TEXT: BDK03−01 
   
   
   
   
   
   
   
  Pawn 
   
  A One−Round D&D LIVING GREYHAWK®  
  Bandit Kingdoms Regional Adventure 
  Version 1.0 
   
   
   
  by Rob Little 
  Sanctioned by Jason Bulmahn 
   
   
   
   
   
  The arrival of the Bonefist Legion in Rookroost has everyone on edge. An adventure for characters levels 3-10. 
   
   
   
   
   
   
   
   
   
   
   
   
  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. Scenario detail 
  copyright 2003 by 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.  
   
  
  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, but the actual playing time 
  will be closer to three hours. 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. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill in 
  the top of the grid. That is all. No one is rated. This 
  method is used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the event 
  coordinator wants information on how the game 
  masters are performing, or the game master wants 
  feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the “best” amongst the group, or when the 
  adventure is run in tournament format with winners 
  and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator. 
  Pawn 
   
  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 
  following 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. 
   
  CR 
  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 
  5 
  6 
  7 
   
  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 three 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 
  the Bandit Kingdoms. Characters native to the Bandit 
  Kingdoms pay one Time Unit per round, all others pay 
  two Time Units per round. Adventurer’s Standard 
  Upkeep costs 12gp per round. Rich Upkeep costs 50gp 
  per round. Luxury Upkeep costs 100gp per round.
  Pawn 
   
  Page 3 
  
  DM’s Background 
  The recent assassination attempt on the leader of the 
  Rookroost Thieves Guild has had the underground of 
  that city on edge for the past several months. Coupled 
  with terror tactics carried out by agents of the rival city of 
  Stoink, the populace is feeling levels of fear and paranoia 
  that haven’t been reached since Iuz claimed the city over 
  a decade ago. 
   
  Xavendra, priestess of Iuz and mistress of 
  Groucester, has decided to take advantage of the 
  spreading chaos in Rookroost to improve her standing 
  with Cranzer, while drawing attention away from her 
  own lands. At her request, the Bonefist Legion led by 
  General Kargus has marched south from the Felllands to 
  “offer” their assistance to Lord Marshall Mortoth in 
  purging Rookroost of its dissident factions. In doing so, 
  she rids herself of Kargus, while at the same time making 
  Mortoth seem incompetent in that he requires outside 
  assistance to keep his house in order. 
   
  On another note, in the last several months the 
  bones of Guardian General Hok were recovered by 
  adventurers. The bones were used to resurrect the 
  warlord and in the time since he has begun the process of 
  building an army in the Warfields. The speed and 
  efficiency that he is completing his task is startling 
  several of Iuz’s lieutenants and they are seeking out 
  opportunities to weaken Hok. One such discovery is that 
  the General has one last living relative, a young boy 
  named Laren. The son of Hok’s brother, the boy has been 
  in hiding for the last decade, protected by a former 
  soldier of Hok’s army. 
   
  Cranzer has sent word to Kargus to seek out Laren 
  and his guardian, returning them to Riftcrag. Cranzer 
  hopes possession of the boy may be a tool to use in 
  dealing with the rising warlord. The Boneheart has also 
  instructed Kargus to hunt down a woman who has 
  engineered several plots against him power and is 
  believed to possess knowledge of many of the dissident 
  groups working against Old Wicked. This woman, Gaiyle 
  Markhalla, is to be captured, interrogated, and executed 
  as an example of what happens to those that oppose Iuz. 
   
  (Note: Hok is pronounced the same as “Hawk”.) 
   
  Adventure Summary 
  By happenstance the adventures are in Rookroost to 
  celebrate “Grod’s Bertday” at the Nailed Down Tavern. 
  Interacting with the patrons, the party may meet Lukas, 
  an agent of Hok, who is hunting for the son of a friend. 
  During the celebration, soldiers announce the arrival of 
  the Bonefist Legion in Rookroost and of the search for a 
  missing boy. A curfew cuts short the celebration, and the 
  party retires to their rooms. 
   
  Once in their room, they are met by a disguised 
  Gaiyle Markhalla. She requests the party’s assistance in 
  helping a boy named Laren escape the city. She provides 
  a rough map of the sewers and directs the party to locate 
  the boy and deliver him safely to the Rhenee. 
   
  Making their way thru the sewers, the adventures 
  discover a group of saboteurs from Stoink, who attack to 
  prevent their discovery as they prepare an act of sabotage 
  beneath the city. 
   
  Arriving at the safe house, the adventurers meet 
  Laren and his caretaker Keth. The party must convince 
  Keth to let the boy go with them or kidnap Laren from 
  his guardian. A Bonefist squad is en route and may attack 
  before the party can escape with Laren. 
   
  Fleeing thru the tunnels beneath the city, the 
  adventurers are able to get outside of the walls and on the 
  road south to Pieper’s Ferrry. The adventures can choose 
  who to deliver Laren to, taking him to the Rhenee as 
  Gaiyle requested, to Lukas, or even turn him over to the 
  Legion. 
   
  Once Laren has been delivered, the party returns to 
  Rookroost to witness a public execution in Rook Square. 
   
  Introduction 
  When play begins, read or paraphrase the following to 
  the players. 
   
  Please remember in the Bandit Kingdoms different 
  rules apply. In the Bandit Kingdoms, heroes can be 
  made, bought, or sold, all in the same day, and all 
  depending on the situation and the price. The 
  question isn’t what is the right thing to do in a given 
  situation, but rather, what are the ramifications of any 
  decisions I make? Whose bad side do I not want to be 
  on? When will I need to call in a favor? Remember, 
  everything’s negotiable, and some things are more 
  negotiable than others. 
   
   
  For over a decade, Old Wicked and his minions, the 
  Boneheart have wrapped their taloned fists around 
  the Bandit Kingdoms, attempting to squeeze from it 
  the spirit and passion that drove the Combination of 
  Free Lords for so many years. In many places, such as 
  Hallorn, they have been successful, driving the few 
  mortal souls who still live in that wretched ruin to 
  the shadows, fearful of the watchful gazes of the 
  Necromancers and their undead servants. 
  However, there are those who still rise up against 
  the Demon Prince. Most who do are crushed under 
  Pawn 
   
  Page 4 
  
  the heel of Iuz’ armies, but recently one has risen to 
  fight back against the dark god. The rumors have 
  been spreading throughout the Bandit Kingdoms for 
  the last several months – Guardian General Hok has 
  returned and is rallying troops in the Warfields. 
  Many dismiss the tales as hearsay and wishful 
  thinking, but others listen close and watch the 
  horizon. 
   
  In Rookroost, it has been impossible to miss the 
  stories. With the reputation that the city has for “free 
  enterprise”, the informants and rumor-mongers of 
  Rookroost have had a windfall in recent months. In 
  addition to Hok, stories have bubbled up of 
  assassinations in the cities’ underworld as well as 
  recent explosions in the warehouse district. All of 
  these tales have served to stir up the populace, 
  putting many on edge. The Lord Marshall’s soldiers 
  are especially alert, watching the shadows with more 
  than casual interest. 
   
  It is in these times and conditions that you find 
  yourself at the Nailed Down Tavern, a hole-in the-
  wal  dive on the north side of Rookroost. Perhaps you 
  have met the mighty ogre Grod before and wanted to 
  stop to wish him well, or maybe you simply couldn’t 
  turn down the offer of free food and ale in the 
  company of others. Regardless, you and several dozen 
  of Grod’s close personal friends now fill the taproom. 
  What better an excuse to party than a birthday? 
  -
  l
   
  i
  i
   
   
  Encounter One: Dead Man’s 
  Party 
  When play begins, read or paraphrase the following to 
  the players. 
  A table has been pushed to the back of the tavern, on 
  top of which a huge ogre sits. He grins ear to ear as 
  buxom barwenches bring p tchers filled with ale to 
  refill h s oversized mug. The rest of the table seems to
  be covered with an assortment of trinkets and 
  baubles, gifts brought by the guests. 
   
  To one side a quartet of bards plays a lively tune, 
  while men and women of many races dance in the 
  center of the room. The tables along the walls are also 
  filled with patrons. Many are smiling and cheering 
  the dancers, while others are quieter, their heads bent 
  down in private conversations. 
   
  The Nailed Down is a large inn and tavern on the south 
  side of Rookroost’s common district. The taproom is a 
  two-story affair, with a balcony overlooking the lower 
  level. The room is dimly lit by several wagon-wheel 
  chandeliers hanging from the ceiling. The tables have all 
  been pushed to the edges of the room, leaving room in 
  the middle for an improptu dance floor. (refer to the map 
  of the Nailed Down in DM’s Aid #1). 
   
  In all there are about forty patrons in the bar, in 
  addition to the party, as well as another dozen waitstaff, 
  bartenders, and servants. The room is very crowded, and 
  there is often contact between the patrons. It is a perfect 
  environment for ‘free trade.’ Wary PC’s that make a 
  successful spot check (DC 20) will notice that the 
  customers oddly do not seem to be guarding their purses 
  (See ‘Plying the Trade’ below).  
   
  This is primarily a role-playing encounter. Give the 
  PC’s a chance to catch up on current events in Rookroost, 
  dig up rumors, and say hi to the birthday boy. The PC’s 
  should interact with the various NPC’s in the room, but 
  when they run out of ideas or you need to move things 
  along, go to Encounter Two: The Proclamation. 
   
  Also, during this portion of the scenario, it is not 
  necessary for the characters to know each other or be 
  introduced. They will be drawn together during the next 
  encounter. 
   
  Plying the Trade 
  One thing important to note: over half of the patrons 
  currently in the Nailed Down are members of the 
  Rookroost Thieves Guild (RTG). As such, there is a silent 
  agreement that tonight is a “night off”. Any PC members 
  of the RTG that consider lifting purses may make an 
  innuendo check (DC 10) to be warned about the ban.  
   
  Non-RTG members who successfully pick a pocket 
  will be ‘escorted’ outside and warned about practicing 
  their trade in guild territory. They will be allowed back 
  in, but if they attempt to pick a pocket again, they will be 
  shown the door and the adventure is effectively over for 
  them. 
   
  The Rumor Mill 
  Between all of the patrons and staff there is plenty of 
  opportunity to gather rumors, not only about Rookroost, 
  but about the Bandit Kingdoms in general. Each player 
  may only make two checks (there won’t be enough time 
  to dig up more than that). Below are several tables with 
  information that can be gained from Gather Information 
  checks on various topics. 
   
  Bandit Kingdoms - General 
  Failure “Wha, are ye an idiot? Yer in da Bandit 
  Kingdoms!” 
  DC 10  “There’s been a lot more tension in the region 
  lately. Things are changing and folks don’t 
  know if its for good or ill.” 
  Pawn 
   
  Page 5 
  
  DC 15 
   “Someone is leading an uprising out in the 
  Warfields. I just heard about it, so I imagine its 
  been put down by now.” 
  DC 20 
   “There is some sort of army building up out 
  west. Some of the regional governors are 
  mobilizing their forces in response.” 
  DC 25 
   “There is a new army being mobilized in the 
  Warfields. They are flying the banner of 
  Guardian General Hok, who has been missing 
  for nearly a decade.” 
  DC 30 
  DC 25 rumor + “The resistance army is being 
  lead by Hok himself, returned from the grave 
  late last year.” 
   
  Rookroost - General 
  Failure “You’ve been hit in the head a few too many 
  times by an orc with a great axe, aintcha?” 
  DC 10 
  “The city’s been uptight for the last few months. 
  City guards have been much more visible and 
  the gallows much more full.” 
  DC 15 
  “I’ve heard that there’s been some sort of power 
  struggle going on in the city’s underground.” 
  DC 20 
  “There was some sort of ruckus at the Drunken 
  Dragon a few months back. City guard got 
  called in to clear the place out.” 
  DC 25 
  “A few months ago, there was assassination 
  attempt against one of the thieves guild training 
  masters. It was thwarted, but allies of the 
  assassin are still fighting from the shadows.” 
  DC 30 
  DC25 rumor + “Because of how public the 
  assassination 
  was, 
  other 
  governors 
  are 
  questioning how well Lord Mortoth is running 
  the city.” 
   
  Hok 
  Failure “Ya need a spit cup?” 
  DC 15 
  “Hok was some bandit leader from before the 
  War. His gang fought against the Old One 
  when his armies first starting coming from the 
  west.” 
  DC 20 
  “General Hok lead an army out of the Warfields 
  to try to hold back Old Wicked’s armies when 
  he was coming thru Molag. I ain’t heard 
  nothing bout him since just after the War, tho 
  there was a fella named Lukas talking about him 
  in here earlier.” 
  DC 25 
  Guardian General Hok fought against the Old 
  Man and his armies in several battles along the 
  western frontier. His leadership is credited with 
  the defeat of several forces, some of which were 
  more powerful than his own. There’s been an 
  old soldier about named Lukas who used to 
  serve under Hok – he may be able to tell you 
  more.” 
  DC 30 
  General Hok and several other Bandit Lords 
  aligned themselves with the Horned Society 
  prior to the War, in an attempt to provide a 
  united front against the Old One. Following the 
  war, he was one of the leaders who disappeared 
  following the Steelbone Massacre. A fella 
  named Lukas was telling me earlier tonight that 
  he heard that Hok was resurrected, and is 
  building an army in his old lands.” 
   
  Rookroost Thieves Guild 
  Failure What thieves guild?” 
  DC 15 
  Rookroost has deep shadows, and lately the 
  blood has been pouring from them.” 
  DC 20 
  “A few months back, one of the higher ups was 
  attacked. The attacker was killed, but since there 
  has been turf wars between the guild and the 
  followers of the assassin.” 
  DC 25 
  DC 20 rumor + “Lord Mortoth has recently 
  stepped up efforts to destroy the guild. However 
  his work is hampered by the large number of 
  guards and soldiers who have ties with the 
  guild.” 
  DC 30 
  DC 20 and 25 rumors + “Not all of the problems 
  are local. There is whispers that ruffians from 
  Stoink are in town taking advantage of the 
  chaos and are using it to further weaken the 
  guild.” 
   
  Grod 
  The birthday boy for the celebration is Grod, an ogre who 
  has made Rookroost his home. Of course, this is the first 
  birthday that he’s ever celebrated and quite honestly, he’s 
  not certain that it actually is his birthday. However, his 
  friend Gaiyle suggested it would be a wonderful idea to 
  have a party, and she would be happy to set it up for him. 
  Never one to turn down free ale and music, Grod happily 
  agreed. 
   
  If the PC’s decide to walk up and talk to the ogre, 
  read or paraphrase the following. 
   
  As you approach the ogre sitting in the back of the 
  room, his head turns to face you and he stands up 
  from the table, arms outstretched, each hand holding 
  a huge tankard of ale. 
   
  l
  “Happy Bertday to ME!” he declares as he reaches 
  out to the first of your group and wraps his arms 
  around them, ale spilling down their back. After a 
  moment, he ets go and looks down at your hands 
  expectantly. “Present?” 
   
  If the PC’s don’t offer up anything as a present, he will 
  scowl at them menacingly for a moment, reaching back 
  Pawn 
   
  Page 6 
  
  and grab a trinket off the table. He’ll look side to side, and 
  while he’s not looking, he’ll hold it out to the PC. Once 
  the PC takes it he’ll look back at them and down at their 
  hands. 
   
  “For me?!,“ he shouts as he takes the offered gift. 
  “Thank you. Happy Bertday to Me!” 
   
  Feel free to role-play out taking to Grod, but for the most 
  part he is a dry font of information. He does know that 
  his friend “Rhae” (Rhaedrick, the target of the 
  assassination attempt) is not able to make it tonight due 
  to some problem and he’s a little annoyed that his 
  “bertday” isn’t more important. If asked, he’s more than 
  willing to admit how the birthday party came together, 
  although he’ll refer to Gaiyle as “Markie”. 
   
  Lukas 
  If the PC’s are asking a lot of questions about Hok, it is 
  possible they may make contact with one of the Guardian 
  General’s agents who is attending the celebration. On a 
  high roll (20+ when working the rumor mill above), the 
  questioning PC is directed towards Lukas. If a PC or a 
  group of PC’s that are obviously together asks about Hok 
  more than twice, Lukas will approach them. 
   
  Modify the following based on whether the PC’s or 
  Lukas approaches first. 
   
   
  l
  f
  An older man, nearing his fiftieth year stands before 
  you, a mass of muscle and scars. He looks you up and 
  down, before speaking. 
  “What can I do for you, strangers?” 
   
   
  He can share the following information with the party: 
  � His name is Lukas, and he hails from the Midlands 
  � Any of the information under Hok in “The Rumor 
  Mill” (above). 
  � He served under Hok prior to the Wars, but has not 
  been in contact with him since his disappearance a 
  decade ago (Sense Motive DC 15 reveals he’s holding 
  something back, Detect Thoughts reveals that he has 
  seen Hok within the last month). 
  � He doesn’t know for sure that the person leading the 
  rebellion to the West is Hok, but from what he’s 
  seen and remembers of the General, it seems likely. 
  (Sense Motive DC 15 reveals he’s holding something 
  back – Detect Thoughts reveals that he is certain it is 
  Hok). 
  � Lukas is in Rookroost looking for the family of a 
  friend. He hasn’t had any luck so far as it seems that 
  they have gone into hiding. He plans to leave 
  tomorrow to return to the Midlands (Detect 
  Thoughts reveals that he is looking for a young flan 
  boy named Laren, but he doesn’t have a mental 
  image of the boy). 
  � If the PC’s are interested in joining Hok, they should 
  travel to the Midlands and try to contact his forces 
  there. However, Hok is a suspicious man and is 
  likely to be wary of infiltrators. 
  � He’s not really interested in any help finding the 
  missing family, but he will be grateful for the offer. 
  If pressed, he will volunteer that he’s looking for the 
  son of his friend Jarek, who has been in hiding for 
  the last few years. He knows that the boy has a 
  guardian, but has no idea who or where they are 
  currently located. He followed their trail to 
  Rookroost, but lost them there. 
   
  At no point will he acknowledge working for Hok, and if 
  accused of it he is likely to leave (Diplomacy DC 20 to 
  keep him from leaving). 
   
  The Bards 
  Sitting along the wall near the fireplace, several 
  musicians provide a joyous noise that fills the 
  taproom. The quartet, three men and a woman, 
  skillfully p ay on their instruments, a mix o  harp and 
  lyre, drum, and flute. Song to song, the woman and 
  one of the men take turns singing a mix of bawdy 
  river songs and heroic sagas. The energy of the crowd 
  must sustain them for they stop only momentarily 
  between songs to sip at their glasses before launching 
  into a new song. 
   
  During the evening, the musicians are too busy to 
  converse with anyone, moving song to song with no 
  breaks. They are very skillful (Perform +10) and have 
  obviously performed together before…except they 
  haven’t. 
   
  The musicians are a trio from Alhaster that came up 
  the Artonsamay a month back seeking work. Gaiyle 
  encountered them earlier today and charmed them into 
  accepting her as a member, giving her a cover as she 
  attends the party. Disguised as the male harpist, she has 
  been scanning the room for her hirelings. A PC watching 
  the musicians closely may make a Sense Motive DC 30 
  check to notice that the harpist seems to be eyeing the 
  door warily. A Spot DC 25 check will reveal that the 
  harpist is female, but only someone who has met Gaiyle 
  before will have a chance of recognizing her (DC 30). If 
  confronted, Gaiyle will quietly hiss “later” at them and 
  attempt to return to her performance. 
   
  Other Patrons 
  Some other revelers that the party may encounter are: 
  Pawn 
   
  Page 7 
  
  � Llusk: This hobgoblin and his two companions are 
  in a corner of the room, drinking and occasionally 
  shouting off random congratulations to Grod or 
  slogans for the HLF (Hobgoblin Liberation Front). 
  None of them are certain what the HLF is, but they 
  are all quite certain that it is a good thing to drink to. 
  � Nene: A Rhenee dancing girl who works the floor, 
  getting coins to dance with the young males in the 
  bar. She hints at other fees for other dances, but does 
  not intend to leave the bar until very late in the 
  evening. 
  � Jhim: Jhim and his boys are a couple of the city’s 
  more renowned thugs. Taking a night off from their 
  normal knee-breaking routine, the five men are 
  having a few pints at the bar. 
   
  Encounter Two: The 
  Proclamation 
  The following occurs later in the evening, about three 
  hours after the PC’s arrive. 
   
  Only through magic have you ever heard silence fall 
  so quickly. The front doors of the Nai ed Down are 
  held open by two well-muscled hobgoblins in black 
  armor, while a similarly armored man marches past. 
  Their eyes scan the room, apparently looking for 
  something. The hobgoblin’s beady eyes fall on you 
  momentarily, causing a surge of adrenaline.  Then the 
  man reaches into a satchel and draws out a scroll. 
  l
   
  i
   
   
   
   
  “The 
  words 
  of 
  Lord 
  Marshall 
  Mortoth, 
  pronounced on this day, the 25
  th of Fireseek. The 
  government of Rookroost seeks the boy Laren, a Flan 
  of no more than ten years of age. If found, he is to be 
  delivered to the Peak or to a patrol of the Bonefist 
  Legion, arrived today from Groucester. A reward of 
  no less than two thousand gold princes is offered for 
  him, alive and unharmed.” 
  “To assist in the search for the boy, Lord Mortoth 
  has instituted a curfew effective at midnight. 
  Travellers found in the streets before dawn will be 
  taken to the slave pens for punishment. If you have 
  homes I suggest you make your way there 
  immediately.” 
   
  The soldier raises h s left arm, a bone white 
  skeletal fist etched into his armor. The three soldiers 
  shout “Hail Iuz”, before turning and exiting the 
  tavern, the door quietly swinging shut behind them. 
   
  Needless to say, this takes the life out of the party. Many 
  of the patrons quickly chug the contents of their mugs 
  before wrapping their cloaks about them and heading out 
  into the cold winter night. Grog is passed out across his 
  table, the bards begin packing up their instruments, and 
  Lukas is nowhere to be seen. The innkeeper or one of the 
  serving girls will approach each of the PC’s telling them 
  that a room has been set aside for them “on the house” 
  and given a room key. He will then encourage folks to 
  retire to their rooms or to leave, as he will be closing the 
  taproom for the night. 
   
  � Bonefist Warrior (2): Male Hobgoblin Ftr4, see 
  Appendix 2. 
  � Bonefist Warden: Male Human Clr4, see Appendix 2. 
   
  Troubleshooting 
  There are only two spots where the players are likely to 
  get off track. During the proclamation, it is possible that 
  the PC’s may attempt to attack the soldiers. If so, run the 
  combat, with the remainder of the squad joining in the 
  battle next round (see Appendix 2: The Bonefist Legion). 
  However, none of the other patrons will assist the PC’s 
  and once the battle is done, the adventure is over as 
  Gaiyle has no interest in asking indiscrete adventurers 
  for help, no matter how desperate she is. 
   
  The other problem may be getting the PC’s up to 
  their rooms following the announcement. If they decide 
  to leave the inn, have the harpist (Gaiyle) approach them 
  on their way out and ask to meet them privately upstairs. 
    
  Encounter Three: Secret Agent 
  Man 
  Read or paraphrase the following: 
  You march upstairs and walk along the balcony 
  towards the back of the inn. You look down at your 
  key and match the room number with the door at the 
  end of the hall, where several others stand outside 
  looking at their keys and each other. 
   
  Use this as an opportunity for the characters to describe 
  themselves. It is entirely possible that one or more of the 
  characters may decide to go back to the bartender to ask 
  for a different room. Before they are able to leave, the 
  door opens. 
  The door to the room swings open and standing on 
  the far side is the harpist from downstairs. “Please 
  come in. I’ve been waiting for you and there isn’t 
  much time.” 
   
  The room is warm, the fireplace lit and warmly 
  glowing. The harpist walks to the far side of the room 
  and sits on a chair, signaling you to close the door as 
  the last of you enter. As the door closes, the man 
  removes his hat, revealing a carefully crafted bun of 
  Pawn 
   
  Page 8 
  
  hair resting on the top of his head. Pulling out several 
  pins, the hair falls free down the back of his head, 
  while he tugs at his moustache and goatee. Rinsing 
  his face with a damp rag, the cloth comes away to 
  reveal the face of a woman, her eyes ringed with lack 
  of sleep. Some of you recognize her as Gaiyle 
  Markhalla, but it appears that the road has treated her 
  harshly. 
   
  “I’m glad to see you all here. Dark days lie ahead 
  for Rookroost and the city needs what few heroes it 
  can muster if it will survive. I require o  you a task, 
  and honestly, I must ask you to do this for me out of 
  kindness or as a favor to me as I do not have the time 
  or energy to seek out payment for you.” She wipes a 
  bit of makeup from her forehead with a weary hand,  “ 
  If any of you have a problem with that I bid you 
  goodnight. The innkeeper has another room for you 
  if you ask.” 
  f
   
   
   
   
  t
   
   
   
   
   
  .
  i
   
  At this point allow the PC’s to leave if they wish. If 
  anyone leaves, the adventure is over for their character. 
  “Four days ago, the Bonefist Legion set forth from 
  Groucester under orders from Xavandra to come to 
  Rookroost. Their primary mission, as I understand it, 
  is to assist Lord Mortoth in cleansing the city of its 
  insurgent population and to rid his guard of elements 
  sympathetic to the local population. The three we saw 
  earlier tonight signal the armies arrival and that they 
  have already begun their work.” 
   
  “Their secondary task is to locate and capture a 
  young man by the name of Laren. I don’t know what 
  their purpose is in seeking him out, but quite frankly 
  I have no intention of letting them succeed.” 
  “I have already located and made contact with the 
  boy’s guardian, Keth. They are currently secreted 
  away, but unfortunately not well enough to escape a 
  house-to-house search such as the Legion will be 
  conducting. With the curfew and the patrols in the 
  streets, it will not be safe for them to move to ano her 
  location.” 
   
  “What I require of you is this…follow the map I 
  will give you to reach Keth and Laren via the sewers. 
  Once you have them, guide them out of the city and 
  to Pieper’s Ferry. Once there, you will meet a 
  Rhennee bargeman named Piotr. He will take Laren 
  from there. Any questions?” 
  Why don’t you do it yourself? 
  “There are a great many things occurring in 
  Rookroost this night and I am but one woman.” 
   
  You were expecting us to be here? 
  “Yes, I made sure you were invited.” 
   
  What can you tell us about the sewers? 
  “These are truly the sewers, not the tunnels you may 
  have heard of beneath the city. They are fithy and 
  dirty, but they are much more widespread than the 
  tunnel network.” 
   
  Can we expect trouble in the sewers? 
  “In these times, you can expect trouble anywhere. 
  However, it is winter and I suspect the sewers may 
  house some creatures seeking shelter from the cold. I 
  do not believe the sewers are well traveled, although I 
  will warn you that my map may be inaccurate. It was 
  crafted nearly fifty years ago, the last time the sewers 
  were surveyed.” 
   
  What do we do when we are done? 
  “Try to make your way back into Rookroost to report 
  to me. The city is restless and there is much that 
  needs to be done.” 
   
  What do you know about Laren and Keth? 
  “I will say that he is a strong lad, with quick wits. He 
  has been in the care of Keth nearly since he was born, 
  and his caretaker has done well with him.” 
   
  What do you know of the Bonefist Legion? 
  “They are to be feared. Any soldier of the Legion 
  would be a commander in another of Old Wicked’s 
  armies if they were not so loyal to their general, 
  Kargus. You do not want their attention.”
  Feel free to improvise any other responses to the players 
  questions as necessary. Keep her answers short as she 
  doesn’t feel that there is much time to waste and she 
  doesn’t wish to volunteer more information than 
  absolutely necessary. She is not aware of the saboteurs’ 
  presence in the sewers, although she is aware that they 
  are hiding somewhere in Rookroost. 
   
  Once the players are finished, Gaiyle will pick up a 
  small lamp and lead the party back downstairs through 
  the now darkened tavern. Going behind the bar, she will 
  open a trapdoor and climb into the Nailed Down’s cellar. 
   
  Gesturing at the cold iron grate below her, Gaiyle 
  turns to face you. “Descend through this portal, and 
  you will find yourself at the start of this map ” She 
  draws a folded piece of waxed vellum from her vest 
  and offers it to you. “The location of Laren’s hiding 
  place is marked in red, as is the place that you may 
  descend into the tunnels once you have located the 
  boy and may move him out of the city. Once you 
  enter the tunnels, do not go north. That way l es 
  death, for you and your charge, with nothing that I 
  Pawn 
   
  Page 9 
  
  can do for any o  you. Head south and you will find 
  yourself eventually on the Artonsamay Road outside 
  of the city. Now, go…and luck be with you.” With 
  that, she pulls out a key and bends over, unlocking 
  the grate and opening it, revealing the darkness 
  below. The last thing that you hear before going into 
  the p t is Gaiyle murmuring to herself “and may my 
  luck hold, as well.” 
  f
  i
   
   
  l
   
   
  Encounter Four: In the Pit 
  Read or Paraphrase the following to the players when 
  they enter the sewers. 
  Hell. Hades. Dorkaa. The rumored Vault of the Drow. 
  All of these must be paradises compared to the stench 
  and muck that lies beneath the streets of Rookroost. 
  As soon as you set foot in the sewers, your legs nearly 
  give out beneath you as you slip and slide on a surface 
  of frozen waste.  
   
  Rookroost’s sewers are not a pleasant environment, and it 
  certainly is not any better during the winter when the 
  surfaces of the tunnels are covered with ice and other 
  frozen liquids. In addition, the ceiling of the tunnel is 
  only 4 feet tall, meaning medium-sized PC’s will have to 
  crawl or crouch as they move through. Movement for 
  crawling characters is reduced by half, and their ability to 
  run hindered (may not move at greater than a double 
  move while in the tunnels). Speed may also be reduced 
  by moving silently (x1/2) or if the party does not have 
  sufficient light (x1/2). More than one penalty may apply. 
  Fortunately, nothing has really changed about the 
  layout of the sewers since the survey fifty years ago. If the 
  party takes the most direct path towards the junction 
  station, it is about 700 feet away, taking anywhere from 
  two to seven minutes (20-70 rounds) to cover the 
  distance. Any alternate paths will take longer based on 
  distance (see DM’s Aid 2 for distances). 
   
  Sewer Junction 
  Regardless of which direction the party approaches from, 
  the last fifty feet of sewers leading into the junction are 
  sloped downward at a 30-degree angle. Allow the PC’s a 
  listen check as they approach the top of the slope (DC 15 
  at all APL’s). If they succeed they can faintly hear two 
  voices arguing in orcish about dinner (“Your piece is 
  bigger!” “No, your piece is bigger.”). 
  Feel free to let the PC’s begin to precast spells or 
  make other preparations. If the party casts any spells with 
  verbal components without taking precautions (using the 
  silence spell feat, or placing a silence between them and 
  the junction), the inhabitants of the junction below will 
  get a listen check against DC 5 using Pherric’s listen skill 
  (APL 4: +5; APL 6-8: +10; APL10: +15). Once Pherric is 
  aware of the party, he and his companions will begin 
  preparations as well (see tactics below). 
  The bottom of the sloped tunnel is slick with ice and 
  the PC’s will most likely need to take special precautions 
  to keep from sliding down the tunnel. At all APL’s it is a 
  DC 10 Balance or Climb check to move at half speed each 
  round. If a character elects to slide down the tunnel or if 
  they fail a skill check by 5 or more, the character slides 
  thirty feet down the tunnel each round. If the PC has not 
  reached the end of the tunnel at that point, the following 
  round they may make a Climb check DC 15 to catch 
  themselves before sliding over the edge and into the pit 
  below. As a last chance, a sliding character may attempt to 
  catch themselves on the pipe going across the pit, just 
  below the ledge (Reflex DC 15). If a sliding character 
  collides with another PC, the struck PC must make a STR 
  check DC 15 to remain in place. If they fail, both will 
  slide the following round, if they succeed they halt the 
  falling character and remain in place. 
  Using a climbing kit or pitons will reduce the DC of 
  the climb check normally, however, the sound will 
  automatically alert the saboteurs hiding in the junction 
  below. Characters may also take a -5 penalty to their skill 
  checks to descend the tunnel more quickly (full speed as 
  a move-equivalent action). 
   
  When the first member of the party reaches the end 
  of the tunnel, read the following: 
  The tunnel opens up into a much, much larger 
  chamber. From where you stand you can see several 
  other large tunnels and dozens of smal er pipes empty 
  out into the room, many spilling their contents into a 
  large pit that splits the room. Your tunnel in fact 
  looms over the pit, but just off to your left there is a 
  ledge that winds its away around the chamber.  
  Room Features (DM’s Aid #2) 
  The pit at the heart of the room is sixty feet deep (6d6 
  falling damage), the bottom covered in ice, water, and 
  offal. There also happens to be a black pudding down 
  there (MM p.145), however it is currently inert due to the 
  cold weather. Feel free to scare PC’s who fall into the pit 
  with it, but don’t bring it into combat. The only egress 
  from the pit is a slime-covered ladder along the north 
  wall (DC 5 to climb, due to the slime). 
  The top level of the chamber is relatively free of the 
  ice that covered the sewer tunnels leading to it (no 
  penalties to movement). Connecting the balcony and the 
  maintenance ledge at floor level are several large (12”) 
  bronze pipes, heavy enough to support 150 lb. each. 
  Moving across the chasm on the pipes is a Balance check 
  Pawn 
   
  Page 10 
  
  (DC 15) and heavier characters can cross by splitting 
  their weight over two adjacent pipes. If a single pipe 
  supports more than 150 lbs, each round the pipe makes a 
  STR check (+5; DC 10 + 1 per 25 lb. over) or breaks, 
  dropping any characters on it into the pit. There are also 
  smaller pipes along the ceiling (4” wide) that can anchor a 
  grappling hook or rope to swing across the pit (ranged 
  attack, AC 15 to secure a hook, Jump check DC 15 to 
  swing across at most points. Failure means the PC is 
  stuck on the rope, while failing by five or more means the 
  PC has fallen into the pit.) 
  The room is not lit and none of the saboteurs require 
  light to see (all have at least Darkvision 60’). 
   
  Creatures: The saboteurs are not expecting or 
  desiring discovery and will do everything in their power 
  to prevent anyone from reporting their presence in the 
  city. Prior to the PC’s arrival, they were quietly resting 
  after successfully carrying out an arson job earlier in the 
  day. 
   
  Assuming they notice the PC’s before they descend, 
  the saboteurs will back away from the tunnel quietly. 
  Zal’narin will cast grease on the first square outside of the 
  tunnel, hoping to trip any attackers. Pherric will direct 
  his attacks towards any spell casters, preferring to remain 
  hidden over taking a risky attack. Grek and Groth will 
  engage and attempt to hold the party back from the drow 
  while he casts spells to support them. Note: These four, 
  while evil, have a sense of camaraderie and will support 
  and coordinate with their companions. Only against 
  overwhelming odds will they break party unity.  
   
  APL4 (EL 7) 
  � Pherric, male deep halfling Rog4; hp 22, see 
  Appendix 3. 
  � Zal'narin, male drow Tra3; hp 10, see Appendix 3. 
  � Grek and Groth, male orc Bbn2; hp 21, see Appendix 
  3. 
   
  APL6 (EL 9) 
  � Pherric, male deep halfling Rog5/Asn1; hp 32, see 
  Appendix 3. 
  � Zal'narin, male drow Tra5; hp 21, see Appendix 3. 
  � Ooze Paraelemental (familiar); hp 11, see Appendix 
  3. 
  � Grek and Groth, male orc Bbn4; hp 39, see Appendix 
  3. 
   
  APL8 (EL 11) 
  � Pherric, male deep halfling Rog5/Asn2/Shd1; hp 
  50, see Appendix 3. 
  � Zal'narin, male drow Tra5/Oozemaster2; hp 33, see 
  Appendix 3. 
  � Ooze Paraelemental (familiar); hp 16, see Appendix 
  3. 
  � Grek and Groth, male orc Bbn6; hp 57, see Appendix 
  3. 
   
  APL10 (EL 13) 
  � Pherric, male deep halfling Rog5/Asn3/Shd2; hp 
  62, see Appendix 3. 
  � Zal'narin, male drow Tra5/Oozemaster4; hp 45, see 
  Appendix 3. 
  � Ooze Mephit (familiar); hp 22, see Appendix 3. 
  � Grek and Groth, male orc Bbn8; hp 75, see Appendix 
  3. 
   
  Developments: After the saboteurs are defeated, their 
  bodies and room can be searched (keep in mind that it 
  will take ten minutes for the bodies to be looted, per the 
  treasure summary guidelines at the end of the scenario). 
  On top of the equipment and money they carried, the 
  saboteurs have several maps of Rookroost, including 
  portions of the sewers and other tunnels beneath the city 
  (Rookroost Thieves Guild members will recognize some 
  of the tunnels as guild territory). A surface map of the 
  city has five buildings marked in red (Knowledge: Bandit 
  Kingdoms or Knowledge: Rookroost DC 5 will 
  determine that the buildings are warehouses or trading 
  costers). Two of the buildings are crossed out in black. 
   
  The coins carried by the saboteurs are a mix of 
  locally minted coins, gold nobles, and silver castles from 
  Urnst. 
   
  If any of the saboteurs are captured, they will require 
  some serious intimidation (they are considered +2 HD 
  each to intimidate because they know what happens to 
  traitors). Once convinced to speak they can share the 
  following information: 
   
  � They are working for an organization in Stoink that 
  is trying to damage Rookroost’s mercantile power. 
  � They are certain there is another group of sabotuer’s 
  in Rookroost, although they do not know who or 
  where they are. 
  � They received their maps and supplies from their 
  superior in Stoink, a human male named “Wayek”. 
  � Their job was to burn warehouses belonging to 
  several specific merchant houses in the city. Order 
  and timing was not specified, simply to get the job 
  done. 
   
  On the northwest wall is an alcove with a portcullis 
  blocking access to a stout oaken door. The mechanism to 
  lift the portcullis is not visible (its on the other side of the 
  door) and the door itself is locked and barred. (i.e. the 
  Pawn 
   
  Page 11 
  
  players really don’t have any business trying to get thru 
  the door). 
   
  � Iron Portcullis: 2 in. thick; hardness 10; hp 60; AC 5; 
  Lift DC 25. 
  � Barred Wooden Door: 2 in. thick; hardness 5; hp 20; 
  AC 5; Break DC 25. 
   
  The tunnel to the north (which has been used by the 
  saboteurs) is clear of ice and several pitons have been 
  staked into place to ease movement up the shaft (DC 5 
  climb). 
   
  Encounter Five: Big Bam Boom 
  Once the party has ascended back into the sewers, they 
  can make their way towards the safehouse. However, the 
  saboteurs have one last surprise for them. Having 
  expected the possibility of being followed into their lair 
  through this tunnel, one of the saboteurs crafted a trap in 
  the passageway. 
   
  APL 4 (EL 5) 
  As you shuffle your way down the sewer passage, the 
  ceiling above you gives way dropp ng stone and earth
  upon you. 
  i
   
   
  � Rubble Trap: CR 5; +15 ranged (6d6, stone rubble); 
  Search (DC 20); Disable Device (DC 25). 
   
  APL6 (EL 7) 
  Making your way down the narrow tunnel, you hear a 
  sudden snap followed by the hiss of darts. 
   
  � Fusillade of Greenblood Darts: CR 7; +18 ranged 
  (1d4+1) plus poison (1 Con/1d2 Con); Fort save resists 
  (DC 13); 1d8 darts per target in a 5 ft. x 20 ft. area; Search 
  (DC 25); Disable Device (DC 20). 
   
  APL8 (EL 8) 
  Slowly working your way north, you smell something 
  above the stench of the waste and offal you have 
  become accustomed to. As the scent makes its way 
  deeper, you begin to feel the edges of your sight 
  fraying, as some unknown attack pulls at your mind. 
   
  � Insanity Mist Vapor Trap: CR 8; one round after the 
  trap is triggered all characters in a 5 ft x 20 ft. area 
  automatically suffer a gas attack (1d4 Wis/2d6 Wis); Fort 
  save resists (DC 15); Search (DC 25); Disable Device (DC 
  25). 
   
  APL 10 (EL 10) 
  Combination Trap: CR10. 
  Round 1:  
  Pressing forward to the safehouse, you are surprised 
  by the sudden collapse of the tunnel around you. 
   
  � Rubble Trap(2): two stone cascades fall with 10 ft. 
  between them (the first on the front member of the 
  party, the second 15 ft. toward the junction room) +15 
  ranged (6d6, stone rubble); Search (DC 20); Disable 
  Device (DC 25). 
   
   
  Round 2:  
  Gathering your companions and gazing at the 
  stonefall, you smell something above the earth and 
  dust. A faint buzzing begins to build in the back of 
  your mind as you begin to feel your world come apart.  
   
  � Insanity Mist Vapor Trap: all characters in a 5 ft x 20 
  ft. area automatically suffer a gas attack (the area the 
  rocks fell and between) (1d4 Wis/2d6 Wis); Fort save 
  resists (DC 15); Search (DC 30); Disable Device (DC 30). 
  Once past the trap, it should only take the party a few 
  more minutes to make their way through the sewers to 
  their destination. 
   
  Encounter Six: Trust 
  The Bonefist is slowly closing in on the location of Laren, 
  and the actions of the party will determine how much 
  time they have to speak with Laren and Keth before the 
  Bonefist arrive. Once the party reaches the sewer grate 
  beneath the safehouse, they have a number of minutes 
  based on APL less the modifiers below before the 
  Bonefist storm the building. 
   
  � APL4: 
  6 minutes base 
  � APL6:  
  5 minutes base 
  � APL8: 
  4 minutes base 
  � APL10: 
  3 minutes base 
   
  If the party has been using light while traveling: -1 
  minute. 
   
  If the party did not take the most direct route 
  through the sewers: -1 minute. 
   
  If during the combat with the saboteurs “loud” magic 
  was used (fireball, sonic blast, etc): -1 minute. 
   
  If the party spent a long time (more than ten 
  minutes) searching the saboteurs or the junction room: -1 
  minute. 
   
  Pawn 
   
  Page 12 
  
   
  This will determine the amount of time (in game) 
  before the Legion arrives at the safehouse. Once this 
  amount of time passes, proceed to “The Legion Attacks” 
  below. 
   
  The Safehouse 
  You have finally made your way to the point marked 
  on the map, a narrow passage resting beneath an iron 
  grate. Above you can hear the crackle of a fire 
  burning nearby, the ceiling of the room dimly lit. The 
  wrought iron door is fitted with a large padlock, 
  resting on top of the grate, with barely enough room 
  for a man to slip his hand thru to reach it. 
   
  At this point, begin keeping track of the time the party 
  has remaining. Make some allowances for them to 
  describe their actions, but the idea here is that the party is 
  definitely under time pressure (even though they aren’t 
  aware of it). 
   
  Tracked time reflects game time, not real time. Pay 
  attention to the characters actions and count down the 
  time accordingly. Also keep in mind that negotiating 
  with the Diplomacy skill is not necessarily a quick 
  process and each attempt to gain Keth’s trust should take 
  at least one minute. 
   
  If the party attempts to unlock the door or calls out 
  thru it, a shadow of a man will appear above, a spear 
  raised to strike thru the gap in the grate. 
   
  “You best git, varmints, if you don’t want to be tastin’ 
  my steel”, a bitter voice whispers from above. 
   
   
  The man standing above the party is Keth, Laren’s 
  guardian. He is expecting Gaiyle and is not in a position 
  to trust anyone. If the party wishes to convince him of 
  their good intentions, it will take some Diplomacy to do 
  so (at APL 4, he is indifferent to the party and requires a 
  DC 15 Diplomacy check to get him to drop the key for 
  the padlock and back away from the grate. At higher 
  APL’s he is unfriendly and will require a DC 25 
  Diplomacy check to achieve the same result.) If the party 
  attempts to bluff him and he sees thru it (beating their 
  Bluff check with his Sense Motive), it will worsen his 
  attitude towards the party one category (see DMG p. 149 
  under NPC Attitudes for more information.) 
   
  If they attempt to open the lock without his 
  permission, he will attack with the rapier (give the target 
  quarter cover for the grate). As long as he is able to attack, 
  a rogue picking the lock will be unable to take 10 or 20 on 
  the open locks skill check. 
   
  � Iron Grate: 2 in. thick; hardness 10; hp 60; AC 5; 
  Break DC 25, Lock DC – APL4: DC 20 APL6: DC 25 
  APL8-10: DC 30. 
   
  Besides negotiating and attacking Keth, the party may 
  have other ideas (including charming him, using magic 
  to get past the door, etc…). As long as Keth is hostile 
  towards the party, he will continue to defend Laren, who 
  is hiding behind several barrels in the corner. If Keth is 
  defeated (brought to zero hit points or less), Laren will 
  rush out to cover his body, attempting to protect his 
  guardian from the party. 
   
  All APL’s (see Appendix 4) 
  � Laren, male human Com1; hp 5, see Appendix 4. 
  � Keth, male human Ftr5/Devoted Defender3; hp 63, 
  see Appendix 4. 
   
  Once the party can get a good look at Keth and Laren, 
  you can read or paraphrase the following: 
   
   
   
  The man in front of you is nearing his fiftieth winter 
  by the grey of his hair and the wrinkles of his face. 
  His clothing and equipment are well used, the seams 
  threadbare and the joins of his armor slightly 
  tarnished, but still quite serviceable. 
  Laren is much smaller, although he is quite broad 
  shouldered for a boy of his age. He stands just over 
  five feet, his olive skin drawing the shadows closer to 
  him. His unruly brown hair sits uncomfortably atop 
  his head, while he clenches a dagger in his hand 
  watching you warily. 
   
  If the party is on good terms with Keth: He will call 
  Laren out and the two of them will begin gathering their 
  belongings (it will take a minute to get them together). 
  While they pack, they will answer any questions they can 
  (see Appendix 4 for details on Laren and Keth). 
   
  If it took the PC’s less time than you determined 
  earlier to negotiate with Keth and to get them organized, 
  Keth, Laren, and the party are able to escape into the 
  sewers before the Bonefist soldiers arrive. 
   
  The Legion Attacks 
  The front door to the building suddenly shatters apart 
  as two hobgoblins knock the door down with a 
  battering ram. In the shadows behind them you can 
  see others as they drop the ram and move into the 
  room, drawing their weapons. 
  If the party is still trapped beneath the grate, they can 
  watch as Keth engages and attempts to fight the soldiers. 
  While engaged, he cannot hinder their attempts to open 
  Pawn 
   
  Page 13 
  
  the grate and they will have an opportunity to enter the 
  room. They have a choice in helping Keth fight (which 
  would change his attitude towards the party) or they can 
  abduct Laren while he is occupied with the soldiers. 
   
  If the party is in the chamber with Keth, he will yell 
  at Laren to run to the sewer while he attacks the 
  Legionaires. The party has a choice of fighting alongside 
  Keth or fleeing with Laren into the sewers. 
   
  APL4 (EL 6*) 
  � Bonefist Warrior (2): hobgoblin Ftr4; hp 40, see 
  Appendix 2. 
  � Bonefist Harrier: hobgoblin Ftr1/Rog3; hp 30, see 
  Appendix 2. 
   
  APL6 (EL 8) 
  � Bonefist Warrior (2): hobgoblin Ftr4; hp 40, see 
  Appendix 2. 
  � Bonefist Harrier: hobgoblin Ftr1/Rog3; hp 30, see 
  Appendix 2. 
  � Bonefist Warden: human Clr4 of Iuz; hp 31, see 
  Appendix 2. 
   
  APL8−10 (EL 11) 
  � Bonefist Warrior (4): hobgoblin Ftr4; hp 40, see 
  Appendix 2. 
  � Bonefist Harrier (4): hobgoblin Ftr1/Rog3; hp 30, see 
  Appendix 2. 
  � Bonefist Warden: human Clr4 of Iuz; hp 31, see 
  Appendix 2. 
  � Sergeant Gresik: male gnoll Bbn1/Ftr6; hp 83, see 
  Appendix 2. 
   
  *This encounter is actually EL7, but the difficulty is 
  reduced due to the presence of Keth. 
   
  Developments: If the party fought and defeated Keth or 
  abandoned him to fight the soldiers alone: Laren will be 
  uncooperative and difficult to handle. It will be necessary 
  to grapple him to carry him out of the safehouse and it 
  will take an Intimidate check DC 10 to cow him into 
  silence. He will also hold the PC’s responsible for Keth’s 
  death (earning the party the Emnity of the Lion later). 
   
  If the party escapes with Laren, go to Encounter 
  Five. Otherwise, proceed to Conclusion One (Failure). 
   
  Encounter Seven: End 
  Laren (and Keth) in tow, you return to the sewers and 
  quickly make your way along them to the east. 
  Within a half hour, you locate a sewer grate matching 
  the location on Gaiyle’s map and ascend into a dark 
  cellar. Stone stairs rise towards a heavy door, but 
  other than that, the room is nearly featureless. 
   
  The door is a very heavy wooden door (use the stats for 
  the Barred wooden door in Encounter Four if necessary), 
  with several crates and barrels stacked on the top of it. 
  However, PC’s searching the room (DC 20) will locate a 
  secret door in one wall, opening to reveal a stairwell 
  leading back below the earth. 
   
  f
  Descending the stairs for quite some time, the tunnel 
  finally levels out in an unworked tunnel, some 
  distance beneath the earth. The passage winds to your 
  left and right, disappearing into the distance. 
   
  Spot checks (DC15) by characters using light to see will 
  reveal faint markings on the tunnel walls around them. 
  Rookroost Thieves Guild members, or anyone making a 
  Decipher Script (DC10) or Knowledge (Rookroost) 
  (DC10) roll will determine that they are warnings against 
  trespassing to the north (left). Checking for tracks in the 
  tunnel (Wilderness Lore DC 15 or Search DC 20) will 
  reveal some footprints on the floor, most traveling along 
  the stairs and to the south, with far fewer going north. 
   
  If an individual decides to go north, against all of the 
  warnings, they will be ambushed and drugged, “waking 
  up” in an alley in time for the Epilogue, but otherwise 
  they are done with the adventure. In the event that the 
  entire party heads north, they will all be ambushed and 
  drugged, waking up in an alley without Laren (and Keth) 
  in time for the Epilogue. 
   
  Assuming the party heads south, continue: 
   
   
  The tunnel winds its way, passing thru some few 
  larger chambers lit by dim phosphorescent moss and 
  filled with dark watered ponds. Your travel is 
  unimpeded by danger, however, and in a few hours, 
  your find yourself rising thru a narrow crack in a 
  stone wall, the dim outline of the rising sun on the 
  eastern horizon. Back on the surface, and by the looks 
  of it, well outside the walls o  the city, it is time to set 
  out for your final destination. 
   
   
  Once outside the city, it is up to the party to decide what 
  to do with Laren. Pieper’s Ferry is a day’s travel to the 
  south. The road to the Midlands is nearby if they want to 
  meet up with Lukas. It is also possible that particulary 
  mercenary PC’s may wish to turn over Laren to the 
  Bonefist (of course, if Keth is still with the party he will 
  aggressively resist this choice). 
   
  If the party wishes to meet up with Lukas, go to 
  Conclusion 2: Hok. 
   
  If the party wishes to meet with Piotr at Pieper’s 
  Ferry, go to Conclusion 3: Gaiyle. 
  Pawn 
   
  Page 14 
  
   
  If the party wishes to turn Laren over to the 
  Bonefist, go to Conclusion 4: Mortoth. 
   
  Conclusion One: Failure 
  Thru the metal grate, you hear a terrible thunder as 
  several heavily armored men burst into view. The old 
  warrior backs away, his spear held in front of him, his 
  voice a whisper “Ye’ll not have the boy.” 
  In the distance, you hear some arcane mutterings 
  before the warriors body becomes stiff. Two Bonefist 
  soldiers rush the man, knocking him to the floor. You 
  hear the scream of a boy, followed by a barking order 
  as more men flood into the room. The wailing of the 
  child becomes dim with the stomping boots of the 
  Legionaires, as they leave the building, and a trick e 
  of warm blood drips over the l p of the grate. 
   
  l
  i
  i
  i
  l
  f
  f
  i
  Your mission a failure, the boy n the hand’s of Iuz 
  mission you retreat back to the safety of the tunnels 
  below. By morning, you crawl back out into the light 
  of day, and blink at the cold winter sun. 
   
  Proceed to Epilogue. 
   
  Conclusion Two: Hok 
  Southwest of Rookroost on the road to the Midlands 
  is a small nameless inn. The evening following your 
  escape from the city has found you in the common 
  room of the building, a draft seeming through the 
  many cracks in the walls. Aside from your group, 
  there are no travelers in the inn and the staff seem 
  bored, 
  pausing 
  from 
  their 
  card 
  game 
  only 
  occasionally to refill your drinks. 
  F nally, the door opens and a familiar face enters the 
  inn. Lukas pul s back the hood of his cloak and his 
  eyes open in surprise at the sight before him. 
  (Paraphrase the following depending on whether or not 
  Keth is with the party) 
  “Keth, by the God’s, I have not seen you in an age. 
  And this must be young Laren. He is the image o  his 
  father. I’m sure he’ll be able to carry an ox someday, 
  eh, lad?” 
  “You folks, I owe a great debt to. You got Laren and 
  Keth to me safely and that will mean a lot to their 
  families. Take these tokens and if you ever need the 
  assistance of one of Hok’s men, they’ll see to it.” 
  He presses a small token into each of your hands, the 
  wooden coin branded with the banner of the 
  Warfields, six spears crossed behind the shield. 
   
  Each PC will receive the Token of Hok (see Treasure 
  Summary). If they deliver both Keth and Laren to Lukas, 
  they will also receive the Favor of the Lion. If they killed 
  Keth, they will receive the Emnity of the Lion instead. 
  Proceed to Epilogue. 
   
  Conclusion Three: Gaiyle 
  Pieper’s Ferry is a walled wayhouse along the 
  Artonsamay River, As you approach, you can see 
  several barges have moored along the shore, the 
  bright colors o  the tarps marking them as belonging 
  to the Rhenee. 
   
  Paying your silver to the gatekeeper, you are 
  admitted to the compound, and shown to the tavern. 
  The room is filled with Rhennee, and the staff are 
  flushed with the effort of keeping up with the loud 
  and boisterous crowd. When your group enters, there 
  is a momentary silence as the Rhenee size you up, but 
  within seconds they are chatting and singing as 
  though you had never came through the door.  
   
  If the players ask around to find Piotr, one of the 
  Rhenee will gesture to another man on the other side of 
  the room and say “That’s ‘im”. Once there, the man will 
  deny it and point to yet another man another end of the 
  room “Nah, that’s Piotr over there.” After doing this a few 
  times, one man will say “I might be Piotr, but if I’m not, 
  causing me trouble won’t do you any good. Now, what 
  can I help you with?” 
   
  Once the PC’s indicate that they are working for 
  Gaiyle, he will look over at the boy and size him up. He 
  will then look over the party ask who his guardian is. If 
  Keth is with the party he will step forward and greet the 
  Rhenee. Otherwise, Piotr will scowl and mutter under 
  his breath. 
   
  “Alright, we’ll take care of the boy (and his keeper), 
  like we promised. Your job here is done, boyo’s. You 
  can go home.” W th that, the Rhenee turns and 
  escorts Laren (and Keth) from the room. 
   
   
  If the party wishes to stop and question him, he will be 
  terse. The arrangements that he and Gaiyle made are not 
  for the ears of anyone else and he’ll say so. He’s not 
  responsible for rewarding the party for delivering the boy 
  and suggests that if they are seeking a reward they return 
  to Rookroost to collect from Gaiyle herself. 
   
  Each PC will receive the Last Will and Testament of 
  Gaiyle Markhalla If they deliver both Keth and Laren to 
  Piotr, they will also receive the Favor of the Lion. If they 
  killed Keth, they will receive the Emnity of the Lion 
  instead. Proceed to Epilogue. 
   
  Pawn 
   
  Page 15 
  
  Conclusion Four: Mortoth 
  Arriving at the city gates, you find that the normally 
  lax guards are alert and attentive, being watched from 
  the battlements above by black armor-clad soldiers 
  bearing the mark of the Bonefist. As you approach, 
  the gates open and several soldiers rush out to meet 
  you. Trailing behind them is a large Gnoll in 
  matching armor. 
   
  i
  i
  i
  l
  f
  l
  t
  i
  l
   
  “I see you are bringing the boy in for the reward, 
  “ it snarls. “Very well, bring h m inside and we will 
  take care of your gold.” 
   
   
  Each PC will receive the Boon of Mortoth. Proceed 
  to Epilogue. 
   
  Epilogue 
  Your business concluded, you return to Rookroost, 
  finding it a different city than when you left it. The 
  arrival of the Bonefist has subdued the spirit of the 
  city, bringing a sense of forboding not felt since the 
  city surrendered to Iuz over a decade ago. The 
  proclamations nailed to the walls a few nights ago 
  have fallen, churned into the cold winter mud by the 
  feet of the merchants and peasants who move about 
  the city. 
   
  Patrols make their way through the city with 
  more frequency than before, the soldiers more quick 
  to lash out at real and imagined transgressions as they 
  walk down the crowded avenues. In the late morning, 
  the patrols begin tacking up new notices, proclaiming 
  a publ c announcement to be made in Raven Square 
  an hour before dusk. 
   
  While many seek shelter from the cold, the 
  proclamation draws others from their dwellings as 
  the afternoon lengthens, a parade of humans and 
  humanoids making their way through the city 
  towards the hill and the Square. 
   
  Passing through Rook Gate, you can see that a 
  large stage has been constructed in front of the 
  Sheriff’s office, the giant lawgiver leaning against the 
  building and watch ng as people filter into the square. 
  Along the walls and the edge of the square, Bonefist 
  Legionaires line the streets keeping a wary guard over 
  the proceedings. 
   
  Soon, a procession begins to fi e down from the 
  palace, an honor guard of Mortoth’s personal troops 
  and the Bonefist warriors. A pair o  soldiers climb the 
  platform, planting the standards of the city and the 
  Legion, before taking up positions at the front of the 
  stage. The remaining honor guard files into p ace 
  between the crowd and the platform, while a single 
  man in black shining armor steps to the center of the 
  stage. 
   
  “Citizens of the Empire, hear these words and 
  know that they are spoken by a servant of his divine 
  grace, Iuz. For too long has this region operated 
  under the foolish notion that it is separate from the 
  Empire, that the fist of Iuz does not reach here. 
  Furyondy agents and servants of banned faiths have 
  sought 
  sympathizers 
  here, 
  and 
  attempted 
  to 
  undermine that which is Iuz’s by divine providence. 
  No more.” 
   
  A cold wind blows across the Square as the door 
  to the shiriff’s office opens and two legionaires drag a 
  hooded body from the building. “Today,” the speaker 
  con inues as he removes h s gauntlet, “ we will 
  demonstrate what becomes of sympathizers and 
  rebels. Tomorrow, we begin the hunt for those who 
  resist Iuz’s rule and we will crush their bones and 
  craft a new Road of Skulls between this city and 
  Dorkaa to remind the peoples of these “Bandit 
  Kingdoms” 
  of whom they owe their proper 
  allegiance.” 
   
  The soldiers carting the body ascend the stairs at 
  the back of the platform, the limp form between them 
  dimly glowing green in the fading light. Drawing a 
  black scaled glove from his belt, the speaker pulls it 
  over his exposed hand. As the leather is drawn taut, 
  arcs of black energy pass over its surface. He steps 
  back and places one hand on the head of the body, his 
  fingers gripping the hood as he raises the gloved 
  hand to the sky. 
   
  “In Iuz’s name, I pronounce death for al  his 
  enemies!” He shouts as he pulls off the hood, 
  revealing the barely conscious form of Gaiyle 
  Markhalla.  His hand descends, bolts of power 
  coursing from the glove and penetrating your allies’ 
  skull, her mouth opening in a silent scream of agony, 
  as black light shoots from her eyes. 
   
  He releases her head and she falls forward, 
  lifeless. The crowd is grimly silent after the gruesome 
  sight of her execution. Then the executioner backs 
  away from the body and speaks one last time. 
  “In Iuz’s name.” 
   
  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. 
   
  Pawn 
   
  Page 16 
  
  Encounter Four 
  Defeat the Stoink Saboteurs 
  APL4 210 xp; APL6 270 xp; APL8 330 xp;  
  APL10 390 xp; 
   
  Encounter Five 
  Survive/Disarm the tunnel trap 
  APL4 150 xp; APL6 210 xp; APL8 240 xp;  
  APL10 300 xp; 
   
  Encounter Six 
  Defeat the Boneheart Soldiers 
  APL4 180 xp; APL6 240 xp; APL8 330 xp;  
  APL10 330 xp; 
  Escape the safehouse before the soldiers arrive 
  APL4 80 xp; APL6 90 xp; APL8 130 xp;  
  APL10 40 xp; 
   
  Story Award 
  Laren delivered to Lukas or Piotr: 
  APL4 75 xp; APL6 100 xp; APL8 125 xp; 
  APL10 150 xp; 
   
  Discretionary roleplaying award 
  APL4 60 xp; APL6 80 xp; APL8 100 xp; 
  APL10 120 xp; 
   
  Total possible experience:  
   
  APL4 675 xp; APL6 900 xp; APL8 1125 xp; 
  APL10 1290 xp; 
   
  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. 
   
  Encounter Four:  
  L: Looted gear from enemy 
  C: Coin, Gems, Jewelry, and other valuables 
  M: Magic Items (sell value)  
   
  APL4: L: 87 gp; C: 4 gp; M: +1 Chain Shirt (104 gp 
  each), Cloak of Elvenkind (166 gp each), Bracers of 
  Armor +1 (83 gp each), Potion of Cure Light Wounds (4 
  gp each).(Total Value: 448 gp) 
   
  APL6: L: 109 gp; C: 4 gp; M: +1 Shadowed Chain 
  Shirt (354 gp each), Bracers of Armor +1 (83 gp each), 
  Potion of Cure Light Wounds (4 gp each), Vial of 
  Medium-sized Spider Venom (2 @ 12 gp each). (Total 
  Value: 578 gp) 
   
  APL8: L: 109 gp; C: 7 gp; M: +1 Shadowed Chain 
  Shirt (354 gp each), Cloak of Resistance (83 gp each), 
  Potion of Cure Light Wounds (4 gp each), Potion of 
  Delay Poison (25 gp each), Vial of Medium-sized Spider 
  Venom (2 @ 12 gp each).(Total Value: 606 gp) 
   
  APL10: L: 67 gp; C: 16 gp; M: +1 Shadowed Chain 
  Shirt (354 gp each), +1 Shortsword (192 gp each), 
  Headband of Intellect +2 (333 gp each), Cloak of 
  Resistance +1 (83 gp each), Ring of Feather Falling (183 
  gp each), +1 Breastplate (2 @ 112 gp each), Vial of 
  Medium-sized Spider Venom (2 @ 12 gp each).(Total 
  Value: 1480 gp) 
  Pawn 
   
  Page 17 
  
   
  Encounter Six: 
   
  APL4: L: 112 gp; C: 0 gp; M: 0 gp.(Total Value: 112 
  gp) 
   
  APL6: L: 152 gp; C: 0 gp; M: 0 gp. (Total Value: 152 
  gp) 
   
  APL8: L: 345 gp; C: 0 gp; M: +1 Spiked Chain (194 gp 
  each), +1 Chain shirt (105gp each). (Total Value: 644 gp) 
   
  APL10: L: 345 gp; C: 0 gp; M: +1 Spiked Chain (194 
  gp each), +1 Chain shirt (105gp each). (Total Value: 644 
  gp) 
   
  Total Possible Treasure 
  APL 4: 560 gp 
  APL 6: 730 gp 
  APL 8: 1250 gp 
  APL 10: 2100 gp 
   
  Special 
  The Last Will and Testament of Gaiyle Markhalla is 
  awarded to any PC’s with Favors or Influence with 
  Gaiyle. 
  Last Will and Testament of Gaiyle Markhalla:  
  “In the event of my death, please lend what aid you can to 
  those listed below, for they have served me well and the 
  Combine will require their strength and courage in the 
  future" 
  An associate of Gaiyle Markhalla has contacted you and 
  provided an opportunity to have one of your items 
  magically fortified. Staple all favors, disfavors, and enmity 
  of Gaiyle Markhalla to this adventure record. Each 
  disfavor counts as a negative favor, and an enmity voids 
  all favors. 
   
  Circle one of the following: 
  # of favors 
  Result 
  0 
  You were not named in Gaiyle's will 
  and receive no benefit. 
  1 
  You may upgrade a single masterwork 
  armor, shield, or weapon to +1 
  enchantment. 
  2 
  You may upgrade a single +1 magical 
  armor, shield, or weapon to +2 
  enchantment. 
  3 
  In addition to the choices for 2 favors, 
  you may instead choose to upgrade a 
  ring of deflection or cloak of resistance 
  to +2. 
  4 
  In addition to the choices for 2 or 3 
  favors, you may instead choose to 
  upgrade a +1 magical armor or shield 
  to +1 light fortification or a +1 magical 
  weapon to +1 keen or +1 ghost touch. 
   
  Only a single item may ever be improved using this 
  opportunity. The difference in price between the original 
  item and the improved item must be paid in full and may 
  only be done following this Bandit Kingdoms regional 
  adventure.  
  If this opportunity has been taken, check the following 
  box: � 
   
  Award the Favor of the Lion to the PC’s if Laren and Keth 
  are delivered to Piotr or Lukas. Award the Emnity of the 
  Lion to the PC’s if Keth is killed by the party and Laren is 
  delivered to Piotr or Lukas. 
  Marked by the Lion: 
  You have been marked by an unknown party as a 
  potential ally or enemy. Depending on your actions, you 
  have either gained the favor or the enmity of the one 
  called the “Lion”. The exact nature of this influence will 
  be announced in the future. Check one box below: 
  ___ Favor of the Lion 
  ___ Emnity of the Lion 
   
  Award the Boon to the PC’s if Laren is turned over to the 
  Bonefist Legion / Lord Mortoth. 
  Boon of Mortoth: 
  Above the normal treasure limits for the scenario, you 
  have been paid a ransom of 500gp for turning over Laren 
  to the forces of Iuz. However, rumors have spread about 
  your transaction and some believe you were paid off to 
  betray Gaiyle Markhalla. The Rookroost Thieves Guild 
  has marked you as a traitor, permanently dissolving any 
  membership and favors possessed with that organization. 
   
  Award the Token of Hok to the PC’s if Laren is delivered 
  to Lukas. 
  Token of Hok 
  This wooden coin is marked with the Shield of the 
  Warfields, six spears crossed behind it. If presented to an 
  agent of General Hok, it will improve their disposition 
  towards them by one rank (no better than Friendly). The 
  coin may be given to an agent to receive an influence 
  point with Hok’s Organization to be used when the coin 
  is surrendered. 
   
  Items found during the Adventure: 
  Cross off all items NOT found 
  APL4 
  Cloak of Elvenkind (Adventure; 2,000 gp; DMG) 
   
  APL6 - 8 
  +1 Shadowed Chain Shirt (Adventure; 4,250 gp, DMG) 
  Vial of Medium-sized Spider Venom (Adventure (Limit – 
  5 vials); 150 gp; DMG) 
  Pawn 
   
  Page 18 
  
   
  APL10 (all of APL 6-8 plus the following) 
  Headband of Intellect +2 (Adventure; 4,000 gp; DMG) 
  Ring of Feather Falling (Adventure; 2,200 gp; DMG)  
  Pawn 
   
  Page 19 
  
  Appendix #1 Gaiyle Markhalla 
   
  � Gaiyle Markhalla, female human Rog2/Wiz8/Spy2: 
  Medium Humanoid (5 ft. 3 in. tall); HD 8d4 + 4d6 + 24; 
  hp 56; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 
  ft.; AC 11 (Dex); Atks +7/+2 melee (1d4 [19-20/x2], 
  dagger), +8/+3 ranged (1d4 [19-20/x2], thrown 
  daggers); SA spells, sneak attack +2d6, evasion, 
  undetectable alignment; AL NG; SV Fort +4, Ref +9, 
  Will +12; Str 10, Dex 12, Con 14, Int 18, Wis 12, Cha 
  14. 
   
  Skills and Feats: Bluff +15, Concentration +15, 
  Diplomacy +20, Disguise +15, Gather Information +15, 
  Hide +6, Innuendo +6, Intimidate +6, Listen +5, Move 
  Silently +6, Perform +10, Profession (Merchant) +5, 
  Sense Motive +16, Spellcraft +11; Empower Spell, 
  Improved Initiative, Iron Will*, Persuasive*, Scribe 
  Scroll, Silent Spell, Skill Focus (Bluff)*, Trustworthy*. 
   
  Equipment: 6 masterwork daggers, clothing. 
   
  Spells (4/5/4/4/3, Base DC 14 + spell level): 0 – 
  detect magic (x2), flare, mending, read magic; 1
  st – 
  magic missile, obscuring mist, shield, sleep (x2); 2
  nd – 
  alter self, detect thoughts, darkness, mirror image; 3
  rd – 
  clairaudience / clairvoyance, hold person, dispel magic, 
  invisibility (silent); 4
  th - d mension door, magic missile 
  (empowered, silent), minor globe of invulnerability. 
  i
   
  * the benefits for these feats have already been factored 
  into Gaiyle’s statistics. 
   
  Who is Gaiyle Markhalla 
  For players of previous Bandit Kingdoms scenarios 
  (The Package, Fortress, Elven Connection), they will 
  recognize Gaiyle Markhalla as a force actively working 
  against Iuz. Who she serves, if anyone, is unknown, 
  although members of the Rookroost Thieves Guild 
  recognize her as one of the training masters of that 
  organization. 
   
  Her agenda is a mystery to any but herself, and 
  following the events of this scenario it is uncertain 
  whether the truth will ever be discovered about her. 
   
  DM’s Background 
  For the last several months Gaiyle has been incredibly 
  busy. After the attempted assassination of another 
  training master in the Rookroost Thieves Guild, she 
  has kept busy gathering information and working to 
  track other threats to the guild and the city. One such 
  threat, a group of saboteurs from Stoink has been 
  targeted by Gaiyle and she arranged for several 
  candidates (the PC’s) to arrive in town where she could 
  contract them to take care of the matter. 
   
  Unfortunately, this has left her preoccupied and 
  she was not aware of the departure of the Bonefist 
  Legion from Groucester until a few days ago. Calling in 
  many of her allies she was able to determine that the 
  Legion had been sent to assist Lord Marshall Mortoth 
  in cleansing Rookroost’s underworld while it is still 
  unstable. She also determined that the commander of 
  the Legion, Kargus, had been sent special orders from 
  Cranzer regarding a young boy believed to be in hiding 
  in the city. 
   
  With the arrival of the Legion imminent, Gaiyle 
  made a decision to attempt to keep the boy out of 
  Cranzer’s hands. She was able to locate and speak to the 
  boy’s caretaker, Keth, warning him of Kargus’ mission 
  as well as learning the true nature of the boy’s identity. 
  The young man, Laren, is the nephew of Guardian 
  General Hok, the newly resurrected warlord who is 
  raising troops in the Warfields.  
   
  However, while she was speaking with Keth, a 
  large explosion rocked a warehouse nearby, drawing 
  soldiers towards the site. With time running out and 
  the looming threat of the saboteurs and the arriving 
  Legion, Gaiyle arrives at the Nailed Down Tavern 
  looking for those she can trust to get the job done. 
  Pawn 
   
  Page 20 
  
  Appendix #2 The Bonefist Legion 
   
  Fort Skagund is an outpost of Iuz along the northern 
  Fellreev, dedicated to the destruction of the forest. The 
  majority of the troops stationed there are unruly 
  chaotic warriors, who are corralled more than 
  commanded in battle. However, in the last few years a 
  leader rose within the ranks of the Forts soldiers, 
  frequently attaining his rank through the public 
  murder of his superiors. 
   
  This leader, Kargus, not only attained rank, but 
  convinced his masters to allow him to keep it, through 
  his discipline and martial prowess. From the chaff of 
  Fort Skagund, he has raised an elite force dedicated 
  only to himself and to Iuz. Technically under the 
  command of Jumper, a member of the Greater 
  Boneheart, 
  the 
  infrequent 
  appearances 
  of 
  the 
  illusionist means that Kargus is largely free to pursue 
  his own agendas. As a favor to Cranzer, he has been 
  stationed in Gloucester for the last two years, watching 
  over Xavandra and marauding over the border into the 
  Barrens. 
   
  Recently, the Mistress of Gloucester requested 
  that Kargus take his troops south into Rookroost to 
  assist Lord Marshall Mortoth in cleansing the city of its 
  underworld. Encouraged by further orders from 
  Cranzer, the Bonefist Legion has marched towards the 
  City of Ravens. 
   
  Organization 
  The Bonefist Legion is made up of two phalanx, each of 
  60 men. Each phalanx is further divided into six squads 
  of ten men. In addition, Kargus maintains a command 
  squad, which he personally leads in battle. 
   
  Each squad is led by at least an 8
  th level sergeant, 
  with the members of each squad being at least 4
  th level. 
  Phalanx commanders are at least 10
  th level. 
   
  The majority of the troops are hobgoblin, with 
  humans most frequently in command positions. There 
  are several ogres, gnolls, and bugbears, as well, 
  however, there are mostly relegated to shock trooper 
  roles. 
   
  Tactics 
  Bonefist Legionnaires are disciplined, well-trained, and 
  well-equipped, especially compared to many other 
  armies in Iuz service. They have been trained to seek 
  advantage in combat, including flanking, elimination 
  of opposition spell casters and harriers (rogues), and 
  marching formations that reduce effectiveness of mass 
  combat spells (i.e. not marching in straight columns, 
  scattering when fireballs are employed, etc). 
  While many of the creatures in the Legion are not 
  normally prone to use of such precise tactics, Kargus 
  has beaten the knowledge into them. Those who could 
  not learn, did not survive the lesson. 
   
  Appearance 
  The Bonefist is one of the few organized forces in Iuz 
  service that maintains a standard of dress for the 
  troops. Regardless of armor, the breastplate displays a 
  skeletal fist enameled in white over a lacquered or dyed 
  black background. Soldiers in heavy armor (most 
  frequently splint or chain) wear full helmets, with the 
  faceplate enameled with a skull. Soldiers in light armor 
  wear skull shaped half masks that cover their face 
  above the mouth 
   
  Officers wear no insignia, relying on reputation 
  and appearance to identify themselves to the troops. 
   
  Below are the statistics for a “typical squad” of 
  Boneheart Legionnaires, as well as three different 
  sergeants. While it is not expected that the PC’s will 
  engage in combat with a squad during the course of 
  this scenario, it is possible. If it occurs, simply select 
  one of the sergeants to lead the unit. Each time the 
  PC’s engage, use a different sergeant. 
   
  Bonefist Squad (EL 11) 
  � Bonefist Warrior (4): hobgoblin Ftr 4; CR 4; 
  medium humanoid (goblinoid); HD 4d10+12; hp 40; 
  Init +2; Spd 20 ft.; AC 19 (touch 11, flat-footed 18) [+1 
  Dex, +2 Lg. Shield, +6 Banded Mail]; Atk +8 melee 
  [1d8+5 (x3), battleaxe] or +6 ranged [1d6+1 (x3), 
  shortbow]; SQ Darkvision 60ft.; AL LE; SV Fort +7, Ref 
  +3, Will +2; Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 
  8. 
   
  Skills and Feats: Climb +6, Jump +10, Knowledge 
  (War) +2; Cleave, Combat Reflexes, Power Attack, 
  Weapon Focus (Battleaxe), Weapon Specialization 
  (Battleaxe). 
   
  Possessions: Banded mail, large steel shield, 
  battleaxe, mighty composite shortbow (+1), 20 arrows. 
   
  � Bonefist Harrier (4): hobgoblin Ftr1/Rog3; CR 4; 
  medium humanoid (goblinoid); HD 1d10+3d6+8; hp 
  30; Init +8; Spd 30 ft.; AC 18 (touch 13, flat-footed 17) 
  [+4 Dex, +4 Chain shirt]; Atk +6 melee [1d8+3 (x3), 
  longspear] or +7 ranged [1d6 (x3), shortbow]; SA Sneak 
  attack +2d6; SQ Darkvision 60ft., evasion, uncanny 
  dodge (Dex); AL LE; SV Fort +5, Ref +7, Will +1; Str 14, 
  Dex 18, Con 15, Int 12, Wis 10, Cha 8. 
  Pawn 
   
  Page 21 
  
   
  Skills and Feats: Bluff +5, Climb +5, Intimidate +8, 
  Jump +6, Knowledge (War) +3, Spellcraft +2, Spot +5, 
  Tumble +12; Combat Reflexes, Improved Initiative, 
  Weapon Focus (longspear). 
   
  Possessions: Masterwork chain shirt, longspear, 
  dagger, mighty composite shortbow (+2), 20 arrows. 
   
  � Bonefist Warden: human Clr4; CR 4; medium 
  humanoid; HD 4d8+8; hp 31; Init -1; Spd 30 ft.; AC 15 
  (touch 9, flat-footed 15) [-1 Dex, +6 splint mail]; Atk +6 
  melee [1d10+3 (19-20/x2), greatsword]; SA Spells; AL 
  CE; SV Fort +3, Ref +0, Will +6; Str 14, Dex 8, Con 14, 
  Int 10, Wis 15, Cha 12. 
   
  Skills and Feats: Concentration +9 (+13 casting 
  defensively), Heal +5 (+7 with healer’s kit), Knowledge 
  (Religion) +2, Knowledge (War) +2, Spellcraft +5; 
  Combat 
  Casting, 
  Martial 
  Weapon 
  Proficiency 
  (greatsword), Spell Focus (Enchantment). 
   
  Spells Prepared (5/5/4; base DC = 12 + spell level, 
  enchantments DC 14 + spell level): 0—create water, 
  cure minor wounds, detect magic, light; 1st—
  protection from good*, bane, bless, doom, shield of 
  faith;] 2nd—[invisibility*, hold person, shatter, 
  remove paralysis]. 
   
  *Domain spell. Domains: [Evil (evil spells cast at 
  +1 caster level); Trickery (bluff, disguise, and hide are 
  class skills)]. 
   
  Possessions: Splint mail, masterwork greatsword, 
  silver hold symbol of Iuz, healers kit. 
   
  � Sergeant Reslan: human Rgr2/Ftr6; CR 8; medium 
  humanoid; HD 8d10+8; hp 60; Init +2; Spd 30 ft.; AC 18 
  (touch 12, flat-footed 16) [+2 Dex, +2 Lg. Shield, +4 
  Chain Shirt]; Atk +10/+5 melee [1d8+5, +1 light flail] 
  and +8 [1d6+1, shield spikes) or +12/+7 melee [1d8+5, 
  +1 light flail] or +11/+6 ranged [1d8+2 (x3), mighty 
  composite longbow]; SA Favored enemy (elves, +1); AL 
  LE; SV Fort +9, Ref +5, Will +3; Str 15, Dex 14, Con 13, 
  Int 13, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +5, Jump +9, Knowledge 
  (War) +2; Ambidexterity, Expertise, Improved Trip, 
  Knockdown, Leadership, Power Attack, Shield Expert, 
  Track, Two-weapon fighting, Weapon Focus (light 
  flail), Weapon Specialization (light flail). 
   
  Possessions: Masterwork chain shirt, large spiked 
  darkwood shield, +1 light flail, mighty composite 
  longbow (+2), 20 arrows, potion of cat’s grace, potion of 
  bull’s strength. 
   
  � Sergeant Lanik: human Ftr2 / Evoker4 / 
  Spellsword2; 
  CR 
  8; 
  medium 
  humanoid; 
  HD 
  2d10+4d4+2d8; hp 38; Init +6; Spd 30 ft.; AC 16 (touch 
  12, flat-footed 14) [+2 Dex, +4 Studded Leather]; Atk +8 
  melee [1d8+2 (19-20/x2), longsword]; SA Spells, 
  channel spells, ignore spell failure 10%; AL LE; SV Fort 
  +6, Ref +3, Will +8; Str 14, Dex 14, Con 10, Int 16, Wis 
  12, Cha 8. 
   
  Skills and Feats: Concentration +11 (+15 casting 
  defensively), Handle Animal +4, Jump +7, Knowledge 
  (Arcana) +6, Knowledge (War) +5, Ride +11, Spellcraft 
  +12, Spot +5, Tumble +6; Combat Casting, Improved 
  Initiative, Leadership, Mounted Combat, Ride-by 
  Attack, Scribe Scroll, Spell Focus (Evocation). 
   
  Spells Prepared (4/4/3/2; base DC = 13 + spell 
  level, evocations DC 15 + spell level): 0—[arcane rune, 
  detect magic, ray of frost (2)]; 1st—[burning hands, 
  magic missle (3), shield]; 2nd—[flaming sphere, 
  glitterdust, levitate, mirror image]; 3rd—[dispel magic, 
  fireball (2)]. 
   
  Channel Spell (Su): Once per day as a free action, 
  Lanik can cast a spell through his weapon as he attacks 
  with it. The channeled spell counts against his normal 
  daily limit and must specify a target. The maximum 
  spell level is 1
  st. A channeled spell targets the creature 
  hit by the spellsword’s weapon, which still gets a 
  saving throw If the spell allows one. 
   
  Possessions: +1 studded leather (15-10=5% arcane 
  spell failure), masterwork longsword, scroll of haste, 
  potion of bull’s strength, potion of blur, spell 
  component pouch, heavy warhorse with light chain 
  barding (+4 AC) and military saddle. 
   
  Heavy Warhorse: hp 30; AC 18; see Monster 
  Manual page 197. 
   
  � Sergeant Gresik: gnoll Bbn1/Ftr6; CR 8; medium 
  humanoid; HD 2d8+1d12+6d10+27; hp 83; Init +2; Spd 
  40 ft.; AC 18 (touch 12, flat-footed 16) [+2 Dex, +1 
  Natural, +5 Chain Shirt]; Atk +15/+10 melee [2d4+10, 
  spiked chain]; SA Rage 1/day; AL LE; SV Fort +13, Ref 
  +4, Will +3; Str 20, Dex 14, Con 16, Int 8, Wis 12, Cha 6. 
   
  Skills and Feats: Jump +9, Listen +5, Spot +5; 
  Cleave, Exotic Weapon Proficiency (spiked chain), 
  Great Cleave, Instantaneous Rage, Leadership, Power 
  Attack, Weapon Focus (spiked chain), Weapon 
  Specialization (spiked chain) 
   
  Rage(Ex): The barbarian can fly into a screaming 
  blood frenzy and gain phenomenal strength and 
  durability, though he also becomes reckless and less 
  able to defend himself. The following changes are in 
  effect as long as he rages: Str 24, Con 20, hp 101, Fort 
  +15, Will +5, AC 15, spiked chain attack bonus 
  +17/+12, spiked chain damage 2d4+13. His fit of rage 
  lasts for 8 rounds. The barbarian may voluntarily end 
  the rage prematurely. After raging, the barbarian is 
  fatigues (-2 Strength, -2 Dexterity, can’t charge or run) 
  for the duration of that encounter. He can fly into a 
  rage only once per encounter and only one time per 
  day. Entering a rage takes no time by itself, but the 
  Pawn 
   
  Page 22 
  
  barbarian can do it only during his action, not in 
  response to someone else’s action. 
   
  Possessions: +1 chain shirt, +1 spiked chain. 
  Pawn 
   
  Page 23 
  
  Appendix #3 The Stoink Saboteurs 
   
  APL4 (EL 7) 
  � Pherric, male deep halfling Rog4; CR 4; small 
  humanoid; HD 4d6+4; hp 22; Init +4 (+4 Dex); Spd 20'; 
  AC 20 (+4 Dex, +5 Chain shirt, +1 Size), Atks +5 Melee 
  (1d6 [19-20/x2], shortsword) or +7 Ranged (1d4 [19-
  20/x2], hand crossbow); SA: Sneak Attack +2d6, 
  Evasion, Uncanny Dodge (Dex bonus to AC); SQ: 
  Darkvision (60’); AL: NE; Sv: Fort +3, Ref +9, Will +2; 
  Str 10, Dex 18, Con 13, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +7, Bluff +5, Climb +5, 
  Disguise +5, Escape Artist +5, Gather Information +5, 
  Hide +24, Innuendo +5, Jump +5, Listen +5, Move 
  Silently +10, Perform +5, Search +4, Sense Motive +5, 
  Spot +5, Tumble +10; Combat Reflexes, Dodge. 
   
  Equipment: Masterwork shortsword, +1 chain 
  shirt, cloak of elvenkind, hand crossbow, 10 bolts, 
  climber’s kit, thieves’ tools, 2 flasks of alchemists fire, 
  potion of cure light wounds. 
   
  � Zal'narin, male drow Tra3; CR 4; medium 
  humanoid; HD 3d4; hp 10; Init +3 (+3 Dex); Spd 30'; 
  AC 14 (+3 Dex, +1 bracers); Atks +1 melee (1d6, club); 
  SA: Immunity to magic sleep, Save +2 Will vs spells 
  and spell like abilities, Spell-Like Abilities: 1/day - 
  dancing lights, darkness, and faerie fire, Light 
  Blindness (Ex): Blind for 1 round when exposed to 
  bright light,-1 to all attack rolls, saves, and checks 
  while in bright light.; SQ: Darkvision (120'); SR 14; AL: 
  NE; Sv: Fort +1, Ref +4, Will +4; Str 10, Dex 16, Con 11, 
  Int 17, Wis 12, Cha 6 
   
  Skills and Feats: Alchemy +8, Concentration +6, 
  Knowledge (Arcana) +6, Knowledge (Religion) +5, 
  Listen +3, Scry +9, Search +5, Spellcraft +5, Spot +3, 
  Swim +3; Scribe Scroll, Spell Focus (Transmutation). 
   
  Spells Prepared (5/4/2; base DC = 13 + spell level, 
  DC 15 + spell level for spells in bold): 0—[detect 
  magic, mage hand, ray of frost(2), read magic]; 1st—
  [burning hands, grease, magic missle, shield]; 2
  nd – 
  [cat’s grace, glitterdust]. 
   
  Spellbook: 0—[resistance, ray of frost, detect 
  poison, dancing lights, flare, light, disrupt undead, 
  mage hand, mending, open/close, arcane mark, detect 
  magic, prestidigitation, read magic]; 1st—[alarm, 
  burning hands, grease, mage armor, magic missle, 
  shield, sleep, spider climb].; 2
  nd – [cat’s grace, 
  glitterdust]. 
   
  Equipment: Spellbook, spell component pouch, 
  club, bracers of armor +1. 
   
  � Grek and Groth: male orc Bbn2; CR 2; medium 
  humanoid; HD 2d12+2; hp 21; Init +2; Spd 30 ft.; AC 19 
  (touch 12, flat-footed 19) [+2 Dex, +2 Lg. Shield, +5 
  Chain Mail]; Atk +7 melee [1d8+4 (x3), battleaxe]; SA 
  Rage 1/day, Uncanny Dodge (Dex); SQ Darkvision 
  60ft.; AL NE; SV Fort +4, Ref +2, Will +0; Str 19, Dex 
  14, Con 13, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +5, Intimidate +3, Jump +9, 
  Listen +4; Power Attack. 
   
  Rage(Ex): The barbarian can fly into a screaming 
  blood frenzy and gain phenomenal strength and 
  durability, though he also becomes reckless and less 
  able to defend himself. The following changes are in 
  effect as long as he rages: Str 23, Con 17, hp 25, Fort +6, 
  Will +2, AC 17, battleaxe attack bonus +8, spiked chain 
  damage 1d8+6. The fit of rage lasts for 6 rounds. The 
  barbarian may voluntarily end the rage prematurely. 
  After raging, the barbarian is fatigues (-2 Strength, -2 
  Dexterity, can’t charge or run) for the duration of that 
  encounter. He can fly into a rage only once per 
  encounter and only one time per day. Entering a rage 
  takes no time by itself, but the barbarian can do it only 
  during his action, not in response to someone else’s 
  action. 
   
  Possessions: Chain mail, large steel shield, 
  masterwork battleaxe. 
   
  APL6 (EL 9): 
  � Pherric, male deep halfling Rog5/Asn1; CR 6; 
  small humanoid; HD 6d6+6; hp 32; Init +4 (+4 Dex); 
  Spd 20'; AC 20 (+4 Dex, +5 chain shirt, +1 Size), Atks +5 
  Melee (1d6 + poison [19-20/x2], shortsword) or +8 
  ranged (1d4 [19-20/x2], hand crossbow); SA: Sneak 
  Attack +4d6, Evasion, Uncanny Dodge (Dex bonus to 
  AC), Death Attack, poison use; SQ: Darkvision (60’); 
  AL: NE; Sv: Fort +3, Ref +11, Will +2; Str 10, Dex 18, 
  Con 13, Int 14, Wis 10, Cha 8 
   
  Skills and Feats: Balance +10, Bluff +5, Climb +5, 
  Disguise +5, Escape Artist +5, Gather Information +5, 
  Hide +27, Innuendo +5, Jump +5, Listen +10, Move 
  Silently +15, Perform +5, Search +5, Sense Motive +5, 
  Spot +2, Tumble +14; Combat Reflexes, Dodge, 
  Mobility. 
   
  Death Attack (Ex): If Pherric studies his victim 
  for 3 rounds (taking no other actions than studying the 
  victim), then makes sneak attack that successfully deals 
  damage, the sneak attack has the additional effect of 
  possibly paralyzing or killing the target (Pherric’s 
  choice). If the target fails a DC 13 Fortitude save 
  against the kill effect, the target dies. If the target fails a 
  Pawn 
   
  Page 24 
  
  DC 13 Fortitude save against the paralysis effect, they 
  are rendered helpless and unable to act for 1d6+1 
  rounds. If the attack fails or does not occur within 
  three rounds of completing study of the target, Pherric 
  must spend 3 new rounds of study before he can 
  attempt another death attack. 
   
  Poison Use (Ex): Pherric is trained in the use of 
  poison and never risks accidentally poisoning himself 
  when applying poison to a blade. 
   
  Poison: Medium-sized Spider Venom (applied to 
  shortsword) (Fortitude DC 14; Initial 1d4 Str, 
  Secondary 1d6 Str). After a successful attack, the 
  poison is wiped from the blade and must be reapplied. 
   
  Spells (1) 1st – Spider Climb. 
   
  Equipment: Masterwork shortsword, +1 shadowed 
  chain shirt, hand crossbow, 10 bolts, climber’s kit, 
  masterwork thieves’ tools, 2 flasks of alchemists fire, 
  potion of cure light wounds, potion of delay poison, 2 
  vials of Medium-sized Spider Venom. 
   
  � Zal'narin, male drow Tra5; CR 6; medium 
  humanoid; HD 5d4+5; hp 21; Init +3 (+3 Dex); Spd 30'; 
  AC 14 (+3 Dex, +1 bracers); Atks +2 melee (1d6, club); 
  SA: Immunity to magic sleep, Save +2 Will vs spells 
  and spell like abilities, Spell-Like Abilities: 1/day - 
  dancing lights, darkness, and faerie fire, Light 
  Blindness (Ex): Blind for 1 round when exposed to 
  bright light,-1 to all attack rolls, saves, and checks 
  while in bright light; SQ: Darkvision (120'); SR 16; AL: 
  NE; Sv: Fort +4, Ref +4, Will +5; Str 10, Dex 16, Con 12, 
  Int 17, Wis 12, Cha 6. 
   
  Skills and Feats: Alchemy +8, Concentration +9, 
  Knowledge (Arcana) +7, Knowledge (Religion) +5, 
  Listen +3, Scry +10, Search +5, Spellcraft +10, Spot +3, 
  Swim +4; Alertness, Great Fortitude, Scribe Scroll, 
  Spell Focus (Transmutation). 
   
  Spells Prepared (5/5/4/3; base DC = 13 + spell 
  level, DC 17 + spell level for spells in bold): 0—[detect 
  magic, mage hand, ray of frost(2), read magic]; 1st—
  [burning hands, grease, magic missle(2), shield]; 
  2nd—[cat’s grace(2), glitterdust, melf’s acid arrow]; 
  3rd – [dispel magic, haste, slow]. 
   
  Spellbook: 0—[resistance, ray of frost, detect 
  poison, dancing lights, flare, light, disrupt undead, 
  mage hand, mending, open/close, arcane mark, detect 
  magic, prestidigitation, read magic]; 1st—[alarm, 
  burning hands, grease, mage armor, magic missle, 
  shield, sleep, spider climb]; 2nd—[alter self, cat’s grace, 
  glitterdust, melf’s acid arrow, see invisible]; 3rd – 
  [dispel magic, haste, slow]. 
   
  Equipment: Spellbook, spell component pouch, 
  club, bracers of armor +1. 
   
  � Grek and Groth: male orc Bbn4; CR 4; medium 
  humanoid; HD 4d12+8; hp 39; Init +2; Spd 30 ft.; AC 19 
  (touch 12, flat-footed 19) [+2 Dex, +2 Lg. Shield, +5 
  Breastplate]; Atk +10 melee [1d8+4 (x3), battleaxe]; SA 
  Rage 2/day, Uncanny Dodge (Dex); SQ Darkvision 
  60ft.; AL NE; SV Fort +6, Ref +3, Will +1; Str 19, Dex 
  14, Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +5, Intimidate +5, Jump 
  +10, Listen +7; Power Attack, Weapon Focus 
  (Battleaxe). 
   
  Rage(Ex): The barbarian can fly into a screaming 
  blood frenzy and gain phenomenal strength and 
  durability, though he also becomes reckless and less 
  able to defend himself. The following changes are in 
  effect as long as he rages: Str 23, Con 18, hp 47, Fort +8, 
  Will +3, AC 17, battleaxe attack bonus +10, spiked 
  chain damage 1d8+6. The fit of rage lasts for 7 rounds. 
  The barbarian may voluntarily end the rage 
  prematurely. After raging, the barbarian is fatigues (-2 
  Strength, -2 Dexterity, can’t charge or run) for the 
  duration of that encounter. He can fly into a rage only 
  once per encounter and only one time per day. 
  Entering a rage takes no time by itself, but the 
  barbarian can do it only during his action, not in 
  response to someone else’s action. 
   
  Possessions: Masterwork Breastplate, large steel 
  shield, masterwork battleaxe. 
   
  APL8 (EL 11): 
  � Pherric, male deep halfling Rog5/Asn2/ShD1; 
  CR 8; small humanoid; HD 8d6+16; hp 50; Init +4 (+4 
  Dex); Spd 20'; AC 20 (+4 Dex, +5 chain shirt, +1 Size), 
  Atks +6 (1d6 + poison [19-20/x2], masterwork 
  shortsword) or +9 ranged (1d4 [19-20/x2], hand 
  crossbow); SA: Sneak Attack +4d6, Evasion, Poison 
  Use, Death Attack (DC 14), +1 save vs. poison, 
  Uncanny Dodge (Dex bonus to AC, can't be flanked); 
  SQ: Darkvision (60’), Hide in Plain Sight; AL: NE; Sv: 
  Fort +4, Ref +13, Will +2; Str 10, Dex 18, Con 14, Int 14, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Balance +10, Bluff +5, Climb +5, 
  Disguise +7, Escape Artist +10, Gather Information +5, 
  Hide +29, Innuendo +5, Jump +5, Listen +10, Move 
  Silently +17, Perform +5, Search +5, Sense Motive +5, 
  Spot +2, Tumble +17; Combat Reflexes, Dodge, 
  Mobility. 
   
   
  Death Attack (Ex): If Pherric studies his victim 
  for 3 rounds (taking no other actions than studying the 
  victim), then makes sneak attack that successfully deals 
  damage, the sneak attack has the additional effect of 
  possibly paralyzing or killing the target (Pherric’s 
  choice). If the target fails a DC 14 Fortitude save 
  against the kill effect, the target dies. If the target fails a 
  Pawn 
   
  Page 25 
  
  DC 14 Fortitude save against the paralysis effect, they 
  are rendered helpless and unable to act for 1d6+1 
  rounds. If the attack fails or does not occur within 
  three rounds of completing study of the target, Pherric 
  must spend 3 new rounds of study before he can 
  attempt another death attack. 
   
  Poison Use (Ex): Pherric is trained in the use of 
  poison and never risks accidentally poisoning himself 
  when applying poison to a blade. 
   
  Poison: Medium-sized Spider Venom (applied to 
  shortsword) (Fortitude DC 14; Initial 1d4 Str, 
  Secondary 1d6 Str). After a successful attack, the 
  poison is wiped from the blade and must be reapplied. 
   
  Spells (2) 1st – Obscuring Mist, Spider Climb. 
   
  Equipment: Masterwork shortsword, +1 shadowed 
  chain shirt, hand crossbow, 10 bolts, climber’s kit, 
  masterwork thieves’ tools, 2 flasks of alchemists fire, 
  potion of cure light wounds, 2 vials of Medium-sized 
  Spider Venom. 
   
  � Zal'narin, male drow Tra5/Oozemaster2; CR 7; 
  medium humanoid; HD 5d4+2d8+7; hp 33; Init +3 (+3 
  Dex); Spd 30'; AC 13 (+3 Dex); Atks +3 melee (1d6, 
  club); SA: Immunity to magic sleep, Save +2 Will vs 
  spells and spell like abilities, Spell-Like Abilities: 1/day 
  - dancing lights, darkness, and faerie fire, Light 
  Blindness (Ex): Blind for 1 round when exposed to 
  bright light,-1 to all attack rolls, saves, and checks 
  while in bright light., Minor oozy touch (ochre jelly), 
  Oozy glob 1/day, Slithery face; SQ: Darkvision (120'); 
  SR 18; AL: NE; Sv: Fort +8, Ref +5, Will +6; Str 10, Dex 
  16, Con 12, Int 17, Wis 12, Cha 5. 
   
  Skills: Alchemy +10, Concentration +11, Disguise 
  +5, Knowledge (Arcana) +6, Knowledge (Religion) +5, 
  Listen +3, Scry +10, Search +5, Spellcraft +12, Spot +3, 
  Swim +4; Feats: Greater Spell Focus (Transmutation), 
  Great Fortitude, Improved Familiar, Scribe Scroll, Spell 
  Focus (Transmutation). 
   
  Slithery Face (Su): Zal’narin gains a +4 
  competency bonus on Disguise checks. 
   
  Oozy Touch (Ochre Jelly) (Su): As a full attack 
  action, Zal’narin may make a melee touch attack, 
  inflicting 1d4 stunning damage and 1d4+4 acid damage 
  to flesh only. 
   
  Oozy Glob (Sp): Zal’narin may throw a glob of 
  the same material as his oozy touch ability with a range 
  increment of 10 feet. It is a grenadelike weapon, 
  requiring a ranged touch attack. Direct hits inflict 
  damage as for an oozy touch of that type. All creatures 
  within 5 feet suffer 1 point of acid splash damage. 
   
  Spells Prepared (5/5/5/4; base DC = 13 + spell 
  level, DC 17 + spell level for spells in bold): 0—[detect 
  magic, mage hand, ray of frost(2), read magic]; 1st—
  [burning hands, grease, magic missle(2), shield]; 
  2nd—[cat’s grace(2), glitterdust, melf’s acid arrow, see 
  invisible]; 3rd – [dispel magic, haste, slow(2)]. 
   
  Spellbook: 0—[resistance, ray of frost, detect 
  poison, dancing lights, flare, light, disrupt undead, 
  mage hand, mending, open/close, arcane mark, detect 
  magic, prestidigitation, read magic]; 1st—[alarm, 
  burning hands, grease, mage armor, magic missle, 
  shield, sleep, spider climb]; 2nd—[alter self, cat’s grace, 
  glitterdust, melf’s acid arrow, see invisible]; 3rd – 
  [dispel magic, haste, slow]. 
   
  Equipment: Spellbook, spell component pouch, 
  club, cloak of resistance +1. 
   
  � Ooze Paraelemental (familiar); CR -; small 
  outsider (earth, water); HD 7d8; hp 16; Init +0; Spd 20', 
  Swim 50' (average); AC 20 (+1 size, +9 natural), Atks +5 
  Melee (1d6+3 and 1d4 acid [x2], Slam); SA: Acid, SQ: 
  Elemental, improved evasion, share spells, empathic 
  link, touch, speak with master; AL: N; Sv: Fort +5, Ref 
  +1, Will +4; Str 14, Dex 10, Con 13, Int 8, Wis 11, Cha 
  11. 
   
   
  Skills and Feats: Listen +5, Spot +5; Power Attack. 
  Acid (Ex): An ooze paraelemental’s muck is 
  highly acidic and can rapidly dissolve organic material 
  and metal. Any melee hit deals acid damage. The 
  paraelemental deals 40 points of damage per round to 
  metal or wooden objects. Armor or clothing dissolves 
  and becomes useless immediately unless it succeeds at 
  a Reflex save (DC 11). A metal or wooden weapon that 
  strikes 
  an 
  ooze 
  paraelemental 
  also 
  dissolves 
  immediately unless it succeeds at a Reflex save. If an 
  ooze paraelemental successfully grapples an opponent, 
  the opponent’s armor must likewise make a Reflex save 
  at a -4 penalty or dissolve into uselessness. 
   
  Elemental: Immune to poison, sleep, paralysis, 
  and stunning. Not subject to critical hits. 
   
  � Grek and Groth: male orc Bbn6; CR 6; medium 
  humanoid; HD 6d12+12; hp 57; Init +2; Spd 30 ft.; AC 
  19 (touch 12, flat-footed 19) [+2 Dex, +2 Lg. Shield, +5 
  breastplate]; Atk +12/+7 melee [1d8+4 (x3), battleaxe]; 
  SA Rage 2/day, Uncanny Dodge (Dex, Cannot be 
  flanked); SQ Darkvision 60ft.; AL NE; SV Fort +7, Ref 
  +4, Will +2; Str 19, Dex 14, Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +9, Intimidate +5, Jump 
  +10, Listen +9; Power Attack, Weapon Focus 
  (Battleaxe). 
   
  Rage(Ex): The barbarian can fly into a screaming 
  blood frenzy and gain phenomenal strength and 
  durability, though he also becomes reckless and less 
  able to defend himself. The following changes are in 
  effect as long as he rages: Str 23, Con 18, hp 69, Fort +9, 
  Will +4, AC 17, battleaxe attack bonus +13/+8, spiked 
  chain damage 1d8+6. The fit of rage lasts for 7 rounds. 
  Pawn 
   
  Page 26 
  
  The barbarian may voluntarily end the rage 
  prematurely. After raging, the barbarian is fatigues (-2 
  Strength, -2 Dexterity, can’t charge or run) for the 
  duration of that encounter. He can fly into a rage only 
  once per encounter and only one time per day. 
  Entering a rage takes no time by itself, but the 
  barbarian can do it only during his action, not in 
  response to someone else’s action. 
   
  Possessions: Masterwork breastplate, large steel 
  shield, masterwork battleaxe. 
   
   
  APL10 (EL 13): 
  � Pherric, male deep halfling Rog5/Asn3/ShD2; 
  CR 10; small humanoid; HD 10d6+20; hp 62; Init +8 
  (+4 Dex, +4 Misc); Spd 20'; AC 20 (+4 Dex, +5 Chain 
  shirt, +1 Size), Atks +9/+4 (1d6+1 + poison [19-20/x2], 
  +1 shortsword); SA: Sneak Attack +6d6, Evasion, 
  Poison Use, Death Attack (DC 15), +1 save vs. poison, 
  Uncanny Dodge (Dex bonus to AC, can't be flanked); 
  SQ: Hide in Plain Sight, Darkvision (60') AL: NE; Sv: 
  Fort +5, Ref +15, Will +3; Str 10, Dex 18, Con 14, Int 14, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Balance +10, Bluff +5, Climb +5, 
  Disguise +7, Escape Artist +10, Gather Information +5, 
  Hide +31, Innuendo +5, Jump +5, Listen +15, Move 
  Silently +19, Perform +5, Search +5, Sense Motive +5, 
  Spot +5, Tumble +19; Combat Reflexes, Dodge, 
  Improved Initiative, Mobility. 
   
   
  Death Attack (Ex): If Pherric studies his victim 
  for 3 rounds (taking no other actions than studying the 
  victim), then makes sneak attack that successfully deals 
  damage, the sneak attack has the additional effect of 
  possibly paralyzing or killing the target (Pherric’s 
  choice). If the target fails a DC 15 Fortitude save 
  against the kill effect, the target dies. If the target fails a 
  DC 15 Fortitude save against the paralysis effect, they 
  are rendered helpless and unable to act for 1d6+1 
  rounds. If the attack fails or does not occur within 
  three rounds of completing study of the target, Pherric 
  must spend 3 new rounds of study before he can 
  attempt another death attack. 
   
  Poison Use (Ex): Pherric is trained in the use of 
  poison and never risks accidentally poisoning himself 
  when applying poison to a blade. 
   
   
  Poison: Medium-sized Spider Venom (applied to 
  shortsword) (Fortitude DC 14; Initial 1d4 Str, 
  Secondary 1d6 Str). After a successful attack, the 
  poison is wiped from the blade and must be reapplied.
   
  Hide in Plain Sight (Su): As long as he is within 
  10 feet of some sort of shadow, Pherric can hide 
  himself from view in the open without anything to 
  actually hide behind. 
   
  Spells (2/1) 1st – Obscuring Mist, Spider Climb; 
  2nd – Alter Self. 
   
  Equipment: +1 shortsword, +1 shadowed chain 
  shirt, hand crossbow, 10 bolts, climber’s kit, 
  masterwork thieves’ tools, 2 flasks of alchemists fire, 
  potion of cure light wounds, 2 vials of Medium-sized 
  Spider Venom. 
   
  � Zal'narin, male drow Tra5/Oozemaster4; CR 10; 
  medium humanoid; HD 5d4+4d8+9; hp 45; Init +3 (+3 
  Dex); Spd 30'; AC 18 (+3 Dex, +1 deflection); Atks +4 
  melee (1d6, club); SA: Immunity to magic sleep, Save 
  +2 Will vs spells and spell like abilities, Spell-Like 
  Abilities: 1/day - dancing lights, darkness, and faerie 
  fire, Light Blindness (Ex): Blind for 1 round when 
  exposed to bright light,-1 to all attack rolls, saves, and 
  checks while in bright light., Slithery face, Minor oozy 
  touch (ochre jelly, grey ooze), Malleability, Oozy glob 
  2/day; SQ: Darkvision (120'); SR 20; AL: NE; Sv: Fort 
  +8, Ref +5, Will +6; Str 10, Dex 16, Con 12, Int 18 (20), 
  Wis 12, Cha 4. 
   
   
  Skills and Feats: Alchemy +12, Concentration +13, 
  Disguise +9, Knowledge (Arcana) +7, Knowledge 
  (Nature) +10, Knowledge (Religion) +6, Listen +3, Scry 
  +11, Search +6, Spellcraft +15, Spot +3, Swim +5; 
  Alertness, 
  Enlarge 
  Spell, 
  Greater 
  Spell 
  Focus 
  (Transmutation), Great Fortitude, Improved Familiar, 
  Scribe Scroll, Spell Focus (Transmutation). 
   
  Slithery Face (Su): Zal’narin gains a +4 
  competency bonus on Disguise checks. 
   
  Malleability (Su): Zal’narin can compress his 
  body enough to squeeze through an inch-wide crack. 
   
  Oozy Touch (Ochre Jelly) (Su): As a full attack 
  action, Zal’narin may make a melee touch attack, 
  inflicting 1d4 stunning damage and 1d4+4 acid damage 
  to flesh only. 
   
  Oozy Touch (Grey Ooze) (Su): As a full attack 
  action, Zal’narin may make a melee touch attack, 
  inflicting 1d6+4 acid damage to flesh, metal or wood. 
   
  Oozy Glob (Sp): Zal’narin may throw a glob of 
  the same material as any oozy touch ability with a 
  range increment of 10 feet. It is a grenadelike weapon, 
  requiring a ranged touch attack. Direct hits inflict 
  damage as for an oozy touch of that type. All creatures 
  within 5 feet suffer 1 point of acid splash damage. 
   
  Spells Prepared (5/7/5/4/3; base DC = 15 + spell 
  level, DC 19 + spell level for spells in bold): 0—[detect 
  magic, mage hand, ray of frost(2), read magic]; 1st—
  [burning hands, grease, mage armor, magic missle(2), 
  shield, 
  spider 
  climb]; 
  2nd—[burning 
  hands
  (enlarged), cat’s grace(2), glitterdust, see invisibilty]; 
  3rd – [dispel magic, haste, slow(2)]; 4th – [Evard’s 
  black tentacles, Rary’s Mnemonic Enhancer (2)]. Bonus 
  Pawn 
   
  Page 27 
  
  spells from Rary’s Mnemonic Enhancer: 1
  st – [magic 
  missle (3)]; 3
  rd - [dispel magic]. 
   
  Spellbook: 0—[resistance, ray of frost, detect 
  poison, dancing lights, flare, light, disrupt undead, 
  mage hand, mending, open/close, arcane mark, detect 
  magic, prestidigitation, read magic]; 1st—[alarm, 
  burning hands, grease, mage armor, magic missle, 
  shield, sleep, spider climb]; 2nd—[alter self, cat’s grace, 
  glitterdust, melf’s acid arrow, see invisibility]; 3rd – 
  [dispel magic, haste, slow]; 4th – [Evard’s black 
  tentacles, Rary’s Mnemonic Enhancer]. 
   
  Equipment: Spellbook, spell component pouch, 
  club, headband of intellect +2, ring of protection +1, 
  cloak of resistance +1. 
   
  � Ooze Mephit (familiar); CR -; Size:S Type 
  Outsider; HD 9d8; hp 22; Init +0; Spd 30', Fly 40' 
  (average); AC 19 (+1 size, +8 natural), Atks +8/+8 Melee 
  (1d3+2 [x2], Claws); SA: Breath Weapon, spell-like 
  abilities, summon mephit, SQ: Fast Healing 2, damage 
  reduction 5/+1, Improved Evasion, share spells, 
  empathic link, touch, speak with master; AL: N; Sv: 
  Fort +6, Ref +3, Will +5; Str 14, Dex 10, Con 13, Int 12, 
  Wis 11, Cha 15. 
   
   
  Skills and Feats: Bluff +6, Hide +9, Listen +6, Move 
  Silently +6, Spot +6; Power Attack. 
  Breath Weapon (Su): Cone of caustic liquid, 10 
  feet; damage 1d4; Reflex half DC 12. Living creatures 
  that fail their saves are tormented by itching skin and 
  burning eyes. This imposes a -4 morale penalty to AC 
  and a -2 morale penalty to attack rolls for 3 rounds. The 
  breath weapon may be used one every 1d4 rounds as a 
  standard action. 
   
  Spell-like abilities (Sp): Melf’s acid arrow (as 3rd 
  level sorcerer, +5 ranged) 1/hour, Stinking cloud (as 
  6th level sorcerer, DC 15) 1/day. 
   
  Summon mephit (Sp): Once per day, the mephit 
  can summon other mephitis as though casting a 
  summon monster spell , but they have only a 25% 
  chance of success to summon one mephit of the same 
  type. Roll d%. On a failure, no creature answers the 
  summons. A mephit that has just been summoned 
  cannot use its own summon ability for 1 hour. Mephits 
  summoned use the statistics presented in the MM p. 
  132. 
   
  Fast Healing 2 (Ex): Only if a wet or muddy 
  environment. 
   
   
  � Grek and Groth: male orc Bbn8; CR 8; medium 
  humanoid; HD 8d12+16; hp 75; Init +2; Spd 30 ft.; AC 
  20 (touch 12, flat-footed 20) [+2 Dex, +2 Lg. Shield, +6 
  breastplate]; Atk +14/+9 melee [1d8+5 (x3), battleaxe]; 
  SA Rage 3/day, Uncanny Dodge (Dex, Cannot be 
  flanked); SQ Darkvision 60ft.; AL NE; SV Fort +8, Ref 
  +4, Will +2; Str 20, Dex 14, Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +10, Intimidate +6, Jump 
  +15, Listen +10; Power Attack, Weapon Focus 
  (Battleaxe). 
   
  Rage(Ex): The barbarian can fly into a screaming 
  blood frenzy and gain phenomenal strength and 
  durability, though he also becomes reckless and less 
  able to defend himself. The following changes are in 
  effect as long as he rages: Str 24, Con 18, hp 91, Fort 
  +10, Will +4, AC 17, battleaxe attack bonus +16/+11, 
  spiked chain damage 1d8+7. The fit of rage lasts for 7 
  rounds. The barbarian may voluntarily end the rage 
  prematurely. After raging, the barbarian is fatigues (-2 
  Strength, -2 Dexterity, can’t charge or run) for the 
  duration of that encounter. He can fly into a rage only 
  once per encounter and only one time per day. 
  Entering a rage takes no time by itself, but the 
  barbarian can do it only during his action, not in 
  response to someone else’s action. 
   
  Possessions: +1 breastplate, masterwork large steel 
  shield, masterwork battleaxe. 
   
   
  Pawn 
   
  Page 28 
  
  Appendix #4 Laren and Keth 
   
  Laren has spent most of this life on the run with Keth. 
  Since he was a small child he has been on the move, 
  going from town to town, as Keth looked for short 
  term work to keep coins in their pockets. While such a 
  meager living may have made a lesser man bitter, Laren 
  has incredible love and respect for the man he 
  considers his father, who has sacrificed his own life 
  and family for the sake of keeping Laren safe from his 
  uncle’s enemies. 
   
  He knows little of his father or uncle, simply that 
  both were great soldiers prior to the Greyhawk Wars. 
  Keth has told him some stories that lead him to believe 
  they were somewhat ruthless, doing whatever was 
  necessary to get the job done. 
   
  Keth has begun training him to defend himself, 
  although he is still to young a man to do so properly. 
  However, it is apparent in his frame and his stance that 
  within four summers he will be a strong fighter. 
   
  All APL’s 
  � Laren, male human Com1; CR 1/2; medium 
  humanoid; HD 1d4+1; hp 5; Init +1 (+1 Dex); Spd 30'; 
  AC 11 (+1 Dex), Atks +0 Melee (1d6, club); AL: LN; Sv: 
  Fort +1, Ref +1, Will +0; Str 11, Dex 13, Con 12, Int 12, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Handle Animal +4, Listen +6, 
  Ride +5, Spot +6; Alertness. 
   
  Equipment: Masterwork dagger. 
   
  Keth was a soldier under the command of Laren’s 
  father and Guardian General Hok’s brother, Jarek, in 
  the battles leading up to the Greyhawk Wars. As the 
  war went on, he became a confidant, friend, and 
  bodyguard to Jarek and his mistress, Lena. Following 
  the fall of Molag, Lena became pregnant and Jarek sent 
  her away with Keth to keep her safe. 
   
  Hiding in Redhand, Lena gave birth to Laren, but 
  died shortly thereafter from complications related to 
  the birth. Keth took care of the boy, raising him as his 
  own, traveling from town to town, taking work as he 
  could to feed and clothe them. 
   
  Over the course of the last ten years, they lived in 
  relative peace and security. Two months ago, Keth 
  received word that Hok had been resurrected and that 
  Iuz’s forces were seeking him out before he could re-
  establish himself in the region. Knowing that Iuz 
  would attempt to use Laren against his uncle, he went 
  into deep cover in Rookroost. 
   
  It was purely luck that Gaiyle Markhalla located 
  him at all. She had been investigating another matter 
  and found the two of them in a building she frequently 
  used as a safehouse. Recognizing Laren from the 
  descriptions in the Imperial dispatches, she convinced 
  Keth that he needed to get them both out of the city 
  and that she could help them that evening. She 
  disappeared earlier today and Keth has been waiting 
  for her since. 
   
  If asked, Keth knows of a Lukas (he cannot be 
  certain it is the same one), similar in age to himself, 
  who was in service to Hok twelve years ago. He does 
  not know him well, but does know that Hok trusted 
  him with many of his more dangerous tasks. 
   
  All APL’s: 
  � Keth, male human Ftr5/Devoted Defender3; CR 
  8; medium humanoid; HD 5d10+3d12+8; hp 63; Init +3 
  (+3 Dex); Spd 30'; AC 20 (+3 Dex, +4 Chain shirt, +1 
  Buckler, +2 Defender), Atks +14/+9 Melee (1d6+4 [18-
  20/x2], +1 Rapier); SA Harm’s Way, Defensive Strike, 
  Deflect Attack; AL: LN; Sv: Fort +8, Ref +6, Will +3; Str 
  12, Dex 17, Con 12, Int 13, Wis 12, Cha 8. 
   
  Skills and Feats: Diplomacy +2, Handle Animal +4, 
  Innuendo +5, Listen +5, Ride +7, Search +5, Sense 
  Motive +7, Spot +10; Alertness, Combat Reflexes, 
  Expertise, Lightning Reflexes, Weapon Finesse 
  (Rapier), 
  Weapon 
  Focus 
  (Rapier), 
  Weapon 
  Specialization (Rapier). 
   
  Harm’s Way (Ex): Any time Keth is within 5 feet 
  of Laren, and Laren suffers an attack, Keth may switch 
  places with Laren and receive the attack in his place. 
  You must declare this before the attack roll is made. 
   
  Defensive Strike (Ex): Keth may make an attack 
  of opportunity against any adjacent opponent who 
  attacks Laren in melee. 
   
  Deflect Attack (Ex): Once per round when Laren 
  would normally be hit with a melee weapon, you may 
  make a Reflex saving throw against DC 20. (If the 
  melee weapon has a magic bonus to attack, the DC 
  increases by that amount.) Keth has a +1 competence 
  bonus to this save. If you succeed, you deflect the blow 
  with a held melee weapon or shield as a free action. 
  You must be aware of the attack before hand and not 
  flat-footed. 
   
  Equipment: +1 Rapier, Masterwork Chain shirt, 
  Masterwork Buckler, light crossbow, bolts (20), 
  traveler’s outfit, 25gp.  
   
  Pawn 
   
  Page 29 
  
  Appendix #5 Builder Book Feat Summaries 
   
  Greater Spell Focus [General] 
  Choose a school of magic to which you have already 
  applied the Spell Focus feat. Your magic spells of that 
  school are now even more potent than before. 
   
  Prerequisite: Spell Focus. 
   
  Benefit: Add +4 to the DC for all saving throws 
  against spells from the school of magic you select to 
  focus on. This supersedes (does not stack with) the 
  bonus from Spell Focus. 
   
  Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you take the feat, it 
  applies to a new school of magic. 
   
  Improved Familiar [General] 
  As long as you are able to acquire a new familiar, you 
  may choose your new familiar from an nonstandard 
  list. 
   
  Prerequisite: Ability to acquire a new familiar, 
  compatible alignment. 
   
  Benefit: When choosing a familiar, nonstandard 
  creatures are available. For full details on allowed 
  improved familiars and the rules governing them, see 
  p. 40 of Tome and Blood: A Guidebook to Wizards and 
  Sorcerers. 
   
  Instantaneous Rage [General] 
  You activate you rage instantly. 
   
  Prerequisite: Ability to rage. 
   
  Benefit: Your rage begins at any time you wish, 
  even when it’s not your turn or when you’re surprised. 
  You can activate your rage in response to another’s 
  action after learning the result but before it takes 
  effect. Thus you can gain the benefits of rage in time to 
  prevent or ameliorate an undesirable event. For 
  example, you can gain the additional hit points that 
  rage grants just before a blow that would otherwise 
  cause you to fall unconscious, or better your chances of 
  making a successful saving throw against an incoming 
  spell. 
   
  Normal: You enter a rage only during your turn. 
   
  Knock-down [General, Fighter] 
  Your mighty blows can knock foes off of their feet. 
   
  Prerequisites: Base attack bonus +2, Improved 
  Trip, Str 15+. 
   
  Benefit: Whenever you deal 10 or more points of 
  damage to your opponent in melee with a single attack, 
  you may make a trip attack as a free action against the 
  same target. Use of this feat cannot be combined with 
  Improved Trip to generate an extra attack, and 
  successful use of this feat does not grant an extra attack 
  through the Cleave or Great Cleave feats. 
   
  Persuasive [General] 
  You could sell a tindertwig to a troll 
   
  Benefit: You gain a +2 bonus on all Bluff and 
  Intimidate checks. 
   
  Shield Expert [General, Fighter] 
  You use a shield as an off-hand weapon while retaining 
  its armor bonus. 
   
  Prerequisite: Base attack bonus +3, shield 
  proficiency. 
   
  Benefit: You may make an off-hand attack with 
  your shield while retaining the shield’s AC bonus for 
  that round. 
   
  Normal: Using a shield as a weapon prevents you 
  from gaining its AC bonus for the round. 
   
  Trustworthy [General] 
  Others feel comfortable telling you their secrets. 
   
  Benefit: You gain a +2 bonus on all Diplomacy and 
  Gather Information checks. 
  Pawn 
   
  Page 30 
  
  DM’s Aid #1: The Nailed Down Tavern 
  Pawn 
   
  Page 31 
  Pawn 
   
  Page 31 
  
  DM’s Aid #2: Sewer Encounter Map and APL 10 Trap Layout 
   
  Pawn 
   
  Page 32 
  
  DM’s Aid #3: Sewer Junction Map
  Each square is 5 ft. 
  P = Pherric 
  Z=Zal’narin 
  G=Groth R=Grek  
  O=Ooze Familiar 
  Pawn 
   
  Page 33 
  
  DM’s Aid #4: Safehouse Map
   
  Pawn 
   
  Page 34 
  
  Player’s Handout #1: Sewer Map 
   
  Pawn 
   
  Page 35 
  
  Flowchart of Events 
   
  Pawn 
   
  Page 36 
  
  Critical Events Summary 
  Pawn 
   
  Bandit Kingdoms Results (Please email to bk.poc@verizon.net for each table)  
   
  This will impact the plot of the series, so please respond as soon as possible. Doing so, will help our development of the 
  Bandit Kingdoms. 
   
  DM’s Name: 
   
  _______________________________ 
   
  DM’s Email: 
   
  _______________________________ 
   
  Coordinator’s Name: 
  _______________________________ 
   
  Coordinator’s Email: 
  _______________________________ 
   
  Convention/Gameday: 
  _______________________________ 
   
  Date:  
   
   
  _______________________________ 
   
   
  Did the PC’s succeed in retrieving Laren from the safehouse? 
  Yes 
   
  No 
   
  Who did the party turn Laren over to at the end of the adventure? 
   
   
   
  Piotr 
   
   
  Lukas 
   
   
  The Legion 
   
  Did the PC’s kill Keth? 
   
  Yes 
   
  No 
   
   
  If the PC’s turned Laren over to the Bonefist Legion or if they killed Keth, list the players, their characters, and RPGA 
  numbers below. 
   
   
   
   
   
   
   
   
   
   
   
   
  Any other comments or events of note? 
   
  ____________________________________________________________________  
   
  ____________________________________________________________________  
   
  ____________________________________________________________________ 
   
  Pawn 
   
  Page 37 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bandit Kingdoms/593/Normal Scenarios/BDK3-01 - Pawn (APL 4-10)/BDK3-01 - Pawn.pdf