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DALE1-4 The Lady in Flames

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0% found this document useful (0 votes)
99 views39 pages

DALE1-4 The Lady in Flames

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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DALE1-4

The Lady in Flames


A Dungeons & Dragons® Living
Forgotten Realms Adventure

By Brad Gardner
Reviewed by Pierre van Rooden and Pieter Sleijpen
Playtested by Michael Crow, Stephen Daniels, Robert Hambly,
Allan Greenfield, Tristran King, Corey Luxford, Andy Morrical,
James Robinson, Paul Quinn, Shawn Sample, and ‘the Silent Seven’.

Fey creatures wreathed in blue flames have been leaving the Spiderhaunt forest to harrass the
citizens of Shadowdale. Lady Ulphor requests that you delve into the forest and retrieve or
destroy the source of their newfound powers. A Living Forgotten Realms fairy tale set in the
Dalelands for characters levels 4-7. This adventure is the second part of the Byar's Seven major
quest, which started in DALE1-2 Blades for Daggerdale.

Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game
designed by Andy Collins, Rob Heinsoo, and James Wyatt.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the
Coast. To learn more about the Game System License (GSL), please visit www.wizards.com/d20.
This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS &
DRAGONS game events of all sizes, visit our website at www.wizards.com/rpga.
DUNGEONS & DRAGONS, D&D, DM REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of
Wizards of the Coast LLC in the US and other countries. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of
the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2009
Wizards of the Coast LLC.
For rules questions specific to this document, visit www.wizards.com/customerservice.
Permission is granted to photocopy this document for personal use.
RPGA® Sanctioned Play Reading Monster Stat Blocks
Most likely you ordered this adventure as part of an Most of the information should be easy to understand, as
RPGA event, or you received it from your organizer. To it mirrors the information presented in the Monster
play this adventure and receive rewards for it, you must Manual. Attacks may have a letter next to them
sanction it as part of an RPGA event. This event could be designating the type: M for melee, R for ranged, C for
as elaborate as a big convention, or as simple as a group close, and A for area. A lower-case letter (used only in
of friends meeting at the DM’s house. some melee and ranged attacks) denotes that the attack
To sanction an RPGA event, you must be enrolled in can be used as a basic attack.
the Wizards Play Network (or WPN for short).
Information on enrolling in the program can be found at Important DM Information
www.wizards.com/wpn. The person who sanctions the
As the DM of the session, you have the most important
event, called the organizer, is in charge of making sure
role in facilitating the enjoyment of the game for the
the event is sanctioned before play, runs smoothly on
players. You take the words on these pages and make
the date sanctioned, and gets reported back to the RPGA
them come alive. The outcome of a fun game session
in a timely manner. The person who runs the game is
often creates stories that live well beyond the play at the
called the table Dungeon Master (or usually just DM).
table. Always follow this golden rule when you DM for a
Sometimes (and almost all the time in the cases of home
group:
events) the organizer is also the table DM. You don’t
have to be enrolled in the Wizards Play Network to run
Make decisions and adjudications that enhance the
this adventure if you are not the organizer.
fun of the adventure when possible.
By sanctioning and reporting this adventure you
accomplish a couple of things. First, it is an official game,
To reinforce this golden rule, keep in mind the
tracked under your play history. Second, DMs gain
following:
rewards for sanctioned RPGA play if they are members
of the DM REWARDS program. DMing this adventure is
• You are empowered to make adjustments to
worth one (1) point.
the adventure and make decisions about how
This adventure retires from RPGA-sanctioned play
the group interacts with the world of this
on December 31, 2012.
adventure. This is especially important and
To learn more about RPGA event sanctioning and
applicable outside of combat encounters, but feel
DM REWARDS, visit the RPGA website at
free to use the "scaling the encounter" advice
www.wizards.com/rpga.
(usually for adjusting to different-sized groups) to
adjust combat encounters for groups that are
Preparing for Play having too easy or too hard of a time in an
In order to play this adventure, you’ll need copies of the adventure.
following D&D 4th Edition rulebooks: Player’s Handbook, • Don't make the adventure too easy or too
Dungeon Master’s Guide, and the Monster Manual. Any difficult for a group. Never being challenged
other rules referenced in this adventure will be noted in makes for a boring game, and being
the New Rules Items section at the end of the overwhelmed makes for a frustrating game.
adventure. Gauge the experience of the players (not the
Throughout this adventure, text in bold italics characters) with the game, try to feel out (or ask)
provides player information for you to paraphrase or what they like in a game, and attempt to give
read aloud when appropriate. Information on nonplayer each of them the experience they’re after when
characters (NPCs) and monsters appear in abbreviated they play D&D. Give everyone a “chance to
form in the adventure text. shine.”
Along with this adventure, you’ll find a RPGA • Be mindful of pacing, and keep the game
Session Tracking sheet. If you’re playing this adventure session moving along appropriately. Watch for
as part of an RPGA-sanctioned event, complete and turn stalling, as play loses momentum when this
in this sheet to your organizer directly after play. happens. At the same time, make sure that the
players don’t finish the adventure too early;
provide them with a full play experience. Living
Forgotten Realms adventures are designed to be
played within 3.5 – 4 hours; try to be very aware

DALE1-4 The Lady In Flames Page 2


of running long or short. Adjust the pacing Failing to Defeat an Encounter
accordingly.
• Give the players appropriate hints so they can If a group fails to defeat an encounter – that is, if they
make informed choices about how to interact have to flee from a combat because it’s too tough or they
with their environment. Players should always reach the predetermined number of failures in a skill
know when enemies are affected by conditions challenge before reaching success – they are only
and are bloodied. They should be given clues awarded half experience points (round down) for the
about how to interact with their surroundings so encounter. If they manage to tackle the encounter later
they can tackle skill challenges, combats, and and defeat it, award them the other half of the
puzzles without getting too frustrated over lack of experience points for the encounter.
information. This helps to encourage immersion
in the adventure and gives players “little Character Death
victories” for figuring out a good choice from a If a PC dies during the course of the adventure, the
clue. player of that character and the rest of the group have
two options, provided that they have access to the Raise
In short, being the DM for a Living Forgotten Realms Dead ritual (either a PC has it and can use it or the
adventure isn’t about following the adventure’s text characters return to civilization), they have access to the
word-for-word; it’s about creating a fun, challenging body, and it is possible to return the dead PC to life.
game environment for the players. Chapters 1 and 2 of
the Dungeon Master’s Guide are filled with good • Pay the component cost for the ritual. If the
information about being a DM for a D&D game. group chooses this option, the cost should be
divided evenly among the group (500 gp for
Appropriate Character Levels heroic tier, 5,000 gp for paragon tier, and 50,000
This adventure is designed for player characters (PCs) gp for epic tier). Using a source outside the group
levels 4-7. Characters that fall outside of the level range to cast the ritual costs 20% more than the
may not participate in the adventure. Make certain to component cost. Total cost when using an
check the levels of the PCs before beginning play to outside source is 600 gp for heroic tier, 6,000 gp
ensure that they are the proper level. for paragon tier, and 60,000 gp for epic tier. A PC
Each adventure has a low-level version and a high- that dies and chooses this method of return gains
level version. The low level is meant for a group whose full (or half, if the party was defeated) experience
points from the encounter in which the character
levels, on average, fall in the lower levels of the
died, but no experience points for any encounters
adventure’s level spread. The high level is meant for a
that were missed while the character was dead. If
group whose levels, on average, fall in the higher levels
there are encounters remaining, the PC
of the adventure’s level spread.
continues to earn experience as normal, and
A group may decide to play the high level when
receives a normal cut of the rewards at the end of
their levels are more suited to the low level if everyone
the adventure.
in the group agrees to do so; however, some of the
• Invoke the Death Charity clause. If the group
rewards may not be available to them. Conversely, a
cannot afford to pay for the ritual (or doesn’t
group may decide to play the low level when their levels
desire to do so), the PC can choose to return to
are more suited to the high level if everyone in the
life at the end of the adventure. Doing so forfeits
group agrees; however, some of the rewards may be less
all rewards (including treasure and story rewards)
than what they’d ideally want from the adventure. earned for the adventure except experience
Reading the Numbers: Each encounter has a level points gained prior to the character’s death (the
and sometimes other values (such as XP or skill check character receives the experience point award for
DCs) listed with two numbers divided by a slash. The the encounter in which they died). The PC cannot
number before the slash is always the value for the low- participate in the same adventure a second time.
level version of the adventure; the number after the
slash is the value for the high-level version of the
adventure.
Milestones
No matter if the characters succeed or fail in an
encounter, they reach a milestone if it is the second
encounter they’ve had since the start of the adventure or
their last extended rest. Encounters that do not give

DALE1-4 The Lady In Flames Page 3


out experience points do not count for purposes of Elyan made it back to civilization (and were
reaching a milestone. Make certain to mention this encountered by PCs who played DALE1-2 Blades For
information to the players when applicable, as it gives Daggerdale).
each PC another action point and affects how some The critically wounded half-elven cleric of Malar
magic item powers are used. named Sureen Tevenesta and a well-known adventurer
named Byar (who refused to leave Sureen) were shortly
Lasting Effects after attacked by a horde of ettercaps. The fate of Byar is
a tale for another day.
Sometimes a PC suffers a lasting effect that isn’t easily
Thousands of mirror-like shards pierced Sureen’s
resolved before the end of the adventure. The two most
body after she smashed a planar portal in the dungeon.
common lasting effects are the death penalty and
She fell comatose due to the portal’s powerful magic,
diseases.
now somehow trapped inside her. Blue flames
Death Penalty: When a character dies and is
periodically wreathe her body, and she regenerates any
brought back to life by the Raise Dead ritual, that
damage quickly; she appears to be impossible to kill.
character suffers a -1 penalty to all attack rolls, skill
Due to this, Sureen was dragged off by ettercaps to their
checks, saving throws, and ability checks until they have
lair. The ettercaps regard the unconscious Sureen as
reached three milestones. The player should simply
some kind of primordial avatar, almost a goddess.
record the adventure where the character died on their
Many younger fey began to gather and worship her;
adventure log, and then keep a running tally of
they call her the Lady in Flames. The ettercaps guard
milestones reached. Once the PC has reached the third
her much like temple guardians. Fey also began to break
milestone since coming back to life, they no longer
off shards from her body and cut themselves. Most die
suffer the penalty.
horribly from terrible diseases. The few who survive
Diseases: Diseases take hold of a character and last
gain new and unusual powers involving blue flames
until they are cured or they reach their final state.
(much like a spellscar). Those who gain the power of the
Normally, a PC makes an Endurance check after each
blue flame swear to keep their lady safe from all
extended rest to see if the disease improves, worsens, or
outsiders, who they are sure will try to take her away.
maintains its current condition. At the end of the
adventure, any character suffering from a disease must
resolve the disease to either its cure or final state, using Player’s Introduction
the necessary number of extended rests to do so. Other Read or paraphrase the following to the players:
characters adventuring with the PC may decide to aid
the afflicted character during this time. If a disease It’s a fine spring day as you enter the village of
reaches its final state and the PC can get a Cure Disease Shadowdale, one of the many dales found in the
ritual cast (and pay the appropriate costs), they may do Cormanthor Forest. The happy hum of village life greets
so. your ears, and the scent of fresh baked bread smells
Other Lasting Effects: Other effects that last enticing. The scenic beauty of the surrounding forest is
beyond the scope of the adventure should be resolved at breathtaking, its beauty marred only by a large, skull
the DM’s discretion. Any effects that last for a specific shaped protrusion of rock in the distance.
period of time (that end after a certain number of days As you look around, a young boy approaches you,
or a certain number of extended rests) should be asking you to follow him.
resolved at the end of the adventure in which the effect
“The good Lady of Shadowdale wishes to speak with
was obtained (unless otherwise specified). Effects that
you” says the boy. He skips off down the road, heading
use some sort of adventuring benchmark of unknown
into the heart of the village.
duration (such as milestones) should be recorded on the
character’s logsheet and tracked across adventures.
The boy is a local village boy, the son of a baker. Lady
Addee Ulphor, the Lord Mayor of Shadowdale, became
Adventure Background aware of the adventurers presence in the area and sent
A group known as Byar’s Seven was braving a unusually the boy to ask the PCs to join her.
deep dungeon beneath the Dalelands half a year ago
when a tragic turn of events left several members of the DM’s Introduction
group dead (or worse) and the rest fleeing for their lives.
The focus of this adventure is to determine who or what
Four of the seven made it out of the dungeon alive but
is infecting a group of fey and to either stop the
wounded. Two of them, Dorring Brightaxe and Swift
DALE1-4 The Lady In Flames Page 4
infections or return the source to Shadowdale. The After freeing the Lady, they must make it out of the
source of the infection is a person known as the Lady in forest. Their guide is nowhere to be seen. A skill
Flames, a former adventurer who was captured by a challenge ensues as the PCs fight off the bewildering
group of ettercaps located in the Spiderhaunt. The bulk effects of this fey-touched forest. As they make their way
of the adventure takes place in a fey-touched forest through the forest, they also see visions of how Sureen
known as the Spiderhaunt. became the Lady in Flames.
The adventure starts in the village of Shadowdale, a Finally, at the edge of the Spiderhaunt, the PCs are
small community located in the rolling hills and thick beset by fey that have survived the disease and received
forest of the Cormanthor Forest. Shadowdale and the powers from the Lady’s shards. The fey have caught up
surrounding forest are populated by numerous with the PCs and do not wish to let her go.
benevolent fey. The Lady Addee Ulphor, ruler of
Shadowdale, requests the PCs help in investigating the
source of mysterious mirror-like shards that originate in
a forest known as Spiderhaunt. She wants the source of
the shards stopped or brought back to Shadowdale. She
provides the PCs a means of obtaining the help of the
Siblilant Sisters, a coven of hags, which resides in the
Spiderhaunt.
Heading into the Spiderhaunt, the PCs encounter
the Sibilant Sisters who agree to provide a guide through
the woods and to the source. The Sisters tell the PCs that
the source they are looking for is in the heart of an
ettercap lair. They also inform the PCs they can provide
additional help for a price, if the PCs wish.
A servant of the Sibilant Sisters, a will-o-wisp, guides
the PCs through the forest. During their travels, the PCs
come across a dead fey, which they can investigate to
confirm that the shards do indeed seem to inflict a
deadly disease in many fey. Continuing on, the PCs
come to the web-strewn lair of the ettercaps.
The PCs are let in by the ettercaps (other fey
creatures can be seen entering and leaving freely). In
the center of the lair, suspended twenty feet in the air, is
the Lady in Flames – an unconscious woman whose
body is pierced by numerous shards and wreathed in
blue flame.
The PCs need to determine a way to obtain the
Lady. Negotiation is fruitless; the ettercaps are unwilling
to let her go. The PCs choices are either to take the
woman by force or to obtain help from the Sibilant
Sisters.
If they use force, they must first disable the guards
in her chamber. Once they do so, they must escape the
lair without being stopped.
If they obtain help, the Sibilant Sisters provide the
PCs with a potion that releases a gas that disables the
ettercaps. The PCs can walk in freely and obtain the
Lady in Flames. However, the gas also causes the PCs to
think that they should turn over the Lady in Flames to
the Sibilant Sisters. Once the PCs resist (or fail to resist)
servants of the Sibilant Sisters attack them in an attempt
to get the Lady for themselves.

DALE1-4 The Lady In Flames Page 5


aggressively towards them. A couple of fey who
Encounter 1: Shadowdale attacked the scouts exhibited strange powers;
one fey’s skin wept poisonous blue blood while
another fey attacked with hands wreathed in
Setup blue fire.
Lady Addee Ulphor, the Lady of Shadowdale • PCs may note that the combination of disease
and blue fire is similar to what occurs in a
If the PCs chose to follow to boy in the introduction, plagueland. Lady Ulphor assures the PCs that
read the following. there are no plaguelands in the Spiderhaunt
(though there are several in the Thunder Peaks).
The boy brings you to a three-story building near the Recent divinations by the druids of Chauntea
village square. The sign hanging over the door brands it indicate the source of the trouble is a person or
thing, not a plagueland.
‘The Old Skull Inn’.
• The Spiderhaunt is a particularly foreboding
An elder human woman stands in the doorway,
forest. It is fey-touched; people have known to
apparently waiting for you. She regards you for a
disappear, or to wander through the woods for
moment, idly fingering a silver crescent moon hanging
days while it appeared to be only hours to them.
from a silver chain around her neck, before speaking.
• The forest is rife with fey crossings – areas where
“My name is Lady Addee Ulphor, the ruler of
the veil between worlds is thin, and it is said that
Shadowdale” she says. “I have a matter that needs it is easy to cross over into the Feywild.
attending, and I was hoping you could help me, and • Travelling to the area of the forest known as the
Shadowdale, with this matter.” Spiderhaunt takes one day on foot. The
Spiderhaunt itself is about 50 miles across and
Lady Addee Ulphor is the ruler of Shadowdale (see the 30 miles wide. The PCs may need to search
Appendix ‘NPCs’). Traditionally, the Lord Mayor resides around a bit and they should take several days
in the Twisted Tower of Ashaba, but Lady Ulphor worth of supplies.
dislikes the gloom that hangs over the massive building, • Lady Ulphor is willing to pay the PCs 50 / 100 gp
and hence has asked the PCs to be brought to the Old each if they can find the source of the shards and
Skull Inn – where she offers them drinks to hear her out. either remove its influence or bring it safely back
She asks the PCs to investigate the Spiderhaunt to Shadowdale. She may also be able to offer
forest and stop a problem that is affecting the local fey. some rewards from the stores of the Tower of
Lady Ulphor shares the following information: Ashaba.
• In order to aid the PCs in navigating the forest,
• Shadowdale scouts on a routine patrol recently Lady Ulphor suggests arranging for a guide
reported that the fey residing in the forest known through a group of local fey known as the Sibilant
as Spiderhaunt have gone through an unusual Sisters. Lady Ulphor provides the PCs with a
transformation. The scouts initially reported token (a lock of reddish hair wrapped in a blue
finding dead fey in and around the forest. The fey ribbon), which she says represents an unpaid
apparently died from a number of different debt the Sisters owe her. The PCs can use the
diseases. Also, each dead fey had a single jagged token in exchange for a guide to the source of the
slash mark across its body, usually on the arm. problem, and perhaps they can get the Sisters to
Several of the bodies also had a mirror-like shard part with some information. If pressed, she
hanging from a chain around their necks; one admits the Sisters are a coven of hags, but that
edge of the shard was tinged in blood. Lady the token binds them to provide a guide. Lady
Ulphor suspects the fey slashed themselves with Ulphor assures the PCs she is not in league with
the shard for some unknown reason. the hags (but won’t detail what debt the Sisters
• The shards recovered from the dead body do not have with her), and is willing to swear by any
register as magical and do not carry any disease deities the PCs hold dear that this is not a trick,
on them, though consumable magic does not and she means the PCs no ill.
register as magical once used. • Lady Addee Ulphor is wearing an item known as
• A second, more focused scouting expedition of the Pendant of Ashaba (see the Appendix ‘NPCs’).
the Spiderhaunt was organized; it revealed more This identifies her as the legitimate ruler of
dead fey as well as a few living ones. The living Shadowdale.
fey either actively avoided the scouts or acted

DALE1-4 The Lady In Flames Page 6


Ending the Encounter
Before leaving, Lady Ulphor provides the PCs one of the
shards found on a dead fey, a map to an abandoned
tower the Sisters are known to gather at, and the token
representing an unpaid debt by the Sisters, a lock of
reddish hair wrapped in a blue ribbon.
It is possible that PCs do not wish to enlist the
Sibilant Sisters to aid in guiding them through
Spiderhaunt. In that case, they may try to hire a local
guide. The only trapper willing to enter Spiderhaunt at
these turbulent times is Mishell Nymonen, who can be
hired with a DC 15 Diplomacy check, and for a fee of
five gold per day. Mishell has knowledge of the woods,
and can provide the PCs with a +2 bonus on Nature
checks whenever consulted, but stays back in any
combats and lets the PCs take the lead during any skill
challenges.

DALE1-4 The Lady In Flames Page 7


the source of the trouble, located in the heart of an
Encounter 2: The Sibilant ettercaps lair.
If asked, Relda reveals the following:
Sisters
• She refuses to describe the source of the trouble,
Setup •
leaving it for the PCs to find out for themselves.
Regarding the debt owed, she says only that was
Important NPCs in repayment of aid provided to the Sisters long
Relda, a howling hag Sibilant Sister (Bluff +11, Insight ago. Providing a guide to the ettercap lair, located
+10, Perception +10) in the Spiderhaunt, discharges the debt.
• Many dead fey have been found in the
The PCs start off by traveling to an abandoned tower Spiderhaunt. They seem to be ritually wounding
next to the Spiderhaunt where the Sibilant Sisters have themselves, in a misguided attempt at worship.
been known to gather. It takes a day’s travel on foot to • Those who survive are more powerful, but that
reach the tower or a half a day if all the PCs are power comes with a price as all such power
mounted. Their travels to the tower are unremarkable. easily earned does.
• The ettercaps are primitive; they do not really
Dappled sunlight illuminates a ruined tower crouching understand what they have.
in the middle of a forest glen. At the base of the tower
stand three old women muttering to each over an During the conversation, Relda says:
unwholesome smelling stew. One of the women spies
you, tosses some raw meat into the stew, and moves to “Obtaining what you seek will be difficult. Most likely it
approach you with a crooked smile on her face and a is beyond your abilities. The Sisters are always willing
hand bristling with rings raised in greeting. to make a deal, my sweets, if additional aid is required.”

The old crone introduces herself as Relda. She is a If asked to about what she is offering, Relda says that she
howling hag, but has transformed herself into an old can provide the PCs a way to retrieve the source of the
human woman with her change shape ability. The other trouble with no risk to them. All she asks in return is a
two women are more powerful hags, also in disguise. small promise to aid the Sisters sometime in the future.
They stay in the background, occasionally giggling and If the PCs are interested, more information on the deal
eyeing the PCs with almost unsettling interest. The three can be found in Encounter 6.
are known as the Sibilant Sisters, practitioners of old, If the PCs decline, Relda says the offer is still open if
forgotten magic. they change their minds later – all they need do is tell
When speaking to the PCs, Relda becomes fixated their guide, and Relda will be pleased to come to strike a
on one of them. Pick a PC at random; she continually deal.
stares at that particular PC, never taking her eyes off
them, even when other people are speaking to her.
If presented the token of the unpaid debt (the lock
of reddish hair), read the following.

Relda looks at the lock of hair for a moment. “Ah yes,”


says Relda, “a debt of old owed, we acknowledge freely.
Not to you, though. Definitely not to you. How did you
come by this? Was it given freely?”

If the PCs explain how they received it, Relda states that
the Sisters will honor the debt and takes the lock of hair.
When the PCs ask for a guide, Relda snaps her fingers
and a glowing ball of light appears. The ball of light can
be recognized as a will-o-wisp with a DC 15 Arcana
check, a fey creature known for luring people to their
deaths. Relda explains that the light will guide them to

DALE1-4 The Lady In Flames Page 8


Encounter 3: Into the or satyr (your choice). It carries a mirror-like shard hung
on a chain on its neck. The shard signifies that the fey
Spiderhaunt belongs to a group of reckless fey who try to 'bond' with
the new 'power': the Lady in Flames. It also has a single
slash across its forearm. The mirror-like shard looks
In this encounter the PCs are travelling into the
identical to the one the PCs currently possess.
Spiderhaunt. If the PCs spoke to the Sisters, they most
PCs examining the body can use the following skills
likely obtained a guide and know to travel to the
to gather additional information.
ettercap lair.
Heal (DC 15): The fey died of a disease.
If the PCs decide to travel the Spiderhaunt without
Heal (DC 20): The fey died of one of the following
a guide (either a guide provided by the Sibilant Sisters,
diseases: bloody shakes, walking rot, or slimy doom.
or Mishell Nymonen from Shadowdale), they find it
These diseases are not typically seen in this part of the
difficult. This area of the forest is fey-touched, which
world. If more than one body is discovered, pick a
means creatures that are neither native to the Dalelands
different disease for each body.
nor fey quickly lose their way, and even those characters
Perception (DC 15): The fey has several large
that are fey or native have difficulties. Attempting to
strands of webs stuck to its clothes. Sometime shortly
navigate the forest requires a DC 19 / 21 Nature check
before it died, it was in a webbed environment. Followup:
for every hour of travel. Characters that have a fey origin
Nature skill.
or have Dalelands as their home region gain a +2 bonus
Nature (DC 15; only if strands of webs were
on the skill checks. Six successful checks are needed to
found): The consistency and texture of the webs
reach the Ettercaps lair. If the PCs do not have the
indicate the web strands originated from an ettercap.
prerequisites to make the skill check or if they fail the
Perception (DC 25): The PC can find the tracks of
skill check, the PCs experience one of the following
the fey. Following the tracks (DC 25) leads to the
effects.
ettercap lair, and can substitute for any Nature checks if
the PCs are traversing the forest without a guide.
• The PCs find themselves passing the same
distinctive tree or rock formation over and over
again no matter which direction they walk. Scene: Ettercap Lair
• PCs checking the sun notice it is going backwards The ettercaps lair is a gigantic spiderweb construction
in the sky, as if it were getting earlier and earlier that is strung between several groupings of menhir
in the day. stones and small earth motes.
The PCs guide at this point stays back. The will-o-
If the PCs accumulate 3 failed skill checks, they become wisp can’t approach the menhir stones, and Mishell
lost. Those who are lost eventually find their way back to Nymonen feels this is the PCs’ job – not hers, though she
the ruined tower of the Sibilant Sisters (see Encounter offers to wait for them at a designated point.
2). The following information can be learned if the PCs
As the PCs travel through the Spiderhaunt, at one scout the fortress. If a skill check is required, it is listed
point they come across the body of a dead fey creature. at the beginning of the bullet point.
If the PCs decide to investigate, go to the scene “Dead
Fey”. Once the PCs succeed to navigate the forest, go to • The ettercap lair is quite large, perhaps half a
the scene “Ettercap Lair”. mile across.
• It is an enormous nest of spider strands and
Scene: Dead Fey vegetable matter. The spider-web walls are quite
thick, and the floors, while soft, are solid enough
You may use this scene up to three times as the PCs
to support a grown man.
travel through the Spiderhaunt. The impression the PCs
• Walls and floors: The walls and floors are made
should get is that dead fey are present in the
out of extremely thick webbing treated against
Spiderhaunt but are rare (the feytouched woods subtly
acid and fire. The webs are too thick to walk
steers the PCs so they find the dead fey – otherwise the
through. They don’t burn, and it isn’t possible to
bodies would never be found).
dissolve them with alcohol.
As they travel through the Spiderhaunt, the PCs spy
• It is obviously well guarded and near impossible
what appears to be a dead body. If the PCs choose to
to enter unseen.
investigate, the PCs find a decomposing dead fey. The
• Perception or Nature (DC 15): Given the size
fey can be a young eladrin, elf, banshrae, gnome, dryad,
and structure of the fortress as well as the

DALE1-4 The Lady In Flames Page 9


number of ettercaps seen moving about, it likely • A number of the fey worshippers have cut
holds around 300 able bodied ettercaps, not themselves with the shards that pierce her body.
including their young. Those few who survive the Trial of Primal Power
• Fey creatures (elves, eladrin, banshrae, gnomes, receive gifts of power from the Lady in Flames.
satyrs, dryads, etc.) can occasionally be seen Those who die are not worthy.
entering or exiting the ettercap lair. None of • The Sibilant Sisters are an evil coven of hags and
them are stopped from entering or leaving, but practitioners of old magic. It is rumored that an
are closely watched by the ettercap guards. The ancient compact with a long forgotten entity
fey are travelling from different parts of the prevents them and their minions from coming
forest; they do not arrive together and when they within a hundred feet of any of the menhir stones
leave they go in different directions. that make up the ettercaps lair.
• Most fey are the more 'primitive' or 'bestial' types, • The fey see the Lady as an aspect of a higher
and among the more intelligent ones, are mostly primordial power. She is revered much like a
youngsters, who like the rush and excitement of goddess.
the new 'goddess'. The aura of the Lady,
enhanced by the feytouched Ending the Encounter
woods, affects fey, drawing forth and enhancing
their bestial nature (essentially imposing Sureen's After locating and scouting the ettercap lair, the PCs
nature on those around her). Fey PCs are affected have to come up with a plan to retrieve the Lady in
as well. It has no mechanical effects, but they feel Flames. The following options may be considered by the
excited and rushed. PCs.
• Perception (DC 17): Some of the fey have a
single, long scar across the arm or torso. • The PCs may attempt to negotiate with the
• Perception (DC 19): One fey creature (a dryad) ettercaps. This fails for two reasons. First, the
has tiny jets of blue fire running across her body. ettercaps are very primitive. While they do have
• Insight (DC 15): The fey entering and leaving a language it is a fairly simple spider-tongue,
appear to be acting reverently, almost as if they focused on basic and real-world concepts and not
are entering a place of worship. so much on abstract ideas. It is also impossible to
pronounce by the PCs. The ettercaps do
If the PCs choose to enter the ettercap lair, go to understand (but, lacking the right vocal cords, do
Encounter 4. not speak) elven, assuming it doesn't deal with
too abstract ideas. The intentions of "We give you
food, you give us Lady", probably will be clear
Scene: Talking to a Fey
enough to them.
In this scene the PCs choose to try and speak to one of • Second, even if the PCs find a means of
the fey entering or leaving the ettercaps lair or in the negotiating with the ettercaps they are intent on
Lady in Flames chamber. The fey can be a banshrae, keeping hold of the goddess.
dryad, eladrin, gnome, or satyr. All the fey, coming to • The PCs can attempt to break her out on their
worship the Lady in Flames, are young. The fey is own. The ettercaps warily allow humanoids in to
suspicious of outsiders; it takes a DC 16 Bluff, worship their goddess so getting in is easy. The
Diplomacy, or Initimidate skill check to get them to talk. worship chamber is always guarded, so the PCs
PCs with a fey origin or a bestial look (i.e. gnolls, must defeat the guards, then make it out of the
minotaurs) get a +2 to the skill check. lair. Go to Encounter 4 for the initial attack and
then Encounter 5 for the exit from the ettercap
• The Lady in Flames appeared in the ettercaps lair lair.
about 6 months ago. No one knows how she got • The PCs can negotiate help from the Sibilant
here. Sisters by asking their guide. The Sisters give the
• About five months ago a group of fey attempted PCs a potion that disables the ettercaps, for a
to take the Lady in Flames for themselves. They price. Go to Encounter 6 for the negotiation with
were unsuccessful, and the ettercaps killed them. the Sisters, the ettercap lair results, and the
• The shard statuette was installed about four betrayal – the potion provided poisons the PCs as
months ago after someone attempted to kidnap well. Then go to Encounter 7, which is an attempt
the Lady in Flames from the ettercaps. It was by the Sisters to gain possession of the Lady in
made by a local fey artisan. Flames.

DALE1-4 The Lady In Flames Page 10


zeal causes them to disregard all danger. They interpose
Encounter 4: Smash and themselves or grasp PCs in an effort to hamper or
distract them. The first character to start his or her turn
Grab, The Assault in a square adjacent to a fey youngster takes a -1 penalty
to speed. Wherever the character goes, the youngster
Encounter Level 5 / 7 (1000 / 1500 attempts to cling to the character and follow her. An
affected character can escape the youngster, leaving it
XP) standing where it is and removing the speed penalty, by
succeeding on a DC 15 Athletics or Intimidate check as
This encounter includes the following creatures and a standard action. Otherwise, the speed penalty lasts
traps. until the end of the encounter or until the fey youngster
3 ettercap fang guards (F) is slain.
1 ettercap web spinner (W) Though they do not fight, fey youngsters are treated
1 shard statuette (S) as minions (AC 15, all other defenses 12).
At the end of the round, if a fey youngster is not
When the PCs enter the ettercap lair, they find a well adjacent to any PC, it shifts up to 2 squares towards the
marked path leading to the center of the lair. PCs nearest PC.
veering off the path quickly run into closed off corridors Lady in Flames: The Lady in Flames is stuck in the
or ettercap guards who block the way. If the PCs follow center of the webs. It takes a DC 17 Athletics check to
the path, they eventually reach a chamber at the center forcibly pull her down.
of the ettercaps lair. The woman does not resist and is barely lucid. If the
PCs ask her questions, the only responses are ‘Sureen’ -
A half-elf woman, suspended 10 feet in the air by likely her name – and ‘Help me’. See the Appendix for a
spiderwebs, dominates the web-filled chamber. She has full description of the Lady in Flames and her condition.
vibrant red hair and green eyes. Her body is pierced Shard Statuette (S): This statuette of near-
with hundreds of mirror-like shards, and looks wracked translucent rose quartz is a trap set to guard the room. It
in pain. A strange blue fire periodically crawls across activates and rolls initiative when a creature that is not a
her body, causing the webs around her to smoke slightly, spider or a fey approaches within 5 squares of the Lady
but not burn. The lady is surrounded by several in Flames. The trap can also be activated by the ettercap
ettercaps, who regard a small crowd of insect-like fey web spinner with a command word (a minor action).
suspiciously. The fey appear to be staring at the lady in The statuette is glued to a pedestal with webbing, and
the webs with awe. Several fey are mumbling what takes considerable force to break loose (DC 21 Strength
appear to be prayers. A crystalline statuette in the check).
likeness of the lady in the webs also occupies the room. Webs: The webs that surround the Lady in Flames
are difficult terrain and provide concealment. Anyone
The fey are young banshrae fey – far younger than most entering the webs must make a DC 15 Athletics or
PCs normally encounter. PCs that speak elven can make Acrobatics check or become immobilized. Trapped
out the name “Lady in Flames” among the prayers’ of the creatures can free themselves using the escape action
fey. (DC 15). The webs can be destroyed though they have
The ettercaps are guarding the Lady in Flames from been treated against fire and acid damage (hp 10; resist
harm in this chamber while small groups of fey have acid 5, fire 5).
gathered to worship their ‘goddess’. PCs may stay and Walls: The walls are made out of extremely thick
observe as long as they wish; fey filter in and out of the webbing (hp 40; resist acid 5 fire 5; Break DC 26). The
room periodically as they either finish their worship or webs are too thick to walk through.
new ones arrive to join the crowd.
If the PCs come up with a plan to obtain the Lady in Tactics
Flames by force, use the following information to run On the first round of combat, the ettercap webspinner
the encounter. activates the shard statuette if it has not already been
activated. The ettercaps use their restraining powers to
Features of the Area immobilize or restrain the PCs. After that the ettercap
Banshrae Youngsters: Five young banshrae (B) are fang guards move into a flanking position on the PCs to
present in the area. They are non-combatants, but their gain combat advantage and attempt to bite the PCs. The

DALE1-4 The Lady In Flames Page 11


shard statuette, when activated, continually fires shards Experience Points
at the nearest intruder. The characters receive 200 / 300 experience points
each for successfully saving the Lady in Flames. Award
Scaling the Encounter half experience points if they failed.
Make the following adjustments to the combat based on
the number of PCs present. Treasure
Four PCs: Remove one ettercap fang guard. Stuck in the webs surrounding the Lady in Flames are
Six PCs: Add one ettercap web spinner. several offerings left by the fey. In the webs can be found
a power jewel and a ritual scroll of Hand of Fate and Feat
Ending the Encounter of Strength. The statuette is worth 50 gp as long as it is
undamaged.
If the PCs decide to kill Sureen rather than take her
Sureen herself wears a diadem of acuity, and a +2 rod
with them, they find that she regenerates any damage
of feythorns (low) / +2 feyswarm staff (high) is webbed to
done to her. The regeneration is accompanied by
her right hand, like a fey queen’s regalia.
vibrant blue flames and obviously causes her incredible
pain. The easiest way to remove her influence is to take
her out of Spiderhaunt. If PCs come up with a clever
way to kill her anyway (or otherwise remove her from
the scene), that also fulfills the mission. In that case, skip
the visions in Encounter 8.
If the PCs defeat the ettercaps, they can cut down
the Lady in Flames fairly quickly (within a minute).
During that time, angry sounding chittering noises can
be heard throughout the lair. The ettercaps have
become aware of the attack and are marshalling their
forces to stop the PCs. Go to Encounter 5.
If the PCs are defeated, they are restrained with
spiderwebs and hung upside down in the air in another,
empty chamber (to keep them ‘fresh’). They are left
there for several hours. Give the PCs a good chance to
escape their webbing (DC 12 / 13 Athletics or
Acrobatics or other reasonable skills). If they manage to
escape, they can flee from the ettercaps lair, and either
ask the Sibilant Sisters for help (go to Encounter 6), or
else flee the Spiderhaunt and return to Shadowdale
empty handed (go to Encounter 8). Attempting to
retrieve the Lady in Flames at this point is fraught with
peril; the guards in her room have been doubled. If the
PCs do not escape after several hours, they eventually
get killed and eaten by the ettercaps.
The PCs may also come up with a plan to obtain the
Lady from the ettercaps by stealth, guile, or some other
means. This option is not covered in this adventure, but
if the plan seems workable you can run it as a
complexity 5 skill challenge (12 successes before 3
failures). Most skill checks should be DC 12 / 13;
particularly unusual or difficult to use skills should be
DC 17 / 18. The skill challenge should involve all of the
PCs and only cover getting the Lady in Flames out of the
chamber. You should still run the escape as a separate
skill challenge using Encounter 5.

DALE1-4 The Lady In Flames Page 12


Encounter 4: The Assault Statistics (Low Level)
Ettercap Fang Guard (level 5) Level 5 Soldier Shard Statuette Level 5 Blaster
Medium natural humanoid (spider) XP 200 Trap XP 200
Initiative +6 Senses Perception +3 Trap: A crystalline statuette launches shards of mirror-like glass each
HP 64; Bloodied 32 round on its initiative.
AC 21; Fortitude 18, Reflex 17, Will 16 Perception
Resist 10 poison No check is necessary to notice this trap.
Speed 5, climb 5 (spider climb); see also web walker Additional Skills: Thievery
m Greataxe (standard; at-will) ✦ Weapon ✦DC 16: The PC determines the trap can be disabled with a set of
+10 vs. AC; 1d12 + 5 damage (crit 1d12 + 17). Thievery checks, and that each check will hinder part of the traps
M Spider Bite (standard; at-will) ✦ Poison operation.
Initiative +4
Requires combat advantage; +10 vs. AC; 1d6 + 4 damage. If the
attack hits, the ettercap makes a secondary attack against the Trigger
target. Secondary Attack: +8 vs. Fortitude; the target is stunned The trap activates and rolls initiative when a creature that is not a
until the end of the ettercaps next turn and takes ongoing 5 poison spider or a fey approaches within 5 squares of the Lady in Flames.
damage (save ends). The trap can also be activated by the ettercap web spinner with a
command word ( a minor action).
M Web Tangle (standard; at-will)
Attack
+8 vs. Reflex; the target is immobilized (save ends).
Standard Action Range 10
Web Reaper
The ettercap fang guard gains a +2 bonus to attack rolls and deals Targets: One intruder. It magically distinguishes between intruders
an extra 2 damage against restrained and immobilized creatures. and the ettercaps.
Web Walker Attack: +10 vs. AC
An ettercap ignores the movement effects of spider webs and Hit: 2d8 + 5 damage and ongoing 5 damage (save ends).
difficult terrain related to spider swarms. Countermeasures
Alignment Unaligned Languages - ✦ A character can attempt to avoid detection by the statuette with a
Skills Stealth +9 Stealth check (DC 18). Cover or concealment is not required; the
Str 16 (+5) Dex 14 (+4) Wis 13 (+3) trap uses a version of tremorsense to detect intruders and the
Con 16 (+5) Int 5 (---1) Cha 11 (+2) Stealth check allows the PCs to avoid detection.
Equipment leather armor, greataxe ✦ A character can attack the shard statuette (AC 18; other defenses
16; hp 46). Destroying the statuette stops all attacks.
Ettercap Webspinner Level 5 Controller ✦ A character adjacent to the statuette can attempt a Thievery check
Medium natural humanoid (spider) XP 200 to disable the trap (DC 18). Successes accumulate, and the result of
Initiative +4 Senses Perception +9 each success is listed below. Successes from multiple creatures
HP 64; Bloodied 32 stack. If the Thievery check fails, the shard statuette can make an
AC 18; Fortitude 17, Reflex 16, Will 16 immediate opportunity attack against the creature. The shard
Resist 10 poison statuette can try and remove successes by forgoing all actions its
Speed 5, climb 5 (spider climb); see also web walker turn. If it does so, it may instead attempt a saving throw; success
m Longspear (standard; at-will) ✦ Weapon means one of the successes to disable the trap is removed.
Reach 2, +10 vs. AC; 1d10 + 3 damage. First success: All creatures are considered to have concealment
M Spider Bite (standard; at-will) ✦ Poison (save ends).
Second success: The shard statuette is dominated by the attacker
Requires combat advantage; +10 vs. AC; 1d6 + 4 damage. If the
until the end of its next turn, after which it is marked by the
attack hits, the ettercap makes a secondary attack against the
attacker (save ends).
target. Secondary Attack: +8 vs. Fortitude; the target is stunned
Third success: The shard statuette can no longer distinguish
until the end of the ettercaps next turn and takes ongoing 5 poison
between intruders and ettercaps. On the shard statuette’s turn, it
damage (save ends).
randomly targets one of the closest three creatures (save ends).
R Web Net (minor 1/round; at-will)
Fourth success: The shard statuette is disabled. It cannot take any
Range 5; +9 vs. Reflex; the target is restrained (save ends).
actions for the rest of the combat and cannot remove any successes.
A Webbed Terrain (standard; recharge 6) ✦ Zone
Area burst 2 within 10; +9 vs. Reflex; the target is immobilized
(save ends). The zone is filled with spider webs and is considered
difficult terrain until the end of the encounter.
Web Walker
An ettercap ignores the movement effects of spider webs and
difficult terrain related to spider swarms.
Alignment Unaligned Languages -
Skills Stealth +9
Str 16 (+5) Dex 14 (+4) Wis 15 (+4)
Con 16 (+5) Int 5 (---1) Cha 13 (+3)
Equipment leather armor, greataxe

DALE1-4 The Lady In Flames Page 13


Encounter 4: The Assault Statistics (High Level)
Ettercap Fang Guard (level 7) Level 7 Soldier Shard Statuette (level 7) Level 7 Blaster
Medium natural humanoid (spider) XP 300 Trap XP 300
Initiative +7 Senses Perception +4 Trap: A crystalline statuette launches shards of mirror -like glas
HP 80; Bloodied 40 each round on its initiative.
AC 23; Fortitude 20, Reflex 19, Will 18 Perception
Resist 10 poison No check is necessary to notice this trap.
Speed 5, climb 5 (spider climb); see also web walker Additional Skills: Thievery
m Greataxe (standard; at-will) ✦ Weapon ✦ DC 18: The PC determines the trap can be disabled with a set
+12 vs. AC; 1d12 + 6 damage (crit. 1d12 + 18). of Thievery checks, and that each check will hinder part of the
M Spider Bite (standard; at-will) ✦ Poison traps operation.
Initiative +4
Requires combat advantage; +12 vs. AC; 1d6 + 5 damage. If the
attack hits, the ettercap makes a secondary attack against the Trigger
target. Secondary Attack: +10 vs. Fortitude; the target is stunned The trap activates and rolls initiative when a creature that is not
until the end of the ettercaps next turn and takes ongoing 5 a spider or a fey approaches within 5 squares of the Lady in
poison damage (save ends). Flames. The trap can also be activated by the ettercap
webspinner with a command word ( a minor action).
M Web Tangle (standard; at-will)
Attack
+10 vs. Reflex; the target is immobilized (save ends).
Standard Action Range 10
Web Reaper
The ettercap fang guard gains a +2 bonus to attack rolls and Targets: One intruder. It magically distinguishes between intruders
deals an extra 2 damage against restrained and immobilized and the ettercaps.
creatures. Attack: +12 vs. AC
Web Walker Hit: 2d8 + 5 damage and ongoing 5 damage (save ends).
An ettercap ignores the movement effects of spider webs and Countermeasures
difficult terrain related to spider swarms. ✦ A character can attempt to avoid detection by the statuette with
Alignment Unaligned Languages - a Stealth check (DC 20). Cover or concealment is not required;
Skills Stealth +10 the trap uses a version of tremorsense to detect intruders and
Str 16 (+6) Dex 14 (+5) Wis 13 (+4) the Stealth check allows the PCs to avoid detection.
Con 16 (+6) Int 5 (+0) Cha 11 (+3) ✦ A character can attack the shard statuette (AC 20; other
Equipment leather armor, greataxe defenses 18; hp 64). Destroying the statuette stops all attacks.
✦ A character adjacent to the statuette can attempt a Thievery
Ettercap Webspinner (level 7) Level 7 Controller check to disable the trap (DC 20). Successes accumulate, and the
Medium natural humanoid (spider) XP 300 result of each success is listed below. Successes from multiple
Initiative +5 Senses Perception +10 creatures stack. If the Thievery check fails, the shard statuette
HP 80; Bloodied 40 can make an immediate opportunity attack against the creature.
AC 20; Fortitude 19, Reflex 18, Will 18 The shard statuette can try and remove successes by forgoing all
Resist 10 poison actions its turn. If it does so, it may instead attempt a saving
Speed 5, climb 5 (spider climb); see also web walker throw; success means one of the successes to disable the trap is
m Longspear (standard; at-will) ✦ Weapon removed.
Reach 2, +12 vs. AC; 1d10 + 4 damage. First success: All creatures are considered to have concealment
(save ends).
M Spider Bite (standard; at-will) ✦ Poison
Second success: The shard statuette is dominated by the attacker
Requires combat advantage; +12 vs. AC; 1d6 + 5 damage. If the
until the end of its next turn, after which it is marked by the
attack hits, the ettercap makes a secondary attack against the
attacker (save ends).
target. Secondary Attack: +10 vs. Fortitude; the target is stunned
Third success: The shard statuette can no longer distinguish
until the end of the ettercaps next turn and takes ongoing 5
between intruders and ettercaps. On the shard statuette’s turn,
poison damage (save ends).
it randomly targets one of the closest three creatures (save ends).
M Web Net (minor 1/round; at-will) Fourth success: The shard statuette is disabled. It cannot take any
Range 5; +11 vs. Reflex; the target is restrained (save ends). actions for the rest of the combat and cannot remove any
M Webbed Terrain (standard; recharge 6) ✦ Zone successes.
Area burst 2 within 10; +11 vs. Reflex; the target is immobilized
(save ends). The zone is filled with spider webs and is considered
difficult terrain until the end of the encounter.
Web Walker
An ettercap ignores the movement effects of spider webs and
difficult terrain related to spider swarms.
Alignment Unaligned Languages -
Skills Stealth +10
Str 16 (+6) Dex 15 (+5) Wis 15 (+5)
Con 16 (+6) Int 5 (+0) Cha 13 (+4)
Equipment leather armor, greataxe

DALE1-4 The Lady In Flames Page 14


Encounter 4: The Assault Map
Arcane Corridors
Tower Base / Floor 8x10 x1
Blood Symbol / Floor 4x4 x1
Stairs / Floor 4x2 x2

Dire Tombs
Floor w/Webs / Floor 8x8 x1

DALE1-4 The Lady In Flames Page 15


Bluff (DC 17 / 18): The lack of a common language
Encounter 5: Smash and makes it difficult to bluff ettercaps, but a particularly
skillful PC might be able to. Any bluff attempt must be
Grab, The Escape completely non-verbal or in elven.
Diplomacy: Ettercaps are primitive, do not share a
Skill Challenge Level 5 / 7, common language with the PCs, and are very intent on
keeping the Lady In Flames. They cannot be reasoned
Complexity 2 (400 / 600 XP) with.
Intimidate (DC 17 / 18): The PCs can threaten a
Setup group of ettercaps to back off long enough to get out.
Number of Successes: 6 Stealth (DC 17 / 18): If the PC can stay hidden as
Number of Failures: 3 they move through the lair, they can escape without the
Primary Skills: Acrobatics, Bluff, Intimidate, Stealth ettercaps finding them.

In Encounter 4, the PCs successfully liberated the Lady Scene 1: The Blocked Hallway
in Flames from the chamber where she was being held. You move through a corridor, looking for a way out. As
There are several hundred ettercaps in the lair overall, you peer ahead, trying to determine the best route to
and they have been alerted to the attack and are take, you see sticky webs spring forth from walls all
organizing to stop the PCs. The PCs need to get out of around you, blocking your path
the lair before the ettercaps overwhelm them.
In this scene an automated defense has triggered,
You hear an angry chittering sound reverberating blocking the hallway with sticky webs. The PCs need to
throughout the lair. Your actions have not gone find a way through.
unnoticed, and if you don’t escape quickly you’ll face the Acrobatics (DC 12 / 13): The PC uses his natural
wrath of hundreds of angry ettercaps. dexterity to navigate the webs and find a way through
for the entire group.
This challenge can be run a couple of ways. The first way Athletics (DC 17 / 18): By tearing through the
is for the PCs to pick a skill to use to try and escape the strands as quickly as possible, the PC can make a path
ettercap lair, just like a typical skill challenge would through the webs.
work. You can also present a PC with one of several Perception (DC 17 / 18): A successful use of this
tailored scenes, listed below. You can target a scene skill reveals that the webs were generated from a simple
based on how the PCs move through the lair. Consider trap. The PC locates a tangle of webs that look like the
requiring 1 success per PC in the scene. Scenes should “control panel” for the trap. The use of this skill does not
be rotated amongst all of the players so all the players generate any successes or failures, but does open up the
have a chance to participate in the skill challenge. use of Thievery.
The skill challenge starts immediately after Thievery (DC 12 / 13): The webs issued forth from
Encounter 4. There is no time between the end of the a primitive trap set by the ettercaps. A PC successfully
last encounter and the beginning of this encounter to using this skill manages to disable and reset the trap,
take a short rest. clearing the hallway of webs.

Skill Challenge Scene 2: The Confusing Juncture


Time Consuming Tasks: The ettercaps are quickly You enter a room that seems to function as a primary
organizing so they can stop the PCs from making off juncture point in the lair. A dozen different hallways
with the Lady in Flames. There is very little time to branch off from this room, in all different directions.
escape so the PCs must move quickly. The PCs get one You’re not sure which way to go.
failure automatically for every 5 minutes they spend
doing something other than moving, such as trying to In this scene the PCs need to determine the best
take a short rest or cast a ritual. direction to go. There are many routes to choose from,
Acrobatics (DC 12 / 13): By dodging and weaving and it’s not obvious which one is correct.
through the lair and past the guards, the PC can make it Perception (DC 12 / 13): Between their recall of
through. how they came in and by perceiving which routes are

DALE1-4 The Lady In Flames Page 16


used most often by the tracks on the floor, the PC finds
the route that most likely leads out. 0, 1, or 2 Success! The PCs get out of the ettercap lair
History (DC 17 / 18): The PC recalls a dwarven failures with the Lady in Flames
army’s assault on an ettercap lair fifty years ago. The 3 or 4 The PCs get out of the ettercap lair with the
layout of the lair in that assault seems eerily similar to failures Lady in Flames but each PC loses 1 healing
the one the PC is in now. By recalling key details, they surge.
manage to find a likely route. 5, 6, or 7 The PCs get out of the ettercap lair with the
Nature (DC 17 / 18): By using their knowledge of failures Lady in Flames but each PC loses 2 healing
etttercaps and how such creatures tend to lay out their surges.
lairs, the PC picks the most likely route. 8 or more The PCs are captured. See below for
failures details.
Scene 3: The Guard Post
As you make your way through the web-strewn walls of If the PCs captured, they are restrained with spiderwebs
the lair you find yourself approaching a choke point. At and hung upside down in the air in another, empty
the choke point, fifteen ettercaps and man-sized spiders chamber (to keep them ‘fresh’)’. They are left there for
have gathered and are keeping a wary eye out for several hours. Give the PCs a reasonable chance to
intruders. escape their webbing (DC 12 Acrobatics or other
reasonable skills). If they manage to escape, they can
In this scene, the PCs have come across a group of escape the ettercaps lair, and either ask the Sibilant
ettercaps guarding a key hallway in the lair. It should be Sisters for help (go to Encounter 6), or flee the
apparent by the numbers that attacking this group of Spiderhaunt and return to Shadowdale empty handed
ettercaps is unwise. (go to Encounter 8). Attempting to retrieve the Lady in
Attack!: The PCs try to fight their way through. Flames at this point is fraught with peril; the guards in
Unfortunately, there are too many of them to fight easily. her room have been doubled. If the PCs do not escape
The PCs manage to make it through, but they after several hours, they are killed and eaten by the
automatically gain one failure and lose a healing surge. ettercaps.
Going Around: The PCs can back off and try
another way around the guards. This takes time, giving Experience Points
the ettercaps more time to organize. The PCs The characters receive 80 / 120 experience points each
automatically gain one failure. for successfully completing the skill challenge. Award
Bluff (DC 17 / 18): The lack of a language makes it half experience points if they failed.
difficult to bluff ettercaps, but a particularly skillful PC
might be able to. Any bluff attempt must be completely
non-verbal or in elven.
Intimidate (DC 17 / 18): The PCs managed to
capture the ettercaps’ goddess, so if the PCs can project
an aura of menace they may be able to get past the
guards.
Stealth (DC 17 / 18): The PCs wait until the guards
aren’t looking and manage to sneak past. A stealth check
is not required per PC; the PC rolling this skill check is
doing so for the entire group.

Ending the Encounter


Success: The PCs successfully exit the lair without
encountering major resistance.
Failure: The PCs manage to exit the lair, but
encounter pockets of well-armed ettercaps along the
way. Continue having the PCs roll checks until they
achieve either six successes or eight failures. The PCs
take a penalty based on the number of failures they
receive:

DALE1-4 The Lady In Flames Page 17


heartbeats (20 to 40 minutes). The PCs also get the story
Encounter 6: A Little Help, award DALE10 A Favor Owed to the Sibilant
Sisters.
The Betrayal Make a Bluff check at the beginning of the
encounter for Relda. If a PC is actively checking for lies
Skill Challenge Level 5 / 7, while Relda informs them of the jug’s properties, the PC
can roll Insight against Relda’s Bluff result to see if they
Complexity 2 (400 / 600 XP) can discern her lies. All PCs might have a shot to
recognize Relda’s deception – use each other PC’s
Setup passive Insight against her Bluff. If successful, the PCs
determine that Relda is for the most part telling the
Number of Successes: 6
truth, although the PC suspects the contents of the jug
Number of Failures: 3
may have additional effects beyond what was described.
Primary Skills: Endurance, Perception
If confronted, Relda denies hiding anything from the
Important NPCs:
PCs (of course, she’s lying about that as well).
Relda, a howling hag Sibilant Sister (Bluff +11, Insight
If the PCs choose not to use the contents of the jug,
+10, Perception +10)
they must assault the ettercap lair on their own. Go to
Encounter 3. If the PCs choose to use the contents of the
In this encounter, the PCs have chosen to accept the
jug at the entrance of the ettercap lair, read the
help of the Sisters Sibilant in retrieving the Lady in
following.
Flames.
If the PCs decide to ask the hags for help only once
When you remove the plug, a fine grayish mist issues
they are at the ettercap lair, they can relay the wish to
out of from the jug and surrounds you. A tangy, metallic
their guide, who buzzes off at high speed. Fifteen
taste begins to build in your throat as the mist continues
minutes later, Relda appears out of the woods to hear
their request to come out in what seems like a never-ending stream.
If the PCs ask for help, she replies: The mist seems to extend approximately 20 feet from
the jug.
“Help in obtaining what you seek can be provided, for a
price.” PCs entering the lair find the contents of the jug work as
they were told. Ettercaps who approach the PCs
The Sibilant Sisters are willing to aid the PCs retrieve immediately fall asleep, and stay asleep for half an hour
the Lady in Flames from the ettercaps. Although they do unless violently woken up (an attack doing 1 or more
not reveal this to the PCs, the Sisters covet the Lady in points of damage to an ettercap wakes them up). The
Flames and wish to obtain her for their own use. Due to contents of the jug continues to issue forth for 30
an ancient pact that requires the Sisters to not directly minutes; more than enough time for the PCs to reach
attack or invade the ettercaps home, they have been the Lady in Flames, retrieve her, and get out.
unable to directly attempt to retrieve the Lady. They When the PCs are first exposed to the contents of
hope to use the PCs to retrieve the Lady and then trick the jug, any PC with a passive Insight of 22 or greater
them into giving the Lady to the Sisters. notices that the mist from the jug they are being exposed
In exchange for help, the Sisters want a sworn to is somehow affecting them as well; exactly how is not
promise to return the favor. The PCs sworn promise clear. PCs actively looking for problems with the potion
must be spoken aloud, given freely, and represented by can instead roll a DC 22 Insight check to determine the
a token provided from the PCs bodies – a lock of hair, a mist are affecting them as well. Any PC who was
tiny vial of blood, or something similar. The Sisters do successful in their check can follow up with a DC 12
not agree to specify the exact nature of the favor, but the Heal check. A successful check reveals that the mist is
rules say it can only be asked at a later date. altering their perceptions in some subtle way; continued
If the PCs agree, Relda provides the PCs a large, exposure enhances this effect. A successful check at this
stoppered jug made out of what appears to be an ogre’s point counts as a success in the upcoming skill challenge
skull and skin. The Sisters tell the PCs to take the jug to (a failed check does not count as a failure).
the entrance of the ettercap’s lair, open the jug, and The mist is slowly poisoning the PCs; the effect of
carry the jug within. The contents, they say, make this is to make the PCs more susceptible to suggestions,
spidery creatures slumber for several thousand so that they will turn over the Lady in Flames to the
Sibilant Sisters. The PCs do not have enough time to

DALE1-4 The Lady In Flames Page 18


retrieve the Lady in Flames and avoid the effects of the Flames. In Encounter 7, Relda has possession of the
mist. If they choose to put down the flask or otherwise Lady in Flames and all PCs are considered dazed (save
stop using the mist, go to Encounter 3. ends). The dazed condition is considered a poison effect,
so races such as dwarves get a saving throw bonus.
As you walk through the fortress, ettercaps rush up to
you to stop you, but they fall asleep immediately once Experience Points
they come in contact with the mist. You make it to the The characters receive 80 / 120 experience points each
Lady in Flames chamber unhindered. for successfully completing the skill challenge. Award
half experience points if they failed.
The PCs can easily cut the woman down, but won’t have
much time to examine her at this point. Treasure
Stuck in the webs surrounding the Lady in Flames are
As you leave the ettercaps lair with the Lady in Flames
several offerings left by the fey. In the webs can be found
in tow, you find your thoughts are jumbled regarding
power jewel and a ritual scroll of Hand of Fate and Feat of
your mission. You were supposed to give the Lady to …
Strength. A statuette in the Lady’s room, which normally
the Sibilant Sisters? That doesn’t seem quite right at acts as a trap but is currently nonfunctional, is worth 50
first but the more you think about it the more you gp.
realize that you should turn over the Lady to those nice Sureen herself wears a diadem of acuity, and a +2 rod
old ladies. Or was there something else? Something of feythorns (low) / +2 feyswarm staff (high) is webbed to
nags at the back of your mind as you make your way her right hand, like a fey queen’s regalia.
out. In addition, the stoppered jug, once used, continues
to function as a jar of steam.
The PCs have successfully retrieved the Lady in Flames,
but a poison in the mist is making them susceptible to a
suggestion to turn the Lady over to the Sibilant Sisters.
The PCs must resist the poison quickly or else they
unwittingly turn over the Lady.

Skill Challenge
Arcana (DC 17 / 18, 12 / 13 with the Alchemy
Feat): The PC improvises a remedy to the poison using
components at hand. The use of this skill does not
generate any successes or failures; however it does
provide a +2 bonus to all Endurance checks for all PCs
participating in this skill challenge.
Endurance (DC 12 / 13): The PC attempts to resist
the poison outright. Dwarves or other creatures with a
saving throw bonus vs. poisons receive a +2 bonus to
this skill check.
Heal (DC 12 / 13): The use of this skill lets a PC
use his knowledge of first aid to provide a temporary
remedy for one creature
Insight (DC 17 / 18): The PC attempts to use his
keen mind to fight the poison and see what is real and
what isn’t.

Ending the Encounter


Success: The PCs resist the poison before handing
over the Lady in Flames to Relda. In Encounter 7, the
PCs have possession of the Lady in Flames.
Failure: The PCs manage to shake off the effects of
the poison, but not before they hand over the Lady in
DALE1-4 The Lady In Flames Page 19
Features of the Area
Encounter 7: A Little Help, Hill: The slope of the hill is difficult terrain.
The Betrayer Attacks Giants Corpse: The bones of a long dead giant can
be seen littering the ground. The essence of the giant has
imbued the area with power. Any push, pull, or slide
Encounter Level 5 / 7 (1000 / 1500 effects on a creature standing on a square of the giant’s
XP) corpse are reduced by 1.
Pond: The pond is considered difficult terrain.
This encounter includes the following creatures.
1 howling hag (Relda) (H) Tactics
1 shambling mound (S) The tactics of Relda, the howling hag, depend on
2 will-o-wisps (W) whether she has possession of the Lady in Flames. If she
does, she attempts to make off with the Lady into the
This encounter only occurs if the PCs made a deal with forest, leaving her servants to finish off the PCs. She has
the Sibilant Sisters for aid and used the jug to free a move of 2, and saves a standard action to use a shriek of
Sureen (see Encounter 6). They have just escaped the pain to push the PCs away.
ettercaps lair with the Lady in Flames. In the prior If the howling hag does not have possession of the
encounter, the PCs had to fight off a poison that was Lady in Flames, she starts out the encounter with her
designed to convince the PCs that they should turn over shriek of pain power, hoping to catch as many PCs
the Lady in Flames to Relda, a representative of the together as possible. She then continues to maneuver to
Sibilant Sisters. If the PCs succeeded in the skill try and catch as many PCs as possible in her close blast
challenge, they have the Lady in Flames. If they failed, powers. Relda focuses on the PC who is carrying the
Relda has the Lady in Flames and the PCs are dazed Lady in Flames whenever possible. If an opportunity
(save ends; treat this save as a poison save for the presents itself, she attempts to grab the Lady of Flames
purposes of bonuses the PCs might have). This and move into the forest.
encounter starts immediately after Encounter 6. There is The will-o-wisp uses its luring glow power to either
no time to take a short rest between encounters. group PCs together for the howling hag to attack or pull
them towards the shambling mound. Whenever an
Outside the ettercap lair, thoughts about the friendliness attack misses, the will-o-wisp uses its blink out power.
of the Sibilant Sisters echo in your mind. As you gather When a PC gets within 3 squares of a will-o-wisp it
your wits, you find yourself near the forests edge. The switches to using its glimmer wisp power, unless it is
Sibiliant Sister known as Relda saunters near the edge bloodied in which case it uses its life drain encounter
of the woods. power.
The shambling mound moves to the nearest target
If the PCs failed the skill challenge, also read: and attacks it until the creature is enveloped or below
Your senses are still clouded from the mist and you find zero hit points, after which it moves on to the next
it difficult to act. One thing that pierces your thoughts is target.
that the Lady in Flames is somehow being carried off by The servants are ordered not to kill the PCs but to
Relda! merely knock them unconscious – after all, the PCs still
owe Relda a favor.
Also roll a Stealth check for the shambling mound and
will-o-wisp. If either creature does not beat the PCs Scaling the Encounter
highest passive Perception, show these creatures on the Make the following adjustments to the combat based on
map. Otherwise, these creatures are hiding ready to the number of PCs present.
surprise the PCs. Four PCs: Remove one will-o-wisp
In this encounter, Relda is intent on either taking Six PCs: Add one shambling mound
the Lady in Flames from the PCs or, if she has
possession of her, making off into the forest while her
servants destroy the PCs. Ending the Encounter
If the PCs are defeated, they still need to make it out of
the Spiderhaunt alive (go to Encounter 8). The fey of the
forest still blame the theft on the PCs and are looking to

DALE1-4 The Lady In Flames Page 20


extract some revenge. The fey know they cannot take on
the Sibilant Sisters themselves.

Experience Points
The characters receive 200 / 300 experience points
each for successfully completing this encounter. Award
half experience points if they failed.

DALE1-4 The Lady In Flames Page 21


Encounter 7: The Betrayer Attacks Statistics (Low Level)
Howling Hag (level 6) Level 6 Controller Shambling Mound (level 6) Level 6 Brute
Medium fey humanoid XP 250 Large natural animate (plant) XP 250
Initiative +7 Senses Perception +10; low-light vision Initiative +3 Senses Perception +2; darkvision
Baleful Whispers (Psychic) aura 5; an enemy that ends its HP 90; Bloodied 45
turn in the aura takes 1d6 psychic damage. Regeneration 5
HP 75; Bloodied 37; see also shriek of pain AC 18; Fortitude 21, Reflex 15, Will 14
AC 20; Fortitude 19, Reflex 18, Will 17 Immune lightning; see also lightning affinity
Resist 10 thunder Speed 4 (swamp walk)
Speed 6; see also fey step m Tendrils (standard; at-will)
m Quarterstaff (standard; at-will) ✦ Weapon Reach 2; +9 vs. AC; 1d8 + 5 damage.
+8 vs. AC; 1d8 + 4 damage. M Enveloping Double Attack (standard; at-will) ✦ Healing
C Howl (standard; at-will) ✦ Thunder The shambling mound makes two basic attacks. If both attacks
Close blast 5; +9 vs. Fortitude; 1d6 + 4 thunder damage, and the hit the same Medium or smaller target, the shambling mound
target is pushed 3 squares. makes a secondary attack against the target. Secondary Attack:
+12 vs. Fortitude; the target is pulled into the shambling mounds
C Shriek of Pain (standard; recharge when first bloodied) ✦ space and restrained (save ends). While the target is restrained,
Thunder no creature has line of sight or line of effect to it. At the start of
Close blast 5; +9 vs. Fortitude; 3d6 + 4 thunder damage, or 3d6 the shambling mounds turn each round, the enveloped target
+ 9 thunder damage if the howling hag is bloodied. Miss: half takes 10 damage and the shambling mound regains 10 hit
damage. points. The shambling mound can envelope up to 2 creatures at
Change Shape (minor; at-will) ✦ Polymorph a time. When the target makes its save, it reappears in a square
A howling hag can alter its physical form to appear as an old of its choice adjacent to the shambling mound.
crone of any Medium humanoid race. Lightning Affinity (immediate reaction, when hit by a lightning
Fey Step (move; encounter) attack; at-will) ✦ Healing
The howling hag can teleport 10 squares. The shambling mound regenerates 10 hit points.
Alignment Evil Languages Common, Elven Alignment Unaligned Languages -
Skills Bluff +11, Insight +10; Intimidate +11, Nature +10 Skills Stealth +8
Str 18 (+7) Dex 18 (+7) Wis 15 (+5) Str 22 (+8) Dex 12 (+3) Wis 10 (+2)
Con 19 (+7) Int 12 (+4) Cha 16 (+6) Con 20 (+7) Int 5 (-1) Cha 10 (+2)
Equipment quarterstaff

Will --- o’ --- Wisp (level 6) Level 6 Lurker


Small fey magical beast XP 250
Initiative +13 Senses Perception +9; low-light vision
HP 41; Bloodied 20
AC 18; Fortitude 15, Reflex 20, Will 18
Resist insubstantial
Speed fly 6 (hover; maximum altitude 2 squares)
m Glimmer Wisp (standard; at-will) ✦ Radiant
Reach 2; +9 vs. Reflex; 2d6 + 4 radiant damage.
M Life Drain (standard; encounter) ✦ Healing, Psychic
Reach 3; bloodied target only; +9 vs. Fortitude; 2d8 + 1 psychic
damage, the target is weakened (save ends), and the wisp regains
14 hit points .
C Luring Glow (standard; at-will) ✦ Thunder
Close burst 20; blind creatures are immune; one target in the
burst; +9 vs. Will; the target is pulled 3 squares and dazed (save
ends).
Blink Out (immediate interrupt when missed by an attack; at-
will) ✦ Teleportation
The will-o’-wisp teleports 5 squares and extinguishes its fey light.
Fey Light (free; at-will)
A will-o’-wisp can give off light as a torch or extinguish this light.
Fey light must be on for the will-o’-wisp to make any attack.
When darkened, the will-o’-wisp has concealment and can make
a Stealth check to remain unnoticed.
Alignment Evil Languages Elven
Skills Stealth +14
Str 4 (+0) Dex 22 (+9) Wis 12 (+4)
Con 13 (+4) Int 8 (+2) Cha 18 (+7)

DALE1-4 The Lady In Flames Page 22


Encounter 7: The Betrayer Attacks Statistics (High Level)
Howling Hag (level 9) Level 9 Controller
Medium fey humanoid XP 400 Shambling Mound Level 9 Brute
Initiative +9 Senses Perception +11; low-light vision Large natural animate (plant) XP 400
Baleful Whispers (Psychic) aura 5; an enemy that ends its Initiative +4 Senses Perception +3; darkvision
turn in the aura takes 1d6 psychic damage. HP 120; Bloodied 60
HP 99; Bloodied 49; see also shriek of pain Regeneration 5
AC 23; Fortitude 22, Reflex 21, Will 20 AC 21; Fortitude 24, Reflex 18, Will 17
Resist 10 thunder Immune lightning; see also lightning affinity
Speed 6; see also fey step Speed 4 (swamp walk)
m Quarterstaff (standard; at-will) ✦ Weapon m Tendrils (standard; at-will)
+11 vs. AC; 1d8 + 4 damage. Reach 2; +12 vs. AC; 1d8 + 6 damage.
C Howl (standard; at-will) ✦ Thunder M Enveloping Double Attack (standard; at-will) ✦ Healing
Close blast 5; +12 vs. Fortitude; 1d6 + 5 thunder damage, and The shambling mound makes two basic attacks. If both attacks
the target is pushed 3 squares. hit the same Medium or smaller target, the shambling mound
makes a secondary attack against the target. Secondary Attack:
C Shriek of Pain (standard; recharge when first bloodied) ✦
+15 vs. Fortitude; the target is pulled into the shambling mounds
Thunder
space and restrained (save ends). While the target is restrained,
Close blast 5; +11 vs. Fortitude; 3d6 + 5 thunder damage, or 3d6
no creature has line of sight or line of effect to it. At the start of
+ 9 thunder damage if the howling hag is bloodied. Miss: half
the shambling mounds turn each round, the enveloped target
damage.
takes 10 damage and the shambling mound regains 10 hit
Change Shape (minor; at-will) ✦ Polymorph points. The shambling mound can envelope up to 2 creatures at
A howling hag can alter its physical form to appear as an old a time. When the target makes its save, it reappears in a square
crone of any Medium humanoid race. of its choice adjacent to the shambling mound.
Fey Step (move; encounter) Lightning Affinity (immediate reaction, when hit by a lightning
The howling hag can teleport 10 squares. attack; at-will) ✦ Healing
Alignment Evil Languages Common, Elven
The shambling mound regenerates 10 hit points..
Skills Bluff +12, Insight +11; Intimidate +12, Nature +11
Alignment Unaligned Languages -
Str 18 (+8) Dex 18 (+8) Wis 15 (+6)
Skills Stealth +9
Con 19 (+8) Int 12 (+5) Cha 16 (+7)
Str 22 (+9) Dex 12 (+4) Wis 10 (+3)
Equipment quarterstaff
Con 20 (+8) Int 5 (+0) Cha 10 (+3)

Will --- o’ --- Wisp (level 8) Level 8 Lurker


Small fey magical beast XP 350
Initiative +14 Senses Perception +10; low-light vision
HP 49; Bloodied 24
AC 20; Fortitude 17, Reflex 22, Will 20
Resist insubstantial
Speed fly 6 (hover; maximum altitude 2 squares)
m Glimmer Wisp (standard; at-will) ✦ Radiant
Reach 2; +11 vs. Reflex; 2d6 + 5 radiant damage.
M Life Drain (standard; encounter) ✦ Healing, Psychic
Reach 3; bloodied target only; +10 vs. Fortitude; 2d8 + 2 psychic
damage, the target is weakened (save ends), and the wisp regains
14 hit points .
R Luring Glow (standard; at-will) ✦ Thunder
Close burst 20; blind creatures are immune; one target in the
burst; +11 vs. Will; the target is pulled 3 squares and dazed (save
ends).
Blink Out (immediate interrupt when missed by an attack; at-will)
✦ Teleportation
The will-o’-wisp teleports 5 squares and extinguishes its fey light.
Fey Light (free; at-will)
A will-o’-wisp can give off light as a torch or extinguish this light.
Fey light must be on for the will-o’-wisp to make any attack.
When darkened, the will-o’-wisp has concealment and can make
a Stealth check to remain unnoticed.
Alignment Evil Languages Elven
Skills Stealth +15
Str 4 (+1) Dex 22 (+10) Wis 12 (+6)
Con 13 (+5) Int 8 (+3) Cha 18 (+8)

DALE1-4 The Lady In Flames Page 23


Encounter 7: A Little Help, The Betrayer Attacks Map
Ruins of the Wild
Stonehenge / Field w/Pond 8x8 x1
Camp / Field 8x8 x2
Mound / Hobbit Hole 4x4 x1
Field / Skeleton 8x4 x2

DALE1-4 The Lady In Flames Page 24


of sorts, is being sent by Sureen and describes how she
Encounter 8: Traversing the became the Lady in Flames.
The appendix lists eight visions, which you can hand
Forest Primeval to the appropriate PC when a success is gained. All
visions except vision 2 are visual only.
Skill Challenge Level 5 / 7, PCs who played DALE1-2 Blades for Daggerdale
recognize the dwarf and halfling in vision 2, 4, 5, and 6
Complexity 3 (600 / 900 XP) as Dorrien and Elyan, two adventurers from the Byar’s
Seven adventurer band. If a PC has the DALE06 story
Setup award, the woman is one of the missing members they
Number of Successes: 8 promised to search for.
Number of Failures: 3 Furthermore, the following checks can be made
Primary Skills: Arcana, Athletics, Nature, Perception, when a PC experiences a vision:
Stealth Perception (DC 15, vision 2 and 4 only):
Sureen’s hand is cloth in a well-crafted gauntlet studded
This encounter happens after Encounter 5 or 7. The PCs with wicked claws that protrude from the knuckles. A
have a little time (10 minutes or less) between the end DC 15 Religion check recognizes it as a Claw of Malar,
of the last encounter and this encounter to take a short which only worshippers of Malar (chaotic evil deity of
rest or cast a ritual. beasts) can wield.
In this skill challenge, the PCs have retrieved Arcana (DC 20, vision 4 only): The mirror-like
Sureen and are trying to make their way out of the rectangle hides a planar portal. The destination cannot
Spiderhaunt Forest. The local fey, who are interested in be determined.
keeping hold of Sureen, are sure to be pursuing them. Arcana (DC 15, vision 5 only): The shadowy pool
The PCs must make it out of the Spiderhaunt Forest is a rift, which functions like a planar portal. The
without spending too much time, otherwise the pursuers destination cannot be determined.
will catch them sooner and be better prepared. If the
PCs had a will-o-wisp guide, it has disappeared. Mishell Skill Challenge
Nymonen can be found at the designated meeting spot, If you do not want to use the scenes listed below, here
but she soon realizes that the forest has somehow are the skill checks you can use:
changed, as if the woods themselves oppose them now. Arcana (DC 17 / 18): Realizing the forest is fey-
Even with her help, the PCs will have difficulty getting touched, the PC uses his knowledge of planar
out in time. If the PCs utilize her knowledge of the environments to navigate through the forest. The use of
woods (i.e. asks her for advice), Mishell grants a +2 this skill does not generate a success or failures towards
bonus on Nature checks. the skill challenge, but does provide a +4 bonus to the
By now, the PCs should realize the fey’s ‘goddess’ next skill check.
true nature. Athletics (DC 17 / 18): The PC uses brute force to
clear a trail through the forest.
You find yourself alone in the woods. From somewhere Nature (DC 12 / 13): Using his knowledge of the
nearby you hear the low sound of a horn call out, as if to forest terrain and how best to navigate through the
summon people together for a hunt. forest, the PC picks out the best path through the forest.
PCs from the Dalelands region gain a +2 bonus on this
This challenge can be run a couple of ways. The first way skill check.
is for the PCs to pick a skill to use to try and fight their Perception (DC 17 / 18): The PC surveys the
way through the forest, just like a typical skill challenge forest and finds the best and quickest trails.
would work. You can also present the PCs with one of Stealth (DC 12 / 13): The PC moves through the
several tailored scenes, listed below. You can focus a forest as quietly as possible to avoid attracting attention.
scene on one or more of PCs, based on their abilties.
Consider different scenes to challenge different Scene 1: Led Astray
characters so all the players have a chance to participate
in the skill challenge. A scene should require no more As you peer into the woods, looking for a path, you find
than two or three successes to defeat. yourself becoming confused. Trees shift and move before
When a PC achieves a success in the challenge, that your eyes, paths warp and wind back onto themselves,
character experiences a brief vision. This vision, a dream

DALE1-4 The Lady In Flames Page 25


and any landmarks you were using to navigate fade Scene 3: When a Tree Falls in the Woods
from sight. Everywhere you turn, gigantic trees fall over, blocking
your path.
This scene is best for the PC trying to lead the party
through the woods. In this scene the confusing nature of In this scene the nature of the woods is making trees fall
this portion of the woods is playing tricks on the PCs over, blocking the path of the PCs. This slows down the
mind, making it difficult to find a safe path through the PCs progress, unless they can find a way around the
woods. PCs making a DC 10 Insight check are able to impediments. Once the PC obtains an appropriate
identify this effect as an illusion. number of successes in this scene, trees stop falling in
the path of the PCs.
Dispel Magic power or other power that dispels
zones: The use of a power that disables zones helps the Acrobatics (DC 12 / 13): The PCs are able to
PCs distinguish what is real. In addition to a success, the dodge and weave through the tangle of fallen trees.
PC gains a +2 bonus to any skills used in this scene. Athletics (DC 12 / 13): The PCs quickly remove
Arcana or Insight (DC 17 / 18): By sensing which the obstructions from their path.
parts of the woods are magical illusions and which are Nature (DC 17 / 18; no successes or failures):
not, the PC is able to correctly find a path through the The PCs picks a path that passes by trees that do no
illusions. seriously impede the PCs. This skill does not generate
Nature (DC 17 / 18; increase the DC by 2 if the any successes or failures, but does provide a +2 bonus to
PC is not a fey): The PC uses their knowledge of the other skills used in this scene.
woods to determine which paths are real and which are Perception (DC 17 / 18): The PCs chart a path
illusionary. PCs from the Dalelands region gain a +2 through the woods that minimizes the chance of trees
bonus on this skill check. Mishell Nymonen may add falling in their way.
another +2.
Perception (DC 12 / 13; increase the DC by 2 if Scene 4: Bad Weather
the PC is not a fey): The PC is able to discern which
Dark clouds begin to blot out the sun as a storm starts
path is the real path.
brewing overhead. Before you know it, rain begins to
pelt you and a strong wind whistles through the trees.
Scene 2: When Squirrels Attack
As you move through the woods, you hear a small In this scene an unnatural storm has started. The storm
rustling sound from somewhere in the woods. Another affects all PCs, but seems to target one or two PCs in
rustling sound joins in, then another. Suddenly a wave particular (the PCs you’ve chosen to participate in this
of squirrels, rabbits and mice lunge at you from the scene). PCs need to find a way to make it through storm
undergrowth! without slowing their group down.

One of the fey creatures pursing the PCs uses the local Arcana (DC 17 / 18; no successes): The PC
rodents to locate the PCs and swarm one of them. The determines that the reason they are being targeted for
squirrels, rabbits and mice attack in small groups. PCs the storm’s wrath is that they have somehow been
are easily able to defeat these creatures but stopping to cursed by the fey of the woods. Usually such curses are
defend themselves slows the PCs down unless they do implemented by slipping a tiny object somewhere in the
something to avoid or prevent the attacks. targets possessions. The use of this skill open up the use
of the Perception skill.
Acrobatics (DC 12 / 13): By swiftly dodging the Endurance (DC 12 / 13): The PC uses their mental
attacking rodents, the PCs can avoid them and still and physical fortitude to withstand the might of the
make swift progress. storm.
Nature (DC 12 / 13): The PC uses his knowledge Nature (DC 17 / 18): By using their knowledge of
of forest creatures to drives the rodents away, letting the woodland travel and bad weather survival skills, the PC
PCs move through the woods without being attacked. is able to properly protect themselves until the storm
Stealth (DC 17 / 18): By sneaking through the passes.
forest, the rodents are unable to locate the PCs. Perception (DC 17 / 18; only if the PC succeeds
in an Arcana check): The PC finds a tiny, magical rune
covered stone somewhere in their possession. The runes

DALE1-4 The Lady In Flames Page 26


indicate the holder is cursed with bad luck. If the PC Scene 6: Playful Pixies
throws the stone away, they are no longer targeted by A swarm of pixies emerge from the woods, surrounding
the storm. you. They begin to chant “Play with us” as they cluster
around you, hampering your movements.
Scene 5: A Cyclop’s Riddle
You come out of the trees into a clearing. Ahead of you In this scene a travelling flight of pixies has stumbled
two cyclops are camped next to the only bridge across a across the PCs and is looking for a bit of fun. If the PCs
chasm that blocks your path. can find a way to play with them, the pixies move on.
Otherwise the pixies stay with the PCs playing mean
Two cyclops brothers have been bound by an oath for a tricks on them – pulling their hair, untying their shoes,
year and a day to only let those of great intelligence and etc. If attacked, the pixies flee – this generates one
wit pass over the bridge they guard. PCs approaching failure towards the skill challenge as well.
the cyclops are posed three questions or riddles that
they must answer in order to pass. PCs failing to answer Acrobatics (DC 12 / 13): By performing some
correctly may try again. fancy and entertaining acrobatics moves, the PCs are
The cyclops brothers are significantly more able to entertain the pixies.
powerful than the PCs. If attacked, forgo combat for Bluff (DC 17 / 18): By spinning an elaborate lie,
speed and instead rule that the two cyclopses the PCs can either craft an entertaining tall tale or make
automatically win; in that case each PC loses two up a story to get them to leave (“a mean monster is
healing surge, and they earn a failure. If you run the coming to eat you!”). Pixies are expert liars and equally
combat (see Monster Manual 47 for cyclops hewer stats), expert at seeing through lies. If the PC fails when using
and the PCs lose, they earn one failure, and are dropped this skill, it generates one failure towards the skill
unconscious at the other side of the chasm. If they win, challenge but also raises the DC for any other skill by 2.
they earn a success. History (DC 12 / 13): The PC can create an
PCs may also choose to avoid the Cyclops and go elaborate and entertaining story by drawing on their
the long way around the chasm – this adds an hour to knowledge of history.
their travel time and generates one failure towards the Thievery (DC 12 / 13): Pixies love to steal small
skill challenge. things, and if the PC is able to turn the table on the
Questions posed are obscure and occasionally pixies by stealing something back they find it to be a fine
seemingly nonsensical (see below). trick and leave the PCs alone.

Arcana (DC 17 / 18): The PC is posed a series of Ending the Encounter


questions about fey creatures and their nature. I.e.:
“What are the ingredients of a hags stew?” Success: The PCs are able to quickly navigate
Bluff (DC 17 / 18): The PC tries to convince the through the Spiderhaunt Woods before the local fey can
cyclops that an answer provides is correct even if it is organize any serious pursuit.
not the actual answer. This only works once. Failure: The PCs are able to navigate through the
History (DC 17 / 18): The PC is posed a series of Spiderhaunt Woods but their pursuers have had a
questions about the Dalelands and its relation to the chance to organize. The enemies in the next encounter
Feywild. PCs from the Dalelands region gain a +2 bonus receive an extra bonus.
on this skill check. I.e: “Who defeated Ledfer the Ogre
through a contest of wits?” Experience Points
Intimidation (DC 17 / 18; no successes): PCs can The characters receive 120 / 180 experience points
attempt to intimidate the cyclops into giving them easier each for successfully completing the skill challenge.
questions. The successful use of this skill does not Award half experience points if they failed.
generate a success but does lower the DC for all
knowledge skills in this scene by 2. A failure generates a
failure towards the skill challenge.
Nature (DC 17 / 18): The PC is posed a series of
questions about the natural world. I.e.: ‘’How much does
the jabberwocky weigh?”

DALE1-4 The Lady In Flames Page 27


Encounter 9: Exiting the Rocks: Several clumps of normal rocks dot the
landscape. These are treated as difficult terrain and they
Spiderhaunt Forest provide cover.

Encounter Level 5 / 7 (1200 / 1800 Tactics


XP) The eladrin spellscarred knights start off with issuing a
spellscarred challenge to a different PC, preferably a spell
caster of some sort. The eladrin then move to engage the
Setup PC they’ve challenged in melee.
This encounter includes the following creatures. The harpies land nearby and attempt to catch as
2 plaguechanged harpies (bloodfire harpy) (P) many PCs in the belching blue fire power as possible. Note
3 eladrin spellscarred knights (eladrin knight) (E) that the burning song auras of each harpy do not stack.
Note that PCs that are already spellscarred receive a
The PCs are at the edge of the Spiderhaunt, and a group -2 penalty to all defenses and saving throws against the
of fey pursuers, transformed by the mirror-like shards of creatures in the encounter, per the spellscarred
the Lady in Flames, have closed in. susceptibility (Forgotten Realms Players Guide 41).
If the PCs failed the previous skill challenge, the fey
have managed to prepare. They are hidden at the start of Scaling the Encounter
the combat, and gain surprise. If the PCs succeeded at
the skill challenge they spot the fey and prevent an Make the following adjustments to the combat based on
ambush. the number of PCs present.
Four PCs: Remove one plaguechanged harpy
You are close to being out the area. Sounds of pursuers Six PCs: Add one eladrin spellscarred knight
have dogged you through your long escape.
Unfortunately, a group of fey has caught up to you! Blue Ending the Encounter
fire courses up the swords of several eladrin warriors If the PCs are defeated, the fey take back the Lady in
while harpies descend on you, their melodic singing Flames from them and leave the PCs for dead.
burning a hole in your skull.
Experience Points
Features of the Area The characters receive 200 / 300 experience points
Creek: The creek is quite shallow, and does not each for successfully defeating the fey. Award half
hinder movement. Any creature moving in or through experience points if they failed.
the creek must make a DC 10 Acrobatics check to avoid In addition, they receive 40 / 60 experience points
falling prone. The water does have a benefit: creatures each for completing a minor quest if they managed to
that start their turn prone in the creek do not take save the Lady in Flames.
damage from the harpies’ auras.
Geomagical Rock: Pockets of geomagical rock are Treasure
common in this area of the forest, particularly near When the PCs report back to Lady Ulphor in the
streams. The geomagical rock in this area exudes Conclusion, she pays the PCs 50 / 100 gp for any
strange, gravitational fluctuations. Each square of rock information they have obtained. In addition, if they
acts as a loadstone; it is treated as difficult terrain and successfully bring back the Lady in Flames she offers
any ranged attack that traces line of sight through it them an elven cloak +2 and a sylvan armor +2 from the
takes a -2 penalty to attack rolls. In addition, any Tower of Ashaba’s vaults.
creature that starts its turn within 3 squares of
geomagical rock (but not on the rock itself) slides 1 Conclusion
square in a random direction. Roll a 1d8 and consult the
chart below for the direction the creature slides. If the PCs make it out of the Spiderhaunt, no further
encounters occur and they make it back to Shadowdale
safely. Lady Addee Ulphor is quite puzzled by what they
8 1 2
have brought back. She has never heard of anyone
7 Creature 3
finding themselves in such a condition.
6 5 4

DALE1-4 The Lady In Flames Page 28


Unless the PCs already did so (see Encounter 8), it
takes Lady Ulphor a few days to learn from the Lady in
Flames her true identity: Sureen Tevernesta, a half-elf
cleric of Malar and one of the missing adventurers from
the Byar’s Seven adventuring band. PCs who played
DALE1-2 Blades for Daggerdale have already encountered
two other members of Byar’s Seven, Sureen is the third
missing member.
If the PCs were tasked to find Sureen (have the
DALE6 story award) Lady Ulphor is willing to send a
messenger to Daggerdale to contact Elyan, the halfling,
with the news that they found Sureen.
Otherwise, Lady Ulphor asks the PCs to find the
remainder of Sureen’s adventuring band, providing
descriptions given by Sureen, who partly recovers with
long-term care.
The PCs gain the story award DALE12 Byar’s
Seven.
She promises to care for Sureen and investigate her
condition in the mean time.
If the PCs struck a bargain with the Sibilant Sisters,
they gain DALE10 A Favor Owned to the Sibilant
Sisters, except as noted below.
PCs who gained a temporary spellscar (not those
who already had one) gain DALE11 Touched by the
Wild. These PCs are freed form any favors owned to the
Sbiliant Sisters (if those were owned) – the hags seem to
regard them with a certain affection – though this may
not necessarily turn out to be the better deal.

DALE1-4 The Lady In Flames Page 29


Encounter 9: Exiting the Spiderhaunt Forest Statistics (Low
Level)
Eladrin Spellscarred Knight (level 5)Level 5 Soldier (Leader) Plaguechanged Harpy (level 5) Level 5 Soldier
Medium fey humanoid, spellscarred XP 200 Medium fey humanoid, spellscarred XP 200
Initiative +10 Senses Perception +3; low-light vision Initiative +8 Senses Perception +9
Feywild Tactics aura 10; fey creatures in the aura score a critical hit Burning Song (Fire) aura 20; enemies within the aura at the start of
on a roll of 19 or 20 (a 19 is not an automatic hit, however). their turns take 5 fire damage (deafened creatures are immune).
HP 61; Bloodied 30 HP 68; Bloodied 34
AC 21; Fortitude 16, Reflex 17, Will 15 AC 21; Fortitude 19, Reflex 18, Will 19
Saving Throws +5 against charm effects Resist 10 fire
Speed 5; see also fey step Speed 6; fly 8 (clumsy)
m Longsword (standard; at-will) ✦ Weapon m Claw (standard; at-will) ✦ Fire
+10 vs. AC; 1d8 + 3 damage. +10 vs. AC; 1d8 damage plus 1d8 fire damage.
M Stab of the Entangling Wild (standard or opportunity attack; R Belching Blue Fire (standard; recharge 4 5 6) ✦ Fire
recharge 5-6) ✦ Weapon The plaguechanged harpy disgorges a wave of blue fire. Close blast
Requires longsword; +10 vs. AC; 3d8 + 3 damage, and the target is 3; +8 vs. Fortitude; 1d10 + 3 fire damage, and the target is blinded
restrained until the end of the eladrin spellscarred knights next (save ends)
turn. The eladrin spellscarred knight cannot attack with its Alignment Evil Languages Common
longsword while the target is restrained. Str 15 (+4) Dex 18 (+6) Wis 14 (+4)
R Spellscarred Challenge (standard; encounter) ✦ Fire Con 20 (+7) Int 12 (+3) Cha 21 (+7)
Range 10; the target is marked until the end of the encounter or
until the eladrin spellscarred knight dies, taking 4 fire damage each
round it does not attack the eladrin spellscarred knight.
Fey Step (move; encounter) ✦ Teleport
The eladrin spellscarred knight can teleport 5 squares.
Alignment Any Languages Common, elven
Skills Athletics +11, Arcana +6, History +6, Nature +8
Str 18 (+6) Dex 22 (+8) Wis 13 (+3)
Con 13 (+3) Int 14 (+4) Cha 16 (+5)
Equipment chainmail, light shield, longsword

DALE1-4 The Lady In Flames Page 30


Encounter 9: Exiting the Spiderhaunt Forest Statistics (High
Level)
Eladrin Spellscarred Knight Level 7 Soldier (Leader) Plaguechanged Harpy (level 7) Level 7 Soldier
Medium fey humanoid, spellscarred XP 300 Medium fey humanoid, spellscarred XP 300
Initiative +11 Senses Perception +4; low-light vision Initiative +9 Senses Perception +10
Feywild Tactics aura 10; fey creatures in the aura score a critical Burning Song (Fire) aura 20; enemies within the aura at the start
hit on a roll of 19 or 20 (a 19 is not an automatic hit, however). of their turns take 5 fire damage (deafened creatures are
HP 77; Bloodied 38 immune).
AC 23; Fortitude 17, Reflex 19, Will 17 HP 84; Bloodied 42
Saving Throws +5 against charm effects AC 23; Fortitude 21, Reflex 20, Will 21
Speed 5; see also fey step Resist 10 fire
m Longsword (standard; at-will) ✦ Weapon Speed 6; fly 8 (clumsy)
+12 vs. AC; 1d8 + 4 damage. m Claw (standard; at-will) ✦ Fire
M Stab of the Entangling Wild (standard or opportunity attack; +12 vs. AC; 1d8 + 1 damage plus 1d8 fire damage.
recharge 5-6) ✦ Weapon R Belching Blue Fire (standard; recharge 4 5 6) ✦ Fire
Requires longsword; +12 vs. AC; 3d8 + 4 damage, and the target The plaguechanged harpy disgorges a wave of blue fire. Close
is restrained until the end of the eladrin spellscarred knights next blast 3; +10 vs. Fortitude; 1d10 + 4 fire damage, and the target is
turn. The eladrin spellscarred knight cannot attack with its blinded (save ends)
longsword while the target is restrained. Alignment Evil Languages Common, Goblin
R Spellscarred Challenge (standard; encounter) ✦ Fire Str 15 (+5) Dex 18 (+7) Wis 14 (+5)
Range 10; the target is marked until the end of the encounter or Con 20 (+8) Int 12 (+4) Cha 21 (+8)
until the eladrin spellscarred knight dies, taking 4 fire damage
each round it does not attack the eladrin spellscarred knight.
Fey Step (move; encounter) ✦ Teleport
The eladrin spellscarred knight can teleport 5 squares.
Alignment Any Languages Common, elven
Skills Athletics +12, Arcana +7, History +7, Nature +9
Str 18 (+7) Dex 22 (+9) Wis 13 (+4)
Con 13 (+4) Int 14 (+5) Cha 16 (+6)
Equipment chainmail, light shield, longsword

DALE1-4 The Lady In Flames Page 31


Encounter 9: Exiting the Spiderhaunt Forest Map
Ruins of the Wild
Cabin / Field w/Trees 8x8 x2
Stonehenge / Field w/Pond 8x8 x1
Ruined Tower / Field w/Trees 8x8 x1

Fane of the Forgotten God


Arcane Engergy / Floor 4x2 x4

DALE1-4 The Lady In Flames Page 32


Treasure
Rewards Summary Each PC receives treasure in the form of gold pieces as
At the conclusion of the adventure, the PCs earn well as one share from a treasure bundle. The treasure
experience points, treasure, and possibly story awards. bundle may give the PC more gold, a magic item, or
All totals listed here are per PC. A number before the some other item of value. Each player makes one
slash is the low-level value; after the slash is the high- selection for their character; players may choose the
level value. same treasure bundle. Mark the one-letter bundle ID on
the tracking form next to any character that selects a
Important DM Information bundle; note that it is possible (and likely) that some
characters will not select a bundle for each session of
It is critical that you enter the PC rewards accurately on
play.
the tracking form, and ensure that the information is
If characters buy or sell magic items or other gear
reported and entered online in a timely manner. While
during the adventure (or pay for services) add or
players will be able to track their character's
subtract that amount from the total gold the PC receives
information on paper, the online information serves as
at the end of the adventure. If a player selects an option
an important backup and verification of play. Ask the
that gives their character more gold, add that amount to
players for their RPGA numbers and character numbers
that character’s base gold award, and ensure you enter
(usually a single digit) when you begin to fill out the
the total amount of gold gained (minus any
tracking form.
expenditures) online. It is possible and permissible for a
character who spends more gold than he or she earns to
Experience Points have a negative total for the adventure. PCs receive 20%
Give PCs a full award for each encounter they of the item’s market price when they sell any magic item
successfully completed, and a half award if they were or consumable. They receive 50% of the market price for
unsuccessful. Give no award if the characters did not ritual books and alchemical formulas.
play the encounter at all. If a player selects a magic weapon or suit of armor
for their PC that is not specific on the type of item listed,
Note: PCs get experience for either Encounters 3 & 4 or they must select the exact item at the time they choose
Encounters 5 & 6, depending on their choice of attack that bundle. For example, if a duelist’s weapon +1 is listed
in Encounter 2. as a choice in a bundle, a player selects the form of the
weapon amongst the choices possible for that magic
Encounters 4 & 5: Smash and Grab item (light blades). If the player selects the item as a +1
Encounter 4: Smash and Grab - The Assault duelist’s dagger, the player writes that information down
200 / 300 XP on the PC’s adventure log and the item is forever after
Encounter 5: Smash and Grab - The Escape that specific weapon.
80 / 120 XP An asterisk next to a magic item means that it is an
Encounters 6 & 7: A Little Help item that appears in the New Rules section.
Encounter 6: A Little Help - The Betrayal
80 / 120 XP Gold Per PC
Encounter 7: A Little Help - The Betrayer 100 / 150 gp
Attacks (Encounter 4 or 6: 50 gp, Encounter 9: 50 / 100 gp)
200 / 300 XP
Encounter 8: Traversing the Forest Primeval Each PC Selects One of the Following
120 / 180 XP Bundle A: +2 rod of feythorns* (level 7, low-level version
Encounter 9: Exiting the Spiderhaunt Forest only)
200 / 300 XP Found in Encounter 4 or 6
Minor Quest: Saving The Lady In Flames
40 / 60 XP Bundle B: power jewel* (level 5)
Found in Encounter 4 or 6
Total Possible Experience
640 / 960 XP Bundle C: jar of steam* (level 7)
Found in Encounter 6

DALE1-4 The Lady In Flames Page 33


Bundle D: elven cloak +2 (level 7) at all. While you lost your temporary spellscar, this
Found in Encounter 9 condition may have consequences in future adventures.

Bundle E: +2 feyswarm staff* (level 9, high-level version DALE12 Byar’s Seven


only) You found Sureen Evereska, who belonged to an
Found in Encounter 4 or 6 adventuring group, known as Byar’s Seven. They
consisted of:
Bundle F: sylvan armor +2 (level 8)
Found in Encounter 9 • Byar, a well-known male adventurer. Current
whereabouts unknown.
Bundle G: ritual scroll of Hand of Fate and Feat of • Dorring Brightaxe, a honorable male dwarven
Strength* fighter, and Elyan’s best friend.
Found in Encounter 4 or 6 • Lubeq, a nobleman warrior, who fell to shadows.
Missing.
Consumable Plus Gold: If a player doesn’t want to • Sureen Tevernesta, a female half-elf cleric of Malar.
select one of the bundles listed above for their character, You managed to rescue her unconscious body from
they can choose to add a elixir of dragon breath* (Level 7, the group of ettercaps.
Acid) plus 0 / 50 gp to their total gold per PC. The • Mikon Nazhan, a male human wizard with a
player should write the consumable gained on their fascination for fire. Now dead.
adventure log. That character (and only that character) • Ainell, Mikon's apprentice (a female human who
then receives the consumable plus the listed amount of seemed smarter than her mentor). Dragged off by
gold (if any) instead of any other treasure bundle. unspeakable horrors. Missing ever since.
Consumable items obtained in this fashion do not take • Swift Elyan, female halfling.
up found magic item slots.
Besides Sureen, only Elyan, Dorring, and Byar survived
More Gold: If a player doesn't want to select one of the their last adventure. You are tasked to find out and
bundles listed above for their character, they can choose confirm what happened to them. This either starts or
to add 125/250 gp to their rewards from this adventure. continues the Major Quest: Byar’s Seven.
That character (and only that character) receives more If this adventure starts the quest, it continues in
gold instead of any other treasure bundle. DALE1-2 Blades of Daggerdale.

Story Awards Adventure Questions


Award these if the PC completes the condition for the Mark the answers to the following adventure questions
award in the adventure. Pass out certificates to the on the tracking form.
players for their story awards. If a PC earns three
awards, they may only have 2 of them and must pick 1. Did the PCs ask the Sibilant Sisters for a guide?
which two they want before ending the session. Make a. Yes, they used the hags guide.
sure to mark the story award codes next to each b. No, they navigated the forest themselves.
character that earned them on the tracking form. c. No, they hired a guide from Shadowdale.

DALE10 A Favor Owned to the Sibilant Sisters 2. Did the PCs ask the Sisters for further help?
You have agreed to perform a future service to the a. Yes, they used the jug to enter.
Sibilant Sisters, the hags of Spiderhaunt. b. Yes, but they decided not to use the jug.
c. No.
DALE11 Touched by the Wild
You have been affected by the power of the wild when 3. What happened to Sureen ?
you ritually scarred yourself with a shard taken from the a. She was freed and returned to Shadowdale.
Lady of Flames. You occasionally experience chaotic b. She was freed, but Relda took her.
dreams of darkness and blue flames when you sleep or c. She was not freed.
rejuvenate. Most fey realize that you are affected, though d. Something else.
not everyone react the same – some may consider you
tainted, other divinely blessed, and still others don’t care 4. Did any PCs get a temporary spellscar?
a. Yes.
DALE1-4 The Lady In Flames Page 34
b. No.

5. Was Sureen reunited with Dorring and Elyan?


a. Yes.
b. No.

DALE1-4 The Lady In Flames Page 35


Special: You must have reached one milestone today to

New Rules activate this item.


Reference: Adventurer’s Vault, page 176.
Feyswarm Staff Level 7+
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp Rod of Feythorns Level 7+
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp Lvl 12 +3 13,000 gp Lvl 77 +6 1,625,000 gp
Implement (Staff) Lvl 17 +4 65,000 gp
Enhancement: attack rolls and damage rolls Implement (Rod)
Critical: The target is dazed by stinging magical insects until Enhancement: attack rolls and damage rolls
the end of your next turn Critical: 1d8 poison damage per plus
Power (Daily): Free Action. Use this power when an attack Property: When you place a Warlock’s Curse upon a target, that
made with this implement hits. Magical stinging insects daze target loses resist poison (save ends).
the target until the end of your next turn. Level 27: Target gains vulnerable 10 poison.
Reference: Adventurer’s Vault, page 104. Level 27: Target gains vulnerable 15 poison.
Reference: Adventurer’s Vault, page 100.
Elixir of Dragon Breath Level 7+
Lvl 7 100 gp Lvl 27 65,000 gp Feat of Strength
Lvl 17 2,600 gp Your subject undergoes a profound transformation, bulking up
Elixir as its body gains a layer of thick muscle.
Power (Consumable Acid): Minor Action. Use this power
after you drink the elixir. Until the end of the encounter, you
gain an at-will attack power that requires a standard action to
Level: 4 Component Cost: 30 gp
use. Close blast 3; +10 vs. Reflex; on a hit, deal 2d6 + Category: Exploration Market Price: 75 gp
Constitution modifier acid damage. Time: 10 minutes Key Skill: Nature
Level 17: +20 vs. Reflex; 3d6 + Constitution modifier acid Duration: 1 minute
damage.
Level 27: +30 vs. Reflex; 3d6 + Constitution modifier acid Nature Check Results Bonus to Check
damage. 19 or lower +1
Reference: Adventurer’s Vault, page 186. 20---29 +2
30---39 +5
40 or higher +10
Jar of Steam Level 7
Wonderous Item: 2,600 gp
Power (Daily o Zone): Standard Action. When you pull the lid The Feat of Strength ritual confers to a single willing
off the jar, hot steam fills a close burst 1 until the end of your subject a significant boost of strength, enabling the
next turn. This zone of steam provides concealment to all target to make a single Strength check with a bonus to
creatures within it. Any creature other than you that starts its the check determined by your Nature check result. The
turn within the zone takes 1d6 fire damage. Sustain minor; you increase to Strength does not affect any other aspect of
must be within 10 squares of the zone.
the character aside from making Strength checks.
Reference: Adventurer’s Vault, page 174.
Typical uses of this ritual include boosting an ally’s
Strength check to break down a door, bend metal bars,
Power Jewel Level 5
lift a gate, or smash open a chest.
Wonderous Item: 1,000 gp
Power (Daily): Minor Action. This power allows you to regain
Reference: Forgotten Realms Player’s Guide, page
the use of an encounter power of 1st or 3rd level. 144.

DALE1-4 The Lady In Flames Page 36


NPCs
This section lists information the PCs can gather about they contract the disease shadow consumption,
locations and NPCs in this adventure. Apply this where (see below, no attack roll is required). PCs who
necessary. have a spellscar are immune to this disease. In
Streetwise checks represent instant knowledge the addition, PCs with a fey origin gain a temporary
PCs gained through interaction with locals prior to the spellscar. Removing the disease by any means
adventure’s start. If PCs actually take time to gather info removes the temporary spellscar as well. PCs
they gain a +2 bonus on their checks. cannot gain a permanent spellscar by any means
PCs from the Dalelands region gain a +2 bonus on in this adventure.
their skill checks to know any of the information listed • Arcane (DC 20): The shards hold small,
under Lady Addee Ulphor or the Pendant of Ashaba. powerful charges of wild magic, similar to but less
powerful than spellplague powers.

The Lady in Flames Arcana (DC 25) or Nature (DC 25): The magic
seems to only affect fey, likely due to the
The Lady in Flames is an auburn haired half elf with feytouched nature of the woods. A shard taken
green eyes that stare vacantly in the distance. Mirror- out of the woods quickly looses its magic.
like shards riddle her body, which is wrapped almost • If a PC is spellscarred and within 5 squares of the
entirely in spidery strands. Armor and clothes have Lady in Flames, their spellplague sense reveals that
been stripped off, exposing the shards that pierce her the Lady in Flames is also spellscarred. As noted
skin. A metal headpiece adorns her brow like a crown, above, spellscarred PCs are immune to the
and her hand has been webbed onto a rod /staff that disease.
seems to hum as if alive. • Heal (DC 18): The Lady in Flames is suffering
from the final stages of cackle fever (DMG pg 49)
The Lady in Flames’ real name is Sureen Evereska. She which has left her catatonic. If the PCs use a cure
used to be a Malarite priestess, and belonged to an disease ritual, the Lady in Flames is cured briefly,
adventurer band that set out months earlier to but the shards in her body flare up and the
investigate a dungeon under Semberholme. disease quickly reestablishes itself – long term
Sureen was affected by a powerful surge of wild care (and taking her out of Spiderhaunt) is
magic when she destroyed a magic mirror that sealed a needed to keep her lucid. Sureen does wake up
portal in that dungeon. The effects are similar to what briefly, only long enough to beg for help.
the Spellplague did - though it is not a true Spellplague • Arcana (DC 20): The older fey refer to the Lady
effect. in Flames as ‘Susurrus’
Due to the effect, she continuously grows mirror- • Nature (DC 25): A Susurrus is an ancient Lolth-
like fragments from her skin. These cause intense pain, touched spiderlike monster whose poison turned
but also regenerate all other wounds she has. The pain local fey into cannibalistic Wendigo's. It long
and lack of care has left her in a catatonic stupor – she is prevented the fey’s return to the Living Woods.
awake but hardly lucid. She occasionally mutters her The monster was thought destroyed years go by
Azalar Falconhand, the former Lord Mayor of
name but not much else.
Shadowdale.
Aside from the obvious magical items, Sureen also
wears a non-magical necklace with a pearl, a gift from a
Temporary Spellscar
man named Byar.
Fey PCs obtaining a temporary spellscar in the
A character knows the following information by
adventure receive the following:
investigating the unconscious body of the Lady in
Spellscarred Susceptibility: A spellscarred
Flames:
creature takes a -2 penalty to all defenses and saving
• The Lady in Flames heals any damage (other than
throws against the spellplague and the same penalty
the shards in her body) remarkably fast. She has
against plaguechanges or spellscarred creatures.
regeneration 5.
Spellplague Sense: A spellscarred creature knows
• If a PC pulls hard on a shard, it breaks off, and a
when an area of spellplague, or a plaguechanged or
new one grows in place within a minute. The
shard gives off a blue glow, and can be detected spellscarred creature, is within 5 squares of him or her.
as magical. If PCs willingly cut themselves with it
Shadow Consumption (Level 8 Disease)

DALE1-4 The Lady In Flames Page 37


This disease wrecks the body with shadow magic, which DC 22: She's a good cook, physically active and not
occasionally features as cold blue flames on exposed skin. afraid of hard work.
Attack: +11 vs. Will
Endurance improve DC 20, maintain DC 15, worsen
DC 14 or lower.
The Pendant of Ashaba
The target is cured. The Pendant of Ashaba is a silver crescent moon with
Initial The target regains only half the normal <> the horns pointed upward. It hangs from a silver chain.
Effect hit points from healing effects and takes
a -2 penalty to Fortitude and Will A character knows the following information about the
defenses. Additionally, the target gains a Pendant of Ashaba with a successful History check
+2 power bonus to damage when using (Lady Addee Ulphor knows all of this and can explain if
arcane attack powers. asked):
The target regains only half the normal <> DC 10: Lady Addee Ulphor is wearing a magic item
hit points from healing effects and takes known as the Pendant of Ashaba. This item, which
a -2 penalty to Fortitude and Will predates the Spellplague, serves as the symbol of office
defenses. In addition, the target has one for the Lord of Shadowdale, and each new Lord of
less healing surge until cured of the Shadowdale receives it when taking on the mantle of
disease. Lastly, the target gains a +4 this office.
power bonus to damage when using DC 15: Lady Addee gained the pendant twenty
arcane attack powers. years ago (year of the Forged Sigil) when Azalar
Final The target dies. Falconhand resigned from his post.
State DC 17: Upon command, a magic mouth effect
speaks the words, "The bearer of this token be the one
and true lord of Shadowdale."
Lady Addee Ulphor DC 20: There are several stories that suggest the
Lady Addee is a sturdy woman, short but broad and pendant contains powerful divinatory magic, though the
well built. She has dark brown eyes and brown hair with exact nature of its magical power is unclear.
a spot of gray around the ears. DC 25: The pendant was made by the water wizard
She dresses in an ankle-length gown with a solid Ashaba, who wore it while acting as the first Lord of
cloth shoulder-cloak. She wears breeches and mens' Shadowdale. The chain on which it hangs was created
leather boots under her gowns. by the witch Syluné during Aumry's reign.
A silver crescent moon hangs from a silver chain
around her neck

A character knows the following information about Lady


Ulphor with a successful History or Streetwise check:
DC 10: Lady Addee Ulphor is the ruler of
Shadowdale, as the pendant she wears testifies.
DC 12: Lady Ulphor is human, though her first
name and her eyes bespeak elven blood in her past.
DC 15: She is swift-witted, has a superb memory
for names and faces, is conservative and apt to be
disapproving of new ways and manners (though not
prim), and can be quite sharp-tongued when she wants
to be.
DC 20: Lady Ulphor is not much charmed of the
sage Elminster, and disapproves of those who "goes to
strange places, does strange things, indulges in whimsy,
and doesn't keep quiet about it, so that he puts odd ideas
into the heads of folk and it all leads to tumult and
upset."

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Player Handout: Visions (Encounter 8)
Vision #1
The Lady in Flames stares in a mirror. Her skin is smooth and unbroken; no shards pierce her body. A muscular
man stands behind her. He kisses her shoulder, then drapes a necklace with a small pearl bauble around her neck.
The woman smiles seductively to the man, then turns around and kisses him.

Vision #2
Angry and defiant, the Lady argues with a group of six other people: a dwarf, a female halfling, an elder human
male in robes, a muscular human man in plate, a young woman in robes, and a man dressed in rich finery. All but
the richly dressed man look like professional adventurers.
The anger is aimed mostly at the richly dressed man and the human in plate, For a moment it looks as if the
Lady is to attack. Then the young woman steps forward and speaks soothing words. The Lady hesitates, than angrily
turns away.

Vision #3
Darkness surrounds you. There is nothing to see, but you can hear terrible, screeching noises coming from around
you. Then a scream sounds that chills you to the bone, a young woman’s voice. It is impossible to determine the
direction of the sound, but it quickly disappears in the distance.

Vision #4
The Lady in Flames stands with three people – a dwarf, a female halfling, and a human in plate – in a round
underground chamber. The dank walls are featureless, except for several large ornate mirrors that hang on the
walls, in between corridors that lead into darkness. The Lady is arguing, but the man in plate sadly shakes his head.
Suddenly, she whirls about and smashes her fist against one of the mirrors. The mirror breaks, sending shards of
glass in every direction.

Vision #4
Dappled sunlight filters through a forest canopy, illuminating a dwarf, a female halfling, and a human male in plate
standing over the Lady, her body pieced by hundreds of mirrorlike shards, just as she is now. A whirling portal of
darkness hangs in the air several feet away.
The dwarf has set his axe down and is bandaging his badly wounded leg. The halfling, wielding a hand
crossbow, is arguing with the human. The man is bent over the unconscious Lady, his face creased in concern as he
removes her armor and examines her.

Vision #5
Dappled sunlight filters through a forest canopy. A female halfling and a dwarf are moving away from a human in
plate who holds the Lady in his arms; the halfling aids the limping dwarf, supporting his weight.

Vision #6
The Lady lies on a forest floor. A human in plate armor stands protectively over her, facing to the right where a
group of ettercaps advance menacingly.

Vision #7
This scene is set in a web-filled chamber, the ettercap’s lair. A number of ettercaps are bowed down as if in worship.
There are also several young fey present. One of the fey, a gnome, is reaching forth as if to break off a mirror-like
shard from the Lady’s body.

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