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VEL3-07 Pixie in a Bottle (3E)

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0% found this document useful (0 votes)
57 views

VEL3-07 Pixie in a Bottle (3E)

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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VEL3-07

Pixie in a Bottle
®
A One Round D&D LIVING GREYHAWK
Veluna Regional Adventure

by Michael White
Triad Edit: Tim Sech and Jeff Richards
Circle Edit: David Christ

The curator of the museum of Mitrik is looking for some adventurers to do some field research into the origins of a
mysterious object that was found in his basement. Special Note: When arranging groups for this event please make an
effort to only have one person with the sprite in a bottle (Listed on the cert as Curse of the Decrepit One) from the
adventure Vel2-08 What’s Behind this Crate.

®
Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS &
DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.

This game product contains no Open Game Content. No portion of this work may be reproduced in any
form without permission of the author. To learn more about the Open Gaming License and the d20
system license, please visit www.wizards.com/d20

DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the
Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED.
This scenario is intended for tournament use only and may not be reproduced without approval of the
RPGA Network.
during certain times of play. For example, the players are
Introduction not free to consult the Dungeon Master’s Guide when
confronted with a trap or hazard, or the Monster Manual
This is an RPGA® Network adventure for the Dungeons &
when confronted with a monster.
Dragons® game. A four-hour time block has been allocated
for each round of this adventure, but the actual playing Some of the text in this adventure is written so that you
time will be closer to three and a half hours. The rest of the may present it as written to the players, while other text is
time is spent in preparation before game play, and scoring for your eyes only. Text for the players will be in gray
after the game. The following guidelines are here to help boxes. It’s strongly recommended that you paraphrase the
you with both the preparation and voting segment of the player text instead of reading it aloud. Some of this text is
game. Read this page carefully so that you know and can general and must be adapted to the specific situation or to
communicate to your players the special aspects of playing actions of the player characters.
an RPGA adventure.
Reporting
Preparation
After the players have completed the scenario or the time
First you should print this adventure. This adventure was allotted to run the scenario has run out, the players and
created to support double-sided printing, but printing it DM fill out a reporting form. After the form is filled out
single sided will work as well. There is enough room along it should be given to the senior DM.
the inside margin to bind the adventure, if you desire.
Read this entire adventure at least once before you run Living Greyhawk
your game. Be sure to familiarize yourself with any special This is a LIVING GREYHAWK Adventure. As a LIVING
rules, spells, or equipment presented in the adventure. It adventure it is expected that players bring their own
may help to highlight particularly important passages. characters with them. If players do not have a LIVING
When you run an RPGA D&D adventure we assume that GREYHAWK character generated, get a copy of the
you have access to the following books: the Player’s current LIVING GREYHAWK character generation
Handbook, the Dungeon Master’s Guide, and the Monster guidelines, and a character sheet from your convention
Manual. We also assume that you have a set of dice (at least coordinator or the RPGA Web site, ant then have any
one d4, d6, d8, d10, d12, and d20), some scrap paper, a players without a character create on. Once all players
pencil, an RPGA scoring packet, and your sense of fun. It is have a LIVING GREYHAWK character, play can begin.
also a good idea to have a way to track movement during Along with the other materials that you are assumed to
combat. This can be as simple as a pad of graph paper and a have in order to run a D&D game, it is also recommended
pencil, as handy as a vinyl grid map and chits, or as that you have a copy of the LIVING GREYHAWK
elaborate as resin dungeon walls and miniatures. Gazetteer.
Instruct the players either to prepare their characters now,
or wait until you read the introduction, depending on the Living Greyhawk Levels of Play
requirements of the adventure as described in the Because players bring their own characters to LIVING
introduction. GREYHAWK games, this adventure’s challenges are
Keep in mind that you must have at least three players (not proportioned to the average character level of the PCs
counting the DM), for the game session to be a sanctioned participating in the adventure. To determine the Average
RPGA event. As well, you cannot have more than six Party Level (APL):
players participating in the game. 1. Determine the character level for each of the PCs
Once you are ready to play, it is handy to instruct each participating in the adventure.
player to place a nametag in front of him or her. The tag 2. If PCs bring animals that have been trained for
should have the player’s name at the bottom, and the combat (most likely being war horses, dogs trained
character’s name, race, and gender at the top. This makes it for war), other than those brought by virtue of a class
easier for the players (and the DM) to keep track of who is ability (i.e. animal companions, familiars paladin’s
playing which character. mounts, etc) use the sidebar chart to determine the
The players are free to use the game rules to learn about number of levels you add to the sum above. Add each
equipment and weapons their characters are carrying. That character’s animals separately. A single PC may only
said, you as the DM can bar the use of even core rulebooks bring four or fewer animals of this type, and animals
with different CRs are added separately.

Pixie in a Bottle Page 2


3. Sum the results of 1 and 2, and divide by the number Mundane
Animals Effect on # of Animals
of characters playing in the adventure. Round to the
nearest whole number. 1 2 3 4
4. If you are running a table of six PCs, add one to that 1/4 & 1/6 0 0 0 1

C
R
average.
1/3 & 1/2 0 0 1 1
By following these four steps, you will have determined
the APL. Throughout this adventure, APLs categorize the 1 1 1 2 3
level of challenge the PCs will face. APLS are given in 2 2 3 4 5
even-numbered increments. If the APL of your group
falls on an odd number, ask them before the adventure 3 3 4 5 6
begins whether they would like to play a harder or easier 4 4 6 7 8
adventure. Based on their choice, use either the higher or
the lower adjacent APL. 5 5 7 8 9

APL also affects the amount of experience you may gain 6 6 8 9 10


at the end of the adventure. If your character is three 7 7 9 10 11
character levels or more either higher or lower than the
APL this adventure is being played at, that character will
receive only half of the experience points awarded for the Adventure Background
adventure. This simulates the face that either your
character was not as challenged as normal, or relied on A year ago some strange goings on happened in the
help by higher-level characters to reach the objectives. museum of history in Mitrik. A group of adventurers
were visiting the museum and were asked to try to find
Note: LIVING GREYHAWK adventures are designed for
out what happened to some of the museum employee’s
APL 2 and higher. Three or four, or sometimes even five
that had gone down into the storage area in the museum
1st-level characters may find difficulty with the challenges
basement but had not returned.
in a LIVING GREYHAWK adventure. If your group is
APL 1 there are three things that you can do to help even When the adventurers descended into the basement they
the score. found some of what might be expected. Crates and boxes
formed a disorganized maze throughout the rather large
1. Attempt to create a table of six 1st-level characters, or
storage area. Old exhibits and long forgotten artifacts
try to enlist higher-level characters to play at that
stacked all over. They also found devils conjured from
table.
another plane of existence, an indestructible cylinder
2. Advise characters to buy riding dogs to help protect containing a fiery spirit, and a hideously evil mummy.
them, and fight for them. All riding dogs are
Why had the mummy chosen this time to animate and
considered trained to attack. PCs who want their
wreak havoc? What force summoned the fiends from the
dogs to attack must succeed at a Handle Animal or
lower planes to kill the museum employee’s? Who was
Charisma check (DC 10). Failure indicates that the
the mysterious ogre-like being with ebony skin that told
animal will not attack that round. This is a free
them that the forces of evil would seek to lay claim to the
action (spoken command) that may be attempted
poor creature trapped in the cylinder? Many more
each round. If an animal loses half or more hp in a
questions than answers were found in that basement.
single round it flees, unless another check is
successful. To that end the museum curator Sheen Kriha has been
trying to unravel this mystery by searching though the
Time Units and Upkeep archives of the museum. A hopeless mess to be sure as
the prior curator was hopelessly disorganized. It has
This is a standard One-round Regional adventure, set in taken him a year to glean some clues as to what was
Ket. Characters native to Ket pay one Time Unit per happening in the basement and to find out the origin of
round, all others pay two Time Units per round. the sprite in the cylinder. Now that he has found what
Adventurer’s Standard Upkeep costs 12gp per Time Unit. he has been looking for he has summoned the brave
Rich Upkeep costs 50gp per Time Unit. Luxury Upkeep adventurers that uncovered the strange things in the
costs 100gp per Time Unit. basement and asks them to continue the search.
Especially now that there is need to go beyond the dusty
records and seek out the members of the expedition that

Pixie in a Bottle Page 3


found the artifact and hopefully find out how to free from a strange location. A powerful wizard who aids the
whatever spirit is trapped within and unravel the rest of party possesses whoever carries the pixie in a bottle.
the mystery.
Encounter Seven: Dungeon of Lost Souls

Adventure Summary The players arrive at the ancient ruins long buried by the
effects of time and weather. Exploring the ruins the
Introduction: characters again meet Cyrian’s sister. At first she seeks to
have the pixie in the bottle placed on a rune engraved
The players are drawn into the adventure though one of
pedestal by using guile and deceit. If need be however
several adventure hooks. This is greatly dependent on
she will reveal her true nature and will attempt to take
the home region and Veluna Meta-organizations that the
the item by force and place it there herself.
player belongs to. The players also get a chance to meet
each other before starting on the adventure proper. Conclusion:
Encounter One: The Museum Whatever the outcome of Encounter Six, the party is
faced with a magical portal that they cannot activate.
The players, through one of the adventure hooks in the
Returning to Mitrik is the only option.
introduction, meet the dwarf Sheen Kriha curator of the
museum of Mitrik. He has been researching the history Appendices:
of a strange object discovered in the basement of the
Each of the major NPC’s in the adventure has a detailed
museum by a group of adventurers. He has found out
background located in the back of the adventure. There
information that he wants to have investigated and asks
are also numerous handouts and other game mechanic
that the characters help him. He sends the players to
details located there. Be sure to read look though these
meet with Cyrian who might be able to tell them more
pages before running the adventure.
about the strange device.
VELUNA NOTE TO DMs: Any PC or NPC that
Encounter Two: The Research
attempts a Divination or Scry in this Veluna Regional
Doing your homework is always a good idea. If the Adventure story will find it very difficult, basically
players want to use spells, skills, or meta-organization almost impossible to discern what comes through. All
contacts to find out more information before paying a divinations that the NPCs said they have cast in this
visit to Cyrian then use this encounter to resolve these adventure were either cast months ago or the NPC is
actions. making up what they believe they saw. Everyone who
attempts this will only ‘see’ about the size of a baseball.
Encounter Three: Home Sweet Home
They feel heavy pressure come down upon them and in
Cyrian relates the tale of the expedition that recovered some cases if the person does not stop they will pass out.
the device from some ancient ruins. When he shows It is unknown why this is the case and no clergy will
them another item that was also retrieved, the two items speak of it to the PCs.
merge. Soon after this the players and Cyrian are
attacked in his house.
Encounter Four: The Village of Swan Hill Introduction
Assuming he survives, Cyrian leads the party to the
The Players meet at the museum of Mitrik. Each of them
village of Swan Hill where they can cross the Fals River.
may have a different reason for traveling there. Use one
Here they can find out that tragedy has recently struck
of the following adventure hooks for each of the players
the town. Could this be related to their mission?
in the party. It’s possible that the players might use the
Encounter Five: Family Reunion same adventure hook, such as if the characters belong to
the same meta-organization or the players are already
While in Swan Hill the characters witness the reunion of
been adventuring companions.
Cyrian and long lost sister Sereena. She is well aware of
the approach of her brother and wish’s to speak with him Hook 1:
and his companions.
This hook is used if one or more of the characters possess
Encounter Six: On the Road Again the pixie in a bottle (Curse of the Decrepit One) from the
While traveling though the mountains the players are adventure Vel2-08 What’s Behind this Crate. In the
attacked. The situation looks bleak until help arrives event that more than one character has the item then

Pixie in a Bottle Page 4


politely ask the players to decide among them who ‘really’ • No reward is offered but if the players refuse to
has the item. If the players can’t come to an agreement attend the meeting then the Knights of
then the items will have naturally gravitated to the kind Salvation are authorized to confiscate the item if
hearted of the two characters as best you can determine. needed.
Players of Good or Lawful alignments should be chosen
over someone of Neural or Chaotic alignments. If both Hook 2:
Players have the same alignment and/or both of the In the event that hook 1 is not used for any of the other
characters are both Lawful and Good then choose Players at the table (In other words if none of them have
whichever Players has the weakest Will save. Worse the Curse of the Decrepit One from Vel2-08 What’s
comes to worse have the players roll dice or flip a coin. Behind this Crate). Then the Knights of Salvation are
Have the player of the character that doesn’t ‘really’ have assumed to possess the item. They have kept it in a
the item pull out the adventure record from Vel2-08 secure location up until now and will send a Knight with
What’s Behind this Crate and cross off the curse and the item to the meeting at 9 bells at the Museum of
note on the log that it was removed due to plot conflict in Mitrik.
this adventure.
If any of the characters are members of the Knights of
Once it is decided who has the item then that person Salvation then take them aside to run a meeting with
receives a vision/dream. This dream is detailed in Brinan Silvercrown. Brinan awakes them early in the
Player’s Handout One. morning. Brinan either gives the character in question
The morning after the dream the character is visited by the item or requests that they visit the person who
one of the Knight’s of Salvation. If one or more of the currently possesses the item. In addition to the
other Players are Knights of Salvation then they are the information detailed in Hook 1 Brinan knows the
Knight that is sent. If this is the case then let the PC who following additional information:
is a Knight see all this information so that he may relay • The church has been unable to divine any
onto the other PC. Allow them to roleplay. information regarding the item. The lack of
If none of the PCs are a member of this meta- knowledge has caused some consternation
organization then they meet Sir Brinan Silvercrown who among the clergy. (This is because of various
requests that the character meet with Sheen Kriha at the other entities blocking them but of course
Museum of Mitrik at 9 bells today. Brinan can relate the Sheen does not know this.)
following information: • If the person possessing the item refuses to
• Sheen has found out more information about attend the meeting then the Knights are
the item that the players owns. Brinan does not authorized to use force if needed to take the
know any specifics. item from whoever possesses it.

• It is likely that other people have been • The character is ordered to do whatever is
contacted in relation to this investigation. needed to pursue whatever leads Sheen has
There is a high likelihood that others will be discovered and find out as much information as
attending this meeting. possible about the item.

• The Knights have been keeping tabs on (PC • The Knight’s records show that 10 years ago one
who has Pixie in a bottle) and knew that they of their order was a member of the expedition
possessed the item through various mundane that originally discovered the item. The
and magical means. Knight’s name was Sereena Vantuk.

• The Knight also tells them that they do not have • Lady Sereena was lost and presumed to have
much time now that it appears the wasting died during the course of the expedition.
disease has stricken many priests and even a few • Recent attempts to divine information about
Knights and Paladins of Rao. It appears to be Sereena have revealed that she is not dead.
getting worse. In other words he cannot dally Unfortunately that is all that could be
with the PCs for long because he must go back discovered.
to keeping watch over Bishop Rinken.
• Any more information that can be found about
the fate of Sereena is of great interest to the
knighthood.

Pixie in a Bottle Page 5


Hook 3: that agree to help for the good of Veluna will receive the
influence.
In the event that none of the characters are members of
the Knights of Salvation or possesses the item then use Hook 6:
this hook to make sure one of the characters at the table
If the characters are from out of region and do not in
is given the item. In this case Brinan Silvercrown has
some way qualify for one of the previous hooks then they
been given the item and has been ordered to find
meet with a young boy named Younder. It is possible
someone to work with Sheen Kriha to find out more
that they have met with Younder previously in the
about the item. Use Hook 1 as a guide to determine
adventure Vel2-08 What’s Behind this Crate. If that is
which character in the party should best have the item.
the case then Younder remembers them from the
The item should be given to any Velunan character
previous adventure though he does not remember their
before anyone who is not from this region as long as the
names. Younder is currently traveling with his aunt
Velunan character is either Lawful or Good in alignment.
Brinan. When the characters encounter Younder he is
If any of the characters has any sort of influence with
sitting outside of a house doing something, anything to
any Veluna organization you can use this as a
keep himself occupied. Feel free to come up with
determining factor as well. Use your best judgment to
anything you can think of that a very bored young boy
determine who would be a best fit for the item. If none
could be doing while his aunt is talking with someone
of the characters seems really fit to have the item then
inside. The house in question can belong to one of the
Brinan simply requests that they meet with Sheen Kriha
following people:
at 9 bells this morning. Brinan then meets with Sheen
before this time and finds out about Cyrian. She then • The home of the character used in Hook 1 in
travels to meet with Cyrian and gives him the item. The the event that no player character knights of
events of Encounter Three still take place, as Cyrian does salvation are at the table.
not bring out both items until the characters are there.
Brinan tells Cyrian that some adventurers are coming to • The home of player character Knight of
meet with him. This should be a last ditch solution only Salvation from Hook 2.
and should really only be used if all of the characters are • The home of the PC from Hook 3 if any.
from out of region and are to shady/untrustworthy to be
given the item. • If Brinan visits none of the other characters
then he is outside the home of one of the other
Note: At this point someone in the party or Cyrian has Knights of Salvation.
the item. Use one of the following hooks for each of the
rest of the characters to get them to meet at the museum Younder, being the excitable young boy that he is, has
at 9 in the morning. If for any reason the characters overheard his aunt talking. It seems that she is looking
ignore their hook then the adventure is over for them. for rock-em sock-em adventure types to help with an
adventure of some sort. Seeing someone that is foreign
Hook 4: to the lands of Veluna who obviously has the look of an
adventurer, Younder has taken it onto himself to ‘help’
If the character is a member of the any Veluna meta-
his aunt. To this end he will excitedly take up
organization then they are approached by one of their
conversation with this complete stranger (the PC). He
superior’s. Sheen has contacted their organization and he
tells the character the story of how his aunt took him to
has requested that they send someone to assist in his
the Museum last year. He will go into great detail about
investigation. Each of the different organizations has an
the big skeletons, scary monsters, and great treasures that
interest in finding out something more about the item.
are on display there. He will finally get around to asking
Hook 5: the character if they are an adventurer and will quiz them
on what great and powerful monsters they have slain,
If the character has Veluna as their home region then treasures they have ‘acquired’, and good deeds they have
Brinan Silvercrown pays them a visit and requests that done. If he is satisfied that they are in fact a genuine
they attend a meeting with Sheen Kriha and assist him adventurer then he will rush into the house to get his
with his investigation. If the characters request payment aunt. From there you may have to play it by ear but you
then she is willing to offer the character 100 Crooks can use parts of Hooks 1, 2, or 5 (including payment if
(gold) in payment for services rendered. Requesting requested) to get the character to meet in front of the
payment disqualifies the character from receiving the museum at the allotted time.
influence at the end of the adventure. Obviously those

Pixie in a Bottle Page 6


Everyone’s hooked! chain behind him once again he leads you up the
stairs and down a hallway to a door on which is a
Whatever hook is used the characters all arrive in front of
bronze plaque that reads – Curator. Opening this
the Museum of Mitrik at 9 in the morning. If the
door he gestures for you to enter. In the room are 6
characters don’t already know each other then this is the
seats situated on the other side of a desk. Motioning
time for character introductions. Once everyone is
to you to be seated he moves around behind the desk
familiar with each other then have Sheen Kriha emerge
and takes his seat.
from the museum in Encounter One: The Museum. If
the characters seem reluctant to band together then feel At this point Sheen will explain what he wants of the
free to use Sheen to encourage the characters to get to characters and what he knows. If PCs ask him any
know one another. questions while he leads them upstairs then he will just
tell them to wait until they get into his office. He will
provide the characters with the following information:

Encounter One: The Museum • He has been doing research into the curious
item found last year in the basement of the
Arriving at the museum you see an imposing museum.
structure. Massive fluted stone pillars support the
entire front part of the roof of the building. There is • Due to the fact that the prior curator was
writing on the base of the pillars and the façade is also terribly unorganized it took him some time to
carved with intricate runes. find out anything.

At this early hour the Museum is not yet open. • He knows that someone named Cyrian Vantuk
However the door to the Museum opens and through was a member of the expedition that found the
the door walks an elderly dwarf. His white beard is item.
braded in an intricately pattern and his hair is neatly • Cyrian Vantuk retired shortly after the
brushed. Seeing your group standing out front he expedition in question.
approaches. “Greetings this fine morning. You must
be the people that the Knights have sent to help me.” • He can give directions to Cyrian Vantuk’s
house. He is not sure that the information is up
Sheen waits for a response from the characters. He will to date but it is all he has.
introduce himself and once he has confirmed that they
have been sent by the Knights then read the following: • Sheen would like the characters to find Cyrian
and try to find out anything he might know
“Very good! Yes very good indeed. I don’t doubt you about the item.
will do a splendid job assisting me. Please follow me.”
With that Sheen leads you back up the steps and • Unfortunately that is all he could find out
through the front doors of the Museum. Once through his all of his searching. It’s entirely
everyone is inside he locks the doors behind him. possible that other records/details of the
expedition have been lost/destroyed.
The floor of the entrance hall is fashioned of highly
polished black and white marble. Ahead and to either • There is no urgency to go visit Cyrian and the
side from the door you entered there are three sets of characters should feel free to try to find out
double doors leading deeper into the Museum, more information through any resources they
however these doors are all closed. In the left hand might have.
corner of the hall is a set of stairs leading down. To • Any inquires as to payment or the like he
the right is another set of stairs leading up, both sets directs the characters to speak with the Knights
of stairs crafted of the same polished marble as the of Salvation.
floor. You can see from here that the stairs on the
right are carpeted in the center and a silver chain More information about Sheen’s history can be found in
hangs across the bottom of the stairs with a sign the NPC background section in Appendix Three. It is
hanging from it. In common it reads – No suggested that you also review that information as well
Admittance. but the above bullet points summarizes the relevant
information that the characters need that he has. Once
With the doors secured, Sheen leads you across the the characters are ready to go Sheen escorts them back
hall to the stairs leading up. Removing the chain he out and wish’s them safe travels. Use Encounter Two to
motions for you to walk up the stairs. Securing the resolve any attempts to gather further information, if the

Pixie in a Bottle Page 7


characters choose to go directly to see Cyrian then go to • No specific religious significance can be found
Encounter Three: Home Sweet Home. recorded as far as the pixie in the bottle is
concerned. It does not appear to be connected
with the rites or rituals of any known form of
worship.
Encounter Two: Research
Church of Rao-
This encounter should be used to resolve any attempts by
the Players to find out more information using various • Any information able to be found out in the
mundane or magical means. If not specifically listed College of the Divine above can also be found
then the attempt fails to find out any information. out directly from the Church of Rao.
Remember that any divination or scry attempts are very • Sereena Vantuk was a Paladin of Rao and a
cloudy and hardly tell the PCs anything. The characters Knight of Salvation. She was last heard from
can gather the information via the libraries of the various several years ago before taking part in an
organizations or via speaking with members of the expedition partly funded by the church. She
organization. Some of the organizations have already never returned from the expedition and is
researched the topics covered. recorded in the records as lost/dead.
If the PCs do not have access to these organizations they Divinations done at the time revealed that she
can attempt to go inside and set up an appointment for a was dead and her body unrecoverable.
fee of 500 Crooks. This is a donation for the research and • The church has some additional records from
such that they are looking for. However do to the nature the expedition. They reveal that as payment for
of the research they can only visit one organization a day. services rendered Cyrian Vantuk was allowed to
Meta-Organizations: retain an object from the expedition. The object
was a necklace crafted from multiple precious
College of the Arcane- metals with an ornamental piece hanging from
• The pixie in the bottle appears to be only lightly the front.
enchanted with Conjuration and Illusion magic. Knights of Salvation-
However more powerful forms of divinations
have failed to return any results, which is • Sereena Vantuk a Knight of Salvation took part
somewhat suspicious. in the expedition that recovered the pixie in the
bottle. The expedition was lead by her brother,
• The object is likely very old. Based on the Cyrian Vantuk.
research in the great library it is possible that it
was created using Ur-Flan Magic. • Sereena did have a somewhat unruly childhood
and did have some minor criminal convection’s
• Part of the object appears to be missing. Most of prior to becoming a knight. However her valor
these types of objects tend to be worn around on the field and her piety was proven beyond
the neck as an ornament or the like. doubt several times.
College of the Divine- • If none of the characters at the table has the
• Various divination spells will reveal little to no pixie in the bottle then the Knights have it and
information about the Pixie in the Bottle itself. may have already given the object to one of the
The only thing that can be learned by these characters or Cyrian Vantuk. The Knights in
magic’s is that it is more than what it seems. Be this case did allow the Colleges of Arcane and
sure to tell the PCs that the attempt was very Divine to inspect the object and they will
dark and cloudy and almost seemed to be suggest that more information could be found
choking them when they tried. The same can be from those organizations.
said if any NPC cleric cast it on the item. Any Other-
• Looking into records about church activities • Most other Meta Organizations do not have any
will reveal that the Church of Rao has in the records related to the adventure. Though some
past financed and supported the recovery of of them will reveal that an expedition took place
ancient lore. they do not have any specific information.

Pixie in a Bottle Page 8


Magic: • Bardic Lore can reveal the same information as
well but the DC is only [10+APL].
No information whatsoever can be found out using
magic about the Pixie in the Bottle. Treat it as an artifact
in regards to any sort of divination or other magic power.
The only exception to this is a disjunction spell. If some
how a character tries to cast such magic on the pixie in
Encounter Three: Home Sweet
the bottle then the adventure ends and the character Home
casting the spell is considered ‘lost’ until they contact the
At some point the characters will want to go to visit
Veluna Triad.
Cyrian Vantuk. Cyrian currently lives in a small home in
• Scry- Any attempt to Scry on Sereena Vantuk the forested foothills of the Lorridges to the south of
fails utterly. Those making the attempt would Mitrik. Travel to Cyrian’s small house will take most of a
understand that she is protected by powerful day. No matter what time the characters leave they
magic such as Mindblank, she has been finally arrive/find the house near dusk. During this
destroyed/killed, or her current location is encounter a group of thieves will attack the house trying
warded in some way. Also darkness clouds the to steal the pixie in the bottle and if possible slay those
mind of those who do Scry and makes it very within. They strike just after the chain that Cyrian
difficult for the PC to see anything. possesses fuses with the cylinder containing the pixie.
Read the following to describe the arrival of the PCs at
• Commune-Careful wording of the spell can find
this house:
out information about Sereena as follows: 1)
She is alive. 2) She is not currently located in It has been a long day searching through the forested
the ruins where the pixie in the bottle was edges of the Lorridges looking for the home of Cyrian
found. 3) She no longer worships Rao (with a Vantuk when you finally spy your destination. The
dark laughter). 4) She survived the fall into pit. directions you received told you about where the
No additional information can be found. Any home was located but you are on the edges of the
questions asked about her other than this will wilderness such as they are and no road leads to the
result in the response of unknown. The whole home, only a small foot path.
time during this spell tell the PC that their
Ahead of you the footpath you have been following
shoulders seem to be getting heavier and
opens into a large clearing in the woods. The forest
heavier and if they do not quit after 2 rounds
around you is slowly descending into deep shadows
they take 1D6 subdual damage per round until
as the sun starts its final slide beneath the horizon.
they stop or pass out.
Your approach has apparently not gone unnoticed for
• Contact other plane-This spell can find out the as you approach the door opens and, a man steps out
same information as the commune spell though to greet you holding a loaded crossbow in his hands.
the questions do not have to be coached in a He speaks in a rough voice, “What do you want!”
yes/no manner and therefore they can find out
the answers above basically as written. • The man is of course Cyrian Vantuk. He only wants
to be left alone to live out his days here in the woods.
• Any spells cast to find out any information The characters are going to need to approach him
about the Pixie in the Bottle fail. Any spells cast diplomatically in order to get him to open up. He
to find out information about the source of the has been living with the guilt of the death of his
magical aura across the Fals River give the sister for many years. The characters need a
response found under the College of the Divine Diplomacy check [DC 25] (currently unfriendly
entry above. need to change to friendly) with the following
Skills/Class Abilities: possible modifiers:
• Gather Information and various knowledge • If the characters first mention anything about the
skills can gather some of the same information expedition that claimed his sister then they suffer a -
above. The DC for any specific information 2 to the check.
should be set to [15+APL]. No rolls are required
• If they tell him that his sister is not dead (found out
if the character in question is a member of the
though divinations or the like) then add +10 to the
organization in question of course.
roll.

Pixie in a Bottle Page 9


• If the player role-plays the encounter well and • Cyrian managed to escape but was sorely wounded.
speaks kindly then add a +2 circumstance bonus to He reported to the College and used the pixie in the
the roll. bottle as payment to receive healing, as he was
severely drained of life energy after the encounter.
• If the player is rude and role-play’s the encounter
poorly. Threatens him or allows others in his party At some point during his story Cyrian will bring out a
to threaten him then give a -2 penalty to the roll. Mithril chain that he begins to tell the characters that he
found with the pixie in the bottle. However as soon as he
• If the character is a Knight of any organization and brings out the chain something happens. The pixie in
displays it prominently or if a PC is a cleric of Rao the bottle flies from wherever it is being carried. It
then they gain a +3 circumstance bonus to the roll. hovers in the air radiating light equal to a torch as the
If all of the characters fail then he asks them in no Mithril chain likewise flies from the hands of Cyrian to
uncertain terms to leave him alone and goes inside and attach itself to the top of the cylinder that holds the pixie
locks the door. In this case the fight occurs as the in the bottle. After attaching itself the chain and cylinder
characters are leaving the area. At least one rogue will hang suspended in mid air before slowly floating to the
attack Cyrian while the rest of the villains attack the ground.
party. Cyrian should be able to hold his own against the At this point chaos breaks loose. The door to the house is
rogue and assuming the characters aid him he will agree knocked open as a warrior breaks down the door. You
to speak with them. can give the characters a Listen Check [DC 25] (modified
Once the characters manage to either aid him in his fight for being distracted by the events occurring in the house
or talk him into speaking with them he lets them into his and distance at the start of the encounter) to hear the
house. Once the characters settle into the house he will approach of the attackers. You can give anyone who is
ask what they want. It’s fairly certain that the characters outside on guard a Spot check [DC 20] to detect the
will ask him to tell his story about what happened. He presence of an invisible foe. Please refer to DM Map 1
will relate the tale of what happened when he found the for the initial locations of the attackers.
pixie in the bottle. Use the star bullets to freely go over Creatures:
the major points of the adventure. Feel free to add some
details as needed. He will hit on all of the bulleted points APL 6 (EL 8)
but they do not need to be in any certain order and if the Gore Lightfloot: Male Human Ftr3; hp 29; see
characters ask questions during his tale he can skip ahead Appendix One.
or move to a different bullet as needed. The other bullet Valar: Male Human Clr5; hp 41; see Appendix One.
points can be used after the fight or before he is Venril: Male human Rog4; hp 24; see Appendix One.
questioned about the origins of the pixie in the bottle.
APL 8 (EL 10)
• He was once part of a group of adventurers called
vGore Lightfloot: Male Human Ftr4/Bbn1; hp 50; see
The Retrievers, named such due to the fact they
Appendix One.
specialized in retrieving items of art, lore, and the
Valar: Male Human Clr7; hp 54; see Appendix One.
like for the Great Library of Mitrik.
Venril: Male human Rog5/Asn1; hp 36; see Appendix
• They had 4 members of their group. His sister One.
Sereena Paladin of Rao, the ranger Dunthark, a
wizard named Flinfor. APL 10 (EL 12)
Gore Lightfloot: Male Human Ftr4/Bbn3; hp 73; see
• Then Sereena fell victim to a pit trap that was very
Appendix One.
well concealed and only activated when someone
Valar: Male Human Clr9; hp 68; see Appendix One.
went back over it again. She fell more than 200 feet.
Venril: Male human Rog5/Asn3; hp 48; see Appendix
• The party was unable to rescue Sereena due to the One.
fact that they were attacked after Sereena fell by
many incorporeal undead. During the fight the rest APL 12 (EL 14)
of the party was slain. Gore Lightfloot: Male Human Ftr4/Bbn5; hp 95; see
Appendix One.
• The undead seemed to attack the other members of
Valar: Male Human Clr11; hp 83; see Appendix One.
the party more than Cyrian. He’s not sure why.
Venril: Male human Rog5/Asn5; hp 60; see Appendix
One.

Pixie in a Bottle Page 10


Tactics: During the combat the goal of the attackers is Treasure:
not to kill the characters. They are trying to steal the
APL 6: L: 286 gp; C: 0 gp; M: 2 Cloak of Resistance +1
pixie in the bottle and leave. They will fight to cover the
(83 gp each), Amulet of Natural Armor +1 (83 gp)
retreat of one of their number. If captured the attackers
APL 8: L: 592 gp; C: 0 gp; M: 2 Cloak of Resistance +1
only know that they were paid to attack the occupants of
(83 gp each), Amulet of Natural Armor +1 (83 gp), +1
this house and deliver the pixie in the bottle to a location
medium spiked chain (194 gp), Periapt of Wisdom +2
to be set after they acquire the object. They were to be
(333 gp)
contacted via magical means to find out the location of
APL 10: L: 592 gp; C: 0 gp; M: 4 Cloak of Resistance
the delivery/exchange. They were contacted though
+1 (83 gp each), Amulet of Natural Armor +1 (83 gp),
several middle men and do not know who the original
Ring of Protection +1 (166 gp), +1 medium spiked chain
employer is and do not want to know. This is standard
(194 gp), Periapt of Wisdom +2 (333 gp), 2 Potions of
operating procedure for them.
Barkskin (+3) (50 gp each)
NOTE: Each NPC will drink their potions prior to going APL 12: L: 592 gp; C: 0 gp; M: 4 Cloak of Resistance
into battle if at all possible. +1 (83 gp each), Amulet of Natural Armor +1 (83 gp),
Ring of Protection +1 (166 gp), +1 medium spiked chain
Precast Spells: APL 6: Valar precast the following spells
(194 gp), Periapt of Wisdom +2 (333 gp), 2 Potions of
Bull’s Strength (+4) on Gore giving him a 22 Str and a +11
Barkskin (+3) (50 gp each), 2 Potions of Haste (62 gp
to hit doing 2D4+9 dmg. Then Invisibility and Divine
each), Potion of Enlarge Person (20 gp)
Favor (+1 to atk/dmg). The rogues advance by stealth
trying to sneak attack as many times as possible.
Development: After the combat, Cyrian will agree to
APL 8: Valar precast the following spells: Bull’s Strength guide the characters to the location of the ruins where
(+4) and Protection from Good on Gore then Gore rages. the pixie in the bottle was found. In fact he will insist
Then he casts the following spells upon himself: Divine that he accompany the characters. He has come to the
Power, Divine Favor, Magic Weapon on his mace, Spell conclusion that returning to the fell ruins is the only way
Immunity (Lightning Bolt) which gives Valar a +15/+10 he can come to grips with the loss of his sister. If the
to hit and doing 1D8+8 dmg. Also cast Bear’s Endurance characters have been able to divine and alert him to the
(+4) giving him 68 hps. Then cast Invisibility on one of fact that his sister yet lives he hopes to find out what
the rogues. became of her.
APL 10: Valar precast the following spells: Bull’s
Strength (+4) and Protection from Good on Gore then
Gore rages. Then he casts the following spells upon Encounter Four: The Village of
himself: Bull’s Strength (+4), Divine Power, Divine Favor,
Magic Weapon on his mace, Spell Immunity (Lightning Swan Hill
Bolt and Flame Strike) which gives Valar a +20/+15 to hit
This village is the last comfortable place to rest before
and doing 1D8+11 dmg. Also cast Bear’s Endurance (+4)
crossing the Fals River. The characters can take up
giving him 86 hps. Cast Magic Vestment on his Armor
lodging for the night and speak with some of the
giving him AC 23. Valar cast Freedom of Movement the
townsfolk. Cyrian let’s the characters know that this is
rogue and Invisibility on the rogue. The rogue casts True
where his group setup their base of operations while
Strike as well.
exploring the ruins which are about a day’s travel across
APL 12: Valar precast the following spells: Bull’s the river in the mountains. Read the following to
Strength (+4) and Protection from Good on Gore then describe what the characters see once they enter the
Gore drinks his potion of Enlarge Person, then rages. outskirts of town. Give the PCs Player Handout #2.
Then he casts the following spells upon himself: Death
The small village of Swan Hill lies before you
Ward, Divine Power, Divine Favor, Magic Weapon on his
surrounded by small-forested hills. Fields of grain
mace, Spell Immunity (Lightning Bolt and Flame Strike)
border the road you travel with more forest beyond
which gives Valar a +22/+17 to hit and doing 1D8+11
the edge of the fields. The village proper contains
dmg. Also cast Bear’s Endurance (+4) giving him 105 hps.
only a few buildings and watchtowers flanking the
Cast Magic Vestment on his Armor giving him AC 23.
road just before entering town.
Valar cast Mislead on himself and then Freedom of
Movement the rogue and Invisibility on the rogue. The The center of town currently contains a mass of
rogue casts True Strike as well. people standing around talking to one another. They

Pixie in a Bottle Page 11


keep pointing at a number of bundles that lay on the dark echoing laughter emanating from the body of
ground in ordered rows across the village green. the dead Knight of Veluna.
The characters have arrived in time to witness the local Vivian is reduced to a crying shaking wreck for at least 1
priest of Rao try to revive the Knight of Veluna that was hour unless the characters can find some way of calming
recently assigned to this village after returning from her down and bringing her out of her fit. She just tried to
Verbobonc. This was a direct result of the country of cast the spell Raise Dead on her liege lord and husband.
Veluna pulling back its Knights to combat the threat The resultant failure and backlash of negative energy
posed by ‘The One’. have left her mildly insane for a brief period of time. Any
of the following can bring her around enough to speak
Once the characters approach the center of the village
coherently:
the villagers will direct them to the center of the crowd.
There they can speak with Vivian Courtright (Half-Elf, • Profession (Herbalist) [DC 18] to brew up some tea
Clr5). Vivian is about to cast a Raise Dead from a scroll to calm her nerves.
on William Radcliff (Dead, hm Pal6). The PCs arrive just
in time to witness her finishing the spell with dramatic • Heal check [DC 15] will let the character know that
results: a cold compress and a quiet place for a few minutes
should snap her out of it.
Following the directions of the villagers on the
outskirts of the crowd you slowly make your way • Intimidate check [DC 19] will cause her to react
though the throng to the center. Standing next to the violently and start shouting things like “He’s dead
body of a knight whose armor has been rent asunder and I can’t bring him back!”, “Rao has failed to bring
by some massive force is a beautiful woman in clerical him back and it’s all my fault!”, “You don’t
vestments with the symbol of a smiling golden face understand!” Feel free to make up your own
woven into the fabric. She is reading from an open statements as she pours out her emotion in a rage
scroll she holds in her hands. before sputtering to a halt and becoming coherent.

Then, as the last of the mystical words flow from her After the characters calm her down, they can question
lips, the woman sprinkles a glittering powder the her as to what happened. The characters can also
length of the corpse. With a jerk the corpse question some of the villagers and they will back-up her
convulses and releases a terrifying scream! The statements and have some information of their own to
echoing scream and gurgling issues forth one-throat add. The characters can find out the following
sounds like a thousand voices screaming for release. information:
“Help Me! Kill me! Set Me FREE!” The words blur • Vivian just finished casting a Raise Dead from a
together into a continuous stream of noise too scroll on William and the result was what the
terrifying to imagine as well as a small stream of black characters saw and heard.
gas waver above the Knight then is gone.
• Heal Check [DC 20] will discern that William died
As the sound washes over the crowd the people of the of massive claws ripping his sternum open. A Heal
village being to push and shove each other as they check [DC 25] will reveal that he was impaled after
begin to add their own screams to the noise. In a death.
matter of moments the crowd is scattered across the
village, running in blind panic into the forest • Knowledge(Religion) check [DC20] will let the
surrounding the village. character know that the horrible scream was quite
unusual and they have no explanation for that result.
Have the characters in the party all make Will saves [DC
14+APL]. Failure causes the character in question to flee • Vivian was ordered to remain in the village yesterday
from the sound for 1d4 minutes. Success still leaves its when William, along with his men at arms, used the
mark as the character is shaken for 1d4 rounds. Those village barges, from the Swan Lake, to ford the river
that are immune are of course completely unaffected to investigate the claims of a woman who came into
(such as paladins). town early yesterday morning.

After everything has settled down a bit read the • Late last night a wall of fire appeared on the other
following to the PCs: side of the river. The wall of fire served as a light
source and grim highlight for the impaled remains
Once you have calmed down enough after witnessing of Sir William and his men.
that strange event you could have sworn you heard a

Pixie in a Bottle Page 12


• The woman that wandered into town said moaning “We shall meet again” in Infernal. This will activate a
corpses chased her across the river. contingency she cast from a ring of spell storing several
days ago. The contingency is a teleport spell that will
• None of the villagers remember seeing the women take her back to just outside the entrance to the Dungeon
in town last night. The innkeeper however will of Souls. She may however accept a duel from a paladin
report that she woke up this morning and came or other knightly figure and will only use the
down for breakfast. The villagers and the innkeeper contingency if it appears she is going to lose.
will report that they think that she spent the night
recovering from her ordeal. She can relate some information and will try to get the
characters to turn over the pixie in the bottle to her.
• One of the older villagers will report that for some Keep in mind her social skills listed in Appendix Three as
reason he thinks that he had seen her before but is you role-play this encounter, roll her Bluff each time
not sure where or when. someone wish’s to attempt a Sense Motive, knowing
Vivian will ask the PCs to please carry in her lord to her most players that will be every other word that comes out
small home in the village so she can prepare the burial. of her mouth. She can relate the following information
and will use some of the following ‘tactics’ to try to
convince the characters to turn over the pixie. She will of
course radiate evil. No other patrons seem to be paying
Encounter Five: Family Reunion much attention to her in the bar.
After learning what they can from Vivian it is likely Her Story:
the characters will want to go speak with this strange • She will relate how she fell down the pit in the
woman who recently came into town. Once the dungeon complex where she lost touch with her
characters enter the Inn read the following: brother. She was sorely wounded but not killed by
The Flaming Plum Tavern is the only lodging to be the fall. She was however knocked unconscious by
found in this small town. Standing 3 stories tall it the fall. (True)
towers over the largest of the surrounding village
• After waking up she tried to use her deity given
houses and has a pair of gold painted lion statues
powers to heal herself but failed. She does not know
standing guard to either side of the large oak door.
why she failed. (Partly true, she now knows why she
Pushing your way inside you find a self appointed
failed to heal herself but did not know at the time).
dining hall that would not be out of place in the
better established venues in Mitrik. • After crawling though the lower parts of the ruins
she found a large fountain filled with black waters.
The main room is still quickly filling up as the
She was very parched and could not resist drinking
villagers flock to the first floor tavern. The recent
from the water. She was very surprised to find out
scare has sent most of them here to wash away the
that the waters healed her. (Partly true, she was lead
memory of the terrible scream.
to the fountain by a voice.)
As you begin to push your way though the edges of
• After drinking her fill and being healed she fought
the crowd and begin to look around you quickly
her way though the terrible dungeons beneath the
notice that Cyrian has stopped dead in his tracks.
ruins and only recently managed to find her way
One of the townsfolk is trying to push his way into
back to the surface years later. (A Lie).
the room yet Cyrian is ignoring him completely. He
is staring intently across the room to a corner table. • During her time in the dungeons she found records
His face is pale and he begins to shake as he raises his of the fact that the Pixie in the Bottle that her
finger to point at the figure seated at the table. brother had found was in fact a powerful magic
He utters just one word before beginning to push his device. If placed upon a special pedestal will release
way across the room in a rush saying one word over the powerful pixie trapped within. (Partly true, it
and over again. “Sereena.” will release something that is trapped within.)

The characters may want to try to act at this point. The • She will try to get the characters and her brother to
woman seated at the table is indeed Sereena. She is here travel to the dungeon entrance so she can lead them
waiting for Cyrian and his new ‘friends’ to arrive. She is to the pedestal.
more than willing to speak with the characters and
Cyrian, however at the first sign of trouble she will say,

Pixie in a Bottle Page 13


Her Brother: with her blight then events in the final encounter
will differ. Note this event as it will influence the
• At first she gives her brother anything but a warm
final encounter and will be noted on the Adventure
welcome. She will however ‘pretend’ to warm up to
Record.
him when he starts to take her side in any
disagreement. The Truth
• Cyrian still blames himself for what happened to his • After waking up from her fall she could not use her
sister no matter how much the characters managed paladin healing powers to cure herself because she
to get through to him in Encounter Four. He will do was in an area of anti-magic.
anything to make up what happened to his sister.
• After crawling pitifully around the darkened pit she
• During her tale he will show sympathy and will take found no way to escape at first. However a secret
up her side in any argument. This may cause the door opened and a voice called out to her. Following
characters to become suspicious. the voice she was lead past many undead with
glowing red eyes to a large pool of pitch-black water
• If they do, have the players roll Sense Motive and let adorned with marvelous gems, some of which
whoever rolls highest know that he seems truly sparkled with an inner light.
remorseful. Let the player know that he is tearfully
glad to see his sister and is doing everything in his • The voice bade her drink from the pool. When she
power to win her good graces. did she felt the life force sucked from her body as
her soul was drawn into one of the gems. The voice
But She’s EVIL!
that led her to the pool spoke with her over the years
• It’s very possible that the characters will find out that past. It told of ways to escape the gem however
that she is now evil and therefore not a paladin. In she needed to forswear her oaths as a paladin and ask
this event the encounter can take really two for the aid of a powerful fiend.
different turns of events. The characters can try to
• At first she flatly rejected the calls of the voice and
talk with her and find out her real story or they can
tried as she could to escape the endless sea of
attack her.
blackness she found herself floating in. Again and
• She tells the PCs and her brother that she is the only again it became clear that there was no escape.
one that knows of the dangers down below and that
• The voice continued to speak with her. Over time
they need her. Also the Knights and Museum would
her will and moral fortitude were slowly eroded
want them to make sure what the Pixie is and find
until only recently she finally agreed to speak with
out all they can and she knows the next step in doing
the fiend. The being was summoned and pulled her
that.
from the gem. The fiend was wreathed in flames
• If the characters attack her en masse she just uses however strangely enough spoke kind words. It was
her contingency to escape. She is watching for just truly sympathetic to her cause and told her how it
this event and is ready for it. was through no fault of her own that she ended up
here. In fact it was the fault of her brother and his
• If one or more characters challenge her to a duel of lack of skill that caused her to fall in the pit.
honor or the like then she will accept. If she drops
below one-third her hit points and it seems like she • The voice continued to speak with her and it and the
has any possibility of falling then she will use her fiend schooled her in the arts of battle. They trained
contingency to escape. Use combat statistics foud in her to become a Blackguard and charged her with
Appendix Three. If the fight is not to the death and retrieving that which her worthless brother had
she loses then she will tell the truth (see next section stolen.
of role-playing notes.) Eventually she will either leave via the teleport or agree
• However if they are willing to talk with her and travel with them the next day. She will lead them along
demand the truth she will tell them everything she with her brother to the cave entrance that leads to the
knows. Telling the truth will ultimately bring her Dungeon of Lost Souls.
closer to redemption. This will take heavy Cyrian will lead the party to the dungeon entrance as he
roleplaying. Also have the PCs roll 2 Diplomacy has been there before but not below. If at anytime the
Checks [DC 20] to get her on their side even more. party attempts to kill Sereena she will teleport to safety
If the characters are kind, respectful, and empathize

Pixie in a Bottle Page 14


via the ring. If the PCs kill her like in her sleep then she manage then continue on to the next encounter. Note to
is dead. yourself if the character holding the pixie in the bottle
trusted the voice enough to allow it to take over in the
first wave. This will need to be recorded on the
Adventure Record at the end of the adventure. For more
Encounter Six: On the Road information on the Pixie in the Bottle and the powers
Again available to it see Appendix Two. It will use the
following spells to great effect in order each round until
After crossing the river Cyrian and/or his sister will lead any remaining undead are destroyed: Sunburst, meteor
the characters to the entrance of the dungeon of lost swarm, time stop (3 rounds casting acid fog, incendiary
souls. However there is a bit of a snag in the plan. cloud, and gate (summons solar)). Feel free to let the
Unknown to Sereena The Voice has other plans. character possessed select spells within reason but the
Whether or not she is with the party read the following being suggests these as the most effective in the current
text as the characters come within sight of the cave situation.
entrance:
Remember that Cyrian and possibly Sereena are with the
For the last few hours you have been following a trail, party. Give the characters 1 round between waves to heal
which is just a little more than a game path as it up. Then roll initiative for the next wave. Pay careful
winds its way through the wilderness. The attention to time when playing though this.
mountains loom above your heads as you travel
among their foothills following the lead of your Note: Due to the PCs having the aid of the NPCs this
guide. encounter is a bit tougher than normal.
Ahead in the distance you can see a large cave
opening in the side of a huge hill. Your guide (be it Creatures:
Cyrian or Sereena) says, “There it is that is the APL 6 (EL 8)
entrance we are seeking.” No sooner is this said than Troll Skeletons (4): hp 39 each; see Monster Manual.
the hills to either side erupt with motion. Troglodyte Zombies (6): hp 29 each; see Monster
Humanoids and giant shapes take up weapons hidden Manual.
under dirt-covered tarps and move to attack. Before
you are able to turn to face your adversaries you spy APL 8 (EL 10)
more of the beasts erupting from the cave further Ettin Skeletons (4): hp 65 each; see Monster Manual.
down the path. Ogre Zombies (4): hp 55 each; see Monster Manual.
At this point roll initiative. There is not really any
surprise as it takes an action to stand from their APL 10 (EL 12)
concealment. Also note that in all cases the undead in Cloud Giant Skeletons (2): hp 110 each; see Monster
this encounter are cloaked with a veil spell to appear to Manual.
be living and breathing members of their race. Umber Hulk Zombies (9): hp 107 each; see Monster
Characters wishing to disbelieve are allowed a Will Save Manual.
[DC 24] to see though the illusion please only give them
this if they ask for it or directly interact with the APL 12 (EL 14)
creatures (casting spells) Young Adult Red Dragon Skeletons (5): hp 123 each;
see Monster Manual.
Special NOTE: During this encounter the voice from
Gray Render Zombies (5): hp 133 each; see Monster
the pixie in the bottle will try to convince the character
Manual.
carrying it to allow it to help them. To this end the
encounter is setup in a series of ‘waves’. The party will These are the creatures that the PCs will see in wave 2.
face off versus the first wave only. The voice will be Roll initiative just like normal to make the PCs think
trying to will itself to be used by the PC that holds it the they have to fight these creatures but then let the pixie in
whole time and then will just ‘let go’ and blast the second the bottle take over.
wave no matter what. This is to show the power of the
pixie in the bottle. It’s also possible for a high level party
APL 6
Ettin Skeletons (4)
to ‘escape’ using teleport magic to transport themselves to
Ogre Zombies (4)
the cave entrance. Keep in mind the limitations of such
magic and the fact that they are a touch spell. If they do

Pixie in a Bottle Page 15


APL 8 magic to fall the final 20 feet taking 2d6 damage as a
Cloud Giant Skeletons (4) result. The effect ends once they have passed though the
Umber Hulk Zombies (5) door.
The door from this area is currently closed. Searching
APL 10 the area [DC 20] will find the following treasure:
Young Adult Red Dragon Skeletons (5)
Gray Render Zombies (6) Locked Stone Door: 6 in. thick; hardness 8; hp 60; AC
10; Break DC 25.
APL 12 Once the characters open the door read the following:
Nightwalker (1)
Beyond the door reveals a room some 50 feet deep
Note: The Veil spell causes the Nightwalker to appear as and 35 feet wide. At the far side of the room you can
a Titan. It begins combat with Haste, detect magic, and see two large black marble pillars standing against a
See invisibility, all pre-cast on itself. For this creature blank wall.
assume the Pixie gets past the SR. Also there is no loot in Closer to you is a raised dais in the center of which
this encounter as the weapons (if any) that are used are stands a long marble pedestal of some sort. Magical
ancient and cannot stand the test of time. lights glow along the edges of the dais highlighting
the pillar in the center.
The marble pillar’s on the far side of the room is an
Encounter Seven: Dungeon of inactive portal leading to the next level of the dungeon
complex. However the characters currently do not have
Lost Souls the key to open the portal nor do any of the NPC’s that
Having defeated the forces arrayed against you travel with the party. The portal is the subject of the next
outside you finally enter the cave. All that you see in adventure in the series and the characters will return
the back of the cavern is a hole in the ground leading here again once they have uncovered the secret of
down. opening the portal.

Cyrian leads you down the tunnel deeper into the As listed on the DM Map #3 there are two secret rooms
mountains. After traveling some 300 feet you come off of this main room containing the pedestal and gate.
to a large door, which stands open. Cyrian says, “Here One contains the devil that was summoned as part of the
is the entrance we found. I disabled the traps on the process of Sereena becoming a blackguard (or starting to
door and managed to open it.” become as at lower APL’s she is just a fallen paladin.) The
other contains Sereena if she was confronted at the
Passing though the entrance you find yourself village of Swan Hill and the characters did not try to sway
looking at a large room filled with rubble. Just ahead her from the path of evil. If she is here she will come out
of you a large gaping hole encompasses the floor. to confront the party after the evil trapped within the
The hole in the floor is the location of the pit trap that pixie in the bottle is freed. If she is instead with the party
Sereena fell though. Searching the chamber will reveal and the party has made a strong effort to turn her from
nothing. Eventually the characters will want to search the way of evil such as showing her that she was led
the hole in the floor. The pit is smooth all the way to the astray and what have you. She will then in turn lead the
bottom some 200 feet down. The characters can use fight against the devil when it appears and will fight on
ropes to secure a safe climb down or use magical means. the side of the characters. However if she simply tricked
If characters failed to bring rope then Cyrian or Sereena them then she will also turn against them. This
(if she is with the party) will provide enough silk rope to encounter could prove to be even higher if the characters
reach the bottom. With the aid of the rope the climb did not discover that she had fallen and did not try to
check is [DC 5]. Without the aid of a rope the climb redeem her.
check is [DC 25]. In any case if Sereena is with the party she tries to
The bottom of the rope is the location marked by the convince the character that is holding the pixie in the
exploded skeleton on DM Map Two. The large area at bottle to place it on the pedestal. If she is not with the
the bottom denoted by rubble is under a constant aura of party either because they managed to kill her by trickery
an Antimagic field spell. This effect starts 20 feet up the or some other means then the pixie in the bottle will
shaft leading down which could cause characters using constantly ask that the character holding it place it on the
pedestal. It will even go so far as to use some of its spells

Pixie in a Bottle Page 16


to prevent other characters from preventing the holder of anybody else in the new round. Assume they don’t
the pixie in the bottle from placing the device on the appear until the top of the round.
pedestal. Once it is clear that the character is refusing to
If this happens out of combat and the PC’s wish to react
put the pixie in the bottle on the pedestal or is otherwise
to the dark twin’s spell casting. Have them roll initiative.
prevented from doing so then the devil and Sereena (If
However, for story purposes, have the dark twin win the
she is not with the party) will step out in an attempt to
initiative and get his spell off (don’t tell the players this,
force the issue. In this case the devil in question goes
roll a die and give him a sufficiently high init).
after the holder of the pixie in the bottle and grapples in
an attempt to take the item from that player (or disarms if Have any PC w/ spellcraft roll a spellcraft check [DC24]
the character is not armed). It then places the pixie in to identify the spell being cast as Timestop.
the bottle on the pedestal.
As the dark twin completes his spell, things seem to
No matter who places the pixie in the bottle on the altar shift suddenly. The dark twin is suddenly standing
once someone has done so read the following: before the twin pillars at the back of the room, which
are now crackling with black energy between them.
There is an audible sigh of relief from the middle of
The bottle on the pedestal is also now open, and the
the room as the cylinder containing the small pixie
chain is missing. Before anybody can react, the dark
made of flame comes to rest on top of the pedestal.
twin leaps through the crackling black energy
The recently attached chain snaps apart and snakes its
between the pillars and disappears. The black energy
way around to four points on the top of the pedestal
immediately disappears with him.
as it secures the cylinder in the center. Strange
arcane lights begin to flash down the securing chains
and along runes hidden down four sides of the
The light twin seems to melt into a white sparkling
pedestal and across the floor of the dais to all corners
mist that is drawn back into the open bottle which
of the platform. The lights that illuminated the
then shuts itself with a resounding *click*.
pedestal begin to flash and rays of intense energy fly
up to strike the cylinder. A cloud of energy forms At this point the characters are free to act.
itself around the cylinder flashing as the rays of light
Once he has stepped though the portal the devil and
strike it from all sides. The cloud of energy continues
Sereena, if they have not already done so, come out of
to grow until it obscures the entire center of the dais,
their secret doors to confront and try to slay the party. As
pedestal and cylinder lost in a cloud of pure light.
discussed before if Sereena is with the party and they
Out of the light step two beings, then the lights and have managed to try to redeem her then she attacks the
magical energy disappear instantly. Strangely enough devil.
the two beings appear to be almost identical.
DM NOTE*: REMEMBER TO USE CYRIAN TO HELP
One of the beings wears a robe of pure white fabric THE PCs. If need be allow them to control him. His stats
with green and brown filigree along the bottom. are in Appendix Three. Also even if Cyrian dies they do
Images of forest creatures, tree’s, the sun and the NOT get any of his equipment. The church will
moon can all be seen along the hem and the ends of confiscate his remains and return them to his family (and
the short sleeves that billow out. Every inch of his use magic to make sure it happens).
bronze skin is tattooed with images of the forest,
After the dust has cleared read the following:
stars, and other images of nature. He seems
disoriented and stunned. Unsure of what has just happened you turn to look at
Sereena and Cyrian for answers.
The other being is a dark twisted image of the man
standing beside him. This man wears a similar robe, “I’m at a lost for words by what just happened. It’s as
but all in black. Images of skulls and fiendish symbols if I just woke up from a bad dream. I’m not quite
can be seen along the hem and the ends of the short sure.” Sereena trails off as she stares out to the door
billowing sleeves. The man has a look of hatred in his that is the only thing left in the room.
eyes as he sneers at his lighter twin. With a growl he
begins to cast a spell. APL 6 (EL 9)
Bone Devil (Osyluth): hp 95; see Monster Manual.
If this happens during combat, consider the light twin
stunned and the dark twin as aware. As any aware APL 8 (EL 11)
combatant being added to a combat (DMG pg. 24 Barbed Devil: hp 126; see Monster Manual.
“Newcomers are Aware”), the dark twin acts before

Pixie in a Bottle Page 17


Encounter Six: On The Road Again
APL 10 (EL 13) Defeat the waves of the enemy hordes.
Ice Devil (Gelugon): hp 147; see Appendix One. APL 6 240 xp
APL 8 300 xp
APL 12 (EL 16) APL 10 360 xp
Horned Devil (Cornugon): hp 172; see Monster APL 12 420 xp
Manual.

Encounter Seven: Dungeon of Lost Souls


Treasure:
Kill the devil guardians.
APL 6: L: (0 gp); C: (0 gp); M: Lens of Detection (292 APL 6 270 xp
gp), Cold Iron Longsword (3 gp) APL 8 330 xp
APL 8: L: (0 gp); C: (0 gp); M: (0 gp). APL 10 390 xp
APL 10: L: (0 gp); C: (0 gp); M: Amulet of Endurance APL 12 480 xp
+2 (333 gp).
APL 12: L: (0 gp); C: (0 gp); M: Amulet of Endurance Story Roleplaying Award
+4 (1,333 gp), Potion of Tongues (62 gp) The PCs successfully converted Sereena back to the good
side.
APL 6 60 xp
Conclusion APL 8 85 xp
APL 10 105 xp
The characters find themselves unable to pass though the APL 12 130 xp
gate in the room. No divinations will work to discover
the key to operating the portal. The characters can search Discretionary Roleplaying award
all about the room but they do not find anything else of APL 6 120 xp
note. They can note down all the runes and other APL 8 160 xp
markings adorning the pedestal and gate but they do note APL 10 165 xp
even hint at the key to the gate. APL 12 185 xp
Sereena and Cyrian thank the players for helping to free
her from the curse that was below. She will hopefully Total possible experience:
meet them in the future to possibly combat what they APL 6 900 xp
have just faced. APL 8 1,125 xp
APL 10 1,350 xp
They need to report what they have found and seek the APL 12 1,575 xp
answers they require from the great library and others.
The End
Treasure Summary
Experience Point Summary During an adventure, characters encounter treasure,
To award experience for this adventure, add up the values usually finding it in the possession of their foes. Every
for the objectives accomplished. Then assign the encounter that features treasure has a “treasure” section
experience award. Award the total value (objectives plus within the encounter description, giving information
roleplaying) to each character. about the loot, coins, and magic items that make up the
encounter’s treasure.
Encounter Three: Home Sweet Home
Defeat the would-be thieves. The loot total is the number of gold pieces each character
APL 6 240 xp gains if the foes are plundered of all their earthly
APL 8 300 xp possessions. Looting the bodies takes at least 10 minutes
APL 10 360 xp per every 5 enemies, and if the characters cannot take the
APL 12 420 xp time to loot the bodies, they do not gain this gold. If you
feel it is reasonable that characters can go back to loot the
bodies, and those bodies are there (i.e., not carted off by
dungeon scavengers, removed from the scene by the local
watch, and so on), characters may return to retrieve loot. If

Pixie in a Bottle Page 18


the characters do not loot the body, the gold piece value for Barkskin (+3) (50 gp each), 2 Potions of Haste (62 gp
the loot is subtracted from the encounter totals given each), Potion of Enlarge Person (21 gp)
below.
The coin total is the number of gold pieces each character
Encounter Seven: Dungeon of Lost Souls
APL 6–L: (0 gp); C: (0 gp); M: Lens of Detection (292
gains if they take the coin available. A normal adventuring
gp), Cold Iron Longsword (3 gp)
party can usually gather this wealth in a round or so. If for
APL 8– L: (0 gp); C: (0 gp); M: (0 gp).
some reason, they pass up this treasure, the coin total is
APL 10– L: (0 gp); C: (0 gp); M: Amulet of
subtracted from the encounter totals given below.
Endurance +2 (333 gp).
Next, the magic items are listed. Magic item treasure is the APL 12– L: (0 gp); C: (0 gp); M: Amulet of
hardest to adjudicate, because they are varied and because Endurance +4 (1,333 gp), Potion of Tongues (62 gp)
characters may want to use them during the adventure.
Many times characters must cast identify, analyze Total Possible Treasure
dweomer or similar spell to determine what the item does APL 6: 800 gp
and how to activate it. Other times they may attempt to APL 8: 1,250
use the item blindly. If the magic item is consumable (a APL 10: 2,100
potion, scroll, magic bolts, etc.) and the item is used before APL 12: 3,000
the end of the adventure, its total is subtracted from the
adventure totals below. Special
Once you have subtracted the value for unclaimed treasure Pixie in the Bottle: Any character that assisted the
from each encounter add it up and that is the number of pixie in the bottle from being freed of its evil tormentor
gold pieces a characters total and coin value increase at the has the gratitude of the being trapped within. This item
end of the adventure. Write the total in the GP Gained will come into play in a future adventure played. In
field of the adventure certificate. Because this is a Regional return for their help, the being will help the character in
scenario, characters may spend additional Time Units to a limited way. It can provide the following spell to the
practice professions or create items immediately after the character in the event it appears that the character and
adventure so this total may be modified by other his or her associates are about to lose a combat. It does
circumstances. this only once and from thereafter it does not have the
power to do so again. It casts a mass teleport affecting the
L = Looted gear from enemy; C = Coin, Gems, Jewelry, and character in question and any of his associates. It returns
other valuables; M = Magic Items. them to the last safe location that the party rested. This
L: Looted gear from enemy results in no experience or treasure from the encounter.
This ability will only affect the character and his
C: Coin, Gems, Jewelry, and other valuables associates if they are willing. It only offers to do this
M: Magic Items (sell value) once (whether they accept of not it is used). If more then
one character at the table has this influence then they are
Encounter Three: Home Sweet Home, all used up at this time. If the spell would not work due to
APL 6: L: 286 gp; C: 0 gp; M: 2 Cloak of Resistance +1 the location then this favor is still used and the spell does
(83 gp each), Amulet of Natural Armor +1 (83 gp) not work.
APL 8: L: 592 gp; C: 0 gp; M: 2 Cloak of Resistance +1
(83 gp each), Amulet of Natural Armor +1 (83 gp), +1 Redemption of Sereena: If any or all of the characters
medium spiked chain (194 gp), Periapt of Wisdom +2 in the group attempted to sway Sereena Vantuk from the
(333 gp) side of evil then they have done a deed of great good.
APL 10: L: 592 gp; C: 0 gp; M: 4 Cloak of Resistance Treat this as a Greater Influence point with the Church of
+1 (83 gp each), Amulet of Natural Armor +1 (83 gp), Rao in Veluna. Also note that this will also affect the
Ring of Protection +1 (166 gp), +1 medium spiked chain events in the sequel to this adventure: The Well of Souls.
(194 gp), Periapt of Wisdom +2 (333 gp), 2 Potions of
Barkskin (+3) (50 gp each) Defeat of Sereena: If the characters in the group
APL 12: L: 592 gp; C: 0 gp; M: 4 Cloak of Resistance either slew or captured Sereena Vantuk then they have
+1 (83 gp each), Amulet of Natural Armor +1 (83 gp), preformed a service to the Church of Rao. Treat this as a
Ring of Protection +1 (166 gp), +1 medium spiked chain Major Influence point with the Church of Rao in Veluna.
(194 gp), Periapt of Wisdom +2 (333 gp), 2 Potions of

Pixie in a Bottle Page 19


Appendix One: NPCs
Encounter Three: Home Sweet Home evasion, sneak attack +2D6, trap sense +1, trapfinding;
AL NE; SV Fort +3, Ref +7, Will +0; Str 11, Dex 16, Con
APL 6 (EL 8) 14, Int 12, Wis 8, Cha 10.
Gore Lightfloot: CR 3; Male Human Ftr3: Medium Skills and Feats: Bluff +7, Decipher Script +8, Hide
Humanoid; HD 3d10+9; hp 29; Init +2; Spd 20; AC 18, +10, Forgery +8, Listen +6, Move Silently +10, Search
Touch 12, Flatfooted 16; Base Atk +3; Grp +7; Atk +9 +8, Sense Motive +6, Spot +6, Tumble +10; Dodge,
(2d4+6, Chain, spiked, Masterwork); Full Atk +9 Improved Initiative, Quick Draw.
(2d4+6, Chain, spiked, Masterwork); Space/Reach 5
ft./10 ft.; AL CE; SV Fort +7, Ref +4, Will +4; Str 18, Possessions: Masterwork light crossbow, 20
Dex 14, Con 16, Int 8, Wis 10, Cha 8. crossbow bolts, Masterwork medium short sword,
Studded Leather Armor.
Skills and Feats: Climb +6, Intimidate +5, Jump +6,
Swim +6; Combat Reflexes, Exotic Weapon APL 8 (EL 10)
Proficiency: Spiked Chain, Iron Will, Power Attack,
Gore Lightfloot: CR 5; Male Human Ftr4/Bbn1:
Weapon Focus (medium Spiked Chain)
Medium Humanoid; HD 4d10 + 1D12 + 15; hp 50; Init
Possessions: Ragged Fur Clothing, Chain, spiked, +2; Spd 40; AC 18, Touch 12, Flatfooted 16; Base Atk +5;
Masterwork, Alchemist's fire x2, Breastplate, Amulet of Grp +9; Atk +12 (2d4+9, +1 medium spiked chain); Full
natural armor +1, Cloak of resistance +1 Atk +12 (2d4+9, +1 medium spiked chain); SA Fast
movement, rage 1/day; Space/Reach 5 ft./10 ft.; AL CE;
Valar: CR 5; Male Human Clr5: Medium Humanoid;
SV Fort +10, Ref +4, Will +4; Str 19, Dex 14, Con 16, Int
HD 5d8+10; hp 41; Init +4; Spd 20; AC 20, Touch 10,
8, Wis 10, Cha 8.
Flatfooted 20; Base Atk +3; Grp +5; Atk +5 (1D8+2,
medium heavy mace); Full Atk +5 (1D8+2, heavy Skills and Feats: Climb +6, Intimidate +7, Jump +6,
mace); AL NE; SV Fort +7, Ref +4, Will +8; Str 14, Dex Swim +7, Survival +2; Combat Reflexes, Exotic
10, Con 14, Int 10, Wis 16, Cha 9. Weapon Proficiency: Spiked Chain, Iron Will, Power
Attack, Weapon Focus (medium Spiked Chain),
Skills and Feats: Concentration +10, Knowledge Weapon Specialization (Spiked Chain)
(Arcana) +4, Knowledge (Religion) +4, Spellcraft +8;
Combat Casting, Improved Initiative, Lightning Possessions: Ragged Fur Clothing, +1 Medium
Reflexes. spiked chain, Alchemist's fire x2, Mithril Breastplate,
Amulet of Natural Armor +1, Cloak of Resistance +1
Spells Prepared (5/4+1/3+1/2+1; Base DC = 13 +
Spell Level) 0th – Read Magic, Guidance, Inflict Minor Valar: CR 7; Male Human Clr7: Medium Humanoid;
Wounds x2, Detect Magic; 1st - Cause Fear, Command, HD 7d8+14; hp 54; Init +4; Spd 20; AC 20, Touch 10,
Cure Light Wounds, Protection from Good*, Divine Flatfooted 20; Base Atk +5; Grp +7; Atk +7 (1D8+2,
Favor; 2nd - Bull’s Strength, Hold Person, Invisibility*, medium heavy mace); Full Atk +7 (1D8+2, medium
Sound Burst; 3rd – Dispel Magic, Searing Light, heavy mace); SA Rebuke Undead; AL NE; SV Fort +8,
Nondetection*. Ref +5, Will +10; Str 14, Dex 10, Con 14, Int 10, Wis 18,
Cha 9.
* Domains: Evil – You cast evil spells at +1 caster level;
Trickery – Add Bluff, Disguise, and Hide to your list of Skills and Feats: Concentration +12, Knowledge
cleric class skills. (Arcana) +5, Knowledge (Religion) +5, Spellcraft +10;
Combat Casting, Improved Initiative, Lightning
Possessions: Holy Symbol of the One, medium Reflexes, Spell Focus (Evocation)
Heavy Mace, Full plate, Heavy Steel Shield, Cloak of
Resistance +1 Spells Prepared (6/5+1/4+1/3+1/2+1; Base DC = 14
+ Spell Level; DC = 15 + Spell Level for Evocation) 0th –
Venril: CR 4; Male humans Rog: Medium
Read Magic, Guidance, Inflict Minor Wounds x2,
Humanoid; HD 4d6+8; hp 24; Init +7; Spd 30; AC 16,
Detect Magicx2; 1st - Cause Fear, Command, Cure Light
Touch 13, Flatfooted 13; Base Atk +3; Grp +3; Atk +4
Wounds, Protection from Good*, Divine Favor, Magic
(1D6, Masterwork Medium shortsword) or +6 ranged
Weapon; 2nd - Bull’s Strength, Hold Person,
(1D8, Masterwork light crossbow); Full Atk +4 (1D6,
Invisibility*, Sound Burst, Bear’s Endurance; 3rd -
Masterwork medium shortsword) or +7 ranged (1D8,
Dispel Magic, Inflict Serious Wounds, Searing Light,
Masterwork light crossbow); SA Uncanny dodge,

Pixie in a Bottle Page 20


Nondetection*; 4th – Confusion*, Spell Immunity, Valar: CR 9; Male Human Clr9: Medium Humanoid;
Divine Power. HD 9d8+18; hp 68; Init +4; Spd 20; AC 21, Touch 11,
Flatfooted 21; Base Atk +6/+1; Grp +8; Atk +9 (1D8+2,
* Domains: Evil – You cast evil spells at +1 caster level;
medium heavy mace); Full Atk +9/+4 (1D8+2, medium
Trickery – Add Bluff, Disguise, and Hide to your list of
heavy mace); SA Rebuke Undead; AL NE; SV Fort +9,
cleric class skills.
Ref +6, Will +11; Str 14, Dex 10, Con 14, Int 10, Wis 18,
Possessions: Holy Symbol of the One, medium Cha 10.
Heavy Mace, Full plate, Heavy Steel Shield, Cloak of
Skills and Feats: Concentration +13, Knowledge
Resistance +1, Periapt of Wisdom +2.
(Arcana) +5, Knowledge (Religion) +5, Hide +4,
Venril: CR 6; Male human; Rog5/Asn1: Medium Spellcraft +11; Combat Casting, Improved Initiative,
Humanoid; HD 5d6 + 1D6 + 12; hp 36; Init +7; Spd 30; Lightning Reflexes, Spell Focus (Evocation), Greater
AC 16, Touch 13, Flatfooted 13; Base Atk +4; Grp +5; Spell Focus (Evocation)
Atk +7 (1D6+1, Masterwork Medium shortsword) or +8
Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; Base DC
ranged (1D8, Masterwork light crossbow); Full Atk +7
= 14 + Spell Level; DC = 16 + Spell Level for Evocation)
(1D6+1, Masterwork medium shortsword) or +7 ranged
0th – Read Magic, Guidance, Inflict Minor Wounds x2,
(1D8, Masterwork light crossbow); SA Uncanny dodge,
Detect Magicx2; 1st - Cause Fear, Command, Cure Light
evasion, sneak attack +4D6, trap sense +1, trapfinding,
Wounds, Protection from Good*, Divine Favor, Magic
death attack, poison use, spells; AL NE; SV Fort +3, Ref
Weapon; 2nd - Bull’s Strengthx2, Hold Person,
+9, Will +0; Str 12, Dex 16, Con 14, Int 12, Wis 8, Cha
Invisibility*, Sound Burst, Bear’s Endurance; 3rd -
10.
Dispel Magic, Inflict Serious Wounds, Magic
Skills and Feats: Bluff +7, Decipher Script +8, Vestment, Searing Light, Nondetection*; 4th –
Disguise +4, Hide +12, Forgery +8, Listen +8, Move Confusion*, Freedom of Movement, Spell Immunity,
Silently +12, Search +8, Sense Motive +6, Spot +10, Divine Power; 5th – Dispel Good*, Flame Strike.
Tumble +12; Dodge, Improved Initiative, Quick Draw,
* Domains: Evil – You cast evil spells at +1 caster level;
Weapon Finesse.
Trickery – Add Bluff, Disguise, and Hide to your list of
Spells Prepared (1; Base DC = 11 + Spell Level); 1st cleric class skills.
– True Strike, Obscuring Mist.
Possessions: Holy Symbol of the One, medium
Possessions: Masterwork light crossbow, 20 Heavy Mace, Full plate, Heavy Steel Shield, Cloak of
crossbow bolts, Masterwork medium short sword, Resistance +1, Ring of Protection +1, Periapt of
Studded Leather Armor Wisdom +2
APL 10 (EL 12) Venril: CR 8; Male human; Rog5/Asn3: Medium
Humanoid; HD 5d6 + 3D6 + 16; hp 48; Init +7; Spd 30;
Gore Lightfloot: CR 7; Male Human Ftr4/Bbn3: AC 16, Touch 13, Flatfooted 13; Base Atk +6; Grp +7;
Medium Humanoid; HD 4d10 + 3D12 + 21; hp 73; Init Atk +10 (1D6+1, Masterwork Medium shortsword) or
+2; Spd 40; AC 18, Touch 12, Flatfooted 16; Base Atk +10 ranged (1D8, Masterwork light crossbow); Full Atk
+7/+2; Grp +9; Atk +14 (2d4+9, +1 medium spiked +10/+5 (1D6+1, Masterwork Medium shortsword) or
chain); Full Atk +14/+9 (2d4+9, +1 medium spiked +10/+5 ranged (1D8, Masterwork light crossbow); SA
chain); SA Fast movement, rage 1/day, uncanny dodge, Improved Uncanny dodge, evasion, +1 save against
trap sense +1; Space/Reach 5 ft./10 ft.; AL CE; SV Fort poison, sneak attack +5D6, trap sense +1, trapfinding,
+11, Ref +5, Will +5; Str 19, Dex 14, Con 16, Int 8, Wis death attack, poison use, spells; AL NE; SV Fort +5, Ref
10, Cha 8. +11, Will +2; Str 12, Dex 16, Con 14, Int 13, Wis 8, Cha
Skills and Feats: Climb +6, Intimidate +9, Jump +6, 10.
Listen +4, Swim +7, Survival +4; Combat Reflexes, Skills and Feats: Bluff +7, Decipher Script +8,
Exotic Weapon Proficiency: Spiked Chain, Iron Will, Disguise +4, Hide +14, Forgery +8, Listen +10, Move
Power Attack, Weapon Focus (medium Spiked Chain), Silently +14, Search +8, Sense Motive +8, Spot +12,
Weapon Specialization (Spiked Chain), Improved Bull Tumble +14; Dodge, Improved Initiative, Quick Draw,
Rush Weapon Finesse.
Possessions: Ragged Fur Clothing, +1 medium Spells Prepared (3/0; Base DC = 11 + Spell Level);
spiked chain, Alchemist's fire x2, Mithril Breastplate, 1st – Disguise Self, True Strike, Obscuring Mist; 2nd –
Amulet of Natural Armor +1, Cloak of resistance +1 Cat’s Grace, Spider Climb.

Pixie in a Bottle Page 21


Possessions: Masterwork light crossbow, 20 * Domains: Evil – You cast evil spells at +1 caster level;
crossbow bolts, Masterwork medium short sword, Trickery – Add Bluff, Disguise, and Hide to your list of
Studded Leather Armor, Cloak of resistance +1, Potion cleric class skills.
of Barkskin (+3)
Possessions: Holy Symbol of the One, medium
APL 12 (EL 14) Heavy Mace, Full plate, Heavy Steel Shield, Cloak of
Resistance +1, Ring of Protection +1, Periapt of
Gore Lightfloot: CR 9; Male Human Ftr4/Bbn5: Wisdom +2,
Medium Humanoid; HD 4d10 + 5D12 + 27; hp 95; Init
+2; Spd 40; AC 18, Touch 12, Flatfooted 16; Base Atk Venril: CR 10; Male human; Rog5/Asn5: Medium
+9/+4; Grp +12; Atk +17 (2d4+10, +1 medium spiked Humanoid; HD 5d6 + 5D6 + 20; hp 60; Init +7; Spd 30;
chain); Full Atk +17/+12 (2d4+10, +1 medium spiked AC 16, Touch 13, Flatfooted 13; Base Atk +7; Grp +8;
chain); SA Fast movement, rage 2/day, improved Atk +11 (1D6+1, masterwork Medium shortsword) or
uncanny dodge, trap sense +1; Space/Reach 5 ft./10 ft.; +11 ranged (1D8, Masterwork light crossbow); Full Atk
AL CE; SV Fort +12, Ref +5, Will +5; Str 20, Dex 14, +11/+6 (1D6+1, masterwork Medium shortsword) or
Con 16, Int 8, Wis 10, Cha 8. +11/+6 ranged (1D8, Masterwork light crossbow); SA
Improved Uncanny dodge, evasion, +2 save against
Skills and Feats: Climb +8, Intimidate +11, Jump poison, sneak attack +6D6, trap sense +1, trapfinding,
+7, Listen +7, Swim +8, Survival +6; Combat Reflexes, death attack, poison use, spells; AL NE; SV Fort +5, Ref
Exotic Weapon Proficiency: Spiked Chain, Iron Will, +12, Will +4; Str 12, Dex 16, Con 14, Int 13, Wis 8, Cha
Power Attack, Weapon Focus (medium Spiked Chain), 10.
Weapon Specialization (Spiked Chain), Improved Bull
Rush, Improved Critical Skills and Feats: Bluff +7, Decipher Script +8,
Disguise +4, Hide +14, Forgery +8, Listen +10, Move
Possessions: Ragged Fur Clothing, +1 medium Silently +14, Search +8, Sense Motive +8, Spot +12,
spiked chain, Alchemist's fire x2, Mithril Breastplate, Tumble +14; Dodge, Improved Initiative, Quick Draw,
Amulet of Natural Armor +1, Cloak of resistance +1, Weapon Finesse, Iron Will.
Potion of Enlarge Person.
Spells Prepared (4/2/0; Base DC = 11 + Spell
Valar: CR 11; Male Human Clr11: Medium Level); 1st – Disguise Self, True Strike, Obscuring Mist,
Humanoid; HD 11d8+22; hp 83; Init +4; Spd 20; AC 21, Jump; 2nd – Cat’s Grace, Spider Climb, Invisibility; 3rd –
Touch 11, Flatfooted 21; Base Atk +8/+3; Grp +10; Atk False Life, Deep Slumber.
+10 (1D8+2, medium heavy mace); Full Atk +10/+6
(1D8+2, medium heavy mace); SA Rebuke Undead; AL Possessions: Masterwork light crossbow, 20
NE; SV Fort +10, Ref +6, Will +112; Str 14, Dex 10, Con crossbow bolts, masterwork medium short sword,
14, Int 10, Wis 18, Cha 10. Studded Leather Armor, Cloak of resistance +1, Potion
of Barkskin (+3), Potion of Haste.
Skills and Feats: Concentration +15, Knowledge
(Arcana) +5, Knowledge (Religion) +5, Hide +7,
Spellcraft +12; Combat Casting, Improved Initiative,
Lightning Reflexes, Spell Focus (Evocation), Greater
Spell Focus (Evocation)
Spells Prepared (6/6+1/5+1/5+1/4+1/2+1/1+1;
Base DC = 14 + Spell Level; DC = 16 + Spell Level for
Evocation) 0th – Read Magic, Guidance, Inflict Minor
Wounds x2, Detect Magic x2; 1st - Cause Fear,
Command, Cure Light Wounds, Inflict Light Wounds,
Protection from Good*, Divine Favor, Magic Weapon;
2nd - Bull’s Strengthx2, Hold Person, Invisibility*,
Sound Burst, Bear’s Endurance; 3rd - Dispel Magic,
Inflict Serious Wounds, Magic Vestment, Protection
from Energy, Searing Light, Nondetection*; 4th –
Confusion*, Death Ward, Freedom of Movement, Spell
Immunity, Divine Power; 5th – Dispel Good*, Flame
Strike, Greater Command; 6th – Mislead*, Harm.

Pixie in a Bottle Page 22


Appendix Two:
The Pixie in the Bottle
The pixie in the bottle is in reality a special lich’s Note: In Encounter 5 the spirit will use the Gate
phylactery. It was designed to aid in the spell to convince the characters that are reluctant to
transformation of a spellcaster into a lich. help Sereena but who have already begun attempting
Unfortunately the phylactery in question was flawed, to redeem her. It will summon a Solar though the gate
and instead of containing only the life essence of the that will assure the characters that redeeming Sereena
spellcaster, it entrapped him fully and he did not and placing the pixie in the bottle will in the long run
transform into a lich. Only by being returned to it’s further the cause of good. This is ONLY done if the
original resting place can the essence within be PCs are reluctant to help.
released.
Originally the phylactery was secured to the top of
the pedestal by the chains. However sometime in the
past a group of adventurers attempted to steal the
artifact. However the bottles incorporeal guardians
overcame them before they could escape. They only
managed to get the phylactery to the top of the
pit/shaft where Sereena fell. It was here that Cyrian
found the phylactery.
Due to the extreme period of time since the
spellcaster first entered the phylactery his psyche has
splintered into two different versions of himself. The
human wizard’s life essence split into it’s component
good and evil parts. The memories that the spellcaster
had prior to attempting to become undead became a
hindrance to him as he tried to build his power and
seek the next level of power that he sought, that of
becoming an Lich. Freeing himself of his past has
allowed him to better reach this goal but he needed to
free himself totally. To this end he allowed the ‘good’
version of himself to seek assistance as he tormented it.
It is this good version of himself that has sought the
protection of those around it. It also wants to be freed
from it’s tormentor and to that end will try to convince
the person carrying it to place it on the pedestal so that
it to can be free.
The good version of the lich can communicate
telepathically with any person holding the phylactery.
He can slowly achieve a symbiotic possession of the
person holding it in order to allow that person to cast
spells that he has prepared. The good part of the lich’s
psyche has the following spells that it can cast in this
way: Sunburst, Time Stop, Delayed Blast Fireball x3,
Greater Teleport, Mass Teleport x2, acid fog, gate,
prismatic spray, prismatic sphere, meteor swarm,
incendiary cloud, quickened fireball, quickened cone
of cold. Caster level 17, Int 22.

Pixie in a Bottle Page 23


went so far as to return him to some of his old marks
Appendix Three: NPC and to make him work for them! Over time and with
Background much persistence Sereena managed to slowly make
some headway toward breaking Cyrian of his rather
Sheen Kriha (Exp8) bad/unlawful habits. Finally settling on creating an
adventuring group to put his skills to more acceptable
Background: The dwarf Sheen Kriha curator of the use.
museum of Mitrik has been researching the strange
object discovered in the basement of the museum by a APL 6
group of adventurers trying to find out why some of
Cyrian Vantuk: CR 8; Male human Rog8: Medium
the staff had disappeared in the basement. His
Humanoid; HD 8d6+8; hp 41; Init +8; Spd 30; AC 19,
research has revealed some more information
Touch 15, Flatfooted 15; Base Atk +6/+1; Grp +9; Atk
regarding the object and he wants to find some heroes
+10/+5 (1D6+3, +1 rune engraved shortsword) or
to travel to the location that the object was found in
+10/+5 ranged (1D6+1D6, +1 shocking shortbow); Full
order to better understand the nature of the strange
Atk +10/+5 (1D6+3, +1 rune engraved shortsword) or
object.
+10/+5 ranged (1D6+1D6, +1 shocking shortbow); SA
Cyrian Vantuk Statistics: (DM NOTE: REMEMBER Improved Uncanny dodge, evasion, sneak attack +4D6,
TO USE HIM EFFECTIVELY IN BATTLE!) trap sense +2, trapfinding; AL CG; SV Fort +3, Ref +10,
Will +2; Str 16, Dex 18, Con 12, Int 13, Wis 10, Cha 8.
Background: Cyrian grew up on the streets of Mitrik
with his sister Sereena. Together they had many good Skills and Feats: Appraise +8, Decipher Script +8,
times taking what they wanted from various street Disable Device +8, Escape Artist +11, Gather
vendors and in general having a jolly time. All was Information +6, Hide +14, Knowledge (Veluna) +8,
well until the day that Sereena was caught while Listen +7, Move Silently +14, Open Lock +11, Search
running away from the law. She was only just slower +8, Sense Motive +7, Spot +10, Tumble +14; Dodge,
than he was so while he managed to make an escape Improved Initiative, Combat Expertise, Improved
she was cornered and dragged away. Cyrian did not Feint.
see his sister again for some months and when he did
Possessions: +1 rune Engraved Shortsword, +1
she had changed completely. She was no longer the
Shocking Shortbow, 40 arrows, +1 Studded Leather
carefree companion but a member of the law
Armor, holy water flask, alchemists flask, Ring of
enforcement.
Protection +1.
Cyrian took matters into his own hands. Choosing his
mark carefully he picked a time when Sereena would APL 8
be nearby to ‘witness’ his crime. Unfortunately he was Cyrian Vantuk: CR 10; Male human Rog10:
paying more attention to Sereena than his mark and Medium Humanoid; HD 10d6+10; hp 53; Init +8; Spd
when he went to make his move he was caught off 30; AC 19, Touch 15, Flatfooted 15; Base Atk +7/+2;
guard when the mark grabbed his hand and with one Grp +10; Atk +12/+7 (1D6+3, +1 rune engraved
adept move sent him sprawling to the pavement. shortsword) or +11/+6 ranged (1D6+1D6, +1 shocking
Sereena of course rushed over to see what the shortbow); Full Atk +12/+7 (1D6+3, +1 rune engraved
commotion was all about and when the monk that shortsword) or +11/+6 ranged (1D6+1D6, +1 shocking
Cyrian had tried to steal from explained the situation shortbow); SA Improved Uncanny dodge, Improved
she took matters into her own hands. Grabbing Cyrian evasion, sneak attack +5D6, trap sense +3, trapfinding;
by the ear she hauled him off to jail. She left him there AL CG; SV Fort +6, Ref +13, Will +5; Str 16, Dex 18,
to stew for a week. At first it was a novel concept being Con 12, Int 13, Wis 10, Cha 8.
in jail. It was the first time he had ever gotten caught
and imprisoned. He sung the standard prison songs Skills and Feats: Appraise +8, Decipher Script +8,
and rattled his cup on the bars. This of course caused Disable Device +8, Escape Artist +11, Gather
him to be very unpopular with inmates and the guards. Information +8, Hide +16, Knowledge (Veluna) +10,
It was not long before Sereena was hearing reports of Listen +9, Move Silently +16, Open Lock +11, Search
his antics. She took him into private custody after a +12, Sense Motive +9, Spot +12, Tumble +16; Dodge,
week and put him to forced community service. She Improved Initiative, Combat Expertise, Improved
then went on to explain to him exactly how his actions Feint, Weapon Focus (shortsword).
were affecting those around him adversely. She even

Pixie in a Bottle Page 24


Possessions: +1 rune Engraved Shortsword, +1 Possessions: +1 rune Engraved Frost Shortsword,
Shocking Shortbow, 40 arrows, +1 Studded Leather +1 Shocking Shortbow, 20 arrows, +3 Studded Leather
Armor, holy water flask, alchemists flask, Ring of Armor, holy water flask, alchemists flask, Ring of
Protection +1, Vest of Resistance +2. Protection +1, Gloves of Dexterity +2, Boots of
Elvenkind, Vest of Resistance +2.
APL 10
Cyrian Vantuk: CR 12; Male human Rog12:
Medium Humanoid; HD 12d6+12; hp 63; Init +9; Spd Sereena Vantuk
30; AC 20, Touch 16, Flatfooted 15; Base Atk +9/+4;
Background: Sereena grew up on the streets of Mitrik
Grp +12; Atk +14/+9 (1D6+3, +1 rune engraved
with her brother Cyrian. In her youth she was in
shortsword) or +15/+10 ranged (1D6+1D6, +1 shocking
trouble a lot with the law as she followed her brother’s
shortbow); Full Atk +14/+9 (1D6+3, +1 rune engraved
lead. She sought to protect him and normally was
shortsword) or +15/+10 ranged (1D6+1D6, +1 shocking
eventually was the one who was caught while her
shortbow); SA Improved Uncanny dodge, Improved
brother ran away. The paladin of Rao that caught her
evasion, sneak attack +6D6, trap sense +4, trapfinding;
stealing from venders in the Market Square took pity
AL CG; SV Fort +7, Ref +15, Will +6; Str 16, Dex 20,
on her. Instead of putting the young girl in the stocks,
Con 13, Int 13, Wis 10, Cha 8.
as was the prescribed punishment for theft he offered
Skills and Feats: Appraise +8, Decipher Script +8, her a choice. If she were to repent her ways and agree
Disable Device +8, Escape Artist +11, Gather to learn what she could of Rao over the next few weeks
Information +10, Hide +18, Knowledge (Veluna) +11, then she could avoid the stocks.
Listen +12, Move Silently +23, Open Lock +15, Search
She agreed and that first lesson began her journey
+13, Sense Motive +10, Spot +14, Tumble +18; Dodge,
to becoming a paladin in the service of Rao. Eventually
Improved Initiative, Combat Expertise, Improved
she even managed to curb her brother’s unlawful ways
Feint, Weapon Focus (shortsword), Point Blank Shot
and found a way to put his skills to good use. The two
Possessions: +1 rune Engraved Shortsword, +1 of them formed an adventuring group to work for the
Shocking Shortbow, 20 arrows, +1 Studded Leather church in the recovery of objects of art and lore to be
Armor, holy water flask, alchemists flask, Ring of displayed in a new museum. They also sought out
Protection +1, Gloves of Dexterity +2, Boots of knowledge hidden in dark places, which they sought
Elvenkind, vest of resistance +2 to bring to light and offer to the great library that it
might expand its already great trove of information.
APL 12
They spent years journeying all over the land and
Cyrian Vantuk: CR 14; Male human Rog14: had many adventures with their companions. Until
Medium Humanoid; HD 14d6+14; hp 74; Init +9; Spd they discovered a small pixie made of flame that
30; AC 22, Touch 16, Flatfooted 16; Base Atk +10/+5; seemed trapped in a cylinder made of glass.
Grp +13; Atk +15/+10 (1D6+3+1D6, +1 rune engraved
Frost shortsword) or +16/+11 ranged (1D6+1D6, +1 Stastistics:
shocking shortbow); Full Atk +15/+10 (1D6+3+1D6, +1
APL 6
rune engraved Frost shortsword) or +16/+11 ranged
(1D6+1D6, +1 shocking shortbow); SA Improved Sereena Vantuk: CR 6; Female Human Rog1/Ex-
Uncanny dodge, Improved evasion, sneak attack +7D6, Pal5; Medium Humanoid; 1d6 Plus 5d10+18; hp 56;
trap sense +4, trapfinding, Crippling Strike; AL CG; SV Init +1; Spd 20 ft.; AC 22 (touch 11, flat-footed 21); Base
Fort +7, Ref +16, Will +6; Str 16, Dex 20, Con 13, Int 13, Atk +5; Grp +8; Atk +10 (1d8+4, +1 Unholy Longsword
Wis 10, Cha 8. 19-20/x2)]; Full Atk +10 (1D8+4, +1 Unholy
Longsword); AL LE; SV Fort +7, Ref +4, Will +3; Str 16,
Skills and Feats: Appraise +8, Decipher Script +8,
Dex 12, Con 16, Int 12, Wis 14, Cha 12.
Disable Device +12, Escape Artist +11, Gather
Information +12, Hide +20, Knowledge (Veluna) +11, Skills & Feats: Bluff +6, Concentration +13, Diplomacy
Listen +14, Move Silently +25, Open Lock +17, Search +6, Hide +9, Intimidate +6, Knowledge (religion) +6,
+13, Sense Motive +12, Spot +14, Tumble +20; Dodge, Listen +6, Move Silently -2, Pick Pocket -2, Ride +7,
Improved Initiative, Combat Expertise, Improved Search +5, Sense Motive +6, Spot +6; Cleave, Improved
Feint, Weapon Focus (shortsword), Point Blank Shot. Sunder, Power Attack, Weapon Focus (Longsword).

Pixie in a Bottle Page 25


Possessions: Weapons: +1 Unholy Longsword, Spells Prepared (2/2/1; Base DC = 12 + Spell
Adamantine Full plate +1 of Calling, Heavy Steel Level): 1st - Cause Fear, Doom; 2nd - Bull's strength, Cure
Shield. Moderate wounds; 3rd - Cure Serious Wounds.
Physical Description: Sereena has shoulder length Physical Description: Sereena has shoulder length
straight blonde hair and piercing blue eyes. When in straight blonde hair and piercing blue eyes. When in
combat she wears a set of black armor combat she wears a set of black armor
APL 8 APL 12
Sereena Vantuk: CR 8; Female Human Sereena Vantuk: CR 12; Female Human
Rog1/Pal3/Blk4; Medium Humanoid; 1d6 Plus Rog1/Pal3/Blk8; Medium Humanoid; 1d6 Plus
7d10+24; hp 75; Init +1; Spd 20 ft.; AC 23 (touch 11, 11d10+36; hp 114; Init +5; Spd 20 ft.; AC 25 (touch 12,
flat-footed 22); Base Atk +7/+2; Grp +10; Atk +12 flat-footed 24); Base Atk +11/+6; Grp +14; Atk +16
(1d8+4, +1 Unholy Longsword 19-20/x2)]; Full Atk (1d8+4, +1 Unholy Longsword 17-20/x2)]; Full Atk
+12/+7 (1D8+4, +1 Unholy Longsword); AL LE; SV +16/+11/+6 (1D8+4, +1 Unholy Longsword); AL LE; SV
Fort +11, Ref +6, Will +5; Str 16, Dex 12, Con 16, Int 12, Fort +14, Ref +8, Will +7; Str 16, Dex 12, Con 16, Int 12,
Wis 14, Cha 13. Wis 14, Cha 15.
Skills & Feats: Bluff +6, Concentration +14, Skills & Feats: Bluff +9, Concentration +18,
Diplomacy +6, Hide +9, Intimidate +10, Knowledge Diplomacy +7, Hide +9, Intimidate +15, Knowledge
(religion) +6, Listen +6, Move Silently -2, Pick Pocket - (religion) +6, Listen +6, Move Silently -2, Pick Pocket -
2, Ride +7, Search +5, Sense Motive +6, Spot +6; Cleave, 2, Ride +7, Search +5, Sense Motive +6, Spot +6; Cleave,
Improved Sunder, Power Attack, Weapon Focus Improved Critical (Longsword), Improved Initiative,
(Longsword). Improved Sunder, Power Attack, Weapon Focus
(Longsword).
Possessions: +1 Unholy Longsword, Adamantine
Full plate +1 of Calling, +1 Heavy Steel Shield, Potion Possessions: Weapons: +1 Unholy Longsword,
of Charisma. adamantine full plate +1 of Calling, +1 large metal
shield, Amulet of natural armor (+1), Ring of
Spells Prepared (2/2; Base DC = 12 + Spell Level):
Protection +1, Potion of Charisma.
1st - Cause Fear, Doom; 2nd - Bull's strength, Cure
Moderate wounds. Spells Prepared (2/2/1/1; Base DC = 12 + Spell
Level): 1st - Cause Fear, Doom; 2nd - Bull's strength, Cure
Physical Description: Sereena has shoulder length
Moderate wounds; 3rd - Cure Serious Wounds; 4th –
straight blonde hair and piercing blue eyes. When in
Cure critical wounds.
combat she wears a set of black armor
Physical Description: Sereena has shoulder length
APL 10 straight blonde hair and piercing blue eyes. When in
Sereena Vantuk: CR 10; Female Human combat she wears a set of black armor.
Rog1/Pal3/Blk6; Medium Humanoid; 1d6 Plus
9d10+30; hp 95; Init +1; Spd 20 ft.; AC 24 (touch 11,
flat-footed 23); Base Atk +9/+4; Grp +12; Atk +14
(1d8+4, +1 Unholy Longsword 17-20/x2)]; Full Atk
+14/+9 (1D8+4, +1 Unholy Longsword); AL LE; SV
Fort +13, Ref +8, Will +7; Str 16, Dex 12, Con 16, Int 12,
Wis 14, Cha 14.
Skills & Feats: Bluff +8, Concentration +16,
Diplomacy +7, Hide +9, Intimidate +13, Knowledge
(religion) +6, Listen +6, Move Silently -2, Pick Pocket -
2, Ride +7, Search +5, Sense Motive +6, Spot +6; Cleave,
Improved Critical (Longsword), Improved Sunder,
Power Attack, Weapon Focus (Longsword).
Possessions: +1 Unholy Longsword, Adamantine
Full plate +1 of Calling, +1 Large Metal Shield, Amulet
of Natural Armor (+1), Potion of Charisma.

Pixie in a Bottle Page 26


Player Handout One

You find yourself standing in a forest clearing. The first rays of dawn are just beginning to touch the tops of the trees as
a light fog covers the ground. You know that you are dreaming but also know that this is no ordinary dream. The fog
seems to glow with an inner light that radiates upward as if you were standing upside down on the clouds above. The
feeling is strangely enough one of peace.
Stepping from the trees you see a man in white robes. The hem of the bottom of his robe and the sleeves are
covered with intricate embroidery suggesting forest animals, stars, moons, and other objects of nature. He has bronze
skin, which is completely covered in tattoo’s that match the embroidery. Vines and leaves traces around his face in a
pattern, which suggests the artist, spent much time living in the wild.
“Greetings. I want to thank you for protecting me and keeping me safe. For that I am in your debt. However soon
it will become even more difficult to do so. I just wanted you to know that I am grateful for your assistance and to warn
you of the coming trials. If things progress as I suspect I might soon be freed from this prison. Once I am free I would
like to name you friend if you would have me.”
With this said the dreamscape around you changes. The light of dawn is washed away in a cloud of blackness and
the wind begins to pick up. The feeling of evil is a palpable presence in the air as the man in front of you looks around
in fear. “Please I have not much time. The evil one comes and I do not wish for him to know that we have spoken.
Someone is coming to see you. Trust them and do what they wish if you would be my friend.” With that the man runs
off into the trees and you snap awake to the sound of knocking on your door.

Pixie in a Bottle Page 27


Player Handout Two: Map of the Village of Swan Hill

1. Flaming Plum Tavern/Inn


2. Village Well
3. Over the River
4. Shrine to Rao

Pixie in a Bottle Page 28


DM Map One

Pixie in a Bottle Page 29


DM Map Two

Pixie in a Bottle Page 30

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