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AGLA1-1 Lost Temple of The Fey Gods
AGLA1-1 Lost Temple of The Fey Gods
By Bill W. Baldwin
Reviewed by Michael James Lee, Will Dover, and M. Sean Molley
Playtested by Anton Andreev, Amy Baldwin, Samantha Baldwin,
Yvette Brown-Losson, Jason Coleman, Mary Goodapple, Thom
Little, Howard Losson, and Dan Peery
Faeries, sprites, nymphs, and dryads – the fey creatures of Faerûn’s wild places are often dismissed as nuisances and
pranksters. Those who truly understand the fey know that as with all things natural, there is a darker side to these
creatures of fancy. Could a rash of stolen food and sleep dust traps point to a more sinister threat lurking on the wild
side of reality? A Living Forgotten Realms adventure set in Aglarond for characters levels 1-4.
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 Open Gaming License and the d20 System license, please visit www.wizards.com/d20.
This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run Dungeons &
Dragons game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of
Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of
the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2008
Wizards of the Coast, Inc.
For rules questions specific to this document email rpgasanctioning@wizards.com.
RPGA® Sanctioned Play Manual. Attacks have a letter next to them designating
the type: M for melee, R for ranged, C for close, and A
Most likely you ordered this adventure as part of an for area. A lower-case letter (used only in some melee
RPGA event from the RPGA website, or you received it and ranged attacks) denotes that the attack can be used
from your senior gamemaster. To play this adventure as a basic attack.
and receive rewards from the RPGA REWARDS program,
you must sanction it as part of an RPGA event. This
event could be as elaborate as a big convention, or as
Important DM Information
simple as a group of friends meeting at the DM’s house. As the DM of the session, you have the most important
To sanction an RPGA event, you must be at least a role in facilitating the enjoyment of the game for the
HERALD-LEVEL™ gamemaster. The person who sanctions players. You take the words on these pages and make
the event, called the senior gamemaster, is in charge of them come alive. The outcome of a fun game session
making sure the event is sanctioned before play, runs often creates stories that live well beyond the play at the
smoothly on the date sanctioned, and gets reported back table. Always follow this golden rule when you DM for a
to the RPGA in a timely manner. The person who runs group:
the game is called the table Dungeon Master (or usually
just DM). Sometimes (and almost all the time in the Make decisions and adjudications that enhance the
cases of home events) the senior gamemaster is also the fun of the adventure when possible.
table DM. You don’t have to be a HERALD-LEVEL GM to
run this adventure if you are not the senior GM. To reinforce this golden rule, keep in mind the
By sanctioning and reporting this adventure you following:
accomplish a couple of things. First, it is an official game,
tracked under your play history. Second, players and • You are empowered to make adjustments to
DMs gain rewards for sanctioned RPGA play if they are the adventure and make decisions about how
members of the RPGA REWARDS program. Playing this the group interacts with the world of this
adventure is worth four (4) points. adventure. This is especially important and
This adventure retires from RPGA-sanctioned play applicable outside of combat encounters, but feel
on December 31, 2011. free to use the "scaling the encounter" advice
To learn more about RPGA event sanctioning and (usually for adjusting to different-sized groups) to
RPGA REWARDS, visit the RPGA website at adjust combat encounters for groups that are
www.rpga.com. having too easy or too hard of a time in an
adventure.
Preparing for Play • Don't make the adventure too easy or too
difficult for a group. Never being challenged
In order to play this adventure, you’ll need copies of the makes for a boring game, and being
following D&D 4th Edition rulebooks: Player’s Handbook, overwhelmed makes for a frustrating game.
Dungeon Master’s Guide, and the Monster Manual. Any Gauge the experience of the players (not the
other rules referenced in this adventure will be noted in characters) with the game, try to feel out (or ask)
the New Rules Items section at the end of the what they like in a game, and attempt to give
adventure. each of them the experience they’re after when
Throughout this adventure, text in bold italics they play D&D. Give everyone a “chance to
provides player information for you to paraphrase or shine.”
read aloud when appropriate. Information on nonplayer • Be mindful of pacing, and keep the game
characters (NPCs) and monsters appear in abbreviated session moving along appropriately. Watch for
form in the adventure text. stalling, as play loses momentum when this
Along with this adventure, you’ll find a RPGA happens. At the same time, make sure that the
Session Tracking sheet. If you’re playing this adventure players don’t finish the adventure too early;
as part of an RPGA-sanctioned event, complete and turn provide them with a full play experience. Living
in this sheet to your Senior GM directly after play. Forgotten Realms adventures are designed to be
played within 3.5 – 4 hours; try to be very aware
Reading Monster Stat Blocks of running long or short. Adjust the pacing
accordingly.
Most of the information should be easy to understand, as
• Give the players appropriate hints so they can
it mirrors the information presented in the Monster
make informed choices about how to interact
AGLA1-1 Lost Temple of the Fey Gods Page 2
with their environment. Players should always awarded half experience points (round down) for the
know when enemies are affected by conditions encounter. If they manage to tackle the encounter later
and are bloodied. They should be given clues on and defeat it, award them the other half of the
about how to interact with their surroundings so experience points for the encounter.
they can tackle skill challenges, combats, and
puzzles without getting too frustrated over lack of Character Death
information. This helps to encourage immersion
in the adventure and gives players “little If a PC dies during the course of the adventure, the
victories” for figuring out a good choice from a player of that character and the rest of the group have
clue. two options, provided that they have access to the Raise
Dead ritual (either a PC has it and can use it or the
In short, being the DM for a Living Forgotten Realms characters return back to civilization), they have access
adventure isn’t about following every word on the page; to the body, and it is possible to return the dead PC to
it’s about creating a fun, challenging game environment life.
for the players. A great deal of good information on • Pay the component cost for the ritual. If the
being a DM for a D&D game can be found in Chapters group chooses this option, the cost should be
1-2 of the Dungeon Master's Guide. divided evenly amongst the group (500 gp for
heroic tier, 5,000 gp for paragon tier, and 50,000
gp for epic tier). Using a source outside the group
Appropriate Character Levels to cast the ritual costs 20% more than the
This adventure is designed for player characters (PCs) component cost. Total cost when using an
levels 1-4. Characters that fall outside of the level range outside source is 600 gp for heroic tier, 6,000 gp
may not participate in the adventure. Make certain to for paragon tier, and 60,000 gp for epic tier. A PC
check the levels of the PCs before beginning play to that dies and chooses this method of return gains
ensure that they are the proper level. full (or half, if the party was defeated) experience
Each adventure has a low-level version and a high- points from the encounter in which the character
level version. The low level is meant for a group whose died, but no experience points for any encounters
levels, on average, fall in the first two levels of the that were missed while the character was dead. If
adventure’s level spread. The high level is meant for a there’s still more of the adventure remaining, the
group whose levels, on average, fall in the last two levels PC continues to earn experience as normal, and
of the adventure’s level spread. receives a normal cut of the rewards at the end of
A group may decide to play riskier and play the high the adventure.
level when their levels are more suited to the low level if • Invoke the Death Charity clause. If the group
everyone in the group is in agreement to do so; however, cannot afford to pay for the ritual (or doesn’t
some of the rewards may not be available to them. desire to do so), the PC can choose to return back
Conversely, a group may decide to play the low level to life at the end of the adventure. Doing so
when their levels are more suited to the high level if forfeits all rewards (including treasure and story
everyone in the group is in agreement to do so; however, rewards) earned for the adventure except
some of the rewards may be less than what they’d experience points gained prior to the character’s
ideally want from the adventure. death (the character receives the experience
Reading the Numbers: Each encounter will have a point award for the encounter in which they
level and other values (such as XP or sometimes skill died). The PC cannot participate in the same
checks) listed with two numbers divided by a slash. The adventure a second time.
number before the slash is always the value for the low-
level version of the adventure; the number after the Milestones
slash is the value for the high-level version of the No matter if the characters succeed or fail in an
adventure. encounter, they reach a milestone if it is the second
encounter they’ve had since the start of the adventure or
Failing to Defeat an Encounter their last extended rest. Encounters that do not give out
If a group fails to defeat an encounter – that is, if they experience points do not count for purposes of reaching
have to flee from a combat because it’s too tough or they a milestone. Make certain to mention this information to
reach the predetermined number of failures in a skill the players when applicable, as it gives each PC another
challenge before reaching success – they are only
Diplomacy (DC 15 / 16): Tell an entertaining story, Little Boy lifts his club high above his head and with a
engage the pixies in jovial conversation, or convince toothy grin cries, “Smash!”
them you really don’t need to take this test. If the check
fails by more than 5, the pixies are decidedly not Features of the Area
entertained. The next PC to make a check has it harder, Illumination: There are a few scattered clouds but
suffering a -2 penalty. If a PC succeeds by more than 5 the moon is near full and the stars are bright. The
the PC was especially entertaining to the pixies. The illumination here is dim. Note that Little Boy does not
next PC to make a check has it easier, gaining a +2 have low-light vision.
bonus. Nimiwi’s Tree: The hill near the center of the map
is Nimiwi’s tree. It is 60 feet high, requires a DC 13
Endurance (DC 15 / 16): Endure the pixies as they Athletics check to climb and counts as blocking terrain.
braid the PC’s hair, dress the PC in decidedly Bushes and Rocks: The bushes and rocks marked
inappropriate clothing and make the PC taste test their as difficult terrain cost 2 squares to move into. They can
special “pixie surprise” pudding. If the check fails by provide cover.
more than 5, the PC loses patience and snaps at the Trees: The trees are 40 feet high. Their lowest
pixies. They decide this game is no longer fun and no branches are 10 feet off the ground. The center trunk in
other players may choose Endurance as an option for the middle of each tree provides cover. A DC 15
this skill challenge. If a PC succeeds by more than 5 the Athletics check is required to climb the trunk, but the
PC was especially entertaining to the pixies. The next branches only require a DC 5.
PC to make a check has it easier, gaining a +2 bonus. Mud Puddle and Log: The mud puddle and log are
difficult terrain.
Nature (DC 15 / 16): Use knowledge of the fey folk to
find out what is the most entertaining thing that can be Tactics
done at the moment. If the check fails by more than 5,
Little Boy charges the toughest looking PC, then uses
the pixies become highly insulted. The PC must make
angry smash as much as possible. His tactics are
an immediate DC 18 / 19 Diplomacy check or suffer an
Experience Points
The adventurers receive 105 / 160 experience points
each for defeating the guardians.
Treasure
The animal guardians carry no treasure.
As you peer into the pit, all seems deathly still for a
moment. Then a slight acrid tang reaches your nose as
The trees forming the walls here have large hollow boles Nimiwi is counting on the PCs to do what needs to be
open to the room. Each bole contains a small pile of done to stop the corruption of the temple. She has the
bones, polished to a gleaming shine. A skull sits atop following information to impart:
each pile. The bones are bundled together with a thin • Nimiwi entered the temple in an attempt to stop
silver chain. Some of the skulls have a silver holy symbol the corruption it was causing, but she became
wrapped around them. trapped when the temple returned to the
Feywild at dawn. Nimiwi has been separated
from her tree for too long and her life force has
The bones are remains of elves and eladrin treated with
all but faded. It is too late to save her and she
a technique called maceration. The silver chains and
refuses any attempt to do so.
symbols are cheap, decorative jewelry with no value
• The corruption here is caused by a ritual being
other than symbolic. Should a PC disturb the remains
performed by fey calling themselves the Cult of
they risk the wrath of the Yuir gods. Make a note on the
Voldini. She believes they are trying to bring the
player’s logsheet that the character disturbed the bones.
old Yuir gods back.
There is no effect at this time, but the curse of the Yuir
• The ritual has corrupted the heart of the temple
may manifest itself in future adventures.
and that is the only place the corruption can be
The holy symbols represent the same four Yuir gods
stopped. The heart of the temple is a tree with
honored with statues in Encounter 5.
three trunks wrapping around each other.
• Nimiwi will place the last of her life force into a
crystal. Placing the crystal within the corrupted
heart of the temple will purify it and return things
to normal.
Berrian,
Your efforts make the Voldini proud. To think that you have
acquired a copy of the legendary Tome of Twilight Shadows!
This is truly a coup we could not have hoped for.
It will take time and effort, but when the tome’s protective
magic has been decoded and the text translated, nothing will
stop us from bringing the old ones back and returning the
land of Yuir to its rightful owners. You will have to tell me
how you managed to acquire it one of these days.