TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network. 
  URC4-07 
   
   
   
   
   
  The Past Shall Haunt Us 
   
  A One-Round D&D LIVING GREYHAWK®  
  County of Urnst Regional Adventure 
  Version 1.2 
   
  by Jeff Glenny 
   
   
   
   
   
  The County of Urnst is still a dangerous place to call home, what new adventures will present themselves?  Will they 
  stem from mistakes in your past? The County’s past?  Only time will tell.  A County of Urnst scenario for APLs 2-12 
  
  The Past Shall Haunt Us 
   
  Page 1 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and record-keeping 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. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game session to 
  be a sanctioned RPGA event. As well, you cannot have 
  more than six players participating in the game. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  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 judge) 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 judge 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 
  bold italics. 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. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet.  The judge 
  should complete the top of the form and list his name 
  and RPGA number.  The players should each list their 
  name and RPGA number.  After the form is filled out it 
  should be given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  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, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have in 
  order to run a D&D game, it is also recommended that 
  you have a copy of the LIVING GREYHAWK Gazetteer. 
  LIVING GREYHAWK Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc.) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with 
  different 
  CRs 
  are 
  added 
  separately.  
  Nevertheless, if a character has the Mounted 
  
  The Past Shall Haunt Us 
   
  Page 2 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  Combat feat, he may bring a single warhorse, light or 
  heavy, with him in the adventure and it will not 
  count 
  toward 
  the 
  APL 
  calculation. 
  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 and gold a 
  PC may gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character will receive only one-half of the 
  experience points for the adventure.  Further, if the PC is 
  three character levels or more lower than the APL at 
  which this adventure is being played, that PC will receive 
  one-half gold for the adventure as well.  This simulates 
  the fact that either the PC was not challenged as much as 
  normal or relied on help by higher-level characters to 
  reach the objectives. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are 
  three things that the group can do to help even the score. 
  1. 
  Attempt to create a table of six 1st-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 move 
  action (spoken command) that may be attempted 
  each round. If the animal is wounded or has taken 
  any nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep
   
   
   
   
  This is a standard one-round 
  Regional adventure, set in the 
  County of Urnst.  Characters 
  native to the County of Urnst 
  pay one Time Unit per round, all 
  others pay two Time Units per 
  round. 
   
  Adventurer’s 
  Standard 
  Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp 
  per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  Characters that fail to pay at least 
  Standard Upkeep will retain 
  temporary ability damage until 
  the next adventure, must buy 
  new spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Summary and 
  Background 
  Several years ago, a couple of half-orcs, Gruuntar and 
  Gramal, along with a few other adventurers (mainly 
  Gnomes) were in Nyrond doing as adventurers do; 
  looking for a job. Gramal, Gruuntar’s cleric cohort, had 
  caught wind of a ceremony; one he felt he had to attend. 
  Gruuntar, understanding Gramal’s need to expand his 
  belief, allowed him to attend. While he was gone the 
  remaining party members were traveling through the 
  Gamboge when they stumbled on a cave in the heart of 
  the forest.  This seemed to be like any one of a thousand 
  caves they had seen before until they entered a room that 
  had a door.   This door was not just any door; it was a door 
  that had a riddle emblazoned on its surface.  With some 
  thought, the party was able to figure out the said riddle 
  
  The Past Shall Haunt Us 
   
  Page 3 
  and pass into the lair of some foul beast.  The air had a 
  heavy chlorine stench, but despite this, plants grew 
  amazingly well and they would soon discover why. This 
  was the lair of a Green Dragon and not just any Green 
  Dragon, the Green of the Gamboge.  All had heard of her, 
  especially the gnomes, as she has been destroying one 
  gnomish village after another.  They were not about to let 
  this opportunity pass them by and to Gruuntar’s surprise; 
  they attacked! 
   
  During the ensuing fight, Gruuntar had taken a 
  flanking position at the rear of Sasrakananakmasha 
  (Sassy), the Very Old Green Dragon, where he was 
  landing some very solid blows. Then, without warning, 
  the smell of chlorine had intensified and half the party 
  was dead! Her vile breath had eaten the flesh from half of 
  his companions! Gruuntar, hearing the blood curdling 
  screams of his companions tried to flee but was slammed 
  up against the wall by an inadvertent tail slap from Sassy. 
   He woke up the following day slumped at the base of a 
  cave wall.  Looking around, it was obvious he had 
  nowhere to run.  His only recourse was to sit here and 
  hide, hoping for a moment to escape before she 
  discovered him. The following hours were agonizing, he 
  laid motionless for what seemed like an eternity until 
  Sassy finally left the cave swearing vengeance on the 
  gnomes. This might be his only chance to get out of here! 
   
  When he was certain she had left, he immediately 
  took what few potions he had remaining and tried to find 
  an exit from the cave. There was only one way out, a 
  fissure in the side of the cave. This fissure proceeded for 
  several hundred yards until it came to a cavernous 
  opening; this could be nothing less than Sassy’s brood-
  chamber. On the other side of the expanse, which 
  seemed like miles the path continued.  But there was a 
  problem, a young dragon lie basking near a volcanic 
  fissure in the floor, which blocked his path to the other 
  side of the room! Gruuntar retreated and sat, 
  contemplating his action for what seemed like hours, he 
  came to the conclusion that he would rather take his 
  chances with this young dragon than its mother. He tried 
  to sneak along the wall of the chamber and made it about 
  half way across the room when he slipped on some rocks 
  he had over-looked. The young dragon immediately 
  noticed the intruder and unleashed another cloud of 
  chlorine gas. He had no choice; he had to fight his way 
  out. 
   
  After a very evenly matched battle, Gruuntar 
  succeeded in defeating the young dragon. Standing over 
  the corpse, a strange thought came over him, "You have 
  spent several hours in a dragon lair, and you will walk out 
  with nothing? Take the hide of this dragon, it will be 
  worth something." 
   
  This was the final mistake Gruuntar would make 
  that day. When he was just about to finish the finally 
  skinning, he heard a hideous howl behind him. "You 
  insignificant fool! You break into my lair, disrupting my 
  peace, and now kill my baby!!! You will die a slow painful 
  death.” 
   
  Gruuntar fled! Running as fast as he possibly could 
  down the fissure to his freedom, skin in tow. When he 
  was leaving the den that all too familiar smell of chlorine 
  surrounded him, but holding his breath and ducking 
  behind a stalagmite, he avoided death. When she inhaled 
  to breathe again he continued, but as he was leaving he 
  heard words that would haunt him for the rest of his 
  days, "I will find you, and when I do, you will regret 
  every second of your life!" 
   
  When he finally met up with Gramal, he explained 
  what had happened.  After many hours of discussion 
  there was only one thing they felt he could do, give up 
  adventuring and find a safe place to retire. So the two 
  went into hiding, for months traveling Oerth as cloaked 
  figures, being very careful not to leave names or get into 
  situations where they could be recognized. After months 
  of travel, he decided the best place to hide would be in 
  the city of Radigast.  Here Gruuntar would change his 
  name to Ramar and remain hidden.  That was until the 
  devils invaded the County of Urnst. 
   
  Being the hero that Ramar found it very hard to sit 
  idly by while the invading devils destroyed people he had 
  grown to love.  In the past he would not have offered his 
  help to the powers that be, but during his tenure in Urnst 
  he has served as a political advisor to the nobles in the 
  County and has learned a thing or two.  Perhaps there 
  was a way he could get a seat at the table and help his 
  kind at the same time.  With this flash of brilliance, 
  Ramar pulled what strings he had and was granted time 
  with Nimar, alone. 
   
  Ramar, knowing that the County’s defenses were 
  stretched to the limit, convinced Nimar that he could 
  create a force that could assist the Screaming Manticores 
  in the defense of the Northern border and help keep Iuz’s 
  Bone Heart mages and their followers out of the County. 
   This was the easy part.  The hard part of their 
  negotiations was a plot of land; a place to build a village; a 
  place for his tribe of half-orcs to call home.  The locale 
  needed to be as close to the northern border as possible 
  and, they finally decided on a plot of land where the 
  Artonsamay River and forest meet.  Thus, the Spit Axe 
  Orc tribe was formed in the town of Arton. 
   
  Encounter 1:The Demon Hunters of the Cloth 
  (DHOTC) have recruited the PCs for their specific 
  talents. Trenton, the Head Clergyman of DHOTC has 
  learned of a demon that escaped from Ventnor. He has 
  recruited the PCs to take care of this problem. He gives 
  them a map of the demon's location, which is in a cave. 
  He also gives the PCs some cold iron arrows to assist 
  them in the Demon's defeat. While in the DHOTC office 
  the PCs discover the head of a Balor demon mounted in 
  Trenton's office. If asked he will give them a short 
  account of this battle without giving too many details. As 
  
  The Past Shall Haunt Us 
   
  Page 4 
  the PCs depart the offices of the DHOTC, Trenton will 
  encourage the PCs to stay in the newly formed half-orc 
  village.  He will tell the PCs an entry code into the village 
  so Ramar, the tribal leader, will recognize them. His final 
  words to the PCs as they are leaving the office will be 
  "Ask Ramar if he has skinned anything lately." 
   
  Encounter 2: When the PCs arrive at Arton, the half-orc 
  village, they will be challenged. If they state the entry 
  code given to them by Trenton, an NPC will go get 
  Trenton; while they wait they will be forced to stay 
  outside of the drawbridge of the town. If they try to move 
  in they will be warned and if they force the issue they 
  will be fired upon. Either way when Ramar arrives at the 
  gates, the guards’ weapons will be lowered. Ramar will 
  show the PCs through the town, proudly escorting the 
  PCs around his new village. He will show them the 
  blacksmith shop, the Stumble Inn, the local tavern, and 
  the Temple of Nazarn. 
   
  If the PCs ask about the skinning remark, he will put 
  it off until later in the encounter. Ramar will show them 
  to his home where they will have a fine meal waiting. 
  Here the PCs will meet various people from within the 
  village, Mandark, the local sheriff, Trangor the local 
  blacksmith, and Gramal, the Cleric of Nazarn of the 
  Nazarn Temple in town. Here the PCs will be able to 
  gather what little information the NPCs have about the 
  demon. They will also learn of a man that showed up in 
  town complaining about his lost weapon, but since he 
  was drunk, little attention was paid to him while he was 
  here. At this point Gramal, who tells them to get ready 
  for tonight’s festivities, will escort the town citizens out. 
  Once they have left, Ramar will say "Some mistakes never 
  die. How I do regret that day." 
   
  At this point, Ramar will recount his mistake of 
  several years ago when he was in Nyrond and got caught 
  skinning the young of a Very Old Green Dragon who 
  swore vengeance upon on him. This is why he laid low in 
  Radigast for all these years pursuing a political interest. 
  With the County in Ruins, however, and the fact that he 
  was tired of seeing his fellow half-orcs being shunned by 
  the populace, he decided it was time he came out of 
  hiding for the better good of the County and his fellow 
  half-orcs. Thus Arton was built. (See the Split Axe half-
  orc Tribe for history) When this is done, he will invite 
  the PCs to attend the evening sermon, which will happen 
  later on in the day. 
   
  At this point PCs are also able, if they choose, to go 
  to the Stumble Inn and try to get some info about their 
  upcoming mission. What they do find out is that only 2 
  half-orcs have ever been banished from the tribe and it is 
  rumored that they are still around, watching the tribe 
  from afar. 
   
  Encounter 3: This is a ritual performed by the tribe, a 
  public battle, not to the death, but more of a show of skill. 
  No one dies in the battles; in fact, when the individual 
  reaches 1/4 hit points the fight is stopped and they are 
  healed by Gramal. Ramar will ask one of the PCs if they 
  would like to step into the ring.  If they refuse, he moves 
  to the next until one accepts, or the entire party rejects 
  him. If someone accepts, they will fight in the ring 
  completely unarmed. Again when someone reaches ¼ 
  HP the fight will be stopped and if the PC follows 
  Ramar’s lead and shows the respect they expect, Ramar 
  and the PC will be healed. The PC, if he/she behaves in 
  an appropriate manner, will be given honorary 
  membership to the tribe for one year. Another fight starts 
  at this point. While here, if PCs try to gather more 
  information, nothing will be provided as the tribe is far 
  too engaged in the events before them. 
  Encounter 4: While the 3rd fight is raging on, an Old 
  Green dragon (Note: this is not Sassy, but her eldest 
  offspring) will land in the village and address Ramar as 
  Gruuntar, stating he is there for his life and nothing else. 
  This dragon is too tough for the PCs and they should flee 
  (Will save of 27 for his frightful presence alone). When 
  they take refuge behind a building, there they will find a 
  surprise waiting for them, 1 or 2 dragons will engage 
  them here. 
   
  When this battle is complete, the PCs will turn just 
  in time to see the Old Dragon fall from the sky and 
  destroy the Temple of Nazarn. As they assess the damage, 
  they will discover that Ramar has been slain along with 
  about 50 or so half-orcs. They will see Gramal pick him 
  up and carry him to his house. Gramal will address the 
  PCs, and tell them they performed valiantly, and not to 
  worry about Ramar, Gramal will tend to him. If the PCs 
  choose to help the village, they are welcomed but after 
  about an hour, Gramal returns and ushers them to their 
  huts as they have a task to perform the following day. 
   
  Encounter 5: As the PCs awaken, they will be offered 
  breakfast at the Stumble Inn, then Gramal will usher 
  them off. Gramal will inform them that a band of people 
  numbering from 2-4 slipped through their patrols last 
  night and tells them to keep an eye out for them. 
   
  Here the PCs have a choice, which cave do they 
  proceed to? Regardless of which cave they go to first, 
  they will either come up against the banished half-orcs or 
  the band of adventurers that slipped through the Split 
  Axe patrols.  A die roll (odd the banished tribe members - 
  even the Bandit Kingdom party) of the GM will 
  determine this before the encounter takes place, note this 
  should be random! 
   
  If the roll is odd, the party will not find anything 
  suspicious outside the cave other than humanoid tracks, a 
  pair of them.   At higher APL these will be 
  Barbarian/Frenzied Berserkers. 
  
  The Past Shall Haunt Us 
   
  Page 5 
   
  If the roll is even, outside the cave they will find 
  weapons with blades broken, handles snapped in half etc. 
  In the cave they will find (at higher APL) 2 Black Guards, 
  1 Barbarian and 1 Sorcerer. At lower APLs the Black 
  Guards will be fallen Paladins. These black guards will 
  attempt to sunder any melee weapons the PCs may have 
  on their person while the Sorcerer and the Barbarian 
  keep the rest of the party occupied. When this battle is 
  complete, PCs will have an opportunity to search for 
  replacement weapons. 
  Encounter 6: When the PCs fight and destroy the 
  Demon in the 2nd cave, they will find some parchment 
  written in blood, which they should return to Trenton. 
   
  Here Trenton will thank them for their deeds 
  performed for the County and offer the PCs the 
  opportunity to have their weapons replaced.  That is, IF 
  they are willing to donate time to the church equal to the 
  amount of time it takes to craft the weapon. For instance 
  a +5 weapon is 10 TUs. If the PCs had a bonded weapon, 
  he will offer them the same deal for a magically enhanced 
  weapon.  The APL played will determine the amount of 
  the enhancement. 
  Introduction 
  While in Radigast city enjoying some of the finer 
  things the city has to offer, each of you are 
  approached by a young boy, not much older than 10 
  summers, wearing tattered clothing and out of 
  breath.  Holding out a piece of parchment, the boy 
  exclaims, “Excuse me, I have been told to give this to 
  you.” 
  The boy will stand there until the PC takes the piece of 
  paper.  The boy knows nothing about who gave it to him, 
  only that he was paid handsomely by a man in a burlap 
  bag, given a sketch of the PC, and told when he delivered 
  the paper to return and he would get more.  He has 
  enough gold to feed his family for many moons. 
   
  If the PCs refuse to respond to the note, a few days 
  will pass then the boy will show again with handout #2, 
  knowing no more than he did the last time. 
   
  If the PCs still refuse to respond module is over, fill 
  out ARs and charge the players their TUs. 
  Encounter One 
  As you approach the office of DHOTC, you see a sign 
  hanging above the door that reads “Demon Hunters 
  of the Clothe.”  When you walk in there is no one to 
  greet you or to bid you welcome.  Instead, you see 
  heads, all seemingly staring at you from their perch 
  on the walls.  These heads are not of big game, but of 
  demons. Under each of these heads a plaque and on 
  each plaque is a date, a name, a town, and names of 
  what must be demons.  As you begin to wonder what 
  type of place this is, a door opens and in walks a 
  Suloise male about 35 years of age wearing a robe 
  with the sleeves ripped out and made of a very 
  coarse brown fabric, almost like burlap.   On his face 
  and exposed arms you notice many scars of battles 
  waged years ago and around his neck you see a 
  symbol of a winged human silhouette.  In a gravelly 
  voice he speaks, “Welcome, my name is Trenton.  
  Please, please, step into my chambers.”  With this he 
  steps aside, holding the door open, gesturing for you 
  to enter a hallway. 
  It takes a Knowledge religion check DC 20 to know the 
  symbol he wears is of the god Phaulkon. 
   
  The man’s name is Trenton, he is the head 
  Clergyman for the Demon Hunter’s of the Cloth.  He 
  swiftly turns and heads down a long hall. Allow the PCs 
  to turn away if they wish, but if Trenton is asked to wait 
  and speak here, he will simply state that these matters are 
  better discussed behind closed doors. 
  The man leads you into a room where a horrifying 
  site strikes you; on the wall behind the man’s desk 
  you see a head and just above the head you see wings 
  that stretch from one edge of the room to the other.  
  
  The Past Shall Haunt Us 
   
  Page 6 
  The head looks to be that of a possessed dog with 
  horns, and eyes that seem to glow even in death.  
  The man doesn’t look twice at the head and asks you 
  to sit. 
  It takes a Knowledge (planes) check DC 20 to know the 
  head is that of a Balor. 
   
  Here Trenton will address each of the PCs by name 
  and bid them all welcome.  He will commend their 
  adventuring efforts thus far and hope their good-fortune 
  continues.   
   
  If asked he will also comment on the Balor head 
  stating that he and some of his friends defeated this 
  demon outside of Ventnor last year.  If the PCs played 
  Flames of Ventnor, this is the same Balor that was 
  fighting the Pit Fiend.  He will say it was a nasty beast, 
  hell bent on destruction and finish with “The only good 
  demon is a dead demon.” 
   
  If asked about the Demon Hunter’s of the Cloth, he 
  will state that he noticed that the County was in dire 
  need of assistance.  When he heard of the prison break 
  out of Ventnor, he gathered up a band of adventurers and 
  set out to help.  When they arrived at the prison, the 
  patrols had left days before and the Pit Fiend and the 
  Balor were fighting.  The Balor killed the Pit Fiend and 
  started after them.  Luckily they were able to defeat the 
  demon, but it would not have been possible if the Fiend 
  had not weakened him first.   After this defeat, he 
  decided he would start supplying people with the 
  necessary gear to defeat the demons and has been in 
  business ever since. 
  Trenton addresses all of you and says, “I have a 
  matter that is of the utmost importance to the 
  citizen’s of the County. My organization has caught 
  wind of a demon that is holed up near the northern 
  borders of the County.  What is more disturbing is 
  there are reports that are trickling in that say there 
  could be two of the foul beasts. I fear the worst.  I 
  believe they are here as scouts for another hellish 
  army.  We need to eradicate this threat before 
  another disaster happens.  I would send some of my 
  people, but we are scattered to the four winds and it 
  would take far too long for me to gather a suitable 
  party, so this is where you come in.  I need you to 
  help find and eradicate this threat, are you willing to 
  accept this honor?” 
  If asked, Trenton will state that he believes this demon 
  was one that escaped from Ventnor.  He believes that 
  ever since the demon’s escape, it has been keeping an eye 
  on the County’s depleted defenses and has been 
  formulating an attack plan.  Once he finds a way back to 
  hell, his superiors will undoubtedly attempt to open a 
  gate and bring another army to invade the County and 
  then the Flanaess. 
   
  If the PCs ask for payment he simply states, “Isn’t 
  defeating this abomination enough payment for you?” If 
  pushed he will state, “Perhaps I was mistaken in my 
  choice of individuals for this mission, you are welcome to 
  leave.”  A Sense Motive check DC 15 will let the PCs 
  know that he is not joking, nor does he intend on paying 
  them a penny.  If still pushed he will simply stand, open 
  the door, and bid the PCs good day.  The module is over, 
  hand out the ARs. 
   
  If the PCs accept this mission, he will issue them a 
  map of 3 known caves in the wooded area west of Arton 
  in the Black Forest. 
  “I suggest you spend the evening with my good 
  friend Ramar and his new formed tribe in Arton, he 
  may be able to shed some light on which of these 
  three caves the demon could reside. Don’t worry; 
  Ramar is expecting a band of adventurers by 
  nightfall, so I suggest you get there before they lift 
  the drawbridge.  When you arrive you will be 
  challenged, reply ‘The Hunter has sent us.’  This 
  should grant you entrance into the village and the 
  hospitality of the Split Axe Tribe, but you are 
  welcome to proceed as you see fit.” 
  As the PCs are departing Trenton will offer each PC a 
  quiver of Cold Iron arrows to assist with defeating the 
  demon and will apologize for not having more weapons 
  to offer the PCs.  If asked, Trenton will tell the party that 
  he knows Ramar from years ago.  They had a few 
  adventures together and states that he is a fine honorable 
  man and then he will usher them off. 
  As Trenton is closing the door to the street, he 
  chuckles and says "When you see ole Ramar, ask him 
  if he has skinned anything lately!” laughing, he 
  slides the door shut. 
  The PCs will not be addressed again at this point; in fact, 
  Trenton has left the building through a back entrance. 
   
  The PCs may choose to go to the caves first.  If they 
  do they have until the second dawn to investigate all 3 
  caves. 
   
  IF the PCs investigate the caves, the rest of the 
  module will proceed like this: (Encounter 5a or b) the 1st 
  cave will be NPCs (depending on your roll) and the 2nd 
  will be the demon.  They can look at the third, but it will 
  be empty.  If they do decide to proceed with this course, 
  when they finally move towards Arton they will be 
  attacked on their way by the half-dragons in Encounter 4. 
   When they get to the town, it will be destroyed and the 
  half-orcs will not be interested in receiving any visitors. 
   
  To determine which encounter to move to when 
  they investigate the caves roll your die as a GM to see 
  which encounter the PCs have in their first cave.  If the 
  result is an odd number, move to encounter 5b otherwise 
  go to encounter 5a. 
  Encounter Two 
  The town of Arton is nestled in a clearing just south 
  of the Artonsomay River and east of the Black 
  
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  Page 7 
  Forest. As you approach, you notice a 15’ high 
  wooden wall surrounding the village and around 
  that, a trench lined with spikes. When you finally 
  reach the gates, the sun is beginning to tickle the 
  horizon. Sunset is very close, and there are two half-
  orc guards standing watch. Each mans his post atop 
  two wooden towers that stand on either side of a 
  drawbridge; their bows are drawn and aimed in your 
  direction. On the tower to the east, a third half-orc 
  pops up and barks in broken common "What 
  business you have with da Split Axe?" 
  When the PCs respond correctly with “The Hunter’s 
  have sent us,” the half-orc will state that they are to wait 
  there and not move.  He will disappear behind the wall 
  for several minutes.  Point out to the PCs that the guards 
  will not lay down their weapons and if yelled at they will 
  not respond.  If the PCs attempt to cross the drawbridge 
  they will fire at the ground in front of them and yell.  
  “Stop where you are.”  If the PCs fire back, allow the half-
  orcs one more shot before Ramar appears at the gates. 
   
  If the PCs attacked at any point read them the 
  following; 
  A half-orc dressed in very fine clothing appears at 
  the village gate and yells “HOLD YOUR FIRE!  These 
  are guests of mine!” 
  If the PCs continue to fight, close the drawbridge and 
  pelt them with arrows until they withdraw or are 
  defeated.  Then proceed to Encounter 5 if they wish to 
  continue to the demon’s lair, if they wish to continue to 
  assault the fort after their first defeat, ensure their death. 
   
  If the PCs did not make an aggressive move read or 
  paraphrase the following. 
  A half-orc dressed in very fine clothing appears at 
  the village gate raises his arms to the guards and 
  motions them to lower their weapons. 
  Here Ramar will introduce himself to the PCs as the 
  mayor of this fine village and welcome them.  He will 
  apologize for his guards stating that we can never be too 
  careful, we have seen a few raids from up north and you 
  are obviously not members of the tribe.  Ramar will 
  explain that an hour before sun down they challenge 
  every individual who enters the village.  This helps to 
  ensure that when the drawbridge is lifted at night, the 
  likelihood of being attacked from within decreases.  He 
  realizes the flaw in this logic but is more worried about 
  giving the village a sense of security. 
   
  Ramar speaks in a very intelligent, clear and 
  powerful voice (especially for a half-orc).  As he is 
  escorting the PCs into the village, he will point out 
  different landmark points in the town, very proud of all 
  of it, after all this was his creation.  Outside the walls he 
  will point out the spikes in the moat surrounding the 
  village, inside the walls are cat walks which are patrolled 
  by 2 half-orcs at all times.  The village itself is organized 
  into 3 sections.  The outer section is the living quarters 
  for the villagers; the middle section is the merchants’ 
  section where you will find a blacksmith, the Stumble 
  Inn, as well as various merchants.  The inner section is 
  Ramar’s house, the Temple of Nazarn (Knowledge 
  religion 25 to know Nazarn is the Half-Orc God of 
  Formal and Public Combat). 
   
  When and if the PCs relay Trenton’s message about 
  skinning something, he will hang his head and say that 
  this is not the time or place to talk about it. 
   
  As the PC’s complete their tour of this new village: 
  Ramar turns to you, saying "And this is our final 
  stop, my home, where I insist you join me for 
  dinner." Not taking no for an answer, Ramar leads 
  you into his home. In it, you find he has many fine 
  furnishings, high ceilings, servants, art work 
  hanging on the walls and to your surprise, all of it 
  seems to be dust free. Through the main foyer, the 
  home opens into a large room with the centerpiece 
  being a large table with room for 16 large 
  individuals to sit comfortably. Three of the seats are 
  already filled by half-orcs. Ramar points to each 
  individual and introduces them. "I would like for all 
  of you to meet Gramal, the town shaman, Mandark, 
  the town sheriff, and Tangor, the town blacksmith. 
  Now please, please sit." 
  He will offer the PCs a fine dinner.  When asked about 
  the demon, he will state that he is familiar with the caves 
  referenced on the map but knows nothing more than 
  what Trenton said about the demon.  Trenton sent him a 
  note just yesterday telling him about it; in the same note 
  it said to expect this band of adventurers and not to try to 
  take out the demon as his patrols have enough to worry 
  about. 
   
  Gramal is a very pleasant individual, though a little 
  rough around the edges.  He does recall that when they 
  started construction of the village it always felt to him 
  that something was watching from the trees.  There were 
  a few men that would show up from time to time asking 
  what we were doing and why.  They never stayed long 
  and did not cause any problems, so he paid little attention 
  to them. 
   
  Mandark, the local sheriff, is a very gruff individual, 
  even for a half-orc.  He does not speak common nearly as 
  well as Gramal or Ramar, and has a wondering eye. 
   
  Mandark talks about how surprised he is that a 
  bunch of his kind is not causing more problems than 
  they are in a community setting such as this one.  He 
  attributes this to the ceremonial fights they have every 
  Earthday evening.  If asked about these fights, he says 
  they should join them tonight for a first hand look. 
   
  With a Gather Information Check (DC 20) the PCs 
  get the following information from Marduk: 
  • 
  He recalls that a few nights ago some human 
  adventurer came into town and got so drunk he had 
  
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  Page 8 
  to throw him in the drunk-tank.  He was rattling off 
  about how he lost his weapon to a cave, or something 
  like that. 
  • 
  He is not sure why they have a drunk-tank, as far as 
  he is concerned, drunks should be left in the alley to 
  soak in there own vomit, but Ramar insisted, so he 
  abided. 
  When they are finished with the meal, Gramal ushers the 
  local citizens (Mandark and Trangor) out of the home 
  smiling and saying that he will see them tonight during 
  the ceremony. 
   
  At this time, Ramar will turn and face the PCs: 
  With a very heavy look in his eyes, Ramar turns to 
  you and says, "Some mistakes never die, how I do 
  regret that day." 
  If the PCs ask him what he is referring to, he will 
  continue, if not he will drop the subject completely.  If 
  they inquire further read the following 
  I was doing some adventuring up in Nyrond, near 
  the Gamboge when we ran across a cave, so I 
  convinced my party to investigate.  Well I found out 
  it was inhabited by, or is inhabited by a dragon, a 
  very power hungry dragon that is terrorizing the 
  local gnome villages, kidnapping men, women and 
  children alike.  I later found out it she is known as 
  the Green of the Gamboge, or as the locals called her, 
  Sassy. 
  At this point, Gramal shakes his head and gets a very 
  sullen look in his eyes, as if remembering a horrifying 
  experience, while he is recalling the events that took 
  place in Sassy’s Lair. 
   
  If the PCs push for more information, continue, if 
  not this dialog stops. 
  “We went into her lair and fought a horrific battle, I 
  was knocked unconscious and when I awoke, she 
  was still there, cursing the gnomes, swearing 
  revenge upon all gnomes who walked Oerth.  
  Apparently, someone before us had really pulled a 
  number on her.  So I sat, and I sat, for what seemed 
  like days, not making a sound, trying to look as dead 
  as I could until she finally left.  I took this 
  opportunity to escape, fleeing down a fissure in the 
  rock.”  Looking at the ceiling, with a tear in his eye 
  he exclaims, “Oh, how I wish I had taken a different 
  path.”  Looking back at you he regains his 
  composure, “Sorry, where was I, ah yes, down the 
  fissure.  Well when I tried to escape down this 
  fissure, I came across a young dragon.  I tried to 
  sneak by it but slipped on the uneven ground and 
  battle ensued.  I was able to defeat the young one 
  and something came over me,” Shaking his head, he 
  continues, “greed.  I was not about to walk out of a 
  dragon’s lair with nothing to show for it, so I 
  skinned it.  O BOY was THAT ever a mistake!” 
  At this point Ramar drops his head with a mixed look of 
  fear and shame in his eyes, and refuses to talk any further. 
   If the PCs push him for more details, the remainder of 
  the story will require a Diplomacy check of 30 (the PCs 
  can assist one another on this).  If they succeed, read the 
  following. 
  Just as I was finishing my task I heard, “You 
  insignificant fool!  You break into my liar, 
  disrupting my peace, and kill my baby!!!  You will die 
  a slow painful death!”  Without even looking over 
  my shoulder, I ran down a corridor that was on the 
  other side of the cavern.  I ran for my life!  As a fog of 
  acid surrounded me, I heard “I will find you, and 
  when I do, you will regret every second of your life!” 
   That was the last time I ever went on an adventure.  
  From that point on, I laid low in Radigast, hoping 
  that I could avoid her wrath.  But after the Countess 
  had all her issues with the devils, I decided that I 
  had to swallow my fear and help the County.  I took 
  a risk in founding this village you see before you.  
  Now I fear my arrogance will come back and haunt 
  my tribe.  
  If the PCs have played "Silence of the Gnomes" or 
  "Gnome Way Out" (A Nyrond Regional) they will know 
  the Sassy is really out to kill the gnomes.  To that end, she 
  has destroyed several gnome villages around the 
  Gamboge and she is now breeding an army of full 
  dragons and half dragons. 
   
  At the conclusion of the meal Ramar tells the PC’s he 
  has arranged for them to stay in some quarters along the 
  inner edge villager section.  He will also invite them to 
  attend the evenings sermon just outside the temple of 
  Nazarn, in the roped off section. 
   
  If the PCs go to the Stumble Inn to try to get some 
  information this is what they get: 
   
  Scook, the bar keep, knows nothing about any 
  demon and has heard nothing in the bar.  He is, however, 
  more than willing to tell stories of his adventuring days 
  making up long-winded stories about a simple mission 
  defeating devils.  He makes the devils sound vicious and 
  mean and the adventure perilous, filled with danger at 
  every corner.  If PCs keep pushing, they find out that he 
  faced imps, and fiendish rats, during his adventuring 
  career.  Even after the PCs discover this, he is still 
  absolutely convinced they were the meanest ugliest 
  things that ever walked Oerth.   He will also talk about 
  the only two half-orcs banished from the tribe. 
   
  Those 2 idiots, they really screwed up.  You see we 
  are bound never to discuss certain things and those two 
  fools went against Ramal and did exactly that, talked 
  about it.  The punishment was swift.  Ramal stripped 
  them of their possessions and sent them away, heh, not 
  before marking them though.  Besides, they couldn’t 
  control themselves, even for us half-orcs they were 
  reckless.  
  
  The Past Shall Haunt Us 
   
  Page 9 
   
  Any member of the tribe knows that the mark is the 
  ultimate shame for speaking of the pact with the 
  Countess.  No one will talk about it, and if they do there 
  are repercussions (reference Appendix 2).  NO ONE in 
  the module will reveal this information to the PCs. 
   
  For a Gather Information of 20 the PCs do find 
  another individual who was drinking with this human 
  that came into town.  His name was Windell, and he 
  recalls how the human kept complaining about how he 
  had lost sword.  He was quite down and DRUNK so a 
  coherent story was almost impossible to get out of him. 
  Encounter Three 
  It is time for the ceremonial fights and you hear a 
  commotion just outside.  As the PC’s move to investigate, 
  they see a gathering crowd of tribesman.  Hearing 
  Gramal closing up the sermon, the crowd begins to roar.  
  As the PC’s wade their way through the crowd to gain a 
  better vantage point, they realize that next to the Temple 
  is a fighting arena.  In the arena you see two half-orcs 
  waging in bare-chested, unarmed combat.  Shocked you 
  stop.  Ramar moves to stand next to the PC’s, he turns to 
  them and says, “Welcome, I am glad you came!” 
   
  At this point Ramar will walk up to the highest level 
  non half-orc fighter in the party and ask if he/she would 
  like to join the ceremony, if they say no, move to the next 
  PC until you find one that will be willing to join.  If there 
  is not a PC willing to join in the fight, Ramar will be very 
  disappointed and will not address the crowd shown in 
  the box text below. 
   
  If asked Ramar will explain the Half-orc God Nazarn 
  is the God of Public Combat and so the temple has this 
  every Earthday.  Ramar will say he is not necessarily a 
  believer in Nazarn, but Ramar does enjoy the occasional 
  fight, as long as it is organized and helps maintain the 
  peace.  He will also tell the fighter that it is a great honor 
  to be allowed to fight in the ring and even a greater 
  honor if that person is not a member of the tribe.  He also 
  asks the PC to tell his party members not to interfere.  
  Remember the fight is still going on and the crowd is 
  into the fight, there are cheers coming from the crowd 
  from time to time when a solid blow connects. 
  At the end of a very even match both half-orcs walk 
  towards Gramal and kneel on one knee bowing their 
  heads.  Gramal reaches out and touches each of their 
  heads with his hands, mumbles some unheard 
  words and then says “Rise my brave warriors.”  
  When the half-orcs stand, you realize that they seem 
  to stand a little taller, a little straighter, and with a 
  little less blood dripping from their wounds.  When 
  this obvious ceremonial ritual is complete, you turn 
  to notice Ramar standing in the middle of the Ring 
  shouting “My tribesmen!!!  We are graced this 
  evening with some warriors of the County.  We shall 
  show them the utmost respect and allow them to 
  enter the ring to partake in our new-found customs.” 
   The crowd seems bewildered by this, looking at 
  each other in amazement and disgust, then from the 
  crowd you hear, “Who will oppose them?” 
   
  Ramar replies, “ME!” 
  Ramar removes all of his equipment and instructs the PC 
  to do the same.  This fight will continue until one of the 
  fighters, Ramar or the PC, is at ¼ hit points.  At that time 
  Gramal will step into to the ring, signifying the end of 
  the combat.  DO NOT ALLOW EITHER FIGHTER TO 
  DROP BELOW 0 HIT POINTS.   This fight is ceremonial 
  and is not intended to kill or knock anyone unconscious. 
   Ramar will be the same level regardless of APL, see 
  appendix for stats (Note: use unequipped stats).  If the 
  other PCs attempt to interfere in any way, spells or 
  otherwise, have the crowd subdue their attempts by 
  holding them back or interrupting their spells.  When 
  Gramal steps into the ring, Ramar immediately stops 
  fighting and bows his head to the PC.  Ramar then takes 
  the arm of the PC and gently nudges him toward Gramal 
  and kneels.  If the PC kneels, Gramal will touch the head 
  of both and fully heal both members.  At this point 
  Gramal will say, “Rise my brave warriors.”   If the PC 
  bows and his party members did not attempt to assist in 
  the battle, or were unsuccessful in their attempt, Ramar 
  will turn to the PC and say “Welcome to the tribe.”  If the 
  PC does not kneel, Gramal only heals Ramar, the crowd 
  turns their back on the PC to return the disrespect the PC 
  has shown them.  This happens until the PC leaves the 
  ring and the next fight begins.  At the end of the fight 
  allow the PC to re-equip as well as Ramar before 
  proceeding to Encounter 4. 
   
  Once this is over, move to Encounter 4, if the PCs 
  attempted to gather information, they were very hard 
  pressed to talk to anyone as they are focused on the 
  fights.  They are not able to find out anything about the 
  Demon, or the men that Mandark mentioned. 
  Encounter Four 
  As the village is enthralled with the fights, there are 2-3 
  green dragons circling over head.  Spot check at 35 to see 
  the flight of the dragon, as their height makes them near 
  impossible to see and after one solid run movement they 
  are upon the village. 
   
  One Old will land first on point A (indicated on your 
  map) and will address the crowd. 
  Standing there before the very village that has just 
  opened up its hospitality to you is a huge dragon.  
  The sunlight plays with the soft sparkle of dark 
  green on much darker green.  The age this thing 
  possesses must be tremendous for the colors to be 
  so rich and deeply hued.  It stands nearly 25 feet tall 
  and has an air about it that makes many of the 
  villagers shake and run.  He grins and states, 
  “Gruuntar, I am here for nothing less than your 
  life!!!" 
  
  The Past Shall Haunt Us 
   
  Page 10 
  A loud roar erupts from the beast’s belly and the PCs 
  should now make a Will save of 27 or flee (Frightful 
  presence). 
   
  Allow the PCs to react as they choose, but this is not 
  the dragon they are supposed to fight. Allowing the PCs 
  to roll initiative makes them believe this IS their fight.  
  Allow the PCs to discuss their tactics and what they 
  intend to do as you gather their initiatives.  The PCs will 
  more than likely flee. Read this before their 1st initiative. 
  The dragon let's out another mighty roar and the 
  crowd scatters.  Ramar immediately charges the 
  dragon and lands a solid blow as a green mist 
  envelops him and numerous tribesmen, 3 of which 
  fall to the ground, flesh melting from their bones.  
  Coalescing above the dragon you see a spark of light. 
   As the light grows, you realize it is fire and a mighty 
  column of fire comes crashing down all around the 
  dragon.  Then, in the distance, you hear FIRE AT 
  WILL.  Within seconds you see 15 arrows come from 
  somewhere beyond your sight and strike the dragon. 
   The dragon let's out a hideous laughter, "Is that all 
  you can muster Ramar!" Stepping back, you find 
  yourself in an alley. 
  As they make their way to their respective hiding places 
  ask the ones that may have made their will saves if they 
  wish to split the party.  Encourage them to flee to an area 
  well away from the Old Dragon's fight.  Their fight has 
  not revealed itself yet.  Allow the PCs to flee where they 
  choose.  Once there, allow them to talk for one round 
  then read the following: 
   
  As the fight rages all around this tiny village, 
  calmness finally fills the area and fear vanishes.  It is but 
  short lived when a deep-menacing laughter pierces the 
  chaos.  In the darkness a set of green eyes, with a tint of 
  poisonous yellow can be seen.  Sound emits from under 
  those eyes, a horrible strange laughter that sounds like 
  gases escaping the fissure of a volcano.  The eyes lunge 
  forward followed by a mass of shiny, slimy, green scales. 
   
  The PCs are not surprised as the half dragon has 
  spent his surprise round laughing at the PCs. 
   
  If the party does not kill the dragon and it attempts 
  to flee, the village guards will take a few pot shots during 
  its escape.  There will be 5 guards attempting the shot, 
  each with 1 +5 1d8 longbow shot. 
  APL 2  (EL 4) 
  � ½ Green Dragon Ape: hp 37; see Appendix One 
  APL 4 (EL 6) 
  � ½ Green Dragon Bear: hp 63; see Appendix One 
  APL 6 (EL 8) 
  � ½ Green Dragon Rhinoceros, Advanced: hp 110; 
  see Appendix One 
  APL 8 (EL 10) 
  � Legendary ½ Green Dragon Ape, Advanced: hp 
  132; see Appendix One 
  APL 10 (EL 12) 
  � Legendary ½ Green Dragon Tiger: hp 345; see 
  Appendix One 
  APL 12 (EL 14) 
  � Legendary ½ Green Dragon Tiger, Advanced: hp 
  369; see Appendix One 
  The hybrid is defeated just in time to hear a 
  deafening roar, followed by a thunderous crash as 
  the Old Dragon falls from the sky, its limp body 
  disintegrating the Temple of Nazarn, showering 
  rubble all through the courtyard.  You look around 
  to assess the damage and notice half-orcs cowering 
  behind buildings and half the village dead.  Their 
  bodies scattered all throughout the village including 
  that of Ramar.  Gramal slowly lifts Ramar's body and 
  carries him into his home tears clearly visible on his 
  face. 
  Gramal intends on performing a Raise Dead.  If the PCs 
  offer their assistance, Gramal turns to them and says. 
  "Ramar knew the risks of showing himself after 
  incurring the wrath of that b........" Gramal stops 
  himself short as an untold anger rages in his eyes. 
  Yet, he gathers himself and continues, "Don't you 
  worry about Ramar, I will tend to him. You, on the 
  other hand, have fought valiantly today, but you still 
  have a job to do. Get your rest, you will need it." 
  If the PCs choose to help the village by removing the 
  bodies, their help is more than welcome.  However, after 
  an hour of assistance Gramal, himself, will tell the PCs 
  that the village can handle this, you have a mission and 
  ushers them to their quarters. 
  Encounter Five 
  If the PCs set up a watch, they will be aware of Gramal’s 
  approach otherwise, they will be startled by a knock at 
  their door. 
  The door to the yurt opens and it is Gramal that 
  enters.  It is obvious he has been working all night, 
  without rest.  His clothes are stained with the blood 
  of his fallen tribesmen and his eyes are heavy; it is 
  difficult to discern if it is because of the lack of a 
  sleep or the weight on his heart.  He speaks in a 
  tired tone, “I have arranged for a parting meal at 
  what is left of the Stumble Inn.  The village is almost 
  an entire loss and it is going to take us weeks, if not 
  months, to get a viable community started again.  I 
  have ordered that the drawbridge remain closed 
  unless it is a tribesman or.........you.......stand at the 
  gates.  Here is a writ signed by me that will allow 
  
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  Page 11 
  passage into our village any time you wish.  I, that is, 
  we are forever grateful.  If we had to deal with 
  another beast the village would have surely been a 
  total loss.” 
  If the PCs inquire about Ramar, Gramal says he has 
  means to return him to life, Ramar will be up and about 
  the village again in about a week. 
   
  As the PCs make their way to the Stumble Inn, they 
  will see that what Gramal said was exactly right.  It is 
  obvious the battle took place in the middle of town, as 
  there is a stench of chlorine that emanates from that area. 
   The PCs know that is from the dragon’s breath weapon.  
  40 percent of all of the buildings have been completely 
  destroyed, the Nazarn temple is flattened, Ramar’s roof is 
  all but gone, and the front half of the Stumble Inn looks 
  as if a hand had come down and removed the front wall.  
  There is a crowd of about 27 half-orcs gathered in front of 
  the Stumble Inn awaiting their arrival. 
  As you approach the Stumble Inn, the crowd of half-
  orcs parts before you.  Passing the crowd Scook 
  stands there with bandages around his left leg and 
  chest and yet he has a smile on his face.  He looks on 
  with a fire in his eyes and says, “I have a very special 
  meal prepared this morning.”  He swings his arm to 
  one side pointing to a table that is formally set.  
  Scook steps into the back room and returns with the 
  meal.  He walks to each in turn and proudly places a 
  slab of meat on each of the plates then says, “To the 
  victor goes the spoils.”  The crowd gathered outside 
  begins clapping. 
  When the PCs inquire as to what they are eating, it is the 
  heart of the dragon they had slain.  The PCs can refuse 
  the meal.  Scook will be offended if they do but will get 
  them anything they wish.  However, his storeroom was 
  destroyed in the battle, and he will not be able to get their 
  first two requests, telling them “Destroyed” or “Ruined.” 
   
  When the PCs finish their meal, Gramal will make 
  his way through the crowd and tell the PCs that it is time 
  for their journey to continue.  He knows Trenton well 
  and is aware that Trenton will be expecting them back 
  soon.  He will also mention a band of people that seem to 
  have slipped through their patrols and asks the PCs to 
  keep an eye out for them as their resources are all but 
  decimated. 
  Leaving what is left of the village, Gramal comes 
  running up, “Friends! Friends!  I have just received 
  word.”  When he catches up, “A patrol reported that a 
  band of people crossed the Artonsamay River last 
  night from the Bandit Kingdoms.  Who knows what 
  they are up to or why they are here?  Whatever it is I 
  am sure it isn’t good.  Keep an eye out for ‘em, 
  please.” 
  Here, roll your die as a GM to see which encounter the 
  PCs have at their first cave.  If the result is an odd 
  number, move to encounter 5b otherwise move to 
  encounter 5a. 
  Encounter Five A 
  The travel time from Arton to the cave mouth of their 
  choosing is approximately 4 hours through dense forest.  
    When the PCs are traversing this, have them roll spot 
  checks (DC 25), if they succeed on the check, they will 
  notice deer and such scampering away from their path. 
  As the PCs approach the cave, they will see a few broken 
  weapons scattered all around the mouth of the cave, 
  which is about 10 foot tall and 15 foot wide.  If they try to 
  stay outside the cave to watch for activity they will not 
  see any and will not for many days. 
   
  A track check of 20 reveals humanoid footprints 
  outside the cave.  They will not be able to tell how many 
  due to the amount of the traffic in and out of the cave, 
  though the newest are only a few hours old.  If they try to 
  salvage the weapons they will not find any that are viable. 
   
  As the PCs enter the cave, it begins to narrow 
  approximately 40 ft into it and weapons still litter the 
  floor, one about every 25 feet or so.  At 75 feet the 
  opening narrows to 5 foot wide.  At 100 feet, there are 
  torches lining the walls, ever burning torches, placed 
  every 40 feet.  They proceed another 300 ft before they 
  come to the first room. 
  Upon entering the first room of the cave, it is eerily 
  silent.  A heartbeat sounds like it surely must be a 
  drummer’s cadence, pounding down the cave walls.  
   Looking on one can see strewn about the floor are a 
  Bampton’s Fair worth of unusable and broken 
  weapons. 
  APL 2 (EL 4) 
  � 2nd lvl Fallen Paladins (2): hp 20, see Appendix 
  One 
  APL 4 (EL 6) 
  � 2nd lvl Fallen Paladins (2): hp 20, see Appendix 
  One 
  � 2nd lvl Barbarian: hp 23, see Appendix One 
  � 2nd lvl Sorcerer: hp 12, see Appendix One 
  APL 6 (EL 8) 
  � 4th lvl Fallen Paladins (2): hp 36, see Appendix 
  One 
  � 4th lvl Barbarian: hp 45, see Appendix One 
  � 4th lvl Sorcerer: hp 20, see Appendix One 
  APL 8 (EL 10) 
  � 6th lvl Fallen Paladins(2): hp 51, see Appendix 
  One 
  � 6th lvl Barbarian: hp 65, see Appendix One 
  � 6th lvl Sorcerer: hp 28, see Appendix One 
  
  The Past Shall Haunt Us 
   
  Page 12 
  APL 10 (EL 12) 
  � 8th lvl Blackguards (2): hp 75, see Appendix One 
  � 8th lvl Barbarian: hp 85, see Appendix One 
  � 8th lvl Sorcerer: hp 36, see Appendix One 
  APL 12 (EL 14) 
  � 10th lvl Blackguards (2): hp 93, see Appendix One 
  � 10th lvl Barbarian: hp 105, see Appendix One 
  � 10th lvl Sorcerer: hp 47, see Appendix One 
  Tactics: If the NPCs have surprise, they will be waiting at 
  the mouth of the entrance to the cavern.  When the first 
  PC enters they will attempt to sunder their weapons.  If 
  neither has surprise, the NPCs will be moving toward the 
  opening when the PCs arrive.  In combat, the NPCs will 
  try to sunder all of the fighter’s weapons, then the 
  archer’s bows.  After sundering their weapons, the NPCs 
  will attempt to defeat the spell casters, fighters, and then 
  archers, in that order.  At higher APLs the Sorcerer will 
  attempt to render some party members helpless. 
   
  Allow the PCs to loot the NPC’s bodies; they will be 
  able to use their equipment for the last encounter with 
  the demon.  They will also be able to find, with a search 
  check of 25 (-1 DC per minute searched), a short bow, a 
  long sword, a rapier and a great axe that are still usable. 
   
  Regardless of which cave they choose to investigate, 
  move to Encounter 6. 
  Encounter Five B 
  The travel time from Arton to the cave mouth of their 
  choosing is approximately 4 hours through dense forest.  
    When the PCs are traversing this, have them roll spot 
  checks (DC 25), if they succeed in the check, they will 
  notice deer and such scampering away from their path. 
  As the PCs approach the cave, they will see a few 
  carcasses of woodland animals scattered all around the 
  mouth of the cave, which is about 10 foot tall and 15 foot 
  wide.  If they try to stay outside the cave to watch for 
  activity they will not see any as the half-orcs inside have 
  the food they need for many days to come. 
   
  Inside the cave, it travels approximately 100 feet 
  down before it opens up into a cavernous room that the 2 
  banished half-orcs call home.  When the PCs arrive, the 2 
  half-orcs will greet them in Orcish.  Make certain to play 
  the PC’s move silent and hide checks against the NPC’s 
  spots and listens. 
  What are you doing in my home?  Here to raid us, 
  take our food?  I know, Ramar sent you didn’t he?   
  Well that was one mission you should have left for 
  someone else! 
  APL 2 (EL4) 
  � Ftr1/Bbn1 (2): hp 22, see Appendix One 
  APL4 (EL6) 
  � Ftr2/Bbn2 (2): hp 39, see Appendix One 
  APL6 (EL8) 
  � Ftr4/Bbn2 (2): hp 57, see Appendix One 
  APL8(EL10) 
  � Ftr2/Bbn2/Frenzied Berserker 2 (2): hp 73, see 
  Appendix One 
  APL10(EL12) 
  � Ftr2/Bbn2/Frenzied Berserker 4 (2): hp 91, see 
  Appendix One 
  APL12(EL14) 
  � Ftr2/Bbn2/Frenzied Berserker 6 (2): hp 108, see 
  Appendix One 
   
  Tactics: The NPCs will immediately enter a rage and at 
  higher levels a frenzy, note these 2 effects stack.  They 
  will move to attack. 
   
  Upon defeating the half-orcs, the party will not find
   
  anything of value, other than what the NPCs carried. 
   The one thing they will find is on the walls, written in 
  blood, the words “Ramar will die” written in common 
  over and over and over again.  It is obvious these two 
  were hell bent on destroying Ramar. 
   
  Regardless of which cave they choose to investigate, 
  move to Encounter 6. 
  Encounter Six 
  The 2nd cave is situated near the bottom of a small ravine.  
   The cave mouth is jagged, and difficult to get to, Balance 
  checks of DC 15 are required when make the way down 
  to the bottom, the loose rocks and uneven surfaces make 
  it difficult to traverse.  The cave mouth is a 5ft by 10ft 
  opening and winds back 100s of feet before it reaches the 
  chamber of the demon. Every now and again the cave 
  will open up into a room, if you as the GM have time, you 
  can use this to “waste time,” and let the PCs move in 
  tactically if they choose.  If you are running short have 
  them proceed down the cave about 900 feet where the 
  come to a bend in the cave.  At the other end of that bend 
  is their prey.  If the PCs made their move silent/hide rolls 
  against the demon, they will not be surprised. 
   
  As the PCs enter the cave, they are overwhelmed by 
  the stench coming from this room.  The only light being 
  shed in the room is that which they brought with them. 
  “Entering the demon’s chamber, noxious fumes 
  seem to seep into every pour.  Acidic mists assaults 
  the senses and out of the translucent fog comes a 
  gravelly voice.  “So, you are here to fetch me back to 
  Ventnor are you?”  A hideous laughter ensues, “Well 
  
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  Page 13 
  today you will not be so lucky, for it’s your last on 
  this Oerth.” 
  APL2 (EL 2) 
  � Quasit: hp 13; see Monster Manual page 46 
  APL4 (EL4) 
  � Quasits (2): hp 13; see Monster Manual page 46 
  APL6 (EL6) 
  � Babau: hp 66; see Monster Manual page 40 
  APL8 (EL 8) 
  � Babau (2): hp 66; see Monster Manual page 40 
  APL 10 (EL 10) 
  � Bebilith: hp 150; see Monster Manual page 42 
  APL 12 (EL 12) 
  � Vrock (3): hp 115, 114, 112; see Monster Manual 
  page 48 
  Upon defeating the Demon(s), the PCs can perform a 
  search check of 20 to find a parchment written on human 
  flesh with blood, the language is Draconic.  If the 
  language is not spoken by the PCs, Trenton will inform 
  them of its contents when they deliver it to him.   It 
  depicts an invasion strategy that would start at Bampton 
  and sweep across the County.  It has a VERY accurate 
  count of the number of citizens in the County, as well as 
  a detailed list of possible threats to the invasion.  This 
  includes the Demon Hunters, the Countess, herself, 
  Nimar, Lord Duncombe, and the list goes on and on.  
  Much to their surprise all of their names are on the list.  
  It also includes several names they recognize as 
  adventurers they traveled with in the past.  It also gives 
  weak points to many of the strongholds within the 
  County. This list is quite impressive, some of the best 
  intelligence these PCs have ever seen assembled.  It also 
  mentions that they may be able to gather a few allies in 
  the Bandit Kingdoms, these details are not mentioned. 
   
  If the PCs investigate the 3rd cave it will be empty. 
   
  If the PCs did not assist in the defense of Arton, 
  move to Encounter 7, regardless of where they are going 
  (Arton or back to DHOTC) 
   
  If the PCs helped defend Arton, move to Conclusion 
  A. 
  Encounter Seven 
  Moving through the thick undergrowth of the 
  forest, someone or something is watching, always.  
  Continuing to move onwards, that feeling of being 
  watched still permeates all around you.  Staring off 
  into the distance, and shielding the sun seems to 
  help little or not at all until that last moment, 
  turning to see a nightmarish creature with a green-
  scales, seemingly slimed covered, hulking towards 
  you at an alarming rate. 
  Start this encounter at the appropriate distance and roll 
  the half dragons hide/move silent check vs. the PCs 
  listen and spot checks.  Subtract the hide from the 
  spot/listen from the move silent, divide this by 2 and 
  multiply it by 10, this is the distance the creature is from 
  the PCs at the start of the surprise round.  Remember, at 
  APL 10 and 12 the tiger gets a +16 in addition to its 
  original skill on its hide check when in this environment. 
   The creature will not get surprise; unless the spot and 
  listen checks allow the creature to be within 30 ft. then 
  the half dragon does get surprise.   If the number is below 
  30, assume the Half-Dragon starts 30ft. away. 
  APL 2  (EL 4) 
  � ½ Green Dragon Ape: hp 37; see Appendix One 
  APL 4 (EL 6) 
  � ½ Green Dragon Bear: hp 63; see Appendix One 
  APL 6 (EL 8) 
  � ½ Green Dragon Rhinoceros, Advanced: hp 110; 
  see Appendix One 
  APL 8 (EL 10) 
  � Legendary ½ Green Dragon Ape, Advanced: hp 
  132; see Appendix One 
  APL 10 (EL 12) 
  � Legendary ½ Green Dragon Tiger: hp 345; see 
  Appendix One 
  APL 12 (EL 14) 
  � Legendary ½ Green Dragon Tiger, Advanced: hp 
  369; see Appendix One 
  Knowledge Nyrond Meta-Region DC 15 to know that 
  this is the first green half-dragon ever encountered in the 
  County and that green half-dragons have been 
  encountered in Nyrond. 
   
  If the PCs are heading towards Arton move to 
  encounter 7a 
   
  If the PCs are heading toward DHOTC move to 
  Conclusion B 
  Encounter Seven A 
  Since the PCs chose this path, the village of Arton has 
  already been attack by the Green Dragon and is almost 
  destroyed.  Half-orcs are scrambling around try to shore 
  up walls build shelter etc. 
  Approaching what must have been the village of 
  Arton, you are struck by the amount of sheer 
  damage the place has sustained.  Half-orcs are 
  running around trying to shore up sections of a 15 ft 
  
  The Past Shall Haunt Us 
   
  Page 14 
  high wooden wall that seem to have melted.  As you 
  get closer, you see what once was a drawbridge that 
  has been destroyed and the people are traversing a 
  trench via make shift planks.  Looking into the 
  village there is a green mound of glinting scales, 
  then it all becomes clear, this place was attacked by a 
  Green Dragon. 
  When the PCs approach the village, they will be 
  challenged by half-orcs, asking them to state their 
  business.  When they mention the Hunters, one of the 
  guards will rush into the village to get Gramal (note: this 
  is the town cleric/shaman, not the leader).  Gramal will 
  explain to the PCs what happened, and regretfully tell 
  them that the village is far to busy with repairs to accept 
  any guests at this time.  If any of the party is a member of 
  the “Split Axe Orc Tribe,” Gramal will address them by 
  name and ask them to assist in the repairs of their village. 
   If a PC offers to help, Gramal will accept their help, but 
  insist on only labor, not cash contributions. 
   
  Move to Conclusion C. 
  Conclusion A 
  When the PCs return to Trenton, he will be VERY 
  pleased with the results.  
  “This is wonderful news!!!  The Countess can use 
  this information to assist in her rebuilding efforts.  
  She will be able to concentrate her efforts on what 
  this report shows as our weakest areas, which will 
  help in the defense of the County for years to come.  
  I also caught word that Ramar died while you were 
  in the village.  I received a message that instructed 
  me to tell you he was up and already working hard 
  on rebuilding his village and is grateful for all 
  assistance. 
  If the PCs lost some weapons during the fight with the 
  Blackguard, read them the following: 
  “I see that you have lost some weapons.  I had 
  information that this could have occurred but 
  without further investigation could not rely on that 
  information.  Knowing how fighters have their 
  affinity for their weapons, I can see how the loss is 
  great to some.  Regardless, I know how much they 
  mean. Given the favor done for me, I will offer some 
  compensation.  If you are willing to donate some 
  time with my cause and me, I will pull some strings 
  and get your weapons replaced, deal?” 
  This is based on market value of the weapon, TUs 
  required for replacement, this is based on the amount of 
  time it takes to make the weapon.  The weapon HAS TO 
  HAVE the same abilities as the weapon that was 
  destroyed.  If the PCs would like to get a weaker weapon 
  (if they had a +1 holy, flame burst long sword and would 
  like to get a +1 holy or a +1 flame burst or a +1 flaming, 
  they can make that choice), Trenton will allow it.  The 
  TUs required are: 
  +1 Weapon 1 TU 
  +2 Weapon 2 TUs 
  +3 Weapon 4 TUs 
  +4 weapon 6 TUs 
  Note: If the PC is out of region, the TUs ARE NOT 
  doubled 
   
  If a PC lost a bonded weapon(s) read this. 
  Trenton looks on with regret in his eyes and says, “I 
  am sorry, but the weapon you had was a unique item 
  and I do not have the power to create such a weapon. 
   If you are willing to donate time to my cause, 
  perhaps I can get you another weapon.  I know it is 
  not what once was, however, I feel strongly about 
  making amends for the kindness showed me earlier. 
  Here is what will be offered by APL, the PC can choose to 
  have any legal enhancement from the light and medium 
  table listed in the DMG: 
  APL2: 
  1 TU and the PC can have a +1 Weapon 
  APL 4&6 
  2 TUs and the PC can have a +2 weapon 
  APL 8&10 
  4 TUs and the PC can have a +3 weapon 
  APL 12 
  6 TUs and the PC can have a + 4 weapon 
  Note: If the PC is out of region, the TUs ARE NOT 
  doubled 
   
  Note: If the bonded weapon’s market value was 
  below what is offered, they will get a weapon equal to it’s 
  enhancement bonus.  For example at APL 8 a player had a 
  + 2 Sword of the Rogue, they will receive a +2 market 
  value weapon of their choice.  
  “If I can help in the future, I will do all that is within 
  my power.  May the sun always shine brightly before 
  you, and favorable winds pursue your back.” 
  The PCs gained favors from the Orc tribe, as well as the 
  DHOTC. 
  Conclusion B 
  When the PCs return to DHOTC, he is obviously 
  saddened by something.  His head hangs low as the PCs 
  enter his office. 
  Looking up from his desk, Trenton appears to be a 
  different person from when you last left him.  It is 
  obvious to anyone with eyes that his is deeply 
  saddened by something.  As his eyes meet yours, a 
  flash of anger crosses his face, “YOU!  It’s YOUR 
  
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  Page 15 
  fault Ramar is dead.  I hold you personally 
  responsible for my friend’s death.  I suggest you 
  leave anything you found with the demon and leave, 
  NOW!” 
  Trenton will not listen to anything the PCs have to say 
  and they are escorted out of his office, end of the module. 
   The PC did not gain any favors from any meta-org this 
  module. 
  Conclusion C 
  When the PCs return to Trenton, he will be pleased with 
  the results, but wishes the PCs had helped Ramar, and is 
  not as eager to help them and will not replace the PCs 
  weapons, but will still get them the DHOTC favor. 
  “This is wonderful news!!!  The Countess can use 
  this information to assist in her rebuilding efforts.  
  She will be able to concentrate her efforts on what 
  this report shows as our weakest areas, which will 
  help in the defense of the County for years to come.  
  I also caught word that Ramar died before you 
  arrived to the village.   If only time had been longer, 
  or one’s journey quicker, perhaps he would not have 
  died.  Alas, he made a foolish mistake, and paid for it 
  with his life.  But I am sure Gramal will take care of 
  him, and if he doesn’t. I will.” 
   
  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. 
  Encounter Four 
  Defeat the mean green thing. 
   
  APL2 120xp; APL4 180xp; APL6 240xp;  
  APL8 300xp; APL10 360xp; APL12 420xp; 
  Encounter Five (a or b) 
  Defeat what lurks in the cave. 
  APL2 120xp; APL4 180xp; APL6 240xp;  
  APL8 300xp; APL10 360xp; APL12 420xp; 
  Encounter Seven 
  Defeat the demon. 
  APL2 60xp; APL4 120xp; APL6 180xp;  
  APL8 240xp; APL10 300xp; APL12 360xp; 
  Story Award 
  Fought Rimar without causing an incident 
  APL2 45xp; APL4 67xp; APL6 90xp; 
  APL8 112xp; APL10 135xp; APL12 157xp 
   
  Discretionary roleplaying award 
  APL2 45xp; APL4 68xp; APL6 90xp; 
  APL8 113xp; APL10 135xp; APL12 158 
   
  Total possible experience:  
   
  APL2 450xp; APL4 675xp; APL6 900xp;  
  APL8 1,125xp; APL10 1,350xp; APL12 1,575xp 
   
  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. 
  
  The Past Shall Haunt Us 
   
  Page 16 
   
  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. 
  Adventure Maximums 
  APL2 450gp; APL4 650gp; APL6 900gp; 
  APL8 1,300gp; APL10 2,300gp; APL12 3,300gp 
   
  Special 
  Honorary member of the Split Axe tribe:  The PC has 
  enguaged in ritual combat with Ramar and has earned 
  the respect of the entire tribe.  This honor lasts for one 
  calendar year from the date on this AR. 
   
  Thanks of the DHOTC:  As thanks for your help and to 
  repay you for your lost weapon, Trenton of the DHOTC 
  has offered to replace it with a weapon of equal or lesser 
  value.  The abilities must be the same as the original 
  weapon.  In return he ask that while you are waiting you 
  help the order.  Mark off a number of TU as described 
  below.    
  1 TU for a +1 Weapon 
  2 TU for a +2 Weapon 
  4 TU for a +3 Weapon 
  6 TU for a +4 Weapon 
  8 TU for a +5 Weapon 
  The weapon HAS TO HAVE the same abilities as the 
  weapon that was destroyed.  If the PCs would like to get a 
  weaker weapon (if they had a +1 holy, flame burst long 
  sword and would like to get a +1 holy or a +1 flame burst 
  they can make that choice), Trenton will allow it. 
  
  The Past Shall Haunt Us 
   
  Page 17 
  Appendix One: Stat Blocks
  Tactics:  Ramar will not grapple the PC, he will stand 
  toe to toe and use his power attack feat for 3.  As soon 
  as the PC reaches ¼ HP he will stop throwing punches 
  even if during a full attack action.  Have Gramal step 
  into the ring immediately following this, not allowing 
  the PC to have his next action.  If Ramar reaches ¼ or 
  falls (he will NOT die during this encounter) have 
  Gramal step in and give him a cure spell then proceeds 
  as depicted in the text. 
   
  Ramar, Tribal Leader: Monk 11, Aristocrat 2, CR 13, 
  medium humanoid (Half-orc) HD 13D8 hp 68, Init + 5 
  spd 60 ft AC 23 touch 21 Flat Footed 23 Base atk +9 Grp 
  + 18, Atk Melee + 13 or +11 ranged, Full attack 
  +13/+13/+13/+8 (Unarmed Strike, flurry of blows 
  1d10+4) or +10 ranged ( 1d8 19-20) AL LN; SV Fort +11 
  Ref + 12 Will +18; Str 18 Dex 12 Int 12 Wis 19 Con 12 
  Cha 14 
   
  Skills and Feats:  Diplomacy +22, Sense Motive 
  +22, Tumble +15, Move Silent +15, Bluff +9, , 
  Knowledge religion +5; Flurry of Blows, Unarmed 
  Strike, Improved Evasion, Ki Strike (Lawful, Magic), 
  Purity of Body, Wholeness of body, Diamond body, 
  Greater Flurry, Improved Grapple, Combat Reflexes, 
  Improved Trip, Power Attack, Improved Init, 
  Leadership, Dodge, Negotiator 
   
  Equipment: + 4 vest of resistance, + 4 Belt of Giant 
  Strength, , Periapt of Wisdom +4, +1 Large steel shield-
  Animated 
   
  Unequipped stats: 
  Monk 11, Aristocrat 2, CR 13, medium humanoid 
  (Half-orc) HD 13D8 hp 68, Init + 5, spd 60 ft AC 18 
  touch 18 Flat Footed 16 Base atk +9 Grp + 15, Atk 
  Melee + 11 or +10 ranged, Full attack +11/+11/+11/+6 
  (Unarmed Strike, flurry of blows) 1d10+3 AL LN SV 
  Fort +8 Ref + 9 Will +12; Str 14 Dex 12 Int 12 Wis 15 
  Con 10 Cha 14 
   
   
  Encounter 4  
   
   
    
  APL 2 
  ½ Green Dragon Ape: CR 4: Large Dragon HD: 
  4d10+11; hp 37; Init: +2 Spd 30 ft, Fly 60ft (average); 
  AC 18, touch 11, flat-footed 16 [-1 size, +2 Dex, +7 
  Natural], BAB/Grapple +3/+16, Atk +11 melee (1d6+9, 
  claw); Full Atk: +11 melee (1d6+9, 2 claws) and +6 
  melee (1d8+2, bite); Space/Reach 10ft/10ft; SA Breath 
  Weapon; SQ Immunity Acid, low-light vision, scent 
  AL: LE; SV Fort +7, Ref +6, Will +2; Str 29, Dex 15, Con 
  16, Int 4, Wis 12, Cha 9 
   
  Skills and Feats: Climb +14, Listen +6, Spot +6, 
  Hide +6, Move Silent +6.   
   
  +8 racial bonus to on Climb checks and can always 
  choose to take 10 even if hurried or threatened. 
   
  Language: Draconic and Common 
   
  Breath Weapon (Ex): 30 ft cone of corrosive 
  (acid) gas which is useable every 1d4 rounds.  It deals 
  6d8 points of damage, reflex save (DC 13) for half. 
   
  APL4 
  ½ Green Dragon Bear, Brown: CR 6: Large Dragon 
  HD: 6d10+30; hp 63; Init: +1 Spd 40 ft., Fly 80ft. 
  (average); AC 19, touch 10, flat-footed 18 [-1 size, +1 
  Dex, +9 Natural], BAB/Grapple +4/+20, Atk +15 melee 
  (1d8+12, claw); Full Atk: +15 melee (1d8+12, 2 claws) 
  and +11 melee (2d4+4, bite); Space/Reach 10ft/5ft; SA 
  Breath Weapon, Improved Grab; SQ Immunity Acid, 
  low-light vision, scent; AL: LE; SV Fort +10, Ref +6, 
  Will +3; Str 35, Dex 13, Con 21, Int 4, Wis 12, Cha 8 
   
  Skills and Feats: Listen +4, Spot +7, Hide +9, Move 
  Silent +9, Bluff +7; Endurance, Run, Track 
   
  Language: Draconic and Common 
   
  Breath Weapon (Ex): 30 ft cone of corrosive 
  (acid) gas which is useable every 1d4 rounds.  It deals 
  6d8 points of damage, reflex save (DC 18) for half. 
   
  APL6 
  ½ Green Dragon Rhinoceros, Advanced: CR 8: Large 
  Dragon; HD: 10d10+60; hp 110; Init: +0; Spd 30 ft., Fly 
  60ft. (average); AC 20, touch 9, flat-footed 20 [-1 size, 
  +11 Natural], BAB/Grapple +8/+22, Atk +19 melee 
  (2d6+16, gore); Full attack: +19 melee (2d6+16, gore) 
  and +14 melee (1d8+4, bite); Space/Reach 10ft/5ft; SA 
  Breath Weapon, Powerful Charge; SQ Immunity Acid, 
  low-light vision; AL: LE; SV Fort +13, Ref +6, Will +3; 
  Str 34, Dex 10, Con 23, Int 4, Wis 13, Cha 4 
   
  Skills and Feats: Listen +14, Spot +3, Hide +13, 
  Move Silent +13, Bluff +13, Jump 10, Alertness, 
  Endurance, Improved Natural Attack (gore) 
   
  Language: Draconic and Common 
  
  The Past Shall Haunt Us 
   
  Page 18 
   
  Breath Weapon (Ex): 30 ft cone of corrosive 
  (acid) gas which is useable every 1d4 rounds.  It deals 
  6d8 points of damage, reflex save (DC 21) for half. 
   
  Powerful Charge (Ex): A rhinoceros deals 
  4d6+24 points of damage when it makes a charge. 
   
  APL8 
  Legendary ½ Green Dragon Ape, Advanced: CR 10: 
  Large Dragon; HD: 13d10+42; hp 132; Init: +0; Spd 40 
  ft, Fly 80ft (average); AC 22, touch 12, flat-footed 19 [-1 
  size, +11 Natural], BAB/Grapple +9/+27, Atk: +23 
  Melee (1d8+14, claw); Full Atk: +23 melee (1d8+14, 2 
  claws) and +18 melee (2d6+7, bite); Space/Reach 
  10ft/5ft; SA Breath Weapon, Rend 2d8+15; SQ 
  Immunity Acid, low-light vision; AL: LE; SV Fort +12, 
  Ref +11, Will +7; Str 38, Dex 16, Con 16, Int 4, Wis 16 
  Cha 12 
   
  Skills and Feats: Listen +14, Spot +3, Hide +16, 
  Move Silent +16, Bluff +16, Jump 13; Alertness, 
  Endurance,  
   
  Language: Draconic and Common 
   
  Breath Weapon (Ex): 30 ft cone of corrosive 
  (acid) gas which is useable every 1d4 rounds.  It deals 
  6d8 points of damage, reflex save (DC 19) for half. 
   
  Rend (Ex): When the Advanced Legendary ½ 
  Green Dragon Ape successfully hits a PC with both 
  claws in one round it automatically rends deal 2d8+15 
   
  APL10  
  Legendary ½ Green Dragon Tiger: CR 12: Large 
  Dragon; HD: 26d10+202; hp 345; Init: +4; Spd 50 ft, Fly 
  100ft (average); AC 27, touch 13, flat-footed 23 [-1 
  size,+4 Dex, +14 Natural], BAB/Grapple +18/+33, Atk 
  +33 melee (2d6+15, claw); Full Atk: +33 melee (2d6+15, 
  2 claws) and +28 melee (2d8+ 7, bite); Space/Reach 
  10ft/5ft; SA Breath Weapon, Improved Grab, pounce, 
  rake 2d6+7; SQ Immunity Acid, scent, low-light vision; 
  AL: LE; SV Fort +23, Ref +19, Will +10; Str 40, Dex 18, 
  Con 26, Int 4, Wis 14, Cha 12 
   
  Skills: Listen +5, Spot +25, Hide +25, Move Silent 
  +25, Bluff +8, Jump +15; Alertness, Endurance 
   
  Language: Draconic and Common 
   
  Breath Weapon (Ex): 30 ft cone of corrosive 
  (acid) gas which is useable every 1d4 rounds.  It deals 
  6d8 points of damage, reflex save (DC 31) for half. 
   
  Pounce (Ex): If the tiger leaps on a foe during the 
  first round of Combat, it can make a full attack even if 
  it has already taken a move action 
   
  Improved Grab (Ex): To use this ability, the tiger 
  must have first hit with the bite attack. If it succeeds, it 
  has grabbed its prey and can rake. 
   
  Rake (Ex): A tiger can make 2 attacks (+33 Melee) 
  against a held creature with its hind legs for 2d6+7 
  point of damage each. If the tiger pounces, it can also 
  rake 
   
  Skills: A legendary tiger receives +8 on both hide 
  and move silent checks.  In areas of tall grass or heavy 
  undergrowth, the hide bonus improves to +16 
   
  APL12 
  Legendary ½ Green Dragon Tiger, Advanced: CR 12: 
  Large Dragon; HD: 30d10+202; hp 369; Init: +4; Spd 50 
  ft, Fly 100ft (average); AC 28, touch 13, flat-footed 23 [-
  1 size, +4 Dex, +15 Natural], BAB/Grapple +18/+33, Atk 
  +33 melee (2d6+15, claw); Full Atk: +33 Melee (2d6+15, 
  2 claws) and +28 (2d8+ 7, bite); Space/Reach 10ft/5ft; 
  SA Breath Weapon, Improved Grab, pounce, rake 
  2d6+7; SQ Immunity Acid, scent, low-light vision; AL: 
  LE; SV Fort +23, Ref +19, Will +10; Str 40, Dex 18, Con 
  26, Int 4, Wis 14, Cha 12 
   
  Skills and Feats: Listen +5, Spot +25, Hide +25, 
  Move Silent +25, Bluff +8, Jump +15; Improved Natural 
  Armor, Alertness, Endurance 
   
  Language: Draconic and Common 
   
  Breath Weapon (Ex): 30 ft cone of corrosive 
  (acid) gas which is useable every 1d4 rounds.  It deals 
  6d8 points of damage, reflex save (DC 31) for half. 
   
  Pounce (Ex): If the tiger leaps on a foe during the 
  first round of Combat, it can make a full attack even if 
  it has already taken a move action 
   
  Improved Grab (Ex): To use this ability, the tiger 
  must have first hit with the bite attack. If it succeeds, it 
  has grabbed it’s prey and can rake. 
   
  Rake (Ex): A tiger can make 2 attacks (+33 Melee) 
  against a held creature with it’s hind legs for 2d6+7 
  point of damage each. If the tiger pounces, it can also 
  rake 
   
  Skills: A legendary tiger receives +8 on both hide 
  and move silent checks. *In areas of tall grass or heavy 
  undergrowth, the hide bonus improves to +16 
  
  The Past Shall Haunt Us 
   
  Page 19 
  Encounter 5a  
   
   
  APL 2 
  Fallen Paladin: M Hum PAL 2 ; CR 2; Medium 
  Humanoid; HD 2d10+4,hp 20; Init +1; Spd 20 ft.; AC 
  19, touch 11, flat-footed 18; BAB/Grp: +2/+4; Atk: +5 
  melee 
  (2d6+2/19-20, 
  greatsword) 
  or 
  +4 
  melee 
  (1d4+2/19-20, dagger); AL LE; SV Fort +6, Ref +2, Will 
  +2; Str 15, Dex 12, Con 15, Int 8, Wis 13, Cha 11. 
   
  Skills and Feats: Knowledge Religion +4, Sense 
  Motive +6; Power Attack, Improved Sunder 
   
  Equipment: Full Plate, Masterwork Great Sword, 
  Dagger 
   
  Tactics: NPC will ALWAYS attempt to sunder the 
  fighter weapons in combat.  Remember that Improved 
  Sunder gives the NPCs +4 on their opposed rolls and 
  +4 due to a 2-handed weapon.  Weapon enhancements 
  DO NOT add to a weapon’s hp. (Reference PHB pg. 
  158, 96 & DMG pg. 222) 
   
  APL 4 
  Fallen Paladin: M Human PAL2 ; CR 2; Medium 
  Humanoid; HD 2d10+4,hp 20; Init +1; Spd 20 ft., AC 19 
  (touch 11, flat-footed 18); BAB/Grp: +2/+4; Atk: +5 
  melee (2d6+2/19-20, greatsword) or +4 melee (1d4+2, 
  dagger); AL LE; SV Fort +6, Ref +2, Will +2; Str 15, Dex 
  12, Con 15, Int 8, Wis 13, Cha 11. 
   
  Skills and Feats: Knowledge Religion +4, Sense 
  Motive +6; Power Attack, Improved Sunder 
   
  Equipment: Full Plate, Masterwork Great Sword, 
  Dagger 
   
  Tactics: NPC will ALWAYS attempt to sunder the 
  fighter weapons in combat.  Remember that Improved 
  Sunder gives the NPCs +4 on their opposed rolls and 
  +4 due to a 2-handed weapon.  Weapon enhancements 
  DO NOT add to a weapon’s hp. (Reference PHB pg. 
  158, 96 & DMG pg. 222) 
   
  Barbarian: M Human Bbn2; CR 2; Medium 
  Humanoid; HD 2d12+4, hp 23; init +3; Spd 40 ft., AC 
  17 (touch 13, flat-footed 14); BAB/Grp: +2/+5; Atk: +7 
  melee (1d12+3/x3, Greataxe) or +3 ranged (1d8+3, 
  Mighty (+3) Composite Longbow); AL NE; SV Fort +6 
  Ref +3 Will -1; Str 16, Dex 16, Con 15, Int 8, Wis 8, Cha 
  8 
   
  Skills and Feats: Climb +6, Jump +7, Listen +4, 
  Survival +0, Tumble +6; Power Attack; Weapon Focus 
  (Great Axe) 
   
  Equipment: MW Chain shirt; MW Great Axe; 
  Mighty Composite Longbow +3 
   
  Sorcerer: M Human Sor2; CR 2; Medium Humanoid; 
  HD 2d4 +2 hp 12; Init + 2; Spd 30; AC 12, touch 12, flat-
  footed 10; BAB/Grp: +1/+1; Atk: +0 melee (1d4-1/19-
  20, dagger) or +3 ranged (1d8/19-20, Light crossbow); 
  AL LE; SV Fort +1 Ref +2 Will +3; Str 8, Dex 14, Con 
  12, Int 8, Wis 10, Cha 18 
   
  Skills and Feats: Concentration 6, Spellcraft 4; 
  Combat Casting; Spell Focus (Enchantment) 
   
  Spells Known (6/5; base DC = 14 + spell level (+1 for 
  enchantment): 0— Detect Magic, Read Magic, Daze, Touch 
  of Fatigue, Mending; 1st— Sleep, Shield;  
   
  Equipment: Scroll of Mage Armor, Scroll of Alarm 
  (cast at 4th lvl) 
   
  APL 6 
  Fallen Paladin: M Human PAL4; CR 4; Medium 
  Humanoid; HD 4d10+8,hp 36; Init +1; Spd 20 ft., AC 
  19, touch 11, flat-footed 18; BAB/Grp: +4/+7; Atk: +8 
  melee 
  (2d6+4/19-20, 
  greatsword) 
  or 
  +7 
  melee 
  (1d4+3/19-20, dagger); AL LE; SV Fort +6, Ref +2, Will 
  +2; Str 16, Dex 12, Con 15, Int 8, Wis 13, Cha 11. 
  Skills and Feats: Knowledge Religion +6, Sense Motive 
  +8; Power Attack, Improved Sunder, Cleave 
   
  Equipment: Full Plate, +1 Great Sword, Dagger 
   
  Tactics: NPC will ALWAYS attempt to sunder the 
  fighter weapons in combat.  Remember that Improved 
  Sunder gives the NPCs +4 on their opposed rolls and 
  +4 due to a 2-handed weapon.  Weapon enhancements 
  DO NOT add to a weapon’s hp. (Reference PHB pg. 
  158, 96 & DMG pg. 222) 
   
  Barbarian: M Human Bbn4; CR 4; Medium 
  Humanoid; HD 4d12+12, hp 45; init +3; Spd 40 ft., AC 
  17 (touch 13, flat-footed 14); BAB/Grp: +4/+7; Atk: +9 
  melee (1d12+4/x3, Greataxe) or +7 ranged (1d8+3, 
  Mighty Composite Longbow +3); AL NE; SV Fort +7 
  Ref +4 Will 0; Str 16, Dex 16, Con 16, Int 8, Wis 8, Cha 
  8 
   
  Skills and Feats: Climb +9, Jump +10, Listen +6, 
  Survival +0, Tumble +8; Cleave, Power Attack; Weapon 
  Focus (Great Axe) 
   
  Equipment: Chain shirt; +1 Great Axe; Mighty 
  Composite Longbow +3 
   
  Sorcerer: M Human Sor4; CR 4; Medium Humanoid; 
  HD 4d4 +7 hp 20; Init + 2; Spd 30; AC 12, touch 12, flat-
  footed 10; BAB/Grp: +2/+2; Atk: +1 melee (1d4-1/19-
  20, dagger) or +4 ranged (1d8/19-20, Light crossbow); 
  AL LE; SV Fort +2 Ref +3 Will +4; Str 8, Dex 14, Con 
  12, Int 8, Wis 10, Cha 21 
  
  The Past Shall Haunt Us 
   
  Page 20 
   
  Skills and Feats: Concentration 8(+4 when casting 
  defensively), Spellcraft 6; Combat Casting; Spell Focus 
  (Enchantment), Greater Spell Focus (Enchantment) 
   
  Spells Known (7/7/4; base DC = 14 + spell level (+2 
  for enchantment): 0— Detect Magic, Read Magic, Daze, 
  Touch of Fatigue, Mending, Message; 1st— Sleep, Shield, 
  Magic Missile; 2nd-- Tasha’s Hideous Laughter 
   
  Equipment: Cloak of Charisma +2, Familiar Toad 
   
  APL 8 
  Fallen Paladin: M Human Pal5/Rgr1; CR 6; Medium 
  Humanoid; HD 5d10-1d8+12 1; hp 51; Init +1; Spd 20 
  ft.; AC 21, touch 12, flat-footed 20; BAB/Grp: +6/+9; 
  Atk: +11 melee (2d6+4/19-20, Greatsword) or +9 melee 
  (1d4+3/19-20, dagger); Full Atk: +11/+6 melee 
  (2d6+4/19-20, Greatsword) or +9/+4 melee (1d4+3/19-
  20, dagger); AL LE; SV Fort +8, Ref +4, Will +2; Str 16, 
  Dex 12, Con 15, Int 8, Wis 13, Cha 11. 
   
  Skills and Feats: Knowledge Religion +7, Sense 
  Motive +9. Hide +1, Spot +2; Power Attack, Improved 
  Sunder, Cleave, Weapon Focus (Greatsword) 
   
  Equipment: +1 Full Plate, +1 Great Sword, +1 
  Amulet of Natural Armor, Dagger 
   
  Tactics: NPC will ALWAYS attempt to sunder the 
  fighter weapons in combat.  Remember that Improved 
  Sunder gives the NPCs +4 on their opposed rolls and 
  +4 due to a 2-handed weapon.  Weapon enhancements 
  DO NOT add to a weapon’s hp. (Reference PHB pg. 
  158, 96 & DMG pg. 222) 
   
  Barbarian: M Human Bbn6; CR 6; Medium 
  Humanoid; HD 6d12+18, hp 65; init +3; Spd 40 ft., AC 
  19, touch 14, flat-footed 16; BAB/Grp: +6/+9; Atk: +11 
  melee (1d12+4/x3; Greataxe) or +9 ranged (1d8+3, 
  Mighty Composite Longbow +3); Full Atk: +11/+6 
  melee (1d12+6/x3; Greataxe) or +9/+4 ranged (1d8+3, 
  Mighty Composite Longbow +3); AL NE; SV Fort +8 
  Ref +5 Will +3; Str 16, Dex 16, Con 16, Int 8, Wis 8, 
  Cha 8 
   
  Skills and Feats: Climb +11, Jump +12, Listen +8, 
  Survival +0, Tumble +9; Cleave, Iron Will, Power 
  Attack; Weapon Focus (Great Axe) 
   
  Equipment: +1 Chain shirt; +1 Great Axe; Mighty 
  Composite Longbow +3, Amulet of Natural Armor +1 
   
  Sorcerer: M Human Sor6; CR 6; Medium Humanoid; 
  HD 6d4 +9 hp 28; Init + 6; Spd 30; AC 14, touch 12, flat-
  footed 10; BAB/Grp: +3/+2; Atk +2 melee (1d4-1/19-
  20,* dagger) or +5 ranged (1d8/19-20, Light crossbow); 
  AL LE; SV Fort +3 Ref +4 Will +5; Str 8, Dex 14, Con 
  12, Int 8, Wis 10, Cha 23 
   
  Skills and Feats: Concentration 10(+4 when 
  casting defensively), Spellcraft 8; Combat Casting; 
  Spell Focus (Enchantment), Greater Spell Focus 
  (Enchantment), Improved Initiative 
   
  Spells Known (7/7/6/4; base DC = 16 + spell level 
  (+2 for enchantment): 0— Detect Magic, Read Magic, 
  Daze, Touch of Fatigue, Mending, Message, Flare; 1st— 
  Sleep, Shield, Magic Missile, Alarm; 2nd— Tasha’s Hideous 
  Laughter, Blindness/ Deafness; 3rd— Deep Slumber 
   
  Equipment: Cloak of Charisma +4, Toad familiar 
   
  APL 10 
  BlackGuard: M Human Pal5/Rog1/Dark Guard2; CR 
  8; Medium Humanoid; HD 7d10+1d8+24; hp 75; Init 
  +1; Spd 20 ft.; AC 23, touch 12, flat-footed 20; BAB/Grp: 
  +8/+11; Atk: +14 melee (2d6+5/19-20, greatsword) or 
  +11 melee (1d4+3/19-20, dagger); Full Atk: +14/+9 
  melee (2d6+5/19-20, greatsword) or +11/+6 melee 
  (1d4+3/19-20, dagger); SA Sneak Attack(+1d6); SQ: 
  Smite Good 2/day, poison use, detect good, Aura of 
  Evil, Cause Fear; AL LE; SV Fort +12, Ref +4, Will +2; 
  Str 16, Dex 12, Con 16, Int 8, Wis 13, Cha 11. 
   
   Skills and Feats: Concentration +5, Knowledge 
  Religion +9, Sense Motive +9. Hide +1, Spot +2; Power 
  Attack, Improved Sunder, Cleave, Weapon Focus 
  (Greatsword) 
   
  Equipment: +2 Full Plate, +2 Adamantine Great 
  Sword, +1 Amulet of Natural Armor, +1 Ring of 
  Protection, Dagger 
   
  Tactics: NPC will ALWAYS attempt to sunder the 
  fighter weapons in combat.  Remember that Improved 
  Sunder gives the NPCs +4 on their opposed rolls and 
  +4 due to a 2-handed weapon.  Weapon enhancements 
  DO NOT add to a weapon’s hp. (Reference PHB pg. 
  158, 96 & DMG pg. 222) 
   
  Barbarian: M Human Bbn8; CR 6; Medium 
  Humanoid; HD 6d12+18, hp 85; init +3; Spd 40 ft., AC 
  21, touch 14, flat-footed 18; BAB/Grp: +8/+11; Atk: +13 
  melee (1d12+6/x3; greataxe) or +11 ranged (1d8+3, 
  Mighty Composite Longbow +3); Full Atk: +13/+8 
  melee (1d12+6/x3; greataxe) or +11/+6 ranged (1d8+3, 
  Mighty Composite Longbow +3); SQ: Can’t be flanked, 
  Rage, DR 1/-; AL NE; SV Fort +9 Ref +5 Will +3; Str 17, 
  Dex 16, Con 16, Int 8, Wis 8, Cha 8 
   
  Skills and Feats: Climb +13, Jump +16, Listen +10, 
  Survival +0, Tumble +10; Cleave, Iron Will, Power 
  Attack; Weapon Focus (Great Axe) 
   
  Equipment: +2 Chain shirt; +1 Great Axe; Mighty 
  Composite Longbow +3, Amulet of Natural Armor +1, 
  +1 Ring of Protection 
   
  
  The Past Shall Haunt Us 
   
  Page 21 
  Sorcerer: M Human Sor8; CR 8; Medium Humanoid; 
  HD 8d4 +11 hp 36; Init + 6; Spd 30; AC 14 (Touch 12, 
  flat-footed 10); BAB/Grp: +4/+3; Atk +3 melee (1d4-
  1/19-20, dagger) or +6 ranged (1d8/19-20, Light 
  crossbow); AL LE; SV Fort +3 Ref +4 Will +5; Str 8, Dex 
  14, Con 12, Int 8, Wis 10, Cha 24 
   
  Skills and Feats: Concentration 12(+4 when 
  casting defensively), Spellcraft 10; Combat Casting; 
  Spell Focus (Enchantment), Greater Spell Focus 
  (Enchantment), Improved Initiative 
   
  Spells Known (7/7/7/6/4; base DC = 17 + spell level 
  (+2 for enchantment): 0— Detect Magic, Read Magic, 
  Daze, Touch of Fatigue, Mending, Message, Flare, Light, 
  Mage Hand; 1st— Sleep, Shield, Magic Missile, Alarm, 
  Burning Hands; 2nd— Tasha’s Hideous Laughter, 
  Blindness/ Deafness, Glitterdust; 3rd— Deep Slumber, 
  Suggestion; 4th—Confusion 
   
  Equipment: Cloak of Charisma +4 
   
  APL 12 
  BlackGuard: M Human Pal5/Rog1/Dark Guard4; CR 
  10; Medium Humanoid; HD 9d10-1d8+24 1,hp 93; Init 
  +1; Spd 20 ft., AC 23, touch 12, flat-footed 20; BAB/Grp: 
  +10/+13; Atk +17 melee (2d6+6/19-20, greatsword) or 
  +13 melee (1d4+3/19-20, dagger); Full Atk: +17/+12 
  melee (2d6+6/19-20, greatsword) or +13/+8 melee 
  (1d4+3/19-20, dagger); SA: Sneak Attack (+2d6); SQ: 
  Aura of Evil, Bull’s Strength, Cause Fear, detect good, 
  Smite Good 2/day, poison use; AL LE; SV Fort +13, Ref 
  +5, Will +5; Str 16, Dex 12, Con 16, Int 8, Wis 13, Cha 
  11. 
   
  Skills and Feats: Concentration +7, Knowledge 
  Religion +11, Sense Motive +9. Hide +1, Spot +2; 
  Cleave, Improved Sunder, Iron Will, Power Attack, 
  Weapon Focus (Greatsword) 
   
  Equipment: +2 Full Plate, +3 Adamantine Great 
  Sword, +1 Amulet of Natural Armor, +1 Ring of 
  Protection, Dagger 
   
  Tactics: NPC will ALWAYS attempt to sunder the 
  fighter weapons in combat.  Remember that Improved 
  Sunder gives the NPCs +4 on their opposed rolls and 
  +4 due to a 2-handed weapon.  Weapon enhancements 
  DO NOT add to a weapon’s hp. (Reference PHB pg. 
  158, 96 & DMG pg. 222) 
   
  Barbarian: M Human Bbn8; CR 8; Medium Humanoid; 
  HD 10d12+18, hp 105; init +3; Spd 40 ft., AC 21, touch 
  14, flat-footed 18; BAB/Grp: +8/+11; Atk: +13 melee 
  (1d12+4+2d6 against good aligned beings/x3, +1 
  Unholy Greataxe) or +11 ranged (1d8+3, Mighty 
  Composite Longbow +3); Full Atk: +13/+8 melee 
  (1d12+6+2d6 against good aligned beings/x3, +1 
  Unholy Greataxe) or +11/+6 ranged (1d8+3, Mighty 
  Composite Longbow +3); SQ: Can’t be flanked, Rage, 
  DR 2/-; AL NE; SV Fort +10 Ref +6 Will +4; Str 17, Dex 
  16, Con 16, Int 8, Wis 8, Cha 8 
   
  Skills and Feats: Climb +15, Jump +18, Listen +12, 
  Survival +0, Tumble +11;  Cleave, Iron Will, Power 
  Attack; Weapon Focus (Great Axe), Great Cleave 
   
  Equipment: +2 Chain shirt; +1 Unholy Great Axe; 
  Mighty Composite Longbow +3, Amulet of Natural 
  Armor +1, +1 Ring of Protection 
   
  Sorcerer: M Human Sor10; CR 10; Medium 
  Humanoid; HD 10d4 +16 hp 47; Init + 6; Spd 30; AC 
  14, touch 12, flat-footed 10; BAB/Grp: +5/+4; Atk: +4 
  melee (1d4-1/19-20, dagger) or +7 ranged (1d8/19-20, 
  Light crossbow); AL LE; SV Fort +4 Ref +5 Will +7; Str 
  8, Dex 14, Con 12, Int 8, Wis 10, Cha 26 
   
  Skills and Feats: Concentration 14(+4 when 
  casting defensively), Spellcraft 12; Combat Casting; 
  Spell Focus (Enchantment), Greater Spell Focus 
  (Enchantment), Improved Initiative, Toughness 
   
  Spells Known (7/7/7/7/6/4; base DC = 18 + spell 
  level (+2 for enchantment): 0— Detect Magic, Read 
  Magic, Daze, Touch of Fatigue, Mending, Message, Flare, 
  Light, Mage Hand; 1st— Sleep, Shield, Magic Missile, 
  Alarm, Burning Hands; 2nd— Tasha’s Hideous Laughter, 
  Blindness/ Deafness, Glitterdust, Touch of Idiocy; 3rd— Deep 
  Slumber, Suggestion, Fireball; 4th—Confusion, Wall of Fire; 
  5th— Dominate Person 
   
  Equipment: Cloak of Charisma +6, Toad familiar 
  
  The Past Shall Haunt Us 
   
  Page 22 
  Encounter 5b  
   
   
   
  APL2 
  Barbarians: M Half-orc Bbn2; CR 2; Medium 
  Humanoid; HD 2d12+2, hp 22; Init +1; Spd 40 ft.; AC 
  15, touch 11, flat-footed 15; BAB/Grp: +2/+6; Atk: +7 
  melee (2d6+4/19-20, greatsword) or +3 ranged (1d8+3, 
  Mighty Composite Longbow +3); AL NE; SV Fort +5 
  Ref +1 Will +2; Str 18, Dex 12, Con 14, Int 8, Wis 14, 
  Cha 6 
   
  Skills and Feats: Intimidate +3, Listen +7, Survival 
  +7; Intimidating Rage 
   
  Equipment: MW Chain shirt; MW Greatsword; 
  Mighty Composite Longbow +3 
   
  Intimidating rage: While you are raging, you 
  designate a single foe within 30 ft of you that you 
  attempt to demoralize as a free action (See the 
  Intimidate skill, page 76 of the Player’s Handbook).  A 
  foe that you successfully demoralize remains shaken 
  for as long as you continue to rage.  You may only use 
  this feat against a single foe in any particular 
  encounter. 
   
  APL4 
  Barbarians: M Half-orc Bbn2/Ftr2; CR 4; Medium 
  Humanoid; HD 2d12+2d10+8, hp 39; Init +1; Spd 40 ft.; 
  AC 15, touch 11, flat-footed 15; BAB/Grp: +4/+8; Atk: 
  +9 melee (2d6+5/19-20, Greatsword) or +5 ranged 
  (1d8+3, Mighty Composite Longbow +3); AL NE; SV 
  Fort +7 Ref +1 Will +2; Str 19, Dex 12, Con 14, Int 8, 
  Wis 14, Cha 6 
   
  Skills and Feats: Intimidate +5, Listen +7, Survival 
  +7; Intimidating Rage, Destructive Rage, Power Attack, 
  Cleave 
   
  Equipment: +1 Chain shirt; +1 Greatsword; 
  Mighty Composite Longbow +3 
   
  Intimidating rage: While you are raging, you 
  designate a single foe within 30 ft of you that you 
  attempt to demoralize as a free action (See the 
  Intimidate skill, page 76 of the Player’s Handbook).  A 
  foe that you successfully demoralize remains shaken 
  for as long as you continue to rage.  You may only use 
  this feat against a single foe in any particular 
  encounter. 
   
  Destructive Rage:  While Raging NPC gains +8 on 
  any Strength check checks he makes to break open 
  doors or break inanimate, immobile objects 
   
  APL6 
  2 Barbarian/Fighter: M Half-orc Bbn2/Ftr4; CR 4; 
  Medium Humanoid; HD 2d12+4d10+12, hp 57; init +1; 
  Spd 40 ft.; AC 16, touch 12, flat-footed 16; BAB/Grp: 
  +6/+10; Atk: +12 melee (2d6+5/19-20, Greatsword) or 
  +7 ranged (1d8+3, Mighty Composite Longbow +3); 
  Full Atk: +12/+7 melee (2d6+5/19-20, Greatsword) or 
  +7/+2 ranged (1d8+3, Mighty Composite Longbow +3); 
  AL NE; SV Fort +9 Ref +2 Will +3; Str 19, Dex 12, Con 
  14, Int 8, Wis 14, Cha 6 
   
  Skills and Feats: Intimidate +7, Listen +7, Survival 
  +7; Intimidating Rage, Destructive Rage, Power Attack, 
  Cleave, (Weapon Focus Greatsword), Close Quarters 
  Fighting 
   
  Equipment: +1 Chain shirt; +1 Greatsword, +1 
  Ring of Protection, Mighty Composite Longbow +3 
   
  Intimidating rage: While you are raging, you 
  designate a single foe within 30 ft of you that you 
  attempt to demoralize as a free action (See the 
  Intimidate skill, page 76 of the Player’s Handbook).  A 
  foe that you successfully demoralize remains shaken 
  for as long as you continue to rage.  You may only use 
  this feat against a single foe in any particular 
  encounter. 
  Destructive Rage:  While Raging NPC gains +8 on any 
  Strength check checks he makes to break open doors 
  or break inanimate, immobile objects 
   
  Close Quarters Fighting: NPC is entitled to an 
  AOO even if the attacking creature has improved 
  grab/grapple ability.  When the enemy attempts to 
  grapple you, any damage inflicted on a successful 
  attack is added to the ensuing grapple check to avoid 
  being grappled.  In addition, if the enemy does not 
  have improved grab/grapple, and a successful hit is 
  made, the grapple is automatically broken.  
   
  This feat does not offer any additional Attacks of 
  opportunity, so if the attack of opportunity the NPC 
  has already been used when the enemy attempts a 
  grapple, no benefit is gained from Close Quarters 
  Fighting 
   
  APL8 
  Frenzied Berserkers: M Half-orc Bbn2/Ftr4/ FBk2; CR 
  8; Medium Humanoid; HD 4d12+ 4d10+16, hp 73; Init 
  +1; Spd 40 ft.; AC 16, touch 12, flat-footed 16; BAB/Grp: 
  +8/+13; Atk: +15 melee (2d6+8/19-20, Greatsword) or 
  +9 ranged (1d8+3, Mighty Composite Longbow +3); 
  Full Atk: +15/+10 melee (2d6+8/19-20, Greatsword) or 
  +9/+4 ranged (1d8+3, Mighty Composite Longbow +3); 
  AL NE; SV Fort +13 Ref +3 Will +6; Str 20, Dex 12, Con 
  14, Int 8, Wis 16, Cha 6 
   
  Stats 
  while 
  raging/Frenzying: 
  M 
  Half-orc 
  Bbn2/Ftr4/FBk2; CR 8; Medium Humanoid; HD 
  4d12+4d10+16, hp 89; Init +1; Spd 40 ft.; AC 10, touch 
  6, flat-footed 10; BAB/Grp: +8/+18; Atk: +20 melee 
  (2d6+16/19-20, Greatsword); Full Atk +20/+20/+15 
  melee (2d6+16/19-20, Greatsword) ;AL NE; SV Fort 
  
  The Past Shall Haunt Us 
   
  Page 23 
  +15 Ref +3 Will +8; Str 30, Dex 12, Con 18, Int 8, Wis 
  14, Cha 6 
   
  Skills and Feats: Intimidate +9, Listen +7, Survival 
  +7, Intimidating Rage, Destructive Rage, Power Attack, 
  Cleave, Weapon Focus (Greatsword), Close Quarters 
  Fighting, Diehard, Supreme Cleave, Rage, Uncanny 
  Dodge, Frenzy 
   
  Equipment: +1 Chain shirt; +1 Greatsword, +1 
  Ring of Protection Mighty Composite Longbow +3, +2 
  Periapt of Wisdom, +2 Vest of Resistance 
   
  Intimidating rage: While you are raging, you 
  designate a single foe within 30 ft of you that you 
  attempt to demoralize as a free action (See the 
  Intimidate skill, page 76 of the Player’s Handbook).  A 
  foe that you successfully demoralize remains shaken 
  for as long as you continue to rage.  You may only use 
  this feat against a single foe in any particular 
  encounter. 
   
  Destructive Rage:  While Raging NPC gains +8 on 
  any Strength check checks he makes to break open 
  doors or break inanimate, immobile objects 
   
  Close Quarters Fighting: NPC is entitled to an 
  attack of opportunity even if the attacking creature has 
  improved grab/grapple ability.  When the enemy 
  attempts to grapple you, any damage inflicted on a 
  successful attack is added to the ensuing grapple check 
  to avoid being grappled.  In addition, if the enemy does 
  not have improved grab/grapple, and a successful hit is 
  made, the grapple is automatically broken.  
   
  This feat does not offer any additional attacks of 
  opportunity, so if the attack of opportunity the NPC 
  has already been used when the enemy attempts a 
  grapple, no benefit is gained from Close Quarters 
  Fighting 
   
  Frenzy: A frenzied Berserker can enter a frenzy as 
  a free action.  While Frenzied she gains a +6 bonus to 
  Strength and each round at her highest bonus.  (This 
  effect is not cumulative with haste or other effects that 
  grants extra attacks)  However, she also takes a -4 to AC 
  and takes 2 points of subdual damage per round.  A 
  frenzy lasts for a number of round equal to 3+ her 
  Constitution modifier.  To end the Frenzy before its 
  duration expires, the character may attempt a DC 20 
  will save once per round as a free action.  Success ends 
  the frenzy immediately, failure means it continues.  
  The effects of frenzy stack with those from any rage 
  ability the character may have. 
   
  At 1st level, the character can enter a frenzy once 
  per day.  Thereafter she gains one additional use per 
  day of this ability for every 2 levels of frenzied 
  berserker (but she can’t use this ability more than once 
  per encounter).  The character can enter a frenzy as a 
  free action.  Even though this takes no time, she can do 
  it only during her turn, not in response to another’s 
  action.  In addition if she takes damage form an attack, 
  spell, trap, or any other source she automatically enters 
  a frenzy on her next action as long as she has at least 
  one daily usage of the ability left.  To avoid entering a 
  frenzy in response to provoking effect, the character 
  must make a successful Will save (DC 10+points of 
  damage taken since her last action) at the start of her 
  next turn. 
   
  While frenzied, the character cannot use any 
  Charisma-, Dexterity-, or Intelligence- based skills 
  (Except for intimidate), the Concentration skill or an 
  abilities that require patience or concentration, nor can 
  she cast spells, drink potions, activate magic items, or 
  read scrolls.  She can use any feat except Combat 
  Expertise, item creation feats, or meta-magic feats.  She 
  can use her special ability to inspire frenzy normally. 
   
  During the frenzy, the frenzied berserker must 
  attack those she perceives as foes to the best of her 
  ability.  Should she run out of enemies before her 
  frenzy expires, her rampage continues.  She must then 
  attack the nearest creature (determine randomly if 
  several potential foes are equidistant) and fight that 
  opponent without regard to friendship, innocence or 
  health (the targets or her own). 
   
  When frenzy ends, the frenzied berserker is 
  fatigued (-2 to Strength and Dexterity, unable to charge 
  or run) for the duration of the encounter.  If the 
  character is still under the effect of a rage ability, the 
  fatigues condition does not apply until the rage ends-at 
  which point the character is exhausted, not merely 
  fatigued. 
   
  Supreme Cleave:  At 2nd level and higher, a 
  frenzied berserker can take a 5-foot step between 
  attacks when using Cleave or Great Cleave feat.  She is 
  still limited to one such adjustment per round, so she 
  cannot use this ability during a round in which she has 
  already taken a 5-foot step. 
   
  APL10 
  Frenzied Berserkers: M Half-orc Bbn2/Ftr4/ FBk4; CR 
  10; Medium Humanoid; HD 4d12+ 4d10+16; hp 91; 
  Init +1; Spd 40 ft.; AC 16, touch 12, flat-footed 16; 
  BAB/Grp: +10/+17; Atk: +19  melee (2d6+10/19-20, 
  Greatsword) or +11 ranged (1d8+3, Mighty Composite 
  Longbow +3); Full Atk: +19/+14  melee (2d6+10/19-20, 
  Greatsword) or +11/+6 ranged (1d8+3, Mighty 
  Composite Longbow +3);AL NE; SV Fort +14 Ref +4 
  Will +9; Str 24, Dex 12, Con 14, Int 8, Wis 16, Cha 6 
   
  Stats 
  while 
  raging/Frenzying: 
  M 
  Half-orc 
  Bbn2/Ftr4/FBk4; CR 8; Medium Humanoid; HD 
  4d12+4d10+16; hp 111; Init +1; Spd 40 ft.; AC 10,touch 
  6, flat-footed 10; BAB/Grp: +10/+22; Atk: +24 melee 
  (2d6+19/19-20, Greatsword); Full Atk: +24/+24/+19 
  melee (2d6+19/19-20, Mighty Composite Longbow +3); 
  AL NE; SV Fort +16 Ref +2 Will +11; Str 34, Dex 12, 
  Con 18, Int 8, Wis 14, Cha 6 
  
  The Past Shall Haunt Us 
   
  Page 24 
   
  Skills and Feats: Intimidate +11, Listen +7, 
  Survival +7; Intimidating Rage, Destructive Rage, 
  Power Attack, Cleave, Weapon Focus (Greatsword), 
  Close Quarters Fighting, Diehard, Supreme Cleave, 
  Iron Will, Rage, Uncanny Dodge, Frenzy 2/day, 
  Deathless Frenzy  
   
  Equipment: +1 Chain shirt; +1 Greatsword, +1 
  Ring of Protection Mighty Composite Longbow +3, +2 
  Periapt of Wisdom, +2 Vest of Resistance, +4 Belt of 
  Giant Strength 
   
  Intimidating rage: While you are raging, you 
  designate a single foe within 30 ft of you that you 
  attempt to demoralize as a free action (See the 
  Intimidate skill, page 76 of the Player’s Handbook).  A 
  foe that you successfully demoralize remains shaken 
  for as long as you continue to rage.  You may only use 
  this feat against a single foe in any particular 
  encounter. 
   
  Destructive Rage:  While Raging NPC gains +8 on 
  any Strength check checks he makes to break open 
  doors or break inanimate, immobile objects 
   
  Close Quarters Fighting: NPC is entitled to an 
  AOO even if the attacking creature has improved 
  grab/grapple ability.  When the enemy attempts to 
  grapple you, any damage inflicted on a successful 
  attack is added to the ensuing grapple check to avoid 
  being grappled.  In addition, if the enemy does not 
  have improved grab/grapple, and a successful hit is 
  made, the grapple is automatically broken.  
   
  This feat does not offer any additional Attacks of 
  opportunity, so if the attack of opportunity the NPC 
  has already been used when the enemy attempts a 
  grapple, no benefit is gained from Close Quarters 
  Fighting 
   
  Frenzy: A frenzied Berserker can enter a frenzy as 
  a free action.  While Frenzied she gains a +6 bonus to 
  Strength and each round at her highest bonus.  (This 
  effect is not cumulative with haste or other effects that 
  grants extra attacks)  However, she also takes a -4 to AC 
  and takes 2 points of subdual damage per round.  
  Frenzy lasts for a number of round equal to 3+ her 
  Constitution modifier.  To end the Frenzy before its 
  duration expires, the character may attempt a DC 20 
  will save once per round as a free action.  Success ends 
  the frenzy immediately, failure means it continues.  
  The effects of frenzy stack with those from any rage 
  ability the character may have. 
   
  At 1st level, the character can enter a frenzy once 
  per day.  Thereafter she gains one additional use per 
  day of this ability for every 2 levels of frenzied 
  berserker (but she can’t use this ability more than once 
  per encounter).  The character can enter a frenzy as a 
  free action.  Even though this takes no time, she can do 
  it only during her turn, not in response to another’s 
  action.  In addition if she takes damage form an attack, 
  spell, trap, or any other source she automatically enters 
  a frenzy on her next action as long as she has at least 
  one daily usage of the ability left.  To avoid entering a 
  frenzy in response to provoking effect, the character 
  must make a successful Will save (DC 10+points of 
  damage taken since her last action) at the start of her 
  next turn. 
   
  While frenzied, the character cannot use any 
  Charisma-, Dexterity-, or Intelligence- based skills 
  (Except for intimidate), the Concentration skill or an 
  abilities that require patience or concentration, nor can 
  she cast spells, drink potions, activate magic items, or 
  read scrolls.  She can use any feat except Combat 
  Expertise, item creation feats, or meta-magic feats.  She 
  can use her special ability to inspire frenzy normally. 
   
  During the frenzy, the frenzied berserker must 
  attack those she perceives as foes to the best of her 
  ability.  Should she run out of enemies before her 
  frenzy expires, her rampage continues.  She must then 
  attack the nearest creature (determine randomly if 
  several potential foes are equidistant) and fight that 
  opponent without regard to friendship, innocence or 
  health (the targets or her own). 
   
  When frenzy ends, the frenzied berserker is 
  fatigued (-2 to Strength and Dexterity, unable to charge 
  or run) for the duration of the encounter.  If the 
  character is still under the effect of a rage ability, the 
  fatigues condition does not apply until the rage ends-at 
  which point the character is exhausted, not merely 
  fatigued. 
   
  Supreme Cleave:  At 2nd level and higher, a 
  frenzied berserker can take a 5-foot step between 
  attacks when using Cleave or Great Cleave feat.  She is 
  still limited to one such adjustment per round, so she 
  cannot use this ability during a round in which she has 
  already taken a 5-foot step. 
   
  Deathless Frenzy:   At 4th level and higher, a 
  frenzied 
  berserker 
  can 
  scorn 
  death 
  and 
  unconsciousness while in a frenzy.  As long as her 
  frenzy continues, she is not treated as disabled at 0 hit 
  points, nor is she treated as dying at -1 or -9 hit points.  
  Even If reduced to -10 hit points or less, she continues 
  fighting normally until her frenzy ends.  At that point 
  the effects of her wounds apply normally if they have 
  not been healed.  This ability does not prevent death 
  from massive damage or from spell effects such as slay 
  living or disintegrate. 
   
  APL12 
  Frenzied Berserkers: M Half-orc Bbn2/Ftr4/ FBk6; CR 
  12; Medium Humanoid; HD 8d12+ 4d10+16, hp 108; 
  Init +1; Spd 40 ft., AC 16, touch 12, flat-footed 16; 
  BAB/Grp: +12/+19; Atk: +21 melee (2d6+8/19-20, +1 
  Wounding Greatsword, -1 Constitution per hit on foe) 
  or +13 ranged (1d8+3, Mighty Composite Longbow 
  +3); Full Atk: +21/+16/+11 melee (2d6+10/19-20, +1 
  
  The Past Shall Haunt Us 
   
  Page 25 
  Wounding Greatsword, -1 Constitution per hit on foe) 
  or +13/+8/+3 ranged (1d8+3, Mighty Composite 
  Longbow +3); AL NE; SV Fort +15 Ref +5 Will +13; Str 
  25, Dex 12, Con 14, Int 8, Wis 16, Cha 6 
   
  Stats 
  while 
  raging/Frenzying: 
  M 
  Half-orc 
  Bbn2/Ftr4/FBk4; CR 8; Medium Humanoid; HD 
  4d12+4d10+16, hp 135; Init +1; Spd 40 ft.; AC 10, touch 
  6, flat-footed 10; BAB/Grp:  +10/+22; Atk: +26 melee 
  (2d6+19/19-20, 
  +1 
  Wounding 
  Greatsword, 
  -1 
  Constitution per hit on foe); Full Atk +26/+26/+21/+16 
  melee (2d6+19/19-20, +1 Wounding Greatsword, -1 
  Constitution per hit on foe); AL NE; SV Fort +17 Ref 
  +5 Will +15; Str 34, Dex 12, Con 18, Int 8, Wis 14, Cha 
  6 
   
  Skills and Feats: Intimidate +13, Listen +7, 
  Survival +7; Intimidating Rage, Destructive Rage, 
  Power Attack, Cleave, Weapon Focus (Greatsword), 
  Close Quarters Fighting, Diehard, Supreme Cleave, 
  Iron Will, Combat Reflexes, Deathless Frenzy, 
  Improved Power Attack, Inspire Frenzy Rage, 
  Uncanny Dodge, Frenzy 3/day,  
   
  Equipment: +1 Chain shirt; +1  Wounding 
  Greatsword, +1 Ring of Protection, Mighty Composite 
  Longbow +3, +4 Periapt of Wisdom, +4 Vest of 
  Resistance, +4 Belt of Giant Strength 
   
  Intimidating rage: While you are raging, you 
  designate a single foe within 30 ft of you that you 
  attempt to demoralize as a free action (See the 
  Intimidate skill, page 76 of the Player’s Handbook).  A 
  foe that you successfully demoralize remains shaken 
  for as long as you continue to rage.  You may only use 
  this feat against a single foe in any particular 
  encounter. 
   
  Destructive Rage:  While Raging NPC gains +8 on 
  any Strength check checks he makes to break open 
  doors or break inanimate, immobile objects 
   
  Close Quarters Fighting: NPC is entitled to an 
  AOO even if the attacking creature has improved 
  grab/grapple ability.  When the enemy attempts to 
  grapple you, any damage inflicted on a successful 
  attack is added to the ensuing grapple check to avoid 
  being grappled.  In addition, if the enemy does not 
  have improved grab/grapple, and a successful hit is 
  made, the grapple is automatically broken.  
   
  This feat does not offer any additional Attacks of 
  opportunity, so if the attack of opportunity for the 
  NPC has already been used when the enemy attempts a 
  grapple, no benefit is gained from Close Quarters 
  Fighting 
   
  Frenzy: A frenzied Berserker can enter a frenzy as 
  a free action.  While Frenzied she gains a +6 bonus to 
  Strength and each round at her highest bonus.  (This 
  effect is not cumulative with haste or other effects that 
  grants extra attacks)  However, she also takes a -4 to AC 
  and takes 2 points of subdual damage per round.  A 
  frenzy lasts for a number of round equal to 3+ her 
  Constitution modifier.  To end the Frenzy before its 
  duration expires, the character may attempt a DC 20 
  will save once per round as a free action.  Success ends 
  the frenzy immediately, failure means it continues.  
  The effects of frenzy stack with those from any rage 
  ability the character may have. 
   
  At 1st level, the character can enter a frenzy once 
  per day.  Thereafter she gains one additional use per 
  day of this ability for every 2 levels of frenzied 
  berserker (but she can’t use this ability more than once 
  per encounter).  The character can enter a frenzy as a 
  free action.  Even though this takes no time, she can do 
  it only during her turn, not in response to another’s 
  action.  In addition if she takes damage form an attack, 
  spell, trap, or any other source she automatically enters 
  a frenzy on her next action as long as she has at least 
  one daily usage of the ability left.  To avoid entering a 
  frenzy in response to provoking effect, the character 
  must make a successful Will save (DC 10+points of 
  damage taken since her last action) at the start of her 
  next turn. 
   
  While frenzied, the character cannot use any 
  Charisma-, Dexterity-, or Intelligence- based skills 
  (Except for intimidate), the Concentration skill or an 
  abilities that require patience or concentration, nor can 
  she cast spells, drink potions, activate magic items, or 
  read scrolls.  She can use any feat except Combat 
  Expertise, item creation feats, or meta-magic feats.  She 
  can use her special ability to inspire frenzy normally. 
   
  During the frenzy, the frenzied berserker must 
  attack those she perceives as foes to the best of her 
  ability.  Should she run out of enemies before her 
  frenzy expires, her rampage continues.  She must then 
  attack the nearest creature (determine randomly if 
  several potential foes are equidistant) and fight that 
  opponent without regard to friendship, innocence or 
  health (the targets or her own). 
   
  When frenzy ends, the frenzied berserker is 
  fatigued (-2 to Strength and Dexterity, unable to charge 
  or run) for the duration of the encounter.  If the 
  character is still under the effect of a rage ability, the 
  fatigues condition does not apply until the rage ends-at 
  which point the character is exhausted, not merely 
  fatigued. 
   
  Supreme Cleave:  At 2nd level and higher, a 
  frenzied berserker can take a 5-foot step between 
  attacks when using Cleave or Great Cleave feat.  She is 
  still limited to one such adjustment per round, so she 
  cannot use this ability during a round in which she has 
  already taken a 5-foot step. 
   
  Deathless Frenzy:   At 4th level and higher, a 
  frenzied 
  berserker 
  can 
  scorn 
  death 
  and 
  unconsciousness while in a frenzy.  As long as her 
  frenzy continues, she is not treated as disabled at 0 hit 
  points, nor is she treated as dying at -1 or -9 hit points.  
  
  The Past Shall Haunt Us 
   
  Page 26 
  Even If reduced to -10 hit points or less, she continues 
  fighting normally until her frenzy ends.  At that point 
  the effects of her wounds apply normally if they have 
  not been healed.  This ability does not prevent death 
  from massive damage or from spell effects such as slay 
  living or disintegrate. 
   
  Improved Power Attack: Beginning at 5th level, a 
  frenzied berserker gains a +3 bonus on her melee 
  damage rolls for every -2 penalty she takes on her 
  melee attack rolls when using power attack feat (or +3 
  for every -1 she takes when using a two-handed 
  weapon).  This benefit does not stack with normal 
  effects of Power Attack. 
   
  Inspire Frenzy: Beginning at 6th level a frenzied 
  berserker can inspire frenzy in her allies while she 
  herself is frenzied.  When she uses this ability, all 
  willing allies within 10 ft gain the benefits and the 
  disadvantages of frenzy as if they had that ability 
  themselves.  The Frenzy of affected allies last for the 
  number of rounds equal to 3 + the frenzied berserker’s 
  Constitution modifier, regardless of whether they 
  remain within 10 feet of her. 
   
  A Frenzied berserker gains one additional use of 
  this ability per day for every two additional frenzied 
  berserker level she acquires, though the ability is still 
  usable once per encounter 
  
  The Past Shall Haunt Us 
   
  Page 27 
  Player Handout #1 
   
   
   
   
   
  Your assistance is 
  needed, 
  Please report to 
  Demon Hunters of 
  the Cloth 
  headquarters 
  located across 
  from the Lil Spicey 
  shop.  Speed is of the 
  essence. 
  
  The Past Shall Haunt Us 
   
  Page 28 
  Player Handout #2 
   
   
   
   
  Heroes of your 
  stature are needed 
  now -- Please 
  report to Demon 
  Hunters of the 
  Cloth headquarter 
  as requested. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/URC (County of Urnst)/URC4-07 The Past Shall Haunt Us (3E).pdf