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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode LX: Riddles and Crossroads is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content. EPISODE LX: Riddles and Crossroads Written By: T error Incorporated Edited By: Dustin Clingman Misdirection is the key to survival. Never attack what your enemy defends, never behave as your enemy expects and never reveal your true strength. If knowledge is power, then to be unknown, is to be unconquerable. A Dave Arneson’s Blackmoor one round adventure for players levels 1-11. Part two of the “Thicker than Water…” series.

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode LX: Riddles and Crossroads is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

EPISODE LX:

Riddles and Crossroads

Written By: T error Incorporated Edited By: Dustin Clingman

Misdirection is the key to survival. Never attack what your enemy defends, never behave as your enemy expects and never reveal your true strength. If knowledge is power, then to be unknown, is to be unconquerable. A Dave Arneson’s Blackmoor one round adventure for players levels 1-11. Part two of the “Thicker than Water…” series.

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Playtesters Philip “Official Crazy Man” Slama Episode Background The players begin in Jackport when a Cumasti messenger presents them with a message inviting them to meet with the mysterious Glass Owl in the Tavern of the Wayward. The Glass Owl is really Jennea, a Cumasti merchant that needs the Players to help her clear her name of some crimes she didn’t commit. The Players meet with her and discover that there is a twisted plot against the poor Cumasti woman only after they agree to help her. This requires some trust on the player’s part. Jennea needs them to do three things; the first is find evidence that exonerates her of the crimes she is accused of committing, the second is returning the goods that she has missing, the last is resolving the problems associated with the missing goods so that it doesn’t happen again. Once the players complete all these components, she will reward them handsomely. After meeting with Jennea, the players may be curious about the Halflings playing in the corner. They are playing a game known as Whips and Whistles. Any player may participate and the first to beat Boggle (the senior Halfling) gets the opportunity to play him again for “sudden death.” Boggle has an ulterior motive to tricking the Players to play. He is really a contact for the Gen’ri and a spy for hire. He will bet his Hat that he can beat the player given a second chance. If the player accepts, after playing another round, they will win (as he throws the contest in a way that the players don’t know). After this optional encounter, the players then travel down the road towards Ringlo Hall in the hopes of finding what is going on. They find themselves face to face with Crave, a sadistic and evil Redkap who is escorting food to the fey mound where he plans on meeting Sweetness (another Redkap). He plans to “woo” her by feeding her the four Cumasti merchants that he has

captured. Crave is riding Spank, a rust monster that is loyal to him. The Players should defeat Crave and free the merchants. Once they do this, they can role-play with the Merchants and find out that these Cumasti are actually living proof that Jennea is innocent of the crimes she is being accused of. The Cumasti, after having experienced the horror that was Crave, refuse to travel alone and ask the Players to protect them, regardless of what social interactions happen. They have no metal objects, only clothing and in this environment that could be very dangerous. The Players should arrest them (something they agree to willingly) or arm them and have them accompany the group (something they will do willingly although in a fight they are utterly worthless as they are traumatized by the experience with Crave). At this point, the Players will likely seek out the remaining loot and do their best to recover it. When they hit the fey mound, the Lord of the fey mound has other plans. His name is Despair and he is a powerful ephemeral being that is able to manipulate the mound and those within the mound to his every whim. He wishes to test the Players as he himself is in quite a bind. Despair is a male ephemeral androsphinx that has been driven crazy by the loss of his love Hope. Hope is a female ephemeral Gynosphinx that has been captured by the Coven of Winter Hags, the ruling body of the fey during the Winter Season. Despair is locked into his Fey Mound for eternity in exchange for the hags keeping Hope alive and just beyond his grasp. It is a complicated and sad story but ultimately Despair has become exactly what his name means, without hope. He wasn’t always like this. As a matter of fact, legend has it that when Despair and Hope are reunited, Peace will be born for all to experience. And therein is the problem. Despair needs adventurers that he feels can survive the facing the Winter Hags and freeing Hope. So he tests the Players, rewarding success with information and riddles that need

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solving. Additional successes, lead the players further into his test until all the questions he asks have been answered. He rewards the Players with freedom from the mound and the treasure that they seek. If certain players pierce through his illusions and manage to keep his secret, then he rewards the Players with the freedom of the short lived races that have been captured by him. He also whisks his fey mound known as the Glade of Hopelessness, away from this place, to a different location. If the players fail at solving his riddle, the Gheldarine (the Queen of Faeries) arranges for their freedom but enacts a debt that the Players must pay in the future (this ends the adventure for those Players). If the Players succeed at leaving the mound by solving the riddles, they find themselves in the middle of the night in the middle of nowhere. They will need to make camp. Regardless of how they leave the mound, they will never actually come face to face with Despair as he does not reveal himself to anyone while in his domain. When making camp, a group of pixies comes and plays a prank on the Players. They do this on purpose to determine if the Players are funny and able to handle a joke. If the Players do manage to laugh at the prank, the pixies reveal themselves and award the Players with an invitation to meet the Gheldarine. If the players do lethal damage to the Pixies, they flee (firing memory loss arrows at whoever did lethal damage prior to leaving). In the event that this happens, an unseelie fey known as a Swiftling activates its timestop ability and places invitations for Baron Ugulslov in and amongst the possessions of the Players. The Swiftling does not, under any circumstances, reveal itself since it moves faster than time for this one moment per year. The next thing the players do is head back to Jackport and the Wayward Inn. After meeting with Jennea, they are rewarded based on whatever they bring back. Hopefully the players will have returned with the Cumasti merchants, providing their testimony as evidence to exonerate Jennea, the goods from the Glade of Hopelessness,

and the information of having both Crave and Despair “dealt with” so that they can not adversely affect trade again. Episode Hook Please ask the players to produce any certificates that must be shown to the Judge at the start of the episode (i.e. Demon Curse, Curse of Gluttony, Curse of Infernal Lycanthropy, Herald of Raddan Goss, etc). At this point also allow the players to introduce their characters to one another. Encounter Highlights • The players find themselves within the

marketplace of Jackport when they are intercepted by a Cumasti messenger.

• This messenger is an official representative of the Ringlo Hall Trade Syndicate with a message from the Glass Owl.

• Please provide the players with Player Handout #1.

• The Glass Owl would like the players to meet with her in the Tavern of the Wayward later today to discuss a business opportunity.

Please read or paraphrase the following. While strolling about the marketplace in Jackport, a faint scent of sweet cinnamon skitters across your nose. Your eyes are drawn to a shop where a Halfling baker is displaying a fresh batch of miniature cinnamon rolls. A young, female, Cumasti messenger darts out of the shop and, after quickly sizing you up, hands you a note that she pulled out of her leather satchel. The letter has an official seal of the Cumasti nation on its side. Please provide the players with Player Handout #1. If the players decide to accept the invitation please continue to Encounter 1.

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Encounter 1: Tavern of the Wayward Encounter Highlights • The Tavern of the Wayward is

frequented by mainly those of Cumasti descent and a smattering of Docrae and Halflings.

• The establishment boasts a natural setting and makes liberal use of sensory illusions within allowing the patrons to feel as if they are back within the forests surrounding Ringlo Hall.

• Once the players identify themselves to the half-Cumasti barmaid Genakelle as the intended guests of the Glass Owl she will escort them towards one of the private, warded rooms where the Glass Owl awaits them.

• If the players choose to enter the warded room please proceed to Encounter 2.

• If the players choose not to enter the warded room please continue to Conclusion D.

Cumasti merchant Jennea Nea’ladarine asks the adventurers to meet with her in a back room via a message sent by a half-elven waitress. They get to ask Jennea questions about the situation at hand. The room is under the effects of a candle of truth and PCs are asked immediately to submit to it as she has. She is concerned about the honesty of those she meets because she has been mislead and deceived at almost every corner she has crossed. She is currently the victim of an unseelie plot to inspire fear and greed amongst mortals (something unseelie fey do quite often). So to determine if everything is as it should be, she has a candle of truth on and is looking at everyone through a gem of true seeing. She explains that goods have gone missing and she needs for the PCs to find them. She will repay the PC 1/3rd the value of the goods missing (comes out to ATL x 100g). She warns against the PCs trusting anyone outside this room with any information as there seems to be illusions and trickery behind every corner. Entering the Tavern of the Wayward, you are greeted with the warmth of a fresh fireplace, the scent of spiced apples, and the

sight of freshly poured wine, making the common area most inviting. A large, glowing cold iron axe hangs over the fireplace. Comfortable lounging chairs and small coffee tables are found throughout the large room. Several open doors lead to private antechambers. The common room appears rather peaceful as the strange and mysterious sound of the forest makes its way through the room. While no flora can be seen anywhere the gentle sounds of nature, rustling leaves, a babbling brook, twittering of birds and the rhythmic chirping of crickets and frogs seem to emanate from the walls themselves. Clearly illusions are being used to set the ambiance of this magical place. The majority of the patrons are obviously of elven descent while in the corner, a group of Halflings and Docrae are busily playing a game of Whips and Whistles. A half-elven barmaid after chatting with two patrons calls out to the bartender, “Gen, these fine folk need a couple lemon drops and a spiced peach with two plates, they wish to share.” A Cumasti man behind the counter, responds, “Share? Hah! They will be ordering two soon enough, no one can resist sharing such a succulent dessert!” The players are free to speak to Genakelle, the Cumasti bartender. Read or paraphrase the following: After speaking with Genakelle and identifying yourself as the recipient of the letter from the mysterious Glass Owl, you are escorted to one of the doors that opens up to a private meeting room. Instead of the private antechamber you were expecting, you see a hallway that leads to a grayish, dark, and foggy mass. Genakelle, realizing your concern at being lead to a room filled with fog, says, “The Glass Owl waits beyond the warding that has been put up to protect the privacy of your conversation.

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No one outside can hear anything that happens in that fog and no sound from the common room will intervene with your meeting. A candle has been lit within that identify any falsehoods spoken, so please speak true to the Glass Owl. If you choose not to enter this chamber, she who is beyond will not hold it against you for leaving, but know that you may not continue to aid those that enter in whatever task she sends you forth upon. The Glass Owl protects her friends and she finds the need for secrecy to be paramount above all.” With that he nods and waves towards the fog, waiting for your response. If the PCs leave, the adventure doesn’t end for them, they can choose to go to optional encounter 1B and meet with Boggle. After gambling with Boggle however, their adventure is over. Encounter 2: The Glass Owl Stepping into the foggy room, you find yourself floating and disoriented for only the briefest of moments. Your body feels as though you are swimming through water, but there is no water to speak of. After a few careful steps into this fog, you find yourself in a small room lit with a wide variety of floating candles that fill the room. They float softly in random directions but keep the room well lit. A table before you is surrounded by chairs and several bowls. The bowls are each filled with deliciously and ripe blueberries. Beside each bowl there is an ornate linen-wrapped present with a name tag on it. At the far end of the table you see a beautiful Cumasti elven woman that is covered in a variety of jewelry and dressed to impress. Her outfit appears to be made specifically for her and she fills every part of it perfectly.

The clothing resembles what one would expect of a woodland adventuring gear except that it is made of expensive clothing and laced with bronzed filigree. Her perfectly braided blonde hair drapes down her back and her hands appear to be as soft and smooth as silk itself. Although she has a bowl filled with blueberries in front of her, she does not have a linen wrapped gift beside it. Upon seeing each of you enter, she nods in greetings and indicates that each of you should take a seat. She begins by saying, “Welcome adventurers and thank you for your time. I know you have traveled far to hear what I have to say so I will do my best as a hostess to accommodate for your needs. Please partake in these fresh fruit that I have had brought here by the Brothers and Sisters of the Forest that surrounds my homeland. You shall find the taste of these blueberries to be nothing short of perfection, I guarantee it. You will also notice that beside your bowl there is a gift that I have for you. This gift is customized for each of you and the moment you touch it, it shall become attuned to you. Please take this as a sign of my gratitude for you coming such a long way.” She kindly waits for each person to take the gift and open it. Inside the carefully wrapped linen cloth is a glass figurine of an owl. Roughly three inches in height, the owl shimmers faintly upon your touching it. The GM should explain that the shimmering fills the holder with a sense of warmth and comfort. “This figurine is, as I have indicated, attuned to whom-ever touches it first after being enchanted. These owls are magical and made by me. Their function is quite useful to travelers and I hope you will enjoy having them. You see, while you have this owl in your possession, you are protected from the harsh elements of this world. This of course

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works only in your hands and only for you. I hope you enjoy your gift.” She smiles and straightens in her chair, “Now to the business at hand and the reason I have called you here. There are unfortunate circumstances that bring me to you. Normally I would trust the Royal Cumasti Guard with this task but it appears that there are shadowy elements at play that have discredited my word amongst my people. You see, my word means everything to me and without it; I am but a powerless woman of means. Worse yet is that amongst my people, I would become an exile. This is simply not acceptable! I need you to vindicate my name and find out what you can about those that are trying to discredit me. I can not go into specifics about this until you have accepted this task. I can answer only a few questions until you accept the task. Please remember that we are all under the protections of powerful magic that prevent even me from lying. So please ask me what you will.” Before they accept to help, you can answer the following questions: Who are you? I am a senior member of the Ringlo Hall Trade Syndicate that has been the victim of falsehoods and lies that have lead to loss of clients and an official inquiry from the Royal Council of the Elders amongst my people. I am known amongst those outside of my circle of friends as The Glass Owl. Other than that, I can not explain further. Why did you choose me (us)? I sent a Cumasti woman that is loyal to me to deliver this message to new adventurers that appear to be interested in making a name for them. These adventurers could have no evil in them as my enemies use evil to advance their agendas against me. I also needed to ensure that none of you knew anything about what was going on because I was afraid that the information that leads you here would also lead my enemies to me. I specifically need greener adventurers

because I wanted to ensure that my enemies did not try to infiltrate this adventuring party as they did the previous one. What happened to the previous adventuring group? A complete disaster! I hired experienced adventurers to seek out the truth behind the problems that I am experiencing and none were ever heard from again. One week after I sent them with the information I have for you, I received a scroll with an image of what befell some of them. The image depicted a horrible death scene with most of the adventurers covered in blood and ripped to shreds. The image itself was an illusion that was permanently placed onto the sheet. I took the sheet to the authorities of my people at Ringlo Hall and they took it as evidence. After several magical divinations, all questions and inquiries pointed towards me. I swear that I had nothing to do with their deaths, but the nobles are now looking for someone to hang for this and the noose is tightening around my neck. Why do you have so many candles lit? These candles ensure that everyone within is saying the truth. This will help you believe what I have to say. My word has come into question and in order for me to protect it; I must prove to those that I am asking help that I am a woman of my word. What is that smoke we walked through? That smoke is a necessary precaution that I have taken to ensure that I can not be found using magical means. While we are in here, no one can listen to what we are saying except us. This inn’s owner is a friend of mine and has agreed to help me prove that I am not guilty of the crimes that my people are trying to accuse me of. What crimes are you being accused of? I can not answer that question at this time, I need your word that you will help me and I need to know that your word is sincere. If you help me, I will make it worth your while. What are you willing to pay us? Right now, I am all but exiled by my people but once my name is cleared, I can arrange for you to be amply rewarded financially for your services. The specifics of that reward

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can be discussed once you agree to help me. That is a matter of negotiations, but I don’t just negotiate with anyone. I need to know that I can trust you as you need to know that you can trust me. Who were the adventurers that went before us? I hired a group that was made up entirely of Cumasti and half-Cumasti adventurers. Three of these are depicted as dead while the other two are still missing. Giving you their identities is something I can do once you agree to helping me in my endeavors. Where is the paper with the image of what befell the adventurers? The image is no longer in my possession. The best I will do is telling you in detail all that I remember. I can only do this however once you have agreed to helping me. How did you manage to come here if you are wanted in your city? I am a woman of means and I still have some allies. As the berries in front of you should indicate, my contacts and allies are those loyal to the woods. They were able to whisk me away but the investigation is still going on at Ringlo Hall and many people are looking for me. How do we know we can trust you? My word is my bond. In my business, your word is stronger than the value of my life. It represents every opportunity that I have taken advantage of and every opportunity I will have in the future. If I am to have a future, and my word was to come into question, what would I be? No, I will not become a Tier’devi this day. What is Tier’devi? Tier’devi is the Cumasti word for “Traitor of the Word.” This is the biggest shame that can befall my people. When we give our word, it is not done so lightly. Unlike most humanoids, the Cumasti live for hundreds of years and the value of our word must have the strength to survive centuries of both criticism and question. So when I give you my word, it will not be done so lightly. I give you my word that if you trust in me, I will do everything I can to ensure your success. Besides, my life is on the line.

After they accept to help, you can answer the following questions: I would like to thank you so much for trusting me. I know this can not be an easy thing. I will make it worth your while. Now, ask your questions and I will answer them as best I can. What happened that the Ringlo Hall Trade Syndicate is after you? Three weeks ago, I sent a shipment of silks and delicate glasswork to the city of Blackmoor. You see my family specializes in the sales and procurement of the finer quality goods and commodities that the Cumasti people create. We value art and the emotions that they inspire. Well my shipment was sent but when I did not receive confirmation that my shipment arrived in Blackmoor, I became concerned. It appears my shipment never arrived! As a matter of fact, no one here even remembers seeing the teamster that I initially sent. It made no sense; somehow they were waylaid between Ringlo Hall and Jackport. So I sent a group of Cumasti adventurers out to find out what happened. They never returned. Instead, I received a missive from the Ringlo Hall Trade Syndicate asking with some serious charges, amongst them treason and murder! The page that showed me the missive also showed me the scroll with the images of what happened to the adventuring company. There was an image of a humanoid wearing my family’s colors tearing apart the adventurers! As if that weren’t enough, apparently a crate of Treant seedlings went missing and I was being accused of stealing them! So you see, I need someone to investigate this matter and vindicate me of all charges. I am being accused of stealing Treant seedlings and murdering the very adventurers I sent to investigate my original shipment of trade goods. What humanoid killed the adventurers? I am not sure, the image wasn’t very clear on that point, but it showed that the humanoid was very tall, almost as if it were under the effect of an enlarge person spell. Yes I do know a little bit about magic, after all I arranged for this room to be warded against magic didn’t I? Anyhow, I don’t know what it is, but I do know the nature of the

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woods around Ringlo Hall. They are filled with the fey and the ephemeral creatures they create. So be mindful of the fey. What can you tell us of the fey? The fey are the faerie folk that are conjured and given life by the dreams of men. They inspire emotions and belief in this land. There is a saying amongst my people that you should heed should you come in contact with the Fey. “Beware the world of Faeries for powerful they are, Long lived as we And free to be The twinkle in the star. Most of them inspire the feelings that we share, So listen first To what they say And tread then next with care. Violence should be the last resort when dealing with the fey, But when that time comes, Cold iron numbs, And makes them run away.” What do you need us to do and how much will we get paid for these tasks? Well, there are three different things that I need from you so I believe I should pay you for each one separately. I can pay you each 100 gold for each charge that is dropped. Since there are two charges, treason and murder, that means that for removing both charges, each of you would receive 200 gold. The second of tasks I need completed are the return of my trade goods. If any of my trade goods are returned, I will reward your group 10% of the value of the goods. According to my records, the trade goods are worth exactly 5,500 gold so upon the safe return of all my goods, you would receive 550 gold to divide amongst your fellows. The third task I need from your group is to discover what happened to my original shipment and dealing with the situation in order to prevent it from happening again. For this task, I will reward each of you 100gold. That is a great deal of gold that will be afforded to you in exchange for your services.

What do you know about the Treant Seedlings? Honestly I know very little. I know that the Treants serve and protect Ringlo Hall in exchange for a safe place for their hatchlings to grow. Apparently a crate of the seedlings have gone missing. In the place of the crate, the Ringlo Hall city guard discovered a fragment of a glass figurine. The fragment was the glass owl, a name by which I am known. This was a week ago. Where can we deliver your goods once we have found them? Bring them here, do not go to Ringlo Hall with my goods as they will confiscate them and I will likely never see them again. Where do we go once we succeed? Come back to this inn and check into a room. Place one of the Glass Owl figurines upon the window sill and I will contact you within 24 hours. Assuming that everything is as it should be, I will come and meet you. I will pay you for all that you have completed. Remember that there are three tasks and I desperately need for all of them to be resolved. Encounter 1B: A Gambler at Heart The Short Stuff Gang is notorious for being good people that are vertically challenged that rely on sneaky and underhanded ways to get their point across. The gang is currently looking for an insider that will give them information on what the Ringlo Hall Trade Syndicate is up to. It is their belief that there are factions within the Trade Syndicate that is actively involved in slavery. Proof of this would show that the Syndicate is guilty of being traitors against the Cumasti elves and indeed to all mankind. Genakelle has befriended the gang and uses them as a source of information for the Gen’ri. This is the reason why The Short Stuff Gang is here. They have discovered that there would be several adventurers that would be attending meetings with a member of the Trade Syndicate known as The Glass Owl. Their hopes are to draw these adventurers into a game of Whips and Whistles. After a few rounds of play and a few rounds of drinks, the Halflings leader will “lose” his

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magic hat to the most charismatic member that gambled with the Halflings. A minimum pool must reach 500 gold. The hat resizes to fit the wearer’s head. He will seem sore about it for a while but not too long. He smiles and thanks the players for playing and gathers his guys in order to “retire” to their room. In this encounter, the Halfling and the Docrae are all having fun playing a game called Whips and whistles. The game is described in the read aloud text but the mechanics are quite simple. Five short individuals consisting of one Halfling and four Docrae are crouched towards a corner playing Whips and Whistles. The game involves four small animated critters that jump around a corner and every time they land, they let out a distinctive whistle like sound. The four critters consist of three frogs and a cricket. They bounce off walls and the corner, but stay within three feet of the corner. There are two players that compete against each other. Both are blindfolded and given a rubbery whip with a large flat and sticky palm at the end. The objective is to catch as many of the critters as possible with the whip. If you catch the cricket, you win. The thing is the cricket moves much faster than the rest of the frogs. Everyone in the corner is wearing a gold feathered green hat and a red vest. Encounter 2: Sapling Slavers The PCs are moving towards the Redwood Forest as they travel through the tall grass fields of this area. Any square that is not on the path constitutes difficult terrain. The path is 10 feet in width. Around the bend there is a Redkap named Crave and riding his ephemeral rust monster named Spank. Additionally, there are four elven merchants riding horses, the remnants of a group of traveling merchants that fell victim to Crave’s appetite. The Redkap killed and ate half the original group of elves and these remaining elves are being intimidated into being cooperative with the Redkap. The

Redkap intends on taking the elves to a fey mound and transporting them to the plane of ephemera as gifts to the female Redkap called Sweetness that he has taken a liking to. He is also transporting some enslaved Treant seedlings that he is taking to the plane of ephemera to give to the Unseelie Lord Rübezahl. On his way to the Fey Mound, he encountered the merchants and figured he could eat some of them and share the rest with Sweetness. The fey mound that leads to the kingdom of Farnek is nearby, roughly three hours walk off the path but the marker that Crave left behind is further down the path where the PCs came from. So clearly he needs to get past the PCs for his plan to work. He didn’t think that an adventuring group would be between him and his success. While traveling down the trade road towards Ringlo Hall, you find yourself enjoying the peaceful, flower-filled pathway that leads to the mystical magical menagerie of wonder known as Redwood. The path, barely wide enough to accommodate one cart in width, is made of solid clay and stone. Along both sides of the path there are an overflow of bushes with colorful green, yellow, and red leaves; blue, purple, white, and yellow flowers of all shapes and sizes; and a virtual bounty of bees, butterflies, and dragonflies filling the air with their buzzing. The bushes, nearly nine feet in height, make it impossible for people on the road to look off into the distance. Conversely the bushes also make it impossible for anyone that is not on the path to see what is transpiring on it. Allow the PCs to make a spot check DC 15. Any who make it will notice a small blue painted rock on the side of the path. It seems to be a weird looking rock that is different from the other rocks in the area. No other information can be gained at this time about the rock. Its important that you keep in mind what they do with the rock because the rock was the marker that Crave left in order for him to find the Faerie Mound. As you travel down this ten foot wide pathway, from around the bend roughly forty feet ahead of you, you see a group of men on horseback. They appear to have large crates strapped to the sides of their mounts.

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The man in front appears to be rather old and mean looking at that. His hat is dark red and appears to be wet, its dye running into his white hair and scruffy beard. He is riding some weird animal that looks more insect looking than any animal he has seen. The old man, probably Halfling or maybe Docrae, looks at you and shouts, “Hi ho Heedlee Hum, Get off my path’r get in me Tum!” He stops and waits for a response. At this point, have all the PCs make spot checks DC 20 to determine that the old man is really disguised. If the PC’s can see through the disguise, he or she may make the appropriate knowledge checks to identify the old man as a redkap. Each individual needs to rely on their own skill because communicating openly with party members as to “What the redkap’s true nature is” will only further agitate the redkap and lead to initiative. So assuming that the PCs are keeping their mouths shut, allow them to make the knowledge (nature) checks only after they have made the spot check. PCs that didn’t make the spot check can still make skill checks on the rust monster and the merchants as indicated below. PCs may ask to do several things. It is likely they will want to check a litany of skills. Below is a list of the relevant skills and what they can ascertain. Knowledge:(Nature) DC 16: You know that the old man is really

a mischievous fey known as the Redkap; cold iron weapons are the traditional means by which one combats the fey.

DC 21: You know that the Redkaps are called as such because they dip their hats in the blood of their victims; traditionally, they wear cold iron boots but this one seems to not be wearing any.

DC 26: You know that the Redkaps have an insatiable appetite and can eat almost anything. Anything eaten by a Redkap is never seen again.

DC 31: You know that Redkaps can alter their size to make themselves as large as a giant!

Knowledge:(Dungeoneering)

DC 20: You know that the old man‘s mount is a Rust Monster that appears to have been altered.

DC 25: You know that rust monsters have an antennae attack in which anything they touch that is made of metal turns to rust; additionally, anything that is made of metal that strikes a rust monster immediately turns to rust.

DC 30: You know that the average Rust Monster has a bite attack in addition to a rust attack and make excellent trackers.

DC 35: You know that the Rust Monster can see in complete darkness and is very keen at spotting and listening to things.

Knowledge:(The Planes) DC 15: The old man‘s mount has been

altered and is part Ephemeral; these are creatures made up of thoughts of man that traditionally live in the plane of Ephemera and if they are on this plane then some very powerful magic was used to give the beast a physical form.

DC 20: Ephemeral creatures are resistant to metals that are not cold iron.

DC 25: You know that individuals slain by Ephemeral creatures aren’t really dead; instead they are in a comatose slumber that disappears after twenty-four hours.

DC 30: Damage dealt is still real but the “slain” creature can not heal or awaken from this state unless a Heal, Limited Wish, Wish, or Miracle are used to break this state; alternatively a Break Enchantment can be used, but success using this method has proven to be unsuccessful at times.

Sense Motive DC 15: The old man appears to be agitated

as well as the merchants; however you are unable to determine whether the merchants are either because of you or the old man.

DC 20: The old man appears to be unfriendly and impatient while the merchants are definitely scared rather than agitated.

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DC 25: The old man appears to have intimidated the merchants and that he is not influenced by any magical means.

After giving the PCs the information that each was able to get from the above situation, allow the PCs a chance to react. But keep in mind that the Redkap is very impatient and is considered unfriendly towards the PCs. If the PCs do ANYTHING that goes the Redkap notices and perceives to be contrary to his interests, he attacks. He is very impatient and his patience runs out in 2 rounds worth of actions. The time you spend communicating to the PCs as a judge does not count against them for purposes of the impatience of the Redkap. It’s VERY important that you give the PCs an opportunity to talk with each other in a language that the Redkap doesn’t understand. In the kingdom of Blackmoor there are TONS of languages, secret languages at that! The PCs should be given an opportunity to speak in sign language or in Peshwah if they speak it. Any language other than sylvan or common is not understood by the redkap and he will genuinely appear confused as to why the PCs are speaking and NOT moving!!! If they speak in a language that the redkap doesn’t understand, the redkap will give them two rounds of communication before attacking. If the redkap can understand, then the judge should listen carefully as to the nature of their conversation. If anything is communicated that goes contrary to the wishes of the redkap (for the PCs to move out of the way), the trigger initiative. The PCs can talk to the redkap if they want, but the Redkap will not move and no diplomacy check will convince him otherwise. He will not answer any questions, instead he will snarl hungrily at any who dare ask anything of him. The redkap will not be intimidated either as any attempt to speak him out of his current course of action will initiate combat. So if the PCs haven’t moved out of the path’s way and a total of two rounds of futile communication have transpired, the redkap simply says, “Daft ye be and now ye’ll see how I repay those that defy me!” At this time, initiate combat.

If the PCs move out of the way in the two rounds that the redkap gives them, then the redkap continues to move past them and you should read the following. Your group has decided to let the mean old man past you, despite his rudeness. As he passes by snarling with an evil snicker, you notice the boxes on his mount are moving oddly and the sounds of scratching can be heard. The old man’s eyes betray a look of concern, something similar to a child with their hand in a cookie jar. From within you hear the sounds of several little voices saying simultaneously, “Help me!” and, “Please help us!” This infuriates the redkap and he slams his fist on the boxes, which ushers immediate silence. He snarls at the box loudly and his face turns slightly red from the anger. The first merchant decides to take this opportunity to stare at you pleadingly with a momentary face of dread. His face is clearly asking each of the adventurers for help. But the look the cumasti gives you is only for the briefest of moments as he fears the wrath of the old man and doesn’t want him to notice. EVIL ACT WARNING: (Judge please read) If the PCs don’t intervene, then the judge should check their alignment and ensure that none are considered good. If so, keep this in mind and mark their alignment violation on their log sheet. The judge should take every roleplaying opportunity to ensure that the PCs know that they should help the merchants. But if the PCs decide to disregard the pleading faces, then during the “choices encounter” give them Option B. After defeating the redkap, the merchants will inform them that the redkap had captured them and eaten the other half. He was taking the goods to a place called the “Big Joo-Joo Mound.” Read the following boxed text. Thank you for rescuing us! There are no words that I can use to describe the horror that the red hat wearing devil inspired in us. Those should not exist on this world; your timely intervention ensured our survival. That beast, although appearing rather small, clearly can become a giant and that is how it ambushed us. His mount came out of the

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grass line and quickly devoured our weapons and our armor. Being as which we were defenseless without them, we surrendered. The red hat wearing beast was cruel and merciless in the way it spoke to us. After capturing those you see hear and eating the rest of our troupe, he warned that the only way that he would not eat us is if we came quietly to meet his “Sweetness at the Big Joo-Joo Mound.” He made it sound as though the mound is right around the corner in that direction” The cumasti points in the way that the beast was traveling which was slightly off the path on the way you came. “He kept referring to the blue stone. I am sure if you find the blue stone, you will find a hidden path that will lead you to the Big Joo-Joo Mound he kept referring to. If this creature has been active in the area, it is very likely that there would be additional goods there. Of course this is assuming that he didn’t eat everything!” With that, the box that was on the Redkap’s mount begins to shake and jump again. Sounds of high pitched creatures speaking in sylvan and common can be heard saying, “Help us! Free us!” (Wait for the PCs to open the trunk. Once this happens, read the following). Dozens of little Treant saplings spring out of the box and all smile collectively! Cheerfully they hum as the light of the sun begins to dance and skitter across their leaves. They are happy to be freed and collectively hug and scuttle all across the adventurers that are adjacent to the box. GM Note: It is important that you see how the PCs roleplay with the treants as the PC that is MOST kind to the seedlings will gain a tiny treant sapling as a cert. This is only a tiny portion of the treants that have gone missing. The remaining Seedlings are being held captive at the Big Joo-Joo Mound. Also, the majority of the goods are also at the Big Joo-Joo Mound. These seedlings don’t know who captured them as they were sleeping when they were boxed up. GM Note (Please Read all the way through before roleplaying the merchants!!!): The merchants are just hired hands of the Ferdella’alla noble house but will not

mention this unless they are somehow taken from unfriendly to friendly. PCs can intimidate, use diplomacy, or ensorcel the merchants into revealing the truth. The merchants will pretend to be friendly to the PCs but know that the treants were supposed to be taken to a contact in the forest named “Bezah” and really have no idea what they are transporting. They are all evil though. They don’t know who in Ferdella’alla’ hired them but they can give the PCs a description of their boss, an elven woman named Jennea. Jennea is the name of the Cumasti that hired the PCs but Jennea has a different last name. PCs should notice this, if not, allow the PCs to make an intelligence check DC 10 gives them that Jennea is the same name of the Cumasti that hired them. DC 15 gives them that the last names are different. At this point, the PCs will have to make a second intimidate or diplomacy check in order to get the complete truth. If the PCs used magic (charm person, detect thoughts, or suggestion) then there is no need for this second check as the NPCs will reveal everything. If they resort to magic, all the merchants know the information and they have a will save bonus of +1 or +3 vs. enchantment and charm spells(+1 for class and +2 for racial against charm). THE MERCHANTS ARE PART OF THE EVIDENCE THAT JEANNAE NEEDS TO PROVE HER INNOCENSE! EVIL or CHAOTIC ACT WARNING: (Judges please read and keep note) Regardless of what transpires, the elven merchants ask the PCs to help protect them against the dangers of the world. If the PCs know the truth, they will agree even to be prisoners. The important thing however is that they ask for the PCs to protect them until they can be turned over to the proper authorities. If the PCs leave the merchants to die in the forest, this act should be considered an evil act as the elves are unarmed and have no goods. If the PCs arm the elves and leave them be, then the elves can leave and no alignment hit is suffered by the PCs. Doing this is an unlawful act however and constitutes as an act of Chaos as these criminals are obviously wanted in Ringlo Hall.

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Encounter 3: Finding the Path Returning back the way you came, you find yourselves scouring the side of the road for the blue stone. After a couple minutes of searching, you find the location and after moving some of the shrubs around, you find a hidden boar path. You must travel down this path in a single file line in order for your group to move unhindered. Give the players an opportunity to set up a marching order than please read or paraphrase the following. Traveling down this path isn’t quite as easy as one would think. The bushes are at least twelve feet in height and instead of the comfortable humming of happy bees and the wonderful scent of flowers, you find yourself being surrounded by countless bugs ranging from bees, mosquitoes, grasshoppers, moths, and the like. At first they appear to be harmlessly flying about, but as you continue to travel, the bugs begin to fly into your way, hovering over your eyes and trying to fly into your mouth! You manage to successfully avoid the assault of a swarm of particularly nasty smelling nasty insects but one of your Cumasti companions is not so lucky. The Cumasti begins to choke as the back end of a fist sized bug can be seen trying to crawl into his throat! As if that wasn’t bad enough, from its rear, a cloud of putrid smelling insect musk sprays out all over the place. Allow the PCs a Heal Check DC 15 to properly administer the Heimlich maneuver. Give them 12 rounds to do so before the cumasti passes out from unconsciousness. Only one PC may administer healing at a time. If they succeed, a huge beetle, the size of a Halfling’s fist flies out of the elves mouth and strikes <pick a PC> square in the chest. It is still moving but just barely. As a judge, describe this with a truly disgusting face as if this is the most repulsive thing you have ever seen. Players at your table should be making similar faces of disgust or holding their throat. This is a desired effect as it justifies all of them rolling a will save. Have each PC and the NPCs roll two consecutive will saves as the area that they are in is

suddenly under the effects of “hallucinatory terrain” of course, what you will be reading is the following: Your efforts are successful as you see the last of the disgusting stink bug exiting the mouth of a horrified Cumasti merchant. The mere sight of the blood and slime covered insect, accompanied by the stench of the vermin’s glands, is too much for many of you to handle. You feel your mind swirl and your stomach lurch as if you are about to hurl. Now you make the PCs roll two will saving throws, one for the mind fog that is being cast and the other for the hallucinatory terrain. If they fail on the first one, the second saving throw is made at -10. The DCs of the will saving throws are 18+ATL. If they make both saving throws keep that in mind but keep reading without missing a beat. The bloody, ooze-covered, stink beetle is too much and you find it incredibly difficult to keep your meal inside your stomach. Recovering from this nauseous feeling takes a few moments until you finally feel better. Those PCs that make the second saving throw should be allowed a spot check DC 25. If they make the spot check, they notice that the thick grass beneath them has a fog that is covered by an illusion. When you determine who these individuals are (if there are any at all) hand them the following hand out. Right before they speak this aloud however, read the following unsolicited thoughts in their mind. PLAYERS HANDOUT: (ONLY TO THE PCs THAT MADE BOTH SAVING THROWS). Realizing that there is illusionary magic at work, you hear the following thoughts in your mind. “I am glad to see that you are adept at seeing through illusions. Reveal this information to the remainder of your group at your own risk. Know this, I am testing each of you and revealing this information to the remainder of your group at the wrong time may spoil the results of this test for not only yourself, but for them as well. No doubt you

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will want to inform your allies of everything you have learned, of this voice in your head and of the illusions and spells that now surround you. I am sure you will want to notify them, that is a given, the test however is not that you will inform your allies, it is in your decision of WHEN to inform them that is your individual test. Choose very carefully when you reveal this information for in this world, every action ill timed can provoke either a positive or negative result. So do you tell them now? Or do you wait until you know more of this situation before the big reveal. Ah, this is part of your test… choose wisely. And to prove my point, I will give you information that none other save you will know. This test consists of a series of questions and situations that will allow me to determine your group’s ability to think and resolve problems. Although you may be wondering who I am, I can assure you that that particular question is irrelevant at this time, but will become pertinent in the future. After all, its not who I am that is important but what I want and what you want… these are the two things that I can assure you are very different. You seek three things, of which you currently possess incomplete parts of two. Your rewards for successfully surviving this test depend entirely on how well your group circumnavigates the situations placed before you. So there is your reward for piercing the first veil of secrecy. This information can save your lives. More will become known to you as you continue to solve the problems placed before you. Good luck!” At this time, allow the PCs to speak to each other. If the PCs don’t say anything, then continue with the following boxed text. After recovering from the filthy, slime covered bug in the throat incident, you continue to move towards a glade of twisted trees. The bugs in the air have significantly increased in quantity, making it impossible to hear anything in the distance. The bugs are no longer assailing your group members but they are making an incredible amount of noise. The color of the sky also seems to change from the bright blue of a beautiful day to a dull grey. Everywhere you look, you see hundreds of bugs. Occasionally you find yourself swatting at a particularly hungry

mosquito that appeared interested in torturing you as much as possible before you swatted its blood filled carcass on your body. As if this wasn’t enough, traversing through this area suddenly changes from difficult to painful as the tall grasses’ suddenly sharp blades begin to cut at your exposed skin and face. Ahead, you can barely notice the tops of a glade of trees. As if noticing you for the first time, the sky around the glade suddenly darkens and the clouds begin to thunder and crack. Sheets of rain begin to fall upon you, smearing razor thin blood cuts on your body across your flesh. You can’t help but smell the scent of wet grass and rotten, stagnant water. Ahead, you see the path leads to an open glade with what looks like a cistern at its center. Standing ominously above the well there is a grey, mold and slime covered statue of a snarling sphinx in a combative stance that has a steady stream of water pouring out of its mouth and into the well. At this point, allow the PCs to react to the boxed text above. This will afford the PCs another opportunity to share the information they have gleamed with each other. It will also allow them to buff up in the event that they feel there will be a combat up ahead. As you step into the glade and begin to really take in your surroundings, you see a number of things. The trees appear all gnarled and oddly shaped and have vines clinging onto them and climbing up their trunks and into their branches. It appears as though the vines are pulling the trees into the ground, forcing the tree to grow awkwardly, almost painfully in order for it to reach the sun. The trunks of the trees are very close to each other, at some points, almost touching each other. Clearly each of the plants is fighting for the little sunlight that seeps into this dismal glade. A few moments pass when you swear you see one of the trees blink. In fact, the more you look at the trees, the more human traits you can find amongst the trunks. All the trees appear to be facing you with their eyes closed. Every face however has one thing in common. Anguish. Each tree has a unique representation of what pain and suffering should look like if it were in the face of a man or woman. As this realization dawns

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upon you, a deep voice emanates from the statue. “Welcome to the Glade of Hopelessness. Your group has been chosen. Who chose you and what you are chosen for are questions that you may want to know but I am not in the business of informing adventurers for free. There is a price that will be paid, this price is knowledge. This glade and those tortured by its existence provide solace and refuge for those who seek the suffering associated with want. Indeed, entering the Glade of Hopelessness has provided me with the decision of what to do with your future. Ironically enough, I have decided that your stay in this place is now indefinite... Or is it? You may wish to leave, but that is not a choice for you to make. Not any more… What you need to know now is that your existence and your future in this world are my play things. Now, in order for you to find out who I am, you must answer a question that I will provide for you. Do you agree? One question asked for one answer given and vice versa. The choice is yours. Until you agree, you stay in this tranquil place for the rest of your natural life. Those that wish to stay here should answer with anything but yes, and you will stay in this place forever. Choose your words carefully for in this magical place, words decide the fate of those around you. When providing me with an answer, begin your statement with “To Pierce this Veil I answer…” and accept my judgment. Knowledge:(Geography) DC 15: The Glade of Hopelessness is a

mystical place that can not ever be mapped as its location is always changing.

DC 20: The Glade of Hopelessness is considered to be a Fey Mound.

DC 25: The Glade of Hopelessness has waters that are said to allow their imbibed to live forever.

DC 30: The Glade of Hopelessness has a guardian that protects it; it is rumored to be a Sphinx.

Knowledge:(Planes) DC 15: Fey Mounds are portals that lead to

the Plane of Ephemera. DC 20: Fey Mounds have guardians that

protect the entrance against those that would seek to enter the plane of

ephemera; Fey Mounds never stay in one place too long. The time changes from mere moments to a complete lunar cycle.

DC 25: Noble and powerful fey that are attuned as guardians to the Fey Mounds are granted incredible powers in exchange for their service to the ruling lords of the plane of ephemera. These powers are the equivalent of eminent domain (the ability to control every aspect of the universe within their area of influence).

DC 30: Fey Mounds all have magical properties that may influence the surrounding area and leave it affected by its magic. The effect is typically tied to the guardian’s influence on the mound. These effects usually fade shortly after the Fey Mound moves. Sometimes they last longer, but never do they last longer than a year after the Fey Mound leaves the area.

GMs should wait for PCs to answer by saying “To Pierce this Veil I answer yes.” As each person answers, that individual is surrounded by a purple flame much like Faerie Fire. If they answer with anything other than YES, respond with, “You have chosen not to play by the rules of the game.” And have the individual who answered incorrectly turn into a small sapling plant and hurled into the cistern. The cistern is actually known as “The Nursery of Yearning Torment.” Inside are a number of recently made tree saplings are all competing for sunlight in an area that is flooded with water. There are over a dozen individual plants inside. PCs will likely wonder why there is no saving throw. This is due to the guardian status that Despair has while at the Fey Mound. While in the Fey Mound, Despair has eminent domain over everything and everyone inside. In the event that the PCs ask, “Where is my saving throw?” ask them what knowledge skills they have. If they have any of those listed above, allow them to roll. Eminent Domain allows Despair to alter reality within the Glade of Hopelessness with but a thought. In order to control abuse however, DMs are instructed to follow the situation described here to the

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letter. Once all the PCs have answered one way or the other, read the next portion. If the PC answers “To Pierce this Veil I answer Yes” (or any other words that is synonymous with yes), they are surrounded by a purple faerie fire type flame that stays until all PCs have answered correctly. Read the following: “You have answered correctly! When all that remain are surrounded by flame, the next riddle will be revealed.” (Read only if answered incorrectly) If the PC answers “To Pierce this Veil I answer…” with any answer other than “yes” or a synonym there of, that character turns into a sapling and is magically transported into “The Nursery of Yearning Torment.” Read the following: “Whoo hooo what glee I now seem to see an addition have we in our circle of trees! Wrong is your answer and now you shall know just how long it takes one of my trees to grow!” With that, your body is surrounded by blue and yellow ribbons that tighten and twist around your body. Your smooth skin and your armor seem to meld into bark and all of your equipment melds into your new plant like form. In a shower of sparks what once was a person now lay a tiny foot tall sapling. Two eyes can be seen amongst its bark and the twisted form of the plant indicates to all those witnessing the event that there is much pain involved in the transformation. With that, the sapling floats into the air and lands in the nursery amongst the others. The voice speaks again and says, “Ah yes, I feel your desperation… it is but an inkling of what it will be in centuries to come. Welcome to “The Nursery of Yearning Torment” youngling, you shall spend your first hundred years here. After which time you shall feel the endless strings of despair, a feeling I can truly feed from!” VERY IMPORTANT!!!- PCs can answer incorrectly as many questions as there are merchants and PCs. After all, when someone is turned into a sapling, then they are not available for discussions. If the PCs want to have the merchants offer the answers first, that is totally acceptable but

may be a violation of alignment. Keep in mind peoples deities and alignment when adjudicating this fact. If there are none left and all have been turned into saplings, then go to Conclusion B. Once all remaining PCs have answered the question, read the following “Excellent, you have answered your first of five questions that lead to freedom and the rewards you seek. The information you shall gain for answering this question is to know my name. I am that what is left when Hope is gone, in the absence of Hope, I am what remains. Now I am known as Despair. You know my name but not my purpose. To know this, you must answer my next question. But unlike the first question, this is not a lesson in practicality and function. This is a question that requires contemplation and collaboration. Feel free to speak amongst yourselves, but answer incorrectly and he who answers shall swim with the rest of those who have been found wanting. Here is the riddle.” Across the air, a shimmering riddle appears for your viewing pleasure. If you break me, I’ll not stop working. If you can touch me, my work is done. If you lose me, you must find me with a ring soon after. What am I? Those PCs that have pierced the illusion AND have not spoken the truth of the illusions so far (after the reading of the puzzle but before anyone answers), provide the Player Handout #3. Answering Correctly: If the PC answers “To Pierce this Veil I answer the Human Heart,” they are surrounded by a green faerie fire type flame that stays until all the remaining PCs have answered correctly. Read the following: “You have answered correctly! When all that remain are surrounded by flame, the next riddle will be revealed.” Answering Incorrectly: (Read only if answered incorrectly) If the PC answers “To Pierce this Veil I answer…” with any answer

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other than “the Human Heart,” that character turns into a sapling and is magically transported into “The Nursery of Yearning Torment.” Read the following: “Whoo hooo what glee I now seem to see an addition have we in our circle of trees! Wrong is your answer and now you shall know just how long it takes one of my trees to grow!” With that, your body is surrounded by blue and yellow ribbons that tighten and twist around your body. Your smooth skin and your armor seem to meld into bark and all of your equipment melds into your new plant like form. In a shower of sparks what once was a person now lay a tiny foot tall sapling. Two eyes can be seen amongst its bark and the twisted form of the plant indicates to all those witnessing the event that there is much pain involved in the transformation. With that, the sapling floats into the air and lands in the nursery amongst the others. The voice speaks again and says, “Ah yes, I feel your desperation… it is but an inkling of what it will be in centuries to come. Welcome to “The Nursery of Yearning Torment” youngling, you shall spend your first hundred years here. After which time you shall feel the endless strings of despair, a feeling I can truly feed from!” As the PCs continue to answer incorrectly, they will have less opportunity to answer future riddles correctly. After all, less people, less chances of success! If none are left, go to Conclusion B. The sphinx statue begins to speak again, “Oh what news I have to share! Those of you whom are left should care to answer right this question next for if you fail there might be none left! Before the riddle is to be revealed I have a secret to share. My purpose here is to guard this place from those that would enter the plane of Ephemera. What you seek is there! Unfortunately, I can not allow you to pass for the Ice Queens might do the unthinkable and remove hope from all the land. You see Hope is my queen and I am her king. We complete each other and the world can be at peace only when we are together. The Ice Queens are holding her prisoner and I need an adventuring group that is capable of freeing her. Freeing her will free me as well

and once we are together, peace shall rule this land. So I have created a test, a test that will allow me to determine if you are the right choice. Now you know my purpose. But to earn your freedom and to get what you originally came for, you must answer true the next question.” With that, a shimmering riddle flies into the air and awaits your response. Alive as you but without breath As cold in my life as in my death Never a thirst though I always drink Dressed in a mail but never a chink Answering Correctly: If the PC answers “To Pierce this Veil I answer Fish,” they are surrounded by a yellow faerie fire type flame that stays until all the remaining PCs have answered correctly. Read the following: “You have answered correctly! When all that remain are surrounded by flame, the next riddle will be revealed.” Answering Incorrectly: (Read only if answered incorrectly) If the PC answers “To Pierce this Veil I answer…” with any answer other than “the Human Heart,” that character turns into a sapling and is magically transported into “The Nursery of Yearning Torment.” Read the following: “Whoo hooo what glee I now seem to see an addition have we in our circle of trees! Wrong is your answer and now you shall know just how long it takes one of my trees to grow!” With that, your body is surrounded by blue and yellow ribbons that tighten and twist around your body. Your smooth skin and your armor seem to meld into bark and all of your equipment melds into your new plant like form. In a shower of sparks what once was a person now lay a tiny foot tall sapling. Two eyes can be seen amongst its bark and the twisted form of the plant indicates to all those witnessing the event that there is much pain involved in the transformation. With that, the sapling floats into the air and lands in the nursery amongst the others. The voice speaks again and says, “Ah yes, I feel your desperation… it is but an inkling of what it will be in centuries to come. Welcome to “The Nursery of Yearning Torment” youngling, you shall spend your

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first hundred years here. After which time you shall feel the endless strings of despair, a feeling I can truly feed from!” As the PCs continue to answer incorrectly, they will have less opportunity to answer future riddles correctly. After all, less people, less chances of success! If none are left, go to Conclusion B. The statue begins to speak again, “Riddles and Crossroads, for every right answer another path becomes available. Without the truth, there shall be no answers. You have successfully answered the last riddle! FISH! Hahah, that is truly ingenious… Well, enough about me, I am now going to offer you your goods. After all, this is what you came for! SWEETNESS, I CALL YOU FORTH!” The saplings in the nursery begin to scream, almost as if they were collectively sharing a pain. From beneath the surface of the water a vein covered green fleshy material begins to surface and stretch out from beneath the misty waters. Bubbling magic surfaces and the saplings move to accommodate the new growth that continues to stretch until bursting forth the form of a small and old female woman wearing a red stained hat. She has in her possession a small sack that she places on the ground at the fountain’s feet. “Ye got what ye called for now give me what I seek! What fate befell my groom to be!? You said you knew what befell Crave, I must know now so speak you knave!” With that the statue releases a comical and almost ironical laugh, dripping with malice. “A deal struck in this place is as good as any magical contract so here is your information. This group, these adventurers have slain your fiancée. They struck it down eternally!” And with those last words, just as Sweetness begins to scream and melt back into the water staring at you with eyes of hatred and a moan filled with desperation, the bag flies over to the remaining members of your group and lands at your feet. Inside you see several boxes and crates. Amongst them, are four crates filled with treant seedlings. Leaving the bag open allows them to breathe, but they are not doing well. They need sunlight in order to survive and soon! Now, to earn your freedom you have one last question to answer. Get this right and freedom is yours!

I am free for the taking through all of your life, Though given but once at birth, I am less than nothing in weight, But will fell the strongest of you if held. Answering Correctly: If the PC answers “To Pierce this Veil I answer Breath,” they are surrounded by a red faerie fire type flame that stays until all the remaining PCs have answered correctly. Read the following: “You have answered correctly! When all that remain are surrounded by flame, your freedom is earned and given without blame.” The saplings within the well suddenly begin to sparkle and bright shimmering lights erupt from the cistern. Your imprisoned party members suddenly return to you, continuing their screams of pain. (Read next sentence ONLY IF those PCs that made saving throws haven’t revealed anything to anyone the entire time). Beside them, dozens of other saplings change as well into a wide variety of humanoids; surprisingly none of them appear to be elven. Their bodies look twisted and pained, their eyes open and longingly looking forward in desperation. With that, the world around you begins to fade, the trees, the glade, the land around all seem to melt into nothingness, swirling into wisps of smoke. You find yourselves standing in an open field, grassless and barren of any life. The night’s moon is out and in the distance you see the edge of the forest line that leads to Ringlo Hall. Answering Incorrectly: (Read only if answered incorrectly) If the PC answers “To Pierce this Veil I answer…” with any answer other than “the Human Heart,” that character turns into a sapling and is magically transported into “The Nursery of Yearning Torment.” Read the following: “Whoo hooo what glee I now seem to see an addition have we in our circle of trees! Wrong is your answer and now you shall know just how long it takes one of my trees to grow!” With that, your body is surrounded by blue and yellow ribbons that tighten and

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twist around your body. Your smooth skin and your armor seem to meld into bark and all of your equipment melds into your new plant like form. In a shower of sparks what once was a person now lay a tiny foot tall sapling. Two eyes can be seen amongst its bark and the twisted form of the plant indicates to all those witnessing the event that there is much pain involved in the transformation. With that, the sapling floats into the air and lands in the nursery amongst the others. The voice speaks again and says, “Ah yes, I feel your desperation… it is but an inkling of what it will be in centuries to come. Welcome to “The Nursery of Yearning Torment” youngling, you shall spend your first hundred years here. After which time you shall feel the endless strings of despair, a feeling I can truly feed from!” As the PCs continue to answer incorrectly, they will have less opportunity to answer future riddles correctly. After all, less people, less chances of success! If none are left, go to Conclusion B. Please provide those players who have kept silent the entire time Player’s Handout #4. Encounter 5: Choices At this point, make the PCs realize that they have been up for a long time and it is the middle of the night. They should decide what they are to do about camp, considering that there are 37 people around and all of them are helpless to move until properly rested. They all are under the effects of the ephemeral creature special ability in which they appear to be dead until 24 hours from this moment passes. Every other race is human Any PCs that were saplings are also under this effect. Elven or Half Elven PCs will awaken from this comatose sleep like trance in only an hour! This will force the PCs to set up a makeshift camp. Having survived the ordeal in the Glade of Hopelessness, you realize that the moon is full and that it is sometime in the middle of the night. Not a sound can be heard, not one cricket in the distance. Instead, the barren land is the only reminder of what grim place this once was. The comatose bodies of all the humanoids lay scattered all over the ground. You notice immediately that almost

every civilized humanoid race is present, Thonians, Halflings, Docrae, High Thonians, half-Orcs, Peshwah, Gnomes, and even a few Dwarves. Yet not one of these individuals is elven. After careful examination, you realize that these people are still alive but in a horrified state that resembles death very carefully. PCs at this point will likely set up camp. They should be encouraged to do so in a way that they can protect the humanoids. During the night that they are camping, they will be visited by pixies. The pixies will not become visible and instead are there for a very specific reason. They want to know if these PCs can take a joke and if so, they will be given an invitation to meet with the Gheldarine (aka, the Queen of the Faeries: a favor to be used in a future adventure). The Pixies will NOT attack when an elf is on watch. Instead, they will only attack when there is NO elf on watch. If every watch has an elf, roll randomly. They attack with sleep arrows (THAT DEAL NO DAMAGE) and surprise the PCs by shooting them in the RUMP with SLEEP ARROWS. During the surprise round, the Pixie shoots the PC with the least amount of armor. Every arrow is a sleep arrow, they will NOT use Memory Loss arrows unless they are struck for physical damage. They can be hit with spells, and effects and will take them in stride. Webs, Glitterdust, Color Sprays, any spell that deals NO damage is totally acceptable and considered fun and games. But once someone deals LETHAL damage to a pixie, they will strike with memory loss arrows and flee. The pixie’s idea is to get everyone on watch to go to sleep, then put multicolored wigs on every PC and switch out their clothing with others from their party. Roleplaying the Pixies: Pixies are fun-loving and spirited faeriefolk that enjoy playing pranks. The prank that they have planned is to get all the PCs to go to sleep and then dress them up in each others clothing and paint their faces to look like clowns. They understand that the PCs will want to defend themselves and find that totally acceptable… but they will be giggling and laughing the whole time. Remember, they are pranksters first. If any PCs offer the pixies something SWEET, one of the pixies will fly in and take the sweet food and eat it

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while still invisible, eating it greedily. This includes anything made by the Confectionary King. But remember, the moment someone does lethal damage, the Pixies FLEE with a parting shot of memory loss arrows on the individual striking for lethal. If one of theirs is captured, the rest will flee and not return. The captured pixie will try to flee and do everything in its power to flee. It will not tell the PCs about the Gheldarine under any circumstances. He will simply say that he was playing a joke and that he is sorry, and will do his best to get away. If the PCs manage to take one of the pixies to the wizard’s cabal (as in a sorcerer pixie), then the Wizard’s Cabal gives the PC a favor. That PC can never again continue on the Seelie track. There is no boxed text for this encounter as the judge is encouraged to freeplay this encounter. Remember, the theme of the encounter is spirited and light hearted. Aim all arrows at the rump of the PCs, giggling madly when hitting and snapping fingers when missing. If the PCs do lethal damage to the Pixies, the Swiftling then comes in. The swiftling is a small unique faerie that uses it’s once a year ability to put a message amongst the possessions of each of the PCs. There is no way that PCs can meet or even see the swiftling as they are unable to counter the timestop ability of the swiftling. Give them a spot check DC 10 for the PCs to notice the note amongst their things. This note is an invitation to visit with Unseelie Baron Ugulslov. The message gives a means by which the PC may actually find the Unseelie’s Fey home. See Player Handout #5. Conclusion A: Returning With the Goods You have returned successful in all three components set before you. After setting the glass owl figurine at the window as instructed, Jennea appears in your room within 24 hours as promised. She is visibly upset but thanks you once she sees all that you have to offer her. “Thank you very much for your service and know that your deeds will not go without notice. I shall use my

influence amongst my people to reward you in the way that merchants do. It is unfortunate that this situation occurred as someone has taken this opportunity of my weakness to strike at my family. My older brother has been assassinated in Ringlo Hall, I am not sure why, I just know that it has occurred. Once I have cleared my name, I will use my full influence to find out who has committed this horrific deed. Can I count on your services when I find out more about those whom have struck at me so painfully? I need the help of loyal and skilled heroes such as you.” Allow the players to respond in the affirmative or negative then please read or paraphrase the following. “Well I can’t thank you enough for what you have done. Maybe our futures will cross paths again, if so I will look upon you in a favorable light.” Jennea snaps her fingers and a magical chest appears next to her. She opens it and a glowing orb that shines like the sun bathes the room with its radiance. The saplings all look at the pretty light and stare at it as if mesmerized in a permanent state of elation. She gathers the objects and evidence into the chest and closes it. Waving her hand and uttering a word, the chest vanishes into a giant puff of smoke. Satisfied with the results, she nods and leaves your room. Only time will tell what adventures the Glass Owl will hold for you in the future. Conclusion B: You Got Treed! As the last of you are turned into a sapling, you realize that nothing you can do can save you from this horrid existence. The pain and torment of being unable to move to a more comfortable position is ever present, taunting you, tormenting your every thought. Every thought you have is capitalized by the sensation of almost being able to adjust yourself to a better place. You feel skin prickle and tickle as the mists of the cistern dance across its surface. And so it goes for what seems an eternity. Then, from within the cistern, a flicker appears and a bubble

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pops with a short pixie appearing hovering over the water. “Lord Despair, I have an announcement from the Gheldarine. Will you listen to her request?” The statue’s eyes flare bright red then turn a dull yellow as the statue appears to gather itself, “What does the Queen of Faeries want?” The pixie opens a note and reads the proclamation, “In your possession you have several individuals which the Gheldarine feels should be released. These individuals are <Read PC names out loud>. She knows not to demand such in your domain as it is yours to do with what you wish, but she offers you something in exchange. She offers you one day of freedom from this prison, a day in which you may do what you will and spread whatever message you wish in the Plane of Ephemera. Will you accept this trade?” The Lord Despair’s statue’s eyes go black and for a long time stay focused on the cistern. After what seems an eternity, the sphinx statue once again speaks up, “Yes, the terms are sufficient” and with that, you feel your stomach churn and you find yourself laying on the ground in a large area of parched earth. The pixie is with you and sits down on the ground. “I know you can hear me so listen carefully. You will be in this state for 24 hours. During this time, you will appear dead to the world but in reality you are not. You are really just in a dreamstate known as the ephersleep. I will protect you bodies until you awaken and then I will be on my way. Know that the Gheldarine has freed you from this prison of eternal torment as she feels she needs you for whatever reason. She will call upon you, and soon. When she does, you are to come and aid her, regardless of what you are doing; you must drop it and come to her aid. This is the price for your freedom. This is not negotiable.” And with that, he rubs a mint leaf on your head that vanishes. The pixie vanishes from sight, but after much observation over the next 24 hours, you notice things move of their own volition, as if an invisible being were walking around. When you wake up, the pixie is gone and you find yourself surrounded by your group members in a barren open land somewhere near the forest of Ringlo Hall.

Conclusion C: Less Than The Best For The Rest You have returned to Jennea with less than you had hoped. After setting the glass owl figurine at the window as instructed, Jennea appears in your room within 24 hours as promised. She is visibly upset but thanks you for the effort put forth by your group. After carefully settling any debts, she nods and leaves, vanishing into the night.

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Experience Points: Reward the player characters experience points for items completed below: Encounter 2A: Defeating the Guardhouse 100 xp Encounter 2B: Solving the Portcullis 50 xp Encounter 2C: Bypassing the Esoteric Golems 200 xp Encounter 4: Defeating the Houndsman 200 xp Encounter 7: Defeating the Tamwood 200 xp Total: 750 xp Mementoes List by each chapter what the players may have to take away from this episode. Values provided are full market value. Items sold are redeemed at half value, while gems may be redeemed for full value. Maximum gold piece value for the episode (excluding certificate) is as follows: ATL 1: 500 gp ATL 3: 750 gp ATL 5: 1000 gp ATL 7: 1250 gp ATL 9: 1500 gp ATL 11: 1750 gp Chapter 2A: Gate Warden’s Rapier: He won’t have any use for this now. Value varies by ATL. Gate Defender’s Chainmail: While this armor served the warrior well during his short life as a hired hand may it do well to serve and protect you just as well, or better, than it did this poor unfortunate soul who owned it first. Value varies by ATL. Chapter 4: Houndsman’s Whistle: Having liberated this whistle from the cold, dead hands of the Houndsman you have found that the whistle allows for better control over animals with its ultrasonic whine when blown. Value varies by ATL.

Chapter 7: Cloak of Charisma: This finely woven silk cloak, worn by the traitor Landon Tamwood, bears his family crest and functions as a Cloak of Charisma. It is a dark black cloak with silver lining along the edges. Value varies by ATL. Vest of Resistance: To the victors go the spoils of war… Value varies by ATL. Ring of Protection: Cut from the ring finger of Landon Tamwood this ring is made completely of platinum and inside the band of the ring is the inscription in High Thonian: “Till Death Do Us Part, Clariandra.” Value varies by ATL. Conclusion B: Respect of the Court of Nobles: You have gained the respect of the Court of Nobles of Blackmoor. You have gained +1 Noble Point in recognition for your services to the secretive group and have had the chance to mingle with High Society for at least once in your life. The Nobles have not forgotten your service to them and should they need to call upon you again the can count you among the trustworthy and honorable. You have made yourself known to them and have proven your worth in their eyes. A Hand In Marriage: If the player has a level in Noble, Duchess Sunderland recognizes their noble lineage and offers the possibility of becoming a suitor to Adrienne, her daughter, and even more importantly a noble house to claim as your own with all of the duties, obligations and powers afforded to such a position. But first you must prove your worth to Adrienne and outshine all others in future engagements. Accolades of the Sightless Sisters: Thanking you for getting to the bottom of this mystery for them the Sightless Sisters have offered to make available to you the Ghost Touch armor or weapon upgrade provided you pay the requisite cost. However if the player is a current member of the Sightless Sisters the upgrade is considered free of charge and may be placed on a +1 Weapon or +1 Armor the player already owns.

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Wondrous Access of the Wizard’s Cabal: For avenging the death of Chancellor Keir and bringing the traitorous Tamwood’s to justice the Wizard’s Cabal has rewarded you with the opportunity to purchase an item from their access lists. Decanter of Endless Water (9,000); Cape of the Mountebank (10,080); Scabbard of Keen Edges (16,000); Pearl of Power 4th Level (16,000); Luckstone (20,000); Pearl of Power 5th Level (25,000).

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Player Handout #1 Dear Adventurer, We hope that this letter finds you in good health. The Ringlo Hall Trade Syndicate is seeking the assistance of several trustworthy adventurers to resolve a matter that requires both a delicate hand and a forceful one. If you would be so kind as to meet one of our delegates in the city of Jackport at the Tavern of the Wayward, we would be most appreciative. When you arrive, inform the innkeeper Genaxelle that you are there to meet with me. He will direct you to a private room where we will discuss business. Cordially, The Glass Owl

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Player Handout #2 -POSTED-

As of the 1st of Fukakas the Profectoran Assembly has officially suspended the Arcane Inquisition in response to the discovery of a new threat to the security of Blackmoor, its citizens and their allies. The Profectoran Assembly has recommended the reactivation of retired military personnel to King Uther Andahar and former military members are required to report to Blackmoor no later than one month from the date of this posting.

In response to this recommendation Ursula Zov, High Spellwise of War, has made official the reactivation of several Arcane Warrior divisions that were disbanded after the recent schism between the Loyalists and Separatists. The following units have been reactivated and ordered to report to Vestfold within a Tenday. Arcane Warrior Regiments:

- Order of the Recondite Assailant - Order of the Piceous Duke - Order of the Taciturn Whisperer - Order of the Omega Defender - Order of the Praetorian Coalition

War Wizard Battalions:

- Order of the Crimson Magus (Adamantine Band) - Order of the Embolden Ward (Mithral Band) - Order of the Enduring Convoker (Copper Band)

Adventurers in service to the lands of Blackmoor are also requested to travel to Vestfold in order to assist in several sensitive missions requiring independent investigators. If interested please contact Chancellor Aengus Keir upon arriving in Vestfold. Signed and sealed: Mengar Toryerdyn,

High Inquisitor of the Arcane Inquisition

Ursula Zov, High Spellwise of War

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Player Handout #3 Congratulations on demonstrating patience. It shows great wisdom on your part. After all, why tip your hand when you don’t know all the pertinent facts? Here is your reward for your silence. Anyone that is turned into a sapling is not beyond redemption. Answering all five questions will set your group free, even those that were turned into saplings. The future of the remaining saplings is in your hands. Manage to keep all these secrets safe until just the right moment and I will free the remaining saplings within the Nursery. There is more information that you may gain, stay quiet and reveal not the fact that I am communicating with you until the right time.

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Player Handout #4 You have kept your council the entire time! This is MOST unexpected! What do you think your reward would be? Money? Treasure? No, such mundane things are of a different realm. I will barter with power. You see, I know that your kind seek power, those that covet knowledge do so for a reason. The fact that you were able to keep this information so long shows me that you are truly fearless and self-confident. So be it! For the next year, you shall be immune to all that would inspire dread. Oh and as for these mortal morsels that have been freed, know that they may appear dead, but they will wink back to life 24 hours from this moment.

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Player Handout #5 Adventurer, You have gained my notice. What does that gain you? None but I know, at least at this time. Know that the notice gained is favorable, as I enjoy your taste for cruelty. I will offer you this one opportunity to meet me in person. The path will not be easy, but once you arrive, I can assure you that the trip will be worth it. All who serve my interests leave satisfied with their rewards. Baron Ugulslov

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Appendix I New Creatures and Adversaries ATL 1 – Encounter 2A ATL 1 (EL 3) Gate Warden, level 1: CR 1; Medium sized humanoid (Thonian); HD 1d8+2; hp 6; Init +3; Spd 30 ft.; AC 16, touch 13, flat-footed 13 (+3 Dex, +3 Studded Leather); Base Atk +1; Grp +3; Atk +3 melee (1d6+2/18-20x2, +1 Rapier), or +3 melee (1d6+2/x2, Sap); Full Atk: same; Space/Reach 5ft./5ft.; AL N; SV Fort +4, Ref +3, Will +1; Str 15, Dex 16, Con 15, Int 11, Wis 13, Cha 9. Skills and Feats: Hide +6, Listen +2, Move Silently +6, Search +2, Spot +2; Power Attack, Cleave; speak Common. Possessions: Studded Leather, +1 Rapier, Sap, Tanglefoot Bag. Sacrosanct Adept (2), level 1: CR 1; Medium sized humanoid (Thonian); HD 1d6; hp 3; Init +5; Spd 30 ft.; AC 15, touch 12, flat-footed 13 (+2 Dex, +3 Studded Leather); Base Atk +0; Grp -1; Atk -1 melee (1d6-1/x2, Quarterstaff); Full Atk: same; Space/Reach 5ft./5ft.; AL CN; SV Fort +2, Ref +2, Will +3; Str 9, Dex 15, Con 11, Int 14, Wis 12, Cha 16.

Typical Adept Spells Known (3/1); DC 11 + Spell Level; Level 0 – Cure Minor Wounds, Flare, Virtue; Level 1 – Bless.

Skills and Feats: Concentration +4, Listen +2, Search +3, Spellcraft +3 Spot +2; Improve Initiative, Great Fortitude; speak Common. Possessions: Studded Leather, Quarterstaff, Tanglefoot Bag

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ATL 3 – Encounter 2A ATL 3 (EL 5) Gate Warden, level 3: CR 3; Medium sized humanoid (Thonian); HD 2d8+1d10+6; hp 28; Init +3; Spd 30 ft.; AC 17, touch 14, flat-footed 13 (+3 Dex, +3 Studded Leather, +1 Enhancement); Base Atk +3; Grp +5; Atk +7 melee (1d6+3/18-20x2, +1 Rapier), or +6 melee (1d6+2/x2, Masterwork Sap); Full Atk: +5/+5 melee (1d6+3/18-20x2); Space/Reach 5ft./5ft.; AL N; SQ Favored Enemy (Thonian), Track, Wild Empathy, Combat Style (Two-Weapon Combat); SV Fort +7, Ref +6, Will +1; Str 15, Dex 16, Con 15, Int 11, Wis 13, Cha 9. Skills and Feats: Hide +8, Listen +4, Move Silently +8, Search +4, Spot +4, Tumble +9; Cleave, Power Attack, Two-Weapon Fighting, Track, Weapon Focus:(Rapier); speak Common. Possessions: +1 Studded Leather, +1 Rapier x2, Masterwork Sap, Tanglefoot Bag. Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. Gate Defender, level 1: CR 1; Medium sized humanoid (Thonian); HD 1d10+3; hp 13; Init +2; Spd 20 ft.; AC 18, touch 12, flat-footed 16 (+2 Dex, +5 Chainmail, +1 Enhancement); Base Atk +1; Grp +4; Atk +6 melee (2d4+4/18-20x2, Masterwork Falchion), or +5 melee (1d6+3/x2, Masterwork Sap); Full Atk: same; Space/Reach 5ft./5ft.; AL N; SV Fort +4, Ref +2, Will +1; Str 16, Dex 14, Con 16, Int 11, Wis 13, Cha 9.

Skills and Feats: Jump +5, Ride +7, Swim +5; Cleave, Weapon Focus:(Falchion), Power Attack; speak Common. Possessions: Masterwork Falchion, Masterwork Sap, +1 Chainmail, Tanglefoot Bag. Field Medic, level 1: CR 1; Medium sized humanoid (Thonian); HD 1d8+1; hp 9; Init +0; Spd 20 ft.; AC 18, touch 10, flat-footed 18 (+8 Breastplate); Base Atk +0; Grp +1; Atk +2 melee (1d6+1/18-20x2 Masterwork Flail), or +2 melee (1d6+1/x2, Masterwork Sap); Full Atk: same; Space/Reach 5ft./5ft.; AL N; SQ Turn or Rebuke Undead; SV Fort +3, Ref +2, Will +5; Str 13, Dex 11, Con 13, Int 9, Wis 16, Cha 15.

Typical Cleric Spells Known (3/2+1); Domains; Esteem/Magic; DC 13 + Spell Level; Level 0 – Guidance, Resistance, Virtue; Level 1 – Bless, Cause Fear, Charm Person.

Skills and Feats: Concentration +5, Heal +7, Spellcraft +3, Spot +7; Lightening Reflexes, Great Fortitude; speak Common, Arcanthi. Possessions: Breastplate, Masterwork Flail, Masterwork Sap, Tanglefoot Bag.

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ATL 5 – Encounter 2A ATL 5 (EL 8) Gate Warden, level 5: CR 5; Medium sized humanoid (Thonian); HD 2d8+3d10+10; hp 44; Init +4; Spd 30 ft.; AC 20, touch 15, flat-footed 15 (+4 Dex, +3 Studded Leather, +1 Enhancement, +1 Deflection, +1 Natural); Base Atk +5; Grp +8; Atk +10 melee (1d6+6 [+1d6 Electricity]/18-20x2, +1 Shock Rapier), or +9 melee (1d6+3/x2, Masterwork Sap); Full Atk: +8/+8 melee (1d6+6 [+1d6 Electricity]/18-20x2); Space/Reach 5ft./5ft.; AL N; SQ Favored Enemy (Thonian), Track, Wild Empathy, Combat Style (Two-Weapon Combat); SV Fort +9, Ref +8, Will +3; Str 16, Dex 18, Con 15, Int 11, Wis 13, Cha 9. Skills and Feats: Hide +12, Listen +9, Move Silently +12, Search +8, Spot +8, Tumble +12; Cleave, Power Attack, Two-Weapon Fighting, Track, Weapon Focus:(Rapier), Weapon Specialization:(Rapier); speak Common. Possessions: +1 Studded Leather, +1 Shock Rapier x2, Masterwork Sap, Gloves of Dexterity +2, Ring of Protection +1, Amulet of Natural Armor +1, Vest of Resistance +1, Tanglefoot Bag. Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. Gate Defender, level 4: CR 4; Medium sized humanoid (Thonian); HD 4d10+12; hp 44; Init +2; Spd 20 ft.; AC 20, touch 12, flat-footed 18 (+2 Dex, +5 Chainmail, +1 Enhancement, +1 Natural, +1 Deflection); Base Atk +4; Grp +8; Atk +10 melee (2d4+9/18-20x2, +1 Falchion), or +9 melee (1d6+4/x2, Masterwork Sap); Full Atk: same; Space/Reach 5ft./5ft.; AL N; SV Fort +8, Ref +4, Will +3; Str 19, Dex 14, Con 16, Int 11, Wis 13, Cha 9.

Skills and Feats: Jump +10, Ride +12, Swim +10; Cleave, Weapon Focus:(Falchion), Power Attack, Weapon Specialization:(Falchion), Great Cleave; speak Common. Possessions: +1 Falchion, Masterwork Sap, +1 Chainmail, Vest of Resistance +1, Amulet of Natural Armor +1, Ring of Protection +1, Belt of Giant Strength +2, Tanglefoot Bag. Field Medic, level 4: CR 4; Medium sized humanoid (Thonian); HD 4d8+4; hp 30; Init +4; Spd 20 ft.; AC 20, touch 10, flat-footed 20 (+8 Breastplate, +1 Enhancement, +1 Deflection); Base Atk +3; Grp +5; Atk +6 melee (1d6+3/18-20x2 +1 Flail), or +6 melee (1d6+2/x2, Masterwork Sap); Full Atk: same; Space/Reach 5ft./5ft.; AL N; SQ Turn or Rebuke Undead; SV Fort +8, Ref +4, Will +9; Str 14, Dex 11, Con 13, Int 9, Wis 18, Cha 15.

Typical Cleric Spells Known (5/4+1/3+1); Domains; Esteem/Magic; DC 14 + Spell Level; Level 0 – Detect Magic, Guidance, Light, Resistance, Virtue; Level 1 – Bless, Cause Fear, Charm Person*, Obscuring Mist, Sanctuary; Level 2 – Calm Emotions*, Hold Person, Silence, Spiritual Weapon.

Skills and Feats: Concentration +9, Heal +10, Spellcraft +5, Spot +10; Improve Initiative, Great Fortitude, Lightening Reflexes; speak Common. Possessions: +1 Breastplate, +1 Flail, Masterwork Sap, Vest of Resistance +1, Ring of Protection +1, Periapt of Wisdom +2, Feather Token: Whip, Tanglefoot Bag.

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ATL 7 – Encounter 2A ATL 7 (EL 10) Gate Warden, level 7: CR 7; Medium sized humanoid (Thonian); HD 3d8+4d10+14; hp 59; Init +5; Spd 40 ft.; AC 24, touch 17, flat-footed 19 (+5 Dex, +3 Studded Leather, +2 Enhancement, +2 Deflection, +2 Natural); Base Atk +7/+2; Grp +9; Atk +12/+7 melee (1d6+6 [+1d6 Electricity]/15-20x2, +1 Keen Shock Rapier), or +11/+6 melee (1d6+3/x2, Masterwork Sap); Full Atk: +10/+10/+7 melee (1d6+6 [+1d6 Electricity]/15-20x2, +1 Keen Shock Rapier); Space/Reach 5ft./5ft.; AL N; SQ Favored Enemy (Thonian), Track, Wild Empathy, Combat Style (Two-Weapon Combat), Endurance; SV Fort +11, Ref +10, Will +5; Str 16, Dex 20, Con 15, Int 11, Wis 13, Cha 9. Skills and Feats: Jump +8, Hide +15, Listen +11, Move Silently +15, Perform:(Dance) +6, Search +10, Spot +10, Tumble +15; Combat Reflexes, Power Attack, Two-Weapon Fighting, Track, Weapon Focus:(Rapier), Weapon Specialization:(Rapier), Endurance, Dodge, Mobility; speak Common. Possessions: +2 Studded Leather, +1 Keen Shock Rapier x2, Masterwork Sap, Gloves of Dexterity +4, Ring of Protection +2, Amulet of Natural Armor +2, Vest of Resistance +3, Boots of Striding and Springing, Feather Token: Whip, Tanglefoot Bag. Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. Gate Defender, level 6: CR 6; Medium sized humanoid (Thonian); HD 6d10+18; hp 66; Init +2; Spd 30 ft.; AC 23, touch 12, flat-footed 21 (+2 Dex, +5 Chainmail, +2 Enhancement, +2 Natural, +2 Deflection); Base Atk +6; Grp +12; Atk +12/+7 melee (2d4+13/18-20x2, +2 Falchion), or +9 melee (1d6+6/x2, Masterwork Sap); Full Atk: same; Space/Reach 5ft./5ft.; AL N; SV Fort +11, Ref +7, Will +8; Str 23, Dex 14, Con 16, Int 11, Wis 13, Cha 9.

Skills and Feats: Jump +19, Ride +14, Swim +14; Cleave, Weapon Focus:(Falchion), Power Attack, Weapon Specialization:(Falchion), Great Cleave, Iron Will, Improved Overrun; speak Common. Possessions: +2 Falchion, Masterwork Sap, +2 Chainmail, Amulet of Natural Armor +2 Ring of Protection +2, Gloves of Strength +4, Vest of Resistance +3, Boots of Striding and Springing, Tanglefoot Bag. Field Medic, level 6: CR 6; Medium sized humanoid (Thonian); HD 6d8+6; hp 42; Init +4; Spd 20 ft.; AC 23, touch 10, flat-footed 23 (+8 Breastplate, +2 Enhancement, +3 Deflection); Base Atk +4; Grp +7; Atk +9 melee (1d6+5/18-20x2 +2 Flail), or +8 melee (1d6+3/x2, Masterwork Sap); Full Atk: same; Space/Reach 5ft./5ft.; AL N; SQ Turn or Rebuke Undead; SV Fort +11, Ref +5, Will +13; Str 16, Dex 11, Con 13, Int 9, Wis 20, Cha 15.

Typical Cleric Spells Known (5/5+1/4+1/3+1); Domains; Esteem/Magic; DC 15 + Spell Level; Level 0 – Detect Magic, Guidance, Light, Resistance, Virtue; Level 1 – Bless, Sanctuary, Doom, Entropic Shield, Charm Person*, Obscuring Mist; Level 2 – Calm Emotions*, Hold Person, Silence, Sound Burst, Spiritual Weapon; Level 3 – Blindness/Deafness x2, Dispel Magic*, Prayer.

Skills and Feats: Concentration +11, Heal +14, Spellcraft +7, Spot +14; Improve Initiative, Great Fortitude, Lightening Reflexes, Iron Will; speak Common. Possessions: +2 Breastplate, +2 Flail, Masterwork Sap, Vest of Resistance +3, Ring of Protection +3, Periapt of Wisdom +4, Belt of Giant Strength +2, Feather Token: Whip, Tanglefoot Bag.

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ATL 9 – Encounter 2A ATL 9 (EL 12) Gate Warden, level 10: CR 10; Medium sized humanoid (Thonian); HD 3d8+4d10+3d8+30; hp 80; Init +5; Spd 40 ft.; AC 27, touch 18, flat-footed 22 (+5 Dex, +3 Studded Leather, +3 Enhancement, +3 Deflection, +3 Natural); Base Atk +9/+4; Grp +13; Atk +16/+11 melee (1d6+8 [+1d6 Electricity]/15-20x2, +2 Keen Shock Rapier), or +11/+6 melee (1d6+4/x2, Masterwork Sap); Full Atk: +14/+14/+9 melee (1d6+8 [+1d6 Electricity]/15-20x2 +2 Keen Shock Rapier); Space/Reach 5ft./5ft.; AL N; SQ Favored Enemy (Thonian), Track, Wild Empathy, Combat Style (Two-Weapon Combat), Endurance, Hide in Plain Sight, Evasion, Darkvision 60ft., Uncanny Dodge, Shadow Illusion, Summon Shadow; SV Fort +14, Ref +13, Will +9; Str 18, Dex 20, Con 16, Int 11, Wis 14, Cha 9. Skills and Feats: Jump +11, Hide +23, Listen +14, Move Silently +23, Perform:(Dance) +6, Search +13, Spot +13, Tumble +18; Combat Reflexes, Power Attack, Two-Weapon Fighting, Track, Weapon Focus:(Rapier), Weapon Specialization:(Rapier), Endurance, Dodge, Mobility, Spring Attack; speak Common. Possessions: +3 Silent Shadow Studded Leather, +2 Keen Shock Rapier x2, Masterwork Sap, Gloves of Dexterity +4, Ring of Protection +3, Amulet of Natural Armor +3, Belt of Giant Strength +2, Vest of Resistance +4, Boots of Striding and Springing, Feather Token: Whip, Tanglefoot Bag. Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

Hide in Plain Sight (Su): A shadowdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Evasion (Ex): At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.

Darkvision (Su): At 2nd level, a shadowdancer can see in the dark as though she were permanently under the effect of a Darkvision spell.

Uncanny Dodge (Ex): Starting at 2nd level, a shadowdancer retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

Shadow Illusion (Sp): When a shadowdancer reaches 3rd level, she can create visual illusions. This ability’s effect is identical to that of the arcane spell silent image and may be employed once per day.

Summon Shadow (Su): At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer adds +2 HD (and the requisite base attack and base save bonus increases) to her shadow companion. Shadow, CR 3; Medium Undead (Incorporeal); HD 3d12; hp 19; Init +2; Spd 40 ft. (Fly, Good); AC 13, touch 13, flat-footed 11 (+2 Dex, +1 Deflection); Base Atk +1; Grp –; Atk +3 touch (1d6 Str, Incorporeal Touch); Full Atk: same; Space/Reach 5ft./5ft.; AL CE; SA Create Spawn, Strength Damage; SQ Darkvision 60 ft., Incorporeal Traits, +2 Turn Resistance, Undead traits; SV Fort +1, Ref +3, Will +4; Str –, Dex 14, Con –, Int 6, Wis 12, Cha 13.

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Skills and Feats: Hide +8, Listen +7, Search +4, Spot +7; Alertness, Dodge. Possessions: None.

Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.

Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds. Gate Defender, level 9: CR 9; Medium sized humanoid (Thonian); HD 9d10+27; hp 89; Init +2; Spd 30 ft.; AC 26, touch 13, flat-footed 23 (+2 Dex, +5 Chainmail, +3 Enhancement, +3 Natural, +3 Deflection); Base Atk +9/+4; Grp +16; Atk +19/+14 melee (2d4+16 [+1d6 Frost]/15-20x2, +2 Keen Frost Falchion), or +16/+11 melee (1d6+7/x2, Masterwork Sap); Full Atk: same; Space/Reach 5ft./5ft.; AL N; SV Fort +12, Ref +8, Will +9; Str 24, Dex 14, Con 16, Int 11, Wis 13, Cha 9.

Skills and Feats: Jump +22, Ride +17, Swim +17; Cleave, Weapon Focus:(Falchion), Power Attack, Weapon Specialization:(Falchion), Great Cleave, Iron Will, Improved Overrun, Dodge, Mobility; speak Common. Possessions: +2 Keen Frost Falchion, Masterwork Sap, +3 Light Fortification Chainmail, Vest of Resistance +3, Amulet of Natural Armor +3 Ring of Protection +3, Gloves of Strength +4, Boots of Striding and Springing, Tanglefoot Bag. Field Medic, level 9: CR 9; Medium sized humanoid (Thonian); HD 9d8+18; hp 69; Init +4; Spd 20 ft.; AC 25, touch 10, flat-footed 25 (+8 Breastplate, +4 Enhancement, +3 Deflection); Base Atk +6/+1; Grp +9; Atk +13/+8 melee (1d6+7/18-20x2 +4 Flail), or +10 melee (1d6+3/x2, Masterwork Sap); Full Atk: same; Space/Reach 5ft./5ft.; AL N; SQ Turn or Rebuke Undead; SV Fort +12, Ref +6, Will +14; Str 16, Dex 11, Con 14, Int 9, Wis 20, Cha 15.

Typical Cleric Spells Known (5/6+1/5+1/4+1/3+1/2+1); Domains; Esteem/Magic; DC 15 + Spell Level; Level 0 – Detect Magic, Guidance, Light, Resistance, Virtue; Level 1 – Bless, Sanctuary, Entropic Shield, Protection From Good, Doom, Charm Person*, Obscuring Mist; Level 2 – Calm Emotions*, Hold Person x2, Silence, Sound Burst, Spiritual Weapon; Level 3 – Blindness/Deafness x2, Contagion, Dispel Magic*, Prayer. Level 4 – Deathward, Freedom of Movement, Dismissal, Imbue With Spell Ability*; Level 5 – Wall of Stone, Flame Strike, Spell Resistance*.

Skills and Feats: Concentration +17, Heal +17, Spellcraft +10, Spot +17; Improve Initiative, Great Fortitude, Lightening Reflexes, Iron Will, Skill Focus:(Concentration); speak Common. Possessions: +4 Breastplate, +4 Flail, Masterwork Sap, Vest of Resistance +3, Ring of Protection +3, Periapt of Wisdom +6, Belt of Giant Strength +2, Feather Token: Whip, Tanglefoot Bag.

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ATL 11 – Encounter 2A ATL 11 (EL 12) Gate Warden, level 12: CR 12; Medium sized humanoid (Thonian); HD 3d8+4d10+3d8+2d6+36; hp 94; Init +6; Spd 40 ft.; AC 30, touch 19, flat-footed 35 (+5 Dex, +4 Studded Leather, +3 Enhancement, +4 Deflection, +4 Natural); Base Atk +10/+5; Grp +14; Atk +20/+15 melee (1d6+9 [+1d6 Sneak Attack][+1d6 Electricity]/15-20x2, +3 Keen Shock Rapier), or +15/+10 melee (1d6+4/x2, Masterwork Sap); Full Atk: +18/+18/+13 melee (1d6+9 [+1d6 Sneak Attack][+1d6 Electricity]/15-20x2 +2 Keen Shock Rapier); Space/Reach 5ft./5ft.; AL N; SQ Favored Enemy (Thonian), Track, Wild Empathy, Combat Style (Two-Weapon Combat), Endurance, Hide in Plain Sight, Evasion, Darkvision 60ft., Uncanny Dodge, Shadow Illusion, Summon Shadow, Sneak Attack +1d6, Death Attack, Poison Use, Improved Uncanny Dodge; SV Fort +15, Ref +18, Will +10; Str 18, Dex 22, Con 16, Int 12, Wis 14, Cha 9. Skills and Feats: Jump +13, Hide +26, Listen +16, Move Silently +26, Perform:(Dance) +6, Search +15, Spot +15, Tumble +21; Combat Reflexes, Power Attack, Two-Weapon Fighting, Track, Weapon Focus:(Rapier), Weapon Specialization:(Rapier), Endurance, Dodge, Mobility, Spring Attack, Weapon Finesse:(Rapier); speak Common. Possessions: +4 Silent Shadow Studded Leather, +3 Keen Shock Rapier x2, Masterwork Sap, Gloves of Dexterity +6, Ring of Protection +4, Amulet of Natural Armor +4, Belt of Giant Strength +2, Vest of Resistance +5, Boots of Striding and Springing, Feather Token: Whip, Tanglefoot Bag.

Typical Assassin Spells Known (2); DC 11 + Spell Level; Level 1 – True Strike, True Strike. Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

Hide in Plain Sight (Su): A shadowdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Evasion (Ex): At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.

Darkvision (Su): At 2nd level, a shadowdancer can see in the dark as though she were permanently under the effect of a Darkvision spell.

Uncanny Dodge (Ex): Starting at 2nd level, a shadowdancer retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

Shadow Illusion (Sp): When a shadowdancer reaches 3rd level, she can create visual illusions. This ability’s effect is identical to that of the arcane spell silent image and may be employed once per day.

Summon Shadow (Su): At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer adds +2 HD (and the requisite base attack and base save bonus increases) to her shadow companion.

Death Attack: If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the

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victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. Shadow, CR 3; Medium Undead (Incorporeal); HD 3d12; hp 19; Init +2; Spd 40 ft. (Fly, Good); AC 13, touch 13, flat-footed 11 (+2 Dex, +1 Deflection); Base Atk +1; Grp –; Atk +3 touch (1d6 Str, Incorporeal Touch); Full Atk: same; Space/Reach 5ft./5ft.; AL CE; SA Create Spawn, Strength Damage; SQ Darkvision 60 ft., Incorporeal Traits, +2 Turn Resistance, Undead traits; SV Fort +1, Ref +3, Will +4; Str –, Dex 14, Con –, Int 6, Wis 12, Cha 13.

Skills and Feats: Hide +8, Listen +7, Search +4, Spot +7; Alertness, Dodge. Possessions: None.

Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.

Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds. Gate Defender, level 11: CR 11; Medium sized humanoid (Thonian); HD 11d10+33; hp 107; Init +2; Spd 30 ft.; AC 29, touch 16, flat-footed 27 (+2 Dex, +5 Chainmail, +4 Enhancement, +4 Natural, +4 Deflection); Base Atk +11/+6/+1; Grp +18; Atk +23/+18/+13 melee (2d4+17 [+1d6 Frost]/15-20x2, +3 Keen Frost Falchion), or +20/+15/+10 melee (1d6+7/x2, Masterwork Sap); Full Atk: same; Space/Reach 5ft./5ft.; AL N; SV Fort +14, Ref +9, Will +10; Str 26, Dex 14, Con 16, Int 11, Wis 13, Cha 9.

Skills and Feats: Jump +22, Ride +17, Swim +17; Cleave, Weapon Focus:(Falchion), Power Attack, Weapon Specialization:(Falchion), Great Cleave, Iron Will, Improved Overrun, Dodge, Mobility, Spring Attack; speak Common. Possessions: +3 Keen Frost Falchion, Masterwork Sap, +4 Light Fortification Chainmail, Vest of Resistance +4, Amulet of Natural Armor +4, Ring of Protection +4, Gloves of Strength +6, Boots of Striding and Springing, Tanglefoot Bag. Field Medic, level 9: CR 9; Medium sized humanoid (Thonian); HD 9d8+18; hp 69; Init +4; Spd 20 ft.; AC 25, touch 10, flat-footed 25 (+8 Breastplate, +4 Enhancement, +3 Deflection); Base Atk +6/+1; Grp +9; Atk +13/+8 melee (1d6+7/18-20x2 +4 Flail), or +10 melee (1d6+3/x2, Masterwork Sap); Full Atk: same; Space/Reach 5ft./5ft.; AL N; SQ Turn or Rebuke Undead; SV Fort +12, Ref +6, Will +14; Str 16, Dex 11, Con 14, Int 9, Wis 20, Cha 15.

Typical Cleric Spells Known (5/6+1/5+1/4+1/3+1/2+1); Domains; Esteem/Magic; DC 15 + Spell Level; Level 0 – Detect Magic, Guidance, Light, Resistance, Virtue; Level 1 – Bless, Sanctuary, Entropic Shield, Protection From Good, Doom, Charm Person*, Obscuring Mist; Level 2 – Calm Emotions*, Hold Person x2, Silence, Sound Burst, Spiritual Weapon; Level 3 – Blindness/Deafness x2, Contagion, Dispel Magic*, Prayer. Level 4 – Deathward, Freedom of Movement, Dismissal, Imbue With Spell Ability*; Level 5 – Wall of Stone, Flame Strike, Spell Resistance*.

Skills and Feats: Concentration +17, Heal +17, Spellcraft +10, Spot +17; Improve Initiative, Great Fortitude, Lightening Reflexes, Iron Will, Skill Focus:(Concentration); speak Common.

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Possessions: +4 Breastplate, +4 Flail, Masterwork Sap, Vest of Resistance +3, Ring of Protection +3, Periapt of Wisdom +6, Belt of Giant Strength +2, Feather Token: Whip, Tanglefoot Bag.

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ATL 3 – Encounter 2C ATL 3 (EL 5) Esoteric Golem, CR 3; Small Construct; HD 3d10+9; hp 35; Init +0; Spd (No Movement); AC 19, touch 11, flat-footed 19 (+1 Size, +8 Natural Armor); Base Atk +3; Grp –; Space/Reach 5ft./5ft.; AL N; SA Charged Capacitor, Overwatch; SQ Construct Traits, Automated Repair, Darkvision 200ft.; SV Fort +3, Ref -3, Will +2; Str 10, Dex 11, Con –, Int 18, Wis 12, Cha 1.

Typical Spells Imbued; DC 14 + Spell Level; Level 0 – Acid Splash x2, Ray of Frost x2, Daze x2, Flare x2; Level 1 – Magic Missile x10 (CL 1st), Ray of Enfeeblement x2 (CL 3rd), Reduce Person x2 (CL 4th), Sleep (CL 1st); Level 2 – Acid Arrow (CL 3rd), Scorching Ray x2 (CL 3rd), Glitterdust (CL 4th), Fog Cloud (CL 3rd); Level 3 – Dispel Magic (CL 5th), Fireball (CL 5th), Lightening Bolt (CL 5th), Slow (CL 5th). Skills and Feats: Listen +17*, Spot +17*; Alertness, Weapon Focus:(Ray). *Esoteric Golems have a +8 racial bonus to Listen and Spot. Possessions: None. Charged Capacitor (Ex): When an Esoteric Golem enters combat, there is a cumulative 1% chance each round that its capacitor will spontaneously recharge and replenish the golem’s spell list. Once the capacitor has been recharged this ability resets. Overwatch (Ex): A golem may take a full-round action and enter a state known as Overwatch. When in Overwatch mode the golem may make only targeted magical attacks or targeted range touch attacks against anything within its line of sight for every ten feet that the target moves. Every time the golem casts a spell in Overwatch mode roll 2d6 and if the same number is rolled on each of the dice, for example two sixes, then it immediately explodes and is destroyed. Automated Repair (Ex): An Esoteric Golem heals 2 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat the Esoteric Golem is destroyed. Damage Reduction (Su): An Esoteric Golem has damage reduction 2/–.

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ATL 5 – Encounter 2C ATL 5 (EL 8) Esoteric Golem, CR 8; Small Construct; HD 5d10+15; hp 43; Init +0; Spd (No Movement); AC 19, touch 11, flat-footed 19 (+1 Size, +8 Natural Armor); Base Atk +5; Grp –; Space/Reach 5ft./5ft.; AL N; SA Charged Capacitor, Overwatch; SQ Construct Traits, Automated Repair, Darkvision 200ft.; SV Fort +4, Ref -3, Will +2; Str 10, Dex 11, Con –, Int 20, Wis 12, Cha 1.

Typical Spells Imbued; DC 15 + Spell Level; Level 0 – Acid Splash x3, Ray of Frost x3, Daze x3, Flare x3; Level 1 – Magic Missile x15 (CL 3rd), Ray of Enfeeblement x3 (CL 6th), Reduce Person x3 (CL 6th), Sleep (CL 5th); Level 2 – Acid Arrow x4 (CL 6th), Scorching Ray x3 (CL 7th), Glitterdust x2 (CL 4th), Fog Cloud (CL 3rd); Level 3 – Dispel Magic (CL 7th), Fireball (CL 7th), Lightening Bolt (CL 7th), Slow (CL 7th); Level 4 – Confusion (CL 7th), Enervation x2 (CL 7th), Black Tentacles (CL 7th). Skills and Feats: Listen +19*, Spot +19*; Alertness, Weapon Focus:(Ray). *Esoteric Golems have a +8 racial bonus to Listen and Spot. Possessions: None. Charged Capacitor (Ex): When an Esoteric Golem enters combat, there is a cumulative 1% chance each round that its capacitor will spontaneously recharge and replenish the golem’s spell list. Once the capacitor has been recharged this ability resets. Overwatch (Ex): A golem may take a full-round action and enter a state known as Overwatch. When in Overwatch mode the golem may make only targeted magical attacks or targeted range touch attacks against anything within its line of sight for every ten feet that the target moves. Every time the golem casts a spell in Overwatch mode roll 2d6 and if the same number is rolled on each of the dice, for example two sixes, then it immediately explodes and is destroyed. Automated Repair (Ex): An Esoteric Golem heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat the Esoteric Golem is destroyed. Damage Reduction (Su): An Esoteric Golem has damage reduction 5/–.

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ATL 7 – Encounter 2C ATL 7 (EL 10) Esoteric Golem, CR 10; Small Construct; HD 7d10+21; hp 71; Init +0; Spd (No Movement); AC 19, touch 11, flat-footed 19 (+1 Size, +8 Natural Armor); Base Atk +7; Grp –; Space/Reach 5ft./5ft.; AL N; SA Charged Capacitor, Overwatch; SQ Construct Traits, Automated Repair, Darkvision 200ft.; SV Fort +5, Ref +0, Will +3; Str 10, Dex 11, Con –, Int 24, Wis 12, Cha 1.

Typical Spells Imbued; DC 17 + Spell Level; Level 0 – Acid Splash x4, Ray of Frost x4, Daze x4, Flare x4; Level 1 – Magic Missile x20 (CL 5th), Ray of Enfeeblement x4 (CL 9th), Reduce Person x4 (CL 9th), Sleep (CL 9th); Level 2 – Acid Arrow x4 (CL 9th), Scorching Ray x4 (CL 9th), Glitterdust x2 (CL 9th), Fog Cloud (CL 3rd); Level 3 – Dispel Magic (CL 9th), Fireball (CL 9th), Lightening Bolt (CL 9th), Slow (CL 9th); Level 4 – Confusion x2 (CL 9th), Enervation x3 (CL 9th), Black Tentacles (CL 9th); Level 5 – Feeblemind (CL 9th), Baleful Polymorph (CL 9th), Waves of Fatigue (CL 9th). Skills and Feats: Listen +21*, Spot +21*; Alertness, Weapon Focus:(Ray), Lightening Reflexes. *Esoteric Golems have a +8 racial bonus to Listen and Spot. Possessions: None. Charged Capacitor (Ex): When an Esoteric Golem enters combat, there is a cumulative 1% chance each round that its capacitor will spontaneously recharge and replenish the golem’s spell list. Once the capacitor has been recharged this ability resets. Overwatch (Ex): A golem may take a full-round action and enter a state known as Overwatch. When in Overwatch mode the golem may make only targeted magical attacks or targeted range touch attacks against anything within its line of sight for every ten feet that the target moves. Every time the golem casts a spell in Overwatch mode roll 2d6 and if the same number is rolled on each of the dice, for example two sixes, then it immediately explodes and is destroyed. Automated Repair (Ex): An Esoteric Golem heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat the Esoteric Golem is destroyed. Damage Reduction (Su): An Esoteric Golem has damage reduction 5/–.

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ATL 9 – Encounter 2C ATL 9 (EL 13) Esoteric Golem, CR 13; Small Construct; HD 10d10+30; hp 98; Init +0; Spd (No Movement); AC 19, touch 11, flat-footed 19 (+1 Size, +8 Natural Armor); Base Atk +10/+5; Grp –; Space/Reach 5ft./5ft.; AL N; SA Charged Capacitor, Overwatch; SQ Construct Traits, Automated Repair, Darkvision 200ft., Spell Resistance 23; SV Fort +7, Ref +1, Will +4; Str 10, Dex 11, Con –, Int 26, Wis 12, Cha 1.

Typical Spells Imbued; DC 18 + Spell Level; Level 0 – Acid Splash x4, Ray of Frost x4, Daze x4, Flare x4; Level 1 – Magic Missile x25 (CL 7th), Ray of Enfeeblement x5 (CL 12th), Reduce Person x4 (CL 12th), Sleep (CL 12th); Level 2 – Acid Arrow x6 (CL 12th), Scorching Ray x4 (CL 12th), Glitterdust x2 (CL 12th), Fog Cloud (CL 3rd); Level 3 – Dispel Magic x2 (CL 12th), Fireball (CL 10th), Lightening Bolt (CL 12th), Slow (CL 12th); Level 4 – Confusion x2 (CL 12th), Enervation x4 (CL 12th), Black Tentacles (CL 12th); Level 5 – Feeblemind (CL 12th), Baleful Polymorph (CL 12th), Waves of Fatigue (CL 12th); Level 6 – Acid Fog (CL 12th), Chain Lightening (CL 12th), Greater Dispel Magic (CL 12th). Skills and Feats: Listen +24*, Spot +24*; Alertness, Weapon Focus:(Ray), Lightening Reflexes, Improved Critical:(Ray). *Esoteric Golems have a +8 racial bonus to Listen and Spot. Possessions: None. Charged Capacitor (Ex): When an Esoteric Golem enters combat, there is a cumulative 1% chance each round that its capacitor will spontaneously recharge and replenish the golem’s spell list. Once the capacitor has been recharged this ability resets. Overwatch (Ex): A golem may take a full-round action and enter a state known as Overwatch. When in Overwatch mode the golem may make only targeted magical attacks or targeted range touch attacks against anything within its line of sight for every ten feet that the target moves. Every time the golem casts a spell in Overwatch mode roll 2d6 and if the same number is rolled on each of the dice, for example two sixes, then it immediately explodes and is destroyed. Automated Repair (Ex): An Esoteric Golem heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat the Esoteric Golem is destroyed. Damage Reduction (Su): An Esoteric Golem has damage reduction 5/–.

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ATL 11 – Encounter 2C ATL 11 (EL 15) Esoteric Golem, CR 15; Small Construct; HD 12d10+36; hp 116; Init +0; Spd (No Movement); AC 19, touch 11, flat-footed 19 (+1 Size, +8 Natural Armor); Base Atk +12/+7/+2; Grp –; Space/Reach 5ft./5ft.; AL N; SA Charged Capacitor, Overwatch; SQ Construct Traits, Automated Repair, Darkvision 200ft., Spell Resistance 25; SV Fort +8, Ref +2, Will +8; Str 10, Dex 11, Con –, Int 30, Wis 12, Cha 1.

Typical Spells Imbued; DC 20 + Spell Level; Level 0 – Acid Splash x4, Ray of Frost x4, Daze x4, Flare x4; Level 1 – Magic Missile x30 (CL 9th), Ray of Enfeeblement x5 (CL 15th), Reduce Person x4 (CL 15th), Sleep (CL 15th); Level 2 – Acid Arrow x6 (CL 15th), Scorching Ray x4 (CL 15th), Glitterdust x4 (CL 15th), Fog Cloud (CL 3rd); Level 3 – Dispel Magic x2 (CL 15th), Fireball x2 (CL 15th), Lightening Bolt x2 (CL 15th), Slow (CL 15th); Level 4 – Confusion x2 (CL 15th), Enervation x6 (CL 15th), Black Tentacles (CL 15th); Level 5 – Feeblemind (CL 15th), Baleful Polymorph (CL 15th), Waves of Fatigue x2 (CL 15th); Level 6 – Acid Fog (CL 15th), Chain Lightening (CL 15th), Greater Dispel Magic x2 (CL 15th); Level 7 – Power Word: Blind (CL 15th), Prismatic Spray (CL 15th). Skills and Feats: Listen +26*, Spot +26*; Alertness, Weapon Focus:(Ray), Lightening Reflexes, Improved Critical:(Ray), Iron Will. *Esoteric Golems have a +8 racial bonus to Listen and Spot. Possessions: None. Charged Capacitor (Ex): When an Esoteric Golem enters combat, there is a cumulative 1% chance each round that its capacitor will spontaneously recharge and replenish the golem’s spell list. Once the capacitor has been recharged this ability no longer functions. Overwatch (Ex): A golem may take a full-round action and enter a state known as Overwatch. When in Overwatch mode the golem may make only targeted magical attacks or targeted range touch attacks against anything within its line of sight for every ten feet that the target moves. Every time the golem casts a spell in Overwatch mode roll 2d6 and if the same number is rolled on each of the dice, for example two sixes, then it immediately explodes and is destroyed. Automated Repair (Ex): An Esoteric Golem heals 10 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat the Esoteric Golem is destroyed. Damage Reduction (Su): An Esoteric Golem has damage reduction 5/–.

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ATL 1 – Encounter 2A ATL 1 (EL 3) Houndsman, level 1: CR 1; Medium sized humanoid (Thonian); HD 1d8+2; hp 6; Init +3; Spd 30 ft.; AC 16, touch 13, flat-footed 13 (+3 Dex, +3 Studded Leather); Base Atk +1; Grp +3; Atk +3 melee (1d6+2/18-20x2, +1 Rapier), or +3 melee (1d6+2/x2, Sap); Full Atk: same; Space/Reach 5ft./5ft.; AL N; SV Fort +4, Ref +3, Will +1; Str 15, Dex 16, Con 15, Int 11, Wis 13, Cha 9. Skills and Feats: Hide +6, Listen +2, Move Silently +6, Search +2, Spot +2; Power Attack, Cleave; speak Common. Possessions: Studded Leather, Rapier, Sap, Tanglefoot Bag.

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ATL 3 – Encounter 2A ATL 3 (EL 5) Houndsman, level 3: CR 3; Medium sized humanoid (Thonian); HD 2d8+1d10+6; hp 28; Init +3; Spd 30 ft.; AC 17, touch 14, flat-footed 13 (+3 Dex, +3 Studded Leather, +1 Enhancement); Base Atk +3; Grp +5; Atk +7 melee (1d6+3/18-20x2, +1 Rapier), or +6 melee (1d6+2/x2, Masterwork Sap); Full Atk: +5/+5 melee (1d6+3/18-20x2); Space/Reach 5ft./5ft.; AL N; SQ Favored Enemy (Thonian), Track, Wild Empathy, Combat Style (Two-Weapon Combat); SV Fort +7, Ref +6, Will +1; Str 15, Dex 16, Con 15, Int 11, Wis 13, Cha 9. Skills and Feats: Hide +8, Listen +4, Move Silently +8, Search +4, Spot +4, Tumble +9; Cleave, Power Attack, Two-Weapon Fighting, Track, Weapon Focus:(Rapier); speak Common. Possessions: +1 Studded Leather, +1 Rapier x2, Masterwork Sap, Tanglefoot Bag. Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

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ATL 5 – Encounter 2A ATL 5 (EL 8) Houndsman, level 5: CR 5; Medium sized humanoid (Thonian); HD 2d8+3d10+10; hp 44; Init +4; Spd 30 ft.; AC 20, touch 15, flat-footed 15 (+4 Dex, +3 Studded Leather, +1 Enhancement, +1 Deflection, +1 Natural); Base Atk +5; Grp +8; Atk +10 melee (1d6+6 [+1d6 Electricity]/18-20x2, +1 Shock Rapier), or +9 melee (1d6+3/x2, Masterwork Sap); Full Atk: +8/+8 melee (1d6+6 [+1d6 Electricity]/18-20x2); Space/Reach 5ft./5ft.; AL N; SQ Favored Enemy (Thonian), Track, Wild Empathy, Combat Style (Two-Weapon Combat); SV Fort +9, Ref +8, Will +3; Str 16, Dex 18, Con 15, Int 11, Wis 13, Cha 9. Skills and Feats: Hide +12, Listen +9, Move Silently +12, Search +8, Spot +8, Tumble +12; Cleave, Power Attack, Two-Weapon Fighting, Track, Weapon Focus:(Rapier), Weapon Specialization:(Rapier); speak Common. Possessions: +1 Studded Leather, +1 Shock Rapier x2, Masterwork Sap, Gloves of Dexterity +2, Ring of Protection +1, Amulet of Natural Armor +1, Vest of Resistance +1, Tanglefoot Bag. Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

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ATL 7 – Encounter 2A ATL 7 (EL 10) Houndsman, level 7: CR 7; Medium sized humanoid (Thonian); HD 3d8+4d10+14; hp 59; Init +5; Spd 40 ft.; AC 24, touch 17, flat-footed 19 (+5 Dex, +3 Studded Leather, +2 Enhancement, +2 Deflection, +2 Natural); Base Atk +7/+2; Grp +9; Atk +12/+7 melee (1d6+6 [+1d6 Electricity]/15-20x2, +1 Keen Shock Rapier), or +11/+6 melee (1d6+3/x2, Masterwork Sap); Full Atk: +10/+10/+7 melee (1d6+6 [+1d6 Electricity]/15-20x2, +1 Keen Shock Rapier); Space/Reach 5ft./5ft.; AL N; SQ Favored Enemy (Thonian), Track, Wild Empathy, Combat Style (Two-Weapon Combat), Endurance; SV Fort +11, Ref +10, Will +5; Str 16, Dex 20, Con 15, Int 11, Wis 13, Cha 9. Skills and Feats: Jump +8, Hide +15, Listen +11, Move Silently +15, Perform:(Dance) +6, Search +10, Spot +10, Tumble +15; Combat Reflexes, Power Attack, Two-Weapon Fighting, Track, Weapon Focus:(Rapier), Weapon Specialization:(Rapier), Endurance, Dodge, Mobility; speak Common. Possessions: +2 Studded Leather, +1 Keen Shock Rapier x2, Masterwork Sap, Gloves of Dexterity +4, Ring of Protection +2, Amulet of Natural Armor +2, Vest of Resistance +3, Boots of Striding and Springing, Feather Token: Whip, Tanglefoot Bag. Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

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ATL 9 – Encounter 2A ATL 9 (EL 12) Houndsman, level 10: CR 10; Medium sized humanoid (Thonian); HD 3d8+4d10+3d8+30; hp 80; Init +5; Spd 40 ft.; AC 27, touch 18, flat-footed 22 (+5 Dex, +3 Studded Leather, +3 Enhancement, +3 Deflection, +3 Natural); Base Atk +9/+4; Grp +13; Atk +16/+11 melee (1d6+8 [+1d6 Electricity]/15-20x2, +2 Keen Shock Rapier), or +11/+6 melee (1d6+4/x2, Masterwork Sap); Full Atk: +14/+14/+9 melee (1d6+8 [+1d6 Electricity]/15-20x2 +2 Keen Shock Rapier); Space/Reach 5ft./5ft.; AL N; SQ Favored Enemy (Thonian), Track, Wild Empathy, Combat Style (Two-Weapon Combat), Endurance, Hide in Plain Sight, Evasion, Darkvision 60ft., Uncanny Dodge, Shadow Illusion, Summon Shadow; SV Fort +14, Ref +13, Will +9; Str 18, Dex 20, Con 16, Int 11, Wis 14, Cha 9. Skills and Feats: Jump +11, Hide +23, Listen +14, Move Silently +23, Perform:(Dance) +6, Search +13, Spot +13, Tumble +18; Combat Reflexes, Power Attack, Two-Weapon Fighting, Track, Weapon Focus:(Rapier), Weapon Specialization:(Rapier), Endurance, Dodge, Mobility, Spring Attack; speak Common. Possessions: +3 Silent Shadow Studded Leather, +2 Keen Shock Rapier x2, Masterwork Sap, Gloves of Dexterity +4, Ring of Protection +3, Amulet of Natural Armor +3, Belt of Giant Strength +2, Vest of Resistance +4, Boots of Striding and Springing, Feather Token: Whip, Tanglefoot Bag. Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

Hide in Plain Sight (Su): A shadowdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Evasion (Ex): At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.

Darkvision (Su): At 2nd level, a shadowdancer can see in the dark as though she were permanently under the effect of a Darkvision spell.

Uncanny Dodge (Ex): Starting at 2nd level, a shadowdancer retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

Shadow Illusion (Sp): When a shadowdancer reaches 3rd level, she can create visual illusions. This ability’s effect is identical to that of the arcane spell silent image and may be employed once per day.

Summon Shadow (Su): At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer adds +2 HD (and the requisite base attack and base save bonus increases) to her shadow companion. Shadow, CR 3; Medium Undead (Incorporeal); HD 3d12; hp 19; Init +2; Spd 40 ft. (Fly, Good); AC 13, touch 13, flat-footed 11 (+2 Dex, +1 Deflection); Base Atk +1; Grp –; Atk +3 touch (1d6 Str, Incorporeal Touch); Full Atk: same; Space/Reach 5ft./5ft.; AL CE; SA Create Spawn, Strength Damage; SQ Darkvision 60 ft., Incorporeal Traits, +2 Turn Resistance, Undead traits; SV Fort +1, Ref +3, Will +4; Str –, Dex 14, Con –, Int 6, Wis 12, Cha 13.

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Skills and Feats: Hide +8, Listen +7, Search +4, Spot +7; Alertness, Dodge. Possessions: None.

Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.

Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.

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ATL 11 – Encounter 2A ATL 11 (EL 15) Houndsman, level 12: CR 12; Medium sized humanoid (Thonian); HD 3d8+4d10+3d8+2d6+36; hp 94; Init +6; Spd 40 ft.; AC 30, touch 19, flat-footed 35 (+5 Dex, +4 Studded Leather, +3 Enhancement, +4 Deflection, +4 Natural); Base Atk +10/+5; Grp +14; Atk +20/+15 melee (1d6+9 [+1d6 Sneak Attack][+1d6 Electricity]/15-20x2, +3 Keen Shock Rapier), or +15/+10 melee (1d6+4/x2, Masterwork Sap); Full Atk: +18/+18/+13 melee (1d6+9 [+1d6 Sneak Attack][+1d6 Electricity]/15-20x2 +2 Keen Shock Rapier); Space/Reach 5ft./5ft.; AL N; SQ Favored Enemy (Thonian), Track, Wild Empathy, Combat Style (Two-Weapon Combat), Endurance, Hide in Plain Sight, Evasion, Darkvision 60ft., Uncanny Dodge, Shadow Illusion, Summon Shadow, Sneak Attack +1d6, Death Attack, Poison Use, Improved Uncanny Dodge; SV Fort +15, Ref +18, Will +10; Str 18, Dex 22, Con 16, Int 12, Wis 14, Cha 9. Skills and Feats: Jump +13, Hide +26, Listen +16, Move Silently +26, Perform:(Dance) +6, Ride +21, Search +15, Spot +15, Tumble +21; Combat Reflexes, Power Attack, Two-Weapon Fighting, Track, Weapon Focus:(Rapier), Weapon Specialization:(Rapier), Endurance, Dodge, Mobility, Spring Attack, Weapon Finesse:(Rapier); speak Common. Possessions: +4 Silent Shadow Studded Leather, +3 Keen Shock Rapier x2, Masterwork Sap, Gloves of Dexterity +6, Ring of Protection +4, Amulet of Natural Armor +4, Belt of Giant Strength +2, Vest of Resistance +5, Boots of Striding and Springing, Feather Token: Whip, Tanglefoot Bag.

Typical Assassin Spells Known (2); DC 11 + Spell Level; Level 1 – True Strike, True Strike. Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

Hide in Plain Sight (Su): A shadowdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Evasion (Ex): At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.

Darkvision (Su): At 2nd level, a shadowdancer can see in the dark as though she were permanently under the effect of a Darkvision spell.

Uncanny Dodge (Ex): Starting at 2nd level, a shadowdancer retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

Shadow Illusion (Sp): When a shadowdancer reaches 3rd level, she can create visual illusions. This ability’s effect is identical to that of the arcane spell silent image and may be employed once per day.

Summon Shadow (Su): At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer adds +2 HD (and the requisite base attack and base save bonus increases) to her shadow companion.

Death Attack: If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the

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victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. Shadow, CR 3; Medium Undead (Incorporeal); HD 3d12; hp 19; Init +2; Spd 40 ft. (Fly, Good); AC 13, touch 13, flat-footed 11 (+2 Dex, +1 Deflection); Base Atk +1; Grp –; Atk +3 touch (1d6 Str, Incorporeal Touch); Full Atk: same; Space/Reach 5ft./5ft.; AL CE; SA Create Spawn, Strength Damage; SQ Darkvision 60 ft., Incorporeal Traits, +2 Turn Resistance, Undead traits; SV Fort +1, Ref +3, Will +4; Str –, Dex 14, Con –, Int 6, Wis 12, Cha 13.

Skills and Feats: Hide +8, Listen +7, Search +4, Spot +7; Alertness, Dodge. Possessions: None.

Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.

Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.

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ATL 1 – Encounter 7 ATL 1 (EL 3) Lord Landon Tamwood, level 3: CR 3; Medium sized humanoid (Thonian); HD 3d6+6; hp 22; Init +6; Spd 30 ft.; AC 20, touch 12, flat-footed 18 (+2 Dex, +4 Mage Armor, +4 Shield); Base Atk +2; Grp +2; Atk +3 melee (1d6/18-20x2, Masterwork Rapier); Full Atk: same; Space/Reach 5ft./5ft.; AL N; SV Fort +3, Ref +3, Will +5; Str 10, Dex 14, Con 15, Int 12, Wis 14, Cha 16.

Typical Sorcerer Spells Known (6/4); DC 13 + Spell Level; Level 0 – Flare, Daze, Ray of Frost, Acid Splash, Resistance; Level 1 – Mage Armor, Ray of Enfeeblement, Shield. Skills and Feats: Bluff +9, Concentration +11 Diplomacy +9, Knowledge:(Nobility) +7, Listen +8, Sense Motive +8, Spellcraft +7, Spot +8, Use Magic Device +9; Improved Initiative, Combat Casting; speak Common, High Thonian, Arcanthi, Highform. Possessions: Rapier, Sap, Tanglefoot Bag, Thunderstone.

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ATL 3 – Encounter 7 ATL 3 (EL 6) Lord Landon Tamwood, level 6: CR 6; Medium sized humanoid (Thonian); HD 6d6+18; hp 46; Init +6; Spd 30 ft.; AC 20, touch 12, flat-footed 18 (+2 Dex, +4 Mage Armor, +4 Shield); Base Atk +4; Grp +4; Atk +5 melee (1d6+1/18-20x2, +1 Rapier); Full Atk: same; Space/Reach 5ft./5ft.; AL N; SV Fort +5, Ref +5, Will +8; Str 10, Dex 14, Con 16, Int 12, Wis 14, Cha 19.

Typical Sorcerer Spells Known (6/4/5/4); DC 14 + Spell Level; Level 0 – Detect Magic, Flare, Daze, Ray of Frost, Acid Splash, Resistance, Touch of Fatigue; Level 1 – Mage Armor, Ray of Enfeeblement, Shield, Magic Missile; Level 2 – Blur, Glitterdust; Level 3 – Slow. Precast Spells: Mage Armor, Shield, Blur.

Skills and Feats: Bluff +13, Concentration +16 Diplomacy +13, Knowledge:(Nobility) +10, Listen +11, Sense Motive +11, Spellcraft +10, Spot +11, Use Magic Device +13; Improved Initiative, Combat Casting; speak Common, High Thonian, Arcanthi, Highform. Possessions: +1 Rapier, Cloak of Charisma +2, Vest of Resistance +1, Sap, Tanglefoot Bag, Thunderstone.

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ATL 5 – Encounter 7 ATL 5 (EL 9) Lord Landon Tamwood, level 9: CR 9; Medium sized humanoid (Thonian); HD 9d6+27; hp 67; Init +6; Spd 30 ft.; AC 21, touch 12, flat-footed 19 (+2 Dex, +4 Mage Armor, +4 Shield, +1 Deflection); Base Atk +6/+1; Grp +6; Atk +8/+3 melee (1d6+2/18-20x2, +2 Rapier); Full Atk: same; Space/Reach 5ft./5ft.; AL N; SV Fort +7, Ref +7, Will +10; Str 10, Dex 14, Con 16, Int 12, Wis 14, Cha 20.

Typical Sorcerer Spells Known (6/6/6/7/5); DC 15 + Spell Level; Level 0 – Dancing Lights, Detect Magic, Flare, Daze, Ray of Frost, Acid Splash, Resistance, Touch of Fatigue; Level 1 – Grease, Mage Armor, Ray of Enfeeblement, Shield, Magic Missile; Level 2 – Blur, Glitterdust, Scorching Ray, Mirror Image; Level 3 – Slow, Fireball, Lightening Bolt; Level 4 – Black Tentacles, Dimension Door. Precast Spells: Mage Armor, Shield, Blur, Mirror Image (6 Duplicates).

Skills and Feats: Bluff +17, Concentration +19 Diplomacy +17, Knowledge:(Nobility) +13, Listen +14, Sense Motive +14, Spellcraft +13, Spot +14, Use Magic Device +17; Improved Initiative, Combat Casting, Improved Counterspell; speak Common, High Thonian, Arcanthi, Highform. Possessions: +2 Rapier, Cloak of Charisma +2, Vest of Resistance +2, Ring of Protection +1, Sap, Tanglefoot Bag, Thunderstone.

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ATL 7 – Encounter 7 ATL 7 (EL 11) Lord Landon Tamwood, level 11: CR 11; Medium sized humanoid (Thonian); HD 11d6+44; hp 92; Init +6; Spd 30 ft.; AC 22, touch 12, flat-footed 20 (+2 Dex, +4 Mage Armor, +4 Shield, +2 Deflection); Base Atk +8/+3; Grp +8; Atk +11/+6 melee (1d6+3/18-20x2, +3 Rapier); Full Atk: same; Space/Reach 5ft./5ft.; AL N; SV Fort +8, Ref +8, Will +12; Str 10, Dex 14, Con 18, Int 12, Wis 14, Cha 23.

Typical Sorcerer Spells Known (6/6/7/7/6/4); DC 16 + Spell Level; Level 0 – Dancing Lights, Detect Magic, Flare, Daze, Ray of Frost, Acid Splash, Resistance, Touch of Fatigue, Detect Poison; Level 1 – Grease, Mage Armor, Ray of Enfeeblement, Shield, Magic Missile; Level 2 – Blindness/Deafness, Blur, Glitterdust, Scorching Ray, Mirror Image; Level 3 – Slow, Fireball, Lightening Bolt, Deep Slumber; Level 4 – Black Tentacles, Dimension Door, Enervation; Level 5 – Feeblemind, Waves of Fatigue.

Precast Spells: Mage Armor, Shield, Blur, Mirror Image (6 Duplicates). Skills and Feats: Bluff +19, Concentration +21 Diplomacy +19, Knowledge:(Nobility) +15,

Listen +16, Sense Motive +16, Spellcraft +15, Spot +16, Use Magic Device +19; Improved Initiative, Combat Casting, Improved Counterspell; speak Common, High Thonian, Arcanthi, Highform. Possessions: +3 Rapier, Cloak of Charisma +4, Periapt of Health +2, Vest of Resistance +3, Ring of Protection +2, Sap, Tanglefoot Bag, Thunderstone.

Episode LX: Riddles and Crossroads - 55 - Written by: Terror Incorporated

ATL 9 – Encounter 7 ATL 9 (EL 13) Lord Landon Tamwood, level 13: CR 13; Medium sized humanoid (Thonian); HD 13d6+65; hp 121; Init +7; Spd 30 ft.; AC 25, touch 14, flat-footed 22 (+3 Dex, +4 Mage Armor, +4 Shield, +2 Deflection, +1 Insight); Base Atk +9/+4; Grp +9; Atk +12/+7 melee (1d6+4/18-20x2, +4 Rapier); Full Atk: same; Space/Reach 5ft./5ft.; AL N; SV Fort +12, Ref +10, Will +14; Str 10, Dex 16, Con 20, Int 12, Wis 14, Cha 24.

Typical Sorcerer Spells Known (6/6/7/8/7/7/5); DC 17 + Spell Level; Level 0 – Dancing Lights, Detect Magic, Flare, Daze, Ray of Frost, Acid Splash, Resistance, Touch of Fatigue, Detect Poison; Level 1 – Grease, Mage Armor, Ray of Enfeeblement, Shield, Magic Missile; Level 2 – Blindness/Deafness, Blur, Glitterdust, Scorching Ray, Mirror Image; Level 3 – Slow, Fireball, Lightening Bolt, Deep Slumber; Level 4 – Greater Invisibility, Black Tentacles, Dimension Door, Enervation; Level 5 – Feeblemind, Cone of Cold, Waves of Fatigue; Level 6 – Repulsion, Acid Fog.

Precast Spells: Mage Armor, Shield, Blur, Mirror Image (6 Duplicates). Skills and Feats: Bluff +22, Concentration +24 Diplomacy +22, Knowledge:(Nobility) +17,

Listen +18, Sense Motive +18, Spellcraft +17, Spot +18, Use Magic Device +22; Improved Initiative, Combat Casting, Improved Counterspell, Great Fortitude; speak Common, High Thonian, Arcanthi, Highform. Possessions: +4 Rapier, Cloak of Charisma +4, Periapt of Health +4, Gloves of Dexterity +2, Vest of Resistance +4, Ring of Protection +3, Sap, Dusty Rose Ioun Stone, Tanglefoot Bag, Thunderstone.

Episode LX: Riddles and Crossroads - 56 - Written by: Terror Incorporated

ATL 11 – Encounter 7 ATL 11 (EL 15) Lord Landon Tamwood, level 15: CR 15; Medium sized humanoid (Thonian); HD 15d6+75; hp 139; Init +8; Spd 30 ft.; AC 27, touch 14, flat-footed 23 (+4 Dex, +4 Mage Armor, +4 Shield, +3 Deflection, +1 Insight); Base Atk +11/+6/+1; Grp +11; Atk +15/+10/+5 melee (1d6+5/18-20x2, +5 Rapier); Full Atk: same; Space/Reach 5ft./5ft.; AL N; SV Fort +14, Ref +15, Will +16; Str 10, Dex 18, Con 20, Int 12, Wis 14, Cha 27.

Typical Sorcerer Spells Known (6/6/7/8/8/7/7/5); DC 18 + Spell Level; Level 0 – Dancing Lights, Detect Magic, Flare, Daze, Ray of Frost, Acid Splash, Resistance, Touch of Fatigue, Detect Poison; Level 1 – Grease, Mage Armor, Ray of Enfeeblement, Shield, Magic Missile; Level 2 – Blindness/Deafness, Blur, Glitterdust, Scorching Ray, Mirror Image; Level 3 – Slow, Fireball, Lightening Bolt, Deep Slumber; Level 4 – Greater Invisibility, Black Tentacles, Dimension Door, Enervation; Level 5 – Feeblemind, Wall of Force, Cone of Cold, Waves of Fatigue; Level 6 – Repulsion, Acid Fog, Disintegrate; Level 7 – Waves of Exhaustion, Power Word Blind.

Precast Spells: Mage Armor, Shield, Blur, Mirror Image (6 Duplicates). Skills and Feats: Bluff +22, Concentration +24 Diplomacy +22, Knowledge:(Nobility) +17,

Listen +18, Sense Motive +18, Spellcraft +17, Spot +18, Use Magic Device +22; Improved Initiative, Combat Casting, Improved Counterspell, Great Fortitude, Lightening Reflexes; speak Common, High Thonian, Arcanthi, Highform. Possessions: +5 Rapier, Cloak of Charisma +6, Periapt of Health +4, Gloves of Dexterity +4, Vest of Resistance +5, Ring of Protection +4, Sap, Dusty Rose Ioun Stone, Tanglefoot Bag, Thunderstone.

Episode LX: Riddles and Crossroads - 57 - Written by: Terror Incorporated

Appendix II: Whips and Whistles Rules of Whips and Whistles • Only two people may participate at any given time. A third person is considered the dealer

and manages the money and announces results out loud while the bets are taking place. This person is called the Dealer.

• Each Whip Wielder must be blindfolded and treated as if they were blind for the duration of the game.

• Each participant receives a Sticky Whip prior to activating the frogs and cricket. • A bowl is placed by a nearby table where the dealer watches over both the game and the

money. On each side of the bowl there is a mat that matches the color of the Sticky Whip of each participant. These mats have a “Bet” spot and an “Ante” spot.

• Betting: Both Participants must agree to the amount of the bet and place that amount directly on top of the Bet Spot on their respective Mats. Additionally, they must put four times the initial bet amount on the Ante spot. (So whatever the base bet is a total of five times the initial bet must actually be available from each participant).

• A third person activates all the animated frogs and the animated cricket within three feet of the corner and announces, “Whistles Activated, Go Whips Go!”

• Capturing a Frog: When a participant captures a frog, their opponent must put an amount from their ante stack equal to the initial bet amount in the bowl. Additionally, by capturing the frog, an amount equal to the bet is now taken off your ante spot, indicating that this amount is no longer at risk.

• Capturing the Cricket: When you capture the cricket, the game is over. Whatever money is on the bet portion of each individual along with everything inside the bowl goes to the winner. All the coins that are left in the Ante spot goes to the bowl for the next game to be played.

Mechanics for Whips and Whistles • Once the frogs and crickets are activated, the participants must try and capture either frogs or

crickets with their sticky whip. Treat the sticky whips as the exotic weapon whip. Each participant makes a full attack using a whip and must capture either a frog or a cricket. When a successful attack is made, the frog or cricket is entitled a reflex saving throw DC 15. If successful, the cricket or the frog manages to escape the grasp of the Sticky Whip.

• Capturing a Frog: The AC of the frog 18. Due to the fact that the participants are blind, every time they would normally hit a frog, they are required to make a 50% miss chance. The Blind-Fight feat can be used in this situation to increase the chances of catching a frog. In order to identify the location of a frog, a listen check DC 15 needs to be made. One listen check per round may be made as a free action prior to attacking the frog. Whenever an animated frog is captured, lower the DC to find a frog by 1.

• Capturing a Cricket: The AC of the cricket is 19. Due to the fact that the participants are blind, every time they would normally hit the cricket, they are required to make a 50% miss chance. The Blind-Fight feat can be used in this situation to increase the chances of catching the cricket. In order to identify the location of the cricket, a listen check DC 20 needs to be made. One listen check per round may be made as a free action prior to attacking the cricket. Whenever an animated frog is captured, lower the DC to find the cricket by 1.