TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  PER3-01 
   
   
   
   
   
  The Pfalzgrafs Fury 
   
  A One Round D&D LIVING GREYHAWK
  ®  
  Perrenland Regional Adventure 
   
   
  by Patrick Williamson 
   
   
  Tensions in Perrenland are boiling to the surface.  The Southern Clans are mustering their troops as loyalty to Clan is 
  tested against loyalty to Canton, the Voormann and a united Perrenland.  You have been dispatched by the Voormann 
  to investigate rumors of brewing civil war in the eastern Canton of Clatspurgen, specifically in the Kershane pass.  It 
  seems your fates are becoming ever more entwined with the destiny of Perrenland as a unified nation. 
  
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, and 
  the Monster Manual. We also assume that you have a set 
  of dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the introduction.  
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session to 
  be a sanctioned RPGA event. As well, you cannot have 
  more than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of 
  even core rulebooks during certain times of play. For 
  example, the players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or hazard, 
  or the Monster Manual when confronted with a 
  monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  gray boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the players 
  and DM score the game. The RPGA has three ways to 
  score its games. Consult your convention coordinator to 
  determine which method to use for this scenario: 
  0 
  No-vote scoring: The players write their names 
  and RPGA numbers on the scoring packet grid. 
  You fill in the top of the grid. That is all. No one is 
  rated. This method is used for people who are just 
  playing for fun. 
  1 
  Partial scoring: The players rate the game master 
  and the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, 
  but does not rate the players as a team or vote for 
  players. This method is used when there is no 
  competition, but the event coordinator wants 
  information on how the game masters are 
  performing, or the game master wants feedback 
  on his or her own performance. 
  2 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If 
  this method is used, be sure to allow about 15-20 
  minutes for the players to briefly describe their 
  characters to the other players, and about 5-10 
  minutes for voting. This method is used when the 
  players want to know who played the “best” 
  amongst the group, or when the adventure is run 
  in tournament format with winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while 
  you determine treasure and experience awards for the 
  scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator. 
  Pfalsgraf’s Fury 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from your 
  convention coordinator or the RPGA Web site, ant 
  then have any players without a character create on.  
  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  1. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a 
  class ability (i.e. animal companions, familiars 
  paladin’s mounts, etc) use the sidebar chart to 
  determine the number of levels you add to the 
  sum 
  above. 
  Add 
  each 
  character’s 
  animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately. 
  2. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  3. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, APLs 
  categorize the level of challenge the PCs will face. 
  APLS are given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask them 
  before the adventure begins whether they would like 
  to play a harder or easier adventure. Based on their 
  choice, use either the higher or the lower adjacent 
  APL. 
   
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your character 
  is three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character will receive only half of the experience 
  points awarded 
  for 
  the 
  adventure. This 
  simulates 
  the 
  face that either 
  your 
  character 
  was 
  not 
  as 
  challenged 
  as 
  normal, or relied 
  on 
  help 
  by 
  higher-level 
  characters 
  to 
  reach 
  the 
  objectives. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed 
  for 
  APL 
  2 
  and 
  higher. Three or four, or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 
  1 there are three things that you can do to help even 
  the score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, 
  or try to enlist higher-level characters to play at 
  that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who want 
  their dogs to attack must succeed at a Handle 
  Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that 
  round. This is a free action (spoken command) 
  that may be attempted each round. If an animal 
  loses half or more hp in a single round it flees, 
  unless another check is successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard 1 round Regional adventure, set in 
  Perrenland.  Characters native to Perrenland pay one 
  Time Unit per round, all others pay two Time Units 
  per round.  Adventurer’s Standard Upkeep costs 12gp 
  per Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  Pfalsgraf’s Fury 
   
  Page 3 
  
  Adventure Background 
  WHERE PFALZGRAF’S FURY FITS IN 
  The focus of this scenario is the elaboration of 
  Perrenland’s core plot “The election of the Voormann”, 
  as outlined in the Greyhawk Gazetteer’s Conflicts and 
  Intrigues section of Perrenland (page 86). Its function 
  is to tie in the other plots found within that section, 
  revealing that all the plots are linked to the election of 
  Perrenland's next Voormann.  This scenario is not 
  designed as a stand-alone adventure.  Players should 
  have played the following Perrenland scenarios in the 
  suggested order before attempting this one: The 
  Voormann’s Daughter, Promises to Keep and Night 
  of Steal as they are all continuous to the plot found 
  within this scenario. This scenario uses some names 
  and events that players require first hand knowledge of 
  in order to competently meet both the expectations 
  placed upon them, and to achieve this scenario’s 
  objectives. What the PCs uncover within this scenario 
  will have bearing on the continuing installments of the 
  Voormann’s Daughter series of scenarios namely “Dark 
  Waves”, “Wateringhole”, “Tinderbox”, “Lost Souls”, 
  “A Dark Gods Laughter”, the series Finale “Regicide”. 
   
  Adventure Summary  
  THE CORE PLOT OF THIS SCENARIO 
  In this scenario, the PCs become aware of tensions 
  between the Roodberg and Vosser clans in the 
  Clatspurgen canton. This will lead them to discover the 
  presence of the Kershane elves, and an independence 
  movement to establish the Canton of Kershane, led by 
  these elves in alliance with the Fellkatz Vosser Sept.  It 
  will also reveals the presence of the Guurhok goblinoid 
  nation and the possible alliance between them and the 
  Roodenhund Sept of the Roodberg clan.  It will also 
  reveal that it is the hitherto secret worship of Hextor 
  by the Roodenhund Sept that has been an influencing 
  force behind their historical expansionism into Vosser 
  territory within the pass. Finally, it will introduce the 
  “Raven Master” as a powerful ally for the PCs in both 
  this and future adventures. 
   
  THE PLOT BEHIND THE PLOT 
  The driving force behind this scenario is the final 
  destruction of the Vosser Sept the “Fellkatz” in the 
  Kershane pass by the Roodberg “Roodenhund” Sept.  
  Historically the Roodenhunds have quietly moved into 
  the Fellkatz traditional territory and have not been 
  afraid to cull vocal Fellkatz leaders in the process when 
  they have become rebellious to Roodberg overlordship. 
   See appendix 1 “The Roodbergs.”  This time, however, 
  the Fellkatz problem it is to be dealt with through a 
  program of genocide, instigated under orders from the 
  Roodberg Pfalzgraf Gutherie.  Gutherie wants to 
  remove the Fellkatz “trouble-makers” from the eastern 
  side of the Kershane Pass altogether.  (Yes this goes all 
  the way to the top of Clatspurgen’s leadership.)  The 
  refusal by the Fellkatz to pay him his rightful taxes, and 
  the subsequent perception of yet another Fellkatz 
  independence movement in the pass; is viewed by the 
  Roodberg’s Pfalzgraf, as an open “rebellion” against his 
  lawful authority.  Furthermore according to the law he 
  is not mistaken.   
   
  Now  “Rebellions” by the Fellkatz Vossers have 
  happened before, and have been successfully crushed, 
  before by the Roodenhunds his loyal subjects.  The 
  difference this time is that it has happened when 
  political tensions in Perrenland have reached the 
  boiling point over the election of the Voormann.  
  Gutherie has decided to use this political tension to 
  help his kinsman Hetmann Orgis Bildgear of 
  Neiderschlauss to annex the Sepia Uplands.  This 
  would boost Bildgear’s chances of becoming the first 
  Roodberg Voormann of Perrenland.  With the focus 
  the election has drawn upon Schwartzenbruin and the 
  southern Cantons Gutherie can also make a decisive 
  end to the Fellkatz Vosser problem.  This he is calling 
  his “Fellkatz Solution”.  The Fellkatz have refused to 
  pay their taxes for the last time, in his opinion.  He is 
  convinced that with all eyes focused upon the capital 
  and the clan troubles in the south, that a little bit of 
  genocide will go largely unnoticed.   He intends to use 
  his capable liegeman and enforcer the Roodenhund 
  Obstergraf, Helsdorf Roodenhund (known colloquially 
  as “The Pfalzgraf’s Fury”) and Helsdorfs Guurhok 
  troops to do his handiwork anyway.  Hence if anyone 
  does bring it to the attention of the Voormann 
  Gutherie can simply blame humanoid activity or, at 
  worst, Helsdorf and the Roodenhunds.  With the 
  removal of the Fellkatz presence in the eastern pass, 
  “he” will finally dominate the trade route through the 
  pass. 
   
  Gutherie and his allies, however, are unaware that 
  the legendary Elves of Kershane have been freed from 
  their entrapment and are behind the whole 
  independence movement of the Fellkatz this time.  See 
  Appendix 2 “The Kershane Story” The Kershane elves 
  see the declaration of the Pass as an independent 
  canton within the unified collective of Perrenland as 
  the best political method of re-emerging as a self-
  governing nation. Lacking this vital piece of 
  information means that Gutherie has under-estimated 
  the whole situation and his plan is set to partially fail at 
  the hands of the PCs  
  Pfalsgraf’s Fury 
   
  Page 4 
  
  UNFOLDING THE “FELLKATZ SOLUTION” 
  Gutherie’s plan relies heavily on the services of the 
  Roodenhund Sept, their leader “The Pfalzgraf’s Fury” 
  and the Septs Guurhok goblinoid allies, the Guurhok.  
  The Guurhok will feature in several Perrenland 
  scenarios and are part of a bigger plot yet to be 
  revealed.  Needless to say in this scenario one group of 
  them is being used to raid and destroy as many of the 
  isolated Vosser stadts as possible in the eastern pass.  
  This, it is planned, will drive the remaining isolated 
  eastern Fellkatz into their strongholds of Katzberg and 
  Vosdorf.   A second more powerful group of Guurhok 
  in the western pass, led by a couple of Fists of Hextor, 
  is to prevent the intervention of the Auszug by 
  blocking any attempts by them to get across the High 
  Pass at the monastery of St Cuthbert’s. 
  Once the Fellkatz Vossers have been driven into 
  the towns of Katzberg and Vosdorf the Pfalzgraf’s Fury 
  will descend upon them with his loyal Roodenhund 
  clansmen, joining with the first Guurhok unit, to raze 
  the towns to the ground.  Specially trained squads 
  (fists) of Guurhok rangers have been posted 
  throughout the Kershane pass east of Twin Bridges to 
  prevent any survivors or information about this getting 
  out. They are also to delay any relief or aid being sent.    
   
  Regardless of their final fate of the Fellkatz 
  Vossers, Gutherie as the Roodberg Pflazgraf and an 
  influentual member of the Concatenated Council and 
  the House of Grafs, will then send a demand to the 
  Voormann for more Auszug troops to deal with the 
  humanoid problem.  This will help further stretch the 
  Voormann's resources, hopefully forcing him to use 
  the last of his Auszug reserves from the Traft Canton.  
  This will leave Orgus Bildgear free to use his troops 
  (including his elements of hisex-command the 1
  st 
  Auszugens Hors units) to annex a suddenly humanoid 
  over-run Sepia Uplands.  This is designed to make the 
  Voormann look militarily incompetent and indecisive 
  with the election looming. 
   
  CULTURAL ODDITIES 
  The scenario is also being used to elaborate 
  Perrenland’s unique culture and will be using 
  Perrenlander terms for things as much as possible.  
  Each term used in this scenario is presented in 
  Appendix 7: “A Glossary of Stamtaal” for ease of 
  Refereeing this scenario.  This Glossary can be handed 
  out to players if needed as well. 
   
  INTER CLAN RELATIONSHIPS AND TENSION 
  In order to run this scenario properly the DM will 
  need to monitor PC's interactions with NPCs of the 
  Roodberg and Vosser clans. The easiest way to do this 
  is with reaction modifiers to the PC's actions. 
   
  For example, a Vosser NPC will not initially trust a 
  Roodberg PC who is attempting to interact with them 
  and accordingly the PC suffers a -2 reaction roll with 
  the Vosser NPC.   
   
  So for all encounters use the chart below to 
  modify NPC reactions to PCs. Apply these modifiers 
  any time a PC reacts with an NPC of the subgroups on 
  the chart in this scenario. Only use the worse of two 
  modifiers if circumstance could call for two to apply; 
  do not use both. These modifiers are to be applied to 
  checks using the following skills: Bluff, Diplomacy, 
  Disguise, Gather Information, Intimidate and Perform, 
  but use your discretion if you see a need for them to be 
  factored in for other skill checks. Of course, you may at 
  any stage forgo skill checks for good role-playing and 
  award/penalize PCs accordingly. 
   
   
   
   
   NPC Reaction modifier 
  PC Clan/Race 
  Vosser Roodberg  Other 
  Vosser  
     +2 
        -4 
         -2 
  Roodberg 
      -2 
       +2 
         -2 
  Other Clan 
       0 
        -1 
          0 
  Demi-Human 
     +1 
        -2 
          0 
   
  NATURE OF THE KERSHANE PASS 
  (Players’ version is in Player Handout 1: Map of the 
  Kershane Pass) 
  All of this adventure happens in the rugged 
  mountainous terrain of the Kershane pass. The 
  Kershane pass is a deep gorge broken into east/west 
  valleys.  The western valley is deeper and climbs 
  sharply through broken woodlands of pine and fir.  In 
  the western valley the Kershanetrek (highway) 
  roughly follows the course of the mighty Kershane 
  River as it flows downhill in successive falls to Lake 
  Quag.  As a result mists tend to hug the western valley 
  for much of the day, reducing visibility.  The western 
  valley is dominated by the township of Twin Bridges a 
  Roodenhund 
  stronghold 
  that 
  straddles 
  the 
  Kershanetrek and manages east-west traffic.  During 
  winter in the pass a freezing wind blows from the high 
  mountains and glacial valleys and funnels into the 
  western pass, the rivers freeze over and black ice covers 
  everything.  These conditions can also bring blinding 
  blizzards that produce deep drifts of snow quickly 
  closing the western valley to all but the most desperate 
  travelers.  This drops temperatures considerably and 
  travelers without adequate clothing can quickly perish. 
   The Western valley reaches it highest passable point at 
  Pfalsgraf’s Fury 
   
  Page 5 
  
  the monastery of St Cuthberts.  This is called the "High 
  Pass" and is the only pass known to most travelers. 
   
  From the "High Pass" the descent is steep but the 
  road is cunningly cut and very safe.  The Eastern valley 
  is by comparison, a gentler place. The valley attracts 
  warmer air currents from the Vesve forest, and the 
  quasi-magical nature of that giant wood continues into 
  the hills and mountains of the eastern valley.  This is a 
  rich agricultural region, long settled by the Flan 
  peoples.  These people carved out a balanced existence 
  with the natural beauty of the eastern glens and valleys. 
   These Flan are members of the ancient Vosser clan, 
  and call themselves the Fellkatz.  There are also small 
  groups of elves living quietly in the area, many of them 
  move between the nation of Highfolk and Perrenland 
  as if the border does not exist.  No official census has 
  ever included these Olvenfolk in Perrenland, and they 
  are said to be remnants of an old elven kingdom called 
  Kershane. 
   
  Kershane itself will feature only peripherally in 
  this scenario as it will be featured in more detail in 
  another.  Its location in the haunted wood to the 
  Northeast of Twin Bridges has all but been forgotten 
  and memory of it exists only in place names and some 
  fireside stories.  See Appendix 5 for an idea of its 
  concept.   
   
  It is recommended that all the appendixes and 
  handouts be read before attempting to plan your 
  approach to DMing this scenario. 
   
  Introduction 
  Give the players the Adventure Synopsis handout.  Do 
  not read it to them, but instead allow them to read it 
  themselves. 
   
  When finished, proceed to encounter one. 
   
  Encounter One 
  Strangers on the Krestingtrek  
  The journey up the Kershane pass has been 
  uneventful so far.  You estimate that you are about 
  half a day from the Roodberg township of Twin 
  Bridges.  The fog has remained relatively thick all 
  morning reducing visibility to maybe thirty yards at 
  best, but you have been keeping a good pace.  Up 
  ahead the sound of people talking in Stamtaal 
  (Perrenland’s local dialect) drifts down to you on 
  the cold crisp breeze that is blowing in your faces. 
   
   
  Any PC who moves to investigate eventually sees the 
  following through the mist: 
  About a dozen people are on the Krestingtrek ahead 
  of you.  They seem unaware that you are behind 
  them.  They are well-equipped for travelling and 
  wear sturdy backpacks; they have bows across their 
  shoulders and swords at their sides, but are not 
  wearing armor.  They are engaged in a fierce 
  whispering debate. One is pointing up the 
  highway, and you catch “Rood….won’t….Twin 
  Bridges” at one point. Suddenly, on your flank, you 
  hear a low growl, and the group ahead of you stops 
  talking. Several turn to look back down the 
  highway, unsheathing their swords in the process. 
  The one who was talking calls out in a clear voice: 
  “Guard them Vemm. Who goes there, friend or 
  foe?” 
  DM's Note: Clan Vosser PCs recognize these people as 
  Vossers, or a Knowledge (local) check (DC 10) provides 
  the same information for non-Vosser clan members. A 
  spot check (DC 29) reveals the presence of a small cat-
  like creature on one of the PC's flanks. Any Vosser PC, 
  or a Knowledge (local) check (DC15), recognises this as 
  one of the famous Vosserkatz. See New Rules Item 1 
  Vosserkatz. 
   
  Role-playing this Encounter: This is a group of 
  thirteen Vossers from the Sturmkatz Vosser family and 
  their guide Ungus Fellkatz and and his animal 
  companion Vosserkatz from Katzberg.  They have 
  assembled from three of the stadts lower down in the 
  western pass.  They are responding the call of their 
  Sept chief, or LandGraf, Fergtol Fellkatz to assemble at 
  the clan’s stronghold of Katzberg in the Eastern pass 
  for a clan council.  They are unaware that the situation 
  has deteriorated to localized warfare over the Highpass. 
  They do suspect, however, that, if they continue along 
  the Kershanetrek, at the Roodberg town of Twin 
  Bridges they will be turned back or worse. They are, 
  therefore, contemplating taking an alternative, and 
  secretive, route south of the town that will put them 
  back on the highway half a day west of the township. 
  This is, however, a three-day detour. They treat the PCs 
  with hostile caution until they find out more. Their 
  leader is Ungus Fellkatz (Rgr 7), and he will undertake 
  any negotiations with the PCs that are necessary. The 
  PCs can gain the trust of these Fellkatz by using any of 
  the following methods: 
   
  1. 
  Showing the Voormann’s warrant. 
  2. 
  Good role-playing. 
  3. 
  Having Vosser, or Gray Elven, PCs in the party. 
  4. 
  Diplomacy check (DC18). 
   
  If trust is gained the Vosser reveal their concerns, and 
  suggest that the PCs also avoid Twin Bridges. They will 
  give the PCs directions (using the PCs map) on how to 
  Pfalsgraf’s Fury 
   
  Page 6 
  
  bypass the town, a detour of 3 days, to location F1 on 
  the DMs map of the Kershane pass.  They suggest that 
  the PCs follow half a day behind them.  They do not 
  want the PCs with them on the trail, and use the 
  excuse that it would be too large a party if they all 
  travelled together.  They insist, rudely if necessary, that 
  this is the way it has to be. 
  Development 
  If decisions made by the PCs mean that the party is 
  separated, with some entering and others bypassing 
  the town, play out Encounters 2 and 3 for the PCs at 
  Twin Bridges before joining the two groups up again at 
  Encounter 4. 
   
  PCs can also gain the following additional information 
  with a successful Gather Information check (DC 15), if 
  trust has been gained. 
  1) 
  The information on the Vosserkatz (contained in 
  New Rules Item 1 “The Vosserkatz”) but only if 
  they ask. 
  2) 
  That the Roodberg Pfalzgraf has increased the 
  taxation of Vossers in the pass and that the 
  Fellkatz Vossers have refused to pay them. 
  3) 
  That Twin Bridges is a fortified town that blocks 
  the East/West path of the Kershanetrek. The toll 
  at the gate is 1 silver piece per person. It is the 
  ancestral seat of the Roodberg Obstergraf of the 
  Roodenhund Sept, called by many the “Pfalzgraf's 
  Fury”, but that he is usually in Visthaven his 
  primary town and the regional capital. 
  4) 
  That a unit of the 6
  th Auszugen should have 
  reached the Eastern pass and be settling things 
  down by now as they marched through Visthaven 
  nearly 9 days ago. 
   
  Ungus Fellkatz, male human Rgr7 
  Animal Companion: Vosserkatz (see new Rules Item 
  1) 
  Vosser Clan Skirmishers (13), 8males/5females, 
  human, Fgt 1  
  Concluding the Encounter: The encounter concludes 
  when the PCs decide whether or not to continue along 
  the Kershanetrek to Twin Bridges (move to 
  Encounters 2 and 3) or to bypass the town using the 
  secret trail shown to them by the Vossers, (move to 
  Encounter 4) 
  Encounter Two 
  Twin Bridges  
   
  You now crouch just within site of the small town 
  of Twin Bridges, about half way up the pass’s 
  western valley.  The town sits upon a pinnacle of 
  rock that is surrounded on all sides by a gorge 
  formed by the mighty Kershane river long before 
  sen ient life ever came this way.  It is famous for 
  the two ancient arched east and west bridges that 
  allow travelers to pass through the town across the 
  gorge and continue along the Krestingtrek.  The 
  western bridge has half a dozen guards on duty 
  before it; they look relaxed and unconcerned. 
  t
   
   
  A knowledge (local history) or (history) DC15 will 
  reveal the following additional information. 
   
  Twin Bridges was once an old Ur-Flanne settlement 
  and the architecture of the bridges and many of its 
  buildings speaks of new mortar applied over 
  ancient stonework.  Once a Vosser stronghold, it 
  fell many centuries ago to the aggressive expansion 
  of the Roodenhunds a powerful Sept of the 
  Roodberg clan and the Obstergrafs of the Sept 
  made it their ancestral seat. 
  If the characters decide to approach the bridge in order 
  to enter the town continue with the encounter below. 
   
  If the players decide to bypass the town via the 
  trail the Vossers showed them, the detour now takes 
  them 4 days instead of 3 (go to Encounter 4).  
  Pfalsgraf’s Fury 
   
  Page 7 
  
  Development 
  If circumstances mean that the party is separated with 
  some entering the town and others bypassing the 
  town, finish playing out Encounters 2 and 3 for the 
  PCs in the town before joining the two separate groups 
  at Encounter 4. 
   
  For those characters entering the town read, or 
  paraphrase, the following: 
   
  The broad gate at the end of the western bridge 
  stands open, but the half dozen guards that are 
  stationed here move to block your passage as you 
  approach.  They are dressed in Roodberg clan colors 
  and their readied weapons strike you as no mere 
  formality.  The leader of the guards swaggers 
  towards you before stopping hand on sword and 
  saying the following.  “State your names, clan and 
  business.  This is the Grafs bridge and none may 
  pass without his leave.” 
   
  The guards are under orders to stop and question any 
  travelers entering the town.  This order came from the 
  Graf this morning.  They are to watch out for any 
  Vosser clan members who may attempt to pass through 
  the town and join what the Roodbergs consider a 
  Vosser rebellion in the Eastern valley.  Any aggressive 
  attitude from the PCs will be dealt with aggressively.  
  Any Vossers will be refused entry and told to turn 
  back.  In addition, the price to enter the town is 1gp 
  per person. The guards will, of course, allow free 
  passage if the Voormann's warrant is shown, but will 
  quickly pass the information that agents of the 
  Voormann are in town to the Graf (see Appendix 3: 
  Using the Voormann's Warrant).  
   
  The guards are, of course, prone to any plan that 
  the PCs put into action involving the skills Bluff or 
  Disguise, or good role-playing. 
  If the PCs enter the town then proceed to 
  Encounter 3. 
   
  APL 4: 
  � Roodberg guards (6), male, human Fgt1  
  APL 6:  
  � Roodberg guards (6), male, human Fgt3 
  APL 8:  
  � Roodberg guards (6), male, human Fgt5  
   
  Use the statistics for Jarvin in encounter 7a for each 
  guard at the appropriate APL if the PCs decide to turn 
  this encounter into a hostile one.  In which case add in 
  as many additional guards as necessary to over-
  power/subdue the PCs and then imprison them for an 
  additional 4 TUs and 48gp each before the Voormann 
  can get them freed, even with their warrant. 
   
  Encounter Three 
  Encounter 3: A Gathering 
  Inside the gates you can see that Twin Bridges is 
  little better than an armed camp at the moment. 
  Hawkers in the open market just inside the gate are 
  selling all manner of equipment, including 
  weapons and armor. Some of it is quite used 
  looking. The crowd around the stands is ful  of 
  young men in Roodberg clan dress. The three 
  taverns around the market are over-flowing with 
  drunken men, and just about everyone in sight is 
  armed. 
  l
   
  The PCs have chanced upon the mustering of the 
  Roodenhund Sept. The Obstergraf has called all those 
  loyal to him to assemble at Twin Bridges. From here, 
  he intends to march out and implement the Pfalzgraf’s 
  “Fellkatz Solution”. Nearly two dozen lesser Grafs have 
  responded to his call with their Grafgardts. With this 
  force to compliment part of his own Grafgardt, he has 
  mustered nearly three hundred men for his eastern 
  campaign. 
   
  The PCs can try to stay in town, but prices have 
  risen very high for non-Roodenhunds, and the chance 
  of finding any accommodation at all will require a 
  successful Gather Information check (DC 20). Double 
  all prices found in the PHB for non-Roodberg PCs 
  during this encounter.  
   
  The town is obviously ripe for the picking as far as 
  information goes, but the Roodenhunds will be tight-
  lipped, if not downright aggressive, if the PCs have 
  shown the guards the Voormann's warrant (-4 to all 
  Gather Info checks from that point onwards). How you 
  let the player “get” the information is up to your 
  creative energies. The map of the town (above) can be 
  given to the PCs, the Key of which can be found below. 
  This will give a visual layout of the town's important 
  buildings to the PCs, and speed up play. The PCs 
  should avoid confrontation at all costs. All locations 
  give modifiers to the PCs' abilities to gather 
  Information. These location modifiers are cumulative 
  with the clan interaction modifiers given in the 
  "Interclan Relationships and Tension" section (page 
  6).  
   
  TOWN KEY 
   
  1) 
  The West Gate: 6 guards (- 8 Gather Information) 
  Pfalsgraf’s Fury 
   
  Page 8 
  
  2) 
  The Busy Market: (+2 Gather Information), all 
  item twice price listed in the PHB to non-
  Roodbergs 
  3) 
  Das Brigadoon: A tavern (Proprieter Hengra 
  Roodenhund) full of Roodenhund clansmen (+3 
  Gather Information) 
  4) 
  Das 
  Hund: 
  An 
  inn 
  (Proprieter 
  Klast 
  Roodenhund), full of Roodenhund clansmen (-1 
  Gather Information) 
  5) 
  Vest Inn: An inn (Proprieter Gralp Roodberg), 
  full of Roodenhund clansmen (+0 Gather 
  Information) 
  6) 
  The Obstergraf Keep: 20 guards (-10 Gather 
  Information) 
  7) 
  East Gate: 6 guards (-6 Gather Information) 
  8) 
  Vingol’s Foundry: Lots of workers pouring steel, 
  some dwarves (+0 Gather Information, +2 for 
  dwarves) 
  9) 
  Vingol’s Smithy: Lots of workers making 
  weapons, some dwarves (+0 Gather Information, 
  +2 for dwarves) 
  10) Das Roodenhuis: The Sept's clan house; only 
  Roodbergs accepted in on a successful Bluff check 
  (DC 20). This is both the Sept meeting house and 
  club. 
   
  INFORMATION 
  Take rumors from top to bottom. Any PC who role-
  plays well, and makes a successful Gather Information 
  check (DC 15) hears at least one of the following 
  rumors: 
   
  1) “It's all those damned slops-sucking Vosser 
  scum that are the cause of all the trouble, hick. 
  I’m no coward; if it wasn’t for me bung knee 
  I’d go with the boys meself to teach them a 
  lesson.” 
  2) “Them Auszug boys are out for a hard time. I 
  don't pity any poor bugger standing between 
  the two parties of a three hundred year feud; 
  they were lucky they left two days ago before 
  this lot arrived.” 
  3) “Stand aside I say; make way for the Landgraf, 
  Jergon of Visthaven.” 
  4) “Burp, I’m Klanz Grozrood from Clarstadt, 
  which one of the LandGrafs did you blow into 
  town with?” 
  5) “I would mind my own business if I was you, 
  stranger. These Roodbergs are a stuffy lot and 
  don’t like snoops. Take it from a Meerrijder 
  who knows. Them Vossers have stirred a right 
  hornet's nest with their rebellion.” 
  6) “Hey Franzt, what do you call a Vosser stadt 
  with a roof? Ugh, I don’t know. Lucky! Ha, ha, 
  ha.” 
   
  7) “The Pfalzgraf must be mad to get his Fury to 
  call a gathering. Although them Vosser scum 
  have refused to pay their taxes to him, and 
  now they quibble that their stadts are being 
  burned down by Guurhok. Ha, no taxes - no 
  protection I say.” 
  8) Bugger off ya son of a Vosser, as if I’d tell you 
  anything.” 
  9) You must leave town, the Graf's men have 
  grown suspicious of you.” 
  Once the characters have gathered all the information 
  up to number 7, or if they have been in town longer 
  than one day, you should encourage them to move on 
  using numbers 8 and 9. If the PCs do not take the hint 
  to leave town by then, you will have to find some way 
  to encourage them. Maybe they are escorted out the 
  Western gate by the guards, and now have to take the 
  four day detour around the town to go eastwards. 
  Either way you need to move on to Encounter 4. 
   
  Encounter Four 
  The Smell of Death  
  MAP 1 
   
   
  The journey from Twin Bridges has been hard. 
  Constant mists and light rains have threatened to 
  break the party up, but somehow you have managed 
  to stay together. After three more days on the trail, 
  you are nearing the famous fortified monastery of 
  St Cuthbert's. The monastery sits atop the high pass 
  giving access to the eastern valley and the location 
  of the main Vosser holdings in the pass.  
   
  The 
  weather 
  has 
  been 
  growing 
  more 
  threatening for the last day and half, and large 
  Pfalsgraf’s Fury 
   
  Page 9 
  
  thunderheads 
  have 
  been 
  building 
  over 
  the 
  mountains. The mountains are now obscured from 
  view by towers of cumulus. Those among you with 
  any knowledge of the wilderness or weather, knows 
  that snow is coming because o  the chilly easterly 
  that started to blow down the pass this very 
  morning. You should reach the top of the pass by 
  nightfall.  
  f
   
   
   
  i
   
  As you are travelling along, the Kershanetrek 
  takes a southward turn along a small, flat, partly 
  wooded valley that curves around a large granite 
  rock formation, known locally as the “watch-tower”. 
  The wind has died down a little on this stretch of 
  the road, as you are partly sheltered from it by the 
  rock formation, yet this has, in itself, allowed a 
  strange smell to ferment in the air. This smell has a 
  strangely familiar odor to it and, within a few 
  moments, you recognize the smell of death. 
  The smell of death is coming from the three day old 
  remains of the DritteRotte (83 men) of the 5
  th 
  Auszugen that have been surprised and cut down by a 
  mixed goblin and hobgoblin war band. These 
  humanoids, led by two Fists of Hextor, are from the 
  humanoid Guurhok nation that infests the southern 
  foothills and mountains of the Kershane pass. Let the 
  party move to investigate the source of the stink as 
  they move down the road. Use Map 1 as a reference 
  point for this. The first thing the party will see is the 
  first victim of the ambush at location (1). Once they 
  find this, read the following. 
   
  As you move forward to investigate, you can see 
  what appears to be the prone body of some 
  humanoid creature lying just off the road ahead. 
   
  Allow the PCs to approach in any way they like, then 
  read the following: 
   
  As you move closer you can see that the body is that 
  of a man laying face down in the grass. Arrows still 
  protrude from his left thigh and from the back of 
  his neck. He wears a breastplate over a red and 
  white, knee-length tabard. Everyone instantly 
  recognizes this as the uniform of Perrenland's 
  army, the Auszug.  The left brest has a sun symbol 
  upon it. The man's longsword remains in its 
  scabbard, and his pike rests innocently in the grass 
  a few feet away.  
   
  Closer 
  investigation 
  will 
  reveal 
  the 
  following 
  information depending on the methods used to 
  investigate: 
   
  Knowledge (Nature) or Healing (DC 12): The 
  man was in his twenties, and the arrow in the neck was 
  the critical injury that killed him. He has been dead for 
  between 2 and 3 days. 
   
  Knowledge (Local) or (History) (DC 10): The 
  unit of the Auszug that the man belonged to was the 6
  th 
  Auszugen, the training division of the Auszug based 
  mostly in the city of Schwartzenbruin and the Canton 
  of Huglerote. 
   
  Wilderness law (DC15): The area is covered with 
  hundreds of tracks but they are at least two or three 
  days old. If the types of track are studied and a 
  successful Wilderness law check (DC 20) is made, PCs 
  will notice that the tracks are a mix of human, horse 
  and wagon tracks. If the DC is exceeded by 5 or more, 
  or if a Ranger in the party has a favored enemy that is 
  one of the goblinoid races, then a broader, deeper set of 
  footprints will be found that indicate a heavier race of 
  humanoid with broad flat boots also passed along the 
  road heading east two to three days ago. 
   
  What to do with the corpse? The party may 
  decide to bury the man, inhumation (burial) is the 
  norm in Perrender culture as all return to the goddess 
  Beory in the end, but this will take about an hour to do, 
  as the ground is hard and cold. They may decide to take 
  the corpse with them. This is also fine but will be very 
  unpleasant. Some in the party may decide to remove 
  the breastplate and longsword from the victim. This is 
  also fine, but could cause in-party tensions that need to 
  need played out if some members consider this form of 
  looting theft. There is nothing in Perrender law, or 
  custom, that says the dead have any need, or use, for 
  items in their burial. Quite the opposite as a Perrender 
  should return as they came, naked and unafraid. The 
  items do, however, belong to the Auszug, and, by law, 
  must be returned, but can be used if the need is great 
  and in the defence of Perrenland. 
   
  Further investigation: If any of the party decide 
  to mount a watch, or investigate further down the road 
  then, once they have moved to a position that enables 
  them to see another 100ft ahead of location (1) they 
  will be able to see location (2) on Map 1. Read or 
  paraphrase the following once they are in position: 
   
  As you move forward, you can see, stretched out in 
  a low gully that the h ghway runs across, the 
  fluttering flag of Perrenland. It flutters weakly atop 
  it flagstaff that has been thrust into the ground but 
  has been damaged so that the flag now leans at a 
  sorry angle. Strewn around the flag are hundreds of 
  corpses. Feasting upon this grim collection of 
  bodies is a thick, black carpet of ravens. The stench 
  that the wind flicks from over the battlefield, and 
  carries to you, is nauseating.  
  Pfalsgraf’s Fury 
   
  Page 10 
  
   
   
  . 
   
   
  Have all characters make a Fortitude save (DC 12), or 
  bring up the contents of their stomach, suffering 1d2 
  points of temporary Constitution damage for 1d6 
  hours. 
   
  If the characters approach the battlefield, read, or 
  paraphrase, the following: 
  The ravens take fright, and fly off northwards as 
  you approach, letting out angry croaks at the 
  intrusion
  If the party moves to investigate, read, or paraphrase, 
  the following: 
   
  By their hacked and strewn tabards you can see that 
  most 
  of 
  the 
  corpses 
  are 
  those 
  of 
  young 
  Perrenlanders of the 6
  th Auszug (location 2), yet 
  mixed among them, and laying a little further out, 
  are the corpses of goblinoid-like creatures. You can 
  see a least fifty of them (65). In an area off to the 
  northern side of the main concentration of bodies, 
  you find the corpses of the 14 Vossers you met on 
  the Kershanetrek some days ago (Location 3). 
  Sitting in a tree nearby is the almost hidden form of 
  Ungus’ Vosserkatz (Location 4).  
   
  Close investigation reveals the following: 
  1) 
  All the corpses, both human and goblinoid, have 
  been stripped of any useful military equipment. 
  2) 
  The humans have died from a combination of 
  intense missile fire and close quarter combat. 
  3) 
  The goblinoids seem to be of two distinct racial 
  groups one smaller, with lighter colored skin, and 
  one taller and broader with darker colored skin. A 
  successful Wilderness Lore check, (DC 10), or 
  Knowledge (local or history) (DC 12), or a ranger 
  with a favored enemy of a goblinoid subgroup will 
  reveal the following: The short goblinoids are 
  goblins, of which there are about 4 dozen lying 
  dead.  The tall ones are hobgoblins, of which there 
  are seventeen corpses.  They have all died from a 
  mix of missile and close quarter combat. 
  4) 
  A successful Wilderness Law check (DC 15) will 
  reveal that a very large number of humanoids 
  (possibly hundreds) both entered onto the 
  highway from the east and left the highway again 
  the same way at location 4 on Map 1 via a roughly 
  hacked out bush-trial that leads into the woods. 
  All their tracks are 2-3 days old as well. 
  5) 
  The ravens have disfigured all the corpses, 
  plucked out eyes etc., rendering identification of 
  individuals all but impossible. A precise count will 
  provide a total of 82 Auszugen troops here + 1 at 
  location 1 for a total of 83 men. A Knowledge 
  (local) check (DC 10) to find out that this is the 
  precise number of men in a DritteRotte.  If PCs 
  spend an hour doing the grim work they can 
  recover 53 Dog Tags from the troops for return to 
  the parent unit.  If they do this they will receive a 
  +1 morale bonus to their attacks and saves during 
  encounter 7.  This is increased to +2 if they recover 
  and openly display the flag of the 6
  th Auszugen 
  during this encounter. 
  6) 
  The Vossers have been killed in an ambush with 
  arrows, and close quarter fighting. They have been 
  stripped of anything useful. A Wilderness Lore (or 
  Tracking) check (DC 15) reveals that this occurred 
  only a few hours ago. A successful Heal check (DC 
  15) reveals the same. A Wilderness Lore (or 
  Tracking) check (DC 20) shows that the tracks 
  have been cunningly blended into the existing 
  tracks making it impossible to see how many 
  attackers there were, but revealing that they 
  moved southeast into the woods after the fight.  
   
  Some characters may use magic to help in their 
  investigations at any of the locations. The results 
  obtained by the most common types of magic are listed 
  below: 
   
  Detect Magic: No trace except from party members. 
  Detect Evil: A residual trace from the entire area (this 
  is an evil deed after all). 
  Speak with Animals: The only animals available are 
  the ravens. Speaking to one of these gives you a sense 
  of great excitement, happiness because of the feast at 
  hand, and watchfulness for the return of the “feast 
  givers”.  The PC will also get the strange impression 
  that they are talking to a group mind, but can find out 
  no more information. 
  Speak with Plants: You sense relief, the passing of a 
  great danger and joy as thin roots quickly spread to 
  absorb the gift of nutrition the rotting corpses will 
  provide. 
  Speak with dead (Human): The human wails about 
  betrayal, panic and ambush. The nature of the betrayal 
  is not revealed, except in the following cryptic way: 
  “Oh how the Fists relished in our demise.”  
  Speak with dead (Goblinoid): The response you get is 
  not friendly, and is spoken in goblinoid. If you 
  understand this language then, regardless of the 
  questions you ask, you simply get a reply that echoes 
  great joy at being part of the war-party again, and that 
  soon it will be your turn to feed the knives of the 
  Guurhok to appease the great Fist. 
  Pfalsgraf’s Fury 
   
  Page 11 
  
  Approaching the Vosserkatz: 
  The 
  Vosserkatz 
  was 
  the 
  magically 
  befriended 
  companion of Ungus Fellkatz. Because of Ungus’ death 
  it has returned to a semi-wild state, but cannot yet 
  bring itself to desert the body of its old master. 
  Therefore the opportunity presents itself for a Vosser 
  PC to use animal friendship or the Summon Familiar 
  ability of the Wizard or Sorcerer classes. (Those eligible 
  can expend 100gp at the end of the adventure to take 
  on the creature as an animal companion or a familiar.) 
  If no eligible characters are present, it will hiss 
  threateningly at the PCs and attempt to flee into the 
  bushland. If it is captured, it will be difficult and 
  dangerous to control. 
  Nothing else of use can be found from further 
  investigation. As the PCs prepare to move on, go to 
  Encounter 5 
   
  Encounter Five 
  The Raven Master 
  DMs Note: Please be familiar with Appendix 3 “The 
  Raven Master” before this encounter.  
   
  It comes as quite a surprise when, suddenly, the 
  flock of ravens whir s back overhead, and begins to 
  land in the nearby trees.  They are strangely silent; 
  there is no harsh croaking, and only the subtle 
  flapping of wings disturbs the si ence.  W thin a 
  minute they have settled.  Over fifty pairs of bright 
  white eyes now stare down at you.  
  l
  l
  i
  l
  f
   
  i
   
   
   
  l
   
  The ravens do not intend to attack the PCs; they are 
  simply there to announce the arrival of their friend and 
  master, the Raven Master (see below for a full 
  description) 
   
  DM's Note: Any spell that is used against the 
  ravens will be counterspelled with dispel magic by the 
  Raven Master, and the ravens will be sent away. 
  Hostile actions towards the ravens will reduce her 
  reaction towards the PCs from friendly to unfriendly.  
   
  Sudden y 30ft ahead of you a figure lands lightly 
  upon the ground.  It appears about medium sized 
  and in crouched on all fours.  The figure may 
  actually be humanoid and seems to be dressed in a 
  black raven-feathered gown and a cloak that seems 
  to shift colors as you look at it.  A pair o  vivid 
  amber eyes stares out of a bird-like face.  
  The following spells or spell like abilties will reveal the 
  following. 
  Detect Evil: No evil 
  Detect Good: An overpowering aura of goodness make 
  a Willpower (DC 18) save or be stunned for 1 round. 
  Detect Chaos: No Chaos. 
  Detect Law: No Law. 
  True Seeing: See “Unearthly Beauty” ability in 
  appendix 4 The Raven Master. 
   
  This is the Raven Master Netrana Eratrithil 
  Druid7/Animal Lord 3.  She has been observing the 
  PCs since they encountered the first body of the fallen 
  soldier via her flock of Ravens.  She hid up a tree in 
  raven form to observe the PCs approach.  She refers to 
  himself in all languages as simply the “Raven Master”.  
  She will not be hostile to the PCs (unless they have 
  attacked her ravens or herself).  In this form she has 
  many bird like attributes and mannerisms which will 
  serve to confuse the PCs. 
   
  Depending on PCs reactions, she will do the 
  following   
  The figure introduces herself as the Raven Master, 
  and tells you that she has been watching you. Just 
  when she appears to be about to say more, she 
  hushes you all to silence and cocks her head as if 
  listen ng. 
  Get the PCs to make Listen checks (DC 10), to hear the 
  following. 
   
  A silence, deeper than before, has fallen upon the 
  valley you are in, and, at first you hear nothing but 
  the wind. Then the wind shifts a little, and 
  suddenly you can hear the movement of many 
  creatures through the woods. 
  At this point, the Raven Master says the following in a 
  manner of fact tone: 
   
  “They are close; you have alerted them, or one of 
  them got away. They are to many for us here; come 
  with me quickly. I know a safe place.” She turns 
  and starts to walk into the bush. 
  The PCs need to follow the Raven Master to arrive at 
  Encounter 6; hopefully they will follow her willingly 
  straight away. If the PCs do not follow the Raven 
  Master then give them an incentive by letting them see 
  the following: 
   
  As you hesitate, a goblinoid figure comes into view 
  about a hundred yards away. He is moving fast and 
  si ently, unaware that you have seen him. Behind 
  him come several more. Then the silence is 
  shattered by the blaring of many harsh war-horns, 
  Pfalsgraf’s Fury 
   
  Page 12 
  
  guttural goblinoid shouts, and crashing movements 
  as a multitude of goblinoids come crashing out of 
  the woods all stealth forgotten. Behind them steps 
  two large men in full plate, the symbol of a fist 
  grasping several arrows is visible on their 
  breastplates, even from this distance. They are 
  pointing directly at your location; somehow you 
  have been spotted. 
    
  If the PCs seek to make a stand, then they are going to 
  have the fight of their lives and will probably be killed. 
  The Fists and the Guurhok are taking no prisoners. 
  This is an encounter the PCs are unlikely to win. The 
  Guurhok will attack in waves of 8 goblins and 3 
  hobgoblins with a new wave entering the battle every 3 
  rounds until the PCs have either fled or are dead. The 
  two Fists of Hextor will enter the battle on the fourth 
  round. If worst comes to worst, give the PCs a belated 
  second chance to flee once they realise the situation is 
  dire. Have the ravens attack the Guurhok, throwing 
  them into temporary confusion, and the Raven Master 
  casts entangle, then shout that the PCs must either flee 
  with her now or perish. 
   
  Once the PCs get the drift read, or paraphrase, the 
  following: 
   
  You can hear the sounds of frantic pursuit behind 
  you. The Raven Master guides you into woodland 
  terrain heading uphill. Behind you the occasional 
  band of goblinoids are v sible. It is possible that 
  several hundred of the creatures are in hot pursuit. 
  At one point, you clearly hear someone shouting 
  orders in a deep male voice: “By the fist of Hextor 
  find them, you scum, or I will skin you alive. Now 
  move”. The Raven Master turns and curses in 
  Elven. “Quickly touch my staff I cannot lead you 
  from them without help.” 
  i
   
   
  l
   
  If characters touch the Raven Master's staff, they are 
  given the abilities of Woodland Stride and Trackless 
  Step as per a druid’s class ability for the next one hour. 
  Read, or paraphrase, the following for such characters: 
   
  “Suddenly, you are able to move freely through the 
  undergrowth, and your passage leaves no trace.” 
  Any character who does not wish to touch the staff will 
  not be compelled to do so; the Raven Master will 
  extend the staff once more, and say: 
   
  “I offer you your life one more time, I cannot make 
  you any less a fool than you obviously are; I can 
  only guide you to choose wisdom over fol y.” 
  Any characters who refuse are now abandoned for 
  good and will have to fight the Guurhok as described 
  above. 
   
  All APLs (EL): 
  Stats: Abbreviated Stat Block details in appendix. 
  Move to Encounter 6 
   
  Encounter Six 
  Encounter 6: A View  
  For the next few hours you are led through the 
  gorges and woods, deeper into the mountainous 
  country that borders the pass, on trails you would 
  never have found on your own. The sounds of 
  pursuit fade slowly into the distance as the Raven 
  Master leads you further from danger. The way is 
  difficult and, at times, dangerous; even those of you 
  who are familiar with the wilderness and, who can 
  usually tell in which direction you have been 
  travelling may now be lost.  
   
   
   
  f
  i
  f
   
   
  If characters make a successful Wilderness Lore check 
  (DC 20), or Intuit Direction check (DC 15) reveal the 
  following: 
  You may have been heading roughly northwards. 
  Ahead of you, the Raven Master comes to an abrupt 
  halt. As you draw level with her, you can see that 
  the land in front of you plunges suddenly 
  downwards many hundreds of feet into a huge, 
  circular depression well over 10 miles across. 
  Within the depression, the top o  its h ghest limbs 
  just below your eye level, grows a forest of 
  evergreens, the size of which dwarf even the largest 
  trees you have seen before. They completely fill the 
  bowl-like canyon. Slightly to the right o  the 
  canyon's centre - perhaps only 5 miles away - rises a 
  single, tall mountain. The Raven Master waves her 
  hand across the scene and sighs: “Ahh, Kershane, I 
  did not know how much I had missed you”. The 
  glimmer of a smile crosses her face, revealing a 
  sudden beauty that comes close to stopping hearts. 
  The gown of black feathers she is wearing 
  shimmers for a moment, and then is gone, replaced 
  by a light and delicate dress of purest white.  
  DMs note: Have everyone (unless they have resistance 
  to woodland charm) make Will save (DC 17) or fall 
  unconscious for 1d6 rounds for the sheer beauty of 
  seeing her true form revealed.
   
  The Raven Master is indeed heart-stoppingly 
  beautiful, a fact she usually keeps well-hidden as it has 
  Pfalsgraf’s Fury 
   
  Page 13 
  
  a tendency to over-power ordinary mortal minds.  
  Should any of the characters pass out, she quickly 
  assumes a lesser mantle, remaining breath-taking, but 
  less over-powering. She assists any PCs who have 
  passed out, helping them recover within a few rounds. 
  Once she has done this, she says: 
   
  I apologize deeply for any slight I may have caused 
  you, my friends.  For a moment I forgot whom I 
  was with; it has been many centuries since I have 
  returned to this place. In truth, I did not expect the 
  shroud to have weakened enough to let it be viewed 
  so easily from outside, and, for a moment, I both 
  forgot myself, and I remembered who I am. Please, 
  forgive me. 
   
   
   
   
  t
  ,
   
   
  i
   
  l
   
   
   
   
  If the PCs question her about the place, she reveals the 
  following information: 
  What you see before you is the old, Gray Elven 
  fastness of Kershane. For nearly five centuries it 
  has lain haunted, and obscured by the great woe 
  that befell its people. Yet, of late, I have heard the 
  light step of it peoples once more, and the breeze 
  has carried a once-familiar scent. For many months, 
  I could not place it, but now I am sure, the 
  wrongness has all but faded, and my father's people 
  walk the land again. How this can be, I do not 
  know, yet I intend to find out. It cannot be simple 
  coincidence that our ancient enemy the Guurhok 
  have arisen at such a time. There is seldom smoke 
  without a fire.” She turns intense eyes upon you all. 
  “I will not force you to come with me into the 
  forest, but, if you do, then be warned. My strength 
  alone may not protect you in this place if its ire is 
  earned; draw no blade, and harm no branch or 
  creature, as all here are linked. Speak in the softest 
  voices, and stay close. Even in the oldest of days, 
  when the lands had peace, my father's people held 
  precious their privacy from strangers. 
  If she is asked anything about her personal background 
  or her father/mother, she simply says: 
   
  “It is not good to speak of the dead, so my father we 
  will not men ion, but my mother is the earth  and 
  she can never die. Unfortunately, her story is too 
  long for a simple telling, and to listen to that story 
  would require you to give many years to her 
  service.” Let us camp here for the rest of this day; I 
  would like to commune and rest before heading 
  south to the old trail. 
  During the rest of the day the characters can find out 
  the following: 
  1) She has been in the Valley for many centuries. 
  2) She has gray-elven ancestry but is also Fey. 
  3) She has a great enmity towards the Guurhok. 
   
  Encounter 7 
  Battle of Five Armies 
  After a restful night, you feel very refreshed, have 
  no fatigue and discover that any damage you had 
  taken the prev ous day is gone. The Raven Master 
  has awoken you early, and with urgency, saying as 
  she hurries you to readiness: “I feel a great storm 
  brewing; we must hurry for it is not our fate to 
  avoid it, but, rather, to join it.” So, having eaten 
  your breakfast on the trail, you have been moving 
  southwards for some hours. You have now entered 
  a flat area of broken woods. A thick mist has 
  enveloped the entire area reducing visibility to less 
  than 30 ft. Any noise that you make as you move is 
  muffled. After about an hour of traveling, this 
  silence is sudden y lifted, and, from all around you, 
  comes the noise of a great battle. The Raven Master 
  turns to you all: “Come closer my friends; we do not 
  have much time to prepare. Up ahead, the fate of 
  three nations is unfolding; one of them is yours. I 
  will give you what aid I can, but this is a battle that 
  you must not avoid. Come my friends, touch my 
  staff and receive my blessings” 
  Any PC who does so is given the following benefit for 
  this encounter. 
  1) Barkskin at 12
  th level for a +5 Natural Armor bonus 
  to AC. 
  2) Woodland Stride ability (as per druid PHB p35). 
  After this she says the following before changing into a 
  raven and flying off: 
   
  Go forward boldly; I will prepare the way for you as 
  much as I can. Some of them may resist my powers, 
  but many will not; ignore the ones who are 
  incapable of doing you harm, overcome those who 
  have resisted my power, and make for the heart of 
  the fight. Once their leader is dead they will lose 
  heart; he is your target. I will support you as much 
  as I can; watch for me as a raven, if I come to you it 
  will be to guide, or to heal.” 
   
  Some PCs may decide now is the time to flee, if they do 
  they will still have to fight their way out as per the 
  tactic’s section below. 
  DM's Notes: 
  Pfalsgraf’s Fury 
   
  Page 14 
  
  By fate, or the working of the gods, four separate 
  groups are locked in a deadly, running conflict in the 
  outer fringes of the Kershane woods.  These groups are 
  set out below: 
   
  The Guurhok 
   
  The Guurhok are led by the Fists of Hextor. (There 
  are 140 troops in all.)  They lost the PCs in the 
  wilderness but stumbled instead upon a large band of 
  Fellkatz Vossers.  Both sides were relatively surprised 
  and have come together in a desperate battle. 
   
  The Vossers 
   
  The Fellkatz Vossers, led by their Landgraf consist 
  of 95 men in total.  They have arrived intending to join 
  forces with the elves of Kershane against the Guurhok 
  and Roodenhunds in a couple of day's time.  They have 
  instead stumbled across the very Guurhok who have 
  been burning out their homesteads over the last couple 
  of weeks.  This has prompted them to attack without 
  thinking.  This would have been a tough fight in the 
  best of circumstances, but a band of Roodenhunds has 
  turned up as well.  Outnumbered, and outclassed, the 
  Fellkatz are now fighting to survive by falling back into 
  the woods. 
   
  The Kershane Elves 
   
  A small band of Kershane elves (15 in total) have 
  been shadowing the Roodenhunds to see what they are 
  up to.  Suddenly the Roodenhunds have linked up 
  with a war party of Guurhok engaged in the initial 
  stages of battle with a band of the elve's Fellkatz allies. 
  Realizing that, without their help, their Fellkatz allies 
  are sure to lose, the elves have entered a deadly game of 
  hide-and-shoot with the Guurhok and Roodenhunds 
  using the mist as cover. They have succeeded in 
  breaking their foes into smaller groups and given the 
  Vossers a good chance of escape. 
   
  The Roodenhund 
   
  The Roodenhund Obstergraf “The Pflazgraf’s 
  Fury” and his Grafgardt (53 men in total) dressed as the 
  6
  th Auszugen has descended into the valley of the 
  Kershane wood in pursuit of a band of spies (the PCs) 
  that broke through his cordon of Guurhok just east of 
  Twin Bridges.  Coming across the Fellkatz Vossers is an 
  added bonus.  He has joined his forces with that of the 
  Guurhok who are engaging the Vossers as they fallback 
  through the woods.  It is him that the PCs are given the 
  opportunity to kill or capture.  He has become 
  separated form his main body of troops thanks to 
  several well-aimed volleys by the Kershane elves. 
   
  The Raven Master and the PCs 
  The Raven Master has led the PCs to this point, 
  knowing that a battle is to be joined.  She has given the 
  PCs no real choice but to fight to survive.  She has led 
  them quietly and secretly through the mist into the 
  middle of the battleground.  No matter which way they 
  go they will have the sequence of encounters set out 
  below. 
   
  DMs Version of the battle map 
   
  KEY TO BATTLE MAP 
  1) PCs 
  2) 
  Entangled squad of Guurhok. 
  3) 
  Mixed Roodbergs and Guurhok begin driven off 
  by Ravens. 
  4) 
  The Pfalzgraf’s Fury and guard. 
  5) 
  The Battle Front. 
   
  DMs note: Do not give the players the map for this 
  encounter the fog that has descended upon the area 
  makes it difficult for them to get a clear picture.  At all 
  times visibility is down to 30ft except when the 
  encounter says otherwise. 
   
  Location 1 The Beginning: 
   The Raven Master has left you.  Through the mist 
  you can hear the sounds of a confused battle raging 
  all around you.  As she flies off the mist parts as if 
  by magic improving your visibility down this 
  corridor in the mist. 
   
   
  If the PCs move down this they will reach location 2, if 
  they remain a raven will return and croak at them in 
  their minds they will feel it urging them forward.  If 
  they move off into the mist anyway they will reach 
  location 2 regardless. 
   
  Location 2 Entanglement:  
  As you move forward you can see that the mist 
  quickly closes over where you have been.  After 
  moving for less than a minute you hear sudden 
  cries of surprise ahead of you. The mist parts once 
  more this time in a slightly different direction, 
  Pfalsgraf’s Fury 
   
  Page 15 
  
  through it you can see that nearly twenty 
  goblinoids are being attacked by the trees and 
  undergrowth, most of them are held fast and 
  struggle to move.  A handful have managed to 
  escape this sudden turning of nature, they see you 
  almost at the same time as you see them and with a 
  cry make ready to charge, roll initiative please. 
     
  Two Fists of Guurhok (see appendix 5) have been 
  trapped by the very successful use of an entangle spell 
  by the Raven Master, a third fist was outside of the area 
  of effect and this fist is now ready to charge the PCs.  
  Use the appropriate APL for the Fists in Appendix 5. 
  They are approximately 30ft directly ahead of the lead 
  PC.  They are spaced no more than 5ft apart from each 
  other with their leader to the front.  The area to their 
  left from the tree-line to within 20ft of the trail is 
  under the effects of the entangle spell. 
   
  This Fist has a pre-defined initiative of 12. 
   
    l
   
  .  
   
   
   
  i
   
  f 
  l
   
  If the PCs kill all the hobgoblins in the Fist the 
  goblins will flee.  After the PCs have defeated them, 
  read the following.  
   
  With the fight over a raven suddenly appear out of 
  the mist again, as it flies by it croaks rapidly at you, 
  it sound suspiciously like you have just been told to
  hurry up.  Once again the mist part before this 
  raven revealing the path ahead.  
   
  If the PCs follow read the following after they have 
  moved forward about 100ft.   
   
  Location 3 The Ravens  
  Out of the mist ahead of you off to the right a large 
  stand of trees, moving out of this is a arge group of 
  perhaps thirty men, they are wearing the uniforms 
  of the Auszug.  Suddenly the flock of ravens you 
  have seen before descends upon them taking them 
  by surprise, one of the men lets out a high pitch 
  scream, perhaps he has lost an eye.  As the mist 
  once again folds over this scene you can see that 
  these men are running back into the woods as fast 
  as they can with the ravens in hot pursuit.   
   
  These are the Roodenhunds masquerading as troops of 
  the 2
  nd Auszug.  They have been ordered to investigate 
  the sounds of battle to the rear that the PCs have 
  caused at location 2 fighting the Guurhok.  The sudden 
  attack by the Ravens has spooked them and this the 
  PCs have seen.  What the PCs have not see is the large 
  earth elemental that the Raven Master has summoned 
  (via her staff of the woodlands) that has crushed a 
  hapless Roodenhund.  This combined with the ravens 
  has been enough to drive these Roodenhund back into 
  the woods away from the PCs with elemental and 
  ravens in hot pursuit.  Move to Encounter 7a 
   
  Encounter 7a 
  Fighting the Fury 
  Location 4: A Desperate Fight  
  As you continue forwards the raven once again 
  appears and makes the mist part for you.  The 
  sounds of battle now grow louder ahead of you.  In 
  front the land begins to slope slightly downwards. 
  About thirty feet ahead of you are five men, four of 
  them seem to be guarding the fifth who is kneeling 
  on the ground examining a scroll or map
  All five 
  wear the arms and tabards of the Auszug, the 6
  nd
  Auszugen to be precise.  The four men standing are 
  in Full Plate, the man kneeling seems to be 
  unarmed.  They obviously have not seen you.  
  Suddenly the man on the ground thumps the 
  ground with his fist.  “By the fist of Hextor, where 
  are we?” he shouts in frustration. One of the guards 
  shrugs and says blandly “In the woods my Graf, in 
  the shirking woods.”
  This is the Pfalzgraf’s Fury and his guards; they are 
  wearing the looted armor of the slaughtered troops of 
  the 6
  nd Auszugen.  They do not know that the PCs are 
  behind them, if the penny drops then the PCs can 
  catch them flat-footed.  If the PCs decide to approach 
  and question these men read the following. 
   
  As you break cover, the five men all swivel towards 
  you as one.  The man who was cursing breaks into a 
  fierce grin saying "well isn’t this a n ce surprise, all 
  that effort chasing you and in the end you come to 
  me, kill them, but spare the prettiest for some fun 
  later.”  With a click two long blades flick out o his 
  gauntlets.  Roll initiative p ease.  
   
  The basic idea here is to kill or be killed, no mercy or 
  quarter will be given or asked by these men. 
   
  The Raven Master: If any of the PCs are fairing 
  badly then the Raven Master will cast Heat Metal on 
  the one of the guards, and fly in herself to deliver 
  curing magic’s to PCs with a touch of her wings.  She 
  has a total of one Cure Moderate Wounds for 23 hit 
  points of curing and 2 Cure Light Wounds for 13 
  points of healing each.  She will also prevent any PCs 
  from slipping below –10 hit points if possible with 
  cure minor wounds.    
   
  Reinforcements:  On the third round of combat 
  in this encounter the following reinforcements will 
  begin to arrive 1 per combat round. 
  Pfalsgraf’s Fury 
   
  Page 16 
  
   
  3
  rd round: Jarvan a Roodenhund trooper will arrive 
  with a message from the front but instead find his Graf 
  under attack.  He will enter from 60ft the behind the 
  Graf from location 5 on the map and charge the closest 
  PC on his initiative. 
  4
  th round: From the tree’s to the right of Combat a Grey 
  Elven Ranger called Evinias from Kershane will begin 
  firing at a range of 60ft into combat at the Pfalzgraf’s 
  guards.  He only has 2 arrow left.  Once they are gone 
  he will draw his shortswords and charge in to help the 
  PCs.  He is wearing Vosser colors. 
  6
  th round: Migra and Flang a pair Guurhok goblin 
  scouts start firing into the combat at the Kershane 
  Ranger.  They have a good chance of hitting their own 
  allies but are in too much of a panic to think of this. 
   
  Concluding Encounter 7a 
  Encounter 7 concludes when all the enemy are dead or 
  when the Pfalsgraf’s Fury is killed in which case all his 
  guards try to flee at top speed.  Once the “Pfalzgrafs 
  Fury” is killed the story spreads quickly and his troops 
  quickly abandon the field.  He should not be allowed to 
  be captured.  Move to the Conclusion. 
   
  Conclusion 
  If the Gray Elven Kershane ranger Evinias is still 
  conscious from encounter 7 he will now approach and 
  thank the PCs, if he went down have the Raven Master 
  perch on his chest and heal him back to consciousness 
  or even life if necessary.  He will say the following in 
  perfect over-king common. 
   
  Well-met friends and well done, this is indeed a 
  great day; to kill their leader is no mean feat. I will 
  have to compose a song of this deed for my people. 
  However, I forget myself, I am Evinias, a friend of 
  the Fellkatz, who may you be? 
   
   
   
   
  t
  i
  l
   
  t
   
  l
  t
   
  . 
   
  After introductions read the following 
   
  As you stand in this surreal place, the sounds of 
  battle begin to subside around you.  In clear 
  Stamtaal from somewhere in the mist you hear a 
  great whooping cry of victory from many voices 
  followed by the follow statement “that’s right flee, 
  ya scum-sucking Roodenhund pigs, flee back to 
  your fortress, you’ll keep.”  Out of the mist jog 
  about twenty men and women in Vosser colors 
  accompanied by several more tall Gray-Elves 
  dressed in camoflauge suits, approach.   
   
  If the Pfalzgraf’s fury still has his head unclaimed then 
  read the following 
  One of these Vossers lets out a whoop when he see 
  the body of the Pfalzgraf’s Fury and running over to 
  it promp ly cuts of his head, holding it up h gh.  All 
  the Vossers let out another victory cry thrusting 
  their weapons into the air.  He then offers it to the 
  PCs.  He then moves over and ripping off the 
  Furies robe reveals a tabard with the Fist of Hextor 
  symbol.  “Beho d the tyrants mark, he cries, we will 
  have this tyrant no longer, and kicks the body 
  soundly, all the Vossers rush in to enjoy this 
  moment”. 
  If the Pfalzgraf’s fury head has been claimed by the PCs 
  read the following 
   
  One of these Vossers lets out a whoop when he see 
  the head of the Pfalzgraf’s Fury and running over to 
  you promptly holds up the arm of whomever has 
  claimed it, all the Vossers let out another victory 
  cry, thrusting their weapons into the air.  He then 
  moves over and ripping off the Furies robe reveals a 
  tabard with the fist of Hextor symbol.  “Behold the 
  tyrants mark, he cries, we will have this tyran  no 
  longer and kicks the body soundly, all the Vossers 
  rush in to enjoy this moment”. 
   
  These Vossers introduce themselves as the 
  Fellkatz and you meet their leader Fergtol Fellkatz, 
  relaying to him the Voormann message. You earn 
  that they have suffered greatly at the hands of the 
  Guurhok and the Roodenhunds.  They speak of 
  their suspicion that the worship of Hextor uni es 
  the Roodenhunds and Guurhok in the matter of 
  their destruction.  They ask that you deliver this 
  suspicion to the Voormann.  For the next few days 
  you help in the grim task of burying the dead and 
  tending the many wounded.  The questioning of 
  several Roodenhund captives seems to confirm that 
  Hextor is indeed worshiped by some of the 
  Roodenhunds, but these men know nothing of any 
  alliance with the Guurhok  You are also each given
  a share of the booty from this battle.  Over this 
  period several more groups of Gray-elves arrive and 
  slowely you begin to learn that the Kershane wood 
  holds a great secret. 
   
  Give players a copy of appendix 2 The Kershane story 
  to read at their leisure.  
   
  Eventually you say farewell to your new friends and 
  make your way back down the valley.  You are met 
  half way by the Voormann himself, leading a great 
  Pfalsgraf’s Fury 
   
  Page 17 
  
  host of the 1
  st Auszugen.  None other than the 
  Roodberg Pfalzgraf Gutherie accompanies him.  
  They listen to your story and they both thank you 
  for preventing the slaughter of the Fellkatz.  The 
  Roodberg Pfalzgraf expresses horror, shame and 
  disappointment at the methodologies of his 
  Roodenhund 
  subjects 
  and 
  promises 
  a 
  full 
  investigation.  Both men pay you generously for 
  your efforts and the Voormann takes back his 
  warrant and any other federal property.  As you say 
  farewell to this group, you all feel the eyes of the 
  Roodberg Pfalzgraf upon you, his look is such that 
  you can be sure that you have made yet another 
  enemy to beware of. 
   
  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 role-playing) to each character. 
   
  Encounter One, Two or Three 
  Not using the Voormann Warrant 
   
  APL4 60 xp; APL6 60 xp;  
  APL8 60 xp; 
   
  Encounter Seven 
  APL4  180xp; APL6 240 xp;  
  APL8 300 xp; 
   
  Encounter Seven A 
  APL4  330xp; APL6 480 xp;  
  APL8 600 xp; 
   
  Meeting the Objective of avoiding conflict 
  until Encounter 7 
  APL4 30 xp; APL6 120 xp; 
  APL8 165 xp; 
   
  Total possible experience:  
   
  APL4 600 xp; APL6 900 xp; 
  APL8 1125 xp; 
   
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take 
  the time to loot the bodies, they do not gain this gold.  If 
  you feel it is reasonable that characters can go back to 
  loot the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
  Next, the magic items are listed.  Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  Introduction 
  Payment from Hasten Weisspeer  
  APL 4–100 gp; APL 6-100 gp;  APL 8-100 gp 
   
  Conclusion 
  Division of Spoils  
  APL 4–300 gp; APL 6-500 gp;  APL 8-1100 gp 
   
  Adventure Maximums 
  APL 4–400 gp; APL 6-600 gp;  APL 8-1200 gp. 
   
   
  Pfalsgraf’s Fury 
   
  Page 18 
  
  Special 
  Druid or Ranger PCs gain access to additional training 
  from the Raven Master.  For an additional cost of 1 TU 
  in this scenario they can learn to cast the following 
  spells from Masters of the Wild guidebook: 
   
  0 lvl Animal Track and Fire Eyes. 
  1 lvl Camouflage,Power S ght, Wood Wose. 
  i
   
  2 lvl Briar Web, Speed of the Wind. 
  3 lvl Countermoon, Embrace the Wild. 
  In addition, at any point in the future for 4T.Us the 
  Raven Master will train a PC, who meets all the 
  requirement, to acquire the Animal Lord prestige class 
  from the Masters of the Wild core rules supplement.  
  Druid or Ranger PCs also gain knowledge of the DMGs 
  version of the Staff of the Woodlands 
   
  All PCs gain the gratitude of the Fellkatz Vossers and 
  the Kershane Elves, in the form of a +2 reaction 
  modifier to Diplomacy and Gather Information checks 
  with these two groups.  This favor can be used to gain 
  additional rank within Perrenland Auszug, but is 
  canceled if so used. 
   
  PCs encounter or gain knowledge of the following 
  magical items in this scenario. 
   
  Periapt of Wound Closure 
  Bladed gauntlets +1 
  Chain Shirt +1 
  Lesser Cloak of Displacement 
  Boots of Elvenkind  
  Bracers of Natural Armor +2 
  Vosser PCs with the ability to gain a familiar or animal 
  companion may choose a Vosserkatz as per the new 
  rules item of this scenario. 
   
   All PCs receive a –2 reaction modifier for life in any 
  open dealings with the Roodenhund Sept of 
  Perrenland or with anyone associated them.   
   
  In addition if a PC accepts the decapitated head of “The 
  Pfalzgrafs Fury” as a traditional trophy of war that PC 
  will gain an additional –2 reaction modifier with the 
  Roodenhunds, but an additional +2 reaction modifier 
  with the Fellkatz.  If that PC returns the head to the 
  Roodenhunds all negative modifiers for that PC in 
  regards to the Roodenhunds are canceled. 
   
  Finally, all PCs gain knowledge of the existence 
  of Kershane and its elves and can be given The 
  Kershane Story to read at their leisure from 
  Appendix 2 of this scenario. 
   
   
   
  Pfalsgraf’s Fury 
   
  Page 19 
  
  ENCOUNTER STATISTICS 
   
  ENCOUNTER 7/7a 
  A TYPICAL GUURHOK FIST 
   
  APL 4 EL6 
  � Guurhok Goblins (8), CR1/2, Small Goblinoid, 
  Lawful Evil, HD 1d8 hp 4; Spd 30ft; AC 15 (touch 12, 
  flat-footed 14); Init +1 (Dex); Att + 1 melee (1d6 19-
  20x2, Short Sword), +1 Missile (1d6x3, Short Bow); SV 
  Fort+2, Ref+1, Will+0, SA: Darkvision 60ft 
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8 
   
  Skills and Feats: Climb +6 (free), Hide +6, 
  Listen+3, Move Silently +4, Spot +3, Alertness, Run 
   
  Possessions: Short Sword, Studded Leather, Short 
  Bow, 20 arrows, winter blanket, Backpack, 50ft rope, 
  grappling hook, pitons and hammer, water-skin, 3 days 
  trail rations, 10cp. 
   
  � Guurhok Hobgoblins Troopers, advanced (2), 
  CR2, Rng1, Medium Sized Goblinoid; Lawful Evil; HD 
  1d8+1+1d10+1 hp 11; Spd 30ft; AC 14 (touch 11, flat 
  footed 13); Init +5 (+1 Dex, +4 Improved Init); Att + 
  2/+2 melee, (1d8+2/19-20x2 Long Sword), (1d6+2/19-
  20x2 Short Sword), +3 Missile (1d6+2 Javelin); SV 
  Fort+5, Ref+2, Will+0  
  Str 15, Dex 13, Con 13, Int 10, Wis 10, Cha 10 
  SA: Two Weapon Fighting, Tracking, Favored Enemy 
  (Elves) 
   
  Skills and Feats: Climb +3, Hide +5, Listen+7, 
  Move Silently +7, Spot +5, Wilderness Lore +2; 
  Improved Initiative, Alertness, and Run.  
   
  Possessions: Long Sword, Short Sword, 2 javelins, 
  Studded Leather, Winter blanket, Backpack, 50ft rope, 
  grappling hook, pitons and hammer, water-skin, 3 days 
  trail rations, 20sp, 10cp. 
   
  � Guurhok Hobgoblins Veteran, advanced, CR3, 
  Rng2, Medium Sized Goblinoid; Lawful Evil; HD 
  1d8+1+2d10+2 hp 17; Spd 30ft; AC 15 (touch 12, flat 
  footed 13); Init +6 (+2 Dex, +4 Improved Init); Att + 
  4/+4 melee, (1d8+4/19-20x2 Long Sword), (1d6+3/19-
  20x2 Short Sword), +5 Missile (1d6+3 Javelin); SV 
  Fort+5, Ref+2, Will+0  
  Str 17, Dex 14, Con 13, Int 11, Wis 11, Cha 11 
  SA: Two Weapon Fighting, Tracking, Favored Enemy 
  (Elves) 
   
  Skills and Feats: Climb +4, Hide +6, Listen+8, 
  Move Silently +8, Spot +6, Wilderness Lore +3; 
  Improved Initiative, Alertness, and Run.  
   
  Possessions: Long Sword, Short Sword, 2 javelins, 
  Studded Leather, Winter blanket, Backpack, 50ft rope, 
  grappling hook, pitons and hammer, water-skin, 3 days 
  trail rations, 20sp, 10cp. 
   
  APL 6 EL8  
  � Guurhok Goblins (8), CR2, Fgt1, Small Goblinoid, 
  Lawful Evil, HD 1d8/1d10+1 hp 11; Spd 30ft; AC 15 
  (touch 12, flat-footed 14); Init +1 (Dex); Att + 2 melee 
  (1d6 19-20x2, Short Sword), +2 Missile (1d6x3, Short 
  Bow); SV Fort+2, Ref+1, Will+0, SA: Darkvision 60ft 
  Str 10, Dex 13, Con 12, Int 10, Wis 11, Cha 8 
   
  Skills and Feats: Climb +8 (free), Hide +8, 
  Listen+3, Move Silently +4, Spot +3, Alertness, Run 
   
  Possessions: Short Sword, Studded Leather, Short 
  Bow, 20 arrows, winter blanket, Backpack, 50ft rope, 
  grappling hook, pitons and hammer, water-skin, 3 days 
  trail rations, 10cp. 
   
  � Guurhok Hobgoblins Veteran, advanced (2), 
  CR3, Rng2, Medium Sized Goblinoid; Lawful Evil; HD 
  1d8+1+2d10+2 hp 17; Spd 30ft; AC 15 (touch 12, flat 
  footed 13); Init +6 (+2 Dex, +4 Improved Init); Att + 
  5/+5 melee, (1d8+4/19-20x2 Long Sword), (1d6+3/19-
  20x2 Short Sword), +5 Missile (1d6+3 Javelin); SV 
  Fort+5, Ref+2, Will+0  
  Str 17, Dex 14, Con 13, Int 11, Wis 11, Cha 11 
  SA: Two Weapon Fighting, Tracking, Favored Enemy 
  (Elves) 
   
  Skills and Feats: Climb +4, Hide +6, Listen+8, 
  Move Silently +8, Spot +6, Wilderness Lore +3; 
  Improved Initiative, Alertness, and Run.  
   
  Possessions: Long Sword, Short Sword, 2 javelins, 
  Studded Leather, Winter blanket, Backpack, 50ft rope, 
  grappling hook, pitons and hammer, water-skin, 3 days 
  trail rations, 20sp, 10cp. 
   
  � Guurhok Hobgoblins Corporal, advanced, CR4, 
  Rng3, Medium Sized Goblinoid; Lawful Evil; HD 
  1d8+1+3d10+3 hp 21; Spd 30ft; AC 15 (touch 12, flat 
  footed 13); Init +6 (+2 Dex, +4 Improved Init); Att + 
  4/+4 melee, (1d8+4/19-20x2 Long Sword), (1d6+3/19-
  20x2 Short Sword), +6 Missile (1d6+3 Javelin); SV 
  Fort+6, Ref+3, Will+2 
  Str 17, Dex 14, Con 13, Int 11, Wis 11, Cha 11 
  SA: Two Weapon Fighting, Tracking, Favored Enemy 
  (Elves) 
   
  Skills and Feats: Climb +4, Hide +6, Listen+8, 
  Move Silently +8, Spot +6, Wilderness Lore +3; 
  Improved Initiative, Alertness,  Run, Combat Reflexes  
   
  Possessions: Long Sword, Short Sword, 2 javelins, 
  Studded Leather, Winter blanket, Backpack, 50ft rope, 
  Pfalsgraf’s Fury 
   
  Page 20 
  
  grappling hook, pitons and hammer, water-skin, 3 days 
  trail rations, 20sp, 10cp. 
   
  APL 8 EL10  
  � Guurhok Goblins (8), CR2, Fgt1, Small Goblinoid, 
  Lawful Evil, HD 1d8/1d10+1 hp 11; Spd 30ft; AC 15 
  (touch 12, flat-footed 14); Init +1 (Dex); Att + 2 melee 
  (1d6 19-20x2, Short Sword), +2 Missile (1d6x3, Short 
  Bow); SV Fort+2, Ref+1, Will+0, SA: Darkvision 60ft 
  Str 10, Dex 13, Con 12, Int 10, Wis 11, Cha 8 
   
  Skills and Feats: Climb +8 (free), Hide +8, 
  Listen+3, Move Silently +4, Spot +3, Alertness, Run 
   
  Possessions: Short Sword, Studded Leather, Short 
  Bow, 20 arrows, winter blanket, Backpack, 50ft rope, 
  grappling hook, pitons and hammer, water-skin, 3 days 
  trail rations, 10cp. 
   
  � Guurhok Hobgoblins Corporal, advanced (2), 
  CR4, Rng3, Medium Sized Goblinoid; Lawful Evil; HD 
  1d8+1+3d10+3 hp 21; Spd 30ft; AC 15 (touch 12, flat 
  footed 13); Init +6 (+2 Dex, +4 Improved Init); Att + 
  4/+4 melee, (1d8+4/19-20x2 Long Sword), (1d6+3/19-
  20x2 Short Sword), +6 Missile (1d6+3 Javelin); SV 
  Fort+6, Ref+3, Will+2 
  Str 17, Dex 14, Con 13, Int 11, Wis 11, Cha 11 
  SA: Two Weapon Fighting, Tracking, Favored Enemy 
  (Elves) 
   
  Skills and Feats: Climb +4, Hide +6, Listen+8, 
  Move Silently +8, Spot +6, Wilderness Lore +3; 
  Improved Initiative, Alertness,  Run, Combat Reflexes  
   
  Possessions: Long Sword, Short Sword, 2 javelins, 
  Studded Leather, Winter blanket, Backpack, 50ft rope, 
  grappling hook, pitons and hammer, water-skin, 3 days 
  trail rations, 20sp, 10cp. 
   
  � Guurhok Hobgoblins Sergeant, advanced, CR6, 
  Rng5, Medium Sized Goblinoid; Lawful Evil; HD 
  1d8+2+5d10+10 hp 41; Spd 30ft; AC 17 (touch 12, flat 
  footed 14); Init +6 (+2 Dex, +4 Improved Init); Att + 
  9/+9/+2 
  melee, 
  (1d8+4/19-20x2 
  Long 
  Sword), 
  (1d6+4/19-20x2 Short Sword), +8 Missile (1d6+4 
  Javelin); SV Fort+6, Ref+3, Will+2 
  Str 18, Dex 14, Con 14, Int 11, Wis 11, Cha 11 
  SA: Two Weapon Fighting, Tracking, Favored Enemy 
  (Elves) 
   
  Skills and Feats: Climb +8, Hide +8, Listen+9, 
  Move Silently +9, Spot +7, Wilderness Lore +5; 
  Improved Initiative, Alertness,  Run, Combat Reflexes  
   
  Possessions: Long Sword, Short Sword, 2 javelins, 
  Chain Shirt, Winter blanket, Backpack, 50ft rope, 
  grappling hook, pitons and hammer, water-skin, 3 days 
  trail rations, 20sp, 10cp. 
  Spell: Entangle (will be successfully counter-
  spelled by the Raven Master) 
   
  THE FURY AND HIS GUARD 
   
  APL 4 (EL 9) 
  � The Fury’s Guard (4) Medium size humanoid 
  humans Flan/Oerdian, Ftr 2, CR2; HD 2d10+2; hp 18, 
  Init +6 (Dex + Imp Init); Spd 30ft.; AC 19 (11 Touch, 18 
  Flat footed); Atk +4 melee (1d8+2/19-20 longsword), +4 
  missile (Light Crossbow 1d8/19-20); SV  Fort+6, Ref +4, 
  Will +2  
  Str 14, Dex 14, Con 12, Int 12, Wis 12, Cha 12  
   
  Skills and Feats: Climb +8, Hide +5, Jump +6, 
  Move Silently +4, Navigation +4, Profession sailor +6, 
  Navigation +4, Swim +8, Feats: Improved Initiative, 
  Combat Reflexes, Point Blank Shot, Weapon Focus 
  (long sword) 
   
  Possessions: Long sword, Full Plate, Light 
  Crossbow, 10 Bolts, Belt Pouch 10gp, 10sp. 
   
  � Helsdorf Roodenhand aka “The Pfalzgraf’s Fury”, 
  Medium-sized human, Rng1/Fgt4/Fist1, CR6; HD 
  1d10+1/4d10+4/1d10+1 hp 42; Init +7 (Dex+ Imp Init); 
  Spd 30ft.; AC 18 (touch 14, flat footed 15); Atk +10/+5 
  melee, or +8/+8/+5 two weapon style (1d6+6; 2 x 
  Bladed Gauntlets+1); SV Fort +10, Ref +4, Will +3. 
  Str 17, Con 12, Dex 16, Int 14, Wis 12, Cha 12 
   
  Skills and Feats: Climb +4, Handle Animal (horse) 
  +4, Intimidate +5 Jump +2, Knowledge (Religion +4), 
  Listen +4, Move Silently +2, Ride +2, Sense Motive +6, 
  Spot+4, Swim +2, Wilderness Lore+8, Power Attack, 
  Cleave, Exotic Weapon Proficiency (Bladed gauntlet), 
  Improved Initiative, Weapon Focus (bladed gauntlet), 
  Specialization (bladed gauntlet), Great Cleave. 
   
  Class Abilities: Ambidexterity, Two weapon 
  Fighting, Favoured Enemy (Vossers) +1hit/dam, 
  Tracking. 
  Brutal Strike, +1 per round to either attack or damage. 
   
  Possession: Amulet of Wound Closure, 2 Bladed 
  gauntlets +1, Chainshirt +1, Pouch with 50gp. 
   
  APL 6 (EL 11) 
  � The Fury’s Guard (4) Medium size humanoid 
  humans Flan/Oerdian, Ftr 4, CR4; HD 4d10+4; hp 32, 
  Init +6 (Dex + Imp Init); Spd 30ft.; AC 19 (11 Touch, 18 
  Flat footed); Atk +8 melee (1d8+4/19-20 MW 
  longsword), +6 missile (Light Crossbow 1d8/19-20); SV 
   Fort+7, Ref +5, Will +3  
  Str 14, Dex 14, Con 12, Int 12, Wis 12, Cha 12  
   
  Skills and Feats: Climb +8, Hide +5, Jump +6, 
  Move Silently +4, Navigation +4, Profession sailor +6, 
  Pfalsgraf’s Fury 
   
  Page 21 
  
  Navigation +4, Swim +8, Feats: Improved Initiative, 
  Combat Reflexes, Point Blank Shot, Weapon Focus 
  (long sword), Weapon Specialisation (longsword) 
   
  Possessions: MW Long sword, Full Plate, Light 
  Crossbow, 10 Bolts, Belt Pouch 10gp, 10sp. 
   
  � Helsdorf Roodenhand aka “The Pfalzgraf’s Fury”, 
  Medium-sized human, Rng1/Fgt4/Fist3, CR8; HD 
  1d10+1/4d10+4/3d10+1 hp 54; Init +7 (Dex+ Imp Init); 
  Spd 30.; AC 18 (touch 14, flat footed 15); Atk +12/+7 
  melee, or +10/+10/+5 two weapon style (1d6+6; 2 x 
  Bladed Gauntlets+1); SV Fort +10, Ref +4, Will +3. 
  Str 17, Con 12, Dex 16, Int 14, Wis 12, Cha 12 
   
  Skills and Feats: Climb +4, Handle Animal (horse) 
  +4, Intimidate +7 Jump +2, Knowledge (Religion +4), 
  Listen +4, Move Silently +4, Ride +4, Sense Motive +6, 
  Spot+4, Swim +2, Wilderness Lore+10, Power Attack, 
  Cleave, Exotic Weapon Proficiency (Bladed gauntlet), 
  Improved Initiative, Weapon Focus (bladed gauntlet), 
  Specialization (bladed gauntlet), Great Cleave. 
   
  Class Abilities: Ambidexterity, Two weapon 
  Fighting, Favoured Enemy (Vossers) +1hit/dam, 
  Tracking 
   
  Brutal Strike, +1 per round to either attack or 
  damage. 
   
  Strength Boost, The ability to enhance own 
  Strength by +4, lasts for 7 rounds, 1/day.  
   
  Frightful Presence, (fear as per spell 1/day), 15ft 
  range to any who can see him make a scary dramatic 
  action, Will save DC14 for be frightened for 5d6 
  rounds, save equals shaken only. 
   
  DMs note: He has already used his fear ability and 
  has had his Boost running for 4 rounds.     
   
  Possession: Amulet of Wound Closure, 2 Bladed 
  gauntlets +1, Chainshirt +1, Pouch with 50gp. 
   
  APL 8 (EL 13) 
  � The Fury’s Guard (4) Medium size humanoid 
  humans Flan/Oerdian, Ftr 6, CR6; HD 6d10+4; hp 46, 
  Init +6 (Dex + Imp Init); Spd 30ft.; AC 19 (11 Touch, 18 
  Flat footed); Atk +9 melee (1d8+4/19-20 MW 
  longsword), +7 missile (Light Crossbow 1d8/19-20); SV 
   Fort+8, Ref +6, Will +4  
  Str 14, Dex 14, Con 12, Int 12, Wis 12, Cha 12  
   
  Skills and Feats: Climb +8, Hide +5, Jump +6, 
  Move Silently +4, Navigation +4, Profession sailor +6, 
  Navigation +4, Swim +8, Feats: Improved Initiative, 
  Combat Reflexes, Point Blank Shot, Weapon Focus 
  (long sword), Weapon Specialisation (longsword) 
   
  Possessions: MW Long sword, Full Plate, Light 
  Crossbow, 10 Bolts, Belt Pouch 10gp, 10sp. 
   
  � Helsdorf Roodenhand aka “The Pfalzgraf’s Fury”, 
  Medium-sized human, Rng1/Fgt4/Fist5, CR10; HD 
  1d10+1/4d10+4/5d10+1 hp 66; Init +7 (Dex+ Imp Init); 
  Spd 30.; AC 18 (touch 14, flat footed 15); Atk +14/+9 
  melee, or +12/+12/+7 two weapon style (1d6+6; 2 x 
  Bladed Gauntlets+1); SV Fort +10, Ref +4, Will +3. 
  Str 17, Con 12, Dex 16, Int 14, Wis 12, Cha 12 
   
  Skills and Feats: Climb +4, Handle Animal (horse) 
  +4, Intimidate +9 Jump +2, Knowledge (Religion +4), 
  Listen +4, Move Silently +4, Ride +4, Sense Motive +6, 
  Spot+4, Swim +2, Wilderness Lore+10, Power Attack, 
  Cleave, Exotic Weapon Proficiency (Bladed gauntlet), 
  Improved Initiative, Weapon Focus (bladed gauntlet), 
  Specialization (bladed gauntlet), Great Cleave, Combat 
  Reflexes. 
   
  Class Abilities: Ambidexterity, Two weapon 
  Fighting, Favoured Enemy (Vossers) +1hit/dam, 
  Tracking. 
   
  Brutal Strike, +2 per round to either attack or 
  damage. 
   
  Strength Boost, The ability to enhance own 
  Strength by +4, lasts for 9 rounds, 2/day.  
   
  Frightful Presence, (fear as per spell 1/day), 25ft 
  range to any who can see him make a scary dramatic 
  action, Will save DC14 for be frightened for 5d6 
  rounds, save equals shaken only. 
   
  DMs note: He has already used his fear ability and 
  has had his second strength Boost running for 4 
  rounds.     
   
  Possession: Periapt of Wound Closure, 2 Bladed 
  gauntlets +1, Chainshirt +1, Pouch with 50gp. 
      
  THE REINFORCEMENTS 
   
  APL 4 (EL 1)  
  � Jarvan the Roodberg Guard Medium size 
  humanoid humans Flan/Oerdian, Ftr 1, CR1; HD 
  1d10+1; hp 7, Init +6 (Dex + Imp Init); Spd 30ft.; AC 
  16/17(12/13 Touch, 14 Flat footed); Atk +3 melee 
  (1d8+2/19-20 longsword), +3 missile (Light Crossbow 
  1d8/19-20); SV  Fort+6, Ref +4, Will +2  
  Str 14, Dex 14, Con 12, Int 12, Wis 12, Cha 12  
   
  Skills and Feats: Climb +8, Hide +5, Jump +6, 
  Move Silently +4, Navigation +4, Profession sailor +6, 
  Navigation +4, Swim +8, Feats: Improved Initiative, 
  Combat Reflexes, Dodge, Possessions: Long sword, 
  Chainshirt, Light Crossbow, 10 Bolts, Belt Pouch 10gp, 
  10sp. 
   
  APL 6 (EL 4) 
  � Jarvan the Roodberg Guard Medium size 
  humanoid humans Flan/Oerdian, Ftr 3, CR3; HD 
  Pfalsgraf’s Fury 
   
  Page 22 
  
  3d10+3; hp 21 , Init +6 (Dex + Imp Init); Spd 30ft.; AC 
  16/17(12/13 Touch, 14 Flat footed); Atk +5 melee 
  (1d8+2/19-20 longsword), +5 missile (Light Crossbow 
  1d8/19-20); SV  Fort+6, Ref +4, Will +2  
  Str 14, Dex 14, Con 12, Int 12, Wis 12, Cha 12  
   
  Skills and Feats: Climb +8, Hide +5, Jump +6, 
  Move Silently +4, Navigation +4, Profession sailor +6, 
  Navigation +4, Swim +8, Feats: Improved Initiative, 
  Combat Reflexes, Dodge, Point Blank Shot, Power 
  attack 
   
  Possessions: Long sword, Chainshirt, Light 
  Crossbow, 10 Bolts, Belt Pouch 10gp, 10sp. 
   
  APL 8 (EL 6 ) 
  � Jarvan the Roodberg Guard Medium size 
  humanoid humans Flan/Oerdian, Ftr 5, CR5; HD 
  5d10+5; hp 35, Init +6 (Dex + Imp Init); Spd 30ft.; AC 
  16/17(12/13 Touch, 14 Flat footed); Atk +7 melee 
  (1d8+2/19-20 longsword), +6 missile (Light Crossbow 
  1d8/19-20); SV  Fort+6, Ref +4, Will +2  
  Str 14, Dex 14, Con 12, Int 12, Wis 12, Cha 12  
   
  Skills and Feats: Climb +8, Hide +5, Jump +6, 
  Move Silently +4, Navigation +4, Profession woodsman 
  +6, Navigation +4, Swim +8, Feats: Improved Initiative, 
  Combat Reflexes, Dodge, Point Blank Shot, Weapon 
  Focus (Longsword) 
   
  Possessions: Long sword, Chainshirt, Light 
  Crossbow, 10 Bolts, Belt Pouch 10gp, 10sp. 
   
  ALL APLs (Ally to PCs) 
  � Evinias the Kershane Ranger Medium size Gray 
  Elf; Rng 5, CR5; HD 5d10+5 hp 35, Init +6 (Dex + Imp 
  Init); Spd 30ft.; AC 16(12 Touch, 14 Flat footed); Atk +7 
  melee (1d8+2/19-20 longsword), +8 missile (MW 
  Mighty Long Composite Bow +2 + Mw arrow 1d8+2); 
  SV  Fort+6, Ref +4, Will +2  
  Str 14, Dex 14, Con 12, Int 12, Wis 12, Cha 12  
   
  Skills and Feats: Climb +8, Hide +5, Jump +6, 
  Move Silently +4, Navigation +4, Spot +6 Wilderness 
  Lore +8, Feats: Improved Initiative, Point Blank Shot, 
  Tracking, Favoured Enemy (Goblinoids), Two weapon 
  style and Ambidexteriry* 
   
  Possessions: 2 x Shortswords, Chainshirt, MW 
  Mighty Long Composite Bow +2, 2 MW arrows, Belt 
  Pouch 10gp, 10sp. 
  * As per Ranger class ability. 
   
  ALL APLs (EL1) Minor annoyance to everyone 
  � Migra and Flang Guurhok Goblin scouts; CR1/2, 
  Small Humanoid, Lawful Evil, HD 1d8, Hp 4, MV 30ft, 
  AC 15 (Touch 12, Flat footed 14), Init +1 (Dex); Att + 1 
  melee, Short Sword (1d6 19-20x2), +1 Missile (Short 
  Bow 1d6): SV Fort+2, Ref+1, Will+0  
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8 
   
  SA: Darkvision 60ft 
   
  Relevant Skills: Climb +6 (free), Hide +6, Listen+3, 
  Move Silently +4, Spot +3 
   
  Feats: Alertness  
   
  Equipment: Short Sword, Studded Leather, Short 
  Bow, 20 arrows, winter blanket, Backpack, 50ft rope, 
  grappling hook, pitons and hammer, water-skin, 3 days 
  trail rations, 10cp. 
   
   
  Pfalsgraf’s Fury 
   
  Page 23 
  
  Players Adventure synopsis. 
  Of late your fate has become ever more embroiled with 
  that of the Weisspeer Clan and the re-election of the 
  Voormann Karenin Weisspeer.  You are beginning to 
  suspect that you have been marked by his enemies and 
  friends as allies of his cause.  The disappearance and 
  whereabouts of Hánnè Weisspeer, the Voormann’s 
  daughter, remains unsolved.  You are aware that both 
  her father the Voormann and her uncle Hasten 
  Weisspeer the Weisspeer Pfalzgraf have become 
  desperate to find her.  Divination by the Old Kerk to 
  locate her has failed except to reveal that she still lives. 
   The Voormanns agents have been dispatched into 
  Hussen territory to look for her and her kidnapper 
  Karl Hussen. Hasten has mobilized the Weisspeer clan 
  and called upon you once more for assistance. 
  However, so far no sign of either Hanne or Karl has 
  been found.  To complicate matters, and despite the 
  firm evidence of Karl’s crimes, many in the Hussen 
  and Morganrood clans are dusting off their weapons 
  because of a perception that Karl Hussen and Jasper 
  Morganrood are victims of a Weisspeer plot.  The 
  whole Weisspeer clan has subsequently closed ranks 
  around the Voormann and the clan is unified in its 
  support for him for the first time in nearly six years.  
  The Weisspeers have called upon their Vosser allies to 
  stand ready, if the Hussens and Morganroods resort to 
  hostilities.  The Vossers have refused unless the 
  Voormann take direct action to resolve Roodberg 
  hostilities towards the Vossers located in the isolated 
  eastern valley of the Kershane Pass.  Tensions in the 
  southern Cantons between these clans are, therefore, 
  running hot and extra units of the Auszug have been 
  placed to keep the peace, but as an army it is being 
  stretched to its limits.   
   
  In Schwartzenbruin, electioneering has reached a 
  lethal level with the assassination of Ingolt Weisspeer 
  both the Voormann uncle and most out spoken 
  opponent. 
   
  Ingolt 
  was 
  Perrenland 
  venerable 
  demagogue and Perrenland’s voice of morality.  He was 
  also the father of an anti-Iuz faction, called the Legion 
  of Honor.  Tamarind Roodberg, the niece of Karenin 
  and the wife of the Roodberg Pfalzgraf lead the legion.  
  Her death on the same night as Ingolt in the 
  Weisspeer manor has soured relations between the 
  Roodbergs and Weisspeers.  The new leader of the 
  legion and the strongest remaining candidate in 
  opposition to Karenin, Hetmann Orgus Bilger of 
  Neiderschlauss, has fled the capital and has openly 
  begun to arm his followers in Traft against attempts on 
  his own life. Meanwhile whispers have started to 
  circulate in the capital that it was by the Voormann’s 
  own hand that Ingolt was murdered. 
   
  You at the behest of Hasten Weisspeer, who is 
  now in all but name your patron, have been asked to 
  stay away from the south and Schwartzenbruin until 
  the whole issue can be calmed down.  Your 
  involvement in exposing Karl’s corruption has marked 
  you as enemies of the Hussens and Morganroods who 
  support him.  As desperate as the Weisspeers are to 
  find Hanne, they are also desperate to stave off civil 
  war.  So with a generous up-front payment of one 
  hundred Marks each, and a wry smile, you have been 
  asked to keep your identities quiet and follow-up on 
  the trouble brewing between the Roodbergs and the 
  group of Vossers in the Kershane Pass, the Fellkatz 
  Sept.  You are told by Hasten that the Voormann is 
  concerned that this may escalate into inter-clan 
  warfare, but it is obvious that the crucial Vosser Clan 
  needs to be placated and brought back on side if 
  Karenin is to keep the peace and retain the leadership 
  of Perrenland.  He has asked Hasten to seek your aid in 
  finding out what has caused the tensions to flare up 
  again after so long.  He wants you to meet with the 
  local Fellkatz Vosser Graf Fergtol Fellkatz at Katzberg 
  in the Kershane Pass to hear his case.  You are told that 
  the Voormann has ordered a DritteRotte (company) of 
  the 6
  th Auszugen into the pass to act as peace-keepers 
  between the Roodberg and Vossers.  This will probably 
  be ill received by the Roodbergs who view the pass as 
  their territory by right of conquest and treaty, but is 
  not illegal or unconstitutional.  To assist you in your 
  task the Voormann has given you one of his prized 
  official warrants.  This may help prove your 
  credentials, and give access to more important people.  
  Hastens final advice, however, is to keep a low profile 
  and avoid the Roodbergs if possible.  He does not 
  recommend that you take any horses into the pass but 
  will pay for their upkeep until you get back.  Not even 
  the sturdy Weisspeer pony would be able to handle the 
  trails off the Kershanetrek.  Trials he implies that you 
  may be forsed to utalise. 
   
  (PLEASE RETURN THIS TO THE DM AT 
  THE END OF THE ADVENTURE) 
  Pfalsgraf’s Fury 
   
  Page 24 
  
  Player Handout #1 Players map of the Kershane Pass area 
   
   
   
  The nature of the Kershane Pass is a deep gorge broken into east/west valleys. The western valley is deeper and climbs 
  sharply through broken woodlands of pine and fir. In the western valley the Kershanetrek (highway) roughly follows 
  the course of the mighty Kershane River as it flows downward in successive falls to Lake Quag. As a result mists tend to 
  hug the western valley for much of the day reducing visibility. The western valley is dominated by the township of 
  Twin Bridges, a Roodberg stronghold that straddles the Kershane trek and manages east-west traffic. During winter, a 
  freezing wind blows from the high mountains and glacial valleys, and funnels into the western pass. The rivers freeze 
  over and black ice covers everything. These conditions can bring blinding blizzards that produce deep drifts of snow, 
  quickly closing the western valley to all but the most desperate travellers. This drops temperatures considerably, and 
  travellers without adequate clothing can quickly perish. The Western Valley reaches it highest passable point at the 
  monastery of St Cuthbert's. This is called the "High Pass" and is the only pass known to most travellers. 
   
  From the "High Pass" the descent is steep, but the road is cunningly cut and very safe. The Eastern valley is by 
  comparison a gentler place. The valley attracts warmer air currents from the Vesve forest, and the quasi-magical nature 
  of that giant wood continues into the hills and mountains of the eastern valley. This is a rich agricultural region, long 
  settled by the Flan peoples. These people carved out a balanced existence with the natural beauty of the eastern glens 
  and valleys. These Flan are members of the ancient Vosser clan. There are also small groups of elves living quietly in the 
  area; many of them move between the nation of Highfolk and Perrenland as if the border does not exist. No official 
  census has even included these Olvenfolk in Perrenland, and they are said to be remnants of an old elven kingdom 
  called Kershane. 
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  Page 25 
  
  PLAYER HANDOUT 2: THE COMMON WARRANT OF THE VOORMANN 
   
  This plain looking leather scroll, when unrolled has the following script: 
   
  THE BEARER OF THIS WARRANT IS GIVEN AUTHORITY BY THE CONCANTENATED 
  COUNCIL OF ALL PERRENLAND TO TAKE ANY LAWFUL ACTION NECESSARY TO INSURE 
  THAT THE VOORMANN'S PEACE IS UPHELD, AND THAT JUSTICE IS DONE.  TO IMPEED, OR 
  HINDER, THE BEARER OF SUCH A WARRANT IS A CRIMINAL OFFENCE.  ANY ASSISTANCE 
  THAT THE BEARER REQUESTS THAT CAN REASONABLY BE GIVEN MUST BE GIVEN. 
   
  At the bottom of the document is the seal of the Voormann and his signature.  
   
  This is a magical document and radiates enchantment and abjuration magic.  It is resistant to destruction from the 
  elements.  If, at any point, it comes into the possession of anyone not lawfully authorized to bear or use it, then it bursts 
  into flame inflicting 1d6 points of fire damage to anyone within a 5 ft. radius. Those affected must make a Reflex save 
  (DC 15) for half damage. The warrant can be revoked at any time upon utterance by the Voormann to such an effect, 
  regardless of the distance between the Voormann and the bearer.  It is not a tradeable item.  If assigned to a group, then 
  any member of that group can bear the warrant.  No known method exists of forging the magical seal on this document. 
   
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  Page 26 
  
  APPENDIX ONE: CLAN ROODBERG 
  BY THE LATE ARDIMUN DERGOOST 
   
  To look upon the origin of the Roodberg Clan of Perrenland with anything other than an objective and honest eye would be an 
  exercise in folly. One I am not prepared to undertake. As an outsider to this clan, but without bearing any particular animosity or 
  favoritism to it, I judge myself to be as objective as a Perrenesse historian can be. Thus I make no apologies for my history of this 
  fascinating people, and hope that they, as well as their neighbors, see this work simply as an historical recount of a long history. 
   
  The Roodbergs are true sons of the Aerdi, that conquering race of Oerdians who swept across the Flanaess forming the great kingdom 
  in the process. Of all the Perrenesse, they hold closest to the ways of that people. Their customs, language and, above all else, racial 
  pride sets them firmly into an Aerdi cultural framework. To say, however, that they were similar to the Aerdi of today in the rest of 
  the Flanaess would be ignorant as enough of the old Flan race has seeped into their veins to make them unique amongst those who 
  claim to be Aerdi. 
   
  The Roodbergs are a proud nation, if they can be called that. They hold dearest their bloodlines, their children and their origins. 
  Amongst the Perrenesse the Roodbergs hold most fiercely to clan loyalty, and the hereditary rights bestowed by birth upon those 
  lucky few who rule them. Their Pfalzgraf, whom they style their prince, rules them under totalitarian governance, which they see, to 
  quote an old Roodberg farmer I once met, “as a right and proper thing.”  
   
  As for their origins, history states that the Roodbergs were one of the original Aerdi invaders of Perrenland in 97 CY. As invaders they 
  were eventually contained in the lowland area of the Central and Northern Clatspurs after drifting through from the Quaglands. In 
  fact, driven from the Quaglands may be more accurate as the Vosser Clan has several hundred Roodberg heads from a battle they call 
  the Der Rood Oosting that dates to this period, a matter of much contention with the Roodbergs. Over a decade, however, they drove 
  off the native inhabitants (mostly Meerrijders and Vossers), and settled the rich hinterlands down by the eastern lakeside. Strangely if 
  questioned on this they have a tendency to insist that they are a Highland people. It is possible that they may have been a high 
  dwelling Yatil people in their past, before they migrated, and that this is a cultural relic for today, few of them occupy any territory 
  that could be termed Highland except in the Kershane pass area. Certainly no place names seem to support any form of long term 
  historical highland settlement in the Clatspur range. Even today it is the Vosser peoples who occupy most of the mountain valleys of 
  this range, although they have been mostly driven out of the Kershane pass. This has been the cause of much tension and even 
  conflict 
   
  The Roodbergs quickly urbanized after the invasions. They were well-placed to accept the mantle of over-lordship of Eastern 
  Perrenland during the rule of the Aerdi Kingdom of Furyondy. Roodberg nobles today are proud to list off the marriages and alliances 
  that placed them in such a prominent position over other Perrenlanders. Some even follow the custom of enlisting their children in 
  the foreign service of a Furyondian noble, a continuation of the old fostering custom well know amongst the Aerdi. 
   
  To say that the Roodbergs joined freely into the rebellion of 320 CY that eventually broke the two centuries of rule of the Kingdom of 
  Furyondy’s is out of context. It is my suspicion that the decay that was rife in the institutions and nobility of the Kingdom of 
  Furyondy contributed to the loss of much of its territory, and was reflected in microcosm amongst the Roodbergs. Their duplicity in 
  seeing Perrenland free of Aerdi rule, but themselves established as an independent Canton of a yet to be unified Perrenland, is well 
  documented in their own oral and written history. They have ruled over, and expanded, the canton of Clatspurgen quite ruthlessly 
  from that hilltop fastness of their capital the “Rood Berg” in the past three centuries. 
   
  The Roodbergs are, however, one of the founding clans behind the Covenant of Concantenation by the eight dominant clans of 
  Perrenland that formed Perrenland in 400 CY. The Roodbergs are also renowned for their resistance to the invasion of Iggwilv in the 
  480s. It was their stubborn resistance to her armies in the Kershane pass that allowed the resistance movement to eventually drive her 
  out. The Roodbergs thus are quite proud of their role in the growth of Perrenland after this date, and it has helped remove much of 
  the animosity towards them from other clans for their Aerdi traditions.  
   
  The Roodbergs follow the laws of Perrenland very closely and their Pfalzgraf has often been seen as the defender of traditional laws in 
  the House of Pfalzgrafs. The Old Kerk has never been paid more than lip service by the Roodbergs as Zilchus seem to be their most 
  favored god now that they have become a more mercantile clan. The Roodbergs have a history as a warlike people, and Hextor has 
  always held a certain appeal to them. Shrines to the scourge of battle exist in many Roodberg settlements. Clan Roodberg is a good 
  example of Perrenland's diversity through unification.  
   
   
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  APPENDIX 2: THE KERSHANE STORY. 
   
  Elves have existed in number, historically, in the eastern parts of Perrenland long before the arrival of the new races. Unfortunately, 
  their grace and culture has suffered terribly in wars with these new more primitive yet virile cultures. The last surviving cultures of 
  Elves in the Flanaess have been driven back into their strongholds within of the great forests and high mountains. Elven culture is in 
  decline.  
   
  Historically, in the area of Perrenland, a thriving Elven culture once existed in the Clatsberg Mountains. This culture was dominated 
  by the city of Kershane, a majestic stronghold of gray elves. Vassal towns of high and sylvan elves, gnomes, and Flan (human) 
  communities for a time formed the historic Principality of Kershane. This Principality controlled the lucrative Kershane pass trade 
  route, a vital link in trade and communication from the western Baklunish kingdoms to the eastern Flan and Oerdian kingdoms. 
  From this did the Principality derive its wealth and power, its troops protecting merchants and free trade from the Yatil mountains to 
  the borders of the Vesve. 
   
  The Principality had close ties with the Elven kingdom of Celene, when it was a vibrant kingdom allied with other good nations in 
  the fight against evil. With the expansion and imperialism of the Great Aerdi Kingdom, however, and the successive invasions by the 
  Aerdi into area’s previously controlled by the nomadic Flan, Kershane’s prosperity, and indeed the prosperity of all the elven nations 
  began to decline. A new darkness soon gripped the world, and from it was born distrust and a hatred of difference. All the races 
  suffered the blight of xenophobia, and division was plunged ever more deeply into the hearts of the old alliances. 
   
  Kershane was forced, for the first time in its history, to fight for its very existence, pressure from successive waves of new invaders 
  taking a heavy toll on it resources. The last of these where the Guurhok hobgoblins, themselves driven into the Clatsberg mountains 
  from the Sepia and Vesve by other creatures driven form their homes by the Aerdi. For several decades the Guurhok where defeated, 
  but rose again like the phoenix, faster to die than the Kershane elves but quicker to breed. Often they were led by treacherous and 
  powerful men, but at other times a powerful member of their own race rose to unify their splintered clans. The result was that the 
  Kershane elves were slowly driven back into the heartland of their territory and became, as did so many races of this time, suspicious 
  of outsiders, and cut off from the world. 
   
  Then, in about 142 CY by human reckoning, or 450 years ago, the Guurhok attacked with a strength and power never before seen. 
  They were more skilled, and seemed driven with a fanaticism for which the Kershane was not prepared. Just as this war was reaching 
  its most desperate state, allies unlooked for came to the Principality's assistance. Tilfias Rood, a strong and powerful Aerdi noble from 
  the Quaglands (Western Perrenland), led a legion of his men and drove the Guurhok back from the gates of the city. In joy at the 
  unforeseen victory the city celebrated, and treated their saviors with great honor, and for this, Tilfias and his clansmen betrayed them. 
  As Tilfias and his men were shown the hidden treasures in the deepest halls of the city, and the splendor of Kershane was revealed for 
  the first time to the men of the world, their hearts filled with lust.  
   
  At their weakest in joy the Kershane elves saw not the change in the hearts of their new friends, and did not sense that knives of lust 
  that had been drawn against them. The night was plunged from joy into a scarlet nightmare, and a desperate fight to survive began. 
  With its people being put to the sword, and shown no mercy, the people of the city fought to save their children, who had been 
  secured for the night in the citadel. As men and women fell in great number throwing themselves weaponless into a fight that they 
  could not win, the guardians of the city's two greatest treasures, the Kershinarim (an artefact of untold power) and the precious 
  children, came to a desperate decision. Dian Weirtherlihte the last of the high guardians (wizards) of the city, and his guard, decided 
  to take the Kershinarim into the heart of the battle and evoke a power within it that had not been used before. The guardians of the 
  citadel and the children were to bar the gates once they had left and let no one enter, friend or foe. Thus, it was that Dian put on the 
  girdle known as the Kershinarim, and fought his way into the middle of the battle. With his guard falling around him he poured his 
  power into the Kershinarim until, with a clap like the loudest thunder, the battle was ended. Friend and foe alike were slain as their 
  souls were rent from their bodies and sent screaming in horror from the place of their death. The souls could not go far, however, 
  since desiring ever to flee from the horror of their demise they found themselves bound by that horror to the place of it they could go 
  but a few miles. Here they stayed, spiralling around the city, and here they formed a shroud of tormented souls in constant flight 
  from the place of their demise yet unable to flee. This shroud of antipathy formed an impregnable barrier that no one could enter or 
  leave and so it was that the children and the few guardians that survived became trapped, and Kershane faded into the myth that it 
  had once been. 
   
  Yet Kershane did not die; the children and their handful of guardians had survived. When at first they emerged from the citadel they 
  were shocked into near stupor by the carnage, and it was some days before they began the grizzly task of burying the dead. It was then 
  that they discovered that Dian Weirtherlihte and his guard were not amongst the slain. This became the greatest mystery of the tale. 
  Had they survived or had the Kershinarim destroyed them utterly. Tilfias Rood and his men were burned in a great pyre that took 
  Pfalsgraf’s Fury 
   
  Page 28 
  
  several days to die down, blackening the earth. Over the centuries since, a huge black and withered oak has sprung from this place, 
  and few of the Kershane are willing to go near it. 
   
  Since that time, the myth of Kershane has condensed into three widely know fireside themes. One, that a great kingdom of elves 
  once existed in the pass but was destroyed by the hobgoblin Guurhok over four centuries ago. Two, the dark stories of the haunted 
  woodland of Kershane to the north of St Cuthbert's monastery, which all travellers with wisdom avoid, and that those who enter 
  never return. Three, and the queerest of all, are the haunting tales of how every year on the night of the summer solstice on the first 
  day of Richfest that the haunted wood sings. Travellers moving up the pass on this night tell of a haunting yet beautiful song sung by 
  a multitude of voices in words that are not recognisable. Many bards have tried to decipher its meaning but have failed. This has given 
  rise to the belief that it is the dead souls of the wood lamenting their end.  
   
  In truth, these myths have, like all myths, a strong foundation in truth. The Principality of Kershane did exist, but was not destroyed. 
  The wood surrounding the city is haunted by the souls of those killed in the final battle by the activation of the Kershinarim. The 
  song on the summer solstice is both a lament and a focusing of power. Every year, for many centuries, as the children were tutored 
  and grew to adulthood eventually having their own children, the whole trapped community of Kershane would assemble as close to 
  the barrier of souls (called the Shroud of Antipathy) as they could approach to sing. The song served two purposes, one was to try to 
  placate the tormented souls, and the second was to give one member, chosen for their strength of will, to attempt to pass into the 
  shroud, a better chance of success. For over four centuries many tried and failed, often returning insane, and still more often 
  returning not at all, their fate unknown. 
   
  Five years ago one of THEM succeeded, and returned to Kershane to show others the way. Now that a way has been found through 
  the shroud, it has begun to weaken, as the souls of the dead have also found a way to obtain peace. This led to both joy and fear in the 
  Kershane elves. What they knew of the world was nearly five hundred years old, and, although they are now over four thousand in 
  number, they are, by Elven standards, young and inexperienced. The thought of losing their protection in order to gain their freedom 
  led to a rapid decision being made. It was decided that initial contact with the outside world should be to see if the Kingdom of 
  Celene still existed, and to seek aid and knowledge from their brethren there. The envoys that were dispatched, after a hard journey, 
  reached Celene and opened secret negotiations with its ruler Queen Yolande, whom they recognized as their supreme sovereign, the 
  Lady Rhalta of all Elvenkind. So it was, that a very surprised Prince Naugrim Genhene of Celene, a knight of Luna, and outspoken 
  critic of the Queen, was summoned to her closest council. Prince Naugrim, an experienced yet rebellious noble, was, by direct 
  descent, the old prince of Kershane's nephew. He has been invited onto the absent throne of Kershane as Prince since his blood is the 
  closest to the old Prince. This he has accepted and, arriving with his family and entourage of knights, has set about the task of both 
  defending, and reintroducing, Kershane to the outside world before the shroud disappears altogether.  
   
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  Page 29 
  
  APPENDIX 3: USING THE VOORMANN’S WARRANT (EL2 TRAP) 
   
  The Voormann's Warrant is a powerful item of law and order within Perrenland. Any Perrenlander who is literate, and many who are 
  not, instantly recognize it as a document of authority not lightly given, and who’s bearer must be respected. To use such a warrant 
  marks the bearer instantly as an agent of the Voormann. These agents are called by the common people the Statspolitzi, or the 
  Perrenstatspolitzi, or simply Politzi. Not all the warrants are the same; the most common warrant is called simply the Common 
  Warrant and is issued as a form of deputation to trusted Perrenlanders for the performance of a specific task or duty for the 
  Voormann. The Common Warrant is always revoked after the completion of a specific task. The Blue Warrant is issued to permanent, 
  yet junior, members of the Perrenstatspolitzi and holds the same authority as the Common Warrant but is not revoked at the end of a 
  specific mission. The Red Warrant is issued to senior members of the Statspolitzi, called Statscapitanos. It has the same authority as 
  the Common Warrant, but has one additional power, that being a License to Kill. 
   
  Any law-abiding Perrenlander will obey the bearer of a Warrant to the best of their capacity as long as it is within the bounds of both 
  common and traditional law. In game terms the presentation of a Warrant adds a +10 modifier to any Intimidation checks made in 
  order to get reluctant Perrenlander to cooperate. Of course the guilty or criminally minded may simply ignore the Warrant 
  altogether. Generally, however, any law abiding Perrenlander, official or guardsman will defer to the bearer of such a Warrant even if 
  he does not actively seek to give assistance. 
   
  If the PCs use the Warrant at encounter 4, they give themselves away to the Voormanns enemies.  To reflect this 
  all Roodenhund and Guurhok who encounter the PCs gain the follow advantages over the PCs for the duration 
  of the scenario.  
   
  APL4: +1 morale bonus to initiative. 
  APL6: +1 morale bonus to initiative +1 morale bonus to attack. 
  APL6: +2 morale bonus to initiative +1 morale bonus to attack. 
   
  PCs who manage not to use the warrant before encounter 4 gain 2 ELs worth of XP at the appropriate level, see 
  XP rewards. 
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  Page 30 
  
   
  APPENDIX 4: THE RAVEN MASTER 
   
  Netrana Eratrithil (Raven Master), Female ½ Elven/Nymph Drd7/AnLrd3, CR 11; Medium sized Fey, (5 ft., 7 in. tall); 
  HD 7d8-7+3d8-3, hp 38, Init +2 (+2 Dex), Spd 30 ft, fly 40ft [average]; AC 14 (touch 12, flat-footed 12) [+2 Dex, +2 Bracers 
  of Natural Armor], [20% Miss chance form Minor Cloak of Displacement]; Atk +8/+3 melee (1d6+2, +2 staff of the 
  woodlands), or +7 ranged; SQ Class Abilities: Nature Sense, Animal Companion, Woodland Stride, Trackless Step, 
  Resist Natures Lure, Wild-shape (raven), Animal Bond (birds), Animal Sense (birds), Animal Speech (birds), First Totem 
  (bird), Lesser Wild Shape (bird), Racial Abilities: Unearthly Beauty*, Dimension Door 1/day@ 7
  th-level, Druid Spells as 
  a 7
  th level caster, Low Light Vision, AL CG; SV Fort +7, Ref +7 Will +9, Str 10, Dex 15, Con 8, Int 17, Wis 17, Cha 24. 
   
  Skills and Feats: Alchemy +5, Animal Empathy +17, Climb +2, Concentration +6, Craft (woodworking) + 8, 
  Diplomacy +13, Escape Artist +7, Gather information +9, Handle Animal +15, Heal +7, Hide +4, Intuitive Direction +7, 
  Knowledge (nature) +11, Listen +7, Move Silently +5, Search +5, Sense motive +9, Spot +11, Wilderness Lore +7; 
  Alertness, Animal Control, Improved Flight, Natural Spell. 
  Languages Spoken: Common, Draconic, Druidic, Elven, Gnoll, Gnome, Goblin, Orc, Sylvan. 
   
  Abilities 
   
  Unearthly Beauty: Despite her half nymph nature the sheer beauty of Netrana if she envoke it will cause all within 
  30ft her view her directly to make a Will save (DC 17) or fall unconscious for 1d6 rounds.  She can evoke this ability 
  once every 10 minutes, but will not do so if it will generally cause harm. 
   
  Animal Bond (Birds): All Birds automatically have a reaction of friendly. 
   
  Animal Sense (Birds), (Su): Ability to sense birds within 1 miles per level. 
   
  Animal Speech (Birds) (Ex): Ability to speak with animals (birds) at will. 
   
  First Totem: +2 inherent bonus to Dex, Lesser Wild Shape (Bird) (Sp) can use the wild-shape ability (as druid) to 
  change into any bird at will. 
   
   
  Possessions:  Cloak of Displacement (minor), Boots of Elvenkind, Bracers of Natural Armor +2, Special Staff of the 
  Woodlands (40 Charges) with the additional abilities to bestow Woodland Stride and Trackless step for 1 charge each.  
  Animal Companions: 60 Ravens (see below) 
   
  Spells Prepared Nymph (6/5/4/3/1; Base DC = 13 + spell level: 0—[Cure Minor Wounds (2), Detect magic (2), Know 
  Direction, Purify Food and Drink;] 1st—[Cure Light Wounds (4), Entangle;] 2nd—[Delay Poison, Charm Person or 
  Mammal (3);] 3rd—[Cure Moderate Wounds (3);] 4th—[Cure Serious Wounds] 
   
  Spells Prepared Druid (6/5/4/3/1); base DC = 13 + spell level): 0—[Cure Minor Wounds (2), Detect magic (2), Know 
  Direction, Purify Food and Drink;] 1st—[Alarm, Cure Light Wounds (2), Entangle, Obscuring Mist;] 2nd—[Animal 
  Messenger, Heat Metal, Hold Animal, Tree Shape;] 3rd—[Cure Moderate Wounds, Meld into Stone;] 4th—[Dispel 
  magic] 
   
  Spells Prepared Animal Lord (2/1); base DC = 13 + spell level): 1st—[Calm Animals, Camoflauge*;] 2nd—[Hold 
  Animal.] 
   
  *New spell from Masters of the Wild Guidebook. 
   
   
  60 Ravens (tiny animal) CR1/6; Size T, HD 1/4d8 hp 1; Init +2 (+2 Dex); Spd 10ft, fly 40 ft. (average); AC 14 (+2 size, +2 Dex), Attack +4 melee (1d2-5 
  claws); SV Fort +2, Ref +4 Will +2, AL N; Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6. 
   
  Skills and feats: Listen +6, Spot +6, weapon finesse (claws).   
   
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  Page 31 
  
  For the DM: History and Motives of the Raven Master. 
   
  The Raven Master is old, even by Elven standards.  She has been living in the Kershane area for so long that the 
  centuries have blurred in her mind and been partly forgotten; yet she has aged little.  She is a creature of the ancient 
  woods, the high mountains and deep valleys that still lay undisturbed, hidden by the sheer rugidness of the ancient 
  Clatsberg ranges.  She is a unique union between the nymph Netrana (her name-sake) and the Kershane Planetouched 
  Gray Elf seer Elrath Eratrithil.  Elrath driven mad by his visions from the gods often fled into the mountains for solace 
  and in time came to meet and bond with the Nymph Netrana.  The child that this brief union created was born with the 
  potencies of both bloodlines and has become a unique creature amongst the Fey.  
   
  The Raven Master seldom speaks to any strangers and her myth has all but faded from living memory within the 
  Kershane Pass, even amongst the oldest elves for she was still just a glorious child when the world lost Kershane to its 
  fate.  For most of this century, she has resided in quite contemplation in or near a small area of still lakes she calls her 
  home.  Recently, however, the animals of the area have begun to whisper of a rebirth in the world.  This had begun to 
  awaken her to the world outside her sanctuary.  A little over a year ago she summoned a flock of ravens to be her eyes 
  and ears on the world.  For a year she has been listening and watching and many stories have reached her, both 
  warming and chilling her heart.  She has seen Kershane reborn but her ancient foe the Guurhok unified again behind 
  the Fist of the tyrant god Hextor.  Yesterday, however, a band of Guurhok made the mistake of defiling her sanctuary as 
  they made camp and generally fouled the waters with excertement.  Lacking the means to take revenge herself against 
  so many, she fled and has wandered in a fury for the night coming across the grizzly remains of many slaughtered 
  humans and hence the PCs at encounter four.  She has been observing the PCs and determined that they may be allies 
  to her cause, revenge.  She intends to make her way to Kershane to determine how it is that her father people have 
  returned.  If the PCs are willing, she will take them as well as she fears for their safety if they are left alone.  She will 
  initially refer to Kershane as a place of safety. 
   
  Role-playing the Raven Master 
   
  The Raven Master is generally quite aloof and interaction with other intelligent beings is not her greatest talent.  She 
  has, however, nothing but good intentions towards the PCs.  She knows little of coercion but of course can be quite 
  “charming” if required to be.  In her Trueform she is so stunningly beautiful that most humans or demi-humans pass 
  out, therefore she hides her physical beauty behind her robe of raven feathers.  She will not share much information 
  with the PCs out side what has been scripted in each of the encounters she is in.  She is and will remain somewhat of a 
  mystery in the Perrenland campaign. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  APPENDIX 5: THE GUURHOK 
   
  The Guurhok are a mixed nation of goblin’s (who are subservient) and hobgoblins (who are dominant) who’s normally 
  fractious clans inhabit several cavern complexes and an ancient ruin on the south side of the Kershane Pass.  They have 
  done so since before the formation of Perrenland.  The Guurhok made truce with the Roodberg clan after the 
  destruction of the Elven Principality of Kershane, the Guurhok enemy, over four hundred years ago.  The truce has 
  been one of mutual benefit, the Guurhok have been left unmolested by the Roodberg and are payed generously each 
  year to covertly protect Roodberg interests in the Kershane Pass.  This has meant that the pass has become an important 
  arterial trade route from Perrenland to the eastern states, allowing the Roodberg to grow very rich indeed.    Successive 
  Roodberg Pfalzgraf’s have cultivated this truce to the extent that the Guurhok now call the Pfalzgraf the “Great Father”.  
  Recently this truce has been extended to an all out alliance with indoctrination of the tribe into the religion of Hextor 
  by the Roodbergs.   The Guurhok are to all intents and purposes now a powerful secret weapon under the command of 
  the Roodberg Pfalzgraf.  The Roodbergs Sept the Roodenhunds under their tyrannical leader the Obstergraf and Fist of 
  Hextor Helsdorf Roodenhund aka Pfalzgrafs Fury have recently re-organised the Guurhok warriors into three powerful 
  military units several hundred strong each.   
   
  The first of these units has recently been dispatched by the “Great Father” to the Sepia Uplands under command of two 
  of the additional four Fists of Hextor bought in by the Pfalzgraf to command them.  They are to make themselves the 
  “Iuzian” threat that will provide the pretext for Hetmann Orgus Bilgear to annex the Sepia Uplands with his troops and 
  strengthen his election prospects as the first Roodberg Voormann of all Perrenland. 
   
  The Second unit has been dispatched under the command of two other Fists of Hextor to delay any units of the 
  Auszugen sent by the Voormann to the Kershane Pass to act as peace keepers in the growing tensions between 
  separatist Vossers and their Roodberg overlords.  If they meet heavy resistance they are to withdraw and support the 
  third Guurhok unit in its activities.  These Guurhok are responsible for the slaughter at the ford, and for unsuccessfully 
  keeping the information from getting out, by failing to kill the PCs. 
   
  The Third has been placed under the command of the Guurhok chief “Salazk” to systematically destroy as many Vosser 
  homesteads and clan holding as possible before the Auszugen push through into the Pass, he knows that he is on a tight 
  schedule.  This is the unit involved in the final battle of this scenario. 
   
  The Guurhok fight in small rigid units called Fists, at the appropriate APL the composition of a Fist is listed below.  All 
  possible encounters with the Guurhok in this scenario will be at Fist level, with successive Fists at the appropriate APL 
  joining the battle as specified in the encounter. 
   
   
   
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  Appendix 6 DMS ONLY VERSION OF THE KERSHANE PASS AREA/KERHAVEN SUB-CANTON 
  KEY TO THE KERSHANE PASS 
  Clarstadt: Roodberg fishing village, pop 900. 
  DasBrokenbak Ridge: A series of peaks rising to approx. 9,000ft that 
  follows the Kershane River. 
  Finderlord Island: An ancient holy site of the Grove. 
  Forgardt: New Roodenhund community, half-built castle, pop 300. 
  G1-G2: Guurhok cavern complexes, pop unknown. 
  Glacier: Source of the Kershane River, called by many the Broken 
  Shelf by others the HanJosep Glacier, approx. altitude 21000ft. 
  Guurdorf: Ancient Elven city, now occupied by main clan of the 
  Guurhok, pop 4500+ 
  Hygardt: Roodenhund castle/keep and mining settlement pop 500. 
  Illanoff: Elven community, pop unknown. 
  Katzberg: Fellkatz fortress town, pop 1600. 
  Katzflow River: A sacred area of the Grove. 
  Kershane River: One of Perrenland major rivers, it empties into Lake 
  Quag. 
  Kershane: Ancient Gray Elven city, pop 4500. 
  Meersdorf: Oostmeer fishing village with Roodberg over-lordship, 
  pop 600. 
  Meerstradt: The narrow and treacherous passage between the shore 
  and Finderlord island. 
  Midgardt: Roodenhund walled town, pop 1300. 
  Mt. Sedhane: The Hollow mountain 19,000ft. 
  Mt. Sentvoor: Highest Peak in Perrenland @ 31000ft. 
  Mt. Teal: Mountain of 25,000ft. 
  Rooddorf: Roodenhund fortress, pop 350. 
  Sedhane: Elven community, pop unknown. 
  Sentvoor River: A fast flowing river that is tributary to the Kershane. 
  St Cuthberts: High Pass community with a fortress monastery called 
  St Cuthberts nearby, pop 900. 
  The Vesve Hills: The wooded hinterland of the Vesve and Clatsberg 
  mountains, home to all manner of wild creatures. 
  Tielmannschlauss: Mountain community, mixed clans, Roodberg 
  overlordship, pop 900. 
  Twin Bridges: Roodberg fortress town, see main text, pop 1500. 
  V1-V8: Surviving Fellkatz Stadts of between 20-90 people each. 
  Vangardt: Roodenhund agricultural town, pop 1100. 
  Visthaven: Capital of the Sub-Canton of Kerhaven, ruled over by the 
  Roodenhund Sept, pop 2800. 
  Vosdorf: Fellkatz fortress town, pop 1200. 
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  APPENDIX 7: A GLOSSARY OF STAMTAAL 
   
  Canton: One of Perrenland’s eight political divisions. 
  Graf: A generalist term used to describe any of the hereditary clan nobles of Perrenland 
  Grafgardt:  A body of troops that Perrenland's Grafs are allowed by traditional law to maintain at their own expense.  
  The size of a Grafgardt depends on the rank of the noble.  A Pfalzgraf can maintain a Grafgardt of 100 troops.  An 
  Obstergraf can maintain a Grafgardt of 50 troops.  A Landgraf can maintain a Grafgardt of 20 troops.  To exceed this total 
  is not only illegal but considered highly dishonourable. 
  Grossmark: A large gold coin equal to 5 gp. 
  Helftmark: A large silver coin worth 5sp  
  Hetgardtsmann: The captain of a Grafgardt. 
  Kleinmark: A standard silver coin worth 1 sp  
  Landgraf:  A minor noble of a clan, generally the head of a minor sept (subclan).  Best historical comparison would be a 
  Baron. 
  Mark: A standard gold coin equal to 1gp 
  Obstergraf:  An important clan noble generally either the head of a major sept of a clan or a close blood relative of a 
  Pfalzgraf.  Best historical comparison would be a Count or Marquise  
  Pfalzgraf:  The leader of a Canton or province of Perrenland.  In the case of Clatspurgen, also the head of the Roodberg 
  clan with hereditary title to the position.  Best historical comparison would be a Duke or Sub-King. 
  Pfennig: A standard copper coin worth 1cp. 
  Sept: A smaller division of one of Perrenland eight major clans.  A Sept depending on size, wealth and importance is 
  considered either a Major Sept or a Minor Sept.  A Major Sept will have an Obstergraf and generally has over 5000 
  members divided into Minor Septs of between 100-1000 each.  These Minor Septs are led by Landgrafs.  Minor Septs 
  generally use the same clan name and colours as the Major Sept they belong to.  
  Stadt: A traditional group of building, often with a low defensive wall, occupied by a extended family of between 10-80 
  individuals.  Some Stadts have retained this lable but grown into large communities. 
  Stamtaal:  The term used to describe the accent of the common tongue in Perrenland.  It usually takes a month for 
  visitors to be able to understand Stamtaal reasonably fluently (Intelligence check DC 10 to understand the basic 
  meaning of a communication until 4 TU have been spent in Perrenland). The Overking's Common is a slightly simpler 
  dialect and can be learnt in a fortnight by most Stamtaal speakers (Intelligence check DC 10 to understand the basic 
  meaning of a communication until 2 TU have been spent outside Perrenland).  All PCs created with Perrenland as their 
  home region will speak both dialects unless they have a penalty due to intelligence, in which case they must choose one 
  dialect or the other to be initially fluent in. 
   
   
   
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  Appendix 8 - Vosserkatz 
  Small Animal 
  Hit Dice: 
      
  1d8+1 (5 hp) 
  Initiative:  
      
  +8 (+4 Dex, +4 Improved Initiative) 
  Speed:      
      
  30 ft. 
  AC:   
      
  6 (+2 size, +4 dex) 
  Attacks:      
  2 claws +0 melee, Bite +0 melee 
  Damage:     
  Claw 1d3, bite 1d4, 
  Face/Reach:  
      
  2.5 ft. by 2.5 ft. / 2.5 ft. 
  Special Attacks:       
  Pounce, improved grab, rake (1d3) 
  Special Qualities:    
  Bond (sp), Evasion (ex) 
  Saves:   
      
  Fort +3, Ref +6, Will +1 
  Abilities:  
      
  Str 10, Dex 19, Con 13, Int 2, Wis 12, Cha 6. 
  Skills:     
      
  Balance +10, Climb +9, Hide +7*, Jump +14, Listen +5, Move Silently +10, Spot +5. 
  Feats: 
   
      
  Improved Initiative 
   
  Climate/Terrain:     
  Temperate forest, Hills and Mountains. 
  Organisation:  
   
  Solitary or Family Group (2-8). 
  Challenge Rating:  
  1 
  Treasure: 
   
  None 
  Alignment:  
   
  Always Neutral  
  Advancement:   
  2-3 HD (Medium-sized) 
   
  The vosserkatz is a legendary animal of the hills and mountain ranges of the Quaglands (Perrenland). It has, since 
  ancient days, been associated in totemic form with the Flan peoples of this region. The legends and myths of the Vosser 
  clan in particular have given it its modern name-sake, yet depictions of it found in ancient Ur-Flannae ruins in the 
  region predate this clan's establishment in the mountain valleys of the Quaglands. Some scholars seem to feel that this 
  indicates that the modern Vosser clan may, in fact, be simply a modern remnant of the once thriving indigenous Ur-
  Flannae peoples that inhabited the Quagland in prehistoric times. Regardless, the legend attributed to the vosserkatz is 
  one that hints at a dualism. The vosserkatz is seen as being both a protector and harbinger of trouble. The Vosser clan 
  seems to attribute some magical nature to the animal, yet no evidence of this has ever been found. It is, however, 
  peculiar that the animal will resist all calls to friendship with humans unless it is called by one with Vosser heritage. 
  The Vosser clan hold the vosserkatz as sacred, and some with the talent amongst them take them as animal companions 
  or familiars and have a higher level of prestige in the clan for doing so (+2 reaction modifier to Diplomacy and Gather 
  Information skill checks). If the vosserkatz is gained as a familiar the master gains a +2 bonus to Hide skill checks. 
  Legend, that may be based in fact, suggests that, at times, a litter of vosserkatz is born with magical abilities, an 
  aberration from the otherwise mundane nature that captured specimens display. Vosser legends portray the birth of 
  such a litter as a warning that trouble for the clan is manifesting. To harm a vosserkatz is to earn the ire of the any 
  Vossers who gain knowledge of such a travesty. The hunting and killing of vosserkatz is said to be the main cause of 
  continued tensions between the Vosser clan and the Roodberg clan, who prize the pelt for its camouflage ability. (A 
  vosserkatz cloak gives a +6 to the wearer's Hide skill checks in mountainous or wooded terrain. Possession of such a 
  cloak shifts all Vosser reactions to unfriendly and gives a –4 ability check modifier on all Diplomacy and Gather 
  Information checks with Vosser clansman.) 
   Combat 
  Pounce (Ex): If a Vosserkatz leaps upon a foe during the first round of combat, it can make a full attack even if it 
  has already taken a move action. 
  Improved Grab (Ex): To use this ability, the Vosserkatz must hit with its bite attack.  If it gets a hold, it can rake. 
  Rake (Ex): A Vosserkatz that gets a hold can make two rake attacks (+5 melee) with its hind legs for 1d3 damage 
  each.  If the Vosserkatz pounces on an opponent, it can also rake. 
  Bond (Sp):  A Vosserkatz is not subject to any form of animal friendship, nor can it be taken for a familiar.  The 
  exception to this rule is that it will bond as an animal companion any good aligned demi-human with Vosser heritage, 
  this the class ability to gain an animal companion or familiar. 
  Skills: *Vosserkatz gain a +6 racial bonus to Hide and Move Silently checks in rocky or lightly wooded terrain. 
  Pfalsgraf’s Fury 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuzs Border States/Perrenland/PER3-01 - The Pfalzgraf's Fury.pdf