TEXT: YEO6-02
  Seeking Scarlet Glory
  A One-Round D&D® LIVING GREYHAWKTM 
  Yeomanry Regional Adventure
  Version 0.3
  by Matthew Crook
  Reviewer: Yeomanry Triad
  Circle Reviewer: Steven Conforti
  Playtesters: Brock Sides, Chris Gorsuch, W. Hopper, Mike Smith, James Giesler, and Eric Von Hase.
  The  apprentice  of  your  good  friend,  Wizard  Kevis,  has  discovered  a  possible  location  of  ancient 
  treasures in an old manuscript dating back to the time of the Great Suel Migration.  Do you have the skill 
  and courage to seek the storehouse?  A Yeomanry regional adventure for APLs 2-8, and a loose follow 
  up to YEO5-05 Into the Scarlet Flames.
  Note: This adventure will be of particular interest to members of the Academy of Lore.
  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.
  
  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, 2007. 
  To  learn  more  about  the  LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning,  and  DUNGEONS &  DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.
  PLAYERS READ NO 
  FARTHER
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges,  which  kills  the  fun.  Also,  if  you’re 
  playing  this  adventure  as  part  of  an  RPGA-
  sanctioned  event,  reading  beyond  this  point 
  makes you ineligible to do so.
  PREPARING FOR PLAY
  To get the most out of this adventure, you need 
  copies  of  the  following  D&D  books:  Player’s 
  Handbook,  Dungeon  Master’s  Guide,  and  the 
  Monster Manual. 
  Throughout  this  adventure,  text  in  bold  italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important  information  for  you,  including  special 
  instruction on running the adventure. Information 
  on  nonplayer  characters  (NPCs)  and  monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in 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  to  the  nearest  whole 
  number.
  4.
  If you are running a table of six PCs, add one 
  to that average.
  YEO6-02 Seeking Scarlet Glory
  Page 1
  
  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. 
  Furthermore, a PC who is four or more levels 
  higher  than  the  highest  APL  supported  by  the 
  adventure may not play the adventure.
  Mundane 
  Animals Effect 
  on APL
  # of Animals
  1
  2
  3
  4
  CR of Animal
  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
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  8
  5
  5
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  8
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  6
  6
  8
  9
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  7
  7
  9
  10
  11
  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  12  gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time 
  Unit.  Luxury Upkeep costs 100 gp 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 
  YEO6-02 Seeking Scarlet Glory
  Page 2
  
  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://www.yeomanry.org.
  BACKGROUND
  During  the  Suloise  migration,  the  Arcane 
  Masters of the Suloise Empire set up a network of 
  study  and  learning.  Shortly  before  the  Rain  of 
  Colorless Fire, they established an Academy on 
  the  far  side  of  the  Crystalmist  Mountains 
  overlooking  what  is  now the Sea  of  Dust.  The 
  purpose of the Academy was two-fold. The first 
  purpose was to serve as a second location for 
  concentrated  magical  research  into  methods  to 
  win the conflict with the Baklunish Empire. The 
  second  purpose  focused  on  recruitment  and 
  training of wizards to serve the Suloise Empire in 
  its struggle with the Baklunish problem.
  The wizards researching and studying at the 
  Academy concentrated more on defensive magic 
  leaving  the  research  for  new  methods  of 
  destruction to those closer to the conflict. Great 
  strides were made into methods of protecting Suel 
  outposts  and  citizens  from  the  knowledge 
  developed by the skilled Baklunish wizards and 
  priests.
  Days before the Rain of Colorless Fire, rumor 
  of a great offensive by the Baklunish Empire was 
  discovered. Most of the wizards and apprentices 
  from the Academy transported themselves to the 
  frontier between the two empires. Their mission 
  was  to blunt  the effect of any  new discoveries 
  employed by the Baklunish spellcasters. The only 
  persons remaining at the Academy were the few 
  permanent  caretakers  and  a  few  students  too 
  novice to be effective in the impending battle. The 
  Baklunish casters slaughtered all of the Academy 
  wizards that went to the front when they released 
  the  Rain  of  Colorless  Fire.  Most  of  those  that 
  knew of the secret  Academy in the Crystalmist 
  Mountains were slaughtered as well. Those that 
  knew of the Academy had no idea of how to reach 
  the Academy.
  The kin of the Academy masters had clues to 
  the  location  of  the  Academy  in  the  event  of 
  catastrophe. Unfortunately, many of those clues 
  were  lost  during  the  Rain  of  Colorless  Fire  or 
  those in possession of the clues were unaware 
  that what they had was a clue to the location of 
  the Academy.  
  An apprentice wizard named Halma Varnus 
  recently  escaped  and  aided  in  her  master’s 
  escape from the Hold of the Sea Princes. She 
  wears a necklace bearing a strange pattern that 
  has  been  in  her  family  for  generations.  The 
  necklace has been examined by many scholars 
  and none have been able to discern any meaning 
  from  the  pattern.  Her  master,  a  crafter  of 
  wondrous  items,  has  begun  instructing  at  the 
  University of Loftwick. As his apprentice, she has 
  utilized the library doing research on the curious 
  item. Through exhaustive research she has come 
  into contact with a scholar with an old manuscript 
  bearing  some  of  the symbols  on the  necklace. 
  They have determined that the manuscript is a 
  form of a cipher and the necklace helps unlock 
  some of the passages in the manuscript.  
  The translated portions speak of a center of 
  arcane  lore  and  learning  in  the  far  Crystalmist 
  Mountains guarded by arcane forces. There are 
  several geographical keys given for triangulation 
  of the Academy, and through exhaustive research 
  Halma  Varnus  and  the  Loremaster  Strans 
  Gilderthal have a possible location.  
  The regions of the Yeomanry explored in this 
  scenario are the University of Loftwick (specifically 
  the Academy of Lore) and the central reaches of 
  the Crystalmist Mountains.
  ADVENTURE SUMMARY
  Introduction: The adventure begins with the PCs 
  in Loftwick taking some well deserved rest. For 
  those having played  YEO 5-05 Into the Scarlet 
  Flames, Halma  Varnus  will approach them and 
  ask them for their help in a sensitive matter. If no 
  PCs have encountered Varnus in the past, they 
  will be approached by a beautiful red-haired Suel 
  woman.
  Encounter 1: At the Academy of Lore in Loftwick, 
  the  PCs  meet  with  Halma  Varnus  and  the 
  Loremaster, Strans Gilderthal. They learn of the 
  possible  existence  of  an  Academy  of  Arcane 
  Learning in the central Crystalmist Mountains.  
  Encounter 2: The PCs have an encounter on the 
  way  to  the  suspected  site  of  the  Suel  Arcane 
  Academy. The combat is with the underlings of 
  giants or with giants at higher APL.
  YEO6-02 Seeking Scarlet Glory
  Page 3
  
  Encounter 3: Two days after the encounter with 
  the  giants  (or minions) the  party  arrives  at the 
  location on the map. The ground is perfectly flat. A 
  search  of  the  area  yields  a  small  amount  of 
  evidence that a structure existed. To one side is a 
  section of eroded stone that looks as if it once 
  was a stair. 
  Encounter 4: That night the party is met by a 
  strange  fellow.  He  appears  to  be  a  derro,  but 
  instead  of  combat,  he  offers  a  deal  to  the 
  adventurers. There are men infiltrating the area 
  that  mean  harm  to  the  Yeomanry  League  and 
  these same men are threatening his small village 
  in the mountains.  
  Encounter 5: The derro guides the PCs to an 
  ambush spot and tells them that a patrol of the 
  evil men ought to be traveling through the area 
  within the next day. He will meet them in a couple 
  of days and show his gratitude.  
  Encounter 6: A group of obvious Suel humans 
  move  through  the  pass  with  a  pair  of  dakon 
  cohorts. The party may choose to negotiate with 
  the  Suel  or  attack.  The  party  will  have  the 
  advantage of surprise and terrain. The Suel would 
  rather negotiate than enter into a disadvantaged 
  combat. Negotiation will reveal that the derro is 
  playing both sides against the other.  
  Encounter 7: If the PCs slaughter the Agents of 
  the Scarlet Brotherhood, the derro come back and 
  thank the PCs. They say that several other agents 
  are back at their hold and if the PCs would help 
  them they would be grateful.  
  Encounter  8: If  the  PCs  ally  with  the  Scarlet 
  Brotherhood  agents,  the  derro  will  return  and 
  initiate  combat.  The  Brotherhood  members  will 
  fight defensively and not contribute much to the 
  fight.  The  brotherhood  members  will  thank  the 
  PCs  and  ask  them  to accompany  them  to the 
  derro’s hold to rescue some of their members.  
  Encounter 9: The approach to the derro outpost 
  is guarded by their enemies. The party must fight 
  their way into the outpost, only to discover that 
  their potential allies have been slaughtered.
  Encounter 10: The PCs are asked by the group 
  they aided to keep their presence secret. For their 
  silence,  they  will  be  given  favor.  If  the  PCs 
  express that they have no intention of remaining 
  quiet,  the group  of  former  allies  will attack  the 
  PCs.
  Conclusion:  The PCs return to the Academy of 
  Lore in Loftwick. They may choose to tell Halma 
  Varnus and Loremaster Strans Gilderthal part or 
  all of what occurred. Their disclosures may impact 
  the final conclusion.
  PREPARATION FOR PLAY
  Before  beginning  play  determine  the 
  following
  •
  Determine  if  any  PCs  are  members  of  the 
  Scarlet Brotherhood from COR 4-04 Redtide
  •
  Determine if any PCs bear a Mark of Justice 
  of the Scarlet Brotherhood.
  •
  Determine if any PCs participated in  YEO 5-
  05 Into the Scarlet Flames and have Branded 
  noted  on  their  AR  and  have  not  had  it 
  removed on a subsequent AR.
  •
  Determine if any of the PCs speak Dwarven 
  or Undercommon.
  Is This a Military Adventure?
  As  Yeoman  officials  do  not  consider  the 
  events of this adventure important to the defense 
  of the Yeomanry, thus members of any branch of 
  the  Yeoman  military  may  NOT  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 NOT possible in this adventure.
  INTRODUCTION
  For those parties that have NOT played YEO 5-
  05
  The chill of early spring is still in the air as 
  you find yourself at the Drunken Scholar Inn 
  in  Loftwick.  The  food  is  good,  the  ale  is 
  strong, and the fire is keeping the chill at bay.
  This is a good spot for in-character introductions if 
  they are needed.
  As you finish up the last of your meal, the 
  barkeep approaches your table. “Yer tab’s all 
  YEO6-02 Seeking Scarlet Glory
  Page 4
  
  paid up. Some lady paid it in full a few minutes 
  ago and asked me to give you this here note.” 
  Give the players Player Handout #1.
  For those parties that have played YEO 5-05 
  Into the Scarlet Flames
  The chill of early spring is still in the air as 
  you find yourself at the Drunken Scholar Inn 
  in  Loftwick.  The  food  is  good,  the  ale  is 
  strong, and the fire is keeping the chill at bay. 
  Out  of  the  corner  of  your  eye  you  see  a 
  striking  redheaded  woman  in  blue  robes 
  making her way to your table.  You recognize 
  the woman as Halma Varnus, the apprentice of 
  the Wizard Kevis.   
  “Greetings, my friends, I have a problem that 
  could use your  skills. It involves something 
  that I am working on at the Academy of Lore. I 
  can’t  really  discuss  it  without  one  of  the 
  Masters present, as it is Academy business, 
  but if you all could come to the Academy of 
  Lore tomorrow, one of the Masters and I will 
  go over the problem with you. Can I count on 
  you to come by in the morning?”
  The PC’s can attempt to ask questions, but Halma 
  will ask them to please understand that she can’t 
  speak of it now out of loyalty to the Masters of the 
  Academy, but she knows that all will be revealed 
  to them in the morning. Once the players agree to 
  meet her in the morning, read the following.
  “Thank  you  so much.  When you  get to the 
  Academy, just have a page escort you to me. 
  I’ll  see  you  in  the  morning.”  Halma  turns, 
  walks to the door and makes her way into the 
  early spring night.
  If the PCs wish to Gather Information they can 
  find out the following:
  DC = 5
  •
  The young woman spends two evenings a 
  week in the inn with some of her fellow 
  students at the Academy of Lore.
  •
  She is an apprentice to a newer member 
  of the Academy  that’s rumored to be a 
  wizard.
  DC = 10
  •
  The woman is a refugee from the Hold of 
  the Sea Princes.
  •
  Her  master  provides  her  with  a  small 
  stipend for her expenses.
  DC = 15
  •
  The woman has been doing research with 
  a scholar named Strans Gilderthal.
  DC = 20
  •
  The young woman has been working on 
  some translations of an ancient text dating 
  from the Suloise Migration.
  ENCOUNTER 1: BACK TO 
  SCHOOL
  You get up the next morning well rested and 
  after  a  breakfast  of  porridge,  bacon,  and 
  honey-biscuits  at  the  Drunken  Scholar  Inn, 
  you make your way to the Academy of Lore. 
  During  your  walk  to  the  main  building  you 
  notice  the  finely-cut,  frost-covered  grounds 
  are spaced with grey, granite buildings with 
  black  slate  roofs.  Upon  entering  the  main 
  building  of  the  Academy  of  Lore  a  young 
  student  in  somber  black  robes  sitting  at  a 
  desk asks, “How may I help you?”
  After  hearing  who  the  PCs  are  here  to  meet, 
  continue.
  The  page  rings  a bell  and  another  younger 
  student comes out of a chamber to the right of 
  the desk. The page says to the younger man, 
  “These  people  have  an  appointment  with 
  Halma Varnus. I believe you will find her with 
  Master Strans Gilderthal.”  
  The young page bows to you and says, “If you 
  would please follow me?” You are lead out of 
  the main building and into a building to the 
  right. As you enter you see a central hallway 
  with four doors to either side. The last door on 
  the left stands ajar. As the page knocks on it 
  the door comes open to reveal an older man 
  standing  at  a  slate  board  sketching  some 
  runes. Halma Varnus is thumbing through a 
  book  giving  a  meaning  to  the  runes  being 
  sketched.  The  young  page  clears  his  throat 
  and  says,  “Master  Gilderthal,  these… 
  adventurers have an appointment.”
  YEO6-02 Seeking Scarlet Glory
  Page 5
  
  The older man looks up and says, “Very good. 
  You may leave us.” The page bows and leaves 
  the room.  
  The older man bids you enter and sit down. He 
  takes his chair beside the fireplace and says 
  “My  friend,  Miss  Varnus,  and  I  have  been 
  working on a text dating from just before the 
  Rain of Colorless Fire. It speaks of a school of 
  magical learning. For years none of us at the 
  Academy  of  Lore  could  decipher  the  exact 
  meaning or location of the school, until Miss 
  Varnus came to us. Her education in the East 
  has proven very insightful and has enabled us 
  to decipher some of the more cryptic tomes 
  we have in regards to the ancient academy. 
  What we would like for you to do is to go and 
  see  if  our  theory  about  the  location  is 
  correct.”
  Halma  rises  and  says,  “I  can’t  offer  you 
  payment for this, but if we are correct, there 
  will be several useful items in the school that 
  the Academy of Lore would be interested in. I 
  have a map to the site we believe is the right 
  location.”
  Information for the PCs:
  •
  The PCs are provided with a crude map to 
  the academy in Player Handout #2
  •
  The only payment Halma can offer is the 
  opportunity  for the  PCs  to scribe  spells 
  from her spellbook immediately after the 
  adventure. This is granted on the AR if the 
  PC’s ask her for compensation.
  •
  If the PCs press for payment from Master 
  Gilderthal he will offer to pay them 25 gp 
  per APL (i.e. 50 gp at APL 2). They lose 
  Influence with the Academy of Lore on the 
  AR.
  •
  PCs that volunteer for the survey mission 
  without compensation will be awarded the 
  Influence with the Academy of Lore favor 
  on the AR.
  •
  It should take them about 4 days to get to 
  the site location.
  ENCOUNTER 2: MISTY 
  MOUNTAIN HOP
  The journey to the Crystalmist Mountains is 
  slow.  The  roads  are  wet  and  muddy.  The 
  spring  rains  leave  a  chill  to  the  air.  The 
  weather begins to clear as you get closer to 
  the mountains, and on the morning you enter 
  the mountains the rain clears as the west wind 
  blows.
  The first day into the mountains is arduous in 
  places. Your second day in search of the site 
  is  more  fruitful,  and  the  path  you  make 
  through  the  mountains  is  less  difficult. 
  Occasionally, you find yourselves on a path 
  with paving stones. Grass and shrubs sprout 
  from between some of the stones in the road 
  bed.
  See DM Aid: Map #1. Have the party make spot 
  and listen checks. The DC for this is based upon 
  opposed  Hide  and  Move  Silent  checks  for  the 
  hunters for each of the APLs. 
  APL 2 (EL 4)
  Bugbears (2): hp 16; see  Monster Manual, 
  page 29.
  APL 4 (EL 7)
  Ogre Rgr2: hp 47; see Appendix 2.
  Ogre War2: hp 47; see Appendix 2.
  APL 6 (EL 9)
  Ogre Rgr2: hp 47; see Appendix 3.
  Ogre Ftr2: hp 50; see Appendix 3.
  Ogre  Mage:  hp  37;  see  Monster  Manual, 
  page 200.
  APL 8 (EL 11)
  Ogre Rgr4: hp 68; see Appendix 4.
  Ogre Ftr4: hp 65; see Appendix 4.
  Ogre Barb4: hp 72; see Appendix 4.
  Ogre  Mage:  hp  37;  see  Monster  Manual, 
  page 200.
  Tactics: At APL 2 and 4, the Bugbears and Ogres 
  are out hunting and this is a location frequented 
  by  game.  They  feel  that  they  are  lucky  in 
  stumbling  across  adventurers,  because  this will 
  not only provide them with some income, but also 
  provide them with an ample supply of food for the 
  next few days.
  At APL 6 and 8, the Ogre Mage divined that there 
  would be possible profit in sitting at this location 
  on this morning and are waiting for fortune to find 
  them.   
  YEO6-02 Seeking Scarlet Glory
  Page 6
  
  ENCOUNTER 3: ALL ALONG 
  THE WATCHTOWER
  Two days later near the end of the day, you 
  follow the road bed and come to a ridge in the  
  mountains.
  See DM Aid: Map #2.
  Ahead of you is a perfectly flat black stone 
  area  that  shimmers  like  glass.  As  you 
  approach the stone you see that to the right 
  there is a 200 foot sheer drop to the valley 
  below. To your left is a ramp that slopes down 
  toward the opposite valley.  Across the valley 
  to the right, you see a large carving etched 
  into the mountain. As the sun sets, it reveals 
  the carving more clearly, causing the eyes to 
  blaze brightly. You can see that it is a carving 
  of a human female, with a staff is in her right 
  hand topped by a skull. She is clad in red with 
  flowing hair.
  A Knowledge (Religion) DC 10 reveals that the 
  figure  in  the  mountain  is  The  Ruby  Sorceress 
  (Wee-Jas).
  If the PC’s use some means to get across the 
  valley  to the opposite  mountainside  (this  would 
  take flying or similar) and do anything other than 
  look  at  the  carving,  please  mark  on  their  AR 
  Disrespected Wee Jas.
  A  DC  20  Knowledge  (architecture  and 
  engineering), DC 20 Craft (stoneworking), or DC 
  20 Search by a Dwarf PC will note that the stone 
  had been worked sometime in the past.  
  A DC 25 Search  check  of the face  of the cliff 
  beside the gently sloped stone that leads to the 
  valley below shows traces of worked stone with 
  flecks of gold and silver.  
  A DC 20 Knowledge (arcana) will yield that these 
  flecks of gold and silver are parts of a large series 
  of runes that seem to be command words, but do 
  not  yield  a  full  explanation  of  what  they  may 
  trigger.  
  Knowledge (History) DC 36 or Bardic Knowledge 
  DC 41 will determine that Suel structures of this 
  era were safeguarded in several ways and some 
  of them could only be entered through ritual and a 
  great deal of arcane preparation.
  Any PC casting Detect Magic will see traces of 
  Enchantment magic about the area. Focusing on 
  the flat area will detect moderate Transmutation 
  magic.
  Any PC casting Divination spells about the area 
  will get vague responses implying that this was 
  the site of a place of arcane study in the past but 
  the  method  of  entry  is  complex  and  requires 
  knowledge  that  is  obscured  from  the  caster. 
  Those  PCs  with  True  Seeing  will  see  a  large 
  magical structure of indiscernible shape.  Legend 
  Lore type spells will yield a result pointing to the 
  fact  that  the  knowledge  and  key  to  enter  the 
  structure can be found in many locations and the 
  closest is to the North and East.
  As  the  PC’s  are  looking  around  the  area  and 
  making  these  checks,  make  it  clear  that  it  is 
  growing darker by the minute. Hopefully they will 
  get the hint and camp until morning.
  ENCOUNTER 4: BLINDED BY 
  THE LIGHT
  In the middle of the night, you hear a voice in 
  the  distance.  “Greetings,  brave  adventurers! 
  Do you mind if I approach? I have something 
  that you may find interesting.”
  Allow for the PCs to wake all the members of the 
  party, make any preparations they feel necessary, 
  etc.
  A small humanoid in dark non-descript robes 
  stands before you.  He has a staff in his right 
  hand. “Good people, I am Ferrater. Some time 
  ago some men came into this area doing a 
  survey looking for some lost treasure. They 
  befriended  us  with  promises  of  wealth  and 
  glory. They have given neither. I know they are 
  not  friendly  to  your  government,  and  they 
  have become a danger to me and those that I 
  hold dear. If you all would help me remove 
  their leader, I believe that my people could do 
  the rest. I know where their leader is headed in 
  two days; I can show you a place to ambush 
  him, if you will help me.”
  Ferrater tells the PCs no lies and could not be 
  subject to detect thoughts, detect evil, or discern 
  lies as he is wearing a ring of mind shielding and 
  his goal is getting rid of the humans in the area. 
  Ferrater  is  a  derro.  While  the  PCs  may  be 
  suspicious, he tells them nothing that is not 100% 
  true. On a DC 25 Sense Motive check, the PCs 
  can tell that he is not telling them everything. If 
  pressed,  he  will  tell  them  that  he  cannot  be 
  implicated in the elimination of this cruel man as it 
  would  be  his  downfall.  He  will  answer  the 
  following questions.
  YEO6-02 Seeking Scarlet Glory
  Page 7
  
  Who is the man he needs eliminated?
  The leader of the group is named Uncle Faoran. 
  He claims to be a Wizard, but he doesn’t seem 
  that powerful.
  Why is the group dangerous to the Yeoman 
  government?
  They claim some type of “brotherhood” and have 
  odd looking henchmen. They can not be natural; 
  the  strange  men  wait  on  these  golden  haired 
  devils as if they are slaves. They act as if they live 
  only to serve.
  Tactics:  Under no circumstances does Ferrater 
  wish to fight the PCs and will use any and all of 
  his means to get away from the location if the PCs 
  offer combat. He has a readied action to use his 
  spell-like  ability  to  cause  darkness  on  a  stone 
  between himself and the PCs in the event of them 
  moving to attack him. He will then cast invisibility 
  upon himself to keep the PCs from attacking him 
  as he tries to leave. He wishes to use the PCs to 
  unknowingly do his bidding, not get himself killed. 
  Ferrater is listed in Appendix 7 if his stats are 
  needed. If the PCs kill him, all they have left is 
  fruitless searching. Proceed to the conclusion.
  ENCOUNTER 5: 
  ANTICIPATION
  The path your guide takes is rocky and harsh. 
  You  move  along  the  edge  of  rocky  crags. 
  Eventually  you come  to a worn  path  in the 
  mountains.  At  the  top  of  a  ridge  the  derro 
  says,  “They  ought  to  be  here  some  time 
  tomorrow.  They  are  maniacs  and  fanatics, 
  them  and  their  slave  men.  They  will  try  to 
  tempt you to their cause and fog your minds. 
  Do not trust them. They are evil and bent on 
  the conquest of your lands.” He moves down 
  the slope of the hill on the other side of the  
  pass and disappears from your sight.
  Allow the PCs to arrange themselves in the pass 
  to support the best means of ambush (See DM 
  Aid: Map #3 - Ambush Site). Allow them time to 
  set  their  tactics  then  continue  to  Encounter  6. 
  Have  the  PCs  keep  watch,  making  Spot  and 
  Listen checks during every watch.
  ENCOUNTER 6: GOOD 
  MORNING STARSHINE
  The sun rises at your back as you stare west 
  into  the  pass.  Near  midmorning,  you  see 
  several  humanoids  headed  up the path that 
  leads  to  the  pass.  All  have  an  arm  raised, 
  shielding their eyes from the morning sun. A 
  pair  of  obviously  Suel  humans  is  climbing 
  toward you with a pair of ape-like humanoids. 
  All have packs with sturdy grey rope attached 
  to the sides and top of the pack. They all have  
  tight fitting clothes with climbing harnesses.  
  Prompt the PCs for what they intend to do. The 
  Encounter  Level  is  scaled  lower  than  the 
  Challenge Ratings of their opponents. The PCs 
  have  overwhelming  advantages.  They  have 
  surprise on the mountaineers (with a -5 on the 
  mountaineer’s spot checks due to the sun in the 
  eyes  of  the  mountaineers),  they  have  the 
  advantage of terrain, they can choose the time of 
  attack, and the mountaineers are carrying tools for 
  excavation and exploration not battle.
  Tactics: The mountaineers would prefer any form 
  of negotiation as opposed to a fight. They will try 
  to flee (back to the Derro hold, possibly adding to 
  the final encounter) if more than half of their party 
  goes down. The dakons defend the Suel and will 
  attempt to drag their masters to safety if they are 
  injured or incapacitated.
  If the PCs choose negotiations with Uncle Faoran, 
  he  will  tell  the  PCs  that  he  has  been  set  up 
  because the derro think that he is searching for 
  untold wealth, when he is actually searching for 
  an ancient Suel settlement. He is more concerned 
  about the history of his people’s past than finding 
  riches. Go on to Encounter 8 if they do not fight.
  APL 2 (EL 4)
  Uncle Faoran, Male Human (Suel) Wiz6: hp 
  18; see Appendix 1.
  Chem,  Male  Dakon  War1:  hp  5;  see 
  Appendix 1.
  Sister Roan, female Human (Suel) Rog1: hp 
  7; see Appendix 1.
  Jem, Male Dakon War1: hp 5; see Appendix 
  1.
  APL 4 (EL 6)
  Uncle Faoran, Male Human (Suel) Wiz6: hp 
  18; see Appendix 2.
  YEO6-02 Seeking Scarlet Glory
  Page 8
  
  Chem, Male Dakon Clr1: hp 9; see Appendix 
  2.
  Sister Roan, female Human (Suel) Rog2: hp 
  11; see Appendix 2.
  Jem, Male Dakon Ftr1: hp 11; see Appendix 
  2.
  APL 6 (EL 8)
  Uncle Faoran, Male Human (Suel) Wiz6: hp 
  18; see Appendix 3.
  Chem,  Male  Dakon  Clr3:  hp  20;  see 
  Appendix 3.
  Sister Roan, female Human (Suel) Rog3: hp 
  16; see Appendix 3.
  Jem, Male Dakon Ftr3: hp 25; see Appendix 
  3.
  APL 8 (EL 10)
  Uncle Faoran, Male Human (Suel) Wiz6: hp 
  18; see Appendix 4.
  Chem,  Male  Dakon  Clr6:  hp  41;  see 
  Appendix 4.
  Sister Roan, female Human (Suel) Rog6: hp 
  32; see Appendix 4.
  Jem, Male Dakon Ftr6: hp 50; see Appendix 
  4.
  Note: If the PCs  kill the Agents  of the Scarlet 
  Brotherhood and anyone bearing the  Shar  tattoo 
  from COR 4-04 actively participates in the fight, 
  the  Mark  of  Justice  will  take  effect.  Active 
  participation  would  be  offensive  participation 
  (attacking, aiding in the attack, casting of spells to 
  help the party in their attack, i.e. enlarge person, 
  bull’s strength, haste, etc). The casting of healing 
  spells to stabilize party members, performing heal 
  checks  to stabilize party members, and casting 
  defensive  spells  on  themselves  is  not active 
  participation in the fight and does not activate the 
  mark of justice.
  If they fight and kill the SB, go on to Encounter 7.
  ENCOUNTER 7: WAR PIGS
  The aftermath of the battle is calm and quiet. 
  You  wait  through  the  rest  of  the  day  for 
  Ferrater to return. At twilight, you are greeted 
  by a different derro than the one you spoke 
  with two nights ago. He walks into the light 
  holding a torch and says, “My master will not 
  be able to come to retrieve you as the white 
  devils  have  attacked  those  inside  the  hold. 
  Please  come  with  me  and  help  save  my 
  people. The travel will be tough but there is a 
  place to rest a few hours away.  e can attack at 
  dawn.”  
  If the party assents to go with the derro proceed to 
  Encounter 10.  
  If the party does not go with the derro, they leave 
  after a few minutes and the adventure is over. 
  Proceed to the conclusion.  
  If the party attacks the derro go to Encounter 8, 
  reading the following text (ignoring the box text in 
  Encounter 8).
  As you draw you weapons to attack the derro, 
  several others step out of the shadows. Roll 
  initiative…
  Following the combat, a PC with the Track feat 
  may  not  make  a  survival  check  to  determine 
  where the derro came from as they were under 
  the influence of a  pass without trace spell. They 
  have fought both groups and have no way to find 
  the camp or reason to look for it. The module is 
  over. Proceed to the conclusion.
  ENCOUNTER 8: TAKING 
  CARE OF BUSINESS
  The Suel man in robes swears when you tell 
  him of the deal offered by the derro, Ferrater. 
  “Thank you, for not following the advice of a 
  traitorous derro. We have companions at their 
  hold that are in danger. Would you be willing 
  to free our companions? We are ill-equipped 
  to assault their keep.”  
  As twilight falls, a derro walks from a rock 
  outcropping  flanked  by  companions.  He 
  shouts, “BETRAYERS!” Roll initiative…
  Tactics: The members of the Scarlet Brotherhood 
  are not prepared for combat. They go full defense 
  immediately  and  their dakon  companions  ready 
  actions versus approach should any derro or their 
  allies attempt to attack their masters.
  APL 2 (EL 4)
  Derro: hp 16; see Monster Manual, page 49.
  Goblin (2): hp 5; see  Monster Manual, page 
  133.
  YEO6-02 Seeking Scarlet Glory
  Page 9
  
  APL 4 (EL 6)
  Derro (3): hp 16; see Monster Manual, page 
  49.
  APL 6 (EL 8)
  Derro Sor4: hp 41; see Appendix 3.
  Derro (2): hp 16; see Monster Manual, page 
  49.
  APL 8 (EL 10)
  Derro Rog3 (3): hp 36; see Appendix 4.
  Derro Sor4: hp 40; see Appendix 4.
  Note: If the PCs fought both the Agents of the 
  Scarlet Brotherhood and the derro, the adventure 
  ends here. They have no means of locating the 
  path to the Derro Hold. Go on to the Conclusion.
  After the battle Uncle Faoran is most insistent that 
  the PCs proceed with haste to the Derro Hold to 
  rescue his people. If the PCs choose to rest a day 
  before  the  assault  on  the  hold  increase  the 
  amount of derro and allies by 3 times their number 
  for  each  day  of  rest.  At  APL  4,  6  and  8,  the 
  increase is just for non-casting derro. Examples: 
  At APL 2 after 1 day of rest between Encounter 8 
  and Encounter 9, there would be 3 derro and 6 
  Goblins. At APL 6 after 1 day of rest between 
  Encounter 8 and Encounter 9, there would be 1 
  derro Sor3 and 8 derro. At APL 8, the number of 
  derro increased is only  derro from the Monster 
  Manual.  There  are  no  derro  with  class  levels 
  added to the encounter.
  ENCOUNTER 9: BALLROOM 
  BLITZ
  As  the  PCs  approach  the  derro’s  hold,  Uncle 
  Faoran will cast any of his available spells on any 
  of the PCs that they wish.
  The possible spells available (remove any that he 
  was forced to cast for his own defense earlier in 
  the module) to the PCs are:
  1st— detect  secret  doors  (2),  mage  armor, 
  expeditious retreat; 
  2nd—knock (2), resist energy, invisibility; 
  At APL 4-8:
  3rd—dispel magic (2), fly.
  The  path  to  the  derro’s  hold  is  long  and 
  treacherous. Boulders and loose stones litter 
  the  path  indicating  unstable  cliffs  and  rock 
  formations.  As you get closer you see a cave 
  with several small humanoids at the mouth.  
  If any of the party is wearing some disguise to 
  resemble a derro, allow them to approach.
  A derro rises and calls out to you in Dwarven.
  For  those  PCs  that  speak  Dwarven,  the  derro 
  said:
  “Greetings!  What news of your effort?”
  If  the  PC  disguised  as  the  derro  answers  in 
  Dwarven that the Scarlet Brotherhood party has 
  been destroyed, the derro will allow the party to 
  approach within 30 feet of the cave mouth. If there 
  is  no  derro  with  the  party,  the  response  is 
  incorrect or the party gets within 30 feet of the 
  cave mouth without displaying their spoils say:
  The humanoids eye you with weapons drawn 
  before shouting a battle cry.  Roll Initiative…
  APL 2 (EL 4)
  Derro: hp 16; see Monster Manual, page 49.
  Goblin (2): hp 5; see  Monster Manual, page 
  133.
  APL 4 (EL 5)
  Derro (2): hp 16; see Monster Manual, page 
  49.
  APL 6 (EL 7)
  Derro Sor3: hp 32; see Appendix 3.
  Derro (2): hp 16; see Monster Manual, page 
  49.
  APL 8 (EL 9)
  Derro Rog3 (2): hp 36; see Appendix 4.
  Derro Sor4: hp 41; see Appendix 4.
  As the last sounds of battle fade and you tend 
  to your wounded, you see that the battle you 
  just fought was just one event on top of more 
  bloodshed. The floor is littered with the blood 
  of those that would have been allies. Against 
  the wall you see the bodies of those you came 
  to  help  free,  apparently  murdered  while 
  asleep.
  The PCs  may  search the bodies  of all of their 
  derro adversaries; during the search, they will find 
  the  Map of the Derro. If they show the map to 
  Uncle  Faoran,  he  looks  glassy-eyed  at  it  and 
  shrugs unknowingly.
  YEO6-02 Seeking Scarlet Glory
  Page 10
  
  Uncle  Faoran gazes at the floor  in disbelief 
  over his loss. He then brings his head up and 
  looks you in the eye. “You have shown that 
  you can be useful to me and my brothers. You 
  may take one of the badges you see on my 
  kinsmen  there.  It  will  indicate  to  other 
  members that you are a friend to us. May you 
  have more luck than those that owned them 
  before you.”
  The PC’s are granted the Badge of the Scarlet 
  Brotherhood on the AR.
  Note: Any PCs bearing the  Branded mark from 
  YEO 5-05 Into the Scarlet Flames or the mark of 
  justice  for  slaying  members  of  the  Scarlet 
  Brotherhood are  not offered  the  Badge of the 
  Scarlet Brotherhood on the AR.
  ENCOUNTER 10: THE BOYS 
  ARE BACK IN TOWN
  The derro quickly leads you to the hold of his 
  kin. You hear shouts and laughter in Ancient 
  Suloise from within the hold. The derro at your 
  side pulls his beard in frustration. The glint of 
  rage fills his eyes and colors his face with a 
  deep red. The derro howls in anger and you 
  hear the stirring of soldiers drawing weapons. 
  Roll Initiative!
  APL 2 (EL 4)
  Male  Human  (Suel)  War1  (4):  hp  9;  see 
  Appendix 1.
  Female  Human  (Suel)  Ade2:  hp  9;  see 
  Appendix 1.
  APL 4 (EL 5)
  Male  Human  (Suel)  Ftr2  (2):  hp  18;  see 
  Appendix 2.
  Female  Human  (Suel)  Clr2:  hp  12;  see 
  Appendix 2.
  APL 6 (EL 7)
  Male  Human  (Suel)  Ftr4  (2):  hp  36;  see 
  Appendix 3.
  Female  Human  (Suel)  Clr4:  hp  24;  see 
  Appendix 3.
  APL 8 (EL 9)
  Male  Human  (Suel)  Mnk6:  hp  36;  see 
  Appendix 4.
  Male  Human  (Suel)  Ftr6:  hp  54;  see 
  Appendix 4.
  Female  Human  (Suel)  Clr6:  hp  36;  see 
  Appendix 4.
  Also  present  will  be  any  Suel  who  fled  from 
  Encounter 6. They will have had a day to rest, 
  heal, and refresh spells.
  Tactics:  At all APLs the Divine Spellcaster will 
  cast to aid their companions in the fight and will 
  only enter combat when their spells are exhausted 
  or they are forced into combat because they are 
  threatened.  
  At APL 8, the fighter will first attack the armor of 
  his opponent to sunder it. After sundering, he will 
  power  attack  for  full  in  an  attempt  to  kill  the 
  opponent as quickly as possible. The monk will 
  flank with the fighter if possible. If not, the monk 
  will target arcane spell casters first then move to 
  anyone with a bow.
  As the last sounds of battle fade and you tend 
  to your wounded, you see that the battle you 
  just fought was just one event on top of more 
  bloodshed. The floor is littered with the blood 
  of those that would have been allies. Against 
  the wall you see the bodies of those you came 
  to help free.
  The  PCs  may  search  the  bodies  of  all  of  the 
  Brotherhood adversaries; during the search, they 
  will find the  Map of the Derro. If they show the 
  map to their derro companion he looks  glassy-
  eyed at it and shrugs unknowingly.
  Your derro companion looks at the ground in 
  silence,  a  cold  glint  in  his  eye.  Then  he 
  speaks, “Thanks be given to you. Our enemies 
  you  have  punished  and  my  kin  you  have 
  avenged.  You  have  the  shown  your 
  usefulness  to  us.  My  master  Ferrater  the 
  Trader will grant you one boon. And take any 
  gear  from  the  dead  you  need,  they  aren’t 
  using it anymore.”
  The PC’s have earned the Trade with the Derro 
  on their AR.
  YEO6-02 Seeking Scarlet Glory
  Page 11
  
  CONCLUSION
  The unusual rivalry dealt with, you search the 
  area where the Academy should be for several 
  fruitless  days.  You  find  nothing  more 
  interesting than the piece of cleared land with 
  the odd magical auras. Finally,  you give up 
  and decide to report your meager findings. 
  The  journey  back  to  Loftwick  through  the 
  Crystalmist Mountains is uneventful. As you 
  make  your  way  onto  the  plains,  you  see 
  farmers beginning to plant their crops.
  Travel-worn, you make your way to the halls 
  of the University of Loftwick, where Halma and 
  Master  Gilderthal  wait  anxiously  for  your 
  findings.  After  you  are  seated,  Halma  asks, 
  “What did you discover?”
  Allow the PCs to detail their story. If they mention 
  anything  regarding  the group  they  aided  in the 
  mountains, mark off the favor of the organization 
  and  if  appropriate  grant  them  enmity  of  the 
  organization.  The  PCs  gain  the  Enmity  of  the 
  Scarlet  Brotherhood  if  they  tell  of  encountering 
  and defeating them.
  If the PCs took either side of the conflict.
  Your mission into the Crystalmists has won 
  you a powerful ally, but you cannot help but 
  think  that  with  that  ally  comes  an  enemy 
  lurking in the shadows to seek payment for 
  your deeds.
  If the PCs decided to kill everyone or no one
  Your  mission  into  the  Crystalmists  has  left 
  you more questions than answers. What once 
  existed  on  the  strange  plateau  in  the 
  mountains?  Why  were  there  agents  of  the 
  Scarlet Brotherhood in the mountains? What 
  is their alliance with the derro? Time will tell 
  …but you know that dark deeds are afoot in 
  the southern Sheldomar Valley.
  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.
  Note: It is intended that PC’s will not face all of 
  the combats. Be sure to add only those they do 
  fight to get their experience total.  
  Encounter 2
  Defeat the giant-kin in the Crystalmist Mountains.
  APL 2: 120 xp.
  APL 4: 210 xp.
  APL 6: 270 xp.
  APL 8: 330 xp.
  Encounter 6
  Eliminate the Members of the Scarlet Brotherhood
  APL 2: 120 xp.
  APL 4: 180 xp.
  APL 6: 240 xp.
  APL 8: 300 xp.
  Encounter 8
  Eliminate the derro.
  APL 2: 120 xp.
  APL 4: 180 xp.
  APL 6: 240 xp.
  APL 8: 300 xp.
  Encounter 9 or 10
  Defeat the Enemy in the Derro Hold.
  APL 2: 120 xp.
  APL 4: 150 xp.
  APL 6: 210 xp.
  APL 8: 270 xp.
  Story Award
  Return to the University of Loftwick and report the 
  conditions of the Academy site.
  APL 2: 45 xp.
  APL 4: 70 xp.
  APL 6: 90 xp.
  APL 8: 125 xp.
  Discretionary Roleplaying Award
  APL 2: 45 xp.
  APL 4: 60 xp.
  YEO6-02 Seeking Scarlet Glory
  Page 12
  
  APL 6: 90 xp.
  APL 8: 100 xp.
  Total possible experience
  APL 2: 450 xp.
  APL 4: 675 xp.
  APL 6: 900 xp.
  APL 8: 1,125 xp.
  TREASURE SUMMARY
  During  an  adventure,  characters  encounter 
  treasure, usually finding it in the possession of their 
  foes. Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure.
  The  loot  total  is  the  number  of gold  pieces 
  each character gains if the foes are plundered of all 
  their earthly possessions. Looting the bodies takes 
  at least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they  do  not  gain  this  gold.  If  you  feel  it  is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off  by  dungeon  scavengers,  removed  from  the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot. If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below.
  The coin total is the number of gold pieces 
  each character gains if they take the coin available. 
  A normal adventuring party can usually gather this 
  wealth in a round or so. If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below.
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to 
  use  them  during  the  adventure.  Many  times 
  characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and 
  how to activate it.  Other times they may attempt to 
  use  the  item  blindly.  If  the  magic  item  is 
  consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its 
  total is subtracted from the adventure totals below.
  Once  you  have  subtracted  the  value  for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value  increase  at the end of the 
  adventure. Write the total in the GP Gained field of 
  the  adventure  certificate.  Because  this  is  a 
  Regional  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.
  Note: It is intended that PC’s will not face all of 
  the enemies.  Be sure to add only those they do 
  defeat to get their gold total.  
  Encounter 1:
  APL 2: L: 0 gp, C: 50 gp, M: (0 gp).
  APL 4: L: 0 gp, C: 100 gp, M: (0 gp).
  APL 6: L: 0 gp, C: 150 gp, M: (0 gp).
  APL 8: L: 0 gp, C: 200 gp, M: (0 gp).
  Encounter 2:
  APL 2: L: 4 gp, C: 10 gp, M: (0 gp).
  APL 4: L: 108 gp, C: 51 gp, M: (0 gp).
  APL 6: L: 113 gp, C: 80 gp, M:  large hide 
  armor +1 (98 gp).
  APL  8:  L:  99  gp,  C:  26  gp,  M:  large  hide 
  armor +1 x2 (196 gp), Large Greatclub +1 x3 
  (578 gp).
  Encounter 6:
  APL  2:  L:  87  gp,  C:  44  gp,  M:  ring  of 
  protection +1 (166 gp),  everburning torch  (8 
  gp), badge of resistance +1 (83 gp), wand of 
  magic missiles (62 gp).
  APL  4:  L:  134  gp,  C:  39  gp,  M:  ring  of 
  protection +1 (166 gp), ring of feather fall (183 
  gp), badge of resistance +1 (83 gp), wand of 
  magic missiles (62 gp).
  APL  6:  L:  99  gp,  C:  35  gp,  M:  ring  of 
  protection +1 (166 gp),  everburning torch  x3 
  (24 gp), badge of resistance +1 (83 gp), wand 
  of magic missiles (62 gp), chain shirt +1 (104 
  gp), studded leather +1  (98 gp),  breastplate 
  +1 (113 gp).
  APL  8:  L:  64  gp,  C:  20  gp,  M:  ring  of 
  protection +1 (166 gp),  everburning torch  x3 
  (24 gp), badge of resistance +1 (83 gp), wand 
  of magic missiles (62 gp), chain shirt +1 (104 
  gp), ring of climbing (208 gp), studded leather 
  +1  (98 gp),  darkwood shield +1  x2 (234 gp), 
  scroll of make whole (div)  (13 gp),  scroll of 
  detect good (div)  (2 gp),  breastplate +1  (113 
  gp), greataxe +1 (193 gp), gloves of dexterity 
  +2 (333 gp).
  YEO6-02 Seeking Scarlet Glory
  Page 13
  
  Encounter 8:
  APL 2: L: 29 gp, C: 20 gp, M: (0 gp).
  APL 4: L: 75 gp, C: 30 gp, M: (0 gp).
  APL 6: L: 189 gp, C: 58 gp, M: wand of magic 
  missiles  (62 gp),  scroll of true strike  (2 gp), 
  scroll of protection from arrows (13 gp).
  APL 8: L: 227 gp, C: 61 gp, M: wand of magic 
  missiles  (62 gp),  scroll of true strike  (2 gp), 
  scroll  of  protection  from  arrows  (13  gp), 
  studded leather +1 x3 (294 gp).
  Encounter 9:
  APL 2: L: 29 gp, C: 20 gp, M: (0 gp).
  APL 4: L: 50 gp, C: 20 gp, M: (0 gp).
  APL 6: L: 189 gp, C: 53 gp, M: wand of magic 
  missiles (62 gp).
  APL 8: L: 316 gp, C: 58 gp, M: wand of magic 
  missiles (62 gp), bracers of armor +1 (83 gp), 
  studded leather +1 x2 (196 gp).
  Encounter 10:
  APL  2: L: 185 gp, C: 28 gp,  M:  Badge  of 
  Resistance +1(83 gp).
  APL 4: L: 311 gp, C: 52 gp, M: (0 gp).
  APL 6: L: 210 gp, C: 52 gp, M:  heavy steel 
  shield +1 (98 gp), breastplate +1 (113 gp), full 
  plate +1 x2 (358 gp).
  APL 8: L: 104 gp, C: 79 gp, M:  heavy steel 
  shield +1 (98 gp), breastplate +1 (113 gp), full 
  plate +1 (179 gp), ring of protection +1  (166 
  gp),  scroll of dispel magic  (31 gp),  dwarven 
  waraxe +1 (194 gp),  necklace of fireballs 2 
  (225 gp), light crossbow +1 (195 gp).
  Total  Possible  Treasure  (Maximum 
  Reward Allowed)
  APL 2: L: 334 gp, C: 172 gp, M: 402 gp – 
  Total: 908 gp (450 gp).
  APL 4: L: 640 gp, C: 292 gp, M: 494 gp – 
  Total: 1426 gp (650 gp).
  APL 6: L: 800 gp, C: 428 gp, M: 1456 gp – 
  Total: 2684 gp (900 gp).
  APL 8: L: 810 gp, C: 444 gp, M: 4320 gp – 
  Total: 5574 gp (1,300 gp).
  ITEMS FOR THE 
  ADVENTURE RECORD
  Special
  Influence  with  the  Academy  of  Lore:  For 
  undertaking a survey mission without any promise 
  of  monetary  compensation,  you  have  gained 
  influence with the Academy of Lore.
  Spells of Halma: This PC gains access (after this 
  adventure  ONLY)  to  copy  any  of  the  following 
  spells from Halma’s spellbook, at normal costs for 
  scribing  them:  1st –  expeditious  retreat,  feather 
  fall, mage armor, magic missile, shield, Tensor’s 
  floating  disk,  unseen  servant;  2nd –  blur,  cat’s 
  grace,  invisibility,  scorching  ray,  spider  climb, 
  web; 3rd – gaseous form, nondetection.
  Badge  of  the  Scarlet  Brotherhood:  For  your 
  service to the Scarlet Brotherhood you have been 
  offered a badge of resistance +1 (Freq: Adv).
  Badge of Resistance +1: This ivory badge (fist 
  sized) confers a resistance bonus to all saves for 
  the wearer. Additionally, it identifies the wearer as 
  sympathetic  to  the  goals  of  the  Scarlet 
  Brotherhood to other members of the order, who 
  recognize its significance on sight.  
  Faint  abjuration;  CL:  5;  Prerequisites:  Craft 
  Wondrous Item, resistance, item must be created 
  in  the  secret  city  of  Hesuel  Ilshar,  located 
  somewhere  on  the  Tilvanot  Peninsula; Market 
  Price: 1000gp; Weight: ½ lb. 
  Enmity of the Scarlet Brotherhood: The PCs 
  accepted the gifts of the Scarlet Brotherhood and 
  then reported their activities. For doing this the PC 
  is no longer eligible to play missions sponsored by 
  the Scarlet Brotherhood.
  Betrayer of the Scarlet Brotherhood: This PC 
  has  slain  members  of  the  Scarlet  Brotherhood 
  after becoming a member of the organization in 
  COR4-04 Redtide.  For doing this the PC is no 
  longer eligible to play missions sponsored by the 
  Scarlet  Brotherhood.  The  Mark  of  the  Scarlet 
  Brotherhood now acts as a mark of justice.
  Trade with the Derro: For helping the derro, the 
  PCs  can  choose  one  item  of  Ferrater’s  to  get 
  access  Freq:  Regional  (must  circle  one 
  immediately). The items to choose from are: ring 
  of feather fall, ring of mind shielding, or wand of 
  magic missiles (1st level). If the derro are revealed 
  to anyone at a later date by this PC, cross out this 
  favor.
  YEO6-02 Seeking Scarlet Glory
  Page 14
  
  Map  of  the  Derro:  You  have  found  a map  of 
  cavern complexes. You are unsure where it leads; 
  only time will tell.
  Disrespected Wee Jas: Oops?
  Item Access
  APL 2:
  •
  Wand  of  Magic  Missiles  –  1st level  caster 
  (Adventure; Dungeon Master’s Guide)
  •
  Everburning  Torch  (Adventure;  Dungeon 
  Master’s Guide)
  •
  Ring of Feather Falling (Adventure; Dungeon 
  Master’s Guide)
  •
  Ring of Mind Shielding (Adventure; Dungeon 
  Master’s Guide)
  APL 4 (all of APL 2 plus the following):
  •
  Large Javelin (Adventure; Player’s Handbook)
  •
  Large Masterwork composite longbow (+4 Str 
  bonus) (Adventure; Player’s Handbook)
  •
  Darkwood  Heavy  Shield  (Adventure; 
  Dungeon Master’s Guide)
  •
  Large  Masterwork  Hide  Armor  (Adventure; 
  Player’s Handbook)
  •
  Large Masterwork Leather Armor (Adventure; 
  Player’s Handbook)
  •
  Large  Masterwork  Greatclub  (Adventure; 
  Player’s Handbook)
  APL 6 (all of APLs 2, 4 plus the following):
  •
  Large  Long  Bow  (Adventure;  Player’s 
  Handbook
  •
  Large  Greatsword  (Adventure;  Player’s 
  Handbook)
  •
  Large  Hide  Armor  +1  (Adventure;  Player’s 
  Handbook)
  •
  Large  Chain  Shirt  (Adventure;  Player’s 
  Handbook)
  APL 8 (all of APLs 2, 4, 6 plus the following):
  •
  Large  Greatclub  +1  (Adventure;  Player’s 
  Handbook)
  •
  Ring  of  Climbing  (Adventure;  Dungeon 
  Master’s Guide)
  •
  Darkwood  Heavy  Shield  +1  (Adventure; 
  Dungeon Master’s Guide)
  •
  Necklace of Fireballs 2 (Adventure; Dungeon 
  Master’s Guide)
  YEO6-02 Seeking Scarlet Glory
  Page 15
  
  YEO6-02 Seeking Scarlet Glory
  Page 16
  
  APPENDIX 1 – APL 2
  ENCOUNTER 6
   
         
   
             
   
             
   
             
   
   
  Uncle  Faoran,  Male  Human  (Suel)  Wiz6: 
  Medium Humanoid; CR 6; HD 6d4; hp 18; Init +2; 
  Spd 30 ft.; AC 13, touch 13, flat-footed 11 (+2 dex, 
  +1 deflection); Base Atk/Grp: +3/+3; Atk +3 melee 
  (1d4, Dagger) or +5 ranged (1d4, Dagger); Full 
  Atk +3 melee (1d4, Dagger) or +5 ranged (1d4, 
  Dagger); SA --; SQ --; AL LE; SV Fort +5, Ref +5, 
  Will +8; Str 10, Dex 14, Con 10, Int 17, Wis 14, 
  Cha 10.
  Skills & Feats: Concentration +9, 
  Knowledge (Arcana) +12, Knowledge (History) 
  +12, Knowledge (Planes) +12, Spellcraft +14; 
  Alertness, Eschew Materials, Extend Spell, Great 
  Fortitude, Pure-Blooded SuelD319, Scribe Scroll. 
  D319Dragon #319.
  Languages: Common, Ancient Suel.
  Wiz Spells Prepared (4/4/4/3, save DC = 13 + 
  spell level): 0 – Detect Magic (2), Prestidigitation, 
  Read  Magic;  1st –  Detect  Secret  Doors  (2), 
  Expeditious Retreat, Mage Armor; 2nd – Invisibility, 
  Knock (2), Resist Energy; 3rd – Dispel Magic (2), 
  Fly.
  Spellbook: 0 –  Acid Splash, Dancing Lights, 
  Daze,  Detect  Magic,  Detect  Poison,  Disrupt 
  Undead, Flare, Ghost Sound, Light, Mage Hand, 
  Mending, Message, Open/Close, Prestidigitation, 
  Ray of Frost, Read Magic, Resistance, Touch of 
  Fatigue;  1st –  Comprehend  Languages,  Detect 
  Secret  Doors,  Detect  Undead,  Expeditious 
  Retreat,  Mage  Armor,  Magic  Missile,  Shield, 
  Unseen Servant; 2nd –  Invisibility, Knock, Resist 
  Energy, Web; 3rd – Dispel Magic, Fly, Haste, Slow.
  Possessions: Ring of Protection +1, Badge of 
  Resistance  +1,  Everburning  Torch,  Spellbook, 
  Wand of Magic Missile (1st), Dagger x2.
  Description: Standing just less than six feet, 
  Faoran has blond hair and blue eyes. His skin is 
  taunt from years of adventuring and bronze from 
  the  sun.  He  wears  shiny  black  boots,  brown 
  trousers, a white shirt with a red vest and a grey 
  cape.
  Sister  Roan,  Female  Human  (Suel)  Rog1: 
  Medium Humanoid; CR 1; HD 1d6+1; hp 7; Init 
  +7; Spd 30 ft.; AC 17, touch 13, flat-footed 14 (+3 
  dex,  +4  armor);  Base  Atk/Grp:  +0/+2;  Atk  +2 
  melee (1d6+2, Short Sword) or +4 ranged (1d6+2, 
  MW  Composite  Shortbow  +2  Str);  Full  Atk  +2 
  melee (1d6+2, Short Sword) or +4 ranged (1d6+2, 
  MW  Composite  Shortbow  +2  Str);  SA  Sneak 
  Attack +1d6; SQ Trapfinding; AL LE; SV Fort +1, 
  Ref +5, Will +1; Str 14, Dex 16, Con 12, Int 10, 
  Wis 12, Cha 10.
  Skills & Feats: Balance +6, Climb +5, Disable 
  Device +6, Listen +5, Open Lock +9, Search +4, 
  Spot  +5,  Tumble  +6,  Use  Rope  +7;  Improved 
  Initiative, Nimble Fingers.
  Languages: Common.
  Possessions:  MW  Chain  Shirt,  Backpack, 
  Bedroll,  Arrows  (20),  Silk  Rope  (100  ft.), 
  Waterskin,  Short  Sword,  MW  Composite 
  Shortbow (+2 Str Bonus).
  Description: Sister Roan is a thin woman with 
  bright, close-cropped red hair and blue-gray eyes. 
  She wears a chain shirt and brown leather pants 
  with reinforced knees. She has a bow and quiver 
  over her right shoulder and a short sword in a 
  scabbard over her left shoulder.
  Chem,  Male  Dakon  War1:  Medium  Humanoid; 
  CR ½ ; HD 1d8+1; hp 5; Init +2; Spd 30 ft.; AC 14, 
  touch 12, flat-footed 12 (+2 dex, +2 natural); Base 
  Atk/Grp: +1/+5; Atk +5 melee (1d3+4, slam) or +3 
  ranged (1d4, sling); Full Atk +5/+5 melee (1d3+4, 
  slams) or +3 ranged (1d4, sling); SA --; SQ scent; 
  AL LN; SV Fort +3, Ref +2, Will +3; Str 18, Dex 
  15,  Con  12,  Int  11,  Wis  12,  Cha  11.   Living 
  Greyhawk Journal #5.
  Skills & Feats:  Balance +6, Climb +14, Hide 
  +4, Listen +3, Sense Motive +5; Iron Will.
  Languages: Common.
  Possessions:  Backpack,  Climbing  Kit,  Silk 
  Rope  (100  ft.),  Sling,  Sling  Bullets  (20), 
  Everburning Torch.
  Description:
   Both  Chem  and  Jem  are 
  humanoids of nearly 6 feet. They are covered with 
  dark hair and have the facial features of a large 
  gorilla.
  Jem, Female Dakon War1: Medium Humanoid; 
  CR ½ ; HD 1d8+1; hp 5; Init +2; Spd 30 ft.; AC 14, 
  touch 12, flat-footed 12 (+2 dex, +2 natural); Base 
  Atk/Grp: +1/+5; Atk +5 melee (1d3+4, slam) or +3 
  ranged (1d4, sling); Full Atk +5/+5 melee (1d3+4, 
  slams) or +3 ranged (1d4, sling); SA --; SQ scent; 
  AL LN; SV Fort +3, Ref +2, Will +3; Str 18, Dex 
  15,  Con  12,  Int  11,  Wis  12,  Cha  11.   Living 
  Greyhawk Journal #5.
  Skills & Feats:  Balance +6, Climb +14, Hide 
  +4, Listen +3, Sense Motive +5; Iron Will.
  Languages: Common.
  YEO6-02 Seeking Scarlet Glory
  Page 17
  
  Possessions:  Backpack,  Climbing  Kit,  Silk 
  Rope  (100  ft.),  Sling,  Sling  Bullets  (20), 
  Everburning Torch.
  Description:
   Both  Chem  and  Jem  are 
  humanoids of nearly 6 feet. They are covered with 
  dark hair and have the facial features of a large 
  gorilla.
  ENCOUNTER 8
   
         
   
             
   
             
   
             
   
   
  Suel  Adept,  Female  Human  (Suel)  Ade2: 
  Medium Humanoid; CR 1; HD 2d6; hp 9; Init +5; 
  Spd 30 ft.; AC 11, touch 11, flat-footed 10 (+1 
  dex); Base Atk/Grp: +1/+0; Atk +0 melee (1d6-1, 
  Club) or +2 ranged (1d8, Light Crossbow); Full Atk 
  +0 melee (1d6-1, Club) or +2 ranged (1d8, Light 
  Crossbow); SA --; SQ --; AL LN; SV Fort +1, Ref 
  +2, Will +5; Str 8, Dex 12, Con 11, Int 10, Wis 13, 
  Cha 9.
  Skills & Feats: Concentration +5, Survival +6, 
  Knowledge  (Nature)  +7;
   Combat  Casting, 
  Improved Initiative.
  Languages: Common.
  Ade Spells Known/Prepared (3/2, save DC = 
  11 + spell level): 0 – Cure Minor Wounds, Light; 
  1st –  Burning  Hands,  Command,  Cure  Light 
  Wounds.
  Possessions:  Backpack,
   Club,
   Light 
  Crossbow, Bolts (20), Holy Symbol of Norebo, Silk 
  Rope (50 ft.), Cloak of Resistance +1.
  Description: This obvious Suel human is clad 
  in  simple  robes  wearing  the  Holy  Symbol  of 
  Norebo about her neck. She has a club attached 
  to her wrist a quiver of bolts at her side and a 
  crossbow slung across her back.
  Suel Warrior, Male Human (Suel) War1: Medium 
  Humanoid; CR 1; HD 1d8+1; hp 9; Init +0; Spd 30 
  ft.; AC 15, touch 10, flat-footed 15 (+3 armor, +2 
  shield);  Base  Atk/Grp:  +1/+2;  Atk  +4  melee 
  (1d8+1,  MW  heavy  mace)  or  +1  ranged  (1d8, 
  Light Crossbow); Full Atk +4 melee (1d8+1, MW 
  heavy mace) or +1 ranged (1d8, Light Crossbow); 
  SA --; SQ --; AL LN; SV Fort +3, Ref +0, Will +0; 
  Str 13, Dex 11, Con 12, Int 8, Wis 10, Cha 9.
  Skills  &  Feats:  Climb  +3,  Jump  +3;  Power 
  Attack, Weapon Focus.
  Languages: Common.
  Possessions:  Backpack,  Bolts  (20),  MW 
  Heavy  Mace,  Light  Crossbow,  Heavy  Wooden 
  Shield, Silk Rope (50 ft.), MW Studded Leather.
  Description:  These  obvious  Suel  men  are 
  wearing studded leather armor with heavy maces 
  tucked into their belts. Each has a quiver of bolts 
  on his right, a shield slung on his back and a 
  crossbow in his hands.
  YEO6-02 Seeking Scarlet Glory
  Page 18
  
  YEO6-02 Seeking Scarlet Glory
  Page 19
  
  APPENDIX 2 – APL 4
  ENCOUNTER 2
   
         
   
             
   
             
   
             
   
   
  Ogre Warrior, Male Ogre War2: Large Giant; CR 
  4; HD 6d8+12; hp 47; Init -1; Spd 20 ft.; AC 16, 
  touch  8,  flat-footed  16  (+3  armor,  +5  natural); 
  Base  Atk/Grp:  +5/+14;  Atk  +10  melee  (2d8+7, 
  MW Greatclub) or +3 ranged (1d8+10, Javelin); 
  Full Atk +10 melee (2d8+7, MW Greatclub) or +3 
  ranged (1d8+10, Javelin); SA --; SQ Darkvision 60 
  ft., low-light vision; AL CE; SV Fort +9, Ref +0, 
  Will +1; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 
  7.
  Skills & Feats: Climb +5, Listen +2, Spot +2; 
  Endurance,
   
  Toughness,
   Weapon
   Focus 
  (Greatclub).
  Languages: Giant.
  Possessions: MW Hide Armor,  Javelins (4), 
  MW Greatclub.
  Description: Adult ogres stand 9 to 10 feet tall 
  and weigh 600 to 650 pounds. Their skin color 
  ranges  from  dull  yellow  to  dull  brown.  Their 
  clothing consists of poorly cured furs and hides, 
  which add to their naturally repellent odor.
  Ogre Ranger, Male Ogre Rgr2: Large Giant; CR 
  5; HD 6d8+12; hp 47; Init -1; Spd 30 ft.; AC 15, 
  touch  8,  flat-footed  15  (+2  armor,  +5  natural); 
  Base  Atk/Grp:  +5/+14;  Atk  +10  melee  (2d8+7, 
  MW  Greatclub)  or  +5  ranged  (1d8+5,  MW 
  Composite Longbow +4 Str); Full Atk +10 melee 
  (2d8+7, MW Greatclub) or +5 ranged (1d8+5, MW 
  Composite Longbow +4 Str); SA --; SQ Darkvision 
  60  ft.,  low-light  vision,  Wild  Empathy,  Favored 
  Enemy (Dwarf); AL CE; SV Fort +9, Ref +3, Will 
  +1; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7.
  Skills & Feats: Climb +8, Listen +3, Spot +4, 
  Survival  +3;  Point  Blank  Shot,  Rapid  Shot, 
  Toughness, Track, Weapon Focus (Greatclub).
  Languages: Giant.
  Possessions:  MW  Leather  Armor,  MW 
  Composite  Longbow  (+4  Str  Bonus),  MW 
  Greatclub.
  Description: Adult ogres stand 9 to 10 feet tall 
  and weigh 600 to 650 pounds. Their skin color 
  ranges  from  dull  yellow  to  dull  brown.  Their 
  clothing consists of poorly cured furs and hides, 
  which add to their naturally repellent odor.
  ENCOUNTER 6
   
         
   
             
   
             
   
             
   
   
  Uncle  Faoran,  Male  Human  (Suel)  Wiz6: 
  Medium Humanoid; CR 6; HD 6d4; hp 18; Init +2; 
  Spd 30 ft.; AC 13, touch 13, flat-footed 11 (+2 dex, 
  +1 deflection); Base Atk/Grp: +3/+3; Atk +3 melee 
  (1d4, Dagger) or +5 ranged (1d4, Dagger); Full 
  Atk +3 melee (1d4, Dagger) or +5 ranged (1d4, 
  Dagger); SA --; SQ --; AL LE; SV Fort +5, Ref +5, 
  Will +8; Str 10, Dex 14, Con 10, Int 17, Wis 14, 
  Cha 10.
  Skills & Feats: Concentration +9, 
  Knowledge (Arcana) +12, Knowledge (History) 
  +12, Knowledge (Planes) +12, Spellcraft +14; 
  Alertness, Eschew Materials, Extend Spell, Great 
  Fortitude, Pure-Blooded SuelD319, Scribe Scroll. 
  D319Dragon #319.
  Languages: Common, Ancient Suel.
  Wiz Spells Prepared (4/4/4/3, save DC = 13 + 
  spell level): 0 – Detect Magic (2), Prestidigitation, 
  Read  Magic;  1st –  Detect  Secret  Doors  (2), 
  Expeditious Retreat, Mage Armor; 2nd – Invisibility, 
  Knock (2), Resist Energy; 3rd – Dispel Magic (2), 
  Fly.
  Spellbook: 0 –  Acid Splash, Dancing Lights, 
  Daze,  Detect  Magic,  Detect  Poison,  Disrupt 
  Undead, Flare, Ghost Sound, Light, Mage Hand, 
  Mending, Message, Open/Close, Prestidigitation, 
  Ray of Frost, Read Magic, Resistance, Touch of 
  Fatigue;  1st –  Comprehend  Languages,  Detect 
  Secret  Doors,  Detect  Undead,  Expeditious 
  Retreat,  Mage  Armor,  Magic  Missile,  Shield, 
  Unseen Servant; 2nd –  Invisibility, Knock, Resist 
  Energy, Web; 3rd – Dispel Magic, Fly, Haste, Slow.
  Possessions: Ring of Protection +1, Badge of 
  Resistance  +1,  Everburning  Torch,  Spellbook, 
  Wand of Magic Missile (1st), Dagger x2.
  Description: Standing just less than six feet, 
  Faoran has blond hair and blue eyes. His skin is 
  taunt from years of adventuring and bronze from 
  the  sun.  He  wears  shiny  black  boots,  brown 
  trousers, a white shirt with a red vest and a grey 
  cape.
  Sister  Roan,  Female  Human  (Suel)  Rog2: 
  Medium Humanoid; CR 2; HD 2d6+2; hp 11; Init 
  +7; Spd 30 ft.; AC 18, touch 13, flat-footed 15 (+3 
  dex,  +5  armor);  Base  Atk/Grp:  +1/+3;  Atk  +3 
  melee (1d6+2, Short Sword) or +5 ranged (1d6+2, 
  MW  Composite  Shortbow  +2  Str);  Full  Atk  +3 
  melee (1d6+2, Short Sword) or +5 ranged (1d6+2, 
  MW  Composite  Shortbow  +2  Str);  SA  Sneak 
  Attack +1d6; SQ Evasion, Trapfinding; AL LE; SV 
  Fort +1, Ref +6, Will +1; Str 14, Dex 16, Con 12, 
  Int 10, Wis 12, Cha 10.
  YEO6-02 Seeking Scarlet Glory
  Page 20
  
  Skills & Feats: Balance +7, Climb +6, Disable 
  Device +7, Listen +5, Open Lock +10, Search +5, 
  Spot  +6,  Tumble  +6,  Use  Rope  +8;  Improved 
  Initiative, Nimble Fingers.
  Languages: Common.
  Possessions:  Chain  Shirt  +1,  Backpack, 
  Bedroll,  Arrows  (20),  Silk  Rope  (100  ft.), 
  Waterskin,  Short  Sword,  MW  Composite 
  Shortbow (+2 Str Bonus).
  Description: Sister Roan is a thin woman with 
  bright, close-cropped red hair and blue-gray eyes. 
  She wears a chain shirt and brown leather pants 
  with reinforced knees. She has a bow and quiver 
  over her right shoulder and a short sword in a 
  scabbard over her left shoulder.
  Chem, Male Dakon Clr1: Medium Humanoid; CR 
  1; HD 1d8+1; hp 9; Init +2; Spd 30 ft.; AC 17, 
  touch 12, flat-footed 15 (+2 dex, +2 natural, +3 
  armor);  Base  Atk/Grp:  +1/+5;  Atk  +5  melee 
  (1d3+4, slam) or +3 ranged (1d4, sling); Full Atk 
  +5/+5 melee (1d3+4, slams) or +3 ranged (1d4, 
  sling); SA --; SQ scent; AL LN; SV Fort +5, Ref 
  +2, Will +5; Str 18, Dex 15, Con 12, Int 11, Wis 
  12, Cha 11.  Living Greyhawk Journal #5.
  Skills  &  Feats:  Balance  +6,  Climb  +14, 
  Concentration +8, Heal +5, Hide +4, Listen +3, 
  Sense  Motive  +5;  Iron  Will,  Skill  Focus 
  (Concentration).
  Languages: Common.
  Clr Spells Prepared (3/3, save DC = 11 + spell 
  level): 0 – Detect Magic, Light, Read Magic; 1st – 
  Bless, Comprehend Languages, Entropic Shield*.
  *Domain spell. Domains: Luck (You may reroll 
  one roll that you have just made before the DM 
  declares  whether  the  roll  results  in  success  or 
  failure. You must take the result of the reroll, even 
  if it’s worse than the original roll.), Trickery (Add 
  Bluff, Disguise, and Hide to your list of cleric class 
  skills.).
  Possessions: Backpack, Bedroll, Climbing Kit, 
  Everburning  Torch,  Silk  Rope  (100  ft.),  Sling, 
  Sling Bullets (20), MW Studded Leather.
  Description:
   Both  Chem  and  Jem  are 
  humanoids of nearly 6 feet. They are covered with 
  dark hair and have the facial features of a large 
  gorilla.
  Jem,  Female  Dakon  Ftr1:  Medium  Humanoid; 
  CR 1; HD 1d10+1; hp 11; Init +2; Spd 20 ft.; AC 
  19, touch 12, flat-footed 17 (+2 dex, +2 natural, +5 
  armor);  Base  Atk/Grp:  +2/+6;  Atk  +7  melee 
  (1d12+4,  MW  Greataxe)  or  +6  melee  (1d3+4, 
  slam) or +4 ranged (1d4, sling); Full Atk +7 melee 
  (1d12+4, MW Greataxe) or +6/+6 melee (1d3+4, 
  slams) or +4 ranged (1d4, sling); SA --; SQ scent; 
  AL LN; SV Fort +5, Ref +2, Will +3; Str 18, Dex 
  15,  Con  12,  Int  11,  Wis  12,  Cha  11.   Living 
  Greyhawk Journal #5.
  Skills & Feats:  Balance +3, Climb +11, Hide 
  +1, Jump +5, Listen +3, Sense Motive +5, Swim 
  +5; Dodge, Iron Will, Mobility.
  Languages: Common.
  Possessions: Backpack, Bedroll, Climbing Kit, 
  Everburning  Torch,  Silk  Rope  (100  ft.),  Sling, 
  Sling Bullets (20), MW Breastplate, MW Greataxe.
  Description:
   Both  Chem  and  Jem  are 
  humanoids of nearly 6 feet. They are covered with 
  dark hair and have the facial features of a large 
  gorilla.
  ENCOUNTER 10
   
       
              
   
             
   
             
   
   
  Suel Cleric, Female Human (Suel) Clr2: Medium 
  Humanoid; CR 2; HD 2d8; hp 12; Init +5; Spd 20 
  ft.; AC 18, touch 11, flat-footed 17 (+1 dex, +5 
  armor, +2 shield); Base Atk/Grp: +1/+1; Atk +2 
  melee (1d4, MW Dagger) or +3 ranged (1d8, MW 
  Light  Crossbow);  Full  Atk  +2  melee  (1d4,  MW 
  Dagger) or +3 ranged (1d8, MW Light Crossbow); 
  SA --; SQ --; AL LN; SV Fort +3, Ref +1, Will +5; 
  Str 10, Dex 12, Con 10, Int 10, Wis 15, Cha 12.
  Skills & Feats:  Concentration +5, Knowledge 
  (Religion)  +5,  Spellcraft  +5;  Combat  Casting, 
  Improved Initiative.
  Languages: Common.
  Clr Spells Prepared (4/4, save DC = 12 + spell 
  level):  0  –  Create  Water,  Detect  Magic,  Light, 
  Read  Magic;  1st –  Bless,  Entropic  Shield*, 
  Obscuring Mist, Shield of Faith.
  *Domain spell. Domains: Luck (You may reroll 
  one roll that you have just made before the DM 
  declares  whether  the  roll  results  in  success  or 
  failure. You must take the result of the reroll, even 
  if it’s worse than the original roll.), Trickery (Add 
  Bluff, Disguise, and Hide to your list of cleric class 
  skills.).
  Possessions: Backpack, MW Light Crossbow, 
  Bolts  (20),  Holy  Symbol  of  Norebo,  MW 
  Breastplate, MW Heavy Steel Shield, MW Dagger.
  Description:  Standing  only  5’5”  this  small 
  woman is of obvious Suel descent. She has long 
  blond hair held out of her eyes by a thin silver 
  circlet.  Her  green  eyes  are  like  two  emeralds 
  against her white skin. She wears her holy symbol 
  around her neck. Her armor and shield show the 
  signs of use but are in good repair.
  Suel Fighter, Male Human (Suel) Ftr1: Medium 
  Humanoid; CR 2; HD 2d10+4; hp 18; Init +5; Spd 
  20 ft.; AC 18, touch 11, flat-footed 17 (+5 armor, 
  +2 shield, +1 dex); Base Atk/Grp: +2/+4; Atk +6 
  melee  (1d10+2,  MW  Dwarven  Waraxe)  or  +4 
  YEO6-02 Seeking Scarlet Glory
  Page 21
  
  ranged (1d8, MW Light Crossbow); Full Atk +6 
  melee  (1d10+2,  MW  Dwarven  Waraxe)  or  +4 
  ranged (1d8, MW Light Crossbow); SA --; SQ --; 
  AL LN; SV Fort +5, Ref +1, Will +1; Str 14, Dex 
  12, Con 14, Int 10, Wis 12, Cha 8.
  Skills  &  Feats:  Craft  (Weaponsmith)  +5, 
  Intimidate  +4,  Jump  +4;  Exotic  Weapon 
  Proficiency  (Dwarven  Waraxe),  Improved 
  Initiative, Power Attack, Weapon Focus (Dwarven 
  Waraxe).
  Languages: Common.
  Possessions:  Backpack,  Bolts  (20),  MW 
  Breastplate,  MW  Light  Crossbow,  Darkwood 
  Shield, Silk Rope (50 ft.), MW Dwarven Waraxe.
  Description:  This Suel man is tall with bright 
  grey eyes and close cropped light blond hair. His 
  breastplate  is  polished  to  a  dull  sheen  and 
  unadorned shield shows signs of great care. The 
  dwarven war axe he bears is dark steel with the 
  cutting edge glowing bright silver.
  YEO6-02 Seeking Scarlet Glory
  Page 22
  
  APPENDIX 3 – APL 6
  ENCOUNTER 2
   
         
   
             
   
             
   
             
   
   
  Ogre Fighter, Male Ogre Ftr2: Large Giant; CR 
  5; HD 4d8+2d10+12; hp 50; Init -1; Spd 20 ft.; AC 
  17, touch 8, flat-footed 17 (+4 armor, +5 natural); 
  Base  Atk/Grp:  +5/+14;  Atk  +10  melee  (2d8+7, 
  MW Greatclub) or +3 ranged (1d8+10, Javelin); 
  Full Atk +10 melee (2d8+7, MW Greatclub) or +3 
  ranged (1d8+10, Javelin); SA --; SQ Darkvision 60 
  ft., low-light vision; AL CE; SV Fort +9, Ref +0, 
  Will +1; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 
  7.
  Skills & Feats: Climb +5, Listen +2, Spot +2; 
  Cleave, Great Cleave, Power Attack, Toughness, 
  Weapon Focus (Greatclub).
  Languages: Giant.
  Possessions:  Hide  Armor  +1,  Javelins  (4), 
  MW Greatclub.
  Description: Adult ogres stand 9 to 10 feet tall 
  and weigh 600 to 650 pounds. Their skin color 
  ranges  from  dull  yellow  to  dull  brown.  Their 
  clothing consists of poorly cured furs and hides, 
  which add to their naturally repellent odor.
  Ogre Ranger, Male Ogre Rgr2: Large Giant; CR 
  5; HD 6d8+12; hp 47; Init -1; Spd 30 ft.; AC 15, 
  touch  8,  flat-footed  15  (+2  armor,  +5  natural); 
  Base  Atk/Grp:  +5/+14;  Atk  +10  melee  (2d8+9, 
  Greatclub) or +5 ranged (1d8+5, MW Composite 
  Longbow  +4  Str);  Full  Atk  +10  melee  (2d8+9, 
  Greatclub) or +5 ranged (1d8+5, MW Composite 
  Longbow +4 Str); SA --; SQ Darkvision 60 ft., low-
  light  vision,  Wild  Empathy,  Favored  Enemy 
  (Dwarf); AL CE; SV Fort +9, Ref +3, Will +1; Str 
  21, Dex 8, Con 15, Int 6, Wis 10, Cha 7.
  Skills & Feats: Climb +7, Listen +3, Spot +4, 
  Survival  +3;  Point  Blank  Shot,  Rapid  Shot, 
  Toughness, Track, Weapon Focus (Greatclub).
  Languages: Giant.
  Possessions: Leather Armor, MW Composite 
  Longbow (+4 Str Bonus), Greatclub.
  Description: Adult ogres stand 9 to 10 feet tall 
  and weigh 600 to 650 pounds. Their skin color 
  ranges  from  dull  yellow  to  dull  brown.  Their 
  clothing consists of poorly cured furs and hides, 
  which add to their naturally repellent odor.
  ENCOUNTER 6
   
         
   
             
   
             
   
             
   
   
  Uncle  Faoran,  Male  Human  (Suel)  Wiz6: 
  Medium Humanoid; CR 6; HD 6d4; hp 18; Init +2; 
  Spd 30 ft.; AC 13, touch 13, flat-footed 11 (+2 dex, 
  +1 deflection); Base Atk/Grp: +3/+3; Atk +3 melee 
  (1d4, Dagger) or +5 ranged (1d4, Dagger); Full 
  Atk +3 melee (1d4, Dagger) or +5 ranged (1d4, 
  Dagger); SA --; SQ --; AL LE; SV Fort +5, Ref +5, 
  Will +8; Str 10, Dex 14, Con 10, Int 17, Wis 14, 
  Cha 10.
  Skills & Feats: Concentration +9, 
  Knowledge (Arcana) +12, Knowledge (History) 
  +12, Knowledge (Planes) +12, Spellcraft +14; 
  Alertness, Eschew Materials, Extend Spell, Great 
  Fortitude, Pure-Blooded SuelD319, Scribe Scroll. 
  D319Dragon #319.
  Languages: Common, Ancient Suel.
  Wiz Spells Prepared (4/4/4/3, save DC = 13 + 
  spell level): 0 – Detect Magic (2), Prestidigitation, 
  Read  Magic;  1st –  Detect  Secret  Doors  (2), 
  Expeditious Retreat, Mage Armor; 2nd – Invisibility, 
  Knock (2), Resist Energy; 3rd – Dispel Magic (2), 
  Fly.
  Spellbook: 0 –  Acid Splash, Dancing Lights, 
  Daze,  Detect  Magic,  Detect  Poison,  Disrupt 
  Undead, Flare, Ghost Sound, Light, Mage Hand, 
  Mending, Message, Open/Close, Prestidigitation, 
  Ray of Frost, Read Magic, Resistance, Touch of 
  Fatigue;  1st –  Comprehend  Languages,  Detect 
  Secret  Doors,  Detect  Undead,  Expeditious 
  Retreat,  Mage  Armor,  Magic  Missile,  Shield, 
  Unseen Servant; 2nd –  Invisibility, Knock, Resist 
  Energy, Web; 3rd – Dispel Magic, Fly, Haste, Slow.
  Possessions: Ring of Protection +1, Badge of 
  Resistance  +1,  Everburning  Torch,  Spellbook, 
  Wand of Magic Missile (1st), Dagger x2.
  Description: Standing just less than six feet, 
  Faoran has blond hair and blue eyes. His skin is 
  taunt from years of adventuring and bronze from 
  the  sun.  He  wears  shiny  black  boots,  brown 
  trousers, a white shirt with a red vest and a grey 
  cape.
  Sister  Roan,  Female  Human  (Suel)  Rog3: 
  Medium Humanoid; CR 3; HD 3d6+3; hp 16; Init 
  +7; Spd 30 ft.; AC 18, touch 13, flat-footed 15 (+3 
  dex,  +5  armor);  Base  Atk/Grp:  +2/+4;  Atk  +4 
  melee (1d6+2, Short Sword) or +6 ranged (1d6+2, 
  MW  Composite  Shortbow  +2  Str);  Full  Atk  +4 
  melee (1d6+2, Short Sword) or +6 ranged (1d6+2, 
  MW  Composite  Shortbow  +2  Str);  SA  Sneak 
  Attack  +2d6;  SQ  Evasion,  Trapfinding,  Trap 
  Sense +1; AL LE; SV Fort +2, Ref +6, Will +2; Str 
  14, Dex 16, Con 12, Int 10, Wis 12, Cha 10.
  Skills & Feats: Balance +9, Climb +7, Disable 
  Device +10, Listen +5, Open Lock +13, Search 
  YEO6-02 Seeking Scarlet Glory
  Page 23
  
  +6, Spot +7, Tumble +8, Use Rope +9; Improved 
  Initiative,  Nimble  Fingers,  Tactile  TrapsmithCV. 
  CVComplete Adventurer.
  Languages: Common.
  Possessions:  Chain  Shirt  +1,  MW  Thieves 
  Tools, Backpack, Bedroll, Arrows (20), Silk Rope 
  (100 ft.), Waterskin, Short Sword, MW Composite 
  Shortbow (+2 Str Bonus).
  Description: Sister Roan is a thin woman with 
  bright, close-cropped red hair and blue-gray eyes. 
  She wears a chain shirt and brown leather pants 
  with reinforced knees. She has a bow and quiver 
  over her right shoulder and a short sword in a 
  scabbard over her left shoulder.
  Chem, Male Dakon Clr3: Medium Humanoid; CR 
  3; HD 3d8+3; hp 20; Init +2; Spd 30 ft.; AC 20, 
  touch 12, flat-footed 18 (+2 dex, +2 natural, +4 
  armor, +2 shield); Base Atk/Grp: +3/+7; Atk +7 
  melee (1d3+4, slam) or +5 ranged (1d4, sling); 
  Full Atk +7/+7 melee (1d3+4, slams) or +5 ranged 
  (1d4, sling); SA --; SQ scent; AL LN; SV Fort +6, 
  Ref +5, Will +6; Str 18, Dex 15, Con 12, Int 11, 
  Wis 12, Cha 11.  Living Greyhawk Journal #5.
  Skills  &  Feats:  Balance  +7,  Climb  +15, 
  Concentration +10, Heal +7, Hide +5, Listen +3, 
  Sense  Motive +5; Iron Will,  Lightning  Reflexes, 
  Skill Focus (Concentration).
  Languages: Common.
  Clr Spells Prepared (4/4/2, save DC = 11 + 
  spell  level):  0 –  Detect  Magic,  Light  (2),  Read 
  Magic;  1st –  Bless,  Comprehend  Languages, 
  Detect  Undead,  Entropic  Shield*;  2nd –  Aid*, 
  Lesser Restoration.
  *Domain spell. Domains: Luck (You may reroll 
  one roll that you have just made before the DM 
  declares  whether  the  roll  results  in  success  or 
  failure. You must take the result of the reroll, even 
  if it’s worse than the original roll.), Trickery (Add 
  Bluff, Disguise, and Hide to your list of cleric class 
  skills.).
  Possessions: Backpack, Bedroll, Climbing Kit, 
  Everburning  Torch,  Silk  Rope  (100  ft.),  Sling, 
  Sling  Bullets  (20),  Studded  Leather  +1,  MW 
  Darkwood Shield.
  Description:
   Both  Chem  and  Jem  are 
  humanoids of nearly 6 feet. They are covered with 
  dark hair and have the facial features of a large 
  gorilla.
  Jem,  Female  Dakon  Ftr3:  Medium  Humanoid; 
  CR 3; HD 3d10+3; hp 25; Init +6; Spd 20 ft.; AC 
  22, touch 12, flat-footed 20 (+2 dex, +2 natural, +6 
  armor, +2 shield); Base Atk/Grp: +4/+8; Atk +9 
  melee  (1d12+4,  MW  Greataxe)  or  +8  melee 
  (1d3+4, slam) or +6 ranged (1d4, sling); Full Atk 
  +9 melee (1d12+4, MW Greataxe) or +8/+8 melee 
  (1d3+4, slams) or +6 ranged (1d4, sling); SA --; 
  SQ scent; AL LN; SV Fort +6, Ref +3, Will +4; Str 
  18,  Dex  15,  Con  12,  Int  11,  Wis  12,  Cha  11. 
  Living Greyhawk Journal #5.
  Skills & Feats:  Balance +4, Climb +12, Hide 
  +2, Jump +8, Listen +3, Sense Motive +5, Swim 
  +8; Dodge, Improved Initiative, Iron Will, Mobility, 
  Power Attack.
  Languages: Common.
  Possessions: Backpack, Bedroll, Climbing Kit, 
  Everburning  Torch,  Silk  Rope  (100  ft.),  Sling, 
  Sling Bullets (20), Breastplate +1, MW Greataxe, 
  MW Darkwood Shield.
  Description:
   Both  Chem  and  Jem  are 
  humanoids of nearly 6 feet. They are covered with 
  dark hair and have the facial features of a large 
  gorilla.
  ENCOUNTER 8
   
         
   
             
   
             
   
             
   
   
  Derro  Sorcerer,  Male  Derro  Sor4:  Small 
  Monstrous Humanoid; CR 7; HD 3d8+4d4+14; hp 
  41; Init +6; Spd 20 ft.; AC 15, touch 13, flat-footed 
  13 (+2 dex, +2 natural, +1 size); Base Atk/Grp: 
  +5/+1; Atk +7 melee (1d6, MW Short Sword) or 
  +10  ranged  (1d8+1,  MW  Repeating  Light 
  Crossbow);  Full Atk  +7  melee  (1d6,  MW Short 
  Sword)  or  +10  ranged  (1d8+1,  MW  Repeating 
  Light  Crossbow);  SA  poison  use,  spell-like 
  abilities, sneak attack +1d6; SQ madness, spell 
  resistance 15, vulnerability to sunlight; AL CE; SV 
  Fort +4, Ref +6, Will +10; Str 11, Dex 14, Con 14, 
  Int 10, Wis 5, Cha 16.
  Skills  &  Feats:  Bluff  +6,  Concentration  +6, 
  Hide +10, Listen +1, Move Silently +8, Spellcraft 
  +3;  Blind-Fight,  Improved  Initiative,  Point  Blank 
  Shot.
  Madness  (Ex): Derro  use  their  Charisma 
  modifier  on Will saves  instead  of their  Wisdom 
  modifier,  and  have  immunity  to  confusion  and 
  insanity  effects.  A  derro  cannot  be  restored  to 
  sanity by any means short of a  miracle  or  wish 
  spell.
  The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty 
  to their Wisdom scores. A derro restored to sanity 
  gains 6 points of Wisdom and loses 6 points of 
  Charisma.
  Poison Use (Ex):  Derro typically carry 2d4 
  doses  of  greenblood  oil  or  Medium  monstrous 
  spider venom, applying it to their crossbow bolts. 
  Derro  are  not  at  risk  of  poisoning  themselves 
  when handling poison.
  Sneak  Attack  (Ex): Any  time  a  derro’s 
  opponent is denied his Dexterity bonus to AC, or if 
  a derro flanks his opponent, he deals an extra 1d6 
  YEO6-02 Seeking Scarlet Glory
  Page 24
  
  points  of  damage.  This  ability  is  just  like  the 
  rogue’s  sneak  attack  and  subject  to  the  same 
  limitations.
  Spell-Like Abilities: At will—darkness, ghost 
  sound;  1/day—  daze  (DC 13), sound burst  (DC 
  15).  Caster  level  3rd.  The  save  DCs  are 
  Charisma-based.
  Vulnerability to Sunlight (Ex): A derro takes 
  1 point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution 
  score  reaches  0.  Lost  Constitution  points  are 
  recovered  at  the  rate  of  1  per  every  24-hour 
  period spent underground or otherwise sheltered 
  from the sun.
  Languages: Dwarven, Undercommon.
  Sor  Spells  Known (6/7/4,  save  DC  = 13  + 
  spell  level):  0  –  Arcane  Mark,  Detect  Magic, 
  Detect  Poison,  Ray  of  Frost,  Read  Magic, 
  Resistance; 1st –  Charm Person, Magic Missile, 
  True Strike; 2nd – Web.
  Possessions: MW Repeating Light Crossbow, 
  Bolts (20), Greenblood oil poison (8), MW Short 
  Sword, Spell Component Pouch, Wand of Magic 
  Missile (1st), Scroll of True Strike (arc), Scroll of 
  Protection from Arrows (arc).
  Description:
   This  small  stocky  dwarflike 
  humanoid is clad in black robes with coarse white 
  hair, bulbous white eyes, and long mustaches.
  ENCOUNTER 9
   
         
   
             
   
             
   
             
   
   
  Derro  Sorcerer,  Male  Derro  Sor3:  Small 
  Monstrous Humanoid; CR 6; HD 3d8+3d4+12; hp 
  32; Init +6; Spd 20 ft.; AC 15, touch 13, flat-footed 
  13 (+2 dex, +2 natural, +1 size); Base Atk/Grp: 
  +4/+0; Atk +6 melee (1d6, MW Short Sword) or +8 
  ranged (1d8, MW Repeating Light Crossbow); Full 
  Atk  +6  melee  (1d6,  MW  Short  Sword)  or  +8 
  ranged (1d8, MW Repeating Light Crossbow); SA 
  poison use, spell-like abilities, sneak attack +1d6; 
  SQ madness, spell resistance 15, vulnerability to 
  sunlight; AL CE; SV Fort +4, Ref +6, Will +9; Str 
  11, Dex 14, Con 14, Int 10, Wis 5, Cha 16.
  Skills  &  Feats:  Bluff  +5,  Concentration  +5, 
  Hide +10, Listen +1, Move Silently +8, Spellcraft 
  +3;  Blind-Fight,  Draconic  HeritageCA,  Improved 
  Initiative. CAComplete Arcane.
  Madness  (Ex): Derro  use  their  Charisma 
  modifier  on Will saves  instead  of their  Wisdom 
  modifier,  and  have  immunity  to  confusion  and 
  insanity  effects.  A  derro  cannot  be  restored  to 
  sanity by any means short of a  miracle  or  wish 
  spell.
  The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty 
  to their Wisdom scores. A derro restored to sanity 
  gains 6 points of Wisdom and loses 6 points of 
  Charisma.
  Poison Use (Ex):  Derro typically carry 2d4 
  doses  of  greenblood  oil  or  Medium  monstrous 
  spider venom, applying it to their crossbow bolts. 
  Derro  are  not  at  risk  of  poisoning  themselves 
  when handling poison.
  Sneak  Attack  (Ex): Any  time  a  derro’s 
  opponent is denied his Dexterity bonus to AC, or if 
  a derro flanks his opponent, he deals an extra 1d6 
  points  of  damage.  This  ability  is  just  like  the 
  rogue’s  sneak  attack  and  subject  to  the  same 
  limitations.
  Spell-Like Abilities: At will—darkness, ghost 
  sound;  1/day—  daze  (DC 13), sound burst  (DC 
  15).  Caster  level  3rd.  The  save  DCs  are 
  Charisma-based.
  Vulnerability to Sunlight (Ex): A derro takes 
  1 point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution 
  score  reaches  0.  Lost  Constitution  points  are 
  recovered  at  the  rate  of  1  per  every  24-hour 
  period spent underground or otherwise sheltered 
  from the sun.
  Languages: Dwarven, Undercommon.
  Sor Spells Known (6/5, save DC = 13 + spell 
  level): 0 –  Detect Magic, Detect Poison, Ray of 
  Frost,  Read  Magic,  Resistance;  1st –  Charm 
  Person, Lesser Orb of AcidSC, True Strike. SCSpell 
  Compendium.
  Possessions: MW Repeating Light Crossbow, 
  Bolts (20), Greenblood oil poison (8), MW Short 
  Sword, Spell Component Pouch, Wand of Magic 
  Missile (1st).
  Description:
   This  small  stocky  dwarflike 
  humanoid is clad in black robes with coarse white 
  hair, bulbous white eyes, and long mustaches.
  ENCOUNTER 10
   
       
              
   
             
   
             
   
   
  Suel Cleric, Female Human (Suel) Clr4: Medium 
  Humanoid; CR 4; HD 4d8; hp 24; Init +5; Spd 20 
  ft.; AC 20, touch 11, flat-footed 19 (+1 dex, +6 
  armor, +3 shield); Base Atk/Grp: +3/+3; Atk +4 
  melee (1d4, MW Dagger) or +5 ranged (1d8, MW 
  Light  Crossbow);  Full  Atk  +4  melee  (1d4,  MW 
  Dagger) or +5 ranged (1d8, MW Light Crossbow); 
  SA --; SQ --; AL LN; SV Fort +4, Ref +2, Will +7; 
  Str 10, Dex 12, Con 10, Int 10, Wis 16, Cha 12.
  Skills & Feats:  Concentration +7, Knowledge 
  (Religion)  +7,  Spellcraft  +7;  Combat  Casting, 
  Improved Initiative, Shielded CastingRS.  RSRaces 
  of Stone.
  Languages: Common.
  Clr Spells Prepared (5/5/4, save DC = 13 + 
  spell level): 0 – Create Water (2), Detect Magic, 
  YEO6-02 Seeking Scarlet Glory
  Page 25
  
  Light, Read Magic; 1st –  Bless, Entropic Shield*, 
  Obscuring  Mist,  Shield  of Faith  (2);  2nd –  Aid*, 
  Bull’s Strength, Delay Poison, Lesser Restoration.
  *Domain spell. Domains: Luck (You may reroll 
  one roll that you have just made before the DM 
  declares  whether  the  roll  results  in  success  or 
  failure. You must take the result of the reroll, even 
  if it’s worse than the original roll.), Trickery (Add 
  Bluff, Disguise, and Hide to your list of cleric class 
  skills.).
  Possessions: Backpack, MW Light Crossbow, 
  Bolts (20),  Holy  Symbol of Norebo, Breastplate 
  +1, Heavy Steel Shield +1, MW Dagger.
  Description:  Standing  only  5’5”  this  small 
  woman is of obvious Suel descent. She has long 
  blond hair held out of her eyes by a thin silver 
  circlet.  Her  green  eyes  are  like  two  emeralds 
  against her white skin. She wears her holy symbol 
  around her neck. Her armor and shield show the 
  signs of use but are in good repair.
  Suel Fighter, Male Human (Suel) Ftr4: Medium 
  Humanoid; CR 4; HD 4d10+8; hp 36; Init +5; Spd 
  20 ft.; AC 22, touch 11, flat-footed 21 (+9 armor, 
  +2 shield, +1 dex); Base Atk/Grp: +4/+6; Atk +8 
  melee  (1d10+4,  MW  Dwarven  Waraxe)  or  +6 
  ranged (1d8, MW Light Crossbow); Full Atk +8 
  melee  (1d10+4,  MW  Dwarven  Waraxe)  or  +6 
  ranged (1d8, MW Light Crossbow); SA --; SQ --; 
  AL LE; SV Fort +6, Ref +4, Will +2; Str 15, Dex 
  12, Con 14, Int 10, Wis 12, Cha 8.
  Skills  &  Feats:  Craft  (Weaponsmith)  +7, 
  Intimidate  +6,  Jump  +4;  Exotic  Weapon 
  Proficiency  (Dwarven  Waraxe),  Improved 
  Initiative,  Lightning  Reflexes,  Power  Attack, 
  Weapon  Focus  (Dwarven  Waraxe),  Weapon 
  Specialization (Dwarven Waraxe).
  Languages: Common.
  Possessions: Backpack, Bolts (20), MW Light 
  Crossbow, Darkwood Shield, Silk Rope (50 ft.), 
  MW Dwarven Waraxe, Full Plate +1.
  Description:  This Suel man is tall with bright 
  grey eyes and close cropped light blond hair. His 
  breastplate  is  polished  to  a  dull  sheen  and 
  unadorned shield shows signs of great care. The 
  dwarven war axe he bears is dark steel with the 
  cutting edge glowing bright silver.
  YEO6-02 Seeking Scarlet Glory
  Page 26
  
  APPENDIX 4 – APL 8
  ENCOUNTER 2
   
         
   
             
   
             
   
             
   
   
  Ogre Fighter, Male Ogre Ftr4: Large Giant; CR 
  7; HD 4d8+4d10+16; hp 65; Init -1; Spd 20 ft.; AC 
  17, touch 8, flat-footed 17 (+4 armor, +5 natural); 
  Base Atk/Grp: +7/+17; Atk +13 melee (2d8+12, 
  Greatclub +1) or +5 ranged (1d8+11, Javelin); Full 
  Atk  +13/+8  melee  (2d8+12,  Greatclub  +1)  or 
  +5/+0  ranged  (1d8+11,  Javelin);  SA  --;  SQ 
  Darkvision 60 ft., low-light vision; AL CE; SV Fort 
  +10, Ref +1, Will +2; Str 22, Dex 8, Con 15, Int 6, 
  Wis 10, Cha 7.
  Skills & Feats: Climb +7, Jump +5, Listen +2, 
  Spot  +2;  Cleave,  Great  Cleave,  Power  Attack, 
  Toughness, Weapon Focus (Greatclub), Weapon 
  Specialization (Greatclub).
  Languages: Giant.
  Possessions:  Hide  Armor  +1,  Javelins  (4), 
  Greatclub +1.
  Description: Adult ogres stand 9 to 10 feet tall 
  and weigh 600 to 650 pounds. Their skin color 
  ranges  from  dull  yellow  to  dull  brown.  Their 
  clothing consists of poorly cured furs and hides, 
  which add to their naturally repellent odor.
  Ogre Ranger, Male Ogre Rgr4: Large Giant; CR 
  7; HD 8d8+24; hp 68; Init -1; Spd 30 ft.; AC 15, 
  touch  8,  flat-footed  15  (+2  armor,  +5  natural); 
  Base  Atk/Grp:  +7/+16;  Atk  +12  melee  (2d8+8, 
  Greatclub  +1)  or  +7  ranged  (1d8+5,  MW 
  Composite  Longbow  +4  Str);  Full  Atk  +12/+7 
  melee  (2d8+8,  Greatclub  +1)  or  +7/+2  ranged 
  (1d8+5, MW Composite Longbow +4 Str); SA --; 
  SQ  Darkvision  60  ft.,  low-light  vision,  Wild 
  Empathy,  Favored  Enemy  (Dwarf);  AL  CE;  SV 
  Fort +11, Ref +4, Will +2; Str 21, Dex 8, Con 16, 
  Int 6, Wis 10, Cha 7.
  Skills & Feats: Climb +12, Listen +5, Spot +5, 
  Survival +4; Endurance, Point Blank Shot, Rapid 
  Shot,  Toughness,  Track,  Weapon  Focus 
  (Greatclub).
  Languages: Giant.
  Possessions:  MW  Leather  Armor,  MW 
  Composite  Longbow  (+4  Str  Bonus),  Greatclub 
  +1.
  Description: Adult ogres stand 9 to 10 feet tall 
  and weigh 600 to 650 pounds. Their skin color 
  ranges  from  dull  yellow  to  dull  brown.  Their 
  clothing consists of poorly cured furs and hides, 
  which add to their naturally repellent odor.
  Ogre Barbarian, Male Ogre Bbn4: Large Giant; 
  CR 7; HD 4d8+4d12+16; hp 72; Init -1; Spd 30 ft.; 
  AC  17,  touch  8,  flat-footed  17  (+4  armor,  +5 
  natural);  Base  Atk/Grp:  +7/+17;  Atk  +13  melee 
  (2d8+10,  Greatclub  +1)  or  +5  ranged  (1d8+11, 
  Javelin);  Full  Atk  +13/+8  melee  (2d8+10, 
  Greatclub +1) or +5/+0 ranged (1d8+11, Javelin); 
  SA --; SQ Darkvision 60 ft., low-light vision, Trap 
  Sense +1, Uncanny Dodge; AL CE; SV Fort +10, 
  Ref +1, Will +2; Str 22, Dex 8, Con 15, Int 6, Wis 
  10, Cha 7.
  Skills & Feats: Climb +7, Jump +9, Listen +2, 
  Spot  +2;  Power  Attack,  Toughness,  Weapon 
  Focus (Greatclub).
  Languages: Giant.
  Possessions:  Hide  Armor  +1,  Javelins  (4), 
  Greatclub +1.
  Description: Adult ogres stand 9 to 10 feet tall 
  and weigh 600 to 650 pounds. Their skin color 
  ranges  from  dull  yellow  to  dull  brown.  Their 
  clothing consists of poorly cured furs and hides, 
  which add to their naturally repellent odor.
  ENCOUNTER 6
   
         
   
             
   
             
   
             
   
   
  Uncle  Faoran,  Male  Human  (Suel)  Wiz6: 
  Medium Humanoid; CR 6; HD 6d4; hp 18; Init +2; 
  Spd 30 ft.; AC 13, touch 13, flat-footed 11 (+2 dex, 
  +1 deflection); Base Atk/Grp: +3/+3; Atk +3 melee 
  (1d4, Dagger) or +5 ranged (1d4, Dagger); Full 
  Atk +3 melee (1d4, Dagger) or +5 ranged (1d4, 
  Dagger); SA --; SQ --; AL LE; SV Fort +5, Ref +5, 
  Will +8; Str 10, Dex 14, Con 10, Int 17, Wis 14, 
  Cha 10.
  Skills & Feats: Concentration +9, 
  Knowledge (Arcana) +12, Knowledge (History) 
  +12, Knowledge (Planes) +12, Spellcraft +14; 
  Alertness, Eschew Materials, Extend Spell, Great 
  Fortitude, Pure-Blooded SuelD319, Scribe Scroll. 
  D319Dragon #319.
  Languages: Common, Ancient Suel.
  Wiz Spells Prepared (4/4/4/3, save DC = 13 + 
  spell level): 0 – Detect Magic (2), Prestidigitation, 
  Read  Magic;  1st –  Detect  Secret  Doors  (2), 
  Expeditious Retreat, Mage Armor; 2nd – Invisibility, 
  Knock (2), Resist Energy; 3rd – Dispel Magic (2), 
  Fly.
  Spellbook: 0 –  Acid Splash, Dancing Lights, 
  Daze,  Detect  Magic,  Detect  Poison,  Disrupt 
  Undead, Flare, Ghost Sound, Light, Mage Hand, 
  Mending, Message, Open/Close, Prestidigitation, 
  YEO6-02 Seeking Scarlet Glory
  Page 27
  
  Ray of Frost, Read Magic, Resistance, Touch of 
  Fatigue;  1st –  Comprehend  Languages,  Detect 
  Secret  Doors,  Detect  Undead,  Expeditious 
  Retreat,  Mage  Armor,  Magic  Missile,  Shield, 
  Unseen Servant; 2nd –  Invisibility, Knock, Resist 
  Energy, Web; 3rd – Dispel Magic, Fly, Haste, Slow.
  Possessions: Ring of Protection +1, Badge of 
  Resistance  +1,  Everburning  Torch,  Spellbook, 
  Wand of Magic Missile (1st), Dagger x2.
  Description: Standing just less than six feet, 
  Faoran has blond hair and blue eyes. His skin is 
  taunt from years of adventuring and bronze from 
  the  sun.  He  wears  shiny  black  boots,  brown 
  trousers, a white shirt with a red vest and a grey 
  cape.
  Sister  Roan,  Female  Human  (Suel)  Rog6: 
  Medium Humanoid; CR 6; HD 6d6+6; hp 32; Init 
  +8; Spd 30 ft.; AC 19, touch 14, flat-footed 15 (+4 
  dex,  +5  armor);  Base  Atk/Grp:  +4/+6;  Atk  +8 
  melee (1d6+2, Short Sword) or +9 ranged (1d6+2, 
  MW  Composite  Shortbow  +2  Str);  Full  Atk  +8 
  melee (1d6+2, Short Sword) or +9 ranged (1d6+2, 
  MW  Composite  Shortbow  +2  Str);  SA  Sneak 
  Attack  +3d6;  SQ  Evasion,  Trapfinding,  Trap 
  Sense +2, Uncanny Dodge; AL LE; SV Fort +3, 
  Ref +9, Will +3; Str 14, Dex 19, Con 12, Int 10, 
  Wis 12, Cha 10.
  Skills  &  Feats:  Balance  +11,  Climb  +10, 
  Disable Device +11, Jump +9, Listen +7, Open 
  Lock +15, Search +9, Spot +10, Tumble +14, Use 
  Rope  +13;  Improved  Initiative,  Nimble  Fingers, 
  Tactile
   
  TrapsmithCV,
   
  Weapon
   
  Finesse. 
  CVComplete Adventurer.
  Languages: Common.
  Possessions: Gloves  of Dexterity  +2, Chain 
  Shirt  +1,  Backpack,  Bedroll,  Arrows  (20),  Silk 
  Rope  (100  ft.),  Waterskin,  Short  Sword,  MW 
  Composite Shortbow (+2 Str Bonus).
  Description: Sister Roan is a thin woman with 
  bright, close-cropped red hair and blue-gray eyes. 
  She wears a chain shirt and brown leather pants 
  with reinforced knees. She has a bow and quiver 
  over her right shoulder and a short sword in a 
  scabbard over her left shoulder.
  Chem, Male Dakon Clr6: Medium Humanoid; CR 
  6; HD 6d8+6; hp 41; Init +2; Spd 30 ft.; AC 21, 
  touch 12, flat-footed 19 (+2 dex, +2 natural, +4 
  armor, +3 shield); Base Atk/Grp: +5/+9; Atk +9 
  melee (1d3+4, slam) or +7 ranged (1d4, sling); 
  Full Atk +9/+9 melee (1d3+4, slams) or +7 ranged 
  (1d4, sling); SA --; SQ scent; AL LN; SV Fort +10, 
  Ref +6, Will +8; Str 18, Dex 15, Con 12, Int 11, 
  Wis 13, Cha 11.  Living Greyhawk Journal #5.
  Skills  &  Feats:  Balance  +7,  Climb  +20, 
  Concentration +13, Heal +10, Hide +5, Listen +3, 
  Sense  Motive  +5;  Great  Fortitude,  Iron  Will, 
  Lightning Reflexes, Skill Focus (Concentration).
  Languages: Common.
  Clr Spells Prepared (5/5/4/3, save DC = 11 + 
  spell  level):  0 –  Detect  Magic,  Light  (3),  Read 
  Magic;  1st –  Bless,  Comprehend  Languages, 
  Detect Undead (2), Entropic Shield*;  2nd –  Aid*, 
  Consecrate,
   
  Eagle’s
   
  Splendor,
   
  Lesser 
  Restoration;  3rd –  Dispel Magic, Protection from 
  Energy, Searing Light.
  *Domain spell. Domains: Luck (You may reroll 
  one roll that you have just made before the DM 
  declares  whether  the  roll  results  in  success  or 
  failure. You must take the result of the reroll, even 
  if it’s worse than the original roll.), Trickery (Add 
  Bluff, Disguise, and Hide to your list of cleric class 
  skills.).
  Possessions: Backpack, Bedroll, Climbing Kit, 
  Everburning  Torch,  Silk  Rope  (100  ft.),  Sling, 
  Sling  Bullets  (20),  Ring  of  Climbing,  Studded 
  Leather +1, Darkwood Shield +1, Scroll of Make 
  Whole (div), Scroll of Detect Good (div).
  Description:
   Both  Chem  and  Jem  are 
  humanoids of nearly 6 feet. They are covered with 
  dark hair and have the facial features of a large 
  gorilla.
  Jem,  Female  Dakon  Ftr6:  Medium  Humanoid; 
  CR 6; HD 6d10+6; hp 50; Init +7; Spd 20 ft.; AC 
  24, touch 13, flat-footed 21 (+3 dex, +2 natural, +6 
  armor, +3 shield); Base Atk/Grp: +7/+11; Atk +13 
  melee  (1d12+9,  Greataxe  +1)  or  +11  melee 
  (1d3+4, slam) or +10 ranged (1d4, sling); Full Atk 
  +13/+8 melee (1d12+4, Greataxe +1) or +11/+11 
  melee (1d3+4, slams) or +10 ranged (1d4, sling); 
  SA --; SQ scent; AL LN; SV Fort +8, Ref +5, Will 
  +5; Str 18, Dex 16, Con 12, Int 11, Wis 12, Cha 
  11.  Living Greyhawk Journal #5.
  Skills & Feats:  Balance +5, Climb +13, Hide 
  +3, Jump +11, Listen +3, Sense Motive +5, Swim 
  +10; Dodge, Improved Initiative, Iron Will, Mobility, 
  Power  Attack,  Weapon  Focus  (Greataxe), 
  Weapon Specialization (Greataxe).
  Languages: Common.
  Possessions: Backpack, Bedroll, Climbing Kit, 
  Everburning  Torch,  Silk  Rope  (100  ft.),  Sling, 
  Sling Bullets (20), Breastplate +1, Greataxe +1, 
  Darkwood Shield +1.
  Description:
   Both  Chem  and  Jem  are 
  humanoids of nearly 6 feet. They are covered with 
  dark hair and have the facial features of a large 
  gorilla.
  YEO6-02 Seeking Scarlet Glory
  Page 28
  
  ENCOUNTER 8
   
         
   
             
   
             
   
             
   
   
  Derro  Sorcerer,  Male  Derro  Sor4:  Small 
  Monstrous Humanoid; CR 7; HD 3d8+4d4+14; hp 
  41; Init +6; Spd 20 ft.; AC 15, touch 13, flat-footed 
  13 (+2 dex, +2 natural, +1 size); Base Atk/Grp: 
  +5/+1; Atk +7 melee (1d6, MW Short Sword) or 
  +10  ranged  (1d8+1,  MW  Repeating  Light 
  Crossbow);  Full Atk  +7  melee  (1d6,  MW Short 
  Sword)  or  +10  ranged  (1d8+1,  MW  Repeating 
  Light  Crossbow);  SA  poison  use,  spell-like 
  abilities, sneak attack +1d6; SQ madness, spell 
  resistance 15, vulnerability to sunlight; AL CE; SV 
  Fort +4, Ref +6, Will +10; Str 11, Dex 14, Con 14, 
  Int 10, Wis 5, Cha 16.
  Skills  &  Feats:  Bluff  +6,  Concentration  +6, 
  Hide +10, Listen +1, Move Silently +8, Spellcraft 
  +3;  Blind-Fight,  Improved  Initiative,  Point  Blank 
  Shot.
  Madness  (Ex): Derro  use  their  Charisma 
  modifier  on Will saves  instead  of their  Wisdom 
  modifier,  and  have  immunity  to  confusion  and 
  insanity  effects.  A  derro  cannot  be  restored  to 
  sanity by any means short of a  miracle  or  wish 
  spell.
  The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty 
  to their Wisdom scores. A derro restored to sanity 
  gains 6 points of Wisdom and loses 6 points of 
  Charisma.
  Poison Use (Ex):  Derro typically carry 2d4 
  doses  of  greenblood  oil  or  Medium  monstrous 
  spider venom, applying it to their crossbow bolts. 
  Derro  are  not  at  risk  of  poisoning  themselves 
  when handling poison.
  Sneak  Attack  (Ex): Any  time  a  derro’s 
  opponent is denied his Dexterity bonus to AC, or if 
  a derro flanks his opponent, he deals an extra 1d6 
  points  of  damage.  This  ability  is  just  like  the 
  rogue’s  sneak  attack  and  subject  to  the  same 
  limitations.
  Spell-Like Abilities: At will—darkness, ghost 
  sound;  1/day—  daze  (DC 13), sound burst  (DC 
  15).  Caster  level  3rd.  The  save  DCs  are 
  Charisma-based.
  Vulnerability to Sunlight (Ex): A derro takes 
  1 point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution 
  score  reaches  0.  Lost  Constitution  points  are 
  recovered  at  the  rate  of  1  per  every  24-hour 
  period spent underground or otherwise sheltered 
  from the sun.
  Languages: Dwarven, Undercommon.
  Sor  Spells  Known (6/7/4,  save  DC  = 13  + 
  spell  level):  0  –  Arcane  Mark,  Detect  Magic, 
  Detect  Poison,  Ray  of  Frost,  Read  Magic, 
  Resistance; 1st –  Charm Person, Magic Missile, 
  True Strike; 2nd – Web.
  Possessions: MW Repeating Light Crossbow, 
  Bolts (20), Greenblood oil poison (8), MW Short 
  Sword, Spell Component Pouch, Wand of Magic 
  Missile (1st), Scroll of True Strike (arc), Scroll of 
  Protection from Arrows (arc).
  Description:
   This  small  stocky  dwarflike 
  humanoid is clad in black robes with coarse white 
  hair, bulbous white eyes, and long mustaches.
  Derro  Rogue,  Male  Derro  Rog3:  Small 
  Monstrous Humanoid; CR 6; HD 3d8+3d6+12; hp 
  36; Init +6; Spd 20 ft.; AC 19, touch 13, flat-footed 
  17 (+2 dex, +2 natural, +1 size, +4 armor); Base 
  Atk/Grp: +5/+1; Atk +6 melee (1d4, Short Sword) 
  or +8 ranged (1d6 plus poison, Repeating Light 
  Crossbow); Full Atk +6 melee (1d4, Short Sword) 
  or +8 ranged (1d6 plus poison, Repeating Light 
  Crossbow);  SA  poison  use,  spell-like  abilities, 
  sneak attack +2d6; SQ madness, spell resistance 
  15, vulnerability to sunlight; AL CE; SV Fort +4, 
  Ref +8, Will +7; Str 11, Dex 14, Con 14, Int 10, 
  Wis 5, Cha 16.
  Skills & Feats: Balance +9,  Bluff +5, Escape 
  Artist +8, Hide +10, Jump +10, Listen +1, Move 
  Silently  +8,  Tumble  +9;  Acrobatic,  Blind-Fight, 
  Improved Initiative.
  Madness  (Ex): Derro  use  their  Charisma 
  modifier  on Will saves  instead  of their  Wisdom 
  modifier,  and  have  immunity  to  confusion  and 
  insanity  effects.  A  derro  cannot  be  restored  to 
  sanity by any means short of a  miracle  or  wish 
  spell.
  The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty 
  to their Wisdom scores. A derro restored to sanity 
  gains 6 points of Wisdom and loses 6 points of 
  Charisma.
  Poison Use (Ex):  Derro typically carry 2d4 
  doses  of  greenblood  oil  or  Medium  monstrous 
  spider venom, applying it to their crossbow bolts. 
  Derro  are  not  at  risk  of  poisoning  themselves 
  when handling poison.
  Sneak  Attack  (Ex): Any  time  a  derro’s 
  opponent is denied his Dexterity bonus to AC, or if 
  a derro flanks his opponent, he deals an extra 1d6 
  points  of  damage.  This  ability  is  just  like  the 
  rogue’s  sneak  attack  and  subject  to  the  same 
  limitations.
  Spell-Like Abilities: At will—darkness, ghost 
  sound;  1/day—  daze  (DC 13), sound burst  (DC 
  15).  Caster  level  3rd.  The  save  DCs  are 
  Charisma-based.
  Vulnerability to Sunlight (Ex): A derro takes 
  1 point of Constitution damage for every hour it is 
  YEO6-02 Seeking Scarlet Glory
  Page 29
  
  exposed to sunlight, and it dies if its Constitution 
  score  reaches  0.  Lost  Constitution  points  are 
  recovered  at  the  rate  of  1  per  every  24-hour 
  period spent underground or otherwise sheltered 
  from the sun.
  Languages: Dwarven, Undercommon.
  Possessions:  Repeating  Light  Crossbow, 
  Bolts  (20),  Greenblood  oil  poison  (8),  Short 
  Sword, Studded Leather +1.
  Description:
   This  small  stocky  dwarflike 
  humanoid is clad in black robes with coarse white 
  hair, bulbous white eyes, and long mustaches
  ENCOUNTER 9
   
         
   
             
   
             
   
             
   
   
  Derro  Sorcerer,  Male  Derro  Sor4:  Small 
  Monstrous Humanoid; CR 7; HD 3d8+4d4+14; hp 
  41; Init +6; Spd 20 ft.; AC 16, touch 13, flat-footed 
  14 (+2 dex, +2 natural, +1 size, +1 armor); Base 
  Atk/Grp:  +5/+1;  Atk  +7  melee  (1d6,  MW  Short 
  Sword) or +9 ranged (1d8, MW Repeating Light 
  Crossbow);  Full Atk  +7  melee  (1d6,  MW Short 
  Sword) or +9 ranged (1d8, MW Repeating Light 
  Crossbow);  SA  poison  use,  spell-like  abilities, 
  sneak attack +1d6; SQ madness, spell resistance 
  15, vulnerability to sunlight; AL CE; SV Fort +4, 
  Ref +6, Will +10; Str 11, Dex 14, Con 14, Int 10, 
  Wis 5, Cha 16.
  Skills  &  Feats:  Bluff  +6,  Concentration  +5, 
  Hide +10, Listen +1, Move Silently +8, Spellcraft 
  +4;  Blind-Fight,  Draconic  HeritageCA,  Improved 
  Initiative. CAComplete Arcane.
  Madness  (Ex): Derro  use  their  Charisma 
  modifier  on Will saves  instead  of their  Wisdom 
  modifier,  and  have  immunity  to  confusion  and 
  insanity  effects.  A  derro  cannot  be  restored  to 
  sanity by any means short of a  miracle  or  wish 
  spell.
  The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty 
  to their Wisdom scores. A derro restored to sanity 
  gains 6 points of Wisdom and loses 6 points of 
  Charisma.
  Poison Use (Ex):  Derro typically carry 2d4 
  doses  of  greenblood  oil  or  Medium  monstrous 
  spider venom, applying it to their crossbow bolts. 
  Derro  are  not  at  risk  of  poisoning  themselves 
  when handling poison.
  Sneak  Attack  (Ex): Any  time  a  derro’s 
  opponent is denied his Dexterity bonus to AC, or if 
  a derro flanks his opponent, he deals an extra 1d6 
  points  of  damage.  This  ability  is  just  like  the 
  rogue’s  sneak  attack  and  subject  to  the  same 
  limitations.
  Spell-Like Abilities: At will—darkness, ghost 
  sound;  1/day—  daze  (DC 13), sound burst  (DC 
  15).  Caster  level  3rd.  The  save  DCs  are 
  Charisma-based.
  Vulnerability to Sunlight (Ex): A derro takes 
  1 point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution 
  score  reaches  0.  Lost  Constitution  points  are 
  recovered  at  the  rate  of  1  per  every  24-hour 
  period spent underground or otherwise sheltered 
  from the sun.
  Languages: Dwarven, Undercommon.
  Sor  Spells  Known (6/7/4,  save  DC  = 13  + 
  spell  level):  0  –  Arcane  Mark,  Detect  Magic, 
  Detect  Poison,  Ray  of  Frost,  Read  Magic, 
  Resistance; 1st –  Charm Person, Lesser Orb of 
  AcidSC,  True  Strike;  2nd –  Glitterdust. 
  SCSpell 
  Compendium.
  Possessions: MW Repeating Light Crossbow, 
  Bolts (20), Greenblood oil poison (8), MW Short 
  Sword, Spell Component Pouch, Bracers of Armor 
  +1, Wand of Magic Missile (1st).
  Description:
   This  small  stocky  dwarflike 
  humanoid is clad in black robes with coarse white 
  hair, bulbous white eyes, and long mustaches.
  Derro  Rogue,  Male  Derro  Rog3:  Small 
  Monstrous Humanoid; CR 6; HD 3d8+3d6+12; hp 
  36; Init +6; Spd 20 ft.; AC 19, touch 13, flat-footed 
  17 (+2 dex, +2 natural, +1 size, +4 armor); Base 
  Atk/Grp: +5/+1; Atk +6 melee (1d4, Short Sword) 
  or +8 ranged (1d6 plus poison, Repeating Light 
  Crossbow); Full Atk +6 melee (1d4, Short Sword) 
  or +8 ranged (1d6 plus poison, Repeating Light 
  Crossbow);  SA  poison  use,  spell-like  abilities, 
  sneak attack +2d6; SQ madness, spell resistance 
  15, vulnerability to sunlight; AL CE; SV Fort +4, 
  Ref +8, Will +7; Str 11, Dex 14, Con 14, Int 10, 
  Wis 5, Cha 16.
  Skills & Feats: Balance +9,  Bluff +5, Escape 
  Artist +8, Hide +10, Jump +10, Listen +1, Move 
  Silently  +8,  Tumble  +9;  Acrobatic,  Blind-Fight, 
  Improved Initiative.
  Madness  (Ex): Derro  use  their  Charisma 
  modifier  on Will saves  instead  of their  Wisdom 
  modifier,  and  have  immunity  to  confusion  and 
  insanity  effects.  A  derro  cannot  be  restored  to 
  sanity by any means short of a  miracle  or  wish 
  spell.
  The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty 
  to their Wisdom scores. A derro restored to sanity 
  gains 6 points of Wisdom and loses 6 points of 
  Charisma.
  Poison Use (Ex):  Derro typically carry 2d4 
  doses  of  greenblood  oil  or  Medium  monstrous 
  spider venom, applying it to their crossbow bolts. 
  YEO6-02 Seeking Scarlet Glory
  Page 30
  
  Derro  are  not  at  risk  of  poisoning  themselves 
  when handling poison.
  Sneak  Attack  (Ex): Any  time  a  derro’s 
  opponent is denied his Dexterity bonus to AC, or if 
  a derro flanks his opponent, he deals an extra 1d6 
  points  of  damage.  This  ability  is  just  like  the 
  rogue’s  sneak  attack  and  subject  to  the  same 
  limitations.
  Spell-Like Abilities: At will—darkness, ghost 
  sound;  1/day—  daze  (DC 13), sound burst  (DC 
  15).  Caster  level  3rd.  The  save  DCs  are 
  Charisma-based.
  Vulnerability to Sunlight (Ex): A derro takes 
  1 point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution 
  score  reaches  0.  Lost  Constitution  points  are 
  recovered  at  the  rate  of  1  per  every  24-hour 
  period spent underground or otherwise sheltered 
  from the sun.
  Languages: Dwarven, Undercommon.
  Possessions:  Repeating  Light  Crossbow, 
  Bolts  (20),  Greenblood  oil  poison  (8),  Short 
  Sword, Studded Leather +1.
  Description:
   This  small  stocky  dwarflike 
  humanoid is clad in black robes with coarse white 
  hair, bulbous white eyes, and long mustaches
  ENCOUNTER 10
   
       
              
   
             
   
             
   
   
  Suel Cleric, Female Human (Suel) Clr6: Medium 
  Humanoid; CR 6; HD 6d8; hp 36; Init +5; Spd 20 
  ft.; AC 21, touch 12, flat-footed 20 (+1 dex, +6 
  armor,  +3  shield,  +1 deflection);  Base  Atk/Grp: 
  +4/+4;  Atk  +5 melee  (1d4,  MW Dagger)  or +6 
  ranged (1d8, MW Light Crossbow); Full Atk +5 
  melee (1d4, MW Dagger) or +6 ranged (1d8, MW 
  Light Crossbow); SA --; SQ --; AL LN; SV Fort +5, 
  Ref +3, Will +8; Str 10, Dex 12, Con 10, Int 10, 
  Wis 16, Cha 12.
  Skills & Feats:  Concentration +8, Knowledge 
  (Religion)  +9,  Spellcraft  +9;  Combat  Casting, 
  Improved  Initiative,  Improved  Turning,  Shielded 
  CastingRS.  RSRaces of Stone.
  Languages: Common.
  Clr Spells Prepared (5/5/5/4, save DC = 13 + 
  spell level): 0 – Create Water (2), Detect Magic, 
  Light, Read Magic; 1st –  Bless, Entropic Shield*, 
  Obscuring  Mist,  Shield  of Faith  (2);  2nd –  Aid*, 
  Bull’s  Strength,  Deific  VengeanceCD,  Delay 
  Poison, Lesser Restoration;  3rd –  Dispel Magic, 
  Prayer,  Protection  from  Energy*,  Searing  Light. 
  CDComplete Divine.
  *Domain spell. Domains: Luck (You may reroll 
  one roll that you have just made before the DM 
  declares  whether  the  roll  results  in  success  or 
  failure. You must take the result of the reroll, even 
  if it’s worse than the original roll.), Trickery (Add 
  Bluff, Disguise, and Hide to your list of cleric class 
  skills.).
  Possessions: Backpack, MW Light Crossbow, 
  Bolts (20),  Holy  Symbol of Norebo, Breastplate 
  +1, Heavy Steel Shield +1, MW Dagger, Ring of 
  Protection +1, Scroll of Dispel Magic (div).
  Description:  Standing  only  5’5”  this  small 
  woman is of obvious Suel descent. She has long 
  blond hair held out of her eyes by a thin silver 
  circlet.  Her  green  eyes  are  like  two  emeralds 
  against her white skin. She wears her holy symbol 
  around her neck. Her armor and shield show the 
  signs of use but are in good repair.
  Suel Fighter, Male Human (Suel) Ftr6: Medium 
  Humanoid; CR 6; HD 6d10+12; hp 54; Init +5; Spd 
  20 ft.; AC 22, touch 11, flat-footed 21 (+9 armor, 
  +2 shield, +1 dex); Base Atk/Grp: +6/+8; Atk +10 
  melee  (1d10+5,  Dwarven  Waraxe  +1)  or  +8 
  ranged  (1d8,  MW  Light  Crossbow);  Full  Atk 
  +10/+5 melee (1d10+5, Dwarven Waraxe +1) or 
  +8 ranged (1d8, MW Light Crossbow); SA --; SQ 
  --; AL LE; SV Fort +7, Ref +5, Will +5; Str 15, Dex 
  12, Con 14, Int 10, Wis 12, Cha 8.
  Skills  &  Feats:  Craft  (Weaponsmith)  +9, 
  Intimidate  +8,  Jump  +6;  Exotic  Weapon 
  Proficiency  (Dwarven  Waraxe),  Improved 
  Initiative,  Improved  Sunder,  Iron  Will,  Lightning 
  Reflexes, Power Attack, Weapon Focus (Dwarven 
  Waraxe),  Weapon  Specialization  (Dwarven 
  Waraxe).
  Languages: Common.
  Possessions: Backpack, Bolts (20), MW Light 
  Crossbow, Darkwood Shield, Silk Rope (50 ft.), 
  Dwarven Waraxe +1, Full Plate +1.
  Description:  This Suel man is tall with bright 
  grey eyes and close cropped light blond hair. His 
  breastplate  is  polished  to  a  dull  sheen  and 
  unadorned shield shows signs of great care. The 
  dwarven war axe he bears is dark steel with the 
  cutting edge glowing bright silver.
  Suel Monk, Male Human (Suel) Mnk6: Medium 
  Humanoid; CR 6; HD 6d8; hp 36; Init +2; Spd 50 
  ft.; AC 16, touch 16, flat-footed 14 (+2 dex, +4 
  monk);  Base  Atk/Grp:  +4/+10;  Atk  +6  melee 
  (1d8+2,  Unarmed)  or  +7  ranged  (1d8+1,  Light 
  Crossbow  +1);  Full  Atk  +6  melee  (1d8+2, 
  Unarmed)  or  +5/+5  melee  (1d8+2  Unarmed 
  Flurry) or +7 ranged (1d8+1, Light Crossbow +1); 
  SA --; SQ --; AL LE; SV Fort +5, Ref +7, Will +8; 
  Str 14, Dex 14, Con 10, Int 12, Wis 17, Cha 8.
  Skills & Feats: Balance +13, Climb +5, Jump 
  +13,  Listen  +12,  Sense  Motive  +12,  Spot  +12, 
  Tumble  +10;  Deflect  Arrows,  Dodge,  Extra 
  Stunning,  Improved  Disarm,  Improved  Grapple, 
  YEO6-02 Seeking Scarlet Glory
  Page 31
  
  Improved  Unarmed  Strike,  Pure-Blooded  Suel, 
  Stunning Fist.
  Languages: Common, Ancient Suel.
  Possessions: Bolts (20), Light Crossbow +1, 
  Necklace of Fireballs 2.
  Description:  Clad in simple, tight, fitted, dark 
  brown  robes,  the  monks  stand  5’8”  with  close 
  cropped blond hair and blue eyes.
  YEO6-02 Seeking Scarlet Glory
  Page 32
  
  APPENDIX 7 – ALL APLS
  ENCOUNTER 4
   
         
   
             
   
             
   
             
   
   
  Ferrater,  Male  Derro  Sor7:  Small  Monstrous 
  Humanoid; CR 10; HD 3d8+7d4+20; hp 53; Init 
  +6; Spd 20 ft.; AC 15, touch 13, flat-footed 13 (+2 
  dex, +2 natural, +1 size); Base Atk/Grp: +6/+3; 
  Atk +9 melee (1d6+2,  Short Sword +1) or +10 
  ranged (1d8, MW Repeating Light Crossbow); Full 
  Atk +9/+4 melee (1d6, Short Sword +1) or +10/+5 
  ranged (1d8, MW Repeating Light Crossbow); SA 
  poison use, spell-like abilities, sneak attack +1d6; 
  SQ madness, spell resistance 15, vulnerability to 
  sunlight; AL CE; SV Fort +5, Ref +7, Will +11; Str 
  12, Dex 14, Con 14, Int 10, Wis 5, Cha 16.
  Skills & Feats:  Bluff +12, Concentration +7, 
  Hide +10, Listen +1, Move Silently +8, Spellcraft 
  +4;  Blind-Fight,  Combat  Casting,  Improved 
  Initiative, Persuasive.
  Madness  (Ex): Derro  use  their  Charisma 
  modifier  on Will saves  instead  of their  Wisdom 
  modifier,  and  have  immunity  to  confusion  and 
  insanity  effects.  A  derro  cannot  be  restored  to 
  sanity by any means short of a  miracle  or  wish 
  spell.
  The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty 
  to their Wisdom scores. A derro restored to sanity 
  gains 6 points of Wisdom and loses 6 points of 
  Charisma.
  Poison Use (Ex):  Derro typically carry 2d4 
  doses  of  greenblood  oil  or  Medium  monstrous 
  spider venom, applying it to their crossbow bolts. 
  Derro  are  not  at  risk  of  poisoning  themselves 
  when handling poison.
  Sneak  Attack  (Ex): Any  time  a  derro’s 
  opponent is denied his Dexterity bonus to AC, or if 
  a derro flanks his opponent, he deals an extra 1d6 
  points  of  damage.  This  ability  is  just  like  the 
  rogue’s  sneak  attack  and  subject  to  the  same 
  limitations.
  Spell-Like Abilities: At will—darkness, ghost 
  sound;  1/day—  daze  (DC 13), sound burst  (DC 
  15).  Caster  level  3rd.  The  save  DCs  are 
  Charisma-based.
  Vulnerability to Sunlight (Ex): A derro takes 
  1 point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution 
  score  reaches  0.  Lost  Constitution  points  are 
  recovered  at  the  rate  of  1  per  every  24-hour 
  period spent underground or otherwise sheltered 
  from the sun.
  Languages: Dwarven, Undercommon.
  Sor Spells Known (6/7/7/5, save DC = 13 + 
  spell level): 0 – Arcane Mark, Daze, Detect Magic, 
  Detect  Poison,  Prestidigitation,  Read  Magic, 
  Resistance;  1st –  Charm  Person,  Expeditious 
  Retreat, Hypnotism, Magic Missile, True Strike; 2nd 
  –  Invisibility, Mirror Image, Touch of Idiocy;  3rd – 
  Nondetection, Suggestion. 
  Possessions: MW Repeating Light Crossbow, 
  Bolts (20), Greenblood oil poison (8), Short Sword 
  +1,  Spell  Component  Pouch,  Ring  of  Feather 
  Falling, Ring of Mind Shielding, Potion of Shield of 
  Faith +4, Scroll of Eagle’s Splendor (arc), Scroll of 
  Suggestion (arc).
  Description: Standing at just 2’9”, Ferrater is a 
  typical looking Derro. He has large  dark  brown 
  eyes and short, mouse grey hair. He wears black 
  breeches, a grey shirt with a brown vest and a 
  well made dark umber cloak with a deep golden 
  brown lining.
  YEO6-02 Seeking Scarlet Glory
  Page 33
  
  YEO6-02 Seeking Scarlet Glory
  Page 34
  
  DM AID: MAP #1 – MISTY MOUNTAIN HOP
  Position
  APL 2
  APL 4
  APL 6
  APL 8
  1
  Bugbear
  Ogre Ranger
  Ogre Ranger
  Ogre Fighter
  2
  Bugbear
  Ogre Warrior
  Ogre Fighter
  Ogre Barbarian
  3
  Ogre Ranger
  4
  Ogre Mage
  Ogre Mage
  YEO6-02 Seeking Scarlet Glory
  Page 35
  
  DM AID: MAP #2 – THE ACADEMY SITE
  The arrows denote the angle of slope to each of the weathered rock surfaces.
  YEO6-02 Seeking Scarlet Glory
  Page 36
  
  DM AID: MAP #3 – THE AMBUSH SITE
  The map is a pair of terraced hills with a road running between them. Slopes are considered rough 
  terrain for movement up to a flat region from the road or another flat region. Someone can charge down 
  a slope with a Balance check DC = 10.
  YEO6-02 Seeking Scarlet Glory
  Page 37
  
  DM AID: MAP #4 – THE DERRO HOLD
  APL 2
  APL 4
  APL 6
  APL 8
  1
  Sentry
  Sentry
  Sentry
  Sentry
  2
  Sentry
  Sentry
  Sentry
  3
  All others
  All others
  All others
  All others
  4
  Living Area
  Living Area
  Living Area
  Living Area
  5
  Murdered Allies
  Murdered Allies
  Murdered Allies
  Murdered Allies
  YEO6-02 Seeking Scarlet Glory
  Page 38
  
  DM AID: NEW RULES
  NEW FEATS
  Draconic Heritage (Complete Arcane)
  Prerequisite: Sorcerer level 1st.
  Benefit: Choose one dragon from the Draconic Heritage list below and gain the indicated skill as a 
  class skill. This is your draconic heritage, which cannot be changed once the feat has been taken. Half-
  dragons must choose the same dragon kind as their dragon parent.  
  In addition, you gain a bonus on saving throws against sleep and paralysis, as well as spells and 
  abilities with the energy type of your Draconic Heritage. This bonus is equal to the number of draconic 
  feats you have.  
  Draconic Heritage
  Dragon Kind
  Energy Type
  Skill
  Black
  Acid
  Hide
  Blue
  Electricity 
  Listen
  Green
  Acid
  Move Silently
  Red 
  Fire
  Intimidate
  White
  Cold
  Balance
  Brass
  Fire
  Gather Information
  Bronze
  Electricity
  Survival
  Copper
  Acid
  Hide
  Gold
  Fire
  Heal
  Silver
  Cold
  Disguise
  Pure-Blooded Suel (Dragon #319)
  Region: Suel.
  Benefit:  Your notoriously short temper grants you a +1 bonus on Intimidate checks, while the 
  resolve and magical aptitude of your ancestors grants you a +1 bonus on all saving throws against spells 
  and spell-like effects. You also receive a +2 bonus on all Charisma-based skill checks made against 
  members of the Scarlet Brotherhood.
  Special:  You may select this feat only at 1st Level.
  Tactile Trapsmith (Complete Adventurer)
  Benefit: You add your Dexterity bonus (rather than your Intelligence bonus) on all Search or Disable 
  Device checks.
  In addition, you receive no penalty on these checks for darkness or blindness.
  NEW SPELLS
  Deific Vengeance (Spell Compendium)
  Conjuration (Summoning)
  Level: Clr 2, Purification 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft. / 2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will half
  Spell Resistance: Yes
  You call out to your deity, declaring your foe’s crimes and asking your deity to punish him.
  YEO6-02 Seeking Scarlet Glory
  Page 39
  
  This spell deals 1d6 points of damage per two caster levels (max 5d6), or 1d6 points per caster level 
  (max 10d6) if the target is undead.
  Orb of Acid, Lesser (Spell Compendium)
  Conjuration (Creation) [Acid]
  Level: Sor/Wiz 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft. / 2 levels)
  Effect: One orb of acid
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Your quick, precise movements culminate in your open palm facing your target. An orb of dark green  
  acid flies from your hand.
  An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid 
  damage. You must succeed on a ranged touch attack to hit your target.
  For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd 
  level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.
  NEW CREATURES
  Dakon (from COR4-04 Redtide)
  Medium Humanoid
  Hit Dice: 1d8+1 (5 hp)
  Initiative: +2 (Dex)
  Speed: 30 ft. (6 squares), climb 30 ft.
  Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
  Base Atk/Grp: +1/+5
  Attack:  Slam +5 melee (1d3+4)
  Full Attack: 2 slams +5 melee (1d3+4)
  Space/Reach: 5ft./5ft.
  Special Attacks: – 
  Special Qualities: scent
  Saves: Fort +3, Ref +2, Will +3
  Abilities: Str 18, Dex 15, Con 12, Int 11, Wis 12, Cha 11
  Skills: Balance +6, Climb +12, Hide +4, Listen +3, Sense Motive +5
  Feats: Iron Will
  Environment: Temperate and warm forest, hill and mountain
  Organization: Company (3-12) or Tribe (10-40)
  Challenge Rating: ½ 
  Treasure: Standard
  Alignment: Usually Lawful Neutral
  Advancement: By Character Class
  Skills: Dakon have a +4 racial bonus to Balance and Sense Motive. They also have a +8 racial bonus on 
  climb checks and may always take a 10 on a climb check.
  The above statistics block is a 1st level warrior Dakon. Dakon have the favored class of wizard.
  YEO6-02 Seeking Scarlet Glory
  Page 40
  
  PLAYER HANDOUT #1 – HALMA’S NOTE
  My  name  is Halma  Varnus. I am  in need  of 
  some
    adventurers   to   undertake   an 
  exploration mission for me.
  If you  are  interested, meet  me  at  the 
  Acade my  of Lore tomorrow  morning. W hen  
  you  arrive at the Acade my,  you  can  ask  a 
  page  to escort you to me.
  Thank  you,
  Halma Varnus
  YEO6-02 Seeking Scarlet Glory
  Page 41
  
  PLAYER HANDOUT #2 – ROUGH MAP TO SITE
  YEO6-02 Seeking Scarlet Glory
  Page 42
  
  CRITICAL EVENT SUMMARY: YEO6-02 TITLE
  For use only at MidSouthCon and CoastCon
  1. Who did the PCs ally with? 
  Derro
  Brotherhood
  Neither
  2.
  Did the PC’s attack Ferrater?
  Yes
  No
  3.
  Did Ferrater live through the module?
  Yes
  No
  4.
  Did Uncle Faoran live through the module?
  Yes
  No
  5.
  Did the PCs ally themselves with one of the two parties and then inform the Yeoman Government of 
  the activities?
  Yes
  No
  6.
  Did  the  PCs  tell Halma  and  Master Gilderthal  about  the Scarlet  Brotherhood  members  in the 
  mountains?
  Yes
  No 
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences, 
  results that may not fit the above, etc):
  YEO6-02 Seeking Scarlet Glory
  Page 43
  
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