TEXT: Wemic
  Camp
  A Web Enhancement Adventure Site for THE SHINING SOUTH
  1
  Design: Penny Williams
  Development: Skip Williams
  Editing: Penny Williams
  Typesetting: Nancy Walker
  Cartography: Rob Lazzaretti
  Web Production: Julia Martin
  Web Development: Mark A. Jindra
  Graphic Design: Cynthia Fliege, Dee Barnett
  Based on the original DUNGEONS & DRAGONS® game by E. Gary Gygax and
  Dave Arneson and on the new edition of the DUNGEONS & DRAGONS game
  designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,
  and Peter Adkison.
  D&D, DUNGEONS & DRAGONS, FORGOTTEN REALMS, and DUNGEON
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  Visit our website at www.wizards.com/forgottenrealms
  The Shining South is filled with information for players and Dun-
  geon Masters whose campaigns feature adventures in the south of
  Faerûn—particularly in Dambrath, Estagund, the Shining Lands,
  the Shaar, the Great Rift, Halruaa, Luiren, and the Border King-
  doms. These exotic and mysterious lands are ripe with adventuring
  possibilities, and their cultures are rich and deep.
  You need not set an fntire campaign in the Shining South to
  make use of this product. Dharacters can travel the length and
  breadth of Faerûn via portal networks and more conventional
  means, and adventures can take characters to multiple locations
  before resolution.
  Wemic Camp is an adventure site that can be dropped into any
  adventure that takes place within the vast expanse of the Shaar.
  Taking on the entire camp is a serious challenge (at least CR 12),
  and each of the wemic leaders constitutes a CR 6 or 7 encounter. As
  always, feel free to adapt the material presented here as you see fit
  to make it work with your campaign.
  Preparation
  You (the DM) need the D&D core rulebooks—the Player’s Hand-
  book, the Dungeon Master’s Guide, and the Monster Manual—as
  well as The Shining South—to use this adventure site. This infor-
  mation presented here utilizes the D&D v.3.5 rules. 
  To get started, print out the adventure site, including the map.
  Read through it at least once to familiarize yourself with the situa-
  tion, site, and major NPCs (particularly their motivations). You
  must decide what kind of action takes place—whether the PCs
  simply stumble upon the wemics’ campsite or have a reason to visit. 
  Finally, review the information on wemics in Monster Com-
  pendium: Monsters of Faerûn and Races of Faerûn. Monster and
  NPC statistics are provided with each encounter in abbreviated form.
  Background
  The wemic pride known as the Golden Mane roams throughout the
  plains of the Shaar, but its movements are far from random. The
  pride has established several campsites that it can use in rotation
  during its travels. It shares some of these sites with other wemic
  prides that move on a different schedule and occasionally with a
  loxo herd as well. 
  The Golden Mane Pride stays in each of its campsites for periods
  varying from a week to two months, depending upon the prevalence
  of game in the area. Upon moving into a site, the shaman reads the
  Additional Credits
  
  Shining South Web Enhancement
  2
  signs left by the last occupants—most of which detail new dangers
  or competing predators in the area, as well as the movements and
  relative abundance of game. The females and young clear the site of
  any debris that has collected during its vacancy, while the males
  scout the surrounding area.
  Upon leaving a site, the shaman leaves offerings for Nobanion,
  plus signs to inform the next pride of the conditions encountered.
  The males police the site, taking care to leave no signs of the direc-
  tion they have taken that enemies could follow.
  The Campsite
  This campsite is on the open plain in an area blanketed with tall
  grasses. Low brambles and occasional hardy but twisted trees dot the
  landscape as well. A few creeks crisscross the area, and water holes
  here and there provide enough water to support the herd animals
  and predators of the plains.
  The campsite is approximately 160 feet long by 110 feet wide. It
  is bounded by three rocky outcroppings, each 15–20 feet high
  (Climb DC 12) and a thorn barrier that connects them. Some of the
  pride’s males stand guard at night atop these rocks, which offer an
  excellent view of the surrounding grasslands. The remainder patrol
  the perimeter of the camp, just outside the thorn barrier.
  The barrier was grown by one of the pride’s shamans some years
  ago, and the shamans of the prides that use the area still tend it lov-
  ingly. It stands approximately 10 feet high and is about 10 feet wide
  in most places. The barrier functions like heavy undergrowth (see
  page 87 in the Dungeon Master’s Guide), except that thorns tear at
  anyone trying to pass through it. For every 5 feet so moved, the bar-
  rier makes a melee attack (attack bonus +3 melee) and deals 1d4
  points of damage on a successful hit.
  Inside the barrier is a watering hole about 15 feet in diameter and
  8 feet deep at the center. The wemics use it to drink and bathe, and
  they sometimes scoop water from it to clean the blood from their
  weapons.
  Nine scraggly trees provide some shade during daylight hours. Six
  of them surround the watering hole, and the rest are near the
  perimeter of the campsite. The trees range from 30 to 40 feet high
  and are deciduous.
  The wemics sleep on mats of woven grass placed on the ground.
  A wemic sleeping on one of these mats (or on the ground) has total
  concealment unless the viewer is taller (or up higher) than the sur-
  rounding grass, which stands about 7 feet high.
  The wemics usually enter and exit the camp via the rocky out-
  croppings, jumping up on top of them and then down again, rather
  than pushing their way through the brambles. At times, however,
  they find it more convenient to simply jump the thorny barrier. A
  female bringing back a kill usually either leaves it outside the camp
  for others to feed on, or places it in Wrokeen’s Heward’s handy
  haversack so that she can bring it into camp easily.
  The Pride
  The Golden Mane Pride currently consists of four adult males, ten
  adult females, and five noncombatant cubs. The leader is Shaq’ar,
  the strongest male in the group. His mate, Wrokeen, is the lead
  hunter, and Kretnor is the shaman of the pride. Shaq’ar’s rival for
  leadership is Beren, a wemic with dark powers that most of his kind
  do not even suspect.
  D Shaq’ar: Male wemic barbarian 4; CR 7; Large monstrous
  humanoid; HD 5d8+10 plus 4d12+8; hp 66; Init +2; Spd 50 ft.; AC
  18, touch 11, flat-footed 18; Base Atk +9; Grp +20; Atk +17 melee
  (2d8+12, +2 greatclub) or +11 ranged (2d6+5/[TS]3, +1 composite
  longbow [+4 Str bonus]); Full Atk +17/+12 melee (2d8+12, +2 great-
  club) and +10 melee (1d6+3, 2 claws) or +11/+6 ranged
  (2d6+5/[TS]3, +1 composite longbow [+4 Str bonus]); Space/Reach 10
  ft./5 ft.; SA rage 2/day; SQ darkvision 60 ft., fast movement, illiter-
  acy, uncanny dodge; AL N; SV Fort +7, Ref +7, Will +5; Str 24, Dex
  14, Con 15, Int 13, Wis 11, Cha 13.  
  Skills and Feats: Climb +10, Hide +4, Intimidate +5, Jump +21,
  Listen +10, Move Silently +7, Spot +6, Survival +8; Alertness, Lead-
  ership, Spirited Charge, Stealthy.
  Rage (Ex): Twice a day, Shaq’ar can enter a state of fierce rage
  that lasts for 7 rounds. The following changes are in effect as long
  as he rages: hp 84; AC 17, touch 9, flat-footed 17; Grp +22; Atk +19
  melee (2d8+15, +2 greatclub) or +11 ranged 2d6+5/[TS]3, +1 com-
  posite longbow [+4 Str bonus]); Full Atk +19/+14 melee (2d8+12, +2
  greatclub) and +12 melee (1d6+4, 2 claws) or +11/+6 ranged
  2d6+5/[TS]3, +1 composite longbow [+4 Str bonus]); SV Fort +9, Will
  +7; Str 27, Con 19; Climb +12, Jump +23. At the end of his rage,
  Shaq’ar is fatigued for the duration of the encounter.
  Uncanny Dodge (Ex): Shaq’ar retains his Dexterity bonus to
  Armor Class even when flat-footed or targeted by an unseen foe (he
  still loses his Dexterity bonus if paralyzed or otherwise immobile).
  Possessions: +2 silent moves hide armor, +2 greatclub, +1 composite
  longbow (+4 Str bonus), gloves of Dexterity +2, potion of bull’s
  strength, gold pectoral (worth 750 gp).
  Description: Shaq’ar has a fabulous russet mane with gold streaks,
  and his face and chest sport several battle scars. He wears an elabo-
  rate pectoral of beaten gold and dragon teeth, which he fashioned to
  show off his trophies from a fight with a blue dragon in the com-
  pany of some adventurers. He still uses a composite longbow that he
  carried during that battle, despite the fact that his abilities have
  advanced beyond its limitations.
  As a leader, Shaq’ar tries to be fair but authoritative. He won
  his position within the pride from his uncle in fair combat when
  the latter became too old to lead. Wrokeen is Shaq’ar’s designated
  mate and true love, and she often advises him on local conditions
  and appropriate movements. Smarter than the average wemic,
  Shaq’ar realized early that the younger male known as Beren had
  a black heart and constituted a threat to the pride, so he encour-
  aged the youngster to go adventuring. Since his return, Beren has
  been too secretive for Shaq’ar’s liking, and the leader watches him
  closely.
  D Wrokeen: Female wemic barbarian 2/ranger 2; CR 7; Large
  monstrous humanoid; HD 7d8 plus 2d12; hp 44; Init +4; Spd 50 ft.;
  AC 18, touch 13, flat-footed 18; Base Atk +9; Grp +19; Atk +16
  melee (2d6+11/[TS]3, +2 battleaxe) or +15 ranged (2d6+8/[TS]3, +2
  composite longbow [+6 Str bonus]); Full Atk +16/+11 melee
  (2d6+11/[TS]3, +2 battleaxe) and +9 melee (1d6+3, 2 claws) or
  +15/+9 ranged (2d6+8/[TS]3, +2 composite longbow [+6 Str bonus]);
  Space/Reach 10 ft./5 ft.; SA rage 1/day; SQ darkvision 60 ft., fast
  movement, favored enemy animals +2, uncanny dodge, wild empa-
  thy +3; AL NG; SV Fort +7, Ref +11, Will +6; Str 22, Dex 18, Con
  10, Int 11, Wis 14, Cha 12.
  Skills and Feats: Hide +5, Jump +21, Knowledge (nature) +8,
  Listen +8, Move Silently +10, Spot +8, Survival +10; Alertness,
  Nomadic Trekker*, Rapid Shot, Stealthy, Track, Trample.
  *New feat described in The Shining South.
  Favored Enemy (Ex): Wrokeen gains a +2 bonus on her Bluff,
  Listen, Sense Motive, Spot, and Survival checks when using these
  skills against animals. She gains the same bonus on weapon damage.
  Rage (Ex): Once per day, Wrokeen can enter a state of fierce
  rage that lasts for 5 rounds. The following changes are in effect as
  
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  3
  
  long as she rages: hp 62; AC 16, touch 11, flat-footed 16; Grp +21;
  Atk +18 melee (2d6+14/[TS]3, +2 battleaxe) or +15 ranged
  (2d6+8/[TS]3, +2 composite longbow [+6 Str bonus]); Full Atk
  +18/+13 melee (2d6+14/[TS]3, +2 battleaxe) and +11 melee (1d6+4,
  2 claws) or +15/+9 ranged (2d6+8/[TS]3, +2 composite longbow [+6
  Str bonus]); SV Fort +9, Will +8; Str 26, Con 14; Jump +23. At the
  end of her rage, Wrokeen is fatigued for the duration of the
  encounter.
  Uncanny Dodge (Ex): Wrokeen retains her Dexterity bonus to
  Armor Class even when flat-footed or targeted by an unseen foe (she
  still loses her Dexterity bonus/penalty if paralyzed or otherwise
  immobile).
  Possessions: Amulet of natural armor +1, +2 battleaxe, +2 compos-
  ite longbow (+6 Str bonus) with 20 arrows, lesser bracers of archery
  (composite longbow), Heward’s handy haversack, 3 potions of cure
  light wounds, 10 gp.
  Description: The acknowledged mother of the pride, Wrokeen
  enjoys her position as lead hunter for the group and Shaq’ar’s
  favored mate. She has borne Shaq’ar seven cubs, four of which are
  still with the pride today. The most recent cub is still below the age
  of maturity, so she spends some of her time caring for him. When
  she hunts, however, she leaves the cub in the care of one of her own
  daughters. 
  Wrokeen has long, dark hair that she keeps tied back with a
  simple leather thong. Her face is considered lovely and exotic by
  humans, largely because of her elegant features and catlike green
  eyes. She is the fastest member of the pride, and her skill with the
  bow is already legendary.
  It is Wrokeen who always acts as the scout for the pride, tracking
  food animals and potential enemies, seeking out fresh sources of
  water, and blazing new trails for the pride’s annual movements. Her
  talent for reading the signs of nature keeps the pride well informed
  about potential adverse weather, recent battles between creatures of
  the plains, and new threats to the territory.
  D Kretnor: Female wemic druid 4 of Nobanion; CR 7; Large
  monstrous humanoid; HD 9d8+18; hp 58; Init +1; Spd 40 ft.; AC 16,
  touch 10, flat-footed 15; Base Atk +8; Grp +16; Atk +12 melee
  (1d8+7, +1 club) or +9 ranged (1d6, masterwork sling); Full Atk
  +12/+7 melee (1d8+7, +1 club) and +6 melee (1d6+2, 2 claws) or
  +9/+4 ranged (1d6, masterwork sling); Space/Reach 10 ft./5 ft.; SQ
  animal companion (hawk), animal companion benefits, darkvision
  60 ft., nature sense, resist nature’s lure, trackless step, woodland
  stride; AL N; SV Fort +7, Ref +6, Will +11; Str 18, Dex 12, Con 14,
  Int 14, Wis 17, Cha 13.  
  Skills and Feats: Concentration +8, Handle Animal +7, Heal +9,
  Hide +2, Jump +15, Knowledge (nature) +8, Listen +7, Move
  Silently +5, Ride +3, Spot +7, Survival +7; Alertness, Brew Potion,
  Combat Casting, Stealthy.
  Animal Companion (Ex): The companion’s abilities and charac-
  teristics are summarized below. Kretnor and Silvin enjoy the link
  and share spells special qualities. 
  Silvin: Male hawk companion; CR —; Tiny animal; HD 3d8; hp
  13; Init +8; Spd 10 ft., fly 60 ft. (average); AC 20, touch 16, flat-
  footed 16; Base Atk +2; Grp –8; Atk or Full Atk +8 melee (1d4–2,
  talons); Space/Reach 2-1/2 ft./0 ft.; SQ evasion, low-light vision, tricks
  (attack, come, defend, down, guard, heel, seek, stay); AL N; SV Fort
  +3, Ref +7, Will +3; Str 7, Dex 18, Con 10, Int 2, Wis 14, Cha 6.  
  Skills and Feats: Hide +12, Listen +4, Spot +14; Improved Ini-
  tiative, Weapon Finesse.
  Animal Companion Benefits (Ex): Kretnor has a hawk named
  Silvin as an animal companion (see Monster Manual, page 273).
  Kretnor and Silvin enjoy the link and share spells special qualities.
  Link (Ex): Kretnor can handle Silvin as a free action. She also
  gains a +4 circumstance bonus on all wild empathy checks and
  Handle Animal checks made regarding her hawk.
  Share Spells (Ex): Kretnor may have any spell she casts on her-
  self also affect her animal companion if the latter is within 5 feet
  at the time. She may also cast a spell with a target of “You” on her
  animal companion.
  Resist Nature’s Lure (Ex): Kretnor gains a +4 bonus on saving
  throws against the spell-like abilities of fey.
  Trackless Step (Ex): Kretnor leaves no trail in natural surround-
  ings and cannot be tracked.
  Woodland Stride (Ex): Kretnor may move through natural
  thorns, briars, overgrown areas, and similar terrain at her normal
  speed and without damage or other impairment. However, thorns,
  briars, and overgrown areas that are magically manipulated to
  impede motion still affect her.
  Druid Spells Prepared (caster level 4th): 0—create water, cure
  minor wounds, know direction, resistance, virtue; 1st—cure light
  wounds (2), goodberry, speak with animals; 2nd—barkskin, delay
  poison, hold animal (DC 15).
  Possessions: Bracers of armor +2, +1 club, masterwork sling with
  10 stones, ioun stone (clear spindle), Keoghtom’s ointment, ring of
  animal friendship, potion of cure light wounds, potion of hide from
  animals.
  Description: Kretnor is a red-haired beauty with tattoos of various
  beasts on her face and arms. She has produced three cubs for the
  pride, all male, and all now living with prides of their own. Beren has
  been actively courting her for some time, and she is flattered by his
  attention, but she senses something dark about him and has thus far
  resisted his advances.
  Kretnor is a dedicated follower of Nobanion. As shaman for the
  pride, she keeps the worship of Nobanion alive and vital, ensuring
  proper sacrifices and observation of his holy days.
  As the tribe’s only healer, Kretnor spends much of her time making
  healing potions and unguents. She sometimes participates in territo-
  rial battles, but Shaq’ar prefers to hold her in reserve so that she can
  heal the rest of the combatants. Kretnor chafes somewhat under such
  restrictions because she feels that she can more than hold her own in
  combat. Thus, after she provides the required post-battle healing, she
  often disappears for a few days to hunt alone. When she returns, she
  invariably has a sizable kill—often some dangerous creature.
  Despite Kretnor’s misgivings, she is appreciated by the rest of the
  pride for her varied talents as well as her combat ability. She serves
  as spiritual advisor to the pride as a whole, and to Shaq’ar in partic-
  ular. Kretnor looks forward to the day when she will be able to
  assume the forms of animals, but for now she relies on her hawk
  companion Silvin for reconnaissance information about the sur-
  rounding area.
  D Beren: Male wemic rogue 2/sorcerer 1; CR 6; Large monstrous
  humanoid; HD 5d8+5 plus 2d6+2 plus 1d4+1; hp 39; Init +3; Spd 40
  ft.; AC 18, touch 12, flat-footed 15; Base Atk +6; Grp +15; Atk +11
  melee (1d8+8/19–20, +1 short sword) or +11 melee (1d6+6/19–20,
  dagger of venom) or +9 ranged (2d6+1/19–20, +1 heavy crossbow);
  Full Atk +11/+6 melee (1d8+8/19–20, +1 short sword) and +5 melee
  (1d6+2, 2 claws) or +11/+6 melee (1d6+6/19–20, dagger of venom)
  and +5 melee (1d6+2, 2 claws) or +9 ranged (2d6+1/19–20, +1 heavy
  crossbow); Space/Reach 10 ft./5 ft.; SA sneak attack +1d6; SQ dark-
  vision 60 ft., evasion, familiar (snake), familiar benefits (Alertness,
  empathic link, share spells), trapfinding; AL NE; SV Fort +2, Ref
  +10, Will +6; Str 20, Dex 17, Con 12, Int 15, Wis 11, Cha 13.  
  Skills and Feats: Bluff +4, Concentration +5, Escape Artist +7,
  Hide +8, Jump +16, Listen +8, Move Silently +15, Search +6, Sense
  Motive +4, Sleight of Hand +7, Spot +8, Survival +4; Alertness*,
  Combat Casting, Dodge, Stealthy.
  Sneak Attack (Ex): Beren deals 1d6 extra points of damage on
  any successful attack against flat-footed or flanked targets, or
  against a target that has been denied its Dexterity bonus for any
  reason. This damage also applies to ranged attacks against targets up
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  Shining South Web Enhancement
  5
  to 30 feet away. Creatures with concealment, creatures without dis-
  cernible anatomies, and creatures immune to extra damage from
  critical hits are all immune to sneak attacks. Beren may choose to
  deliver nonlethal damage with his sneak attack, but only when using
  a weapon designed for that purpose, such as a sap (blackjack).
  Evasion (Ex): If Beren is exposed to any effect that normally
  allows him to attempt a Reflex saving throw for half damage, he
  takes no damage with a successful saving throw.
  Familiar: Beren’s familiar is a snake named Slick. The familiar
  uses the better of its own and Beren’s base save bonuses. The crea-
  ture’s abilities and characteristics are summarized below.
  Slick: Male snake familiar; CR —; Tiny magical beast; HD
  8d8; hp 19; Init +3; Spd 15 ft., climb 15 ft., swim 15 ft.; AC
  18, touch 15, flat-footed 15; Base Atk +6; Grp –5; Atk or
  Full Atk +11 melee (1–3 plus poison, bite); Space/Reach 2-
  1/2 ft./0 ft.; SA poison; SQ improved evasion, low-light
  vision, scent; AL NE; SV Fort +1, Ref +10, Will +7; Str 4,
  Dex 17, Con 11, Int 6, Wis 12, Cha 2.  
  Skills and Feats: Balance +11, Climb +9, Concentration +4,
  Escape Artist +7, Hide +22, Jump +0, Listen +11, Move
  Silently +13, Search +2, Sense Motive +5, Spot +11, Swim +9;
  Weapon Finesse.
  Poison (Ex): Injury; Fort DC 10; initial and secondary
  damage 1d6 Con. 
  Improved Evasion (Ex): If Slick is exposed to any effect that
  normally allows him to attempt a Reflex saving throw for
  half damage, he takes no damage with a successful saving
  throw and half damage if the saving throw fails.
  Familiar Benefits: Beren gains special benefits from having a
  familiar. This creature grants him a +3 bonus on Bluff checks
  (included in the above statistics).
  Alertness (Ex): *Slick grants his master Alertness as long as he is
  within 5 feet.
  Empathic Link (Su): Beren can communicate telepathically with
  his familiar at a distance of up to 1 mile. The master has the same
  connection to an item or a place that the familiar does.
  Share Spells (Su): Beren may have any spell he casts on himself
  also affect his familiar if the latter is within 5 feet at the time. He
  may also cast a spell a target of “You” on his familiar.
  Trapfinding (Ex): Beren can find, disarm, or bypass traps with a
  DC of 20 or higher. He can use the Search skill to find, and the Dis-
  able Device skill to disarm, magic traps (DC 25 + the level of the
  spell used to create it). If his Disable Device result exceeds the trap’s
  DC by 10 or more, he discovers how to bypass the trap without trig-
  gering or disarming it.
  Sorcerer Spells Known (caster level 1st): 0—detect magic, mage
  hand, read magic, touch of fatigue (+10 melee touch, DC 11); 1st—
  charm person (DC 12), true strike.
  Possessions: Bracers of armor +2, wand of magic missile (1st), +1
  short sword, dagger of venom, +1 heavy crossbow with 10 bolts, dust
  of disappearance.
  Description: Beren has always known he was different from other
  wemics. Born with the shadow of evil upon his soul, he has always
  been greedy and cruel, though he has learned to hide such feelings
  well and mouth the platitudes that his fellow wemics wish to hear.
  Concerned about Beren’s unhelpful attitude, Shaq’ar encouraged
  him to go forth from the pride and find adventure in his youth, and
  he did so. Beren ventured closer to human civilizations than most of
  his kind do, and he was quickly adopted by an avaricious adventur-
  ing group. From this association, he learned the ways of thievery,
  and he made an excellent thug on the streets of outlying cities. He
  also discovered the spark of magic within himself and decided to
  develop it as best he could. 
  When he returned to the pride after a particularly unprofitable
  season in the city, Beren hid his magical abilities as well as his
  roguish skills, knowing that neither fit the pride’s barbarian image.
  Since then, he has used his sneak attack ability liberally in battle,
  though he always tells his fellow wemics that his blow was “a piece
  of good luck.”
  For some time now, Beren has nursed a secret desire to take over
  the pride. He plots and schemes constantly against Shaq’ar, planning
  to weaken him in subtle ways while undermining his credibility
  within the pride. Beren has also sought alliances outside the pride—
  with both rival leaders who would like to meld the Golden Mane
  with their own prides, and with thri-kreen, loxo, and even Sharryan
  humans who covet the pride’s territory.
  Beren appears as a golden-furred wemic with a midnight-black
  mane and a cruel glint in his yellow eyes. Thin and lithe, he lacks the
  musculature of most males, but his magic and rogue abilities make
  him just as deadly in combat.
  A Typical Day in Camp
  While the Golden Mane Pride is in residence here, the males guard
  the perimeter by night and drive off intruders while the females and
  cubs sleep. During the day, the males sleep while some of the females
  hunt and others keep an eye on the camp, and the cubs romp and
  learn to use weapons. The elder members of the tribe who are not as
  fast as they once were make themselves useful by fashioning and
  repairing weapons and shields, caring for the young, and making
  tools, sleeping mats, shelters, and medicines for the pride.
  During inclement weather, those wemics not on guard duty often
  take shelter under half-tents—tanned hides supported at one end by
  poles. The wemics rarely use fire because they prefer their meat raw
  and understand the dangers that fire can present in the grasslands.
  The females travel considerable distances to track herds of food
  animals. Wrokeen often uses her Heward’s handy haversack to
  bring back single kills. She also does her best to drive the herds closer
  to the wemic camp, so that other females need not carry their kills
  so far. 
  Adventure Options
  The PCs could visit the wemic camp for many reasons. As DM, you
  know best how to work a particular site into your storyline, but you
  can use the ideas below as inspiration.
  • The PCs happen upon the camp while traversing the Shaar.
  • The characters encounter Wrokeen hunting herd animals in the
  plains or charting a new course for the pride’s fall migration.
  They may accidentally interfere with her efforts, or aid her in
  some way. If she learns from the PCs that some new threat hangs
  over the Shaar, she may take the characters back to the pride to
  discuss the issue with Shaq’ar.
  • Shaq’ar is concerned about a band of thri-kreen that has been
  hunting outside its normal territory of late. A few skirmishes
  have already taken place, but Shaq’ar is considering taking a few
  of the males from the pride and seeking out the renegade thri-
  kreen. At present, he is considering whether to involve the local
  loxo herd, but the presence of adventurers may convince him to
  seek their aid instead.
  
  • Beren is about to make a bid for power. For some time, he has
  been using his spells to degrade the leader’s authority within the
  pride while slipping plant-based poison that deals Strength damage
  into his food. When Shaq’ar is sufficiently weak, Beren plans to
  challenge him to combat, using his spells to enhance his own abil-
  ities and his dagger of venom to ensure the leader’s death. The PCs
  arrive just as the combat is starting.
  About the Author
  Penny Williams joined the roleplaying game industry as Game Ques-
  tions Expert for TSR, Inc. in the 1980s. Since then, she has served
  as RPGA network coordinator, Polyhedron Newszine editor, and
  senior editor and coordinating editor for the RPG R&D Department
  at Wizards of the Coast, Inc. Now a busy freelancer, Penny edits for
  several game companies and runs the online playtesting program
  for Wizards products. When not enhancing the cruelty of designers’
  creations, Penny puts up jam, works jigsaw puzzles, and tutors stu-
  dents in math and science.
  Shining South Web Enhancement
  6
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/WOTC Web Archive/Web Enhancements/Wemic Camp.pdf