A 
  shaft in this chamber leads up into Huber’s lair, 
  while the tunnel continues further beneath the 
  mountain from where the musk creeper’s victims 
  came. 
   
  Area E – Washroom 
  Climbing the shaft from below, this is where the 
  two main means of entering Huber’s tower join. 
   
  Area F – Specimen Room 
  This room contains preserved specimens of 
  Huber’s recent experiments. Horrible plant/animal 
  combinations permanently rest with tormented 
  expressions inside glass containers filled with 
  preservation fluid. 
   
  Area G – Study/Bedroom 
  Huber’s living quarters contain various mundane 
  items. A spellbook rests on the desk, along with a 
  note summarizing the collection of the 333 Gems. 
   
  Area H – Storage Room 
  This is a small room for storage. 
   
  Area I – Prisoner Room 
  This room contains several prisoners destined for 
  sacrifice upon the Black Cyst. Bound, strange 
  vines cover their mouths; in fact, their breathing 
  circulates the warm, moist air within Huber’s 
  tower. 
   
  Once released from her bindings, the least 
  subdued of the prisoners is a surprisingly spry 
  gnome named Felia. Though exhausted and 
  depleted of her spells, this Wayfarer from PAL2-05 
  The Heretic will lead the prisoners out of the tower 
  and to safety. As one prisoner leaves, she gives 
  the PCs a ring on a necklace as a gift. This is 
  Laelithra’s ring of piety. 
   
  Area J – Viligant’s Room 
  Perhaps the most disturbing of all of Huber’s 
  experiments is what he has done to Amaris 
  Viligant, of the Church Militant and from previous 
  scenarios in the Germinations series. Huber’s first 
  attempt at plant/human hybrid, this tragic figure is 
  only vaguely aware of her surroundings. Only a 
  wish or a miracle can restore her. She provides 
  the party information about what Huber and the 
  rex aartuk are doing. 
   
  Area K – Laboratory 
  At the uppermost level of Huber’s tower, the 
  laboratory is where the evil wizard has conducted 
  his foul experiments and practiced with the 
  pseudonatural. Huber’s last summoning has gone 
  dreadfully wrong, and several vicious beasts claw 
  at the door of the storage room in which Huber 
  has locked himself. The creatures attack the PCs. 
   
  Area L – Storage Room 
  Huber has locked himself within this room. His 
  yellow musk creeper infection has nearly taken 
  over, and he lies prostrate on the floor, struggling 
  to breathe. He needs an elixir lying on a table in 
  Area K, or he will succumb to the infection. The 
  PCs encounter a pathetic Huber who bargains for 
  his life. Within this room are the 333 Gems of 
  Tharizdun. 
   
  All Which Is Forgotten 
   
   
  6
  
  Area M – Upper Exit 
  This door leads out the far side of the mountain. 
  An astonishing view of the valley below shows the 
  Black Cyst, victims being sacrificed upon it, and 
  the furious battle between the rex aartuk and 
  Palish forces. 
   
  Coming up a trail from the valley floor is 
  Dorjan Oldrich and several wounded soldiers. 
  Oldrich is elated to see the PCs. He asks that they 
  escort the wounded out to Pale controlled territory 
  so he can defend this exit out of the valley. He 
  hints that he is quite weary, and alternatively he 
  could escort the wounded and the PCs could enter 
  the fray below – a completely optional encounter. 
  Oldrich warns PCs that joining the battle may be a 
  suicide mission, and the DM should let the players 
  know that the encounter is completely optional. 
   
  Encounter Six (Optional): Joining the 
  Battle 
  In the optional encounter, the party descends into 
  the valley to defend the path out of the valley. 
  They face a squad of rex aartuk in what should be 
  a tough battle. 
   
  Encounter Seven: Vessels Take Flight 
  The party witnesses the rex aartuk leaders 
  attempting to escape. One of the rex aartuk 
  spelljamming vessels is destroyed. A second 
  attempts to take off, but is quickly destroyed by 
  catapults before it can depart. A third gets aloft 
  and flies over the party. If they are capable of 
  inflicting severe damage in a single round, this 
  vessel crashes and is destroyed. 
   
  Conclusion 
  The heroes of the battle are honored at a grand 
  celebration. The PCs’ efforts are lauded. The 
  Black Cyst has been destroyed, and bards sing of 
  the “Battle of Blackrock Valley.” The 333 Gems 
  are taken by the Church. 
   
  Keys to This Scenario 
  There are a few points to emphasize to make this 
  scenario a distinct experience: 
   
  1. Focus on roleplaying Theo the Raven. It should 
  be a unique experience to interact with a raven, 
  and the more vibrant the experience, the more 
  tragic what happens to him in Encounter Four. 
  2. Allow creative solutions for PCs to get to 
  Huber’s tower, particularly at high APLs. The 
  party gets full XP for reaching the tower. Don’t 
  feel the need to thwart their efforts in order to 
  ensure they experience all encounters. 
  3. Emphasize the creepy nature of Huber’s tower. 
  4. Make the roleplaying experience with the 
  pathetic Huber memorable. This is a chance for 
  the PCs to watch a villain squirm and gain 
  information that may be of interest to them. 
   
  Player Introduction 
  The PCs are each summoned to a Prelatal Army 
  outpost, where they will be asked to volunteer for 
  a special mission. If you have time, provide a 
  custom hook to each PC. Suggestions include: 
   
  • PCs who earned the “Favor of Bahira” from 
  PAL2-04 Full Circle are contacted personally by 
  her. She implores the PCs to volunteer to help 
  the Army on a mission involving an evil wizard 
  named Konrad Huber. 
  • PCs who earned the “Favor of Amaris Viligant” 
  from PAL2-02 Pale Harvest hear that she has 
  gone missing, and that the rex aartuk are 
  suspected 
  in 
  her 
  disappearance. 
  While 
  attempting to find out what has happened to her, 
  they are picked up by an Army patrol. 
  • Faithful Pholtans learn of the gathering force, 
  and ask the Army how they might be able to 
  assist. 
  • Elves of the Phost are asked by their tribe to aid 
  the Pale as a sign of good will. 
  • Druids are asked by more senior druids to 
  involve themselves in this matter. The rex aartuk 
  are not of this world and threaten to upset 
  nature’s balance. 
  • PCs who affiliate themselves with factions that 
  work against the Theocracy are asked to learn 
  what has been stolen from the Library of 
  Antigua. If possible, the PCs should subtlety 
  arrange for the stolen goods to fall into their 
  hands, as it might be useful in their struggle. 
  Direct conflict with anyone on the matter, 
  however, should be avoided at all costs. 
  • PCs who hail from foreign lands and serve their 
  nations 
  interests 
  are 
  contacted 
  by 
  their 
  governments. The upcoming battle in the Pale 
  has come to their attention. The PCs are asked 
  to help the Pale while also learn as much as 
  possible about the evil forces that threaten the 
  Flanaess. 
   
  A layer of thick smoke hovers just above your 
  head, as you wait in the large tent for the 
  Prelatal Army March Major to arrive. Her cigar 
  still smolders on her desk. You’re a couple of 
  All Which Is Forgotten 
   
   
  7
  
  days north of Ogburg, amidst the foothills of 
  the Rakers, where the Army is gathering. 
  “Volunteers for a special mission” is all that 
  you know about your purpose. 
   
  Give the PCs a chance to introduce themselves 
  before proceeding. 
   
  March Major Rhess bursts into the tent and 
  immediately 
  begins 
  speaking 
  while 
  she 
  retrieves her cigar. 
   
  “Let’s keep this brief. Our lands are 
  threatened by a race of evil creatures. The rex 
  aartuk, plant creatures filled with hatred. The 
  Church tells me they have come to our lands 
  from the spaces between the stars. Their 
  forces have been building for some time, and 
  only recently have come to the attention of the 
  Prelatal Army. We’re going to take them out.” 
   
  At this point, the March Major is going to describe 
  the PCs’ mission. At APLs 2-6, he presents the 
  mission as an irrelevant distraction. At APLs 8-12, 
  the March Major is convinced the Gems are a 
  serious matter. 
   
  APLs 2-6: 
  “I’ve been ordered to deal with a special 
  matter. We’re about to go to into battle! I’m not 
  going to divert my soldiers to follow up on the 
  bird-brained ravings of a wizard in the Arcanist 
  Guild. So, I need a ‘diverse’ group of 
  volunteers to deal with this minor matter, while 
  the rest of us attend to the battle. The matter is 
  not overly dangerous. My soldiers are going 
  into far greater danger. Will you help us?” 
   
  APLs 8-12: 
  “A very serious matter has come to my 
  attention. I need some volunteers to deal with 
  a special issue. My men are trained to fight on 
  the battlefield, not infiltrate a wizard’s tower. I 
  need the help of people with such impressive 
  skills as you. I ask of you – will you help us?” 
   
  For all APLs, continue: 
   
  “A few weeks ago, a cache of gems was stolen 
  from the Library of Antigua. Nothing has been 
  stolen before from its secure vault. The gems 
  are now in the hands of a wizard. A traitor to 
  his own kind, Konrad Huber. 
   
  “Huber is helping the plant creatures 
  somehow. The gems are part of his plan. We 
  want you to infiltrate his tower and recover the 
  gems. To get to his tower, you’ll need at least a 
  day’s travel through land controlled by these 
  evil beings. We have a guide for you.” 
   
  The March Major notices her cigar has 
  extinguished itself. With a tindertwig, she 
  relights it while strumming her fingers on her 
  desk, waiting. 
   
  After a few moments, a man in his thirties 
  with short, unkempt hair enters. A raven is 
  perched on his shoulder. He places the raven 
  on the desk. A deep sigh escapes from the 
  March Major’s mouth. 
   
  “So, you’re the ones who will take Theo 
  back,” says the raven suddenly, the March 
  Major’s eyes rolling skyward. “Theo must get 
  back to Master. Master captured and taken to 
  tower. Others with Master in tower. Each day, 
  some of others taken away and never come 
  back. 
  Theo 
  escaped. 
  Traveled 
  through 
  dangerous lands for help. Theo can lead you 
  back, if you promise to help Theo’s master.” 
   
  March Major Rhess, Female Human Ftr9/Clr1: 
  Rhess is short, stocky, well padded, and heavily 
  armored. A streak of white runs through her brown 
  hair. She moves smoothly, always in balance, 
  clearly a trained warrior. She is devoted to her 
  faith, and feels she can serve best as career 
  military. PCs may recognize her from PAL1-10 
  Siege at Castle Arndulant. The white in her hair is 
  from dying and being raised twice during the 
  siege. 
  Theo the Raven: see Appendix I. 
  Adept Bevan, Male Human Wiz5: AL N; Adept 
  Bevan is a very excitable and eccentric individual 
  who obsesses over his studies. Bevan’s excited 
  language 
  is 
  punctuated 
  with 
  exaggerated 
  gesticulations. The PCs may have met the Adept 
  in PAL3-04 Full Circle. 
   
  At this point, the three NPCs explain to the PCs 
  the details of their mission. 
   
  • March Major Rhess says the gems are smoky 
  colored crystals, 208 in number. They were 
  contained within a sablewood box. All must be 
  returned. A great curse is said to be on the 
  gems. 
  • March Major Rhess unrolls a map, the handout 
  entitled “Rhess’s Map.” He shows the lands the 
  PCs must infiltrate and where the Prelatal Army 
  will be approaching. 
  • The PCs need to reach his tower at noon the 
  day after tomorrow, which is when the Army will 
  be attacking the plant creature settlement. 
  All Which Is Forgotten 
   
   
  8
  
  During the attack, whatever guards are around 
  Huber’s tower will most likely be distracted. It is 
  noon right now. It’s about 16 hours of travel 
  through dense forest and rough, snowy terrain to 
  reach Huber’s tower. 
  • Adept Bevan explains that the trip to Huber’s 
  tower will be dangerous. The plant creatures 
  patrol the area and are very powerful. If the PCs 
  don’t have a better means to traverse the land 
  unnoticed, he offers an option. 
  • Bevan presents vials of an elixir he created. The 
  plant creatures employ strange necklaces that 
  exert some form of mind control over the victim. 
  He was privileged to study one such victim and 
  created the elixir to block most of the nefarious 
  effects of these “viticula necklace.” If the PCs 
  were able to obtain such necklaces, they could 
  travel through the rex aartuk lands and be 
  identified as allies of the plant creatures. Bevan 
  mentions that there could be unpredictable side 
  effects of the necklaces; wary and powerful PCs 
  might choose to find some other means to 
  infiltrate the rex aartuk controlled lands. 
  • Theo can guide the PCs to the general location 
  of a human patrol he passed within rex aartuk 
  lands. Theo and Bevan believe these humans 
  possess several of the rex aartuk necklaces, 
  and that these humans are brigands associated 
  with a group known as the Freelancers. 
  • The March Major urges the PCs to use whatever 
  means they have to reach Huber’s tower as 
  quickly as possible. If they can fly, teleport, or 
  employ other powerful means to get there 
  rapidly, they should do so. However, if they 
  arrive early at Huber’s tower, they should remain 
  hidden until noon on the day after tomorrow. 
  Soon after the battle begins, the March Major 
  expects the tower’s defenses will be diminished. 
  The March Major sees no advantage to 
  assaulting Huber’s tower early, and, in fact, an 
  early assault might place the rex aartuk on alert, 
  making the battle more difficult for the Army. 
  • Theo can lead the PCs to Huber’s tower. As 
  they approach the tower, he can also describe 
  the general layout of the sections he witnessed. 
  • If asked, Bevan will say he is confident he can 
  remove a viticula necklace once the PCs return. 
  In truth, he’s not certain how exactly he will do 
  this. 
  • Konrad Huber casts mind blank on himself every 
  day, making him immune to scrying.  
   
  Encounter One: Freelancer 
  Patrol 
  Assuming the PCs choose to find the viticula 
  necklaces, 
  Theo guides them towards the 
  Freelancer patrol. Throughout their trip, Theo 
  proves to be a very outgoing familiar. He hops 
  from shoulder to shoulder, talking to each PC in 
  turn. To some, Theo might be quite annoying. 
  Adding to this is Theo’s fondness of “knock-knock” 
  jokes, some of which are listed in the handout 
  “Theo’s Knock-Knock Jokes.” Theo speaks of a 
  beautiful raven familiar named Willow who lives 
  with her master in Ogburg. 
   
  After traveling for the remainder of the first 
  day, the PCs will eventually need to make camp. 
  The weather is quite cold and darkness falls 
  quickly. As the PCs are setting up shelter, but 
  before they can make a fire, a random PC notices 
  something. A low breeze blows in his face and he 
  smells smoke. After looking into the wind, he can 
  see a faint glow filtering through the trees. 
   
  Five hundred feet ahead, the Freelancer patrol 
  has already made camp. They are seated around 
  the fire, with two guards keeping watch at all 
  times. The Freelancers are patrolling the edge of 
  the rex aartuk domain and are instructed to protect 
  against intruders. They are also expecting 
  Freelancers from other parts of the Pale to arrive 
  from time to time, to meet their rex aartuk allies. 
  They have ten necklaces, intended for the arriving 
  Freelancers to arrive. 
   
  The leader is the weaselly Fenmit. Fenmit has 
  always been the subservient one, but with the rex 
  aartuk alliance, he has gained some power. He 
  stutters and is noticeably unsure of himself, but he 
  relishes bossing his men around. Fenmit is very 
  suspicious of others. 
   
  The party can approach this encounter from 
  various angles. 
   
  Stealth 
  It is quite feasible for the party to sneak in and 
  steal the necklaces. The two guards take 10 on all 
  Spot 
  and 
  Listen 
  checks. 
  The 
  other 
  two 
  Freelancers roll randomly on their Spot and Listen 
  checks, but suffer a -2 penalty due to inattention. 
   
  The necklaces are in a leather bag amidst a 
  pile of backpacks and other equipment away from 
  the fire. If a PC observes the camp unnoticed for 
  at least 10 rounds, she sees a Freelancer 
  approach the equipment, open the leather bag, 
  admire a necklace, return the necklace to the bag, 
  and go back to what he was doing. 
  All Which Is Forgotten 
   
   
  9
  
   
  To aid the stealthy approach, the PCs might 
  setup some sort of distraction. Unless the 
  distraction is particularly clumsy, it will aid the 
  stealthy PC’s objectives. 
   
  Deception 
  Skilled 
  PCs 
  can 
  successfully 
  deceive 
  the 
  Freelancers, 
  engage 
  in 
  conversation, 
  and 
  convince the Freelancers to turn over the 
  necklaces. After all, the Freelancers are expecting 
  others of their ilk to arrive, and the necklaces are 
  for these newcomers. 
   
  However, all of the Freelancers are wearing 
  viticula necklaces. When first encountering a PC 
  posing as an ally, they will use the Reveal 
  Necklaces ability (see Appendix II). Assuming 
  nothing appears around the PC’s neck, he has 
  some explaining to do. 
   
  The party may create some ingenious ruses, 
  particularly if illusions or skilled bluffers are 
  involved. It is not necessary to thwart these efforts, 
  and in fact, the encounter may be a fun 
  opportunity to play through such a situation. 
   
  When bluffing, apply appropriate Sense 
  Motive modifiers. A very poor bluff in this case 
  would warrant a +10 or +20 modifier. A very 
  creative bluff that ties in with the rex aartuk would 
  have a +0 modifier or even a -5 modifier. 
   
  Combat 
  The Freelancers can be attacked outright. The 
  PCs already have the advantage. If they choose 
  combat, allow them 10 minutes to plan a surprise 
  attack; note the section above on Stealth 
  regarding Spot and Listen checks when the party 
  approaches. Should the players waste more than 
  10 minutes, one of the Freelancers gets spooked 
  and the group of them gathers, heading in the PCs 
  direction. Much of the advantage or surprise is 
  lost. 
   
  APL 2 (EL 4) 
  Freelancer Patrolmen (4): 12 hp each; see 
  Appendix I. 
  [These patrolmen are Ftr1, which is CR 1. 4 CR 
  1 creatures are an EL 4 encounter.] 
   
  APL 4 (EL 5) 
  Freelancer Patrolmen (4): 22 hp each; see 
  Appendix I. 
  [These patrolmen are Ftr2, which is CR 2. 4 CR 
  2 creatures are an EL 5 encounter.] 
   
  APL 6 (EL 6) 
  Freelancer Patrolmen (3): 34 hp each; see 
  Appendix I. 
  [These patrolmen are Ftr3, which is CR 3. 3 CR 
  3 creatures are an EL 6 encounter.] 
   
  APL 8 (EL 8) 
  Freelancer Patrolmen (4): 44 hp each; see 
  Appendix I. 
  [These patrolmen are Ftr4, which is CR 4. 4 CR 
  4 creatures are an EL 8 encounter.] 
   
  APL 10 (EL 9) 
  Freelancer Patrolmen (3): 64 hp each; see 
  Appendix I. 
  [These patrolmen are Ftr6, which is CR 6. 3 CR 
  6 creatures are an EL 9 encounter.] 
   
  APL 12 (EL 10) 
  Freelancer Patrolmen (4): 64 hp each; see 
  Appendix I. 
  [These patrolmen are Ftr6, which is CR 6. 4 CR 
  6 creatures are an EL 10 encounter.] 
   
  Encounter Two: Donning the 
  Necklaces 
  Once obtained from Encounter One, the PCs have 
  ten viticula necklaces in a leather bag. The 
  necklaces are detailed in Appendix II. 
   
  If the PCs consume the elixirs provided by 
  Adept Bevan, they can then safely don the 
  necklaces. The process, however, is quite painful: 
   
  As you place the necklace over your head, the 
  loop of vines comes alive. You feel dozens of 
  tiny roots emerge, at first tickling the flesh on 
  your neck and then suddenly causing intense 
  pain as they plunge into you. Your body is 
  wracked with pain, perhaps the most intense 
  you’ve ever felt. Your heart beats faster and 
  you are very aware of the blood rushing 
  through your veins. It feels as though a war is 
  being raged within your body and mind. 
   
  Finally, the pain subsides. You open your 
  eyes and notice the necklace has disappeared, 
  though you still feel it around your neck. 
  Though you suffer no obvious ill effects, your 
  mind is unsettled and somehow you feel 
  unbalanced. 
   
  The potion provided by Adept Bevan blocks the 
  Pervert Alignment ability of the viticula necklaces, 
  and the bonding process is without any of the risks 
  All Which Is Forgotten 
   
   
  10
  
  described. All other abilities are the same, 
  however, the necklaces fall off and die within one 
  week, unable to establish a symbiotic relationship 
  with the subject. 
   
  Each PC suffers from a single trait, randomly 
  chosen from the handout “Viticula Necklace 
  Traits.” It’s up to each player to roleplay out this 
  trait to his satisfaction; they have no game-
  mechanic effect. No PC is compelled to act out the 
  traits indicated. These traits will go away once the 
  necklaces die. 
   
  Encounter Three: Infiltrating 
  Hostile Territory 
  There are a few different ways the party can travel 
  to Konrad Huber’s tower. 
   
  Using the Necklaces 
  The most obvious way to traverse the hostile 
  territory is to obtain the viticula necklaces in 
  Encounter One. Should the PCs do this, rex aartuk 
  patrols will recognize the party as allies and allow 
  them to travel unmolested. The party will arrive at 
  Huber’s tower on the morning of the battle. 
   
  You travel through the frigid forest, ascending 
  higher and higher. It may be a trick of the light, 
  but the trees appear like souls tortured within 
  the depths of Hades, their limbs grasping 
  desperately for mercy. 
   
  With 
  little 
  warning, 
  you 
  see 
  some 
  movement and suddenly a strange, multi-
  limbed creature appears before you. Star-
  shaped, its deep green skin suggests it is 
  some form of plant life. You sense others are 
  right behind it. 
   
  The creature stands there, still and quiet. 
  The necklaces around your necks appear, the 
  gems at the base of them glowing slightly. The 
  creature nods its strange head and disappears 
  back into the forest. 
   
  This scene repeats itself twice more before the 
  party reaches the tower. 
   
  The Direct Approach 
  The party can choose to just plod right into the 
  forest. Assuming that they don’t take sufficient 
  measures to remain undetected for the two days 
  of travel, they have to fight two hostile rex aartuk 
  patrols. Set up the encounter based on how 
  carefully the party is traversing the land. Both 
  combat encounters occur on the day before the 
  battle. 
   
  Note 
  that 
  two 
  combat 
  encounters 
  can 
  significantly extend the length of this scenario. If 
  you’re not in an open-ended time slot, consider 
  dissuading the party from choosing this course by 
  having Theo the Raven speak up. He becomes 
  quite adamant that just walking through the hostile 
  lands is suicide, and that if the party can’t come up 
  with a better way to remain undetected, he’s not 
  going with them unless they get the necklaces. 
   
  APL 2 (EL 3) 
  Yellow Rex Aartuk: hp 39; see Appendix II. 
  [Yellow Rex Aartuk are CR 3. 1 CR 3 creature is 
  an EL 3 encounter.] 
   
  APL 4 (EL 6) 
  Yellow Rex Aartuk (3): hp 39 each; see Appendix 
  II. 
  [Yellow Rex Aartuk are CR 3. 3 CR 3 creatures 
  are an EL 6 encounter.] 
   
  APL 6 (EL 8) 
  Yellow Rex Aartuk (6): hp 39 each; see Appendix 
  II. 
  [Yellow Rex Aartuk is CR 3. 6 CR 3 creatures 
  are an EL 8 encounter.] 
   
  APL 8 (EL 10) 
  Orange Rex Aartuk (6): hp 65 each; see 
  Appendix II. 
  [Orange Rex Aartuk are CR 5. 6 CR 5 creatures 
  are an EL 10 encounter.] 
   
  APL 10 (EL 12) 
  Green Rex Aartuk (6): hp 102 each; see 
  Appendix II. 
  [Green Rex Aartuk are CR 7. 6 CR 7 creatures 
  are an EL 12 encounter.] 
   
  APL 12 (EL 14) 
  Blue Rex Aartuk (6): hp 133 each; see Appendix 
  II. 
  [Blue Rex Aartuk are CR 9. 6 CR 9 creatures 
  are an EL 14 encounter.] 
   
  Both 
  combat 
  encounters 
  follow 
  the 
  above 
  statistics. The second encounter occurs three 
  hours after the first. 
   
  Flying 
  At higher APLs, the party may have access to the 
  means of flying all the way to Huber’s tower. While 
  All Which Is Forgotten 
   
   
  11
  
  this avoids the rex aartuk patrols, the foothills are 
  very dangerous. At higher APLs, unless the party 
  undertakes sufficient means to remain concealed, 
  they are attacked. These creatures made their 
  home within the Rakers, but have been displaced 
  by the rex aartuk and are very hungry. They 
  appear out of the clouds 200 feet away from the 
  party. 
   
  APL 6 (EL 8) 
  Griffons (4): hp 59 each; see Monster Manual. 
  [Griffons are CR 4. 4 CR 4 creatures are an EL 
  8 encounter.] 
   
  APL 8 (EL 10) 
  Wyverns (4): hp 59 each; see Monster Manual. 
  [Wyverns are CR 6. 4 CR 6 creatures are an EL 
  10 encounter.] 
   
  APL 10 (EL 12) 
  Yrthak (3): hp 102 each; see Monster Manual. 
  [Yrthak are CR 9. 3 CR 9 creatures are an EL 12 
  encounter.] 
   
  APL 12 (EL 14) 
  Yrthak (6): hp 102 each; see Monster Manual. 
  [Yrthak are CR 9. 6 CR 9 creatures are an EL 14 
  encounter.] 
   
  Avoiding All Conflict 
  There are many means that the party may avoid 
  all encounters, such as teleport or other magics. If 
  such options are within their reach, do not 
  discourage the party from employing them. This 
  approach will not diminish the XP or gp award for 
  the scenario. 
   
  Encounter Four: Theo’s 
  Departure 
  While traveling to Huber’s tower, Theo fills the 
  party in on his story: 
   
  • A week ago, he and Melvane were traveling 
  alone on the Foothills Road. His master was 
  captured by human brigands and taken to 
  Huber’s tower. 
  • Theo hid within Melvane’s cloak, and they were 
  taken to Huber’s tower. He remembers being 
  taken through the main entrance (Area A) where 
  there were several plant creatures. His master 
  was taken to Area I. After waiting with him a few 
  hours, Theo escaped, leaving Areas D and C. 
  • There are several other prisoners within Area I. 
  Theo has no idea what Huber or the plant 
  creatures want with the prisoners, but he is very 
  concerned for his master’s life. 
  • Theo tells the party he is aware of two entrances 
  to Huber’s tower. Area A might be guarded or 
  trapped, and opens into a long hallway that 
  leads into the tower. Area C, a tunnel that starts 
  about 200 yards south of the tower in a gulley, 
  has several grates that might be locked, and it 
  leads to Area D where he heard some creatures 
  moving around. From Area D, the party would 
  need to travel up the shaft into the tower. 
   
  Sometime just before the PCs enter into Huber’s 
  tower, something horrible happens to Theo. His 
  master is sacrificed to the Black Cyst. 
   
  “Did you feel that?!” Theo says, twitching his 
  wings. It’s not exactly clear what he’s referring 
  to. 
   
  Give the PCs a chance to react. 
   
   
  “There it is again! Theo felt something like 
  a compulsion, a mind-affecting spell.” 
   
  Again, give the PCs a chance to react. 
   
   
  “Something awful wrong. Like feeblemind. 
  When you go back to city, please find raven 
  familiar named Willow. Tell her Theo miss her 
  and love her. You promise do this! Please 
  promise.” 
   
  Wait for PCs to respond. 
   
   
  “Worms? Worms to eat?” Theo falls silent, 
  and looks like he wants to fly away. 
   
  Any PC who casts arcane spells can deduce Theo 
  now behaves like a normal, non-familiar raven. A 
  PC who makes a Knowledge (arcana) check (DC 
  10) realizes if a familiar’s master dies, the familiar 
  should retain all of its abilities. However, if a 
  familiar were level-drained, the familiar’s abilities 
  would be lost. If the master lost all of his levels, 
  the master would die and the familiar would revert 
  to a normal animal. 
   
  Encounter Five: Huber’s 
  Tower 
  Using Theo as a guide, the PCs can easily reach 
  Huber’s tower on foot before noon on the day of 
  All Which Is Forgotten 
   
   
  12
  
  the attack. The area surrounding the tower shows 
  tracks of many rex aartuk, but they are all 
  strangely absent. 
   
  If the party arrives at the tower very early, 
  many rex aartuk can be found within the area. The 
  PCs will have no trouble finding a place to hide 
  until the appointed time, but if they choose to 
  attack, send four sets of rex aartuk as described in 
  Encounter Three. About an hour before noon, all 
  of 
  the 
  rex 
  aartuk 
  leave 
  hastily, 
  heading 
  southwards. They have received word that the 
  Prelatal Army is moving against them and are 
  joining the battle. 
   
  A mountain ridge rises before you, and 
  halfway up the slope is a strange tower. It 
  appears as though a normal stone tower has 
  been wrapped with large vines, twisting 
  around its circumference. Their sickly yellow-
  green color is a stark contrast to the bleak, 
  snowy terrain around you. A thin aura of mist 
  surrounds the tower, as though heat from the 
  tower is reacting to the surrounding cold. 
   
  The tower was constructed decades ago by a 
  recluse wizard and had been abandoned until 
  Huber began working with the rex aartuk. When 
  describing Huber’s tower, imagine a small stone 
  tower that has been absorbed by vines from an 
  alien plant. 
   
  The interior is dimly lit by a yellowish-green 
  light. The air is warm and very moist, stiflingly so. 
  PCs wearing cold weather gear will need to 
  disrobe. Every so often, vents are located on the 
  walls, from which the moist, warm air emanates. 
  Surrounding each vent is a small colony of flowers 
  that seem to flourish in the humid air. In Area I, the 
  PCs learn that the circulation of this air is provided 
  by the prisoners. Doors are generally wooden, 
  also covered in vines. 
   
  Keep the pace moving as the PCs explore the 
  tower. When the party comes to a new room, 
  quickly summarize what they find, rather than 
  force them to describe how they are searching the 
  room. Make it clear when the PCs have found 
  everything of interest within a room. 
   
  Area A – Main Entrance 
  The main entrance is a set of large iron doors. 
  Normally, a patrol of rex aartuk guards the 
  entrance. Instead, the door is merely locked and 
  trapped. Just beyond the door is an alarm spell. If 
  triggered, the PCs hear a noise that sounds like a 
  handbell for a few seconds. This noise alerts the 
  monsters in Area B, as they would be if the door 
  were smashed in. 
   
  [The below traps are all directly from the DMG 
  with CRs equal to the Els shown, with the only 
  modification that they are all “touch trigger.”] 
   
  APL 2 (EL 1) 
  Locked Door: hardness 5; 20 hp; Open Lock (DC 
  20); Break (DC 25). 
  Spear Trap: CR 1; mechanical; touch trigger; 
  manual reset; Atk +12 ranged (1d8/x3); Search 
  DC 20; Disable Device DC 20. 
   
  APL 4, 6, and 8 (EL 3) 
  Locked Door: hardness 5; 20 hp; Open Lock (DC 
  25); Break (DC 25). 
  Melf’s Acid Arrow Trap: CR 3; magic device; 
  touch trigger; automatic reset; Atk +2 ranged 
  touch; spell effect (Melf’s acid arrow, 3rd-level 
  wizard, 2d4 acid/round for 2 rounds); Search DC 
  27; Disable Device DC 27. 
   
  APL 10 (EL 4) 
  Locked Door: hardness 5; 20 hp; Open Lock (DC 
  30); Break (DC 25). 
  Bestow Curse Trap: CR 4; magic device; touch 
  trigger; automatic reset; spell effect (bestow curse, 
  -6 Con, 5th-level cleric, DC 14 Will negates); 
  Search DC 28; Disable Device 28. 
   
  APL 12 (EL 5) 
  Locked Door: hardness 5; 20 hp; Open Lock (DC 
  35); Break (DC 25). 
  Phantasmal Killer Trap: CR 5; magic device; 
  touch 
  trigger; 
  automatic 
  reset; 
  spell 
  effect 
  (phantasmal killer, 7th-level wizard, DC 16 Will 
  save for disbelief and DC 16 Fort save for partial 
  effect); Search DC 29; Disable Device DC 29. 
   
  Area B – Main Hallway 
  This wide hallway is 40 feet wide and extends a 
  long way into the main section of the tower, 
  sloping gradually. Just inside Area A, the air is 
  extremely foggy, obscuring all sight, including 
  darkvision, beyond 5 feet. Creatures 5 feet away 
  have concealment (20% miss chance). This area 
  of fog extends 30 feet from the door. A strange, 
  low frequency hum can be heard near the 
  entrance, which is louder at higher APLs. 
   
  A cruel result of Huber’s experiments patrol 
  this hallway. These creatures appear like normal 
  animals that have various plant features grafted on 
  to them – vines that snake out and weave like 
  tentacles on a displacer beast, patches of skin that 
  All Which Is Forgotten 
   
   
  13
  
  look like plant matter, eyes that are pure green in 
  color. Have fun describing their eerie nature. 
  These animals are trained to attack intruders. 
  Except for their appearance, these are normal 
  animals in every other aspect. 
   
  If the PCs set off the alarm or smashed the 
  door in Area A, the animals are aware of the PCs. 
  They use their scent ability to identify where the 
  party is and attack with surprise. The deep hum 
  makes it difficult to hear the approaching animals. 
  A PC must succeed at a Listen check (DC 
  10+APL) to act in the surprise round. If the 
  animals have not been alerted, the party and the 
  animals both notice each other simultaneously 
  once the party emerges from the fog. 
   
  APL 2 (EL 3) 
  Wolves (3): hp 13 each; see Monster Manual. 
  [Wolves are CR 1. 3 CR 1 creatures are an EL 3 
  encounter.] 
   
  APL 4 (EL 5) 
  Wolverines (3): hp 28 each; see Monster Manual. 
  [Wolverines are CR 2. 3 CR 2 creatures are an 
  EL 5 encounter.] 
   
  APL 6 (EL 7) 
  Dire Wolverines (3): hp 45 each; see Monster 
  Manual. 
  [Dire Wolverines are CR 4. 3 CR 4 creatures are 
  an EL 7 encounter.] 
   
  APL 8 (EL 9) 
  Dire Bears (3): hp 105 each; see Monster 
  Manual. 
  [Dire Bears are CR 7. 2 CR 7 creatures are an 
  EL 9 encounter.] 
   
  APL 10 (EL 11) 
  Dire Tigers (3): hp 120 each; see Monster 
  Manual. 
  [Dire Tigers are CR 8. 3 CR 8 creatures are an 
  EL 11 encounter.] 
   
  APL 12 (EL 13) 
  Dire Tigers (6): hp 120 each; see Monster 
  Manual. 
  [Dire Tigers are CR 8. 6 CR 8 creatures are an 
  EL 13 encounter.] 
   
  Area C – Hidden Entrance 
  An alternative way of getting into Huber’s tower is 
  to crawl through a tunnel that heads underneath 
  the tower. The tunnel starts in a gully that is about 
  200 yards south of Area A. Bushes and trees 
  obscure the tunnel entrance, but someone who 
  knows approximately where to look will have no 
  trouble finding it. 
   
  The tunnel varies in height and width from 4 
  feet to 6 feet. It extends 200 yards before reaching 
  Area D. A small stream flows outward, sullied by 
  the refuse that comes from Area E. The tunnel is 
  dark and despite the cold, smells quite wretched. 
  Every so often, the party comes across human 
  waste and small pieces of vivisected animals. 
   
  The original owner of the tower was aware of 
  this tunnel, and erected a few grates to prevent 
  anyone from crawling through it. Theo had little 
  trouble slipping between the bars. After traveling 
  50 and 100 yards, the party comes to rusty, locked 
  grates. 
   
  Locked grate: hardness 5; 30 hp; Open Lock (DC 
  25); Break (DC 25). 
   
  Continuing further, at the 150-yard mark, there is 
  another locked grate. This one is also trapped. 
   
  [The below traps are all directly from the DMG 
  with CRs equal to the Els shown, with the only 
  modification that they are all “touch trigger.”] 
   
  APL 2 (EL 1) 
  Scything Blade Trap: CR 1; mechanical; touch 
  trigger; automatic reset; Atk +8 melee (1d8/x3); 
  Search DC 21; Disable Device DC 20. 
   
  APL 4, 6, and 8 (EL 3) 
  Stone Blocks from Ceiling: CR 3; mechanical; 
  touch trigger; repair reset; Atk +10 melee (4d6, 
  stone blocks); Search DC 25; Disable Device 20. 
   
  APL 10 (EL 4) 
  Wall Scythe Trap: CR 4; mechanical; touch 
  trigger; automatic reset; Atk +20 melee (2d4+8/x4, 
  scythe); Search DC 21; Disable Device 18. 
   
  APL 12 (EL 5) 
  Falling Block Trap: CR 5; mechanical; touch 
  trigger; manual reset; Atk +15 melee (6d6); 
  multiple targets (can strike all characters in two 
  squares in front of grate); Search DC 20; Disable 
  Device DC 25.  
   
  Finally, at the 200-yard mark, within sight of Area 
  D, there is a final rusty, locked grate the same as 
  described above. 
   
  All Which Is Forgotten 
   
   
  14
  
  Area D – Yellow Musk Creeper Cavern 
  The tunnel that leads from Area C eventually 
  enters into this large cavern. Another tunnel 
  leaves from the far side of this cavern, leading into 
  a large network of tunnels underneath the Rakers. 
  (The party finds nothing of interest if they choose 
  to explore this tunnel.) A pool fills part of this 
  cavern, fed from beneath by a spring, and is four 
  feet at its deepest. Water from the pool flows down 
  the tunnel that leads to Area C. A small island is 
  on the far side of the pool. A roughly carved shaft 
  penetrates the ceiling above, rising up from the 
  ceiling to Area E. It is about three feet wide. 
   
  Konrad Huber once experimented with yellow 
  musk creepers. He accidentally infected himself 
  and disposed of the plants down the shaft from 
  Area E. A plant has taken root on the island within 
  the pool. 
   
  About two months ago, a band of monsters 
  exploring the area came into this cavern. The 
  yellow musk creeper infected them. These 
  zombies are no longer limited to remaining within 
  100 feet of the creeper and have been 
  intermittently attempting to get through the grate 
  so they can go outside to sprout. They attack 
  anyone who enters the cavern to protect the plant. 
   
  APL 2 (EL 3) 
  Yellow Musk Zombie Troglodytes (3): 13 hp 
  each; see Appendix I. 
  [Yellow Musk Zombie Troglodytes are CR 1 (1 
  base, +0 for template). 3 CR 1 creature is an EL 
  3 encounter.] 
   
  APL 4 (EL 5) 
  Yellow Musk Zombie Troglodytes (6): 13 hp 
  each; see Appendix I. 
  [Yellow Musk Zombie Troglodytes are CR 1 (1 
  base, +0 for template). 6 CR 1 creature is an EL 
  5 encounter.] 
   
  APL 6 (EL 7) 
  Yellow Musk Zombie Hill Giant: 102; see 
  Appendix I. 
  [Yellow Musk Zombie Hill Giants are CR 7 (7 
  base, +0 for template). 1 CR 7 creature is an EL 
  7 encounter.] 
   
  APL 8 (EL 9) 
  Yellow Musk Zombie Hill Giants (2): 102 hp 
  each; see Appendix I. 
  [Yellow Musk Zombie Hill Giants are CR 7 (7 
  base, +0 for template). 2 CR 7 creatures are an 
  EL 9 encounter.] 
   
  APL 10 (EL 11) 
  Yellow Musk Zombie Hill Giants (4): 102 hp 
  each; see Appendix I. 
  [Yellow Musk Zombie Hill Giants are CR 7 (7 
  base, +0 for template). 4 CR 7 creatures are an 
  EL 11 encounter.] 
   
  APL 12 (EL 13) 
  Yellow Musk Zombie Hill Giants (8): 102 hp 
  each; see Appendix I. 
  [Yellow Musk Zombie Hill Giants are CR 7 (7 
  base, +0 for template). 8 CR 7 creatures are an 
  EL 13 encounter.] 
   
  The yellow musk creeper is isolated on the island 
  on the far side of the pool, unable to cross the 
  water. The range of its musk is only 30 feet, and 
  only covers part of the pool. Killing the creeper 
  should be trivial with ranged attacks, and only a 
  foolish PC would get caught in its musk. 
   
  All APLs (EL 4) 
  Yellow Musk Creeper: 57 hp; see Appendix II. 
   
  Area E – Washroom 
  This small room serves as a bathroom for Konrad 
  Huber. The shaft down leads to Area D, and was 
  used by Theo in his escape. While unpleasant, 
  climbing up this shaft from Area D should pose no 
  problems for the party. 
   
  Area F – Specimen Room 
  Opening the door to this room, you see inside 
  a truly sickening scene. Various large glass 
  jars rest on a countertop that goes around the 
  entire room. A cloudy yellowish liquid fills 
  each jar. Inside the jars are some of the most 
  tortured forms you’ve ever seen. 
   
  A puppy floats in one jar. Leaves push out 
  from its ears and small roots can be seen 
  exiting the fur over its entire body. Its eyes are 
  cloudy gray, the color of bone. They stare at 
  you lifeless, unfeeling, and blind. 
   
  A small kitten rests in another jar, with 
  wretched vines growing from its eye sockets. 
  The pitiful creature’s mouth is open widely, as 
  though forever screeching in infinite pain. 
   
  A marmot hangs in yet another. Around its 
  head, a net-like mesh of green vines wraps. A 
  transparent green membrane covers its mouth 
  and nose. 
   
  These and other tortured creatures float 
  lifelessly within the glass tombs surrounding 
  you. 
  All Which Is Forgotten 
   
   
  15
  
   
  Huber has preserved a few of his attempts to 
  create plant/animal hybrids. 
   
  Area G – Bedroom/Study 
  Konrad Huber spends much of his time within this 
  room, reading, studying, sleeping, and eating. A 
  variety of mundane items can be found here – 
  bed, desk, dresser, clothes, personal effects, etc. 
   
  The desk is very neat and has only two items 
  of interest on it. The first is one of Huber’s 
  spellbooks. The second is a note totaling the 
  gems that Huber has recovered from various 
  sources to make sure he’d recovered all 333 
  Gems of Tharizdun. This note is shown on the 
  handout “Note on Desk.” 
   
  Area H – Storage Room 
  This room contains various foodstuffs, equipment, 
  and other items needed by Huber. There is a small 
  area for him to prepare food here. There is nothing 
  of interest to the party here. 
   
  Area I – Prisoner Room 
  You open the door and see a sight that makes 
  your heart drop and your stomach twitch. 
  Seated around the room are about a dozen 
  men and women. Their hands and ankles are 
  crudely bound with rope. Their faces are 
  garishly gaunt in the green light. The prisoners 
  open their eyes, looking at you with terrified 
  stares. Weakly, they struggle against their 
  bonds. 
   
  What shocks you most is that a network of 
  vines covers each of their mouths and noses. 
  The vines almost look like tubes, and what 
  partially covers their face is almost some kind 
  of mask. In slow, deliberate unison, these 
  people breath in. Pause. And then breathe out. 
   
  Behind you, you hear air circulating from 
  the strange vents you have seen throughout 
  the complex. Listening to the pattern of that 
  sound and seeing these people before you, 
  you now realize what circulates the air here 
  and why it is so moist and humid. 
   
  One of Huber’s tasks for the rex aartuk is to collect 
  and store human prisoners until they’re needed for 
  sacrifice to the Black Cyst. Every day, they take a 
  few prisoners away, and about every week, Huber 
  gets enough prisoners to fill up this room. 
   
  The prisoners can be set free quite easily. The 
  vines around their mouths can be ripped off, 
  causing a disgusting slurping sound. They are all 
  exhausted and have been reduced to between 1-
  10 hit points. The few spellcasters in the group 
  have no spell slots available until they can rest. 
  With one exception (see below), none have any 
  equipment. 
   
  There are nine prisoners in total: Gwenda 
  (female human Ftr1), Bryn (male human Rog2), 
  Hellard (male human Ftr 3), Gorbard (male human 
  Rgr2), Alwyn (female human Clr1), Rhun (male 
  human Ftr3), Weliva (female human Sor2), Talvan 
  (male human Drd1), and Felia (female gnome 
  Wiz10/Wayfarer Guide 3). 
   
  Most of the prisoners are very timid and 
  shaken upon release. Felia, however, is vocally 
  grateful and works to organize the prisoners. 
  Though she is very weak, her spirit is strong and 
  Felia is confident that she can lead the prisoners 
  out of the tower and to safety. Before she departs, 
  Felia says to the party, “If you ever need my help, 
  come see me in Holdworthy.” For freeing her, the 
  PCs have earned the Favor of the Wayfarers. 
  (PCs who played PAL2-05 The Heretic will 
  recognize Felia.) 
   
  Just 
  as 
  the 
  prisoners 
  leave, 
  Alywyn 
  approaches the PCs and extends her clutched 
  hand. Within it is a silver ring. “I managed to hide 
  this from my captors. Please take this, so that your 
  journey may be blessed by the memory of 
  Laelithra.” This is a ring of Laelithra. 
   
  Area J – Viligant’s Room 
  At the beginning of this scenario, note if anyone 
  has played previous scenarios in the Germinations 
  series. If they have not, change the below 
  description, as they do not recognize Amaris 
  Viligant. 
   
  Within this room, you see a horrifying site. 
  Hanging from the ceiling is a torso of a human 
  woman, her form wrapped in large, dark green 
  leaves. You see neither arms nor legs. Four, 
  rope-like vines attach to her shoulders and 
  extend up to the ceiling, where other plant 
  matter grows. Like a skullcap, a thick green 
  leaf wraps over the top of hear head, extending 
  back around her neck. Her eyes are closed and 
  her brow furrowed, as though she was deep in 
  concentration. You can see this bizarre form is 
  breathing. 
  Realizing 
  that 
  somehow 
  this 
  distorted image of a person is alive, you 
  recognize the face. This is Bishop-General 
  Amaris Viligant, of the Church Militant. 
   
  If the PCs speak to Viligant, she opens her eyes 
  and will respond to questions. She speaks in a 
  All Which Is Forgotten 
   
   
  16
  
  steady monotone. What has been done to her has 
  greatly dulled her mind, to the point where she 
  questions and comprehends very little of her 
  surroundings. Things she might be able to explain 
  include: 
   
  • “The Huber” is the one who made her like this. 
  She is a symbol of the Huber’s genius. 
  • She remembers nothing of her past life, but 
  when questioned by someone she’s met before, 
  she says, “Something inside me tells me I 
  should know who you are.” 
  • The Huber comes to check on her regularly, 
  occasionally “enhancing” her form. Sometimes, 
  he brings friends – star-shaped friends with five 
  legs. 
  • The Huber wishes to keep his friends happy. 
  They teach him things. In return, she has seen 
  the Huber with many beautiful gems for his 
  friends. 
  • The Huber’s friends teach him things, strange 
  things she doesn’t understand that the Huber 
  calls “the pseudonatural.” 
  • The Huber is sick. Something with the Huber’s 
  work with plants went wrong, and now the Huber 
  struggles to live. 
  • She is happy to be here, and would not leave if 
  she could. She enjoys feeling connected to the 
  plantlife around her. 
   
  Don’t let this roleplaying encounter last long. She 
  volunteers much of the above information, even if 
  the PCs don’t ask for it. Once she’s revealed the 
  above information, she says, “You are most 
  curious. I don’t believe I have anything further to 
  say to you,” and then is silent. 
   
  Viligant cannot be cured or removed from this 
  room by any means short of a wish or a miracle. If 
  the PCs cut her down, red blood pumps out from 
  the vines and she quickly dies. 
   
  Area K – Laboratory 
  Konrad Huber’s latest experiment has gone awry. 
  Working to open a channel to pseudonatural 
  realms, he has transported several hostile 
  creatures into his lab. To gather his wits and 
  prepare to mount a magical assault on the 
  creatures, Huber locked himself within Area L. 
   
  Unfortunately for him, the elixir Huber uses to 
  suppress the yellow musk creeper infection has 
  just worn off. And the next batch of elixir is on a 
  table in his lab. The creatures are banging on the 
  door to Area L while Huber writhes inside in 
  intense pain. 
   
  When the PCs enter Area K, the hostile 
  creatures will turn and attack. 
   
  Be sure to describe the pseudonatural 
  creatures with all of their horrific glory. The 
  krenshar have a mane of tentacles around their 
  necks, the trolls have small mouths on their torsos 
  that open and scream, and the umber hulks have 
  eyes on retractable stalks. At least once in the 
  combat a monster will change into its alternate 
  form. The krenshar pulls back the skin from its 
  head, but it keeps going until the entire creature is 
  inverted into a tentacled mass. The troll and 
  umber hulks rend their own chests open, tentacled 
  masses pouring out of their bodies.  
   
  APL 2 (EL 4) 
  Pseudonatural Krenshars (3): 11 hp each; see 
  Appendix I. 
  [Pseudonatural Krenshars are CR 1 (1 base, +0 
  for template). 3 CR 1 creatures are an EL 4 
  encounter.] 
   
  APL 4 (EL 6) 
  Pseudonatural Krenshars (6): 11 hp each; see 
  Appendix I. 
  [Pseudonatural Krenshars are CR 1 (1 base, +0 
  for template). 6 CR 1 creatures are an EL 6 
  encounter.] 
   
  APL 6 (EL 8) 
  Pseudonatural Trolls (2): 63 hp each; see 
  Appendix I. 
  [Pseudonatural Trolls are CR 6 (5 base, +1 for 
  template). 2 CR 6 creatures are an EL 8 
  encounter.] 
   
  APL 8 (EL 10) 
  Pseudonatural Trolls (4): 63 hp each; see 
  Appendix I. 
  [Pseudonatural Trolls are CR 6 (5 base, +1 for 
  template). 4 CR 6 creatures are an EL 10 
  encounter.] 
   
  APL 10 (EL 12) 
  Pseudonatural Umber Hulks (3): 71 hp each; 
  see Appendix I. 
  [Pseudonatural Umber Hulks are CR 9 (7 base, 
  +2 for template). 3 CR 9 creatures are an EL 12 
  encounter.] 
   
  APL 12 (EL 14) 
  Pseudonatural Umber Hulks (5): 71 hp each; 
  see Appendix I. 
  All Which Is Forgotten 
   
   
  17
  
  [Pseudonatural Umber Hulks are CR 9 (7 base, 
  +2 for template). 5 CR 9 creatures are an EL 14 
  encounter.] 
   
  In the center of the floor, there are various strange 
  symbols written in chalk – the remnants of Huber’s 
  attempt to open a pseudonatural gateway. Bits of 
  two destroyed spellbooks lie in tatters. There is 
  also a solid stone table. Upon it are numerous 
  beakers, flasks, glass tubes, and cruel-looking 
  surgical instruments. There are several sheets 
  with indecipherable notes. In one flask there is a 
  slightly warm green liquid – the elixir that Huber 
  desperately desires. There are also vials of 
  concoctions of interest to the PCs (see Treasure 
  Summary). 
   
  Area L – Storage Room 
  When the party arrives in Area K, the creatures in 
  that room are banging on the locked door to this 
  room.  
   
  Locked Door: hardness 5; 20 hp; Open Lock (DC 
  20); Break (DC 25). 
   
  Inside this room, you see a middle aged man 
  lying on the floor, clutching his head. He wears 
  wizardly robes and has short-cut platinum hair. 
  He groans in pain and you notice a small leaf 
  poking its way out of one ear. A small yellow 
  bug emerges from the other. 
   
  He looks up at you and pleads, “Please 
  help me! The elixir in the other room, please 
  get it for me.” 
   
  Konrad Huber (human Wiz15) mistakenly infected 
  himself with a yellow musk creeper seed several 
  weeks ago. Using a specially crafted elixir, he can 
  stop the seed’s growth. However, the elixir works 
  for a limited duration before Huber must imbibe 
  more. Failure to do so causes debilitating pain and 
  permanent Intelligence damage. 
   
  Huber is desperate for help. The PCs can let 
  him squirm, but at this point, he’ll tell them 
  anything they want – all the while in great pain. He 
  can reveal almost any detail from this scenario. 
  Items of interest he can talk about include: 
   
  • His yellow musk creeper infection and the elixir. 
  • The rex aartuk and Tharizdun, and how they’ve 
  come here to unearth and carve the Black Cyst. 
  • The 333 Gems of Tharizdun that he’s collected. 
  • The prisoners and how they were captured for 
  sacrifice to the Black Cyst. 
  • His horrid experiments in blending plant and 
  animal life. 
  • His investigation of the pseudonatural.  
   
  Soon after drinking the elixir, Huber falls 
  unconscious from his ordeal. If they don’t help 
  him, Huber dies within a few minutes. 
   
  Next to Huber is a small sablewood chest with 
  platinum trim. Inside are the 333 Gems of 
  Tharizdun. Anyone who casts detect evil or detect 
  magic discovers an overwhelming aura. How to 
  invoke whatever powers exist within the Gems is 
  unknown. 
   
  At APL 6+, there is a second chest where 
  Huber places valuable items from the prisoners 
  (see Treasure Summary). 
   
  Area M – Upper Exit 
  These double doors open to a small balcony that 
  looks over the mountain ridge to the east and into 
  the valley where the rex aartuk base is. A stone 
  bridge slopes gently downward from the balcony 
  and connects to a path near the top of the ridge. 
   
  From the front of the tower, this bridge is 
  concealed and can only be seen by a party who 
  uses flight to scout around the tower. However, a 
  resourceful party could very easily find this bridge 
  and enter the tower from above. Don’t dissuade 
  the party from such inventiveness. The encounters 
  may occur out-of-order, but it should still work. 
  When they first arrive, the battle below has yet to 
  begin. Allow the party to explore the tower and 
  then once done, explain that they hear the sounds 
  of distant battle – leading them back through Area 
  M and to the events of this encounter. 
   
  Opening these double doors, you see a small 
  balcony looking over the mountain ridge to the 
  east and into the valley beyond. A stone bridge 
  connects the balcony to the ridge. In the valley 
  beyond, you can see the battle raging between 
  the strange plant creatures and the Prelatal 
  Army. 
   
  The plant creatures are arranged around a 
  huge black stone formation at the northern end 
  of the valley. Black as night, you see the stone 
  has been carved into the shape of an inverted 
  step pyramid. To the side, a team of creatures 
  continues the task of carving the stone, small 
  chunks of strange black rock falling off their 
  chisels and into the stream that flows nearby. 
   
  On the far side of the black inverted 
  pyramid are three strange vessels. They 
  almost look like sailing ships that have run 
  aground, but their form also bears a striking 
  All Which Is Forgotten 
   
   
  18
  
  resemblance to a hammerhead shark. The 
  Prelatal Army has advanced towards these 
  vessels and, using ranged weaponry, partially 
  damaged them. 
   
  Allow the party to react at this point. They might 
  wish to start heading towards the battle. The 
  events they’re seeing are far away, perhaps a mile 
  distant. 
   
  After observing the battle for a few moments, 
  you see the Prelatal Army clearly has the 
  upper hand. Then you see the plant creatures 
  escort a handful of human figures to the base 
  of the black rock formation. The humans are 
  placed against the rock and a purple aura 
  appears around them. After a few moments, 
  the aura disappears and the humans fall to the 
  ground. Then you notice the entire force of 
  plant creatures fighting with renewed vigor. It 
  appears the sacrifices of the humans to the 
  black pyramid have empowered the rex aartuk. 
   
  Coming up the path leading toward the 
  bridge is a group of about a dozen soldiers, all 
  wounded and carrying even more seriously 
  wounded away from the battle. Leading this 
  group of injured is a dwarf of great renown in 
  the Pale – Dorjan Oldrich, holding his famous 
  battleaxe Berrvenin. 
   
  Seeing 
  you, 
  Dorjan 
  motions 
  for 
  the 
  wounded soldiers behind him to stop. He 
  holds out his battleaxe and calls out to you. 
  “Foe or friend?” 
   
  Allow for a very abbreviated conversation between 
  Dorjan Oldrich (male dwarf Ftr6/Rog10) and the 
  party. He is gruff, taciturn, and very undiplomatic. 
  His task is to escort the wounded soldiers away 
  from the battle. He himself is quite injured as well, 
  though he tries to hide it. 
   
  If you are running short on time, or if the party 
  is severely depleted and clearly can’t succeed at 
  Encounter Six, Dorjan orders the party to escort 
  the wounded soldiers to safety so he can prevent 
  any rex aartuk from using this path to escape. Go 
  to Encounter Seven and then the Conclusion. 
   
  If there is time, allow the party to choose 
  Encounter Six. Dorjan wants the party to take over 
  the task of bringing the wounded to the army 
  outpost safely. He confesses he is weary, but this 
  path must be guarded. If the party offers, he’ll let 
  them switch places – he’ll continue to escort the 
  wounded and they can go down to the valley 
  below to fight. However, he provides a stern 
  warning: 
   
  “You don’t look like organized soldiers to me. 
  It’s war in the valley, the likes of which you’ve 
  never seen. Heed my warning carefully: 
   
  “You may find death swiftly below. The 
  creatures below are a horrible terror. Expect 
  no personal reward – gold and booty will not 
  be coming your way. And don’t think this will 
  be valuable experience. You will only earn 
  nightmares, not experience, from the horrors 
  below. 
   
  “So, I ask you again to escort these poor 
  souls. You have worked hard this day, and you 
  have earned your full measure of glory. There 
  is no dishonor in turning your back and letting 
  me fight.” 
   
  Dorjan’s warning is intended to suggest just how 
  difficult the battle will be, and that the PCs will 
  earn no gp or XP award from the optional 
  encounter. 
   
  Encounter Six (Optional): 
  Joining the Battle 
  The party chooses to descend down the path into 
  the valley where the battle is taking place. Just 
  before they reach the valley, a squad of rex aartuk 
  comes around a corner in the path and attacks the 
  PCs. 
   
  When they are first visible, the rex aartuk are 
  80 feet away. At higher APLs, the Rex Aartuk 
  Sorcerer has made certain preparations, none of 
  which are reflected in the statistics of the 
  creatures: 
   
  • APL 6+: The Sorcerer has mage armor precast 
  on itself. 
  • APL 8+: The Sorcerer always uses Energy 
  Substitution (sonic) on its scorching ray and 
  fireball spells whenever it doesn’t need to take 
  more than a 5-foot step. 
  • APL 10+: The Sorcerer has precast mage armor 
  on the two rex aartuk with it, and has also cast 
  protection from good on the three of them, still 
  active for 12 rounds at the start of the battle. 
  • APL 12: The Sorcerer uses Evard’s black 
  tentacles if it can hamper multiple members of 
  the party, particularly if it wins initiative. If it 
  detects an arcane caster, it targets that caster 
  with feeblemind. 
   
  APL 2 (EL 5) 
  Yellow Rex Aartuk (2): hp 39 each; see Appendix 
  II. 
  All Which Is Forgotten 
   
   
  19
  
  [Yellow Rex Aartuk are CR 3. 2 CR 3 creatures 
  are an EL 5 encounter.] 
   
  APL 4 (EL 7) 
  Yellow Rex Aartuk (4): hp 39 each; see Appendix 
  II. 
  [Yellow Rex Aartuk are CR 3. 4 CR 3 creatures 
  are an EL 7 encounter.] 
   
  APL 6 (EL 9) 
  Rex Aartuk 4th-Level Sorcerer: hp 57; see 
  Appendix I. 
  Orange Rex Aartuk (2): hp 65 each; see 
  Appendix II. 
  [Yellow Rex Aartuk are CR 3. Adding 4 levels 
  makes it CR 7. Orange Rex Aartuk are CR 5. 2 
  CR 5 creatures are equivalent to CR 7. 2 CR 7 
  creatures are an EL 9 encounter.] 
   
  APL 8 (EL 11) 
  Rex Aartuk 6th-Level Sorcerer: hp 66; see 
  Appendix I. 
  Green Rex Aartuk (2): hp 102 each; see 
  Appendix II. 
  [Yellow Rex Aartuk are CR 3. Adding 6 levels 
  makes it CR 9. Green Rex Aartuk are CR 7. 2 
  CR 7 creatures are equivalent to CR 9. 2 CR 9 
  creatures are an EL 11 encounter.] 
   
  APL 10 (EL 13) 
  Rex Aartuk 8th-Level Sorcerer: hp 75; see 
  Appendix I. 
  Blue Rex Aartuk (2): hp 133 each; see Appendix 
  II. 
  [Yellow Rex Aartuk are CR 3. Adding 8 levels 
  makes it CR 11. Blue Rex Aartuk are CR 9. 2 
  CR 9 creatures are equivalent to CR 11. 2 CR 
  11 creatures are an EL 13 encounter.] 
   
  APL 12 (EL 15) 
  Rex Aartuk 10th-Level Sorcerer: hp 84; see 
  Appendix I. 
  Purple Rex Aartuk (2): hp 178 each; see 
  Appendix II. 
  [Yellow Rex Aartuk are CR 3. Adding 10 levels 
  makes it CR 13. Blue Rex Aartuk are CR 11. 2 
  CR 11 creatures are equivalent to CR 13. 2 CR 
  13 creatures are an EL 15 encounter.] 
   
  Encounter Seven: Vessels 
  Take Flight 
  The Prelatal Army has routed the plant 
  creatures! One of the strange shark-like ships 
  is in flames. The second levitates from the 
  ground, but is quickly destroyed by several 
  catapult strikes. The third, however, rises from 
  the ground and flies from the valley, sailing the 
  skies as a normal ship would the ocean. It 
  heads in your direction. 
   
  The PCs have a brief chance to affect the 
  outcome. In round one, the ship is 1,500 feet 
  distant from the party, traveling towards them. In 
  round two, it’s at its closest, 500 feet above them. 
  In round three, it’s 1,500 feet from the party and 
  each round thereafter, moves 1,000 feet away. At 
  its closest, the ship is 500 feet away, and each 
  round thereafter it moves 1,000 feet away. 
   
  The vessel is already damaged. 30 more 
  points of damage to its hull (hardness 5) will bring 
  the ship down. This should be a very brief, 
  cinematic encounter. Don’t roll initiative; just ask 
  what each PC is doing. Parties with access to long 
  range damaging effects can break the hull, and 
  cause the craft to crash into a flaming pile of 
  rubble. Describe the crash in dramatic terms. 
   
  It is possible for high-level PCs to pursue the 
  ship even at great distance (e.g. teleport). If they 
  have these means, and demonstrate a desire to 
  use them, summarize their successful efforts. A 
  PC on the vessel finds the rex aartuk uninterested 
  in her – they are fighting fires on deck – and she 
  can easily damage the hull through various 
  means. As the ship begins to crash, she must 
  have a means to escape the impact, or will suffer 
  10d6 damage, save for half. 
   
  Conclusion 
  Parties that bypassed Encounter Six and escorted 
  the wounded away from the battle find the trip to 
  be very cold, but otherwise uneventful. 
   
  If the PCs attempt to prevent the return of all 
  333 Gems of Tharizdun, the Church Militant 
  investigates quite thoroughly. Whatever the PCs 
  do, they run into Church Militant agents at several 
  points over the next few days. As an abstraction, 
  any PC involved in the deception must succeed a 
  Bluff check (DC 25) or be jailed for 20 TUs. Modify 
  the below description should the party succeed in 
  the deception. 
   
  After a week, the necklaces upon any PCs 
  wither and die. 
   
  Back in Ogburg, a grand celebration is at hand. 
  The army has been victorious! The foul 
  menace of the rex aartuk will no longer 
  threaten the Pale. Bards sing of the heroic 
  conflict, now know as the “Battle of Blackrock 
  All Which Is Forgotten 
   
   
  20
  
  Valley.” Clerics have been dispatched to study 
  the strange Black Cyst. Dorjan Oldrich is 
  nowhere to be found, and some say he is 
  wandering the Rakers, searching for any plant 
  creatures that might have fled the scene. 
   
  You are all hailed as heroes!  The Church 
  takes the gems you have recovered, to guard 
  them until it can be determined what to do with 
  them. A menace has been eradicated, and you 
  have played a critical role in this victory. 
   
  At the end of the celebrations, PCs who 
  succeeded at Encounter Six receive a private 
  audience with the new Prelate of Ogburg. 
   
  As the celebrations die down, you are 
  summoned to a large tent surrounded by 
  several guards. Led inside, you are introduced 
  to Sental Tekis, Prelate of Ogburg. As you 
  come in, she shakes each of your hands firmly 
  while looking you keenly in the eye. She 
  stands nearly six feet tall, with light brown 
  hair, tied up. She wears immaculately polished 
  full plate that has the symbol of Pholtus 
  emblazoned upon it. A throwing axe hangs 
  from her hip. 
   
  “Please, sit down,” she says, motioning to 
  a semi-circle of burnished wooden chairs. 
  “Help yourself to some wine.” 
   
  “I have heard the tale of your heroism. Not 
  only did you secure these Gems of Tharizdun, 
  but you pressed on to stand against very 
  powerful forces. I thank you for your courage.” 
   
  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 Three 
  Reaching Huber’s tower (EL 4/5/6/8/9/10) 
  APL 2 
  120 XP 
  APL 4 
  150 XP 
  APL 6 
  180 XP 
  APL 8 
  240 XP 
  APL 10 
  270 XP 
  APL 12 
  300 XP 
  [OK, here’s how I evaluated this. The PCs must 
  get to Huber’s tower. There are some difficult 
  ways – e.g. just fighting your way through two 
  rex aartuk patrols – and there are some easier 
  was – getting the necklaces in Encounter One. 
  The easiest way in the scenario is Encounter 
  One, so the PCs get XP equivalent to defeating 
  that encounter. They shouldn’t get more XP for 
  finding more difficult ways to reach Huber’s 
  tower.] 
   
  Encounter Five, Area A 
  Getting beyond the door (EL 1/3/3/3/4/5) 
  APL 2 
  30 XP 
  APL 4 
  90 XP 
  APL 6 
  90 XP 
  APL 8 
  90 XP 
  APL 10 
  120 XP 
  APL 12 
  150 XP 
   
  Encounter Five, Area B 
  Defeating the animals (EL 3/5/7/9/11/13) 
  APL 2 
  90 XP 
  APL 4 
  150 XP 
  APL 6 
  210 XP 
  APL 8 
  270 XP 
  APL 10 
  330 XP 
  APL 12 
  390 XP 
   
  Encounter Five, Area C 
  Getting beyond the grates (EL 1/3/3/3/4/5) 
  APL 2 
  30 XP 
  APL 4 
  90 XP 
  APL 6 
  90 XP 
  APL 8 
  90 XP 
  APL 10 
  120 XP 
  APL 12 
  150 XP 
   
  Encounter Five, Area D 
  Defeating the zombies (EL 3/5/7/9/11/13) 
  APL 2 
  90 XP 
  APL 4 
  150 XP 
  APL 6 
  210 XP 
  APL 8 
  270 XP 
  APL 10 
  330 XP 
  APL 12 
  390 XP 
  [Note, I give no XP for killing the yellow musk 
  creeper. Stuck on an island with no ranged 
  attacks, it’s a helpless opponent, really.] 
   
  Encounter Five, Area K 
  Defeating the monsters (EL 4/5/8/10/12/14) 
  APL 2 
  120 XP 
  APL 4 
  150 XP 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
  All Which Is Forgotten 
   
   
  21
  
   
  [Very purposefully, the optional Encounter Six 
  does not provide any XP.] 
   
  Conclusion 
  Returning Gems to Church (RP Award) 
  APL 2 
  90 XP 
  APL 4 
  135 XP 
  APL 6 
  180 XP 
  APL 8 
  225 XP 
  APL 10 
  270 XP 
  APL 12 
  315 XP 
   
  Maximum Possible Experience 
  Total ELs for this adventure 
  APL 2 
  12 
  APL 4 
  18 
  APL 6 
  24 
  APL 8 
  30 
  APL 10 
  36 
  APL 12 
  42 
  [Note that Area A+B is mutually exclusive with 
  Area C+D.] 
   
  Maximum Possible Experience Awards 
  APL 2 
  450 XP 
  APL 4 
  675 XP 
  APL 6 
  900 XP 
  APL 8 
  1,125 XP 
   APL 10 
  1,350 XP 
   APL 12 
  1,575 XP 
   
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes. Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold. If you feel it is reasonable 
  that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by 
  the local watch, and so on), characters may return 
  to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted 
  from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A 
  normal adventuring party can usually gather this 
  wealth in a round or so. If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure. Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it. Other times they may attempt to use the 
  item blindly. If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate. Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  Loot = Looted gear from enemy (calculated at 
  50% of book price); Coin = Coin, Gems, Jewelry, 
  and other valuables (at 100% of value found); 
  Magic = Magic Items (calculated at 50% of book 
  price). Amounts are rounded to the nearest whole 
  gold piece. 
   
  L: Looted gear from enemy 
  C: Coin, Gems, Jewelry, and other valuables 
  M: Magic Items (sell value)  
   
  Encounter One 
  Obtaining the patrol’s gear 
  APL 2: L—28 gp [4 suits of scale mail (16 gp), 4 
  light wooden shields (1 gp), 8 longswords 
  (10 gp), 4 daggers (0 gp), 16 javelins (1 
  gp)]. 
  APL 4: L—46 gp [4 suits of scale mail (16 gp), 4 
  heavy wooden shields (2 gp), 8 longswords 
  (10 gp), 4 daggers (0 gp), 16 javelins (1 
  gp)]. 
  APL 6: L—84 gp [4 suits of breastplate (66 gp), 
  4 heavy wooden shields (2 gp), 12 
  longswords (15 gp), 4 daggers (0 gp), 16 
  javelins (1 gp)]. 
  APL 8: L—84 gp [4 suits of breastplate (66 gp), 
  4 heavy wooden shields (2 gp), 12 
  longswords (15 gp), 4 daggers (0 gp), 16 
  javelins (1 gp)]. 
  APL 10: L—84 gp [4 suits of breastplate (66 gp), 
  4 heavy wooden shields (2 gp), 12 
  All Which Is Forgotten 
   
   
  22
  
  longswords (15 gp), 4 daggers (0 gp), 16 
  javelins (1 gp)]. 
  APL 12: L—84 gp [4 suits of breastplate (66 gp), 
  4 heavy wooden shields (2 gp), 12 
  longswords (15 gp), 4 daggers (0 gp), 16 
  javelins (1 gp)]. 
   
  Encounter Five, Area D 
  Defeating the zombies 
  APL 2: L—1 gp [3 clubs (0 gp), 12 javelins (1 
  gp)]. 
  APL 4: L—2 gp [6 clubs (0 gp), 24 javelins (2 
  gp)]. 
  APL 6: L—2 gp [large hide armor (2 gp), large 
  greatclub (0 gp), 4 rocks (0 gp)]. 
  APL 8: L—5 gp [2 suits of large hide armor (5 
  gp), 2 large greatclubs (0 gp), 8 rocks (0 
  gp)]. 
  APL 10: L—10 gp [4 suits of large hide armor 
  (10 gp), 4 large greatclubs (0 gp), 16 rocks 
  (0 gp)]. 
  APL 12: L—20 gp [8 suits of large hide armor 
  (20 gp), 8 large greatclubs (0 gp), 32 rocks 
  (0 gp)]. 
   
  Encounter Five, Area G 
  Obtaining Huber’s spellbook 
  All APLs: L—80 gp [Konrad Huber’s spellbook 
  (80 gp)]. 
   
  Encounter Five, Area I 
  Freeing the prisoners 
  All APLs: M—500 gp [Laelithra’s ring of piety 
  (500 gp)], Favor of the Wayfarers. 
   
  Encounter Five, Area K 
  Facing the pseudonatural creatures 
  All APLs: Alienist Prestige Class Access. 
  Getting vials from laboratory 
  APL 2 and 4: M—20 gp [silversheen (20 gp)]. 
  APL 6, 8, 10, and 12: M—129 gp [elixir of hiding 
  (20 gp), elixir of love (12 gp), elixir of 
  sneaking (20 gp), elixir of swimming (20 gp), 
  elixir of vision (20 gp), silversheen (20 gp), 
  unguent of timelessness (12 gp), universal 
  solvent (5 gp)]. 
   
  Encounter Five, Area L 
  Obtaining treasure chest 
  APL 6: C—5 gp. 
  APL 8: L—100 gp [10 adamantine arrows (50 
  gp), 10 adamantine bolts (50 gp)]; M—334 
  gp [+2 hide armor (334 gp)]. 
  APL 10: L—100 gp [10 adamantine arrows (50 
  gp), 10 adamantine bolts (50 gp)]; C—104 
  gp; M—1,093 gp [+2 heavy darkwood shield 
  (342 gp), +3 hide armor (751 gp)]. 
  APL 12: L—100 gp [10 adamantine arrows (50 
  gp), 10 adamantine bolts (50 gp)]; C—18 
  gp; M—2,092 gp [+3 heavy darkwood shield 
  (758 gp), +4 hide armor (1,334 gp)]. 
   
  Encounter Six (Optional) 
  Defeating the rex aartuk 
  All APLs: Hero of the Pale. 
   
  Treasure so far: 
  APL 2: 629 (+229) 
  APL 4: 648 (+48) 
  APL 6: 800 (0) 
  APL 8: 1,250 (0) 
  APL 10: 2,100 (0) 
  APL 12: 3,005 (+5) 
   
  Maximum Possible Treasure 
  The total wealth available is: 
  APL 2: 629 gp 
  APL 4: 648 gp 
  APL 6: 800 gp 
  APL 8: 1250 gp 
  APL 10: 2,100 gp 
  APL 12: 3,005 gp 
   
  The Theocrat takes any above the cap as a tithe 
  or donation to the church, so the maximum gp that 
  the PCs can come away from the scenario with is: 
  APL 2: 400 gp 
  APL 4: 600 gp 
  APL 6: 800 gp 
  APL 8: 1,250 gp 
  APL 10: 2,100 gp 
  APL 12: 3,000 gp 
   
  New Items 
  Please put these two items on the Adventure 
  Record, with the notice “Cross out the items this 
  character does not acquire.” 
   
  Konrad Huber’s spellbook: This spellbook is 
  useful to a wizard who wishes to copy these spells 
  into her own spellbook. Before a wizard can 
  prepare these spells, she must first copy them into 
  her own spellbook, as per the rules on page 155 in 
  the Player’s Handbook. 
   
  This spellbook contains the following spells: 
  6th—circle of death, disintegrate, dispel magic—
  greater, legend lore, move earth, true seeing; 
  7th—insanity, spell turning, summon monster VII, 
  waves of exhaustion; 8th—clone, maze, mind 
  blank, screen. 
  All Which Is Forgotten 
   
   
  23
  
   
  Market Price: 960 gp. (Frequency: Adventure.) 
   
  Favor of the Wayfarers: Felia bestows her favor 
  for rescuing her and will transport you, once. In 
  game terms, this PC can play any one scenario at 
  a 1 TU reduced cost. 
   
  Laelithra’s Ring of Piety: This silver ring is 
  formed with the design of an iris. When worn by a 
  cleric of good alignment, the ring increases the 
  cleric’s Wisdom score in the form of an 
  enhancement bonus of +2. If worn with either 
  Laelithra’s phylactery or coif, the bonus is +4. If 
  worn with both the phylactery and coif, the bonus 
  is +6. 
   
  In lieu of wearing a second item, this bonus 
  can be increased from +2 to +4 by affixing a 
  12,000 gp ruby to the ring. In lieu of a third item, 
  the bonus can be increased from +4 to +6 by 
  affixing a 20,000 gp diamond to the ring. Wearing 
  a second item and a ring a ruby still has only a +4 
  bonus. Wearing no other items and the ring with a 
  diamond, but not a ruby, has only a +2 bonus. 
  Gems added this way can never be removed, but 
  do increase the value of the ring. 
   
  In addition, when all three are worn together, a 
  portion of Laelithra’s spirit becomes present. The 
  ring becomes an intelligent item. Use of gems 
  does not trigger this. Please contact the Pale Triad 
  to receive details. 
   
  Market 
  Price: 
  6,000 
  gp. 
  (Frequency: 
  Adventure.) [Valuation: As is standard for an 
  advancing item in LG, the item is worth its base 
  powers. A +2 Wisdom-enhancing item in the 
  necklace slot is worth 4,000 gp. Since this is in a 
  non-standard slot, it’s worth 50% more – 6,000gp.] 
  [Laelithra’s coif was available in PAL3-01. 
  Laelithra’s phylactery was available in PAL1-
  04. I think there are very few PCs with both 
  items.] 
   
  Alienist Prestige Class Access: This PC meets 
  the Special requirement for and obtains access to 
  the alienist prestige class. 
   
  Hero of the Pale: For taking Dorjan Oldrich’s 
  place in the battle, Sental Tekis, Prelate of 
  Ogburg, arranges a one-time upgrade by +2 for 
  one of the following items, which costs the 
  difference in market price: amulet of health, belt of 
  giant strength, cloak of charisma, gloves of 
  dexterity, headband of intellect, periapt of wisdom. 
   
  Items Found 
  List the following in the “Items Found During the 
  Adventure” section. Items PCs always have 
  access to have been left off the list. 
   
  APL 2 and 4 
  • 
  Konrad Huber’s Spellbook (Adventure, see 
  above) 
  • 
  Laelithra’s ring of piety (Adventure; see above) 
  • 
  silversheen (Adventure; DMG) 
   
  APL 6 (all of APLs 2-4 plus the following) 
  • 
  elixir of hiding (Adventure; DMG) 
  • 
  elixir of love (Adventure; DMG) 
  • 
  elixir of sneaking (Adventure; DMG) 
  • 
  elixir of swimming (Adventure; DMG) 
  • 
  elixir of vision (Adventure; DMG) 
  • 
  unguent of timelessness (Adventure; DMG) 
  • 
  universal solvent (Adventure; DMG) 
   
  APL 8 (all of APLs 2-6 plus the following) 
  • 
  adamantine arrows (Adventure, limit 40 per 
  PC; DMG) 
  • 
  adamantine bolts (Adventure, limit 40 per PC; 
  DMG) 
  • 
  +2 hide armor (Adventure, DMG) 
   
  APL 10 (all of APLs 2-8 plus the following) 
  • 
  +2 heavy darkwood shield (Adventure, DMG) 
  • 
  +3 hide armor (Adventure, DMG) 
   
  APL 12 (all of APLs 2-10 plus the 
  following) 
  • 
  +3 heavy darkwood shield (Adventure, DMG) 
  • 
  +4 hide armor (Adventure, DMG) 
   
   
  All Which Is Forgotten 
   
   
  24
  
  Appendix I: NPCS 
  Player Introduction 
  Theo the Raven: CR —; Tiny magical beast; HD 
  9; hp 15; Init +1; Spd 10 ft., fly 40 ft. (average); AC 
  19, touch 14, flat-footed 17; Base Atk +4; Grp –9; 
  Atk +8 melee (1d2-5, claws); Full Atk +8 melee 
  (1d2-5, claws); Space/Reach 2-1/2 ft./0 ft.; SQ 
  deliver touch spells, improved evasion, scent, 
  speak with master, speak with other birds; AL N; 
  SV Fort +3, Ref +5, Will +8; Str 1, Dex 15, Con 10, 
  Int 10, Wis 14, Cha 6. 
   
  Skills and Feats: Concentration +12, Decipher 
  Script +12, Hide +16, Knowledge (arcana) +12, 
  Listen +3, Move Silently +8, Spellcraft +14, Spot 
  +5; Weapon Finesse (claws). 
   
  Improved Evasion (Ex): When subjected to an 
  attack that normally allows a Reflex saving throw 
  for half damage, this creature takes no damage if 
  it makes a successful saving throw and half 
  damage if the saving throw fails. 
   
  Personality: Theo is an extremely officious 
  individual. He’s very friendly, cloyingly so, and 
  curious about those willing to help his master. 
  Among his personality quirks are that he refers to 
  himself in the third person and he enjoys telling 
  very bad knock-knock jokes. 
   
  Theo’s master is Melvane of Oldred, a 9th-
  level wizard from Nyrond. Melvane and Theo were 
  traveling along the Foothills Road towards 
  Rakervale when they were ambushed and 
  captured. Theo hid within his master’s clothing as 
  Melvane was taken by a Freelancer patrol into 
  Huber’s tower. After arriving in the prisoner room, 
  Theo escaped through a tunnel beneath the tower. 
  Theo is desperate to help his master, but despite 
  his concern is still very up beat. 
   
  Theo loves an albino raven familiar named 
  Willow, who lives with her master in Ogburg. 
  Willow and Theo have known each other for a 
  year and have spent much time together as their 
  respective masters study at the Ogburg Arcanist 
  Guild. 
   
  Encounter Three 
  APL 2 
  Freelancer Patrolman: Human Ftr1; CR 1; 
  Medium humanoid; HD 1d10+2; hp 12; Init +2 
  (Dex); Spd 20 ft.; AC 17 (+4 scale mail, +1 light 
  wooden shield, +2 Dex), touch 12, flat-footed 14; 
  Base Atk +1; Grp +3; Atk +4 melee (1d8+2/19-20, 
  longsword) or +3 ranged (1d6+2, javelin); Full Atk 
  +4 melee (1d8+2, longsword) or +3 ranged 
  (1d6+2, javelin); AL NE; SV Fort +4, Ref +2, Will 
  +0; Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 
  10. 
   
  Skills and Feats: Listen +2, Spot +4; Combat 
  Reflexes, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (longsword). 
   
  Possessions: scale mail, light wooden shield, 
  2 longswords, dagger, 4 javelins, viticula necklace. 
   
  APL 4 
  Freelancer Patrolman: Human Ftr2; CR 2; 
  Medium humanoid; HD 2d10+6; hp 22; Init +3 
  (Dex); Spd 20 ft.; AC 19 (+4 scale mail, +2 heavy 
  wooden shield, +3 Dex), touch 13, flat-footed 16; 
  Base Atk +2; Grp +5; Atk +6 melee (1d8+3/19-20, 
  longsword) or +5 ranged (1d6+3, javelin); Full Atk 
  +6 melee (1d8+3, longsword) or +5 ranged 
  (1d6+3, javelin); AL NE; SV Fort +6, Ref +3, Will 
  +0; Str 16, Dex 16, Con 16, Int 10, Wis 10, Cha 
  10. 
   
  Skills and Feats: Listen +2.5, Spot +5; Blind-
  Fight, Combat Reflexes, Power Attack, Weapon 
  Focus (longsword). 
   
  Possessions: scale mail, heavy wooden 
  shield, 2 longswords, dagger, 4 javelins, viticula 
  necklace. 
   
  APL 6 
  Freelancer Patrolman: Human Ftr3; CR 3; 
  Medium humanoid; HD 3d10+12; hp 34; Init +3 
  (Dex); Spd 20 ft.; AC 20 (+5 breastplate, +2 heavy 
  wooden shield, +3 Dex), touch 13, flat-footed 17; 
  Base Atk +3; Grp +7; Atk +8 melee (1d8+4/19-20, 
  longsword) or +6 ranged (1d6+4, javelin); Full Atk 
  +8 melee (1d8+4, longsword) or +6 ranged 
  (1d6+4, javelin); AL NE; SV Fort +7, Ref +4, Will 
  +3; Str 18, Dex 16, Con 18, Int 10, Wis 10, Cha 
  10. 
   
  Skills and Feats: Listen +3, Spot +6; Blind-
  Fight, Combat Reflexes, Iron Will, Power Attack, 
  Weapon Focus (longsword). 
   
  Possessions: 
  breastplate, 
  heavy 
  wooden 
  shield, 3 longswords, dagger, 4 javelins, viticula 
  necklace. 
   
  APL 8 
  Freelancer Patrolman: Human Ftr4; CR 4; 
  Medium humanoid; HD 4d10+16; hp 44; Init +3 
  (Dex); Spd 20 ft.; AC 20 (+5 breastplate, +2 heavy 
  wooden shield, +3 Dex), touch 13, flat-footed 17; 
  Base Atk +4; Grp +8; Atk +9 melee (1d8+6/19-20, 
  longsword) or +7 ranged (1d6+4, javelin); Full Atk 
  +9 melee (1d8+6, longsword) or +7 ranged 
  (1d6+4, javelin); AL NE; SV Fort +8, Ref +4, Will 
  All Which Is Forgotten 
   
   
  25
  
  +3; Str 18, Dex 16, Con 18, Int 10, Wis 10, Cha 
  10. 
   
  Skills and Feats: Listen +3.5, Spot +7; Blind-
  Fight, Combat Reflexes, Iron Will, Power Attack, 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization (longsword). 
   
  Possessions: 
  breastplate, 
  heavy 
  wooden 
  shield, 3 longswords, dagger, 4 javelins, viticula 
  necklace. 
   
  APL 10 and 12 
  Freelancer Patrolman: Human Ftr6; CR 6; 
  Medium humanoid; HD 6d10+24; hp 64; Init +3 
  (Dex); Spd 20 ft.; AC 20 (+5 breastplate, +2 heavy 
  wooden shield, +3 Dex), touch 13, flat-footed 17; 
  Base Atk +6; Grp +11; Atk +12 melee (1d8+7/19-
  20, longsword) or +9 ranged (1d6+5, javelin); Full 
  Atk +12/+7 melee (1d8+7, longsword) or +9/+4 
  ranged (1d6+5, javelin); AL NE; SV Fort +9, Ref 
  +5, Will +4; Str 20, Dex 16, Con 18, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Listen +6.5, Spot +11; 
  Alertness, Blind-Fight, Combat Reflexes, Dodge, 
  Iron 
  Will, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (longsword), Weapon Specialization (longsword). 
   
  Possessions: 
  breastplate, 
  heavy 
  wooden 
  shield, 3 longswords, dagger, 4 javelins, viticula 
  necklace. 
   
  Encounter Five, Area D 
  APL 2 and 4 
  Yellow Musk Zombie Troglodyte: CR 1; Medium 
  plant; HD 2d8+4; hp 13; Init -1 (Dex); Spd 30 ft.; 
  AC 17 (+8 natural armor, -1 Dex), touch 9, flat-
  footed 17; Base Atk +1; Grp +1; Atk +1 melee 
  (1d6, club) or +1 melee (1d4, claw) or +0 ranged 
  (1d6, javelin); Full Atk +1 melee (1d6, club) and -4 
  melee (1d4, claw) and -6 melee (1d4, bite); or +1 
  melee (1d4, 2 claws) and -6 melee (1d4, bite); or 
  +0 ranged (1d6, javelin); SQ creeper loyalty, 
  darkvision 90 ft., deadened mind, plant traits, 
  seeded; AL N; SV Fort +5, Ref -1, Will +0; Str 10, 
  Dex 9, Con 14, Int 2, Wis 10, Cha 10. 
   
  Skills and Feats: Yellow musk zombies have 
  no skills or feats. 
   
  Creeper Loyalty (Ex): Yellow musk zombies 
  always act to protect and nurture the yellow musk 
  creeper that created them. They can range no 
  farther than 100 feet from their progenitor for the 
  first two months of their existence. Thereafter, they 
  wander freely for 1d4 days before dropping dead. 
  Unless cured (see below), a yellow musk zombie 
  automatically dies two days after the death of its 
  patron creeper. 
   
  Deadened Mind (Ex): A yellow musk zombie 
  recalls nothing of its previous life, and it exists only 
  to serve its parent plant. It cannot make use of 
  class abilities, skills, or feats it previously knew. It 
  also cannot use magic devices, although it can still 
  wield weapons and use armor. 
   
  Plant Traits (Ex): A yellow musk zombie is 
  immune to poison, sleep, paralysis, stunning, and 
  polymorphing. It is not subject to critical hits or 
  mind-affecting effects. The creature also has low-
  light vision. 
   
  Seeded (Ex): If a yellow musk zombie dies, 
  the growing seed inside its head takes root and 
  grows into a yellow musk creeper within 1 hour. 
   
  Possessions: club, 4 javelins. 
   
  APL 6, 8, 10, and 12 
  Yellow Musk Zombie Hill Giant: CR 7; Large 
  plant; HD 12d8+48; hp 102; Init -1 (Dex); Spd 30 
  ft.; AC 22 (+11 natural armor, +3 hide armor, -1 
  size, -1 Dex), touch 8, flat-footed 22; Base Atk +9; 
  Grp +20; Atk +16 melee (2d8+10, greatclub) or 
  +15 melee (1d4+7, slam) or +8 ranged (2d6+7, 
  rock); Full Atk +16/+11 melee (2d8+10, greatclub) 
  or +15 melee (1d4+7, 2 slams) or +8 ranged 
  (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA rock 
  throwing; SQ creeper loyalty, deadened mind, low-
  light vision, plant traits, rock catching, seeded; AL 
  N; SV Fort +12, Ref +3, Will +4; Str 25, Dex 8, 
  Con 19, Int 2, Wis 10, Cha 7. 
   
  Skills and Feats: Yellow musk zombies have 
  no skills or feats. 
   
  Creeper Loyalty (Ex): Yellow musk zombies 
  always act to protect and nurture the yellow musk 
  creeper that created them. They can range no 
  farther than 100 feet from their progenitor for the 
  first two months of their existence. Thereafter, they 
  wander freely for 1d4 days before dropping dead. 
  Unless cured (see below), a yellow musk zombie 
  automatically dies two days after the death of its 
  patron creeper. 
   
  Deadened Mind (Ex): A yellow musk zombie 
  recalls nothing of its previous life, and it exists only 
  to serve its parent plant. It cannot make use of 
  class abilities, skills, or feats it previously knew. It 
  also cannot use magic devices, although it can still 
  wield weapons and use armor. 
   
  Plant Traits (Ex): A yellow musk zombie is 
  immune to poison, sleep, paralysis, stunning, and 
  polymorphing. It is not subject to critical hits or 
  mind-affecting effects. The creature also has low-
  light vision. 
   
  Rock Catching (Ex): A giant of at least Large 
  size can catch Small, Medium, or Large rocks (or 
  projectiles of similar shape). Once per round, a 
  giant that would normally be hit by a rock can 
  All Which Is Forgotten 
   
   
  26
  
  make a Reflex save to catch it as a free action. 
  The DC is 15 for a Small rock, 20 for a Medium 
  one, and 25 for a large one. (If the projectile 
  provides a magical bonus on attack rolls, the DC 
  increases by that amount.) The giant must be 
  ready for and aware of the attack in order to make 
  a rock catching attempt. 
   
  Rock 
  Throwing 
  (Ex): 
  Adult 
  giants 
  are 
  accomplished rock throwers and receive a +1 
  racial bonus on attack rolls when throwing rocks. 
  A giant of at least Large size can hurl rocks 
  weighing 40 to 50 pounds each (Small objects) up 
  to five range increments. The range increment is 
  120 feet for a hill giant’s thrown rocks. 
   
  Seeded (Ex): If a yellow musk zombie dies, 
  the growing seed inside its head takes root and 
  grows into a yellow musk creeper within 1 hour. 
   
  Possessions: 
  large 
  hide 
  armor, 
  large 
  greatclub, 4 rocks. 
   
  Encounter Five, Area K 
  APL 2 and 4 
  Pseudonatural 
  Krenshar: 
  CR 
  1; 
  Medium 
  outsider; HD 2d10; hp 11; Init +2 (Dex); Spd 40 ft.; 
  AC 15 (+3 natural armor, +2 Dex), touch 12, flat-
  footed 13; Base Atk +2; Grp +2; Atk +2 melee 
  (1d6, bite); Full Atk +2 melee (1d6, bite) and +0 
  melee (1d4, 2 claws); SA scare, true strike; SQ 
  acid resistance 5, alternative form, darkvision 60 
  ft., electricity resistance 5, low-light vision, SR 4, 
  scent; AL CE; SV Fort +3, Ref +5, Will +1; Str 11, 
  Dex 14, Con 11, Int 6, Wis 12, Cha 13. 
   
  Skills and Feats: Hide +4, Jump +9, Listen +3, 
  Move Silently +6; Multiattack, Track. 
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque, 
  tentacled 
  mass 
  (or 
  another 
  appropriately 
  gruesome form determined by the DM), but all it 
  abilities remain unchanged despite the alien 
  appearance. Changing shape is a standard action. 
  Other creatures receive a -1 morale penalty to 
  their attack rolls against pseudonatural creatures 
  in this alternate form. 
   
  Scare (Ex or Su): As a standard action, a 
  krenshar can pull the skin back from its head, 
  revealing the musculature and bony structures of 
  its skull. This alone is usually sufficient to scare 
  away foes (treat as a Bluff check with a +3 bonus). 
   
  Combining this scare ability with a loud 
  screech produces an unsettling effect that works 
  like a scare spell from a 3rd-level caster (Will DC 
  13 partial). A creature that successfully saves 
  cannot be affected again by the same krenshar’s 
  scare ability for 24 hours. The shriek does not 
  affect other krenshars. This is a supernatural, 
  sonic mind-affecting fear effect. The save DC is 
  Charisma-based. 
   
  True Strike (Su): Once per day, the creature 
  can make a normal attack with a +20 insight 
  modifier on a single attack roll. The creature is not 
  affected by the miss chance that applies to attacks 
  against a concealed target. 
   
  APL 6 and 8 
  Pseudonatural Troll: CR 6; Large outsider; HD 
  6d8+36; hp 63; Init +2 (Dex); Spd 30 ft.; AC 16 (+5 
  natural armor, -1 size, +2 Dex), touch 11, flat-
  footed 14; Base Atk +4; Grp +14; Atk +9 melee 
  (1d6+6, claw); Full Atk +9 melee (1d6+6, 2 claws) 
  and +4 melee (1d6+3, bite); Space/Reach 10ft./10 
  ft.; SA rend 2d6+9, true strike; SQ acid resistance 
  5, alternative form, darkvision 90 ft., DR 5/magic, 
  electricity resistance 5, low-light vision, SR 12, 
  regeneration 5, scent; AL CE; SV Fort +11, Ref 
  +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, 
  Cha 6. 
   
  Skills and Feats: Climb Listen +5, Spot +6; 
  Alertness, Iron Will, Track. 
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque, 
  tentacled 
  mass 
  (or 
  another 
  appropriately 
  gruesome form determined by the DM), but all it 
  abilities remain unchanged despite the alien 
  appearance. Changing shape is a standard action. 
  Other creatures receive a -1 morale penalty to 
  their attack rolls against pseudonatural creatures 
  in this alternate form. 
   
  Rend (Ex): If a troll hits with both claw attacks, 
  it latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals an additional 
  2d6+9 points of damage. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to a troll. If a troll loses a limb or a body 
  part, the lost portion regrows in 3d6 minutes. The 
  creature can reattach the severed member 
  instantly by holding it to the stump. 
   
  True Strike (Su): Once per day, the creature 
  can make a normal attack with a +20 insight 
  modifier on a single attack roll. The creature is not 
  affected by the miss chance that applies to attacks 
  against a concealed target. 
   
  APL 10 and 12 
  Pseudonatural Umber Hulk: CR 9; Large 
  outsider; HD 8d8+35; hp 71; Init +1 (Dex); Spd 20 
  ft., burrow 20 ft.; AC 18 (+8 natural armor, -1 size, 
  +1 Dex), touch 10, flat-footed 17; Base Atk +6; 
  Grp +16; Atk +11 melee (2d4+6, claw); Full Atk 
  +11 melee (2d4+6, 2 claws) and +9 melee (2d8+3, 
  bite); Space/Reach 10ft./10 ft.; SA confusing gaze, 
  All Which Is Forgotten 
   
   
  27
  
  true strike; SQ acid resistance 5, alternative form, 
  darkvision 60 ft., DR 5/magic, electricity resistance 
  5, SR 16, tremorsense 60 ft.; AL CE; SV Fort +8, 
  Ref +3, Will +6; Str 23, Dex 13, Con 19, Int 11, 
  Wis 11, Cha 13. 
   
  Skills and Feats: Climb +12, Jump +5, Listen 
  +11; Great Fortitude, Multiattack, Toughness. 
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque, 
  tentacled 
  mass 
  (or 
  another 
  appropriately 
  gruesome form determined by the DM), but all it 
  abilities remain unchanged despite the alien 
  appearance. Changing shape is a standard action. 
  Other creatures receive a -1 morale penalty to 
  their attack rolls against pseudonatural creatures 
  in this alternate form. 
   
  Confusing Gaze (Su): Confusion as the spell, 
  30 feet, caster level 8th, Will DC 15 negates. The 
  save DC is Charisma-based. 
   
  True Strike (Su): Once per day, the creature 
  can make a normal attack with a +20 insight 
  modifier on a single attack roll. The creature is not 
  affected by the miss chance that applies to attacks 
  against a concealed target. 
   
  Encounter Six 
  APL 6 
  Rex Aartuk 4th-Level Sorcerer: Yellow Rex 
  Aartuk Sor4; CR 7; Large plant; HD 6d8 + 4d4 + 
  20; hp 57; Init +4 (Dex); Spd 40 ft.; AC 16 (+3 
  natural armor, -1 size, +4 Dex), touch 13, flat-
  footed 12; Base Atk +5; Grp +14; Atk +10 melee 
  (1d6+5, slam) or +9 ranged (1d8, pellet); Full Atk 
  +10/+5 melee (1d6+5, slam) or +9 ranged (1d8, 
  pellet); Space/Reach 10ft./10 ft.; SA tongue 
  grapple; SQ blindsight, darkvision 120 ft., plant 
  traits; AL LE; SV Fort +8, Ref +7, Will +5; Str 21, 
  Dex 18, Con 15, Int 10, Wis 10, Cha 14. 
   
  Skills and Feats: Concentration +9 (+13), 
  Knowledge (arcana) +3, Spellcraft +4; Combat 
  Casting, Silent Spell. 
   
  Sorcerer Spells Known (6/7/4; save DC 12 + 
  spell level): 0—detect magic, ray of frost, read 
  magic, touch of fatigue; 1st—mage armor, magic 
  missile, ray of enfeeblement; 2nd—scorching ray. 
   
  Possessions: spell component pouch. 
   
  APL 8 
  Rex Aartuk 6th-Level Sorcerer: Yellow Rex 
  Aartuk Sor6; CR 9; Large plant; HD 6d8 + 6d4 + 
  24; hp 66; Init +4 (Dex); Spd 40 ft.; AC 16 (+3 
  natural armor, -1 size, +4 Dex), touch 13, flat-
  footed 12; Base Atk +6; Grp +15; Atk +11 melee 
  (1d6+5, slam) or +10 ranged (1d8, pellet); Full Atk 
  +11/+6 melee (1d6+5, slam) or +10 ranged (1d8, 
  pellet); Space/Reach 10ft./10 ft.; SA tongue 
  grapple; SQ blindsight, darkvision 120 ft., plant 
  traits; AL LE; SV Fort +9, Ref +8, Will +6; Str 21, 
  Dex 18, Con 15, Int 10, Wis 10, Cha 15. 
   
  Skills and Feats: Concentration +11 (+15), 
  Knowledge (arcana) +5, Spellcraft +6; Combat 
  Casting, Energy Substitution (sonic), Silent Spell. 
   
  Sorcerer Spells Known (6/7/6/3; save DC 12 + 
  spell level): 0—acid splash, detect magic, ray of 
  frost, read magic, touch of fatigue; 1st—mage 
  armor, magic missile, ray of enfeeblement, shield; 
  2nd—obscure object, scorching ray; 3rd—fireball. 
   
  Possessions: spell component pouch. 
   
  APL 10 
  Rex Aartuk 8th-Level Sorcerer: Yellow Rex 
  Aartuk Sor8; CR 11; Large plant; HD 6d8 + 8d4 + 
  28; hp 75; Init +4 (Dex); Spd 40 ft.; AC 16 (+3 
  natural armor, -1 size, +4 Dex), touch 13, flat-
  footed 12; Base Atk +7; Grp +16; Atk +12 melee 
  (1d6+5, slam) or +11 ranged (1d8, pellet); Full Atk 
  +12/+7 melee (1d6+5, slam) or +11 ranged (1d8, 
  pellet); Space/Reach 10ft./10 ft.; SA tongue 
  grapple; SQ blindsight, darkvision 120 ft., plant 
  traits; AL LE; SV Fort +9, Ref +8, Will +7; Str 21, 
  Dex 18, Con 15, Int 10, Wis 10, Cha 16. 
   
  Skills and Feats: Concentration +12 (+17), 
  Knowledge (arcana) +5, Spellcraft +8; Combat 
  Casting, Energy Substitution (sonic), Silent Spell. 
   
  Sorcerer Spells Known (6/7/7/6/3; save DC 13 
  + spell level): 0—acid splash, detect magic, mage 
  hand, ray of frost, read magic, touch of fatigue; 
  1st—mage armor, magic missile, protection from 
  good, ray of enfeeblement, shield; 2nd—detect 
  thoughts, obscure object, scorching ray; 3rd—
  fireball, fly; 4th—dimension door. 
   
  Possessions: spell component pouch. 
   
  APL 12 
  Rex Aartuk 10th-Level Sorcerer: Yellow Rex 
  Aartuk Sor10; CR 13; Large plant; HD 6d8 + 10d4 
  + 32; hp 84; Init +8 (Dex, Improved Initiative); Spd 
  40 ft.; AC 16 (+3 natural armor, -1 size, +4 Dex), 
  touch 13, flat-footed 12; Base Atk +8; Grp +17; Atk 
  +13 melee (1d6+5, slam) or +12 ranged (1d8, 
  pellet); Full Atk +13/+8 melee (1d6+5, slam) or 
  +12 ranged (1d8, pellet); Space/Reach 10ft./10 ft.; 
  SA tongue grapple; SQ blindsight, darkvision 120 
  ft., plant traits; AL LE; SV Fort +10, Ref +9, Will 
  +8; Str 21, Dex 18, Con 15, Int 10, Wis 10, Cha 
  18. 
   
  Skills and Feats: Concentration +14 (+19), 
  Knowledge (arcana) +5, Spellcraft +10; Combat 
  Casting, Energy Substitution (sonic), Improved 
  Initiative, Silent Spell. 
  All Which Is Forgotten 
   
   
  28
  
   
  Sorcerer Spells Known (6/7/7/7/7/4; save DC 
  14 + spell level): 0—acid splash, detect magic, 
  mage hand, message, ray of frost, read magic, 
  touch of fatigue; 1st—mage armor, magic missile, 
  protection from good, ray of enfeeblement, shield, 
  true strike; 2nd—detect thoughts, ghoul touch, 
  glitterdust, obscure object, scorching ray; 3rd—
  deep slumber, fireball, fly; suggestion; 4th—
  dimension door, Evard’s black tentacles, ice 
  storm; 5th—feeblemind. 
   
  Possessions: spell component pouch. 
   
   
  All Which Is Forgotten 
   
   
  29
  
  Appendix II: New Rules – Viticula Necklace 
   
  Diminutive Plant 
  Hit Dice: 2d8+2 (11 hp) 
  Initiative: -5 
  Speed: 0 ft. 
  AC: 8 (-5 Dex, +3 natural), touch 5, flat-footed 8 
  Base Attack/Grapple: +1/-4 
  Attack: – 
  Full Attack: – 
  Space/Reach: 1 ft./0 ft. 
  Special Attacks: – 
  Special Qualities: Bond to host, natural invisibility, 
  protection by host, pervert alignment, project 
  alignment, confound thought detection, reveal 
  necklaces, plant traits 
  Saves: Fort +4, Ref –, Will -4 
  Abilities: Str –, Dex –, Con 13, Int 1, Wis 2, Cha 1 
   
  Environment: Unknown 
  Organization: Unknown 
  Challenge Level: 1/3 
  Treasure: None 
  Alignment: Always lawful evil 
  Advancement: Unknown 
   
  The viticula necklace appears to be a strange piece 
  of jewelry. It is a loop of green and red vine, from 
  which hangs an amber gem. Within the gem, a dim 
  light swirls. 
   
  In actuality, the necklace is a living being. 
  When placed around the neck of a humanoid, 
  rootlets spring forth and invade the body of the 
  host. After bonding to a humanoid, the necklace 
  becomes invisible and provides the host certain 
  benefits. 
   
  The elusive organization known as the 
  Freelancers has been provided with an unknown 
  quantity of viticula necklaces. The Freelancers are 
  aware of most of their powers, and has begun to 
  utilize them for the project alignment and confound 
  thought detection abilities. Other powers might lie 
  dormant within the necklaces that the Freelancers 
  have yet to become aware of. 
   
  COMBAT 
  Viticula necklaces have no means of attack and 
  few defenses. However, when bonded to a host, it 
  has several apparent powers: 
   
  Bond to Host (Ex): When placed around the 
  neck of a humanoid, rootlets grow from the 
  necklace and invade the host. The process takes 
  one minute and renders the humanoid helpless 
  during that time. If the humanoid resists, a 
  successful Fortitude save (DC 17) will prevent this 
  process and the necklace will wither and die. If the 
  humanoid resists and fails, a Will save (DC 20) 
  must be made or the victim is driven insane. Once 
  successfully attached, the necklace can only be 
  removed by a wish, limited wish, or restoration 
  followed by a remove curse. If the host dies, the 
  necklace quickly decays and after 10 minutes 
  nothing of the viticula necklace remains. 
   
  Natural Invisibility (Su): When bonded to a 
  host, the necklace becomes invisible. 
   
  Protection by Host (Ex): The necklace is 
  defended as though it were an item attended by the 
  host. For instance, the necklace survives magical 
  attacks as described on page 150 of the Player’s 
  Handbook under Items Surviving after a Saving 
  Throw. 
   
  Pervert Alignment (Su): The necklace causes 
  the host’s alignment to shift one step towards evil 
  just after bonding. A second alignment shift 
  happens a day later. 
   
  Project Alignment (Su): The necklace foils 
  magical means to determine the alignment of the 
  host. When such means are employed, the host 
  detects as though he were of some other 
  alignment. The default alignment detected is the 
  host’s original alignment, but the host can change 
  this as a free action. 
   
  Confound Thought Detection (Su): The 
  necklace constantly confounds any attempts to 
  detect thoughts, discern lies, and other such effects 
  that attempt to reveal the host’s true thoughts. 
  Such attempts generally register benign thoughts 
  and truths. However, the host can choose to have 
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  30
  
  different thoughts or lies detected. The host is 
  unaffected by a zone of truth. 
   
  Reveal Necklaces (Su): As a standard action, 
  a host wearing a necklace can cause all necklaces 
  within 30 feet to become visible for 1 minute. 
   
  Plant: As a plant, a viticula necklace is immune 
  to 
  poison, 
  sleep, 
  paralysis, 
  stunning, 
  and 
  polymorphing. It is not subject to critical hits or 
  mind-influencing effects (charms, compulsions, 
  phantasms, patterns, and morale effects). 
  All Which Is Forgotten 
   
   
  31
  
  Rex Aartuk 
   
   
  Yellow Rex Aartuk 
  Orange Rex Aartuk 
   
  Large Plant 
  Large Plant 
  Hit Dice: 
  6d8+12 (39 hp) 
  10d8+20 (65 hp) 
  Initiative: 
  +4 (Dex) 
  +4 (Dex) 
  Speed: 
  40 ft. (8 squares) 
  40 ft. (8 squares) 
  AC: 
  16 (-1 size, +4 Dex, 
  18 (-1 size, +4 Dex, 
   
  +3 natural), touch 13, 
  +5 natural), touch 13, 
   
  flat-footed 12 
  flat-footed 14 
  Base Attack/Grapple: +4/+13 
  +7/+17 
  Attack: 
  Slam +9 melee (1d6+5) 
  Slam +13 melee (1d8+7) 
   
  or pellet +8 ranged (1d8) 
  or pellet +11 ranged (1d8) 
  Full Attack: 
  Slam +9 melee (1d6+5) 
  2 Slams +13 melee (1d8+7) 
   
  or pellet +8 ranged (1d8) 
  or pellet +11 ranged (1d8) 
  Space/Reach: 
  10 ft./10 ft. 
  10 ft./10 ft. 
  Special Attacks: 
  Tongue grapple 
  Tongue grapple 
  Special Qualities: 
  Blindsight, darkvision 120 ft., 
  Blindsight, darkvision 120 ft., 
   
  plant traits 
  plant traits 
  Saves:  
  Fort +7, Ref +6, Will -1 
  Fort +9, Ref +7, Will +1 
  Abilities: 
  Str 21, Dex 18, Con 15, 
  Str 23, Dex 18, Con 15, 
   
  Int 6, Wis 6, Cha 6 
  Int 6, Wis 6, Cha 6 
   
   
  Green Rex Aartuk 
  Blue Rex Aartuk 
  Purple Rex Aartuk 
   
  Large Plant 
  Large Plant 
  Large Plant 
  Hit Dice:  
  12d8+48 (102 hp) 
  14d8+70 (133 hp) 
  17d8+102 (178 hp) 
  Initiative:  
  +4 (Dex) 
  +4 (Dex) 
  +4 (Dex) 
  Speed:  
  40 ft. (8 squares) 
  40 ft. (8 squares) 
  40 ft. (8 squares) 
  AC:  
  20 (-1 size, +4 Dex, 
  21 (-1 size, +4 Dex, 
  23 (-1 size, +4 Dex, 
   
  +7 natural), touch 13, 
  +8 natural), touch 13, 
  +10 natural), touch 13, 
   
  flat-footed 16 
  flat-footed 17 
  flat-footed 19 
  Base Attack/Grapple: +9/+20 
  +10/+23 
  +12/+28 
  Attack: 
  Slam +16 melee (2d6+10) 
  Slam +19 melee (3d6+13) 
  Slam +24 melee (4d6+18) 
   
  or pellet +13 ranged (1d8) 
  or pellet +14 ranged (1d8) 
  or pellet +16 ranged (1d8) 
  Full Attack: 
  2 Slams +16 melee (2d6+10) 
  2 Slams +19 melee (3d6+13) 
  2 Slams +24 melee (4d6+18) 
   
  or pellet +13 ranged (1d8) 
  or pellet +14 ranged (1d8) 
  or pellet +16 ranged (1d8) 
  Face/Reach:  
  10 ft./10 ft. 
  10 ft./10 ft. 
  10 ft./10 ft. 
  Special Attacks:  
  Tongue grapple 
  Tongue grapple 
  Tongue grapple 
  Special Qualities: 
  Blindsight, darkvision 120 ft., 
  Blindsight, darkvision 120 ft., 
  Blindsight, darkvision 120 ft., 
   
  plant traits 
  plant traits 
  plant traits 
  Saves:  
  Fort +12, Ref +8, Will +2 
  Fort +14, Ref +8, Will +2 
  Fort +14, Ref +10, Will +6 
  Abilities:  
  Str 25, Dex 18, Con 19, 
  Str 29, Dex 18, Con 21, 
  Str 35, Dex 18, Con 23, 
   
  Int 6, Wis 6, Cha 6 
  Int 6, Wis 6, Cha 6 
  Int 6, Wis 6, Cha 6 
   
  Environment: Any 
  Organization: Solitary, squad (2-8), or tribe (50-300) 
  Challenge Rating: Yellow 3; orange 5; green 7; blue 9; purple 11 
  Treasure: Standard; double gems, art, magic 
  Alignment: Always lawful evil 
  Advancement: Yellow 7-9 HD (Large); orange 11 HD (Large); green 13 HD (Large); blue 15-16 HD (Large); purple 18-19 HD 
  (Large); also by character class. 
   
  The rex aartuk (pronounced like “are TOOK”, rhymes 
  with “our book”) are nomadic plants that organize 
  themselves into well-structured tribes. They are a 
  larger, more powerful offshoot of the aartuk (from MC7 
  Spelljammer Monstrous Compendium). Rex aartuk are 
  organized socially and physiologically into a number of 
  different castes based on age. The focus of their 
  culture is war. They are religious fanatics, serving the 
  dark god Tharizdun and believing war as the ultimate 
  form of art. 
   
  The rex aartuk’s body is roughly star-shaped. Five 
  tentacle-like branches extend from its body. The 
  creature’s head stands at the end of a retractable 
  snake-like stalk. Its entire body is covered with thick, 
  All Which Is Forgotten 
   
   
  32
  
  deep green skin. Brightly colored veins run over the 
  skin. The veins change color as the creature ages and 
  becomes more powerful. The youngest and weakest 
  of the rex aartuk have yellow-colored veins and stand 
  8 feet tall, while the most powerful have purple veins 
  along their 10-foot-tall bodies. 
   
  A rex aartuk propels itself by walking along its 
  branches. The branches end in suction cups, allowing 
  it to walk along vertical or inverted surfaces. Inside 
  each suction cup are three small pseudopods that can 
  be retracted, enabling it to manipulate small objects. 
   
  Its head is roughly spherical with a single orifice 
  topped by three black bumps. These sensory organs 
  allow the rex aartuk to detect movement via vibration, 
  smell, and infrared vision. The creature is blind to the 
  light range visible to humans, but can see via 
  darkvision. 
   
  Rex aartuk are capable of speech and can 
  understand Common. Their own language is a 
  combination of rustles, snaps, clicks, pops, and 
  whistles.  
   
  Combat 
  A rex aartuk uses its limbs to bash opponents within 
  reach. Its extraordinary strength and 10-foot reach 
  makes this a devastating attack. 
   
  Alternatively, a rex aartuk can spit forth a secretion 
  from the orifice in its head. The secretion solidifies 
  upon contact with air to form a rock-hard pellet. The 
  range increment of this pellet is 60 feet. 
   
  Blindsight (Ex): With its strange sensory organs, 
  a rex aartuk can ascertain all foes within 60 feet. 
  Beyond that range, it relies upon darkvision. It usually 
  does not need to make Spot or Listen checks to notice 
  creatures within range of its blindsight. 
   
  Tongue grapple (Ex): As a standard action, a rex 
  aartuk can quickly extend its sticky tongue outward up 
  to 30 feet to grab an opponent. This is resolved like a 
  normal grapple attack, provoking an attack of 
  opportunity. The target gets this attack of opportunity 
  even if the rex aartuk is out of range – the attack is 
  really occurring against the tongue. Like in a normal 
  grapple, if the attack of opportunity succeeds, the 
  grapple automatically fails; furthermore, the rex 
  aartuk’s tongue is damaged so much by the attack of 
  opportunity that it cannot make another tongue 
  grapple attempt for one day. If the grapple succeeds, 
  the opponent is pulled into the rex aartuk’s space. A 
  rex aartuk is much more likely to use its slam attack 
  than the tongue grapple. 
   
  Rex Aartuk Society 
  Rex aartuk travel through the spaces between the 
  celestial bodies with magical vessels. These ships use 
  magic in a way unknown to all but a few on Oerth. An 
  entire tribe lives on a single vessel, and tribes of rex 
  aartuk rarely interact. The coming of an elder (see 
  below) is a notable exception. 
   
  Rex aartuk live and die for war, which is linked to 
  their religion and reproductive system. They have 
  many customs and traditions regarding combat, and a 
  system of honor most humanoids would find 
  unfathomable. They often keep humanoids as slaves, 
  and often use slaves to pilot the magical vessels that 
  allow them to travel the stars. 
   
  The rex aartuk homeland was destroyed long ago. 
  In their rage they bound themselves to Tharizdun.  
  They believe his release will trigger a cleansing fire 
  that destroys this existence and creates fertile ground 
  for a new one, much as a forest fire spawns new 
  growth. In this new existence, plant life will be 
  dominant, no longer subservient to the dominion of 
  animals. 
   
  Most rex aartuk serve as warriors to protect the 
  tribe. A few that are exceptionally wise attend to the 
  religious teachings of the tribe and become clerics. 
  Each tribe has a small circle of individuals who work 
  together to see to the religious needs of the tribe. A 
  similar circle of exceptionally intelligent wizards 
  preserves the magical knowledge of the tribe. 
   
  Rex aartuk are able to ingest any form of 
  nourishment, absorbing food through an orifice 
  underneath their bodies. They normally cook their food 
  and can prepare sophisticated dishes. 
   
  A 
  rex 
  aartuk 
  reproduces 
  by 
  infecting 
  an 
  unconscious victim with a virus that progressively 
  turns the victim’s flesh to jelly in a few days. The victim 
  takes 1d6 points of temporary Constitution damage 
  per day until death occurs or until a remove disease 
  spell destroys the virus. A fully-grown aartuk—with the 
  memories of the one who infected the victim—
  emerges from the jelly in one month. 
   
  Rex aartuk infect victims by leaving their tongues 
  on an open wound for 3 rounds. Rex aartuk view the 
  “gift of birth” as a sign of respect and honor towards a 
  victim. The infection of a victim is a religious ritual that 
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  33
  
  must be overseen by a cleric of the tribe. There is no 
  gender among the rex aartuk. 
   
  A rex aartuk who finds a slave useful generally 
  infects the victim with a variant of the reproductive 
  virus, a process known as the “gift of service.” The 
  victim takes no damage while infected. However, 
  within a range of 1 mile, the rex aartuk who infected 
  the victim can send a telepathic signal that causes the 
  virus to instantly transform the victim’s body into an 
  ooze. The victim can resist this with a Fortitude save 
  (DC 18). The most common oozes that result from this 
  horrible process are gray oozes, ochre jellies, and 
  black puddings. The rex aartuk use this virus as a 
  means of control over their slaves. 
   
  Elder Rex Aartuk 
  As a rex aartuk grows, it becomes more and more 
  powerful. It grows taller, stronger, and the color of the 
  veins along its skin changes. After about seventy to 
  eighty years, usually when it has achieved purple 
  coloring, small-multicolored flowers form along its skin. 
  A blossoming rex aartuk is treated with the respect 
  and reverence that humans would give to an 
  aristocrat. After a year of blossoming, the flowers fall 
  off and the creature dies. 
   
  However, in a few, very rare instances, a rex 
  aartuk survives the flowering period. To the rex aartuk, 
  this is a messianic event. Such a creature is 
  designated an elder rex aartuk. After recovering from 
  an initial vulnerable period, white blossoms sprout on 
  its body and the elder becomes immensely powerful. It 
  serves as a spiritual nexus for a tribe of rex aartuk. 
  The appearance of one spurs rex aartuk tribes to join 
  together and venture on a holy war of conquest. 
  Elders are also unique in that they have the power to 
  pilot the rex aartuk flying vessels; normally, humanoid 
  slaves are needed to pilot the ships. The elder lives for 
  only three years. The tribes seek to finalize victory 
  long before the elder passes, for without the elder’s 
  presence, their ability to effectively lead a military 
  campaign is severely hampered. 
   
  The stats for an elder rex aartuk are detailed in 
  PAL1-04 Prelude to the Past 
   
  All Which Is Forgotten 
   
   
  34
  
  Yellow Musk Creeper 
  Source: Fiend Folio, pages 190-193. 
   
  Huge Plant 
  Hit Dice: 6d8+30 (57 hp) 
  Initiative: +3 
  Speed: 5 ft. 
  AC: 17 (-2 size, +3 Dex, +6 natural), touch 11, flat-footed 14 
  Base Attack/Grapple: +4/+12 
  Attack: Vine whip +5 melee, or musk puff +5 ranged touch 
  Full Attack: 6 vine whips +5 melee, or musk puff +5 ranged touch 
  Damage: Vine whip 1d6 
  Face/Reach: 15 ft./15 ft. 
  Special Attacks: Consume Intelligence, musk puff 
  Special Qualities: Blindsight 30 ft., plant traits, regeneration 5 
  Saves: Fort +10, Ref +5, Will +2 
  Abilities: Str 10, Dex 16, Con 21, Int —, Wis 10, Cha 9 
  Skills: — 
  Feats: Weapon Finesse (B) 
  Climate/Terrain: Any land and underground 
  Organization: Solitary or infestation (1 yellow musk creeper plus 2-8 yellow musk zombies) 
  Challenge Rating: 4 
  Treasure: Standard 
  Alignment: Always neutral 
  Advancement: 7-12 HD (Huge); 12-18 HD (Gargantuan) 
   
  A yellow musk creeper is an immense climbing plant with long, grasping green tendrils and large, vibrant 
  leaves. Beautiful yellow and purple orchidlike flowers positioned throughout the creature’s body emit a 
  heady, entrancing odor. The plant’s musk draws victims to the heart of the creeper, where hungry, 
  naturally sharp vines probe at its head, extracting brain matter in gluttonous gulps. Drained victims 
  become yellow musk zombies, mindless servants who care for the insidious plant. 
   
  Despite their bulk, yellow musk creepers react swiftly to potential prey and maneuver their flowers 
  within spraying distance. The plants grow from a single bulbous root that is submerged beneath the 
  creature alongside the buried trappings of previous victims. 
   
  Yellow musk creepers usually grow in underground regions that have some amount of loos soil, and 
  they shrink from direct sunlight. Occasionally the plans thrive under the canopy of deep woods or forests. 
  They make excellent guards, and some have been deliberately planted in a given location to protect 
  nearby treasure. Particularly paranoid hoarders sometimes bury their treasure several feet below the 
  base of the plant. 
   
  Combat 
  A yellow musk creeper has a symbiotic relationship with the yellow musk zombies it creates. The zombies 
  attempt to protect the yellow musk creeper to the best of their ability. The creeper attempts to ensnare 
  any living creatures that approaches within range of its musk, and it defends itself with its vines only if it 
  comes under attack. 
   
  A yellow musk creeper can be summoned using a summon nature’s ally IV spell. 
   
  Consume Intelligence (Ex): As a free action, a yellow musk creeper can extend dozens of probing, 
  sharp-edged tendrils into the head of any helpless or unresisting creature that also occupies its space. 
  These tendrils being to devour the victim’s brain, dealing 1d4 points of Intelligence damage each round. If 
  the damage reduces a victim’s Intelligence to 0, the victim must make a Fortitude save (DC 18). Those 
  who fail die, and their bodies grant sustenance to the hungry plant. Those who succeed are implanted 
  with a seed and become yellow musk zombies (see the next entry). 
   
  The only way to stop a yellow musk creeper from consuming a victim’s Intelligence is to kill either the 
  victim or the creeper. 
  All Which Is Forgotten 
   
   
  35
  
   
  Musk Puff (Ex): Yellow musk creepers attack by puffing a spray of potent-smelling dust upon a 
  nearby target. The musk has a range of 30 feet and can target one creature per round. 
   
  Creatures struck by a yellow musk creeper’s musk puff must make a Fortitude save (DC 18) or fall 
  under a mind-affecting compulsion to get closer to the entrancing source of the musk. The duration of the 
  effect is 2d8 rounds, although creatures within the plant remain under the compulsion until removed from 
  the creeper. 
   
  Creatures under the yellow musk creeper’s compulsion can take no actions other than moving to 
  enter the plant’s space. (The creeper does oppose these attempts, of course.) Affected creatures do 
  anything they can to comply with the compulsion and even attack companions who seek to restrain them. 
  Once within the plant, the affected creature drops anything in hand and stands motionless. The creature 
  is dazed and does not resist the creeper’s attacks as long as it remains within the plant. 
   
  Blindsight (Ex): A yellow musk creeper maneuvers and fights not only by sight, but also by using 
  hearing and smell to ascertain its surroundings. This ability enables it to discern objects and creatures 
  within 30 feet. The yellow musk creeper usually does not need to make Spot or Listen checks to notice 
  creatures within range of its blindsight. 
   
  Plant Traits (Ex): A yellow musk creeper is immune to poison, sleep, paralysis, stunning, and 
  polymorphing. It is not subject to critical hits or mind-affecting effects. 
   
  Regeneration (Ex): Fire and acid deal normal damage to a yellow musk creeper. Attack forms that 
  don’t deal hit point damage ignore regeneration, and a yellow musk creeper does not restore hit points 
  lost from starvation, thirst, or suffocation. 
   
  The Yellow Musk Zombie Template 
  “Yellow musk zombie” is an acquired template that can be applied to any living creature that would 
  ordinarily have an Intelligence score, and whose physiology includes a brain (referred to hereafter as the 
  base creature). The creature’s type becomes plant. It uses all the base creature’s statistics and abilities 
  except as noted here. 
   
  Hit Dice: Change to d8. 
   
  AC: Natural armor increases by +2. 
   
  Attacks: A yellow musk zombie retains all the attacks of the base creature. Most yellow musk 
  zombies use the weapons they used before their transformation. 
   
  Special Qualities: A yellow musk zombie gains the flowing special qualities. 
   
  Creeper Loyalty (Ex): Yellow musk zombies always act to protect and nurture the yellow musk 
  creeper that created them. They can range no farther than 100 feet from their progenitor for the first two 
  months of their existence. Thereafter, they wander freely for 1d4 days before dropping dead. Unless 
  cured (see below), a yellow musk zombie automatically dies two days after the death of its patron 
  creeper. 
   
  Deadened Mind (Ex): A yellow musk zombie recalls nothing of its previous life, and it exists only to 
  serve its parent plant. It cannot make use of class abilities, skills, or feats it previously knew. It also 
  cannot use magic devices, although it can still wield weapons and use armor. 
   
  Plant Traits (Ex): A yellow musk zombie is immune to poison, sleep, paralysis, stunning, and 
  polymorphing. It is not subject to critical hits or mind-affecting effects. The creature also has low-light 
  vision. 
   
  Seeded (Ex): If a yellow musk zombie dies, the growing seed inside its head takes root and grows 
  into a yellow musk creeper within 1 hour. 
   
  Abilities: Same as the base creature, except that the yellow musk zombie has an Intelligence of 2, 
  and Dexterity and Wisdom change to 10, unless they were already lower. 
   
  Skills: A yellow musk zombie has no skills. 
   
  Feats: A yellow musk zombie has no feats. 
   
  Climate/Terrain: Any land and underground. 
   
  Organization: Solitary or gang (2-8). 
   
  Treasure: Same as the base creature (although the zombie retains only whatever it was wearing or 
  carrying when transformed). 
   
  Alignment: Always neutral. 
   
  All Which Is Forgotten 
   
   
  36
  
  Curing a Yellow Musk Zombie 
  A yellow musk zombie’s patron plant must be killed before the zombie can be cured of its affliction. 
  Thereafter, a cleric of at least 12th level must cast regenerate or heal upon the character before the 
  implanted seed germinates. 
  All Which Is Forgotten 
   
   
  37
  
  Pseudonatural Creatures 
   
  Source: Tome and Blood: A Guidebook to Wizards and Sorcerers, page 47 and updated with the D&D 
  v.3.5 Accessory Update Booklet. 
   
  Pseudonatural creatures dwell past the eons that lie between the stars, beyond the planes as we know 
  them, nestled in far realms of insanity. When summoned to the Material Plane they often take the form of, 
  and emulate the abilities of familiar creatures, though they are more gruesome in appearance than their 
  earthly counterparts. Alternatively, they may appear in a manner more consistent with their origins: A 
  mass of writhing tentacles is a favorite, although other terrible forms are always possible. 
   
  Creating a Pseudonatural Creature 
  “Pseudonatural” is a template that can be added to any corporeal creature (referred to hereafter as the 
  “base creature”). The creature’s type changes to “outsider.” It uses all the base creature’s statistics and 
  special abilities except as noted here. 
   
  Special Attacks: A pseudonatural creature retains all the special attacks of the base creature and 
  also gains the following. 
   
  True Strike (Su): Once per day, the creature can make a normal attack with a +20 insight modifier 
  on a single attack roll. The creature is not affected by the miss chance that applies to attacks against a 
  concealed target. 
   
  Special Qualities: A pseudonatural creature retains all the special qualities of the base creature and 
  also gains the following. 
   
  • 
  Electricity and acid resistance (see the table below). 
  • 
  Damage reduction (see the table below) 
  • 
  SR equal to double the creature’s HD (maximum 25). 
   
  Hit Dice 
  Electricity, Acid Resistance 
  Damage Reduction 
  1-3 
  5 
  — 
  4-7 
  5 
  5/magic 
  8-11 
  5 
  5/magic 
  12+ 
  10 
  10/magic 
   
  If the base creature already has one or more of these special qualities, use the better value. 
   
  Alternate Form (Su): At will, a pseudonatural creature can take the form of a grotesque, tentacled 
  mass (or another appropriately gruesome form determined by the DM), but all it abilities remain 
  unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive 
  a -1 morale penalty to their attack rolls against pseudonatural creatures in this alternate form. 
   
  Saves: Same as the base creature. 
   
  Abilities: Same as the base creature, but Intelligence is at least 3. 
   
  Skills: Same as the base creature. 
   
  Feats: Same as the base creature. 
  -------------------------------------------------------------------------------- 
   
  Climate/Terrain: Any land and underground 
   
  Organization: Same as the base creature 
   
  Challenge Rating: Up to 3 HD, as base creature; 4 HD to 7 HD, as base creature +1; 8+ HD, as 
  base creature +2 
   
  Treasure: Same as base creature 
   
  Alignment: Same as base creature 
   
  Advancement: Same as the base creature 
  All Which Is Forgotten 
   
   
  38
  
  Guidebook Feats 
   
  Energy Substitution [Metamagic] 
  You can modify a spell that uses one type of energy to use another type of energy. 
   
  Prerequisites: Any other metamagic feat, 5 ranks in Knowledge (arcana). 
   
  Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify a spell with 
  an energy designator to use the chose type of energy instead. A substituted spell works normally in all 
  respects except the type of damage dealt (see sidebar). 
   
  A substituted spell uses a spell slot of the spell’s normal level, modified by any other metamagic 
  feats. 
   
  Special: You can gain this feature multiple times, each time it applies to a different type of energy. 
   
  Source: Tome and Blood: A Guidebook to Wizards and Sorcerers, page 40. 
  All Which Is Forgotten 
   
   
  39
  
  Appendix III: Misc. – March Major’s Map 
   
   
   
   
   
   
   
   
   
   
   
   
  All Which Is Forgotten 
   
   
  40
  
  Theo’s Knock-Knock Jokes 
  These are some of the knock-knock jokes that Theo enjoys. Few others find them humorous. For brevity, 
  Theo’s initial statement and the questions of the person he’s interactive with are omitted in all but the first 
  joke. 
   
  Theo: Knock! Knock! 
  PC: Who’s there? 
  Theo: Spell. 
  PC: Spell who? 
  Theo: W. H. O. Sheesh, you need to ask a bird to help you spell?! 
   
  Theo: Gnome. 
  Theo: Gnome. Are you kidding? Do you think I'd do something as easy as come up with a knock-
  knock joke using the word "gnome"? 
   
  Theo: Ancient dragon. 
  Theo: Ain't ya draggin' too much equipment? You should travel lighter. 
   
  Theo: Ooze. 
  Theo: Who's gonna get me some dinner, I'm starving! 
   
  Theo: Ghosts go. 
  Theo: No they don't! Ghosts go 'boo.' 
   
  Theo: Goliath. 
  Theo: Go lieth down, you look tired. 
   
  Theo: Snow. 
  Theo: 's nobody but me. 
   
  Theo: Wisdom. 
  Theo: We is dumb to have attacked those troll barbarians. 
   
  Theo: Hydra. 
  Theo: hydrangeas are pretty flowers, but I prefer tulips. 
   
  Theo: Goblin. 
  Theo: Gobblin' lots of food will get you fat. 
   
  Theo: Minotaur. 
  Theo: Wait a minute or two, and you'll find these jokes really funny. 
   
  All Which Is Forgotten 
   
   
  41
  
  Viticula Necklace Traits 
  After describing what happens when the PCs don the viticula necklaces, hand a random trait to each 
  player. These traits will last as long as the necklace is worn. 
   
  ------------------------------------------------------------ 
   
  After the pain subsides, you realize that something is different. It’s almost like a voice is whispering into 
  your mind, but it’s more subtle than that. You feel on edge, and some of your darker emotions and 
  thoughts keep coming to the fore. Your mind keeps returning to how important you are to this party. Your 
  abilities are great, and your deeds are quite noteworthy. Great confidence in your skills wells up from 
  within you. You are certain that with your help, this mission will be a great success. 
   
  ------------------------------------------------------------ 
   
  After the pain subsides, you realize that something is different. It’s almost like a voice is whispering into 
  your mind, but it’s more subtle than that. You feel on edge, and some of your darker emotions and 
  thoughts keep coming to the fore. Your mind keeps returning to those around you. Your fellow party 
  members all benefit from privilege and special treatment. They all have better equipment than you, and 
  it’s hard not to resent that. It might be difficult to keep your mouth shut about your discontent, but you 
  know that you’re strong enough to do so if you put your mind to it. 
   
  ------------------------------------------------------------ 
   
  After the pain subsides, you realize that something is different. It’s almost like a voice is whispering into 
  your mind, but it’s more subtle than that. You feel on edge, and some of your darker emotions and 
  thoughts keep coming to the fore. Your mind keeps returning to how long it’s been since your last meal. 
  You’re actually quite hungry, and the feeling isn’t going away. You also feel like drinking some wine, but 
  you know that if you consume too much, your mission will be at risk. But just a little bit shouldn’t hurt. 
   
  ------------------------------------------------------------ 
   
  After the pain subsides, you realize that something is different. It’s almost like a voice is whispering into 
  your mind, but it’s more subtle than that. You feel on edge, and some of your darker emotions and 
  thoughts keep coming to the fore. Your mind keeps returning to a sense of rage that you feel about 
  everything around you. It’s hard to pin-point, but part of your is just downright mad. If you put your mind to 
  it, you can control your anger and bottle it up. But it’s tempting to just let your feelings be known. 
   
  ------------------------------------------------------------ 
   
  After the pain subsides, you realize that something is different. It’s almost like a voice is whispering into 
  your mind, but it’s more subtle than that. You feel on edge, and some of your darker emotions and 
  thoughts keep coming to the fore. Your mind keeps returning to your mission at hand, and in particular, 
  the rewards you’ll receive. Returning something stolen from the Library of Antigua must come with a very 
  significant reward. In fact, any opportunity to bring a few more Gold Glories into your pocket is worth your 
  attention. Money makes the world go round. 
   
  ------------------------------------------------------------ 
   
  After the pain subsides, you realize that something is different. It’s almost like a voice is whispering into 
  your mind, but it’s more subtle than that. You feel on edge, and some of your darker emotions and 
  thoughts keep coming to the fore. Your mind keeps returning to just how much effort it will take to 
  succeed on this mission. You’re actually quite tired of having to work so hard all the time, and if there’s a 
  way that you can avoid some of this effort, you’ll take it. Even little things, like maybe someone can carry 
  some of your equipment for you? 
   
  ------------------------------------------------------------ 
  All Which Is Forgotten 
   
   
  42
  
  Map of Huber’s Tower 
   
   
   
   
   
   
   
  Tower Main Entrance 
   
   
   
   
   
  Beneath Tower 
   
   
   
   
   
  Tower, First Floor 
   
  Tower, Second Floor 
   
  Tower, Third Floor 
   
   
   
   
  1 square is 10 feet 
  All Which Is Forgotten 
   
   
  43
  
  Note on Desk 
   
   
   
   
   
   
   
   
   
  All Which Is Forgotten 
   
   
  44
  
  Refresher—PAL1-04 Prelude to the Past 
  The following is a summary of what happened during Prelude to the Past, the first chapter in the 
  Germinations series. Since this scenario is retired, you can pass this out to all players. 
  ------------------------------------------------------------ 
  Chapter One—Prelude to the Past: To help a wizard named Konrad Huber, you capture a magical beast. On the way 
  to his lair, a cleric casts a divination, causing a woman to appear. In her 20s, dark skin and missing an eye, she says 
  that 1,000 years into your past, an evil “Elder” came. Too late they learned its weakness—it lives for 3 years. You will 
  face an Elder. Before disappearing, she gives a gem that will age all nearby 5 years. In Huber’s lair, there is evidence 
  he is a spy, helping a group called the Freelancers. His experiments upon animals are perverse. A strange plant 
  creature nearly kills Huber. You smash the gem. The creature dies. You return Huber to the Church Militant, who are 
  grateful, but warn about accepting foolish contracts in the first place. 
  ------------------------------------------------------------ 
  Chapter One—Prelude to the Past: To help a wizard named Konrad Huber, you capture a magical beast. On the way 
  to his lair, a cleric casts a divination, causing a woman to appear. In her 20s, dark skin and missing an eye, she says 
  that 1,000 years into your past, an evil “Elder” came. Too late they learned its weakness—it lives for 3 years. You will 
  face an Elder. Before disappearing, she gives a gem that will age all nearby 5 years. In Huber’s lair, there is evidence 
  he is a spy, helping a group called the Freelancers. His experiments upon animals are perverse. A strange plant 
  creature nearly kills Huber. You smash the gem. The creature dies. You return Huber to the Church Militant, who are 
  grateful, but warn about accepting foolish contracts in the first place. 
  ------------------------------------------------------------ 
  Chapter One—Prelude to the Past: To help a wizard named Konrad Huber, you capture a magical beast. On the way 
  to his lair, a cleric casts a divination, causing a woman to appear. In her 20s, dark skin and missing an eye, she says 
  that 1,000 years into your past, an evil “Elder” came. Too late they learned its weakness—it lives for 3 years. You will 
  face an Elder. Before disappearing, she gives a gem that will age all nearby 5 years. In Huber’s lair, there is evidence 
  he is a spy, helping a group called the Freelancers. His experiments upon animals are perverse. A strange plant 
  creature nearly kills Huber. You smash the gem. The creature dies. You return Huber to the Church Militant, who are 
  grateful, but warn about accepting foolish contracts in the first place. 
  ------------------------------------------------------------ 
  Chapter One—Prelude to the Past: To help a wizard named Konrad Huber, you capture a magical beast. On the way 
  to his lair, a cleric casts a divination, causing a woman to appear. In her 20s, dark skin and missing an eye, she says 
  that 1,000 years into your past, an evil “Elder” came. Too late they learned its weakness—it lives for 3 years. You will 
  face an Elder. Before disappearing, she gives a gem that will age all nearby 5 years. In Huber’s lair, there is evidence 
  he is a spy, helping a group called the Freelancers. His experiments upon animals are perverse. A strange plant 
  creature nearly kills Huber. You smash the gem. The creature dies. You return Huber to the Church Militant, who are 
  grateful, but warn about accepting foolish contracts in the first place. 
  ------------------------------------------------------------ 
  Chapter One—Prelude to the Past: To help a wizard named Konrad Huber, you capture a magical beast. On the way 
  to his lair, a cleric casts a divination, causing a woman to appear. In her 20s, dark skin and missing an eye, she says 
  that 1,000 years into your past, an evil “Elder” came. Too late they learned its weakness—it lives for 3 years. You will 
  face an Elder. Before disappearing, she gives a gem that will age all nearby 5 years. In Huber’s lair, there is evidence 
  he is a spy, helping a group called the Freelancers. His experiments upon animals are perverse. A strange plant 
  creature nearly kills Huber. You smash the gem. The creature dies. You return Huber to the Church Militant, who are 
  grateful, but warn about accepting foolish contracts in the first place. 
  ------------------------------------------------------------ 
  Chapter One—Prelude to the Past: To help a wizard named Konrad Huber, you capture a magical beast. On the way 
  to his lair, a cleric casts a divination, causing a woman to appear. In her 20s, dark skin and missing an eye, she says 
  that 1,000 years into your past, an evil “Elder” came. Too late they learned its weakness—it lives for 3 years. You will 
  face an Elder. Before disappearing, she gives a gem that will age all nearby 5 years. In Huber’s lair, there is evidence 
  he is a spy, helping a group called the Freelancers. His experiments upon animals are perverse. A strange plant 
  creature nearly kills Huber. You smash the gem. The creature dies. You return Huber to the Church Militant, who are 
  grateful, but warn about accepting foolish contracts in the first place. 
  All Which Is Forgotten 
   
   
  45
  
  Refresher—PAL2-01 Drawing from Life 
  The following is a summary of what happened during Drawing from Life, the second chapter in the 
  Germinations series. Since this scenario is retired, you can pass this out to all players. 
  ------------------------------------------------------------ 
  Chapter Two—Drawing from Life: You travel with a dwarf named Koreth into a lost temple. His ancestor sacrificed 
  himself long ago, killing a demon lord. After 1,003 years, his ancestor’s life could be restored. You find the temple is 
  trapped and guarded by minions of a group called the Freelancers, who have found it for some “new friends” that 
  have given them means to avoid the detection magic of the Church Militant. You find a book supposedly about magic 
  that affects plants, The Floracon, which you later turn over to the Phostwood elves. You free Koreth’s ancestor to 
  learn that Koreth was misguided. By freeing his ancestor, the demonspawn would also be released. Another must 
  make the sacrifice to prevent this. Proudly, Koreth steps forth. 
  ------------------------------------------------------------ 
  Chapter Two—Drawing from Life: You travel with a dwarf named Koreth into a lost temple. His ancestor sacrificed 
  himself long ago, killing a demon lord. After 1,003 years, his ancestor’s life could be restored. You find the temple is 
  trapped and guarded by minions of a group called the Freelancers, who have found it for some “new friends” that 
  have given them means to avoid the detection magic of the Church Militant. You find a book supposedly about magic 
  that affects plants, The Floracon, which you later turn over to the Phostwood elves. You free Koreth’s ancestor to 
  learn that Koreth was misguided. By freeing his ancestor, the demonspawn would also be released. Another must 
  make the sacrifice to prevent this. Proudly, Koreth steps forth. 
  ------------------------------------------------------------ 
  Chapter Two—Drawing from Life: You travel with a dwarf named Koreth into a lost temple. His ancestor sacrificed 
  himself long ago, killing a demon lord. After 1,003 years, his ancestor’s life could be restored. You find the temple is 
  trapped and guarded by minions of a group called the Freelancers, who have found it for some “new friends” that 
  have given them means to avoid the detection magic of the Church Militant. You find a book supposedly about magic 
  that affects plants, The Floracon, which you later turn over to the Phostwood elves. You free Koreth’s ancestor to 
  learn that Koreth was misguided. By freeing his ancestor, the demonspawn would also be released. Another must 
  make the sacrifice to prevent this. Proudly, Koreth steps forth. 
  ------------------------------------------------------------ 
  Chapter Two—Drawing from Life: You travel with a dwarf named Koreth into a lost temple. His ancestor sacrificed 
  himself long ago, killing a demon lord. After 1,003 years, his ancestor’s life could be restored. You find the temple is 
  trapped and guarded by minions of a group called the Freelancers, who have found it for some “new friends” that 
  have given them means to avoid the detection magic of the Church Militant. You find a book supposedly about magic 
  that affects plants, The Floracon, which you later turn over to the Phostwood elves. You free Koreth’s ancestor to 
  learn that Koreth was misguided. By freeing his ancestor, the demonspawn would also be released. Another must 
  make the sacrifice to prevent this. Proudly, Koreth steps forth. 
  ------------------------------------------------------------ 
  Chapter Two—Drawing from Life: You travel with a dwarf named Koreth into a lost temple. His ancestor sacrificed 
  himself long ago, killing a demon lord. After 1,003 years, his ancestor’s life could be restored. You find the temple is 
  trapped and guarded by minions of a group called the Freelancers, who have found it for some “new friends” that 
  have given them means to avoid the detection magic of the Church Militant. You find a book supposedly about magic 
  that affects plants, The Floracon, which you later turn over to the Phostwood elves. You free Koreth’s ancestor to 
  learn that Koreth was misguided. By freeing his ancestor, the demonspawn would also be released. Another must 
  make the sacrifice to prevent this. Proudly, Koreth steps forth. 
  ------------------------------------------------------------ 
  Chapter Two—Drawing from Life: You travel with a dwarf named Koreth into a lost temple. His ancestor sacrificed 
  himself long ago, killing a demon lord. After 1,003 years, his ancestor’s life could be restored. You find the temple is 
  trapped and guarded by minions of a group called the Freelancers, who have found it for some “new friends” that 
  have given them means to avoid the detection magic of the Church Militant. You find a book supposedly about magic 
  that affects plants, The Floracon, which you later turn over to the Phostwood elves. You free Koreth’s ancestor to 
  learn that Koreth was misguided. By freeing his ancestor, the demonspawn would also be released. Another must 
  make the sacrifice to prevent this. Proudly, Koreth steps forth. 
  All Which Is Forgotten 
   
   
  46
  
  Refresher—PAL2-02 Pale Harvest 
  The following is a summary of what happened during Pale Harvest, the third chapter in the Germinations 
  series. Since this scenario is retired, you can pass this out to all players. 
  ------------------------------------------------------------ 
  Chapter Three—Pale Harvest: Squads of the Ogburg Pale Patrol have disappeared. An insider is suspected. To 
  uncover the plot, you are asked to pose as novice volunteers for the Pale Patrol. On your assignment, you resolve a 
  few disturbances. Ambushed by thugs, you learn they were paid to capture you alive and take you to an abandoned 
  barn. At the barn, you find a man and a strange plant creature. The plant creature needs live humans for some sort of 
  ritual. It is working with the man, part of a group called the Freelancers, to procure victims. Defeating them, you find 
  that the man was an officer in the Pale Patrol; on his corpse, a strange vine necklace decays to dust. Inside the barn 
  are the unconscious bodies of six Pale Patrol members. 
  ------------------------------------------------------------ 
  Chapter Three—Pale Harvest: Squads of the Ogburg Pale Patrol have disappeared. An insider is suspected. To 
  uncover the plot, you are asked to pose as novice volunteers for the Pale Patrol. On your assignment, you resolve a 
  few disturbances. Ambushed by thugs, you learn they were paid to capture you alive and take you to an abandoned 
  barn. At the barn, you find a man and a strange plant creature. The plant creature needs live humans for some sort of 
  ritual. It is working with the man, part of a group called the Freelancers, to procure victims. Defeating them, you find 
  that the man was an officer in the Pale Patrol; on his corpse, a strange vine necklace decays to dust. Inside the barn 
  are the unconscious bodies of six Pale Patrol members. 
  ------------------------------------------------------------ 
  Chapter Three—Pale Harvest: Squads of the Ogburg Pale Patrol have disappeared. An insider is suspected. To 
  uncover the plot, you are asked to pose as novice volunteers for the Pale Patrol. On your assignment, you resolve a 
  few disturbances. Ambushed by thugs, you learn they were paid to capture you alive and take you to an abandoned 
  barn. At the barn, you find a man and a strange plant creature. The plant creature needs live humans for some sort of 
  ritual. It is working with the man, part of a group called the Freelancers, to procure victims. Defeating them, you find 
  that the man was an officer in the Pale Patrol; on his corpse, a strange vine necklace decays to dust. Inside the barn 
  are the unconscious bodies of six Pale Patrol members. 
  ------------------------------------------------------------ 
  Chapter Three—Pale Harvest: Squads of the Ogburg Pale Patrol have disappeared. An insider is suspected. To 
  uncover the plot, you are asked to pose as novice volunteers for the Pale Patrol. On your assignment, you resolve a 
  few disturbances. Ambushed by thugs, you learn they were paid to capture you alive and take you to an abandoned 
  barn. At the barn, you find a man and a strange plant creature. The plant creature needs live humans for some sort of 
  ritual. It is working with the man, part of a group called the Freelancers, to procure victims. Defeating them, you find 
  that the man was an officer in the Pale Patrol; on his corpse, a strange vine necklace decays to dust. Inside the barn 
  are the unconscious bodies of six Pale Patrol members. 
  ------------------------------------------------------------ 
  Chapter Three—Pale Harvest: Squads of the Ogburg Pale Patrol have disappeared. An insider is suspected. To 
  uncover the plot, you are asked to pose as novice volunteers for the Pale Patrol. On your assignment, you resolve a 
  few disturbances. Ambushed by thugs, you learn they were paid to capture you alive and take you to an abandoned 
  barn. At the barn, you find a man and a strange plant creature. The plant creature needs live humans for some sort of 
  ritual. It is working with the man, part of a group called the Freelancers, to procure victims. Defeating them, you find 
  that the man was an officer in the Pale Patrol; on his corpse, a strange vine necklace decays to dust. Inside the barn 
  are the unconscious bodies of six Pale Patrol members. 
  ------------------------------------------------------------ 
  Chapter Three—Pale Harvest: Squads of the Ogburg Pale Patrol have disappeared. An insider is suspected. To 
  uncover the plot, you are asked to pose as novice volunteers for the Pale Patrol. On your assignment, you resolve a 
  few disturbances. Ambushed by thugs, you learn they were paid to capture you alive and take you to an abandoned 
  barn. At the barn, you find a man and a strange plant creature. The plant creature needs live humans for some sort of 
  ritual. It is working with the man, part of a group called the Freelancers, to procure victims. Defeating them, you find 
  that the man was an officer in the Pale Patrol; on his corpse, a strange vine necklace decays to dust. Inside the barn 
  are the unconscious bodies of six Pale Patrol members. 
  All Which Is Forgotten 
   
   
  47
  
  Refresher—PAL3-01 In the Shadow of Death’s Door 
  The following is a brief reminder of what happened during In the Shadow of Death’s Door. Pass out this 
  summary only to people who have played that scenario, the fourth chapter in the Germinations series. 
  ------------------------------------------------------------ 
  Chapter Four—In the Shadow of Death’s Door: The Theocrat is dying. The dragon Xianshee’s ghost terrorizes 
  Rakervale. Prelates Thace and Baslett must kill the ghost dragon. He who lands the final blow will become Theocrat. 
  Guarding them, you head into the Rakers. You defeat Xianshee’s servant, a wicked half-orc. An amulet created by the 
  wizard Bahira protects Baslett from the dragon’s aging breath, but eventually the amulet fails; he is incapacitated. 
  Thace proclaims that if he dies, Baslett should be Theocrat. Thace kills Xianshee, but is slain in the process. His 
  youth restored, Baslett becomes Theocrat. In a bold speech, Baslett admits your guidance has helped him complete a 
  personal transformation. He pledges to reform the Pale to follow a progressive path. 
  ------------------------------------------------------------ 
  Chapter Four—In the Shadow of Death’s Door: The Theocrat is dying. The dragon Xianshee’s ghost terrorizes 
  Rakervale. Prelates Thace and Baslett must kill the ghost dragon. He who lands the final blow will become Theocrat. 
  Guarding them, you head into the Rakers. You defeat Xianshee’s servant, a wicked half-orc. An amulet created by the 
  wizard Bahira protects Baslett from the dragon’s aging breath, but eventually the amulet fails; he is incapacitated. 
  Thace proclaims that if he dies, Baslett should be Theocrat. Thace kills Xianshee, but is slain in the process. His 
  youth restored, Baslett becomes Theocrat. In a bold speech, Baslett admits your guidance has helped him complete a 
  personal transformation. He pledges to reform the Pale to follow a progressive path. 
  ------------------------------------------------------------ 
  Chapter Four—In the Shadow of Death’s Door: The Theocrat is dying. The dragon Xianshee’s ghost terrorizes 
  Rakervale. Prelates Thace and Baslett must kill the ghost dragon. He who lands the final blow will become Theocrat. 
  Guarding them, you head into the Rakers. You defeat Xianshee’s servant, a wicked half-orc. An amulet created by the 
  wizard Bahira protects Baslett from the dragon’s aging breath, but eventually the amulet fails; he is incapacitated. 
  Thace proclaims that if he dies, Baslett should be Theocrat. Thace kills Xianshee, but is slain in the process. His 
  youth restored, Baslett becomes Theocrat. In a bold speech, Baslett admits your guidance has helped him complete a 
  personal transformation. He pledges to reform the Pale to follow a progressive path. 
  ------------------------------------------------------------ 
  Chapter Four—In the Shadow of Death’s Door: The Theocrat is dying. The dragon Xianshee’s ghost terrorizes 
  Rakervale. Prelates Thace and Baslett must kill the ghost dragon. He who lands the final blow will become Theocrat. 
  Guarding them, you head into the Rakers. You defeat Xianshee’s servant, a wicked half-orc. An amulet created by the 
  wizard Bahira protects Baslett from the dragon’s aging breath, but eventually the amulet fails; he is incapacitated. 
  Thace proclaims that if he dies, Baslett should be Theocrat. Thace kills Xianshee, but is slain in the process. His 
  youth restored, Baslett becomes Theocrat. In a bold speech, Baslett admits your guidance has helped him complete a 
  personal transformation. He pledges to reform the Pale to follow a progressive path. 
  ------------------------------------------------------------ 
  Chapter Four—In the Shadow of Death’s Door: The Theocrat is dying. The dragon Xianshee’s ghost terrorizes 
  Rakervale. Prelates Thace and Baslett must kill the ghost dragon. He who lands the final blow will become Theocrat. 
  Guarding them, you head into the Rakers. You defeat Xianshee’s servant, a wicked half-orc. An amulet created by the 
  wizard Bahira protects Baslett from the dragon’s aging breath, but eventually the amulet fails; he is incapacitated. 
  Thace proclaims that if he dies, Baslett should be Theocrat. Thace kills Xianshee, but is slain in the process. His 
  youth restored, Baslett becomes Theocrat. In a bold speech, Baslett admits your guidance has helped him complete a 
  personal transformation. He pledges to reform the Pale to follow a progressive path. 
  ------------------------------------------------------------ 
  Chapter Four—In the Shadow of Death’s Door: The Theocrat is dying. The dragon Xianshee’s ghost terrorizes 
  Rakervale. Prelates Thace and Baslett must kill the ghost dragon. He who lands the final blow will become Theocrat. 
  Guarding them, you head into the Rakers. You defeat Xianshee’s servant, a wicked half-orc. An amulet created by the 
  wizard Bahira protects Baslett from the dragon’s aging breath, but eventually the amulet fails; he is incapacitated. 
  Thace proclaims that if he dies, Baslett should be Theocrat. Thace kills Xianshee, but is slain in the process. His 
  youth restored, Baslett becomes Theocrat. In a bold speech, Baslett admits your guidance has helped him complete a 
  personal transformation. He pledges to reform the Pale to follow a progressive path. 
  All Which Is Forgotten 
   
   
  48
  
  Refresher—PAL3-04 Full Circle 
  The following is a brief reminder of what happened during Full Circle. Pass out this summary only to 
  people who have played that scenario, the fifth chapter in the Germinations series. 
  ------------------------------------------------------------ 
  Chapter Five—Full Circle: The wizard Bahira asks you to obtain gems needed to complete a powerful spell. Agreeing 
  to help, you follow several leads to find the gems in the possession of the former members of an adventuring party 
  known as the Four of Eltison. They have fallen on hard times, and it turns out that the one presumed dead is 
  terrorizing the rest. You recover the gems, but are confronted by strange plant creatures, demanding the gems in 
  exchange for your escape. You refuse and defeat them. Returning the gems, Bahira casts her spell – sending her to 
  the past to deliver an item needed to dispatch a great threat 3 years ago. The story of what she must accomplish 
  sounds very familiar. She returns a younger woman with far fewer powers. 
  ------------------------------------------------------------ 
  Chapter Five—Full Circle: The wizard Bahira asks you to obtain gems needed to complete a powerful spell. Agreeing 
  to help, you follow several leads to find the gems in the possession of the former members of an adventuring party 
  known as the Four of Eltison. They have fallen on hard times, and it turns out that the one presumed dead is 
  terrorizing the rest. You recover the gems, but are confronted by strange plant creatures, demanding the gems in 
  exchange for your escape. You refuse and defeat them. Returning the gems, Bahira casts her spell – sending her to 
  the past to deliver an item needed to dispatch a great threat 3 years ago. The story of what she must accomplish 
  sounds very familiar. She returns a younger woman with far fewer powers. 
  ------------------------------------------------------------ 
  Chapter Five—Full Circle: The wizard Bahira asks you to obtain gems needed to complete a powerful spell. Agreeing 
  to help, you follow several leads to find the gems in the possession of the former members of an adventuring party 
  known as the Four of Eltison. They have fallen on hard times, and it turns out that the one presumed dead is 
  terrorizing the rest. You recover the gems, but are confronted by strange plant creatures, demanding the gems in 
  exchange for your escape. You refuse and defeat them. Returning the gems, Bahira casts her spell – sending her to 
  the past to deliver an item needed to dispatch a great threat 3 years ago. The story of what she must accomplish 
  sounds very familiar. She returns a younger woman with far fewer powers. 
  ------------------------------------------------------------ 
  Chapter Five—Full Circle: The wizard Bahira asks you to obtain gems needed to complete a powerful spell. Agreeing 
  to help, you follow several leads to find the gems in the possession of the former members of an adventuring party 
  known as the Four of Eltison. They have fallen on hard times, and it turns out that the one presumed dead is 
  terrorizing the rest. You recover the gems, but are confronted by strange plant creatures, demanding the gems in 
  exchange for your escape. You refuse and defeat them. Returning the gems, Bahira casts her spell – sending her to 
  the past to deliver an item needed to dispatch a great threat 3 years ago. The story of what she must accomplish 
  sounds very familiar. She returns a younger woman with far fewer powers. 
  ------------------------------------------------------------ 
  Chapter Five—Full Circle: The wizard Bahira asks you to obtain gems needed to complete a powerful spell. Agreeing 
  to help, you follow several leads to find the gems in the possession of the former members of an adventuring party 
  known as the Four of Eltison. They have fallen on hard times, and it turns out that the one presumed dead is 
  terrorizing the rest. You recover the gems, but are confronted by strange plant creatures, demanding the gems in 
  exchange for your escape. You refuse and defeat them. Returning the gems, Bahira casts her spell – sending her to 
  the past to deliver an item needed to dispatch a great threat 3 years ago. The story of what she must accomplish 
  sounds very familiar. She returns a younger woman with far fewer powers. 
  ------------------------------------------------------------ 
  Chapter Five—Full Circle: The wizard Bahira asks you to obtain gems needed to complete a powerful spell. Agreeing 
  to help, you follow several leads to find the gems in the possession of the former members of an adventuring party 
  known as the Four of Eltison. They have fallen on hard times, and it turns out that the one presumed dead is 
  terrorizing the rest. You recover the gems, but are confronted by strange plant creatures, demanding the gems in 
  exchange for your escape. You refuse and defeat them. Returning the gems, Bahira casts her spell – sending her to 
  the past to deliver an item needed to dispatch a great threat 3 years ago. The story of what she must accomplish 
  sounds very familiar. She returns a younger woman with far fewer powers. 
  All Which Is Forgotten 
   
   
  49
  
  NEED ENLIST ICONIC STATS ON THIS PAGE 
  All Which Is Forgotten 
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Theocracy of the Pale/PAL4-03 - All Which is Forgotten.pdf