TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at beldred@midsouth.rr.com.  For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  YEO5-06 
   
   
   
   
   
  Broken Spear 
  A One-Round D&D® LIVING GREYHAWKTM  
  Yeomanry Regional Adventure 
  Version 1.1 
   
  by K.C. Farmer 
  Reviewer: Yeomanry Triad  
  Circle Reviewer: Steven Conforti 
   
   
   
  The tranquility amongst the vineyards of Coldfair Green is interrupted by the kidnapping of a boy, the son of a wealthy 
  landowner. The party must keep their wits about them and act quickly to foil the sinister plot set forth by the child's 
  abductors.  A Yeomanry regional adventure for APLs 4-12. 
   
   
  
  YEO5-06 Broken Spear 
   
  Page 1 
  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 Dungeon 
  Master (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, 2006.  
   
  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 the Appendices.  
  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 up 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 
  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.  
  
  YEO5-06 Broken Spear 
   
  Page 2 
   
  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 1st-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 
  the Yeomanry.  Characters native to the Yeomanry pay 
  one Time Unit per round, all others pay two Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  ABOUT THE YEOMANRY 
  The Yeomanry is situated in a valley between the Jotens 
  and the Tors in the southwest corner of the Sheldomar 
  Valley.  The moderately sized realm is nearly surrounded 
  by the Crystalmists and its spurs, though its eastern 
  border with Keoland is generally regarded as the eastern 
  bank of the Javan across from the county of Cryllor.  Its 
  border continues south to where the great river enters 
  the Hool Marshes and the lands of the Sea Princes.  The 
  climate is hot nearly year-round in the central valley, 
  though the temperature moderates as one approaches the 
  foothills, particularly in late fall and winter.  The 
  Yeomanry is a land populated primarily by freemen 
  farmers, who are mostly a Suel-Flan mix. 
   
  The Yeomanry is one of the few representative 
  democracies in the Flanaess.  Any citizen of majority, 
  who has carried the spear for the nation, either now or in 
  the past, is eligible to elect a spokesman on his behalf 
  from his community who serves in the Council of 
  Common Grosspokesmen in Loftwick.   
   
  The people of the Yeomanry are rural, cloistered folk 
  with little exposure to either foreigners or magic.  They 
  are religious and superstitious, yet reservedly friendly to 
  travelers.  Many Yeomen have served in the Militia and 
  are stout defenders of their homes. 
   
  You can learn more about the Yeomanry at its official 
  website: http://yeomanry.living-greyhawk.com. 
  ACADEMY OF LORE 
   
  Members of the Academy of Lore (or Dustdigger 
  College, as it is more commonly referred) are scientists, 
  archaeologists, and treasure hunters who serve the 
  Yeomanry League in an official capacity. Members are 
  charged with exploring, mapping, and bringing back 
  artifacts from the extensive number of Suel (and other) 
  ruins that dot the Yeoman countryside. As a secondary 
  task, they are expected to protect these same sites from 
  those who would exploit those treasures for personal gain 
  and without permission of the Academy or the Yeoman 
  government. 
  THE SILENT ONES 
   
  Silent Ones are members of a mysterious and 
  ancient order of spellcasters based in the Sheldomar 
  Valley of the Flanaess. They seek out lost magical lore 
  and forever lock it from would-be abusers. In their 
  vaunted libraries in the Lonely Tower, the Silent Ones 
  Guard countless secrets regarding pre-Cataclysms 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  YEO5-06 Broken Spear 
   
  Page 3 
  history, the Great Migrations, and the evolution of 
  magical theory from the dawn of time to the present day.  
   
  The order can be broken down into two distinct 
  branches: cloistered disciples known as Anchorites of the 
  Tower and roving adherents known as Wanderers. The 
  former spend most of their lives steeped in study and 
  contemplation, often guarding places of magical power or 
  conducting research important to the order. Often 
  sought out as sages, they will exchange knowledge for 
  information that does not violate their trust. Some serve 
  as advisors or seers in various noble courts, but their 
  ultimate allegiance is always to the order. Wanderers, on 
  the other hand, actively seek out ancient magicks and 
  mysteries to protect from exploitation. They often travel 
  in groups of three, or attach themselves to adventuring 
  bands (since the abandoned tombs and keeps that so 
  often capture the attention of thrill seekers also happen 
  to hold the type of magic Silent Ones work to keep from 
  dangerous hands and minds). 
   
  The Silent Ones usually accomplish their goals 
  through subterfuge and manipulation, but it is not 
  unheard of for the members of the order to act swiftly, 
  even ruthlessly. They are neither good nor evil, seeing 
  their role as above petty morality. Their ethics tend to the 
  lawful, though they will interpose themselves against 
  anyone to protect their interests, taking whatever actions 
  are deemed necessary. 
   
  The bulk of the order is made up of sorcerers, who 
  by their very nature have internalized magical processes 
  to the point at which they cannot be stolen or corrupted 
  by the uninitiated. Among the ranks of the Anchorites 
  are found several wizards, whose penchant for study and 
  research make them the perfect archivists. Bards are 
  increasingly popular among the Wanderers, their 
  greatest performances being private tales told to 
  superiors within the walls of the Tower of Silence. 
  Loremasters rarely become Silent Ones, as their focus on 
  discovering magic for personal improvement is seen as 
  antithetical to the beliefs of the order, which hold that 
  some such knowledge should be buried forever from the 
  ken of men. 
   
  Silent Ones usually dress in drab cassocks, with gray 
  and brown being most typical. They eschew armor and 
  weapons save the simplest of implements, such as a staff 
  or dagger. Outside the Tower of Silence, Silent Ones 
  rarely carry dangerous spells (on scrolls or in spellbooks) 
  or easily corrupted magical items, so as to better avoid 
  their secrets falling into the hands of the uninitiated. In 
  fact, Silent Ones believe that they do not truly "own" 
  their magical items at all, but rather hold them in trust 
  until they are destroyed (if evil or dangerous) or 
  deposited in the Tower. When artifacts or other great 
  items of magic are carried they are very well protected. 
  COLDFAIR GREEN (POP. 550) 
   
  Coldfair Green lies at the heart of Yeoman wine 
  country. The town sits at the base of the Javan River and 
  is surrounded by lush, green hills that are perfect for 
  grape growing. The people are proud of their vintage, as it 
  has won a number of awards for taste in the Sheldomar 
  Valley, much to the chagrin of the larger Keoish wineries 
  to the north. Interestingly, one of the wine storage 
  facilities burned down recently — locals suspect arson. 
  Despite its size, Coldfair Green does not have a 
  Grosspokesman at current, although Humphrey, one of 
  the more popular distillers in town, has vied to pry the 
  position away from an existing Grosspokesman. Should 
  the townsfolk vote for him, the seat surely would become 
  his. 
  BACKGROUND 
   
  When the House of Malhel rejected the decisions of 
  the Great Council of Niole Dra, where the House Neheli 
  had established their rule, their eventual downfall was 
  practically assured. The Neheli, together with the Rhola, 
  eventually established the Kingdom of Keoland. The 
  failure to join with Vecna, and then his eventual 
  destruction, led the Malhel to acts of desperation. They 
  lashed out. First, they assaulted the Lonely Tower, the 
  stronghold of the Silent Ones established by the Neheli. 
  The Silent Ones were responsible for the protection of 
  artifacts. During the assault the Malhel captured a 
  number of treasures, including the fabled Hand and Eye of 
  Vecna. The Malhel then turned their attention to the 
  Darkwood, seeking a place where they could restore their 
  power. In an attempt to take Valadis by means of an 
  unnatural power, the Malhel brought destruction upon 
  themselves instead. 
   
  Asberdies, one of the only remaining survivors of 
  the Malhel, seized power in the Yeomanry. Lord 
  Asberdies ruled the land and its people with cold-blooded 
  ruthlessness in a vain attempt to resurrect a vestige of the 
  glory of the Old Imperium. The tyrant was eventually 
  cast down after years of dominion, during which his 
  outrages ultimately grew unbearable. The Yeoman 
  farmers banded together into small cadres of around a 
  dozen fighters to overcome the forces of the mage in 
  piecemeal fashion through relentless guerrilla strikes 
  upon his forces. Asberdies was soon harried from his 
  throne by the insurgents, who were eventually able to 
  besiege his stronghold and force him from the land 
  entirely. 
  In 
  the 
  aftermath 
  of 
  securing 
  their 
  independence, these citizen-warriors realized that they 
  had essentially formed the framework of a government. 
  They elected their own spokesmen, who in turn chose 
  leaders to direct the affairs of the realm. The 
  Grosspokesmen, as these leaders would come to be called, 
  established the office of Freeholder, who was essentially 
  an administrator elected to run the government, military, 
  and conduct foreign policy. 
  
  YEO5-06 Broken Spear 
   
  Page 4 
   
  What happened to Asberdies after his fall is 
  uncertain. While he had in his possession the Hand and 
  Eye of Vecna, he did not use them. These objects would fall 
  into hands of Nolhast the Unforgiven and make their 
  way north, into history. This would mark the second time 
  that House Malhel refused the power of the Whispered 
  One. Lately a rumor has arisen that Asberdies lived on as 
  a lich, but such are the tales of the low-born in the 
  Yeomanry (but a true tale in this case). 
   
  Many, many years later, a party of adventurers led by 
  Beorngar ap Regenald came across a tomb. Beorngar 
  contracted a mysterious disease while fighting the 
  constructs that protected the tomb. Over time this 
  disease would alter him. While the tomb provided little 
  in the way of treasure, Beorngar’s party was later 
  approached by a man in black. This man revealed to 
  Beorngar certain secrets, and an understanding of his 
  malady, without which Beorngar was destined to become 
  part man, part construct. Eventually Beorngar would 
  swear fealty to Lord Asberdies, not knowing that it was 
  the lich who had created the contagion. The group called 
  themselves the Order of the Malhel Rose, and settled 
  down in Coldfair Green to watch the eastern border and 
  answer their master’s call when it was needed. 
   
  As history tends to repeat itself, the Hand and Eye of 
  Vecna returned to the Yeomanry. Not the artifacts of 
  legend, but a cult. “The Eye” was a hideous monstrosity 
  whose real name was Golob, although the name “Eye” 
  may be more suitable. Through insane visions, Golob 
  claimed to receive communion with The Whispered 
  One. At his side was “The Hand”, Horace Greyspire, a 
  lifelong criminal who had lost his family years ago to the 
  treachery of “noble” men and now vowed vengeance 
  against the world. Horace served the cult as the front 
  man, the leader to those who were not in the know. The 
  cult itself referred to themselves as simply “The Friends.” 
  When pressed on who they were friends of, they would 
  simply reply Kevan, a phonetic anagram for Vecna. 
   
  According to Golob, Vecna instructed the Friends to 
  infiltrate and influence the Yeomanry as he had done 
  with others throughout the Flanaess. They were to seize 
  artifacts and keep a watch out for agents of Iuz, who were 
  thought to be seeking these same artifacts for their own 
  dark purpose. Since communication was viewed critical, 
  Golob created a method to distribute messages to his 
  cultists throughout the Yeomanry. Hidden within the 
  tales of bards, in allegory, he placed coded messages 
  understood only by those who had the keys. For while 
  Golob is most definitely insane, his intellect is sharp. 
   
  Golob set up his lair in the abandoned dwarven 
  fortress of Marakdor, in the depths below the Yeomanry. 
  From there, the Eye directed the Hand, and the Hand 
  directed the Friends. In his own vanity, Golob directed 
  the Hand to build a temple, dedicated to The Whispered 
  One. Although it was crude, Golob was quite pleased. 
   
  Having a keen sense of the activities in his lands, 
  Lord Asberdies moved to strike down the infiltration of 
  The Whispered One. The Order of the Malhel Rose was 
  called into action. Rather than direct confrontation, 
  which might gain unwanted attention from Vecna, 
  Asberdies directed Beorngar to find an intermediary. 
  Being of an adventuring nature himself, Beorngar knew 
  that a ruse could be setup to lure a party into the midst of 
  the Friends. Even if it failed, the plan would rid the Rose 
  and their master of a likely enemy they would have to 
  confront eventually. But, for the plan to work they would 
  need an opportunity to strike when the Eye and Hand 
  were together. 
   
  Today, the opportunity that Beorngar needs comes 
  when Pyralis, follower of the great Iuz, is captured by the 
  Friends and taken to Marakdor for interrogation. A party 
  of worthy adventurers has entered Coldfair Green, and 
  seeks comfort at the Briggand’s Inn. The Rose puts their 
  plan in motion. 
   
  Meanwhile, the Silent Ones have dispatched their 
  own spies. These men in black seek out any sign of the 
  Whispered One, and will move quickly to protect the 
  Kingdom. After all, in their eyes the Yeomanry is part of 
  Keoland and always has been. 
  ADVENTURE SUMMARY 
  Encounter 1 
   
  The party begins their adventure at the Briggand’s 
  Inn with stout ale and a hearty meal. A bard entertains 
  the crowd with a fanciful tale used by the Friends to pass 
  information between cells located throughout the 
  Sheldomar Valley. 
   
  After a brief period of roleplaying, a woman enters 
  the inn. Her husband is a wealthy Yeomanry citizen who 
  retired from adventuring due to a mysterious sickness 
  (Construct Contagion). She is hysterical. She claims that 
  her son has been kidnapped, and presents a ransom note 
  to Humphrey, whom she considers an authority. 
  Humphrey, seizing the opportunity to impress his 
  townspeople, assembles a search party. Any militia 
  members are activated. He recommends the party consult 
  Quiana, a woman known to have divination powers. 
  Humphrey will be too busy “organizing” the townsfolk to 
  be of any real help for the rest of the adventure. 
  Encounter 2 
   
  The party seeks the consultation from the old crone 
  Humphrey had recommended. She will cast her 
  divinations, and identify the house where the boy is held. 
   
  If the party does not take Humphrey’s advice, a 
  young boy claiming to be the kidnapped boy’s friend 
  approaches the party. He tells them he saw a man dressed 
  in black carrying the boy into a house, and will show 
  them where it is. 
   
  If the party is able to cast their own divinations, they 
  should easily locate the boy. If they attempt to teleport 
  
  YEO5-06 Broken Spear 
   
  Page 5 
  into the area, they will end up just outside the front door 
  of the house. 
  Encounter 3 
   
  The party arrives at the house where the boy is held. 
  Upon entering, they spot the boy and a man dressed in 
  black with a construct. The man orders the construct to 
  attack the intruders, grabs the child, and rushes through 
  a curtain into a back room. The boy cries, “No, no, no…”, 
  then there is silence. The construct is merely an obstacle, 
  and should be dispatched in rapid order. As the party 
  enters the back room, there is no sign of the man or boy. 
  The only obvious exit is a teleportation circle on the floor 
  that appears to be fading quickly. The party must make a 
  quick decision, enter the teleportation circle, and then the 
  fun begins. If the party waits too long, the teleportation 
  circle ends as does their adventure. From this point 
  forward, the pace of the adventure accelerates. 
   
  The teleportation circle is a ruse meant to place the 
  party in the vicinity of Marakdor. The man, who is the 
  boy’s uncle, departs with the boy via a cape of the 
  mountebank. 
  Encounter 4 
   
  Once the effects of teleportation end, the party finds 
  themselves in an immense underground tunnel 
  measuring approximately 80 feet across and heading, 
  what they assume to be, an east-west direction. Unless 
  the party has darkvision or a light source, most will be 
  completely in the dark. The terrain makes movement 
  difficult (one half speed and can’t run without falling). 
  The party has two minutes real time to act before a patrol 
  of drow come across them. If the party heads to the east, 
  they will meet the drow almost immediately. If they head 
  west, the drow will follow them up to the worm tunnels. 
   
  The drow will be quite concerned as to how surface 
  dwellers have come into the area. They will ask questions 
  to obtain whatever information they can, but will attack 
  any open aggression, e.g. drawing of weapons or hostile 
  words. If the party manages to convince the drow that 
  they intend to take the boy and leave, along with any 
  other surface dwellers they may come across, then the 
  patrol will permit them to travel west without 
  mentioning the danger in the worm tunnels. If the party 
  manages to bribe the patrol with a magical item or 
  something of comparable worth, the drow will warn 
  them of the worms and describe the underground 
  fortress beyond. 
   
  Attacking the drow will cause an alarm to be 
  sounded. Soon the tunnels will be full of drow with the 
  intent to kill or capture the intruders. The drow will 
  avoid the worm tunnels if at all possible. If the party 
  decides to fight it out, waves upon waves of drow and 
  their notorious sleep arrows will fall upon the party. They 
  will attempt to knock the party out and take them 
  captive. 
  Encounter 5 
   
  The main tunnel the party follows soon comes to an 
  end. In the north side of the tunnel is a smaller tunnel 
  measuring 20 feet in diameter, although the floor is 
  covered in rubble (movement half). The smaller tunnel 
  seems to travel in a wave-like or side-to-side pattern (an 
  obvious hint for an observant adventurer), leading into a 
  large chamber with three other tunnels heading to the 
  left, straight ahead, and down to the right. 
   
  The left tunnel gradually comes to another chamber 
  that serves as a lair for a purple worm. There is nothing of 
  value in this place. 
   
  The tunnel straight ahead leads on for a ways. In this 
  tunnel, the purple worm is making his gradual return to 
  his lair. Fighting this behemoth will most likely end the 
  adventure. At lower APLs the worm will not notice the 
  party; who have probably fled by the time it would see 
  them anyway. At higher level APLs the worm will be 
  more aggressive; however, the intent of this encounter is 
  to get the party moving quickly along with some sense of 
  urgency. When the party flees, the worm will head to its 
  lair first, burrowing into the earth as it goes. 
  Encounter 6 
   
  The tunnel leading down and to the right continues 
  on for about a mile, leading into another tunnel system. 
  In a large chamber sits Marakdor, an old dwarven fortress 
  carved out of the rock face. Thin, steep stairs lead up to 
  entrance. A massive stone gate blocks the way. The main 
  hall of the fortress is under the effects of an unhallow 
  spell. The door requires the solution of a puzzle and is 
  trapped. 
   
  Most of the rooms within the fortress are in 
  disrepair. A few rooms contain bedding and the place 
  serves as a halfway house for the Friends infiltrating the 
  Yeomanry. 
  Encounter 7 
   
  The main hall is the current meeting place of the 
  Friends. Many have gathered to interrogate a spy from 
  Iuz who has strayed too far. The Iuz spy, Pyralis, is badly 
  beaten, but appears to be conditioned to the treatment by 
  the amount of scar tissue on his back. The Friends have 
  stripped him of his armor and weapons, leaving him in 
  only a pair of trousers. Occasionally, he glances up to the 
  wall at the far end of the room where the image of the 
  withered hand and amber eye of Vecna is set in mosaic; 
  the stained glass image shows the eye resting in the open 
  palm of a thousand pieces of obsidian. The eye alone 
  measures some eight feet in diameter, and seems to glare 
  at all who enter. A closer inspection of the mosaic will 
  reveal well-concealed footholds that lead up to the eye. It 
  is through the eye that the cultists enter and exit the 
  fortress. The eye rests on hinges in such a way that it can 
  be pried open, and then returned gently back into 
  position. 
  
  YEO5-06 Broken Spear 
   
  Page 6 
   
  The Friends will fight to keep their hideout and 
  plans from seeing the light of day. They will fight to the 
  death because they fear the Whispered One. An 
  examination of the contents of the room reveals a list of 
  key words with their true meanings. Any character who 
  can successfully recall the bard’s tale, may use this 
  information to decipher a message that has been sent 
  throughout the Sheldomar Valley. 
  Encounter 8 
   
  Behind the eye are a series of passages ten feet in 
  diameter that travel in many directions, including 
  vertically. If the party has made enough noise in fighting 
  the cultists, or smashes the glass eye, Golob will be 
  waiting for them in ambush (surprise round occurs). As 
  the party comes through the main passage, the beholder 
  attacks from the front with its eye stalk ray attacks. It 
  then darts into and out of the honeycombed passages, 
  and then redirects its attack from another direction. It 
  will attempt two fly-by attacks, and then it will move in 
  to separate the spell casters from the fighters. Against the 
  spell casters it will focus its antimagic eye. Against the 
  fighter types it will use its eye stalk ray attacks. 
   
  The party will find the method of egress further 
  down the main passage, the one most traveled with a 
  successful Track check. A gate teleports PCs back to a 
  country farmhouse just outside of Coldfair Green. 
  Encounter 9 
   
  At a nearby farmhouse, the party is greeted by the 
  boy and man in black the party was in search of. 
  Beorngar, looking more like a construct than a man, 
  introduces himself and explains why the party was 
  tricked into confronting the Friends. The rest of the 
  Order of the Malhel Rose is well hidden. The boy 
  congratulates his father on the plan to get the party to rid 
  the town of the “bad guys.” 
   
  The Rose will respond if attacked. Killing any 
  member of the Rose without evidence of their 
  connection with Asberdies could be considered an evil 
  act. The boy, if left alive and his father or uncle slain, will 
  accuse the party of kidnapping him. Attempts to bring 
  the faction to the authorities will be in vain. The boy will 
  simply say he got away from the cultists. 
  PREPARATION FOR PLAY 
  Collect all character sheets from the players as if to 
  inspect them and take notes. Record the applicable 
  bonuses for the following checks and have each character 
  roll a 1d20 eleven times, applying each result in the 
  opposite order listed: 
  1. 
  Encounter 1: Hear the bard’s tale if the PC is not 
  already actively listening (DC 15Listen check). 
  2. 
  Encounter 1: Recognize there is something more to 
  the bard’s tale such as the kennings and hidden 
  meanings (DC 25 Sense Motive or Bardic 
  Knowledge check). 
  3. 
  Encounter 1: Recognize the meanings of some of the 
  bard’s tale dealing with historical references (DC 30 
  Knowledge (history) or Bardic Knowledge check). 
  4. 
  Encounter 7: Remember the bard’s tale later (DC 20 
  Int check). 
  5. 
  Encounter 1: See that the people in the inn are 
  cheating at cards (DC 20 Spot check). 
  6. 
  Encounter 1: Sense that the people in the inn are 
  cheating at cards (DC 20 Sense Motive check). 
  7. 
  Encounter 4: Hear the Drow patrol approaching the 
  party (Listen check [DC 20+ APL]). 
  8. 
  Encounter 9: Sense that there is something to 
  Beorngar’s explanation that he is not telling (DC 25 
  Sense Motive check). 
  9. 
  Encounter 9: Spot the embroidered rose on Beorngar 
  and Hereric’s cloak (Spot check [DC 15 + APL]). 
  10. Encounter 9: Realize that the embroidered rose is a 
  symbol of House Malhel and that Asberdies was a 
  member of this house and that Malifor was a name 
  used by Asberdies (DC 30 Knowledge (history) or 
  Bardic Knowledge check). 
  11. Encounter 9: Understand the nature of Beorngar’s 
  affliction (Spellcraft check; see Construct Contagion 
  below). 
   
  Record these results and keep them handy during 
  play. You can also use this time to prepare Combat 
  Initiative Cards if you intend to use them, asking each 
  player to write down the checks above. If during play a 
  character actively attempts one of the above actions, let 
  them roll even if the recorded result would be successful 
  otherwise. 
  Is This a Military Adventure? 
   
  As Yeoman officials consider the events of this 
  adventure important to the defense of the Yeomanry, 
  members of any branch of the Yeoman military may 
  count the TUs spent on this adventure toward any annual 
  TU commitment required by their enlistment. 
  Is This a Dustdigger Adventure? 
   
  As this adventure does significantly involve 
  archaeological matters, students in the Academy of Lore 
  may count this adventure toward any TUs they must 
  spend per year in study. See individual certificates for 
  more details. 
  Is this a Promotion Worthy Adventure? 
   
  Heroic deeds in the name of the Yeoman military are 
  possible in this adventure, and as such, the possibility for 
  promotion exists.  In order for a PC to be considered for 
  
  YEO5-06 Broken Spear 
   
  Page 7 
  promotion at the end of this adventure, the PC must do 
  the following: 
  1. 
  The DM and all Yeomanry military PCs present at 
  the table must unanimously agree that the PC has 
  performed an action and behaved in a manner that 
  would make them a good leader of men in their unit. 
  There must be at least two other military PCs playing 
  the adventure besides the PC up for advancement.  
  Only one PC can be nominated for advancement per 
  adventure. 
  2. 
  The player so nominated must then gather the 
  names and email addresses of all Yeomanry military 
  players and the DM at the table. 
  3. 
  The player must then submit a small summary of 
  what happened in the adventure and why he or she 
  should be considered for promotion.  Emailing this 
  information to yeomanry-triad@yahoogroups.com. 
  4. 
  The Triad will then discuss your promotion and 
  determine whether promotion is granted.  You will 
  be notified via email, and a promotion certificate will 
  be sent to you via snail mail. 
   
  In order to be considered for promotion, the 
  Yeomanry military character must have spent a 
  minimum of one year of real time at the rank below that 
  being applied for.  So in order to be considered for 
  Sergeant, the player must have spent one full year as a 
  Yeoman, and one full year below that as an unranked 
  soldier. 
  CONSTRUCT CONTAGION 
   
  This 
  magical 
  curse 
  causes 
  the 
  eventual 
  transformation of humanoids into constructs. Created by 
  the archlich Asberdies to swell his ranks at little or no 
  cost to himself, the contagion has continued to change 
  various humanoids, humans, orcs, elves and the like, even 
  without the presence of Asberdies to direct it. 
   
  Unfortunately, the contagion now creates what are 
  called the Altered, who, although they do eventually 
  transform into constructs, sadly retain their intelligence 
  and personality. They know full well what they were 
  before their awful change.  The Altered are creatures 
  (primarily humanoid) that have been infected with the 
  Construct Contagion. This magical disease alters the 
  victim’s body in several horrendous ways. The Altered 
  resemble half-golems, but where a half-golem’s limbs 
  have been replaced rather than regenerated or healed in 
  another way, the Altered’s limbs (and possibly other body 
  parts), have been transformed by the curse and given 
  properties similar to the original infectious construct. As 
  such, an altered will take on the appearance of wood, 
  stone or other material in the affected areas. 
   
  Because the contagion is a magical curse, there are 
  no “cures” which will reverse it. This curse can currently 
  only be removed by a remove curse, break enchantment, 
  miracle, or wish spell from a caster of 17th level or higher.  
  However, there may be other means to remove this curse 
  that may be discovered in future Yeomanry adventures. 
   
  A Spellcraft check may reveal some valuable 
  information about construct contagion: 
  • 
  DC 10 
  It’s a magical curse, not a disease. 
  • 
  DC 15 
  It’s a powerful curse that can’t easily be 
  removed. 
  • 
  DC 20 
  Extreme damage passes the curse to a 
  victim. 
  • 
  DC 25 
  Extreme damage advances the curse to 
  its next phase. 
  • 
  DC 30 
  The archmage Asberdies created the 
  curse. 
   
  A humanoid creature is the only creature type 
  susceptible to the contagion; constructs can carry it, but 
  the do not change as a result of being “infected” with it. 
  Creating an Altered is a gradual process, which begins in 
  an encounter with a construct that carries the contagion.  
  The curse is transmitted in any of several ways, all 
  involving critical damage to the victim.  The creature 
  suffers a serious blow (one that was a critical hit, one for 
  massive damage, or one that put the creature’s hp total 
  below zero) from an “infected” construct, and thus is 
  vulnerable to the curse (it is not a disease, despite the 
  name and use of the word infected).  When the infection 
  event occurs, the victim gets a Fort save (DC 20 + the APL 
  this adventure is played at) to avoid receiving the curse. 
   
  After becoming infected, each time the victim is 
  struck with a critical hit, a blow for massive damage, or 
  has his hp total reduced below zero, they must make a 
  Fort save (DC 12 + the APL this adventure was played at). 
   If they fail the save, this indicates the contagion has 
  advanced in intensity, transforming more of their body 
  into a construct (although they do not assume the 
  construct type yet).  Each advance further affects the 
  abilities of the cursed victim. 
   
  In this adventure, all constructs carry the clay 
  version of this contagion (except for Beorngar who has 
  the stone, wood, and iron versions in addition to the clay 
  version).  Its first stage (initial infection) grants a +2 
  natural armor bonus and a -2 penalty to Cha.  Second 
  stage is a -2 penalty to Dex.  Third stage is a -10 ft. penalty 
  to Speed (-5 ft. for Small creatures).  Fourth stage is that 
  all healing spells cast on this PC are only half as effective 
  with regards to curing hp damage.  The fifth stage is the 
  final one, the victim becomes a construct (an Altered). 
   
  PCs infected by Construct Contagion receive the 
  Curse – Construct Contagion effect on the Adventure 
  Record.  Those reaching the final stage are transformed 
  into an Altered and removed from play; contact the 
  Yeomanry Triad for details. 
  
  YEO5-06 Broken Spear 
   
  Page 8 
  NOTES ON PRONUNCIATION 
   
  Many of the NPCs appearing in this adventure have 
  unusual names. The following gives the correct 
  pronunciation. Emphasis is indicated by capital letters. 
  Altoneyl 
   
  all-town-EEL 
  Beorngar 
   
  bay-ORN-gar 
  Erelhei-Kenafin 
  air-el-HI KEN-a-fin 
  Fagoli 
   
  fah-GOAL-ee 
  Golob 
   
  GO-lahb 
  Hereric 
   
  hair-ER-ick 
  Jarlin 
   
  JAR-len 
  Marakdor 
   
  mar-ACK-door 
  Orric 
   
  or-RICK 
  Pyralis 
   
  PIRE-all-is 
  Quiana 
   
  kwee-ANN-ah 
  Rhyloyn 
   
  rye-LO-een 
  Tebuque 
   
  ta-BOO-koo 
  Valadren 
   
  val-ah-DREN 
  Zarithiel 
   
  zar-ITH-eel 
  INTRODUCTION 
  Your travels have brought you into the wine country 
  of the Yeomanry just outside of Coldfair Green. 
  While the trip has been pleasant and without 
  incident, that storm cloud ahead makes you 
  nervous. The hard, dusty road looks thirsty for a 
  drink. It might be worth the detour just to taste the 
  famed brandy that fat merchant back down the road 
  would not stop talking about. 
   
  Along the way you meet up with several fellow 
  travelers who appear to be heading to Coldfair 
  Green for the same reason… 
   
  Allow the players to introduce their PCs, and then 
  proceed to Encounter 1. 
  ENCOUNTER 1: BRIGGAND’S 
  INN 
  Refer to DM Aid: Map #1. 
  Just as you make it into Coldfair Green, the 
  downpour begins. Through the rain, you make out 
  what appears to be an inn. Coming closer, you see 
  the sign: BRIGGAND’S INN. The thick, heavy oak 
  door creaks as you open it. 
   
  The downstairs of the inn is an open room with 
  wooden floors and a high ceiling. Seven tables are 
  collected around a large hearth. As you step inside 
  and shake off beads of water, a short, heavyset 
  Oeridian man spots you and approaches. 
   
  “Greetings, travelers! Welcome to my inn.” 
   
  A dozen or so men glance in your direction, and 
  then turn back to their discussions, meals, or 
  whatever they were doing before. The Innkeeper 
  shuffles over to you. 
   
  “Please, set yourselves down by the fire. Orric, 
  can you and your lady friends sit over there so that 
  these weary travelers can rest and warm their 
  bones?” 
   
  A stout little gnome in fancy dress gets up 
  courteously from the table nearest the fire. Two 
  common-looking women gather their drinks and 
  food, and the three make their way to a table closer 
  to a very long, busy bar. A robust bar maid serves ale 
  in large wooden tankards. 
   
  “Buck Briggand,” shouts the gnome at the 
  innkeeper, “you’re always pushing us wee folk about. 
  Ah, but keep playing cards like you did last night, 
  and I will own this inn.” 
   
  Buck leads you to the table by the fire. While 
  there are only four chairs, there is room by the fire 
  on the warm flagstones jutting from the hearth. The 
  rest of the tables are full. 
   
  Allow the party to role-play a little or until they 
  beckon the busy serving wench, and then the bard begins 
  his tale. Apply the check to hear the bard’s tale if the 
  players are not actively listening (Listen DC 15). Note 
  that ordering food and drink from the serving wench is 
  not consistent with active listening. Only those who hear 
  the gnome will be able to remember the tale (Int DC 20) 
  or sense there is something more to it (Sense Motive or 
  Bardic Knowledge DC 25), with successful checks. 
   
  If no one is listening and the listen check fails, read 
  the following: 
   
  Orric begins to tell a story to his two 
  companions, who giggle. A pale, yet attractive flan 
  woman hurries from table to table to check on the 
  patrons, and then finally stops by your table. 
   
  “What would ye be having today?” 
   
  Dawn Weaver, the serving wench, will show obvious 
  interest in the most attractive PC. More on Dawn is 
  provided below. Should the party inquire about what is 
  available, Dawn will reply with the following: 
   
  “We have ale, mead, beer, brandywine, oh, and 
  you must try our peach brandy. We also have pork 
  pie, barley soup, and beef stew. If you’d like I’ll bring 
  you some bread and cheese. Our melons are also in 
  season.” 
  
  YEO5-06 Broken Spear 
   
  Page 9 
   
  Dawn blushes at her last statement, realizing the 
  party may have misunderstood her meaning. Once she 
  has the PCs order, her eyes linger a little longer on the 
  target of her desire, and then she darts off toward the 
  kitchens. 
   
  If at least one person is listening or hears the bard’s 
  tale, read the following: 
  By Taliesin’s breaker of rings, 
  of what I speak now, let it be heard, 
  so that you shall know the things 
  that live with the flame-farewelled. 
  The brow star shines upon Oerth. 
  The father of secrets 
  shows us what we hold within. 
  Spear-din comes to us all in time. 
  There was once a feeder of ravens 
  called Aegeron – young, strong and proud. 
  Blessed by the gods, feared by mortal man, 
  sent by his tribe to battle the dragon Tarasol. 
  Aegeron, blood-ember in hand, 
  rode upon Pelor’s Mane three days 
  boldly into Javan’s onion of war. 
  He rested therein against peace’s bosom. 
  Word-weavers betrayed Tarasol’s hiding place, 
  a fortress upon the Plains of Pesh, 
  where Galitholian’s pupil made his claim. 
  Aegeron pulled the blood-worm from the Book 
  Tower, 
  put on mace’s foe, and bridled Pelor’s Mane. 
  He rode off to meet the crest of the mountain 
  hawk 
  to find a spear of legendary power, 
  like the sword of stars, called Githonial’s bane. 
  From ancient rock took Aegeron the spear, 
  strung his bow and slung on his quiver. 
  He took the palm of string-notch south, 
  Into the house of refuge to find the 
  valley trout woman, Windowmere’s whisperer. 
  The woman was one the eye must behold, 
  covered with the palm, open with gold, 
  lest one be silver, rigid and cold. 
  What boons she gave him: a serpent’s lair, 
  a cloak to protect him from the breaker of trees 
  and arrow bane, once belonging to the 
  gatekeeper. 
  With these gifts, Aegeron girded himself for 
  a weather of weapons against Tarasol. 
  He met the beast with a hail of points 
  at the fortress upon the Plains of Pesh. 
  The creature came out for slaughtered dew. 
  The two met in a dance of spear and claw. 
  Aegeron dodged the dragon’s kiss, 
  then aimed the taming wand at the creature’s 
  gaze. 
  The shield-piercer struck Tarasol’s eye true, 
  bringing slaughtered dew upon Baxter’s nest. 
  The dragon roared, then fell, a raven’s harvest. 
  The spear, however, snapped and broke, 
  the victim of Tarasol’s wicked vengeance. 
  And so Aegeron, now Tarasol’s doom, 
  cut off the head of his foe most ancient 
  as a trophy for he and his people, 
  and returned home in glory and song. 
  He cast the head into the heavens, 
  for to this day the broken-spear points 
  to the wounded eye of the dragon Tarsol, 
  which many a traveler have seen. 
   
  Should other PCs wish to order from the serving 
  wench while characters try to listen to Orric’s tale, feel 
  free to intersperse the dialog. This will add to the 
  distraction that the characters would likely face. 
   
  Orric’s tale is full of kennings and allegory. On a 
  successful Sense Motive check, mentioned previously, 
  the PC will be able to understand the kennings (read 
  below). If the PC who listens to the tale and understands 
  the kennings makes a successful Knowledge (history) or 
  Bardic Knowledge check (DC 30), he might figure out 
  the following the meanings of the words in parentheses. 
   
  The literal translation of Orric’s tale is: 
   
  By the King of the world (Followers of Vecna 
  often refer to him as the king of the world), of what I 
  speak now, let it be heard, so that you shall know the 
  things that live with the honored dead. The Eye 
  shines upon Oerth. The father of secrets shows us 
  what we hold within. Battle comes to us all in time. 
   
  There was once a warrior called Aegeron – 
  young, strong and proud. Blessed by the gods, feared 
  by mortal man, sent by his tribe to battle the dragon 
  Tarasol. Aegeron, axe in hand, rode upon a horse 
  called Pelor’s Mane three days boldly into Javan’s 
  spear (Longspear is located on the river Javan). He 
  rested therein with a woman. 
   
  Bards betrayed Tarasol’s hiding place, a fortress 
  upon the Plains of Pesh (the ancient name for the lands 
  that are now called Keoland), where Galitholian’s pupil 
  (Galitholian Glitterheim was an elven teacher of Vecna) 
  made his claim. Aegeron pulled the sword from the 
  Book Tower (Loftwick), put on a helm, and bridled 
  his horse. He rode off to meet the Hand to find a 
  spear of legendary power, like the sword of stars, 
  called Githonial’s bane (Githonial was an ancient elven 
  civilization that was defeated by the armies of Vecna with 
  the use of a sword crafted from material from the stars – 
  later called the Sword of Kas). 
   
  From ancient rock took Aegeron the spear, 
  strung his bow and slung on his quiver. He took the 
  arrow south, into the house of refuge (Newick) to 
  find the serpent woman, Windowmere’s whisperer 
  (Della). The woman was one the eye must behold, 
  covered with the palm, open with gold, lest one be 
  
  YEO5-06 Broken Spear 
   
  Page 10 
  ice or stone, rigid and cold. (This is an apparent 
  warning that Della is a medusa.) 
   
  What boons she gave him: gold, a cloak to 
  protect him from the wind and a shield, once 
  belonging to the gatekeeper (Westburn is referred as 
  the gatekeeper since it is near Slerotin’s Tunnel). With 
  these gifts, Aegeron girded himself for battle against 
  Tarasol. He met the beast with a hail of arrows at the 
  fortress upon the Plains of Pesh. The creature came 
  out for blood. 
   
  The two met in combat. Aegeron dodged the 
  dragon’s breath weapon, then aimed the spear at the 
  creature’s gaze. The spear struck Tarasol’s eye true, 
  bringing blood upon Baxter’s nest (Fort Baxter). The 
  dragon roared, then fell, a corpse. The spear, 
  however, snapped and broke, the victim of Tarasol’s 
  wicked vengeance. 
   
  And so Aegeron, now called Tarasol’s doom, cut 
  off the head of his foe most ancient as a trophy for 
  he and his people, and returned home in glory and 
  song. He cast the head into the heavens, for to this 
  day the broken-spear points to the wounded eye of 
  the dragon Tarsol, which many a traveler have seen. 
   
  The allegorical meaning of Orric’s tale can be found 
  in Encounter 7 by using the cryptic keys in possession of 
  the cult. 
   
  The following information is provided should the 
  party wish to converse with the patrons or employees of 
  the inn. While they will not be able to converse with 
  everyone before Anna enters the inn with word of her 
  son’s kidnapping, this will allow the players to role-play 
  and possibly pick up some useful information. Anna will 
  enter the inn approximately fifteen minutes after Orric 
  has completed his story. Feel free to speed things up if 
  the players are not inclined to role play. 
  � Buck Briggand: innkeeper, male Oeridian Rog8. 
   
  Buck Briggand, 47, is short and fat, but moves 
  gracefully. He has long, curly black hair and a mustache 
  that curls up on the sides. His eyes are blue. Sweat pours 
  down his tan-colored flesh. He is unusually well dressed 
  for an innkeeper, but based on the number of patrons you 
  would guess that he is well off. He appears likable, but 
  you couldn’t tell it from his stodgy patrons. 
   
  Buck won this inn from its former owner in a game 
  of cards, and since changed the name to Briggand’s Inn. 
  Buck was passing through and the opportunity of a 
  proprietorship sounded more appealing than his previous 
  occupation. He doesn’t like to talk about the past. Buck 
  owes Orric 750 gp from a game of cards the previous 
  night. 
  � Dawn Weaver: serving wench, female Flan 
  Com1. 
   
  Dawn Weaver, 16, is a frail looking young woman, 
  but very attractive. Her eyes are brown and doe-eyed. Her 
  long blonde haired is pulled together with a red kerchief. 
  Her skin is pale, with residue of sweat, dirt and smoke 
  between her fingers and on her cheeks. She wears a 
  simple dress made of a rough textured fabric and an 
  apron about her waist. 
   
  Dawn has lived a very hard life. She became an 
  orphan when she was three years old, and fell under the 
  wing of Ashely Cole, the barmaid. She dreams of leaving 
  Coldfair Green for someplace more exciting – a city 
  perhaps. She often throws herself at the more attractive 
  travelers, and hopes they will take her away to a better 
  life. 
  TABLE 1 
   
  Two men and a woman are sitting at this table 
  nearest to the main entrance of the inn. The men are 
  brothers, and both have dark brown hair and brown eyes. 
  The woman has black hair and green eyes. All three are 
  dressed in travelers clothing. They are enjoying their ales. 
  These are simply common folk enjoying their break from 
  a hard day of work. They are in the business of 
  transporting wine and brandy to the larger towns and 
  cities throughout the Yeomanry. All three smell of 
  horses. If the PCs are successful in Gather Information 
  checks (DC 15), they may pick up a rumor from one of 
  these patrons. Refer to the Rumors section near the end 
  of this Encounter. 
  TABLE 2 
   
  Three men sit at a table in the corner near the front 
  of the inn. They eat their meals and keep to themselves. 
  They claim to be travelers on their way to Loftwick. In 
  actuality they are members of the Silent Ones sent to 
  keep a watchful eye out in the Yeomanry. These men will 
  refrain from any kind of altercation, preferring to blend 
  into the crowd. 
  � Burle: male Suloise Sor7/SilentOne8; see 
  Appendix 6. 
   
  Burle, 47, is the larger man of the three at 6’2.” He 
  has short, blond hair and blue eyes. He, like his 
  companions, is dressed in a drab grey cassock, grey 
  trousers and a worn, brown cape with a hood. Being a 
  pure born Suloise, his skin is a milky white. 
   
  Burle is a member of the Silent Ones. He eats a large 
  meat pie with a dagger, his only visible weapon. He is the 
  leader of this trio, and has a sharp ear for anything that 
  might sound suspicious. 
  � Lyman: male Suloise Sor7/SilentOne4; see 
  Appendix 6. 
   
  Lyman, 34, is short, thin and wears a bushy 
  mustache. His hair is white rather than blonde, and his 
  eyes have a reddish tint. He sports a hat with a large brim, 
  preferring a more stylish look than his companions. He 
  
  YEO5-06 Broken Spear 
   
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  also wears a scar that begins just below his left eye and 
  ends almost in his ear. 
   
  Lyman used to fancy himself as a duelist. When it 
  became obvious that he wasn’t cut out with the lifestyle, 
  he opted to pursue sorcery. He’s been with the Silent 
  Ones for three years. 
  � Mendel: male Suloise Brd7/SilentOne1; see 
  Appendix 6. 
   
  Mendel, 28, is built more like a blacksmith than a 
  bard. He has a shaved head, and watches the crowd with 
  his steel blue eyes. His sleeves are rolled up, exposing 
  large biceps and forearms. 
   
  Mendel is on his first assignment with the Silent 
  Ones. Upon request, and if he is willing, he plays upon a 
  piccolo. This performance stands in stark contrast to his 
  physique. He has been listening to Orric’s tale, and if 
  asked about it he will claim there is something about the 
  story that makes him think there is a meaning to it. He 
  doesn’t have the keys to the message, so will not be able 
  to draw any conclusions other than something is odd. 
  TABLE 3 
   
  Three men sit at this table. They are laborers who 
  pick the grapes for Humphrey’s vineyard. They have had 
  a wee bit too much to drink, and may complain that 
  Humphrey is a cheap man, despite the fact he is on the 
  other side of the room. If the party makes a successful 
  Gather Information check (DC 13) they will receive some 
  bit of information. Refer to Rumors. 
  TABLE 4 
   
  This is the party’s table. 
  TABLE 5 
   
  Four of the more respectable men in the inn sit at a 
  table in the corner at the back, opposite the bar. One of 
  them is Humphrey, a local distiller who is looked upon as 
  a leader. The other three are his competition. The four 
  men tend to distance themselves from the rest of the 
  crowd, which they view as rift-raft. A successful Gather 
  Information check (DC 17) will lead to some 
  information. Refer to Rumors. 
  � Humphrey the Distiller: male Suloise/Flan 
  Exp5. 
   
  Humphrey, 53, is tall and well built for his age. 
  Although he is balding, he keeps his white hair trimmed. 
  He wears fine clothing fitting the latest style in Keoland. 
   
  Humphrey has visions of grandeur, and is a 
  politician to the core. He is vying to become a 
  Grosspokesman. This is purely for status, as Humphrey is 
  not one to fight for a particular cause. In fact he is very 
  much for the status quo, with himself being in charge. 
  TABLE 6 
   
  Three men and a dwarf sit around this table. They are 
  playing cards and drinking ale. They are more interested 
  in their game. The dwarf in particular will become very 
  irritated with any interruptions, even from Buck who 
  lingers around the table. If anyone asks to join in the 
  game, they will at first refuse. If coins are presented, 
  especially gold, they will welcome the player. The game 
  won’t go very well for the player. If they can’t win 
  honestly, these fellows will cheat. The player will lose 
  around 10 gp every 5 minutes. A PC can make a Spot or 
  Sense Motive check (DC 20) to discover the deception. If 
  the characters detect the cheating, but do nothing about 
  it, the other players win as described above, but they also 
  are more than eager to pass on several rumors. Should the 
  player characters either make a ruckus about the cheating 
  (in which case, Buck Briggand closes down the game) or 
  cheat themselves (using Sleight of Hand and/or Bluff) 
  and win, then these other card players will be unwilling 
  to share any information they might know. Refer to 
  Rumors. 
  TABLE 7 
   
  Orric Thorne and the two common women who 
  accompany him sit at the table closest to the bar. After he 
  finishes his tale, he orders some soup and ale. The 
  women are not the most attractive, but fawn over the 
  gnome. 
  � Orric Thorne: male Gnome Brd8. 
   
  Orric Thorne, 50, is short and stocky even by gnome 
  standards. His long hair is gray, and he has a long beard 
  that is braided. He wears fine linens, and a black leather 
  jacket that seems to be a different color depending upon 
  how the light shines on it. 
   
  Orric has no clue that the tale he tells has a hidden 
  message. In fact, the Friends would be unlikely to send 
  one of their own so close to Coldfair Green. If he is asked 
  about the tale, he claims that he learned it from a half-
  elven bard named Cyrill up around the Little Hills. 
   
  Orric will goad Buck whenever he can about the 
  money the innkeeper owes him. Realizing that Buck 
  cannot cover his bets, Orric will spread his newfound 
  wealth by generously offering patrons free drinks or 
  meals. “It’s all on Buck,” he’ll explain, while giving the 
  innkeeper a wicked grin. 
  THE BAR 
   
  Three men and a woman sit on the stools in front of 
  the bar. They are just ordinary townsfolk. Refer to 
  Rumors if the party is successful in Gather Information 
  checks (DC 15). Ashley Cole, the barmaid, is busy 
  pouring ale into tankards and drinks into glasses. A 
  nervous, solitary man sits at the corner of the bar. He is 
  Merrimack Flint, a Dust Digger from Loftwick. 
  
  YEO5-06 Broken Spear 
   
  Page 12 
  � Ashley Cole: barmaid; female Suloise/Flan 
  Com5. 
   
  Ashley Cole, 42, is a large woman with auburn hair 
  tied back in a knot. Her piercing, brown eyes and an 
  occasional scowl let everyone know that she doesn’t put 
  up with nonsense. She is dressed in a simple brown dress 
  with a leather apron. 
   
  Ashley has worked at the Briggand’s Inn longer than 
  anyone, including Buck. She is somewhat arrogant, 
  especially to Buck. Buck keeps her on because he knows 
  if he ever did let her go the patrons would soon follow. 
  She can out-drink and out-fight any man in Coldfair 
  Green, and won’t put up with smart talking travelers. 
   
  Ashley is very protective of Dawn Weaver. She’s 
  raised the girl since she was dropped off at the inn 
  thirteen years ago. She is aware of how Dawn throws 
  herself at travelers, and will intercede whenever she feels 
  things are getting out of hand. 
  � 
  Merrimack 
  Flint: 
  Dust 
  Digger, 
  male 
  Suloise/Flan Wiz7. 
   
  Merrimack Flint, 45, looks as though he hasn’t had a 
  good meal in days. He runs his fingers nervously through 
  his disheveled brown hair. He wears well worn travelers 
  clothing, and carries a think leather bound book. 
   
  Merrimack has been working on research and a 
  thesis to obtain a teaching position in the Academy of 
  Lore (Dustdigger College). The allotted time to complete 
  this effort is due to expire very soon, and Merrimack has 
  nothing to show for it. Years of dedicated study and 
  exploration now appear to be for naught. If someone 
  knows of an archeological site or artifacts, then he would 
  gladly compensate them or share the find and continued 
  research. He’ll even claim to be well connected, and 
  could provide extra favors for competing Dustdiggers. 
   
  Treasure: Merrimack can provide the PCs with 
  some gold (50 gp each) if they bring him the dwarven 
  artifacts from Marakador. 
  THE KITCHENS 
   
  Few venture into the kitchens if they know what’s 
  good for them. Bruno Fagoli, the cook will chase off 
  anyone who dares to enter his territory. Only Buck, 
  Ashley and Dawn are allowed admittance into this part of 
  the inn. Two large pots sit over an open fire. One 
  contains beef stew and the other contains barely soup. 
  Several pies rest on a shelf over a cutting table. Several 
  haunches of meat hang from the ceiling. 
  � Bruno Fagoli: cook; male Oeridian Exp6. 
   
  Bruno Fagoli, 63, is of average height and build. He 
  is bald, and has a very large nose. He wears simple clothes 
  with a leather apron. When he’s not tending to the food, 
  he’s sharpening a knife. 
   
  Bruno is a frugal chef. When the meat runs out, he’ll 
  find a substitute. He’s really not that picky. He has an 
  extraordinary talent of making even the worst kinds of 
  flesh tasty. To put it bluntly, Coldfair Green does not 
  have a rodent problem. Those in the know stick with the 
  barley soup. He also has a penchant for being very 
  vindictive when patrons complain about his cooking. It is 
  best not to talk about what he does in these instances. 
  RUMORS 
   
  The following rumors may be gathered from the 
  various patrons of the inn: 
  • 
  “A man in black with an odd accent came into 
  town about a week ago. He was nosing around 
  into other people’s business.” (True – the man in 
  black is Pyralis, a follower of Iuz who was sent to the 
  Sheldomar Valley to get information on artifacts and 
  people of interest.) 
  • 
  “My cousin said he saw a creature in the woods 
  north of town. It was big, and very frightening. 
  At first he thought it was a rock, until it moved!” 
  (True – the creature is Beorngar on one of his rare 
  walks through the countryside.) 
  • 
  “I heard that Dawn, you know the serving 
  wench, has a fortune coming to her when she 
  marries. Seems her parents were well to do 
  merchants.” (False) 
  • 
  “Some folks think Humphrey may have been 
  involved in that fire a while back.” (True – some 
  townsfolk do suspect Humphrey, but have no 
  evidence. Humphrey was not involved with the 
  arson of his rival) 
  • 
  “There is a spy from Keoland in Coldfair Green. 
  I think he’s trying to sabotage our vineyards.” 
  (True) 
  • 
  “I hear there are great Suel treasures around the 
  Suss Forest. Ya loads of adventurers have gone 
  there following the Jewel River but have never 
  returned or so I hear. Lots of goblinoids and 
  worse, like three armed giants and shadow 
  beast’s lair there guarding the lost city of the 
  Suloise. I’d love to go there with some band of 
  brave heroes just to get my hands on all that 
  treasure...” (Source: Whispers on the Wind by Tim 
  Sech, an online article on incorporating rumors into 
  an RPGA LIVING GREYHAWK adventure.) 
  • 
  “When I was fighting with the Geoff armies 
  recently I overheard that some of the grand 
  treasures were stolen. Yah, I fought over there. 
  I’m on uh… leave… yah, that’s it. No lying. But 
  anyways I heard that they came at night and 
  took quite a few things. Not sure what they were 
  looking for but they must’ve found it. No one 
  was captured, but you know what? It was those 
  
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  Page 13 
  darn, dirty Dyvers’ thieves…ya it’s always 
  Dyvers. People always think you can’t trust the 
  Greyhawk thieves, but I find them nice 
  compared to those from Dyvers.” (Source: 
  Whispers on the Wind by Tim Sech, an online 
  article on incorporating rumors into an RPGA 
  LIVING GREYHAWK adventure.) 
   
  Feel free to provide additional rumors typical of a 
  small town. 
  KIDNAPPED! 
   
  Fifteen minutes after the bard has finished his tale, 
  Anna, the mother of Brand ap Beorngar, enters the inn. 
   
  The merriment of the inn is interrupted by the 
  entrance of a middle-aged woman. She is drenched. 
  She struggles to close the door as the wind and rain 
  beat upon it. She appears very distraught, and holds 
  a parchment in her hand. 
   
  “Anna?” asks Buck. “What brings you this way?” 
   
  “It’s Brand,” the woman catches her breath. 
  “He’s been taken.” 
   
  “Taken?” A crowd gathers around. 
   
  “Now, now, let the woman be.” Humphrey steps 
  forward. “Anna…” 
   
  “It’s right here,” interrupts Anna. “A ransom 
  note. If I don’t pay 500 gold pieces, it says (sob) they 
  will kill Brand.” Humphrey inspects the note. It is 
  soaked and somewhat illegible. 
   
  “Does it say who took him?” asks a patron. “I bet 
  it was that man who was here last week asking a lot 
  of questions. He was dressed in black. Can’t be good 
  if you’re dressed in black.” 
   
  If there are any PCs who are dressed in black they 
  will receive suspicious looks from several patrons. 
   
  “As acting Grosspokesman,” says Humphrey, “I 
  say we approach this in two ways. I’ll work with the 
  other distillers to come up with the gold in the 
  event we can’t find the boy. We need someone to 
  investigate this and find out where the boy is. Not 
  you Lem, you’re too drunk. You there.” He looks at 
  you. “You look like folks who can handle themselves 
  in a tough situation. Remember though, no harm 
  must come to the boy.” 
   
  If there are any Yeomanry militia in the party 
  Humphrey will activate them. 
   
  “I would suggest you talk with Quiana the seer. 
  She lives in a cottage on the edge of town. Victor 
  here can take you there. Perhaps she knows where 
  the boy might a have been taken to or who did this. 
  If you find the boy, report back here.” 
   
  Treasure: Should the party demand a reward, the 
  distillers will gather for a moment and then come back 
  with an offer of 50 gp. This can be negotiated up to 100 
  gp. These men know that Beorngar, the boy’s father is 
  wealthy and will likely pay them back for the return of 
  his son.  Humphrey also offers each PC a bottle of his 
  finest brandy for the successful return of the boy. 
   
  Should the party ask about the boy’s father, the 
  patrons will give them a sour look. Beorngar, for what the 
  town and Anna know, has been very ill for a long time. 
  He has closed himself away from his family in the east 
  wing of the estate. Anna, in fact, hasn’t seen him in years, 
  but they sit and talk to each other with a thick door 
  between them. Brand is their only son, and without any 
  prospect of having more children, Anna is devastated. 
  � Anna: mother of Brand ap Beorngar; female 
  Suloise/Flan Ari6. 
  ENCOUNTER 2: THE DIVINER 
  There are several things the party could do to get off 
  track. The conspirators of the Malhel Rose have 
  considered several options. 
   
  First, they have made it possible to locate Brand 
  through means of divination, but have blocked any 
  would be diviner from seeing more than they want them 
  to see. If the party has their own means of divination, 
  they will see the boy with a man dressed in black in a 
  house towards the north side of town. If an attempt is 
  made to teleport to the location, they will at best have used 
  some other divination to be classified as ‘viewed once’, 
  necessitating a roll for a possibility of teleporting off 
  target. If the party does successfully teleport in, adjust the 
  encounter as necessary, having the man move through to 
  the back room ‘during the casting of the teleport’. 
   
  If the PCs opt to search elsewhere instead of going to 
  Quiana’s cottage, Dunstan Blackshear will approach 
  them. He’ll tell the party the following: 
   
  “Help! Some man took my friend Brand into the 
  old woodsman’s house. You’ve got to hurry! I think 
  he’s going to kill him.” 
   
  If asked, Dunstan will describe the man dressed in 
  black. Dunstan is genuinely concerned about his friend, 
  and has no intent to deceive anyone. What he doesn’t 
  know is that the Malhel Rose has setup the boy to lure in 
  the adventurers, who they figure would be looking 
  around town for any clues. Dunstan will lead the party to 
  the house. 
   
  Quiana the seer lives in an old cottage on the west 
  side of town. She is one hundred and fifteen years old, 
  and has lost most of her faculties including her memory. 
  Quiana still possesses an extraordinary ability for 
  divination. She’ll frequently lose track of where she is, 
  who she is speaking with, or even the time, day or year. 
  
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  Page 14 
  She lost her children years ago, but she still thinks they 
  are around, perhaps playing in the back yard. 
   
  Quiana’s cottage is located on the east side of 
  town, and from the looks of it, it’s the oldest 
  building in town. The front of the house has a 
  covered porch, and dried herbs hang from the 
  beams. There is a peculiar smell in the air. It is a 
  cross between oatmeal and sour milk. 
   
  An unbelievably old woman stands in the 
  doorway. She greets each of you by name and invites 
  you in. The skin hangs from her bones, and every 
  movement she makes is accompanied by a wince or 
  moan of some sort. 
   
  “Would you folks like some tea?” 
   
  Regardless of whether or not the PCs say yes, the old 
  woman will retreat into her kitchen and return with tea 
  cups on a tray. They are full of reddish-brown vinegar. 
   
  The old woman waddles into a back room, the 
  kitchen perhaps. You hear the clinking of dishes and 
  cups. The woman’s house is filled with nick-knacks. 
  There is no order or theme to the décor. It’s as 
  though there’s a hundred years of trivial odds and 
  ends all packed onto shelves, nooks, or cubbyholes. 
  The woman returns holding a tray with eight tea 
  cups. She offers you each a cup. When she hands out 
  the last cup, she glances down at the cups remaining 
  on the tray. 
   
  “Oh, dear.” She then looks at you oddly. “Who 
  are you?” 
   
  Quiana will continue with small talk until the party 
  asks her to look for Brand. She’ll continue to forget 
  things, even things the PCs may have said moments 
  before. She’ll also ask a PC to check on the “boys” in the 
  back yard. 
   
  When she finally gets to work, she’ll describe the 
  same scene through her divination as what is described 
  above. 
  � Quiana: female Suloise Adept15. 
   
  Quiana, 115, is short and very thin. She has long gray 
  hair and brown eyes. She has a far off look, as though she 
  were somewhere else. She wears an old, tattered gown 
  that was probably in fashion fifty or so years ago. 
  � Dunstan Blackshear: male Flan Com1. 
   
  Dunstan, 10, is about average in height for his age, 
  but is a bit plump. He has short blond hair and blue eyes. 
  He wears trousers and a white shirt that is not tucked in. 
  His shoes are muddy. 
   
  Dunstan was sent by his father to make a delivery of 
  candles to the miller. Dunstan’s father is in league with 
  the Malhel Rose, and sent his son by way of the old 
  woodsman’s house so that Dunstan would witness Brand 
  and the man in black. 
  ENCOUNTER 3: THE 
  DECEPTION 
  Refer to DM Aid: Map #2. 
   
  One way or another, the PCs soon find themselves in 
  front of the old woodsman’s house. The house is built 
  from masonry and has a thatched roof. The windows are 
  too small for a person, even a small halfling, to fit 
  through. The glass is opaque, allowing enough light in 
  without revealing what is inside. There is only one 
  entrance, a large oak door that is reinforced with iron. 
  The thatched roof is packed too tightly to slip through, 
  and it would be too obvious to those within if the PCs 
  were to try to dig their way in. 
   
  As you open the door, you can see the main 
  room of the house. It appears to have been unused 
  for quite some time. A tall man dressed in black 
  holds the arm of a small boy. 
   
  “Kill them!” says the man in black, as he slips 
  behind a red curtain and into a room beyond. 
   
  The boy cries, “no, no, no -” and then there is 
  silence. 
   
  Standing between you and the curtain is an 
  imposing figure. It moves slowly in your direction. 
   
  The figure is Mawler, a half-golem barbarian. It will 
  fight toe-to-toe, and doesn’t follow a strategy beyond 
  raging and smashing things. This is not meant to be a 
  difficult obstacle, and the party should be able to dispatch 
  it quickly. 
   
  Mawler was created by Asberdies for use by the 
  Malhel Rose. This construct has Construct Contagion 
  (clay variety). Should a character be wounded by the 
  construct, make note of it. See Preparation for Play 
  section above for more details. 
  APL 4 (EL 3) 
  � Mawler: male clay half-golem War1; hp 21; see 
  Appendix 1. 
  APL 6 (EL 5) 
  � Mawler: male clay half-golem Bbn2; hp 33; see 
  Appendix 2. 
  APL 8 (EL 7) 
  � Mawler: male clay half-golem Bbn4; hp 51; see 
  Appendix 3. 
  APL 10 (EL 9) 
  � Mawler: male clay half-golem Bbn6; hp 69; see 
  Appendix 4. 
  APL 12 (EL 11) 
  � Mawler: male clay half-golem Bbn8; hp 87; see 
  Appendix 5. 
  
  YEO5-06 Broken Spear 
   
  Page 15 
   
  The man in black is Hereric ap Regenald, the uncle 
  of Brand ap Beorngar. Once Hereric and the boy walk 
  past the curtain, Hereric activates a cape of the mountebank. 
  They will be well away from the party by the time the 
  PCs realize what has happened. 
  � Hereric ap Regenald: male Flan Sor[APL-1]; see 
  Encounter 9. 
  � Brand ap Beorngar: male Suloise/Flan Ari1; see 
  Encounter 9. 
   
  The room beyond the curtain has a teleportation circle 
  on the floor just in front of a large bed. From the time the 
  party enters the back room, they have ten minutes to act 
  before the teleportation circle expires. Read the following 
  once the party enters the back room: 
   
  As you pass through the red curtain and into the 
  back room, there is no sign of the man in black or 
  the boy. A circle of blue light is drawn upon the 
  floor just in front of a large bed. There is a small 
  window on the opposite side of the room, but it is 
  too small for the man or the boy to fit through. As 
  you gaze at the pattern on the floor, the blue light 
  seems to flicker and fade. 
   
  If a PC steps into the circle, he or she is teleported to 
  the cavern in Encounter 4. Keep track of who steps 
  through, and when. Do not reveal the destination. Unless 
  they have a light source, they’ll be in the dark on the 
  other side. 
   
  If the circle expires, any PCs who have not stepped 
  through will have avoided the trap set up by the Friends. 
  Proceed to the Conclusion of the adventure for a 
  description of what happens next. 
   
  Treasure: Mawler’s possessions are the only treasure 
  here. 
  ENCOUNTER 4: IN THE DARK 
  Refer to DM Aid: Map #3. 
   
  Unless the PCs have a light source, they will be in 
  total darkness: 
   
  You are in total darkness. You sense a vast, open 
  area around you. The sound of dripping water 
  echoes everywhere. You feel sharp rocks at your feet. 
  A gentle breeze blows against your face. There is a 
  musty smell. 
   
  Footing in this area is treacherous. Movement is at 
  half speed. Any attempt to move at a faster pace than 
  normal results in a possible fall and 1d4 points of damage. 
  PCs must make a Reflex save (double movement DC 15; 
  run DC 25) or fall. Dwarves and gnomes receive a +2 
  bonus on their checks for being accustomed to such 
  surroundings. 
   
  It will take twice the amount of time for the PCs to 
  find a light source in their backpacks since they are in 
  total darkness, unless they have a magical pouch such as 
  Heward’s handy haversack, belt of many pockets, or the like. 
   
  Characters with darkvision or those with a light 
  source will observe the following: 
   
  You are in a large cavern. The sides of the cavern 
  are visible 40 feet in front and behind you, spanning 
  a total of 80 feet. You see no visible ceiling, however 
  drops of water fall from above, striking pools and 
  the rough ground. Large stalagmites jut from the 
  floor, and the ground is very rocky. The brilliant 
  colors of the rocks, fungi and mineral deposits are 
  beyond imagination. IS THAT MITHRAL? 
   
  A successful Survival or Search check (DC 15) will 
  reveal light tracks heading in both directions of the 
  cavern. 
   
  There is indeed a vein of mithral in this cavern; 
  however, the PCs may never have a chance to mine it. 
  Two minutes from the time they enter the cavern, a 
  patrol of drow will arrive from the east passage. They will 
  keep at least 100 feet distance between themselves and 
  the PCs (out to a maximum of 120 ft., the limit of their 
  darkvision). This tactic keeps the PCs in the drow’s sight, 
  but beyond the vision of most PCs. 
   
  Note: Be sure to highlight the tension here.  PCs 
  arrive in the middle of nowhere, in the dark, with 
  unknown numbers of drow in the area.  The PCs should 
  feel like they may have stepped into a situation they 
  aren’t getting out of.  Don’t push it too far or prevent 
  them from being reckless, if they so choose.  Just make it 
  a tense situation. 
   
  The drow begin with: 
   
  “You dar. Who you?” A high-pitched voice calls 
  from the darkness. 
   
  Should the party choose to negotiate with the drow, 
  the patrol consists of the following members: 
   
  Altoneyl: The leader of the drow patrol. He is 
  willing to ignore the PCs if they leave. He is aware of the 
  worm tunnels to the west, and will let the PCs go to their 
  deaths. He is just as willing to kill them if they pose a 
  threat, but his orders are to capture anyone who they may 
  come across. Altoneyl will accept bribes, and for a magic 
  item or equivalent he will tell the party about the worms 
  and the old dwarven fortress. 
   
  Jarlin: He is the only one who can speak Common. 
  He has a hard time with the language, but is able to 
  communicate basic concepts. He will sometimes 
  intentionally mistranslate if the message might cause 
  trouble. This is fortunate for the party. 
   
  Rhyloyn: He will aim for the weakest in the party, 
  and if the word is given he’ll attempt to strike his target 
  with a sleep arrow. He will maintain his distance from 
  the party, keeping himself out of range of the limited 
  vision of the surface-dwellers. 
  
  YEO5-06 Broken Spear 
   
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  Tebuque: He will sound his horn when the attack 
  begins, if the party causes one to occur. Once the alarm is 
  sounded, he will attack using his bow. Tebuque is a loyal 
  soldier, but if his captain accepts bribes or allows the 
  party to escape, he will report him once he returns to the 
  drow city Erelhei-Kenafin. 
   
  The party will hear Altoneyl and Jarlin talking since 
  Jarlin is performing the role of translator. If a PC 
  understands Undercommon, he or she will hear this and 
  may pick up on Jarlin’s mistranslations. Conversations in 
  Undercommon are denoted by UC below. 
   
  Jarlin will repeat whatever the PCs said in 
  Undercommon. If the PCs make threats, he will tell 
  Altoneyl that they are lost or tone down the threat to 
  avoid a direct confrontation. 
   
  Altoneyl will have the following questions or 
  statements: 
   
  If the party has weapons drawn, Altoneyl will 
  demand the following: 
   
  Altoneyl: (UC) “Put down your weapons or your 
  heads will decorate our city walls.” 
   
  Jarlin: “Us no harm. Pleez, weapons away. Us 
  talk.” 
   
  If the PCs refuse to put their weapons away, Altoneyl 
  will order the attack.  Otherwise: 
   
  Altoneyl: (UC) “Why are you here?” 
   
  Jarlin: “Why you har?” 
   
  The drow have no idea about the man in black or the 
  boy. They have not seen either in the tunnels. If the party 
  mentions the man in black or the boy, Altoneyl will 
  follow up with additional questions, but he will be more 
  concerned with the questions below: 
   
  Altoneyl: (UC) “Are you with those from 
  Marakdor?” 
   
  Jarlin: “You wit doz fum Marakdor?” 
   
  Marakdor is an old dwarven fortress abandoned long 
  ago. The drow have witness activity there within the past 
  five years. Some reports even mention a horrible creature 
  (Golob). If the PCs enquire about Marakdor, the drow 
  will laugh. Jarlin will simply reply “You lost.” 
   
  Altoneyl will then direct the interrogation to how 
  the PCs managed to get down here: 
   
  Altoneyl: (UC) “How did you get here?” 
   
  Jarlin: “How you har?” 
   
  If the party lies that they came in by tunnel, the 
  drow will suspect them of being deceptive. If, however, 
  the PCs offer the truth, that they teleported into the 
  tunnels, the drow will begin discussing this among 
  themselves. The party should be able to surmise that 
  there are several drow, not just Altoneyl and Jarlin. The 
  drow will be very concerned about this situation. The 
  ability of surface dwellers to teleport into their domain is a 
  direct threat to their existence. 
   
  From here the conversation can go in many 
  directions. Jarlin will continue to translate, poorly. If the 
  PCs mentioned the boy and man in black, the drow will 
  tell the party to find them and bring them back to the 
  cavern. Altoneyl’s intent is to capture the party and the 
  two intruders, and bring them back as slaves to the drow 
  city Erelhei-Kenafin. 
   
  Since the drow have already mentioned Marakdor, 
  they will tell the PCs what they know about the fortress 
  and the activity that has been reported. Jarlin will even 
  tell them: 
   
  “Beware da Eye!” 
   
  If the party attempts to bribe the drow with a magic 
  item or something comparable, Altoneyl will warn the 
  PCs about the worms. Jarlin will tell them: 
   
  “Wormz bad, very bad. Run, run.” 
   
  Altoneyl figures the PCs will come to some horrific 
  end, kill those within Marakdor, or become slaves to the 
  drow. By his reckoning, he can’t lose. When he sees that 
  the PCs have something of value, he warns them about 
  the worms because it will be more difficult for him to 
  collect the rest of the party’s items if they are in the belly 
  of a worm. 
   
  Altoneyl will order two of his patrol to shadow the 
  PCs, while he sends for reinforcements. The force will be 
  sufficiently large enough to overwhelm the party. The 
  drow will sit in ambush outside of Marakdor, ready to 
  pounce on the party and whoever else may be with them. 
  So, going back will lead to capture and slavery. 
   
  Should the PCs approach this encounter by force, 
  then the situation will be more difficult. Tebuque will 
  sound his horn, a piercing screech unlike anything the 
  PCs have ever heard. Rhyloyn will take a shot at who he 
  estimates is the weakest PC with a sleep arrow. Altoneyl 
  and Jarlin will then join in, first with a volley of arrows 
  and then hand-to-hand. The drow will be at least 100 feet 
  from the nearest PC. Remember that movement is 
  affected by the terrain, which is an advantage for the 
  drow. 
   
  Within 
  1d4+3 
  rounds, 
  the 
  first 
  wave 
  of 
  reinforcements will appear. There will be 1d6+2 drow in 
  each wave (use same stat blocks as for original patrol). 
  Waves of reinforcements will arrive every 1d4+3 rounds. 
  If the party seems to handle this too easily, mix in a 
  bulette, trained to fight for the drow (Monster Manual, 
  page 30). Eventually, the party will run out of spells or be 
  sufficiently weakened. Capture is more likely the longer 
  the PCs stay where they are. Should the party insist they 
  stand and fight, remind them politely at least once that 
  they always have the option of withdrawing. If they 
  continue to stand their ground, feel free to overwhelm 
  them as quickly and brutally as possible. Those who die 
  
  YEO5-06 Broken Spear 
   
  Page 17 
  will stripped and eaten, as long they are not dwarven or 
  half-orc. Those that live will be taken as prisoners—see 
  the appropriate section in the Conclusion. The adventure 
  is over for these players. 
   
  If the party retreats to the west after combat has 
  begun, into the worm tunnels, the drow will not pursue, 
  but they will send patrols to shadow the PCs (as 
  mentioned above). Reinforce the danger of the situation. 
  Tell them that the tunnel to the east is active with the 
  sounds of drums, horns, and shouts in Undercommon. 
  APLs 4, 6, 8 (EL 11) 
  � Altoneyl, Jarlin, Rhyloyn, and Tebuque, Drow 
  Patrol Members (4): male drow Ftr5; hp 42 each; 
  see Appendix 6. 
  APLs 10, 12 (EL 15) 
  � Altoneyl, Jarlin, Rhyloyn, and Tebuque, 
  Experienced Drow Patrol Members (4): male 
  drow Ftr9; hp 81 each; see Appendix 6. 
   
  Treasure: The drow equipment is the only treasure 
  here. 
  ENCOUNTER 5: THE WORM 
  Refer to DM Aid: Map #4. 
   
  The intent of this encounter is to provide the PCs 
  with a sense of urgency, and to get them moving towards 
  Marakdor. If they have attacked the drow, the PCs should 
  already get the impression that they need to continue 
  moving forward. The tunnels they enter are worm 
  tunnels: 
   
  You follow the cavern along to what you assume 
  to be the west. The cavern narrows to twenty feet 
  wide and ends abruptly. Water trickles down the 
  west wall. Cut into the wall to the north, a tunnel 
  some twenty feet in diameter winds its way 
  downwards into the darkness. The ground in the 
  tunnel is rough and treacherous. 
   
  If drow patrols follow, they will remain at least 100 
  feet away and hide among the rocks. In general, they are 
  fearful of the worm tunnels, but will carefully follow the 
  PCs until they reach Marakdor. 
   
  Travel through the tunnel is very slow going. 
  Several hours pass, and it feels as though you 
  haven’t traveled far. The tunnel continues down 
  then up, down then up. At one point it moves off to 
  the left in a big, gradual curve, but then moves back 
  to the right in the same motion. 
   
  Eventually, you arrive at a chamber that is fifty 
  feet in diameter. The chamber is bare. Three other 
  tunnels connect to this location. One tunnel leads to 
  the left, another heads straight ahead, and the third 
  tunnel goes down and to the right. 
   
  The tunnel to the left leads to the lair of a purple 
  worm. Luckily, the occupants are not there. The party 
  could spend some time trying to dig out scales from the 
  walls. If they linger too long, the purple worm will arrive. 
   
  The tunnel to the left travels about three 
  hundred feet, entering into a very large chamber. 
  The chamber is only twenty feet high, but is at least 
  sixty feet in diameter. The walls are concave and 
  smooth. The ground, unlike the tunnels or the other 
  chamber is very smooth and well worn. There are 
  several pieces of what appear to be scales embedded 
  in the walls. Shards of what look like giant eggshells 
  are collected in the center of the room. 
   
  The tunnel straight ahead brings the party face-to-
  face with one of the worms. It is essential that they have 
  plenty of opportunity to retreat. The worm is making his 
  way back to his lair. 
   
  The tunnel continues its gradual up and down 
  motion. The path is still treacherous. About a 
  quarter of a mile down the passage, you begin to 
  hear a low rumbling sound. It sounds like stone 
  grinding upon stone. Pebbles and dust begin to fall 
  from the ceiling and walls of the tunnel. You feel the 
  ground shaking. Something big is headed your way. 
   
  At APLs 4, 6, and 8, the worm will not notice the 
  party. At APLs 10 and 12, the worm will be more 
  aggressive, perhaps giving out some hideous sound. If the 
  PCs don’t make for an escape and decide to fight the 
  leviathan, the purple worm will attack, seeking to slay 
  and eat the lot of them. You may also opt to have the 
  worm cave-in the tunnel, preventing the PCs from 
  advancing, thus forcing a retreat. If the PCs have forced a 
  fight, use the ability of the worm to move through the 
  earth. The worm may dig down, collapsing the tunnel in 
  front of the party, and then come up to swallow as many 
  PCs that it can. It could then travel upward, continuing 
  its movement until the meal is digested. The worm will 
  eventually head toward its lair. 
  All APLs (EL 12) 
  � Purple Worm: hp 204; see Monster Manual, page 
  211. 
   
  If by some miracle the PCs beat the behemoth, there 
  are other purple worms in the vicinity that will head in 
  this direction.  In the end, the PCs will be forced to head 
  down the tunnel down and to the right (Encounter 6). 
  ENCOUNTER 6: MARAKDOR 
  Refer to DM Aid: Map #5. 
   
  The tunnel continues on for about a mile, 
  entering into another tunnel system. Following this 
  new tunnel, which is less treacherous, you enter 
  into an enormous cavern. The walls of this cavern 
  emit a green phosphorescent light. On close 
  inspection, you can see the source of this light is a 
  
  YEO5-06 Broken Spear 
   
  Page 18 
  fungus, possibly a single living organism beyond the 
  size of anything you have ever seen. 
   
  Perched up against one of the walls is a fortress, 
  which could only be Marakdor. It is carved directly 
  from the face of an underground cliff. Thin, steep 
  stairs lead up about two hundred feet to a massive 
  granite door. 
   
  If the PCs cut or pull at the fungus, perhaps to 
  investigate what happens or to collect some of the 
  phosphorescent material, a large patch will darken 
  around the affected area. This defensive response, during 
  which time the fungus stores its phosphorescent 
  energies, is followed by a more aggressive response: the 
  fungus effectively flares (as the spell, Fort DC 15), 
  blinding those within a 10-foot radius of the affected area 
  as it releases a large burst of light. This of course will alert 
  those within the fortress. In such cases, adjust the 
  following encounters accordingly. 
   
  The granite gate is twenty feet wide and thirty 
  feet tall. Its thickness must be on the scale of a few 
  feet, judging by its dimensions. A large war hammer 
  is engraved in the gate. The walls of the fortress are 
  smooth, and there is no apparent way to climb them. 
  You can see there are small slits about fifty feet up 
  that travel all the way around the wall on both sides. 
   
  PCs who have the capability for flight will quickly 
  notice that the gate is the only way in. The slits in the 
  walls are for archers, and are too small for anyone to 
  possibly get through. Peering into the structure, they can 
  see a courtyard within, and then another building 
  beyond. They can see the green phosphorescent light 
  striking the courtyard, if they haven’t caused the fungus 
  to go out. 
   
  The gate is trapped with a magical trap.  The gate 
  opens with a successful Str check (DC 25). 
  All APLs (EL 4) 
  � Lightning Bolt Trap: CR 4; magic device; 
  proximity trigger (alarm); automatic reset; spell 
  effect (lightning bolt, 5th level wizard, 5d6 electricity, 
  DC 14 Reflex save half damage); Search DC 28; 
  Disable Device DC 28. 
   
  Once the PCs have entered the fortress, they will 
  find that most of the structures are in ruin save for a 
  building at the center. At APLs 4-8, the main hall is under 
  the effects of an unhallow spell with cause fear. At APLs 10 
  and 12, the entire main hall is under the effects of an 
  unholy aura. 
  BED CHAMBERS 
   
  These chambers serve members of the Friends. Each 
  chamber contains a cot, bedding, a chest with a variety of 
  simple items (candles, a robe, string, a tinderbox, etc.). 
  Only three of these rooms have been slept in recently. 
  KITCHEN 
   
  The kitchen shows recent usage. There are fresh 
  fruits and vegetables, an assortment of meat, and fresh 
  bread. Several barrels of ale and wine have been placed 
  against a wall. 
  MAIN HALL 
   
  Proceed to Encounter 7. 
  ENCOUNTER 7: THE HAND 
   
  If the party has not disrupted the fungus in 
  Encounter 6, read the following: 
   
  The sounds of laughter echo throughout the 
  great hall. Three men gather around a huddled man. 
  They are beating upon him with sticks and mocking 
  him. The man on the ground is severely scarred and 
  takes the punishment without objection. He says 
  not a word, but occasionally glances up to the wall 
  opposite the entryway. A large, glaring eye made 
  from fragments of stained, red glass stares out into 
  the room. A large obsidian mosaic of a withered 
  hand holds the eye in its palm. You estimate that the 
  eye is at least eight feet in diameter. 
   
  The man being beaten is Pyralis, an agent of Iuz sent 
  to spy on the Sheldomar Valley. The three men are 
  members of the Friends, and include Horace Blackshear 
  known as “The Hand” among them. They will attack the 
  party immediately. Pyralis is tied and badly beaten, so he 
  is not capable of putting up much of a fight at this point. 
  All APLs 
  � Pyralis: male Oeridian Clr5 of Iuz; hp 1 (normally 
  39); see Appendix 6. 
   
  If the party has disrupted the fungus, The Friends 
  will set up their defense in the courtyard, using the 
  building as shelter. They will first strike from a distance, 
  and then retreat into the structure. When the PCs 
  pursue, Alek will hide and maneuver into position to 
  strike a spellcaster or those at the rear. Valadren and 
  Horace will move back into the main hall. 
   
  The Friends will fight to the death. They know that 
  there is no retreat. Golob would surely destroy them, and 
  they believe that Vecna would haunt them forever. 
  APL 4 (EL 4) 
  � Valadren: Male Grugach Ftr2; hp 17; see Appendix 
  1. 
  � Horace, “The Hand”: Male Oeridian Ftr2; hp 20; 
  see Appendix 1. 
  � Alek: Male Oeridian Rog2; hp 12; see Appendix 1. 
  
  YEO5-06 Broken Spear 
   
  Page 19 
  APL 6 (EL 6) 
  � Valadren: Male Grugach Ftr3; hp 25; see Appendix 
  2. 
  � Horace, “The Hand”: Male Oeridian Ftr3; hp 30; 
  see Appendix 2. 
  � Alek: Male Oeridian Rog3; hp 18; see Appendix 2. 
  APL 8 (EL 8) 
  � Valadren: Male Grugach Ftr5; hp 42; see Appendix 
  3. 
  � Horace, “The Hand”: Male Oeridian Ftr5; hp 49; 
  see Appendix 3. 
  � Alek: Male Oeridian Rog5; hp 30; see Appendix 3. 
  APL 10 (EL 10) 
  � Valadren: Male Grugach Ftr6/Sor1; hp 54; see 
  Appendix 4. 
  � Horace, “The Hand”: Male Oeridian Ftr7; hp 69; 
  see Appendix 4. 
  � Alek: Male Oeridian Rog5/Assassin2; hp 42; see 
  Appendix 4. 
  APL 12 (EL 12) 
  � Valadren: Male Grugach Ftr6/Sor1/Arcane 
  Archer2; hp 74; see Appendix 5. 
  � 
  Horace, 
  “The 
  Hand”: 
  Male 
  Oeridian 
  Ftr7/Blackguard2; hp 88; see Appendix 5. 
  � Alek: Male Oeridian Rog5/Assassin4; hp 54; see 
  Appendix 5. 
   
  If the players search the room, they find various 
  dwarven artifacts, none having any real monetary value, 
  but possibly having some archeological value. 
   
  Papers are strewn about a table under the 
  watchful red eye of glass. Some of the papers appear 
  to be drafts of stories. Others have words written on 
  them with the names of people and places. One 
  parchment is a map of the Sheldomar Valley. A red 
  circle is marked on several major cities, and 
  numbers are written in the columns. 
   
  These papers are used to craft the tales that are 
  passed on to the bards. Those who remember Orric’s tale 
  will recognize some of the words, and will conclude that 
  the stories are coded messages. From the map, PCs may 
  conclude that the owners of the map were tracking the 
  locations of people throughout the Sheldomar Valley. A 
  successful Knowledge (local – Sheldomar Valley 
  metaregion) check (DC 15) will reveal that some of the 
  names are of military personnel and city leaders, some 
  rather prominent. The latest paper, judging from the fact 
  that the ink is still wet, appears to contain instructions to 
  assassinate a Grosspokesman in Westburn. 
   
  If a PC remembers Orric’s tale from Encounter 1, he 
  or she may piece together the following using the papers 
  above: 
   
  In the name of Vecna, of what I speak now, let it 
  be heard, so that you shall know the things that live 
  with the honored dead. Golob shines upon Oerth. 
  Vecna shows us what we hold within. Battle comes 
  to us all in time. (This simply lets members of the 
  Friends know that what is to follow has been directed to 
  them from Vecna via their leader Golob.) 
   
  The cultist known as “the Axe” is to travel to 
  Longspear to join the woman called “Peace’s 
  Bossom.” 
   
  The cultist known as “the Sword” is to pull out 
  of Loftwick because the bards there have become 
  suspicious. He is to meet with the cultist known as 
  “the Hand” for further instructions and further 
  wisdom from the Whispered One. 
   
  The cultist known as “the Arrow” is to travel to 
  Newick 
  to 
  investigate 
  Della, 
  an 
  advisor 
  to 
  Grosspokeswoman 
  Windowmere. 
  Beware, 
  the 
  woman is a medusa. You should cover your eyes 
  when you look upon her or be turned to stone. 
   
  The cultist known as “the Shield” located at 
  Westburn will be receiving a shipment of gold and 
  marvelous treasures taken from Keoland. 
   
  The cultist known as “the Spear” has been taken 
  at Fort Baxter. 
   
  The Friends are to kill the cultist called “the 
  Spear” so that word of the cult does not get out. 
   
  Pyralis is in poor condition. He will accept the PCs’ 
  offer to rescue him (if they make it), but will take any 
  convenient opportunity to escape. If he is healed, the 
  likelihood of his escape is greater. 
   
  A closer inspection of the hand and eye mosaic will 
  reveal handholds and footholds that lead up to the eye. 
  It’s a twenty-five foot climb up to the eye (Climb DC 5). 
  The eye is made out of stained glass, and the whole eye is 
  a door, with hinges on the top so that door gently closes 
  shut. Opening the eye reveals a tunnel. The sides of the 
  tunnel are smooth and form a perfect cylinder that 
  travels off into the darkness. The passage proceeds to 
  Encounter 8. 
   
  If the party goes back the way they came, they will 
  find a large contingent of drow outside of Marakdor, 
  preparing for them (the drow are not quite ready and will 
  not see the party until the party has a chance to respond). 
  The PCs will have three options: find another way out, 
  fight, or surrender. They may bar the gate of Marakdor. 
  This tactic will work for a few hours, which could buy 
  them some time to find the exit through the eye. If they 
  have the means of teleporting to the surface, you may want 
  to remind them that they have not yet found the boy. If 
  they get out by any way other than the Eye door (or 
  
  YEO5-06 Broken Spear 
   
  Page 20 
  something more drastic, such as teleport), they will 
  eventually be captured. Proceed to the appropriate 
  section of the Conclusion of this adventure.  
   
  Treasure: The possessions of the cultists are the 
  only monetary treasure here.  The dwarven archeological 
  artifacts have other value and may also be taken. 
  ENCOUNTER 8: THE EYE 
  Refer to DM Aid: Map #6. 
   
  Unlike the passages you have previously used, 
  this one is unusual. It is a perfect tube, ten feet in 
  diameter. Equally puzzling, there is an intersection 
  every fifty feet or so. Similar tunnels branch off to 
  the left, right, up and down at ninety-degree angles. 
  Each intersection can be crossed by following the 
  walls to avoid falling into the passage below. The 
  most daring of your party leaps across the ten-foot 
  hole. 
   
  Crossing an intersection takes a successful Balance 
  check (DC 5) or risk falling 250 ft. (20d6 falling damage). 
   
  As you are crossing the third intersection, you 
  hear a carnal laugh from the passage ahead… 
  APL 4 (EL 7) 
  � Golob: Gauth; hp 50; see Monster Manual, page 26. 
  � Quasits (2): hp 18 each; see Monster Manual, page 
  46. 
  APL 6 (EL 9) 
  � Golob: Gauth; hp 50; see Monster Manual, page 26. 
  � Babaus (2): hp 69 each; see Monster Manual, page 
  40. 
  APL 8 (EL 11) 
  � Golob: Gauth; hp 50; see Monster Manual, page 26. 
  � Bebilith (1): hp 144; see Monster Manual, page 42. 
  � Babau (1): hp 69; see Monster Manual, page 40. 
  APL 10 (EL 13) 
  � Golob: Beholder; hp 99; see Monster Manual, page 
  26. 
  APL 12 (EL 15) 
  � Golob: Beholder; hp 99; see Monster Manual, page 
  26. 
  � Glabrezu (1): hp 162; see Monster Manual, page 
  43. 
   
  Tactics: Golob makes a strafing attack once those 
  who are in the front of the party cross the third 
  intersection. He then travels up the shaft, into the next 
  tunnel, which runs above and parallel to the direction the 
  party is traveling. He will travel down this tunnel to 
  position himself at the rear of the party. If he has 
  minions, they will attack from the side tunnels of the 
  third intersection after the first strike. When Golob is 
  positioned at the rear, he will make another strafing 
  attack at those in the rear. He will then travel down the 
  shaft, and follow the tunnel running parallel beneath the 
  party. While his minions attack, Golob will come up in 
  the third intersection. He will then focus his anti-magic 
  ray at spellcasters, while making attacks against the 
  fighters with his eyestalks. He will repeat these cycles, 
  taking advantage of the party’s split-status at each 
  junction as he can.  
   
  If his ally dies, Golob continues to fight, having 
  considered the creature expendable anyway. If Golob 
  himself is wounded beyond halfway, he will become 
  more defensive in his strategies, seeking to take 
  occasional shots at the party when he can on his looping 
  path. If necessary, he will retreat away completely, only 
  attacking when he feels sure he can minimize his chance 
  of taking further damage. His ire will be increased, 
  however, and the party will do well do destroy him or 
  suffer the consequences of his escape (see the appropriate 
  section of the Conclusion).  
   
  If reduced to 10 or fewer hp, Golob retreats 
  completely, seeking one of several concealed exits as 
  quickly as he can. 
   
  Development: After eight intersections from where 
  the party runs into Golob, the tunnel comes to an end. A 
  circle of black stone hangs on the wall. Words are written 
  on the stone in Flan – “It is something that is nothing, 
  but it has a name. It joins our walks; it joins our 
  talks; it plays in every game.” If Pyralis is with the 
  party, he will be able to read the inscription. The answer 
  to this riddle is your shadow. When the word “shadow” is 
  spoken, the gate will activate. The gate leads to the 
  farmhouse in Encounter 9. 
  ENCOUNTER 9: THE ROSE 
  Refer to DM Aid: Map #7. 
   
  You feel a brief pull as you walk through the 
  gate. The dark, sullen cave gives way to a warm, 
  tranquil farmhouse. A table is set for you: a feast has 
  been prepared. A roasted pig sits on a spit across the 
  fireplace. The smell of fresh bread whets your 
  appetite. A short, weatherworn man stands humbly 
  by the table. 
   
  “Good morning, my lords. I have been 
  instructed to prepare this meal for you. Please sit.” 
   
  The 
  Malhel 
  Rose, 
  despite 
  being 
  somewhat 
  malevolent, does have a flair for style. The feast before the 
  party is a small token of the Rose’s appreciation. The 
  farmhouse has been used by the Friends as a cover for 
  their operations. The farmer’s name is Samuel. He knows 
  nothing about the Friends or the Malhel Rose. He is a 
  
  YEO5-06 Broken Spear 
   
  Page 21 
  simple man, who was instructed by Hereric to prepare 
  this feast. The man has been working all night to finish 
  his task, and will be greatly disappointed if the PCs refuse 
  his hospitality. 
   
  If the PCs ask who instructed him to prepare the 
  meal, Samuel will reply “Hereric ap Regenald, brother 
  of Beorngar ap Regenald.” If asked where this man is, 
  he will reply “He is out by the barn with his nephew. 
  They arrived late last night and instructed me to 
  prepare a meal for (insert the number of party 
  members) good fellows.” Samuel will not tell the party 
  that he was paid for this. He has had money taken from 
  him before by Horace Blackshear and the Friends, and 
  isn’t about to lose the recent fortune to strangers. 
  � Samuel: male Suloise/Flan Com3. 
   
  Samuel, 47, is short, balding and worn-out. He lost 
  his wife to fever five years ago, and they had no children. 
  Coincidently, this was around the time the Horace 
  Blackshear arrived for a visit. The Friends have been 
  somewhat harsh to poor Samuel, and care nothing for the 
  man except that he should keep his mouth shut. When 
  Hereric arrived with instructions for the farmer to 
  prepare a feast, he gave Samuel a bag of gold worth ten 
  times what the poor man makes in a year. His only regret 
  was that he had to slaughter his finest hog, which now 
  sits upon the fire. 
   
  Pyralis will see this moment as an opportunity to 
  escape. He will thank the PCs for their help, and will 
  insist that he must hurry off to find out what happened to 
  his comrades. This is of course a bluff (Sense Motive DC 
  25 to detect). Unless the PCs detain him, Pyralis will head 
  north, never to be seen again. 
   
  The party will inevitably be drawn to the barn. By 
  now they may figure out that they have been deceived. 
  Hereric and Brand will be sitting in the Barn. Wimbly 
  will be hidden in the rafters, while Throm will be sitting 
  out back. Beorngar sits on a stool in a stall in the corner of 
  the barn, and he is momentarily hidden from view. 
   
  Within the barn, the man in black plays a game 
  with the child you have been searching for. Brand 
  turns to you when he sees you. 
   
  “Ha! See, uncle, I told you they could do it.” 
   
  “That’s right child.” The man in black stands up. 
  “I am Hereric ap Regenald. Please forgive this 
  deception. I shall explain —”  
   
  “No, I will explain.” A low, grumbling voice with 
  a hill man’s accent interrupts Hereric’s melodic 
  apology. From out of a stall at the corner of the barn, 
  a large man – no, not a man but something quite 
  different – approaches. Where his limbs should be 
  are expanses of stone, iron and wood. His chest 
  looks like a great boulder. His face is contorted, 
  literally disfigured by an iron jaw. 
   
  “I am Beorngar ap Regenald. I, like you, was 
  once an adventurer. I came to Coldfair Green long 
  ago and met my wife Anna. She was kind and gentle, 
  not like the women of my clan. We married and had 
  a son, Brand. However, the domestic life did not suit 
  me. I yearned to return to my companions for one 
  more adventure. That is how I ended up with this.” 
  He gestures at his grotesque body. 
   
  “My life is no longer what it was. I now only 
  seek peace, and the well being of my family. My 
  brother came here to take care of my wife once the 
  inevitable occurs, as it is our tradition. I don’t know 
  how much time I have left.” 
   
  “You may take the man out of the wilderness, 
  but you’ll never take the wilderness out of the man. 
  Rather than being stuck in my home, I like to take 
  walks in the woodlands. It was during such a walk 
  that I overheard two men talking. From what I 
  could gather, they belonged to some kind of foul 
  cult with designs on our people.” 
   
  “I consulted my old friends, and we setup 
  watches on the cult. My good friend Malifor, a mage, 
  was instrumental in locating the hidden lair of this 
  cult. He provided us with the means to transport 
  you there, and even provided us with the construct.” 
   
   “I and my brother would have done this thing 
  ourselves, but the opportunity arrived at a bad time. 
  We wanted both leaders of the cult to be there, 
  otherwise the survivors would have uprooted to 
  another location. When that follower of Iuz was 
  captured, we knew we had a brief opportunity to 
  strike. Unfortunately, most of my adventuring 
  companions headed off to the north about a week 
  ago.” 
   
  “Our impromptu plan required assistance from 
  the boy here. It was his idea to be kidnapped, or at 
  least to appear to be kidnapped. We needed someone 
  strong, adventurers such as yourselves, who would 
  be willing to face the perils of the Underoerth. We 
  dared not tell you directly out of fear that the cult 
  would have spies about.” 
   
  “Let’s keep this between ourselves. You may 
  receive the glory and fortune of being the heroes. I 
  am sure that Humphrey will have something 
  planned for such an occasion. The burden of fame is 
  one I no longer wish to carry.” 
   
  Sounds like a good story, but there are several clues 
  that may provide the PCs with reasons to be suspicious. 
   
  A successful Sense Motive check (DC 25) will give 
  the impression that Beorngar is not telling them the 
  whole story. He will not let on about the Malhel Rose. 
   
  On a successful Spot check (DC 15 + APL) the PCs 
  will notice an embroidered rose on Beorngar and 
  Hereric’s cloaks. The rose is in the style of the House 
  Malhel, and a successful Knowledge (History) or Bardic 
  
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  Page 22 
  Knowledge check (DC 30) will reveal this. Otherwise, the 
  PCs may just assume that the Rose is a family symbol. 
  The PC succeeding on this check will know that Malhel 
  was the house of Asberdies and that Asberdies frequently 
  used the name Malifor when he traveled for fear that his 
  enemies might strike. 
   
  If asked about embroidered rose, Beorngar will tell 
  the PCs that his wife made them. His good friend Malifor 
  told him that it would bring him luck and protection. 
   
  Some party members may recognize the affliction 
  that Beorngar suffers from is Construct Contagion by 
  making a successful Spellcraft check (see the section on 
  Construct Contagion under Preparation for Play). They 
  may also have noticed that the construct Malifor sent had 
  the same curse. 
   
  Beorngar will tell the party that his friend Malifor 
  has been tending to his condition, but it hasn’t gotten 
  better. 
   
  Putting these pieces together, the party could 
  attempt to convince Beorngar that his friend is the arch-
  lich or see the Malhel Rose as an enemy that needs to be 
  destroyed. This could play out several ways, and this is 
  detailed in the Conclusion of the adventure. 
   
  Malifor is not Asberdies, but is a minion of Asberdies 
  who serves to quicken the effects of the Construct 
  Contagion. He also has been directed to twist the mind of 
  Beorngar as well as the body. Beorngar now believes the 
  Yeomanry has become too corrupt to serve its people. 
  The virtues of House Malhel, as twisted as they are, seem 
  better than the slow rot of Yeomanry indifference or the 
  aspirations of Keoland. He seeks to restore House Malhel 
  to its former state. 
   
  If the PCs attack, the Malhel Rose will respond with 
  a vengeance. Brand will stick close to his father and 
  uncle, and attack with his dagger. Throm Firebrand will 
  charge in through the back entrance of the barn. Wimbly 
  will attempt to take a spellcaster by surprise. 
   
  If Brand is killed, the PCs will be blamed for it. 
  Brand will not run off, and will often put himself 
  between his father and foe. He will attempt to make 
  futile attacks, and will aid Beorngar whenever possible 
  (attack at AC 10 giving a +2 attack bonus). Hereric may 
  use his cape of the mountebank to escape or place himself in 
  better position. Finally, due to the administrations of 
  Malifor, Beorngar ap Regenald is now has an active strain 
  of Construct Contagion, and can pass the curse on to 
  others. 
   
  Optimally, the PCs will realize that the Malhel Rose 
  are dupes, like they have been, and try to explain this to 
  the members of the Rose.  See the appropriate section of 
  the Conclusion if they pursue this end. 
  APL 4 (EL 6) 
  � Beorngar ap Regenald: Male Altered (Flan) Ftr3; 
  hp 30; see Appendix 1. 
  � Hereric ap Regenald: Male Flan Sor3; hp 12; see 
  Appendix 1. 
  � Brand ap Beorngar: Male Suloise/Flan Ari1; hp 
  6; see Appendix 1. 
  � Wimbly: Male Halfling Rog2; hp 12; see Appendix 
  1. 
  � Throm Firebrand: Male Dwarven Ftr2; hp 20; 
  see Appendix 1. 
  APL 6 (EL 8) 
  � Beorngar ap Regenald: Male Altered (Flan) Ftr5; 
  hp 49; see Appendix 2. 
  � Hereric ap Regenald: Male Flan Sor5; hp 19; see 
  Appendix 2. 
  � Brand ap Beorngar: Male Suloise/Flan Ari1; hp 
  6; see Appendix 2. 
  � Wimbly: Male Halfling Rog3; hp 18; see Appendix 
  2. 
  � Throm Firebrand: Male Dwarven Ftr3; hp 30; 
  see Appendix 2. 
  APL 8 (EL 10) 
  � Beorngar ap Regenald: Male Altered (Flan) Ftr7; 
  hp 69; see Appendix 3. 
  � Hereric ap Regenald: Male Flan Sor7; hp 27; see 
  Appendix 3. 
  � Brand ap Beorngar: Male Suloise/Flan Ari1; hp 
  6; see Appendix 3. 
  � Wimbly: Male Halfling Rog5; hp 30; see Appendix 
  3. 
  � Throm Firebrand: Male Dwarven Ftr5; hp 49; 
  see Appendix 3. 
  APL 10 (EL 12) 
  � Beorngar ap Regenald: Male Altered (Flan) Ftr9; 
  hp 88; see Appendix 4. 
  � Hereric ap Regenald: Male Flan Sor9; hp 34; see 
  Appendix 4. 
  � Brand ap Beorngar: Male Suloise/Flan Ari1; hp 
  6; see Appendix 4. 
  � Wimbly: Male Halfling Rog7; hp 42; see Appendix 
  4. 
  � Throm Firebrand: Male Dwarven Ftr7; hp 69; 
  see Appendix 4. 
  APL 12 (EL 14) 
  � Beorngar ap Regenald: Male Altered (Flan) 
  Ftr11; hp 108; see Appendix 5. 
  
  YEO5-06 Broken Spear 
   
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  � Hereric ap Regenald: Male Flan Sor11; hp 42; 
  see Appendix 5. 
  � Brand ap Beorngar: Male Suloise/Flan Ari1; hp 
  6; see Appendix 5. 
  � Wimbly: Male Halfling Rog9; hp 54; see Appendix 
  5. 
  � Throm Firebrand: Male Dwarven Ftr9; hp 88; 
  see Appendix 5. 
   
  Treasure: The possessions of the Malhel Rose are 
  the only treasure here. 
  CONCLUSION 
  There are many possible outcomes to this adventure. 
  Each variation is described below. Some of these may be 
  combined given the circumstances of how the adventure 
  played out for this party of PCs. 
  ASBERDIES WOULD BE PROUD 
   
  If the PCs accept the fact that they have been used, 
  they achieve this conclusion.  The PCs accept the role of 
  heroes. They will receive a small favor from the Malhel 
  Rose as payment for their cooperation (Blessing of the 
  Order of the Malhel Rose effect on the AR). They will 
  return to a heroes’ welcome at the Briggand’s Inn. 
   
  The patrons of the Briggand’s Inn greet you 
  warmly. Anna embraces her son. Humphrey 
  presents you with your reward and the eternal 
  thanks of the citizens of Coldfair Green. He presents 
  you each with a bottle of his finest vintage brandy. 
  THE BLOODY ROSE 
   
  If the PCs attack Beorngar and the members of the 
  Malhel Rose, they achieve this conclusion. 
   
  If Brand lives, he will claim that the PCs were in 
  league with the kidnappers. Quiana will have seen the 
  attack through her visions and will be with a guest to 
  recall the event. Samuel is another potential witness. 
   
  Your attack on Beorngar and his companions 
  has not gone unnoticed. You are detained until the 
  authorities can sort out the matter. 
   
  The PCs receive the Detained for Questioning 
  effect on the AR.  If the PCs have some evidence to prove 
  their innocence, like the information concerning the 
  Malhel Rose’s connection with Asberdies, then the PCs 
  are detained for 2 additional TUs until the authorities can 
  sort out the matter.  Without such evidence, the PCs are 
  jailed for 4 additional TUs. 
  BRAND IS DEAD 
   
  If the PCs have killed Brand ap Beorngar or their 
  actions result in his death, they achieve this conclusion. 
   
  Quiana will have seen this in her visions and will be 
  with a guest who will recall the event. Word of this will 
  reach the Briggand’s Inn well before the party.  
   
  Word of Brand’s death has spread, and the 
  townsfolk are up in arms demanding justice. Quiana 
  arrives with another woman you have not seen 
  before. The woman claims that you were responsible 
  for the death of the child. 
   
  The PCs receive the Detained for Questioning 
  effect on the AR.  Unless the PCs can provide evidence 
  that they were not responsible for the death of Brand, the 
  PCs are jailed for 4 additional TUs (this stacks with the 
  TUs for attacking the Malhel Rose (see above). 
  I’M NOT STEPPING INTO THAT CIRCLE! 
   
  Any PC that did not step into the teleportation circle in 
  Encounter 3 achieves this conclusion. 
   
  The blue circle on the floor fades out. You 
  continue your search throughout the town for the 
  remainder of the night without success. The mood 
  at the Briggand’s Inn is somber. 
   
  Feel free to roleplay with the folks in the inn. In the 
  morning, read the following: 
   
  At dawn, a man bursts through the door of the 
  inn. He catches his breath and then reports that 
  Brand is safe. The boy apparently escaped from his 
  kidnappers, and is with his uncle at old Samuel’s 
  farm. 
   
  If the party decides to go to the farm, then proceed 
  to Encounter 9 and modify it slightly. If the party accepts 
  the deception, and shows willingness to go after the cult, 
  Samuel will show them how the Friends enter their 
  hideout. Reverse the order of Encounter 8 and 7, as the 
  party will meet Golob first, and then the cultists. The 
  message ordering the assassination of the grosspokesman 
  will not be present, and Horace Blackshear will be gone. 
   
  If the PCs don’t go to the farm, proceed to Abandon 
  the Adventure below. 
  ABANDON THE ADVENTURE 
   
  If the PCs, in one way or another, have abandoned 
  their mission or have reached a dead end, use this 
  conclusion. 
   
  Sometimes the PCs will get so far off the adventure 
  that they cannot possibly recover without intervention. If 
  such a situation occurs, you can ad lib the situation until 
  the morning of the next day. By that time word will reach 
  the party that Brand has been found. 
   
  Shortly after dawn, word about the kidnapped 
  boy reaches you. The boy apparently escaped from 
  his kidnappers, and is with his uncle at old Samuel’s 
  farm. 
  
  YEO5-06 Broken Spear 
   
  Page 24 
   
  If the party decides to go to the farm, then proceed 
  to Encounter 9 and modify it slightly. If the party accepts 
  the deception, and shows willingness to go after the cult, 
  Samuel will show them how the Friends enter their 
  hideout. Reverse the order of Encounter 8 and 7, as the 
  party will meet Golob first, and then the cultists. The 
  message ordering the assassination of the grosspokesman 
  will not be present, and Horace Blackshear will be gone. 
   
  If the PCs don’t go to the farm, read the following: 
   
  With the rain cleared up and the boy found, you 
  head off out of Coldfair Green in search of more 
  adventures. 
  DID HE SAY VECNA? 
   
  If the PCs mention the name of Vecna to any NPC, 
  especially the Silent Ones, use this conclusion. 
   
  Any NPC, except members of the Malhel Rose, will 
  quickly spread the rumor that the PCs defeated a cult of 
  Vecna. This will draw the attention of the Silent Ones. 
  An investigation will follow. This investigation will lead 
  to the PCs: 
   
  Three men you remember seeing at the 
  Briggand’s Inn approach you. One of the men 
  introduces himself to you. His name is Burle. 
   
  “Word has come to my ears that that which 
  should not be spoken has been spoken. What you 
  know, or what you think you know, is not to be 
  mentioned again. You will accompany us to 
  Keoland, to the Lonely Tower, where you will report 
  what you have seen or heard to my associates.” 
   
  Details for the Silent Ones appear in Appendix 6, if 
  the PCs are foolish enough to refuse to accompany them 
  to the Lonely Tower and decide to instead attack them.  
  Should they simply refuse, the members will try to insist, 
  but will stop short of resorting to force. 
   
  If the PCs accompany the Silent Ones, it costs them 
  2 additional TUs for travel to the Lonely Tower and for 
  time 
  spent 
  being 
  questioned 
  (Detained 
  for 
  Questioning effect on the AR).  This TU cost stacks with 
  other additional TU costs they might earn in this 
  adventure. 
   
  If the PCs refuse to accompany the Silent Ones, they 
  receive the Ire of the Silent Ones effect on the AR 
  instead. 
  REPORTING AN ARCHEOLOGICAL FIND 
   
  If the PCs provide Merrimack Flint with the 
  dwarven artifacts they found and other information 
  regarding Marakdor, use this conclusion. 
   
  If the PCs met Merrimack at the Briggand’s Inn, 
  they may help him out by providing him the artifacts 
  from Marakdor. They can also provide some information 
  regarding the dwarven fortress. This will make 
  Merrimack a very happy man. 
   
  The PCs will receive the monetary award promised. 
  If a PC is a Dust Digger, they will share in the claim and 
  all further research. An expedition will be planned to 
  search for Marakdor. 
   
  If the PCs inform Merrimack about the drow, and 
  have even gained some knowledge about Erelhei-
  Kenafin, Merrimack will suggest they travel to Loftwick. 
  The army will be interested in a report on the Drow in 
  order to assess the risks to the Yeomanry. An expedition 
  into the Underoerth may be for far more that just a 
  bunch of archeological trinkets. 
   
  For their help, Merrimack provides the PCs with his 
  favor (Favor of Merrimack Flint effect on the AR). 
  CAPTURED! 
   
  If the PCs are captured by the drow, use this 
  conclusion.  Whether they were overcome with the 
  knockout poison or fell into the ambush, the PCs are 
  hauled back to Erelhei-Kenafin as slaves. They will 
  eventually escape, and since their adventure is basically 
  over you may opt to play out the escape. 
   
  Read the following for those who were knocked out: 
   
  You are dreaming a dark dream. Dark, 
  featureless faces stare at you. You are poked and 
  prodded with sticks. You feel like you are floating 
  upon water. Up, down, up, down. You then realize 
  that it is not a dream. The black chains about your 
  hands and feet keep you tied to a litter. Four dark 
  skinned elves with white hair serve as you litter 
  bearers. You struggle to free yourself, and then 
  shout out. A larger, more brutal elf strikes you. He 
  speaks in a harsh, guttural voice. 
   
  “Shut up slave!” 
   
  The PCs are being taken to Erelhei-Kenafin. A 
  description follows: 
   
  The train of dark warriors winds through 
  tunnels, and eventually pours out into an enormous 
  cavern. At the far end you see signs of some sort of 
  civilization. Tall, thick black walls, a mote of lava, 
  gates of iron, and stench of thousands greet your 
  senses. Along the tops of the walls you make out 
  what at first looks like a black picket fence, but to 
  your horror it is the heads of men, beasts, and other 
  things you cannot name. 
   
  This is Erelhei-Kenafin, and for the next two 
  weeks you are kept here for training as a slave. Your 
  possessions are given to your new owner, an 
  Underlord in his own right. His name is Zaritheil, 
  the owner of thirty-four mines and five foundries. 
   
  Upon completion of the training, which is more 
  for obedience than for practical skill in the mines, 
  
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  you are gathered with forty other slaves. Zarithiel 
  and his followers lead you through the Underoerth, 
  to some awaiting task and sure death. From then on, 
  life is one misery, one drudgery, after another. 
  Several souls, some hardier than yourself even, fall 
  to these merciless beasts. Most who perish are weak, 
  and they do not last very long at all. And still, there 
  is some hope that escape will present itself sooner 
  or later… 
   
  These PCs receive the Prisoner of Erelhei-Kenafin 
  effect on the AR and are REMOVED FROM PLAY until the 
  premiere of YEO6-03 Of My Enemy in 2006. 
  PYRALIS ESCAPES 
   
  If the PC allow Pyralis to escape, use this conclusion. 
  The agent of Iuz continues his mission, stealing a horse 
  and riding north. If any one pursues, they will find the 
  tracks end at the banks of the Javan River. The corpse of 
  the horse lies upon the ground, drained of all life. 
  GOLOB ESCAPES 
   
  If the PCs left Golob alive, use this conclusion.   
  Golob, driven for vengeance, destroys the warehouses 
  and vineyards of Coldfair Green. The act wipes out the 
  small town’s economy, which will take several years to 
  repair. If the PCs received the brandy from Humphrey, 
  the bottles are now quite rare and will fetch a healthy 
  price (PCs receive the Bottle of Rare Brandy effect on 
  the AR). 
   
  As you travel to your next destination, you 
  receive word of disaster upon the town of Coldfair 
  Green. All of the warehouses and wineries were 
  destroyed by fire, or just simply disappeared, in one 
  night. The only witness to the attack has gone mad, 
  mutter something about a flying eye. Locals believe 
  it was an act of sabotage by jealous growers from 
  Keoland. No tracks were left by the culprits. 
  BEORNGAR LEARNS ABOUT 
  CONSTRUCT CONTAGION 
   
  If the PCs have educated Beorngar about Construct 
  Contagion and Asberdies, use this conclusion. 
   
  The PCs tell Beorngar of the link between Asberdies 
  and Construct Contagion. Beorngar will at first not 
  believe the party, but there are now enough questions in 
  his mind that he will begin to search for the truth. This 
  will essentially shut down the activities of the Malhel 
  Rose forever. 
   
  A few weeks later a courier delivers you a letter. 
  It is barely legible, but read as follows: 
   
  Dear Friend, 
   
  I have looked into the matter of my condition 
  and have found the true cause of it. I realize that I 
  have been used in some nefarious plan. If you are 
  ever in Coldfair Green, please visit. I have a gift for 
  you. 
   
  Sincerely, Beorngar ap Regenald.” 
   
  The PCs receive the Favor of Beorngar ap 
  Regenald on the AR. 
   
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 3 
  Defeat Mawler. 
   
  APL 4: 90 xp. 
   
  APL 6: 150 xp. 
   
  APL 8: 210 xp. 
   
  APL 10: 270 xp. 
   
  APL 12: 330 xp. 
  Encounter 6 
  Disarm or survive the trap. 
   
  All APLs: 120 xp. 
  Encounter 7 
  Defeat the cultists. 
   
  APL 4: 120 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 300 xp. 
   
  APL 12: 360 xp. 
  Encounter 8 
  Defeat Golob. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Story Award 
  Convince Beorngar that Asberdies is behind the 
  Construct Contagion OR defeat the Order of the Malhel 
  Rose. 
  
  YEO5-06 Broken Spear 
   
  Page 26 
   
  APL 4: 60 xp. 
   
  APL 6: 90 xp. 
   
  APL 8: 120 xp. 
   
  APL 10: 150 xp. 
   
  APL 12: 180 xp. 
  Discretionary Roleplaying Award 
   
  APL 4: 75 xp. 
   
  APL 6: 90 xp. 
   
  APL 8: 105 xp. 
   
  APL 10: 120 xp. 
   
  APL 12: 135 xp. 
  Total possible experience 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 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 adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter 1: 
  All APLs: L: 0 gp, C: 67 gp, M: 0 gp. 
  Encounter 3: 
  APL 4: L: 56 gp, C: 0 gp, M: potion of shield of faith +3 
  (25 gp). 
  APL 6: L: 27 gp, C: 0 gp, M: potion of shield of faith +3 
  (25 gp), +1 breastplate (113 gp). 
  APL 8: L: 27 gp, C: 0 gp, M: ring of protection +1 (167 
  gp), +1 breastplate (113 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: ring of protection +1 (167 
  gp), +1 breastplate (113 gp), +1 greataxe (193 gp). 
  APL 12: L: 0 gp, C: 0 gp, M: ring of protection +1 (167 
  gp), +1 breastplate (113 gp), +1 greataxe (193 gp), potion 
  of good hope (88 gp), necklace of fireballs type II (225 gp). 
  Encounter 4: 
  APLs 4, 6, 8: L: 283 gp, C: 0 gp, M: 4 +1 mithral chain 
  shirts (175 gp each), 4 potions of spider climb (25 gp 
  each), 4 potions of shield of faith +5 (75 gp each). 
  APLs 10, 12: L: 1 gp, C: 0 gp, M: 4 +1 mithral chain 
  shirts (175 gp each), 4 potions of spider climb (25 gp 
  each), 4 potions of shield of faith +5 (75 gp each). 4 +1 
  composite shortbows (+2 Str bonus) (210 gp each), 4 +1 
  rapiers (193 gp each), 4 cloaks of elvenkind (208 gp 
  each), 4 boots of elvenkind (208 gp each). 
  Encounter 7: 
  APL 4: L: 275 gp, C: 0 gp, M: potion of barkskin +4 (75 
  gp), elixir of fire breath (92 gp), Quaal’s feather token - 
  whip (42 gp), elixir of sneaking (21 gp), elixir of hiding 
  (21 gp). 
  APL 6: L: 325 gp, C: 0 gp, M: potion of barkskin +5 (100 
  gp), elixir of fire breath (92 gp), Quaal’s feather token - 
  whip (42 gp), elixir of sneaking (21 gp), elixir of hiding 
  (21 gp), potion of cat’s grace (25 gp), potion of cure 
  moderate wounds (25 gp). 
  APL 8: L: 325 gp, C: 0 gp, M: potion of barkskin +5 (100 
  gp), oil of greater magic weapon +3 (150 gp), elixir of fire 
  breath (92 gp), potion of shield of faith +5 (75 gp), 2 
  potions of cure serious wounds (63 gp each), Quaal’s 
  feather token - whip (42 gp), elixir of sneaking (21 gp), 
  
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  elixir of hiding (21 gp), potion of cat’s grace (25 gp), 
  brooch of shielding (125 gp). 
  APL 10: L: 376 gp, C: 0 gp, M: potion of barkskin +5 
  (100 gp), oil of greater magic weapon +4 (200 gp), slaying 
  arrow – human (190 gp), elixir of fire breath (92 gp), 
  potion of shield of faith +5 (75 gp), 2 potions of cure serious 
  wounds (63 gp each), oil of keen edge (63 gp), +1 heavy 
  steel shield (98 gp), Quaal’s feather token - whip (42 gp), 
  elixir of sneaking (21 gp), elixir of hiding (21 gp), potion 
  of cat’s grace (25 gp), brooch of shielding (125 gp), ring of 
  feather falling (183 gp), potion of barkskin +3 (50 gp). 
  APL 12: L: 350 gp, C: 0 gp, M: potion of barkskin +5 
  (100 gp), oil of greater magic weapon +5 (250 gp), greater 
  slaying arrow – human (338 gp), slaying arrow – human 
  (190 gp), elixir of fire breath (92 gp), potion of shield of 
  faith +5 (75 gp), 2 potions of cure serious wounds (63 gp 
  each), oil of keen edge (63 gp), +1 blinding heavy steel 
  shield (348 gp), shatterspike (360 gp), Quaal’s feather 
  token - whip (42 gp), elixir of sneaking (21 gp), elixir of 
  hiding (21 gp), potion of cat’s grace (25 gp), brooch of 
  shielding (125 gp), ring of feather falling (183 gp), potion 
  of barkskin +3 (50 gp), slippers of spider climbing (400 
  gp). 
  Encounter 9: 
  APL 4: L: 548 gp, C: 0 gp, M: potion of shield of faith +5 
  (75 gp), cape of the mountebank (840 gp). 
  APL 6: L: 586 gp, C: 0 gp, M: potion of shield of faith +5 
  (75 gp), potion of greater magic fang +3 (150 gp), cape of 
  the mountebank (840 gp), potion of barkskin +3 (50 gp). 
  APL 8: L: 433 gp, C: 0 gp, M: potion of shield of faith +5 
  (75 gp), potion of greater magic fang +5 (250 gp), +1 full 
  plate (221 gp), 2 potions of barkskin +3 (50 gp each), cape 
  of the mountebank (840 gp), quiver of Ehlonna (150 gp), 
  +1 bastard sword (195 gp). 
  APL 10: L: 241 gp, C: 0 gp, M: 2 potions of shield of faith 
  +5 (75 gp each), potion of greater magic fang +5 (250 gp), 
  2 potions of barkskin +3 (50 gp each), ioun stone (dusty 
  rose prism) (417 gp), cape of the mountebank (840 gp), 
  ring of protection +1 (167 gp), quiver of Ehlonna (150 
  gp), +1 studded leather (98 gp), +1 short sword (193 gp), 
  +1 bastard sword (195 gp), 2 +1 full plates (221 gp each), 
  +1 heavy steel shield (98 gp). 
  APL 12: L: 241 gp, C: 0 gp, M: 3 potions of shield of faith 
  +5 (75 gp each), potion of greater magic fang +5 (250 gp), 
  3 potions of barkskin +3 (50 gp each), ioun stone (dusty 
  rose prism) (417 gp), cloak of resistance +3 (750 gp), cape 
  of the mountebank (840 gp), ring of protection +1 (167 
  gp), pearl of power (3rd level spell) (750 gp), quiver of 
  Ehlonna (150 gp), +1 studded leather (98 gp), +1 short 
  sword (193 gp), gloves of dexterity +2 (333 gp), +1 bastard 
  sword (195 gp), 2 +1 full plates (221 gp each), +1 heavy 
  steel shield (98 gp), gauntlets of ogre power (333 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 4: L: 1,162 gp, C: 67 gp, M: 2,291 gp – Total: 
  3,520 gp (650 gp). 
  APL 6: L: 1,133 gp, C: 67 gp, M: 2,679 gp – Total: 
  3,879 gp (900 gp). 
  APL 8: L: 1,068 gp, C: 67 gp, M: 3,988 gp – Total: 
  5,123 gp (1,300 gp). 
  APL 10: L: 618 gp, C: 67 gp, M: 9,359 gp – Total: 
  10,044 gp (2,300 gp). 
  APL 12: L: 592 gp, C: 67 gp, M: 13,362 gp – Total: 
  14,021 gp (3,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Curse – Construct Contagion: This PC suffered a 
  serious blow (one that was a critical hit, one for massive 
  damage, or one that put the PC’s hp total below zero) 
  from an “infected” construct and has been cursed with 
  construct contagion (it is not a disease, despite the name 
  and use of the word infected).  The constructs in this 
  adventure cause the clay/iron (circle one) version of this 
  infection.  The initial infection causes random parts of 
  this PC’s body to transform into bits of clay/iron (circle 
  one).  This first stage grants a +2 natural armor bonus and 
  a -2 penalty to Charisma.  Each time this PC is struck 
  with a critical hit, a blow for massive damage, or has his 
  hp total reduced below zero, they must make a Fort save 
  (DC 12 + the APL this adventure was played at).  If they 
  fail the save, check one of the boxes below; this indicates 
  the contagion has advanced in intensity, transforming 
  more of your body into a construct (although you do not 
  assume the construct type yet).  Each advance further 
  affects the abilities of the curse victim: 
   
  � Second Stage: -2 penalty to Dexterity. 
   
  � Third Stage: -10 ft. penalty to Speed (-5 ft. penalty 
  for Small PCs). 
   
  � Fourth Stage: healing spells cast on this PC are 
  only half as effective with regards to curing hp damage.  
   
  � Final Stage: PC becomes a construct - contact the 
  Yeomanry Triad (see below). 
   
  If the curse progress through all four check boxes, 
  this PC is completely transformed by the curse.  At that 
  point, your PC is removed from play until you receive 
  documentation for the completed transformation from 
  the Yeomanry Triad.  This curse can currently only be 
  removed by a remove curse, break enchantment, miracle, or 
  wish spell from a caster of 17th level or higher.  However, 
  there may be other means to remove this curse that this 
  PC may discover in future Yeomanry adventures. 
  
  YEO5-06 Broken Spear 
   
  Page 28 
  � Favor of Merrimack Flint: Merrimack Flint, 
  Dustdigger, is well connected at the Academy of Lore. He 
  is eternally grateful for your assistance in an 
  archeological find of some significance.  You may 
  exchange this favor for (circle the one selected): 3 
  Influence Points with the Dustdiggers or 1 year free 
  tuition at the Academy of Lore.  Mark as USED when this 
  favor is consumed. 
  � Blessing of the Order of the Malhel Rose: Spies 
  and agents of the Malhel Rose are present throughout the 
  Yeomanry and the rest of the Sheldomar Valley.  The 
  Order of the Malhel Rose secretly appreciates your 
  assistance in thwarting the vile enemies of the Yeomanry. 
   In return for your efforts, the next magical item you 
  purchase is at a 10% discount in price.  Mark as USED 
  when this blessing is consumed. 
  � Detained for Questioning: You have been detained 
  for _______ additional TUs of time. 
  � Ire of the Silent Ones: For refusing their request to 
  accompany them to the Lonely Tower, you have earned 
  the ire of the Silent Ones.  You now suffer a -2 
  circumstance penalty to all Cha-based checks with the 
  Silent Ones, their agents, or while in Keoland.  Void any 
  and all influence points, favorable notices, and/or favors 
  you have earned with the Silent Ones or their members.  
  If a member of the Silent Ones, you are immediately 
  demoted one rank.  If this would place you below the 
  lowest rank, you instead lose 12 additional TUs to 
  “reeducation”. 
  � Favor of Beorngar ap Regenald: Beorngar is grateful 
  for your help in revealing the true nature of his affliction. 
   Beorngar provides you with free Luxury lifestyle for any 
  adventure set in the Yeomanry for one year from the date 
  on this AR. 
  � Prisoner of Erelhei-Kenafin: This PC was captured 
  by a drow patrol and enslaved, taken to the drow city of 
  Erelhei-Kenafin.  This PC is REMOVED FROM PLAY until 
  the premiere of YEO6-03 Of My Enemy, at which point the 
  Yeomanry Triad will announce further consequences and 
  effects of this enslavement before the PC may return to 
  play. 
  � Bottle of Rare Brandy: You have been awarded with 
  a bottle of one of the finest brandies known throughout 
  the Sheldomar Valley, a vintage Coldfair Green.  Due to a 
  disastrous attack upon the warehouses and wineries of 
  Coldfair Green that destroyed their reserves, you possess 
  one of the few bottles of this brandy known to exist. 
  Item Access 
  APL 4: 
  • 
  +1 Mithral Chain Shirt (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Cape of the Mountebank (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Elixir of Fire Breath (Adventure; Dungeon Master’s Guide) 
  • 
  Elixir of Hiding (Adventure; Dungeon Master’s Guide) 
  • 
  Elixir of Sneaking (Adventure; Dungeon Master’s Guide) 
  • 
  Potion of Barkskin +4 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Potion of Shield of Faith +5 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Quaal’s Feather Token, Whip (Adventure; Dungeon 
  Master’s Guide) 
   
  APL 6 (all of APL 4 plus the following): 
  • 
  Potion of Barkskin +5 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Potion of Greater Magic Fang +3 (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Quiver of Ehlonna (Adventure; Dungeon Master’s Guide) 
   
  APL 8 (all of APLs 4, 6 plus the following): 
  • 
  Brooch of Shielding (Adventure; Dungeon Master’s Guide) 
  • 
  Oil of Greater Magic Weapon +3 (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Potion of Greater Magic Fang +5 (Adventure; Dungeon 
  Master’s Guide) 
   
  APL 10 (all of APLs 4, 6, 8 plus the following): 
  • 
  Boots of Elvenkind (Adventure; Dungeon Master’s Guide) 
  • 
  Cloak of Elvenkind (Adventure; Dungeon Master’s Guide) 
  • 
  Ioun Stone, Dusty Rose Prism (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Oil of Greater Magic Weapon +4 (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Ring of Feather Falling (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Slaying Arrow, Human (Adventure; Dungeon Master’s 
  Guide) 
   
  APL 12 (all of APLs 4, 6, 8, 10 plus the following): 
  • 
  +1 Blinding Heavy Steel Shield (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Cloak of Resistance +3 (Adventure; Dungeon Master’s 
  Guide) 
  
  YEO5-06 Broken Spear 
   
  Page 29 
  • 
  Greater Slaying Arrow, Human (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Necklace of Fireballs Type II (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Oil of Greater Magic Weapon +5 (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Pearl of Power, 3rd Level Spell (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Potion of Good Hope (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Shatterspike (Adventure; Dungeon Master’s Guide) 
  • 
  Slippers of Spider Climbing (Adventure; Dungeon Master’s 
  Guide) 
   
   
   
  
  YEO5-06 Broken Spear 
   
  Page 30 
  APPENDIX 1 – APL 4 
   
  ENCOUNTER 3 
   
   
   
   
  Mawler: Male Clay Half-Golem War1; CR 3; Medium 
  Construct (Augmented Human (Oeridian)); HD 1d8+20; 
  hp 21; Init +1; Spd 20 ft. (can’t run); AC 23, touch 11, flat-
  footed 22 (+7 natural, +1 Dex, +5 armor); Base Atk +1; Grp 
  +7; Atk +9 melee (1d10+9/x3 plus cursed wound, 
  masterwork greataxe); Full Atk +9 melee (1d10+9/x3 plus 
  cursed wound, masterwork greataxe); SA berserk, cursed 
  wound, construct contagion; SQ construct traits, DR 
  10/adamantine and bludgeoning, darkvision 60 ft., haste, 
  immunity to magic, low-light vision; AL NE; SV Fort +4, 
  Ref +1, Will +1; Str 23, Dex 12, Con –, Int 4, Wis 12, Cha 
  2.  Monster Manual II, page 209. 
   
  Skills and Feats: Climb +6, Intimidate -1, Jump +6, 
  Survival +1, Swim +3; Power Attack, Weapon Focus 
  (greataxe). 
   
  Berserk (Ex): When a clay half-golem enters 
  combat, there is a cumulative 1% chance each round that 
  its elemental spirit breaks free and the half-golem goes 
  berserk. The uncontrolled half-golem goes on a rampage, 
  attacking the nearest living creature or smashing some 
  object smaller than itself if no creature is within reach, 
  then moving on to spread more destruction. Once a clay 
  half-golem goes berserk, no known method can establish 
  control. 
   
  Cursed Wound (Ex): The damage a half-golem 
  deals doesn’t heal naturally and resists healing spells. A 
  character attempting to cast a conjuration (healing) spell 
  on a creature damaged by a clay half-golem must succeed 
  on a DC 26 caster level check, or the spell has no effect 
  on the injured character. 
   
  Haste (Su): After it has engaged in at least 1 round 
  of combat, a clay half-golem can haste itself once per day 
  as a free action. The effect lasts 3 rounds and is otherwise 
  the same as the spell. 
   
  Immunity to Magic (Ex): A clay half-golem is 
  immune to any spell or spell-like ability that allows spell 
  resistance. In addition, certain spells and effects function 
  differently against the creature, as noted under the clay 
  golem description in the Monster Manual, page 135 
  (specifically: move earth, disintegrate, earthquake, and acid-
  dealing spells. 
   
  Possessions: masterwork breastplate, masterwork 
  greataxe, potion of shield of faith +3. 
   
  Description: Mawler has a grotesquely distorted 
  musculature, an overly large chest, arms attached by 
  thick knots of muscle at the shoulder, and arms that hang 
  almost to the ground. His features appear partially 
  melted. He drips of a bluish-colored clay, and his slimy 
  replacement “flesh” coats his weapon. 
  ENCOUNTER 7 
   
   
   
   
  Valadren: Male Grugach (Wild Elf) Ftr2; CR 2; Medium 
  Humanoid (elf); HD 2d10+2; hp 17; Init +3; Spd 20 ft.; AC 
  18, touch 13, flat-footed 15 (+5 armor, +3 Dex); Base Atk 
  +2; Grp +4; Atk +7 ranged (1d8+2/x3, masterwork 
  composite 
  longbow) 
  or 
  +5 
  melee 
  (1d8+3/19-20, 
  masterwork longsword) or +4 melee (1d4+2/19-20, 
  dagger); Full Atk +7 ranged (1d8+2/x3, masterwork 
  composite 
  longbow) 
  or 
  +5 
  melee 
  (1d8+3/19-20, 
  masterwork longsword) or +4 melee (1d4+2/19-20, 
  dagger); SQ elven traits; AL NE; SV Fort +4, Ref +3, Will 
  +0; Str 15, Dex 17, Con 12, Int 8, Wis 10, Cha 12. 
   
  Skills and Feats: Intimidate +2, Knowledge (religion) 
  +1, Listen +2, Search +1, Spot +2; Point Blank Shot, 
  Precise Shot, Weapon Focus (longbow). 
   
  Possessions: masterwork composite longbow (+2 Str 
  bonus), masterwork longsword, masterwork breastplate, 
  dagger, quiver w/ 40 arrows, potion of barkskin +4. 
   
  Languages: Elven, Common. 
   
  Description: Valadren is lean and tall for an elf. He has 
  disheveled brown hair and green eyes. He is missing his 
  left eye and wears an eye patch. 
  Horace: Male Oeridian Ftr2; CR 2; Medium Humanoid 
  (human); HD 2d10+6; hp 20; Init +1; Spd 20 ft.; AC 19, 
  touch 10, flat-footed 19 (+0 Dex, +2 shield, +7 armor); 
  Base Atk +2; Grp +5; Atk +6 melee (1d8+3/19-20, 
  longsword) or +3 ranged (1d8+3/x3, composite longbow) 
  or +5 melee (1d4+3/19-20, dagger); Full Atk +6 melee 
  (1d8+3/19-20, longsword) or +3 ranged (1d8+3/x3, 
  composite longbow) or +5 melee (1d4+3/19-20, dagger); 
  AL NE; SV Fort +5, Ref +1, Will +1; Str 16, Dex 12, Con 
  14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Hide –6, Intimidate +2, Knowledge 
  (religion) +2, Ride +6; Cleave, Improved Toughness*, 
  Power Attack, Weapon Focus (longsword).  *Complete 
  Warrior. 
   
  Languages: Common. 
   
  Possessions: half-plate, heavy steel shield, longsword, 
  composite longbow (+3 Str bonus), dagger, quiver with 40 
  arrows, elixir of fire breath. 
   
  Description: Horace has dark skin and jet-black hair. 
  He is tall and muscular. He wears the scars of a hundred 
  battles. He walks with a slight limp. 
  Alek: Male Baklunish Rog2; CR 2; Medium Humanoid 
  (human); HD 2d6+4; hp 12; Init +3; Spd 30 ft.; AC 17, 
  touch 13, flat-footed 14 (+3 Dex, +3 armor, +1 shield); 
  Base Atk +1; Grp +2; Atk +3 melee (1d6+1/18-20, 
  masterwork rapier) or +5 ranged (1d8/19-20, masterwork 
  light crossbow); Full Atk +3 melee (1d6+1/18-20, 
  masterwork rapier) or +5 ranged (1d8/19-20, masterwork 
  light crossbow); SA sneak attack +1d6; SQ trapfinding, 
  evasion; AL NE; SV Fort +2, Ref +6, Will +0; Str 12, Dex 
  16, Con 14, Int 14, Wis 10, Cha 8. 
  
  YEO5-06 Broken Spear 
   
  Page 31 
   
  Skills and Feats: Balance +10, Bluff +4, Diplomacy +8, 
  Disable Device +7, Disguise +4 (+6 acting), Escape Artist 
  +8, Hide +8, Jump +8, Move Silently +8, Sense Motive +5, 
  Tumble +10, Use Rope +3 (+5 bindings); Dodge, Mobility. 
   
  Languages: Common, Baklunish, Elven. 
   
  Possessions: masterwork buckler, masterwork studded 
  leather, masterwork rapier, masterwork light crossbow, 
  quarrel w/ 20 bolts, Quaal’s feather token (whip), elixir of 
  hiding, elixir of sneaking. 
   
  Description: Alek is short with black hair and brown 
  eyes. His face is disfigured from childbirth. He wears 
  tattoos on his face, perhaps the markings of a former 
  slave. 
  ENCOUNTER 9 
   
   
   
   
  Beorngar ap Regenald: Male Altered (Flan) Ftr3; CR 3; 
  Medium Construct (Living, Augmented Humanoid 
  (Human)); HD 3d10+9; hp 30; Init -1; Spd 15 ft.; AC 19, 
  touch 9, flat-footed 19 (-1 Dex, +2 natural, +8 armor); Base 
  Atk +3; Grp +7; Atk +8 melee (1d6+6, slam); Full Atk +8 
  melee (1d6+6, slam); SA natural attack (slam); SQ living 
  construct traits, base 10% arcane spell failure, +2 racial 
  bonus to Will saves against mind-affecting spells and 
  abilities; AL CN; SV Fort +6, Ref +0, Will +2; Str 18, Dex 
  8, Con 16, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Intimidate +5, Knowledge (arcana) 
  +2, Ride +2; Cleave, Improved Sunder, Power Attack, 
  Weapon Focus (slam). 
   
  Living Construct Traits (Ex): Unlike other 
  constructs, Altered have a Con score, do not have low-
  light or darkvision, are not immune to mind-affecting 
  spells and abilities, and are subject to critical hits, 
  nonlethal damage, stunning, ability damage, ability drain, 
  and death effects or necromancy effects. 
   
  Altered are immune to poison, sleep effects, 
  paralysis, disease (excluding Construct Contagion), 
  nausea, fatigue, exhaustion, effects that cause the 
  sickened condition, and energy drain. 
   
  Altered cannot heal damage naturally.  They can be 
  healed/harmed 
  by 
  both 
  cure/inflict 
  wounds 
  and 
  repair/inflict damage spells, as they are both living and 
  construct.   However, spells from the healing subschool 
  and supernatural abilities that cure hp damage or ability 
  damage provide only half their normal effect to an 
  Altered.  Altered at less than 0 hp automatically stabilize. 
   
  Altered with iron elements take damage from heat 
  metal and chill metal as if they were wearing metal armor.  
  Altered with iron or stone elements are affected by the 
  repel metal or stone spell, and those with wood elements 
  are affected by the repel wood spell.  Altered with iron 
  elements are vulnerable to rusting grasp or the touch of a 
  rust monster, taking 2d6 damage from it (Reflex half). 
   
  Altered can be raised or resurrected.  They do not need 
  to eat, sleep, or breathe, but can still benefit from the 
  effects of consumable spells and magic items. 
   
  Languages: Common. 
   
  Possessions: full plate, potion of shield of faith +5. 
   
  Description: Beorngar looks like a man made of flesh, 
  stone, clay, wood, and iron. He has a distinctive iron jaw, 
  and a boulder-barreled chest. His brown hair is well 
  groomed. His hands are stone. 
  Hereric ap Regenald: Male Flan Sor3; CR 3; Medium 
  Humanoid (Human); HD 3d4+3; hp 12; Init +2; Spd 30 
  ft.; AC 12, touch 12, flat-footed 10 (+2 Dex); Base Atk +1; 
  Grp +0; Atk +0 melee (1d4-1, dagger) or +3 ranged (1d4-1, 
  dagger) or +3 ranged touch; Full Atk +0 melee (1d4-1, 
  dagger) or +3 ranged (1d4-1, dagger) or +3 ranged touch; 
  SA spells; SQ summon familiar; AL CN; SV Fort +2, Ref 
  +3, Will +3; Str 8, Dex 14, Con 12, Int 13, Wis 11, Cha 16. 
   
  Skills and Feats: Bluff +9, Concentration +7, 
  Diplomacy +5, Disguise +3 (+5 acting), Intimidate +5, 
  Knowledge (arcana) +7, Spellcraft +9; Combat Casting, 
  Point Blank Shot, Precise Shot. 
   
  Languages: Common, Draconic. 
   
  Sorcerer Spells Known (6/6; save DC 13 + spell level): 0 
  – detect magic, mage hand, prestidigitation, ray of frost, read 
  magic; 1st – mage armor, magic missile, shield. 
   
  Possessions: dagger, cape of the mountebank. 
   
  Description: Hereric is lean and tall with black hair. 
  His eyes are black, and his look is very sinister despite his 
  pleasant nature. He is dressed in black clothing and 
  wears a black cape. 
  Brand ap Beorngar: Male Suloise/Flan Aristocrat1; CR 
  ½; Medium Humanoid (Human); HD 1d8; hp 6; Init +1; 
  Spd 20 ft.; AC 17, touch 10, flat-footed 17 (+0 Dex, +7 
  armor); Base Atk +0; Grp -1; Atk +0 melee (1d4-1, 
  masterwork dagger) or +2 ranged (1d4-1, masterwork 
  dagger); Full Atk +0 melee (1d4-1, dagger) or +2 ranged 
  (1d4-1, dagger); AL N; SV Fort +0, Ref +1, Will +1; Str 9, 
  Dex 13, Con 11, Int 10, Wis 8, Cha 12. 
   
  Skills and Feats: Bluff +7, Diplomacy +5, Intimidate 
  +7, Knowledge (history) +4, Spot +3; Dodge, Persuasive. 
   
  Languages: Common. 
   
  Possessions: masterwork dagger, half-plate. 
   
  Description: Brand, 10, has blonde hair and blue eyes. 
  He is thin and wiry. He wears fine clothes for a boy 
  befitting his station. 
  Wimbly: Male Halfling Rog2; CR 2; Small Humanoid 
  (Halfling); HD 2d6+4; hp 12; Init +3; Spd 20 ft.; AC 17, 
  touch 14, flat-footed 14 (+3 Dex, +1 size, +3 armor); Base 
  Atk +1; Grp -2; Atk +4 melee (1d4+1/19-20, masterwork 
  short sword) or +6 ranged (1d4+1/x3, masterwork 
  composite shortbow) or +7 ranged (1d3+1, masterwork 
  dart); Full Atk +4 melee (1d4+1/19-20, masterwork short 
  sword) or +6 ranged (1d4+1/x3, masterwork composite 
  shortbow) or +7 ranged (1d3+1, masterwork dart); SA 
  sneak attack +1d6; SQ halfling traits, +2 morale bonus on 
  saving throws against fear, trapfinding, evasion; AL CN; 
  SV Fort +3, Ref +7, Will +1; Str 12, Dex 16, Con 14, Int 14, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Balance +10, Bluff +5, Climb +8, 
  Diplomacy +2, Disguise +0 (+2 acting), Escape Artist +8, 
  Hide +12, Intimidate +2, Jump +10, Listen +7, Move 
  Silently +10, Spot +5, Tumble +10, Use Rope +3 (+5 
  bindings); Dodge. 
   
  Languages: Common, Halfling, Dwarven, Gnome. 
  
  YEO5-06 Broken Spear 
   
  Page 32 
   
  Possessions: masterwork studded leather, masterwork 
  short sword, masterwork composite shortbow (+1 Str 
  bonus), quiver with 20 arrows, 4 masterwork darts. 
   
  Description: Wimbly, short even for a halfling, has 
  curly black hair and is missing a part of his ear. He wears 
  well-worn adventurer’s clothes. 
  Throm Firebrand: Male Dwarf Ftr2; CR 2; Medium 
  Humanoid (Dwarf); HD 2d10+6; hp 20; Init +1; Spd 20 ft.; 
  AC 21, touch 11, flat-footed 20 (+1 Dex, +8 armor, +2 
  shield); Base Atk +2; Grp +5; Atk +7 melee (1d10+3/19-20, 
  masterwork bastard sword) or +3 ranged (1d8/19-20, light 
  crossbow); Full Atk +7 melee (1d10+3/19-20, masterwork 
  bastard sword) or +3 ranged (1d8/19-20, light crossbow); 
  SQ weapon familiarity, darkvision 60 ft., stonecunning, 
  stability, +2 racial bonus on saving throws against poison 
  and spells/spell-like effects, +1 racial bonus on attack 
  rolls against orcs, +4 dodge bonus to AC against giants; 
  AL N; SV Fort +6, Ref +1, Will +1; Str 16, Dex 12, Con 16, 
  Int 12, Wis 12, Cha 6. 
   
  Skills and Feats: Appraise +1 (+3 stone/metal), Climb 
  +1, Craft +1 (+3 stone/metal), Jump +1, Swim -6; Exotic 
  Weapon Proficiency (bastard sword), Power Attack, 
  Weapon Focus (bastard sword). 
   
  Languages: Common, Dwarven, Gnome. 
   
  Possessions: masterwork full plate, heavy steel shield, 
  masterwork bastard sword, light crossbow, quarrel with 
  10 bolts. 
   
  Description: Throm is a fiery, bombastic dwarf with 
  red hair and a long beard that is braided. 
   
   
  
  YEO5-06 Broken Spear 
   
  Page 33 
  APPENDIX 2 – APL 6 
   
  ENCOUNTER 3 
   
   
   
   
  Mawler: Male Clay Half-Golem Bbn2; CR 5; Medium 
  Construct 
  (Augmented 
  Human 
  (Oeridian)); 
  HD 
  2d12+20; hp 33; Init +1; Spd 30 ft. (can’t run); AC 24, 
  touch 11, flat-footed 24 (+7 natural, +1 Dex, +6 armor); 
  Base Atk +2; Grp +8; Atk +10 melee (1d10+9/x3 plus 
  cursed wound, masterwork greataxe); Full Atk +10 melee 
  (1d10+9/x3 plus cursed wound, masterwork greataxe); SA 
  berserk, cursed wound, construct contagion; SQ 
  construct traits, DR 10/adamantine and bludgeoning, 
  darkvision 60 ft., haste, immunity to magic, low-light 
  vision, fast movement, illiteracy, rage 1/day, uncanny 
  dodge; AL NE; SV Fort +5, Ref +1, Will +1; Str 23, Dex 12, 
  Con –, Int 4, Wis 12, Cha 2.  Monster Manual II, page 209. 
   
  Skills and Feats: Climb +8, Intimidate +1, Jump +8, 
  Survival +6, Swim +5; Power Attack, Weapon Focus 
  (greataxe). 
   
  Berserk (Ex): When a clay half-golem enters 
  combat, there is a cumulative 1% chance each round that 
  its elemental spirit breaks free and the half-golem goes 
  berserk. The uncontrolled half-golem goes on a rampage, 
  attacking the nearest living creature or smashing some 
  object smaller than itself if no creature is within reach, 
  then moving on to spread more destruction. Once a clay 
  half-golem goes berserk, no known method can establish 
  control. 
   
  Cursed Wound (Ex): The damage a half-golem 
  deals doesn’t heal naturally and resists healing spells. A 
  character attempting to cast a conjuration (healing) spell 
  on a creature damaged by a clay half-golem must succeed 
  on a DC 26 caster level check, or the spell has no effect 
  on the injured character. 
   
  Haste (Su): After it has engaged in at least 1 round 
  of combat, a clay half-golem can haste itself once per day 
  as a free action. The effect lasts 3 rounds and is otherwise 
  the same as the spell. 
   
  Immunity to Magic (Ex): A clay half-golem is 
  immune to any spell or spell-like ability that allows spell 
  resistance. In addition, certain spells and effects function 
  differently against the creature, as noted under the clay 
  golem description in the Monster Manual, page 135 
  (specifically: move earth, disintegrate, earthquake, and acid-
  dealing spells. 
   
  Possessions: +1 breastplate, masterwork greataxe, potion 
  of shield of faith +3. 
   
  Description: Mawler has a grotesquely distorted 
  musculature, an overly large chest, arms attached by 
  thick knots of muscle at the shoulder, and arms that hang 
  almost to the ground. His features appear partially 
  melted. He drips of a bluish-colored clay, and his slimy 
  replacement “flesh” coats his weapon. 
  ENCOUNTER 7 
   
   
   
   
  Valadren: Male Grugach (Wild Elf) Ftr3; CR 3; Medium 
  Humanoid (elf); HD 3d10+3; hp 25; Init +3; Spd 20 ft.; AC 
  18, touch 13, flat-footed 15 (+5 armor, +3 Dex); Base Atk 
  +3; Grp +5; Atk +8 ranged (1d8+2/x3, masterwork 
  composite 
  longbow) 
  or 
  +6 
  melee 
  (1d8+3/19-20, 
  masterwork longsword) or +5 melee (1d4+2/19-20, 
  dagger); Full Atk +8 ranged (1d8+2/x3, masterwork 
  composite longbow) or +6/+6 ranged (1d8+2/x3, 
  masterwork composite longbow) or +6 melee (1d8+3/19-
  20, masterwork longsword) or +5 melee (1d4+2/19-20, 
  dagger); SQ elven traits; AL NE; SV Fort +4, Ref +4, Will 
  +1; Str 15, Dex 17, Con 12, Int 8, Wis 10, Cha 12. 
   
  Skills and Feats: Knowledge (religion) +2, Listen +2, 
  Search +1, Spot +2; Point Blank Shot, Precise Shot, Rapid 
  Shot, Weapon Focus (longbow). 
   
  Possessions: masterwork composite longbow (+2 Str 
  bonus), masterwork longsword, masterwork breastplate, 
  dagger, quiver w/ 40 arrows, potion of barkskin +5. 
   
  Languages: Elven, Common. 
   
  Description: Valadren is lean and tall for an elf. He has 
  disheveled brown hair and green eyes. He is missing his 
  left eye and wears an eye patch. 
  Horace: Male Oeridian Ftr3; CR 3; Medium Humanoid 
  (human); HD 3d10+9; hp 30; Init +1; Spd 20 ft.; AC 19, 
  touch 10, flat-footed 19 (+0 Dex, +2 shield, +7 armor); 
  Base Atk +3; Grp +6; Atk +8 melee (1d8+3/19-20, 
  masterwork longsword) or +4 ranged (1d8+3/x3, 
  composite longbow) or +6 melee (1d4+3/19-20, dagger); 
  Full Atk +8 melee (1d8+3/19-20, masterwork longsword) 
  or +4 ranged (1d8+3/x3, composite longbow) or +6 melee 
  (1d4+3/19-20, dagger); AL NE; SV Fort +5, Ref +2, Will 
  +2; Str 16, Dex 12, Con 14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Hide –3, Knowledge (religion) +3, 
  Ride 
  +7; 
  Cleave, 
  Improved 
  Sunder, 
  Improved 
  Toughness*, Power Attack, Weapon Focus (longsword).  
  *Complete Warrior. 
   
  Possessions: masterwork half-plate, masterwork heavy 
  steel shield, masterwork longsword, composite longbow 
  (+3 Str bonus), dagger, quiver with 40 arrows, elixir of fire 
  breath. 
   
  Description: Horace has dark skin and jet-black hair. 
  He is tall and muscular. He wears the scars of a hundred 
  battles. He walks with a slight limp. 
  Alek: Male Baklunish Rog3; CR 3; Medium Humanoid 
  (human); HD 3d6+6; hp 18; Init +3; Spd 30 ft.; AC 17, 
  touch 13, flat-footed 14 (+3 Dex, +3 armor, +1 shield); 
  Base Atk +2; Grp +3; Atk +4 melee (1d6+1/18-20, 
  masterwork rapier) or +6 ranged (1d8/19-20, masterwork 
  light crossbow); Full Atk +4 melee (1d6+1/18-20, 
  masterwork rapier) or +6 ranged (1d8/19-20, masterwork 
  light crossbow); SA sneak attack +2d6; SQ trapfinding, 
  
  YEO5-06 Broken Spear 
   
  Page 34 
  evasion, trap sense +1; AL NE; SV Fort +3, Ref +6, Will +1; 
  Str 12, Dex 16, Con 14, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +11, Bluff +5, Diplomacy +9, 
  Disable Device +8, Disguise +5 (+7 acting), Escape Artist 
  +9, Hide +9, Jump +9, Move Silently +9, Sense Motive +6, 
  Tumble +11, Use Rope +4 (+6 bindings); Combat 
  Expertise, Dodge, Mobility. 
   
  Possessions: masterwork buckler, masterwork studded 
  leather, masterwork rapier, masterwork light crossbow, 
  quarrel w/ 20 bolts, Quaal’s feather token (whip), elixir of 
  hiding, elixir of sneaking, potion of cat’s grace, potion of cure 
  moderate wounds. 
   
  Description: Alek is short with black hair and brown 
  eyes. His face is disfigured from childbirth. He wears 
  tattoos on his face, perhaps the markings of a former 
  slave. 
  ENCOUNTER 9 
   
   
   
   
  Beorngar ap Regenald: Male Altered (Flan) Ftr5; CR 5; 
  Medium Construct (Living, Augmented Humanoid 
  (Human)); HD 5d10+15; hp 49; Init -1; Spd 15 ft.; AC 19, 
  touch 9, flat-footed 19 (-1 Dex, +2 natural, +8 armor); Base 
  Atk +5; Grp +9; Atk +10 melee (1d6+8, slam); Full Atk +10 
  melee (1d6+8, slam); SA natural attack (slam); SQ living 
  construct traits, base 10% arcane spell failure, +2 racial 
  bonus to Will saves against mind-affecting spells and 
  abilities; AL CN; SV Fort +7, Ref +0, Will +2; Str 19, Dex 
  8, Con 16, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Intimidate +7, Knowledge (arcana) 
  +3, Ride +2; Cleave, Improved Sunder, Power Attack, 
  Weapon Focus (slam), Weapon Specialization (slam). 
   
  Living Construct Traits (Ex): Unlike other 
  constructs, Altered have a Con score, do not have low-
  light or darkvision, are not immune to mind-affecting 
  spells and abilities, and are subject to critical hits, 
  nonlethal damage, stunning, ability damage, ability drain, 
  and death effects or necromancy effects. 
   
  Altered are immune to poison, sleep effects, 
  paralysis, disease (excluding Construct Contagion), 
  nausea, fatigue, exhaustion, effects that cause the 
  sickened condition, and energy drain. 
   
  Altered cannot heal damage naturally.  They can be 
  healed/harmed 
  by 
  both 
  cure/inflict 
  wounds 
  and 
  repair/inflict damage spells, as they are both living and 
  construct.   However, spells from the healing subschool 
  and supernatural abilities that cure hp damage or ability 
  damage provide only half their normal effect to an 
  Altered.  Altered at less than 0 hp automatically stabilize. 
   
  Altered with iron elements take damage from heat 
  metal and chill metal as if they were wearing metal armor.  
  Altered with iron or stone elements are affected by the 
  repel metal or stone spell, and those with wood elements 
  are affected by the repel wood spell.  Altered with iron 
  elements are vulnerable to rusting grasp or the touch of a 
  rust monster, taking 2d6 damage from it (Reflex half). 
   
  Altered can be raised or resurrected.  They do not need 
  to eat, sleep, or breathe, but can still benefit from the 
  effects of consumable spells and magic items. 
   
  Languages: Common. 
   
  Possessions: full plate, potion of shield of faith +5, potion of 
  greater magic fang +3. 
   
  Description: Beorngar looks like a man made of flesh, 
  stone, clay, wood, and iron. He has a distinctive iron jaw, 
  and a boulder-barreled chest. His brown hair is well 
  groomed. His hands are stone. 
  Hereric ap Regenald: Male Flan Sor5; CR 5; Medium 
  Humanoid (Human); HD 5d4+5; hp 19; Init +2; Spd 30 
  ft.; AC 12, touch 12, flat-footed 10 (+2 Dex); Base Atk +2; 
  Grp +1; Atk +1 melee (1d4-1, dagger) or +4 ranged (1d4-1, 
  dagger) or +4 ranged touch; Full Atk +1 melee (1d4-1, 
  dagger) or +4 ranged (1d4-1, dagger) or +4 ranged touch; 
  SA spells; SQ summon familiar; AL CN; SV Fort +2, Ref 
  +3, Will +4; Str 8, Dex 14, Con 12, Int 13, Wis 11, Cha 17. 
   
  Skills and Feats: Bluff +11, Concentration +9, 
  Diplomacy +5, Disguise +3 (+5 acting), Intimidate +5, 
  Knowledge (arcana) +9, Spellcraft +11; Combat Casting, 
  Point Blank Shot, Precise Shot. 
   
  Languages: Common, Draconic. 
   
  Sorcerer Spells Known (6/7/5; save DC 13 + spell level): 
  0 – detect magic, light, mage hand, prestidigitation, ray of frost, 
  read magic; 1st – mage armor, magic missile, ray of 
  enfeeblement, shield; 2nd – Melf’s acid arrow, scorching ray. 
   
  Possessions: dagger, cape of the mountebank. 
   
  Description: Hereric is lean and tall with black hair. 
  His eyes are black, and his look is very sinister despite his 
  pleasant nature. He is dressed in black clothing and 
  wears a black cape. 
  Brand ap Beorngar: Male Suloise/Flan Aristocrat1; CR 
  ½; Medium Humanoid (Human); HD 1d8; hp 6; Init +1; 
  Spd 20 ft.; AC 17, touch 10, flat-footed 17 (+0 Dex, +7 
  armor); Base Atk +0; Grp -1; Atk +0 melee (1d4-1, 
  masterwork dagger) or +2 ranged (1d4-1, masterwork 
  dagger); Full Atk +0 melee (1d4-1, dagger) or +2 ranged 
  (1d4-1, dagger); AL N; SV Fort +0, Ref +1, Will +1; Str 9, 
  Dex 13, Con 11, Int 10, Wis 8, Cha 12. 
   
  Skills and Feats: Bluff +7, Diplomacy +5, Intimidate 
  +7, Knowledge (history) +4, Spot +3; Dodge, Persuasive. 
   
  Languages: Common. 
   
  Possessions: masterwork dagger, half-plate. 
   
  Description: Brand, 10, has blonde hair and blue eyes. 
  He is thin and wiry. He wears fine clothes for a boy 
  befitting his station. 
  Wimbly: Male Halfling Rog3; CR 3; Small Humanoid 
  (Halfling); HD 3d6+6; hp 18; Init +3; Spd 20 ft.; AC 17, 
  touch 14, flat-footed 14 (+3 Dex, +1 size, +3 armor); Base 
  Atk +2; Grp -1; Atk +5 melee (1d4+1/19-20, masterwork 
  short sword) or +7 ranged (1d4+1/x3, masterwork 
  composite shortbow) or +8 ranged (1d3+1, masterwork 
  dart); Full Atk +5 melee (1d4+1/19-20, masterwork short 
  sword) or +7 ranged (1d4+1/x3, masterwork composite 
  shortbow) or +8 ranged (1d3+1, masterwork dart); SA 
  sneak attack +2d6; SQ halfling traits, +2 morale bonus on 
  saving throws against fear, trapfinding, evasion, trap 
  sense +1; AL CN; SV Fort +4, Ref +7, Will +2; Str 12, Dex 
  16, Con 14, Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +11, Bluff +6, Climb +9, 
  Diplomacy +2, Disguise +0 (+2 acting), Escape Artist +9, 
  
  YEO5-06 Broken Spear 
   
  Page 35 
  Hide +13, Intimidate +2, Jump +11, Listen +8, Move 
  Silently +11, Spot +6, Tumble +11, Use Rope +3 (+5 
  bindings); Dodge, Mobility. 
   
  Languages: Common, Halfling, Dwarven, Gnome. 
   
  Possessions: masterwork studded leather, masterwork 
  short sword, masterwork composite shortbow (+1 Str 
  bonus), quiver with 20 arrows, 4 masterwork darts, potion 
  of barkskin +3. 
   
  Description: Wimbly, short even for a halfling, has 
  curly black hair and is missing a part of his ear. He wears 
  well-worn adventurer’s clothes. 
  Throm Firebrand: Male Dwarf Ftr3; CR 3; Medium 
  Humanoid (Dwarf); HD 3d10+9; hp 30; Init +1; Spd 20 ft.; 
  AC 21, touch 11, flat-footed 20 (+1 Dex, +8 armor, +2 
  shield); Base Atk +3; Grp +6; Atk +8 melee (1d10+3/19-20, 
  masterwork bastard sword) or +5 ranged (1d8/19-20, 
  masterwork light crossbow); Full Atk +8 melee 
  (1d10+3/19-20, masterwork bastard sword) or +5 ranged 
  (1d8/19-20, masterwork light crossbow); SQ weapon 
  familiarity, darkvision 60 ft., stonecunning, stability, +2 
  racial bonus on saving throws against poison and 
  spells/spell-like effects, +1 racial bonus on attack rolls 
  against orcs, +4 dodge bonus to AC against giants; AL N; 
  SV Fort +6, Ref +2, Will +2; Str 16, Dex 12, Con 16, Int 12, 
  Wis 12, Cha 6. 
   
  Skills and Feats: Appraise +1 (+3 stone/metal), Climb 
  +3, Craft +1 (+3 stone/metal), Jump +3, Swim -3; Cleave, 
  Exotic Weapon Proficiency (bastard sword), Power 
  Attack, Weapon Focus (bastard sword). 
   
  Languages: Common, Dwarven, Gnome. 
   
  Possessions: masterwork full plate, masterwork heavy 
  steel shield, masterwork bastard sword, masterwork light 
  crossbow, quarrel with 10 bolts. 
   
  Description: Throm is a fiery, bombastic dwarf with 
  red hair and a long beard that is braided. 
   
   
  
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  Page 36 
  APPENDIX 3 – APL 8 
   
  ENCOUNTER 3 
   
   
   
   
  Mawler: Male Clay Half-Golem Bbn4; CR 7; Medium 
  Construct 
  (Augmented 
  Human 
  (Oeridian)); 
  HD 
  4d12+20; hp 51; Init +1; Spd 30 ft. (can’t run); AC 25, 
  touch 12, flat-footed 25 (+7 natural, +1 Dex, +6 armor, +1 
  deflection); Base Atk +4; Grp +11; Atk +13 melee 
  (1d10+10/x3 plus cursed wound, masterwork greataxe); 
  Full Atk +13 melee (1d10+10/x3 plus cursed wound, 
  masterwork greataxe); SA berserk, cursed wound, 
  construct 
  contagion; 
  SQ 
  construct 
  traits, 
  DR 
  10/adamantine and bludgeoning, darkvision 60 ft., haste, 
  immunity to magic, low-light vision, fast movement, 
  illiteracy, rage 2/day, uncanny dodge, trap sense +1; AL 
  NE; SV Fort +6, Ref +2, Will +2; Str 24, Dex 12, Con –, Int 
  4, Wis 12, Cha 2.  Monster Manual II, page 209. 
   
  Skills and Feats: Climb +11, Intimidate +3, Jump +11, 
  Survival +8, Swim +8; Cleave, Power Attack, Weapon 
  Focus (greataxe). 
   
  Berserk (Ex): When a clay half-golem enters 
  combat, there is a cumulative 1% chance each round that 
  its elemental spirit breaks free and the half-golem goes 
  berserk. The uncontrolled half-golem goes on a rampage, 
  attacking the nearest living creature or smashing some 
  object smaller than itself if no creature is within reach, 
  then moving on to spread more destruction. Once a clay 
  half-golem goes berserk, no known method can establish 
  control. 
   
  Cursed Wound (Ex): The damage a half-golem 
  deals doesn’t heal naturally and resists healing spells. A 
  character attempting to cast a conjuration (healing) spell 
  on a creature damaged by a clay half-golem must succeed 
  on a DC 26 caster level check, or the spell has no effect 
  on the injured character. 
   
  Haste (Su): After it has engaged in at least 1 round 
  of combat, a clay half-golem can haste itself once per day 
  as a free action. The effect lasts 3 rounds and is otherwise 
  the same as the spell. 
   
  Immunity to Magic (Ex): A clay half-golem is 
  immune to any spell or spell-like ability that allows spell 
  resistance. In addition, certain spells and effects function 
  differently against the creature, as noted under the clay 
  golem description in the Monster Manual, page 135 
  (specifically: move earth, disintegrate, earthquake, and acid-
  dealing spells. 
   
  Possessions: +1 breastplate, masterwork greataxe, ring of 
  protection +1. 
   
  Description: Mawler has a grotesquely distorted 
  musculature, an overly large chest, arms attached by 
  thick knots of muscle at the shoulder, and arms that hang 
  almost to the ground. His features appear partially 
  melted. He drips of a bluish-colored clay, and his slimy 
  replacement “flesh” coats his weapon. 
  ENCOUNTER 7 
   
   
   
   
  Valadren: Male Grugach (Wild Elf) Ftr5; CR 5; Medium 
  Humanoid (elf); HD 5d10+5; hp 42; Init +4; Spd 20 ft.; AC 
  19, touch 14, flat-footed 15 (+5 armor, +4 Dex); Base Atk 
  +5; Grp +7; Atk +11 ranged (1d8+4/x3, masterwork 
  composite 
  longbow) 
  or 
  +8 
  melee 
  (1d8+3/19-20, 
  masterwork longsword) or +7 melee (1d4+2/19-20, 
  dagger); Full Atk +11 ranged (1d8+4/x3, masterwork 
  composite longbow) or +9/+9 ranged (1d8+4/x3, 
  masterwork composite longbow) or +8 melee (1d8+3/19-
  20, masterwork longsword) or +7 melee (1d4+2/19-20, 
  dagger); SQ elven traits; AL NE; SV Fort +5, Ref +5, Will 
  +1; Str 15, Dex 18, Con 12, Int 8, Wis 10, Cha 12. 
   
  Skills and Feats: Concentration +2, Knowledge 
  (religion) +2, Listen +2, Search +1, Spot +2; Point Blank 
  Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow), 
  Weapon Specialization (longbow). 
   
  Possessions: masterwork composite longbow (+2 Str 
  bonus), masterwork longsword, masterwork breastplate, 
  dagger, quiver w/ 40 arrows, potion of barkskin +5, oil of 
  greater magic weapon +3. 
   
  Languages: Elven, Common. 
   
  Description: Valadren is lean and tall for an elf. He has 
  disheveled brown hair and green eyes. He is missing his 
  left eye and wears an eye patch. 
  Horace: Male Oeridian Ftr5; CR 5; Medium Humanoid 
  (human); HD 5d10+15; hp 49; Init +1; Spd 20 ft.; AC 19, 
  touch 10, flat-footed 19 (+0 Dex, +2 shield, +7 armor); 
  Base Atk +5; Grp +8; Atk +10 melee (1d8+5/19-20, 
  masterwork longsword) or +6 ranged (1d8+3/x3, 
  composite longbow) or +8 melee (1d4+3/19-20, dagger); 
  Full 
  Atk 
  +10 
  melee 
  (1d8+5/19-20, 
  masterwork 
  longsword) or +6 ranged (1d8+3/x3, composite longbow) 
  or +8 melee (1d4+3/19-20, dagger); AL NE; SV Fort +6, 
  Ref +2, Will +2; Str 16, Dex 12, Con 14, Int 10, Wis 12, 
  Cha 11. 
   
  Skills and Feats: Hide –2, Knowledge (religion) +4, 
  Ride 
  +9; 
  Cleave, 
  Improved 
  Sunder, 
  Improved 
  Toughness*, Power Attack, Weapon Focus (longsword), 
  Weapon Specialization (longsword).  *Complete Warrior. 
   
  Possessions: masterwork half-plate, masterwork heavy 
  steel shield, masterwork longsword, composite longbow 
  (+3 Str bonus), dagger, quiver with 40 arrows, elixir of fire 
  breath, potion of shield of faith +5, potion of cure serious wounds. 
   
  Description: Horace has dark skin and jet-black hair. 
  He is tall and muscular. He wears the scars of a hundred 
  battles. He walks with a slight limp. 
  Alek: Male Baklunish Rog5; CR 5; Medium Humanoid 
  (human); HD 5d6+10; hp 30; Init +3; Spd 30 ft.; AC 17, 
  touch 13, flat-footed 17 (+3 Dex, +3 armor, +1 shield); 
  Base Atk +3; Grp +4; Atk +5 melee (1d6+1/18-20, 
  masterwork rapier) or +7 ranged (1d8/19-20, masterwork 
  light crossbow); Full Atk +5 melee (1d6+1/18-20, 
  
  YEO5-06 Broken Spear 
   
  Page 37 
  masterwork rapier) or +7 ranged (1d8/19-20, masterwork 
  light crossbow); SA sneak attack +3d6; SQ trapfinding, 
  evasion, trap sense +1, uncanny dodge; AL NE; SV Fort 
  +3, Ref +7, Will +1; Str 12, Dex 17, Con 14, Int 14, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Balance +13, Bluff +7, Diplomacy +11, 
  Disable Device +10, Disguise +7 (+9 acting), Escape Artist 
  +11, Hide +11, Jump +11, Move Silently +11, Sense 
  Motive +8, Tumble +13, Use Rope +6 (+8 bindings); 
  Combat Expertise, Dodge, Mobility. 
   
  Possessions: masterwork buckler, masterwork studded 
  leather, masterwork rapier, masterwork light crossbow, 
  quarrel w/ 20 bolts, Quaal’s feather token (whip), elixir of 
  hiding, elixir of sneaking, potion of cat’s grace, potion of cure 
  serious wounds, brooch of shielding. 
   
  Description: Alek is short with black hair and brown 
  eyes. His face is disfigured from childbirth. He wears 
  tattoos on his face, perhaps the markings of a former 
  slave. 
  ENCOUNTER 9 
   
   
   
   
  Beorngar ap Regenald: Male Altered (Flan) Ftr7; CR 7; 
  Medium Construct (Living, Augmented Humanoid 
  (Human)); HD 7d10+21; hp 69; Init -1; Spd 15 ft.; AC 20, 
  touch 9, flat-footed 20 (-1 Dex, +2 natural, +9 armor); Base 
  Atk +7; Grp +11; Atk +12 melee (1d6+8, slam); Full Atk 
  +12/+7 melee (1d6+8, slam); SA natural attack (slam); SQ 
  living construct traits, base 10% arcane spell failure, +2 
  racial bonus to Will saves against mind-affecting spells 
  and abilities; AL CN; SV Fort +8, Ref +1, Will +3; Str 19, 
  Dex 8, Con 16, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Intimidate +9, Knowledge (arcana) 
  +4, Ride +2; Cleave, Great Cleave, Improved Bull Rush, 
  Improved Sunder, Power Attack, Weapon Focus (slam), 
  Weapon Specialization (slam). 
   
  Living Construct Traits (Ex): Unlike other 
  constructs, Altered have a Con score, do not have low-
  light or darkvision, are not immune to mind-affecting 
  spells and abilities, and are subject to critical hits, 
  nonlethal damage, stunning, ability damage, ability drain, 
  and death effects or necromancy effects. 
   
  Altered are immune to poison, sleep effects, 
  paralysis, disease (excluding Construct Contagion), 
  nausea, fatigue, exhaustion, effects that cause the 
  sickened condition, and energy drain. 
   
  Altered cannot heal damage naturally.  They can be 
  healed/harmed 
  by 
  both 
  cure/inflict 
  wounds 
  and 
  repair/inflict damage spells, as they are both living and 
  construct.   However, spells from the healing subschool 
  and supernatural abilities that cure hp damage or ability 
  damage provide only half their normal effect to an 
  Altered.  Altered at less than 0 hp automatically stabilize. 
   
  Altered with iron elements take damage from heat 
  metal and chill metal as if they were wearing metal armor.  
  Altered with iron or stone elements are affected by the 
  repel metal or stone spell, and those with wood elements 
  are affected by the repel wood spell.  Altered with iron 
  elements are vulnerable to rusting grasp or the touch of a 
  rust monster, taking 2d6 damage from it (Reflex half). 
   
  Altered can be raised or resurrected.  They do not need 
  to eat, sleep, or breathe, but can still benefit from the 
  effects of consumable spells and magic items. 
   
  Languages: Common. 
   
  Possessions: +1 full plate, potion of shield of faith +5, potion 
  of greater magic fang +5, potion of barkskin +3. 
   
  Description: Beorngar looks like a man made of flesh, 
  stone, clay, wood, and iron. He has a distinctive iron jaw, 
  and a boulder-barreled chest. His brown hair is well 
  groomed. His hands are stone. 
  Hereric ap Regenald: Male Flan Sor7; CR 7; Medium 
  Humanoid (Human); HD 7d4+7; hp 27; Init +2; Spd 30 
  ft.; AC 12, touch 12, flat-footed 10 (+2 Dex); Base Atk +3; 
  Grp +2; Atk +2 melee (1d4-1, dagger) or +5 ranged (1d4-1, 
  dagger) or +6 ranged touch; Full Atk +2 melee (1d4-1, 
  dagger) or +5 ranged (1d4-1, dagger) or +6 ranged touch; 
  SA spells; SQ summon familiar; AL CN; SV Fort +3, Ref 
  +4, Will +5; Str 8, Dex 14, Con 12, Int 13, Wis 11, Cha 17. 
   
  Skills and Feats: Bluff +13, Concentration +11, 
  Diplomacy +5, Disguise +3 (+5 acting), Intimidate +5, 
  Knowledge (arcana) +11, Spellcraft +13; Combat Casting, 
  Point Blank Shot, Precise Shot, Weapon Focus (ranged 
  spells). 
   
  Languages: Common, Draconic. 
   
  Sorcerer Spells Known (6/7/7/5; save DC 13 + spell 
  level): 0 – arcane mark, detect magic, light, mage hand, 
  prestidigitation, ray of frost, read magic; 1st – enlarge person, 
  mage armor, magic missile, ray of enfeeblement, shield; 2nd – 
  Melf’s acid arrow, scorching ray, touch of idiocy; 3rd – lightning 
  bolt, ray of exhaustion. 
   
  Possessions: dagger, cape of the mountebank. 
   
  Description: Hereric is lean and tall with black hair. 
  His eyes are black, and his look is very sinister despite his 
  pleasant nature. He is dressed in black clothing and 
  wears a black cape. 
  Brand ap Beorngar: Male Suloise/Flan Aristocrat1; CR 
  ½; Medium Humanoid (Human); HD 1d8; hp 6; Init +1; 
  Spd 20 ft.; AC 17, touch 10, flat-footed 17 (+0 Dex, +7 
  armor); Base Atk +0; Grp -1; Atk +0 melee (1d4-1, 
  masterwork dagger) or +2 ranged (1d4-1, masterwork 
  dagger); Full Atk +0 melee (1d4-1, dagger) or +2 ranged 
  (1d4-1, dagger); AL N; SV Fort +0, Ref +1, Will +1; Str 9, 
  Dex 13, Con 11, Int 10, Wis 8, Cha 12. 
   
  Skills and Feats: Bluff +7, Diplomacy +5, Intimidate 
  +7, Knowledge (history) +4, Spot +3; Dodge, Persuasive. 
   
  Languages: Common. 
   
  Possessions: masterwork dagger, half-plate. 
   
  Description: Brand, 10, has blonde hair and blue eyes. 
  He is thin and wiry. He wears fine clothes for a boy 
  befitting his station. 
  Wimbly: Male Halfling Rog5; CR 5; Small Humanoid 
  (Halfling); HD 5d6+10; hp 30; Init +3; Spd 20 ft.; AC 17, 
  touch 14, flat-footed 17 (+3 Dex, +1 size, +3 armor); Base 
  Atk +3; Grp +0; Atk +6 melee (1d4+1/19-20, masterwork 
  short sword) or +8 ranged (1d4+1/x3, masterwork 
  composite shortbow) or +9 ranged (1d3+1, masterwork 
  dart); Full Atk +6 melee (1d4+1/19-20, masterwork short 
  sword) or +8 ranged (1d4+1/x3, masterwork composite 
  
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  shortbow) or +9 ranged (1d3+1, masterwork dart); SA 
  sneak attack +3d6; SQ halfling traits, +2 morale bonus on 
  saving throws against fear, trapfinding, evasion, trap 
  sense +1, uncanny dodge; AL CN; SV Fort +4, Ref +8, 
  Will +2; Str 12, Dex 17, Con 14, Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +13, Bluff +8, Climb +11, 
  Diplomacy +2, Disguise +0 (+2 acting), Escape Artist +11, 
  Hide +15, Intimidate +2, Jump +13, Listen +10, Move 
  Silently +13, Spot +8, Tumble +13, Use Rope +3 (+5 
  bindings); Dodge, Mobility. 
   
  Languages: Common, Halfling, Dwarven, Gnome. 
   
  Possessions: masterwork studded leather, masterwork 
  short sword, masterwork composite shortbow (+1 Str 
  bonus), quiver with 20 arrows, 4 masterwork darts, potion 
  of barkskin +3, quiver of Ehlonna. 
   
  Description: Wimbly, short even for a halfling, has 
  curly black hair and is missing a part of his ear. He wears 
  well-worn adventurer’s clothes. 
  Throm Firebrand: Male Dwarf Ftr5; CR 5; Medium 
  Humanoid (Dwarf); HD 5d10+15; hp 49; Init +1; Spd 20 
  ft.; AC 21, touch 11, flat-footed 20 (+1 Dex, +8 armor, +2 
  shield); Base Atk +5; Grp +8; Atk +10 melee (1d10+6/19-
  20, +1 bastard sword) or +7 ranged (1d8/19-20, masterwork 
  light crossbow); Full Atk +10 melee (1d10+6/19-20, +1 
  bastard sword) or +7 ranged (1d8/19-20, masterwork light 
  crossbow); SQ weapon familiarity, darkvision 60 ft., 
  stonecunning, stability, +2 racial bonus on saving throws 
  against poison and spells/spell-like effects, +1 racial 
  bonus on attack rolls against orcs, +4 dodge bonus to AC 
  against giants; AL N; SV Fort +7, Ref +2, Will +2; Str 17, 
  Dex 12, Con 16, Int 12, Wis 12, Cha 6. 
   
  Skills and Feats: Appraise +1 (+3 stone/metal), Climb 
  +5, Craft +1 (+3 stone/metal), Jump +5, Swim -1; Cleave, 
  Exotic Weapon Proficiency (bastard sword), Power 
  Attack, Weapon Focus (bastard sword), Weapon 
  Specialization (bastard sword). 
   
  Languages: Common, Dwarven, Gnome. 
   
  Possessions: masterwork full plate, masterwork heavy 
  steel shield, +1 bastard sword, masterwork light crossbow, 
  quarrel with 10 bolts. 
   
  Description: Throm is a fiery, bombastic dwarf with 
  red hair and a long beard that is braided. 
   
   
  
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  APPENDIX 4 – APL 10 
   
  ENCOUNTER 3 
   
   
   
   
  Mawler: Male Clay Half-Golem Bbn6; CR 9; Medium 
  Construct 
  (Augmented 
  Human 
  (Oeridian)); 
  HD 
  6d12+20; hp 69; Init +1; Spd 30 ft. (can’t run); AC 25, 
  touch 12, flat-footed 25 (+7 natural, +1 Dex, +6 armor, +1 
  deflection); Base Atk +6; Grp +13; Atk +15 melee 
  (1d10+11/x3 plus cursed wound, +1 greataxe); Full Atk 
  +15/+10 melee (1d10+11/x3 plus cursed wound, +1 
  greataxe); SA berserk, cursed wound, construct contagion; 
  SQ construct traits, DR 10/adamantine and bludgeoning, 
  darkvision 60 ft., haste, immunity to magic, low-light 
  vision, fast movement, illiteracy, rage 2/day, uncanny 
  dodge, trap sense +2, improved uncanny dodge; AL NE; 
  SV Fort +7, Ref +3, Will +3; Str 24, Dex 12, Con –, Int 4, 
  Wis 12, Cha 2.  Monster Manual II, page 209. 
   
  Skills and Feats: Climb +13, Intimidate +5, Jump +13, 
  Survival +10, Swim +10; Cleave, Great Cleave, Power 
  Attack, Weapon Focus (greataxe). 
   
  Berserk (Ex): When a clay half-golem enters 
  combat, there is a cumulative 1% chance each round that 
  its elemental spirit breaks free and the half-golem goes 
  berserk. The uncontrolled half-golem goes on a rampage, 
  attacking the nearest living creature or smashing some 
  object smaller than itself if no creature is within reach, 
  then moving on to spread more destruction. Once a clay 
  half-golem goes berserk, no known method can establish 
  control. 
   
  Cursed Wound (Ex): The damage a half-golem 
  deals doesn’t heal naturally and resists healing spells. A 
  character attempting to cast a conjuration (healing) spell 
  on a creature damaged by a clay half-golem must succeed 
  on a DC 26 caster level check, or the spell has no effect 
  on the injured character. 
   
  Haste (Su): After it has engaged in at least 1 round 
  of combat, a clay half-golem can haste itself once per day 
  as a free action. The effect lasts 3 rounds and is otherwise 
  the same as the spell. 
   
  Immunity to Magic (Ex): A clay half-golem is 
  immune to any spell or spell-like ability that allows spell 
  resistance. In addition, certain spells and effects function 
  differently against the creature, as noted under the clay 
  golem description in the Monster Manual, page 135 
  (specifically: move earth, disintegrate, earthquake, and acid-
  dealing spells. 
   
  Possessions: +1 breastplate, +1 greataxe, ring of protection 
  +1. 
   
  Description: Mawler has a grotesquely distorted 
  musculature, an overly large chest, arms attached by 
  thick knots of muscle at the shoulder, and arms that hang 
  almost to the ground. His features appear partially 
  melted. He drips of a bluish-colored clay, and his slimy 
  replacement “flesh” coats his weapon. 
  ENCOUNTER 7 
   
   
   
   
  Valadren: Male Grugach (Wild Elf) Ftr6/Sor1; CR 7; 
  Medium Humanoid (elf); HD 6d10+1d4+7; hp 54; Init +4; 
  Spd 20 ft.; AC 19, touch 14, flat-footed 15 (+5 armor, +4 
  Dex); Base Atk +6; Grp +8; Atk +12 ranged (1d8+4/x3, 
  masterwork composite longbow) or +8/+8 ranged 
  (1d8+4/x3, masterwork composite longbow) or +9 melee 
  (1d8+3/19-20, masterwork longsword) or +8 melee 
  (1d4+2/19-20, dagger); Full Atk +12/+7 ranged (1d8+4/x3, 
  masterwork composite longbow) or +10/+10/+5 ranged 
  (1d8+4/x3, masterwork composite longbow) or +9 melee 
  (1d8+3/19-20, masterwork longsword) or +8 melee 
  (1d4+2/19-20, dagger); SA spells; SQ elven traits, 
  summon familiar; AL NE; SV Fort +6, Ref +6, Will +4; Str 
  15, Dex 18, Con 12, Int 8, Wis 10, Cha 12. 
   
  Skills and Feats: Concentration +3, Intimidate +2, 
  Knowledge (religion) +2, Listen +2, Search +1, Spot +2; 
  Far Shot, Manyshot, Point Blank Shot, Precise Shot, 
  Rapid 
  Shot, Weapon Focus (longbow), Weapon 
  Specialization (longbow). 
   
  Sorcerer Spells Known (5/4; save DC 11 + spell level; 
  25% arcane spell failure): 0 – detect magic, mage hand, 
  prestidigitation, read magic; 1st – burning hands, shield. 
   
  Possessions: masterwork composite longbow (+2 Str 
  bonus), masterwork longsword, masterwork breastplate, 
  dagger, quiver w/ 40 arrows, slaying arrow (human), potion 
  of barkskin +5, oil of greater magic weapon +4. 
   
  Languages: Elven, Common. 
   
  Description: Valadren is lean and tall for an elf. He has 
  disheveled brown hair and green eyes. He is missing his 
  left eye and wears an eye patch. 
  Horace: Male Oeridian Ftr7; CR 7; Medium Humanoid 
  (human); HD 7d10+21; hp 69; Init +1; Spd 20 ft.; AC 22, 
  touch 11, flat-footed 21 (+1 Dex, +3 shield, +8 armor); 
  Base Atk +7; Grp +10; Atk +12 melee (1d8+5/19-20, 
  masterwork longsword) or +8 ranged (1d8+3/x3, 
  composite longbow) or +10 melee (1d4+3/19-20, dagger); 
  Full Atk +12/+7 melee (1d8+5/19-20, masterwork 
  longsword) or +8/+3 ranged (1d8+3/x3, composite 
  longbow) or +10/+5 melee (1d4+3/19-20, dagger); AL NE; 
  SV Fort +7, Ref +3, Will +3; Str 16, Dex 12, Con 14, Int 10, 
  Wis 12, Cha 11. 
   
  Skills and Feats: Hide +0, Knowledge (religion) +5, 
  Ride +11; Cleave, Great Cleave, Improved Sunder, 
  Improved Toughness*, Power Attack, Power Critical* 
  (longsword), Weapon Focus (longsword), Weapon 
  Specialization (longsword).  *Complete Warrior. 
   
  Possessions: masterwork full plate, +1 heavy steel shield, 
  masterwork longsword, composite longbow (+3 Str 
  bonus), dagger, quiver with 40 arrows, elixir of fire breath, 
  potion of shield of faith +5, potion of cure serious wounds, oil of 
  keen edge. 
  
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  Description: Horace has dark skin and jet-black hair. 
  He is tall and muscular. He wears the scars of a hundred 
  battles. He walks with a slight limp. 
  Alek: Male Baklunish Rog5/Assassin2; CR 7; Medium 
  Humanoid (human); HD 7d6+14; hp 42; Init +3; Spd 30 
  ft.; AC 17, touch 13, flat-footed 17 (+3 Dex, +3 armor, +1 
  shield); Base Atk +4; Grp +5; Atk +6 melee (1d6+1/18-20, 
  masterwork rapier) or +8 ranged (1d8/19-20, masterwork 
  light crossbow); Full Atk +6 melee (1d6+1/18-20, 
  masterwork rapier) or +8 ranged (1d8/19-20, masterwork 
  light crossbow); SA sneak attack +4d6, death attack DC 
  14, spells; SQ trapfinding, evasion, trap sense +1, uncanny 
  dodge, poison use, +1 save against poison, improved 
  uncanny dodge; AL NE; SV Fort +3, Ref +10, Will +1; Str 
  12, Dex 17, Con 14, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +15, Bluff +9, Diplomacy +11, 
  Disable Device +10, Disguise +7 (+9 acting), Escape Artist 
  +13, Hide +13, Jump +13, Move Silently +13, Sense 
  Motive +8, Tumble +15, Use Rope +6 (+8 bindings); 
  Combat Expertise, Dodge, Mobility, Spring Attack. 
   
  Assassin Spells Known (2; save DC 12 + spell level; 15% 
  arcane spell failure): 1st – critical strike*, disguise self, true 
  strike.  *Complete Adventurer. 
   
  Possessions: masterwork buckler, masterwork studded 
  leather, masterwork rapier, masterwork light crossbow, 
  quarrel w/ 20 bolts, Quaal’s feather token (whip), elixir of 
  hiding, elixir of sneaking, potion of cat’s grace, potion of cure 
  serious wounds, brooch of shielding, ring of feather falling, 
  potion of barkskin +3. 
   
  Description: Alek is short with black hair and brown 
  eyes. His face is disfigured from childbirth. He wears 
  tattoos on his face, perhaps the markings of a former 
  slave. 
  ENCOUNTER 9 
   
   
   
   
  Beorngar ap Regenald: Male Altered (Flan) Ftr9; CR 9; 
  Medium Construct (Living, Augmented Humanoid 
  (Human)); HD 9d10+27; hp 88; Init -1; Spd 15 ft.; AC 21, 
  touch 10, flat-footed 21 (-1 Dex, +2 natural, +9 armor, +1 
  insight); Base Atk +9; Grp +14; Atk +16 melee (1d6+9/19-
  20, slam); Full Atk +16/+11 melee (1d6+9/19-20, slam); 
  SA natural attack (slam); SQ living construct traits, base 
  10% arcane spell failure, +2 racial bonus to Will saves 
  against mind-affecting spells and abilities; AL CN; SV 
  Fort +9, Ref +2, Will +4; Str 20, Dex 8, Con 16, Int 10, Wis 
  12, Cha 8. 
   
  Skills and Feats: Intimidate +11, Knowledge (arcana) 
  +5, Ride +2; Cleave, Great Cleave, Greater Weapon Focus 
  (slam), Improved Bull Rush, Improved Critical (slam), 
  Improved Sunder, Power Attack, Weapon Focus (slam), 
  Weapon Specialization (slam). 
   
  Living Construct Traits (Ex): Unlike other 
  constructs, Altered have a Con score, do not have low-
  light or darkvision, are not immune to mind-affecting 
  spells and abilities, and are subject to critical hits, 
  nonlethal damage, stunning, ability damage, ability drain, 
  and death effects or necromancy effects. 
   
  Altered are immune to poison, sleep effects, 
  paralysis, disease (excluding Construct Contagion), 
  nausea, fatigue, exhaustion, effects that cause the 
  sickened condition, and energy drain. 
   
  Altered cannot heal damage naturally.  They can be 
  healed/harmed 
  by 
  both 
  cure/inflict 
  wounds 
  and 
  repair/inflict damage spells, as they are both living and 
  construct.   However, spells from the healing subschool 
  and supernatural abilities that cure hp damage or ability 
  damage provide only half their normal effect to an 
  Altered.  Altered at less than 0 hp automatically stabilize. 
   
  Altered with iron elements take damage from heat 
  metal and chill metal as if they were wearing metal armor.  
  Altered with iron or stone elements are affected by the 
  repel metal or stone spell, and those with wood elements 
  are affected by the repel wood spell.  Altered with iron 
  elements are vulnerable to rusting grasp or the touch of a 
  rust monster, taking 2d6 damage from it (Reflex half). 
   
  Altered can be raised or resurrected.  They do not need 
  to eat, sleep, or breathe, but can still benefit from the 
  effects of consumable spells and magic items. 
   
  Languages: Common. 
   
  Possessions: +1 full plate, potion of shield of faith +5, potion 
  of greater magic fang +5, potion of barkskin +3, ioun stone 
  (dusty rose prism). 
   
  Description: Beorngar looks like a man made of flesh, 
  stone, clay, wood, and iron. He has a distinctive iron jaw, 
  and a boulder-barreled chest. His brown hair is well 
  groomed. His hands are stone. 
  Hereric ap Regenald: Male Flan Sor9; CR 9; Medium 
  Humanoid (Human); HD 9d4+9; hp 34; Init +2; Spd 30 
  ft.; AC 13, touch 13, flat-footed 11 (+2 Dex, +1 deflection); 
  Base Atk +4; Grp +3; Atk +3 melee (1d4-1, dagger) or +6 
  ranged (1d4-1, dagger) or +7 ranged touch; Full Atk +3 
  melee (1d4-1, dagger) or +6 ranged (1d4-1, dagger) or +7 
  ranged touch; SA spells; SQ summon familiar; AL CN; SV 
  Fort +4, Ref +5, Will +6; Str 8, Dex 14, Con 12, Int 13, Wis 
  11, Cha 18. 
   
  Skills and Feats: Bluff +16, Concentration +13, 
  Diplomacy +6, Disguise +4 (+6 acting), Intimidate +6, 
  Knowledge (arcana) +13, Spellcraft +15; Combat Casting, 
  Point Blank Shot, Precise Shot, Split Ray*, Weapon Focus 
  (ranged spells).  *Complete Arcane. 
   
  Languages: Common, Draconic. 
   
  Sorcerer Spells Known (6/7/7/7/5; save DC 14 + spell 
  level): 0 – acid splash, arcane mark, detect magic, light, mage 
  hand, prestidigitation, ray of frost, read magic; 1st – enlarge 
  person, mage armor, magic missile, ray of enfeeblement, shield; 
  2nd – Melf’s acid arrow, mirror image, scorching ray, touch of 
  idiocy; 3rd – fireball, lightning bolt, ray of exhaustion; 4th – 
  enervation, mass reduce person. 
   
  Possessions: dagger, cape of the mountebank, ring of 
  protection +1. 
   
  Description: Hereric is lean and tall with black hair. 
  His eyes are black, and his look is very sinister despite his 
  pleasant nature. He is dressed in black clothing and 
  wears a black cape. 
  
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  Brand ap Beorngar: Male Suloise/Flan Aristocrat1; CR 
  ½; Medium Humanoid (Human); HD 1d8; hp 6; Init +1; 
  Spd 20 ft.; AC 17, touch 10, flat-footed 17 (+0 Dex, +7 
  armor); Base Atk +0; Grp -1; Atk +0 melee (1d4-1, 
  masterwork dagger) or +2 ranged (1d4-1, masterwork 
  dagger); Full Atk +0 melee (1d4-1, dagger) or +2 ranged 
  (1d4-1, dagger); AL N; SV Fort +0, Ref +1, Will +1; Str 9, 
  Dex 13, Con 11, Int 10, Wis 8, Cha 12. 
   
  Skills and Feats: Bluff +7, Diplomacy +5, Intimidate 
  +7, Knowledge (history) +4, Spot +3; Dodge, Persuasive. 
   
  Languages: Common. 
   
  Possessions: masterwork dagger, half-plate. 
   
  Description: Brand, 10, has blonde hair and blue eyes. 
  He is thin and wiry. He wears fine clothes for a boy 
  befitting his station. 
  Wimbly: Male Halfling Rog7; CR 7; Small Humanoid 
  (Halfling); HD 7d6+14; hp 42; Init +3; Spd 20 ft.; AC 18, 
  touch 14, flat-footed 18 (+3 Dex, +1 size, +4 armor); Base 
  Atk +5; Grp +2; Atk +8 melee (1d4+2/19-20, +1 short sword) 
  or +10 ranged (1d4+1/x3, masterwork composite 
  shortbow) or +11 ranged (1d3+1, masterwork dart); Full 
  Atk +8 melee (1d4+2/19-20, +1 short sword) or +10 ranged 
  (1d4+1/x3, masterwork composite shortbow) or +11 
  ranged (1d3+1, masterwork dart); SA sneak attack +4d6; 
  SQ halfling traits, +2 morale bonus on saving throws 
  against fear, trapfinding, evasion, trap sense +2, uncanny 
  dodge; AL CN; SV Fort +5, Ref +9, Will +3; Str 12, Dex 17, 
  Con 14, Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +15, Bluff +10, Climb +13, 
  Diplomacy +2, Disguise +0 (+2 acting), Escape Artist +13, 
  Hide +17, Intimidate +2, Jump +15, Listen +12, Move 
  Silently +15, Spot +10, Tumble +15, Use Rope +3 (+5 
  bindings); Dodge, Mobility, Spring Attack. 
   
  Languages: Common, Halfling, Dwarven, Gnome. 
   
  Possessions: +1 studded leather, +1 short sword, 
  masterwork composite shortbow (+1 Str bonus), quiver 
  with 20 arrows, 4 masterwork darts, potion of barkskin +3, 
  quiver of Ehlonna. 
   
  Description: Wimbly, short even for a halfling, has 
  curly black hair and is missing a part of his ear. He wears 
  well-worn adventurer’s clothes. 
  Throm Firebrand: Male Dwarf Ftr7; CR 7; Medium 
  Humanoid (Dwarf); HD 7d10+21; hp 69; Init +1; Spd 20 
  ft.; AC 23, touch 11, flat-footed 22 (+1 Dex, +9 armor, +3 
  shield); Base Atk +7; Grp +10; Atk +12 melee (1d10+6/19-
  20, +1 bastard sword) or +9 ranged (1d8/19-20, masterwork 
  light crossbow); Full Atk +12/+7 melee (1d10+6/19-20, +1 
  bastard sword) or +9 ranged (1d8/19-20, masterwork light 
  crossbow); SQ weapon familiarity, darkvision 60 ft., 
  stonecunning, stability, +2 racial bonus on saving throws 
  against poison and spells/spell-like effects, +1 racial 
  bonus on attack rolls against orcs, +4 dodge bonus to AC 
  against giants; AL N; SV Fort +8, Ref +3, Will +3; Str 17, 
  Dex 12, Con 16, Int 12, Wis 12, Cha 6. 
   
  Skills and Feats: Appraise +1 (+3 stone/metal), Climb 
  +7, Craft +1 (+3 stone/metal), Jump +7, Swim +1; Blind-
  Fight, Cleave, Exotic Weapon Proficiency (bastard 
  sword), Improved Sunder, Power Attack, Weapon Focus 
  (bastard sword), Weapon Specialization (bastard sword). 
   
  Languages: Common, Dwarven, Gnome. 
   
  Possessions: +1 full plate, +1 heavy steel shield, +1 bastard 
  sword, masterwork light crossbow, quarrel with 10 bolts, 
  potion of shield of faith +5. 
   
  Description: Throm is a fiery, bombastic dwarf with 
  red hair and a long beard that is braided. 
   
   
  
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  APPENDIX 5 – APL 12 
   
  ENCOUNTER 3 
   
   
   
   
  Mawler: Male Clay Half-Golem Bbn8; CR 11; Medium 
  Construct 
  (Augmented 
  Human 
  (Oeridian)); 
  HD 
  8d12+20; hp 87; Init +1; Spd 30 ft. (can’t run); AC 25, 
  touch 12, flat-footed 25 (+7 natural, +1 Dex, +6 armor, +1 
  deflection); Base Atk +8; Grp +15; Atk +17 melee 
  (1d10+11/x3 plus cursed wound, +1 greataxe); Full Atk 
  +17/+12 melee (1d10+11/x3 plus cursed wound, +1 
  greataxe); SA berserk, cursed wound, construct contagion; 
  SQ construct traits, DR 1/–, DR 10/adamantine and 
  bludgeoning, darkvision 60 ft., haste, immunity to magic, 
  low-light vision, fast movement, illiteracy, rage 3/day, 
  uncanny dodge, trap sense +2, improved uncanny dodge; 
  AL NE; SV Fort +8, Ref +3, Will +3; Str 25, Dex 12, Con –, 
  Int 4, Wis 12, Cha 2.  Monster Manual II, page 209. 
   
  Skills and Feats: Climb +15, Intimidate +7, Jump +15, 
  Survival +12, Swim +12; Cleave, Great Cleave, Power 
  Attack, Weapon Focus (greataxe). 
   
  Berserk (Ex): When a clay half-golem enters 
  combat, there is a cumulative 1% chance each round that 
  its elemental spirit breaks free and the half-golem goes 
  berserk. The uncontrolled half-golem goes on a rampage, 
  attacking the nearest living creature or smashing some 
  object smaller than itself if no creature is within reach, 
  then moving on to spread more destruction. Once a clay 
  half-golem goes berserk, no known method can establish 
  control. 
   
  Cursed Wound (Ex): The damage a half-golem 
  deals doesn’t heal naturally and resists healing spells. A 
  character attempting to cast a conjuration (healing) spell 
  on a creature damaged by a clay half-golem must succeed 
  on a DC 26 caster level check, or the spell has no effect 
  on the injured character. 
   
  Haste (Su): After it has engaged in at least 1 round 
  of combat, a clay half-golem can haste itself once per day 
  as a free action. The effect lasts 3 rounds and is otherwise 
  the same as the spell. 
   
  Immunity to Magic (Ex): A clay half-golem is 
  immune to any spell or spell-like ability that allows spell 
  resistance. In addition, certain spells and effects function 
  differently against the creature, as noted under the clay 
  golem description in the Monster Manual, page 135 
  (specifically: move earth, disintegrate, earthquake, and acid-
  dealing spells. 
   
  Possessions: +1 breastplate, +1 greataxe, ring of protection 
  +1, necklace of fireballs type II, potion of good hope. 
   
  Description: Mawler has a grotesquely distorted 
  musculature, an overly large chest, arms attached by 
  thick knots of muscle at the shoulder, and arms that hang 
  almost to the ground. His features appear partially 
  melted. He drips of a bluish-colored clay, and his slimy 
  replacement “flesh” coats his weapon. 
  ENCOUNTER 7 
   
   
   
   
  Valadren: Male Grugach (Wild Elf) Ftr6/Sor1/Arcane 
  Archer2; 
  CR 
  9; 
  Medium 
  Humanoid 
  (elf); 
  HD 
  6d10+1d4+2d8+18; hp 74; Init +4; Spd 20 ft.; AC 19, touch 
  14, flat-footed 15 (+5 armor, +4 Dex); Base Atk +8; Grp 
  +10; Atk +14 ranged (1d8+5/x3, masterwork composite 
  longbow) or +10/+10 ranged (1d8+5/x3, masterwork 
  composite longbow) or +11 melee (1d8+3/19-20, 
  masterwork longsword) or +10 melee (1d4+2/19-20, 
  dagger); Full Atk +14/+9 ranged (1d8+5/x3, masterwork 
  composite longbow) or +12/+12/+7 ranged (1d8+5/x3, 
  masterwork 
  composite 
  longbow) 
  or 
  +11 
  melee 
  (1d8+3/19-20, masterwork longsword) or +10 melee 
  (1d4+2/19-20, dagger); SA spells, enhance arrow +1, imbue 
  arrow; SQ elven traits, summon familiar; AL NE; SV Fort 
  +9, Ref +9, Will +4; Str 15, Dex 19, Con 12, Int 8, Wis 10, 
  Cha 12. 
   
  Skills and Feats: Concentration +3, Hide +3, 
  Intimidate +2, Knowledge (religion) +2, Listen +3, Move 
  Silently +3, Search +1, Spot +3; Far Shot, Improved 
  Toughness*, Manyshot, Point Blank Shot, Precise Shot, 
  Rapid 
  Shot, Weapon Focus (longbow), Weapon 
  Specialization (longbow).  *Complete Warrior. 
   
  Sorcerer Spells Known (5/4; save DC 11 + spell level; 
  25% arcane spell failure): 0 – detect magic, mage hand, 
  prestidigitation, read magic; 1st – burning hands, shield. 
   
  Possessions: masterwork composite longbow (+2 Str 
  bonus), masterwork longsword, masterwork breastplate, 
  dagger, quiver w/ 40 arrows, slaying arrow (human), greater 
  slaying arrow (human), potion of barkskin +5, oil of greater 
  magic weapon +5. 
   
  Languages: Elven, Common. 
   
  Description: Valadren is lean and tall for an elf. He has 
  disheveled brown hair and green eyes. He is missing his 
  left eye and wears an eye patch. 
  Horace: Male Oeridian Ftr7/Blackguard2; CR 9; 
  Medium Humanoid (human); HD 9d10+27; hp 88; Init 
  +1; Spd 20 ft.; AC 22, touch 11, flat-footed 21 (+1 Dex, +3 
  shield, +8 armor); Base Atk +9; Grp +12; Atk +14 melee 
  (1d8+6/19-20, shatterspike) or +10 ranged (1d8+3/x3, 
  composite longbow) or +12 melee (1d4+3/19-20, dagger); 
  Full Atk +14/+9 melee (1d8+6/19-20, shatterspike) or 
  +10/+5 ranged (1d8+3/x3, composite longbow) or +12/+7 
  melee (1d4+3/19-20, dagger); SA spells, smite good 1/day; 
  SQ aura of evil, detect good, poison use, dark blessing; AL 
  NE; SV Fort +11, Ref +4, Will +4; Str 16, Dex 12, Con 14, 
  Int 10, Wis 12, Cha 12. 
   
  Skills and Feats: Hide +2, Knowledge (religion) +7, 
  Ride +13; Cleave, Great Cleave, Improved Sunder, 
  Improved Toughness*, Mounted Combat, Power Attack, 
  Power Critical* (longsword), Weapon Focus (longsword), 
  Weapon Specialization (longsword).  *Complete Warrior. 
  
  YEO5-06 Broken Spear 
   
  Page 43 
   
  Blackguard Spells Prepared (2; save DC 11 + spell level): 
  1st – corrupt weapon, divine sacrifice*.  *Complete Divine. 
   
  Possessions: masterwork full plate, +1 blinding heavy 
  steel shield, shatterspike, composite longbow (+3 Str bonus), 
  dagger, quiver with 40 arrows, elixir of fire breath, potion of 
  shield of faith +5, potion of cure serious wounds, oil of keen edge. 
   
  Description: Horace has dark skin and jet-black hair. 
  He is tall and muscular. He wears the scars of a hundred 
  battles. He walks with a slight limp. 
  Alek: Male Baklunish Rog5/Assassin4; CR 9; Medium 
  Humanoid (human); HD 9d6+18; hp 42; Init +4; Spd 30 
  ft.; AC 18, touch 14, flat-footed 18 (+4 Dex, +3 armor, +1 
  shield); Base Atk +6; Grp +7; Atk +8 melee (1d6+1/18-20, 
  masterwork 
  rapier) 
  or 
  +11 
  ranged 
  (1d8/19-20, 
  masterwork light crossbow); Full Atk +8/+3 melee 
  (1d6+1/18-20, masterwork rapier) or +11 ranged (1d8/19-
  20, masterwork light crossbow); SA sneak attack +5d6, 
  death attack DC 16, spells; SQ trapfinding, evasion, trap 
  sense +1, uncanny dodge, poison use, +2 save against 
  poison, improved uncanny dodge; AL NE; SV Fort +4, 
  Ref +12, Will +2; Str 12, Dex 18, Con 14, Int 14, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Balance +18, Bluff +11, Diplomacy 
  +11, Disable Device +10, Disguise +7 (+9 acting), Escape 
  Artist +16, Hide +16, Jump +15, Move Silently +16, Sense 
  Motive +8, Tumble +18, Use Rope +7 (+9 bindings); 
  Combat Expertise, Dodge, Mobility, Spring Attack, 
  Whirlwind Attack. 
   
  Assassin Spells Known (4/2; save DC 12 + spell level; 
  15% arcane spell failure): 1st – critical strike*, disguise self, 
  obscuring mist, true strike; 2nd – cat’s grace, invisibility, pass 
  without trace.  *Complete Adventurer. 
   
  Possessions: masterwork buckler, masterwork studded 
  leather, masterwork rapier, masterwork light crossbow, 
  quarrel w/ 20 bolts, Quaal’s feather token (whip), elixir of 
  hiding, elixir of sneaking, potion of cat’s grace, potion of cure 
  serious wounds, brooch of shielding, ring of feather falling, 
  potion of barkskin +3, slippers of spider climbing. 
   
  Description: Alek is short with black hair and brown 
  eyes. His face is disfigured from childbirth. He wears 
  tattoos on his face, perhaps the markings of a former 
  slave. 
  ENCOUNTER 9 
   
   
   
   
  Beorngar ap Regenald: Male Altered (Flan) Ftr11; CR 
  11; Medium Construct (Living, Augmented Humanoid 
  (Human)); HD 11d10+33; hp 88; Init -1; Spd 15 ft.; AC 21, 
  touch 10, flat-footed 21 (-1 Dex, +2 natural, +9 armor, +1 
  insight); Base Atk +11; Grp +16; Atk +18 melee 
  (1d8+9/19-20, slam); Full Atk +18/+13/+8 melee 
  (1d8+9/19-20, slam); SA natural attack (slam); SQ living 
  construct traits, base 10% arcane spell failure, +2 racial 
  bonus to Will saves against mind-affecting spells and 
  abilities; AL CN; SV Fort +13, Ref +5, Will +7; Str 20, Dex 
  8, Con 16, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Intimidate +13, Knowledge (arcana) 
  +6, Ride +2; Cleave, Great Cleave, Greater Weapon Focus 
  (slam), Improved Bull Rush, Improved Critical (slam), 
  Improved Natural Attack (slam), Improved Sunder, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (slam), 
  Weapon 
  Specialization (slam). 
   
  Living Construct Traits (Ex): Unlike other 
  constructs, Altered have a Con score, do not have low-
  light or darkvision, are not immune to mind-affecting 
  spells and abilities, and are subject to critical hits, 
  nonlethal damage, stunning, ability damage, ability drain, 
  and death effects or necromancy effects. 
   
  Altered are immune to poison, sleep effects, 
  paralysis, disease (excluding Construct Contagion), 
  nausea, fatigue, exhaustion, effects that cause the 
  sickened condition, and energy drain. 
   
  Altered cannot heal damage naturally.  They can be 
  healed/harmed 
  by 
  both 
  cure/inflict 
  wounds 
  and 
  repair/inflict damage spells, as they are both living and 
  construct.   However, spells from the healing subschool 
  and supernatural abilities that cure hp damage or ability 
  damage provide only half their normal effect to an 
  Altered.  Altered at less than 0 hp automatically stabilize. 
   
  Altered with iron elements take damage from heat 
  metal and chill metal as if they were wearing metal armor.  
  Altered with iron or stone elements are affected by the 
  repel metal or stone spell, and those with wood elements 
  are affected by the repel wood spell.  Altered with iron 
  elements are vulnerable to rusting grasp or the touch of a 
  rust monster, taking 2d6 damage from it (Reflex half). 
   
  Altered can be raised or resurrected.  They do not need 
  to eat, sleep, or breathe, but can still benefit from the 
  effects of consumable spells and magic items. 
   
  Languages: Common. 
   
  Possessions: +1 full plate, potion of shield of faith +5, potion 
  of greater magic fang +5, potion of barkskin +3, ioun stone 
  (dusty rose prism), cloak of resistance +3. 
   
  Description: Beorngar looks like a man made of flesh, 
  stone, clay, wood, and iron. He has a distinctive iron jaw, 
  and a boulder-barreled chest. His brown hair is well 
  groomed. His hands are stone. 
  Hereric ap Regenald: Male Flan Sor11; CR 11; Medium 
  Humanoid (Human); HD 11d4+11; hp 42; Init +2; Spd 30 
  ft.; AC 13, touch 13, flat-footed 11 (+2 Dex, +1 deflection); 
  Base Atk +5; Grp +4; Atk +4 melee (1d4-1, dagger) or +7 
  ranged (1d4-1, dagger) or +8 ranged touch; Full Atk +4 
  melee (1d4-1, dagger) or +7 ranged (1d4-1, dagger) or +8 
  ranged touch; SA spells; SQ summon familiar; AL CN; SV 
  Fort +4, Ref +5, Will +7; Str 8, Dex 14, Con 12, Int 13, Wis 
  11, Cha 18. 
   
  Skills and Feats: Bluff +18, Concentration +15, 
  Diplomacy +6, Disguise +4 (+6 acting), Intimidate +6, 
  Knowledge (arcana) +15, Spellcraft +17; Combat Casting, 
  Point Blank Shot, Precise Shot, Split Ray*, Weapon Focus 
  (ranged spells).  *Complete Arcane. 
   
  Languages: Common, Draconic. 
   
  Sorcerer Spells Known (6/7/7/7/7/4; save DC 14 + spell 
  level): 0 – acid splash, arcane mark, detect magic, disrupt 
  undead, light, mage hand, prestidigitation, ray of frost, read 
  magic; 1st – enlarge person, mage armor, magic missile, ray of 
  enfeeblement, shield; 2nd – glitterdust, Melf’s acid arrow, mirror 
  image, scorching ray, touch of idiocy; 3rd – fireball, haste, 
  
  YEO5-06 Broken Spear 
   
  Page 44 
  lightning bolt, ray of exhaustion; 4th – enervation, Evard’s black 
  tentacles, mass reduce person; 5th – cone of cold, prismatic ray*.  
  *Complete Arcane. 
   
  Possessions: dagger, cape of the mountebank, ring of 
  protection +1, pearl of power (3rd level spell). 
   
  Description: Hereric is lean and tall with black hair. 
  His eyes are black, and his look is very sinister despite his 
  pleasant nature. He is dressed in black clothing and 
  wears a black cape. 
  Brand ap Beorngar: Male Suloise/Flan Aristocrat1; CR 
  ½; Medium Humanoid (Human); HD 1d8; hp 6; Init +1; 
  Spd 20 ft.; AC 17, touch 10, flat-footed 17 (+0 Dex, +7 
  armor); Base Atk +0; Grp -1; Atk +0 melee (1d4-1, 
  masterwork dagger) or +2 ranged (1d4-1, masterwork 
  dagger); Full Atk +0 melee (1d4-1, dagger) or +2 ranged 
  (1d4-1, dagger); AL N; SV Fort +0, Ref +1, Will +1; Str 9, 
  Dex 13, Con 11, Int 10, Wis 8, Cha 12. 
   
  Skills and Feats: Bluff +7, Diplomacy +5, Intimidate 
  +7, Knowledge (history) +4, Spot +3; Dodge, Persuasive. 
   
  Languages: Common. 
   
  Possessions: masterwork dagger, half-plate. 
   
  Description: Brand, 10, has blonde hair and blue eyes. 
  He is thin and wiry. He wears fine clothes for a boy 
  befitting his station. 
  Wimbly: Male Halfling Rog9; CR 9; Small Humanoid 
  (Halfling); HD 9d6+18; hp 54; Init +5; Spd 20 ft.; AC 20, 
  touch 16, flat-footed 20 (+5 Dex, +1 size, +4 armor); Base 
  Atk +6; Grp +3; Atk +13 melee (1d4+2/19-20, +1 short 
  sword) or +13 ranged (1d4+1/x3, masterwork composite 
  shortbow) or +14 ranged (1d3+1, masterwork dart); Full 
  Atk +13/+8 melee (1d4+2/19-20, +1 short sword) or +13/+8 
  ranged (1d4+1/x3, masterwork composite shortbow) or 
  +14/+9 ranged (1d3+1, masterwork dart); SA sneak attack 
  +5d6; SQ halfling traits, +2 morale bonus on saving 
  throws against fear, trapfinding, evasion, trap sense +3, 
  uncanny dodge, improved uncanny dodge; AL CN; SV 
  Fort +6, Ref +12, Will +4; Str 12, Dex 18 (20), Con 14, Int 
  14, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +19, Bluff +12, Climb +15, 
  Diplomacy +2, Disguise +0 (+2 acting), Escape Artist +17, 
  Hide +21, Intimidate +2, Jump +17, Listen +14, Move 
  Silently +19, Spot +12, Tumble +19, Use Rope +5 (+7 
  bindings); Dodge, Mobility, Spring Attack, Weapon 
  Finesse. 
   
  Languages: Common, Halfling, Dwarven, Gnome. 
   
  Possessions: +1 studded leather, +1 short sword, 
  masterwork composite shortbow (+1 Str bonus), quiver 
  with 20 arrows, 4 masterwork darts, potion of barkskin +3, 
  quiver of Ehlonna, potion of shield of faith +5, gloves of dexterity 
  +2. 
   
  Description: Wimbly, short even for a halfling, has 
  curly black hair and is missing a part of his ear. He wears 
  well-worn adventurer’s clothes. 
  Throm Firebrand: Male Dwarf Ftr9; CR 9; Medium 
  Humanoid (Dwarf); HD 9d10+27; hp 88; Init +1; Spd 20 
  ft.; AC 23, touch 11, flat-footed 22 (+1 Dex, +9 armor, +3 
  shield); Base Atk +9; Grp +14; Atk +17 melee (1d10+8/17-
  20, +1 bastard sword) or +11 ranged (1d8/19-20, 
  masterwork light crossbow); Full Atk +17/+12 melee 
  (1d10+8/17-20, +1 bastard sword) or +11 ranged (1d8/19-
  20, masterwork light crossbow); SQ weapon familiarity, 
  darkvision 60 ft., stonecunning, stability, +2 racial bonus 
  on saving throws against poison and spells/spell-like 
  effects, +1 racial bonus on attack rolls against orcs, +4 
  dodge bonus to AC against giants; AL N; SV Fort +9, Ref 
  +4, Will +4; Str 18 (20), Dex 12, Con 16, Int 12, Wis 12, 
  Cha 6. 
   
  Skills and Feats: Appraise +1 (+3 stone/metal), Climb 
  +11, Craft +1 (+3 stone/metal), Jump +11, Swim +5; Blind-
  Fight, Cleave, Exotic Weapon Proficiency (bastard 
  sword), 
  Greater 
  Weapon 
  Focus 
  (bastard 
  sword), 
  Improved Critical (bastard sword), Improved Sunder, 
  Power Attack, Weapon Focus (bastard sword), Weapon 
  Specialization (bastard sword). 
   
  Languages: Common, Dwarven, Gnome. 
   
  Possessions: +1 full plate, +1 heavy steel shield, +1 bastard 
  sword, masterwork light crossbow, quarrel with 10 bolts, 
  potion of shield of faith +5, potion of barkskin +3, gauntlets of 
  ogre power. 
   
  Description: Throm is a fiery, bombastic dwarf with 
  red hair and a long beard that is braided. 
   
   
  
  YEO5-06 Broken Spear 
   
  Page 45 
  APPENDIX 6 – ALL APLS 
   
  ENCOUNTER 1/CONCLUSION 
   
   
  Burle: Male Suloise Sor7/Silent One8; CR 15; Medium 
  Humanoid (Suloise); HD 15d4+15; hp 56; Init +1; Spd 30 
  ft./x4; AC 11, touch 11, flat-footed 10 (+1 Dex); Base Atk 
  +7; Grp +6; Atk +6 melee (1d4-1; 19-20/x2, dagger); Full 
  Atk +6/+1 melee (1d4-1; 19-20/x2, dagger) or +6/+1 melee 
  (special, Touch) or +8 ranged (special, Ray); Space/Reach 
  5 ft./5 ft.; SQ +4 Save versus Magic, Identify, Tap the 
  Archive Arcanum, Rune of Regulation, Cancellation 
  Touch, Mask of Cymius; AL LN; SV Fort +5, Ref +5, Will 
  +11; Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 18. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +9, 
  Gather 
  Information +17, Knowledge (arcane) +20, Knowledge 
  (history) +15, Knowledge (religion) +15, Sense Motive +8, 
  Spellcraft +22; Combat Casting, Point Blank Shot, Precise 
  Shot, Spell Focus (Divination), Greater Spell Focus 
  (Divination), 
  Spell 
  Penetration, 
  Greater 
  Spell 
  Penetration, Silent Spell, Still Spell. 
   
  +4 Save versus Magic: Their knowledge of the 
  workings of magical formulae allows Silent Ones to have 
  a greater chance of success to avoid the effects of magical 
  spells and spell-like effects. This is reflected by an insight 
  bonus to all saves made against magical effects at 1st level 
  that increases by +1 for every two levels the Silent One 
  gains (+1 at 1st level, +2 at 3rd level, +3 at 5th level, and so 
  on). 
   
  Identify (SP): (2/day) Initiation into the ranks of the 
  Silent Ones involves hours of hands-on study in rooms 
  filled with magical artifice. Silent Ones learn a secret 
  internalized ritual that allows them to learn the single 
  most basic function of a given magic item simply by 
  holding it in their hands and concentrating. Only one 
  item may be examined at a time, and there is no material 
  component for the attempt. Identifying a magic item in 
  this manner counts as a standard action. The ability is 
  otherwise identical to the identify spell (PH p. 216). 
   
  Tap the Archive Arcanum (Sp): A Silent One may enter 
  a meditative state to contact the Archive Arcanum, a 
  mysterious psychic repository of knowledge compiled 
  since the earliest days of the order. The enigmatic 
  archivists speak in cryptic phrasings, however, and an 
  answer to a specific query is seldom straightforward. This 
  effect is identical to casting Legend Lore, save that there is 
  no material component. As with a Legend Lore, physical 
  handling of an object related to the query makes for 
  speedier results. Entering the trance is a standard action 
  that may be used once per day. 
   
  Rune of Regulation (Sp): Once per day as a standard 
  action, a Silent One may trace a rune upon a single magic 
  item, nullifying all of that item's magical abilities until 
  such time as the rune is removed. Such runes of 
  regulation, as they are known, are plainly visible, and may 
  be removed at will by any member of the order (this is 
  usually done only in the hidden sanctums of the Lonely 
  Tower). Like bestow curse, the rune of regulation cannot 
  be dispelled, but it can be removed with a break 
  enchantment, limited wish, miracle, remove curse, or 
  wish spell. This ability does not function on artifacts. 
   
  Cancellation Touch (Su): Once per day as a standard 
  action, a Silent One may drain the abilities of a magical 
  item by touch. The item touched gets a Will saving throw 
  (DC 19). If a creature is holding it at the time, the attempt 
  provokes an attack of opportunity and the item can use 
  the holder's will save bonus in place of its own if the 
  holder's is better. This ability does not function on 
  artifacts. 
   
  Mask of Cymius (Su): Sometimes, a Silent One must 
  use subterfuge to enter an enemy's lair or escape 
  undetected from some theft of magical artifice. In these 
  cases, members of the order turn to the lessons of 
  Cymius, a great Silent One who during the Slumbering 
  managed to liberate the Talons of Athuselah from the 
  Dire Conclave in Port Toli's fetid undercity. Beginning at 
  8th level, Silent Ones may change self at will. Silent Ones 
  of 8th level or higher can see through the change self 
  effects of other Silent Ones using this ability. 
   
  Sorcerer Spells per day (6/7/7/7/7/6/6/4; save DC 14 + 
  spell level): 0 – acid splash, arcane mark, detect magic, light, 
  mage hand, message, prestidigitation, read magic, resistance; 1st 
  – comprehend languages, identify, mage armor, magic missile, 
  shield; 2nd – darkvision, detect thoughts, locate object, scorching 
  ray, see invisibility; 3rd – arcane sight, lightning bolt, protection 
  from energy, tongues; 4th – arcane eye, dimension door, greater 
  invisibility, scrying; 5th – Bigby’s interposing hand, 
  Mordenkainen’s private sanctum, prying eyes, Rary’s telepathic 
  bond; 6th – analyze dweomer, antimagic field, Otiluke’s freezing 
  sphere; 7th – greater arcane sight, finger of death. 
   
  Possessions: dagger. 
   
  Description: Burle, 47, is the larger man of the three at 
  6’2.” He has short, blond hair and blue eyes. He, like his 
  companions, is dressed in a drab grey cassock, grey 
  trousers and a worn, brown cape with a hood. Being a 
  pure born Suloise, his skin is a milky white. 
  Lyman, Silent One: Male Sor7/Silent One4; CR 11; 
  Medium Humanoid (Suloise); HD 11d4+11; hp 41; Init 
  +1; Spd 30 ft/x4; AC 11, touch 11, flat-footed 10 (+1 Dex); 
  Base Atk +5; Grp +4; Atk +4 melee (1d4-1; 19-20/x2, 
  dagger); Full Atk +4 melee (1d4-1; 19-20/x2, dagger) or +4 
  melee (special, Touch) or +6 ranged (special, Ray); 
  Space/Reach 5 ft./5 ft.; SQ +2 Save versus Magic, 
  Identify; AL LN; SV Fort +4, Ref +4, Will +9; Str 8, Dex 
  13, Con 12, Int 14, Wis 10, Cha 17. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +5, 
  Gather 
  Information +12, Knowledge (arcane) +16, Knowledge 
  (history) +11, Knowledge (religion) +11, Sense Motive +4, 
  Spellcraft +18; Combat Casting, Point Blank Shot, Spell 
  Focus (Divination), Greater Spell Focus (Divination), 
  Spell Penetration, Greater, Silent Spell, Still Spell. 
  
  YEO5-06 Broken Spear 
   
  Page 46 
   
  +2 Save versus Magic: Their knowledge of the 
  workings of magical formulae allows Silent Ones to have 
  a greater chance of success to avoid the effects of magical 
  spells and spell-like effects. This is reflected by an insight 
  bonus to all saves made against magical effects at 1st level 
  that increases by +1 for every two levels the Silent One 
  gains (+1 at 1st level, +2 at 3rd level, +3 at 5th level, and so 
  on). 
   
  Identify (Sp): (2/day) Initiation into the ranks of the 
  Silent Ones involves hours of hands-on study in rooms 
  filled with magical artifice. Silent Ones learn a secret 
  internalized ritual that allows them to learn the single 
  most basic function of a given magic item simply by 
  holding it in their hands and concentrating. Only one 
  item may be examined at a time, and there is no material 
  component for the attempt. Identifying a magic item in 
  this manner counts as a standard action. The ability is 
  otherwise identical to the identify spell (PH p. 216). 
   
  Sorcerer Spells per day (6/7/7/7/6/4; save DC 13 + spell 
  level): 0 – detect magic, detect poison, light, mage hand, 
  message, prestidigitation, ray of frost, read magic, resistance; 1st – 
  comprehend languages, mage armor, magic missile, ray of 
  enfeeblement, shield; 2nd – detect thoughts, locate object, Melf’s 
  acid arrow, scorching ray, see invisibility; 3rd – arcane sight, 
  lightning bolt, ray of exhaustion, tongues; 4th – dimension door, 
  fire shield, scrying; 5th – cone of cold, teleport. 
   
  Possessions: dagger. 
   
  Description: Lyman, 34, is short, thin and wears a 
  bushy mustache. His hair is white rather than blonde, 
  and his eyes have a reddish tint. He sports a hat with a 
  large brim, preferring a more stylish look than his 
  companions. He also wears a scar that begins just below 
  his left eye and ends almost in his ear. 
  Mendel: Male Human (Suel) Brd7/Silent One1; CR 8; 
  Medium Humanoid (Suloise); HD 1d4+7d6; hp 34; Init 
  +2; Spd 30 ft./x4; AC 12, touch 12, flat-footed 10 (+2 Dex); 
  Base Atk +5; Grp +6; Atk +7 melee (1d4+1; 19-20/x2, 
  dagger); Full Atk +7 melee (1d4+1; 19-20/x2, dagger) or +7 
  melee (special, Touch) or +7 ranged (special, Ray); 
  Space/Reach 5 ft./5 ft.; SA Bardic Music; SQ Bardic 
  Knowledge, Identify, +1 Save versus Magic; AL N; SV 
  Fort +2, Ref +7, Will +6; Str 12, Dex 14, Con 10, Int 13, 
  Wis 8, Cha 17. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +10, 
  Gather 
  Information +15, Knowledge (arcana) +11, Knowledge 
  (history) +11, Knowledge (religion) +11, Perform 
  (Piccolo) +13, Sense Motive +9, Spellcraft +13; 
  Investigator, Spell Focus (Divination), Spell Penetration, 
  Weapon Finesse. 
   
  Bardic Music: Performances can create varied magical 
  effects 7 times per day. 
   
  Countersong (Su): You can counter any sonic or 
  language-dependent magical effect. Anyone within 30 
  feet can use your Perform check in place of their saving 
  throw. You can maintain a countersong for 10 rounds. 
   
  Fascinate (Sp): You can fascinate 3 creature(s) within 
  90 feet. If you beat their Will save with a Perform check, 
  they will listen quietly for up to 7 rounds. 
   
  Inspire Courage (Su): While singing, all allies who can 
  hear you gain a +1 morale bonus to saving throws against 
  charm and fear effects, and a +1 morale bonus to attack 
  and weapon damage rolls. The effect lasts as long as you 
  sing plus 5 rounds. 
   
  Inspire Competence (Su): You can help an ally succeed 
  at a task. They get a +2 competence bonus to skill checks 
  as long as they are able to see and hear you and are within 
  30 feet. This can be maintained for 2 minutes. 
   
  Suggestion (Sp): You can make a suggestion (as the 
  spell) to a creature you have already fascinated. Will save 
  (DC 16 negates). 
   
  Bardic 
  Knowledge 
  (Ex): 
  You 
  possess 
  special 
  Knowledge skill for stray bits of trivia. This Knowledge 
  check is 1d20+10. 
   
  +1 Save versus Magic: Their knowledge of the 
  workings of magical formulae allows Silent Ones to have 
  a greater chance of success to avoid the effects of magical 
  spells and spell-like effects. This is reflected by an insight 
  bonus to all saves made against magical effects at 1st level 
  that increases by +1 for every two levels the Silent One 
  gains (+1 at 1st level, +2 at 3rd level, +3 at 5th level, and so 
  on). 
   
  Identify (Sp): (1/day) Initiation into the ranks of the 
  Silent Ones involves hours of hands-on study in rooms 
  filled with magical artifice. Silent Ones learn a secret 
  internalized ritual that allows them to learn the single 
  most basic function of a given magic item simply by 
  holding it in their hands and concentrating. Only one 
  item may be examined at a time, and there is no material 
  component for the attempt. Identifying a magic item in 
  this manner counts as a standard action. The ability is 
  otherwise identical to the identify spell (PH p. 216). 
   
  Bard Spells per day (3/4/4/2; save DC 13 + spell level): 
  0 – detect magic, know direction, light, mage hand, read magic, 
  summon instrument; 1st – comprehend languages, cure light 
  wounds, disguise self, Nystul’s magic aura; 2nd – cat’s grace, cure 
  moderate wounds, enthrall, hold person; 3rd – confusion, cure 
  serious wounds, see invisibility. 
   
  Possessions: dagger. 
   
  Description: Mendel, 28, is built more like a 
  blacksmith than a bard. He has a shaved head, and 
  watches the crowd with his steel blue eyes. His sleeves 
  are rolled up, exposing large biceps and forearms. 
  ENCOUNTER 4 
   
   
   
   
  Drow Patrol Member: Male Drow Ftr5; CR 6; Medium 
  Humanoid (Elf); HD 5d10+5; hp 42; Init +3; Spd 30 ft.; 
  AC 18, touch 13, flat-footed 15 (+3 Dex, +5 armor); Base 
  Atk +5; Grp +7; Atk +10 ranged (1d6+4/x3 plus poison, 
  masterwork composite shortbow) or +8 melee (1d6+2/18-
  20, masterwork rapier); Full Atk +10 ranged (1d6+4/x3 
  plus poison, masterwork composite shortbow) or +8 
  melee (1d6+2/18-20, masterwork rapier); SA poison (on 
  arrows), spell-like abilities; SQ darkvision 120 ft., SR 16 
  (11 + class levels), drow traits; AL NE; SV Fort +5, Ref +4, 
  Will +2; Str 14, Dex 16, Con 13, Int 12, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +8, Intimidate +4, Listen +7, 
  Move Silently +8, Search +3, Spot +7; Alertness, Exotic 
  
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  Weapon Proficiency (hand crossbow), Point Blank Shot, 
  Stealthy, 
  Weapon 
  Focus 
  (shortbow), 
  Weapon 
  Specialization (shortbow). 
   
  Languages: Elven, Undercommon, Drow Sign 
  Language, Abyssal (all but one who speaks Common 
  instead). 
   
  Possessions: +1 mithral chain shirt, masterwork 
  composite shortbow (+2 Str bonus), masterwork rapier, 
  quiver w/ 20 poisoned arrows, potion of spider climb, potion 
  of shield of faith +5. 
  Experienced Drow Patrol Member: Male Drow Ftr9; 
  CR 9; Medium Humanoid (Elf); HD 9d10+18; hp 81; Init 
  +3; Spd 30 ft.; AC 18, touch 13, flat-footed 15 (+3 Dex, +5 
  armor); Base Atk +9; Grp +11; Atk +15 ranged (1d6+5/19-
  20/x3 plus poison, +1 composite shortbow) or +12 melee 
  (1d6+3/18-20, +1 rapier); Full Atk +15/+10 ranged 
  (1d6+5/19-20/x3 plus poison, +1 composite shortbow) or 
  +13/+13/+8 ranged (1d6+5/19-20/x3 plus poison, +1 
  composite shortbow) or +12 melee (1d6+3/18-20, +1 rapier); 
  SA poison (on arrows), spell-like abilities; SQ darkvision 
  120 ft., SR 20 (11 + class levels), drow traits; AL NE; SV 
  Fort +8, Ref +6, Will +4; Str 14, Dex 16, Con 14, Int 12, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Hide +14, Intimidate +5, Listen +8, 
  Move Silently +14, Search +3, Spot +8; Alertness, Exotic 
  Weapon Proficiency (hand crossbow), Far Shot, Greater 
  Weapon Focus (shortbow), Improved Critical (shortbow), 
  Point Blank Shot, Rapid Shot, Stealthy, Weapon Focus 
  (shortbow), Weapon Specialization (shortbow). 
   
  Languages: Elven, Undercommon, Drow Sign 
  Language, Abyssal (all but one who speaks Common 
  instead). 
   
  Possessions: +1 mithral chain shirt, +1 composite shortbow 
  (+2 Str bonus), +1 rapier, quiver w/ 20 poisoned arrows, 
  potion of spider climb, potion of shield of faith +5, cloak of 
  elvenkind, boots of elvenkind. 
  ENCOUNTER 7 
   
   
   
   
  Pyralis: Male Oeridian Clr 5 of Iuz; CR 5; Medium 
  Humanoid (Oeridian); HD 5d8+5+6; hp 39 (currently 1); 
  Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; Base 
  Atk +3; Grp +5; Atk +5 melee (1d3+2/x2, Unarmed 
  Strike); Full Atk +5 melee (1d3+2/x2, Unarmed Strike); 
  Space/Reach 5 ft./5 ft.; SA Rebuke Dead; SQ Aura, 
  Spontaneous Casting; AL LE; SV Fort +5, Ref +1, Will +7; 
  Str 14, Dex 10, Con 13, Int 8, Wis 16, Cha 12. 
   
  Skills and Feats: Knowledge (religion) +7, Spellcraft 
  +7; Toughness x2, Combat Casting. 
   
  Cleric Spells Prepared (5/4+1/3+1/2+1; save DC 13 + 
  spell level): 0 – detect magic, guidance, light, read magic, 
  resistance; 1st – bane, divine favor, magic weapon, protection 
  from goodD, shield of faith; 2nd – bull’s strength, death knell, 
  invisibilityD, spiritual weapon; 3rd – contagion, nondetectionD, 
  searing light. 
   
  DDomain spells. Domains: Evil (+1 CL for evil spells), 
  Trickery (Bluff, Disguise, Hide are class skills). 
   
  Possessions: none. 
   
  Description: Pyralis is a big man, standing a foot taller 
  than the average man. He is scarred on his back, chest, 
  arms, legs, and face. His eyes are pale blue and have the 
  look of ill intent. His right hand has been shattered, and 
  he his left hamstring has been cut. This has severely 
  limited his movement. Despite these obvious wounds, he 
  shows no sign of pain – as if this sense had been beaten 
  out of him. 
   
  
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  DM AID: MAP #1 – BRIGGAND’S INN 
   
   
   
  
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  DM AID: MAP #2 – THE WOODSMAN’S HOUSE 
   
   
   
  
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  DM AID: MAP #3 – THE CAVERN 
   
   
   
  
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  DM AID: MAP #4 – WORM TUNNELS 
   
   
   
  
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  DM AID: MAP #5 - MARAKDOR 
   
   
   
  
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  DM AID: MAP #6 – GOLOB’S LAIR 
   
   
   
  
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  DM AID: MAP #7 – THE FARMHOUSE 
   
   
   
  
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  DM AID: NEW RULES 
  NEW FEATS 
  Improved Toughness (Complete Warrior) 
   
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to you current Hit Dice. Each time you gain a HD (such as by 
  gaining a level), you gain 1 additional hit point. If you lose a HD (such as by losing a level), you lose 1 hit point 
  permanently. 
   
  Special: A fighter may select Improved Toughness as one of his fighter bonus feats. 
  Power Critical (Complete Warrior) 
   
  Choose one weapon, such as a longsword or a greataxe. With that weapon, you know how to hit where it hurts. 
   
  Prerequisites: Weapon Focus with weapon, base attack bonus +4.  
   
  Benefit: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat. 
   
  Special: A fighter may select Power Critical as one of his fighter bonus feats.  You can gain Power Critical multiple 
  times. Each time you take the feat, it may be with a different weapon or the same weapon. If you take it with the same 
  weapon, the effects of the feats stack.  
  Split Ray (Complete Arcane) 
   
  Your ray spells can affect an additional target. 
   
  Prerequisites: Any metamagic feat. 
   
  Benefit: You can cause any ray spell to fire one additional ray beyond the number normally allowed.  The 
  additional ray requires a separate ranged touch attack roll to hit and deals damage as normal.  It can be fired at the same 
  target as the first ray or to a different target, but all rays must be aimed at targets within 30 feet of each other and fired 
  simultaneously. 
   
  A split ray spell uses a spell slot two levels higher than the spell’s actual level. 
  NEW SPELLS 
  Critical Strike (Complete Adventurer) 
  Divination 
  Level: Assassin 1, Sorcerer/Wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  While this spell is in effect, your melee attacks are more likely to strike a foe’s vital areas. Whenever you make a 
  melee attack against a flanked foe or against a foe denied its Dexterity bonus, you deal an extra 1d6 points of damage, 
  your weapon’s threat range is doubled (as if under the effect of keen edge), and you gain a +4 insight bonus on rolls made 
  to confirm critical hits. The increased threat range granted by this spell doesn’t stack with any other effect that increases 
  your weapon’s threat range. Creatures immune to sneak attacks are immune to the extra damage dealt by your attacks. 
  Divine Sacrifice (Complete Divine) 
  Evocation 
  Level: Blackguard 1, Pal 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
   
  You can sacrifice life force to increase the damage you deal. Once each round, as a free action, you can sacrifice up 
  to 10 of your hit points (doing this does not trigger an attack of opportunity). For every two hit points you sacrifice, on 
  your next successful attack you deal +1d6 damage, to a maximum of +5d6 damage on that attack. Your ability to deal this 
  damage ends when you successfully attack or when the duration ends. You can make as many sacrifices as the spell’s 
  duration allows. Sacrificed hit points count as normal damage. For example, an 8th level paladin can cast this spell with 
  
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  a duration of four rounds. If she sacrifices 10 hit points a round, she can spend up to 40 hit points and deal up to +5d6 
  damage all four rounds. 
  Prismatic Ray (Complete Arcane) 
  Evocation 
  Level: Sor/Wiz 5, Warmage 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: See text 
  Spell Resistance: Yes 
   
  A single beam of brilliantly colored light shoots from your outstretched hand.  On a successful ranged touch attack, 
  creatures with 6 HD or fewer are blinded for 2d4 rounds by the prismatic ray in addition to suffering a randomly 
  determined effect: 1 – red beam – 20 pts. fire damage (Ref half); 2 – orange beam – 40 pts. acid damage (Ref half); 3 – 
  yellow beam – 80 pts. electricity damage (Ref half); 4 – green beam – poison (kills; Fort partial, take 1d6 Con damage 
  instead); 5 – blue beam – turned to stone (Fort negates); 6 – indigo – insane (as insanity spell; Will negates). 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Yeomanry/595/Normal Scenarios/YEO5-06 - Broken Spear (APL 4-12)/YEO5-06 - Broken Spear.pdf