TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  PER3−07 
   
   
   
   
   
   
   
   
   
   
  Under the Hills 
   
  A One-Round D&D 3.5 Ed LIVING GREYHAWK
  ® 
  Perrenland Regional Adventure 
  Version 1.0 
   
  by Bob Beck & Patrick Williamson 
  Edited by Bruce Paris 
  Reviewed by Jason Bulmahn 
   
   
  Three thousand years ago, Exag began as a village at the intersection of numerous trading routes. Many of those trading 
  routes have disappeared over time, and most have faded from memory.  Sages tell of ancient trade routes with Ekbir and 
  Tusmit; but nobody believes them. In this adventure, Tiger Nomads bring you to Exag; and murder takes you Under the 
  Hills. A regional adventure set in Perrenland, for APL’s 2-10. 
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  Under the Hills 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Perrenland.  Characters native to Perrenland pay one 
  Time Unit per round. All others pay two Time Units per 
  round.  Adventurer’s Standard Upkeep costs 12gp; Rich 
  Upkeep costs 50gp; and Luxury Upkeep costs 100gp in 
  this scenario. 
  Under the Hills 
   
  Page 3 
  
  Adventure Background 
  Welcome to the Yatils! “Under the Hills” will introduce 
  several new directions for the Perrenland plotline line to 
  follow.  
   
  First up, is the introduction of the “Trade Route To 
  Tusmit”. Currently, all trade to the rest of Oerth from 
  Tusmit has to travel through Ket. Normally, the Yatils 
  would be too difficult for trade caravans to traverse, but 
  ancient stories tell of an alternate route through the 
  Yatils.  The route itself is formed by several tunnel 
  complexes, and warm geo-thermal valleys that form a 
  path from Tusmit to Perrenland. The former residents of 
  the tunnels are the Khund Nation of dwarves (pron. 
  “koond”). The Khund nation was spread to the four winds 
  when the caverns were invaded by Derro half breeds 
  (Dwur/Flan); who betrayed their own Khund kin over a 
  thousand years ago, by laying great curse upon the 
  Khund which forced them to remain forever sundered.  
  However, the main cavern along the old Tusmit trade 
  route, and the wealth of the Khund nation, Dunoloree 
  Ilith, was ultimately denied to the Derrro. At the height 
  of the battle for its control, the cavern was sealed by a 
  Priest of Moradin through his dying words : 
   
  “Only the true heir of Moradin shall now here 
  pass!” 
   
  In a rage, the Derro sought to capture this heir. But, 
  alas for them, the curse they had placed upon the Khund 
  became their own undoing. The Khund, and all 
  knowledge of “the heir”, had dispersed to the four winds. 
   In a final act of sheer malice the Derro buried the doors 
  to Dunoloree Ilith and set a guard to deny all others 
  access to that which they could never have.   
   
  For, within Dunoloree Ilith, rests an artifact known 
  as “the great horn” - Olhupe-Baraknoror.  The horn, when 
  blown by a master bard, can control the weather of the 
  Yatils and bring fire or ice to the hill-slopes.  Most 
  importantly, the great horn can stoke the deep forges 
  with fire from the great volcano, Moradin’s Furnace.  
  Finally only the powers of the horn can unlock the secret 
  of mining a great magical vein of adamantine located in 
  the tunnels, and allow the Khund to make items from 
  this rarest of materials.   
   
  Furthermore, with the sealing of the doors of 
  Dunoloree Ilith, the horn was counter-cursed by a true 
  servant of Moradin.  The curse stated that he who blew 
  the horn would, in turn, break the curse of sundering 
  placed upon the Khund.  But this had come too late for 
  the Khund as they had, by this time, already departed. 
   
  With the fall of the great kingdom, so died the trade 
  route; and the previously wealthy region was dragged 
  down into near poverty.  Close by, the great city-state of 
  Exag had begun its decline.   
   
  Time took care of the rest. 
   
  Now we come forward to modern day Perrenland.  
   
  Obstergraf Frau Olga Glassen (nee Bothan) was a 
  leader of a secret group of Exagian nobles bent on 
  regaining the city’s past glory and independence. She had 
  discovered an ancient map that showed the location of 
  the sealed entrance to Dunolorae Ilith.  Olga and her 
  supporters, fueled by greed, did what the Derro has failed 
  to do so long ago.  They discovered who the true heir of 
  Moradin actually was, and captured him and forced him 
  to open the long-sealed doors.  With the doors open, they 
  did not realise the true wealth of that which they had 
  unlocked. Olga and the others only saw the revenue they 
  could gain from a monopoly on the trade route.  The 
  horn, radiating the strongest of curses, they left well 
  alone.  Once they had what they wanted, they murdered 
  the heir of Moradin. 
   
  With the assistance of her brother Zirth Bothan (a 
  powerful wizard) Frau Glassen began recruiting members 
  of the Den Zauber Guild (a wizard’s guild) who were 
  willing to assist, and keep the trade route a secret. 
  Eventually, the trade route was mapped all the way to 
  Tusmit.  The final act was to send a delegation to Tusmit 
  with an “official looking” Pax Mecuri Guard to fool the 
  government of Tusmit into thinking they had a 
  legitimate trade deal with the Voormann of Perrenland.  
  Why the secrecy? As long as Frau Glassen and her people 
  were the only ones to know of the tunnel, they alone 
  could secure the trade revenue from Tusmit!  With this 
  wealth, and the assistance of a secret group of Exagian 
  nobles, they would make the city of Exag rich enough to 
  secede from Perrenland and become the glorious city 
  state it once had been.  “Let the Voormann attend to the 
  east”, they thought, “and we will attend to the west as is 
  our right”.   
   
  The “Tusmit Agreement” was signed … but that’s 
  when the plan began to come unstuck. The same people 
  Frau Glassen had hired to keep the secret from the 
  Voormann had sold the information to the Kettites!  Ket, 
  not wanting to loose their exclusive trading rights to the 
  west, found able allies to foil the plan in the remnant 
  population of the very Derro who had started the whole 
  affair in the first place.  This alliance combined its efforts 
  and succeeded in making sure that the trade delegation 
  from Exag never returned to Perrenland. The Perrenland 
  trade delegation was actually killed in a regional scenario 
  written for Tusmit players.  The Derro, seeing a way to 
  achieve that which had long escaped them, began 
  mustering their strength and weighing their numerous 
  options afresh … 
   
  Adventure Summary 
  Only a single soldier of The Pax survived the attacks on 
  the false trade delegation to Tusmit.  With perfect timing, 
  Under the Hills 
   
  Page 4 
  
  found only in high adventure, he has arrived 
  bloodstained and exhausted in the City of Exag; and 
  confronts Frau Glassen in public - just as the crowds are 
  listening to the speech of the Voorstamman. The PC’s 
  overhear snippets of the conversation. It is an interesting 
  conversation, but really none of their business – and 
  certainly not enough over which to confront an 
  Obstergraf.  
   
  This changes when the Pax soldier is found dead the 
  next day, and Raolf Weisspeer is arrested for his murder. 
  The PC’s investigate the murder and it quickly becomes 
  clear that Raolf might not be the real killer. The PC’s 
  realise that they must talk to the Obstergraf; but the 
  Obstergraf has gone into the Yatil Mountains to find the 
  documents that were signed by the Tusmit delegation.  
  The PC’s follow her and, in a whirlwind set of 
  encounters, are ambushed by slavers (net wielding 
  Orcs/Ogres/giants) slaving for Hans and Gunter (Frau 
  Glassen’s thugs).   
   
  The PCs then have an opportunity to rescue the new 
  true heir of Moradin (and chief of the Khund clan) from 
  Derro raiders; and blow the great horn (Olhupe-
  Baraknoror); thus lifting the ancient curse placed upon 
  the Khund.  Finally, they are able to gather enough 
  evidence to implicate Frau Glassen and her supporters in 
  treason. 
   
  The Nature of the Tunnel to Tusmit 
  The Tunnel is actually not a tunnel but rather a series of 
  cavern complexes with hidden gates that allow travellers 
  to pass through the mountains under the permanent 
  snowline, and into hidden vales warmed and kept snow 
  free by thermal activity. Two of the three vales are 
  forested and full of wild things; whilst one is an 
  underground “loch” with an ancient, but still serviceable, 
  ferry.  
   
  Together, they form the ancient domain of 
  Khundholm : the mountian kingdom of the Khund.  
   
  See Map 1 for further information. 
   
  Introduction 
  It is early spring in Exag. The morning has dawned 
  crisp and clear, and it’s time to get down to business. 
  You have come to Exag to sign up for the annual 
  defence of the Yattenheid and Hugelrote cantons 
  from the encroaching Tiger Nomads. Each spring, 
  when the Tiger Nomad resources are at their lowest, 
  bands of Tiger Nomads make their way over the Yatil 
  Mountains, or around the shores of Lake Quag, and 
  attack many of the villages and towns - stealing food, 
  horses, and women. The 3rd and the 6th Auszugen 
  used to defend the region well; but since the 6th 
  withdrew 
  to 
  Schwartzenbruin 
  a 
  month 
  ago, 
  mercenaries (mostly Pax Mecuri) have had to be hired 
  to defend the cantons.   
   
  You currently find yourselves gathered in the 
  grounds of the Storm Crow Barracks (3
  th Auszugen). 
  On the dais before you stand several members from 
  the Auszug and, more notably, Voorstamman 
  Vorrudden - Hetmann of canton Yattenheid, and 
  Pfalzgraf of the Môrgenrood clan. Zalaus, captain and 
  commander of the 3rd Auszugen, is seated next to 
  Vorrudden; and a rather weedy, intellectual looking 
  member of the Hors (cavalry) is giving out 
  information on where this year’s “hot spots” will be.  
  Hors? Yea, right.  
   
  While the performance on the dais is rather dry 
  and boring, the crowd is generally in good spirits and 
  amuse themselves with banter and light conversation.  
  As you are looking about, you see a dirty and bloodied 
  member of the Pax Mercuri emerge from a side street 
  and stagger towards the crowd.  Near you, a rather 
  jovial adven urer calls out loudly, “Better late than 
  never, Pax!” which is followed by laughter from those 
  within earshot.  
  t
   
   
  i
  i
   
   
  f
   
   
  By the looks of the Pax soldier, he has seen better 
  days; and is stained with a great deal of dirt and 
  grime. Dried blood, several days old, cakes the side of 
  h s head.  The black and tan of h s uniform is really 
  barely recognisable.   Yet, his sabre is elaborately 
  peace knotted - which is “good form” in Perrenland 
  unless you want to be stopped by the city guards.  
   
  The crowd moves aside for him as he limps 
  towards the well-dressed delegation of the Exagians : 
  to be precise, one of the Môrgenrood Obstergrafs 
  (Countesses) and her retinue … 
  A successful Knowledge (Local) check DC 8+APL will 
  reveal the Obstergraf to be Frau Olga Glassen – an 
  influential woman around the city who has been linked 
  to more than a few business ventures of varying reputes. 
  Then continue … 
   
  The Obstergraf is obviously a little surprised at the 
  approach of the stranger. The Pax quietly starts 
  talking to her.  The rest o  the crowd are oblivious to 
  the conversation, but you hear a few snippets : 
   
  “We 
  were 
  ambushed…cut 
  down 
  only 
  … 
  escaped…the rest have been taken…They were 
  everywhere….Tusmit delegation … shredded to 
  ribbons…whirling blades.  My Pax brothers… held 
  them for …never stood a chance…we ran back into 
  the complex.  All the rest died or ...” 
   
  The 
  Obstergraf 
  now 
  looks 
  decidedly 
  uncomfortable. She looks at the man and says, “Be 
  quiet! You’ll ruin us all! Come with me to my house 
  … there you can tell the full tale in privacy …”
  Under the Hills 
   
  Page 5 
  
   
  The Pax, the Obstergraf, and her retinue excuse 
  themselves and leave - presumably in the direction of 
  the Obstergraf’s residence.  
   
   
  Voorstamman Vorrudden is now takes the stage - 
  to much applause, and hoo-raahs of the crowd. 
  The PC’s may now choose to follow the Obstergraf (Go 
  Straight To Encounter One) or stay and listen to the to 
  listen to Voorstamman Vorrudden’s speech (see below). 
   
  Voorstamman Vorruddens Speech 
  “I welcome you all to the ancient city of Exag, 
  birthplace of Perren, and the oldest city on Oerth. 
  This year, we believe the Tiger Nomads will strike us 
  harder than we have ever been attacked before. The 
  winter has been long and hard, and I’m sure word has 
  spread to the Tiger Nomads that the 6
  th Auszugen has 
  withdrawn to Schwartzenbruin. We received some 
  information that Iuz has been busy sending envoys to 
  Yecha, and you can be sure that - despite the non-
  aggression pact - they will be stirring up trouble for 
  us!” 
   
   
  f
   
  i  
   
   
  t
   
   
   
   
   
  At this, the majority of the crowd nod and 
  murmer in agreement.  The Voorstamman casts a 
  significant look at the skinniest member of the Hors. 
   
  “It also appears that the Null are too busy looking 
  for the Voormann to seek out Tiger nomads and 
  agents o  The Old One. All in all, that has left us short 
  on manpower - hence my call for the assistance of the 
  Pax. I thank you for heeding my call. The Pax Mercuri 
  are co-ordinating all the mercenaries and adventurers, 
  and they will be taking registrations tomorrow at 
  noon. I’m sorry to say, the pay’s not great - but I’ve 
  tried to throw in a few benefits.”   
  He waves his hand over tables laden with kegs of 
  ale and several spits roasting boar and attended by 
  comely serving wenches. 
   
  “Apart form the entertainment this year, I have 
  organised for the finest weaponsmiths, armoursmiths 
  and enchanters to be available to see to your needs. 
  They have set up their shops at Vasser Strausen 
  Market and they have assured me that their prices 
  this year will be lower than usual.  Good luck, and 
  may whatever gods you worsh p protect you and help
  you protect us!” 
   
  The gathering breaks up, and the entire crowd 
  starts heading in one direction : Vassar Strausen 
  Market. 
  At this stage the PCs go to the “Vassar Strausen Market” 
  (Encounter Two) or sample the “Night Life” (Encounter 
  Three). 
   
  Encounter One 
  Follow That Graf! 
  The PCs only have this encounter if they followed the 
  Obstergraf in the Introduction to this scenario. 
   
  The Obstergraf and her retinue leave the Mercenary 
  Quarter and enter a quarter dedicated to temples and 
  shrines of a variety of gods.  These stand surrounded 
  by the win er mansions of the canton’s nobility.  Such
  a scene brings an old Exagian motto to mind : 
  “Who says there’s no money in religion?”   
   
  The headquarters and barracks of the Town 
  Guard can also be found here in this quarter. They are 
  kept well apart form the Mercenary Quarter.  All in 
  all, this is the safest quarter in Exag, though it has a 
  reputation for being a little rambunctious at times.  
  However, only an idiot would openlycommit a crime 
  here.  
  As you follow the Pax and the retinue, they enter 
  one of the richly appointed Exagian residences (a 
  fairly large one), and the door is abruptly closed 
  behind them. 
  If the PC’s knock on the door, after a long delay you hear 
  : “I’m coming, I’m coming”, and the door opens to reveal 
  an elderly maid. She says : 
   
  “Yes? What can I do for you?” 
   
  If the PCs ask to see “the mistress of the house” she will 
  reply the following : 
   
  “Oh, I’m sorry. Frau Glassen is presently not seeing 
  any visitors, and she has left instructions that she will 
  not be honouring any appointments today, as the 
  Frau is presently reviewing her diary. Perhaps you 
  could try again tomorrow? Good day.”  
   
  She closes the door. 
   
  If the PC try to ask any questions regarding the Pax 
  Mecuri soldier, or anything to do about the incident she 
  will give the curt reply of : 
   
  “I beg your pardon, but I don’t know what you are 
  talking about, and I am sure the Frau would not be 
  please with me discussing her business with 
  strangers”.   
  She closes the door and reports the incident to the Frau 
  who will be even more inclined to go through with her 
  drastic “disposal” plan.  The Frau will also now begin to 
  Under the Hills 
   
  Page 6 
  
  enquire about the PCs and will hatch a plan to get them 
  out of the way. 
   
  The PC are not going to get any real information, 
  other than the identity of the Obstergraf this way. 
   
  All APLs:  
  � Kazsy Glassen, Human female Apt 5, hp 15. (See 
  Appendix 1). 
   
  DMs note: Kazsy apart form being a blood relative is 
  also the Obstergraf’s door warden and uses her age and 
  appearance to her Frau’s best advantage. 
   
  She will at no stage allow the PCs past the door and will 
  scream for guards (who will come running) if the PCs try 
  to force entry.  She will of course at all times be very 
  polite and courteous, if a little formal.  She will address 
  Morganrood PCs in preference to PCs who are members 
  of other clans.   
   
  Tactics: Just in case, she has the following spells 
  prepared to deal with or resist the machinations of 
  unwelcome visitors : 
   
  0- ghost sound, detect magic 
  1
  st- command, cause fear, comprehend languages. 
  2
  nd – see invisibility, web. 
   
  She will not hesitate to step back and web up the entire 
  entry courtyard and the party.   
   
  PCs who get to this stage will be arrested by the city 
  gardt and fined 25gp each for disturbing the peace by the 
  local Rechter.  If any PC actually gives trouble to, or 
  assaults, a Gardt – then that PC will find him/her self in 
  the local lock-up and will not rejoin the rest of the party 
  until Encounter Eight. 
   
  If any of the PC’s attempt to watch the Obstergraf’s 
  house, the town gardt will happen by and an eagle eyed 
  member will spot the lurker. The PC will be told to move 
  along, or spend the night in Exag’s Dungeon. 
   
  If the PCs are looking a bit lost at this stage, keep the 
  flow going with the following set scene : 
   
  As you stand around contemplating the events of the 
  day and weather or not you are all suffering form a 
  healthy dose of paranoia a young woman walks bay.  
  Dressed in tight leather armour and sporting a pair of 
  rapiers, she says (with Swiss accent).  
   
  “Hey, you’ll miss all ze good bargains at the 
  weapons market if you do not get there soon! Follow 
  me or you vill miss out.” 
   
   
  If the PC take her advice go to Encounter Two. 
   
  Encounter Two 
  The Vassar Strausen Market 
  DM’s Note : At Conventions/Game Days, it is 
  recommended that you allow 5-10 Minutes ONLY for 
  this encounter, then move on. 
   
  The Vassar Strausen Market is a bustling market, like 
  any in Oerth, but today the merchants have their 
  finest armour and weapons available.  It’s going to 
  take most of the day to find that special item you have 
  been looking for.   
  The PC’s may purchase any +1 weapon from the DMG or 
  PHB at a 10% discount. 
   
  The PCs may purchase any Cold Iron weapons. 
   
  The PCs may have Alchemical Silver added to any 
  weapon which allows this process. 
   
  APL 2-6 
  The PC’s may upgrade one +1 weapon or one suit of +1 
  armor up to +2; or have added one of the below listed 
  Special Abilities to a +1 weapon or suit of armor. 
  Armor: Fortification, Light and Silent Moves. 
  Weapon: Spell storing and Thundering. 
   
  APL 8-12 
  The PC’s may upgrade one +2 weapon or one suit of +2 
  armor up to +3; or have added one of the below listed 
  Special Abilities to a +2 weapon or suit of armor. 
  Armor: Spell Resistance 13. 
  Weapon: Axiomatic and Icy Burst. 
   
  All items must be left with the merchants for the 
  duration of the scenario, and picked up at the end of the 
  scenario. Payment must be made in advance! This cannot 
  be paid out of funds gained from this  scenario. 
   
  The Upgrade Price is the difference between the buy 
  price of the item and the buy price of the enchanted item. 
  Only Masterwork items, Special material items, or named 
  (certed) items will be accepted (eg mithral chain shirt, 
  Mace of Pelor) Non-Masterwork Items must pay the 
  masterwork upgrade price as well (300gp for weapons).  
   
  Haggling, trading and finding the right merchants 
  will take most of the day. There are stalls with many 
  strange and exotic weapons. Most look just too bizarre for 
  practical use. 
   
  Once the PCs have finished in the market they can 
  either retire for the night and wake up to Encounter 
  Four or head out for some nightlife in Encounter Three. 
   
  Under the Hills 
   
  Page 7 
  
  Encounter Three 
  Night Life 
  After a full day, Exag’s nightlife beckons the PC’s. Feel 
  free to roleplay evening events depending on the makeup 
  of your table. Some Players may choose a quiet night, 
  whilst others will prefer to sample all manor of 
  refreshments, food and entertainment available. For 
  those PC’s that choose an early night, the sounds of 
  Adventurers and Mercenaries enjoying themselves, 
  deprives all of a good nights rest. The locals are not used 
  to this level of enjoyment, as the 6th Auszugen had a 
  curfew when they were here. Most of the Mercenaries 
  and adventurers here now like to stay up late.  
   
  Games include Darts (ranged attack 3 darts highest 
  to hit total wins), wrestling (as per grapple), and arm 
  wrestling (opposed strength). 
   
  PC’s who have not said they will find a room earlier 
  in the evening find themselves “homeless” and have to 
  sleep rough. This earns them a –2 to all Charisma 
  reaction rolls for the next day. 
   
  Encounter Four 
  Murder Most Foul 
  For those who actually rise early, they find themselves in 
  the minority; even the cook has failed to arrive. The 
  Innkeeper suggests you head into Hans Glassen market 
  and buy a hot meal there. He gives you simple directions 
  and 2sp for your trouble. 
   
  PC’s who slept “rough” wake chilled to the bone and 
  very hungry, the smell of a cooked breakfast assails their 
  nostrils and they find themselves irresistibly drawn 
  towards Hans Glassen market. 
   
  Hans Glassen Market was named after Hans Glassen, 
  a notable and popular Obstergraf who died several years 
  ago. He lived nearby and used to frequent the Market for 
  breakfast and listen to the people’s concerns over 
  breakfast. His statue graces the market and he is clearly a 
  respected folk hero. 
   
  The PC’s may order any breakfast they wish in an 
  open-air food market. Eggs, fried meats, hash mash, 
  Nederboden Plop scones (with melted butter and sweet 
  syrup) are washed down with Café au Tusmit. The PC’s 
  can enjoy a hot nourishing breakfast, which seems to 
  cure any ill feelings the PC’s awoke with. Breakfast is all 
  but over when they hear… 
   
  “Murder! ……. Murder! …..Murder!”   
   
  A young boy rounds the corner and yells, “The 
  Man s Dead!” as he points back to where he has come 
  from.  A large number of diners leave their meals and 
  head around the corner. Most others take their meals 
  with them! 
  i
   
  l
  i
   
   
   
   
   
  If the PC’s investigate they find the following : 
   
  The city gardt are talking to a man, and you hear his 
  story :  
   
  “My name is Raolf Weisspeer, and I was on my 
  way back to my room last night from the Legless 
  Arms Tavern, when I was set upon by a member of 
  the Pax Mercuri! He threatened me with his short 
  sword and demanded my purse. We struggled here on 
  the road, and he slipped into the ditch.  I then 
  remember slipping and seeing the culvert. I hit my 
  head and all went blank unti  you gave me that 
  potion. Thank you! You saved my l fe.”
   
  From out of the ditch there comes a heaving 
  sound as several members of the city gardt drag a 
  body out of the culvert. He wears a tunic with the 
  familiar markings of the Pax Mercuri.  His face is also
  familiar: he is the Pax that talked to Obstergraf 
  Glassen yesterday at the Auszug briefing. One of the 
  city gardt holds the deceased man’s face up and asks 
  Raolf Weisspeer, “Is this the man?”  
  Raolf answers, “Yes, that’s him! Good riddance!” 
   
  They lower the Pax face-down to reveal that he 
  has shortsword in his back and the Weisspeer family 
  crest is very prominent on this masterwork weapon. 
  One of the city gardt withdraws it, and looks at the 
  Weisspeer family crest. He waves the shortsword at 
  Weisspeer and says, “And is this yours?” 
  Raolf says “Yes, but….it was self defence..” 
  Anyone with detect magic cast will detect Enchantment 
  magic about Raolf after a round of concentration. (His 
  story is a Suggestion spell) If the PC’s try to become 
  anything other than spectators, a member of the gardt 
  stands in front of the PC with a hand up and says, “Thank 
  you for your concern, but we have this under 
  control.” (This is a readied action) 
   
  The last member of the city gardt emerges from 
  the drain and says, “There’s no other tracks down 
  there, so whatever happened was between the two of 
  them.”  
   
  The Sergeant of the city gardt orders Raolf 
  manacled. He looks him and says, “I hope you enjoy 
  cold damp places. Your clan has less influence up 
  here than you might imagine!” 
   
  The town gardt drag away Raolf Weisspeer, and 
  carry off the body of the Pax.  
   
  As the Town gardt leave the scene, certain they 
  have got their man, a glint of light captures the 
  corner of your eye. There is a tiny lapel-pin lying in 
  the grass near the culvert … 
  Under the Hills 
   
  Page 8 
  
   
  Give out Player’s Handout 1. 
   
  The tiny lapel pin has a Bear Rampant (the symbol of the 
  Voormann), a knotted rope and a small setting that once 
  held a tiny gem in the knot. PC’s who are members of 
  Den Zauber Guild, or have Knowledge (Arcana) DC 15 
  for Perrenland locals (or DC 25 for non-Perrenland) will 
  recognise the pin. The pin is that of a member of Den 
  Zauber guild. 
   
  What really happened? 
  Soon after he entered the house of Frau Glassen, the Pax 
  Mecuri soldier (“Zeb” of Onnwal) was in trouble.  Fearing 
  that “Zeb” would expose their plans to the Pax (and hence 
  the Voormann) Frau Grassen had her brother-in-law, 
  Zirth Bothan (a high-ranking member of Den Zauber 
  guild) feeblemind the poor soldier until she worked out 
  what to do.  Eventually, they decided to murder Zeb and 
  implicate an outsider (the Weisspeer) in the city.  After 
  all, there are plenty of mercenaries in the city and 
  tensions under such circumstances are well known to 
  lead to a stabbing or two.  So, Raolf Weisspeer was 
  selected to be “the patsy” for the murder of Zeb. 
   
  Early in the morning, Raolf was having a wonderful 
  time at the Legless Arms of Exag with a rather pretty 
  young Vuurzward lady named Lotta. During the night, 
  she slipped him poison - from which he passed out in her 
  room. Lotta was paid a lot of gold to leave Exag and never 
  return.  She left Exag early in the morning and is long 
  gone.  
   
  With Raolf drugged, Zirth Bothan altered himself to 
  look like the soon-to-be-murdered Zeb. He left Frau 
  Glassen’s house, and went to the Legless Arms in the 
  evening. He stopped at the bar and ordered a drink, 
  making special care to leave his name, “Zeb of Onnwal”, 
  and ask if a Raolf Weisspeer was staying in the place.  
  Receiving a positive reply and a room number he then 
  went upstairs to the unconscious Raolf and “suggested” 
  the story he would tell to the town guard. Zirth, changed 
  his appearance again, removed Raolf’s short sword and 
  left.  
   
  Later that night, as the city slept, Hors and Gunter 
  killed Zeb by driving Raolf’s shortsword deep into his 
  back when Zirth returned with it. The brothers and their 
  victim were then rendered invisible, and they dumped 
  Zeb and Raolf Weisspeer into the culvert, taking care not 
  to leave any tracks. 
   
  Net result : Zeb dead and Raolf firmly set up with 
  collaborating evidence from the owner and guests of the 
  Legless Arms of an association between the two. 
   
  Later that day, Raolf will have no recollection of the 
  night’s events. He will remember telling the story, but 
  not know why he told it. The effects of the suggestion 
  spell will have worn off. 
   
  If the PC’s do not begin their own investigation 
  based on the Den Zauber pin and the murder, go to 
  Encounter Five. If they begin their own investigation, 
  go directly to Encounter Six. 
   
  Encounter Five 
  A Job Offer 
  The murder seems to have started quite a bit of a 
  gossip fest. In the next hour or so you hear a number 
  of wild accusations: stories and tall tales about the 
  possible motives of Raolf Weisspeer in the murder 
  the Pax Mecuri soldier.  
   
   
   
  If any PCs are Weisspeers or known supporters of the 
  clan :  
   
  In this situation the PCs are approached by a 
  representative of the Pax Mercuri called Larz Grosspeer, 
  a member of the Weisspeers who cousin was the 
  murdered Pax. Zeb was married to Larz’s first cousin, 
  Jyannis, and now Larz will have to support her and her 
  two children out of Pax funds.  This is an unfortunate 
  coincidence for Frau Glassen.   
   
  He invites the PCs to have a quite drink in a back 
  room of The Legless Arms.  Here, he says the following : 
   
  “Look, normally I would not stick my nose into the 
  affairs of the city gardt - but something does not smell 
  right about all this!  Three weeks ago I hired out a Pax 
  adventuring company … mostly rangers … twenty 
  stout chaps in all.  They were overdue a week ago 
  from a foray into the Yatils … now one of them has 
  turned up dead here in Exag! Their employer was the 
  Obstergraf, Frau Glassen, a haughty and high-minded 
  woman.  She has refused to see me over the matter of 
  the missing men, and I suspect she may head out of 
  the city to escape any possible scandal.  What I need 
  is someone without close connections to Exag to have 
  a private snoop around and see what really happened 
  to my men.  Are you interested? 
   
  The PC can of course say no and investigate anyway.  If 
  they say yes, however, Larz offers them 50gp each for any 
  information they may find. He also gives them the 
  information he has on Zeb from Encounter Six.  
   
  Under the Hills 
   
  Page 9 
  
  Encounter Six 
  Investigations and Places To 
  Visit 
  Pax Headquarters 
  DM’s Note : If the PCs have not met Larz in Encounter 5, 
  then they run into him here. 
   
  You enter the PAX HQ in the Mercenary Quarter 
  and talk to Larz Grosspeer of the Pax. He is the local 
  recruitment officer for the Pax. Although any details on 
  the mission may not be passed on to any third parties, he 
  can volunteer the following information if the PCs prove 
  trustworthy : 
   
  � Zeb’s body is at Pax HQ. Any attempt to speak with 
  dead failed, and a raise dead failed as well. The Pax 
  are not prepared to go to any greater lengths until a 
  normal investigation has been conducted.  
  � Zeb was part of a twenty-strong company of mostly 
  rangers hired by Frau Glassen, for an expedition into 
  The Yatils.  She specifically refused to hire any 
  dwarves. 
  � No other members of the company have returned 
  besides Zeb. 
  � Frau Glassen has been unavailable to answer any 
  questions regarding these events.  
  � If The PC’s inform Larz that Zeb was seen drinking 
  at The Legless Arms Tavern, he will find that 
  unbelievable. Zeb was a very conscientious veteran 
  in the Fussvolk; he knew that after reporting to the 
  client, he must report to the Pax HQ, especially if 
  members of the company are killed in service. 
  Besides, Zebadiah didn’t drink. Larz says that he 
  should know because Zeb was his cousin’s husband. 
  � The Speziallerie Pax Mercuri (Pax Secret Service) are 
  not available due to operations against the Tiger 
  Nomads, so Larz asks the PC’s to investigate the 
  murder of Zeb (to confirm the findings of the town 
  gardt), and the disappearance of The Company in the 
  Yatils. The Pax will pay the PCs 50gp each. 
   
  Lotta’s Room 
  Lotta has a guest room at a small boarding house not far 
  from The Legless Arms Tavern. When the PC’s enquire of 
  her, the landlady finds she has left. She was a good tenant 
  and always paid her rent in advance.  Her landlady says, 
  “Well, she’s always talked of going to Greyhawk, 
  except she never had enough money.” 
   
  Town Gardt 
  Before 4pm : 
   
  � Raolf Weisspeer has been charged with the murder 
  of Zeb of Onnwal.  
   
  After 4pm (following interrogation)  
   
  � Zeb’s last employer was Obstergraf Frau Glassen, 
  who hired him and others for an expedition into the 
  Yatils. 
  � Zeb was last seen in the Legless Arms around 
  10:30pm and went up to the room of Raolf. 
  � Raolf has recanted his story about the altercation 
  between Zeb and himself. He now claims he never 
  met the man.  
  � The whole incident has become very political. It 
  appears that Raolf will be used as an example to the 
  Weisspeer clan and the Voormann that Exag is not 
  afraid to up-hold the law and execute a member of 
  the nation’s leading clan. 
   
  Frau Glassen’s House – After The Murder 
  If the PCs have not been to The Frau’s house before : 
  If the PC’s knock on the door, after a long delay you hear 
  : “I’m coming, I’m coming”,  and the door opens to reveal 
  an elderly maid. She says : 
   
  “Yes? What can I do for you?” 
   
  If the PC ask to see the mistress of the house, she will say 
  the following : 
   
  “Oh, I’m sorry. Frau Glassen is presently not seeing 
  any visitors, and she has left instructions that she will 
  not be honouring any appointments today, as the 
  Frau is presently reviewing her diary. Perhaps you 
  could try again tomorrow? Good day.”  
   
  She closes the door. 
   
  If the PCs try to ask any questions regarding the Pax 
  Mecuri soldier, or anything to do about the incident she 
  will give the curt reply of : 
   
  “I beg your pardon, but I don’t know what you are 
  talking about, and I am sure the Frau would not be 
  please with me discussing her business with 
  strangers!”  
   
  She closes the door and reports the incident to the Frau 
  who will decide to leave the city as soon as she can. 
   
  If the PC had been to The Frau’s house yesterday: 
  Read to the players: 
  Under the Hills 
   
  Page 10 
  
  After knocking on the door for a few minutes, the 
  same elderly lady as yesterday opens the door.  She 
  says the following: 
   
  “Oh, goodness! I am terribly sorry, but the Frau 
  will not be able to see you today.  In fact she has been
  called into the office of the Voorstamman on some 
  urgent matter. If you give me your names and the 
  p ace you are staying I will make sure a page is sent to
  collect you the moment she is free to see you. Good 
  day.” 
   
  l
   
   
  She closes the door. 
   
  This of course is not quite a lie; the Voorstamman 
  has sent a request to see the Frau.  The fact that she has 
  not left yet is another matter.  If the PCs get insistent, or 
  stop Kazsy from closing the door, she will call for the city 
  gardt with the same consequences for the PCs as 
  Encounter 1. 
   
  All APLs:  
  � Kazsy Glassen, Human female, Apt 5, hp 15. (See 
  Appendix 1) 
   
  DMs note: Kazsy, apart form being a blood relative, 
  is also the Obstergrafs door warden and uses her age and 
  appearance to her Frau’s best advantage. 
   
  She will, at no stage, allow the PCs past the door; and will 
  scream for gardts (who will come running) if the PCs try 
  to force entry.  She will, of course, at all times be very 
  polite and courteous - if a little formal.  She will address 
  Morganrood PCs in preference to PCs who are members 
  of other clans.   
   
  Tactics: Just in case, she has the following spells 
  prepared to deal with or resist the machinations of 
  unwelcome visitors. 
   
  1- ghost sound, detect magic 
  1
  st- command, cause fear, comprehend languages. 
  2
  nd – see invisibility, web. 
   
  She will not hesitate to step back and web up the entire 
  entry courtyard and the party.   
   
  PCs who get to this stage will be arrested by the city 
  gardt and fined 25gp each for disturbing the peace by the 
  local Rechter.  If any PC actually assaults or offends a 
  member of the Gardt, they will spend some time in the 
  lock-up and not rejoin the party until Encounter Eight. 
   
  If the PC had been to the Frau’s house yesterday and 
  asked about the Pax 
   
  DMs note: The PCs, having revealed their hand 
  yesterday to the Frau, are now primed to be set up by 
  returning.  Some players may complain about being 
  “rounded up”, and they may flaunt membership of this or 
  that meta-org, or even say “I am a Paladin I cannot lie.” 
  Either way, the gardt are having none of it and escort the 
  PCs to the courthouse. 
   
  After knocking on the door for a few minutes the 
  same elderly lady as yesterday opens the door.  She 
  takes a quick look at you all before suddenly throwing 
  herself on the ground screaming for the guards!  
  Within seconds you can hear the sound of the city 
  gardt whistles blowing from around the corner. It 
  appears you have been set up!   
   
  The gardt quickly surround you and you are 
  placed under arrest.  Before long, you find yourselves 
  dispossessed of your equipment and hauled up before 
  the City Rechter.  The gardts are not being very 
  friendly, and mutter dark words about what sort of 
  scum attack an old women.  The Rechter demands 
  that you explain yourselves … 
   
   
   
   
   
  If the PCs reveal their suspicions of the Frau hand in the 
  murder of Zeb and the innocence of Raolf : 
  The Rechter, after listening to your story, goes very 
  quiet for a while.  She then orders the city gardt to 
  clear the courtroom and once this is done speaks to 
  you privately : 
   
  “It seems that you have stumbled into the thick 
  of a quite elaborate conspiracy.  It would do you all 
  well to consider the fact that if you delve any deeper 
  you may well find your very lives at risk.  Either way, 
  the last thing that the canton can afford is a division 
  in the unity of the Grafs, but the last thing the nation 
  can afford is bad blood between the Weisspeers and 
  the Morganroods.  Some of the nobles of this Canton 
  feel that Yattenheid should stand alone … others that 
  it should not. The nobles of Exag are divided on the 
  matter; needless to say the Glassens have, for 
  generations, been the leaders of the separatist faction. 
  A Graf is not as easy person to bring to justice, and 
  although I suspect what you are saying is true I am at 
  this stage without conclusive evidence powerless to 
  do more than inform those above me of my 
  suspicions.  Thus, I am going to release you on your 
  own recognisance.  If you do find any evidence that 
  implicates or clears the Frau the state would welcome 
  it. In fact, the rewards may be quite substantial.” 
  The PCs are escorted from the courthouse.  
   
  If the PCs do not reveal their suspicions and make 
  up a cover story that avoids their suspicions about the 
  Frau and Raolf innocence : 
   
  Under the Hills 
   
  Page 11 
  
  After listening for a few minutes the Rechter smiles 
  and says the following : 
   
  “I understand the delicacy of your situation, but 
  if you do not tell me the truth I cannot help you and I 
  will be forced by the law to fine and imprison you all, 
  based on the evidence of the gardt alone.   Now … tell 
  me about Frau Glassen!” 
   
   
   
   
  If the PC still make up a cover story they get fined 50gp 
  per APL each and, unfortunately, miss the rest of the 
  adventure (as it ends at this point for those players). 
   
  If the PCs now reveal what they have found (even if 
  it is a little off-base) read the following. 
   
  The Rechter, after listening to your story, goes very 
  quiet for a while.  She then orders the city gardt to 
  clear the courtroom and, once this is done, speaks to 
  you privately : 
   
  The Rechter, after listening to your story, goes 
  very quiet for a while.  She then orders the city gardt 
  to clear the courtroom and once this is done speaks to 
  you privately : 
   
  “It seems that you have stumbled into the thick 
  of a quite elaborate conspiracy.  It would do you all 
  well to consider the fact that if you delve any deeper 
  you may well find your very lives at risk.  Either way, 
  the last thing that the canton can afford is a division 
  in the unity of the Grafs, but the last thing the nation 
  can afford is bad blood between the Weisspeers and 
  the Morganroods.  Some of the nobles of this Canton 
  feel that Yattenheid should stand alone … others that 
  it should not. The nobles of Exag are divided on the 
  matter; needless to say the Glassens have, for 
  generations, been the leaders of the separatist faction. 
  A Graf is not as easy person to bring to justice, and 
  although I suspect what you are saying is true I am at 
  this stage without conclusive evidence powerless to 
  do more than inform those above me of my 
  suspicions.  Thus, I am going to release you on your 
  own recognisance.  If you do find any evidence that 
  implicates or clears the Frau the state would welcome 
  it. In fact, the rewards may be quite substantial.” 
  The Wizard’s Guild (Den Zauber Guild) 
  The location of the Wizard’s Guild is well known in Exag 
  (Knowledge Local check DC 10). 
   
  Taking the pin to the wizard’s guild, the PCs are met 
  by a young eager apprentice. He will confirm that the Pin 
  is that of a “Den Eliten Zauber”. The gem that normally 
  denotes the “level” of the wizard is missing. The only way 
  to find out who owner of the pin is, is to cast Identify on 
  the Pin. This takes one hour, PCs are asked 125gp as 
  payment (105gp for members of the Den Zauber). 
  An identify cast by the “guild” will tell the PC’s that the 
  pin belongs to Zirth Bothan, an identify cast by a PC 
  reveals faint enchantment magic only. Zirth requested 
  one-week of leave yesterday to go on an urgent 
  expedition into The Yatils. The pin is very important to 
  Zirth, as he requires it as a special arcane focus. The 
  young apprentice gives the pin to you and says: 
   
  “I’m sure Emerald Eliten Zauber Bothan will reward 
  you handsomely for returning it to him. Please 
  mention my name. Apprentice Gerard.” 
   
  The Legless Arms Tavern 
  You meet the barman, Jolly, and several locals. They can 
  volunteer the following information : 
   
  � Last night was very busy. 
  � Raolf Weisspeer was seen with Lotta an attractive 
  female in her early thirties until around 9pm.  They 
  were starting to get quite friendly. 
  � Lotta has been a long time resident of Exag, she 
  makes and sells trinkets and jewellery and is often 
  seen at the legless arms telling fortunes. (They are 
  normally 
  very 
  embellished 
  and 
  more 
  for 
  entertainment than accuracy) 
  � Zeb of Onnwal arrived around 9.30 and had several 
  drinks, and introduced himself to a large number of 
  people and bought them drinks. He started to get 
  cross about having to wait such a long time, and 
  enquired after Raolf Weisspeer room number and 
  then wandered upstairs with the statement that “he 
  would have to wake the drunkard up”. 
   
  Encounter Seven 
  Chase That Graf! 
  By now, the PCs should be beginning to see a firm 
  connection between the murder of Zeb and Frau Glassen. 
   At 4am in the morning the large doors to the stable are 
  opened and the sound of running horses leave the stable 
  and turn north. “Invisible riders” will run down anyone 
  attempting to stop them (Overrun). 
   
  The Obstergraf, Zirth, Hors and Gunter (along with 
  two Rangers) head north into the Yatils at break-neck 
  speed. It is the PC’s job to follow them into the Yatils. 
  The PC’s may accomplish this by doing either of the 
  following: 
   
  � The PC’s watch the Glassen household and hear 
  the horses leave the stables. The riders drop a 
  map of the Yatils (Map 1).  Tracking the horses 
  in morning light is very easy as they are 6 heavy 
  Under the Hills 
   
  Page 12 
  
  warhorses running at full speed (Survival check, 
  DC 3+APL). 
  Or 
  � The PC’s arrive at Frau Glassen’s house in the 
  morning, and find it locked up and empty. An 
  old street sweeper stops the PCs for a bit of a 
  gossip and says the following : 
   
  “The Obstergraf left early in the morning! Oh! 
  What a racket they made thundering out of here! 
  Disturbed 
  old 
  Hergan’s 
  sleep, 
  they 
  did!   
  Anyways, good sirs/ladies, if you see the Frau 
  could you tell her old Hergan found this ‘ere 
  pouch on the street with her house badge on it 
  (Ravan Rampant)? 
   
   
   
  Hergan is very trusting and simple (the result of 
  having the side of his head caved in by a Tiger 
  Nomad twenty years ago), and will hand the pouch 
  over to the PCs without a second thought.  Perhaps 
  Allitur is watching from above, after all. 
   
  In the pouch is a rolled up map of the Yatils 
  with a clearly marked trail north to Graf Bridge - 
  some 10 miles north of Exag and west along the 
  riverbed of Der Vestrangner river. There is a point of 
  interest marked at its headwaters. (Map 1). 
  Or  
  Larz Grosspeer tracks the PCs down and informs 
  them that the Frau and her retinue have left the city. 
  He gives the PCs the map which he has “acquired” 
  (see Map 1). 
   
  At this stage, the PCs should make preparations to leave 
  the city and follow the Graf.  Prompt them to do so with 
  either the “City Rechter” or the Pax Mecuri Larz 
  Grosspeer, if they seem hesitant. 
   
  Proceed to Encounter 8 
   
  At this point, any PC locked up in the Exag 
  dungeon for being unruly is released (and they rejoin 
  the party). 
  Encounter Eight 
  Into The Mountains 
  Leaving the walled city of Exag behind you, the tracks 
  of the six great war horses are easy to follow as there 
  has been little traffic on the road to the Northern 
  Keep or Vortrote. The map shows Graf Bridge some 
  10 miles north of Exag, as well as a trail along the 
  riverbed of Der Vestrangner river. There is a point of 
  interest marked at its headwaters. This must be the 
  place that the Obstergraf hired the Pax to investigate. 
  You continue along the northern road and soon reach 
  Graf Bridge. The tracks of six warhorses are clearly 
  visible heading west along the northern riverbank. 
   
  Although the path is unkempt, it is well 
  constructed.  Retaining walls hold back the steep 
  slope on the right side of the path and supports the 
  path on the river side. The only race renowned for 
  such quality stonework are the dwarves. The forest to 
  your right is fairly dense, and vision into it is limited 
  to 10 to 15 feet. The view of the river is spectacular, 
  and the water is crystal clear as it bubbles its way 
  down the rocky river bed. The sound of birds in the 
  trees chirping in the springtime makes travel along 
  the path very pleasant indeed. It is clear the 
  Obstergraf came this way, and he and his retinue 
  weren’t dawdling.   
  Ask the PC’s to set out their order of travel on the 
  battlemat. 
   
  After an hour of travel the PC’s may notice the sound 
  of birds cease, and a smell like that of sheep fills the air 
  (Survival check DC 6+APL). Those that are successful 
  receive +5 bonus to a Spot check Vs a DC 20 + Hide skill 
  bonus which may reveal an attack about to take place on 
  the party from above. The attackers will have surprise. 
   
  DMs Notes:  
   
  � The Ambush site is on the main path. To the left is a 
  5 ft drop to the riverbed, which is rocky. To the right 
  is a 10ft high wall which rises up to the forest - on 
  which the slavers stand in order to attack.  Use any 
  5ft grid map to draw this out if necessary.   
  � Any netted PC gets one action each round, and may 
  try to stop the Slavers, break free, or range attack the 
  Slavers. 
  � PCs who attempt to pursue the Slavers will find the 
  going hard, as the the Slavers have rubbed wool fat 
  (lanolin) onto the best handholds of the wall 30ft 
  each side of the ambush site.  
  � PC’s who immediately follow the Slaver’s path can 
  only move at normal pace. PC’s who find their own 
  path using the survival skill move at half normal 
  speed due to thick undergrowth. 
   
  Tactics 
  All APLs  
   
  Round 0: (Partial Action). The Slavers’ first action is 
  to throw their nets at the PC’s in the following priority: 1. 
  Females; 2. Humans; 3. Healthy (high Con) PC’s. They 
  will avoid anyone wearing heavy armor.   
   
  Round 1: If the Slavers hit a PC and net him/her, 
  the Slavers will then haul up any captive PC’s by dragging 
  the catch-rope into the forest, which gives the Slavers 
  Under the Hills 
   
  Page 13 
  
  90% cover for PC’s still on the path. PC’s can try and stop 
  their ascent with an opposed Strength check. PC’s who 
  fail will be dragged up the 10ft wall and 20 ft into the 
  forest.  If the Slavers miss, they will fight the PC’s from 
  high ground until one of them falls. At this point, the 
  other will attempt to flee.  
   
  Round 2: The Slavers will drag captured PC’s 
  another 15 feet into the forest.   
   
  At APL 2, one Slaver will cast entangle from a scroll, 
  centred 10ft behind the ambush point. This should 
  entangle most PC’s; and possibly any netted ones as well; 
  in which case the Slavers will have to make a Strength 
  check DC 20 to release them).   
   
  At APLs 4-10, one Slaver will throw an alchemist’s 
  fire onto the path. Oil and wool fat has been spread over 
  dry branches laid on the trail, which will catch fire and 
  burn towards the main path. PC’s running through the 
  fire will suffer 1d6 points of damage. The fire will spread 
  5ft per round along the track, until reaching the main 
  path. An area will only burn for 2 rounds. as the fire 
  burns up the track and then goes out when reaching the 
  main path. The forest will not burn, as it is too wet. 
   
  Round 3: The Slavers will drag captured PC’s 
  another 30 feet into the forest. 
   
  Round 4: The Slavers will drag captured PC’s 
  another 30 feet into the forest. 
   
  Rounds 5-10: The Slavers will stop use (-4 to hit) 
  subdual damage or grapple PC’s unconscious. They will 
  then bind the captured PC(s) and remove and discard any 
  equipment and Armour (they will take Obvious high 
  quality weapons and Coins), and hoist them onto polls.  
  They will then depart for their camp in the Yatils. 
   
  APL 2 (EL3) 
  � Orcs (4): hp 6,6,6,6; see Monster Manual page 203. 
   
  APL 4 (EL5) 
  � Ogres (2): hp 29,29; see Monster Manual page 199. 
   
  APL 6 (EL7) 
  � Ogres (4): hp 29,29,29,29; see Monster Manual page 
  199. 
   
  APL 8 (EL8) 
  � Ogres (6): hp 29,29,29,29,29,29; see Monster Manual 
  page 199. 
   
  APL 10 (EL10) 
  � Hill Giant (3): hp 102,102,102; see Monster Manual 
  page 123. 
   
  Development: If any of the PC’s are captured, the Slavers 
  are working for Hors und Gunter and have sold the PC’s 
  to them already. The PC’s will find any missing party 
  members unconscious with Hor’s and Gunter at 
  Encounter Nine.  
   
  Treasure:These creatures have nothing of real value, 
  their weapons and armor are so crude as to be worthless.  
   
  Encounter Nine 
  The Slave Camp 
  You con inue the long climb up into the Yatil 
  Mountains. The air is thinning, and the temperature 
  is dropping quickly since the sun has dipped below 
  the western ridgeline. You near a clearing and hear 
  the murmur of a horse.  
  t
   
   
  t
   
   
  As you observe the freshly cut clearing, you 
  notice that it is semi-circular in shape and has a 40ft 
  radius around a near vertical 100ft high cliff. The left 
  side of the clearing is littered with large amounts of 
  debris and boulders.  A partially competed palisade 
  wall with half towers has been constructed from the 
  large trees which have been felled, and lie around the 
  perimeter of the cleared area.  The clearing slopes 
  uphill towards a bare rock face, and is littered with 
  stumps and underbrush.  
  There are six horses being driven in teams of two 
  by bare chested men.  They are doing a variety of 
  heavy work, including ripping up stumps and 
  dragging logs. Two men are using a huge saw, and are 
  in the process of cutting down a large tree in the 
  middle of the clearing.  Another two men stand watch 
  over them. The watchers stand ready with composite 
  short bows, peering into the underbrush in the fading 
  light. Though one is half-orc and the other human, 
  the family resemblance is striking!  The men working 
  in teams are unarmed…but hang on…they all seem 
  to be chained by the ankles or wrists to the 
  equipment they are working on!  One of them has 
  fresh, bloody wel s oozing blood down his back! 
  Describe Encounter Map “The Stockade” to the players at 
  this point. 
   
  DM’s Note: The PC’s have 75% Concealment in the 
  bush they are in, and Hors und Gunter have 50 % cover in 
  the positions they are in. 
   
  Hors und Gunter will not see or hear the PC’s until 
  they make a move or attack action.  Use Spot checks vs. 
  Hide checks; and Move Silently vs. Listen checks. The 
  PC’s have a +5 circumstance bonus due to the wind in the 
  trees and the cover provided by the undergrowth.  
  Under the Hills 
   
  Page 14 
  
   
  Hors und Günter have orders to kill or capture 
  anyone who follows the Obstergraf.  They cannot be 
  bluffed. 
   
  If they see the PC’s, they will scream at the chained 
  slaves to drop to the ground (which they do, taking no 
  part in the fight) and open fire! 
   
  If they only hear the PC’s, they will do the same but, 
  instead of opening fire, will seek additional cover (90%). 
   
  All APLs 
  � Slaves: Human male Com 1, Hp 4. 
   
  APL 2 (EL2) 
  � Hors: Half Orc male Bar 1 hp 14, (see Appendix One). 
  � Gunter: Human male Bar 2, hp 21, (see Appendix 
  One). 
   
  APL 4 (EL4) 
  � Hors: Half Orc male Bar 2, hp 23, (see Appendix One). 
  � Gunter: Human male Bar 2, hp 21, (see Appendix 
  One). 
   
  APL 6 (EL6) 
  � Hors: Half Orc male Bar 4, hp 41, (see Appendix One). 
  � Gunter: Human male Bar 4, hp 40, (see Appendix 
  One). 
   
  APL 8 (EL8) 
  � Hors: Half Orc male Bar 6, hp 59, (see Appendix One). 
  � Gunter: Human male Bar 6, hp 56, (see Appendix 
  One). 
   
  APL 10 (EL10) 
  � Hors: Half Orc male Bar 8, hp 77, (see Appendix One). 
  � Gunter: Human male Bar 8, hp 72, (see Appendix 
  One). 
   
  Treasure: 
   
  APL 2: Loot- 90 gp; Coin- 35 gp. 
   
  APL 4: Loot- 90 gp; Coin- 70 gp. 
  APL 6: Loot- 165 gp; Coin- 105 gp. 
  APL 8: Loot- 460 gp; Coin- 140 gp. 
  APL 10: Loot- 510 gp; Coin- 190 gp. 
   
  Concluding Encounter Nine 
  Once the PC have secured the site, they can begin to 
  question the slaves.  The slaves are from the Weisspeer 
  and Hussen clans.  They freely inform the PCs of the 
  following: 
   
  � We were captured many months ago and brought 
  here! Some other slaves have been killed whilst 
  trying to escape! 
  � First, they made us clear away all that rubble! It 
  killed many o  us.  Then they set about getting us 
  to fortify the area. 
  f
   
   
  l
  l
  � About a month ago we were hidden away and 
  ordered to remain silent, but one of us saw a 
  group of Pax Mecuri come here and enter the 
  cavern with some Morganrood nobles. It was the 
  Frau’s brother we think.  They put out his eyes 
  the next day. 
  � About a week ago a couple of hundred 
  Morganrood soldiers and a bunch of nobles, all 
  armed to the teeth camped here for a couple of 
  days before entering into the cave complex.  They 
  ignored us completely but did not seem 
  surprised.  One of the soldiers came quietly over 
  to us and gave us some food and seemed 
  genuinely shocked at our treatment.  He told us 
  that rescue would soon be on its way. That night 
  the wizard came and had him bound.  They 
  tortured him, and we heard his screams for hours. 
  In the morning, they were all gone! 
  � The woman in charge,  Frau Glassen, came back 
  here with the wizard and two other men last 
  night, and mustered up most of our guards before 
  entering into the cavern complex. 
  � We have never been allowed to go inside. 
   
  It should become obvious that these poor unfortunates 
  know little else of value.  They will not accompany the 
  PCs; they are simply exhausted, hungry and scared 
  witless.  The PC’s should, at this stage, move to 
  Encounter Ten. 
   
  Encounter Ten 
  Under Mountain 
  The entrance to the ancient Dwur cavern is very old 
  and has only recently been cleared from the rubble  
  that has covered the entrance for many years. There 
  are Dwarven inscriptions around the entrance to the 
  tunnel. Strangely, fresh air appears to blow through 
  the entrance from the inside …  
  There is a large inscription at the entrance of the 
  cave which reads (in Dwarven) : 
   
   “All those who enter be warned! You walk into 
  the home of the mighty dwarven nation, Khunholm! 
  Those who enter as friends will be welcomed. Those 
  who come to p under will be p undered themselves! 
  Those that come to destroy will, themselves, be 
  destroyed! Your heart will herald your fate!” 
  Under the Hills 
   
  Page 15 
  
   
  i
  l
  f
   
   
   
   
  Murals, carved either side of the entrance, depict long 
  bearded dwarves; as well as a man and a woman who both 
  carry dwarven greataxes.  
   
  When The PC’s are ready to enter the cave, read: 
   
  The cave is remarkable. The hewn, stone walls are 
  almost smooth except for the depictions of dwarves 
  and dwarven life carved into them.  These scenes 
  depict many aspects of what must have been common 
  in Khund society.  The most remarkable are the many 
  dep ctions of Khund interacting with lizardfo k.  
  These clearly show an alliance o  sorts, as the two 
  races are clearly engaged in trading food or weapons; 
  as well as fighting common enemies, and even 
  appearing to be worshipping together at a sacred lake.  
  The floor, on the other hand, is covered in dust and 
  loose gravel, and has a texture like marble. It is true 
  workmanship, indeed!  
   
  Inside, there is one main tunnel, along with 
  various side tunnels. At each intersection, someone 
  has gone to much trouble to chalk the letter “T” on 
  the floor, thus signifying the main route under the 
  mountains. This route appears to have been well 
  travelled of late, as there are numerous footprints 
  scattered across the dusty floor. As you travel the 
  chalk- marked route, you see many dwarven carvings; 
  as well as the occasional dwarven tool or weapon. But 
  if dwarves once lived here, they left many years ago. 
  And judging by the size and complexity of the cavern, 
  this place is big enough to have once held an entire 
  city!      
  Those with the Track feat and a Survival check of DC 20 
  will reveal that there have been literally hundreds of 
  travellers through here in the past few weeks. The 
  Obstergraf and three others have come through recently. 
  There are also some humanoid tracks : dwarves, most 
  likely. 
   
  After two hours travel, the party will hear sounds of 
  laughter and cries of pain close by. It is coming from a 
  side tunnel. 
   
  If the PC’s carry a light source, then they will have 
  no chance of surprising the enemy up ahead. Assuming 
  at least one PC can see 60 feet ahead of him/her self, read 
  the following. This may need to be paraphrased to suit 
  the number of Derro encountered. 
   
  You emerge from a short, 20 foot tunnel into a large, 
  90 feet wide x 120 feet long, Great Hall. The floor of 
  the hall is extremely rough-hewn and even slightly 
  jagged with age. In the middle of the Great Hall, 
  about 60 feet from the entrance, lie two dwarves lie 
  writhing and bleeding on the ground. Standing over 
  them are [insert number] other stocky, dwarf-like 
  humanoids with white skin and yellow hair. They 
  wear leather armor, studded with copper. They are 
  circling the fallen dwarves; laughing and firing 
  crossbow bolts from repeating crossbows into their 
  legs and arms! Within 5 feet of the nasty little 
  humanoids, are several altars which once must have 
  been used to invoke the name of Moradin. They are 3 
  feet high and 5 feet wide.  
  (At APLs 8 and 10 only)  
  “In the shadows, to the back of the hall, there seem/s 
  to be a/some troll(s) loitering about.” 
  Unless the PCs are invisible, or hiding and moving 
  silently, then the Derro will look up, scowl, and move 5 
  feet to take up a defensive position behind one of the 
  altars nearby. They will then (on their initiative turn), fire 
  a crossbow bolt at the nearest PC.  The Troll(s) scent 
  ability will pick up the PCs unless they have some way to 
  disguise their scent. 
   
  Tactics:  The Derro will first use sound burst to 
  weaken the PCs, then use their crossbow bolts as much as 
  possible to weaken the PC’s by coating them in: 
   
  � Medium Monstrous Spider Venom – For Save DC 14 
  (1d4 Str, 1d4 Str). 
   
  The Trolls will use their reach to best effect. 
   
  APL 2 (EL3) 
  � Derro (1): hp 16; see Monster Manual 3.5 page 49.  
   
  APL 4 (EL5) 
  � Derro (2): hp 16,16; see Monster Manual 3.5 page 49. 
   
  APL 6 (EL6) 
  � Derro (3): hp 16,16,16; see Monster Manual 3.5 page 
  49. 
   
  APL 8 (EL8) 
  � Derro (4): hp 16,16,16,16; see Monster Manual 3.5 
  page 49. 
  � Troll (1): hp 63; see Monster Manual 3.5 page 247. 
   
  APL 10 (EL10) 
  � Derro (4): hp 16; see Monster Manual 3.5 page 49. 
  � Troll (2): hp 63, 63; see Monster Manual 3.5 page 247. 
   
   
   
  Under the Hills 
   
  Page 16 
  
  Treasure: 
   
  APL 2: loot–139gp, 4 does of medium monstrous 
  spider venom (300gp), magic– potion of Cure light 
  wounds (25gp). 
   
  APL 4: loot–278gp, 4 does of medium monstrous 
  spider venom (300gp), magic– potion of Cure light 
  wounds (25gp), and a potion of Pass without trace (25gp). 
   
  APL 6: loot–417gp, 4 does of medium monstrous 
  spider venom (300gp), magic–potion of Cure light 
  wounds (25gp), a potion of Pass without trace (25gp), a 
  potion of Shield of Faith +2 (25gp), and a potion of 
  Invisibility (150gp). 
   
  APL 8: loot–556gp, 4 does of medium monstrous 
  spider venom (300gp), magic–potion of Cure light 
  wounds (25gp), a potion of Pass without trace (25gp), a 
  potion of Shield of Faith +2 (25gp), and a potion of 
  Invisibility (150gp), and a potion of Displacement 
  (375gp). 
   
  APL 10: loot–556gp, 4 does of medium monstrous 
  spider venom (300gp), magic–potion of Cure light 
  wounds (25gp), a potion of Pass without trace (25gp), a 
  potion of Shield of Faith +2 (25gp), a potion of 
  Invisibility (150gp), a potion of Displacement (375gp), 
  and potion of Barkskin +4 (450gp). 
   
  Development: If The PC’s run from the fight, 
  Baradon and Kerrick are killed, and the Khund nation is 
  never re-united (until some braver PC’s happen along and 
  save Baradon and Kerrick).  Should the PC’s win, then 
  continue with the scenario.  
   
  If the PC’s all die, trying to defend Baradon and 
  Kerrick, Kerrick is able to get up and dispatch the last of 
  the Derro.  Kerrick and Baradon will deliver the PCs 
  bodies to Exag, but the scenario is over.  
   
  Once the fight is over, one of the dwarves will say 
  the following, even though he must be in great pain: 
   
  “Thank you for you assistance! I cannot believe those 
  Derro scum almost bested us! They ambushed us after 
  we were thrown through those great doors at the end 
  of the room! But where are my manners? My name is 
  Baradon of the Clan Khund, and this is my grandson 
  Kerrick. We certainly owe you our gratitude, and 
  most definitely our lives. Come and have some 
  dwarven ale and tell me your names, your clans, and 
  what brings you to Dunolorae Ilith!”  
   
  And with this he pulls a dusty bottle, and two 
  cups, from a well-worn backpack. He uncorks the 
  bottle and holds it out to you … 
   
  i
   
  f
   
   
  This ale is actually a specially brewed potion of cure light 
  wounds (Lvl5). Each PC is offered only one dose for 
  1d8+5 points of healing. 
   
  Take a note of each PC’s clan as he/she relates it to 
  the dwarves. 
   
  After listening to the PC’s story, Baradon will relay 
  his own. Baradon and Kerrick have not seen the 
  Obstergraf. Baradon says: 
   
  “My grandson and I are seeking a lost relative of ours. 
  Actually, he was not really lost … he was k dnapped. 
  His trail led us here … to this legendary place of our 
  fore-fathers!  Last night, we managed to creep inside 
  the doors, unobserved! The mountain seems to be 
  happy to see us! I couldn’t believe my eyes when I 
  read the inscriptions on the entrance. The Khund 
  Nation has been spread far and wide - from Tusmit to 
  the Clatspurs - since the day that the dwarves fled 
  Dunolorae Ilith, and sealed it forever!  
   
  This morning Kerrick and I think we found the 
  great chamber that holds the Olhupe-Baraknoror! It 
  is over there, beyond those two-chained doors!  The 
  Olhupe-Baraknoror is an ancient dwarven relic that 
  has the power to control the weather of the 
  mountains by creating either fire or ice. Olhupe-
  Baraknoror means “The magical horn that shields 
  from enemies” in your tongue.  Come! Let us show 
  you!”  
   
  Baradon and Kerrick show you a long corridor 
  which ends in a pair o  20ft tall stone doors.  
   
  Baradon explains : “We tried to enter, but as we 
  approached the doors a sickening, dizzy feeling came 
  over us and made us worse the closer we got.  I think 
  this might only affect dwarves, as humans have 
  clearly been down here quite recently.” 
  If the PCs approach, they will not be affected unless they 
  are dwarven. Any attempt to discover what this strange 
  sickness is will be fruitless. A Spellcraft check DC 25 (or 
  Knowledge Arcana DC 25) will reveal that this is 
  something linked to a powerful curse, but that is all. It 
  cannot be dispelled (at this point in time, anyway). As any 
  PC approaches, read: 
   
  Before you stand two very ornately carved doors. 
  Looking very out of place, is a massive padlock and 
  chain which has been wrapped around two ornately 
  carved handles … 
  The doors have been are chained shut by the guards Frau 
  Glassen posted here. These guards were killed and by 
  Derro scouts and dragged off.  The Derro then ran into 
  the two dwarves and had not had time to open the doors 
  as of yet. 
   
  � Chains: Hardness 10, hp 5; break DC 26.  
  � Padlock: Open Lock DC 13+APL. 
  � Adamantine Doors: 6 inches thick; hardness 20; hp 
  240; break DC 28 (stuck). 
  Under the Hills 
   
  Page 17 
  
   
  When the party have got past the chain, the lock and the 
  doors, read: 
   
  After opening the doors, you see a long hall that is 
  littered with hundreds of broken dwarven artefacts, 
  bones, weapons, and armor. If ever there was a place 
  that looked like a last stand – then this was it! 
  Amongst Moradin and Khund Heraldry, several 
  others stand out, as being very different. One is a 
  spiral, of grey, black and white.  
   
   
   
   
   
   
   
   
  ,
   
   
   
  f
  i
   
   
  A Knowledge (Religion) check DC 11+APL will reveal 
  the grey, black and white symbol to be that of Diirinka, 
  God of the Derro. 
   
  Carved from the very mountain itself, you see the 
  great horn that Baradon talked of. Coiled and snaking 
  around the inside surface of the roof and walls like 
  the shell of a giant snail; it ends at a large dais situated 
  at the end of a large cavern where the mouth piece of 
  the horn is clearly visible.  It’s entire surface is carved 
  with dwarven words, runes and frescos. 
  At this point the PCs should blow the horn! If they 
  hesitate, the two dwarves will encourage them with 
  shouts from where they stand, back in the corridor. 
   
  As you put wind into the horn, a great and almost 
  inaudible tone begins to ring out.  The ground begins 
  to shake and you feel the oppression and uneasiness 
  that filled the mighty hall dissipate. The two dwarves 
  rush into the chamber, tears welling up in their eyes.  
  Whatever it was that was stopping them from 
  enterring has now been lifted. Baradon steps onto the 
  dais and say :  
   
  “Thank you my friends! You have earned my 
  gratitude. Be it forever known that the clan Khund 
  owes a debt of gratitude to : 
  <insert PC’s names here>  
  and to the clans : 
  <insert PC’s Clans>   
  I, Baradon  claim this hall in the name of the Khund 
  as the rightful heir of the ancient Kingdom!  I will 
  assemble our scattered people and remake that which 
  was broken!”  
   
  And with that, he blows the great horn once 
  more and the tone, this time, is clear and obviously 
  magical. It has soothing, flowing effects on those of 
  you who are gathered here! Oh, happy day! 
  � Any curse acquired as a result of a regional 
  Perrenland scenario is now lifted. Note this does not 
  include the “Favour of Nerull” cert from the scenario 
  “Dance of Nerull”. It does include the Ire Of Iuz cert, 
  however, as well as all curses caused by obtaining 
  cursed items or weaponry. Even those who choose 
  not to give up a curse, must. All cursed items and 
  objects owned by the PCs (which have a Perrenland 
  background) are also now uncursed. 
  � Any PC who is dwarven can claim to be one of the 
  Khund nation and receive the benefit of Moradin’s 
  blessing (see the Adventure Record). 
  � Any PC who has a tattoo from the Quagaloogal 
  Lizardfolk  (allies of the Khund) receive the Blessing 
  of the Mountain (see the Adventure Record). 
   
  After this event, Baradon laughs with joy and says the 
  following: 
  “Let us rest for now. Soon, more o  my k n will 
  arrive!” 
   
  The next morning you awake to a hall full of 
  dwarven laughter. Baradon and Kerrick greet you.  
   
  “Look! The clan gathers! But you have slept late 
  and I believe you have several trespassers to find?” 
  At this stage, the several clerics of Moradin who have 
  arrived over-night heal any wounded PCs, and they are 
  re-supplied with food and water. 
   
  Development: The Khund dwarves of Tusmit and 
  Perrenland all hear the calling of Olhupe-Baraknoror and 
  many will make their way to Dunolorae Ilith in the next 
  few game months. All the entrances that were hidden 
  and destroyed will be cleared by the mighty tremors sent 
  out by the Great Horn. 
   
  Proceed to Encounter 11 
   
  Encounter Eleven 
  Under World 
  Biding farewell to the dwarves (who are loath to leave 
  the halls unprotected) you return to the path the 
  Obstergraf appears to have taken. This means 
  following the chalk-marked path, deeper under the 
  hills. After an hour, you begin to notice the 
  temperature slowly rise and, within minutes, you 
  arrive at a medium-sized brown stone door. 
  The door can be freely opened form the inside. 
   
  The door opens onto the outside world … but what 
  world? The sun is shining, the birds are singing, and 
  Under the Hills 
   
  Page 18 
  
  flowers blossom in full bloom. The temperature is 
  quite warm, and you realise this little piece of 
  paradise is probably a geothermal valley.   
   
  But it is a paradise obviously turned into a hell! 
  The stench of death lays thick upon the air, and you 
  can clearly see that many hundreds of corpses.  The 
  plundered bodies of men (290 in all) in Morganrood 
  colours and many Derro (62) and trolls (12) lie strewn
  about the valley.  A battle has obviously taken place. 
  Just who was the victor cannot easily be discerned.  
   
   
   
  f
   
   
  Some 150 feet down the valley, near a steaming 
  pool, you see four humans who are very much alerted 
  to your presence! Two humans are advancing slowly 
  towards you, and stop 120 eet from you with bows 
  drawn. Behind them there is a man, and a woman 
  who could only be Frau Glassen! The man appears to 
  have just finished spell casting.  The woman calls out : 
  “Don’t move! What are you doing here?” 
  The Rangers will shoot anyone who moves. 
   
  Zirth Bothan had cast alarm (silent) in several places 
  before the exit to the hidden valley, so they are well of 
  the PC’s approach. Frau Glassen has just found (despite 
  the death of the most of her loyal clansmen and noble 
  supporters) the signed trade agreement they were 
  originally dispatched to find. In the face of such losses, 
  even with the recovery of the incriminating documents 
  they are feeling very paranoid.  Frau Glassen will, 
  therefore, attempt to gather as much information as she 
  can to determine the strengths and weakness of the party 
  - and to buy Zirth some time to before she then orders 
  the Rangers to attack. 
   
  � If the PC’s respond with “We’re looking for you! For 
  the murder of Zeb of Onnwal!”, she will actually run 
  through the details as found in the “What really 
  happened” paragraph at the end of Encounter One. 
  She then says: “Now you must die!” 
  � If the PC’s respond with “We’re just exploring…”, 
  then she asks : “What have you found?” If the PC’s 
  say they have helped Baradon and Kerrick blow 
  Olhupe-Baraknoror, she will fly into a rage, 
  screaming : “You have ruined everything! The 
  dwarves will control it all! I have nothing! May 
  Incabulos walk in your shadow! Kill them!”, she yells 
  to the rangers. 
   
  Tactics:  When the fight eventually starts, Zirth has 
  already cast multiple protections and enhancement spells 
  and is basically untouchable will teleport himself and 
  Frau Glassen back to Exag. At APL 10 he will have precast 
  haste on the rangers prior to the PC’s entry. The Rangers 
  will stand their ground, taking half cover behind trees, 
  and fire until engaged in melee. 
   
  APL2 (EL3) 
  � Rangers (2): Human male Rgr1, hp 11 (see Appendix 
  1). 
   
  APL4 (EL4) 
  � Ranger: Human male Rgr1, hp 11 (see Appendix 1). 
  � Ranger: Human male, Rgr3, hp 24, (see Appendix 1). 
   
  APL6 (EL5) 
  � Ranger: Human male Rgr2, hp 17, (see Appendix 1). 
  � Ranger: Human male, Rgr4, hp 30, (see Appendix 1). 
   
  APL 8 and APL10 (EL6) 
  � Ranger: Human male, Rgr3, hp 24, (see Appendix 1). 
  � Ranger: Human male, Rgr5 hp 37, (see Appendix 1). 
   
  Treasure: 
   
  APL 2: Loot- 159 gp. 
   
  APL 4: Loot- 195 gp; Coin- 33 gp. 
  APL 6: Loot- 132 gp; C: 0 gp; Magic- Eyes of the eagle 
  (125 gp). 
  APL 8: L: 184 gp; Magic- Eyes of the eagle (125 gp). 
  APL 10: L: 833 gp; Magic- Eyes of the eagle (125 gp). 
   
  Development: The PC’s find that in his haste to 
  leave, Zirth Bothan has left a backpack behind with some 
  very valuable and personal items in. They find the letter 
  (Handout 3) as well.  
   
  DM’s Note : It is very important that both Zirth and 
  Frau Glassen actually escape. They will not fight the party 
  at all.  Make the teleport a contingency spell if necessary 
  to explain their escape if they are taken out by spells. 
   
  Conclusion 
  Read to the players : 
   
  As you return to Exag with the evidence against 
  Zirth and Frau Olga Glassen you meet hundreds of 
  elated Dwarves heading towards Dunolorae Ilith. The 
  great “kin sundering curse” that affected the Khund 
  nation, and prevented them from uniting, is now 
  broken!  But as you arrive in Exag, near panic grips 
  the city. Almost all of the dwarves who lived in Exag 
  appear to have left, and scores more are travelling 
  through Exag each day – heading for the hills.   
   
  When you report you findings to the authorities, 
  the local Rechter has the town guard release Raolf 
  Weisspeer when you present the letter Frau Glassen 
  wrote. The guard arrests Frau Glassen for murder and 
  she pays the kopprijs for Zeb’s death. Because she 
  used the Voormann’s name to set up a trade deal, she 
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  Page 19 
  
  is stripped of her title, and spends a short time in the 
  Exag dungeon. 
   
  t
  Zirth Bothan, on the other hand, has escaped and 
  is no-where to be found. Rumors place him in Ket, 
  Dorakaa, or hidden in Den Zauber Guild under its 
  protection. 
   
  Any trade deal that Frau Glassen thought she 
  might con rol, by controlling Dunolorae Ilith, 
  vaporised when the dwarves, themselves, blew 
  Olhupe-Baraknoror. The tunnels became their lands, 
  and with members from both Tusmit and Perrenland 
  in the Khund Clan, they  are now keen to gain 
  control of their homeland, and birthright, once again!  
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounters One to Seven:  
  Good Roleplaying and getting on the trail of Frau 
  Glassen.  Avoiding fighting with Kazsy Glassen.  PCs get 
  no experience if they fight the old lady.  
  APL2 30 xp; APL4 60 xp; APL6 150 xp;  
  APL8 210 xp; APL10 270 xp; 
   
  Encounter Eight 
  Defeat the Slavers 
  APL2 90 xp; APL4 150 xp; APL6 210 xp;  
  APL8 240 xp; APL10 300 xp; 
   
  Encounter Nine 
  Defeat Hors und Gunter 
  APL2 90 xp; APL4 120 xp; APL6 180 xp;  
  APL8 240 xp; APL10 300 xp; 
   
   
  Encounter Ten 
  Defeat the Derro/Trolls 
  APL2 90 xp; APL4 150 xp; APL6 180 xp;  
  APL8 240 xp; APL10 300 xp; 
   
  Helping Baradon get into the chamber and blow the 
  horn 
  APL2 30 xp; APL4 60 xp; APL6 90 xp;  
  APL8 120 xp; APL10 150 xp; 
   
  Encounter Eleven 
  Defeat the Evil Rangers1 
  APL2 90 xp; APL4 120 xp; APL6 150 xp;  
  APL8 180 xp; APL10 180 xp. 
   
  Total possible experience:  
   
  APL2 420 xp; APL4 690 xp; APL6 960 xp; 
  APL8 1230xp; APL10 1500xp; 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  L:  Looted gear from enemy 
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  C:  Coin, Gems, Jewelry, and other valuables 
   
  M:  Magic Items (sell value)  
   
  Encounter Nine:   
   
  APL 2: L: 90 gp; C: 35 gp; M: 0 gp 
   
  APL 4: L: 90 gp; C: 70 gp; M: 0 gp 
  APL 6: L: 165 gp; C: 105 gp; M: 0 gp 
  APL 8: L: 460 gp; C: 140 gp; M: 0 gp 
  APL 10: L: 510 gp; C: 190 gp; M: 0 gp 
   
  Encounter Ten:   
   
  APL 2: L: 439 gp; C: 0 gp; M: 25 gp 
   
  APL 4: L: 578 gp; C: 0 gp; M: 50 gp 
  APL 6: L: 717 gp; C: 0 gp; M: 225 gp 
  APL 8: L: 856 gp; C: 0 gp; M: 600 gp 
  APL 10: L: 856 gp; C: 0 gp; M: 1050 gp 
   
  Encounter Eleven:  
   
  APL 2: L: 159 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 195 gp; C: 33 gp; M: 0 gp 
  APL 6: L: 132 gp; C: 0 gp; M: 125 gp 
  APL 8: L: 184 gp; C: 0 gp; M: 125 gp 
  APL 10: L: 833 gp; C: 0 gp; M: 125 gp 
   
  Conclusion  
   
  APL 2: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 200 gp; M: 0 gp 
  APL 6: L: 0 gp; C: 300 gp; M: 0 gp 
  APL 8: L: 0 gp; C: 400 gp; M: 0 gp 
  APL 10: L: 0 gp; C: 500 gp; M: 0 gp  
   
  Total Possible Treasure 
  APL 2: L: 688 gp; C: 100 gp; M: 25 gp  - Total: 813 gp 
  APL 4: L: 863 gp; C: 303 gp; M: 50 gp  - Total: 1216 gp 
  APL 6: L: 849 gp; C: 405 gp; M: 350 gp  - Total: 1605 
  gp 
  APL 8: L: 780 gp; C: 540 gp; M: 725 gp  - Total: 2045 
  gp 
  APL 10: L: 1500 gp; C: 690 gp; M: 1175 gp  - Total: 
  3365 gp 
   
  Items for the Adventure Record 
  The PC’s may purchase any +1 weapon from the DMG or 
  PHB at a 10% discount during this adventure. 
   
  APL 2-6: The PC’s may upgrade one +1 weapon or 
  one suit of +1 armor up to +2; or have added one of the 
  below listed Special Abilities to a +1 weapon or suit of 
  armor. You must pay the cost difference for this upgrade. 
   
  Armor: Fortification, Light and Silent Moves. 
   
  Weapon: Spell storing and Thundering. 
   
  APL 8-12: The PC’s may upgrade one +2 weapon or one 
  suit of +2 armor up to +3; or have added one of the below 
  listed Special Abilities to a +2 weapon or suit of armor. 
   
  Armor: Spell Resistance 13. 
   
  Weapon: Axiomatic and Icy Burst. 
   
  Favour of the Khund: Baradon, Haigh Righ (High King) 
  of the Khund Clan, is in your debt for saving his life from 
  the Derro and blowing Olhupe-Baraknoror (the great 
  horn). You are considered Samman (Shield Brothers) to 
  the Khund Clan.  This gives you a +2 reaction bonus 
  when dealing with members of the Khund Clan and free 
  up-keep in any adventure that occurs within the lands of 
  the Khund. 
   
  Blessing of Moradin: With the blowing of the great 
  horn you have realised the great heritage to which you 
  belong.  You are a member of the Khund.  At anytime you 
  can claim hearth and home benefits of that membership.  
  You have a lifestyle of free in any regional scenario that 
  occurs within the lands of the Khund.  Moreover some of 
  the magic from being so close to the horn when it was 
  sounded has pessed form the great lord Moradin himself 
  into you.  You gain the one time use of each of the 
  following spells cast as a 18
  th level cleric: Spell Resistance 
  and Stoneskin. 
   
  Blessing of the Mountain: With the blowing of the 
  great horn your tattoos from the Quagaloogal lizard folk 
  have gained an additional benefit as befitting the ancient 
  alliance between the Quagaloogal and the Khund.  You 
  gain the benefits of a “resist cold” spell cast as a 12
  th level 
  Sorcerer once per adventure. 
   
  Favour: When in the city of Exag your PC gains +5 to any 
  diplomacy checks regarding the City Rechter because of 
  your actions in upholding justice in the city.  This favour 
  may be used to gain promotion with the Auszug or Pax 
  Mecuri. 
   
  Adenture access to: Medium Monstrous Spider Venom 
  – For Save DC 14 (1d4 Str, 1d4 Str). 150gp per dose. You 
  may not buy more than three doses of this poison. 
   
  Item Access 
  APL 2: Potion of Cure Light Wounds. 
  APL 4: Potion of Pass without trace. 
  APL 6: Potion of Shield of faith +2, potion of Invisibility, 
  Eyes of the Eagle. 
  APL 8: Potion of Displacement. 
  APL 10: Potion of Barkskin +4 
   
   
  Under the Hills 
   
  Page 21 
  
  Appendix  1
  Encounters One and Six 
  All APLs 
  � Kazsy Glassen: Female Human Adp5; Medium 
  Humanoid ; HD 5d6-15 (Adept); hp 20; Init +1; Spd 30; 
  AC 9; BA/G +2/-1, Atk -1 melee or -1 ranged; Full Atk –
  1 melee or –1 ranged; AL N; SV Fort -2, Ref -2, Will +7; 
  STR 5, DEX 5, CON 5, INT 16, WIS 16, CHA 16.  
  Skills and Feats: Alchemy+7, Bluff+9, Diplomacy+11, 
  Heal+7, 
  Knowledge 
  (Local)+8, 
  Sense 
  Motive+5, 
  Spellcraft+6; Brew Potion, Improved Initiative, Scribe 
  Scroll. 
   
  Possessions: 
  Magic: 
  Ring: 
  Protection 
  +1; 
  Wondrous: 
  Bracers 
  of 
  armor 
  (+1); Wondrous: 
  Medallion of Thought Projection. 
   
   
  Spells Known (Adp 3/3/2): 0 - Create Water, Cure 
  Minor Wounds, Detect Magic, Ghost Sound, Guidance, 
  Light, Mending, Purify Food and Drink, Read Magic; 
  1st - Bless, Burning Hands, Cause Fear, Command, 
  Comprehend Languages, Cure Light Wounds, Detect 
  Chaos, Detect Evil, Detect Good, Detect Law, Endure 
  Elements, Obscuring Mist, Protection from Chaos, 
  Protection from Evil, Protection from Good, Protection 
  from Law, Sleep; 2nd - Aid, Animal Trance, Bull's 
  Strength, Cat's Grace, Cure Moderate Wounds, 
  Darkness, Delay Poison, Endurance, Invisibility, 
  Mirror Image, Resist Elements, See Invisibility, Web. 
   
  Spells Prepared (Adp 3/3/2): 0 - Cure Minor 
  Wounds, Detect Magic, Ghost Sound; 1st - Cause Fear, 
  Command, Comprehend Languages; 2nd - See
  Invisibility, Web. 
   
  Encounter Nine 
  APL 2 (EL3) 
  � Hors: Male Half Orc Bar 1 CR 1; Medium 
  Humanoid; HD 1d12+2; hp 14; Init +2; Spd 40 ft.; AC 
  17 (touch 12, flat-footed 15) [Dex +2 Chainmail +5]; 
  BA/G +1/+5, Atk +5 melee (1d8+6/19-20, Longsword) 
  or +3 ranged (1d8+4, Mighty composite longbow (18 
  Str)), Full Atk +5 melee (1d8+6/19-20, Longsword) or 
  +3 ranged (1d8+4, Mighty composite longbow (18 Str)); 
  SA Nil; SQ Rage 1/day, Fast movement; AL NE; SV 
  Fort +4, Ref +2, Will +0; Str 19, Dex 14, Con 14, Int 7, 
  Wis 10, Cha 6.  
   
  Skills and Feats: Climb +2, Listen +2, Weapon 
  Focus (Greataxe) 
   
  Possession: 
  Longsword, 
  Mighty 
  Composite 
  Longbow, Chainmail,  20 arrows, 5GP 
   
  � Gunter: Male Human Bar 2 CR 2; Medium 
  Humanoid; HD 2d12+4; hp 21; Init +7; Spd 40 ft.; AC 
  17 (touch 13, flat-footed 14) [Dex +3 Chain shirt +4]; 
  BA/G +2/+4 Atk +4 melee (1d8+3/19-20, Longsword) 
  or +6 ranged (1d8+2, Mighty composite longbow (14 
  Str)), Full Atk +4 melee (1d8+3/19-20, Longsword) or 
  +6 ranged (1d8+2, Mighty composite longbow (14 Str)); 
  SA Nil; SQ Rage 1/day, Fast movement, Uncanny 
  dodge; AL NE; SV Fort +4, Ref +3, Will +0; Str 15, Dex 
  16, Con 12, Int 10, Wis 10, Cha 10.  
   
  Skills and Feats: Climb +2, Jump +5, Listen +5, 
  Move Silently +1, Ride +4, Spot +2, Tumble +5, Survival 
  +4, Weapon Focus (Composite Longbow), Improved 
  Initiative 
   
  Possessions: Mighty Composite longbow (14 Str), 
  Longsword, Chainshirt, 20 Arrows, 200GP(Bounty) 5 
  Gp 
   
  APL 4 (EL4) 
  � Hors: Male Half Orc Bar 2 CR 2; Medium 
  Humanoid; HD 2d12+4; hp 23; Init +2; Spd 40 ft.; AC 
  16 (touch 12, flat-footed 15) [Dex +2 Chainmail +5]; 
  BA/G +2/+6 Atk +7 melee (1d12+6, Greataxe) or +5 
  ranged (1d8+4, Mighty composite longbow (18 Str)), 
  Full Atk +7 melee (1d12+6, Greataxe) or +5 ranged 
  (1d8+4, Mighty composite longbow (18 Str)); SA Nil; 
  SQ Rage 1/day, Fast movement, Uncanny dodge; AL 
  NE; SV Fort +5, Ref +2, Will +0; Str 19, Dex 14, Con 14, 
  Int 7, Wis 10, Cha 6.  
   
  Skills and Feats: Climb +2, Intimidate –1, Listen 
  +3, Weapon Focus (Greataxe) 
   
  Possessions: Mighty Composite longbow (14 Str), 
  Greataxe, Chainmail, 20 Arrows, 10Gp 
   
  � Gunter: Male Human Bar 2 CR 2; Medium 
  Humanoid; HD 2d12+4; hp 21; Init +7; Spd 40 ft.; AC 
  17 (touch 13, flat-footed 14) [Dex +3 Chain shirt +4]; 
  BA/G +2/+4, Atk +4 melee (1d8+3/19-20, Longsword) 
  or +6 ranged (1d8+2, Mighty composite longbow (14 
  Str)); Full Atk +4 melee (1d8+3/19-20, Longsword) or 
  +6 ranged (1d8+2, Mighty composite longbow (14 Str)); 
   SA Nil; SQ Rage 1/day, Fast movement, Uncanny 
  dodge; AL NE; SV Fort +4, Ref +3, Will +0; Str 15, Dex 
  16, Con 12, Int 10, Wis 10, Cha 10.  
   
  Skills and Feats: Climb +2, Jump +5, Listen +5, 
  Move Silently +1, Ride +4, Spot +2, Tumble +5, Survival 
  +4, Weapon Focus (Composite Longbow), Improved 
  Initiative 
   
  Possessions: Mighty Composite longbow (14 Str), 
  Longsword, Chainshirt, 20 Arrows, 400GP(Bounty) 10 
  Gp 
   
  APL 6 (EL6) 
  � Hors: Male Half Orc Bar 4 CR 4; Medium 
  Humanoid; HD 4d12+8; hp 41; Init +2; Spd 40 ft.; AC 
  Under the Hills 
   
  Page 22 
  
  17 (touch 12, flat-footed 15) [Dex +2 Chainmail +5]; 
  BA/G +4/+9, Atk +11 melee (1d12+8, MW Greataxe) or 
  +7 ranged (1d8+4, Mighty composite longbow (18 Str)); 
  Full Atk +11 melee (1d12+8, MW Greataxe) or +7 
  ranged (1d8+4, Mighty composite longbow (18 Str)); 
  SA Nil; SQ Rage 2/day, Fast movement, Trap sense +1, 
  Uncanny Dodge (AC Bonus); AL NE; SV Fort +6, Ref 
  +3, Will +1; Str 20, Dex 14, Con 14, Int 7, Wis 10, Cha 6.  
   
  Skills and Feats: Climb +2, Intimidate +3, Listen 
  +3, Weapon Focus (Greataxe) 
   
  Possession: 
  Masterwork 
  Greataxe, 
  Mighty 
  Composite Longbow, Chainmail,  20 Arrows, 15GP 
   
  � Gunter: Male Human Bar 4 CR 4; Medium 
  Humanoid; HD 4d12+4; hp 40; Init +7; Spd 40 ft.; AC 
  17 (touch 13, flat-footed 14) [Dex +3 Chain shirt+1 +4]; 
  BA/G +4/+6, Atk +6 melee (1d8+3/19-20, Longsword) 
  or +10 ranged (1d8+2, Mighty composite longbow (14 
  Str)) Full Atk +6 melee (1d8+3/19-20, Longsword) or 
  +10 ranged (1d8+2, Mighty composite longbow (14 
  Str)); SA Nil; SQ Rage 1/day, Fast movement, Trap 
  sense +1, Uncanny Dodge (AC Bonus); AL NE; SV Fort 
  +5, Ref +4, Will +1; Str 15, Dex 17, Con 12, Int 10, Wis 
  10, Cha 10.  
   
  Skills and Feats: Climb +3, Jump +8, Listen +7, 
  Move Silently +3, Ride +4, Spot +3, Tumble +7, Survival 
  +4, Weapon Focus (Composite Longbow), Improved 
  Initiative 
   
  Possessions: 
  Masterwork 
  Mighty 
  Composite 
  longbow 
  (14 
  Str), 
  Longsword, 
  Chainshirt, 
  50 
  Masterwork Arrows, 600GP(Bounty) 15 Gp 
   
  APL 8 (EL8) 
  � Hors: Male Half Orc Bar 6 CR 6; Medium 
  Humanoid; HD 6d12+12; hp 59; Init +2; Spd 40 ft.; AC 
  17 (touch 12, flat-footed 15) [Dex +2 Chainmail +5]; 
  BA/G +6/+11, Atk +13 melee (1d12+8, +1 Greataxe) or 
  +9 ranged (1d8+4, Mighty composite longbow (18 Str)), 
  Full Atk +13/+8 melee (1d12+8, +1 Greataxe) or +9/+4 
  ranged (1d8+4, Mighty composite longbow (18 Str)); 
  SA Nil; SQ Rage 2/day, Fast movement, Trap sense +2, 
  Improved Uncanny Dodge (AC Bonus, unable to be 
  flanked); AL NE; SV Fort +7, Ref +4, Will +2; Str 20, 
  Dex 14, Con 14, Int 7, Wis 10, Cha 6.  
   
  Skills and Feats: Climb +0, Intimidate +7, Listen 
  +3, Cleave, Power Attack, Weapon Focus (Greataxe), 20 
  Gp 
   
  Possession: +1 Greataxe, Mighty Composite 
  Longbow, Chainmail, Acid (flask), Ram, Portable. 
   
  � Gunter: Male Human Bar 6 CR 6; Medium 
  Humanoid; HD 6d12+6; hp 56; Init +7; Spd 40 ft.; AC 
  18 (touch 13, flat-footed 15) [Dex +3 Chain shirt+1 +5]; 
  BA/G +6/+8, Atk +9 melee (1d8+3/19-20, Longsword) 
  or +12 ranged (1d8+3, +1 Mighty composite longbow 
  (14 Str)), Full Atk +9/+4 melee (1d8+3/19-20, 
  Longsword) or +12/+7 ranged (1d8+3, +1 Mighty 
  composite longbow (14 Str)); SA Nil; SQ Rage 2/day, 
  Fast movement, Trap sense +2, Improved Uncanny 
  Dodge (AC Bonus, unable to be flanked); AL NE; SV 
  Fort +6, Ref +5, Will +2; Str 15, Dex 17, Con 12, Int 10, 
  Wis 10, Cha 10.  
   
  Skills and Feats: Climb +3, Jump +8, Listen +11, 
  Move Silently +5, Ride +4, Spot +6, Tumble +5, Survival 
  +4, Alertness, Improved Initiative, Toughness, Weapon 
  Focus (Composite Longbow). 
   
  Possessions: 
  Masterwork 
  Mighty 
  Composite 
  longbow (14 Str), Masterwork Longsword, Chainshirt 
  +1,  50 Masterwork Arrows, Masterwork Manacles. 
  800GP(Bounty) 20 Gp 
   
  APL 10 (EL10) 
  � Hors: Male Half Orc Bar 8 CR 8; Medium 
  Humanoid; HD 8d12+16; hp 77; Init +2; Spd 40 ft.; AC 
  18 (touch 12, flat-footed 16) [Dex +2 +1 Chainmail +6]; 
  BA/G +8/+14, Atk +15 melee (1d12+8, +1 Greataxe) or 
  +12 ranged (1d8+4, Mighty composite longbow (18 
  Str)), Full Atk +15/+10 melee (1d12+8, +1 Greataxe) or 
  +12/+7 ranged (1d8+4, Mighty composite longbow (18 
  Str)); SA Nil; SQ Rage 3/day, Damage Reduction 1/-, 
  Fast movement, Trap sense +2, Improved Uncanny 
  Dodge . Uncanny Dodge; AL NE; SV Fort +8, Ref +4, 
  Will +2; Str 21, Dex 14, Con 14, Int 7, Wis 10, Cha 6.  
   
  Skills and Feats: Climb +2, Intimidate +11, Listen 
  +3, Cleave, Power Attack, Weapon Focus (Greataxe), 
   
  Possession: +1 Greataxe, Masterwork Mighty 
  Composite Longbow (18), Chainmail,  50 Masterwork 
  Arrows, 70Gp 
   
  � Gunter: Male Human Bar 8 CR 8; Medium 
  Humanoid; HD 8d12+8; hp 72; Init +7; Spd 40 ft.; AC 
  19 (touch 14, flat-footed 15) [Dex +4, +1 Chain shirt +5]; 
  BA/G +8/+10 Atk +11 melee (1d8+3/19-20, Longsword) 
  or +15 ranged (1d8+3, +1 Mighty composite longbow 
  (14 Str)), Full Atk +11/+6 melee (1d8+3/19-20, 
  Longsword) or +15/+10 ranged (1d8+3, +1 Mighty 
  composite longbow (14 Str)); SA Nil; SQ Rage 3/day, 
  Damage Reduction 1/-, Fast movement, Trap sense +2, 
  Improved Uncanny Dodge , Uncanny Dodge; AL NE; 
  SV Fort +7, Ref +6, Will +2; Str 15, Dex 18, Con 12, Int 
  10, Wis 10, Cha 10.  
   
  Skills and Feats: Climb +3, Jump +10, Listen +13, 
  Move Silently +7, Ride +5, Spot +7, Tumble +10, 
  Survival +4, Alertness, Improved Initiative, Toughness, 
  Weapon Focus (Composite Longbow). 
   
  Possessions: 
  Masterwork 
  Mighty 
  Composite 
  longbow (14 Str), Masterwork Longsword, Chainshirt 
  Under the Hills 
   
  Page 23 
  
  +1,  50 Masterwork Arrows, Masterwork Manacles, 
  Crowbar, grappling hook. 1000GP(Bounty) 70 Gp 
   
  Encounter 11 
  APL2 (EL2) 
  � Rangers (2): Male Human Ran 1 CR 1; Medium 
  Humanoid; HD 1d8+1; hp 9; Init +2; Spd 30 ft.; AC 15 
  (touch 12, flat-footed 13) [Dex +2 Studded leather +3]; 
  BA/G +1/+3, Atk +4 melee (1d8+2/19-20, Longsword) 
  or +3 ranged (1d8+2, Composite Longbow), Full Atk +4 
  melee (1d8+2/19-20, Longsword) or +3 ranged (1d8+2, 
  Composite Longbow); SA Nil; SQ Nil; AL NE; SV Fort 
  +3, Ref +2, Will +1; Str 14, Dex 15, Con 13, Int 10, Wis 
  12, Cha 8.  
   
  Skills and Feats: Hide +5, Move Silently +5, Spot 
  +5, Survival +5, Point Blank Shot, wild empathy, Track, 
  Favoured Enemy (Dwarf) 
   
  Possessions: 
  Masterwork 
  Mighty 
  Composite 
  longbow (14 Str), Masterwork Longsword, Shortsword, 
  Studded Leather, 20 Arrows. 
   
  APL4 (EL4) 
  � Ranger: Male Human Ran 1 CR 1; Medium 
  Humanoid; HD 1d8+1; hp 9; Init +2; Spd 30 ft.; AC 15 
  (touch 12, flat-footed 13) [Dex +2 Studded leather +3]; 
  BA/G +1/+3, Atk +4 melee (1d8+2/19-20, Longsword) 
  or +4 ranged (1d8+2, Composite Longbow), Full Atk +4 
  melee (1d8+2/19-20, Longsword) or +4 ranged (1d8+2, 
  Composite Longbow); SA Nil; SQ Nil; AL NE; SV Fort 
  +3, Ref +2, Will +1; Str 14, Dex 15, Con 13, Int 10, Wis 
  12, Cha 8.  
   
  Skills and Feats: Hide +5, Move Silently +5, Spot 
  +5, Survival +5, Point Blank Shot, wild empathy, Track, 
  Favoured Enemy (Dwarf) 
   
  Possessions: 
  Masterwork 
  Mighty 
  Composite 
  longbow (14 Str), Masterwork Longsword, Shortsword, 
  Studded Leather, 20 Arrows, 10 Masterwork Arrows, 
  100 GP 
   
  � Ranger: Male Human Ran3 CR 3; Medium 
  Humanoid; HD 3d8+3; hp 20; Init +2; Spd 30 ft.; AC 15 
  (touch 12, flat-footed 13) [Dex +2 Studded leather +3]; 
  BA/G +3/+5, Atk +6 melee (1d8+2/19-20, Longsword) 
  or +6 ranged (1d8+3, Composite Longbow), Full Atk +6 
  melee (1d8+2/19-20, Longsword) or +6 ranged (1d8+2, 
  Composite Longbow); SA Nil; SQ Nil; AL NE; SV Fort 
  +4, Ref +3, Will +2; Str 14, Dex 15, Con 13, Int 10, Wis 
  12, Cha 8.  
   
  Skills and Feats: Hide +8, Move Silently +8, Spot 
  +12, Survival +7, Point Blank Shot, Precise Shot, wild 
  empathy, Endurance, Combat Style (Rapid Shot), 
  Track, Favoured Enemy (Dwarf) 
   
  Possessions: 
  Masterwork 
  Mighty 
  Composite 
  longbow (14 Str), Masterwork Longsword, Masterwork 
  Shortsword, Masterwork Studded Leather, 20 Arrows 
  10 Masterwork Arrows, 100 GP 
   
  APL6 (EL5) 
  � Ranger: Male Human Ran 2 CR 2; Medium 
  Humanoid; HD 1d8+1; hp 15; Init +2; Spd 30 ft.; AC 15 
  (touch 12, flat-footed 13) [Dex +2 Studded leather +3]; 
  BA/G +2/+4, Atk +4 melee (1d8+2/19-20, Longsword) 
  or +4 ranged (1d8+3, Composite Longbow), Full Atk 
  Atk +4 melee (1d8+2/19-20, Longsword) or +4 ranged 
  (1d8+2, Composite Longbow); SA Nil; SQ Nil; AL NE; 
  SV Fort +4, Ref +2, Will +1; Str 14, Dex 15, Con 13, Int 
  10, Wis 12, Cha 8.  
   
  Skills and Feats: Hide +7, Move Silently +7, Spot 
  +6, Survival +6, Point Blank Shot, wild empathy, 
  Combat Style (Rapid Shot), Track, Favoured Enemy 
  (Dwarf)  
   
  Possessions: 
  Masterwork 
  Mighty 
  Composite 
  longbow (14 Str), Longsword, Shortsword, Studded 
  Leather, 20 Arrows 
   
  � Ranger: Male Human Ran4 CR 4; Medium 
  Humanoid; HD 4d8+4; hp 25; Init +3; Spd 30 ft.; AC 16 
  (touch 13, flat-footed 13) [Dex +2, Studded leather +3]; 
  BA/G +4/+6, Atk +7 melee (1d8+2/19-20, Longsword) 
  or +7 ranged (1d8+3, Composite Longbow), Full Atk +7 
  melee (1d8+2/19-20, Longsword) or +7 ranged (1d8+2, 
  Composite Longbow); SA Nil; SQ Nil; AL NE; SV Fort 
  +5, Ref +4, Will +2; Str 14, Dex 16, Con 13, Int 10, Wis 
  12, Cha 8.  
   
  Skills and Feats: Hide +10, Move Silently +10, Spot 
  +18, Survival +8, Point Blank Shot, Precise Shot, 
  Animal companion, wild empathy, Endurance, Combat 
  Style (Rapid Shot), Track, Favoured Enemy (Dwarf) 
   
  Possessions: 
  Masterwork 
  Mighty 
  Composite 
  longbow (14 Str), Masterwork Longsword, Shortsword, 
  Studded Leather, 20 Arrows, Eyes of the Eagle 
   
  APL8 and 10 (EL6) 
  � Ranger: Male Human Ran3 CR 3; Medium 
  Humanoid; HD 3d8+3; hp 20; Init +2; Spd 30 ft.; AC 15 
  (touch 12, flat-footed 13) [Dex +2 Studded leather +3]; 
  BA/G  +3/+5, Atk +6 melee (1d8+2/19-20, Longsword), 
  or  +5 ranged (1d8+3, Composite Longbow), Full Atk +6 
  melee (1d8+2/19-20, Longsword), or  +5 ranged (1d8+2, 
  Composite Longbow); SA Nil; SQ Nil; AL NE; SV Fort 
  +4, Ref +3, Will +2; Str 14, Dex 15, Con 13, Int 10, Wis 
  12, Cha 8.  
   
  Skills and Feats: Hide +8, Move Silently +8, Spot 
  +12, Survival +7, Point Blank Shot, Precise Shot, wild 
  empathy, Combat Style (Rapid Shot), Track, Favoured 
  Enemy (Dwarf) 
  Under the Hills 
   
  Page 24 
  
   
  Possessions: 
  Masterwork 
  Mighty 
  Composite 
  longbow (14 Str), Masterwork Longsword Shortsword, 
  Studded Leather, 20 Arrows 
   
  � Ranger : Male Human Ran5 CR 5; Medium 
  Humanoid; HD 5d8+5; hp 32; Init +3; Spd 30 ft.; AC 16 
  (touch 13, flat-footed 13) [Dex +3, Studded leather +3]; 
  BA/G +5/+7, Atk +8 melee (1d8+2/19-20, Longsword) 
  or +10 ranged (1d8+2, Composite Longbow), Full Atk 
  +8 melee (1d8+2/19-20, Longsword) or +10 ranged 
  (1d8+2, Composite Longbow); SA Nil; SQ Nil; AL NE; 
  SV Fort +5, Ref +4, Will +2; Str 14, Dex 16, Con 13, Int 
  10, Wis 12, Cha 8.  
   
  Skills and Feats: Hide +11, Move Silently +11, Spot 
  +19, Survival +9, Point Blank Shot, Precise Shot, 
  Animal companion, wild empathy, Endurance, Combat 
  Style (Rapid Shot), Track, Favoured Enemy (Dwarf), 
  Favoured Enemy (Elf) 
   
  Spells Prepared (0/1; base DC = 11 + spell level): 
  1st— Entangle; 
   
  Possessions: 
  Masterwork 
  Mighty 
  Composite 
  longbow (14 Str), Masterwork Longsword, Masterwork 
  Shortsword, Studded Leather, 20 Arrows, Eyes of the 
  Eagle 
   
   
  Under the Hills 
   
  Page 25 
  
  Map 1: Khundholm 
   
   
   
   
  Under the Hills 
   
  Page 26 
   
  
  Player Handout 1: Den Zauber Guild Pin 
   
   
  Encounter Map: The Stockade 
   
  Key 
  H = Hors 
  G = Gunter 
  1 to 3 = Slave with draft horses 
  4 = Slaves sawing 
  5 = Entrance to Complex. 
   
   
  Under the Hills 
   
  Page 27 
   
  
  Player Handout 3: The Letter 
   
  Dear Zirth 
   
  One of the Pax returned from the
  expedition into the Yatils and he
  threatened to expose me because he
  found out that we were not acting for
  Karinin.  He says that the Trade
  agreement 
  was 
  signed, 
  but 
  Ketite
  Mercenaries and Derro set upon them.
  Hors 
  und 
  Gunter 
  have 
  the 
  Pax
  unconscious at my house.  Brother I am
  in need of Den Zauber talents and
  resources, the Pax must die, but it must
  be done so as to divert attention from 
  me, and our venture.   
  Please come to my house  
   
  Your loving Sister 
  OB 
   
   
   
   
  Under the Hills 
   
  Page 28 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Perrenland/PER3-07 - Under the Hills.pdf