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PER7-01

Where Roodbergs Fear to Tread

A One-Round Dungeons & Dragons® Living ™ Perrenland Regional Adventure Version 0.9

by Gary Johnson

Reviewed by: Bruce Paris, Patrick Williamson Playtesters: Steve Clark, Stephen Daniels, Scott Evans, Troy Farrell, Ben Flanagan, Darren Fong, Carlie Ireland, Joe Ireland, Bronwyn Johnson, Alex Moutsatsos, Brad Snape (player & DM), Troy Standen, Michael Szabo, Peter Williams, Tim Woodhams

Sometimes the simplest of tasks can take you to exotic places and see you doing unexpected things. Couriers are needed to deliver a confidential document to the secluded grey elven city of Kershane, high in the forested mountains of the Clatspur Ranges. It has only been three years since Kershane emerged from four and a half centuries of magically-imposed isolation from the rest of the Oerth: what opportunities for adventure can those couriers find in the city and the surrounding forests? A one-round Perrenland regional adventure for APLs 2-12 that is particularly recommended for members of Clan Kershane, for and half-elves, and for lovers of nature. Members of Clan Roodberg may prefer to seek adventure elsewhere.

® Based on the original DUNGEONS & DRAGONS rules created by E. and and the new DUNGEONS & DRAGONS game designed by , , , Richard Baker, and . This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of . To learn more about the Open Gaming License and the license, please visit www.wizards.com/d20 This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www..com. DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, ’s Guide, and are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2007 Wizards of the Coast, Inc and the adventure author or authors. Visit the LIVING GREYHAWK website at www.rpga.com For questions specific to this document and your region, please e-mail your triad point of contact (POC) at [email protected]; for LIVING GREYHAWK campaign questions email [email protected]. ® or read aloud when appropriate. Information on RPGA SANCTIONED PLAY nonplayer characters (NPCs) and monsters Most likely you ordered this adventure as part of appear in abbreviated form in the adventure text. an RPGA even from the RPGA website, or you Refer to Appendix 1 for full information on NPCs received it from your senior gamemaster. To play and monsters. For your convenience, Appendix 1 this adventure as part of the LIVING GREYHAWK™ is organized by APL campaign—a worldwide, ongoing D&D campaign Along with this adventure, you’ll find an RPGA set in the GREYHAWK setting—you must sanction it Session Tracking sheet. If you’re playing this as part of an RPGA event. This event could be as adventure as part of an RPGA-sanctioned event, elaborate as a big convention, or as simple as a complete and turn in this sheet to your senior GM group of friends meeting at the DM’s house. directly after play. You’ll also find a LIVING To sanction an RPGA event, you must be at GREYHAWK Adventure Record (AR). You need one least a HERALD-LEVEL gamemaster. The person copy of this for each participating player. who sanctions the event is called the senior gamemaster, and is in charge of making sure the event is sanctioned before play, runs smoothly on LIVING GREYHAWK LEVELS the date sanctioned, and then reported back to the OF PLAY RPGA in a timely manner. The person who runs the game is called the table Dungeon Master (or Because players bring their own characters to usually just DM). Sometimes (and almost all the LIVING GREYHAWK games, this adventure’s time in the cases of home events) the senior challenges are proportionate to the modified gamemaster is also the table DM. You don’t have average character level of the PCs participating in the adventure. To determine this modified Average to be a HERALD-LEVEL GM to run this adventure if you are not the senior GM. Party Level (APL) follow the steps below: By sanctioning and reporting this adventure 1. Determine the character level for each of the you accomplish a couple of things. First it is an PCs participating in the adventure. official game, and you can use the AR to advance 2. If PCs bring animals that have been trained for combat (most likely dogs trained for war), your LIVING GREYHAWK character. Second player and DMs gain rewards for sanctioned RPGA play if other than those brought by virtue of a class ability (such as animal companions, they are members of the DUNGEONS & DRAGONS paladin’s mounts) or the warhorse of a REWARDS program. Playing this adventure is worth two (2) points. character with the Mounted Combat feat, use This adventure retires from RPGA-sanctioned the sidebar chart to determine the number of play on December 31, 2008. levels you add to the sum of step one. Add each character’s animals separately. A single To learn more about the LIVING GREYHAWK character creation and development, RPGA event PC may only bring four or fewer animals of this type, and animals with different CRs are added sanctioning, and DUNGEONS & DRAGONS REWARDS, visit the RPGA website at www.rpga.com. separately. Mundane # of Animals PLAYERS READ NO FURTHER Animals Effect on APL If you are planning on playing this adventure, stop 1 2 3 4 reading now. The rest of the information in this adventure is for the DM only. If you read farther 1/4 & 1/6 0 0 0 1 than this section, you’ll know too much about its 1/3 & 1/2 0 0 1 1 challenges, which kills the fun. Also, if you’re playing this adventure as part of an RPGA- 1 1 1 2 3 sanctioned event, reading beyond this point makes you ineligible to do so. 2 2 3 4 5 3 3 4 5 6 PREPARING FOR PLAY To get the most out of this adventure, you need ofCR Animal 4 4 6 7 8 copies of the following D&D books: Player’s 5 5 7 8 9 Handbook, Dungeon Master’s Guide, Monster Manual, and Spell Compendium. 6 6 8 9 10 Throughout this adventure, text in bold italics 7 7 9 10 11 provides player information for you to paraphrase

Where Roodbergs Fear To Tread Page 1 3. Sum the results of step 1 and 2, and divide by damage as if he or she paid for Standard Upkeep, the number of characters playing in the may refill spell component pouches and healer’s adventure. Round to the nearest whole kits, and may restock up to 20 arrows or bolts if the number. character has at least four ranks in Craft 4. If you are running a table of six PCs, add one (bowmaking). The player is allowed to Take 10 on to that average. this roll. More information about Lifestyle and Upkeep Throughout this adventure, APLs categorize the can be found in the “Lifestyle and Upkeep” section level of challenge the PCs face. APLs are given in of Chapter 3 of the LIVING GREYHAWK Campaign even-numbered increments. If the APL of your Sourcebook. 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, ADVENTURE BACKGROUND use either the higher or the lower adjacent APL. The grey elven city of Kershane was almost APL also affects the amount of experience and destroyed in a brutal massacre by Roodberg gold a PC can gain at the end of the adventure. If a “guests” in 142 CY. In the end, Tilfias Rood and his player character is three character levels or more soldiers were killed by a tremendous explosion of either higher or lower than the APL at which this magical energies generated by the city’s last high adventure is being played, that character receives guardian, the wizard Dian Weirtherlihte, using the only one-half of the experience points and gold for magical girdle that would later be known by his the adventure. This simulates the fact that either name – the Girdle of Dian. the PC was not challenged as much as normal or The souls of the massacred dead formed a relied on help by higher-level characters to reach magical barrier – the Shroud of Souls – that the objectives. isolated Kershane from the outside world for Furthermore, a PC who is four or more levels centuries. The Shroud of Souls didn’t begin to higher than the highest APL supported by the weaken until 588 CY, when one of the Kershanites adventure may not play the adventure. managed to pass through the barrier into the LIVING GREYHAWK adventures are designed for outside world. The Shroud became easier to APL 2 and higher. Four or five 1st-level characters penetrate each time someone passed through, may find the challenge of an APL 2 adventure and the Kershanites began to interact in secret difficult. Suggest the following to these groups to with the world around their city. help increase their chances of success: Kershane’s existence became public 1. Enlist a sixth player. knowledge in 593 CY, when they came to the aid 2. Advise characters to buy riding dogs to of the Fellkatz Vossers against the Roodbergs and help protect them and fight for them. their Guurhok allies Afterwards, Prince Naugrim Genhene entered into negotiations with the Voormann, and in due course joined the Covenant TIME UNITS AND UPKEEP of Concatenation. In return, Kershane was This is a standard one-round regional adventure, recognised as both a clan and a canton, and the set in Perrenland. Characters native to Perrenland north-eastern portion of Clatspurgen canton was pay one Time Unit per round; all others pay two given to the Prince to rule – notionally as Time Units per round. Hintervoormann (head of the cantonal council), but Adventurer’s Standard Upkeep costs 12gp per in practice as Prince of the reformed Principality of Time Unit. Rich Upkeep costs 50gp per Time Unit. Kershane. Luxury Upkeep costs 100gp per Time Unit. In 594 CY, Perrenland entered the war against Characters that fail to pay at least Standard Iuz. The 1st Armie, commanded by Tanaar Van Upkeep will retain temporary ability damage until Oostl, was sent to open a new front against Iuz in the next adventure, must buy new spell component the Vesve. The 1st Armie was initially routed by pouches and healer’s kits, and may suffer other in- Iuz’s invading forces at the eastern end of the game penalties (or possibly gain in-game benefits) Kershane Pass, but rallied at St Cuthbert’s as may be detailed in this scenario. Monastery and drove back the invaders with A character that does not pay for at least Prince Naugrim’s assistance. Standard Upkeep may also avoid the above- During those events, Tanaar became the described penalties by living off the wild. If the Great Father of the Guurhok , and set in character possesses four or more ranks in the process their inclusion as a semi-independent Survival skill and succeeds at a Survival check state within Perrenland. Seeking to limit Tanaar’s (DC 20), the character will heal temporary ability growing political influence and to cause political

Where Roodbergs Fear To Tread Page 2 headaches for Prince Naugrim, Voormann Orgus deliver some magic research notes to a Bildgear appointed Tanaar ambassador to collaborator in Kershane, Morathren Irmare. Kershane in 595 CY. Shortly after Tanaar’s arrival, If the characters accept Einhardt’s offer of the Shroud of Souls dissipated. employment, they travel through the Kershane Voormann Bildgear was not confident that he Pass region to Kershane (Encounter One). On could trust Naugrim or Tanaar, so he ordered an the way, they have a chance encounter on a forest agent in Den Zauber, Einhardt Van Dagnis, to trail with a boar (Encounter Two – combat recruit a spy in Kershane who could keep him encounter). At APL 4 and up, it is a wereboar briefed on what was happening in the city. Einhardt named Hanrek, and not an ordinary animal. recruited a fellow wizard in Kershane, Morathren When the characters arrive at Kershane, they Irmare, as a spy, and corresponds with him every must go through a number of security checks few months through coded messages hidden in before they can enter the city (Encounter Three). magical research notes. However, Morathren is a Elves and half-elves who do not belong to Clan double agent, working for Prince Naugrim and Kershane are invited to exercise the right of return passing half-truths and falsehoods back to and join the Kershanites. If none of the characters Einhardt and the Voormann. are residents of Kershane, the characters are At the very end of 596 CY, an Iuzian agent assigned a host, Culurien Eldarie, who takes them named Rondar sought out the Tintuviel, the into his home and escorts them throughout the guardian of a magical grotto north of Kershane. city. Rondar used his evangelist class ability to “convert The characters have the opportunity to do the unfaithful”, and changed Tintuviel’s alignment what they want in the city (Encounter Four), such from Chaotic Good to Chaotic Evil. Rondar stayed as deliver Einhardt’s message to Morathren, with Tintuviel for several days, encouraging the arrange meetings with other NPCs, or see the formerly gentle and kind woman to enjoy feeling sights. Prince Naugrim’s agents have noted their malicious, cruel, and self-centred, and in a arrival, and the Prince is considering sending the moment of weakness she decided to remain characters on a secret mission to rescue Tintuviel Chaotic Evil rather than return to her old self. His from the evil force occupying her grotto. work complete, Rondar moved on to his next On the evening of the day they arrive, the mission for Old Wicked. characters receive an invitation from Talath Early in 597 CY, diviners at Kershane Duilthandir to attend a grand ball being held the discovered that a great evil had arisen at following night outside the palace. At the ball, the Tintuviel’s grotto, and that she was still alive. They characters can interact with several NPCs in a presumed she was a prisoner, and alerted Prince public setting and watch the interplay between Naugrim. The grotto’s proximity to a cave complex Prince Naugrim, Ambassador Tanaar, and others. occupied by subjects of the Guurhok made After the ball, Prince Naugrim decides to send the Prince Naugrim unwilling to send Kershane characters on the secret mission. soldiers to liberate the grotto, in case a deliberate The morning after the ball, Talath contacts the or accidental confrontation with the Guurhok led to characters for a confidential meeting (Encounter a region-wide conflict. Naugrim isn’t confident Five). Talath tells the characters about the Kershane can defeat the Guurhok without help, situation with Tintuviel and asks them to help. If and doesn’t trust the Voormann to side with they agree, the characters set out for the grotto, Kershane against the Guurhok. which is two and a half days away from Kershane. Fortunately for the Prince, Einhardt is about to On the second day out from Kershane, the hire another group of adventurers to courier his characters are met by Carcaren and the Raven latest research notes (and secret messages) to Master (Encounter Six). The Raven Master tells Morathren Irmare. Soon there will be adventurers the characters that Tintuviel is actually the evil in in Kershane who could “accidentally” go to the the grotto, and asks them to do what they can to grotto and rescue Tintuviel from the evil that has save her. She also warns them about a curse that captured her – from her own weakness. afflicts any who shed fey blood in the grotto and kill that fey. ADVENTURE SUMMARY The next day, the characters arrive at the The characters begin in Clatsberg, where they grotto (Encounter Seven – combat encounter). have been contacted by a potential employee, At APLs 2 and 4, Tintuviel has left the grotto to visit her lover, Aldaron, and the grotto is guarded by Einhardt Van Dagnis (Introduction). Einhradt wishes to hire them to act as his couriers and two , Rourke and Skerry. At APL 6 to 12, Rourke and Skerry have left the grotto for the day

Where Roodbergs Fear To Tread Page 3 to gather fallen branches for firewood, leaving scenario has many non-player characters: DM’s Tintuviel at the grotto. At APLs 8 to 12, Tintuviel’s Aid 2 gives a list of all named NPCs in the friend Adrinilla is visiting when the characters scenario, listed in alpha order by first name. arrive. When running this scenario, please keep in Two minutes after the characters defeat the mind that it has two themes: exploration and resident(s) of the grotto, Aldaron arrives distrust. (Encounter Eight – combat encounter). At APLs Going to Kershane represents an opportunity 2 and 4, he has returned with Tintuviel’s dead to explore, both for Kershanite characters body, having arrived too late to save her from a exploring their background and identity, and for Guurhok war band. At APLs 6 to 12, he has arrived other characters exploring a different and to visit Tintuviel. unfamiliar part of Perrenland. Kershane is similar After defeating Aldaron, the characters can in some ways to the rest of Perrenland, but is in question any survivors, collect loot, and return to many ways a separate society, with its own rules Kershane (Conclusion). If Tintuviel returns to and customs. Kershane, she accepts atonement and changes The most obvious expression of the theme of her alignment back to Good. The characters then distrust is the indifference and unfriendliness of the collect Morathren’s response to Einhardt’s Kershanites to outsiders. The tensions between message and return to Clatsberg. Perrenland and Kershane are shown by the spying subplot (“the Voormann has to spy on his own ally?”) and by Tanaar Van Oostl as the PREPARATION FOR PLAY Voormann’s ambassador (“our supposed friend is You should determine before play if any of the also the leader of our ancestral enemies?”). In characters belong to Perrenland meta- return, the Kershanites distrust the Roodbergs and organisations, are elves or half-elves, are the Guurhok, represented by Morwen Roodenhund residents of Keshane, or have played PER 3-01 and Tanaar respectively. (The Pfalzgraf’s Fury), PER 4-07 (A Nation Encounter Four is an open-ended roleplaying Mocked), and/or PERSM 5-02 (Silver Is Better encounter in Kershane city. If you have an Than Gold). inflexible 4 hour time limit on playing time you cannot spend more than 1 hour on this encounter, • Clan Members are treated differently by including 30 minutes on the ball. Please note the residents of Kershane (Encounters Three, suggestions on how to manage the characters so Four, Five, Conclusion), depending on which that they complete all critical interactions with clan they belong to. NPCs in a timely way and move on to the second • Members of Den Zauber may know about half of the scenario with enough time to complete Einhardt Van Dagnis (Introduction). everything. • Elves and Half-Elves are offered the right Finally, please note the various Perrenland of return if they are not members of Clan Specific Effects on play, as set out in DM’s Aid 1. Kershane (Encounter Three). Good gaming! • Characters who come from or live in Kershane know more about the city and are INTRODUCTION asked to act as host (Encounter Three). Read or paraphrase the following text to the • Characters who have played PER 3-01 players. (Pfalzgraf’s Fury) already know the Raven

Master (Encounter Six). Sometimes, you don’t have to go looking for • Characters who have played PER 4-07 (A employment: sometimes, offers of employment Nation Mocked) already know Tanaar Van find you. While visiting the town of Clatsberg, Oostl ( ). Encounter Four you have all been advised, individually or • Characters who have played PERSM 5-02 collectively, that Einhardt Van Dagnis wishes (Silver is Better than Gold) already know to speak to you about acting as his courier. Is Morwen Roodenhund (Encounter Four) and there anything you want to do before going to Carcaren (Encounter Six). his home and meeting with him?

Please read Players’ Handout 3 before Characters who want to know more about running this scenario, as it contains useful Einhardt Van Dagnis before meeting him can background information about Kershane. Also, this attempt the following skill checks.

Where Roodbergs Fear To Tread Page 4 If asked, the woman’s name is Anika, and she is Bardic Knowledge Einhardt’s steward. DC 15: Einhardt is a ritter (knight) of Perrenland, granted that honour by Voormann Orgus Bildgear After explaining your business to her, she in 595 CY for actions performed during the leads you through the entry hall to a sitting defence of the Kershane Pass against Iuz’s army room. The entry hall is decorated in traditional in 594 CY. Perrenese fashion with preserved heads. Most of the heads are Meerijders, so it’s hard to tell Gather Information if they are honoured ancestors or honoured DC 10: Einhardt is a quiet man who spends most enemies – Oostmeers or Vestmeers. of his time in his home, studying the magic of A minute later, a tall man opens the door illusions and lights. He is a member of the from the entry hall and strides into the sitting Oostmeer Meerijder Clan. room. He is well-dressed, wearing a blue robe DC 15: Einhardt collaborates with other wizards, with red and orange accents – the Meerijder and often sends adventurers as couriers to clan colours. His hair is greying, and tied back correspondents in distant towns. in a long ponytail. DC 20: Einhardt is a member of Den Zauber, the “Thank you for waiting – I am Einhardt Van wizard’s guild of Perrenland. Dagnis. As you may know, I’m a wizard – an DC 25: Einhardt is rumoured to be working on illusionist, to be specific – and I collaborate some project for the Voormann! with a number of wizards who share my DC 30: Einhardt’s project has something to do with research interests throughout Perrenland, national security – perhaps he and his Highfolk, and Tusmit. When I have some collaborators don’t just do magical research but research outcomes to share with a colleague, I also spy on Perrenland’s enemies? send a copy of my notes via courier.”

“Recently, I’ve made some interesting Knowledge – Local (Iuz’s Border States) progress on some spells I’ve been developing DC 15: Einhardt is a member of Den Zauber, the with a friend in Kershane – Morathren Irmare is wizard’s guild of Perrenland, and collaborates with his name – and I need someone to courier my other wizards who live inside and outside notes to him, then courier his response back to Perrenland. me. I’ll pay you my standard rate for couriers to DC 25: Einhardt is said to be involved in national Kershane and back – 25 gp a head. Also, if you security – perhaps he and his collaborators don’t just do magical research but also spy on do me good service, I can help you find people Perrenland’s enemies? who can sell you magic items.”

DC 35: Einhardt definitely has spies who report to As he usually does before meeting potential him, and through him to the Voormann. couriers, Einhardt has prepared for the meeting by

drinking a potion of glibness. This gives him a faint Members of Den Zauber receive a +10 bonus to aura of transmutation magic and the ability to the Knowledge – Local (Iuz’s Border States) make his lies sound very convincing. That said, check, as they may have met Einhardt or been told most of what he tells the characters is the truth: about him at a Den Zauber meeting. exceptions are noted below. The characters cannot find any of Einhardt’s

previous couriers in Clatsberg, as they have all moved on to other adventures some time ago. Einhardt Van Dagnis: Male Human (Flan) When the characters are ready to meet wiz10 (Bluff +1, currently +31), speaks Common, Einhardt: Draconic, Dwarven and Elven.

At this point, establish what the characters already Einhardt Van Dagnis lives on the Eastside of know about Kershane so that the players are Clatsberg – the mainland on the eastern side of better informed and can ask relevant questions the Velverdyva River – on the upper parts of before ending their meeting with Einhardt. the hill overlooking the island temple of

Boccob. His house is a solid, three-storey • If a character comes from or lives in building of quarried stone with a slate roof: Kershane, give them Players’ Handout 3. when you ring the doorbell, a fair-haired young woman in a plain dress opens the door.

Where Roodbergs Fear To Tread Page 5 • If a character is a member of Clan We’ve heard you’re a spy. Nonsense! As I Kershane or has visited the city, give them said, I’m a wizard – a retired adventurer. Some Players’ Handout 2. people have over-active imaginations! • Otherwise, give them Players’ Handout 1. This is a lie. Any character who knows that Sample responses to some expected questions. Einhardt is rumoured to be involved in spying gains Why choose us? Well, I’ve heard good a +5 bonus to their Sense Motive check, while any things about you, plus I need couriers right character who knows that Einhardt is definitely now and you’re in town. involved in spying gains a +10 bonus to their We want more than 25 gp each! Sorry, but Sense Motive check. that’s the most I can afford. Magical research isn’t cheap, you know! We know you’re a spy – give it up. I’ve How are we going to get into Kershane? Isn’t already told you – I am not a spy. If you insist there a magical barrier around the city? The on believing me a spy, then that is your choice: Shroud of Souls did stop people travelling into but please do not go telling lies about me to and out of Kershane for centuries, but it other people! started weakening a few years ago, and as more and more people travelled through it the This is also a lie, but the characters do not get pace with which it weakened accelerated. From a second Sense Motive check – continuing to what I’ve been told, by 594 the Shroud was question Einhardt about his status as a spy doesn’t little more than a heavy fog that made it change their initial opinion of his truthfulness about difficult to see landmarks and avoid losing that topic. your way, and by the end of 595 the fog had almost completely dissipated. My last couriers Development: If the characters accept Einhardt’s told me that three months ago it was little more offer of employment, read or paraphrase the than an early morning mist. following text to the players.

What’s this research you’re doing? We’re developing spells that use the refractive power Einhardt claps his hands together and rubs of well-cut gems to generate light – bright light, them. “Excellent! I’ll have Anika give you the images, and so on. letter for Morathren on the way out. Please Why don’t you travel yourself? Einhardt pats note that the letter will be sealed, and that his stomach and smiles. “I’ve grown breaking the seal will trigger a magical trap – a accustomed to the comforts of home – and I burst of flame that will sear the fingers! Do never particularly enjoyed travel in the first warn anyone who insists on reading the place.” document before they break the seal. Morathren knows the password to avoid This is a lie – Einhardt actually enjoys triggering the magic.” travelling, particularly to new places or places he’s “Thank you, and good day!” been that he liked – but as a believable lie, the characters do not gain a bonus to their Sense Characters know that the magic trap Einhardt Motive check. described is the fire trap spell if they succeed at a DC 19 Spellcraft check. You’re a wizard – why don’t you teleport? I Anika gives the characters Einhardt’s letter would if I could – but I can’t. One of the and escorts the characters out of the house. sacrifices I made when I decided to specialise Proceed to Encounter One. in illusion magic was to ignore conjuration If the characters do not accept Einhardt’s offer magic completely. I have no objection to you of employment or are excessively rude, read or paraphrase the following text to the players. teleporting, by the way – but if you do, please remember to teleport outside the walls of Kershane, and not into the city itself. I Einhardt looks disappointed. “Well, if you’re understand from Morathren that it’s illegal to not interested … thank you for your time. Anika teleport into or within the city walls without the will show you out.” permission of the Prince. Anika escorts the characters out of the house. If the characters decide to travel to Kershane anyway, go to Encounter One – but note that the

Where Roodbergs Fear To Tread Page 6 characters do not receive the “Favour of Einhardt characters don’t include someone who can make Van Dagnis” benefit or access to the starred items the Survival checks for the first two paths, make on the Adventure Record. If the characters do not sure NPCs scare them out of heading off the travel to Kershane, the adventure ends. beaten track with warnings that they’re out of their depth and in danger of getting lost, starving to death, being eaten by terrible monsters, and so on. 1: THE JOURNEY TO Characters can attempt Gather Information KERSHANE checks as they travel through the Kershane Pass. Before leaving Clatsberg, characters can attempt Gather Information checks to learn more about Gather Information Kershane. DC 10: The Pfalzgraf has sent an emissary to Kershane to negotiate a reciprocal exchange of Gather Information heads. It’s supposed to be the first step in DC 20: The characters find someone who has establishing good relations with the pointy- visited Kershane: if they don’t already have it, give ears – the gods alone know why. them Players’ Handout 2. DC 15: The Fellkatz Vossers aren’t helping – DC 30: The characters find someone who comes the wretches are doing everything they can to from Kershane: if they don’t already have it, give turn the elves against us. them Players’ Handout 3. The characters find someone who has visited After the players read the handout, find out how Kershane: if they don’t already have it, give them the characters travel to Kershane. Players’ Handout 2. If they use magic such as teleport, overland flight, wind walk, or the like, proceed to Encounter DC 20: The emissary’s name is Morwen Three. Note the Troubleshooting section on Roodenhund – she’s eloquent and easy on the breaking the law if they enter Kershane without eye, so she probably has as good a chance as first reporting to the guards at the gates. any to avoid being killed on sight. If they travel by land, give them Players’ DC 25: Morwen didn’t want to go, but she’s in Handout 4 and ask them to choose their path from the Pfalzgraf’s bad books at present, and didn’t St Cuthbert’s Monastery to Kershane. There are have a choice. three different routes to Kershane: The characters find someone who comes from • Directly north to Kershane, following the Kershane: if they don’t already have it, give them Sentvoor River and infrequently used forest Players’ Handout 3. tracks. This is the hardest but shortest path, and requires a DC 20 Survival check. DC 30: Apparently some criminal named • Along the Kershane River to the trail that Rondar tricked Morwen into going unicorn- runs from Sedhane to Krestible, and then hunting, and it took a lot of effort to keep her along the trail. This involves travelling through from being unfairly punished. She’s paying the forests at the foot of Das Brokenbak back some favours by doing what she’s told Ridge, and requires a DC 15 Survival check. and going to Kershane. I’ve also heard that Visiting Katzberg gives the characters different some elven knights passed through here not information on a Gather Information check. long ago, bound for Keshane. • East through the Kershane Pass to Rooddorf, and then along the forest trail Gather Information – Katzberg through Sedhane and across the Kershane DC 10: The Roodbergs sent an emissary to River to Kershane itself. This is the longest Kershane to negotiate a reciprocal exchange of path, and there’s no risk of getting lost on this heads. They’re trying to trick the Kershane into route. Visiting Sedhane gives the characters trusting them – but it won’t work! different information on a Gather Information DC 15: Our clan representatives in Kershane check. are doing what they can to stop the Roodberg’s emissary getting the ear of the Einhardt didn’t give the characters a deadline to Prince – it’s bad enough Ambassador Van deliver his message, so there’s no time pressure Oostl is the leader of the Guurhok! on the characters to hurry to Kershane. If the

Where Roodbergs Fear To Tread Page 7 The characters find someone who has visited DC 20: The leader of the visiting Knights of Kershane: if they don’t already have it, give them Luna is Lorellin Ulumuri. He’s a champion of Players’ Handout 2. . The Roodberg emissary is a woman named DC 20: The emissary’s name is Morwen Morwen Roodenhund. Roodenhund – she’s good with words and polite enough when she wants to be, so she The characters find someone who comes from probably has as good a chance as any to avoid Kershane: if they don’t already have it, give them being killed on sight. Players’ Handout 3. I’ve also heard that some elven knights passed through here not long ago, bound for DC 25: Some of the Vossers have said that Keshane. she’s a wicked woman who helps hunters trap DC 25: They say Morwen didn’t want to go, but unicorns. the Pfalzgraf gave the order and off she went – DC 30: Those Vossers also said that she was possibly to her death. Wouldn’t that be a tricked into helping an Iuzian named Rondar shame? hunt unicorns – typical foolish human! Apparently the elves are from Celene, like Prince Naugrim is. Trouble-Shooting: Reading Einhardt’s Notes The characters find someone who comes from Einhardt’s notes are 10 parchment pages, neatly Kershane: if they don’t already have it, give them folded, and sealed with wax. He has marked the Players’ Handout 3. wax with his signet ring, and cast fire trap on the wax. Characters cannot read the pages without DC 30: I’ve heard that Morwen was working breaking the wax, which triggers the fire trap. with an Iuzian named Rondar to hunt unicorns east of Mount Sedhane, and when some All APLs adventurers stopped her and brought her back Fire Trap: CR 5; spell; spell trigger; no reset; for trial, the Roodenhunds went to some effort spell effect (fire trap, 10th-level wizard, 1d4+10 to get her off the changes. She claimed she fire, DC 19 Reflex save half damage; Search DC was tricked into hunting unicorns – how did 29; Disable Device DC 29. Market Price: 305 gp to the rechter buy that excuse? hire NPC spellcaster. The leader of the elven knights is named Lorellin. Apparently he’s a champion of some The characters receive no XP for disarming, kind or another. bypassing, or setting off the trap, as it isn’t an obstacle that prevents them delivering the notes to Gather Information – Sedhane Morathren. DC 10: Some of the Knights of Luna are visiting If a character attempts to reseal the letter, they Kershane. There’s also a Roodberg emissary at receive a +4 bonus to their Forgery check for Kershane. having seen the seal before it was broken. Characters can read Einhardt’s notes with The characters find someone who has visited read magic or with a DC 25 Spellcraft check. Most Kershane: if they don’t already have it, give them of Einhardt’s notes are magical research into using Players’ Handout 2. an expensive gem as a focus for illusionary images, but scattered throughout the middle four DC 15: The Knights are meeting with the pages of the notes are short sections written in Prince, who is also a member of their Order. code that contain Einhardt’s instructions to They’re from Celene, just like he is, and believe Morathren. in defending all good folk from evil – and To the casual observer, the code looks similar non-elf alike. to the magical writing around it – however, the From what I’ve heard, the Roodberg code cannot be read using read magic or emissary doesn’t get along with the Fellkatz Spellcraft. Characters can read the code using Vossers who are at Kershane as comprehend languages, and can attempt to crack representatives of the Prince’s human vassals. the code by succeeding at a DC 25 Decipher Script check (takes 1 hour, or 20 hours if the character Takes 20).

Where Roodbergs Fear To Tread Page 8 If the character succeeds, give them Players’ Troubleshooting: We Can’t Get Past Handout 6; if the character fails and draws a false the Boar and We Don’t Want to Hurt It! conclusion, give them Players’ Handout 5. If the boar’s attitude has changed to indifferent, it Development: Proceed to Encounter Two does not attack, but also does not allow all the when the characters are ready to finish their characters to pass. However, characters who love journey and arrive at Kershane. nature (such as the druid or ranger with animal empathy who changed its attitude in the first 2: A CHANCE place!) may not allow the others to attack the boar. In that case, the party can leave the trail, travel CONFRONTATION through the forest around the boar’s territory, and At APL 2 to 6: rejoin the forest trail. Doing so successfully requires a DC 15 You are travelling along a trail through the Survival check. Failure means the characters get forest. It is the middle of the day, and by your lost, and must succeed at a DC 15 Survival check reckoning you are still a full day’s travel away to find another forest trail that leads to Kershane. from Kershane city. When you round a bend in the trail, you see a boar some fifty feet further APL 4 (EL 5) along the trail. It sees you, and paws at the Hanrek the wereboar: Male human ground with a foreleg, preparing to charge. lycanthrope ftr2; hp 55; see Appendix 2.

At APL 8 to 12: APL 6 (EL 7) Hanrek the wereboar: Male human You are travelling along a trail through the lycanthrope ftr4; hp 77; see Appendix 3. forest. It is the middle of the day, and by your reckoning you are still a full day’s travel away APL 8 (EL 8) from Kershane city. When you round a bend in Hanrek the dire wereboar: Male human the trail, you see a dire boar some fifty feet lycanthrope ftr4; hp 117; see Appendix 4. further along the trail. It sees you, and paws at the ground with a foreleg, preparing to charge. APL 10 (EL 10) Hanrek the dire wereboar: Male human If the characters attempt a non-combat lycanthrope ftr6; hp 139; see Appendix 5. approach, such as allowing a druid or ranger to use their animal empathy class ability, wait until APL 12 (EL 12) that interaction is resolved before going to Hanrek the dire wereboar: Male human initiative. Otherwise, go to initiative and refer to lycanthrope ftr8; hp 161; see Appendix 6. DM’s Aid 4 when setting up the battle board. Interaction: Hanrek was afflicted with lycanthropy APL 2 (EL 2) several years ago, and has embraced his animal Boar: hp 25; see Monster Manual page 270. side. He lives 3 miles away in the forest, and spends almost all his time in his animal form. He is Interaction: The boar is defending its territory defending his territory from intruders, and has an from intruders, and is unfriendly. Characters can initial attitude of unfriendly. Characters can change change its attitude with an animal empathy check. his attitude with a hasty Diplomacy check (-10 If it becomes indifferent, it does not attack the penalty), but not with animal empathy. If his character who changed its attitude and allows attitude changes to indifferent or better, Hanrek them to pass, but attacks other characters if they turns, leaps over the log, and runs off back the way approach (unless they also use animal empathy to he came, through the light undergrowth at the top change its attitude). If becomes friendly or helpful, of the map. Likewise, if a rechter or skamteguler it moves aside and allows all characters to pass. commands Hanrek not to attack, he turns and runs. Tactics: The boar charges its first valid target, and fights to the death. Tactics: Hanrek charges the most lightly armoured person or creature who is a valid target. If someone is riding a mount, he attacks the mount before the rider unless an attack misses because

Where Roodbergs Fear To Tread Page 9 the rider uses the Mounted Combat feat, in which built on the side of a solitary mountain, and case he changes target to the rider. Hanrek turns from what you can see it is a city of layers – and retreats when reduced to less than 25% of his bands of white marble buildings are separated starting hit points, or when reduced to less than from each other by bands of green parks and 50% of his starting hit points and fighting someone gardens. At the highest point on the mountain, using a silvered weapon. well above the seven towers on the city walls, is an extensive, sumptuous palace with golden Treasure: rooftops that glint in the midday sun. All APLs: L: 0 gp; C: 0 gp; M: 0 gp The track leads across the open land towards the main gates of the city. It takes a Development: Nothing special happens at APL 2, wide detour around an extensive section of but at APL 4 and up, Hanrek transforms back into blackened soil, in the middle of which stands a a naked human when killed (though any severed huge oak tree, black and withered. body parts remain those of a boar). Characters who succeed at a DC 10 Knowledge – Nature The tree marks the location where Tilfias Rood check realise that he was a lycanthrope, and may and his soldiers were cremated by the Kershanites have infected them with lycanthropy. Characters after the massacre of 142 CY. who succeed at a DC 15 Knowledge – Nature or Heal check know that taking belladonna within an As you approach the city, a welcoming party of hour allows injured characters to resist the a dozen well-armed guards assembles outside infection, that infected characters will not show the gates. They scrutinize you as you symptoms until the full moon in a week’s time, and approach. that not all lycanthropes are infectious. If the characters search for belladonna, they do not find The guards have a set routine that visitors must go any within the hour. through before the gates are opened and they are The characters may decide to follow Hanrek’s granted admission to the city. tracks through the forest back to his lair. This requires the Track feat and three DC 15 (at APLs 4 • The characters must state their names and 6) or DC 14 (at APLs 8 to 12) Survival checks. and business. Hanrek’s base of operations is the hollow trunk • Any elves or half-elves who are not of an oak tree. The tree trunk contains all his members of Clan Kershane are offered the possessions, most of which have deteriorated to Right of Return. the point of being worthless over the years. Now, • Any residents of Kershane are asked if only his full plate and his longsword are still in they wish to act as host for the visitors. good condition: he also has 240 gp in a mouldy • All characters who are not members of bag. If followed here, Hanrek fights to the death. Clan Kershane have their weapons peace- Proceed to when the characters Encounter Three knotted or impounded by the guard. are ready to continue their journey to Kershane. • All Roodbergs are searched.

• All characters who are not members of Treasure: Clan Kershane are given a bracelet that they APL 4: L: 163 gp; C: 40 gp; M: 0 gp must wear at all times while in the City. APL 6: L: 26 gp; C: 40 gp; M: 220 gp • APL 8: L: 26 gp; C: 40 gp; M: 220 gp If a player character has not agreed to act APL 10: L: 0 gp; C: 40 gp; M: 413 gp as host, all characters are introduced to their APL 12: L: 0 gp; C: 40 gp; M: 413 gp host, Culurien Eldarie.

Initial Impressions 3: AT THE GATES OF The guards’ initial attitude towards each character depends on the character’s clan affiliation. KERSHANE You arrive outside Kershane late in the • They are helpful towards elves and half- morning. The morning fog lingered among the elves who are members of Clan Kershane. trees during the last stage of your journey, but • They are friendly towards other members if this was the remnants of the Shroud of Souls of Clan Kershane, and towards members of it did not impede you. Clan Vosser. The forest ends several hundred feet from the white marble walls of the city. Kershane is

Where Roodbergs Fear To Tread Page 10 • They are indifferent towards members of character has been found out giving a false any other clan except Clan Roodberg, and statement – go to the Troubleshooting section towards characters with no apparent clan below on breaking the law. affiliation. • They are unfriendly towards members of Right of Return (elves and half-elves only) Clan Roodberg. This occurs only if there are characters who are elves or half-elves and who are not members of If the character is an elf or half-elf who is not from Clan Kershane. Clan Kershane, the guards’ initial attitude towards the character is shifted one step towards helpful The stern-faced woman glances back at one of (for example, they are friendly towards a Clan the younger guards, a half-elf with Flan Weisspeer elf). If the elf joins Clan Kershane, the features who is holding several papers. He guards’ attitude shifts to helpful. However, if the elf steps forward, and reads from one of the does not use the Right of Return to join Clan papers in fluent, unaccented Stamtaal. Kershane, the guard’s attitude shifts back to the “Under the terms of the Treaty of standard setting for that character’s clan (for Concatenation entered into by Prince Naugrim example, they shift from friendly to indifferent if the of Kershane, the Kershane Elves are Clan Weisspeer elf refuses to join Clan Kershane). recognised as a clan of Perrenland. In When you have worked out the guards’ initial recognition of the fact that many of elven attitude to the characters, read or paraphrase the descent had, from necessity, become members following to the players. of Human clans, and that it is not possible to belong to two clans, any who return to One of the guards, a stern-looking elven Kershane are granted the privilege, on arrival woman with a lined face, steps forward to at the city, to renounce their former clan and address you. rejoin their true clan, Clan Kershane. Do you wish to exercise this privilege? If any of the characters are members of Clan Kershane: Anadune Gescher: Male Half-Elf (Flan/High Elf) brd2 (Knowledge – Local (Iuz’s Border States) She speaks to you in Elven: “Welcome home.” +5), speaks Common, Dwarven, Elven, Flan and Sylvan. If any of the characters are not members of Clan Kershane: Sample responses to some expected questions. I can join Clan Kershane? Yes, any elf or She speaks to you in accented Stamtaal: “I am half-elf can join us – but you have to decide Aelin Taranli. What are your names and your now, before entering the city. business in our city?” Even though I’m not a grey elf? The treaty says “person of elven descent” – not “grey Aelin Taranli: Female Grey Elf ftr4, speaks elven descent”. Common and Elven. Can I think about it and get back to you? Yes, but you’ll have to do your thinking out here. The characters must give a plausible account of Once you go inside as a member of another themselves. The guards accept claims of being a clan, you will always be a visitor, and not courier for Einhardt Van Dagnis. They also accept family. claims of being a tourist from anyone except I’ve been here before and didn’t get this offer. members of Clan Roodberg. Is it too late for me to join? Our apologies! If you Characters can use false names, or pretend to haven’t previously received this offer, then you be from a different clan. However, adventurers may still join – the wording of the treaty is that become famous for their deeds of note, and there you must choose not to join us. If you didn’t is a slight chance guard Anadune Gescher will know, you didn’t choose. recognise them (because he has a rank in

Knowledge – Local). If Anadune succeeds at a DC If any of the characters join Clan Kershane: 25 Knowledge – Local (Iuz’s Border States) check

(+5 for his skill, plus the character’s level as a The guards smile, and clap, and congratulate circumstance bonus), he recognises the character for who they actually are. If this occurs, the you in elven. “Welcome! Welcome home!” The

Where Roodbergs Fear To Tread Page 11 half-elf helps you fill in three copies of a The guard refuse to let characters into the city document stating that you have renounced until their weapons, wands, scroll cases and spell your former clan and joined clan Kershane, component pouches are peace knotted. then witnesses each copy, signing his name as Anadune Gescher. “Here’s one for you – the Searching Roodbergs others are for the palace records and for The guards search all members of Clan Roodberg sending to your former clan. Welcome home! I and all characters caught lying to the guard. Two hope you like it here as much as I do.” guards search each character for two minutes and get a DC 28 Search check. If any of the characters refuse to join Clan Kershane, the guards’ attitude towards them Identity Tags for Visitors worsens by one step as detailed above, and the All characters who are not members of Clan guards look disappointed. Keshane are given a white gold bracelet set with a white marble stone. “Wear this at all Acting as Host (Kershane residents only) times within the city. Again, the residents of This occurs only if there is a character who comes Kershane will see this and know that you have from or lives in Kershane. been granted permission to enter. If you remove it, you will be arrested.” Aelin, the stern-faced woman, addresses you in Elven. “As a resident of Kershane, do you Meeting the Host, Culurien Eldarie wish to act as host for these strangers? Will This occurs only if none of the characters agreed you take them into your home, and accept to act as host. partial responsibility for their behaviour in our city?” A door in the main gate opens, and an elderly elven man wearing a simple golden robe steps If the character accepts, the woman says in Elven, through. Aelin turns towards him and salutes. “Duly noted. We’ll take the oath from you when “Thank you for coming, Culurien. These are the we’re ready to let them in.” visitors you will host.” The elderly elf nods. “I understand. I swear If the character declines, the woman says in Elven, to act as their host – to travel with them “Duly noted. Anadune, send for one of our wherever they need to go, to tell them our laws regular hosts.” and customs, and to do all I can to prevent them coming to harm. I swear that I will share Peace Knots their punishment if I give them bad advice and “Before we let you into the city, your weapons, they break the law. I swear that I will tell the wands, scroll cases, and spell component guard if I find out they have broken the law and pouches must be peace-knotted. If it cannot be concealed it from me.” knotted into a scabbard or pouch, it must be Aelin nods. “Thank you, Culurien. Welcome left here – there is no need for such things to Kershane – you may now enter.” within the walls.” The guards allow those of you who are Culurien Eldarie: Male Grey Elf ari2, speaks members of Clan Kershane to tie your own Common, Elven, Flan and Sylvan. peace knots, but insist on tying the peace If one of the characters agreed to act as host, knots for everyone else. “The residents of the stern-faced guard talks them through the oath Kershane will recognise our knots, and know phrase by phrase. that you have not smuggled this into the city. It Miscellaneous Questions for the Guard would go badly for you if you had an illegal The characters can question the Guard during the weapon in the city.” process of being admitted to the city. You can use these answers for other NPC residents who get The guards tie peace knots that are harder to untie asked these questions during Encounter Four. than usual (DC 15 Use Rope instead of the standard DC 12). Once untied, it requires a DC 25 Sample responses to some expected questions. Use Rope check to retie the knot well enough to Are there other visitors in Kershane at fool viewers into thinking it’s a guard’s peace knot. present? Not many. Aside from you, there’s the Roodberg, the Voormann’s ambassador, the

Where Roodbergs Fear To Tread Page 12 Lady Rhalta’s ambassador, four of the Fellkatz wrong immediately, and then allowed to go about Vossers, and the Knights of Luna – three their business. For example, if they teleport into knights, two squires. the city, residents raise a hue and cry to summon I’ve heard there’s a Roodberg in the city? Yes the guard, who force the characters to leave the – her name is Morwen Roodenhund. Stupid city through the gate, then go through the entry woman – she can’t speak elven! Her host is process. Serech Falmari. If hostile, the characters are in trouble. If within Why did you let her in? She had a letter of the city, residents raise the “Roodberg!” hue and introduction from the Roodberg Pfalzgraf, cry, and the city mobilises. Within a minute, proving she was here as an ambassador – hundreds of armed elves will be on the streets; another viper in our halls! She complied with within five minutes, thousands. If the characters all requirements for entry – she even left her don’t flee or hide, they are arrested. If at the gates, rapier and her spell component pouch here, the guards tell the characters to leave and arrest rather than take them into the city with her. them if they refuse to go. “Another viper”? The Voormann’s The adventure ends for characters who flee ambassador – Tanaar Van Oostl is his name – Kershane or are arrested. Arrested characters he’s the leader of the Guurhok! Such an insult must spend 16 TU languishing in the cells under to our Prince to have our enemy here, and not the palace before they are released: this can be be able to hold him prisoner! reduced to 8 TU by expending a Perrenland Where can we find Tanaar Van Oostl? The favour, or 4 TU by expending a Perrenland favour of an NPC already in Kershane. Prince himself is his host – you can find him at the palace. The Lady Rhalta? Who’s that? Queen Development: The characters can talk with Yolande of Celene – ruler of all elvenkind. Her Culurien as they enter Kershane. Proceed to ambassador is Tulmegil Liadon – he’s also a Encounter Four. guest of Prince Naugrim. Who are these Vossers? Four of the Prince’s 4: EIGHT THINGS TO DO IN subjects, here as permanent envoys from the outlying human settlements. Their host is KERSHANE Minastir Serinde, who’s been very generous – When they enter Kershane, the characters pass she’s allowed them to use one of her smaller through the marketplace on the way to their host’s halls as a temple to their Flan gods. home. Once they have unpacked, the characters Who are the Knights of Luna? Champions of can choose what they want to do in what order: elvenkind, and defenders of the lesser races – also, some events happen to them over the next just like our Prince. Again, they’re staying at few days, as NPCs interact with them. the palace. As DM, there are two key points to keep in mind during this open-ended encounter. First is Troubleshooting: I Fought The Law … that characters who are not Kershane Elves should Characters who lie to the guard, remove the feel like outsiders. All NPC elves who live in bracelet, untie the peace knots, or travel directly Kershane (including their host, Culurien) have the into Kershane without checking in with the guard same starting attitudes as the guards: get in trouble when people notice what they’ve done. The initial attitude of Kershane NPCs • They are helpful towards elves and half- worsens to indifferent for members of Clan elves who are members of Clan Kershane. Kershane, hostile for members of Clan Roodberg, • They are friendly towards other members and unfriendly for all other characters. If the group of Clan Kershane, and towards members of is mixed, apply the worst attitude to the entire Clan Vosser. group. • They are indifferent towards members of If indifferent, the characters are given a any other clan except Clan Roodberg, and friendly warning, told to fix whatever they have towards characters with no apparent clan done wrong, and then allowed to go about their affiliation. business. For example, if they teleport into the city, • They are unfriendly towards members of residents tell them to check in with the guard. Clan Roodberg. If unfriendly, the characters are given a stern warning, required to fix whatever they have done

Where Roodbergs Fear To Tread Page 13 Most NPC residents do not or will not speak 5. Deliver Einhardt’s message to Morathren Irmare Common, and insist on speaking in Elven. Older 6. Report Einhardt to the authorities residents typically speak Flan and Elven (some 7. Meet prominent NPCs also speak Sylvan), while younger residents 8. Attend the Ball typically speak Common and Elven (again, some also speak Sylvan). Elves who know Common In doing these things, the characters can meet choose not to speak it unless they are friendly or several NPCs detailed in DM’s Aid 3, including: helpful. The second point is that the open-ended • the Fellkatz Vossers nature of exploring a city means the characters • Morwen Roodenhund may split up, attempt to interact with multiple non- • Tanaar Van Oostl player characters simultaneously, and do other • The ambassador from Celene potentially time-intensive role-playing that’s fun but • Knights of Luna not directly relevant to the job as couriers. • The Prince and his family However, if you have an inflexible 4 hour time limit on playing time you cannot spend more than 1 Interacting with the Host hour on this encounter, including 30 minutes on Culurien is old, and is a survivor of the massacre the ball. If that is the case, it is recommended that of 142 CY. He doesn’t like to talk about the past, you encourage them to visit Morathren Irmare as and is kind-hearted (except towards Roodbergs, to their first task in the city, have them receive the whom he is civil) but stern. invitation from Talath Duilthandir immediately Culurien can tell the characters everything in afterwards, encourage them to focus on going to Players’ Handout 3. He can also answer the the ball as the next task, and limit the number of same questions as the guards about the other NPCs they talk with at the ball. visitors to Kershane. If the characters tell him they

intend to visit anyone, he offers to help them write Timeline of Events a letter requesting an invitation to visit, so that they The characters arrived in the middle of the day on don’t commit the social offence of turning up at a Sunday. They can spend the afternoon doing stranger’s home uninvited. whatever they wish. Culurien encourages characters who are not By late afternoon, news of their arrival has members of Clan Kershane to stay together as a spread throughout the city. Prince Naugrim has group, so that he can escort them wherever they one of his many agents, Talath Duilthandir, send wish to go in the city. If the characters insist on the characters an invitation to the grand ball the splitting up, he warns them that anyone who isn’t next evening so that they can assess the with him is fully liable if they break the law, even if characters’ suitability for a secret mission. See the it’s an accident, but doesn’t stop them going – “On section below on Attending the Ball. your own head be it.” Culurien can give The character can spend the evening of directions to anywhere in the city. Sunday and all day on Moonday doing what they Finally, Culurien tells the characters there is a wish. grand ball in the palace grounds the following On Moonday evening there is a grand ball in evening, and that they can send a letter requesting the palace grounds, attended by almost everyone an invitation to attend if they’re interested. in the city. If the characters have not already done

so, this is their opportunity to interact with the Shopping at the Marketplace various NPCs detailed in this encounter. After the The marketplace is immediately inside the main ball, Prince Naugrim directs Talath to recruit the gates, and is a large open area full of stalls that is characters for the mission. ringed by workshops, smithies, and the merchant’s On Godsday morning, Talath contacts the inn, The Wanderer’s Rest. characters and calls them to the palace grounds The stalls sell a range of objects from the for a meeting ( ). Encounter Five mundane (such as crockery and foodstuffs) to the exotic (such as fashionable elven clothing, Eight Things To Do In Kershane scarves, and works of art). The workshops and smithies around the stalls 1. Interact with the host (Culurien) sell a range of elven weapons and armours not 2. Shop at the marketplace widely available elsewhere. Members of Clan 3. See the sights Kershane are allowed to take their weapons away 4. Check for lycanthropy with them (peace knotted, of course), while other

Where Roodbergs Fear To Tread Page 14 visitors are given a receipt and told to collect their If the characters visit his house uninvited, weapon from the guard when leaving the city. Morathren doesn’t take offence (he’s used to The Wanderer’s Rest is the only inn in Einhardt’s couriers lacking proper manners) and Kershane, and caters specifically to travelling invites them in straightaway. merchants. The inn has expanded in recent years from a single building to a cluster of three buildings Morathren Irmare: Male Grey Elf wiz8 (Bluff plus an open-air stable. +2, Sense Motive +2, Spot +8), speaks Common, Characters obtain adventure access to the Draconic, Elven, Gnomish and Sylvan. forestwarden shrouds and masterwork elven harps though the marketplace, as well as the “Kershane Morathren’s starting attitude to the characters Armour” benefit. matches the standard NPC resident’s attitude to the characters. When they meet Morathren, read Seeing the Sights or paraphrase the following to the players: There are many ways to spend time in Kershane. Kershane has many beautiful parks to wander Morathren Irmare is a youthful grey elf with through and explore. closely-cropped pale golden hair and striking The College of Bards has an amphitheatre that violet eyes. “It’s a real pleasure to meet you – is almost always in use for public performances of Einhardt always sends interesting couriers to various kinds, such as poetry readings, plays, and Kershane. So, what do you have for me?” performance dancing. There are two places to eat out in Kershane: If the characters give Morathren the notes, he the Purple Peacock and Kailisha’s Kitchen. The takes a cursory look at the seal before thanking Purple Peacock is more expensive and has them. entertainers. There are temples to various elven gods, “Thank you for bringing these notes to me – including Corellan Lorethian, Sehanine Moonbow, I’m sure they’ll make interesting reading! If you and Ehlenestra. Characters can enter a temple if can stay in Kershane for a few days, I’ll prepare they are members of Clan Kershane, elves, half- a response for you to take back to Einhardt in elves, obvious worshippers of the god in question, Clatsberg.” escorted by their host, or escorted by a member of Clan Kershane. If the seal is broken, or if Morathren sees through The palace is a magnificent example of elven a forged seal (the character’s Forgery check with a architecture, and characters can tour the public +4 circumstance bonus against his +8 Spot areas of the palace if they are members of Clan check), he frowns. Kershane, escorted by their host, or escorted by a member of Clan Kershane. “The seal … how dare you read the notes! They’re private – magical research – why … get Checking for Lycanthropy out! Get out of my house! Einhardt will hear of Characters can go to a temple to be checked for this!” lycanthropy. If they are not granted entry to the temple but make their need for healing made If the characters provide a plausible cover story, known to the clerics, a cleric will meet them in a Morathren believes them and apologises if he garden outside the temple to assess their doesn’t see through their bluff (+12 Sense Motive condition. After a brief examination, the cleric check, including a +10 circumstance modifier reassures the characters that they do not have because he doesn’t trust the characters). lycanthropy. Otherwise, he insists they leave. If the characters accuse Morathren of being a Delivering Einhardt’s notes to Morathren spy, he splutters indignantly and denies the Morathren lives in a simple but elegant house in accusation before insisting they leave. the middle of the city. Characters can meet him by Note that Morathren isn’t frightened by threats sending a letter requesting an invitation or by to go to the authorities with the information, visiting his house uninvited – Morathren attends because he’s actually a double agent working for the grand ball, but doesn’t go near the characters. Prince Naugrim to send irrelevant and false If the characters send a letter, he responds information to Einhardt. Nothing the characters can immediately by sending an invitation to return with say will make him crack – if they try to intimidate the messenger and see him straightaway.

Where Roodbergs Fear To Tread Page 15 him, he raises a hue and cry for the guard, which is characters can meet them: by attending the grand taken up by his neighbours. ball, by sending a letter for an invitation, or by calling on them uninvited. Reporting Einhardt to the authorities In general, if the characters send a letter Characters who are more loyal to Kershane than to requesting an invitation, they get a response if the Perrenland may want to report to the authorities NPC’s attitude towards them is indifferent or better. about the spying operation. Whoever they ask (the How quickly that response arrives and how the guards at the gates, their host Culurien, or another NPC interacts with the characters is specified in Kershanite NPC) directs them to the palace. At the DM’s Aid 3. palace, the characters are met by Prince Exception: if you have an inflexible 4 hour Naugrim’s agent, Talath Duilthandir. time limit on playing time, ensure all invitations to meet with NPCs specify the meeting time as the Talath Duilthandir: Female Grey Elf rog4, morning after the ball. The characters can then speaks Common and Elven. meet and interact with the NPC at the ball instead.

Talath’s starting attitude to the characters Attending the Ball matches the standard NPC resident’s attitude to If the characters do not meet Talath on the the characters. When they meet Talath, read or afternoon of their first day in Kershane, read or paraphrase the following to the players: paraphrase the following to the players.

After waiting for a few short minutes in an When you return to your host’s home in the antechamber with beautiful, intricately carved late afternoon, there’s a letter waiting for you. It leaf patterns on the marble walls, a young grey is an invitation to attend the grand ball elf woman with shoulder-length silver hair and tomorrow evening in the gardens surrounding amber eyes enters the chamber. She smiles the palace as guests of the Prince, and has politely before speaking in Common. “Good been signed by a “Talath Duilthandir, servant day, visitors. I am Talath Duilthandir: I of the most noble Prince Naugrim Genhene, understand you have some information for Defender of Kershane, Knight of Luna.” us?” Culurien or any other PC or NPC from Kershane Talath takes the characters and their report can tell the characters that they should dress well if seriously: she listens patiently to what the they want to impress the Prince, and that everyone characters say, accepts any physical evidence should have one or more scarves to give to people they provide, and promises that Morathren’s they want to dance with at the ball. If another involvement will be investigated closely. person accepts your scarf, they have promised to Note that Talath isn’t aware that Morathren is a dance with you later in the evening; they give back double agent, and while her investigation is the scarf after the dance so that you can give it to stopped as soon as word of it reaches a more another person. senior court official who is aware of Morathren’s Characters can buy scarves and outfits at the true status, the involvement of over a dozen marketplace. A cotton scarf costs 2 sp, while a silk guards and officials in the initial investigation is scarf costs 2 gp. A courtier’s outfit includes three enough to make Morathren too “hot” to continue as silk scarves, and a noble’s outfit includes six silk a double agent with Einhardt. As a result, scarves. Morathren advises Einhardt that his cover is blown, When the characters are ready to attend the and the characters do not receive the “Favour of ball: Einhardt Van Dagnis” benefit. If she has not already sent a written invitation The streets and thoroughfares of the city are to the characters at their host’s address, Talath congested with traffic as you and your host invites them to attend the grand ball, ands tells the walk upwards to the palace. Everyone you see characters, “I look forward to seeing you all is well-groomed, dressed in clean clothes, and there.” wearing at least one scarf. The minority who are dressed in finery look splendid indeed. Meeting Prominent NPCs The gardens around the palace compound The characters may want to meet with several are packed with thousands of elves, mingling prominent NPCs in Kershane, such as the various beneath the trees in the starlight. Some are ambassadors. There are three ways the

Where Roodbergs Fear To Tread Page 16 carrying trays loaded with small pastries or officials like Talath intercept them as they glasses of wine among the crowds. approach); Tanaar Van Oostl and Edulf Fellkatz Many eyes watch you as you make your talk with the characters if they are at least friendly; way towards the main entrance of the palace, Morwen Roodenhund and Lorellin Ulumuri talk if where the noble and wealthy have assembled. they are at least indifferent. Talath talks with the Here you can see several non-elves scattered characters regardless of her attitude, and invites among the elven notables – an oeridian woman male members of Clan Kershane and Clan Vosser with platinum blonde hair wearing Roodberg to dance. colours [Morwen Roodenhund], an older Characters of 8th to 15th level are well-known flan/oeridian man wearing an Auszug dress for their heroic deeds, and considered equals by uniform [Tanaar Van Oostl], and a young man most of those present. They can talk with the royal with a mop of curly red hair wearing Vosser family, and members of Clan Kershane are asked colours [Edulf Fellkatz]. to share a dance by the Prince, the Princess, or You can also see the assembled royal one of their sons; all NPCs talk with the characters family of Kershane – Prince Naugrim, his wife unless they are unfriendly or hostile. Princess Lueara, their two adult sons Raeron Any character not wearing a courtier’s or and Suminar, and their daughter Maivara, who noble’s outfit to the ball has a -2 penalty to all is still a child. Raeron has his father’s silver Charisma-based skill checks when interacting with hair and amber eyes, while Suminar and any named NPC or unnamed courtier or noble at Maivara take after their mother, and have pale the grand ball. Handing a courtier or noble a cotton scarf gives a –2 penalty on the attempt to golden hair and violet eyes. All are dressed in persuade them to dance. regal silver-coloured robes embroidered with After the characters have interacted with the mother of pearl and gold thread, and wear NPCs that interest them: several purple scarves around their necks.

A young grey elf woman with shoulder- As the night wears on, it comes to that stage of length silver hair and amber eyes [Talath the evening when the official toasts must be Duilthandir] steps towards you. “Good evening, given – first to the Voormann, then to other visitors! My name is Talath: I am very pleased officials and nobles in order of precedence. that you could attend the ball at such short The assembled throng falls silent as Prince notice!” Naugrim stands to give the first toast. Talath lends a cotton scarf to any character who “To Her Fey Majesty, Queen Yolande, doesn’t have a scarf. She knows all the NPCs at Perfect Flower of Celene, Lady Rhalta of All the ball, and points them out to the characters: Elvenkind. Long may she reign over us.” give them Player Handout Seven. “To Queen Yolande, Lady Rhalta!” exclaim The characters can mingle and talk with Talath thousands of elves in near-unison. Tanaar Van Duilthandir and the following NPCs. Oostl’s face is a careful study in indifference. The ambassador from Celene steps • Edulf Fellkatz (a Vosser) forward and raises his goblet. “To Prince • Morwen Roodenhund (a Roodberg) Naugrim, Defender of Kershane, Knight of • Tanaar Van Oostl Luna. Long may he reign!” The assembly shouts, “To Prince Naugrim, • Lorellin Ulumuri (Knight of Luna) Defender of Kershane!” • Tulmegil Liadon (Celene’s ambassador) One of the elves in the livery of the Knights • Prince Naugrim and his family of Luna [Lorellin Ulumuri] steps forward to

speak, but is not as quick as Tanaar. Talath is described above in the section for “To Voormann Orgus Bildgear, Head of the Reporting Einhardt to the authorities. The other Concatenated Council of All Perrenland. May NPCs are described in . DM’s Aid 3 his health never fail.” How much mingling they can do with the great There is a brief moment of silence before and the powerful depends on their characters’ Prince Naugrim takes up the toast in a loud level. voice, which is echoed with little enthusiasm Characters of 1st to 7th level are not yet by the many elves present. Tanaar and famous enough to stand as an equal with most of those present. They cannot talk with the royal Naugrim watch each other impassively for family or the ambassador from Celene (court several seconds, until Tanaar glances down

Where Roodbergs Fear To Tread Page 17 and Naugrim looks away, settling his gaze on many people were out last night and how many the Knight of Luna. of them were drinking. He leads you through The Knight raises his goblet. “To Princess the gardens around the palace to a secluded Lueara, Jewel of Kershane. Long may she gazebo near a quiet brook. reign!” Talath is waiting for you under the gazebo, This toast is taken up with enthusiasm, and listing to the warbling of songbirds in the the toasts continue for several minutes. All nearby trees. She smiles, and motions for you members of the royal family, the ambassador to sit with her. “Good morning. How are you from Celene, and the visiting Knights of Luna today? Did you enjoy the ball?” and their squires receive a mention. Tanaar is toasted by Prince Naugrim towards the end of If Culurien is present, he and Turin retire to the list as “the Voormann’s ambassador”, and another part of the gardens, leaving the characters not by name. Even then, the toast is taken up alone with Talath. with little enthusiasm by the assembly. Once Talath starts speaking as if she’s choosing her the toasts are completed, the dancing words carefully. “You’re probably wondering resumes. why I’ve asked you here. I’ve been asked to enquire if you would be interested in The toasts finish at 10 PM. The human NPCs performing a service for the Prince – if there retire by 11 PM – Tanaar is escorted back to the was something that needed to be done, of palace by his elven guards, while Morwen course.” Roodenhund and the Fellkatz Vossers are escorted home by their hosts. The elven NPCs If the characters say no, Talath looks disappointed, start to retire by 1 AM; most of the crowd has gone apologises for wasting their time, and bids them home by 2 AM. good day. If the characters say yes or maybe, Talath continues. Development: After the ball, Prince Naugrim listens to Talath’s report on the characters, “There is a problem that needs to be dealt with compares it with his own impressions, and decides – a mystery that needs to be investigated. to send the characters on the special mission. Normally, the Prince would send his own Proceed to Encounter Five. people to carry out such tasks, but there are … political sensitivities involved. It would be undiplomatic to send soldiers of Kershane or 5: A SECOND OFFER OF Knights of Luna to the location in question. He EMPLOYMENT needs freelancers who could plausibly travel The day after the grand ball is Godsday – the there of their own accord – people who he day in the middle of the week when most could deny ever having sent, if the Guurhok people attend the temple or church of their captured them and complained to the favoured deity. Before you can head out for the Voormann or to their Great Father.” day, a young boy in the Prince’s livery arrives “I cannot say more unless you give your with a message. He speaks in slow, halting word that what we discuss will be kept in Stamtaal: “Excuse me, please. I am wishing to confidence, and not discussed with outsiders. take you to meeting with friend, Talath What do you say?”

Duilthandir. She is asking for you to be arriving If some of the characters refuse to give their word, with me at garden.” Talath looks disappointed, apologises for wasting their time, and bids them good day. She then waits If asked to repeat himself in elven, he says, “Your for them to leave before continuing to talk with the friend, Talath Duilthandir, asks you to meet her characters who give their word. at the palace gardens. Please come with me and I’ll take you to her.” The young boy’s name is Turin Galanodel: he doesn’t know anything else Talath relaxes, and speaks more freely. “You of interest. may know that our forests and mountains are home to many powerful fey – in some ways, The boy leads you up the same streets you they are our greatest defenders, particularly took yesterday to the ball – it’s impressive how against the evil ones outside our territories. clean and orderly those streets are, given how You probably also know that the dread power who was interfering with most divination magic

Where Roodbergs Fear To Tread Page 18 has relaxed his grip in the past few months, north into the hills for a half-day. I can provide and our diviners’ spells now work as a map if you agree to go. effectively as before.” Can we scry for Tintuviel? Please don’t – as I “Our diviners routinely search the future said, we don’t want whatever evil has captured for warning signs – for threats to our lands, for her to spot the scrying portal and kill her. evil arising within our domains. A little while Can we teleport to the grotto? You would ago, they determined that one of the places of have to scry someone at the grotto to know power guarded by the fey – a grotto in the hills where to go – and Tintuviel may not be there to the north of Kershane – has fallen into the anymore. hands of evil.” We can use greater teleport if you give us a She spreads her hands apologetically. “We description. All we know is that it’s a grotto – we know little more than that. The grotto’s don’t know what it looks like. If we knew guardian was a nymph named Tintuviel. Our enough to use greater teleport, we’d have sent magic cannot tell us what has happened to her, some of the Prince’s elite forces there already. only that she is alive and a great evil now Where else might she be? The Guurhok may controls the grotto.” have taken her back to their caves – I pray they “We dare not use magic to scry for her, in haven’t, for they would probably do terrible case her captors spot the scrying portal and things to her and keep her as a slave. kill their prisoner. Nobody in the city has seen Why do you think the Guurhok did it? Talath the grotto, so we cannot teleport there without shrugs. “Who else could it be? I know, it could scrying for Tintuviel – which we dare not do. be any wicked thing – a demon, a devil, a cleric We cannot send people there ourselves of a wicked god – but they are closest, and the because the grotto is too close to a cave goblinoids have always hated the fey.” complex occupied by goblin subjects of the How soon do you want us to go? Guurhok – if we sent a party of Kershanites to Straightaway, if you please – every day, every investigate and they were spotted, it could be hour, could make a difference to Tintuviel. Any taken as a sign of war.” business you have left to carry out here in “However, you are adventurers – anyone Kershane can wait until you return. who sees you would consider you nothing What about Morathren? What’s happening more than that, and would not realise you were there? We have questioned him, and are still on a mission. Even if you were captured and carrying out our investigations. tortured, Prince Naugrim could claim he didn’t know – I will not tell him whether or not you Talath now knows that Morathren is a double- accept the mission, so he can truthfully say agent, but does not share that information. that he didn’t know you were going there even If the characters refuse to accept the job, under magical interrogation.” Talath looks very disappointed, tersely thanks “Prince Naugrim would greatly appreciate them for their time, and bids them good day. If they it if you decided to go exploring the wilderness accept the job, she looks very pleased, and gives near the grotto, happened to come across the them a scroll tube containing a map with directions grotto, and took it on yourselves to kill to the grotto. She reminds the characters that they whatever evil is present and free Tintuviel. He should leave Kershane straightaway and report would reward you on your return, and hold you back to her on their return, then gets up and goes high in his esteem. Obviously, you can keep back to the palace compound. anything you loot from those you kill.” “What say you?” Development: To reach the grotto, the characters travel for two days along the forest trail towards Sample responses to some expected questions. Illanof, then detour off the trail and travel into the What can you tell us about the grotto, and lower slopes of forested mountains for half a day. Tintuviel? Not much – I’ve already told you all If the characters teleported directly to we know. It’s only been a few years since the Kershane from Clatsberg, insert Encounter Two Shroud of Souls dissipated, and the fey often on the morning of the second day of travel on the dislike uninvited visitors, so we avoid troubling forest trail, then continue to Encounter Six. If the them. characters have already completed Encounter How do we get to the grotto? You travel two Two, go to Encounter Six. days along the track to Illanof, then strike off

Where Roodbergs Fear To Tread Page 19 guided the Raven Master to the battlefield 6: MEETING THE RAVEN where she first met you. She speaks well of MASTER you. Your second day of travel along the trail to What have you been up to [since PERSM 5- Illanof is almost at an end. You are close to the 02]? Nothing too exciting – though I have best point from which to strike out tomorrow found several shiny, shiny coins that I’ve taken morning for Tintuviel’s grotto when you see a back to my nest!

flock of ravens circling overhead. They are Once the characters have had a minute to talk with strangely silent: there is no harsh croaking, Carcaren: only the gentle beating of many wings on the

air. One of the ravens flies down and perches Carcaren pauses, looking up into the sky. on a tree-branch that overhangs the trail some Another flock of ravens has joined the flock thirty feet ahead. already circling above you, and a second raven If any of the characters met Carcaren in PERSM 5- descends from among the mingled birds 02: towards Carcaren. However, rather than join Carcaren on the branch, it flies down to ground The raven speaks. “Greetings and well met, my level, and transforms! The wings become a friends. Will you not introduce me to your cloak of shifting colours spread over two arms; companions? Are they as brave in battle as the legs and torso elongate, and the black you were when you dealt with Adarr?” feathers become a form-fitting black feathered gown. If none of the characters previously met Carcaren Standing before you is a beautiful, exotic but any of the characters met the Raven Master, elfin woman, with vivid amber eyes, lustrous Netrana Eratrithil, in PER 3-01: waist-length silver hair, and a bird-like face. She holds a gnarled wooden staff in one hand, The raven speaks. “Greetings and well met. My and raises the other hand in greeting. Carcaren name is Carcaren. Are you not [insert name of announces, “Behold! The Raven Master!” characters known to the Raven Master]? Who are your companions? Are they as brave in battle The Raven Master, Netrana Eratrithil: as you were against the Guurhok and the Female half-nymph (grey elf/nymph) drd7/animal Roodbergs four years ago?” lord 5, speaks Common, Druidic, Elven and Sylvan. If none of the characters previously met Carcaren or the Raven Master: “I am glad that my friends found you, so that I could speak to you before you reach the The raven speaks. “Greetings and well met. My grotto.” She holds up a hand to forestall any name is Carcaren, servant of the Raven Master. interjections. “No, do not worry – I do not Who are you? Are you brave in battle and intend to stop you. All I wish is to share with noble of spirit?” you what I know and to give a warning.” “Like Prince Naugrim, I have also become Sample responses to some expected questions. aware of an evil presence at Tintuviel’s grotto. I Who are you? I am Carcaren, friend of the see more clearly than the Prince’s servants, Raven Master. however, and I know what that evil is.” The What are you doing here? The Raven Master Raven Master sighs sadly. “The evil is Tintuviel wishes to talk with you. Some of the songbirds herself. She has been tempted away from good have told us of your mission – she has friends by a man, and fallen into darkness.” among all the birds, not just among the ravens. “I am not certain who the man is, or where She wants to make sure you know all about he has gone. The trees tell me he left the grotto what happened at the grotto, and not just what some time ago, and that he is a human of the elves know. average build with sandy fair hair and brown Why can you talk? I was awakened by eyes. Carcaren says he matches the powerful magic. description of a man named Rondar, a servant How did you recognise [character who played of a recently-risen evil power.” PER 3-01]? I was one of the many ravens who

Where Roodbergs Fear To Tread Page 20 Carcaren nods, and adds, “I heard Morwen What did you want to warn us about? The Roodenhund describe this man over a year grotto is a place of power, and a sacred place ago. She claimed Rondar tricked her into for the fey of the forest. If you shed any fey’s working for Adarr, an evil lion with a wicked blood within the grotto and the fey dies, you heart.” will be cursed – marked as an enemy to all creatures of the forest. Even I would turn my Sample responses to some expected questions. back on you, were we to meet again, and my Which evil power are we talking about? “I ravens would peck at your eyes. understand he is called Old Wicked by What do you mean by “shed blood”? Any humans.” She snorts. “Only a human could lethal damage would trigger the curse, if the call something that has lived but a century fey died after you injured them. ‘old’.” Why didn’t Talath tell us about the curse? I do So it’s not the fault of the Guurhok? Her eyes not know – I can only guess that she was not narrow as she frowns. “No. Though our aware of the curse. ancient enemy are guilty of many crimes, this is not their fault. I am told they hate this ‘Old If the characters do not ask the Raven Master Wicked’ because he seeks to conquer them as about her warning and the conversation has well.” ended: How did this “Rondar” tempt Tintuviel into evil? I do not know, but I presume he used some Before I go, I have a warning for you all. The trickery or deception. It seems he visited the grotto is a place of power, and a sacred place grotto for three days – presumably that was for the fey of the forest. If you shed any fey’s enough time to weaken her resolve. If Carcaren blood within the grotto and the fey dies, you is right, then I must assume that Tintuviel now will be cursed – marked as an enemy to all serves the same master as Rondar. creatures of the forest. Even I would turn my Why haven’t you taken care of Tintuviel back on you, were we to meet again, and my yourself? I would not be at ease within myself if ravens would peck at your eyes. I betrayed our friendship and killed her – and I might have no choice but to kill her, if I When the conversation has ended: confronted Tintuviel in her own grotto. I – I do not want to have to see what she has become. The Raven Master straightens up, raising her So, this means we kill her? The Raven Master arms. “Farewell, my friends. Remember my looks downcast. “It may be that is what must words. Carcaren, come.” With that, she come to pass. However, Tintuviel was – is – a transforms back into a raven, and flies up friend, and a good person. I cannot bring towards the circling flock. Carcaren pauses myself to believe that she is beyond long enough to say “Goodbye for now, until we redemption. Perhaps she can be reformed, and meet again!” before following the Raven persuaded to turn back from the path she has Master into the sky. Once both have rejoined taken.” the other ravens, the flock heads off towards How do we do that? If she was willing to the south, quickly disappearing from view. atone for accepting evil into her heart, there are priests at Kershane with the power to Development: The characters can prepare intercede with Corellon Larethian and restore different spells after resting the night. When the her to the light. players are ready to proceed, go to Encounter Will you give us anything if spare Tintuviel’s Seven. life? The Raven Master glares at you. “Is what I have told you not enough? My words are freely given – do you spurn my gift?” 7: AT THE NYMPH’S Is Tintuviel the only person at the grotto? GROTTO Three fey live at the grotto. Tintuviel is one; the The next morning, you leave the trail to Illanof other two are Rourke and Skerry, satyrs who and head north, into the forested hills. guard the entrance to the grotto. Following the directions on your map, you Are they evil too? I do not know. What I can arrive at your destination shortly before say with certainty is that Tintuviel is evil. midday.

Where Roodbergs Fear To Tread Page 21 The entrance to the grotto is a wide natural The floor of the corridor is covered with loose opening, about 15 feet wide and 20 feet high, in dirt and leaf litter, which doesn’t inhibit movement the steep side of a forested hill. The trees end in any way but does increase the DC of Move approximately 20 feet from the entrance, Silently checks by 2. Rourke and Skerry maintain creating a small clearing of short bushes, long the leaf litter to make it easier for them to hear grass, and berry-laden vines. intruders and to disguise the pit trap at 3. 2 – Satyrs’ bedchamber The light undergrowth between the tree line and The corridors to this side-chamber are both the entrance has the following effects: half a foot above the level of the main corridor, and neither the corridors nor the chamber have dirt and • characters must spend 2 squares of leaves on the floor. Rourke and Skerry live and movement to move one square sleep here on beds of straw: the northwest corner • provides 20% concealment has a small fire pit beneath a crevice in the ceiling • DC of all Tumble and Move Silently that lets the smoke out of the grotto. checks increases by 2 At APLs 2 and 4, Rourke and Skerry start at • running and charging are impossible this location. 3 – Corridor with concealed pit trap beneath loose The berries are edible (DC 10 Survival, DC 15 dirt and leaf litter on floor Knowledge – Nature): Tintuviel uses them as the The floor is covered with dirt and leaf litter, just material component for goodberry, which provides like area 1. Here, it also conceals a pit trap. all the food the three residents of the grotto need. Rourke and Skerry maintain the pit trap to catch There are several tracks in the clearing. stealthy but unwary intruders and to make it easier for Tintuviel to hear intruders.

• DC 15 Survival (APLs 6 to 12) – two APL 2 to 6 (EL 2) medium-sized bipeds with cloven-hoofed CR 2; mechanical; feet left the grotto earlier this morning Camouflaged Pit Trap: (Rourke and Skerry – DC 15 Knowledge – location trigger; manual reset; DC 20 Reflex save Nature to identify the creatures as satyrs) avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); • DC 19 Survival (all APLs) – two medium- Search DC 22; Disable Device DC 19. Market sized bipeds with cloven-hoofed feet left Price: 2,600 gp. and returned to the grotto two days ago

(Rourke and Skerry) APL 8 (EL 3) • DC 22 Survival (APL 2 only) – a medium- Camouflaged Pit Trap: CR 3; mechanical; sized humanoid in soft boots came to the location trigger; manual reset; DC 20 Reflex save grotto and then left four days ago (Aldaron) avoids; 40 ft. deep (3d6, fall); multiple targets (first • DC 30 Survival (all APLs) – the two target in each of two adjacent 5-ft. squares); medium-sized bipeds with cloven-hoofed Search DC 23; Disable Device DC 20. Market feet seem to leave and return to the grotto Price: 4,800 gp. every two to three days (Rourke and Skerry)

APL 10 to 12 (EL 4) Aldaron has the trackless step class ability at APL Camouflaged Pit Trap: CR 4; mechanical; 4 to 12, while Tintuviel cast pass without trace location trigger; manual reset; DC 20 Reflex save before leaving the grotto earlier this morning at avoids; 60 ft. deep (6d6, fall); multiple targets (first APLs 2 and 4. Rourke and Skerry leave the grotto target in each of two adjacent 5-ft. squares); every couple of days to collect fallen branches for Search DC 24; Disable Device DC 21. Market firewood. Price: 8,000 gp.

The Grotto (DM’s Aid 5) 4 – Grotto The grotto was originally a natural cave system, This large chamber is the heart of the grotto. but centuries of use have worn the floors and The ceiling is 40 feet high, and there is an opening some of the walls smooth. The ceiling has the in the south-east corner to the top of the hill. The most natural cave features, such as stalactites, floor is smooth stone, and there is a large still pool and is always at least 20 feet high. in the eastern half of the chamber. There is a ledge on the far side of the pool in the southeast 1 – Corridor with loose dirt and leaf litter on floor

Where Roodbergs Fear To Tread Page 22 corner, and a second ledge runs around the As soon as they are aware of the characters, northern edge of the pool to 5. Rourke and Skerry get their shortbows and quivers 5 – Nymph’s bedchamber and go to the main corridor. Skerry takes the The ceiling is 30 feet high on the far side of the corridor closer to the entrance, while Rourke takes pool, and the floor is smooth stone. Tintuviel lives the further corridor. At APL 4, Rourke had his and sleeps here on a mound of blankets and pipes to hand; at APL 2, the pipes have fallen into cloaks: her treasure hoard is in the northeast his bedding, and he doesn’t take the time to find corner. them before confronting the characters. At APLs 6 to 12, Tintuviel (and Adrinilla at Read or paraphrase the following text to the APLs 8 to 12) start at this location. players when visual contact is made.

What’s Happening At The Grotto? You see two hairy goat-like men with wickedly What’s happening when the characters arrive curved horns, long pointed ears, and goat-like depends on the APL. legs that end in cloven hooves. The one in front has a dagger to hand, while the other • At APLs 2 and 4, Tintuviel has left the holds [at APL 2 and 4 respectively] a shortbow / grotto to visit Aldaron for a few days, leaving a set of ornate reed pipes. six goodberries with Rourke and Skerry. They are initially unfriendly to any intruders, Rourke and Skerry are lounging about in their and initiate combat unless the only intruders they bedchamber, talking about nothing in see are female humans, elves, or half-elves. In the particular: consider them distracted listeners (- latter case, their instincts cloud their 5 penalty to Listen checks). judgement, and they try to escort the intruder(s) • At APL 6, Rourke and Skerry have left outside so they can talk to the beautiful vision of Tintuviel alone at the grotto and gone out for loveliness. If the intruder doesn’t cooperate, the the day to forage for fallen branches and to satyrs remember their duty and regretfully initiate meet and chat with other satyrs. Tintuviel is in combat, but don’t pursue if the female intruders the grotto, swimming: consider her a distracted retreat. listener (-5 penalty to Listen checks). • At APL 8 to 12, Tintuviel’s friend Adrinilla APL 2 (EL 4) is visiting the grotto, and Rourke and Skerry Rourke and Skerry (2): Male satyr; hp 22; see have gone out for the day. Tintuviel and Monster Manual pages 219-220. Adrinilla are in Tintuviel’s bedchamber, talking about clothing and Aldaron: consider them APL 4 (EL 5) distracted listeners (-5 penalty to Listen Rourke, with pipes: Male satyr; hp 22; see checks). Monster Manual pages 219-220. Skerry: Male satyr; hp 22; see Monster Rourke and Skerry Manual pages 219-220. Rourke and Skerry are Tintuviel’s guards, and take their duties seriously. Tactics: Skerry runs interference for Rourke, The amount of noise the characters make engaging the characters in melee so that Rourke determines when Rourke and Skerry become can use his shortbow at APL 2 and his pipes at aware of them. Although they are distracted APL 4. When Rourke plays his pipes, he chooses listeners, they take 10 on all Listen checks, giving fear as the effect: he doesn’t choose charm them a total Listen check of 10. because he knows the effect doesn’t work well in Sample Listen DCs include: combat. Don’t have Rourke choose sleep as the effect, because if it affects every character you • Characters talking in clearing (DC 7) have a total party kill (TPK). • Characters whispering in clearing (DC 22) The satyrs do not pursue fleeing characters • Character moving to entrance of grotto (DC beyond the clearing outside the grotto, in case the equals character’s Move Silently check with +6 characters were bait to lure them away from their bonus for distance and –2 for undergrowth) post so a second group can sneak in while they’re • Characters moving to first side corridor to gone. If the characters do retreat, the satyrs eat up satyrs’ bedchamber (DC equals character’s to 4 of the goodberries Tintuviel left with them, Move Silently check with +2 bonus for distance leaving 1 goodberry each in case they have to wait and –2 for leaf litter) a day for Tintuviel’s return: each goodberry heals 1 hit point of damage.

Where Roodbergs Fear To Tread Page 23 Exception: If one or more of the characters When the characters meet Tintuviel: are 5th level or higher, you can use your discretion as DM and have Rourke choose sleep as the You see a stunningly beautiful woman with effect instead of fear. The character(s) of 5th level long, copper hair, perfect skin, large eyes, and or higher are immune to the sleep effect, which long, swept-back ears. She is wearing a thin, means you can’t TPK the whole party with a set of snug white robe that hangs across one failed saving throws. shoulder and several expensive-looking pieces of jewellery: the strap of her leather bag is set Tintuviel and Adrinilla over the cloth-covered shoulder. Her Tintuviel is the grotto’s principal resident, while expression is captivating and dangerous – she Adrinilla is a long-time friend from the has a predatory air about her, and her eyes plane of air who loves visiting the mountains of the look cruel. She slashes with a sickle in your Clatspurs. direction, and shouts in a sultry, alluring voice, The amount of noise the characters make “Intruders! Prepare to die!” exploring the corridor and the satyrs’ bedchamber determines when Tintuviel and Adrinilla become When the characters meet Adrinilla (adjust the text aware of them. Although they are distracted if Adrinilla is already invisible): listeners, they take 10 on all Listen checks, giving them the following Listen check results. A small, beautiful woman with translucent rainbow-coloured rings hovers before you. She APL 6 – Tintuviel 7 is wearing a thin, gauzy short dress, and has APL 8 – Tintuviel 7, Adrinilla 4 brightly coloured jewellery on her head and APL 10 – Tintuviel 11, Adrinilla 8 around her neck. Her voice sounds like the APL 12 – Tintuviel 13, Adrinilla 11 tinkling of a beautiful high-pitched bell, as she begins chanting a magical incantation. Sample Listen DCs include: Tintuviel is initially hostile, while Adrinilla is initially • Characters talking in clearing (DC 16) unfriendly. Tintuviel attacks the characters on • Character moving to entrance of grotto (DC sight, and Adrinilla joins in to help her friend equals character’s Move Silently check with defend her home. If the characters talk to either of +16 bonus for distance and –2 for them, they can change their attitudes with a hasty undergrowth) Diplomacy check (-10 penalty). • Characters moving to corner of areas 1 and 3 If Tintuviel becomes indifferent, she leaves the (DC equals character’s Move Silently check character who made the check to last, and does with +10 bonus for distance and –2 for leaf not chase that character if they leave the grotto. If litter) she becomes friendly or helpful, she does not • Characters talking at corner of areas 1 and 3 attack the character who made the check unless (DC 10) they attack her, and tells that character: • Characters whispering talking at corner of areas 1 and 3 (DC 25) You shall be my servant! Obey me in all things, • Characters encountering pit trap (DC –1) and you will live! • Characters moving to entrance of area 4 (DC equals character’s Move Silently check with +7 If Adrinilla becomes indifferent, she listens to the bonus for distance and –2 for leaf litter) character’s explanation and suggests to Tintuviel • Characters talking at entrance of area 4 (DC that they stop fighting. When Tintuviel ignores this 7) suggestion, Adrinilla continues to help Tintuviel, • Character moving along top of hill to opening but does not attack the character who made the in the ceiling of area 4 (DC equals character’s check unless they attack her. Move Silently check with +6 bonus for distance If Adrinilla becomes friendly, she listens to the and –2 for undergrowth) character’s explanation and suggests to Tintuviel • Characters talking at opening in the ceiling of that they stop fighting. When Tintuviel ignores this area 4 (DC 6) suggestion, Adrinilla stops attacking the characters for as long as the characters do not attack As soon as they are aware of the characters, Tintuviel, and pleads with everyone to stop Adrinilla turns invisible while Tintuviel gets her fighting – it’s all a big misunderstanding! sickle and goes to confront the intruders. Again, Tintuviel ignores this request, and from that

Where Roodbergs Fear To Tread Page 24 point on Adrinilla acts only to protect Tintuviel, and summons the most powerful air, earth and water tries to avoid harming the characters. she can. Adrinilla only summons If Adrinilla becomes helpful, she listens to the elementals with her summon monster spells: see character’s explanation and suggests to Tintuviel DM’s Aid 7 for details of how her augment that they stop fighting. When Tintuviel ignores this summoning feat enhances her summoned suggestion, Adrinilla tries to help the characters elementals. subdue Tintuviel, who has obviously gone crazy. Adrinilla uses other tactics if her summoned elementals aren’t being effective, such as APL 6 (EL 7) suggestion to make characters in heavy armour Tintuviel: Female nymph; hp 30; see take a swim in the pool, hold spells, and charm Appendix 3. spells. Adrinilla doesn’t fight to the death, and tries to APL 8 (EL 8) escape if reduced to less than 10 hit points. If Tintuviel: Female nymph; hp 30; see she’s unable to escape and her attitude has Appendix 4. changed to indifferent or better, Adrinilla Adrinilla: Female sylph; hp 12; see Appendix surrenders to the character who changed her 4. attitude if they promise not to let the other characters harm her, and offers her belongings in APL 10 (EL 10) exchange for her liberty. Tintuviel: Female nymph Drd 2; hp 42; see Appendix 5. Treasure: Tintuviel’s treasure hoard is in the Sunseeker, Tintuviel’s eagle animal northeast corner of area 5 at all APLs. In addition, companion: hp 6; see Appendix 5. the characters can take Rourke and Skerry’s Adrinilla: Female sylph, advanced; hp 28; see equipment at APLs 2 and 4, Tintuviel’s equipment Appendix 5. at APLs 6 to 12, and Adrinilla’s equipment at APLs 8 to 12. APL 12 (EL 12) Tintuviel’s treasure hoard is made up of gifts Tintuviel: Female nymph Drd 4; hp 54; see she has received over the years, and consists of: Appendix 6. • Sunseeker, Tintuviel’s eagle animal A well-crafted bronze breastplate, sculpted to resemble the torso of a muscled athlete companion: hp 30; see Appendix 6. (weight 30 lbs, value 350 gp) Adrinilla: Female sylph, advanced, Sor 1; hp • 38; see Appendix 6. A brass mug of dwarven make with jade inlays (weight 1 lb, value 300 gp)

• Tactics: If possible, Tintuviel casts defensive A small statuette of a dancing woman carved spells like freedom of movement and antilife shell from a single piece of stained wood (weight 1 before initiating combat. Tintuviel uses her blinding lb, value 50 gp) beauty ability throughout combat, as she knows • A string of gaudy beads (negligible weight, Adrinilla and any elementals Adrinilla summons value 50 gp) are immune. • A tapestry depicting the towers of an elven city Tintuviel begins combat by casting spike – possibly Kershane – against the background stones on area 4 to slow the approach of melee of a snow-topped mountain (weight 10 lbs, 100 characters. In subsequent rounds, she engages in gp) all-out offence, using ranged attack spells like sleet • A silver chalice set with lapis lazuli gems storm and baleful polymorph or her stunning (weight 2 lbs, 100 gp) glance supernatural ability. When forced into melee, she uses melee attack spells like poison APL 2: L: 43 gp; C: 100 gp; M: 0 gp and tries to move away before opponents get a full APL 4: L: 43 gp; C: 100 gp; M: 0 gp attack sequence on her. If necessary, Tintuviel APL 6: L: 54 gp; C: 200 gp; M: 83 gp uses her dimension door spell-like ability to escape APL 8: L: 54 gp; C: 283 gp; M: 83 gp from close-quarters combat. APL 10: L: 54 gp; C: 283 gp; M: 233 gp If possible, Adrinilla casts bear’s endurance APL 12: L: 54 gp; C: 283 gp; M: 691 gp and shield on herself before Tintuviel initiates combat. Adrinilla uses her improved invisibility to Development: If Rourke, Skerry or Tintuviel are protect her while she flies up near the ceiling and dead, any character who inflicted hit point damage

Where Roodbergs Fear To Tread Page 25 on the dead fey during the battle now has the doing at the grotto, and insists on entering or on “Curse of the Grotto” penalty. stopping them leaving (as appropriate). The characters can begin to question any Regardless of how well-disposed he becomes surviving opponents (Adrinilla, Rourke, Skerry, towards the characters, Aldaron continues to and/or Tintuviel). However, two minutes after the demand to know what their business is at the combat in the grotto ends, Tintuviel’s lover Aldaron grotto and insists on entering. Aldaron’s love for arrives outside the grotto. Tintuviel blinds him to her malevolence: he refuses to accept that she has become evil, for example, and insists that any injuries she caused to the 8: THE NYMPH’S LOVER characters were in self-defence. ARRIVES Aldaron attacks if the characters tell him they Aldaron is Tintuviel’s current lover: he lives by have attacked any of the residents of the grotto, himself in the forest several miles away, and visits are visibly carrying loot from the grotto, or refuse to her every few days. allow him entry. If the characters tell him Tintuviel At APLs 2 and 4, Aldaron is returning to the is their prisoner, he demands that they free her, grotto with his dead lover’s body, having arrived and attacks if they do not immediately comply. too late to save Tintuviel from being killed by a If a fight starts, Aldaron asks any character Guurhok war band. At APLs 6 and up, Aldaron is who changed his attitude to indifferent or better to dropping in to visit Tintuviel. help him avenge or protect (as appropriate) his If the characters travelled to the grotto on foot darling Tintuviel. In addition, Aldaron takes more and left any tracks, Aldaron found the tracks on his care when attacking those characters. way to the grotto; otherwise, he first learns about the characters when he sees their tracks in the dirt • If his attitude is indifferent to a character, and leaves on the floor of the corridor or when he Aldaron attempts to cause non-lethal damage hears them moving and talking in the grotto. If when attacking until he has hit the character alerted to something happening inside, Aldaron once, then switches to lethal damage. sneaks into the grotto to investigate; at APLs 2 and • If his attitude is friendly, Aldaron attempts 4, he leaves Tintuviel’s body at the entrance to the to cause non-lethal damage until he has hit the grotto before going inside. character twice, then switches to lethal Paraphrase the following text to the players damage. when they first see Aldaron: it almost certainly • If his attitude is helpful, Aldaron does not needs to be modified to take into account where attack the character unless attacked himself, they meet him, whether he is currently carrying and even then always attempts to cause non- Tintuviel’s body, and whether he attacks them on lethal damage. sight. APL 2 (EL 4) A muscular elf with tangled copper-red hair Aldaron: Male wood elf rgr2/bbn2; hp 32; see glares at you. He is wearing well-maintained Appendix 1. leather armour, and holds two handaxes, one in each hand. There is an unstrung composite APL 4 (EL 6) bow across his back, and several pouches and Aldaron: Male wood elf rgr3/bbn2/wildrunner1; flasks on his belt. hp 47; see Appendix 2.

Aldaron isn’t a trusting person at the best of times, APL 6 (EL 8) and he’s very protective of Tintuviel, her home, Aldaron: Male wood elf rgr3/bbn2/wildrunner3; and her servants. His initial attitude on meeting the hp 63; see Appendix 3. characters is unfriendly unless he finds evidence of killing, looting, and/or prisoner-taking inside the APL 8 (EL 10) grotto, in which case his initial attitude is hostile. Aldaron: Male wood elf rgr3/bbn2/wildrunner5; Aldaron is automatically hostile towards any hp 89; see Appendix 4. character with the “Curse of the Grotto” penalty. If Aldaron’s attitude is hostile when he first APL 10 (EL 12) encounters the characters, he attacks all Aldaron: Male wood elf rgr3/bbn2/wildrunner7; “trespassers” in the grotto without mercy. If his hp 119; see Appendix 5. attitude is unfriendly, he insists that the characters are “trespassers”, demands to know what they are

Where Roodbergs Fear To Tread Page 26 APL 12 (EL 14) Tintuviel seems to be more ruthless and callous Aldaron: Male wood elf rgr3/bbn2/wildrunner9; than she used to. Tintuviel’s behaviour during the hp 139; see Appendix 6. combat seems very much out of character to Adrinilla. Tactics: If possible, Aldaron drinks his potion of Tintuviel can tell the characters about cat’s grace after arriving at the grotto and learning Rondar’s visit, and how he “converted” her to his that the characters are present, and before way of thinking, persuading her to “open her eyes” sneaking inside and confronting the characters. and “live for herself, and not for others”. She When the fight breaks out, Aldaron rages, releases seems cruel, haughty, predatory and manipulative. a primal scream (at APL 6 and up), and charges The characters can with effort persuade her to the most dangerous-looking melee combatant atone and change back to the way she used to be. (note his pounce class ability at APL 8 and up). If the characters kill Aldaron (at APL 12 only), Once in melee, Aldaron works his way through Rourke, Skerry, and/or Tintuviel after questioning the opponent in front on him before moving on to them, any character who inflicted hit point damage the next closest opponent. When there are two or during the battle in the grotto now has the “Curse more equally close opponents, Aldaron attacks of the Grotto” penalty. This applies even if they kill whichever character he dislikes the most. the characters outside the grotto: it’s the shedding of blood within the grotto plus the subsequent Treasure: After defeating Aldaron, the characters death of the fey creature that leads to the curse, can take his equipment from him. At APLs 2 and 4, and not the act of killing the fey creature within the they can also take Tintuviel’s jewellery and bracers grotto. of armour from her corpse. CONCLUSION APL 2: L: 103 gp; C: 100 gp; M: 234 gp The journey back to Kershane is uneventful unless APL 4: L: 103 gp; C: 100 gp; M: 447 gp one or more of the characters acquired the “Curse APL 6: L: 52 gp; C: 0 gp; M: 744 gp of the Grotto” penalty in or APL 8: L: 52 gp; C: 0 gp; M: 1244 gp Encounter 7 APL 10: L: 52 gp; C: 0 gp; M: 2244 gp Encounter 8. If that is the case: APL 12: L: 2 gp; C: 0 gp; M: 3793 gp It seems the creatures of the forest have taken [insert character name(s) Development: At APL 12, if Aldaron is dead and a strong dislike to was injured within the grotto, any character who here]. When you pass their nests, birds swoop inflicted hit point damage on him during the battle past your heads, snapping their beaks; now has the “Curse of the Grotto” penalty. squirrels throw nuts and twigs at you, Once Aldaron is defeated, there is nothing else chattering angrily. Perhaps the Raven Master’s that can threaten the characters at the grotto. The warning of a curse on all who spilled a fey characters have both Tintuviel and Aldaron, either creature’s blood has come true? Luckily, you alive or dead, and have uninterrupted time to don’t encounter any large or dangerous forest question any surviving opponents (Adrinilla, animals on the three-day trek back to Aldaron, Rourke, Skerry, and/or Tintuviel) about Kershane. Rondar’s visit and Tintuviel’s change of heart before returning to Kershane with their prisoners. If the players have not already figured it out, it Rourke and Skerry know that Rondar visited takes a DC 10 Intelligence check to realise that the for several days, that Tintuviel was quite taken with people of Kershane may strongly dislike characters him, and that afterwards she seemed a little with the “Curse of the Grotto” penalty, particularly different – she seemed to treat them more like any Roodbergs. Hopefully, the characters decide servants and less like friends. They didn’t have to leave any characters with the Curse in hiding much opportunity to talk with Rondar – he ignored outside Kershane. If they do not, note that the them, and spent almost all his time with Tintuviel. attitude of all inhabitants of Kershane to characters Aldaron knows that a man named Rondar with the Curse has been reset to hostile for visited Tintuviel, but didn’t have an opportunity to Roodbergs and unfriendly for everyone else, and meet him. Aldaron has noticed that Tintuviel follow the guidelines in Encounters Three and seems to now have a cruel streak, but refuses to Four for how the guards and other inhabitants acknowledge that she has changed. react to those characters. Adrinilla has been told by Tintuviel that a man When some or all of the characters enter named Rondar visited her, and has noticed that Kershane and meet with Talath:

Where Roodbergs Fear To Tread Page 27 prisoner, and 50% of the value of the treasure of Talath listens to your report, and asks you to those opponents. wait in the garden while she reports to the In addition, the character who cast atonement Prince. After an hour, she returns with good or who used the “Prince Naugrim’s Debt” benefit to news: “The Prince thanks you for your service. have atonement cast gains the “Tintuviel’s He has directed me to provide you each with Friendship” benefit. Note that only one character 100 gp as a token of his gratitude, and to can gain this benefit: it cannot be shared. advise that, should you ever require a spell of Finally, all characters obtain access to the up to 5th level in power to be cast, he will “Kershane Armour” benefit. arrange to have one of the spellcasters in Kershane cast it for you. Reporting Back to Einhardt Einhardt asked the characters in the Introduction The characters receive the “Favour of Prince to bring Morathren’s response to him in Clatsberg. Naugrim” and “Prince Naugrim’s Debt” benefits. If the characters deliver Morathren’s message to If the characters brought prisoners back and Einhardt, Einhardt pays each character 25 gp and Tintuviel is dead: makes several magic gems available for purchase: the characters gain access to the starred items on Your prisoners are taken into custody by the Adventure Record. Talath, questioned, and released. None of your In addition, if the characters did not tell the prisoners are evil: it seems Tintuviel was the authorities at Kershane about the hidden message sole cause of the wickedness at the grotto. in Einhardt’s correspondence, they receive the “Favour of Einhardt Van Dagnis” benefit. If the characters brought prisoners back and Characters who found Einhardt’s hidden Tintuviel is a prisoner: message may want to read Morathren’s response. If the characters alerted the authorities and Your prisoners are taken into custody by Morathren’s cover was exposed, the secret Talath and questioned. All are released except message reads “I’m compromised – no further for Tintuviel, as none of the others are evil. It correspondence possible.” seems Tintuviel the nymph was the sole cause If the characters didn’t alert the authorities, the of the wickedness at the grotto. She is willing secret message reads, “Van Oostl publicly to atone for her misdeeds and return to her feuding with Prince – major tensions, large former ways, if someone can be found to argument, Van Oostl under house arrest. intercede with the gods for her. Roodbergs unlikely to prosper while Knights of Luna looking for place to settle – disparity Give the characters an opportunity to cast between Kershanites and migrants from atonement or to use Prince Naugrim’s offer of a Celene could be exploited. Celene ambassador free spell to have atonement cast. As Tintuviel still power behind throne.” (For the record, Van willingly chose to become evil, casting the spell Oostl isn’t under house arrest, the Knights of Luna costs 500 XP (if the character casts the spell – this aren’t looking to settle, and the Celene does not count against the maximum amount of ambassador has next to no influence over Prince XP a character can spend in a scenario) or 2,500 Naugrim or his government.) gp (if the character uses the “Prince Naugrim’s debt” benefit – the character cannot use over the Wrapping It All Up cap gold). If none of the characters intervenes, a Your journey to and from Kershane is now non-player character casts atonement for Tintuviel. complete, and no business remains outstanding: all matters have been resolved. As it turns out, someone is found who Who would have expected that such adventure intercedes on Tintuviel’s behalf, and she would come your way from a simple contract returns to the side of good. Tintuviel is grateful to act as a courier? Truly, there are to your group for sparing her life, and willingly opportunities for adventure everywhere. gives you all her possessions – “I will be given more gifts over the years, but none as precious as the gift of life you have given me.”

The characters receive access to all items possessed by other opponents who were taken

Where Roodbergs Fear To Tread Page 28 APL 8 225 XP EXPERIENCE POINT APL 10 270 XP SUMMARY APL 12 315 XP To award experience for this adventure, add up the values for the objectives accomplished. Then Total possible experience: assign the experience award. Award the total value APL 2 450 XP (objectives plus roleplaying) to each character. APL 4 675 XP APL 6 900 XP Encounter Two APL 8 1125 XP Killing or defeating the boar. APL 10 1350 XP APL 2 60 XP APL 12 1575 XP APL 4 150 XP APL 6 210 XP TREASURE SUMMARY APL 8 240 XP During an adventure, characters encounter APL 10 300 XP treasure, usually finding it in the possession of their APL 12 360 XP foes. Every encounter that features treasure has a “treasure” section within the encounter description, Encounter Seven giving information about the loot, coins, and magic Disarming, bypassing, or setting off the trap. items that make up the encounter’s treasure. APL 2 60 XP The loot total is the number of gold pieces each APL 4 60 XP character gains if the foes are plundered of all their APL 6 60 XP earthly possessions. Looting the bodies takes at APL 8 90 XP least 10 minutes per every 5 enemies, and if the APL 10 120 XP characters cannot take the time to loot the bodies, APL 12 120 XP they do not gain this gold. If you feel it is reasonable that characters can go back to loot the bodies, and Killing or defeating the defenders of the grotto. those bodies are there (i.e., not carted off by APL 2 120 XP dungeon scavengers, removed from the scene by APL 4 150 XP the local watch, and so on), characters may return APL 6 210 XP to retrieve loot. If the characters do not loot the APL 8 240 XP body, the gold piece value for the loot is subtracted APL 10 300 XP from the encounter totals given below. APL 12 360 XP The coin total is the number of gold pieces each character gains if they take the coin available. A Encounter Eight normal adventuring party can usually gather this Killing or defeating the nymph’s lover. wealth in a round or so. If for some reason, they APL 2 120 XP pass up this treasure, the coin total is subtracted APL 4 180 XP from the encounter totals given below. APL 6 240 XP Next, the magic items are listed. Magic item APL 8 300 XP treasure is the hardest to adjudicate, because they APL 10 360 XP are varied and because characters may want to use APL 12 420 XP them during the adventure. Many times characters must cast identify, analyze dweomer or similar spell Discretionary roleplaying award to determine what the item does and how to activate Many different things could merit this reward, it. Other times they may attempt to use the item including (but not limited to) in-character blindly. If the magic item is consumable (a potion, interaction between players, choosing to scroll, magic bolts, etc.) and the item is used before investigate Einhardt’s message, interacting with the end of the adventure, its total is subtracted from the various NPCs at Kershane, interacting with the adventure totals below. Carcaren and the Raven Master, questioning Once you have subtracted the value for prisoners at the grotto, and choosing to take unclaimed treasure from each encounter add it up prisoners back to Kershane. and that is the number of gold pieces a characters APL 2 90 XP total and coin value increase at the end of the APL 4 135 XP adventure. Write the total in the GP Gained field of APL 6 180 XP the adventure certificate. Because this is a Regional

Where Roodbergs Fear To Tread Page 29 scenario, characters may spend additional Time arrows, 10 silver arrows, 10 cold iron arrows, Units to practice professions or create items dagger); C: 100 gp (Tintuviel’s jewellery); M: 237 immediately after the adventure so this total may be gp – +1 bracers of armour (83 gp), +1 leather modified by other circumstances. armour (96 gp), potion of cure light wounds (2 @ 4 L = Looted gear from enemy; C = Coin, Gems, gp each), potion of cure moderate wounds (25 gp), Jewelry, and other valuables; M = Magic Items. potion of cat’s grace (25 gp); Total 440 gp APL 4: L: 103 gp (2 masterwork handaxes, Encounter Two masterwork Str 14 mighty composite longbow, 20 APL 2: L: 0 gp; C: 0 gp; M: 0 gp; Total 0 gp arrows, 10 silver arrows, 10 cold iron arrows, APL 4: L: 163 gp (masterwork full plate, dagger); C: 100 gp (Tintuviel’s jewellery); M: 445 masterwork longsword); C: 40 gp; M: 0 gp; Total gp – +1 bracers of armour (83 gp), +1 leather 203 gp armour (96 gp), potion of cure light wounds (2 @ 4 APL 6: L: 26 gp (masterwork longsword); C: 40 gp each), potion of cure moderate wounds (25 gp), gp; M: 220 gp – +1 full plate (220 gp); Total 286 gp potion of cat’s grace (25 gp), cloak of elvenkind APL 8: L: 26 gp (masterwork longsword); C: 40 (208 gp); Total 648 gp gp; M: 220 gp – +1 full plate (220 gp); Total 286 gp APL 6: L: 52 gp (masterwork Str 14 mighty APL 10: L: 0 gp; C: 40 gp; M: 413 gp – +1 full composite longbow, 20 arrows, 10 silver arrows, plate (220 gp), +1 longsword (193 gp); Total 453 10 cold iron arrows, dagger); C: 0 gp; M: 746 gp – gp +1 handaxe (2 @ 192 gp each), +1 leather armour APL 12: L: 0 gp; C: 40 gp; M: 413 gp – +1 full (96 gp), potion of cure light wounds (2 @ 4 gp plate (220 gp), +1 longsword (193 gp); Total 453 each), potion of cure moderate wounds (25 gp), gp potion of cat’s grace (25 gp), cloak of elvenkind (208 gp); Total 798 gp Encounter Seven APL 8: L: 52 gp (masterwork Str 14 mighty APL 2: L: 43 gp (2 shortbows, 40 arrows, 2 composite longbow, 20 arrows, 10 silver arrows, daggers, masterwork reed pipes, masterwork 10 cold iron arrows, dagger); C: 0 gp; M: 1245 gp – bronze breastplate); C: 100 gp (Tintuviel’s treasure +1 handaxe (2 @ 192 gp each), +1 leather armour hoard); M: 0 gp; Total 143 gp (96 gp), potion of cure light wounds (2 @ 4 gp APL 4: L: 43 gp (2 shortbows, 40 arrows, 2 each), potion of cure moderate wounds (25 gp), daggers, masterwork reed pipes, masterwork potion of cat’s grace (25 gp), cloak of elvenkind bronze breastplate); C: 100 gp (Tintuviel’s treasure (208 gp) +1 ring of protection (166 gp), +2 amulet hoard); M: 0 gp; Total 143 gp of health (333 gp); Total 1297 gp APL 6: L: 54 gp (masterwork sickle, APL 10: L: 52 gp (masterwork Str 14 mighty masterwork bronze breastplate); C: 200 gp composite longbow, 20 arrows, 10 silver arrows, (Tintuviel’s treasure hoard and jewellery); M: 83 gp 10 cold iron arrows, dagger); C: 0 gp; M: 2245 gp – +1 bracers of armour (83 gp); Total 337 gp gp – +1 handaxe (2 @ 192 gp each), +1 leather APL 8: L: 54 gp (masterwork sickle, armour (96 gp), potion of cure light wounds (2 @ 4 masterwork bronze breastplate); C: 283 gp gp each), potion of cure moderate wounds (25 gp), (Tintuviel’s treasure hoard and jewellery, Adrinilla’s potion of cat’s grace (25 gp), cloak of elvenkind jewellery); M: 83 gp – +1 bracers of armour (83 (208 gp) +1 ring of protection (166 gp), +4 amulet gp); Total 420 gp of health (1333 gp); Total 2297 gp APL 10: L: 54 gp (masterwork sickle, APL 12: L: 2 gp (20 arrows, 10 silver arrows, masterwork bronze breastplate); C: 283 gp 10 cold iron arrows, dagger); C: 0 gp; M: 3794 gp – (Tintuviel’s treasure hoard and jewellery, Adrinilla’s +1 wounding handaxe (1525 gp), +1 handaxe (192 jewellery); M: 233 gp – +1 bracers of armour (83 gp), +1 Str 14 mighty composite longbow (216 gp), gp), dust of appearance (150 gp); Total 570 gp +1 leather armour (96 gp), potion of cure light APL 12: L: 54 gp (masterwork sickle, wounds (2 @ 4 gp each), potion of cure moderate masterwork bronze breastplate); C: 283 gp wounds (25 gp), potion of cat’s grace (25 gp), (Tintuviel’s treasure hoard and jewellery, Adrinilla’s cloak of elvenkind (208 gp) +1 ring of protection jewellery); M: 608 gp – +2 bracers of armour (333 (166 gp), +4 amulet of health (1333 gp); Total gp), dust of appearance (150 gp), brooch of 3796 gp shielding (125 gp); Total 945 gp Conclusion Encounter Eight APL 2: L: 0 gp; C: 125 gp (Prince Naugrim’s APL 2: L: 103 gp (2 masterwork handaxes, reward, Einhardt’s payment); M: 0 gp; Total 125 gp masterwork Str 14 mighty composite longbow, 20

Where Roodbergs Fear To Tread Page 30 APL 4: L: 0 gp; C: 125 gp (Prince Naugrim’s an Environment of Any and living in a forest). The reward, Einhardt’s payment); M: 0 gp; Total 125 gp creature’s attitude worsens to unfriendly if APL 6: L: 0 gp; C: 125 gp (Prince Naugrim’s indifferent or better, and to hostile if unfriendly: it reward, Einhardt’s payment); M: 0 gp; Total 125 gp initiates combat if hostile, and targets you before APL 8: L: 0 gp; C: 125 gp (Prince Naugrim’s other opponents. This curse otherwise functions reward, Einhardt’s payment); M: 0 gp; Total 125 gp like a bestow curse spell (caster level 10). APL 10: L: 0 gp; C: 125 gp (Prince Naugrim’s reward, Einhardt’s payment); M: 0 gp; Total 125 gp Tintuviel's Friendship: Your intervention has APL 12: L: 0 gp; C: 125 gp (Prince Naugrim’s restored Tintuviel to the side of good. In gratitude, reward, Einhardt’s payment); M: 0 gp; Total 125 gp she invites you to visit her at her grotto. If you take her up on her offer, you gain the following benefits Total Possible Treasure from Tintuviel's friendship: all elves and fey from APL 2: L: 143 gp; C: 325 gp; M: 237 gp; Total: Kershane Canton and the Kershane Pass 705 gp (adventure cap = 450 gp) recognise you as Tintuviel's friend; the attitude of APL 4: L: 309 gp; C: 365 gp; M: 445 gp; Total: those who recognise you improves to friendly if 1119 gp (adventure cap = 675 gp) indifferent or worse, and to helpful if friendly; you APL 6: L: 130 gp; C: 365 gp; M: 1049 gp; gain a +2 circumstance bonus on all Charisma- Total: 1544 gp (adventure cap = 900 gp) related checks with those who recognise you; and APL 8: L: 130 gp; C: 448 gp; M: 1548 gp; you gain free standard upkeep during all scenarios Total: 2126 gp (adventure cap = 1300 gp) set in Kershane Canton and the Kershane Pass. APL 10: L: 106 gp; C: 448 gp; M: 2891 gp; You must spend 4 TU and 100 gp on gifts for Total: 3445 gp (adventure cap = 2300 gp) Tintuviel when you first visit her, and must spend 4 APL 12: L: 106 gp; C: 448 gp; M: 4815 gp; TU and 100 gp in subsequent years to maintain Total: 5369 gp (adventure cap = 3300 gp) your friendship.

Favour of Einhardt Van Dagnis: In gratitude for Adventure Record Items your discretion as couriers, Einhardt arranges Right of Return [elves and half-elves only]: You regional access to the starred items below. renounced your previous clan loyalties and are now a member of the Kershane clan. Masterwork Bronze Breastplate (DMG p.144): This medium armour provides an armour bonus of Kershane Armour: The armour-makers at +4, has a maximum Dex bonus of +4, and Kershane are skilled at using forest products in resembles the sculpted torso of a muscled athlete: their work. You receive adventure access to all it is otherwise identical to a standard masterwork armour and shields made of leafweave or breastplate from the PHB. wildwood on Table 7-2 of . All items that you purchase prominently display the Item Access emblem of Kershane. APL 2: • Forestwarden shroud (Adventure; RW; Favour of Prince Naugrim: You have completed 100 gp) a mission for Prince Naugrim, and he is pleased • Masterwork elven harp (any) (Adventure; with you. You can use this favour for promotion in RW; 100 gp) a metaorganisation, or keep it for possible benefit • Masterwork bronze breastplate in a future scenario. (Adventure; DMG; 350 gp)

• * Pearl of Power (1st Level) (Adventure; The Prince promises to Prince Naugrim’s Debt: DMG) pay for one casting at Kershane of an arcane or

divine spell of up to 5th level by a 10th level APL 4 (all of APL 2 plus the following): spellcaster. You must provide any material • Cloak of Elvenkind (Adventure; DMG) component and must pay 5 GP per XP lost if the • spell has an XP component. * Elemental Gem (any) (Adventure; DMG)

APL 6 (all of APLs 2-4 plus the following): Curse of the Grotto: You shed fey blood in • Tintuviel’s grotto, and the fey died. As a result, you * Pearl of Power (2nd Level) (Adventure; are cursed: all fey creatures distrust you, and so DMG) do other forest creatures (Environment of Forest or APL 8 (all of APLs 2-6 plus the following):

Where Roodbergs Fear To Tread Page 31 • * Pearl of Power (3rd Level) (Adventure; DMG)

APL 10 (all of APLs 2-8 plus the following): • Dust of Appearance (Adventure; DMG) • * Pearl of Power (4th Level) (Adventure; DMG)

APL 12 (all of APLs 2-10 plus the following): • Brooch of Shielding (Adventure; DMG) • +1 Wounding Handaxe (Adventure; DMG) • * Stone of Good Luck (Luckstone) (Adventure; DMG)

Where Roodbergs Fear To Tread Page 32 APPENDIX 1 – APL 2 8: THE NYMPH’S LOVER ARRIVES ALDERON CR 4 Male wood elf ranger 2/barbarian 2 CN Medium humanoid (elf) Init +3; Senses Listen +7, Spot +7; low-light vision, automatic search check for secret doors Languages Common, Elven, Sylvan AC when raging 14, touch 11, flat-footed 14; uncanny dodge (+3 Dex, +3 armour, -2 rage) AC 16, touch 13, flat-footed 16; uncanny dodge (+3 Dex, +3 armour) hp 32, 40 when raging (4 HD) Immune sleep effects Fort +8, +10 when raging, Ref +6, Will +0, +2 when raging; +2 vs enchantments Speed 40 ft. (8 squares) Melee when raging mwk handaxes +8/+8 (1d6+4 and 1d6+2/x3) or Melee when raging mwk handaxe +10 (1d6+4/x3) or Melee mwk handaxes +7/+7 (1d6+2 and 1d6+1/x3) or Melee mwk handaxe +9 (1d6+2/x3) or Ranged mwk mighty composite longbow +8 (1d8+2/x3) Space 5 ft.; Reach 5 ft. Base Atk +4; Grp +6, +8 when raging Atk Options favoured enemy (goblinoids) +2, rage 1/day Combat Gear 10 silver arrows, 10 cold iron arrows, 2 potions of cure light wounds, 1 potion of cure moderate wounds, 1 potion of cat’s grace Abilities Str 14, 18 when raging, Dex 17, Con 14, 18 when raging, Int 10, Wis 10, Cha 10 SQ elven traits, wild empathy +2 Feats Two-Weapon Fighting, Track, Weapon Finesse, Weapon Focus (Handaxe) Skills Hide +8, Intimidate +4, Jump +6, +8 when raging, Knowledge (nature) +7, Listen +7, Move Silently +8, Search +2, Spot +7, Survival +7, +9 in aboveground natural environments Possessions combat gear plus +1 leather armour, 2 masterwork handaxes, masterwork Str 14 mighty composite longbow, 20 arrows, dagger

Where Roodbergs Fear To Tread Page 33 APPENDIX 2 – APL 4 2: A CHANCE CONFRONTATION AC 16, touch 13, flat-footed 16; uncanny dodge (+3 Dex, +3 armour) HANREK THE WEREBOAR CR 5 Male human (flan/oeridian) fighter 2 hp 47, 59 when raging (6 HD) N Medium humanoid (human, shapechanger) Immune sleep effects Init +1; Senses Listen +7, Spot +7; low-light vision, Fort +10, +12 when raging, Ref +8, Will +1, +3 when scent raging; +2 vs enchantments Languages Common Speed 50 ft. (10 squares) AC 19, touch 11, flat-footed 18 Melee when raging mwk handaxes +10/+10/+5/+5 (+1 Dex, +8 natural) (1d6+2 and 1d6+1/x3) or hp 55 (5 HD); DR 5/silver, ferocity Melee when raging mwk handaxe +12/+7 (1d6+2/x3) Fort +10, Ref +4, Will +5 or Melee mwk handaxes +9/+9/+4/+4 (1d6+2 and Speed 40 ft (8 squares) 1d6+1/x3) or Melee gore +9 (1d8+7) Melee mwk handaxe +11/+6 (1d6+2/x3) or Space 5 ft.; Reach 5 ft. Ranged mwk mighty composite longbow +10/+5 +4; +9 Base Atk Grp (1d8+2/x3) Cleave, Improved Bull Rush, Power Atk Options Space 5 ft.; Reach 5 ft. Attack Base Atk +6; Grp +8, +10 when raging Abilities Str 20, Dex 13, Con 20, Int 8, Wis 14, Cha Atk Options favoured enemy (goblinoids) +2, rage 10 1/day SQ Alternate form, boar empathy Combat Gear 10 silver arrows, 10 cold iron arrows, 2 Feats AlertnessB, Cleave, Improved Bull Rush, Power B potions of cure light wounds, 1 potion of cure Attack, Weapon Focus (longsword), Iron Will , moderate wounds, 1 potion of cat’s grace Toughness Abilities Str 14, 18 when raging, Dex 17, Con 14, 18 Control Shape +4, Intimidate +4, Listen +7, Skills when raging, Int 10, Wis 10, Cha 10 Spot +7, Swim +7 SQ elven traits, wild empathy +3, trackless step Possessions none Feats Endurance, Improved Two-Weapon Fighting, Alternate Form (Su) Hanrek can shift into animal Two-Weapon Fighting, Track, Weapon Finesse, form as though using the polymorph spell, though Weapon Focus (Handaxe) his gear is not affected, he does not regain hit Skills Hide +15, Intimidate +5, Jump +10, +12 when points for changing form, and he can only assume raging, Knowledge (nature) +8, Listen +8, Move the form of a boar. Silently +9, Search +2, Spot +9, Survival +9, +11 As an afflicted lycanthrope, Hanrek finds this ability in aboveground natural environments difficult to control. Changing to or from animal form Possessions combat gear plus +1 leather armour, 2 takes a standard action and a successful Control masterwork handaxes, masterwork Str 14 mighty Shape skill check (DC 15 to change into an composite longbow, 20 arrows, dagger, cloak of animal, DC 20 to change back into a humanoid). elvenkind Hanrek does not know he can also shift into a bipedal hybrid form. Boar Empathy (Ex) Hanrek can communicate and empathise with boars and dire boars. This gives him a +4 racial bonus on Charisma-based checks against boars and dire boars and (if the animal is friendly) give simple commands, such as “friend”, “foe”, “flee” and “attack”. Ferocity (Ex) A boar is such a tenacious combatant that Hanrek continues to fight without penalty even while disabled or dying.

8: THE NYMPH’S LOVER ARRIVES ALDERON CR 6 Male wood elf ranger 3/barbarian 2/wildrunner 1 CN Medium humanoid (elf) Init +3; Senses Listen +8, Spot +9; low-light vision, automatic search check for secret doors Languages Common, Elven, Sylvan AC when raging 14, touch 11, flat-footed 14; uncanny dodge (+3 Dex, +3 armour, -2 rage)

Where Roodbergs Fear To Tread Page 34 APPENDIX 3 – APL 6 2: A CHANCE CONFRONTATION (+3 Dex, +1 armour, +4 deflection); Dodge, unearthly grace HANREK THE WEREBOAR CR 7 Male human (flan/oeridian) fighter 4 hp 30 (6 HD); DR 10/cold iron N Medium humanoid (human, shapechanger) Fort +7, Ref +12, Will +12 Init +1; Senses Listen +7, Spot +7; low-light vision, Speed 30 ft. (6 squares), swim 20 ft. (4 squares) scent Melee mwk sickle +7 (1d6) Languages Common Space 5 ft.; Reach 5 ft. AC 19, touch 11, flat-footed 18 Base Atk +3; Grp +3 (+1 Dex, +8 natural) Special Actions stunning glance hp 77 (7 HD); DR 5/silver, ferocity Druid Spells Prepared (CL 7th): Fort +11, Ref +5, Will +6 4th—spike stones (DC 17) 3rd—cure moderate wounds, poison (DC 16), sleet Speed 40 ft (8 squares) storm gore +12 (1d8+9) Melee 2nd—barkskin, heat metal (DC 15), lesser Space 5 ft.; Reach 5 ft. restoration, resist energy Base Atk +6; Grp +11 1st—cure light wounds, fairie fire, longstrider, Atk Options Cleave, Improved Bull Rush, Power obscuring mist, speak with animals Attack 0—cure minor wounds, detect magic, flare (DC Abilities Str 20, Dex 13, Con 20, Int 8, Wis 14, Cha 13), guidance, light, resistance 10 Spell-Like Abilities (CL 7th): SQ Alternate form, boar empathy 1/day—dimension door B Feats Alertness , Cleave, Improved Bull Rush, Power Abilities Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha Attack, Weapon Focus (gore), Weapon Focus 19 (longsword), Weapon Specialisation (gore), Iron SQ wild empathy +10 WillB, Toughness Feats Combat Casting, Dodge, Weapon Finesse Control Shape +8, Intimidate +4, Listen +7, Skills Skills Concentration +10, Diplomacy +6, Escape Spot +7, Swim +7 Artist +12, Handle Animal +13, Heal +12, Hide Possessions none +12, Listen +12, Move Silently +12, Ride +5, Alternate Form (Su) Hanrek can shift into animal Sense Motive +12, Spot +12, Swim +8 form as though using the polymorph spell, though Possessions 600 gp jewellery, masterwork sickle, +1 his gear is not affected, he does not regain hit bracers of armour points for changing form, and he can only assume Blinding Beauty (Su) All humanoids within 30 feet of the form of a boar. Tintuviel who look directly at her must succeed on As an afflicted lycanthrope, Hanrek finds this ability a DC 17 Fortitude save or be blinded permanently difficult to control. Changing to or from animal form as though by the blindness spell. Tintuviel can takes a standard action and a successful Control suppress or resume this ability as a free action. Shape skill check (DC 15 to change into an Stunning Glance (Su) As a standard action, Tintuviel animal, DC 20 to change back into a humanoid). can stun a creature within 30 feet with a look. The Hanrek does not know he can also shift into a bipedal target creature must succeed on a DC 17 Fortitude hybrid form with prehensile hands and animalistic save or be stunned for 2d4 rounds. features. Unearthly Grace (Su) Tintuviel adds her Charisma Boar Empathy (Ex) Hanrek can communicate and modifier as a bonus on all her saving throws and empathise with boars and dire boars. This gives as a deflection bonus to her Armour Class. him a +4 racial bonus on Charisma-based checks Tintuviel has a +8 racial bonus on any Swim against boars and dire boars and (if the animal is Skills check to perform some special action or avoid a friendly) give simple commands, such as “friend”, hazard. She can always choose to take 10 on a “foe”, “flee” and “attack”. Swim check, even if distracted or endangered, and Ferocity (Ex) A boar is such a tenacious combatant can use the run action while swimming, provided that Hanrek continues to fight without penalty even she swims in a straight line. while disabled or dying.

7: AT THE NYMPH’S GROTTO 8: THE NYMPH’S LOVER ARRIVES ALDERON CR 8 TINTUVIEL THE NYMPH CR 7 Male wood elf ranger 3/barbarian 2/wildrunner 3 Female nymph CN Medium humanoid (elf) CE Medium fey Init +4, +7 when frenzied; Senses Listen +8, Spot Init +3; Senses Listen +12, Spot +12; low-light vision +11; low-light vision, automatic search check for blinding beauty Aura secret doors, scent Common, Elven, Sylvan Languages Languages Common, Elven, Sylvan AC 18, touch 15, flat-footed 14

Where Roodbergs Fear To Tread Page 35 AC when frenzied and raging 17, touch 14, flat- A primal scream induces a state of feral frenzy that footed 17; uncanny dodge lasts for 5 rounds (7 rounds when raging). While in (+6 Dex, +3 armour, -2 rage) a frenzy, Aldaron gains a +2 bonus to Strength and AC 17, touch 14, flat-footed 17; uncanny dodge a +6 bonus to Dexterity. In addition, his jaw (+4 Dex, +3 armour) elongates and his teeth become razor-sharp, as he hp 63, 79 when raging (8 HD) gains a bite attack that deals 1d6 damage. He can Immune sleep effects wield a weapon in both hands at his normal attack Fort +11, +13 when raging, Ref +10, +13 when bonus and make a secondary bite attack at a –5 frenzied, Will +2, +4 when raging; +2 vs penalty. enchantments Speed 50 ft. (10 squares) Melee when frenzied and raging +1 handaxes +15/+15/+10/+10 (1d6+6 and 1d6+3/x3) and bite +8 (1d6+2) or Melee when frenzied and raging +1 handaxe +17/+12 (1d6+6/x3) and bite +10 (1d6+2) or Melee +1 handaxes +12/+12/+7/+7 (1d6+3 and 1d6+2/x3) or Melee +1 handaxe +14/+9 (1d6+3/x3) or Ranged when frenzied mwk mighty composite longbow +16/+11 (1d8+2/x3) or Ranged mwk mighty composite longbow +13/+8 (1d8+2/x3) Space 5 ft.; Reach 5 ft. Base Atk +8; Grp +10, +13 when frenzied and raging Atk Options favoured enemy (goblinoids) +2, rage 1/day, primal scream 3/day Combat Gear 10 silver arrows, 10 cold iron arrows, 2 potions of cure light wounds, 1 potion of cure moderate wounds, 1 potion of cat’s grace Spell-Like Abilities (CL 3rd): At will— endure elements Abilities Str 14, 20 when frenzied and raging, Dex 18, 24 when frenzied, Con 14, 18 when raging, Int 10, Wis 10, Cha 10 SQ elven traits, wild empathy +3, trackless step Feats Endurance, Improved Two-Weapon Fighting, Two-Weapon Fighting, Track, Weapon Finesse, Weapon Focus (Handaxe) Skills Hide +18, +21 when frenzied, Intimidate +7, Jump +10, +13 when frenzied and raging, Knowledge (nature) +8, Listen +8, Move Silently +10, +13 when frenzied, Search +2, Spot +11, Survival +11, +13 in aboveground natural environments Possessions combat gear plus +1 leather armour, 2 +1 handaxes, masterwork Str 14 mighty composite longbow, 20 arrows, dagger, cloak of elvenkind Scent (Ex) Aldaron can detect opponents within 30 feet by sense of smell (60 feet if the opponent is upwind, 15 feet if the opponent is downwind). He does not detect the exact location of the opponent, but knows it is present somewhere within range. He can take a move action to note the direction of the scent, and whenever he comes within 5 feet of the opponent he automatically pinpoints the opponent’s location. Primal Scream (Su) Three times per day, Aldaron can release a primal scream as a free action that does not provoke attacks of opportunity. Aldaron must be able to shout to use a primal scream.

Where Roodbergs Fear To Tread Page 36 APPENDIX 4 – APL 8 2: A CHANCE CONFRONTATION (+3 Dex, +1 armour, +4 deflection); Dodge, unearthly grace HANREK THE DIRE WEREBOAR CR 8 Male human (flan/oeridian) fighter 4 hp 30 (6 HD); DR 10/cold iron N Medium humanoid (human, shapechanger) Fort +7, Ref +12, Will +12 Init +2; Senses Listen +11, Spot +11; low-light vision, Speed 30 ft. (6 squares), swim 20 ft. (4 squares) scent Melee mwk sickle +7 (1d6) Languages Common Space 5 ft.; Reach 5 ft. AC 19, touch 11, flat-footed 18 Base Atk +3; Grp +3 (-1 size, +2 Dex, +8 natural) Special Actions stunning glance hp 117 (11 HD); DR 5/silver, ferocity Druid Spells Prepared (CL 7th): Fort +13, Ref +7, Will +7 4th—spike stones (DC 17) 3rd—cure moderate wounds, poison (DC 16), sleet Speed 40 ft (8 squares) storm gore +20 (1d8+18) Melee 2nd—barkskin, heat metal (DC 15), lesser Space 10 ft.; Reach 5 ft. restoration, resist energy Base Atk +9; Grp +24 1st—cure light wounds, fairie fire, longstrider, Atk Options Cleave, Improved Bull Rush, Power obscuring mist, speak with animals Attack 0—cure minor wounds, detect magic, flare (DC Abilities Str 32, Dex 14, Con 20, Int 8, Wis 14, Cha 13), guidance, light, resistance 10 Spell-Like Abilities (CL 7th): SQ Alternate form, boar empathy 1/day—dimension door B Feats Alertness , Cleave, Improved Bull Rush, Power Abilities Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha Attack, Weapon Focus (gore), Weapon Focus 19 (longsword), Weapon Specialisation (gore), Iron SQ wild empathy +10 WillB, Toughness Feats Combat Casting, Dodge, Weapon Finesse Control Shape +8, Intimidate +4, Listen +11, Skills Skills Concentration +10, Diplomacy +6, Escape Spot +11, Swim +13 Artist +12, Handle Animal +13, Heal +12, Hide Possessions none +12, Listen +12, Move Silently +12, Ride +5, Alternate Form (Su) Hanrek can shift into animal Sense Motive +12, Spot +12, Swim +8 form as though using the polymorph spell, though Possessions 600 gp jewellery, masterwork sickle, +1 his gear is not affected, he does not regain hit bracers of armour points for changing form, and he can only assume Blinding Beauty (Su) All humanoids within 30 feet of the form of a boar. Tintuviel who look directly at her must succeed on As an afflicted lycanthrope, Hanrek finds this ability a DC 17 Fortitude save or be blinded permanently difficult to control. Changing to or from animal form as though by the blindness spell. Tintuviel can takes a standard action and a successful Control suppress or resume this ability as a free action. Shape skill check (DC 15 to change into an Stunning Glance (Su) As a standard action, Tintuviel animal, DC 20 to change back into a humanoid). can stun a creature within 30 feet with a look. The Hanrek does not know he can also shift into a bipedal target creature must succeed on a DC 17 Fortitude hybrid form with prehensile hands and animalistic save or be stunned for 2d4 rounds. features. Unearthly Grace (Su) Tintuviel adds her Charisma Boar Empathy (Ex) Hanrek can communicate and modifier as a bonus on all her saving throws and empathise with boars and dire boars. This gives as a deflection bonus to her Armour Class. him a +4 racial bonus on Charisma-based checks Tintuviel has a +8 racial bonus on any Swim against boars and dire boars and (if the animal is Skills check to perform some special action or avoid a friendly) give simple commands, such as “friend”, hazard. She can always choose to take 10 on a “foe”, “flee” and “attack”. Swim check, even if distracted or endangered, and Ferocity (Ex) A boar is such a tenacious combatant can use the run action while swimming, provided that Hanrek continues to fight without penalty even she swims in a straight line. while disabled or dying.

ADRINILLA THE SYLPH CR 5 7: AT THE NYMPH’S GROTTO Female sylph TINTUVIEL THE NYMPH CR 7 N Small outsider (air) Female nymph Init +1; Senses Listen +9, Spot +9; darkvision 60 ft. CE Medium fey Languages Auran, Common, Sylvan +3; Listen +12, Spot +12; low-light vision Init Senses AC 16, touch 12, flat-footed 15 Aura blinding beauty (+1 size, +1 Dex, +4 armour) Languages Common, Elven, Sylvan hp 12 (3 HD) AC 18, touch 15, flat-footed 14 SR 14

Where Roodbergs Fear To Tread Page 37 Fort +2, Ref +4, Will +6 Ranged while frenzied mwk mighty composite Speed 30 ft. (6 squares), fly 90 ft. (good) longbow +18/+13 (1d8+2/x3) or Melee unarmed strike +3 (1d2-1 non-lethal) Ranged mwk mighty composite longbow +15/+10 Space 5 ft.; Reach 5 ft. (1d8+2/x3) Base Atk +3; Grp -2 Space 5 ft.; Reach 5 ft. Sorcerer Spells Known (CL 7th): Base Atk +10; Grp +12, +15 when frenzied and 3rd (5/day)—suggestion (DC 16), summon raging monster III Atk Options favoured enemy (goblinoids) +2, rage 2nd (7/day)—bear’s endurance, fog cloud, 1/day, primal scream (frenzy, enemies shaken) glitterdust (DC 16) 3/day 1st (7/day)—charm person (DC 14), grease (DC Combat Gear 10 silver arrows, 10 cold iron arrows, 2 15), mage armour, obscuring mist, shield potions of cure light wounds, 1 potion of cure 0 (6/day)—dancing lights, detect magic, ghost moderate wounds, 1 potion of cat’s grace sound, mage hand, prestidigitation, read magic, Spell-Like Abilities (CL 5th): resistance At will— endure elements Already cast Abilities Str 14, 20 when frenzied and raging, Dex Spell-Like Abilities (CL 12th): 18, 24 when frenzied, Con 16, 20 when raging, Int At will—improved invisibility 10, Wis 10, Cha 10 1/day—summon elemental SQ elven traits, wild empathy +3, trackless step, hide Abilities Str 8, Dex 13, Con 8, Int 15, Wis 16, Cha 17 in plain sight SQ wild empathy +3, outsider traits Feats Endurance, Improved Critical (Handaxe), Feats Augment Summoning, Spell Focus Improved Two-Weapon Fighting, Two-Weapon (Conjuration) Fighting, Track, Weapon Finesse, Weapon Focus Skills Concentration +5, Escape Artist +7, Hide +11, (Handaxe) Knowledge (arcana) +7, Knowledge (nature) +8, Skills Hide +20, +23 when frenzied, Intimidate +9, Listen +9, Move Silently +7, Speak Language Jump +10, +13 when frenzied and raging, (Sylvan), Spellcraft +8, Spot +9, Survival +9, +11 Knowledge (nature) +8, Listen +8, Move Silently in aboveground natural environments +10, +13 when frenzied, Search +2, Spot +13, Possessions 500 gp jewellery Survival +13, +15 in aboveground natural environments Summon Elemental (Sp) Once per day, Adrinilla can Possessions combat gear plus +1 leather armour, use summon monster VI (caster level 12) to +1 ring of protection, 2 +1 handaxes, masterwork summon a Large air, earth or water elemental. Str 14 mighty composite longbow, 20 arrows,

dagger, +2 amulet of heath, cloak of elvenkind 8: THE NYMPH’S LOVER ARRIVES Scent (Ex) Aldaron can detect opponents within 30 ALDERON CR 10 feet by sense of smell (60 feet if the opponent is Male wood elf ranger 3/barbarian 2/wildrunner 5 upwind, 15 feet if the opponent is downwind). He CN Medium humanoid (elf) does not detect the exact location of the opponent, Init +4, +7 when frenzied; Senses Listen +8, Spot but knows it is present somewhere within range. +13; low-light vision, automatic search check for He can take a move action to note the direction of secret doors, scent the scent, and whenever he comes within 5 feet of Languages Common, Elven, Sylvan the opponent he automatically pinpoints the AC when frenzied and raging 18, touch 15, flat- opponent’s location. footed 18; uncanny dodge Primal Scream (Su) Three times per day, Aldaron (+6 Dex, +3 armour, +1 deflection, -2 rage) can release a primal scream as a free action that AC 18, touch 15, flat-footed 18; uncanny dodge does not provoke attacks of opportunity. Aldaron (+4 Dex, +3 armour, +1 deflection) must be able to shout to use a primal scream. hp 89, 109 when raging (10 HD) A primal scream induces a state of feral frenzy that Immune sleep effects lasts for 6 rounds (8 rounds when raging). While in Fort +13, +15 when raging, Ref +11, +14 when a frenzy, Aldaron gains a +2 bonus to Strength and frenzied, Will +2, +4 when raging; +2 vs a +6 bonus to Dexterity. In addition, his jaw enchantments elongates and his teeth become razor-sharp, as he gains a bite attack that deals 1d6 damage. He can 50 ft. (10 squares) Speed wield a weapon in both hands at his normal attack Melee while frenzied and raging +1 handaxes bonus and make a secondary bite attack at a –5 +17/+17/+12/+12 (1d6+6 and 1d6+3/19-20x3) and penalty. bite +10 (1d6+2) or When Aldaron releases a primal scream, all enemies Melee while frenzied and raging +1 handaxe with up to 10 Hit Dice within 30 feet must make a +19/+14 (1d6+6/19-20x3) and bite +12 (1d6+2) or Will save (DC 15) or be shaken for 5 rounds. This Melee +1 handaxes +14/+14/+9/+9 (1d6+3 and is a sonic, mind-affecting fear effect, and creatures 1d6+2/19-20x3) or with 11 or more Hit Dice are immune. Melee +1 handaxe +16/+11 (1d6+3/19-20x3) or

Where Roodbergs Fear To Tread Page 38 APPENDIX 5 – APL 10 2: A CHANCE CONFRONTATION AC 21, touch 20, flat-footed 17 HANREK THE DIRE WEREBOAR CR 10 (+4 Dex, +1 armour, +6 deflection); Dodge, Male human (flan/oeridian) fighter 6 unearthly grace N Medium humanoid (human, shapechanger) hp 42 (8 HD); DR 10/cold iron Init +2; Senses Listen +11, Spot +11; low-light vision, Fort +12, Ref +15, Will +19 scent Speed 30 ft. (6 squares), swim 20 ft. (4 squares) Languages Common Melee mwk sickle +9 (1d6) AC 19, touch 11, flat-footed 18 Space 5 ft.; Reach 5 ft. (-1 size, +2 Dex, +8 natural) Base Atk +4; Grp +4 hp 139 (13 HD); DR 5/silver, ferocity Special Actions stunning glance Fort +14, Ref +8, Will +8 Combat Gear dust of appearance Speed 40 ft (8 squares) Druid Spells Prepared (CL 9th): Melee gore +22 (1d8+18) 5th—baleful polymorph (DC 20), cure critical Space 10 ft.; Reach 5 ft. wounds Base Atk +11; Grp +26 4th—cure serious wounds, flame strike (DC 19), Atk Options Awesome Blow, Cleave, Great Cleave, spike stones (DC 19) Improved Bull Rush, Power Attack 3rd—cure moderate wounds, poison (DC 18), protection from energy, sleet storm Abilities Str 33, Dex 14, Con 20, Int 8, Wis 14, Cha 2nd—barkskin, fog cloud, heat metal (DC 17), 10 lesser restoration, resist energy, warp wood SQ Alternate form, boar empathy B 1st—cure light wounds, fairie fire, goodberry, Feats Alertness , Awesome Blow, Cleave, Great longstrider, obscuring mist, produce flame (DC Cleave, Improved Bull Rush, Power Attack, 16), speak with animals Weapon Focus (gore), Weapon Focus 0—cure minor wounds, detect magic, flare (DC (longsword), Weapon Specialisation (gore), Iron B 15), guidance, light, resistance Will , Toughness Spell-Like Abilities (CL 7th): Skills Control Shape +12, Intimidate +4, Listen +11, 1/day—dimension door Spot +11, Swim +13 Abilities Str 10, Dex 19, Con 12, Int 18, Wis 21, Cha Possessions none 22 Alternate Form (Su) Hanrek can shift into animal SQ wild empathy +14, eagle animal companion (link), form as though using the polymorph spell, though woodland stride his gear is not affected, he does not regain hit Feats Combat Casting, Dodge, Weapon Finesse points for changing form, and he can only assume Skills Concentration +12, Diplomacy +8, Escape the form of a boar. Artist +13, Handle Animal +15, Heal +13, Hide As an afflicted lycanthrope, Hanrek finds this ability +13, Knowledge (nature) +6, Listen +16, Move difficult to control. Changing to or from animal form Silently +13, Ride +6, Sense Motive +14, Spellcraft takes a standard action and a successful Control +15, Spot +16, Survival +7, Swim +8 Shape skill check (DC 15 to change into an Possessions combat gear plus 600 gp jewellery, animal, DC 20 to change back into a humanoid). masterwork sickle, +1 bracers of armour Hanrek does not know he can also shift into a bipedal hybrid form with prehensile hands and animalistic Blinding Beauty (Su) All humanoids within 30 feet of features. Tintuviel who look directly at her must succeed on Boar Empathy (Ex) Hanrek can communicate and a DC 19 Fortitude save or be blinded permanently empathise with boars and dire boars. This gives as though by the blindness spell. Tintuviel can him a +4 racial bonus on Charisma-based checks suppress or resume this ability as a free action. against boars and dire boars and (if the animal is Stunning Glance (Su) As a standard action, Tintuviel friendly) give simple commands, such as “friend”, can stun a creature within 30 feet with a look. The “foe”, “flee” and “attack”. target creature must succeed on a DC 19 Fortitude Ferocity (Ex) A boar is such a tenacious combatant save or be stunned for 2d4 rounds. that Hanrek continues to fight without penalty even Unearthly Grace (Su) Tintuviel adds her Charisma while disabled or dying. modifier as a bonus on all her saving throws and as a deflection bonus to her Armour Class. Skills Tintuviel has a +8 racial bonus on any Swim 7: AT THE NYMPH’S GROTTO check to perform some special action or avoid a TINTUVIEL THE NYMPH CR 9 hazard. She can always choose to take 10 on a Female nymph druid 2 Swim check, even if distracted or endangered, and CE Medium fey can use the run action while swimming, provided Init +4; Senses Listen +16, Spot +16; low-light vision she swims in a straight line. Aura blinding beauty Common, Elven, Sylvan Languages SUNSEEKER CR —

Where Roodbergs Fear To Tread Page 39 Male eagle (Sylvan), Spellcraft +12, Spot +13, Survival +13, N Small animal +15 in aboveground natural environments Init +2; Senses Listen +4, Spot +16; low-light vision Possessions 500 gp jewellery AC 14, touch 13, flat-footed 12 Summon Elemental (Sp) Once per day, Adrinilla can (+1 size, +2 Dex, +1 natural armour) use summon monster VI (caster level 12) to hp 6 (1 HD) summon a Large air, earth or water elemental. Fort +3, Ref +4, Will +2 Speed 10 ft. (2 squares), fly 80 ft. (average) 8: THE NYMPH’S LOVER ARRIVES Melee 2 talons +3 (1d4) and bite -2 (1d4) ALDERON CR 12 Space 5 ft.; Reach 5 ft. Male wood elf ranger 3/barbarian 2/wildrunner 7 Base Atk +0; Grp -4 CN Medium humanoid (elf) Abilities Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6 Init +4, +7 when frenzied; Senses Listen +8, Spot SQ link, tricks +15; low-light vision, automatic search check for Feats Alertness, Weapon FinesseB secret doors, scent Skills Listen +4, Spot +16 Languages Common, Elven, Sylvan Tricks (Ex) Sunseeker knows the following tricks: AC when frenzied and raging 18, touch 15, flat- attack any creature, come, down, fetch, heel, seek. footed 18; uncanny dodge See PHB pp.74-75 for details. (+6 Dex, +3 armour, +1 deflection, -2 rage) Skills Eagles have a +8 racial bonus on Spot checks. AC 18, touch 15, flat-footed 18; uncanny dodge (+4 Dex, +3 armour, +1 deflection) hp 119, 143 when raging (12 HD) ADRINILLA THE SYLPH CR 7 Female sylph (advanced) Immune sleep effects N Small outsider (air) Fort +15, +17 when raging, Ref +12, +15 when Init +1; Senses Listen +13, Spot +13; darkvision 60 frenzied, Will +3, +5 when raging; +2 vs ft. enchantments Languages Auran, Common, Sylvan Speed 50 ft. (10 squares); unfettered stride AC 16, touch 12, flat-footed 15 Melee when frenzied and raging +1 handaxes (+1 size, +1 Dex, +4 armour) +19/+19/+14/+14/+9/+9 (1d6+6 and 1d6+3/19- hp 28 (7 HD) 20x3) and bite +12 (1d6+2) or SR 14 Melee when frenzied and raging +1 handaxe Fort +4, Ref +6, Will +8 +21/+16/+11 (1d6+6/19-20x3) and bite +14 (1d6+2) or 30 ft. (6 squares), fly 90 ft. (good) Speed Melee +1 handaxes +16/+16/+11/+11/+6/+6 (1d6+3 Melee unarmed strike +7/+2 (1d2-1 non-lethal) and 1d6+2/19-20x3) or Space 5 ft.; Reach 5 ft. Melee +1 handaxe +18/+13/+8 (1d6+3/19-20x3) or Base Atk +7; Grp +2 Ranged when frenzied mwk mighty composite Sorcerer Spells Known (CL 11th): longbow +20/+15/+10 (1d8+2/x3) or 5th (4/day)—hold monster, (DC 20), summon Ranged mwk mighty composite longbow +17/+12/+7 monster V (1d8+2/x3) 4th (7/day)—charm monster (DC 19), dimension Space 5 ft.; Reach 5 ft. door, summon monster IV Base Atk +12; Grp +14, +17 when frenzied and 3rd (7/day)—dispel magic, hold person (DC 18), raging suggestion (DC 18), summon monster III Atk Options favoured enemy (goblinoids) +2, rage 2nd (7/day)—bear’s endurance, fog cloud, 1/day, primal scream (frenzy, enemies shaken, glitterdust (DC 17), resist energy, see invisibility pounce) 3/day 1st (7/day)—charm person (DC 16), grease (DC Combat Gear 10 silver arrows, 10 cold iron arrows, 2 16), mage armour, obscuring mist, shield potions of cure light wounds, 1 potion of cure 0 (6/day)— dancing lights, detect magic, ghost moderate wounds, 1 potion of cat’s grace sound, mage hand, mending, open/close, (CL 7th): prestidigitation, read magic, resistance Spell-Like Abilities At will— endure elements Already cast Spell-Like Abilities (CL 12th): Abilities Str 14, 20 when frenzied and raging, Dex At will—improved invisibility 19, 25 when frenzied, Con 18, 22 when raging, Int 1/day—summon elemental 10, Wis 10, Cha 10 SQ elven traits, wild empathy +3, trackless step, hide Abilities Str 8, Dex 13, Con 8, Int 15, Wis 16, Cha 18 in plain sight SQ wild empathy +4, outsider traits Feats Endurance, Greater Two-Weapon Fighting, Augment Summoning, Spell Focus Feats Improved Critical (Handaxe), Improved Two- (Conjuration), Spell Focus (Enchantment) Weapon Fighting, Two-Weapon Fighting, Track, Skills Concentration +9, Escape Artist +11, Hide +15, Weapon Finesse, Weapon Focus (Handaxe) Knowledge (arcana) +11, Knowledge (nature) +12, Listen +13, Move Silently +11, Speak Language

Where Roodbergs Fear To Tread Page 40 Skills Hide +22, +25 when frenzied, Intimidate +11, Jump +10, +13 when frenzied and raging, Knowledge (nature) +8, Listen +8, Move Silently +10, +13 when frenzied, Search +2, Spot +15, Survival +15, +17 in aboveground natural environments Possessions combat gear plus +1 leather armour, +1 ring of protection, 2 +1 handaxes, masterwork Str 14 mighty composite longbow, 20 arrows, dagger, +2 amulet of heath, cloak of elvenkind Scent (Ex) Aldaron can detect opponents within 30 feet by sense of smell (60 feet if the opponent is upwind, 15 feet if the opponent is downwind). He does not detect the exact location of the opponent, but knows it is present somewhere within range. He can take a move action to note the direction of the scent, and whenever he comes within 5 feet of the opponent he automatically pinpoints the opponent’s location. Primal Scream (Su) Three times per day, Aldaron can release a primal scream as a free action that does not provoke attacks of opportunity. Aldaron must be able to shout to use a primal scream. A primal scream induces a state of feral frenzy that lasts for 7 rounds (9 rounds when raging). While in a frenzy, Aldaron gains a +2 bonus to Strength and a +6 bonus to Dexterity. In addition, his jaw elongates and his teeth become razor-sharp, as he gains a bite attack that deals 1d6 damage. He can wield a weapon in both hands at his normal attack bonus and make a secondary bite attack at a –5 penalty. When Aldaron releases a primal scream, all enemies with up to 12 Hit Dice within 30 feet must make a Will save (DC 17) or be shaken for 7 rounds. This is a sonic, mind-affecting fear effect, and creatures with 13 or more Hit Dice are immune. Finally, Aldaron can pounce on an opponent and make a full attack sequence if he charges an opponent in the same round that he releases a primal scream. Unfettered Stride (Ex) Aldaron can move through or across bogs, rubble, undergrowth, ice sheets, and natural stone floors without those terrain features affecting his movement or skill checks.

Where Roodbergs Fear To Tread Page 41 APPENDIX 6 – APL 12 2: A CHANCE CONFRONTATION Languages Common, Elven, Sylvan HANREK THE DIRE WEREBOAR CR 12 AC 22, touch 20, flat-footed 18 Male human (flan/oeridian) fighter 8 (+4 Dex, +2 armour, +6 deflection); Dodge, N Medium humanoid (human, shapechanger) unearthly grace Init +2; Senses Listen +11, Spot +11; low-light vision, hp 42 (10 HD); DR 10/cold iron scent Fort +13, Ref +16, Will +20; resist nature’s lure Languages Common Speed 30 ft. (6 squares), swim 20 ft. (4 squares) AC 19, touch 11, flat-footed 18 Melee mwk sickle +11/+6 (1d6) (-1 size, +2 Dex, +8 natural) Space 5 ft.; Reach 5 ft. hp 161 (15 HD); DR 5/silver, ferocity Base Atk +6; Grp +6 Fort +15, Ref +8, Will +8 Special Actions stunning glance Speed 40 ft (8 squares) Combat Gear dust of appearance Melee gore +24 (2d6+18, 19-20) Druid Spells Prepared (CL 11th): Space 10 ft.; Reach 5 ft. 6th—antilife shell (DC 21) Base Atk +11; Grp +26 5th—baleful polymorph (DC 20), cure critical Atk Options Awesome Blow, Cleave, Great Cleave, wounds, transmute rock to mud Improved Bull Rush, Power Attack 4th—cure serious wounds, flame strike (DC 19), freedom of movement, spike stones (DC 19) Str 33, Dex 14, Con 20, Int 8, Wis 14, Cha Abilities 3rd—call lightning, cure moderate wounds, poison 10 (DC 18), protection from energy, sleet storm SQ Alternate form, boar empathy B 2nd—barkskin, fog cloud, heat metal (DC 17), Feats Alertness , Awesome Blow, Cleave, Great lesser restoration, resist energy, warp wood Cleave, Improved Bull Rush, Improved Critical 1st—charm animal, cure light wounds, fairie fire, (gore), Improved Natural Attack (gore), Power goodberry, longstrider, obscuring mist, produce Attack, Weapon Focus (gore), Weapon Focus flame (DC 16), speak with animals (longsword), Weapon Specialisation (gore), Iron B 0—cure minor wounds, detect magic, flare (DC Will , Toughness 15), guidance, light, resistance Control Shape +12, Intimidate +4, Listen +11, Skills Spell-Like Abilities (CL 7th): Spot +11, Swim +13 1/day—dimension door Possessions none Abilities Str 10, Dex 19, Con 12, Int 18, Wis 21, Cha Alternate Form (Su) Hanrek can shift into animal 22 form as though using the polymorph spell, though SQ wild empathy +16, eagle animal companion (link, his gear is not affected, he does not regain hit share spells, evasion, devotion), woodland stride, points for changing form, and he can only assume trackless step the form of a boar. Feats Combat Casting, Dodge, Natural Bond, As an afflicted lycanthrope, Hanrek finds this ability Weapon Finesse difficult to control. Changing to or from animal form Skills Concentration +14, Diplomacy +8, Escape takes a standard action and a successful Control Artist +13, Handle Animal +15, Heal +15, Hide Shape skill check (DC 15 to change into an +13, Knowledge (nature) +9, Listen +18, Move animal, DC 20 to change back into a humanoid). Silently +13, Ride +6, Sense Motive +14, Spellcraft Hanrek does not know he can also shift into a bipedal +17, Spot +18, Survival +10, +12 in aboveground hybrid form with prehensile hands and animalistic natural environments, Swim +8 features. Possessions combat gear plus 600 gp jewellery, Boar Empathy (Ex) Hanrek can communicate and masterwork sickle, +2 bracers of armour empathise with boars and dire boars. This gives him a +4 racial bonus on Charisma-based checks Blinding Beauty (Su) All humanoids within 30 feet of against boars and dire boars and (if the animal is Tintuviel who look directly at her must succeed on friendly) give simple commands, such as “friend”, a DC 19 Fortitude save or be blinded permanently “foe”, “flee” and “attack”. as though by the blindness spell. Tintuviel can Ferocity (Ex) A boar is such a tenacious combatant suppress or resume this ability as a free action. that Hanrek continues to fight without penalty even Stunning Glance (Su) As a standard action, Tintuviel while disabled or dying. can stun a creature within 30 feet with a look. The target creature must succeed on a DC 19 Fortitude save or be stunned for 2d4 rounds. 7: AT THE NYMPH’S GROTTO Unearthly Grace (Su) Tintuviel adds her Charisma TINTUVIEL THE NYMPH CR 11 modifier as a bonus on all her saving throws and Female nymph druid 4 as a deflection bonus to her Armour Class. CE Medium fey Skills Tintuviel has a +8 racial bonus on any Swim Init +4; Senses Listen +16, Spot +16; low-light vision check to perform some special action or avoid a Aura blinding beauty hazard. She can always choose to take 10 on a

Where Roodbergs Fear To Tread Page 42 Swim check, even if distracted or endangered, and 0 (6/day)—dancing lights, detect magic, ghost can use the run action while swimming, provided sound, mage hand, mending, open/close, she swims in a straight line. prestidigitation, read magic, resistance Already cast SUNSEEKER CR — Spell-Like Abilities (CL 12th): Male eagle At will—improved invisibility N Small animal 1/day—summon elemental Init +2; Senses Listen +4, Spot +20; low-light vision Abilities Str 8, Dex 15, Con 8, Int 17, Wis 18, Cha 22 AC 20, touch 15, flat-footed 16 SQ wild empathy +6, outsider traits (+1 size, +4 Dex, +5 natural armour) Feats Augment Summoning, Silent Spell, Spell hp 30 (5 HD) Focus (Conjuration), Spell Focus (Enchantment) Fort +5, Ref +8, Will +3 (+7 vs enchantment spells Skills Concentration +12, Escape Artist +14, Hide and effects); evasion +18, Knowledge (arcana) +16, Knowledge (nature) Speed 10 ft. (2 squares), fly 80 ft. (average) +16, Listen +16, Move Silently +14, Speak Melee 2 talons +8 (1d4+1) and bite +3 (1d4) Language (Sylvan), Spellcraft +16, Spot +16, Atk Options Flyby Attack Survival +16, +18 in aboveground natural environments, Tumble +14 Space 5 ft.; Reach 5 ft. combat gear plus 500 gp jewellery Base Atk +3; Grp +0 Possessions Once per day, Adrinilla can Abilities Str 12, Dex 18, Con 12, Int 2, Wis 14, Cha 6 Summon Elemental (Sp) use summon monster VI (caster level 12) to SQ link, share spells, devotion, tricks B summon a Large air, earth or water elemental. Feats Alertness, Flyby Attack, Weapon Finesse

Skills Listen +4, Spot +20 Tricks (Ex) Sunseeker knows the following tricks: 8: THE NYMPH’S LOVER ARRIVES attack any creature, come, defend, down, fetch, ALDERON CR 14 guard, heel, seek. See PHB pp.74-75 for details. Male wood elf ranger 3/barbarian 2/wildrunner 9 CN Medium fey (augmented humanoid, elf) Skills Eagles have a +8 racial bonus on Spot checks. Init +4, +7 when frenzied; Senses Listen +8, Spot +17; low-light vision, automatic search check for ADRINILLA THE SYLPH CR 9 secret doors, scent Female sylph (advanced) sorcerer 1 N Small outsider (air) Languages Common, Elven, Sylvan Init +2; Senses Listen +16, Spot +16; darkvision 60 AC when frenzied and raging 18, touch 15, flat- ft. footed 18; uncanny dodge Languages Auran, Common, Sylvan (+6 Dex, +3 armour, +1 deflection, -2 rage) AC 18, touch 15, flat-footed 18; uncanny dodge AC 17, touch 13, flat-footed 15 (+4 Dex, +3 armour, +1 deflection) (+1 size, +2 Dex, +4 armour) hp 139, 167 when raging (14 HD); DR 2/cold iron hp 38 (10 HD) Immune sleep effects SR 14 Fort +16, +18 when raging, Ref +13, +16 when Fort +5, Ref +8, Will +12 frenzied, Will +4, +6 when raging; +2 vs Speed 30 ft. (6 squares), fly 90 ft. (good) enchantments Melee unarmed strike +9/+4 (1d2-1 non-lethal) Speed 50 ft. (10 squares); unfettered stride Space 5 ft.; Reach 5 ft. Melee when frenzied and raging +1 wounding Base Atk +9; Grp +4 handaxe and +1 handaxe Silent Spell Atk Options +21/+21/+16/+16/+11/+11 (1d6+6 and 1d6+3/19- Combat Gear brooch of shielding 20x3) and bite +14 (1d6+2) or Sorcerer Spells Known (CL 14th): Melee when frenzied and raging +1 wounding 7th (3/day)—summon monster VII handaxe +23/+18/+13 (1d6+6/19-20x3) and bite 6th (6/day)—mass suggestion (DC 23), summon +16 (1d6+2) or monster VI Melee +1 wounding handaxe and +1 handaxe 5th (7/day)—break enchantment, hold monster +18/+18/+13/+13/+8/+8 (1d6+3 and 1d6+2/19- (DC 22), summon monster V 20x3) or 4th (7/day)—charm monster (DC 21), dimension Melee +1 wounding handaxe +20/+15/+10 door, Evard’s black tentacles (DC 21), summon (1d6+3/19-20x3) or monster IV Ranged when frenzied +1 mighty composite 3rd (7/day)—dispel magic, hold person (DC 20), longbow +22/+17/+12 (1d8+3/x3) or suggestion (DC 20), summon monster III Ranged +1 mighty composite longbow +19/+14/+9 2nd (8/day)—bear’s endurance, fog cloud, (1d8+3/x3) glitterdust (DC 19), resist energy, see invisibility 5 ft.; 5 ft. 1st (8/day)—charm person (DC 18), grease (DC Space Reach 18), mage armour, obscuring mist, shield Base Atk +14; Grp +16, +19 when frenzied and raging

Where Roodbergs Fear To Tread Page 43 Atk Options favoured enemy (goblinoids) +2, rage Unfettered Stride (Ex) Aldaron can move through or 1/day, primal scream (frenzy, enemies shaken, across bogs, rubble, undergrowth, ice sheets, and pounce) 3/day natural stone floors without those terrain features Combat Gear 10 silver arrows, 10 cold iron arrows, 2 affecting his movement or skill checks. potions of cure light wounds, 1 potion of cure Feyheart (Ex) Aldaron’s mystic bond with nature has moderate wounds, 1 potion of cat’s grace changed his type to fey (augmented humanoid), Spell-Like Abilities (CL 9th): and given him damage reduction 2/cold iron. At will— endure elements Abilities Str 14, 20 when frenzied and raging, Dex 19, 25 when frenzied, Con 18, 22 when raging, Int 10, Wis 10, Cha 10 SQ elven traits, wild empathy +3, trackless step, hide in plain sight, feyheart Feats Endurance, Greater Two-Weapon Fighting, Improved Critical (Handaxe), Improved Two- Weapon Fighting, Two-Weapon Fighting, Track, Weapon Finesse, Weapon Focus (Handaxe) Skills Hide +24, +27 when frenzied, Intimidate +13, Jump +10, +13 when frenzied and raging, Knowledge (nature) +8, Listen +8, Move Silently +10, +13 when frenzied, Search +2, Spot +17, Survival +17, +19 in aboveground natural environments Possessions combat gear plus +1 leather armour, +1 ring of protection, +1 wounding handaxe, +1 handaxe, +1 Str 14 mighty composite longbow, 20 arrows, dagger, +2 amulet of heath, cloak of elvenkind Scent (Ex) Aldaron can detect opponents within 30 feet by sense of smell (60 feet if the opponent is upwind, 15 feet if the opponent is downwind). He does not detect the exact location of the opponent, but knows it is present somewhere within range. He can take a move action to note the direction of the scent, and whenever he comes within 5 feet of the opponent he automatically pinpoints the opponent’s location. Primal Scream (Su) Three times per day, Aldaron can release a primal scream as a free action that does not provoke attacks of opportunity. Aldaron must be able to shout to use a primal scream. A primal scream induces a state of feral frenzy that lasts for 7 rounds (9 rounds when raging). While in a frenzy, Aldaron gains a +2 bonus to Strength and a +6 bonus to Dexterity. In addition, his jaw elongates and his teeth become razor-sharp, as he gains a bite attack that deals 1d6 damage. He can wield a weapon in both hands at his normal attack bonus and make a secondary bite attack at a –5 penalty. When Aldaron releases a primal scream, all enemies with up to 14 Hit Dice within 30 feet must make a Will save (DC 19) or be shaken for 9 rounds (enemies with 6 Hit Dice or less are cowering instead of shaken). This is a sonic, mind-affecting fear effect, and creatures with 15 or more Hit Dice are immune. Finally, Aldaron can pounce on an opponent and make a full attack sequence if he charges an opponent in the same round that he releases a primal scream.

Where Roodbergs Fear To Tread Page 44 DM’S AID 1 – PERRENLAND SPECIFIC EFFECTS The Nightmare: Many folk are having vivid the PC begins the game suffering from the nightmares of their friends and loved ones being effects of hunger: at the beginning of the slaughtered and rising as undead to fight in the Introduction, they are fatigued and have taken legions of the Famine Queen, . At the non-lethal damage to 1/3 of their hit-point total start of the adventure, each PC has this rounded down. To remove these penalties, the nightmare the night before the Introduction PC must rest for 8 hours in game and eat an begins. If the PC fails a DC 15 Will save they appropriate meal. suffer a –1 profane penalty to all saving throws PCs who can cast create food and water or for the first two days of the adventure. This is a heroes feast can declare at the start of the game fear effect (caster level 10) and may be that they do so to help the needy. The PC gains suppressed or dispelled in the normal manner. the circumstance bonus to skill checks as if they had paid for the next best category of upkeep. The Famine: Although Hell’s Gloom has ended, The PC begins the game having cast the spell(s) Perrenland is still recovering from two years of earlier on the day on which the Introduction continuous smog. During that time, most of begins. Perrenland was not able to harvest any food: southern Quagfludt, the Kershane Pass and northern Yattenheid were the only places that produced harvests. This has the following effects during the adventure. The shortage of food has created widespread hunger across Perrenland: many fear famine, and hoarding is common but has yet to be outlawed. Unless this is an Introductory scenario, the price of all food items has doubled (200% normal cost) and the price of any other mundane item from the Player’s Handbook has increased by half again (150% normal cost). Costs are not increased during Introductory scenarios or during character creation. Lifestyle and upkeep costs have also doubled (though PCs with free upkeep still pay 0 GP). If a PC has a discount on lifestyle and upkeep costs, the discount applies after the costs have been doubled. For example, standard upkeep with a 50% discount would cost 12 GP (12 x 2 = 24, 24 / 2 = 12); rich upkeep with a 20 GP discount would cost 80 GP (50 x 2 = 100, 100 – 20 = 80). Again, costs are not increased during Introductory scenarios. It requires a DC 25 Survival check to live off the land (normally it is DC 20). PCs who pay for upkeep can declare at the start of the game that they have donated their up-keep to the needy. The PC is treated as if they have the next worst category of upkeep (none instead of standard, standard instead of rich, rich instead of luxury) except that they do not receive any in-game penalty to skill checks for having no unkeep (if paying for standard upkeep) and retain the circumstance bonuses to skill checks (if paying for rich or luxury upkeep) because they are deemed to be a generous patron of the folk by those they meet. In addition,

Where Roodbergs Fear To Tread Page 45 DM’S AID 2 – NPCS IN ALPHA ORDER BY FIRST NAME There are many named NPCs in this scenario. For ease of reference, here is information for all named NPCs, ordered alphabetically by their first name, with summary details about their age, gender and race, role in the scenario, and the Encounters in which they feature.

Adrinilla –female sylph, Tintuviel’s friend (Encounter Seven, Conclusion) Aelin Taranli – middle aged female grey elf, guard at the gates of Kershane (Encounter Three) Aldaron – young adult male wood elf, Tintuviel’s lover (Encounter Eight, Conclusion) Anadune Gescher – young adult male half-elf, guard at the gates of Kershane (Encounter Three) Anika – young adult female flan human, Einhardt’s steward (Introduction) Carcaren – male awakened raven, servant of the Raven Master (Encounter Six) Culurien Eldarie – elderly male grey elf, host for the characters at Kershane (Encounters Three to Five) Edulf Fellkatz – young adult male flan human, juistmann of the old Kerk (Encounter Four) Einhardt Van Dagnis – middle aged male flan human, wizard at Clatsberg (Introduction, Conclusion) Hanrek – adult male flan/oeridian human, wereboar (Encounter Two) Lorellin Ulumuri – adult male grey elf, Knight of Luna at Kershane (Encounter Four) Princess Lueara Calanaaha – middle aged female grey elf, Naugrim’s wife (Encounter Four) Princess Maivara Calanaaha – child, female grey elf, Naugrim’s daughter (Encounter Four) Minastir Serinde – old female grey elf, host for the Fellkatz Vossers (Encounter Four) Morathren Irmare –adult male grey elf, wizard and spy at Kershane (Encounter Four, Conclusion) Morwen Roodenhund – young adult female oeridian human, Roodberg ambassador (Encounter Four) Prince Naugrim Genhene – middle aged male grey elf, Prince of Kershane (Encounter Four) Prince Raeron Genhene – young adult male grey elf, Naugrim’s older son (Encounter Four) The Raven Master, Netrana Eratrithil – female half-nymph grey elf, leader of the fey (Encounter Six) Rourke & Skerry – male satyrs, Tintuviel’s guards (Encounter Seven, Conclusion) Serech Falmari – middle aged male grey elf, host for Morwen Roodenhund (Encounter Four) Prince Suminar Genhene – young adult male grey elf, Naugrim’s younger son (Encounter Four) Talath Duilthandir –adult female grey elf, Naugrim’s agent (Encounters Four, Five, Conclusion) Tanaar Van Oostl – male flan human, the Voormann’s ambassador at Kershane (Encounter Four) Tintuviel – female nymph, guardian of the grotto (Encounter Seven, Conclusion) Tulmegil Liadon – middle aged male grey elf, ambassador from Celene at Kershane (Encounter Four) Turin Galanodel – child, male grey elf, Talath’s messenger (Encounter Five)

Where Roodbergs Fear To Tread Page 46 DM’S AID 3 – NPCS AT THE BALL Edulf Fellkatz: There are a small number of Fellkatz Vossers in Kershane, representing the interests of their clan at Prince Naugrim’s court. Minastir Serinde is their host: she is a retired court official from a wealthy family. Of the four Vossers currently at Kershane, the characters meet Edulf Fellkatz, a young man of barely 20 years.

Edulf Fellkatz: Male Flan Human clr2, speaks Common, Elven and Flan.

Edulf is a juistmann of the Old Kerk, and tends the shrines to the Old Kerk deities in the small building Minastir allows the Vossers to use for their religious observances. He knows little about the Schwartzestadt heresy, and is a traditionalist. Edulf invites other members of the Old Kerk to join him in conducting the temple service tomorrow morning, on Godsday. Edulf is friendly towards everyone except Roodbergs, to whom he is unfriendly. If the characters send a letter requesting an invitation, Edulf invites them to visit the following morning unless the letter is written by a Roodberg. Edulf does not respond to letters from Roodbergs. If the characters call unannounced, the staff at Minastir’s main house insist on taking a message, and refuse to admit the characters. Again, Edulf writes back and invites them to visit the following morning unless the visitor was a Roodberg, in which case he doesn’t respond.

Morwen Roodenhund: Morwen has been sent by the Roodberg Pfalzgraf as an ambassador, with instructions to negotiate an exchange of heads with the Prince’s subjects outside the city of Kershane as a way of improving relations between the two clans. Morwen’s host is Serech Falmari: he is an army officer, and keeps a suspicious eye on her at all times.

Morwen Roodenhund: Female Oeridian Human brd8 (Bluff +16, Diplomacy +22, Sense Motive +6), speaks Common, Old Oeridian and Ur-Flannae.

Late in 595 CY, the virginal Morwen was hired the Iuzian agent Rondar to help a fiendish lion named Adarr lure unicorns into a trap so that Adarr could kill them. The adventurers who stopped Adarr took Morwen back for trial, and she avoided punishment by claiming Rondar tricked her into working for Adarr and by calling on senior Roodbergs as character witnesses. The public harm Morwen’s activities caused to the Roodberg clan’s reputation led to the Pfalzgraf sending her to Kershane late in 596 CY with instructions to negotiate an exchange of heads or not return. If she succeeds, the clan’s relationship with Kershane improves; if she fails, the clan has lost someone who’s currently more of a liability than an asset. Morwen’s presence in Kershane as a law-abiding ambassador is a political hot potato for Prince Naugrim to juggle: he does what he can to politely ignore her, and ensures that his negotiators meet her infrequently and keep the rate of progress very slow. Her inability to speak Elven and her lack of access to the material component required to cast tongues makes it easy for the Prince to inhibit the pace of negotiations. As a consequence of her social isolation and inability to use her diplomatic skills to make people like her, Morwen is frightened and lonely. However, she refuses to show any weakness at any time, in public or in private. Morwen has no weapons other than a dagger (peace knotted, of course). She casts undetectable alignment on herself every morning to conceal her evil alignment. As a result, she has a faint aura of abjuration magic and her alignment cannot be detected by any form of divination. She cannot dismiss the spell, but it can be dispelled (DC 19 dispel check). Morwen is initially aloof and indifferent to everyone except characters who met her in PERSM 5-02 (Silver is Better than Gold). She is unfriendly or hostile to those characters, depending on whether they earned her enmity or greater enmity. If confronted about her involvement in the unicorn hunting scandal, Morwen tersely responds that it was a misunderstanding and has already been sorted out. If pushed, she insists that she was tricked and doesn’t want to talk about it any further. Morwen does not admit to anything that might upset the Kershanites. If the characters send a letter requesting an invitation, Morwen invites them to visit at any time unless she already knows and dislikes the character. Morwen does not respond to letters from characters she dislikes. If the characters call unannounced, the staff call Morwen to the door to meet the visitors. Morwen invites the characters in unless she recognises a character she dislikes, in which case she refuses to talk to them and retreats inside the house.

Tanaar Van Oostl: Tanaar is the current ambassador from Perrenland at Kershane. His situation is difficult, as his oaths of loyalty and mutual obligation with the Guurhok hobgoblins make it difficult for him to perform his public duties as the Voormann’s representative at Kershane. Tanaar knows the Voormann has done this deliberately, and does what he can to maintain friendly private relations and civil public relations with Prince Naugrim.

Where Roodbergs Fear To Tread Page 47 Tanaar Van Oostl: Male Flan/Oeridian Human rgr12, speaks Common, Elven and Goblin.

Tanaar is friendly towards those characters he has previously met and politely indifferent to all others. Tanaar resides at the palace for his own protection, and doesn’t venture out without an escort of the Prince’s guards. He is mild, even-tempered, and reticent – in other words, doing everything he can to avoid causing a scene. If the characters send a letter requesting an invitation, Tanaar invites them to visit the following morning. If the characters call unannounced at the palace, they are met by Talath Duilthandir, who insists on taking a message to the Prince’s honoured guest. Again, Tanaar invites them to visit the following morning.

Tulmegil Liadon: Tulmegil is the current ambassador from Celene, and too busy for a private meeting with the characters in the next few days. As the Prince’s honoured guest, Tulmegil resides at the palace. Tulmegil is indifferent to all characters, regardless of background: even those who have earned Queen Yolande of Celene’s favour in past adventures don’t merit different treatment in his eyes. He is haughty, arrogant, and aloof. If the characters send a letter requesting an invitation, Tulmegil’s secretary invites them to meet with the ambassador in six day’s time. If the characters call unannounced at the palace, they are met by Talath Duilthandir, who insists on taking a message to the Prince’s honoured guest. Again, Tulmegil’s secretary invites them to meet with the ambassador in six day’s time.

Lorellin Ulumuri: Small groups of the Knights of Luna often visit Kershane to re-supply and to meet with Prince Naugrim, a noted Knight of Luna. As the Prince’s honoured guests, the knights and their squires reside at the palace. Of the Knights currently at Kershane, the characters meet their leader, Lorellin Ulumuri. Lorellin is a Champion of Corellon Lorethian, and exemplifies the knightly virtues of courage, courtesy, and gallantry. He is dashing, bold and fearless.

Lorellin Ulumuri: Male Grey Elf ftr4/pal3/champion of Corellon Lorethian 3, speaks Common, Elven and Sylvan.

Lorellin’s starting attitude to the characters matches the standard NPC resident’s attitude to the characters, with one exception. Unlike long-term residents of Kershane, Lorellin is indifferent towards members of Clan Roodberg. If the characters send a letter requesting an invitation, Lorellin invites them to visit the following morning. If the characters call unannounced at the palace, they are met by Talath Duilthandir, who insists on taking a message to the Prince’s honoured guest. Again, Lorellin invites them to visit the following morning.

Prince Naugrim Genhene and his family: Prince Naugrim and his family are too important to have a private meeting with the characters. However, Naugrim is interesting in seeing the characters and assessing their suitability for a secret mission, and thus he and his family go out of their way to observe the characters at the ball and interact with characters of 8th level or higher.

Prince Naugrim Genhene: Male Grey Elf ftr6/wiz5/eldritch knight 3, speaks Common, Elven and Sylvan.

The royal family’s starting attitude to the characters matches the standard NPC resident’s attitude to the characters, with one exception. Unlike long-term residents of Kershane, Naugrim and his family are indifferent towards members of Clan Roodberg. However, they are well aware of the public hostility towards Roodbergs, and avoid interacting with Roodbergs in ways that would offend their subjects, such as engaging them in friendly conversation or dancing with them. If the characters send a letter requesting an invitation, Talath Duilthandir sends them a letter advising that the Prince is very busy and inviting them to visit the palace the following morning and meet with her. If the characters call unannounced at the palace, they are met by Talath Duilthandir, who advises that the Prince is very busy and that they can meet with her instead.

Where Roodbergs Fear To Tread Page 48 DM’S AID 4 – MAP OF THE FOREST TRAIL

LEGEND Scale: 1 square = 5 ft. forest, light undergrowth and tree (must spend 2 squares of movement to move one square, provides 20% concealment, DC of all Tumble and Move Silently checks increases by 2, running and charging are impossible, tree provides +2 bonus to Armour Class and +1 bonus on Reflex saves because creature receives some cover, doesn’t affect a creature’s fighting space because creature uses tree to its advantage when it can, AC 4, hardness 5, 150 hp, DC 15 Climb check to climb) forest, heavy undergrowth and tree (must spend 4 squares of movement to move one square, provides 30% concealment, DC of all Tumble and Move Silently checks increases by 5, +5 circumstance bonus to Hide checks, running and charging are impossible, tree provides +2 bonus to Armour Class and +1 bonus on Reflex saves because creature receives some cover, doesn’t affect a creature’s fighting space because creature uses tree to its advantage when it can, AC 4, hardness 5, 150 hp, DC 15 Climb check to climb) massive tree (occupies entire square, provides cover, AC 3, hardness 5, 600 hp, DC 15 Climb check to climb) fallen log (3 feet high, provides cover as a low obstacle, costs additional 5 feet of movement to cross) B – starting location of boar (choose any square for the medium-sized boar at APL 2 to 6) X – the first squares from which a character can spot the boar (choose either of the left-hand squares for a small or medium-sized character)

Where Roodbergs Fear To Tread Page 49 DM’S AID 5 – MAP OF THE GROTTO

LEGEND KEY Scale: 1 square = 5 ft. 1 – Corridor with loose dirt and leaf litter on floor shallow water (5 ft deep, DC 10 Swim check 2 – Satyrs’ bedchamber to move) 3 – Corridor with concealed pit trap beneath loose dirt and leaf litter on floor deep water (15 ft deep, DC 10 swim check 4 – Grotto to move) 5 – Nymph’s bedchamber concealed pit trap edge of opening in ceiling

Where Roodbergs Fear To Tread Page 50 DM’S AID 6 – NEW RULES ITEMS FEATS Natural Bond Nymph’s Kiss Your bond with your animal companion is By maintaining an intimate relationship with a good- exceptionally strong. aligned fey, you gain some of the characteristics of Benefit: You add three to your effective druid fey. level for the purpose of determining the bonus Hit Benefit: Other fey creatures regard you as Dice, extra tricks, special abilities, and other bonuses though you were fey; you gain a +2 circumstance that your animal companion receives. This bonus can bonus on all Charisma-related checks and a +1 never make your effective druid level exceed your bonus on all saving throws against spells and spell- character level. like abilities; and starting with the level when you take Source: Complete Adventurer 111 this feat, you gain 1 extra skill point per level. Source: 44

DM’S AID 7 – ADRINILLA’S ELEMENTALS When Adrinilla summons an elemental, her augment summoning feat gives the elemental a +4 enhancement bonus to Strength and Constitution. As a result, the following parts of the elemental’s stat block change.

Air Elemental, Small: HD 2d8+4; hp 13; BAB/Grp: Water Elemental, Small: HD 2d8+6; hp 15; +1/-1; Atk: +5 melee (1d4+2, slam); Full Atk: +5 BAB/Grp: +1/+1; Atk: +6 melee (1d6+6, slam); Full melee (1d4+2, slam); SA Whirlwind DC 13; SV Fort Atk: +6 melee (1d6+6, slam); SA Vortex DC 15; SV +2; Str 14, Con 14. Fort +6; Str 18, Con 17.

Air Elemental, Medium: HD 4d8+16; hp 34; Water Elemental, Medium: HD 4d8+20; hp 42; BAB/Grp: +3/+6; Atk: +8 melee (1d6+3, slam); Full BAB/Grp: +3/+8; Atk: +8 melee (1d8+7, slam); Full Atk: +8 melee (1d6+3, slam); SA Whirlwind DC 15; Atk: +8 melee (1d8+7, slam); SA Vortex DC 17; SV SV Fort +5; Str 16, Con 18. Fort +9; Str 20, Con 21.

Air Elemental, Large: HD 8d8+40; hp 76; BAB/Grp: Water Elemental, Large: HD 8d8+48; hp 84; +6/+14; Atk: +12 melee (2d6+4, slam); Full Atk: +12 BAB/Grp: +6/+17; Atk: +12 melee (2d8+7, slam); Full melee (2d6+4, 2 slams); SA Whirlwind DC 18; SV Atk: +12 melee (2d8+7, 2 slams); SA Vortex DC 21; Fort +7; Str 18, Con 20. SV Fort +12; Str 24, Con 23.

Air Elemental, Huge: HD 16d8+96; hp 168; Water Elemental, Huge: HD 16d8+112; hp 184; BAB/Grp: +12/+26; Atk: +19 melee (2d8+6, slam); BAB/Grp: +12/+29; Atk: +19 melee (2d10+9, slam); Full Atk: +19 melee (2d8+6, 2 slams); SA Whirlwind Full Atk: +19 melee (2d10+9, 2 slams); SA Vortex DC DC 24; SV Fort +11; Str 22, Con 22. 27; SV Fort +17; Str 28, Con 25.

Earth Elemental, Small: HD 2d8+6; hp 15; BAB/Grp: +1/+2; Atk: +7 melee (1d6+7, slam); Full Atk: +7 melee (1d6+7, slam); SV Fort +6; Str 21, Con 17.

Earth Elemental, Medium: HD 4d8+20; hp 38; BAB/Grp: +3/+10; Atk: +10 melee (1d8+10, slam); Full Atk: +10 melee (1d8+10, slam); SV Fort +9; Str 25, Con 21.

Earth Elemental, Large: HD 8d8+48; hp 84; BAB/Grp: +6/+19; Atk: +14 melee (2d8+10, slam); Full Atk: +14 melee (2d8+10, 2 slams); SV Fort +12; Str 29, Con 23.

Earth Elemental, Huge: HD 16d8+112; hp 184; BAB/Grp: +12/+31; Atk: +21 melee (2d10+11, slam); Full Atk: +21 melee (2d10+11, 2 slams); SV Fort +17; Str 33, Con 25.

Where Roodbergs Fear To Tread Page 51 PLAYERS’ HANDOUT 1 – GENERAL INFORMATION ON KERSHANE Kershane is a grey elf city in the mountains of the northern Clatspurs. It is hidden in a forest and surrounded by a magical barrier, the Shroud of Souls. It is said that as you approach the city, a mist surrounds you and it seems that the trees themselves move so that you wander in circles. Only people wearing a magical brooch can pass safely through the Shroud. The Shroud of Souls first appeared 450 years ago, when a Roodberg war band under the command of Tilfias Rood attacked and almost conquered Kershane. The Roodbergs killed most of the grey elves, but were in the end defeated by powerful magics. The magics bound the souls of the dead elves in a protective barrier around the city – the Shroud of Souls. This is why the Kershane elves dislike the Roodbergs. The Guurhok hobgoblins are the traditional enemies of the Kershane elves: they fought each other for control of the Kershane Pass ages ago, before the Roodbergs came to the Quaglands. The only thing a Kershane elf hates more than a Roodberg is a Guurhok . Kershane is ruled by Prince Naugrim, who has a seat on the Concatenated Council of All Perrenland and in the House of Grafs. He is the Hintervoormann (head of the cantonal council) for the Canton of Kershane, which was formed in 593 CY, and the Pfalzgraf (head of the clan) for the Clan of Kershane. Kershane Canton is made up of Kershane city plus other elf settlements in the northern Clatspurs, plus the Fellkatz Vosser settlements in the northern Clatspurs. The elves and the Fellkatz get along well, because the only thing a Fellkatz hates more than a Gurrhok hobgoblin is a Roodberg.

Where Roodbergs Fear To Tread Page 52 PLAYERS’ HANDOUT 2 – CLAN MEMBER OR VISITOR’S INFORMATION ON KERSHANE Kershane is a grey elf city in the mountains of the northern Clatspurs. It is hidden in a forest and surrounded by what’s left of a magical barrier, the Shroud of Souls. You pass through mist as you approach the city, and it’s easy to get lost if you don’t have a guide who knows the way through the trees. The Shroud of Souls first appeared in 142 CY, when a Roodberg war band under the command of Tilfias Rood attacked and almost conquered Kershane. The Roodbergs had helped Kershane drive off a Gurrhok army that was trying to sack the city, then betrayed the elves and tried to sack the city themselves. The Roodbergs killed most of the grey elves, but were in the end defeated by powerful magics. The magics trapped the souls of the dead elves and the dead Roodbergs near the city, and didn’t start to weaken until recently. This is why the Kershane elves dislike the Roodbergs. Tilfias Rood and his men were burned in a great pyre that took several days to die down, blackening the earth. Over the centuries since, a huge black and withered oak has sprung from this place, and Kershanites are unwilling to go near it. The Guurhok hobgoblins are the traditional enemies of the Kershane elves: they fought each other for control of the Kershane Pass ages ago, before the Roodbergs came to the Quaglands. The Guurhok were slowly winning through weight of numbers – a shorter-lived race always tends to win a war of attrition over time because it takes less time to replace dead soldiers. The only thing a Kershane elf hates more than a Roodberg is a Guurhok hobgoblin. Kershane is ruled by Prince Naugrim Genhene, who came from the grey elven Kingdom of Celene by invitation to rule the city. The Prince has a seat on the Concatenated Council of All Perrenland and in the House of Grafs. He is the Hintervoormann (head of the cantonal council) for the Canton of Kershane, which was formed in 593 CY, and the Pfalzgraf (head of the clan) for the Clan of Kershane. Kershane Canton is made up of Kershane city plus other elf settlements in the northern Clatspurs (such as Illanof and Sedhane), plus the Fellkatz Vosser settlements in the northern Clatspurs (such as Katzberg). The elves and the Fellkatz get along well, because the only thing a Fellkatz hates more than a Gurrhok hobgoblin is a Roodberg. Before you’re allowed to enter Kershane, you have to check in with the guards. If you don’t belong to Clan Kershane, they give you a bracelet to wear at all times within the city, and peace knot your weapons, including magic items and spell component pouches. It’s illegal to teleport or fly directly into the city – anyone who does so is arrested and punished. Anyone who has visited Kershane knows the recommended teleportation location outside the city walls, and is considered to have “seen casually” the location for the purpose of casting teleport. The marketplace is just inside the main gates. There’s one inn in the city, called The Wanderer’s Rest, and usually elven merchants stay there. Most people who visit Kershane stay in someone’s home, and their host helps them get along with the locals – particularly if the visitor doesn’t speak Elven (many of the residents don’t speak Common) or know the local laws. If you’re with your host, they’re supposed to warn you if you’re breaking the law – and if they don’t, they have to pay half the kopprijs imposed on you for your crimes. The 7th Auszug (nicknamed “Hidden Death”) is based at Kershane. It was formed in 594 CY to bolster Perrenland's forces in the Clatspurs. Their badge is marked with three arrows across an elm tree. Kershane is defended not just by troops but also by powerful fey creatures and their servants. One of the most powerful is the Raven Master, a beautiful fey woman who can turn into a raven and talk with birds. Tanaar Van Oostl, who was commander in chief of the 1st Armie in 594 CY, is now the Voormann’s ambassador to Kershane.

Where Roodbergs Fear To Tread Page 53 PLAYERS’ HANDOUT 3 – RESIDENT’S INFORMATION ON KERSHANE Kershane is a grey elf city in the mountains of the Sedhane), and the settlements of the Prince’s human northern Clatspurs. It is hidden in a forest and until subjects, the Fellkatz Vossers. The Fellkatz recently was surrounded for centuries by a magical recognise the elves’ right to rule and are also barrier, the Shroud of Souls. The Shroud of Souls enemies of the Roodbergs and the Guurhok. dissipated in 595, seven years after the first Before you’re allowed to enter Kershane city, you Kershane elves managed to pass through the barrier. have to check in with the guards. Elves and half-elves The Shroud of Souls first appeared in 142 CY, when have the right of return under the treaty with a Roodberg war band under the command of Tilfias Perrenland, allowing them to leave their current clan Rood attacked and almost conquered Kershane. The and join Clan Kershane. If you don’t belong to Clan Roodbergs had helped Kershane drive off a Gurrhok Kershane, the guard give you a bracelet to wear at all army that was trying to sack the city, then betrayed times within the city, and peace knot your weapons, the elves and tried to sack the city themselves. This including magic items and spell component pouches. is why the Kershane elves dislike the Roodbergs. It’s illegal to teleport or fly directly into the city – The Roodbergs killed most of the grey elves, but anyone who does so is arrested and punished. were in the end defeated by the city’s last high Anyone who has lived at Kershane knows the guardian, the wizard Dian Weirtherlihte. Dian used recommended teleportation location outside the city the magical girdle, known then as the Kershinarim but walls, and is considered to have “studied carefully” now better known as the Girdle of Dian, to win the the location for the purpose of casting teleport. battle. Dian, his guards, and the girdle disappeared in The marketplace is just inside the main gates. the magical explosion that ended the battle. There’s one inn in the city, called The Wanderer’s The magic trapped the souls of the dead elves and Rest, and only trusted elven merchants stay there. All the dead Roodbergs near the city, and didn’t start to visitors to Kershane are assigned to a host, who weaken until 588 CY. The massacred elves and the keeps an eye on them while they’re in the city, helps dead Roodbergs were burned in a great pyre that them get along with the locals – particularly if the took several days to die down, blackening the earth. visitor doesn’t speak Elven (many of the residents Over the centuries since, a huge black and withered don’t speak Common) – and reports them if they oak has sprung from this place, and Kershanites are break the local laws. If the host is present and doesn’t unwilling to go near it. warn their guests that they’re breaking the law, the The Guurhok hobgoblins are the traditional enemies host is partially responsible for their crimes, and has of the Kershane elves: they fought each other for to pay half the kopprijs imposed. control of the Kershane Pass ages ago, before the It’s considered very rude in Kershane to turn up Roodbergs came to the Quaglands. The Guurhok unannounced and uninvited on someone’s doorstep. were slowly winning through weight of numbers – a The polite thing to do is to send a letter introducing shorter-lived race always tends to win a war of yourself and ask that they send you an invitation to attrition over time because it takes less time to visit. If they don’t respond within a few days, they replace dead soldiers. The only thing a Kershane elf don’t want to see you, so why visit them? hates more than a Roodberg is a Guurhok hobgoblin. The 7th Auszug (nicknamed “Hidden Death”) is based Kershane is ruled by Prince Naugrim Genhene, who at Kershane. It was formed in 594 CY to bolster came with his wife (Princess Lueara) and children Perrenland's forces in the Clatspurs. Their Perrenland (Prince Raeron, Prince Suminar, and Princess badge is marked with three arrows across an elm Maivara) from the grey elven Kingdom of Celene in tree. Soldiers wear their Perrenland Auszug uniform 592 CY. They were invited by the Kershanites to rule when they leave the city, but within the city they wear the Principality, and Queen Yolande of Celene the traditional Kershanite uniform instead. agreed to the request. Prince Naugrim is a noted Kershane is defended not just by troops but also by member of the Knights of Luna, and other knights powerful fey creatures and their servants. One of the regularly visit him at the city. There is also a most powerful is the Raven Master, a beautiful fey permanent ambassador from Celene at Kershane. woman who can turn into a raven and talk with birds. When Perrenland restored to Kershane the territories Tanaar Van Oostl, commander in chief of the 1st that comprised the northern half of the original Armie in 594 CY, was appointed the Voormann’s Principality of Kershane in 593 CY, Prince Naugrim ambassador to Kershane in 595 CY. This is a was granted several Perrenese titles. He is the deliberate insult and provocation, as Tanaar is also Hintervoormann (head of the cantonal council) of the the Great Father of the Guurhok nation. Many Canton of Kershane and the Pfalzgraf (head of the residents want the Prince to expel or arrest Tanaar. clan) of Clan Kershane. As a consequence, the Prince has a seat on the Concatenated Council of All Perrenland and in the House of Grafs. The Principality of Kershane (known to outsiders as Kershane Canton) now comprises Kershane, other elf settlements in the northern Clatspurs (Illanof and

Where Roodbergs Fear To Tread Page 54 PLAYERS’ HANDOUT 4 – MAP OF THE KERSHANE PASS Reproduced from PER 3-01 (“Pfalzgraf’s Fury”) with permission of Patrick Williamson

KEY TO THE KERSHANE PASS Clarstadt: Roodberg fishing village, pop 900. DasBrokenbak Ridge: A series of peaks rising to approx. Midgardt: Roodenhund walled town, pop 1300. 9,000ft that follows the Kershane River. Mt. Sedhane: The Hollow mountain 19,000ft. Finderlord Island: An ancient holy site of the Grove. Mt. Sentvoor: Highest Peak in Perrenland @ 31000ft. Forgardt: New Roodenhund community, half-built castle, Mt. Teal: Mountain of 25,000ft. pop 300. Rooddorf: Roodenhund fortress, pop 350. G1-G2: Guurhok cavern complexes, pop unknown. Sedhane: Elven community, pop unknown. Glacier: Source of the Kershane River, called by many the Sentvoor River: A fast flowing river that is tributary to the Broken Shelf by others the HanJosep Glacier, approx. Kershane. altitude 21000ft. St Cuthberts: High Pass community with a fortress Guurdorf: Ancient Elven city, now occupied by main clan of monastery called St Cuthberts nearby, pop 900. the Guurhok, pop 4500+ The Vesve Hills: The wooded hinterland of the Vesve and Hygardt: Roodenhund castle/keep and mining settlement Clatsberg mountains, home to all manner of wild creatures. pop 500. Tielmannschlauss: Mountain community, mixed clans, Illanoff: Elven community, pop unknown. Roodberg overlordship, pop 900. Katzberg: Fellkatz fortress town, pop 1600. Twin Bridges: Roodberg fortress town, see main text, pop Katzflow River: A sacred area of the Grove. 1500. Kershane River: One of Perrenland major rivers, it empties V1-V8: Surviving Fellkatz Stadts of between 20-90 people into Lake Quag. each. Kershane: Ancient Gray Elven city, pop 4500. Vangardt: Roodenhund agricultural town, pop 1100. Meersdorf: Oostmeer fishing village with Roodberg over- Visthaven: Capital of the Sub-Canton of Kerhaven, ruled lordship, pop 600. over by the Roodenhund Sept, pop 2800. Meerstradt: The narrow and treacherous passage between Vosdorf: Fellkatz fortress town, pop 1200. the shore and Finderlord island.

Where Roodbergs Fear To Tread Page 55 PLAYERS’ HANDOUT 5 – EINHARDT’S SECRET NOTES There are four passages of code within the ten pages of notes. Page Four: Is doing enough to defend ’s interests? Page Five: Influence of Rary’s agent still as strong as before? Page Six: Knights of Furyondy – are they still infiltrating the forests? Page Seven: Is price of gems still being negotiated with Ooster-Khund?

PLAYERS’ HANDOUT 6 – EINHARDT’S SECRET NOTES There are four passages of code within the ten pages of notes. Page Four: Is Van Oostl doing enough to defend Voormann’s interests? Page Five: Influence of Celene ambassador still as strong as before? Page Six: Knights of Luna – are they relaying information back to Celene? Page Seven: Is Prince Naugrim still not interested in negotiating with Roodbergs?

Where Roodbergs Fear To Tread Page 56 PLAYERS’ HANDOUT 7 – NPCS AT THE BALL

Talath Duilthandir –adult female grey elf, palace courtier

Edulf Fellkatz – young adult male flan human, Fellkatz Vosser Minastir Serinde – old female grey elf, host for the Fellkatz Vossers

Morwen Roodenhund – young adult female oeridian human, Roodberg ambassador Serech Falmari – middle aged male grey elf, Morwen’s host

Tanaar Van Oostl – male flan human, the Voormann’s ambassador

Lorellin Ulumuri – adult male grey elf, Knight of Luna

Tulmegil Liadon – middle aged male grey elf, ambassador from Celene

Prince Naugrim Genhene – middle aged male grey elf, Prince of Kershane Princess Lueara Calanaaha – middle aged female grey elf, Naugrim’s wife Prince Raeron Genhene – young adult male grey elf, Naugrim’s older son Prince Suminar Genhene – young adult male grey elf, Naugrim’s younger son Princess Maivara Calanaaha – child, female grey elf, Naugrim’s daughter

Where Roodbergs Fear To Tread Page 57