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. 
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  For questions specific to this document and your region please e-mail your triad point of contact (POC) at 
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  VEL6-05 
   
   
   
   
   
  The Fox and The Hounds 
   
  A One-Round D&D® LIVING GREYHAWK™  
  Veluna Regional Adventure 
  by David Kerscher and Tom McGrath 
  Triad Edit:  Jeff Richards 
  Circle Edit:  Tim Sech 
   
  What would normally be an inconsequential altercation in a tavern becomes much more when one of the participants is 
  the nephew of the Canon.  Now it seems everyone wants to find him – but all for very different reasons.  Who will you 
  side with?  This adventure is a sequel to VEL6-01 Release the Hounds, though it is not required that the same character 
  plays both.  A Veluna regional adventure for APLs 2-8.
  
  Vel6-05 The Fox and The Hounds 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  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 dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. 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.  
  3. 
  Sum the results of step 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. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs 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 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 3 
  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 can 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 receives only one-half of the 
  experience points and gold for the adventure. 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. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Veluna.  PCs native to Veluna pay one Time Units per 
  round, all others pay two Time Units.   
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. PCs 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 adventure. 
   
  A PC who does not pay for at least Standard Upkeep 
  may also avoid the above-described penalties by living off 
  the wild.  If the PC possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check (DC 20), 
  the PC 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 PC has at least four ranks in Craft 
  (bowmaking).  The PC 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 Background 
  A few months ago, some adventurers were searching for 
  the daughter of a merchant.  She had disappeared during 
  the war, and he feared her dead until he came across 
  evidence that she might be alive.  During this search, the 
  adventurers came upon a small village of refugees living 
  in the mountains 
  This group of refugees was led by Canith Truft, a former 
  Raoan priest who had converted to Trithereon during the 
  group’s flight into the wilderness.  He had felt abandoned 
  by Rao and attributed the safety of his followers during 
  the flight to the assistance and blessings of Trithereon. 
  It happens that Canith was also the nephew of Canon 
  Priffin Truft, and when the Canon found out that his 
  nephew was alive, he was eager to see him returned to 
  ‘civilization’.  A cadre of armed men, including a Church 
  Inquisitor and Knight of Salvation, were dispatched from 
  Mitrik.   
  Other than those on the mission, only the Canon and a 
  select few associates knew what the true purpose of the 
  mission was, but that of course, did not stop rumors from 
  spreading once bits of information about Canith and the 
  village of Tritherionites leaked out.  Given the Church’s 
  recent crackdown on criminals and others, many were 
  quick to assume that the Knights had been sent to bring 
  Canith and his followers ‘back into the fold’ – by force if 
  necessary.  Others heard tales of a mine full of gems that 
  the Church would claim for its own.   Few believed that 
  the mission’s purpose was completely peaceful, however. 
  It turns out that those few were correct, though.  The 
  mission informed the Trithereonite of his uncle’s 
  concern, and Canith agreed to return to Mitrik, at least 
  for a visit with the Canon to explain his conversion.  On 
  the trip back, the Inquisitor spoke at length with Canith, 
  and was impressed with the young man’s tale and his new 
  found faith. 
  After many private meetings with his uncle, Canith (and 
  a few of his followers that had accompanied him to 
  Mitrik from the village) set out on their return journey.  
  Their route took them through many small villages that 
  had been overrun by Herion’s forces during the war.  All 
  of Canith’s villagers had come from this area, and the 
  little traveling group was greatly saddened to see the 
  aftermath of the war, even though the pace of recovery 
  seemed very quick.  
  After visiting these small towns, Canith and his group 
  headed southeast, for Verbobonc.  There he was to meet 
  with a representative of the Church of Trithereon, a 
  Knight he had corresponded with previously.  On the 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 4 
  way there, in the Ironwarden Inn, a misunderstanding 
  led to a fight, and to the arrest of Canith.  A message was 
  sent to Veluna City trying to verify Canith’s claim of 
  being the Canon’s nephew, and the Canon decided to 
  have people sent to get the errant priest, and resolve the 
  situation quietly.   
  Unfortunately, complications arose in two separate 
  forms.  First, other factions found out about Canith’s 
  arrest, and have decided to grab him in order to further 
  their own goals (primarily through the embarrassment or 
  discrediting of the Canon and his anti-crime initiative).  
  Secondly, the compatriots of Canith decided to break 
  him out of jail, and so he is not sitting a jail cell, but lost 
  in the Velunan wilds. 
  Adventure Summary  
  The adventure starts in one of two ways.  One possible 
  beginning is that the PCs are a posse sent out by the 
  Church to find Canith and return him to Mitrik.  This 
  option is to be used if there is a Mitrik Temple 
  Guardsman, Knight (or Squire) of Salvation, or member 
  of the Brotherhood of the Vale, Monastery of the Unseen 
  or Church of Rao meta-orgs seated at the table. 
  The other possible beginning is for tables without any 
  characters from those organizations.  This beginning 
  finds the group traveling along a road and stumbling 
  upon some beasts attacking some hapless farmers.  
  Towards the end of the fight, a Knight of the Chase 
  arrives and commends the PCs on their virtuous actions.  
  He then requests they find Canith for him, so he can help 
  the young priest escape the persecution he believes is 
  becoming prevalent in Veluna. 
  After either introduction, the party finds its way to the 
  Ironwarden Inn, where they discover that Canith has 
  escaped from jail.  They can ask around town to get some 
  leads as to where he and his associates might have gone.  
  They also find out that there are others on the fugitive’s 
  trail. 
  As the party sets out in pursuit, they most likely realize 
  there is another set of ‘hunters’ seeking their quarry.  
  Depending on the information gathered (and the time 
  taken to do so), the PCs may be following the other 
  hunters or they may beat them to the location.  
  Depending on which they are doing, how fast they travel, 
  and what they want to do, the PCs may (a) miss the other 
  group entirely, (b) ambush them, (c) get ambushed by 
  them, or (d) encounter them at the location 
  simultaneously. 
  One way or another, the PCs should eventually find 
  Canith and what is left of his men.  As they fled through 
  the Ironwood, they were captured by some denizens of 
  that dark forest, and have been trussed up for later 
  suppers.  The PCs should be able to rescue Canith, 
  though his compatriots are beyond help. 
  After being rescued, Canith will gladly talk with the PCs 
  (especially if they had helped him previously in VEL6-01 
  Release the Hounds).  He will explain his side of what 
  happened in town, and apologize for the escape attempt – 
  it wasn’t his idea.  He will suggest what he would like to 
  do, and the PCs will have to decide what they will do 
  with him. 
  If the PCs were sent on this mission by the Church, they 
  will have one more encounter, as yet another faction that 
  would like Canith to be under their control shows up to 
  claim the prize from the party. 
  Introduction 
  The first order of business is to determine which of the 
  two Introductions you need to run.  If there is a PC that is 
  a member of the Mitrik Temple Guards, Knights of 
  Salvation (including Squires), Brotherhood of the Vale, 
  Monastery of the Unseen or Church of Rao meta-org 
  seated at the table, then run Encounter 1.  If there are no 
  members of those meta-orgs, go directly to Encounter 2. 
  Encounter One:  The Bugle 
  Sounds 
  Choose one member of the Mitrik Temple Guards, 
  Knights (or Squires) of Salvation, Brotherhood of the 
  Vale, Monastery of the Unseen or Church of Rao to be 
  the starting point for the adventure. 
  <The Guards / Knights / Brotherhood / Monastery / 
  Church> must have had good reason to call upon you 
  at this time of the evening – most people are well into 
  their cups by now, and you wonder what the 
  messenger would have done if you had been 
  indisposed, rather than just relaxing by the fire.   
  Ah well, it doesn’t matter now, as you have arrived at 
  the Veluna City chapel where you are to have this 
  meeting – you hurry inside to escape the autumn 
  evening’s chilly breeze.  The inside of the chapel is 
  decently lit by candles and torches, and is empty 
  except for a couple figures in the front pews.  One 
  turns and notices you.  It is a higher-ranking member 
  of the <Guards / Knights / Brotherhood / Monastery 
  / Church> – one you have seen a few times before. 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 5 
  “Greetings, <PC NAME>.  Thank you for coming on 
  such short notice.  Forgive the lack of formality, but 
  time is rather of the essence.  
  “This is Danal Jutsin, a friend and an assistant to the 
  Canon himself.”  The other figure greets you with a 
  bow of his head.  “He comes to me with a request 
  regarding a rather delicate matter – a matter that I am 
  asking you to take care of for us and, more 
  importantly, for the Canon.  Danal?” 
  “You may or may not have heard,” begins the reedy 
  secretary, “that Canon Truft’s nephew, Canith, who 
  was thought killed in the war, had recently been 
  found – living in the mountains of all places.  
  Needless to say, the Canon was gladdened to hear that 
  his beloved nephew was still alive, and sent out a 
  contingent of men to return him to Mitrik.  
  “Canith returned with the men, but the homecoming 
  was not as joyful as the Canon would have hoped.  It 
  seems that during his exodus, Canith had an 
  epiphany of sorts and decided his path lay with 
  Trithereon instead of Rao.  Well, the Canon was 
  concerned of course, but after many long heartfelt 
  discussions, accepted his nephew’s conversion as well 
  and true.” 
  “Anyway, Canith recently left his uncle’s house to 
  travel the land and see if any others wished to join 
  him in his mountain enclave.  I’m not sure exactly 
  what happened, but it seems that there was some sort 
  of misunderstanding, for he was recently arrested in 
  the town of Ironwarden. 
  “The Canon would appreciate his return to Mitrik, 
  preferably without too many others finding out about 
  this.  There are those that might try to use this 
  unfortunate 
  occurrence 
  (as 
  well 
  as 
  Canith’s 
  abandonment of Rao) to cause him embarrassment 
  and trouble – especially with the new initiatives 
  regarding lawlessness and such.  I’m sure he would be 
  considered a valuable resource to less scrupulous 
  factions. 
  “Here is a letter for the local constable.  We will 
  prepare some horses, you gather some trustworthy 
  assistants, and be ready to get on the road first thing 
  in the morning.  Any questions?” 
  • 
  How do you know he was arrested?  “The 
  constable sent for a magistrate to hear the case.  The 
  messenger arrived early this morning.  I recognized 
  Canith’s description and realized the situation 
  needed to be handled quickly.” 
  • 
  What happened?  “I don’t know much beyond that 
  he was arrested yesterday for fighting with a local 
  man.  Something involving a woman.” 
  • 
  Is he to be pardoned or punished?  “I do not know 
  enough details, and cannot speak for the court – I 
  would assume he would be reprimanded in some 
  way, but would of course be allowed to plead his case 
  first.  Just in a less public forum.” 
  • 
  Who should we talk to?  “The local constable is a 
  man named Mertan.” 
  • 
  Why not yourself?  “We need to do this without 
  attracting any undo attention.  High ranking Church 
  officials’ travels tend to attract the wrong eyes.  Eyes 
  of those that might not have the good of Veluna at 
  heart.”  
  • 
  Others?  “Enemies of the state, anarchists, the Pack.  
  Believe it or not, there are many who might want to 
  use Canith to embarrass the Canon, to discredit his 
  push to clean up Veluna.  There are those who think 
  Canith might not be above such things himself – we 
  know he is a Trithereonite now, and others of that 
  faith have been very vocal in their opposition to the 
  recent initiatives.” 
  • 
  Can I authorize payment to hire adventurers?  “If 
  you must.  Those that act out of love of country are 
  more dependable in situations like this, though.  
  Should other factions find out about Canith, they 
  could easily steal the loyalty of your more mercenary 
  associates should money be your only hold over 
  them.” 
  Encounter Two:  The Chase 
  Begins 
  It is a fine autumn day as you travel southeast along 
  the road from Devarnish.  Suddenly, up ahead, over 
  the crest of a hill, you can hear the [APL 2 or 4 – a 
  strange clacking sound; APL6 or 8 – a loud bellowing 
  roar], followed immediately by the panicked whinny 
  of at least one horse, along with the shouts of more 
  than one person.  
  Roll Spot checks, and roll for Initiative. 
  The PCs start 40’ from the top of the hill, and there are 
  sparse trees off the side of the road.  From the top of the 
  hill (which is not steep enough to affect movement on 
  either side), PCs will be able to see the beast(s) attacking 
  some hapless farmers.  The “combat” is happening about 
  80’ away from the top of the hill. 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 6 
  Down the slope, you see a wagon attached to two 
  panicky mules, with a gray-haired human man in the 
  driver seat trying vainly to calm them down.  Two 
  other (younger) human men are standing on the 
  ground, swinging improvised weapons at [APL2 – a 
  giant brown insect; APL4 – two giant brown insects; 
  APL6 – a huge beast covered in armor-like scales; 
  APL8 – two huge beasts covered in armor-like scales]. 
    
  ALL APLs 
   
  Farmer Gurd: Human Commoner 4; hp 12; see 
  Appendix 1.  
   
  Brothers Gurd (Hiram and Elmer): Human 
  Commoner 2; hp 6 each; see Appendix 1. 
  APL 2 (EL 3) 
   
  Ankheg: hp 31; see Monster Manual pg 14. 
  APL 4 (EL 5) 
   
  Ankheg (2): hp 31 each; see Monster Manual pg 14. 
  APL 6 (EL 7) 
   
  Bulette: hp 101; see Monster Manual pg 30. 
  APL 8 (EL 9) 
   
  Bulette (2): hp 101 each; see Monster Manual pg 30. 
  The beasts will try to attack the mules first (including 
  eating them if allowed to) unless damaged by farmers or 
  PCs, at which point they will turn on their attackers.  
  Farmer Gurd tries to control the mules; the boys try to 
  fend off the attack. 
  Development 
  As the melee is coming to a close (estimate when there 
  are only a couple of rounds left, or start this if the party is 
  getting wiped out), use the Spot checks rolled earlier to 
  determine who sees a horseman approaching from the 
  other direction.  The distance at which the knight is 
  spotted equals the party’s highest Spot check minus 5 (for 
  being distracted with the fight), multiplied by 10’.  He 
  approaches at a full gallop.  
  Off to the southeast, you see a shiny-armored 
  horseman approaching fast, a short spear held aloft 
  and a violet cloak flapping behind him. 
  All APLs 
   
  Sir 
  Harrick: 
  Half-elf 
  Ranger2/Fighter4/Pious 
  Templar2/Knight of the Chase2; hp 93; see Appendix 1. 
   
  Hawk:  Heavy Warhorse; hp 33; see Appendix 1. 
  The knight will come to the aid of the wounded rather 
  than join the fight – unless that is necessary, as it is 
  expected that the PCs should have the fight in hand by 
  the time he arrives.  Once the fight is over, he will 
  concentrate on a wounded farmer (or PC, or mule) and 
  the PCs will overhear his prayer before he addresses 
  them.  (The text may need to be modified depending on 
  circumstances.) 
  The knight kneels over the wounded man, placing 
  one hand on the gaping wound.  With the other, he 
  grasps an odd-shaped golden amulet hanging on his 
  necklace.  He murmurs a prayer requesting healing 
  from Trithereon the Summoner, and the pain recedes 
  from the farmer’s face.  The fair featured knight 
  stands, and retrieves a waterskin from his horse.  
  Seeing the combat is over, he raises a hand in salute.  
  “Greetings, valiant heroes – I am Sir Harrick, Knight 
  Errant of the Shield Lands.  He gives the water to the 
  farmer.  “Are there any more wounded to be tended 
  to?” 
  At this point, he will assist as best he can to help with the 
  aftermath of the battle.  He will allow the PCs to ‘take 
  charge’, following their lead or heeding their requests, 
  but will want to make sure the farmers are taken care of 
  first.   
  When appropriate, he will continue speaking. 
  “Good thing you happened upon these men when you 
  did – I wish I had arrived sooner. Not that you 
  needed my assistance, but it looks like it was a 
  rousing fight!” he says, smiling.   
  “I must say, ‘twas noble of you to render your 
  assistance to these men.  Sadly, there are many I have 
  met on the road that might not have risked their skin 
  for commoners with little to offer in the way of 
  reward.  May I ask what drives your selflessness?” 
  Sir Harrick is trying to find out if the PCs are members of 
  the Church (or Knights of Salvation, etc); he does not 
  have a great problem with the Church, but doesn’t want 
  to ‘enlist’ someone who might have motives opposite him 
  regarding Canith.  Run the interaction as if the PCs are 
  just supposed to be giving their interpretations of the 
  crackdown, the Church’s new stance towards crime, 
  and/or an outline of their recent accomplishments.   
  Here are some questions he can ask, and some 
  information he can give should the PCs ask questions of 
  him: 
  Questions: 
  • 
  “Tell me of this recent ‘crackdown’.” 
  • 
  “Is it true the Church is persecuting non-Raoans?” 
  • 
  “What do you think of the events?” 
  Information: 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 7 
  • 
  He is originally from the Shield Lands, though he 
  has been traveling extensively of late – most 
  recently in Furyondy and Highfolk. 
  • 
  He serves Trithereon (he will not yet reveal that he 
  is a Knight of the Chase). 
  • 
  He had heard tales of the war against Herion and 
  would like to know more of the struggle (like what 
  the PCs did, if anything). 
  • 
  He had heard a story from a (rather rash) fellow 
  Trithereonite that the Church in Veluna was 
  oppressing followers of other religions.  He’s fairly 
  sure (and hopes) that was a false rumor, but wants to 
  know for sure.  
  • 
  He is here in Veluna checking out the rumors of the 
  Church’s crackdown on non-Raoan religions.  (Note 
  this is true, so a Sense Motive check will NOT show 
  he is hiding anything.) 
  At this point, you must decide whether Harrick trusts 
  anyone in the party or not.  (It is unlikely in the case of 
  members of the Church of Rao related meta-orgs, but 
  theoretically possible.)  If he would not trust anyone, he 
  will move on towards Devarnish, never mentioning his 
  scheduled meeting with Canith.  If he is uncomfortable 
  with some members, but feels he may be able to trust one 
  or two, he may approach those individuals separately.  
  (Provided he feels that the untrusted ones won’t overhear 
  or otherwise be a problem.) 
  If there are PCs that would at least listen to his proposal 
  (without arresting him or something similar), he will 
  continue on (being secretive/speaking to only trusted 
  PCs if necessary): 
  “Well, seeing as how you are certainly of brave heart, 
  and seem to be of noble intent, I may have a boon to 
  ask of you.  I have nothing to offer but my gratitude 
  and the satisfaction of a noble deed done well.” 
  Assuming the PCs seem amenable… 
  “I have corresponded with a brother in the faith of 
  Trithereon whom I was to meet in Verbobonc.  When 
  he did not arrive on time, I went looking for him – 
  thought I’d catch him on the road; but discovered he 
  had been arrested – for a bar fight of all things – at 
  the Ironwarden Inn.  I went to speak with him, but 
  discovered that he had escaped.” 
  He smiles just a bit at that. 
  “While I believe that his actions were most likely 
  justified and that the law is most likely overreaching 
  in this case, the law of the land would say he is a 
  wanted criminal.  That alone would cause me to fear 
  for anyone’s liberty, but there are extenuating 
  circumstances that make me think other, less 
  scrupulous types may want to capture him – and not 
  just for the reward I’m sure the Church would offer.” 
  Assuming the PCs have questions about the mission, he 
  can give some answers: 
  • 
  Extenuating circumstances?  Who is this 
  fugitive?  “His name is Canith – a recent convert to 
  the faith of the Summoner, formerly a priest of Rao 
  and I believe he is also the nephew of Canon Truft.” 
  • 
  Why was he arrested? “I do not know for sure, 
  though I heard he was defending the virtue of a lady. 
   An end that would justify nearly any means used, 
  no?  I certainly hope the other rumors – that the 
  Church is persecuting non-Raoans – have nothing to 
  do with it.” 
  • 
  Is he guilty?  “I do not know enough about But no 
  matter what you’re your opinion on the original 
  charge, I doubt that escaping custody would be seen 
  as law-abiding to the local constabulary, no matter 
  how justified it might have been.”  
  • 
  When was he arrested?  When did he escape?  
  “He was arrested three days ago and apparently 
  escaped that night.  He was apparently running later 
  than he expected anyway, as he was to meet me in 
  Verbobonc four days ago.” 
  • 
  How did you find all this out?  “I had come 
  looking for him.  I stopped at the Fallen Timber just 
  this morning – nice place, but I don’t think the 
  constable 
  was 
  keen 
  on 
  having 
  me 
  there.  
  (Considering a fellow Trithereonite had just broken 
  out of jail, I could see why.)  I left shortly after 
  finding out Canith had escaped.” 
  • 
  Wouldn’t the Church be the best place to take 
  him?  “I suppose that would depend on his wishes 
  and what plans the Church might have for him.  Is 
  he to be jailed for doing the right thing?  Is there 
  more to this than just a fight?  I’m certain the 
  Church would pay someone very handsomely for his 
  return, but is that the right course?” 
  • 
  Where would he go?  “I don’t know.  As I had said, 
  he had written that he would meet me in Jarl, but 
  that was before the arrest.  He might have headed 
  back to his village in the mountains, but I would 
  think that might be too obvious a destination.” 
  • 
  What do you want us to do with him when we 
  find him?  “I suppose that would be up to him.  I 
  would certainly like to talk to him, but far be it from 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 8 
  me to force someone to do something against their 
  will. 
  • 
  Why don’t you do this yourself? “For one, I would 
  draw too much attention – a person like me would 
  not be able to get any assistance from Church-law-
  fearing locals. Not to mention that if the Church is 
  against Trithereonites in general, I would become a 
  target myself – though, as I said before, I hope this is 
  not the case.  So, I hope to use that to our advantage 
  and see if I can lead any others who seek him onto a 
  false trail.”   
  • 
  Others?  “Well, obviously the law would want him 
  recaptured – and I’m sure there are a few that would 
  like to claim whatever bounty was offered.  Also, I 
  suspect that there are other factions that might see 
  Canith as a potent bargaining chip – or perhaps even 
  an ally – in any number of potential causes:  
  embarrassing the Canon, weakening the Church, 
  fighting the recent crackdown, some political 
  demand, or even just a simple power grab.” 
  • 
  What’s in it for us?  “(sigh) Selflessness only goes so 
  far, eh?  Well, I cannot promise much myself, but 
  perhaps I would be able to arrange for something 
  through my brethren.” 
  If the PCs do not take Harrick up on the offer, he will 
  thank them for listening, wish them well and ride off.  If 
  PCs follow, he rides to Jarl, where he will look for others 
  to take up his request.  (If he spots them, he will ask if 
  they changed their minds – if they didn’t, he will change 
  discretion and leave the country quickly.) 
  Even if the PCs do not take Harrick up on his offer, they 
  may still have enough information to continue with the 
  adventure.  They could certainly travel to the town of 
  Ironwarden and pick up Canith’s trail for themselves, 
  perhaps planning to turn him in to the Church, see what 
  he wants to do, or just sell him to the highest bidder. 
  Encounter Three:  Catching the 
  Scent  
  It is late morning and your search has led you to 
  Ironwarden on the edge of the Iron Wood. Just off 
  the main road to Verbobonc, the village of 
  Ironwarden perches atop on a low hill dotted with 
  small farmsteads. At the heart of community is a large 
  multi-storied inn and tavern, surrounded by a wooden 
  stockade, and there is an eclectic assortment of rough 
  homes and businesses outside the stockade including 
  a woodsman’s shack, tanner, blacksmith, stable, 
  smokehouse, mule mill, bowyer and fletchers shop, 
  common well and several wattle-and-daub homes.  
  Encircling the small community are the towering 
  yarpik and ipp trees, some of which support 
  structures among their broad branches. Indeed, the 
  structures in the trees are the fabled elven tree homes 
  which loom silently over the Tavern and its 
  neighbors. 
  Once the party arrives here, they may take any number of 
  different paths. The most likely locations to investigate 
  are detailed below. In many locations, it is important to 
  determine how the party is conducting its investigation. 
  Is it simply bulling ahead without discretion, throwing 
  around money and drinks, or are they being more covert 
  in their questioning? If the party is being discrete about 
  whom they question, offering money to patrons to 
  remain quiet, they will not be noticed by the 
  Bloodhounds. However, if they aren’t careful, they will 
  be noticed by the Bloodhounds (see Encounter 4). 
  If the party has horses, their investigation might begin 
  with the stables. Or, the party might go directly to the 
  constable’s office or tavern itself. It should be made 
  obvious to them a DC 5 Sense Motive check that people 
  look at them strangely if they are riding their horses 
  through the village around the tavern.  
  After the obvious choices, the party can continue the 
  investigation with Tiberon and Clavia’s home and even 
  maybe venture up to the elven tree homes to speak with 
  A’alamir Cenafel. While there are other buildings in the 
  community, they have not been detailed here. If you 
  wish, you can provide some rumors about the events, but 
  otherwise nudge the players towards the main NPCs. 
  What Happened at the Tavern: Canith and three 
  companions were traveling through the area and decided 
  to stop and rest at the Ironwarden Inn. While his 
  companions were securing supplies around the village, 
  Canith went to the tavern to wait for them. He ordered a 
  drink and found a quiet corner of the main room. While 
  he waited, a young woman entered the tavern and 
  approached a well-built young man sitting alone with a 
  number of tankards arrayed upon the table. She began to 
  speak with him in hushed tones, but the man ignored 
  her. As she continued to entreat him, even kneeling 
  down next to him, he became visibly angry. Finally, the 
  young man rose to his feet and yelled, “Liar.” The woman 
  cowered as the young man raised his hand as if to strike 
  her. At this moment, Canith, who had been observing up 
  to that point, strode forward and slugged the young man, 
  knocking him senseless to the ground. The young 
  woman immediately crawled to the man’s and pleaded, 
  “Please, don’t hit my husband. He would never have hurt 
  me.” In an example of ‘perfect’ timing, the new constable 
  arrived about then, and took Canith into custody. 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 9 
  Note that the PCs may have encountered Canith, Ajante, 
  Bando and Neden in VEL6-01 Release the Hounds. 
  Canith is most likely easily remembered, the others not 
  so much.  Ajante was from the same village that Canith 
  ministered before Herion’s invasion and Canith 
  converted to Trithereon. He wholeheartedly supports 
  Canith. Bando was helping with building the wall and 
  still worshipped Rao, though he was wavering. He now 
  follows Trithereon. Neden was one of the young men in 
  the militia and followed Trithereon. 
  Constable’s Office 
  This stout recently built wooden building is located 
  near the farthest edge of the community and nearest 
  the great trees that serve to support the elven tree 
  homes.  Inside, the single room is divided into an 
  office space in front and two barred cells in the back. 
  Occupying one cell is an older sun-tanned man with a 
  broad chest and powerful looking arms.  His face 
  shows no emotion as you enter.  To the left, there is a 
  well kept cot and foot locker.  Behind a desk to the 
  right hand side sits a middle-aged man whose face is 
  bruised and has a bandage covering his left ear.  He 
  rises gingerly to greet you, his hand resting on his 
  cudgel. 
  “Hello strangers, my name is Constable Mertan.  Can 
  I help you?” 
  The party’s approach to Mertan will differ slightly 
  depending on which introduction they received at the 
  beginning of the adventure, which may slightly alter his 
  responses (as noted below).  If the PCs are not emissaries 
  of the Church, he will be cordial, but will also want to 
  know why they are asking so many questions (he starts as 
  Indifferent).  If they are here on Church business, he 
  wants them to like him and see what a good job he’s 
  doing (he starts out as Friendly).  If they bluff that they 
  are on church business and fail the bluff check, he will 
  become suspicious (he starts out at unfriendly). 
   
  Constable Mertan:  Human Ranger2/Expert1; hp 
  21; (Local-VTF) +4, Sense Motive +3, Survival +8. 
  • 
  We are looking for Canith Truft / a Trithereonite 
  priest?  “Well, you’re a little late.  His friends broke 
  him out of jail three nights ago.  I tried to stop them, 
  but they overpowered me.  I did manage to capture 
  one of them though.” [He indicates the man in the 
  cell] 
  • 
  Anyone else looking for him?  “Nope.  Well, a 
  Knight of Trithereon passed through this morning, 
  but he didn’t ask about the priest.”  
  • 
  The constable saw the symbol of Trithereon on 
  Harrick and, before Harrick could say anything, 
  brusquely asked him if he had anything to do 
  with the breakout.  Harrick, who had heard 
  Canith had been arrested at the stable [see 
  below], said ‘of course not’, and made a quick 
  but polite exit. 
  • 
  The constable has seen the Bloodhounds, but 
  has not talked to them, so does not know they 
  have been asking about Canith. 
  • 
  Why was Canith / the priest arrested?  “He was 
  arrested for assaulting a local man.” 
  • 
  If asked to elaborate...  Tiberon had just returned 
  from the army after two years service.  He was in the 
  Ironwarden Inn – seems he was having a bit of spat 
  with this wife, when Canith hauled off and decked 
  him. Normally, Syian would just have a brawler 
  thrown out of the tavern, but since the man 
  assaulted a soldier, I felt it my duty to hold him over. 
  “  
  • 
  [To church-affiliated party] “Also, since this is a new 
  constabulary post, I wanted to let the locals know 
  that things would be handled a little differently now. 
   Just like the Canon wants it. “ 
  • 
  If asked to elaborate…?  “Well, up to now, 
  brawling has been frowned upon and Syian Theus, 
  the elven owner of the tavern, simply kicked folks 
  out of the palisade.  That was all well and good when 
  this was a simple tavern in the wilds, but now there 
  needs to be a little more accountability.  ‘More 
  vigilance means more peace’, according to the 
  Canon. There’ve been strange happenings over the 
  past few years over in the Verbobonc side of the 
  wood, and I’m here to make sure that kind of trouble 
  doesn’t happen here. “ 
  • 
  What were you going to do with him?  “Hold him 
  over till a magistrate could come and decide on the 
  case, of course.  Only take a day or two – probably 
  would have let him off with time served.  Tiberon 
  would’ve even spoken in his defense. “ 
  • 
  Spoken in his defense?  “Yeah – he came in later 
  that evening after sobering up.  They talked a little, 
  and Tiberon forgave him.  Asked me to let him go, 
  but I couldn’t – can’t set that precedent.” 
  • 
  Did you know he was Canith Truft, nephew of 
  the Canon?  [He looks a tiny bit surprised and 
  frustrated – as if he was a bit worried that might have 
  been true.] “He said something about it – wanted me 
  to send a message for him, (which I did by the way) – 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 10 
  but I wasn’t too sure.  Didn’t make too much sense, 
  him being a Trithereonite and all.  Plus, he didn’t 
  seem to want to make a big deal about it, so I figured 
  we’d find out soon enough. “ 
  • 
  Did Canith / the priest resist at all?  “No, he came 
  along peaceably enough.  Seemed almost resigned to 
  it.  Like he expected it somehow. “ 
  • 
  How many busted him out? “Three at least, but 
  they may have had more outside.  I’m not sure.  It 
  happened pretty fast. “ 
  • 
  What happened? “I was sitting in here, having 
  something to eat, when this guy – kinda old, looked 
  like he’d been on the road a bit – anyway, he comes 
  in and asks about the prisoner.  I tell him what I can, 
  but he starts getting all fired up, and starts yelling 
  some nonsense about persecution and prejudice.  I 
  try to explain what’s going on, calm him down – so 
  does the priest, by the way – but the old guy starts 
  yelling even more.  He’s starting to lean over the 
  desk and jab his finger at me, so I’ve had enough and 
  stand up to jab back, and that’s about when the other 
  guys come running in and jump all over me.  One’s 
  yelling something about oppressive lawmen and 
  another one’s telling the prisoner not to worry, 
  they’ll have him free in a minute – got one (gestures 
  at the prisoner), but don’t remember anything after 
  that.“ 
  • 
  Did you search for them?  “Of course!  Near as I 
  can tell, they got lost deep in the wood.  Tracks lead 
  east, then northwest on an old trail.  Followed ‘em a 
  bit, but that part of the woods ain’t the friendliest, so 
  I figured it wasn’t worth the risk – it just being a bar 
  fight.“   
  • 
  Is there a reward for his return?  “Not that I’m 
  aware of – though if he is the nephew of the Canon, 
  I’m sure there’d be a pretty penny in it for someone.” 
  • 
  May we speak to the prisoner?  [If his attitude can 
  be adjusted to friendly]  “Certainly, you are welcome 
  to try, but he hasn’t said a word since he came 
  around. “ 
  [If his attitude is indifferent.] “Well, I guess so, but 
  stay away from the bars. No passing notes or 
  nothing! I’ll be watching you. “ 
  [If his attitude is unfriendly (or lower).] “Sorry, can’t 
  allow that.  You best be on your way.” 
  • 
  Did the priest have any possessions? “Yes, I have 
  them here. “ [Reaching into his desk drawer, he pulls 
  out the following items: a holy symbol [DC 10 
  Knowledge 
  (Religion) 
  to 
  recognize 
  it 
  as 
  Trithereon’s], a belt pouch with some coins, several 
  large (and a few smaller) sapphires, a silver ring with 
  a family crest on it [DC 15 Knowledge (Religion) or 
  Knowledge (Nobility) check to identify as the Truft 
  crest], a dagger in its scabbard, and a small, worn 
  book, “The Way of the Summoner”. (This book is a 
  catechism of the beliefs of Trithereon.)] 
  • 
  May we take these to return to Canith (or the 
  Canon)? [If his attitude is friendly or higher] “Sure. “ 
  Speaking with Prisoner 
  To get the prisoner to talk, the PCs need to make him 
  Friendly, per the Diplomacy table (Player’s Handbook, 
  p72). 
  The prisoner will simply not speak to any party that 
  includes an obvious member of the KoS or Mitrik 
  Temple Guard, or displays a Raoan holy symbol (he starts 
  out as Hostile).  Note that if anyone identified 
  themselves as such to the constable, Bando (the prisoner) 
  probably overheard – DC 3 Listen check if they were 
  talking normally (he was a little distracted), prisoner’s 
  Listen modifier is +0. 
  If the party does not have such a member, he starts out as 
  Indifferent and the Diplomacy check DC is 15. If the PCs 
  mention they are helping Sir Harrick (the person Canith 
  was to meet with), give them a +4 bonus to the roll. 
  If any PC had gained access to the sapphire mine from 
  VEL6-01 Release the Hounds by helping Canith and his 
  village, Bando will recognize the PC, know that they 
  helped in the past, and hope they are willing to do so 
  again (he starts out as Friendly); unless that PC is also a 
  member of the KoS, MTG, or Church of Rao, in which 
  case, he has mixed feelings (he starts out as Unfriendly – 
  the DC is 20). 
  Once he is willing to talk, Bando will readily reveal all of 
  the following information. 
  • 
  His name is Bando and he is a follower of Trithereon 
  and a member of Canith’s flock. 
  • 
  Canith, himself and two others (Ajante, Neden) 
  stopped at Ironwarden on their way to Verbobonc to 
  meet a friend.  Bando does not know who or why. 
  • 
  Canith was alone in the tavern at the time of the 
  incident.  Some bar patrons that the Trithereonites 
  asked later said that Canith was defending a woman 
  from her drunken husband.  
  • 
  They did break Canith out of jail.  Bando was 
  knocked out by the constable and his friends must 
  have left him.  He understands – they were in a 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 11 
  hurry, and getting Canith out was more important, 
  plus he’ll be out in a few days – and is happy to have 
  freed Canith even if he got caught. 
  • 
  The stable owner told them about an old trail leading 
  northwest through the Iron Wood that would take 
  them to Jarl.  In Jarl, they can find a ship and return 
  north, to their village. 
  Stable 
  This building is obviously a large stable with attached 
  living quarters.  In the open area at one end of this 
  long building, one man is tending the hoof of a riding 
  horse.  Nearby, a young woman is brushing down a 
  large warhorse that stands next to another warhorse 
  and a warpony munching greedily at the contents of 
  their feed bags. 
  As the party approaches, the man stops his work and 
  looks up. “My, my, my, sure is a busy today. [If the 
  party has horses: Marrika, please ‘tend to these [ladies’ 
  and] gents’ mounts.]  Now, how can I be of service?” 
  Jobel is chatty and happily answer any questions. He will 
  not report what he hears to the Bloodhounds, so the 
  party is free to ask any questions without revealing their 
  purpose and presence. 
  • 
  Who are you?  “Name’s Jobel, this here is my 
  daughter Marrika. I own the stable, tend to horses, 
  you know.” 
  • 
  If the party asks about the Trithereonites?  “Yeah, 
  I ‘member ‘em.  Come in about four days ago.  Sold 
  ‘em my last horse, I did.  They came in with a lame 
  horse that I’m ‘tending to now.  Paid with gems, they 
  did.  Seems one of ‘em got into a fight with Tiberon 
  and got himself arrested.  The next night, somebody 
  come and busted him out.  ‘magine that.”  
  • 
  Do you know where they went?  “Well, not fer 
  certain, ‘cept, I had told ‘em about the old logging 
  trail that leads northwest through the wood.” 
  • 
  Do you know this Tiberon? Where can we find 
  him?  “‘Course.  This ain’t a big place. You can find 
  him and his wife in their house.  He’s just returned 
  after two years at war against the Heretic, you know. 
   Big strong lad with a bright smile when he went 
  away, but the war changed him.  He’s darker now – a 
  bit haunted some say.” [He gives direction to their 
  simple home] 
  • 
  Can you tell us where to find the trail?  “Sure.” 
  [He will give the party directions to the trailhead 
  about a mile east of here.]  Easy to miss if you ain’t 
  looking for it. 
  • 
  Whose horses are these? / You mentioned 
  others?  “Well, earlier this morning another group 
  come in.  Asked me to tend their horses, feed ‘em 
  and such, and have ‘em ready to leave first light 
  tomorrow mornin’.” 
  • 
  Do you know who they are?  “Nope.  Not very 
  chatty.  Kinda haughty, you know the type.” 
  • 
  Do you know where they went/what they 
  wanted?  “Didn’ say.  Prob’ly stayin’ at the inn.  You 
  should ask up there.” 
  If the party inspects the newly arrived horses’ equipment, 
  they will not find a brand, but they will find a mark on 
  the inside of the leather saddles.  The party will need to 
  make a DC 15 Knowledge (Local-VTF) or Knowledge 
  (Nobility) check to recognize the mark as that of the 
  Velunan noble house of Mori. 
  Ironwarden Inn and Tavern 
  The central location of this settlement is the 
  Ironwarden Inn and Tavern.  It perches atop a small 
  hill with commanding view of the main road below as 
  well as the woods stretching in all directions.  The 
  tavern is protected by a wooden stockade that could 
  easily 
  stand 
  against 
  marauding 
  humanoids.  
  Currently, the gate is open and the great door of the 
  tavern waits beyond. 
  Presuming the party enters the tavern, have the first PC 
  over 5’ tall that enters make a DC 10 Reflex save.  If that 
  PC makes it, proceed to the next, and so on, until one 
  ‘connects’ with the beam, or all are in. 
  Immediately inside the door to the tavern is a great 
  low hanging wooden beam.  It had to have come from 
  a single great tree, probably felled upon this very 
  spot. 
  If a party member hits their head on the timber, a good 
  natured cheer will erupt from the patrons in the bar.  As 
  long as the party is also good natured about it, it might 
  endear them to the patrons later on (treat as +2 on any 
  Gather Information or Diplomacy rolls). 
  The common room of this tavern has numerous large 
  tables, several of which have patrons seated at them 
  almost all day long.  The party can easily engage any of 
  these patrons in conversation regarding the prison break, 
  the incident between Canith and Tiberon, and even 
  about the other party [i.e. Bloodhounds].  However, 
  unless they state that they are being discrete (for example 
  paying people to be quiet after they speak with them); the 
  Bloodhounds will certainly learn of their presence and 
  seek out the party. 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 12 
  For every hour the party spends in the tavern, there is a 
  25% cumulative chance that the Bloodhounds will enter 
  the tavern.  Half an hour after they enter, they will be 
  apprised of the PCs’ presence and that they have been 
  asking questions.  See Encounter 4 for what the 
  Bloodhounds may do with this information.  Or, if the 
  party seeks out the Bloodhounds on their own, proceed 
  to Encounter 4. 
  Bartender/Owner—Syian Theus 
  Behind the bar stands a lanky elf of indeterminable 
  age putting a new spout in a barrel of ale.  As you 
  approach, he states, “Welcome strangers. This is the 
  Ironwarden Inn, and I’m the owner, Syian Theus.  If 
  there is anything I can help you with, please ask.  
  However, I must tell you that I will not permit 
  violence in my tavern.  If you disturb the peace in 
  here (he points out across the main room), you will 
  quickly find yourself out there.” He gestures beyond 
  the door. 
  Syian is a pleasant elf.  He likes travelers and their stories. 
   However, he will not brook any violence in his place.  
  Any PC that threatens an NPC will quickly find himself 
  escorted outside.  If the PC resists, then two wood elf 
  bouncers will appear to convince the PC it is time to go. 
  • 
  Have you seen any other travelers lately?  
  “Certainly, a well-armed group of adventurers 
  arrived a few hours ago.  Took rooms here at the 
  tavern.  Are they friends of yours?” 
  • 
  How many?  What do they look like?  “Two 
  humans and a gnome – all travelers, by the look of 
  ‘em.  Looked like they could take care of themselves, 
  you know?  Gnome had a bow, guy had a spear.  Girl 
  might have had a dagger.  Just wanted rooms, said 
  they’d be leaving in the morning.” 
  • 
  Do you know what they want?  “Yes, to a degree.  
  They too were asking lots of questions about any 
  recent travelers.  They were particularly interested in 
  an incident a few days ago between a Trithereonite 
  priest and Tiberon, one of the local men.” 
  • 
  Did you see what happened?  “No, I was in the 
  cellar bringing up some wine casks at the time.  
  Believe me, if I had been up here, they would both 
  have been shown the quickest way to the door.  But 
  the constable intervened – sent Tiberon home and 
  dragged the stranger away.  Evidently, his friends 
  broke him out of jail that very night.” 
  • 
  Do you know who saw what happened?  “Sure, 
  some of the regulars were here.  Ask around.  With 
  so many asking, I’m sure they are getting real good at 
  telling the tale.” 
  Bar Patrons 
  The great common room of this tavern has many large 
  tables with a wide assortment of people and 
  professions.  At one table, a group of well-dressed 
  Bakluni merchants nearly rub elbows with a table of 
  leather clad foresters. Some local farmers, still 
  covered in freshly turned earth, are finishing a late 
  afternoon meal.  
  Feel free to mix in any groups or individuals that you 
  would like.  Most patrons are relaxed here and the PCs 
  can easily engage any of these patrons in conversation 
  regarding the prison break, the incident between Canith 
  and Tiberon and even about the other party [i.e. 
  Bloodhounds].  If the PCs ask about the recent events, 
  there are more than a few people willing to tell the tale to 
  anyone willing to buy a drink or two, as it was the most 
  entertaining thing to happen in a while.  To Gather 
  Information about this event will only take 1d4 hours, 
  instead of the normal 1d4+1 hours.  
  Gather Information Checks 
  Re: Canith and Tiberon 
  DC 10 
  • 
  The stranger came in after the lunch crowd, ordered 
  a drink from the bar, and took a table near the back 
  corner with an eye towards the door. 
  • 
  A local guy had an argument with a young woman 
  and looked about to hit her when the stranger 
  approached and decked him.  The Constable arrived 
  and took him away to jail. Heard his gang broke him 
  out later that night. 
  • 
  The funny thing was Syian missed the whole thing. 
  He hates violence in his place and happily throws 
  out the occasional drunken lout, but he wasn’t even 
  there. Biggest brouhaha and he missed it! 
  DC 15 
  • 
  Tiberon (the local guy), was drinking alone and 
  already well into his cups.  I think he’d been there 
  since early in the day, which is pretty odd.  Guess the 
  army taught him more than just fighting the undead. 
  • 
  Clavia (the young woman and his wife) entered and 
  spoke quietly to Tiberon.  As she spoke, he became 
  visibly angry and she knelt down next to him and 
  continued to whisper to him.  I couldn’t hear what 
  she said.   After a few minutes, Tiberon rose up and 
  
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  yelled out, “Liar.” Then he raised his right hand as if 
  to strike her. 
  • 
  At this point, the stranger strode forward and 
  slugged Tiberon, knocking him senseless to the 
  ground.  I hadn’t really noticed him get up from the 
  table, but he must have sensed that things were 
  getting out of control.  
  • 
  The new constable, Mertan, arrived quickly, and saw 
  the stranger standing there over Tiberon.  He 
  arrested the stranger, who went peaceably.  
  DC 20 
  • 
  Before he went off to war, Tiberon was a hard 
  working lad who rarely drank heavily. He only 
  returned a few weeks ago. 
  • 
  Clavia crawled over to comfort Tiberon when he was 
  on the floor, and pleaded with the stranger.  She said, 
  “Please don’t – he’s my husband.  He would never 
  have hurt me.” 
  • 
  The stranger, admitted as casually as you please to 
  the constable that he had struck Tiberon to defend 
  the woman.  Clavia told Mertan that Tiberon would 
  never have hurt her.  
  Re: Bloodhounds 
  DC 10 
  • 
  Several people have been asking about the fight 
  lately. It’s the talk of the tavern. 
  DC 15 
  • 
  A guy was asking about the fight earlier today. Left a 
  while ago, probably out talking to the constable. 
  • 
  I think he’s staying at the tavern. Could check with 
  Syian. 
  DC 20 
  • 
  The guy had definitely seen some tough fights. He 
  had a scar and was missing part of his ear. Hard to 
  miss him, or ignore him when he wants something, I 
  bet. 
  • 
  He seemed intent on getting as much information as 
  possible.  
  Tiberon and Clavia’s Home 
  This small wattle home may once have been in poor 
  shape, but now shows signs of recent repair.  New 
  patches of whitewash are clearly visible, and an 
  exposed section of wall shows where new wattles 
  have been affixed but not yet covered over.  A 
  shirtless, well-built man in working on the roof of the 
  building as you approach. 
  Tiberon is currently working on the thatched roof.  If the 
  party calls up to him, we will climb down and don a 
  simple homespun cloth shirt.  Clavia, his wife, is inside 
  and will come out if called by either the party or Tiberon, 
  or will arrive shortly after any conversation is begun and 
  take Tiberon’s hand in her own. 
  Tiberon and Clavia were married shortly before the war 
  against Herion.  He had been a member of the local 
  militia and a woodsman.  He believed he could help, and 
  volunteered to help fight the Heretic’s army.  During the 
  fighting he saw horrific things, and has returned home 
  only to be haunted by those memories.  
  The party can learn the following from Tiberon: 
  • 
  Yes, Tiberon did get enraged several days ago and 
  rise his hand to Clavia.  He is very sorry and never 
  would have struck her.  [He is sincere, so if any PC 
  does a Sense Motive check, they will know.] 
  • 
  A stranger intervened and knocked Tiberon out.  
  Normally, Syian, the bar owner, would have thrown 
  the stranger out of the tavern, but evidently the 
  constable arrived and arrested the man.  He bears the 
  man no ill will, and considers it a misunderstanding 
  best left in the past. 
  • 
  The next morning, he went to talk to the constable 
  again about getting the stranger released (the 
  stranger was only trying to protect Clavia after all), 
  but he was already gone – apparently broken out by 
  friends.  He’s kind of glad the stranger isn’t in jail, 
  but very disappointed in him and his friends for 
  staging an escape – makes him wonder if he was 
  such a ‘good’ man after all. 
  • 
  He had been drinking heavily that day due to the 
  nightmares he has been having since returning from 
  the war against the Heretic’s forces.  He admits it 
  was a stupid way to deal with his problem.  
  • 
  He has been working hard on the house lately – as a 
  better way to exorcise his demons. 
  • 
  If asked about the old trail, he can give the party its 
  location, but will not lead them there.  He will say 
  that particular section of the Iron Wood is avoided, 
  even by the elves, and that may be why the trail fell 
  into disuse.  He does not know why the elves avoid 
  that section of forest. 
  If the party talks to Clavia, they can learn the following: 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 14 
  • 
  She is not afraid of Tiberon.  He has been scared by 
  his experiences in the war and often wakes due to 
  nightmares. He has only been back a few weeks. 
  • 
  When she awoke that morning, he was gone and she 
  searched everywhere, eventually she found him in 
  the tavern.  She tried to talk to him and convince 
  him to come home, but he became enraged. 
  • 
  She asked him to come home, that the memories 
  would fade, but that may have been the wrong thing 
  to say. 
  • 
  She realizes that the stranger was trying to help, but 
  she is adamant that Tiberon would not have hurt her. 
   She too wishes the man no ill will and hopes that 
  the matter can be dropped.  
  • 
  Since that day, Tiberon has not touched any strong 
  drink and has worked hard to fix up their home, 
  which had deteriorated while he was away as a 
  soldier. 
  Elf Tree Home 
  Some of the largest of the trees support graceful 
  structures within their boles.  One particular structure 
  happens to loom over the area where the constable’s 
  office is located, and the party might think to enter the 
  elven tree home to investigate. 
  The largest of the yarpik and ipp trees support the 
  graceful, elven tree homes you have heard about.  In 
  particular, one structure supported on a thick branch 
  juts out not far from the constable’s office.  The only 
  question is how to get up there. 
  The home of the elf A’alamir Cenafel stretches far from 
  the central truck of one of the great trees.  As result, it 
  projects over the area near the constable’s office.  Near 
  the central trunk of this great tree is a rope, hanging 
  down from the main branch supporting his home.  On a 
  small projection of bark rests a curved horn. 
  The party may use the rope to climb the tree.  This 
  requires a DC 5 Climb check.  The rope is unknotted, but 
  the PC may brace against the tree trunk.   
  Alternatively, a PC may blow upon the horn.  From 
  higher in the tree, an elf will lower a wicker basket down 
  in 2d10+1 rounds.  The PC may then ride up without 
  having to make a Climb check. 
  Once they have reached the branch, it will require a DC 7 
  Balance check to move from the trunk along the branch 
  to A’alamir’s home.  Once the PCs make it, A’alamir will 
  greet them. 
  “Good day, to you strangers. What brings you to my 
  home in the trees?” 
  A’alamir is generally friendly, but not overly interested in 
  chatting with the PCs.  If the players delay asking 
  questions or take lengthy pauses, A’alamir will try to end 
  the conversation and get back to his reading. 
  A’alamir can tell the PCs the following: 
  • 
  He heard the commotion three nights ago at the 
  constable’s office.  Three humans approached the 
  constable’s office and one entered.  There was a 
  commotion from inside, and the other two ran in.  
  Shortly afterward, three men exited the building – 
  one looked different than before.  
  • 
  The third human looked displeased.  He seemed to 
  be trying to convince the other two to go back 
  inside, but the other two grabbed his arms and 
  hustled him away.  
  • 
  A few moments later, I heard horses riding off to the 
  east. 
  • 
  He didn’t do anything because he didn’t realize it 
  was a ‘jailbreak’ until too late.  And even when he did 
  suspect what was going on, there wasn’t much he 
  could do from up here – he’s only a scribe. 
  • 
  If he is specifically asked about the old trail leading 
  northwest to Jarl through the Iron Wood, he will say 
  that the elven folk are wary of that area and avoid it. 
  He does not know why but sees no reason to go 
  against accepted wisdom. 
  Encounter Four:  Baying 
  Hounds 
  As the PCs might have discovered in Encounters Two or 
  Three, they are not the only ones pursuing Canith. The 
  other ‘hunters’ are a small group of bounty-hunter types 
  that are seeking him on behalf of Trisen Mori, 
  burgermeister of Jarl and younger brother of Count 
  Westin Mori of Devarnish.  (What exactly Trisen wants 
  with Canith is left untold for now.)  Barring PC 
  interference, the Bloodhounds leave Ironwarden at 7:00 
  am on day 4, find where Canith is at 11:00 (3 hours/6 
  miles trackless forest), leave for Trisen’s at 12:00, and 
  arrive at 4:00 pm (2 hours/4 miles trackless forest, 2 
  hours/16 miles hustling through plain). 
  The PCs may encounter this group in a few different 
  ways.  Or, if they are good enough, they may avoid them 
  entirely.  For the sake of organization, all information 
  about the Bloodhounds is presented here.  How and 
  where the PCs meet the Bloodhounds depends on the 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 15 
  information gathered in Encounter Three, as well as the 
  time it takes to gather, and what the PCs do with that 
  information.  
  • 
  The Bloodhounds could come find the PCs in the 
  Ironwarden Inn, or elsewhere in the community. 
  • 
  PCs could go find the Bloodhounds in the 
  Ironwarden Inn, or elsewhere in the community. 
  • 
  PCs could try to ambush the Bloodhounds on their 
  way to where Canith is (either getting ahead of them 
  or catching up to them), or run into them in the 
  woods while tracking Canith. 
  • 
  PCs could go looking for Canith before the 
  Bloodhounds, and arrive at Encounter Five before 
  them (use Encounter 5, Option A for the PCs).  In 
  this case, the Bloodhounds arrive at the site after 
  Encounter Six, and they will accost the PCs for 
  ‘possession’ of Canith (see Encounter 7). 
  • 
  PCs could track the Bloodhounds to where Canith is. 
    If they do this, but arrive after noon, use Option B 
  of Encounter 5.  If they do this, and get there at the 
  same time (or have successfully trailed the 
  Bloodhounds), use Option C. 
  Ultimately, it will be up to the DM to adjudicate the 
  NPCs’ actions or reactions in whatever situation they and 
  the PCs meet (though some tactical suggestions are given 
  below).  They are not bloodthirsty killers out to fight 
  everything, though they are not above intimidation or 
  violence if they feel they have the upper hand.  They are 
  cautious, prepared professionals and more than willing to 
  defend 
  themselves. 
  They 
  want 
  to 
  operate 
  inconspicuously as possible (for instance, if they are to 
  approach the PCs, perhaps only one will make himself 
  known, to keep the others unidentified), and keep 
  themselves alive. 
  Whatever the situation when encountered, remember 
  that the Bloodhounds’ motives are based on the money 
  promised them by Trisen Mori, and perhaps a slight anti-
  establishment streak.  They could possibly be ‘bought off 
  the case’ if the can PCs match or beat the balance of their 
  employer’s offer (160gp @ APL2, 640gp @ APL4, 1440gp 
  @ APL6, 2560gp @ APL8).  Of course, the bloodhounds 
  will not accept IOUs, though their price can be lowered 
  by 20% with a DC15 Diplomacy check, or by 40% with a 
  DC30 Diplomacy check.  (Remember that ‘over the cap’ 
  gold cannot be used if the PCs have not ‘found’ any 
  money yet.) 
  Descriptions of the bloodhounds: 
  Revis is a solidly built human, only 5’ 9” tall, with tawny 
  brown hair and green eyes.  He has a scar on his left 
  cheek and the bottom third of his left ear is missing.  He 
  wears earth tones, and is dressed for travel.  Though his 
  shield, spear and javelins are obvious, he does not carry 
  them menacingly, and his armor is concealed. 
  Katya is a slight human, 5’ 1” tall, with long brown hair 
  she wears braided down her back.  Her skin is darker 
  than Revis’, but there is a family resemblance in the nose 
  and green eyes.  She also wears traveling clothes in 
  muted colors, but hers are blue.  Other than a belt 
  sporting two daggers, there is nothing to identify her as 
  an adventurer. 
  Leigh is obviously not a member of the family – a large 
  gnome (3’ 8” tall) with black hair and a handlebar 
  moustache, he wears black and brown traveling clothes 
  and tries to be as unremarkable as possible, though he 
  does not conceal his bow or shortsword.  He tends to 
  chew on an unlit pipe. 
  APL 2 (EL 4) 
   
  Revis: Human ranger 2; hp 15; see Appendix 1. 
   
  Katya: Human sorcerer 1; hp 4; see Appendix 1. 
   
  Leigh: Gnome scout 1; hp 8; see Appendix 1. 
  APL 4 (EL 6) 
   
  Revis: Human Ranger 2/rogue 1; 21 hp; see 
  Appendix 1. 
   
  Katya: Human sorcerer 3; hp 11; see Appendix 1. 
   
  Leigh: Gnome scout 3; hp 23; see Appendix 1. 
  APL 6 (EL 8) 
   
  Revis: Human ranger 3/rogue 3; hp 40; see 
  Appendix 1. 
   
  Katya: Human sorcerer 4; hp 15; see Appendix 1. 
   
  Leigh: Gnome scout 4; hp 30; see Appendix 1. 
  APL 8 (EL 10) 
   
  Revis: Human ranger 3/rogue 3/bloodhound 2; hp 
  54; see Appendix 1. 
   
  Katya: Human sorcerer 6; hp 23; see Appendix 1. 
   
  Leigh: Gnome scout 6; hp 45; see Appendix 1. 
  Tactics: If forced into a combat, Katya and Leigh will 
  both try to hang back and keep moving to avoid direct 
  combat, while Revis will wade in, fighting defensively or 
  with Combat Expertise when possible.  They will use 
  their tanglefoot bags to limit PC mobility.   
  They will not be out to kill PCs unless they are 
  ambushed, and even then they will offer quarter 
  (assuming the ambushers are bandits they could turn in 
  for a reward).  They would rather escape than fight to the 
  death. 
  Treasure: 
  APL 2:  Loot: 169 gp per character; Coin: 68 gp per 
  character; Magic: vest of resistance +1 (83 gp per 
  
  Vel6-05 The Fox and The Hounds 
   
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  character), 4 potions of cure light wounds (each 4 gp per 
  character), wand of false life (5 charges) (38 gp per 
  character). 
  APL 4:  Loot: 229 gp per character; Coin: 41 gp per 
  character; Magic: chain shirt +1 (105 gp per character), 
  vest of resistance +1 (83 gp per character), light wooden 
  shield +1 (96 gp per character), wand of false life (5 
  charges) (38 gp per character), elixir of hiding (21 gp per 
  character), elixir of sneaking (21 gp per character), potion 
  of cure moderate wounds (25 gp per character), 4 potions 
  of cure light wounds (each 4 gp per character). 
   APL 6: Loot: 218 gp per character; Coin: 40 gp per 
  character; Magic: 2 chain shirt +1 (117 gp per character), 
  vest of resistance +1 (83 gp per character), amulet of 
  natural armor (166 gp per character), light darkwood 
  shield +1 (100 gp per character), wand of false life (5 
  charges) (38 gp per character), scroll of dispel magic (31 
  gp per character), scroll of slow (31 gp per character), 
  scroll of mount (2 gp per character), scroll of disguise self 
  (2 gp per character), elixir of hiding (21 gp per character), 
  elixir of sneaking (21 gp per character), Quall's feather 
  token (whip) (42 gp per character), 2 potions of cure 
  moderate wounds (each 25 gp per character), 4 potions of 
  cure light wounds (each 4 gp per character).  
  APL 8: Loot:  301 gp per character; Coin: 90 gp per 
  character; Magic: 2 Chain shirts +1 (each 117 gp per 
  character), vest of resistance +1 (83 gp per character), 
  amulet of natural armor +1 (166 gp per character), boots 
  of elvenkind (208 gp per character), light darkwood 
  shield +1 (100 gp per character), 2 rings of protection +1 
  (each 167 gp per character), Quall's feather token (whip) 
  (42 gp per character), wand of false life (5 charges) (38 gp 
  per character), potion of blur (25 gp per character), scroll 
  of dispel magic (31 gp per character), scroll of slow (31 gp 
  per character), scroll of mount (2 gp per character), scroll 
  of disguise self (2 gp per character) elixir of hiding (21 gp 
  per character), elixir of sneaking (21 gp per character), 2 
  potions of cure moderate wounds (each 25 gp per 
  character), 4 potions of cure light wounds (each 4 gp per 
  character). 
  Encounter Five:  Run to 
  Ground 
  It takes three hours on horseback (six if traveling at night 
  or walking, twelve if doing both) to follow the trail the 
  six miles through the trackless forest before the PCs find 
  something.  
  You have been following the overgrown trail for 
  several hours.  It has been easy to find the path as the 
  horses that pushed through here before you left 
  obvious sign.  They were certainly uninterested in 
  covering their trail.  Now, you have reached a slight 
  widening of the trail.  The foliage all around the trail 
  is disturbed and the ground is upturned. 
  If the party makes an attempt, a DC 5 Search or Survival 
  check, can easily recognize that the ground was torn up 
  by horses’ hooves, and the surrounding foliage was 
  broken by large bodies crashing into them.  Canith’s 
  party was ambushed here by the aranea.  The trio was 
  defeated and carried away by the aranea and the 
  “charmed” hermit.  The party can easily find the new path 
  of the horses that were led away with a DC 10 Search or 
  Survival check.  
  This trail leads to a clearing with a mound that looks like 
  a hermit’s hovel (see below); in fact, it is a long 
  overgrown stone structure, its purpose and creators 
  unknown. It is currently the home of a human hermit 
  and an aranea (or two) that have ‘befriended’ the slightly 
  addled old man. 
  At this point, there are three possible ways to run this 
  Encounter, depending on what the PCs did or didn’t do 
  with the Bloodhounds.  If the PCs have already dealt with 
  the Bloodhounds (fought them, bought them off, 
  whatever), go to Option A.  If PCs got here after the 
  Bloodhounds have been and gone (after noon on Day 4), 
  go to Option B.  If the PCs have followed the 
  Bloodhounds closely, and are here at the same time, use 
  Option C.  If the Bloodhounds followed the PCs here, use 
  Option A, then go to Encounter 7.  In no case should you 
  use two Options in the same adventure. 
  The monsters are listed once, at the end of the three 
  Options.  Two of the Options require slight modifications 
  of the creature’s stat blocks (some equipment has 
  changed hands).  The DM will need to note these 
  adjustments. 
  Option A:  
  If the PCs tracked Canith or the Bloodhounds, but 
  arrived here after noon on day 4, you are in the wrong 
  section, go to Option B.  If they followed them closely 
  without being noticed, you are in the wrong section, go 
  to Option C. 
  Following the new trail, it is only a short distance, 
  approximately 200 yards, to a small clearing.  On the 
  western side of the clearing is mound-like structure 
  overgrown with vegetation.  Projecting from this 
  structure are several additions made of natural 
  materials, including an awning that appears to be 
  made of leather with wooden supports.  The awning 
  spreads over a darkened portal.  The mound has 
  
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  obviously been used for shelter, but it is hard to tell 
  how recently, or if it is still in use.  To the south of 
  the mound, a small garden plot is laid out. 
  When the party arrives, the hermit and the aranea[s] are 
  off tending to other matters.  There is an alarm spell 
  placed at the entrance to the hovel, which triggers when 
  anyone approaches within twenty feet without saying the 
  proper command word.  When this happens, the aranea 
  will receive a mental alert.  The hermit and the aranea[s] 
  will then return two rounds after the party has triggered 
  the alarm spell.  If the party does not trigger the alarm 
  spell, the hermit and aranea[s] will both return five 
  rounds after the party enters, unaware of their presence.  
  See Development (below) for what happens when they 
  return. 
  The aranea will try to stay away from the clearing and 
  climb a tree from which to fight the party.  The hermit 
  will try to negotiate, assuming the party is willing, or he 
  will flee if fighting commences. 
  If the party stops to search outside the mound, read the 
  following: 
  What you thought was a natural earthen mound is in 
  fact a thick covering of vegetation and earth over an 
  ancient stone structure.  The dirt piled on the 
  structure has become a base for the vegetation to 
  grow and camouflage its original design. 
  If the party wants to clear the dirt, allow them to do so, 
  but it will take time during which the hermit and aranea 
  will return.   
  Once a PC enters the stone structure, read the following: 
  As your eyes adjust to the gloomy interior, lit only by 
  the little sunlight that steals through the opening and 
  past your fellow party members, you realize the 
  mound of earth and vegetation conceals an ancient 
  stone structure approximately 20 feet by 20 feet on 
  the inside.  
  On the wall opposite the entrance is a jumbled pile of 
  stones from what looks to be a collapsed archway.  
  The southern half of the space (to the left) contains a 
  sleeping pallet, crude table and stool.  The northern 
  half is bare of furnishings, although two bodies 
  covered in webs lay against the wall. 
  • 
  If the party investigates the furnishings: 
  The sleeping pallet is simply a blanket, mended 
  many times, laid over a pile of soft-looking 
  vegetation.  The table and stool are crude, yet 
  sturdy.  Upon the table, rests a wooden bowl, 
  plate, and cup along with several unlit candles.  
  In addition, there is a clay pot with water in it. 
  • 
  If the party investigates the mound of rubble: 
  Opposite the entryway, there was clearly once an 
  arch leading to a downward passage.  The arch 
  and part of the back wall have collapsed into the 
  passage, blocking it.  There is thick layer of dust, 
  along with patches of mold, covering the stones. 
  This passageway once led to a lower level.  A DC 15 
  Knowledge (Architecture and Engineering) check 
  will determine that the arch was intentionally 
  destroyed by removing a cornerstone.  This caused 
  the arch and back wall to collapse onto and down 
  into the passage.  The passage is completely blocked 
  and a bit of searching/digging will reveal it remains 
  so for a good distance into the tunnel.  The dust and 
  mold are harmless. 
  • 
  If the party approaches the bodies:   
  There are two human males wrapped in webs. 
  They both seem to be unconscious.  
  These are the unconscious bodies of Canith and one 
  of his followers, Neden, who helped break him out 
  of jail.  The aranea’s poison has reduced Canith to a 
  Strength of 1.  He needs help to stand and walk. The 
  other man, Neden, has been reduced to a Strength of 
  0 and is helpless.  The third man (Ajante) to flee with 
  them has already been consumed by the aranea in 
  another location, so as not to alarm the hermit.  (The 
  hermit believes he was ransomed back to other 
  people, and will assume that the party is here to 
  negotiate for the release of these two men as well.) 
  Using slashing weapons, the party can cut the men 
  out in two rounds per trapped person.  If two PCs are 
  cutting one trapped body, it will only take one 
  round.  Once free of the webs (even if the party uses 
  cure spells), Neden is still helpless until his ability 
  damage is healed by magic or rest.  Canith struggles 
  to rise, nearly falling several times, unless a party 
  member helps him to his feet. 
  Development:  Two rounds after the party enters the 
  hermit’s home and begins to investigate things, the 
  aranea and hermit will return.  If the PCs have 
  specifically left someone to guard the entrance, allow the 
  guard a Spot/Listen check against the aranea’s Hide and 
  Move Silently checks (each @+3).  These rolls should be 
  at –5 because the hermit will be walking deliberately 
  towards the stone building, and the PCs will be distracted 
  by him – all Spot and Listen checks will notice him. The 
  aranea will climb a tree outside the structure and wait for 
  
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  the party to exit before attacking.  The hermit will walk to 
  the doorway and call out to the PCs.  
  If no one alerts the party: 
  As you conduct your search of the room, a shadow 
  falls over the opening of the doorway. A humanoid 
  shape blocks much of the light.  The creature calls 
  out, “Who are you and what are you doing uninvited 
  in my home?” 
  The ‘creature’ is the hermit and he considers this place 
  his home.  He is allowed to live here by the aranea.  He is 
  not happy with the party’s presence but is willing to 
  negotiate a settlement.  His answers to PCs’ questions are 
  stated in a matter of fact manner.  He is not trying to 
  sound brazen.  
  If the party threatens him or approaches him with 
  weapons drawn, he will flee directly across the clearing to 
  the far side.  Once fighting begins, he will flee into the 
  woods and allow the aranea to fight alone.  Under no 
  circumstances will he fight. If chased and attacked he 
  will simply cower.  To attack him thus is considered a 
  cowardly and potentially evil act. 
  • 
  Why have you captured these men?  “They 
  violated our domain.  They were subdued.  Are you 
  here to negotiate for their release?” 
  • 
  Negotiate?  What do you want?   “We would be 
  willing to trade these two humans to you for a price.  
  Let’s say [100gp value x APL] each in magical things 
  – wands, potions, scrolls and the like.  Or, twice that 
  in normal equipment... food, wine and such.”  
  • 
  Why do you want magic?  “We like magic. My 
  friend in particular likes magic.”  
  • 
  Who or what is your friend?  “Reclusive.” 
  • 
  Can we speak to your friend? “No, you probably 
  wouldn’t like that. Negotiate with me.” 
  • 
  Why wouldn’t we like him?  “He can be unpleasant 
  towards strangers and trespassers.” 
  • 
  Why should we pay for his release?  “You don’t 
  want to end up like them for violating this place, do 
  you?” 
  • 
  We shouldn’t have to pay, it’s for the Church.  
  “Not my church.” 
  • 
  Are you going to stop us?  “No, I will not. But, you 
  will be stopped.” 
  • 
  Come inside and we can talk.  “No, I am quite 
  happy here in the light.”  [He will not enter the 
  structure as long as the party is still in there, nor will 
  he stop them trying to free the two prisoners. He 
  will simply demand that they stop.] 
  If the party agrees to the price, they will be given custody 
  of the bodies and told where the three horses that Canith 
  and his two followers used are (though the hermit will 
  ask them to leave one). If there is a battle, the party can 
  find the horses grazing in a nearby clearing. 
  Option B 
  If the PCs already dealt with the Bloodhounds (violently, 
  through negotiations, etc), you are at the wrong section, 
  go to Option A.  If they followed them closely without 
  being noticed, you are in the wrong section, go to Option 
  C. 
  If the PCs tracked Canith or the Bloodhounds but took 
  too long to get here (past noon on day 4 - it takes 4 hours 
  to get here from Ironwarden, the Bloodhounds started at 
  7:00 am, arrived at 11:00, left at noon), then the 
  Bloodhounds and aranea have conducted their business 
  peacefully, and the Bloodhounds have left with Canith.  
  Following the new trail, it is only a short distance, 
  approximately 200 yards, to a small clearing.  On the 
  western side of the clearing is mound-like structure 
  overgrown with vegetation.  Projecting from this 
  structure are several additions made of natural 
  materials, including an awning that appears to be 
  made of leather with wooden supports.  The awning 
  spreads over a darkened portal.  The mound has 
  obviously been used for shelter, but it is hard to tell 
  how recently, or if it is still in use.  To the south of 
  the mound, a small garden plot is laid out. 
  The hermit sits inside the hovel, and the aranea(s) have 
  retreated to a nearby tree to look at their new loot.   
  A DC 20 Spot check will notice a trail of sorts heading 
  north out of the clearing.  It leads to another small 
  clearing, with two horses (Ajante’s and Neden’s).  If the 
  PCs go straight for this trail and leave the clearing then 
  the area, the hermit and aranea will ignore them. 
  • 
  The Bloodhounds took off towards Jarl with Canith.  
  Revis and Katya are traveling at top speed, and Leigh 
  is ‘hanging back’, covering their tracks.  (This makes 
  the base Track DC 15, possibly modified by lighting 
  conditions, etc.)  The DM will have to adjudicate the 
  chase, if there is one, as there are too many variables 
  to account for.  Revis and Katya travel at base speed 
  40 (medium load light horses) and will reach Trisen 
  Mori’s estate at 4:00 pm (2 hours/4 miles trackless 
  forest, 2 hours/16 miles hustling through plain).  
  Leigh travels at base speed 20 while covering tracks.  
  
  Vel6-05 The Fox and The Hounds 
   
  Page 19 
  Note that if the PCs ever miss a Track check, they 
  will likely not find the Bloodhounds or Canith. 
  • 
  Take the following items off the Bloodhounds and 
  add them to the aranea: 
  • 
  APL 2 – 4 x potions of cure light wounds 
  • 
  APL 4 – 1 x potion of cure moderate wounds, 2 x 
  potions of cure light wounds 
  • 
  APL 6 – 1 x potion of cure moderate wounds, 
  scroll of slow 
  • 
  APL 8 – scroll of slow, scroll of dispel magic, 2 x 
  potions of cure light wounds 
  If the party searches outside the mound, read the 
  following: 
  What you thought was a natural earthen mound is in 
  fact a thick covering of vegetation and earth over an 
  ancient stone structure.  The dirt piled on the 
  structure has become a base for the vegetation to 
  grow and camouflage its original design. 
  Once a PC enters the stone structure, read the following: 
  As your eyes adjust to the gloomy interior, lit only by 
  the little sunlight that steals through the opening and 
  past your fellow party members, you realize the 
  mound of earth and vegetation conceals an ancient 
  stone structure approximately 20 feet by 20 feet on 
  the inside.  
  On the wall opposite the entrance is a jumbled pile of 
  stones from what looks to be a collapsed archway.  
  The southern half of the space (to the left) contains a 
  sleeping pallet, crude table and stool.  The northern 
  half is bare of furnishings, although a body covered in 
  webs lies against the wall. 
  Sitting on the edge of the sleeping pallet is a shaggy 
  haired old man in dirty clothes.  He starts at your 
  entrance and demands, “Who are you and what are 
  you doing uninvited in my home?” 
  If the PCs answer the hermit politely, he will calm down 
  a bit, and then ask why they are trespassing.  He will 
  converse fairly civilly, as long as the PCs do not poke 
  around, start searching, or otherwise mess up his stuff. 
  Some possible questions and his answers: 
  • 
  Have you seen <description of Canith>?  “Yes.  He 
  was here. You just missed him.” 
  • 
  Where did he go?  “Some people came with the 
  ransom and took him off to the north.” 
  • 
  Ransom?  “Yes.  My friend likes to ransom things.  
  They gave him some nice things.” 
  • 
  Who or what is your friend?  “Reclusive.” 
  • 
  Can we speak to your friend? “No, you probably 
  wouldn’t like that. Negotiate with me.” 
  • 
  Why wouldn’t we like him?  “He can be unpleasant 
  towards strangers and trespassers.” 
  • 
  Who were the ransomers?  “I don’t know.  Two 
  humans and a gnome.  Said they were looking for 
  him, too.” 
  • 
  Where did they go?  “North.  Didn’t say where.  I 
  didn’t ask.” 
  • 
  What about that man? “We could trade him to 
  you... for a price.  Say [100gp value x APL] in magical 
  things – wands, potions, scrolls and the like.  Or, 
  twice that in normal equipment... food, wine and 
  such.”  
  • 
  Why do you want magic?  “We like magic. My 
  friend in particular likes magic.” 
  • 
  We shouldn’t have to trade, it’s for the Church.  
  “Not my church.” 
  If at any point the PCs start poking around, threatening 
  him, casting spells, or attacking him, the hermit will yell 
  for help and try to run outside. Under no circumstances 
  will he fight. If chased and attacked he will simply cower. 
   To attack him thus is considered a cowardly and 
  potentially evil act. The aranea are not that far away, and 
  will come to see what is happening. 
  • 
  If the party investigates the furnishings: 
  See description in Option A. 
  • 
  If the party investigates the mound of rubble: 
  See description in Option A. 
  • 
  If the party investigates the body: 
  The body is a male human, and it is not Canith. 
  See Option A for details the man (Ajante), and about 
  cutting him loose. 
  Option C 
  If the PCs already dealt with the Bloodhounds (violently, 
  through negotiations, etc), you are at the wrong section, 
  go to Option A.  If they tracked Canith or the 
  Bloodhounds, but arrived after noon on day 4, you are in 
  the wrong section, go to Option B. 
  Following the new trail, it is only a short distance, 
  approximately 200 yards, to a small clearing.  On the 
  western side of the clearing is mound-like structure 
  overgrown with vegetation.  Projecting from this 
  
  Vel6-05 The Fox and The Hounds 
   
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  structure are several additions made of natural 
  materials, including an awning that appears to be 
  made of leather with wooden supports.  The awning 
  spreads over a darkened portal.  The mound has 
  obviously been used for shelter, but it is hard to tell 
  how recently, or if it is still in use.  To the south of 
  the mound, a small garden plot is laid out.  Three 
  horses equipped for travel stand near the mound, 
  grazing in the noonday sun. 
  If the PCs tracked the Bloodhounds well enough that 
  they arrive at the hermit’s hovel shortly behind them, 
  they get there as two of the Bloodhounds are negotiating 
  with the hermit inside the hovel.  The third, Leigh, is on 
  top of the mound, hiding in the bushes.  If/when he sees 
  the PCs approaching, he will do a bird call (a blue 
  magpie) to alert the others in the hovel.   
  The aranea is hiding in the trees, and is content to watch. 
   (The aranea knows about Leigh, Leigh doesn’t know 
  about the aranea.)   
  Use the pre-rolled Spot checks vs Leigh’s Hide check 
  (skill = +10 @ APL 2; +11 @ APL4; +12 @ APL6; +14 @ 
  APL8) and the aranea’s Hide check (each @ +3) to 
  determine if the PCs see either (remember the +1 per 10’ 
  distance modifier).  Also, use a Listen check to see if the 
  PCs can hear what’s going on inside the hovel.  (DC5 +1 
  per 10’ to hear there is talking, DC 15+1 per 10’ to 
  understand what is said.) 
  If the PCs can hear and understand the conversation, 
  they will hear the hermit and Revis finalizing the 
  negotiations for Canith.  (See below for what’s to be 
  traded.)  Unless the PCs do something to interrupt, the 
  two Bloodhounds will leave the hovel in three rounds, 
  with a woozy Canith in tow (supported by Revis). 
  If the PCs attack: 
  The Bloodhounds will fight to protect their bounty. They 
  do not want to die, however, and would rather run than 
  surrender.  If given a chance, Revis and/or Katya may try 
  to make a break for it with Canith.   
  The hermit will flee for the safety of the woods, taking 
  the traded goods with him.  The aranea will watch with 
  some interest, but not engage unless attacked or 
  promised the loot of the losing side (Revis or Katya will 
  propose this on round three of the combat if things are 
  not going well – “If the old man’s ‘friend’ is out there... 
  Help us and you can have all their magic!”). 
  If the PCs talk: 
  If the PCs want to deal peaceably, the Bloodhounds and 
  aranea will talk peaceably and listen to their proposals.    
  The hermit is not friendly, but not rude either.  He also 
  doesn’t have much to say other than offering Canith’s 
  companion for ransom as well.  The Bloodhounds are 
  businesslike, and are willing to talk deal, possibly even 
  bringing up the subject if faced with an obviously 
  superior force. 
  Some Bloodhound replies to possible questions:   
  • 
  What is your business with Canith? “Probably the 
  same as you – money.” 
  • 
  Who is paying you?  “Trisen Mori.” 
  • 
  What is he paying you?  “That’s between him and 
  us.” 
  • 
  What does he want with Canith?  “Don’t need to 
  know, so I didn’t ask.” 
  • 
  Does Canith want to go there?  “Don’t know. What 
  he wants doesn’t matter though – he’s an escaped 
  prisoner and we’re just taking him in.” 
  When it comes to negotiating for Canith, none of the 
  NPCs care for the Church or the good of Veluna, so 
  appeals like that will not work.  Neither will they take 
  kindly to threats of violence or arrest.  Promises of future 
  boons are not of interest, as they have no reason to trust 
  the PCs.  (Though the Bloodhounds would be more 
  willing to listen to such an idea than the hermit and 
  aranea if the PCs were somehow able to guarantee 
  payment.  That should take a whole lot of convincing, 
  and probably some collateral though.)  
  The PCs basically have two options: 
  1. 
  Outbid the Bloodhounds to “buy” Canith from the 
  aranea and hermit.   
  The DM gets to play out the 'auction’ against the 
  players.  The Bloodhounds will offer up to double 
  the gp value of what they have already given the 
  hermit (see below).  What exactly they offer is up to 
  the DM, but keep in mind what the hermit / aranea 
  might want (wands, potions, scrolls, etc)  
  • 
  APL 2 – 4 x potions of cure light wounds (200 
  gp value) 
  • 
  APL 4 – 1 x potion of cure moderate wounds, 2 x 
  potions of cure light wounds  (400 gp value) 
  • 
  APL 6 – 1 x potion of cure moderate wounds, 
  scroll of slow  (600 gp value) 
  • 
  APL 8 – scroll of slow, scroll of dispel magic, 2 x 
  potions of cure light wounds  (800 gp value) 
  No matter the outcome of the ‘auction’, the 
  Bloodhounds will leave peacefully afterwards 
  (though they might not be happy about it), and it is 
  expected the PCs do the same.  If the PCs lose the 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 21 
  auction and then attack the Bloodhounds, the aranea 
  will fight on the side of the Bloodhounds.  
  2. 
  Let the Bloodhounds “buy” Canith from the aranea, 
  then “buy” him from them.  (The Bloodhounds will 
  not want to negotiate this in front of /within earshot 
  of hermit.) 
  What the Bloodhounds will accept depends on the 
  APL of the table and reflects what the Bloodhounds 
  just spent to “buy” Canith and part of what they 
  would receive for bringing him in. 
  • 
  APL 2 – 320 gp [4 x potions of cure light 
  wounds (200 gp value) + 75% of balance of 
  contract (120 gp)] 
  • 
  APL 4 – 880 gp [1 x potion of cure moderate 
  wounds, 2 x potions of cure light wounds  (400 
  gp value) + 75% of balance of contract (480 gp)] 
  • 
  APL 6 – 1680 gp [1 x potion of cure moderate 
  wounds, scroll of slow  (600 gp value) + 75% of 
  balance of contract (1080 gp)] 
  • 
  APL 8 – 2720 gp [scroll of slow, scroll of dispel 
  magic, 2 x potions of cure light wounds  (800 gp 
  value) + 75% of balance of contract (1920 gp)] 
  Of course, the bloodhounds will not accept IOUs, 
  though their price can be lowered by 40% of the 
  contract balance with a DC15 Diplomacy check, or 
  by 75% of the contract balance with a DC30 
  Diplomacy check.  (Remember that ‘over the cap’ 
  gold cannot be used if the PCs have not ‘found’ any 
  money yet.) 
  No matter the outcome of these negotiations, the 
  Bloodhounds will leave peacefully afterwards 
  (though they will watch their back if a deal was not 
  reached), and it is expected the PCs do the same.  If 
  the PCs negotiate, then attack the Bloodhounds, the 
  Bloodhounds may try to call for the aid of the aranea 
  (“If the old man’s ‘friend’ is out there... Help us and 
  you can have all their magic!”).   
  Note that there is a very fine line between “chaotic” 
  and “evil” if the PCs are negotiating in good faith and 
  then attack. 
   
  Monster Information for All Options:   (subject to 
  minor modifications – see above) 
  APL 2 (EL 5) 
   
  Aranea: Aranea sorcerer 4; hp 26; see Appendix 1 
  APL 4 (EL 7) 
   
  Aranea: Aranea sorcerer 6; hp 35; see Appendix 1 
  APL 6 (EL 9) 
   
  Male Aranea: Aranea sorcerer 6; hp 35; see 
  Appendix 1 
   
  Female Aranea: Aranea sorcerer 6; hp 35; see 
  Appendix 1 
  APL 8 (EL 11) 
   
  Male Aranea: Aranea sorcerer 8; hp 44; see 
  Appendix 1 
   
  Female Aranea: Aranea sorcerer 8; hp 44; see 
  Appendix 1 
  Tactics: The aranea prefers to start the encounter hiding 
  in a tree.  (The large one on the NE edge of the clearing – 
  it is 4 feet in diameter and 50’ high, with no branches on 
  the bottom 30’.  FYI, that’s 480 hp with hardness 5.) They 
  will use ranged spells and web attacks to incapacitate 
  their opponents. Their initial targets are those PCs that 
  demonstrate a strong ranged attack capacity, i.e. archers 
  and spell casters. If a PC approaches the tree they are in, 
  or begins to climb, they will use spells to hamper their 
  movement or climbing ability, e.g. caltrops on the ground 
  or grease the tree below their position.  
  Treasure:   
  APL 2:  Loot: 0 gp; Coin: 17 gp per character; Magic: gp 
  per character – wand of magic missile [20 charges, 1
  st 
  level caster], metamagic rod of silence, cloak of resistance 
  +1. 
  APL 4: Loot: 0 gp; Coin: 145 gp per character; Magic: gp 
  per character – wand of magic missile [20 charges, 1
  st 
  level caster], metamagic rod of silence, cloak of resistance 
  +1. 
  APL 6: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp per character – 
  wand of magic missile [10 charges, 3
  rd level caster], 
  metamagic rod of silence, cloak of resistance +1, ring of 
  protection +1, wand of melf’s acid arrow [10 charges]. 
  APL 8: Loot: 0 gp; Coin: 12 gp per character; Magic:  gp 
  per character – wand of magic missile [10 charges, 3
  rd 
  level caster], metamagic rod of silence, cloak of resistance 
  +1, ring of protection +1, wand of melf’s acid arrow [10 
  charges], scroll of stoneskin. 
  Encounter Six:  The Quarry 
  Speaks 
  After defeating the aranea and searching the area, the 
  party may speak with Canith.  Remember, unless the 
  party has healed Canith of Strength damage from the 
  aranea poison, he is very weak and his answers should 
  reflect his weakened state, i.e. brief. 
  Canith Truft is in his early 30s.  He has blond hair and 
  piercing blue eyes.  He is well-built and wears a dirty blue 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 22 
  tunic emblazoned with the rune of pursuit.  He has no 
  weapons or possessions.  He cannot cast any spell that 
  requires his holy symbol, which the constable 
  confiscated after Canith’s arrest.  If the party can provide 
  Canith with a holy symbol of Trithereon, he can cast 
  healing spells for himself or party members.  He answers 
  questions directly and honestly.  
  This conversation can take place at length in the clearing 
  near the stone structure.  Or, if the party prefers, they can 
  speak with Canith as they travel. However, if the party 
  starts traveling immediately, go to Encounter Seven—
  Baying Hounds Redux (unless they have killed the 
  Bloodhounds already) after a few questions. 
  • 
  What really happened?  “I thought I was protecting 
  a young woman from abuse.  I was wrong, 
  apologized and was forgiven.” 
  • 
  Forgiven?  “I spoke with Tiberon and apologized.  
  He forgave me and asked the constable to release 
  me.  The constable refused, and said I must wait for 
  the magistrate to decide my fate.” 
  • 
  Why did you break out?  “My followers felt I could 
  not receive a fair hearing after the recent crackdown 
  in Veluna. They thought they were doing the right 
  thing.” 
  • 
  Does that excuse your actions?  “I did what I 
  thought was right. Can you say the law is always 
  just?” 
  • 
  Why did you run for the woods?  “We were 
  heading to Jarl, where I hoped to find a ship and 
  return north.” 
  • 
  What is your take on the crackdown?  “It seems 
  that all who disagree with the Church are deemed 
  enemies. Reason, like Serenity before it, has deserted 
  this vale.” 
  • 
  Are you an enemy of the state?  “I am an 
  implacable enemy of tyranny. Is the whole church 
  tyrannical?” 
  • 
  Do you want to leave Veluna?  “No, this is my 
  home and the Summoner’s work needs to be done.”  
  • 
  Do you want to return to Veluna City?  “No. There 
  is nothing there for me.” 
  • 
  “What about your uncle/the Canon?” “Canith 
  pauses, obviously weighing his decision.  “I will 
  send him an apology, along with my regrets for 
  not being able to return in a letter, if you would 
  be so kind as to deliver it.” 
  • 
  What about stopping in Veluna City or 
  Mitrik on your way back to your village?  “If 
  you insist, I will accompany you, but only if you 
  guarantee my freedom.”    
  • 
  Do you want to go meet with Trisen Mori? “No, I 
  do not know him, nor do I trust his motives.  I do 
  not wish to be under anyone’s authority.” 
  • 
  What about stopping to see what he has to 
  say on your way to your village? “No.  Even 
  though we might share a distrust of the Church, 
  I suspect his motives are more self-serving than 
  mine; I doubt he sees me as an ally – more likely 
  a pawn.” 
  • 
  Do you want to meet with Sir Harrick?  “I would 
  value his insight, but not enough to risk his liberty.” 
  • 
  What about quickly meeting him in Jarl on 
  your way to your village?  “If it would not 
  endanger him, I would appreciate that.” 
  • 
  What do you want to do?  “I wish to return to my 
  followers and continue to build our community, free 
  of outside interference.  If you would help me get to 
  Jarl, I would be grateful.” 
  Encounter Seven:  Baying 
  Hounds Redux 
  If the party managed to get to Canith before the 
  Bloodhounds, and without encountering them (or talked 
  to them, but didn’t eliminate them from the chase via 
  violence or negotiation), then the Bloodhounds show up 
  to take the prize away from them. 
  As the PCs prepare to begin the trek to Canith’s 
  destination, use the pre-rolled Spot and Listen checks 
  (remember the distance modifier, as well as the –5 for 
  being distracted) to see if anyone notices the approach of 
  the Bloodhounds.  They will prep and then try to move 
  up to 100’, spread out behind the cover of the trees, 
  before announcing their intent.  If they are not spotted, 
  read the boxed text as written. 
  As you gather yourselves for the trip back, a voice 
  calls out from the treeline. 
  “Everybody stay calm and no one gets hurt.  
  Everybody drop their weapons and spell pouches, 
  then get down on the ground.  ‘Cept you, Canith.  
  You’re coming with us.” 
  If the PCs do as the bloodhounds say, Canith, who is in 
  no shape to fight, will shake his head in disbelief and 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 23 
  walk forward with his hands out to show he has no 
  intention of fighting. 
  If the PCs don’t just acquiesce, the Bloodhounds will 
  listen to offers/negotiations, but they will ultimately 
  attack unless they are given custody of Canith. 
  APL 2 (EL 4) 
   
  Revis: Human ranger 2; hp 15; see Appendix 1. 
   
  Katya: Human sorcerer 1; hp 4; see Appendix 1. 
   
  Leigh: Gnome scout 1; hp 8; see Appendix 1. 
  APL 4 (EL 6) 
   
  Revis: Human Ranger 2/rogue 1; 21 hp; see 
  Appendix 1. 
   
  Katya: Human sorcerer 3; hp 11; see Appendix 1. 
   
  Leigh: Gnome scout 3; hp 23; see Appendix 1. 
  APL 6 (EL 8) 
   
  Revis: Human ranger 3/rogue 3; hp 40; see 
  Appendix 1. 
   
  Katya: Human sorcerer 4; hp 15; see Appendix 1. 
   
  Leigh: Gnome scout 4; hp 30; see Appendix 1. 
  APL 8 (EL 10) 
   
  Revis: Human ranger 3/rogue 3/bloodhound 2; hp 
  54; see Appendix 1. 
   
  Katya: Human sorcerer 6; hp 23; see Appendix 1. 
   
  Leigh: Gnome scout 6; hp 45; see Appendix 1. 
  Tactics: In combat, Katya and Leigh will both try to hang 
  back and keep moving to avoid direct combat, while 
  Revis will wade in, fighting defensively or with Combat 
  Expertise when possible.  They will use their tanglefoot 
  bags to limit PC mobility.   
  They will not be out to kill and will even offer quarter.  
  They would rather escape than fight to the death. 
  Treasure: 
  APL 2:  Loot: 169 gp per character; Coin: 68 gp per 
  character; Magic: vest of resistance +1 (83 gp per 
  character), 4 potions of cure light wounds (each 4 gp per 
  character), wand of false life (5 charges) (38 gp per 
  character). 
  APL 4:  Loot: 229 gp per character; Coin: 41 gp per 
  character; Magic: chain shirt +1 (105 gp per character), 
  vest of resistance +1 (83 gp per character), light wooden 
  shield +1 (96 gp per character), wand of false life (5 
  charges) (38 gp per character), elixir of hiding (21 gp per 
  character), elixir of sneaking (21 gp per character), potion 
  of cure moderate wounds (25 gp per character), 4 potions 
  of cure light wounds (each 4 gp per character). 
   APL 6: Loot: 218 gp per character; Coin: 40 gp per 
  character; Magic: 2 chain shirt +1 (117 gp per character), 
  vest of resistance +1 (83 gp per character), amulet of 
  natural armor (166 gp per character), light darkwood 
  shield +1 (100 gp per character), wand of false life (5 
  charges) (38 gp per character), scroll of dispel magic (31 
  gp per character), scroll of slow (31 gp per character), 
  scroll of mount (2 gp per character), scroll of disguise self 
  (2 gp per character), elixir of hiding (21 gp per character), 
  elixir of sneaking (21 gp per character), Quall's feather 
  token (whip) (42 gp per character), 2 potions of cure 
  moderate wounds (each 25 gp per character), 4 potions of 
  cure light wounds (each 4 gp per character).  
  APL 8: Loot:  301 gp per character; Coin: 90 gp per 
  character; Magic: 2 Chain shirts +1 (each 117 gp per 
  character), vest of resistance +1 (83 gp per character), 
  amulet of natural armor +1 (166 gp per character), boots 
  of elvenkind (208 gp per character), light darkwood 
  shield +1 (100 gp per character), 2 rings of protection +1 
  (each 167 gp per character), Quall's feather token (whip) 
  (42 gp per character), wand of false life (5 charges) (38 gp 
  per character), potion of blur (25 gp per character), scroll 
  of dispel magic (31 gp per character), scroll of slow (31 gp 
  per character), scroll of mount (2 gp per character), scroll 
  of disguise self (2 gp per character) elixir of hiding (21 gp 
  per character), elixir of sneaking (21 gp per character), 2 
  potions of cure moderate wounds (each 25 gp per 
  character), 4 potions of cure light wounds (each 4 gp per 
  character). 
   
  Conclusion   
  At this point, all the PCs need to do is decide what to do 
  with Canith. 
  • 
  If the PCs return Canith to the Church: 
  The journey to Veluna City is quick and thankfully 
  uneventful.  Upon your arrival at the cathedral, you 
  are able to navigate the bureaucrats quickly enough 
  and are soon meeting with a Bishop Morlov, who was 
  sent here directly by the Canon to supervise the 
  Canith situation.  Morlov greets Canith in a curt but 
  civil manner, though you can tell he is not happy 
  with what has happened. 
  “We’re going to have to have another talk, Canith my 
  boy.  I don’t think that’s exactly what we meant by 
  ‘keep a low profile’, now is it?  Still, we’re all glad 
  you’re okay.  Why don’t you get freshened up while I 
  talk to these good people, and then we can talk about 
  everything that happened on our way back to Mitrik 
  to see your uncle.” 
  Canith wearily nods, and, after making his good-byes 
  with you, heads off with one of Morlov’s aids. 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 24 
  “Now,” Morlov turns to you, “tell me about what 
  happened.” 
  PCs can tell the Bishop as much or as little as they want, 
  but please note any information they pass along 
  regarding Trithereonites, minor nobles, Knights of the 
  Chase, etc in the Critical Events summary. 
  After your story and couple minor questions, the 
  Bishop thanks you and rises to leave. 
  “You did the right thing.  Turmis here will see you are 
  rewarded.” 
  With that, he stands and goes, leaving you with a 
  Deacon, some gold, and some interesting parchments. 
  Characters receive the Favor of the Church on the AR 
  and some gold (100 gp per character @ APL 2; 200 gp per 
  character @ APL 4; 400 gp per character @ APL 6; 800 gp 
  @ APL 8). 
  • 
  If the PCs take Canith to meet Harrick: 
  The journey to Jarl is quick and thankfully 
  uneventful.  Canith is pleasant to travel with, though 
  you can tell there is much weighing on his mind.  
  Upon your arrival in Jarl, you quickly find directions 
  to the Inn where Sir Harrick is holding court.  He 
  politely excuses himself from his female company 
  when he sees you enter, and strides forward to grasp 
  Canith in an embrace. 
  “Good to see you safe and free, brother!  I am so glad 
  these noble souls were able to find you.  Come, sit!  
  Regale me with your tale!” 
  Canith smiles weakly, and thanks Harrick for the 
  welcome, but politely declines the request, saying he 
  is too tired right now. 
  “Of course.  I understand,” says Harrick.  “Here, take 
  my key and my bed.  I will stay here and speak with 
  our new friends.” 
  As Canith heads off upstairs, Harrick motions to the 
  barkeep and ushers you towards his table. 
  “Let me buy you some drinks, my friends, for you 
  have earned the deep gratitude of Sir Harrick of 
  Admundfort, Knight of the Chase.” 
  Characters receive the Favor of the Knight on the AR. 
  • 
  If the PCs take Canith to meet Trisen Mori: 
  The journey to Jarl is quick and thankfully 
  uneventful.  Canith is pleasant to travel with, though 
  you can tell there is much weighing on his mind.  
  Upon your arrival in Jarl, you quickly find directions 
  to Trisen Mori’s office.  You are asked to wait, as Mori 
  is busy with an important meeting. 
  Soon enough, a merchant type leaves the office, and 
  Mori’s assistant enters.  You hear her say you are here, 
  and Mori reply he hasn’t the time right now.  Then 
  the assistant mentions you are here about <Canith / 
  the Trithereonite / Bloodhounds>, and you hear a 
  chair scrape on the floor and Trisen Mori appears at 
  the door.  He seems surprised but pleased. 
  “Come in, come in...” he says, motioning you in.  
  Once the door is closed, he continues. 
  “Well, I must say this is a bit of a surprise – I was 
  expecting someone else.  But then you probably know 
  that, don’t you?  Tell me, should I send anyone to 
  look for my disloyal employees?  I don’t need to know 
  details – just a yea or nay will do.” 
  After the PCs answer (or don’t), Trisen will continue. 
  “So I suppose you would like a payment – I can only 
  offer you the remainder of what the others were to 
  receive, perhaps a touch more.  Then again, you’d be 
  doing me and my family a favor – and who knows 
  what that’ll be worth someday?”  He smiles a smile 
  that only a fox’s mother would love. 
  Characters receive the Favor of the Noble on the AR, 
  and some gold (75 gp per character @ APL 2; 150 gp per 
  character @ APL 4; 300 gp per character @ APL 6; 600 gp 
  @ APL 8). 
   
  The End 
   
  Official critical events results:  Any player interested in 
  downloading an official summary of events of this mod 
  that reflects the critical events of the first run of this 
  event should be given the following password.  The DM 
  should give this password to the players at the conclusion 
  of play.  They can then download the critical summary 
  and use the password to open the file: 
  Password:  runeofpursuit 
   
  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 
  story awards) to each character. 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 25 
  Encounter 2 
  Defeat the creatures and save the farmers. 
  APL 2  
   
   
   
   
  90 xp 
  APL 4 
    
   
   
   
  150 xp  
  APL 6  
   
   
   
   
  210 xp  
  APL 8  
   
   
   
   
  270 xp 
  Encounter 3 
  Discretionary role-playing reward for PCs that did more 
  than just roll dice at a problem (to gather information, 
  negotiate, etc). 
   
  APL 2  
   
   
   
   
  90 xp 
  APL 4 
    
   
   
   
  135 xp  
  APL 6  
   
   
   
   
  180 xp  
  APL 8  
   
   
   
   
  225 xp 
  Encounter 4  (exclusive of Enc. 7) 
  Defeat, trick, outmaneuver, or pay off the Bloodhounds.  
  APL 2  
   
   
   
   
  120 xp 
  APL 4 
    
   
   
   
  180 xp  
  APL 6  
   
   
   
   
  240 xp  
  APL 8  
   
   
   
   
  300 xp 
  Encounter 5 
  Rescue Canith from the creatures. 
  APL 2  
   
   
   
   
  150 xp 
  APL 4 
    
   
   
   
  210 xp  
  APL 6  
   
   
   
   
  270 xp  
  APL 8  
   
   
   
   
  330 xp 
  Encounter 7 (exclusive of Enc. 4) 
  Defeat the Bloodhounds.  
  APL 2  
   
   
   
   
  120 xp 
  APL 4 
    
   
   
   
  180 xp  
  APL 6  
   
   
   
   
  240 xp  
  APL 8  
   
   
   
   
  300 xp 
  Total possible experience:  
   
  APL 2 
   
   
   
   
  450 xp 
  APL 4 
   
   
   
   
  675 xp 
  APL 6   
   
   
   
  900 xp 
  APL 8   
   
   
   
  1,125 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy  
  C:  Coin, Gems, Jewelry, and other valuables 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 26 
  M:  Magic Items (sell value)  
  Encounter 4 (exclusive of Enc. 7) 
  APL 2:  Loot: 169 gp per character; Coin: 68 gp per 
  character; Magic: 137 gp per character – vest of resistance 
  +1 (83 gp per character), 4 potions of cure light wounds 
  (each 4 gp per character), wand of false life (5 charges) (38 
  gp per character). 
  APL 4:  Loot: 229 gp per character; Coin: 41 gp per 
  character; Magic: 405 gp per character – chain shirt +1 
  (105 gp per character), vest of resistance +1 (83 gp per 
  character), light wooden shield +1 (96 gp per character), 
  wand of false life (5 charges) (38 gp per character), elixir 
  of hiding (21 gp per character), elixir of sneaking (21 gp 
  per character), potion of cure moderate wounds (25 gp 
  per character), 4 potions of cure light wounds (each 4 gp 
  per character). 
   APL 6: Loot: 218 gp per character; Coin: 40 gp per 
  character; Magic:  837 gp per character – 2 chain shirt +1 
  (117 gp per character), vest of resistance +1 (83 gp per 
  character), amulet of natural armor (166 gp per 
  character), light darkwood shield +1 (100 gp per 
  character), wand of false life (5 charges) (38 gp per 
  character), scroll of dispel magic (31 gp per character), 
  scroll of slow (31 gp per character), scroll of mount (2 gp 
  per character), scroll of disguise self (2 gp per character), 
  elixir of hiding (21 gp per character), elixir of sneaking 
  (21 gp per character), Quall's feather token (whip) (42 gp 
  per character), 2 potions of cure moderate wounds (each 
  25 gp per character), 4 potions of cure light wounds (each 
  4 gp per character).  
  APL 8: Loot:  301 gp per character; Coin: 90 gp per 
  character; Magic:  1404 gp per character – 2 Chain shirts 
  +1 (each 117 gp per character), vest of resistance +1 (83 gp 
  per character), amulet of natural armor +1 (166 gp per 
  character), boots of elvenkind (208 gp per character), 
  light darkwood shield +1 (100 gp per character), 2 rings 
  of protection +1 (each 167 gp per character), Quaal's 
  feather token (whip) (42 gp per character), wand of false 
  life (5 charges) (38 gp per character), potion of blur (25 gp 
  per character), scroll of dispel magic (31 gp per 
  character), scroll of slow (31 gp per character), scroll of 
  mount (2 gp per character), scroll of disguise self (2 gp 
  per character) elixir of hiding (21 gp per character), elixir 
  of sneaking (21 gp per character), 2 potions of cure 
  moderate wounds (each 25 gp per character), 4 potions of 
  cure light wounds (each 4 gp per character). 
  Encounter 5 
  APL 2:  Loot: 0 gp; Coin: 17 gp per character; Magic: gp 
  per character – wand of magic missile [20 charges, 1
  st 
  level caster] (25 gp per character), metamagic rod of 
  silence (250 gp per character), cloak of resistance +1 (83 
  gp per character). 
  APL 4: Loot: 0 gp; Coin: 145 gp per character; Magic: gp 
  per character – wand of magic missile [20 charges, 1
  st 
  level caster] (25 gp per character), metamagic rod of 
  silence (250 gp per character), cloak of resistance +1 (83 
  gp per character). 
  APL 6: Loot: 0 gp; Coin: 0 gp; Magic:  gp per character – 
  wand of magic missile [10 charges, 3
  rd level caster] (38 gp 
  per character), metamagic rod of silence (250 gp per 
  character), cloak of resistance +1 (83 gp per character), 
  ring of protection +1 (167 gp per character), wand of 
  melf’s acid arrow [10 charges] (75 gp per character). 
  APL 8: Loot: 0 gp; Coin: 12 gp per character; Magic:  gp 
  per character – wand of magic missile [10 charges, 3
  rd 
  level caster] (38 gp per character), metamagic rod of 
  silence (250 gp per character), cloak of resistance +1 (83 
  gp per character), ring of protection +1 (167 gp per 
  character), wand of melf’s acid arrow [10 charges] (75 gp 
  per character), scroll of stoneskin (75 gp per character). 
  Encounter 7 (exclusive of Enc. 4) 
  APL 2:  Loot: 169 gp per character; Coin: 68 gp per 
  character; Magic: 137 gp per character – vest of resistance 
  +1 (83 gp per character), 4 potions of cure light wounds 
  (each 4 gp per character), wand of false life (5 charges) (38 
  gp per character). 
  APL 4:  Loot: 229 gp per character; Coin: 41 gp per 
  character; Magic: 405 gp per character – chain shirt +1 
  (105 gp per character), vest of resistance +1 (83 gp per 
  character), light wooden shield +1 (96 gp per character), 
  wand of false life (5 charges) (38 gp per character), elixir 
  of hiding (21 gp per character), elixir of sneaking (21 gp 
  per character), potion of cure moderate wounds (25 gp 
  per character), 4 potions of cure light wounds (each 4 gp 
  per character). 
   APL 6: Loot: 218 gp per character; Coin: 40 gp per 
  character; Magic:  837 gp per character – 2 chain shirt +1 
  (117 gp per character), vest of resistance +1 (83 gp per 
  character), amulet of natural armor (166 gp per 
  character), light darkwood shield +1 (100 gp per 
  character), wand of false life (5 charges) (38 gp per 
  character), scroll of dispel magic (31 gp per character), 
  scroll of slow (31 gp per character), scroll of mount (2 gp 
  per character), scroll of disguise self (2 gp per character), 
  elixir of hiding (21 gp per character), elixir of sneaking 
  (21 gp per character), Quall's feather token (whip) (42 gp 
  per character), 2 potions of cure moderate wounds (each 
  25 gp per character), 4 potions of cure light wounds (each 
  4 gp per character).  
  
  Vel6-05 The Fox and The Hounds 
   
  Page 27 
  APL 8: Loot:  301 gp per character; Coin: 90 gp per 
  character; Magic:  1404 gp per character – 2 Chain shirts 
  +1 (each 117 gp per character), vest of resistance +1 (83 gp 
  per character), amulet of natural armor +1 (166 gp per 
  character), boots of elvenkind (208 gp per character), 
  light darkwood shield +1 (100 gp per character), 2 rings 
  of protection +1 (each 167 gp per character), Quaal's 
  feather token (whip) (42 gp per character), wand of false 
  life (5 charges) (38 gp per character), potion of blur (25 gp 
  per character), scroll of dispel magic (31 gp per 
  character), scroll of slow (31 gp per character), scroll of 
  mount (2 gp per character), scroll of disguise self (2 gp 
  per character) elixir of hiding (21 gp per character), elixir 
  of sneaking (21 gp per character), 2 potions of cure 
  moderate wounds (each 25 gp per character), 4 potions of 
  cure light wounds (each 4 gp per character). 
  Total Possible Treasure 
  APL 2 
   
   
   
  450 gp 
  APL 4 
   
   
   
  650 gp 
  APL 6  
   
   
   
  900 gp 
  APL 8  
   
   
   
  1,300 gp 
   
   
  
  Vel6-05 The Fox and The Hounds 
   
  Page 28 
  Appendix 1:  NPCs 
  ALL APLs   
  Farmer Gurd: Human commoner 4: CR 3; HD 
  4d4; hp 12; Init +0; Spd 30 ft; AC 10 (touch 10, flat 
  footed 10); Base Atk +2; Grp +3; Atk +3 melee 
  (1d4+1, whip); AL N; SV Fort +3; Ref +1; Will +1; 
  Str 12, Dex 10, Con 11, Int 10, Wis 11, Cha 10. 
   
  Skills and Feats:  Craft (carpenter) +2, Craft 
  (woodcarving) +3, Handle Animal +7, Profession 
  (farmer) +7, Use Rope +2; Exotic Weapon 
  Proficiency (whip), Great Fortitude.  
  Brothers Gurd (Hiram and Elmer): Human 
  commoner 2:  CR 1; HD 2d4; hp 6 each; Init +0; 
  Spd 30 ft; AC 10 (touch 10, flat footed 10); Base 
  Atk +1; Grp +1; Atk +1 melee (1d8/x3, 
  longspearwhip); AL N; SV Fort +2; Ref +0; Will +0; 
  Str 11, Dex 10, Con 11, Int 10, Wis 11, Cha 10. 
   
  Skills and Feats:  Craft (woodcarving) +2, 
  Handle Animal +4, Profession (farmer) +4, Use 
  Rope +2; Great Fortitude. 
  Sir 
  Harrick: 
   
  Male 
  Half-elf 
  ranger2/fighter4/pious templar2/knight of the 
  chase2*: CR 10; HD 2d8+4d10+2d10+2d8+30; hp 
  93; Init +3; Spd 30 ft; AC 21 (touch 13, flat-footed 
  18) [+3 Dex, +5 armor, +3 shield]; Base Atk +10; 
  Grp +13; Atk +16 melee (1d8+4/19-20, longsword) 
  or +15 melee (1d6+3, masterwork shortspear) or 
  +15 ranged (1d6+3, masterwork shortspear); Full 
  Atk +16/+11 melee (1d8+4/19-20, longsword) or 
  +15/+10 melee (1d6+3, masterwork shortspear) or 
  +13/+13/+8 
  ranged 
  (1d6+3, 
  masterwork 
  shortspear); SA Favored Enemy +2 (giants), 
  Insight of Vengeance, Smite 1/day (+4 to hit/+2 
  damage); SQ Low-light Vision, Immunity to sleep 
  spells, Mettle, Wild Empathy; AL CG; SV Fort +17; 
  Ref +8; Will +7; Str 16, Dex 16, Con 16, Int 10, Wis 
  14, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +4, 
  Diplomacy +2, Gather Information +2, Handle 
  Animal +6, Heal +4, Knowledge (Geography) +2, 
  Knowledge (Nature) +4, Knowledge (Religion) +5, 
  Listen +8, Ride +14, Search +2, Spot +8, Survival 
  +9; Mounted Combat, Quick Draw, Rapid Shot, 
  Ride By Attack, Spirited Charge, Track, True 
  Believer*, Weapon Focus (Longsword), Weapon 
  Specialization (Longsword) 
   
  Possessions: Chain Shirt +1, Heavy Steel 
  Shield +1, Longsword +1, Gauntlets of Ogre Power 
  +2, Amulet of Health +2, Cloak of Resistance +1, 
  Quiver of Ehlonna, 3 masterwork shortspears, 3 
  shortspears, composite longbow, 20 arrows, holy 
  symbol.  
   
  Pious Templar Spells Prepared:  (2):  cure light 
  wounds (x2)  
   
  Knight of the Chase Spells Prepared:  (1): 
  protection from law 
  * see Appendix 2: New Rules Items 
  Insight of Vengeance: When fighting with a 
  longsword or shortspear, a Knight of the Chase 
  gains a +1 insight bonus to attack rolls. 
  Mettle (Su): If a Pious Templar makes a successful 
  Will or Fortitude save that would normally reduce 
  the spell's effect, he suffers no effect from the spell 
  at all. Only those spells with a Saving Throw entry 
  of "Will partial", "Fortitude half" or similar entries 
  can be negated through this ability. 
  Hawk (Harrick’s Horse):  Male Heavy Warhorse: 
  HD 4d8+12; hp 33; Init +1; Spd 50 ft; AC 18 (touch 
  10, flat-footed 17 [-1 Size, +1 Dex, +4 natural, +4 
  armor]; Base Atk +3; Grp +11; Atk Hoof +6 melee 
  (1d6+4); Full Atk 2 hooves +6 melee (1d6+4) and 
  bite +1 melee (1d4+2); SQ Low-light vision, Scent; 
  AL N; SV Fort +7; Ref +5; Will +2; Str 18, Dex 13, 
  Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and Feats: Listen +5, Spot +4; 
  Endurance, Run 
   
  Possessions:  Chain barding, bit, bridle, 
  military saddle, saddlebags, rations for 7 days, tent, 
  bedroll. 
  Canith Trufft: Male Human Clr6 of Trithereon: 
  CR 5; Medium humanoid; HD 5d8+5; hp 33; Init 
  +1; Spd 30ft; AC 11 (11 touch , 10 flat-footed ); 
  Base Atk +4; Grp +4; Atk +0 melee unarmed strike 
  (1d3-4 punch) ; Full Atk +0 melee unarmed strike 
  (1d3-4 punch) SA turn undead; AL CG ; SV Fort 
  +5; Ref +2; Will +7; Str 12[currently 2], Dex 12, 
  Con 12, Int 12, Wis 16, Cha 12. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +9, 
  Diplomacy +9, Heal +7, Knowledge (Arcana) +1, 
  Knowledge (History) +3, Knowledge (Religion) 
  +9, Spellcraft +1; Augment Summoning, Skill 
  Focus (Concentration), Spell Focus (Conjuration).  
  
  Vel6-05 The Fox and The Hounds 
   
  Page 29 
   
   Possessions: none [the constable took them 
  when he was arrested] 
   
  Spells Prepared Canith cannot cast spells 
  that require a divine focus unless someone can 
  loan/give him a holy symbol of Trithereon 
  (5/4/3/2; base DC = 13 + spell level):  0
  th create 
  water, detect magic, detect poison, guidance, 
  purify food and drink; 1
  st bless water, endure 
  elements, obscuring mist, summon monster I*; 2
  nd 
  lesser restoration, hold person, summon monster 
  II*; 3
  rd create food and water, summon monster 
  III*. 
  *Domain Spell. Domains: Summoning: Add +2 to 
  your caster level for all Conjuration (summoning) 
  or Conjuration (calling) spells. Protection: You can 
  generate a protective ward once per day, granting 
  the person you touch a +5 resistance bonus to 
  their next saving throw, if it is made within an 
  hour. 
  Description:  Canith is in his early 30s. He has 
  blond hair and piercing blue eyes.  He is well-built 
  and wears a dirty blue tunic emblazoned with the 
  rune of pursuit.  He answers questions directly 
  and honestly.  
  
  Vel6-05 The Fox and The Hounds 
   
  Page 30 
  APL 2 
  Encounter 4 and/or Encounter 7 
  Revis:  Male Human ranger 2: CR 2; HD 2d8+4; 
  hp 15; Init +6; Spd 30 ft; AC 17 (touch 12, flat-
  footed 15) [+2 Dex, +3 armor, +2 shield]; Base Atk 
  +2; Grp +3; Atk +4 melee (1d8+1/x3, masterwork 
  spear) or +5 ranged (1d6+1, javelin); Full Atk +2 
  melee (1d8+1/x3, masterwork spear) AND +1 
  melee (1d4+1, shield bash) or +4 melee (1d8+1/x3, 
  masterwork spear) or +5 ranged (1d6+1, javelin); 
  SA Favored Enemy +2 (humans); SQ Wild 
  Empathy; AL N; SV Fort +6; Ref +6; Will +1; Str 12, 
  Dex 14, Con 14, Int 13, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +1, Heal +2, Hide +5, 
  Jump +4, Knowledge (Geography) +3, Knowledge 
  (Nature) +3, Listen +4, Move Silently +5, Search 
  +5, Spot +4, Survival +4, Swim +0, Use Rope +4; 
  Combat Expertise, Improved Initiative, Track, 
  Two Weapon Fighting 
   
  Possessions: Masterwork studded leather 
  armor, masterwork heavy shield, masterwork 
  spear, 2 tanglefoot, 2 javelins, sap, vest of 
  resistance +1, 2 potions of cure light wounds, 
  masterwork manacles, 50' silk rope, traveler's 
  outfit, silver ring w/100 gp.   
  Katya:  Female Human sorcerer 1: CR 1; HD 
  1d4+1; hp 14 (4 without false life); Init +2; Spd 30 
  ft; AC 17 (touch 12, flat-footed 15) [+2 Dex, +1 
  shield, +4 mage armor]; Base Atk +0; Grp -1; Atk -1 
  melee (1d4-2/19-20, silver dagger) or +2 ranged 
  touch (spell) or +2 ranged (1d4-2/19-20, silver 
  dagger); Full Atk -1 melee (1d4-2/19-20, silver 
  dagger) or +2 ranged touch (spell) or +2 ranged 
  (1d4-2/19-20, silver dagger); SA Spells; SQ 
  Summon Familiar; AL CN; SV Fort +1; Ref +2; 
  Will +2; Str 9, Dex 14, Con 12, Int 12, Wis 10, Cha 
  15. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +5, 
  Knowledge (Arcana) +5, Spellcraft +5; Extend 
  Spell, Point Blank Shot 
   
  Possessions: Masterwork light wooden shield, 
  2 silver, wand of false life (5 charges), 2 potions of 
  cure light wounds, traveler's outfit, silver necklace 
  w/153 gp. 
   
  Spells Known (5/3; Base DC = 12 + spell level; 
  5% spell failure chance unless she drops shield): 0 - 
  ray 
  of 
  frost, 
  detect 
  magic, 
  mage 
  hand, 
  prestidigitation; 1st - lesser orb of cold*, mage 
  armor.  Has cast mage armor once (already 
  counted against spell availability) 
  * see Appendix 2: New Rules Items 
  Leigh:  Male Gnome scout* 1: CR 1; HD 1d8+2; hp 
  8; Init +2; Spd 20 ft; AC 15 (touch 13, flat-footed 
  13) [+1 Size, +2 Dex, +2 armor]; Base Atk +0; Grp -
  1; Atk +1 melee (1d4/19-20, shortsword) or +4 
  ranged (1d4/x3, shortbow); Full Atk +1 melee 
  (1d4/19-20, shortsword) or +4 ranged (1d4/x3, 
  shortbow); SA Skirmish (+1d6); SQ Low-light 
  Vision, Trapfinding, +2 saves vs illusions, Spell-
  like Abilities; AL CG; SV Fort +2; Ref +4; Will +0; 
  Str 10, Dex 14, Con 14, Int 10, Wis 11, Cha 8. 
   
  Skills and Feats: Climb +2, Hide +10, Jump -4, 
  Knowledge (Geography) +2, Knowledge (Nature) 
  +2, Listen +6, Move Silently +6, Spot +4, Survival 
  +4, Tumble +6; Great Fortitude 
   
  Possessions: 
  Masterwork 
  leather 
  armor, 
  masterwork shortbow, quiver w/20 arrows, 
  shortsword, sap, 2 tanglefoot bags, masterwork 
  manacles, traveler's outfit, gold ring w/120 gp, 42 
  gp. 
   
  Spell-like Ability (Sp):  1/day - speak with 
  animals (burrowing mammals only, duration 1 
  minute).   
   
  Skirmish (Ex): A scout gets an extra 1d6 of 
  damage on all attacks she makes during a round 
  she moves at least 10 feet.  The extra damage only 
  applies to attacks made during the scout's turn.  
  The damage increases by 1d6 for every four levels 
  gained above 1st.  This damage is subject to the 
  same restrictions as a rogue's sneak attack damage 
  (only living creatures with discernible anatomies, 
  etc). 
   
  At third level the scout gains a +1 competence 
  bonus to Armor Class during any round in which 
  she moves at least 10 feet.  The bonus applies as 
  soon as the scout has moved 10 feet, and applies 
  until the start of her next turn. 
  Encounter 5 
  Aranea: Male Aranea sorcerer 4; CR5; Medium 
  Magical Beast (Shapechanger); HD3d10+6 plus 
  1d4+2; hp 26; Init +6; Spd 50 ft, climb 25ft; AC 14 
  (touch 13, flat-footed 11) [+3 Dex, +1 natural]; Base 
  Atk +3; Grp +3; Atk Bite +5 melee (1d6 plus 
  poison) or web +6 ranged; Full Atk Bite +5 melee 
  (1d6 plus poison) or web +6 ranged; Space/Reach 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 31 
  5ft/5ft; SA Poison, spells, web, summon familiar; 
  SQ Change shape, darkvision 60ft, low-light 
  vision; AL N; SV Fort +6, Ref +7, Will +6; Str 11, 
  Dex 16, Con 14, Int 14, Wis 13, Cha14. 
   
  Skills and Feats: Climb +14, Concentration 
  +10, Escape Artist +6, Jump +13, Knowledge 
  (arcane) +2, Listen +6, Spot +6; Improved 
  Initiative, Iron Will, Weapon Finesse 
   
  Possessions: wand of magic missile (20 
  charges, 1
  st level caster), metamagic rod of silence, 
  cloak of resistance +1. 
   
  Spells Known (6/6*/4; Base DC = 12+ spell 
  level; an alarm spell has already been cast on the 
  entrance to the stone structure): 0 – daze, detect 
  magic, ghost sound, mage hand, ray of frost; 1
  st – 
  alarm, mage armor; sleep; 2
  nd – phantasmal 
  assailants*. 
  * see Appendix 2: New Rules Items 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 32 
  APL 4 
  Encounter 4 and/or Encounter 7 
  Revis:  Male Human ranger 2/rogue 1; CR 3; HD 
  2d8+1d6+6; hp 21; Init +6; Spd 30 ft; AC 18 (touch 
  12, flat-footed 16) [+2 Dex, +4 armor, +2 shield]; 
  Base Atk +2; Grp +3; Atk +4 melee (1d8+1/x3, 
  masterwork spear) or +5 ranged (1d6+1, javelin); 
  Full Atk +2 melee (1d8+1/x3, masterwork spear) 
  AND +1 melee (1d4+1, shield bash) or +4 melee 
  (1d8+1/x3, masterwork spear) or +5 ranged 
  (1d6+1, javelin); SA Favored Enemy +2 (humans), 
  Sneak Attack (+1d6); SQ Trapfinding, Wild 
  Empathy; AL N; SV Fort +6; Ref +8; Will +3; Str 12, 
  Dex 14, Con 14, Int 13, Wis 10, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Climb 
  +2, 
  Gather 
  Information +3, Heal +2, Hide +5, Jump +5, 
  Knowledge (Geography) +3, Knowledge (Nature) 
  +3, Listen +5, Move Silently +6, Search +6, Spot +5, 
  Survival +5, Swim +1, Use Rope +4; Combat 
  Expertise, Improved Initiative, Iron Will, Track, 
  Two Weapon Fighting 
   
  Possessions: Masterwork chain, masterwork 
  heavy, masterwork spear, 2 tanglefoot bags, 2 
  javelins, sap, vest of resistance +1, elixir of hiding, 
  elixir of sneaking, 2 potions of cure light wounds, 
  masterwork manacles, 50' silk rope, traveler's 
  outfit, silver ring w/25.  
  Katya:  Female Human sorcerer 3; CR 3; HD 
  3d4+3; hp 21 (11 without false life); Init +2; Spd 30 
  ft; AC 18 (touch 12, flat-footed 16) [+2 Dex, +2 
  shield, +4 mage armor]; Base Atk +1; Grp +0; Atk 
  +1 melee (1d4-2/19-20, silver dagger) or +3 ranged 
  touch (spell) or +4 ranged (1d4-2/19-20, silver 
  dagger); Full Atk +1 melee (1d4-2/19-20, silver 
  dagger) or +3 ranged touch (spell) or +4 ranged 
  (1d4-2/19-20, silver dagger); SA Spells; SQ 
  Summon Familiar; AL CN; SV Fort +2; Ref +3; 
  Will +3; Str 9, Dex 14, Con 12, Int 12, Wis 10, Cha 
  15. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +7, 
  Knowledge (Arcana) +7, Spellcraft +7; Extend 
  Spell, Point Blank Shot, Precise Shot 
   
  Possessions: Light wooden shield +1, 2 
  masterwork silver daggers, wand of false life (5 
  charges), 2 potions of cure light wounds, traveler's 
  outfit, silver necklace w/153 gp. 
   
  Spells Known (6/5; Base DC = 12 + spell level; 
  5% spell failure chance unless she drops shield): 0 - 
  ray of frost, detect magic, light, mage hand, 
  prestidigitation; 1st - color spray, lesser orb of 
  cold*, mage armor.  Has cast mage armor once 
  (already counted against spell availability) 
  * see Appendix 2: New Rules Items 
  Leigh:  Male Gnome scout* 3; CR 3; HD 3d8+6; hp 
  23; Init +3; Spd 30 ft; AC 18 (touch 13, flat-footed 
  16) [+1 Size, +2 Dex, +5 armor]; Base Atk +2; Grp 
  +1; Atk +4 melee (1d4/19-20, shortsword) or +6 
  ranged (1d4/x3, shortbow); Full Atk +4 melee 
  (1d4/19-20, shortsword) or +6 ranged (1d4/x3, 
  shortbow); SA Skirmish (+1d6, +1 AC); SQ Battle 
  Fortitude, Fast Movement, Low-light Vision, 
  Trackless Step, Trapfinding, Uncanny Dodge, +2 
  saves vs illusions, Spell-like Abilities; AL CG; SV 
  Fort +4; Ref +5; Will +1; Str 10, Dex 14, Con 14, Int 
  10, Wis 11, Cha 8. 
   
  Skills and Feats: Climb +1, Hide +11, Jump +4, 
  Knowledge (Geography) +2, Knowledge (Nature) 
  +3, Listen +8, Move Silently +7, Spot +6, Survival 
  +6, Tumble +7; Great Fortitude, Point Blank Shot. 
   
  Possessions: Chain shirt +1, masterwork 
  shortbow, quiver w/20 arrows, masterwork 
  shortsword, sap, 2 tanglefoot bags, masterwork 
  manacles, potion of cure moderate wounds, 
  traveler's outfit, gold ring w/30 gp, 42 gp.   
   
  Spell-like Ability (Sp):  1/day - speak with 
  animals (burrowing mammals only, duration 1 
  minute).   
   
  Skirmish (Ex): A scout gets an extra 1d6 of 
  damage on all attacks she makes during a round 
  she moves at least 10 feet.  The extra damage only 
  applies to attacks made during the scout's turn.  
  The damage increases by 1d6 for every four levels 
  gained above 1st.  This damage is subject to the 
  same restrictions as a rogue's sneak attack damage 
  (only living creatures with discernible anatomies, 
  etc). 
   
  At third level the scout gains a +1 competence 
  bonus to Armor Class during any round in which 
  she moves at least 10 feet.  The bonus applies as 
  soon as the scout has moved 10 feet, and applies 
  until the start of her next turn. 
   
  Battle Fortitude (Ex):  At 2nd level, a scout 
  gains a +1 competence bonus on Fortitude saves 
  and initiative checks. 
  * see Appendix 2: New Rules Items 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 33 
  Encounter 5 
  Aranea: Male Aranea Sorcerer 6; CR 7; Medium 
  Magical Beast (Shapechanger); HD3d10+6 plus 
  3d4+6; hp 35; Init +6; Spd 50 ft, climb 25ft; AC 14 
  (touch 13, flat-footed 11) [+3 Dex, +1 natural]; Base 
  Atk +4; Grp +4; Atk Bite +6 melee (1d6 plus 
  poison) or web +7 ranged; Full Atk Bite +6 melee 
  (1d6 plus poison) or web +7 ranged; Space/Reach 
  5ft/5ft; SA Poison, spells, web, summon familiar; 
  SQ Change shape, darkvision 60ft, low-light 
  vision; AL N; SV Fort +7, Ref +8, Will +7; Str 11, 
  Dex 16, Con 14, Int 14, Wis 13, Cha14. 
   
  Skills and Feats: Climb +14, Concentration 
  +14, Escape Artist +6, Jump +15, Knowledge 
  (arcane) +4, Listen +6, Spellcraft +2, Spot +7; 
  Improved Initiative, Iron Will, Weapon Finesse, 
  spell focus (enchantment)  
   
  Possessions: wand of magic missile (20 
  charges, 1
  st level caster), metamagic rod of silence, 
  cloak of resistance +1. 
   
  Spells Known (6/6*/6/3; Base DC = 12 + spell 
  level; DC 13+ spell level for enchantment school 
  spells; *an alarm spell has already been cast on the 
  doorway to the stone structure): 0 – caltrops,* 
  daze, detect magic, ghost sound, mage hand, ray of 
  frost, prestidigitation; 1
  st – alarm, lesser orb of 
  cold*, mage armor, sleep; 2
  nd – mirror image, 
  tasha’s hideous laughter; 3
  rd – hold person. 
  * see Appendix 2: New Rules Items 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 34 
  APL 6 
  Encounter 4 and/or Encounter 7 
  Revis:  Male Human ranger 3/rogue 3: CR 6; HD 
  3d8+3d6+12; hp 40; Init +6; Spd 30 ft; AC 20 
  (touch 12, flat-footed 18) [+2 Dex, +5 armor, +2 
  shield, +1 natural]; Base Atk +5; Grp +7; Atk +7 
  melee (1d8+1/x3, masterwork spear) or +8 ranged 
  (1d6+1, javelin); Full Atk +5 melee (1d8+1/x3, 
  masterwork spear) and +4 melee (1d4+1, shield 
  bash) or +7 melee (1d8+1/x3, masterwork spear) or 
  +8 ranged (1d6+1, javelin); SA Favored Enemy +2 
  (humans), Sneak Attack (+2d6); SQ Evasion, Trap 
  Sense +1, Trapfinding, Wild Empathy; AL N; SV 
  Fort +7; Ref +9; Will +5; Str 13, Dex 14, Con 14, Int 
  13, Wis 10, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Climb 
  +6, 
  Gather 
  Information +5, Heal +2, Hide +9, Jump +6, 
  Knowledge (Geography) +6, Knowledge (Nature) 
  +6, Listen +7, Move Silently +9, Search +8, Spot +7, 
  Survival +7, Swim +6, Use Rope +7; Combat 
  Expertise, Endurance, Improved Feint, Improved 
  Initiative, Iron Will, Track, Two Weapon Fighting 
   
  Possessions:  Chain shirt +1, heavy darkwood 
  shield, masterwork spear, 2 tanglefoot bags, 2 
  javelins, sap, vest of resistance +1, amulet of 
  natural armor +1, elixir of hiding, elixir of 
  sneaking, 2 potions of cure light wounds, 
  masterwork manacles, 50' silk rope, traveler's 
  outfit, silver ring w/25 gp.   
  Katya:  Female Human sorcerer 4: CR 4; HD 
  4d4+4; hp 25 (15 w/o false life); Init +2; Spd 30 ft; 
  AC 18 (touch 12, flat-footed 16) [+2 Dex, +2 shield, 
  +4 extended mage armor]; Base Atk +2; Grp +1; 
  Atk +2 melee (1d4-2/19-20, silver dagger) or +4 
  ranged touch (spell) or +5 ranged (1d4-2/19-20, 
  silver dagger); Full Atk +2 melee (1d4-2/19-20, 
  silver dagger) or +4 ranged touch (spell) or +5 
  ranged (1d4-2/19-20, silver dagger); SA Spells; SQ 
  Summon Familiar; AL CN; SV Fort +2; Ref +3; 
  Will +4; Str 9, Dex 14, Con 12, Int 12, Wis 10, Cha 
  16. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +8, 
  Knowledge (Arcana) +8, Spellcraft +8; Extend 
  Spell, Point Blank Shot, Precise Shot 
   
  Possessions: Light darkwood shield +1, 2 
  masterwork silver daggers, wand of false life (5 
  charges), 2 potions of cure light wounds, scroll of 
  dispel magic, scroll of slow, scroll of mount, scroll 
  of disguise self, traveler's outfit, silver necklace 
  w/148 gp. 
   
  Spells Known (6/7/3; Base DC = 13 + spell 
  level; 5% spell failure chance unless she drops 
  shield): 0 - disrupt undead, ray of frost, detect 
  magic, light, mage hand, prestidigitation; 1st - 
  color spray, lesser orb of cold*, mage armor; 2nd - 
  hypnotic pattern.  Has cast extended mage armor 
  once (already counted against spell availability) 
  * see Appendix 2: New Rules Items 
  Leigh: Male Gnome scout* 4: CR 4; HD 4d8+8; hp 
  30; Init +3; Spd 30 ft; AC 18 (touch 13, flat-footed 
  16) [+1 Size, +2 Dex, +5 armor]; Base Atk +3; Grp 
  +2; Atk +5 melee (1d4/19-20, shortsword) or +7 
  ranged (1d4/x3, shortbow); Full Atk +5 melee 
  (1d4/19-20, shortsword) or +7 ranged (1d4/x3, 
  shortbow); SA Skirmish (+1d6, +1 AC); SQ Battle 
  Fortitude, Fast Movement, Low-light Vision, 
  Trackless Step, Trapfinding, Uncanny Dodge, +2 
  saves vs illusions, Spell-like Abilities; AL CG; SV 
  Fort +4; Ref +6; Will +2; Str 10, Dex 14, Con 14, Int 
  10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +2, Hide +12, Jump +4, 
  Knowledge (Geography) +3, Knowledge (Nature) 
  +3, Listen +10, Move Silently +8, Spot +8, Survival 
  +8, Tumble +8; Great Fortitude, Point Blank Shot, 
  Sharp Shooting* 
   
  Possessions: Chain shirt +1, masterwork 
  shortbow, quiver w/20 arrows, Quall's feather 
  token (whip), masterwork shortsword, sap, 2 
  tanglefoot bags, masterwork manacles, 2 potions 
  of cure moderate wounds, traveler's outfit, gold 
  ring w/30 gp, 42 gp.   
   
  Spell-like Ability (Sp):  1/day - speak with 
  animals (burrowing mammals only, duration 1 
  minute).   
   
  Skirmish (Ex): A scout gets an extra 1d6 of 
  damage on all attacks she makes during a round 
  she moves at least 10 feet.  The extra damage only 
  applies to attacks made during the scout's turn.  
  The damage increases by 1d6 for every four levels 
  gained above 1st.  This damage is subject to the 
  same restrictions as a rogue's sneak attack damage 
  (only living creatures with discernible anatomies, 
  etc). 
   
  At third level the scout gains a +1 competence 
  bonus to Armor Class during any round in which 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 35 
  she moves at least 10 feet.  The bonus applies as 
  soon as the scout has moved 10 feet, and applies 
  until the start of her next turn. 
   
  Battle Fortitude (Ex):  At 2nd level, a scout 
  gains a +1 competence bonus on Fortitude saves 
  and initiative checks. 
  * see Appendix 2: New Rules Items 
  Encounter 5 
  Male Aranea: Male Aranea sorcerer 6; CR 7; 
  Medium 
  Magical 
  Beast 
  (Shapechanger); 
  HD3d10+6 plus 3d4+6; hp 35; Init +6; Spd 50 ft, 
  climb 25ft; AC 14 (touch 13, flat-footed 11) [+3 
  Dex, +1 natural]; Base Atk +4; Grp +4; Atk Bite +6 
  melee (1d6 plus poison) or web +7 ranged; Full 
  Atk Bite +6 melee (1d6 plus poison) or web +7 
  ranged; Space/Reach 5ft/5ft; SA Poison, spells, 
  web, summon familiar; SQ Change shape, 
  darkvision 60ft, low-light vision; AL N; SV Fort +7, 
  Ref +8, Will +7; Str 11, Dex 16, Con 14, Int 14, Wis 
  13, Cha14. 
   
  Skills and Feats: Climb +14, Concentration 
  +14, Escape Artist +6, Jump +15, Knowledge 
  (arcane) +4, Listen +6, Spellcraft +2, Spot +7; 
  Improved Initiative, Iron Will, Weapon Finesse, 
  spell focus (enchantment)  
   
  Possessions: wand of magic missile (10 
  charges, 3
  rd level caster), metamagic rod of silence, 
  cloak of resistance +1. 
   
  Spells Known (6/6*/6/3; Base DC = 12 + spell 
  level; DC 13+ spell level for enchantment school 
  spells; *an alarm spell has already been cast on the 
  doorway to the stone structure): 0 – caltrops,* 
  daze, detect magic, ghost sound, mage hand, ray of 
  frost, prestidigitation; 1
  st – alarm, lesser orb of 
  cold*, mage armor; sleep; 2
  nd – mirror image, 
  tasha’s hideous laughter; 3
  rd – hold person. 
  * see Appendix 2: New Rules Items 
  Female Aranea: Female Aranea sorcerer 6; CR 7; 
  Medium 
  Magical 
  Beast 
  (Shapechanger); 
  HD3d10+6 plus 3d4+6; hp 35; Init +6; Spd 50 ft, 
  climb 25ft; AC 15 (touch 14, flat-footed 12) [+3 
  Dex, +1 natural, +1 deflection]; Base Atk +4; Grp 
  +4; Atk Bite +6 melee (1d6 plus poison) or web +7 
  ranged; Full Atk Bite +6 melee (1d6 plus poison) 
  or web +7 ranged; Space/Reach 5ft/5ft; SA Poison, 
  spells, web, summon familiar; SQ Change shape, 
  darkvision 60ft, low-light vision; AL N; SV Fort +6, 
  Ref +7, Will +6; Str 11, Dex 16, Con 14, Int 14, Wis 
  13, Cha14. 
   
  Skills and Feats: Climb +14, Concentration 
  +14, Escape Artist +6, Jump +15, Knowledge 
  (arcane) +4, Listen +6, Spellcraft +2, Spot +7; 
  Improved Initiative, Iron Will, Weapon Finesse, 
  spell focus (illusion)  
   
  Possessions: ring of protection +1, wand of 
  melf’s acid arrow [10 charges] 
   
  Spells Known (6/7/6/3; Base DC = 12 + spell 
  level; DC 13+ spell level for illusion spells): 0 – 
  daze, detect magic, ghost sound, mage hand, ray of 
  frost; 1
  st – alarm, color spray, lesser orb of cold*, 
  mage armor; 2
  nd – phantasmal assailants*, 
  protection from arrows, 3
  rd – summon monster III. 
  * see Appendix 2: New Rules Items 
   
  
  Vel6-05 The Fox and The Hounds 
   
  Page 36 
  APL 8
  Encounter 4 
  Revis: 
   
  Male 
  Human 
  ranger 
  3/rogue 
  3/bloodhound* 2: CR 8; HD 3d8+3d6+2d10+16; 
  hp 54; Init +6; Spd 30 ft; AC 21 (touch 12, flat-
  footed 19) [+2 Dex, +5 armor, +3 shield, +1 
  natural]; Base Atk +7; Grp +9; Atk +9 melee 
  (1d8+1/x3, masterwork spear) or +10 ranged 
  (1d6+1, javelin); Full Atk +7 melee (1d8+1/x3, 
  masterwork spear) and +6 melee (1d4+1, shield 
  bash) or +9 melee (1d8+1/x3, masterwork spear) or 
  +10 ranged (1d6+1, javelin); SA Favored Enemy +2 
  (humans), Nonlethal Force, Sneak Attack (+1d6); 
  SQ Evasion, Mark, Ready and Waiting, Swift 
  Tracker, Trap Sense +1, Trapfinding, Wild 
  Empathy; AL N; SV Fort +11; Ref +12; Will +5; Str 
  13, Dex 14, Con 15, Int 13, Wis 10, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Climb 
  +6, 
  Gather 
  Information +7, Heal +2, Hide +11, Jump +6, 
  Knowledge (Geography) +6, Knowledge (Nature) 
  +6, Listen +9, Move Silently +16, Search +10, Spot 
  +9, Survival +9, Swim +6, Use Rope +9; Combat 
  Expertise, Endurance, Improved Feint, Improved 
  Initiative, Iron Will, Track, Two Weapon Fighting 
   
  Possessions:  Chain shirt +1, heavy darkwood 
  shield +1, masterwork spear, 2 tanglefoot bags, 2 
  javelins, sap, vest of resistance +1, amulet of 
  natural armor +1, boots of elvenkind, elixir of 
  hiding, elixir of sneaking, 2 potions of cure light 
  wounds, masterwork manacles, 50' silk rope, 
  traveler's outfit, silver ring w/25 gp.   
  * see Appendix 2: New Rules Items 
  Katya:  Female Human sorcerer 6: CR 6; HD 
  6d4+6; hp 33 (23 w/o false life); Init +2; Spd 30 ft; 
  AC 18 (touch 12, flat-footed 16) [+2 Dex, +2 shield, 
  +4 extended mage armor]; Base Atk +3; Grp +2; 
  Atk +2 melee (1d4-2/19-20, silver dagger) or +4 
  ranged touch (spell) or +5 ranged (1d4-2/19-20, 
  silver dagger); Full Atk +2 melee (1d4-2/19-20, 
  silver dagger) or +4 ranged touch (spell) or +5 
  ranged (1d4-2/19-20, silver dagger); SA Spells; SQ 
  Summon Familiar; AL CN; SV Fort +3; Ref +6; 
  Will +5; Str 9, Dex 14, Con 12, Int 12, Wis 10, Cha 
  16. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +10, 
  Knowledge (Arcana) +10, Spellcraft +10; Extend 
  Spell, Lightning Reflexes, Point Blank Shot, 
  Precise Shot 
   
  Possessions: Light darkwood shield +1, ring of 
  protection +1, 2 masterwork silver daggers, wand 
  of false life (5 charges), potion of blur, 2 potions of 
  cure light wounds, scroll of dispel magic, scroll of 
  slow, scroll of mount, scroll of disguise self, 
  traveler's outfit, silver necklace w/148 gp. 
   
  Spells Known (6/7/5/4; Base DC = 13 + spell 
  level; 5% spell failure chance unless she drops 
  shield): 0 - disrupt undead, ray of frost, detect 
  magic, light, mage hand, prestidigitation; 1st - 
  benevolent transposition*, lesser orb of cold*, 
  mage armor; 2nd - bear's endurance, hypnotic 
  pattern; 3rd - fireball. Has cast extended mage 
  armor once (already counted against spell 
  availability) 
  * see Appendix 2: New Rules Items 
  Leigh:  Male Gnome scout* 6: CR 6; HD 6d8+12; 
  hp 45; Init +3; Spd 30 ft; AC 19 (touch 14, flat-
  footed 17) [+1 Size, +2 Dex, +5 armor, +1 
  deflection]; Base Atk +4; Grp +3; Atk +6 melee 
  (1d4/19-20, shortsword) or +8 ranged (1d4/x3, 
  shortbow); Full Atk +6 melee (1d4/19-20, 
  shortsword) or +8 ranged (1d4/x3, shortbow); SA 
  Skirmish (+2d6, +1 AC); SQ Battle Fortitude, 
  Evasion, Fast Movement, Flawless Stride, Low-
  light 
  Vision, 
  Trackless 
  Step, 
  Trapfinding, 
  Uncanny Dodge, +2 saves vs illusions, Spell-like 
  Abilities; AL CG; SV Fort +5; Ref +7; Will +3; Str 
  10, Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +4, Hide +14, Jump +4, 
  Knowledge (Geography) +3, Knowledge (Nature) 
  +3, Listen +12, Move Silently +10, Spot +10, 
  Survival +10, Tumble +10; Great Fortitude, Point 
  Blank Shot, Precise Shot, Sharp Shooting 
   
  Possessions: Chain shirt +1, ring of protection 
  +1, masterwork shortbow, quiver w/20 arrows, 
  Quall's 
  feather 
  token 
  (whip), 
  masterwork 
  shortsword, sap, 2 tanglefoot bags, masterwork 
  manacles, 2 potions of cure moderate wounds, 
  traveler's outfit, gold ring w/330 gp, 42 gp.   
   
  Spell-like Ability (Sp):  1/day - speak with 
  animals (burrowing mammals only, duration 1 
  minute).   
   
  Skirmish (Ex): A scout gets an extra 1d6 of 
  damage on all attacks she makes during a round 
  she moves at least 10 feet.  The extra damage only 
  applies to attacks made during the scout's turn.  
  The damage increases by 1d6 for every four levels 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 37 
  gained above 1st.  This damage is subject to the 
  same restrictions as a rogue's sneak attack damage 
  (only living creatures with discernible anatomies, 
  etc). 
   
  At third level the scout gains a +1 competence 
  bonus to Armor Class during any round in which 
  she moves at least 10 feet.  The bonus applies as 
  soon as the scout has moved 10 feet, and applies 
  until the start of her next turn. 
   
  Battle Fortitude (Ex):  At 2nd level, a scout 
  gains a +1 competence bonus on Fortitude saves 
  and initiative checks. 
   
  Flawless Stride (Ex):  At 6th level, a scout 
  can move through any sort of terrain that slows 
  movement (such as undergrowth, rubble, and 
  similar terrain)at her normal speed and without 
  taking damage or suffering any other impairment. 
   This ability does not let her move more quickly 
  through terrain that requires a Climb or Swim 
  check to navigate, nor can she move more quickly 
  through terrain or undergrowth that has been 
  magically manipulated to impede motion.  A scout 
  loses this benefit when wearing medium or heavy 
  armor or when carrying a medium or heavy load. 
  * see Appendix 2: New Rules Items 
  Encounter 5 
  Male Aranea: Male Aranea sorcerer 8; CR 9; 
  Medium 
  Magical 
  Beast 
  (Shapechanger); 
  HD3d10+6 plus 5d4+6; hp 44; Init +6; Spd 50 ft, 
  climb 25ft; AC 14 (touch 13, flat-footed 11) [+3 
  Dex, +1 natural]; Base Atk +5; Grp +6; Atk Bite +8 
  melee (1d6+1 plus poison) or web +8 ranged; Full 
  Atk Bite +8 melee (1d6+1 plus poison) or web +8 
  ranged; Space/Reach 5ft/5ft; SA Poison, spells, 
  web, summon familiar; SQ Change shape, 
  darkvision 60ft, low-light vision; AL N; SV Fort +7, 
  Ref +8, Will +8; Str 12, Dex 16, Con 14, Int 14, Wis 
  13, Cha14. 
   
  Skills and Feats: Climb +15, Concentration 
  +16, Escape Artist +8, Jump +16, Knowledge 
  (arcane) +4, Listen +6, Spellcraft +3, Spot +7; 
  Improved Initiative, Iron Will, Weapon Finesse, 
  spell focus (enchantment).  
   
  Possessions: wand of magic missile (10 
  charges, 3
  rd level caster), metamagic rod of silence, 
  cloak of resistance +1. 
   
  Spells Known (6/6*/7/5/3; Base DC = 12 + 
  spell level; DC 14+ spell level for enchantment 
  school spells; *an alarm spell has already been cast 
  on the doorway to the stone structure): 0 – 
  caltrops,* daze, detect magic, ghost sound, mage 
  hand, prestidigitation, ray of frost, read magic; 1
  st – 
  alarm, grease, lesser orb of cold*, mage armor, 
  sleep; 2
  nd – earthen grasp*, mirror image, tasha’s 
  hideous laughter; 3
  rd – hold person, wind wall; 4
  th – 
  enervation. 
  * see Appendix 2: New Rules Items 
  Female Aranea: Female Aranea sorcerer 8; CR 9; 
  Medium 
  Magical 
  Beast 
  (Shapechanger); 
  HD3d10+6 plus 5d4+6; hp 44; Init +6; Spd 50 ft, 
  climb 25ft; AC 15 (touch 14, flat-footed 12) [+3 
  Dex, +1 natural, +1 deflection]; Base Atk +5; Grp 
  +6; Atk Bite +8 melee (1d6+1 plus poison) or web 
  +8 ranged; Full Atk Bite +8 melee (1d6+1 plus 
  poison) or web +8 ranged; Space/Reach 5ft/5ft; SA 
  Poison, spells, web, summon familiar; SQ Change 
  shape, darkvision 60ft, low-light vision; AL N; SV 
  Fort +6, Ref +7, Will +7; Str 12, Dex 16, Con 14, Int 
  14, Wis 13, Cha16. 
   
  Skills and Feats: Climb +15, Concentration 
  +16, Escape Artist +8, Jump +16, Knowledge 
  (arcane) +4, Listen +6, Spellcraft +3, Spot +7; 
  Improved Initiative, Iron Will, Weapon Finesse, 
  spell focus (illusion). 
   
  Possessions: ring of protection +1, wand of 
  melf’s acid arrow [10 charges], scroll of stoneskin 
   
  Spells Known (6/6*/6/3; Base DC = 13 + spell 
  level; DC 14+ spell level for illusion spells; *an 
  alarm spell has already been cast on the doorway 
  to the stone structure): 0 – caltrops*, daze, detect 
  magic, flare, ghost sound, mage hand, ray of frost, 
  prestidigitation; 1
  st – alarm, mage armor, magic 
  missile, ray of enfeeblement, shield; 2
  nd – earthen 
  grasp*, phantasmal assailants*, protection from 
  arrows; 3
  rd – displacement, summon monster III; 
  4
  th – phantasmal killer. 
  * see Appendix 2: New Rules Items 
  Encounter  7 
  Revis: 
   
  Male 
  Human 
  ranger 
  3/rogue 
  3/bloodhound* 2: CR 8; HD 3d8+3d6+2d10+16; 
  hp 70 (54 w/o bears endurance); Init +6; Spd 30 ft; 
  AC 21 (touch 12, flat-footed 19) [+2 Dex, +5 armor, 
  +3 shield, +1 natural]; Base Atk +7; Grp +9; Atk +9 
  melee (1d8+1/x3, masterwork spear) or +10 ranged 
  (1d6+1, javelin); Full Atk +7 melee (1d8+1/x3, 
  masterwork spear) AND +6 melee (1d4+1, shield 
  bash) or +9 melee (1d8+1/x3, masterwork spear) or 
  +10 ranged (1d6+1, javelin); SA Favored Enemy +2 
  (humans), Nonlethal Force, Sneak Attack (+1d6); 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 38 
  SQ Evasion, Mark, Ready and Waiting, Swift 
  Tracker, Trap Sense +1, Trapfinding, Wild 
  Empathy; AL N; SV Fort +13 (+11 w/o bears 
  endurance); Ref +12; Will +5; Str 13, Dex 14, Con 
  19 (15 w/o bears endurance), Int 13, Wis 10, Cha 
  10. 
   
  Skills 
  and 
  Feats: 
  Climb 
  +6, 
  Gather 
  Information +7, Heal +2, Hide +11, Jump +6, 
  Knowledge (Geography) +6, Knowledge (Nature) 
  +6, Listen +9, Move Silently +16, Search +10, Spot 
  +9, Survival +9, Swim +6, Use Rope +9; Combat 
  Expertise, Endurance, Improved Feint, Improved 
  Initiative, Iron Will, Track, Two Weapon Fighting 
   
  Possessions:  Chain shirt +1, heavy darkwood 
  shield +1, masterwork spear, 2 tanglefoot bags, 2 
  javelins, sap, vest of resistance +1, amulet of 
  natural armor +1, boots of elvenkind, elixir of 
  hiding, elixir of sneaking, 2 potions of cure light 
  wounds, masterwork manacles, 50' silk rope, 
  traveler's outfit, silver ring w/25 gp.   
  Katya:  Female Human sorcerer 6: CR 6; HD 
  6d4+6; hp 45 (inc. 10 from false life, 12 from bears 
  endurance); Init +2; Spd 30 ft; AC 18 (touch 12, 
  flat-footed 16) [+2 Dex, +2 shield, +4 extended 
  mage armor]; Base Atk +3; Grp +2; Atk +2 melee 
  (1d4-2/19-20, silver dagger) or +4 ranged touch 
  (spell) or +5 ranged (1d4-2/19-20, silver dagger); 
  Full Atk +2 melee (1d4-2/19-20, silver dagger) or 
  +4 ranged touch (spell) or +5 ranged (1d4-2/19-20, 
  silver dagger); SA Spells; SQ Summon Familiar; 
  AL CN; SV Fort +5 (+3 w/o bears endurance); Ref 
  +6; Will +5; Str 9, Dex 14, Con 16 (12 w/o bears 
  endurance), Int 12, Wis 10, Cha 16. 
   
  Skills and Feats: Concentration +12 (+10 w/o 
  bears endurance), Knowledge (Arcana) +10, 
  Spellcraft +10; Extend Spell, Lightning Reflexes, 
  Point Blank Shot, Precise Shot 
   
  Possessions: Light darkwood shield +1, ring of 
  protection +1, 2 masterwork silver daggers, wand 
  of false life (5 charges), potion of blur, 2 potions of 
  cure light wounds, scroll of dispel magic, scroll of 
  slow, scroll of mount, scroll of disguise self, 
  traveler's outfit, silver necklace w/148 gp. 
   
  Spells Known (6/7/2/4; Base DC = 13 + spell 
  level; 5% spell failure chance unless she drops 
  shield): 0 - disrupt undead, ray of frost, detect 
  magic, light, mage hand, prestidigitation; 1st - 
  benevolent transposition*, lesser orb of cold*, 
  mage armor; 2nd - bear's endurance, hypnotic 
  pattern; 3rd - fireball. Has cast extended mage 
  armor once and bear’s endurance three times 
  (already counted against spell availability). 
  * see Appendix 2: New Rules Items 
  Leigh:  Male Gnome scout* 6: CR 6; HD 6d8+12; 
  hp 57 (45 w/o bears endurance); Init +3; Spd 30 ft; 
  AC 19 (touch 14, flat-footed 17) [+1 Size, +2 Dex, 
  +5 armor, +1 deflection]; Base Atk +4; Grp +3; Atk 
  +6 melee (1d4/19-20, shortsword) or +8 ranged 
  (1d4/x3, shortbow); Full Atk +6 melee (1d4/19-20, 
  shortsword) or +8 ranged (1d4/x3, shortbow); SA 
  Skirmish (+2d6, +1 AC); SQ Battle Fortitude, 
  Evasion, Fast Movement, Flawless Stride, Low-
  light 
  Vision, 
  Trackless 
  Step, 
  Trapfinding, 
  Uncanny Dodge, +2 saves vs illusions, Spell-like 
  Abilities; AL CG; SV Fort +7 (+5 w/o bears 
  endurance); Ref +7; Will +3; Str 10, Dex 14, Con 18 
  (14 w/o bears endurance), Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +4, Hide +14, Jump +4, 
  Knowledge (Geography) +3, Knowledge (Nature) 
  +3, Listen +12, Move Silently +10, Spot +10, 
  Survival +10, Tumble +10; Great Fortitude, Point 
  Blank Shot, Precise Shot, Sharp Shooting 
   
  Possessions: Chain shirt +1, ring of protection 
  +1, masterwork shortbow, quiver w/20 arrows, 
  Quall's 
  feather 
  token 
  (whip), 
  masterwork 
  shortsword, sap, 2 tanglefoot bags, masterwork 
  manacles, 2 potions of cure moderate wounds, 
  traveler's outfit, gold ring w/330 gp, 42 gp.   
   
  Spell-like Ability (Sp):  1/day - speak with 
  animals (burrowing mammals only, duration 1 
  minute).   
   
  Skirmish (Ex): A scout gets an extra 1d6 of 
  damage on all attacks she makes during a round 
  she moves at least 10 feet.  The extra damage only 
  applies to attacks made during the scout's turn.  
  The damage increases by 1d6 for every four levels 
  gained above 1st.  This damage is subject to the 
  same restrictions as a rogue's sneak attack damage 
  (only living creatures with discernible anatomies, 
  etc). 
   
  At third level the scout gains a +1 competence 
  bonus to Armor Class during any round in which 
  she moves at least 10 feet.  The bonus applies as 
  soon as the scout has moved 10 feet, and applies 
  until the start of her next turn. 
   
  Battle Fortitude (Ex):  At 2nd level, a scout 
  gains a +1 competence bonus on Fortitude saves 
  and initiative checks. 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 39 
   
  Flawless Stride (Ex):  At 6th level, a scout 
  can move through any sort of terrain that slows 
  movement(such as undergrowth, rubble, and 
  similar terrain)at her normal speed and without 
  taking damage or suffering any other impairment. 
   This ability does not let her move more quickly 
  through terrain that requires a Climb or Swim 
  check to navigate, nor can she move more quickly 
  through terrain or undergrowth that has been 
  magically manipulated to impede motion.  A scout 
  loses this benefit when wearing medium or heavy 
  armor or when carrying a medium or heavy load. 
  * see Appendix 2: New Rules Items 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 40 
  Appendix 2: New Rules Items 
  Scout as presented in Complete Adventurer 
  GAME RULE INFORMATION 
  Scouts have the following game statistics. 
  Abilities: Dexterity helps scouts become stealthy 
  and overcome their lack of access to heavy armor. 
  Wisdom also is important because it affects many 
  skills, especially Spot and Listen, that most scouts 
  consider vital to their ability to survive in the wild 
  and to detect enemies efficiently. 
  Alignment: Any. Scouts in military service are 
  usually lawful. 
  Hit Die: d8. 
  Starting Gold: 5d4X10 gp. 
  Class Skills 
  A scout’s class skills (and the key ability for each 
  skill) are Balance (Dex), Climb (Sir), Craft (Int), 
  Escape Artist (Dex), Hide (Dex), Jump (Str), 
  Knowledge (dungeoneering) (Int), Knowledge 
  (geography) (Int), Knowledge (nature) (Int), 
  Listen (Wis),Move Silently (Dex), Ride (Dex), 
  Search (Int), Speak Language (n/a), Spot (Wis), 
  Survival (Wis), Swim. (Str), Tumble (Dex), and 
  Use Rope (Dex). 
  Skill Points at 1st Level: (8 + Int modifier) x 4. 
  Skill Points at Each Additional Level: 8 + Int 
  modifier. 
  Class Features 
  All of the following are class features of the scout. 
  Weapon and Armor Proficiency: Scouts are 
  proficient with all simple weapons, plus the 
  handaxe, throwing axe, short sword, and  
  shortbow. Scouts are proficient with light armor, 
  but not with shields. 
  Skirmish (Ex): A scout gets an extra 1d6 of 
  damage on all attacks she makes during a round 
  she moves at least 10 feet.  The extra damage only 
  applies to attacks made during the scout's turn.  
  The damage increases by 1d6 for every four levels 
  gained above 1st.  This damage is subject to the 
  same restrictions as a rogue's sneak attack damage 
  (only living creatures with discernible anatomies, 
  etc). 
  At third level the scout gains a +1 competence 
  bonus to Armor Class during any round in which 
  she moves at least 10 feet.  The bonus applies as 
  soon as the scout has moved 10 feet, and applies 
  until the start of her next turn. 
  Trapfinding (Ex):  See rogue class feature, Player’s 
  Handbook, p50. 
  Battle Fortitude (Ex):  At 2nd level, a scout gains 
  a +1 competence bonus on Fortitude saves and 
  initiative checks. 
  Uncanny Dodge (Ex):  See barbarian class 
  feature, Player’s Handbook, p26. 
  Fast Movement (Ex):  See monk class feature, 
  Player’s Handbook, p41. 
  Trackless Step (Ex):  See druid class feature, 
  Player’s Handbook, p36. 
  Bonus Feats:  At 4
  th level and every four levels 
  thereafter, (8
  th, 12
  th, 16
  th and 20
  th level), a scout 
  gains a bonus feat, which must be selected from a 
  list found in Complete Adventurer (p13).  For 
  space reasons, the entire list is not included here. 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +0 
  +0 
  +2 
  +0 
  Skirmish (+1d6), trapfinding 
  2nd 
  +1 
  +0 
  +3 
  +0 
  Fast movement +10 ft., skirmish (÷1d6, +1 AC), trackless step 
  3rd 
  +2 
  +1 
  +3 
  +1 
  Battle fortitude +1, uncanny dodge 
  4th 
  +3 
  +1 
  +4 
  +1 
  Bonus feat 
  5th 
  +3 
  +1 
  +4 
  +1 
  Evasion, skirmish (+2d6, +1 AC) 
  6th 
  +4 
  +2 
  +5 
  +2 
  Flawless stride 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 41 
  Evasion (Ex):  See monk class feature, Player’s 
  Handbook, p41. 
  Flawless Stride (Ex):  At 6th level, a scout can 
  move through any sort of terrain that slows 
  movement(such as undergrowth, rubble, and 
  similar terrain)at her normal speed and without 
  taking damage or suffering any other impairment. 
   This ability does not let her move more quickly 
  through terrain that requires a Climb or Swim 
  check to navigate, nor can she move more quickly 
  through terrain or undergrowth that has been 
  magically manipulated to impede motion.  A scout 
  loses this benefit when wearing medium or heavy 
  armor or when carrying a medium or heavy load. 
  Bloodhound as presented in Complete 
  Adventurer 
  Lvl 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1
  st 
  +1 
  +2 
  +2 
  +0 
  Mark (1), swift 
  tracker 
  2
  nd 
  +2 
  +3 
  +3 
  +0 
  Nonlethal 
  force, ready and 
  waiting 
   
  Class Features 
  All of the following are class features of the 
  bloodhound prestige class. 
   
  Weapon 
  and 
  Armor 
  Proficiency: 
  Bloodhounds are proficient with all simple and 
  martial weapons, and with light armor. 
   
  Mark (Ex): A bloodhound can target, or 
  mark, an individual humanoid or monstrous 
  humanoid foe to better hunt that enemy. To do so, 
  the bloodhound must focus on a foe who is 
  present and visible, or on the depiction or 
  description of one who is not, for 10 minutes. Any 
  interruption ruins thee attempt and forces the 
  bloodhound to start the process again. Once this 
  study is complete, that target is called a mark. 
  A bloodhound adds his bloodhound level as an 
  insight bonus on all Gather Information, Listen, 
  Search, Spot, and Survival checks made to 
  determine the whereabouts of a mark. As a 
  bloodhound gains levels, he gains additional 
  abilities that can be used against a mark. 
  If a bloodhound chooses a new mark before 
  apprehending an existing one, the latter becomes 
  unmarked, and the bloodhound loses experience 
  points equal to the amount he would have earned 
  for defeating that creature. A bloodhound can 
  choose a mark only once a week. 
  Initially, a bloodhound can have only one mark at 
  a time. For every three bloodhound levels gained 
  beyond 1
  st, a bloodhound can have one additional 
  mark, but only if all the marks are chosen during 
  the same process (see above). For example, a 4
  th-
  level bloodhound could mark two bugbears in the 
  same group of prisoners, or the depictions of a 
  bugbear and a hobgoblin if both were studied at 
  the same time. If a bloodhound gives up on 
  apprehending any of his marks, all remaining 
  marked creatures become unmarked as described 
  above. 
   
  Swift Tracker (Ex): A bloodhound can move 
  at his normal speed while following tracks. See the 
  ranger class feature, page 48 of the Player’s 
  Handbook. 
   
  Nonlethal Force (Ex): Starting at 2
  nd level, a 
  bloodhound can use a melee weapon that deals 
  lethal damage to deal nonlethal damage instead 
  without taking the usual –4 penalty on his attack 
  roll. 
   
  Ready and Waiting (Ex): Beginning at 2
  nd 
  level, a bloodhound is ready for trickery at all 
  times. He can ready an action against his mark, 
  even outside if the initiative sequence. If the mark 
  triggers the bloodhound’s readied action at any 
  point within the next 10 minutes, the bloodhound 
  can carry out his readied action as if the two were 
  engaged in combat (as long as the bloodhound is 
  capable of carrying out that action). If the 
  bloodhound is incapable of carrying out the action 
  – for instance, if he is too far away to strike the 
  mark with a readied melee attack – the readied 
  action is lost. 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 42 
  Knight of the Chase 
   
   
   
   
   
   
  S p e l l s  p e r  D a y  
  Class 
  Lvl 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
   
  S p e c i a l  
   
  1
  s t  
   
  2
  n d 
   
  3
  r d 
  1
  st 
  +1 
  +2 
  +0 
  +0 
  Special hindrances, Track 
  - 
  - 
  - 
  2
  nd 
  +2 
  +3 
  +0 
  +0 
  Insight of vengeance 
  0* 
  - 
  - 
   
  Class Features 
  All of the following are class features of the 
  Knight of the Chase prestige class. 
   
  Weapon and Armour Proficiency: A knight 
  is proficient in the use of all simple and martial 
  weapons, all armours (heavy, medium, and light), 
  and shields (but not tower shields). 
   
  Spells per Day: A Knight of the Chase has 
  the ability to cast a small number of divine spells 
  from the cleric spell list (see Player’s Handbook, 
  page 183). To cast a spell, the Knight of the Chase 
  must have a Wisdom score of at least 10 + spell 
  level, so a Knight of the Chase with a Wisdom of 
  10 or lower cannot cast these spells. Knight of the 
  Chase bonus spells are based on Wisdom, and 
  saving throws against those spells have a DC of 10 
  + spell level + the Chaser’s Wisdom modifier. 
  When the Knight of the Chase gets 0 spells of a 
  given level, such as 0 1st-level spells at 2nd level, 
  he gets only bonus spells. A Knight of the Chase 
  prepares and casts spells as a cleric does (though 
  he cannot spontaneously cast cure or inflict 
  spells). 
   
  Special Hindrances: A knight must always 
  follow the Code of the Chase (see sidebar). Should 
  a senior cleric of Trithereon determine that the 
  knight has acted against the code; the character 
  may not attain another level in this class until the 
  senior cleric willingly casts atonement upon him. 
  This usually involves a quest at the behest of the 
  cleric’s church, the difficulty of which greatly 
  depends upon the seriousness of the Chaser’s 
  transgression. 
   
  Track: At 1st level, a knight gains Track as a 
  bonus feat. If the knight already possesses the 
  Track feat, he gains a +2 synergy bonus to 
  associated skill checks instead. 
  Insight of Vengeance: When fighting with a 
  longsword or shortspear, a knight gains a +1 
  insight bonus to attack rolls. 
  Feats 
  Sharp-Shooting [General] 
  Your skill with ranged weapons lets you score hits 
  others would miss due to an opponent’s cover. 
   
  Prerequisites: Point Blank Shot, Precise Shot, 
  base attack bonus +3. 
   
  Benefit: Your targets only receive a +2 bonus 
  to Armor Class due to cover. This feat has no effect 
  against foes with no cover or total cover. 
   
  Normal: Cover normally gives a +4 bonus to 
  AC. 
   
  Special: A fighter may select Sharp-Shooting 
  as one of his fighter bonus feats. 
  Spells as presented in Spell Compendium 
  Benign Transposition 
  Conjuration (Teleportation) 
  Level: Sorcerer/Wizard 1 
  Components: V 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. /level) 
  Targets: Two willing creatures of up to Large size 
  Duration: instantaneous 
  Saving Throw: None 
  Two target creatures, of which you can be one, 
  instantly swap positions. Both subjects must be 
  within range. Objects carried by the creatures (up 
  to the creatures’ maximum loads) go with them, 
  but other creatures do not, even if they are carried. 
  The movement is instantaneous and does not 
  provoke attacks of opportunity. 
  Caltrops 
  Conjuration (Creation) 
  Level: Sorcerer/Wizard 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5ft. /2 levels) 
  Area: see text 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 43 
  A caltrops spell covers one 5-foot-by-5-foot square 
  with caltrops. Every time a creature moves into an 
  area covered by caltrops or spends a round 
  fighting while standing in such an area, it might 
  step on one. The caltrops make one attack roll (+0 
  melee) against the creature. For this attack, the 
  target’s shield and deflection bonus do not count, 
  nor does its armor bonus for armor worn. A target 
  wearing shoes or other footwear gains a +2 armor 
  bonus to Armor Class (which does count). If the 
  caltrops succeed on the attack, the creature has 
  stepped on one. 
  A successful attack by a caltrop deals 1 point of 
  damage. If the target is Small, Medium, or Large 
  its land speed is reduced by one-half because of 
  the injury. This movement penalty lasts for 24 
  hours, until the creature is successfully treated 
  with a DC 15 Heal check, or until it receives at 
  least 1 point of magical healing. A charging or 
  running creature must immediately stop if it steps 
  on a caltrop. Any creature moving at half speed or 
  slower can pick its way through a bed of caltrops 
  with no trouble. 
  The DM judges the effectiveness of caltrops 
  against unusual opponents or opponents outside 
  the size range given above. A giant centipede, for 
  example, can scramble among the caltrops with no 
  chance of hurting itself, and a fire giant wearing 
  thick, massive boots might be immune to their 
  attacks. 
  For every two caster levels beyond 1
  st, you can 
  affect an additional 5-foot-by-5-foot square, and the 
  caltrops’ attack bonus increases by 1. Thus, you 
  affect two squares at 3
  rd level (+1 melee), three at 5
  th 
  level (+2 melee), four at 7
  th level (+3 melee), and a 
  maximum of five at 9
  th level or higher (+4 melee 
  maximum). Multiple caltrops spells (or mundane 
  caltrops) occupying the same space have no 
  additional effect. 
  Earthen Grasp 
  Transmutation [Earth] 
  Level: Sorcerer/Wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5ft. /2 levels) 
  Effect: Animated earthen arm 
  Duration: 2 rounds/level 
  Saving Throw: None 
  Spell Resistance: Yes 
  You bring forth from the ground an arm made of 
  dense, compacted earth or soil that can grapple 
  your foes. You can cause the arm to rise only out of 
  earth, mud, grass, or sand, and the spell fails if you 
  attempt to cast it in an area with the wrong 
  materials (including stone). 
  Treat the arm as a Medium creature, with a base 
  attack bonus equal to your caster level and a 
  Strength of 14 +2 per three caster levels (16 at 3
  rd 
  level, 18 at 6
  th level, and so on). The arm doesn’t 
  move from the square it appears in, but can make 
  one grapple attempt per round against any 
  creature in its square or any adjacent square. 
  Doing so does not provoke attacks of opportunity. 
  If the arm can target multiple creatures, you 
  choose one. If you are unable to choose a target, 
  the arm attacks a random creature with reach 
  (possibly including your allies). Each round when 
  it successfully pins a target, the hand deals lethal 
  damage equal to 1d6 points + its Str modifier. 
  The earthen arm has AC15, hardness 4, and 3 hit 
  points per caster level. If reduced to 0 or fewer hit 
  points, it crumbles to dust.  
  Material Component: A miniature hand sculpted 
  from clay. 
  Orb of Cold, Lesser 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/Wizard 1 
  Components: V, S, 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5ft./2 levels) 
  Effect: One orb of cold 
  Duration: instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  An orb of cold about 2 inches across shoots from 
  your palm at its target, dealing 1d8 points of cold 
  damage. You must succeed on a ranged touch 
  attack to hit your target. 
  For every two caster levels beyond 1
  st, your orb 
  deals an additional 1d8 points of damage: 2d8 at 3
  rd 
  level, 3d8 at 5
  th level, 4d8 at 7
  th level, and maximum 
  of 5d8 at 9
  th level or higher. 
  Phantasmal Assailants 
  Illusion (Phantasm) [Fear, Mind-Affecting] 
  Level: Sorcerer/Wizard 2 
  Components: V, S, 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5ft./2 levels) 
  Effect: One living creature 
  Duration: instantaneous 
  
  Vel6-05 The Fox and The Hounds 
   
  Page 44 
  Saving Throw: Will disbelief (if interacted with), 
  then Fortitude half; see text 
  Spell Resistance: Yes 
  You create phantasmal images of nightmare 
  creatures in the target’s mind, visible only as 
  shadowy shapes to you and unseen by all others. If 
  the target succeeds on an initial Will save, it 
  recognizes that the images are not real, and the 
  spell fails. If not, the phantasms strike the target, 
  dealing 8 points of Wisdom damage and 8 points 
  of Dexterity damage (4 points each on a successful 
  Fortitude save). If the subject of a phantasmal 
  assailant succeeds in disbelieving and is wearing a 
  helm of telepathy, the spell can be turned back 
  upon you with the same effect. 
   
  
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  Appendix 3:  Maps and Aids 
  Timetable of Events 
  Day 0  -    
  Around lunch, Canith assaults Tiberon in the Ironwarden Inn and is arrested.  A messenger is sent to 
  Devarnish asking for a magistrate.  An operative of Trisen Mori, who has been following Canith, goes 
  to report.  That evening, Tiberon goes to talk to Canith.  Late that night, Neden, Ajante and Bando 
  break Canith out. 
  Day 1 -  
  Late afternoon - messenger arrives in Devarnish, reports to Church for magistrate.  Someone in 
  Church recognizes Canith’s name and description, alerts Danal Justin in Veluna City, who gets meta-
  org to pick someone for the mission.  Meta-org PC (if any) meets with Justin, gets mission, gathers 
  group to leave first thing in morning.  Meanwhile, Trisen Mori gets report, contacts Bloodhounds. 
  Day 2 -   
  PCs ride for Ironwarden (day and a half trip on horses). Sir Harrick leaves Fallen Timbers Tavern for 
  Ironwarden, looking for Canith.  Bloodhounds meet with Mori, leave that night. Sir Harrick arrives 
  Ironwarden in the evening and leaves shortly thereafter (camping out on the road), heading towards 
  Devarnish to look for Canith. 
  Day 3 -   
  Bloodhounds arrive at Ironwarden early morning, rest a bit, and start asking around.  Midmorning, 
  PCs meet Harrick SE of Devarnish.  PCs arrive Ironwarden early afternoon. 
  Map for Encounter 5 
   
  
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  Map of Ironwarden 
   
  
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  Appendix 4:  Critical Events Summary 
  Were the PCs recruited by the Church or Sir Harrick? 
  ____________________________________________________________________________________ 
   
  Who did the PCs talk to in town? 
  __________________________________________________________________________________________________________________________________________________________________
  _____ 
   
  Did the PCs retrieve Canith’s belongings from the constable?  If so, did they return them to him? 
  ____________________________________________________________________________________ 
   
  What happened (if anything) with Bando? 
  ____________________________________________________________________________________ 
   
  Did the PCs encounter the Bloodhounds, and if so, how?  What happened? 
  __________________________________________________________________________________________________________________________________________________________________
  _____ 
   
  Did the PCs negotiate with the hermit and aranea, or fight them?  If they fought, was the hermit killed? 
  ____________________________________________________________________________________ 
   
  Did the PCs investigate the caved-in archway? 
  ____________________________________________________________________________________ 
   
  Where did Canith end up at the end of the adventure (and was it his choice)? 
  ____________________________________________________________________________________ 
   
  What information did the PCs give to the Church/Sir Harrick/Trisen Mori about what happened? 
  __________________________________________________________________________________________________________________________________________________________________
  _____ 
   
  Anything else of note happen? 
  __________________________________________________________________________________________________________________________________________________________________
  _____ 
  ___________________________________________________________________________________ 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Veluna/596/Normal Scenarios/VEL6-05 - Fox and Hounds (APL 2-8)/VEL6-05 - Fox and Hounds.pdf