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 
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  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  VEL7-06 
   
   
   
   
   
  Border Watch 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™ 
  Regional Adventure 
   
   
  by Brian Gilkison & David Kerscher 
  Triad Reviewers:  
  Playtesters: Keith Culbertson, Eileen Hanna, Casey Hoch, Dan Leppla 
   
   
  Rumbles of war in the Baklunish West have prompted Canon Truft to begin closing Veluna's borders, prompting an 
  outcry from factions both noble and religious.  But is the internal dissent due to what some see as an unreasoned 
  decision, or to his choice for the vanguard of the Vale's defense?  The security of Veluna is being entrusted to ... bards?  
  Rao help us all.  A one-round Regional adventure set in the Archclericy of Veluna that allows for real characters to shine 
  (level 1-14; APLs 2-12). 
   
  Resources for this adventure [and the authors of those works] include Book of Vile Darkness [Monte Cook], Complete 
  Arcane [Richard Baker], Dungeonscape [Jason Buhlman & Rich Burlew], Fiendish Codex I: Hordes of the Abyss [Ed 
  Stark, James Jacobs, Erik Mona], Monster Manual IV, Monster Manual V, Sandstorm [Bruce R. Cordell, Jennifer Clarke 
  Wilkes, JD Wiker], and Spell Compendium.
  
  VEL7-06 Border Watch 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  By 
  sanctioning 
  and 
  reporting 
  this 
  adventure, 
  you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. Sum the results of step 1 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. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are 
  playing this adventure in 2008, check the current version 
  of the LGCS and follow any updated rules presented 
  within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure set in 
  Veluna. All Veluna characters pay 1 Time Unit, non-
  Veluna characters pay 2 Time Units. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  PREPARATION FOR PLAY 
  Primarily, the DM needs to determine if any PCs have 
  levels in bard, or have ranks in Perform (string 
  instrument).  These PCs get some extra play 
  opportunities and some expanded access options. 
   
  NEW RULE ITEMS 
  Core adventures often utilize new rules items –including 
  new classes, prestige classes, races, feats, spells, and 
  equipment (including magic items) – that do not appear 
  in any of the three core D&D books (Player’s Handbook, 
  Dungeon Master’s Guide, or Monster Manual). The full 
  write-up of any featured feats, spells, or equipment 
  appears in Appendix 2. Information on featured classes, 
  prestige classes, and races appears in the relevant 
  creature’s stat block. This adventure includes all the 
  information required to run these characters. The DM 
  should double-check that he fully understands any new 
  rule items presented in this adventure before play begins. 
   
  ADVENTURE BACKGROUND 
  Veluna has long been known as a bastion of Peace, 
  Reason and Serenity in the Flanaess.  From acting as the 
  moral compass of the old Ferrond empire to her key role 
  in the Flight of Fiends and fight against Iuz, she has 
  always acted towards those goals. 
  This is not to say that the Vale has not been subjected to 
  strife or warfare, however.  Incursions from Ket, Gran 
  March and Keoland; skirmishes over trade with 
  ‘unsanctioned bandits’ from Furyondy and Dyvers; the 
  great conflict with the Temple of Elemental Evil; and, of 
  course, ubiquitous raids by evil humanoids have dotted 
  the history of this peaceful land.  Among all these, the 
  two conflicts that struck at Veluna’s heart were the years 
  under the thumb of Keoland and the War of the Heretic. 
  From 415CY to 438CY, Commandant Berlikyn of Gran 
  March ruled a large swath of Veluna in the name of 
  Keoland.  The outlanders had been able to seize control 
  because of Veluna’s preoccupation with a trade war (of 
  sorts) with Furyondy.  From the beginning of the 
  occupation, the Church of Rao maintained an effort to 
  overthrow the oppressive regime, entreating her allies for 
  aid – aid which never came.  In 436CY, the Commandant 
  stated his intention to claim the entirety of the Vale for 
  Keoland.  Only then, when her own borders were 
  threatened, 
  did 
  Furyondy, 
  supposedly 
  Veluna’s 
  staunchest ally, come to the aid of the Vale.  To this day, 
  Velunese citizens despise the name Berlikyn, and distrust 
  the intentions of Keoland and the west. 
  In 594, after years of secrets and treachery, the ex-canon 
  lich Herion burst forth on the scene, leading an unholy 
  alliance of his fanatic ‘Cult of the One’, orcs, undead, and 
  devils.  The war against Herion and his abominations 
  raged for a year and a half, with many people lost to the 
  fighting, including the venerable and revered Canon 
  Hazen himself.  While the Heretic Canon’s attempt to 
  retake the Vale was repulsed, it is feared he was not 
  utterly destroyed and may return to assault the Vale again 
  someday.   
  These two dark periods provide the basis for why the 
  Church, particularly the current Canon, Priffin Truft, not 
  only fears the One’s return, but also the apparent naivete’ 
  towards (or willful ignorance of) the signs of Herion’s 
  coming by the Church in the years leading up to the war. 
   Internal forces, the failure of friends and the lack of 
  VEL7-06 Border Watch 
   
  Page 2 
  
  vigilance had all contributed as much to the occupation 
  by Keoland and rise of Herion as the villains themselves.  
  Combine this history with some other current events, 
  such as the secession of Grayington diocese, the rise of a 
  diabolic cult, and the overthrow of a prominent noble 
  family, and it is not hard to see why the Church has 
  changed of late.   
  They have taken many aggressive actions in the past year 
  that would have been far out of character prior to 594 CY. 
   The Church cracked down on many criminals and 
  subversives in 595, built a new fortress to watch a hotbed 
  of chaos in 596 CY, and more recently tried to cleanse 
  some anti-human elves from the Yatil Mountains.  With 
  the splash of recent events in Bissel, the ripples of which 
  are beginning to spread across the region, Canon Truft 
  has planned his most ambitious project yet for the 
  defense of the Vale – a project designed to instill 
  confidence in the hearts of the Velunese people, and to 
  keep the rising tide of war in the west from spilling into 
  the Vale.   
  Veluna will build a wall across the Fals River Gap. 
  Stretching from the banks of the Fals River on the north 
  all the way into the foothills of the Lorridges, some 20 
  miles distant to the south, the Canon wishes to complete 
  the project with as much secrecy and speed possible. But 
  a project of such scale cannot remain secret for long.  
  Shortly after construction began, forces loyal to Iuz 
  discovered the project and have instigated plans to 
  ratchet up tensions in the region. 
  In order to accomplish this Herculean task with such 
  haste, the Canon and his advisors from the Colleges of 
  the Arcane and Divine have called together a diverse 
  group of artists uniquely suited to the task.   
  They have called for bards… 
  ADVENTURE SUMMARY 
  Introduction In Patchwall of 597 CY, a call has gone out 
  for bards (and other performers) to audition their skills 
  for a panel of judges from the Church and the Veluna 
  Organization of Performance Arts. Those who perform 
  adequately are given a chance to sign on to assist in the 
  construction of the Fals Gap Wall. PCs with other related 
  skills are also called for, whether to assist directly in the 
  construction, or to protect the performers during their 
  task. 
  1: The Fals Gap Express A caravan takes the PCs from 
  the auditions in Mitrik to the site of the new Fals Gap 
  Garrison. The keep’s commander explains the intent of 
  the construction in more detail, and the PCs are given an 
  initial chance to assist in the building of the remainder of 
  the walls for the garrison itself. 
  2: And the Walls Came Tumblin' Down The raiders 
  make their initial assault on the garrison, hoping to 
  convince the forces there that Ket has become 
  emboldened enough to conduct raids directly on Veluna 
  itself.  The party will have a chance to repel or defeat the 
  raid on the garrison. 
  3: Over the River and Through the Woods The PCs 
  find evidence that a second force attacked a Veluna 
  surveying team on the north bank of the Fals River. 
  Tracks and other signs point to the raid taking off to the 
  north into the forbidding Yatil Mountains. 
  4: Lunch Time! The trail of the raiders leads the PCs into 
  a mountain vale that was – until the raiders passed 
  through – home to the remnants of a group of 
  xenophobic elves referring to themselves as the 
  Cleansers.  No one was left alive, and the carnage and foul 
  acts committed here have had a lingering effect on the 
  fauna of the area, which are now corrupted and twisted 
  beyond anything nature intended. 
  5: Come Into My Web... The pursuers begin to close the 
  gap, as the trail leads into a series of gullies and canyons. 
  The PCs find the remnants of one last trap the raiders 
  threw together to dissuade further pursuit, but journey 
  on. 
  6: Cornered At Last The PCs finally track the raiders to 
  their stronghold in the Yatils. Because of the composition 
  of the raiders’ stronghold forces, infighting has broken 
  out, and the humanoid “leaders” of the forces have been 
  slaughtered. Only their demonic minions remain to do 
  battle with the PCs… 
  INTRODUCTION 
  The events herein occur in the last week of Patchwall, 
  597 CY. 
  There are two separate introductions for this adventure, 
  one for “performers” - bards and non-bard PCs with ranks 
  in Perform (String Instrument), and a second for all other 
  (non-performing) PCs. 
  Everyone may see Player Handout #1 and #2; it is 
  expected that performers will respond to the first, 
  however, while others respond to the second. 
  If there are no performers in the party, skip down to the 
  Non-performer Introduction.   
  If there are performers at the table, give the handouts to 
  the non-performer PCs, and let them have a brief break 
  until you are done playing out the Performer 
  Introduction with the performers.  
  VEL7-06 Border Watch 
   
  Page 3 
  
  Performer Introduction: 
  This introduction is for bards and PCs with ranks in 
  Perform (String Instrument). 
  Historically, 
  the 
  College 
  has 
  been 
  rather 
  ... 
  condescending towards the bardic style of arcanism, 
  so you were not sure what to make of it when you 
  received an invitation to audition for them.  Your 
  curiosity piqued, you made the trip to Mitrik and now 
  sit in a large room with two score other entertainers.  
  The room is a cacophony of voices, instruments, 
  laughter and many other sounds.   
  If there is more than one PC receiving this introduction, 
  this would be a good time to let them introduce 
  themselves. 
  Soon the din begins to subside as those gathered 
  notice the small group of College officials gathering 
  at the front of the room.  When a older gentleman, 
  not wearing College robes, but still with the look of 
  an elder scholar makes his way to the dais, one of the 
  officials rings a small bell and clears his throat.  
  “Attention!  Attention, please!”  He pauses until the 
  crowd noise has quieted to murmurs. 
  Any Veluna PC, or member of the Veluna Organization 
  for the Performing Arts might recognize the latest arrival 
  (Knowledge (Local) DC 15, VOPA members may add 
  their meta-org rank to their roll).  He is Master Kellester 
  von Helggensop, see below for details. 
  The elder man thanks the younger one and steps to 
  the dais.   
  “Thank you all for coming today.  As some of you may 
  already know, I am Master Kellester von Helggensop, 
  Director of the Mitrik Childrens’ Choir and Veterans’ 
  Orchestra, and Senior Faculty of the Veluna 
  Organization for the Performing Arts.  I’m here today 
  on behalf of both VOPA and the Church.” 
  He raises a hand to quiet a rising swell of murmurs. 
  “I know that some of you would consider that a rather 
  odd coupling, so if you feel you might have any 
  problems working with the ‘establishment’, as 
  opposed to penning bawdy poetry poking fun at 
  them, feel free to leave now – no questions asked, no 
  names taken.” 
  Any PC bards that want to may leave.  The adventure is 
  over for them. 
  A very few individuals do get up and leave, but far 
  more stay, eager to hear what he has to say.  
  “Now, without further ado, let me explain what we 
  are here for, and then we can get to the auditions.” 
  “Recent events in the west have the government very 
  concerned about the real possibility of another great 
  war breaking out.  The Canon, the nobles – no one in 
  Veluna wants to suffer through another major 
  conflict so soon after the troubles with the Heretic.  
  Thus, the Church is taking an active role in trying to 
  defuse the entire situation, and we are, of course, very 
  confident in the abilities of Rao’s representatives to 
  bring reason to the west.”  
  “However, unlike in foregone days, Veluna is now 
  also preparing for less optimal eventualities.  You 
  have been gathered together to assist in swiftly 
  erecting a wall – a bulwark to shield us from the 
  hostilities brewing in the west.” 
  A tide of commotion rises swiftly, as the assembled 
  musician’s debate what they have to do with this.  
  Von Helggensop again raises a hand, smiling a bit as 
  he quiets the rabble. 
  “I certainly hope that was all excitement and not 
  whining!  I assure you, the heaviest labor you will be 
  doing is carrying Veluna’s hopes for peace on your 
  backs.” 
  He motions to one of the gentlemen on the dais, who 
  brings forward a medium sized box.  Von Helggensop 
  opens the lid and pulls out a marvelously decorated 
  lyre which sparkles in the light.  He plucks a string 
  and a strong, clear note rings out over the hall, and he 
  smiles. 
  “Lyres of building, provided by the College of the 
  Arcane.  Details will be provided later, but suffice it to 
  say that all that pass the audition will have the chance 
  to work with one of these beautiful instruments.” 
  He puts the lyre back into its case. 
  “Now if you would please proceed to the tables on 
  your left, where you may check in and get your room 
  assignment...” 
  The rush to the tables is swift. 
  The “performer” PCs may now audition for the gig. They 
  are to use an instrument provided by VOPA, which is of 
  masterwork quality, and thus provides a +2 bonus to their 
  DC 15 Perform (String Instrument) check. Those PCs 
  with the ability to enhance their musical skills through 
  magic (whether by spells, or magical equipment) will be 
  permitted to do so if the PC can demonstrate that the 
  effect can be sustained for an extended period of time 
  (generally for an entire day’s worth of work – 8 hours), as 
  VEL7-06 Border Watch 
   
  Page 4 
  
  the Church wishes to maximize the usefulness of the 
  lyres of building). 
  For performers who fail badly (less than 10 on the 
  Perform check), one of the judges on the panel is 
  particularly snarky, and will take the opportunity to get 
  in a comment or two before dismissing them, such as: 
  • That was just pathetic. What was that? 
  • Come back and wow us next year. 
  • You have just invented a new form of torture. 
  • Did you take lessons? Do you retain a barrister? 
  Get a barrister and sue your teacher. 
  • What do you think we are looking for – a two-
  year-old who can't play? 
  • My advice would be if you want to pursue a career 
  in the music business, don't. 
  • If your warden duties were as good as your 
  playing, a lot of criminals would be escaping. 
  • You were having fun. But I'm not sure how much 
  fun the other judges on the panel were having. 
  • You performing is like ordering a ferocious guard 
  dog for your home and getting delivered a poodle 
  in leather armor instead. 
  The success or failure of the check does not determine 
  who is kept or dismissed (as those who “fail” the audition 
  will still be offered a position to help in the 
  construction), 
  but 
  will 
  have 
  repercussions 
  later 
  (regarding times they use the lyre, and thus what rewards 
  they earn), so make note of the results. 
  By the end of the day, you are assigned to Team Blue 
  – a small group of a dozen players led by a gnome 
  named Zigmund Appletart MacMerry Pendleton, 
  who takes you all out for dinner, drinks and 
  merrymaking.   
  Late the next morning, you all gather together for a 
  hearty traveler’s breakfast, then head out to the 
  college courtyard, where some guard types are 
  lounging about next to what you assume is your 
  supply wagon,. 
  Proceed to Encounter 1. 
  Non-Performer Introduction 
  Recent events in the west have the government very 
  concerned about the real possibility of another great 
  war breaking out.  Rumors are rampant of an 
  impending Kettite (or even Keoish) invasion. 
  When a call recently went out for adventurers to 
  assist the Church with a simple but important 
  mission, you signed on – perhaps figuring the 
  assignment might put you in excitement’s way, or 
  perhaps for other less altruistic reasons…  Regardless, 
  your superiors in this matter were not at all 
  forthcoming with details, only that “the security of 
  the Vale depends on you safeguarding your charges”, 
  and that more would be told once you arrived at your 
  final destination. 
  Now you wait in the square outside the College of the 
  Arcane.  In fact, you have been waiting for over an 
  hour, sitting with the supply wagon you have been 
  assigned to escort westward.  Another nearby wagon 
  is being loaded with supplies similar to yours, 
  including a couple of boxes marked “Fragile”.  
  Waiting for this expedition’s leader – someone named 
  Pendleton. 
  After another twenty minutes, the College’s main 
  doors begin to open, but instead of powerful-looking 
  wizards or dragon-blooded sorcerers, a rag-tag group 
  of about a dozen people saunter out, led by a rather 
  groggy-looking gnome.  No staves of magical power, 
  no imps on their shoulders...  But every one seems to 
  have an instrument of sorts... 
  Bards? 
  Some players will undoubtedly question why they would 
  take such an assignment.  For members of any Church-
  related meta-orgs, they have been requested by their 
  superiors (or in the case of any of the knightly orders, or 
  the Mitrik Temple Guard, ordered) to proceed with the 
  caravan and assist in any way possible (providing 
  security, tending to religious needs, etc.). Members of the 
  College of the Arcane will be sent to keep an eye on the 
  College’s equipment (the lyres of building, as well as 
  other 
  magical 
  equipment 
  being 
  used 
  during 
  construction). Other groups or individuals may have 
  their own reasons as well… 
  For those participating for their own reasons, (e.g., a 
  member of any group not mentioned above, or anyone 
  who did not specifically receive a request to assist), the 
  Church and VOPA will agree to pay part of their fee for 
  the assignment up front (up to APL x 10gp), but only if 
  the PCs specifically ask. They will explain that food and 
  lodging will be paid for by the Church and VOPA during 
  the assignment. 
  Gather Information: 
  PCs may try to Gather Information around town before 
  leaving, including checking with meta-organizations.  As 
  Mitrik is a large city, there is much to be heard, though 
  little directly relevant to the PCs 
  • 
  DC 5: Despite the flooding last year, and 
  subsequent record harvests, Whitehale is still 
  having trouble recovering from the war with 
  Herion. No one wants to come back given what 
  happened. 
  VEL7-06 Border Watch 
   
  Page 5 
  
  • 
  DC 7: The head of one of the noble families in 
  the southern part of Veluna was assassinated 
  recently; some say the church was behind it. 
  • 
  DC 10: Tensions have been rising between the 
  nobles and the Church. Some say the church is 
  just trying to re-establish some semblance of 
  order after the chaos of the war with Herion. 
  Others say that the Church is overstepping its 
  bounds into legal matters that have traditionally 
  been the province of the nobles, and have even 
  arrested some of the lesser nobles! 
  • 
  DC 12: Eldried Sarneth appears to have left 
  Grayington, permanently. He was last seen 
  headed toward the Viscounty of Verbobonc, 
  where it is said he is being considered for the 
  office of Lord Regent until Viscount Langard is 
  found. 
  • 
  DC 13: The Forest of Whispers west of the city 
  of Whitehale has been growing more dangerous 
  lately. Animals have become more vicious, and 
  the forest seems darker. 
  • 
  DC 15: Pamphlets have been seen circulating in 
  Veluna’s cities calling for protests of the 
  government’s tax policies; some brave souls 
  have even been seen preaching the same in the 
  public squares around the Vale. 
  • 
  DC 20: The pamphlets are similar to some that 
  were handed out early last year, but aren’t in 
  quite the same style, and seem a bit more 
  reasoned. People say they were distributed by 
  someone calling himself “The Hound”. 
  Treasure: This entry represents up to half of the Church’s 
  payment for the PCs services, if the PCs specifically asked 
  to paid up-front. Do not award this if they did not do so, 
  and reduce it appropriately if necessary. 
  APL 2: Coin: 20 gp; Total 20 gp. 
  APL 4: Coin: 40 gp; Total 40 gp. 
  APL 6: Coin: 60 gp; Total 60 gp. 
  APL 8: Coin: 80 gp; Total 80 gp. 
  APL 10: Coin: 100 gp; Total 100 gp. 
  APL 12: Coin: 120 gp; Total 120 gp. 
  1: THE FALS GAP EXPRESS 
  The journey from Mitrik to Falsridge and beyond 
  looked to be relatively straightforward at the start. 
  Most of the performers seem hung-over from a night 
  of revelry, and spend the morning snoring – in time, 
  no less – to the clip-clop of the horses’ hooves and the 
  squeaking of the wagons’ wheels. Unfortunately, the 
  lunch stop in Hadrian appears to produce a full 
  recovery. With no small amount of convincing, you 
  finally herd the minstrels back into the wagons, and 
  the caravan sets out once again. 
  The afternoon crawls on, as the bards – despite your 
  efforts to the contrary – seem able to convince the 
  drivers to stop at every small inn and way station on 
  the road so they might perform for the locals.  The 
  closer you get to Falsridge, the bawdier the jokes and 
  songs become – and the more the punch lines involve 
  Cuthbertines – and you finally pull into Falsridge 
  well past sunset. 
  The PCs can take this opportunity to buy just about any 
  Open mundane supplies available to them in a large town 
  (3,000 gp limit, and DM’s discretion). 
  The following morning, after being joined by two 
  more wagons bearing additional supplies, you set out 
  once more. The saga of yesterday repeats itself until 
  you reach Fals Keep, the last stop before the border.  
  A small detachment of soldiers from the Keep ride 
  out to meet and accompany the wagon train for the 
  remainder of its journey. Once past Fals Keep, farms 
  in the border region are sparse. A solitary barge 
  loaded with crates passes by, floating downstream on 
  the Fals – a reminder that this area of Veluna and 
  Bissel is a major nexus for trade between the east and 
  west of the Flanaess. As you make your way west, the 
  land rises ever so slightly, and in the late afternoon, 
  after cresting a low ridge, the Fals Gap lies before you. 
  But breaking the monotony of the plain in front of 
  you is a sight that is unexpected. 
  You recall that Canon Truft announced the 
  establishment of the “Fals Gap Garrison” in Coldeven 
  of this year [DM’s note: this was earlier in 597CY], and 
  what you see is clearly the end-result of that 
  announcement. A small stone keep rises next to the 
  Great Western Road, and what appears to be a 
  gatehouse straddles the road.  On the opposite side of 
  the road from the keep sits a smaller, circular 
  structure, resembling the larger temples of Rao sent 
  throughout Veluna. High stone battlements stretch 
  the half-mile or so from the gatehouse to the shores 
  of the Fals River, ending in a tower in the river itself. 
  As the caravan approaches closer, you can see that the 
  foundations for two smaller towers have been laid 
  next to either side of the road closer to you, while 
  another section of wall heads east from the main gate 
  for about 100 yards before ceasing.  On the far side of 
  the battlements, you notice a wide ditch extending 
  towards the foothills of the Lorridges some 15 to 20 
  miles distant. 
  Some of the construction that the PCs see was built the 
  old-fashioned way – i.e., by hand – but the defensive 
  ditch and the initial walls were built using lyres of 
  building by bards previously sent by the Church.  Canon 
  Truft’s plan is bold; he intends for the Fals Gap Wall to 
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  extend from the Fals River all the way to the Lorridges, a 
  span of some 15 to 20 miles.  Though he knows such a 
  barrier cannot be impregnable, the Canon is sure that it 
  will nonetheless serve as a strong deterrent to any force 
  considering an invasion into Veluna from this direction.  
  The PCs can see the intended size from the section of 
  wall already extending from the gatehouse (see DM Map 
  1) – 25 feet high, and 15 feet wide, with watchtowers 
  every mile. [To give players a sense of scale, these 
  dimensions are roughly the same as the Great Wall of 
  China.] 
  Though there are ground entrances to the gatehouses, 
  the corner towers and the watchtowers can only be 
  entered from the battlements. The rooms at the level of 
  the battlements have arrows slits looking out from the 
  keep, and contain spare arms and armor (longbows, 
  spears, etc.). There are 2 rooms below the battlement 
  level; the one just below the battlements has more arrow 
  slits, while the “ground floor” contains quarters for off-
  duty guards – both are reached from the battlements via a 
  spiral staircase running along the inside edge of the 
  towers. The crenellated roof of the towers can be reached 
  via a ladder leading up to a trapdoor. Inside the walls, 
  there are also a few wooden ladders and ramps leading up 
  to the battlements. 
  After your arrival, you are introduced to Sir Lynwerd 
  Baaneth, a tall, stern-faced Oeridian man.  On his 
  tunic, a black badge bearing a golden pair of deer 
  antlers gleams brightly. (DC 15 Knowledge (nobility 
  and royalty), or DC 20 Knowledge (local-VTF) to identify 
  this as a badge of the Knights of the Hart; beating the DC 
  by 5 or more specifically identifies Sir Lynwerd as a 
  Knight of Veluna) He invites you to a welcoming 
  dinner, and during the dinner explains in more detail 
  the intent of the construction and your roles therein. 
  He also explains that there is a surveying team and 
  patrol on the north side of the Fals, scouting suitable 
  locations to continue the wall up into the foothills of 
  the Yatils as a direct defense against incursions from 
  Ket. 
   
  Sir Lynwerd Baaneth: male Oeridian LG paladin 8 / 
  Knight of Veluna 3 (Rao) 
  Gather Information: 
  The soldiers and other personnel at the keep don’t see 
  many travelers these days, and though they are only a 
  day’s ride from Falsridge, not much up-to-the-minute 
  news makes it out this way. But everyone listens eagerly 
  to anything the merchants passing through have to say.  
  The same information can be had no matter who the PCs 
  talk to (it’s a small camp, and stories move quickly). 
  • 
  DC 5: Tensions between Ket and Bissel keep 
  growing. No matter which side you listen to, 
  each will say the other is responsible for all the 
  border skirmishes of late. Some say Gran March 
  will begin sending forces back into Thornward. 
  The conflict is the reason we’re all here now [i.e, 
  manning and constructing the garrison and 
  wall]. 
  • 
  DC 7: Veluna sent diplomats to Ket and the 
  other countries of the Baklunish West in an 
  effort to convince them that more fighting 
  between the rivals could lead to a bigger 
  conflict, something that could possibly rival the 
  Greyhawk Wars. It seems their negotiations fell 
  on deaf ears. 
  • 
  DC 10: Speaking of negotiations, Turrosh Mak, 
  the half-orc warlord who rules the Pomarj 
  attempted a peace agreement with the lands of 
  Greyhawk and Sheldomar, but was rebuffed. 
  • 
  DC 15: Ket seems distracted from the 
  skirmishes of late. Word is that a god had come 
  to Ekbir and blessed them with an artifact of 
  some kind. 
  • 
  DC 20: It’s said that the artifacts in question are 
  none other than the fabled Cup and Talisman of 
  al’Akbar, and that they were given directly to 
  the Caliph of Ekbir’s lap! Ket and Tusmit have 
  both started marching troops towards Ekbir to 
  reclaim what they think is rightfully theirs. 
  Some say Old Wicked himself was involved in 
  some way. 
  After dinner, the party is shown to their quarters; the 
  performers 
  have 
  been 
  given 
  more 
  elegant 
  accommodations on the 2nd floor of the keep (“To keep 
  them fresh!” Pendleton explains), while the remaining 
  PCs are allotted space in the common room on the keep’s 
  1st floor. PCs are free to set watches, or patrol with the 
  garrison’s forces, though no trouble occurs the first night. 
  The following day, the PCs are given a brief tour, and 
  then taken out to assist in the continuing construction. 
  Allow the PCs to roleplay this as much as they like, while 
  keeping note of time in a convention or game-day setting. 
   PCs with appropriate skills – for example, Craft 
  (stonemasonry), 
  Knowledge 
  (architecture 
  and 
  engineering), Profession (siege engineer), etc. – can assist 
  in evaluating plans, reviewing designs, or lending a hand 
  to detail work); cleric PCs may be called upon to tend 
  injuries sustained by the manual laborers, etc.  Though 
  they may regret it, PCs with no appropriate skills are 
  simply asked to perform guard duty, patrol the area, lift 
  heavy objects, etc. 
  If there are any performer PCs in the party (as 
  determined in the Introduction), then now is their 
  moment to “shine”. They are assigned one of the lyres 
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  Page 7 
  
  that were brought with the caravan, and after reviewing 
  the designs for the fortifications, they are set to work.  
  Performers find that the first hour of playing goes 
  smoothly, but for each hour after the first, a character 
  playing the lyre must make a DC 18 Perform (string 
  instruments) check. If it fails, the PC must stop and 
  cannot play the lyre again for this purpose until a week 
  has passed. The performers may make up to 8 checks 
  before work is called to a halt for the day. A lyre of 
  building should be considered a masterwork instrument, 
  and thus grants a +2 circumstance bonus on the Perform 
  check. Make note of how long each performer plays, as 
  each hour of playing (by one individual) adds roughly 10 
  feet of length to the walls described above. 
  (If there are no performers, the PCs are still assigned the 
  duties described above, since there were approximately a 
  dozen NPC bards escorted to the garrison.) 
  The parties may also wish to talk with the other 
  inhabitants and personnel of the keep, and the following 
  can be used for guidance: 
  Temple of Rao: This small temple of Rao is being 
  managed by Edwig Fisher, a priest of Rao sent here to 
  handle the religious needs of the garrison. With 
  preparation, he can cast any spells appropriate to his 
  domains and level. He has the following equipment 
  available for sale:  
  • 
  Potions: bless weapon (oil) (x3), cure light 
  wounds (x15), cure moderate wounds (x10), 
  cure serious wounds (x5), lesser restoration (x4), 
  tongues (x2) 
  • 
  Scrolls: augury (x2), bless (x4), consecrate (x2), 
  endure elements (x6), gentle repose (x5), 
  remove disease (x4) 
  • 
  Miscellaneous: holy water (x10), antitoxin (x3) 
   
  Edwig Fisher: male Oeridian LG cleric 7 (Rao; 
  Community, Pact) 
  Smithy: Godric Smithson is in charge of the forge in the 
  garrison, repairing the soldiers’ weapons, and crafting 
  new ones as needed; he also has some skill as a bowyer.  
  He has the following equipment available for sale: mwk 
  longsword (x3), mwk light mace (x6), mwk spear (x4), 
  longspear (x2), longbow (x4), shortbow (x2), light steel 
  shield (x3) 
   
  Godric Smithson: male Flan NG warrior 1 / expert 
  5 
  Keep: The keep is relatively modest in size (though tall 
  enough that the roof and upper floors have a 
  commanding view over the garrison’s walls), intended 
  mainly for the comfort of the higher ranking personnel 
  stationed here, or visiting officials (Sir Baaneth has 
  quarters on the 3rd floor). The first floor consists of a 
  common area with a fire pit in the middle, though it can 
  be covered if the hall is setup for dining.  Spiral stairs in 
  each corner lead to the upper floors (PCs will not be 
  permitted past the second floor, which is where the bards 
  will be accommodated, unless they wish to sleep in the 
  common area on the first floor). There is also a sub-level 
  with rooms which can serve as cells. 
  Barracks: This rather cramped 2-story barracks is 
  partially sunk into the ground, and has bunks and room 
  for approximately 50 soldiers.  The conditions are quite 
  spartan at this time. 
  Appraiser’s Office: Farid bin Nazaran is a reed-thin 
  Baklunish man originally from Ket, and a member of one 
  of the few trading families whose devotion lies with 
  Zilchus instead of Mouqol. His Kettite origins cause him 
  to be the butt of jokes among some of the soldiers and 
  merchants that pass through the garrison, but he has 
  been personally vouched for by both Edwig Fisher and 
  Sir Baaneth. He has been tasked with setting up what 
  amounts to a customs facility for the garrison. He also 
  serves as a money changer, and has some skill evaluating 
  objects for the merchants and travelers passing through – 
  assume that he has +5 to any Knowledge check, and a +12 
  to Appraise checks; as a wizard, he can also cast identify 
  on items at standard spellcasting fees (110 gp). 
   
  Farid bin Nazaran: male Baklunish LN expert 5 / 
  wizard 2 
  Once the PCs have completed their work or other affairs 
  for the day, proceed to Encounter 2. 
  2: AND THE WALLS CAME 
  TUMBLIN’ DOWN 
  After a long day of performing and construction, 
  Pendleton congratulates the performers on a good 
  first day’s work. Though some of the younger bards 
  strummed a few dissonant chords, the main walls of 
  the garrison are miraculously completed, with only 
  detail work remaining. Sir Baaneth seems pleased as 
  well, and speaks with each of the performers in turn, 
  thanking them for their efforts. After another hearty 
  dinner, those minstrels whose fingers aren’t raw from 
  a day of playing treat the party and keep personnel in 
  attendance to an impromptu performance, after 
  which you again settle down for the night. 
  The PCs may once again set watches, etc.  The assault that 
  follows will come around 4 AM (likely during a third 
  watch rotation).  For those inside the keep, sleeping PCs 
  may make a DC 14 Listen check to hear the towers 
  collapsing from the initial assault (the check DC accounts 
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  Page 8 
  
  for the PCs being asleep).  Wake PCs need only make a 
  DC 9 Listen check to hear the collapse. 
  Which description to use depends on the location of the 
  PCs at the time of collapse: 
  For PCs who awaken from the sounds of the initial 
  collapse (or paraphrase for wake PCs): 
  You wake with a start as a low rumble echoes off the 
  walls around you.  Dust drifts down from the ceiling, 
  and the floors shake as well. From outside the keep 
  walls, you begin to hear shouts mingled with screams, 
  and then horns sounding alarms! 
  Proceed to the combat and Tactics section of this 
  encounter. 
  For PCs who are outside: 
  Clouds flit across the slender crescents of Celene and 
  Luna. Though the chill wind blowing through the 
  Gap encourages you to keep moving, your watch has 
  been rather uneventful so far. Now that the four walls 
  of the garrison are complete, your fellow guards seem 
  a bit less tense than you’ve previously seen. But you 
  knew the dullness wouldn’t last – it never does. 
  If the PC(s) are outside on the north wall, continue with 
  the following; otherwise continue with the next 
  paragraph: 
  A lull in the breeze brings a new sound off in the 
  darkness to the north – the faint noise of grunting 
  beasts, perhaps? Humanoid sounds as well! Just as you 
  are able to focus on dark shapes approaching in the 
  distance, two thin green beams leap from the 
  darkness, striking the bases of the towers to your left 
  and right. Almost immediately following, the ground 
  begins shaking, and with a sharp CRACK! Both 
  towers begin to collapse. The guards on the other 
  battlements begin sounding alarms, answered by 
  horns from the outside! 
  Proceed to the combat and Tactics section of this 
  encounter. 
  If PCs are in the courtyard, or on any walls other than the 
  northern wall, continue with this paragraph instead: 
  With a lull in the breeze you hear, and then see, the 
  patrols on the north wall suddenly start running 
  towards the corner towers! Almost immediately 
  thereafter, the ground begins shaking, and with a 
  sharp CRACK! the towers anchoring the north wall 
  begin to collapse, falling outwards as they drop. The 
  guards on the other battlements begin sounding 
  alarms, answered by horns from the outside! 
  Proceed to the combat and Tactics section of this 
  encounter. 
  Creatures: The raiders are all part of a force whose sole 
  intent is to sow chaos in an act of subterfuge.  Iuz still has 
  an abiding hatred towards Veluna for her part in the 
  purging of the Flanaess during the Flight of Fiends 
  ceremony in 586 CY. While another group of Iuzians is 
  conducting unknown business in the Baklunish West, 
  this group has been sent to conduct raids in the border 
  regions between Veluna, Bissel, and Ket. Their orders are 
  to make the raids look like they have been conducted by 
  each country’s respective enemy (i.e., Kettites invading 
  Veluna, and vice versa). To that end, the Iuzians have 
  recruited mercenaries with the appropriate skills to 
  conduct the main assault on the garrison, with minimal 
  support from casters directly loyal to Iuz. 
  APL 2 (EL 3) 
  Raiders (6): male human warrior 1; hp 6, 6, 6, 6, 
  6, 6; Appendix 1.  
   
  APL 4 (EL 5) 
  Raiders (3): male human warrior 2; hp 13, 13, 
  13; Appendix 1.  
  Raider Artillery: male human warmage 3; hp 
  15; Appendix 1.  
   
  APL 6 (EL 7) 
  Raiders (3): male human warrior 4; hp 27, 27, 
  27; Appendix 1.  
  Raider Artillery: male human warmage 5; hp 
  26; Appendix 1.  
   
  APL 8 (EL 9) 
  Raiders (6): male human warrior 1; hp 6, 6, 6, 6, 
  6, 6; Appendix 1.  
  Elite Raiders (3): male human warrior 4; hp 30, 
  30, 30; Appendix 1.  
  Captain: male human fighter 5; hp 50; 
  Appendix 1.  
  Raider Artillery: male human warmage 7; hp 
  26; Appendix 1.  
   
  APL 10 (EL 11) 
  Raiders (6): male human warrior 2; hp 13, 13, 
  13, 13, 13, 13; Appendix 1.  
  Elite Raiders (3): male human warrior 5; hp 38, 
  38, 38; Appendix 1.  
  Captain: male human fighter 7; hp 70; 
  Appendix 1.  
  Raider Artillery: male human warmage 9; hp 
  47; Appendix 1.  
   
  VEL7-06 Border Watch 
   
  Page 9 
  
  APL 12 (EL 13) 
  Raiders (6): male human warrior 2; hp 13, 13, 
  13, 13, 13, 13; Appendix 1.  
  Elite Raiders (4): male human warrior 6; hp 46, 
  46, 46, 46; Appendix 1.  
  Captain: male human fighter 10; hp 100; 
  Appendix 1.  
  Raider Artillery: male human warmage 11; hp 
  47; Appendix 1. 
  Tactics: Torches are regularly spaced every 30 feet on the 
  battlements, allowing the (human) soldiers to see clearly 
  on the entirety of the walls. 
  The raiders are outfitted in traditional Ket / Baklunish 
  military gear, stolen during raids against Kettite camps 
  and caravans, and are trained in Kettite fighting style 
  (scimitars, pikes). The initial collapse of the north towers 
  was caused by a few high-powered wizards operating in 
  concert (using disintegrate and earthquake), who then 
  teleported to safety (returning to their encampment in 
  the Yatils, the PCs’ destination in Encounter 6). The 
  mercenaries enter the keep from over the south wall 3 
  rounds after the towers collapse (they scale the wall using 
  knotted ropes of climbing supplied for that purpose), 
  after waiting for the guards to be drawn off to the north. 
  Any Velunan soldiers on patrol on the walls will 
  generally be ineffective during combat, and should not 
  contribute to the PCs’ battle with the raiders.  If they 
  would not be overtly at risk of being attacked by the 
  raiders, the guards attempt to stabilize fallen PCs (assume 
  that it takes a guard one round to reach a downed PC, and 
  that the soldier has a +2 to his Heal check). 
  If any PCs were on the north wall at the time of the 
  attack, the collapse of the towers may make it difficult to 
  get down. At APLs 2 and 4, the top sections of the 
  wooden ramps and stairs are destroyed, leaving a 15 foot 
  jump to the closest intact section; at APLs 6 and above, 
  the ramps are completely toppled, leaving a 25 foot jump 
  to the ground. A significant portion of the barracks also 
  collapses (killing most of those inside) 
  The raiders with longspears try to retain the high ground 
  if at all possible, and attempt to keep the PCs in 
  bottlenecks (on the intact stairs leading up to the 
  battlements, or by fighting side by side on the 
  battlements). At higher APLs (those with both raiders 
  and elite raiders), the elite raiders take point with the 
  lower-level warriors backing them up. At APL 8 and 
  above, the Captain who accompanies the group take the 
  fight directly to the PCs at his first opportunity. He 
  delights in fighting dirty, and has no honor – he tries to 
  take out whomever he perceives as the weakest enemy, 
  leaving more powerful foes to be softened up by the 
  warmage.  The warmage tries to stay out of range of any 
  physical attacks, and tends to target the strongest looking 
  PCs, especially when the Captain is around. 
  The warmage and the captain are fiercely devoted to Iuz, 
  and otherwise live by his credos: “Pain is power, and 
  inflicting pain demonstrates power best.” They are 
  willing to die for him (even if their hired mercenaries are 
  not), and to that end, each wears an alchemical tooth 
  (described in Appendix 2) containing a dose of black 
  lotus extract (DMG page 297; Contact; Fort DC 20; 3d6 
  Con/3d6 Con). If either is captured, they purposefully 
  ingest the poison (and intentionally fail the save) to avoid 
  questioning (remember that the Constitution damage 
  also results in a loss of hit points). If the party kills them 
  outright, assume that the NPCs activated the tooth in 
  their death throes. Heal checks to determine cause of 
  death will not expose the PC performing the check to a 
  sufficient quantity of the poison to cause any harm, BUT 
  UNDER NO CIRCUMSTANCE SHOULD THE PARTY 
  BE ALLOWED TO COLLECT ANY OF THE POISON 
  FOR LATER USE! If they try to do so, then they are 
  exposed to the poison as well and must make the 
  appropriate save, regardless of the APL. 
  Feel free to include additional vignettes to illustrate the 
  chaos of the battle.  For example: An un-statted raiders 
  has been given a horn of blasting, which he uses (for 
  effect) on the structure of the walls only and not on the 
  PCs. Unfortunately, the PCs only get to see its effects 
  once, as his second attempt results in the horn’s 
  explosion, destroying the horn and killing the raider in 
  the process. Scenes like this can illustrate the scope of the 
  assault (which should feel larger than the forces the PCs 
  actually face), as long as there is no in-game effect on the 
  PCs themselves (i.e., causing damage or spell effects 
  directly to the PCs, beyond what the statted NPCs are 
  capable of). 
  Treasure: The PCs can gain the following treasure from 
  the raiders: 
  APL 2: Loot 393 gp; Coin: 14 gp; Magic 48 gp; potion of 
  cure light wounds (x12) (4 gp each); Total 455 gp. 
  APL 4: Loot 279 gp; Coin: 51 gp; Magic 390 gp; +1 mithral 
  shirt (175 gp), healing belt (x3) (62 gp each), potion of 
  cure light wounds (4 gp), potion of invisibility (25 gp); 
  Total 720 gp. 
  APL 6: Loot 210 gp; Coin: 15 gp; Magic 914 gp; +1 chain 
  shirt (x3) (108 gp), +1 mithral shirt (175 gp), brooch of 
  shielding (125 gp), healing belt (x3) (62 gp each), potion 
  of cure light wounds (4 gp), potion of cure moderate 
  wounds (x3) (25 gp each), potion of invisibility (25 gp); 
  Total 1139 gp. 
  APL 8: Loot 649 gp; Coin: 45 gp; Magic 1295 gp; +1 chain 
  shirt (x3) (108 gp), +1 great scimitar (208 gp), brooch of 
  VEL7-06 Border Watch 
   
  Page 10 
  
  shielding (125 gp), cloak of charisma +2 (333 gp), healing 
  belt (62 gp), mithral shirt (91 gp), potion of cure light 
  wounds (x13) (4 gp each), potion of cure moderate 
  wounds (x3) (25 gp each), potion of invisibility (25 gp); 
  Total 1989 gp. 
  APL 10: Loot 815 gp; Coin: 71 gp; Magic 2654 gp; +1 
  chainmail (x3) (108 gp each), +1 great scimitar (208 gp), 
  +1 mithral shirt (175 gp), belt of growth (250 gp), brooch 
  of shielding (125 gp), cloak of charisma +2 (333 gp), 
  headband of intellect +2 (333 gp), healing belt (x9) (62 gp 
  each), steadfast boots (x3) (116 gp each); Total 3540 gp. 
  APL 12: Loot 738 gp; Coin: 118 gp; Magic 5002 gp; +1 
  banded mail (116 gp), +1 chainmail (x4) (108 gp each), +1 
  corrosive great scimitar (708 gp), +1 heavy wooden shield 
  (96 gp), +1 longspear (x4) (192 gp each), belt of growth 
  (250 gp), brooch of shielding (125 gp), hawkfeather 
  armor (1014 gp), headband of intellect +2 (333 gp), 
  healing belt (x6) (62 gp each), steadfast boots (x5) (116 g 
  each), tunic of steady spellcasting (208 gp); Total 5858 gp. 
  Development: If captured, the mercenaries know little 
  (if anything) about the Iuzian’s subterfuge; they have 
  only had contact with one or two other individuals from 
  the Iuzian encampment (besides the warmage and/or 
  captain), and they’ve had no contact with the demons. 
  They have had training in Ket’s military (before “going 
  solo”), and they are natives of Ket – they were hired in 
  Ket to conduct these raids, specifically so that 
  questioning or divinations would demonstrate the 
  veracity of their story. 
  As the battle winds down, the guards still on the walls 
  will point out that there are large flames to the north.  
  Based on the distance, it appears that the fires are on the 
  other side of the Fals. Sir Baaneth eventually appears 
  from the keep, and he can remind the PCs that the area 
  where they see the fires is the same general area where 
  the survey team was working. Though he won’t prevent 
  the PCs from investigating on their own at this instant, 
  he suggests that they could do more good right now by 
  helping tend to the wounded, or search the damaged 
  portions of the garrison for survivors. (If the PCs do not 
  investigate, he sends a 2-man scout team instead). 
  Whether the PCs elect to investigate now (it is still night) 
  or in the morning makes no difference, as they will not 
  be attacked again at this time. Proceed to Encounter 3. 
  3: OVER THE RIVER AND 
  THROUGH THE WOODS  
  Paraphrase the following depending on whether the PCs 
  decide to investigate the fires on their own, or wait until 
  later. 
  Come morning, the scouts Sir Baaneth dispatched to 
  investigate the fires have returned. They report that 
  there were signs of a fight, but no bodies were found 
  in the camp. They also found a number of tracks 
  leading to and from the camp; the tracks lead back up 
  into the foothills of the Yatil Mountains. 
  If the PCs don’t immediately jump to the task, Sir 
  Baaneth requests that the PCs investigate the camp and if 
  possible, to see where the tracks found lead. If necessary, 
  Sir Baaneth can supply a tracker (the tracker will not 
  contribute to combats in any way). If there are objections 
  to leaving the safety of the keep, Sir Baaneth assures the 
  party that though they had not expected an attack so 
  soon, and were caught unawares, they will not allow the 
  same to happen again. He has discussed what happened 
  with the representatives from VOPA and the College of 
  the Arcane, and it was decided that at least one of the 
  bards is going to be on watch duty at night in the future, 
  such that the lyres can be used to protect against future 
  damage.  Meanwhile, the lyres will also be used to make 
  speedy repairs to the damage caused by the assault. 
  As you make your way along the path to the river, you 
  can see that, while the garrison seemed to be the 
  main target of the raiders, the wall and other towers 
  between keep and the river also received similar 
  damage. Soldiers have set about digging through the 
  rubble, recovering what equipment they can. As you 
  approach the river, some sections of the wall also 
  appear to have been attacked by the massive claws of 
  some beast. 
  (A few of the carnage demons had started to make their 
  way to the garrison and were causing damage along the 
  way, before they were called back to return to the raiders’ 
  stronghold.) 
  When the party reaches the river, they can see that the 
  wall extends out into the river about 50 yards, forming a 
  wharf of sorts, and ending in a tower similar to those on 
  the corners of the garrison. A few small boats and rafts 
  are tied off, and if the party does not have the means to 
  cross the river under their own power (fly, water walk, 
  winged boots, etc.), then one of the soldiers can ferry 
  them across. 
  Disembarking at a small pier on the opposite shore, a 
  well-trod path leads 100 or so feet straight up the 
  embankment and towards the smoke rising from the 
  woods in front of you. Following it, a small clearing 
  about 50 feet across opens in front of you, ashes 
  scattered 
  about 
  it, 
  and 
  smoke 
  blackens 
  the 
  surrounding trees. It looks like there were three 
  wooden huts and an equal number of two-man tents 
  set up in the area, but the huts have been completely 
  VEL7-06 Border Watch 
   
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  collapsed and burned, and the tents have been torn to 
  shreds. 
  A thorough search of the camp and the surrounding area 
  turns up little other than the tracks leading up into the 
  Yatils. The tracks are a mix of boots and heavy feet 
  (ending in 3 clawed toes), and there was no attempt to 
  hide their trail. They appear to lead in both directions 
  (i.e., the raiders came and went the same way). Though it 
  is clear there was fighting between the soldiers assigned 
  to the patrol and the raiders, there are no bodies. Most of 
  the equipment you would expect to find (weapons and 
  armor for the soldiers, clothes, food, etc.) is gone, with 
  only some of the survey equipment remaining (plumb-
  bobs, chains, leveling instruments, etc.), and most of that 
  has been damaged or broken. 
  Development: If the PCs seek further guidance from Sir 
  Baaneth at this point (the garrison is only a half mile 
  away, after all), he again request they pursue the raiders’ 
  trail.  He also requests that the party try and retrieve the 
  survey team as quickly as possible. 
  4: LUNCH TIME! 
  The party’s pursuit of the forces that attacked the garrison 
  leads them farther and farther up into the Yatils. During 
  the day, it is warm enough that the party can proceed 
  unhindered (though it will be uncomfortably chilly), but 
  once the sun sets, temperatures quickly drop to below 
  freezing.  If the party does not take appropriate 
  precautions at night to keep warm (cold weather 
  clothing, a large campfire, magical protection such as 
  endure elements, etc.), then each unprotected PC must 
  make a Fortitude save (DC 15, + 1 per previous check) 
  each hour or take 1d6 points of nonlethal damage. A PC 
  who has the Survival skill may receive a bonus on this 
  saving throw and may be able to apply this bonus to other 
  characters as well. A PC who takes any nonlethal damage 
  from cold or exposure is beset by frostbite or 
  hypothermia. Treat the character as fatigued until the 
  damage is recovered. For more information on cold 
  effects, see Dungeon Master’s Guide, pg. 302. 
  Though it winds at times to avoid larger natural 
  hindrances, the trail of the attackers slowly leads 
  farther up into the Yatils.   
  PCs with the appropriate skills may make a DC 15 
  Knowledge (geography) or Knowledge (local-VTF) check 
  to discern that the trail is taking them along what would 
  be the mountain border between Veluna and Ket. 
  On the second day of pursuit, the party enters a sheltered 
  valley. 
  Coming through a cut between two higher hills, a 
  small green dell stretches before you.  Perhaps a mile 
  or two across, you notice a number of dark shapes 
  circling lazily and occasionally descending into a 
  clearing on the opposite side of the valley from your 
  position. Tendrils of smoke drift up from the same 
  area. 
  At this distance, it will be impossible to positively 
  identify the creatures, but a DC 40 Spot check can 
  determine their relative size (Tiny to Small creatures).  
  Assuming the party approaches, continue: 
  As you descend into the hollow, the alpine trees 
  begin to thicken; a gloom surrounds you, and the 
  sounds of your movement fall dead on the thick 
  carpet of pine needles.  Despite the soft cover, the 
  trail remains obvious, with the indentations of heavy 
  feet and broken branches on the trees surrounding 
  you. 
  As you approach the clearing, sounds become evident 
  once more.  The croaking and cawing of a large flock 
  of birds becomes apparent as you approach the 
  clearing, and through the boughs overhead, the dark 
  shapes continue to circle. 
  Once the PCs are within about 100-200 yards of the 
  clearing, it should be clear that the shapes are actually 
  birds of some kind (a mix of ravens and buzzards.  If the 
  party approaches to within 100 feet or so of the clearing, 
  then they start to smell a strong odor – sweet at first, but 
  very pungent, and quickly replaced by the distinct tang of 
  rotting flesh. 
  If the party continues to move forward, then proceed: 
  The gruesome sight before you would likely make 
  lesser folk weep in despair.  What must have once 
  been an encampment of sorts is now a scene of decay 
  and destruction.  Mutilated corpses are strewn about 
  the clearing, and carrion birds feast on the remains, 
  while the frames of tents and various small huts lie 
  collapsed and smoldering. 
  The clearing is all that remains of a group of elves who 
  have been systematically slaughtered for simply being in 
  the way of the raiders.  The raiders came upon the camp 
  on their way to the garrison. There was a pitched battle, 
  and the elves were able to defeat some of the attackers 
  (including some of their demon cohorts), but all the elves 
  (some three dozen or so) succumbed in the end.  The 
  raiders simply left all the bodies to rot after they passed 
  through, including the demons that fell.  Some of the 
  local fauna came upon the corpses and started 
  scavenging, but became corrupted by the taint the 
  demons’ blood left stained in the area. 
  VEL7-06 Border Watch 
   
  Page 12 
  
  From the edge of the clearing, the PCs can see that there 
  is something wrong with the birds.  Many are missing 
  feathers, they’re covered in sores, some have mismatched 
  or twisted wings, and they attack the carcasses with more 
  even more gusto than one might expect, but all seem to 
  have hints that indicate their corrupted nature. 
  Although the corrupted creatures are all considered 
  aberrations, allow the players to make appropriate checks 
  (Knowledge (nature) for animals, and Knowledge(arcana) 
  for the bulettes) to identify the base creatures; making 
  the base check will at least indicate that these are not 
  quite “normal” versions of such creatures. 
  When the PCs enter the clearing, read or paraphrase the 
  following: 
  As you enter the clearing, several of the ravens cock 
  their heads in your direction.  A few particularly large 
  buzzards in their midst, missing more than a few 
  feathers, and covered in swollen pustules, scan you 
  with a malevolent glint in their eyes, the first 
  indication that something is not right with them. 
  APL 2 
  With a strangled croak, the buzzards take wing, 
  followed by a flurry of black feathers, all headed in 
  your direction! 
  At APLs 4 and above, the smaller birds do not attack 
  when the PCs enter the clearing.  They flutter out of the 
  way at the last moment as the PCs approach any given 
  corpse, and quickly return to the same if the PCs move 
  on. The dire vulture will not attack the PCs at this point, 
  though the PCs may still be affected by the creature’s 
  Stench ability. 
  APL 4 - 10 
  A minute or so after the PCs enter the clearing and have 
  started exploring, allow PCs with ranks in Survival to 
  make a DC 15 Survival check.  Have all PCs make Listen 
  checks (or use rolls made before the start of the 
  adventure for this purpose) opposed by Move Silently 
  checks for the creatures appropriate to the APL, then read 
  or paraphrase the following: 
  A slight wind picks up, and with a start, you see and 
  hear another group of birds take to the sky to the 
  north of the camp. As if in response, the scavengers 
  in the camp rise almost as one.  Their numbers swarm 
  around you for an instant, but then climb and alight 
  in the trees surrounding the glade, while the larger 
  buzzards hop away from the forest’s edge. With a low 
  growl, two large shapes approach through the tree 
  line to the north. 
  PCs that made the Survival check above notice that the 
  wind has shifted, and that the breeze is now blowing to 
  the north, in the direction where the first group of birds 
  took to the sky. If they also made the Listen check, then 
  give them a +2 circumstance bonus to their Initiative roll 
  (for realizing that the birds were likely startled by the 
  approach of a larger creature). 
  APL 12 
  PCs that make a DC 15 Spot check will notice that the 
  ground is disturbed in a few areas, as if freshly dug. A 
  minute or so after the PCs enter the clearing and have 
  started exploring, allow them to make a DC 20 Listen 
  check (or use rolls made before the start of the adventure 
  for this purpose) to pick up the low rumble of the 
  bulettes moving underground, then read or paraphrase 
  the following: 
  A slight wind picks up, and with a start, you see and 
  hear another group of birds take to the sky to the 
  north of the camp. As if in response, the scavengers 
  in the camp rise almost as one.  Their numbers swarm 
  around you for an instant, but then climb and alight 
  in the trees surrounding the glade, and even the 
  larger buzzards take wing. With a spray of dirt and 
  rock, a huge beast clambers up from underground, 
  almost immediately followed by a second nearby. 
  APL 2 (EL 4) 
   
  Corrupt Raven Swarm: hp 22; Appendix 1. 
   
  Advanced Vulture (2): hp 24, 24; Appendix 1. 
  APL 4 (EL 6) 
   
  Corrupted Leopard (2): hp 27, 27; Appendix 1. 
   
  Dire Vulture: hp 42; Appendix 1. 
  APL 6 (EL 8) 
   
  Corrupted Owlbear (2): hp 65, 65; Appendix 1. 
   
  Dire Vulture: hp 42; Appendix 1. 
  APL 8 (EL 10) 
   
  Corrupted Dire Lion (2): hp 80, 80; Appendix 1. 
   
  Corrupted Dire Vulture: hp 84; Appendix 1. 
  APL 10 (EL 12) 
   
  Corrupted Dire Bear (2): hp 123, 123; Appendix 1. 
   
  Corrupted Dire Vulture: hp 84; Appendix 1. 
  APL 12 (EL 14) 
   
  Corrupted Advanced Bulette (2): hp 180, 180; 
  Appendix 1. 
   
  Corrupted Dire Vulture: hp 84; Appendix 1. 
  Tactics: The corrupted creatures have lost any sense of 
  self-preservation that they may have once had; they live 
  only to feed at this point, and will fight to the death. 
  VEL7-06 Border Watch 
   
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  At APL 2, the swarm croaks and caws incessantly, driving 
  the PCs to distraction.  The vultures stay out of the swarm 
  itself, but stay close, preferring to pick clean anything 
  that drops as a result of the swarm’s attacks. 
  At APLs 4 and above, the smaller birds do not attack 
  when the PCs enter the clearing. They flutter out of the 
  way at the last moment as the PCs approach any given 
  corpse, and quickly return to the same if the PCs move 
  on. The dire vulture is also a bit more cautious at these 
  APLs, as it knows that larger predators frequent the area.  
  It does not immediately attack unless directly attacked 
  first. 
  If one PC becomes separated from the others, the dire 
  vulture takes the opportunity to try for a fresh meal 
  (especially if the PC is much smaller than them, e.g., 
  halflings, gnomes, etc.), and it definitely attempts to 
  make off with any downed bodies, especially if doing so 
  would not put it in danger of being attacked by larger 
  creatures. It can try to grapple such creatures as part of a 
  Flyby Attack, taking them up into the trees surrounding 
  the clearing to devour on its own terms. (A light load for 
  a dire vulture is 152 lbs., while a light load for a corrupted 
  dire vulture is 266 lbs.) 
  The larger creatures, however, are much more 
  straightforward in their attacks. The leopards, owlbears, 
  lions, and bears (APL 4, 6, 8, and 10, respectively) attempt 
  to grab and maul the closest creature until that creature is 
  dead.  They do, however, lash out if they are injured 
  while grappling (taking a -20 to its grapple checks to 
  continue to hold the victim yet still attack). Though the 
  bulettes (APL 12) cannot hold a creature in this way and 
  still attack (they lack the improved grab ability), they use 
  their Snatch feat to start grapples and fling their 
  opponents in an effort to weaken them (especially if they 
  happen to bite into an elf or a dwarf – thought corrupted, 
  they still dislike the taste of both). 
  Note that any vile damage done by the corrupted 
  creatures can only be healed within the area of a 
  consecrate or hallow spell. 
  Though the scavengers have no treasure per se, the 
  raiders were not overly concerned with plundering the 
  camp after slaughtering the inhabitants.  As such, the PCs 
  are able to find the treasure listed below scattered 
  throughout the remains of the Cleansers’ camp. 
  Treasure: Searching the camp yields the following 
  treasure; the Loot consists of mundane leather armor, 
  longswords, and a few bows that were not destroyed or 
  plundered by the raiders: 
   
  All APLs: Loot 97 gp; Coin 68 gp; Magic 482 gp; bracers 
  of armor +1 (x2) (83 gp each), ring of protection +1 (166 
  gp), sphere of awakening (150 gp); Total 647 gp. 
  Development: The clearing is the first place along the 
  trail that the PCs find remains of actual demons, though 
  most of those remains have quickly decayed to festering 
  pools of goo. A DC 16 Knowledge (planes) check 
  (increased due to the decay and limited remains) can tell 
  the PCs that such remains belonged to a demon, and that 
  it was heavily muscled. 
  The PCs can also determine that most of the humanoid 
  remains are elves, with only a few human bodies amongst 
  them; all the humans are garbed in Kettish gear (turbans, 
  scimitars, and other accoutrement typical of the 
  Baklunish nation).  The ruin of one tent appears to have 
  been larger than the others, and a DC 20 Search check 
  inside turns up a scorched and badly damaged journal in 
  an elven script. What is still legible seems to consist of a 
  combination of a manifesto, rants against humans and 
  other races living in the Vale (with a high amount of 
  vitriol towards the elves still there), and accounts of raids 
  against settlements in the foothills north of the Fals 
  River.  A DC 20 Knowledge (local-VTF) check allows the 
  PCs to discern that this was likely an encampment of the 
  Cleansers, a group of militant, xenophobic elves who 
  have caused trouble on the edges of Veluna over the past 
  two years. 
  When the PCs are ready to move on and follow the trail, 
  proceed to the next encounter. 
   
  5: COME INTO MY WEB… 
  The trail continues to lead north out of the clearing, 
  and farther into the Yatils. The trees grow more 
  sporadic, and other signs of life are sparse at best. 
  After almost another full day’s hike, the raiders’ tracks 
  turn into a mass of jumbled moraines and box 
  canyons. 
  Though the PCs have continued to climb, they are not so 
  high as to encounter difficulties from altitude – the 
  raiders were sticking to lower passes to make their way to 
  and from the Vale. 
  Short of flight, there is no real way to avoid travel 
  through the canyons.  The slopes are very steep and 
  covered in loose gravel, with knife edges at the tops of 
  the ridges.  For those PCs who must travel on foot, build 
  up a sense of paranoia – the canyons are narrow and 
  twisting, the occasional loose rock falls from above with 
  no obvious means of being dislodged, etc.  In other 
  words, allow them to feel they are walking into a trap, 
  which in essence, they are.  
  VEL7-06 Border Watch 
   
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  The sounds of gusting wind and the occasional 
  echoes of unseen animals are interrupted by a low 
  rumble some distance ahead of you. 
  A few hundred yards on, you round a corner in the 
  canyon, and can see the likely source of the noise.  
  Clouds of dust still settle upon a tumbled mess of 
  rock and scree which fills the lower portion of the 
  ravine. 
  PCs can make a DC 20 Spot check to notice an arm 
  sticking out of the rubble about 5 feet up the rock slide; 
  from time to time, it twitches, and claws at the rock 
  around it as if trying to dig out. 
  The bodies are, in fact, all the evidence that remains of a 
  hastily constructed trap by the raiders that was set to 
  dissuade any further pursuit. They killed a few of their 
  Velunan prisoners, then re-animated them as zombies 
  and set to guard the canyon route. Unfortunately, poorly 
  worded instructions caused the zombies to attack one of 
  the raiders who came back to check on them, and an 
  avalanche was triggered as a result of the fight.  The 
  twitching is the remnant of the magic used to animate 
  the bodies (the zombies took enough damage from the 
  slide to “kill” them). A DC 12 Knowledge (religion) check 
  identifies that they are/were zombies (as opposed to just 
  dead humans), while a DC 10 Heal check shows that they 
  had not been dead very long before being re-animated 
  (perhaps a few hours). 
  If the PCs take the time to dig out some of the rubble, 
  additional sliding occurs, but no damage is dealt to the 
  PCs.  They can recover three Velunan bodies (the former 
  zombies), and one raider body.  Make a note of whether 
  the PCs return the Velunan bodies to the proper 
  authorities. 
  The PCs will be able to re-obtain the trail on the other 
  side of the avalanche. About a mile past the slide, the 
  party approaches Encounter 6: Cornered At Last. 
  6: CORNERED AT LAST 
  The canyon eventually leads to what at first appeared 
  to be a dead-end, but the evidence before you say 
  otherwise.  A humanoid body lies at the other side of 
  a small, amphitheatre-like bowl; gaping, red slash 
  marks mar his back, and it seems apparent he was 
  struck down while trying to flee from someone, or 
  something.  Bloody footprints, made by heavy, clawed 
  feet lead from the body into a dark opening in the 
  canyon wall opposite. 
  If the PCs examine the body, it is human garbed is in the 
  Kettite style, the wounds caused by one of the demons 
  (who then returned to the cave). From outside the cave 
  entrance, it is a DC 25 Listen check to hear the sounds of 
  the battle continuing to rage from inside the cavern’s 
  depths. 
  Presuming the PCs enter the cave, continue: 
  The wide opening leads mostly straight into the 
  cliffside for about 30 feet, then slopes down and to 
  the right.  A few small passages shoot off on both 
  sides, though none appear natural – they look like 
  something has clawed away the rock. The larger 
  openings contain a variety of crates, bags, barrels, and 
  in a few instances weapon racks, though what few 
  weapons remain – scimitars and pikes for the most 
  part – lie scattered on the floors. 
  The sounds of battle rage from the depths of passage.  
  As you move farther in, bodies lie dashed along the 
  sides of the passage, some clawed to death, other 
  smashed into the tunnel walls. Black ichor drips from 
  a few of their blades, but most seem to have been cut 
  down without drawing blood themselves.  Humanoid 
  screams are punctuated from time to time by the roars 
  and bellows of things clearly not of this Oerth. 
  If the party presses on, then continue (if they are 
  attempting to sneak up on the battle, remember to 
  paraphrase the final passages of what follows; while this 
  internal conflict is raging, the demons will have a -8 
  modifier to their Listen  and/or Spot checks due to 
  distance fro the party and being distracted by the battle): 
  As you round a corner, the passageway widens once 
  again, and opens up into a long oval vault, lit by 
  torchlight. Clearly this area had been used as a camp, 
  or some sort of staging ground – there are tents and 
  small huts to one side, plank tables for dining fill 
  another alcove, and crates and barrels are stacked 
  here and there.  But the scene before you is one of 
  carnage. Just as in the elven encampment, dozens of 
  bodies are strewn about on the floor of the cavern, 
  but now, humanoid bodies mingle with remains of 
  clearly fiendish descent.  Worst of all, no humanoid 
  bodies remain standing – what was likely the last was 
  torn clean in two by one/two of demonic creatures 
  just as you entered the cavern [At APLs 10 and 12, the 
  raider was cut in half by the ranseur of one of the 
  bulezau; at all other APLs, the rending was done by the 
  carnage demons (though just one at APL 2)]. With 
  beastly snarls, they turn in your direction and leap to 
  the attack! 
  Creatures: Only a few demons are left standing from the 
  battle.  One of the raiders became a little too careless and 
  struck a carnage demon when it failed to get out of his 
  way quickly enough.  As such creatures are wont to do, it 
  struck back, which set off a frenzy among the other 
  VEL7-06 Border Watch 
   
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  demons in the group, and they began slaughtering 
  everything that wasn’t a demon. 
  APL 2 (EL 5) 
  Manes (2): hp 15, 15; Appendix 1.  
  Carnage demon: hp 22; Appendix 1.  
  APL 4 (EL 7) 
  Carnage demon (3): hp 22, 22, 22; Appendix 1.  
  APL 6 (EL 9) 
  Advanced Carnage demon (4): hp 37, 37, 37, 
  37; Appendix 1.  
  APL 8 (EL 11) 
  Advanced Carnage demon (4): hp 67, 67, 67, 
  67; Appendix 1.  
  APL 10 (EL 13) 
  Advanced Carnage demon (4): hp 67, 67, 67, 
  67; Appendix 1.  
  Bulezau (2): hp 120, 120; Appendix 1.  
  APL 12 (EL 15) 
  Advanced Bulezau (4): hp 168, 168, 168, 168; 
  Appendix 1.  
  Manes are generally humanoid in form, stand 3 feet tall, 
  and appear to be bloated from rot and decay. Maggots 
  squirm in the open sores of their pasty gray flesh. Their 
  eyes are filmy white and their claws and jagged teeth hint 
  at their feral nature. They are nearly mindless, devoted to 
  savagery, and on the orders of more powerful demons, 
  will throw themselves headlong into battle with little 
  concern for their own safety. 
  Manes lore - Knowledge (planes): 
  • 
  DC 11 – Manes are the lowest form of demonic life, 
  the transformed physical shell of a chaotic evil 
  mortal’s soul after it reaches the Abyss. This result 
  reveals all outsider traits. 
  • 
  DC 16 – Manes are often used as currency between 
  evil spellcasters and evil outsiders. 
  • 
  DC 21 – A mane is a feeble combatant, but it bursts 
  into a burning cloud of acidic vapor when slain. 
  Carnage demons have a powerful humanoid build, 
  bordering on apelike, their long arms hanging nearly to 
  the ground.  Those arms are thickly muscled in their 
  forearms, with stubby hands ending in thick fingers and 
  claws. Their fanged mouths takes up most of their face, 
  and their skin is a deep crimson to bloody red in color. In 
  the Abyss, they are used as shock troops that embody 
  malevolence and delight in inflicting suffering.  
  Carnage demon lore - Knowledge (planes): 
  • 
  DC 14 – This is a carnage demon, a fiend from the 
  Abyss that lives only to kill in as injurious a manner 
  as possible. This result reveals all outsider traits. 
  • 
  DC 19 – Carnage demons are resistant to most forms 
  of energy, and they have skin that only silver can cut 
  through reliably. 
  • 
  DC 24 – A carnage demon’s fists can pound through 
  nearly any material. The more carnage demons 
  present, the more powerful their attacks become. 
  Bulezaus are tall, gaunt creatures, whose heads resemble 
  that of a large, sickly ram, complete with curved horns. 
  Their flesh festers, and patches of wiry bristles 
  sporadically cover their emaciated frames. Their eyes are 
  dull, their froth-caked mouths filled with needlelike 
  fangs. Their snakelike tails constantly writhe, and the tips 
  are a tangle of metallic spines. They are the heavy 
  infantry of the Abyss, and to that end, they enjoy diving 
  into combat wielding weapons that appear far too large 
  for a creature with their haggard frames. 
  Bulezau lore - Knowledge (planes): 
  • 
  DC 15 – Bulezaus serve as the heavy infantry of the 
  Abyss and are notoriously difficult to control. This 
  result reveals all outsider traits. 
  • 
  DC 20 – A bulezau can wield oversized weapons. Its 
  weapon of choice is the ranseur. 
  • 
  DC 25 – Bulezaus enjoy charging and using their 
  horns to gore their opponents. 
  • 
  DC 30 – A wounded bulezau is a terror to behold. It 
  can fly into a berserk frenzy and become much 
  stronger and harder to slay. 
  Tactics: Because of the severity of the battle, random 
  squares (not indicated) on the map have enough corpses 
  that they could be considered difficult terrain (scattered 
  throughout the area surrounding #2 on DM Map 3). The 
  bulezau are sufficiently large and nimble enough (i.e., 
  high Jump checks) that the terrain should not hinder 
  their ability to charge. The demons will also not setup 
  directly next to the PCs (place them at random about area 
  #2 as well). 
  At all appropriate APLs, the manes and carnage demons 
  gleefully leap into battle with the PCs.  If there are 
  multiple carnage demons present, they try to stay within 
  30 feet of each other if possible, to increase both their 
  ability to hit and to damage their enemies via their 
  Carnage (Su) ability. 
  The bulezau are also willing to go toe-to-toe, but are 
  slightly more methodical in their approach.  Always 
  under the effect of see invisibility, they prefer to lead off 
  combat with a shout directed at the densest cluster of 
  enemies. As they prefer victims who have nowhere to 
  VEL7-06 Border Watch 
   
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  run, at least one  likely places a solid fog to prevent the 
  PCs from retreating back up the passageway. 
  A bulezau leads off its melee attacks with a charge, and 
  follows up in successive rounds with full attacks, using 
  the reach of its ranseur.  Against targets that get inside 
  this reach, it drops its ranseur and switches to claw, gore, 
  and tail attacks.  It avoids using its fear ability unless it 
  gets desperate (or its opponents are easily cornered), 
  since it likes to keep its foes within reach of its weapons. 
  Though not the most intelligent fighters, they coordinate 
  some attacks with their fellow buezau, such as using their 
  greater teleport to get into flanking positions, and they 
  make sure (at APL 10) that the carnage demons have 
  room to get to enemies whenever possible (so that they 
  themselves are not attacked). 
  Treasure: There is a large amount of mundane gear 
  reflected in the Loot totals below – approximately 
  enough armor, weaponry, and basic gear remains to equip 
  20 raiders (gear damaged beyond repair from the fight is 
  not included); it is possible the PCs will not be able to 
  plunder all of it. 
  APL 2: Loot 263 gp; Coin: 57 gp; Magic 150 gp; potion of 
  cure moderate wounds (x6) (25 gp each); Total 470 gp. 
  APL 4: Loot 263 gp; Coin: 57 gp; Magic 300 gp; potion of 
  cure moderate wounds (x12) (25 gp each); Total 620 gp. 
  APL 6: Loot 263 gp; Coin: 57 gp; Magic 684 gp; +1 
  scimitar (x2) (192 gp each), potion of cure moderate 
  wounds (x12) (25 gp each); Total 1004 gp. 
  APL 8: Loot 263 gp; Coin: 57 gp; Magic 1017 gp; +1 
  scimitar (x2) (192 gp each), amulet of health +2 (333 gp), 
  potion of cure moderate wounds (x12) (25 gp each); Total 
  1337 gp. 
  APL 10: Loot 263 gp; Coin: 57 gp; Magic 2798 gp; Huge 
  +1 ranseur (x2) (195 gp each), Large chain shirt (x2) (29 
  gp each), potion of cure moderate wounds (x4) (25 gp 
  each), runestaff of destruction (2250 gp); Total 3118 gp. 
  APL 12: Loot 263 gp; Coin: 57 gp; Magic 3678 gp; Huge 
  +1 ranseur (x4) (195 gp each), Large +1 chain shirt (x4) 
  (112 gp each), potion of cure moderate wounds (x8) (25 
  gp each), runestaff of destruction (2250 gp); Total 3998 
  gp. 
  Development: There is precious little equipment and 
  bodies that do not remain damaged in some way from the 
  fight between the raiders and the demons. Most of the 
  salvageable equipment is in area #3, where the raiders 
  bunked. A few pieces (mostly potions, and other magical 
  equipment at the higher APLs) are on random corpses in 
  area #2, while the intact runestaffs (at APL 10 and 12) are 
  being gripped by the dead bodies in area #4. Four of the 
  corpses also have holy symbols of Iuz (none of the other 
  raiders carry any holy symbols of any kind). 
  The supply crates and barrels are mostly foodstuffs (dried 
  fish and meats) and other mundane gear.  However, there 
  are a number crates that bear closer scrutiny. Two crates 
  each contain clothing and gear that could allow the 
  wearer to pass for a regular soldier in the armies of 
  Veluna, Ket, or Bissel, respectively. One of the crates is 
  filled with a number of disguise and forgery kits; some 
  papers already completed – military orders, travel papers, 
  etc. – require a DC 35 Forgery check to determine their 
  authenticity (or lack thereof). Another crate is filled with 
  holy symbols for religions significant in the previously 
  mentioned countries, including a large number for Rao 
  and Al’Akbar. Thrown behind some of the crates are the 
  uniforms of five Mitrik Temple Guardsmen. 
  The door to area #6 is locked (DC 20 Open Lock at APL 2 
  and 4; DC 25 Open Lock at APL 6 and 8; DC 30 Open 
  Lock at APL 10 and 12). If the PCs make a DC 17 Listen 
  check at the door, they may hear the sound of a man 
  sobbing on the far side. If the PCs try to talk to him, the 
  sobbing stops, but the man does not respond. If the PCs 
  open the door (either by picking the lock or busting the 
  door down), he cowers as far from the door as possible 
  until the PCs can demonstrate that they will not harm 
  him (see the next paragraph). The PCs also see two bodies 
  lying against one of the walls of the holding area. They 
  are both dead – there are obvious signs of torture; they 
  appear to have been gnawed on in a few places as well. 
  For the purposes of Diplomacy, the man’s initial attitude 
  is “Hostile”, and he must be improved to “Friendly” 
  before he can provide any useful information to the PCs. 
  Any calm emotions effect will immediately improve his 
  attitude to indifferent. PCs that radiate an aura of good 
  (for example, a cleric or paladin of Rao) will provide a +2 
  circumstance bonus to the Diplomacy check. Removing 
  the dead bodies will also provide another +2 
  circumstance bonus. 
  If the PCs can calm the man down, he identifies himself 
  as Ellian Toran, a member of the garrison survey team. 
  He is the only survivor. He is quite haggard and bruised 
  from his ordeal. If questioned, he can relate the 
  following: 
  • 
  The survey team and its guards were captured a 
  few days ago, but he’s not sure how many (he 
  has been blindfolded, unconscious, or in the 
  holding area for the entire time). 
  • 
  During one stop on the trek to this camp, he 
  heard some of the team members dragged off 
  some distance, then heard screams that sounded 
  like their voices – he has not seen them since. 
  • 
  The bodies in the cell are the remains of the 
  other two civilian members of the team. They 
  were taken out several hours ago, and about an 
  VEL7-06 Border Watch 
   
  Page 17 
  
  hour later, thrown back into the cell in their 
  current condition. 
  • 
  The guards assigned to the surveyors were five 
  Mitrik Temple Guardsmen. When Ellian first 
  regained consciousness in the cell, there were 
  only three Guardsmen present. They were taken 
  out of the cell a few hours ago. If the PCs think 
  to ask, their description will match the bodies 
  found in the rubble of the landslide (in 
  Encounter 5). 
  • 
  He hasn’t seen the other two Guardsmen since 
  the original raid. 
  • 
  Once, while the cell door was open for a brief 
  moment, Ellian saw a man dressed in a 
  Guardsmen’s livery, but the man was not 
  familiar to him. If he thinks about it, he will 
  state that he looked like one of the raiders he 
  had seen wearing Kettish gear earlier. 
  • 
  Just before the PCs arrived, he heard one of the 
  raiders arguing with one of the demons in a 
  language he couldn’t understand (if he tries to 
  describe it, anyone who speaks Abyssal will 
  recognize his description). The argument 
  appeared to become heated, and then he heard a 
  fight break out. He crawled as far back into the 
  cell as he could, hoping that the battle wouldn’t 
  spill-over into the cell. 
  If brought out of the cell, Ellian nearly faints when he 
  catches sight of the remains of the battle. He pleads with 
  the PCs for them to return him to the garrison. 
   
  Ellian Toran: male Oeridian expert 4; hp 12 
  (currently at 2 hp) 
  CONCLUSION 
  The journey back to the garrison takes approximately 
  three days (overland), during which time the PCs face no 
  further resistance. 
  As you come down out of the foothills of the Yatils, 
  and approach the banks of the Fals, you can tell that 
  Pendleton and the other bards have been keeping 
  busy. The destruction of the surveyors’ camp has been 
  cleared and a small palisade constructed around the 
  new camp. A stone pier juts out from the bank 
  towards its sibling on the south side of the River. 
  Making your way along the path back to the garrison, 
  all of the damage you saw on your way out appears to 
  have been repaired. The guards in the river 
  watchtower are the first to notice your approach, and 
  sound a horn to announce your arrival. The towers 
  that had been destroyed in the raiders’ initial assault 
  appear back to their original form. Rounding the edge 
  of the keep, you can see that the eastern wall now 
  stretches approximately a quarter mile more in the 
  direction of the Lorridges. 
  It seems that there are also more men on the walls 
  than were present when you first arrived a week ago. 
  Sir Baaneth comes out from the keep to greet you. “It 
  is good to see you again.” After a glance at Ellian, he 
  seems to realize that there will be no other surveyors 
  or guards returning.  “But I’ll wager that not all the 
  news you bring is good, unfortunately. Come – come 
  inside, and tell me what you can.” 
  Sir Baaneth treats the PCs to as fine a dinner as he can 
  muster. If the PCs inform him of their findings, 
  especially if they share that evidence that Iuz is somehow 
  involved, a fire seems to ignite in his eyes – he is furious 
  that Iuz’s forces have once again turned their attention in 
  part to Veluna. He rails for a few minutes before 
  composing himself, and then exhorts the PCs to destroy 
  Iuz’s forces and machinations every chance they get. 
  He promises that all the information the party shares is 
  going to be passed along to not only the Church, but to 
  the Velunese diplomats in Bissel as well, in the hope that 
  any tensions arising from similar raids into Ket or Bissel 
  can be diffused before escalating any further. 
  “Well, it seems that you have gone above and beyond 
  the duties that originally brought you here,” Sir 
  Baaneth continues. “I will make sure that you are 
  compensated appropriately; and for those for whom it 
  matters, that your superiors are also duly informed of 
  your actions. Of course, you have my gratitude as 
  well. Your initiative will allow us to complete our task 
  here that much sooner.” 
  “Say… Speaking of that task,” he says with a bit of a 
  twinkle in his eye, “since you’re already here, perhaps 
  we could convince you to stay on a bit longer, and 
  continue to help out? The more hands we have, the 
  faster the wall rises. I’m sure the Church and VOPA 
  would agree to it, and I know I can persuade them to 
  show appropriate appreciate of your efforts – what say 
  you?” 
  PCs who answer “yes” have the chance to earn additional 
  favors on the adventure record. See the Adventure 
  Record Items section for how to disburse these favors. 
  Treasure: This entry represents the Church’s payment 
  for the PCs services in taking the original assignment; it 
  also includes a bonus for pursuing the investigation of 
  the raiders. Reduce it appropriately if the PC(s) were paid 
  part of their fee up-front (in the Introduction). 
  APL 2: Coin: 50 gp; Total 50 gp. 
  APL 4: Coin: 100 gp; Total 100 gp. 
  VEL7-06 Border Watch 
   
  Page 18 
  
  APL 6: Coin: 150 gp; Total 150 gp. 
  APL 8: Coin: 200 gp; Total 200 gp. 
  APL 10: Coin: 250 gp; Total 250 gp. 
  APL 12: Coin: 300 gp; Total 300 gp. 
  CAMPAIGN CONSEQUENCES 
  In light of the assault on the garrison (and the possible 
  revelation of the true culprits), the effects of the PCs 
  actions on the campaign will mainly be focused on how 
  the public perceives the Canon’s efforts at defending the 
  Vale – whether the Fals Gap Wall can truly stop an 
  invading force, or if the threats to the country will 
  continue to be both external and internal. 
   
  Official critical events results: Any player interested in 
  downloading an official summary of events of this mod 
  that reflects the critical events of the first run of this 
  event should be given the following password. The DM 
  should give this password to the players at the conclusion 
  of play. They can then download the critical summary 
  and use the password to open the file: 
   
  Password: likeherdingcats 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  2: And the Walls Came Tumblin’ Down 
  Defeat the raiders 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
   
  4: Lunch Time! 
  Defeat the corrupted animals 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  6: Cornered At Last 
  Defeat the demons 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  300 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  Story Award 
  Escort the bards to the garrison without killing any of 
  them. 
  All APLs  
  15 XP 
   
  Assist in the construction of the Fals Gap Wall (either in 
  Encounter 1 or at the conclusion of the adventure) 
  All APLs  
  15 XP 
   
  Return the bodies of the missing survey team to the keep 
  for disposition. 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10  
  90 XP 
  APL 12  
  105 XP 
   
  Discover the Iuzian subterfuge, and inform Sir Baaneth 
  and/or the Church. 
  APL 2  
  30 XP 
  APL 4  
  60 XP 
  APL 6  
  90 XP 
  APL 8  
  120 XP 
  APL 10  
  150 XP 
  APL 12  
  180 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  VEL7-06 Border Watch 
   
  Page 19 
  
  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.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  1: Introduction 
  APL 2: Coin: 20 gp; Total 20 gp. 
  APL 4: Coin: 40 gp; Total 40 gp. 
  APL 6: Coin: 60 gp; Total 60 gp. 
  APL 8: Coin: 80 gp; Total 80 gp. 
  APL 10: Coin: 100 gp; Total 100 gp. 
  APL 12: Coin: 120 gp; Total 120 gp. 
   
  2: And the Walls Came Tumblin’ Down 
  APL 2: Loot 393 gp; Coin: 14 gp; Magic 48 gp; potion of 
  cure light wounds (x12) (4 gp each); Total 455 gp. 
  APL 4: Loot 279 gp; Coin: 51 gp; Magic 390 gp; +1 mithral 
  shirt (175 gp), healing belt (x3) (62 gp each), potion of 
  cure light wounds (4 gp), potion of invisibility (25 gp); 
  Total 720 gp. 
  APL 6: Loot 210 gp; Coin: 15 gp; Magic 914 gp; +1 chain 
  shirt (x3) (108 gp), +1 mithral shirt (175 gp), brooch of 
  shielding (125 gp), healing belt (x3) (62 gp each), potion 
  of cure light wounds (4 gp), potion of cure moderate 
  wounds (x3) (25 gp each), potion of invisibility (25 gp); 
  Total 1139 gp. 
  APL 8: Loot 649 gp; Coin: 45 gp; Magic 1295 gp; +1 chain 
  shirt (x3) (108 gp), +1 great scimitar (208 gp), brooch of 
  shielding (125 gp), cloak of charisma +2 (333 gp), healing 
  belt (62 gp), mithral shirt (91 gp), potion of cure light 
  wounds (x13) (4 gp each), potion of cure moderate 
  wounds (x3) (25 gp each), potion of invisibility (25 gp); 
  Total 1989 gp. 
  APL 10: Loot 815 gp; Coin: 71 gp; Magic 2654 gp; +1 
  chainmail (x3) (108 gp each), +1 great scimitar (208 gp), 
  +1 mithral shirt (175 gp), belt of growth (250 gp), brooch 
  of shielding (125 gp), cloak of charisma +2 (333 gp), 
  headband of intellect +2 (333 gp), healing belt (x9) (62 gp 
  each), steadfast boots (x3) (116 gp each); Total 3540 gp. 
  APL 12: Loot 738 gp; Coin: 118 gp; Magic 5002 gp; +1 
  banded mail (116 gp), +1 chainmail (x4) (108 gp each), +1 
  corrosive great scimitar (708 gp), +1 heavy wooden shield 
  (96 gp), +1 longspear (x4) (192 gp each), belt of growth 
  (250 gp), brooch of shielding (125 gp), hawkfeather 
  armor (1014 gp), headband of intellect +2 (333 gp), 
  healing belt (x6) (62 gp each), steadfast boots (x5) (116 g 
  each), tunic of steady spellcasting (208 gp); Total 5858 gp. 
   
  4: Lunch Time! 
  All APLs: Loot 97 gp; Coin 68 gp; Magic 482 gp; bracers 
  of armor +1 (x2) (83 gp each), ring of protection +1 (166 
  gp), sphere of awakening (150 gp); Total 647 gp. 
   
  6: Cornered At Last 
  APL 2: Loot 263 gp; Coin: 57 gp; Magic 150 gp; potion of 
  cure moderate wounds (x6) (25 gp each); Total 470 gp. 
  APL 4: Loot 263 gp; Coin: 57 gp; Magic 300 gp; potion of 
  cure moderate wounds (x12) (25 gp each); Total 620 gp. 
  APL 6: Loot 263 gp; Coin: 57 gp; Magic 684 gp; +1 
  scimitar (x2) (192 gp each), potion of cure moderate 
  wounds (x12) (25 gp each); Total 1004 gp. 
  APL 8: Loot 263 gp; Coin: 57 gp; Magic 1017 gp; +1 
  scimitar (x2) (192 gp each), amulet of health +2 (333 gp), 
  potion of cure moderate wounds (x12) (25 gp each); Total 
  1337 gp. 
  APL 10: Loot 263 gp; Coin: 57 gp; Magic 2798 gp; Huge 
  +1 ranseur (x2) (195 gp each), Large chain shirt (x2) (29 
  gp each), potion of cure moderate wounds (x4) (25 gp 
  each), runestaff of destruction (2250 gp); Total 3118 gp. 
  APL 12: Loot 263 gp; Coin: 57 gp; Magic 3678 gp; Huge 
  +1 ranseur (x4) (195 gp each), Large +1 chain shirt (x4) 
  (112 gp each), potion of cure moderate wounds (x8) (25 
  gp each), runestaff of destruction (2250 gp); Total 3998 
  gp. 
   
  Conclusion 
  APL 2: Coin: 50 gp; Total 50 gp. 
  APL 4: Coin: 100 gp; Total 100 gp. 
  APL 6: Coin: 150 gp; Total 150 gp. 
  VEL7-06 Border Watch 
   
  Page 20 
  
  APL 8: Coin: 200 gp; Total 200 gp. 
  APL 10: Coin: 250 gp; Total 250 gp. 
  APL 12: Coin: 300 gp; Total 300 gp. 
   
  Treasure Cap 
   
  APL 2: 
  450 gp 
   
  APL 4:  
  650 gp 
   
  APL 6: 
  900 gp 
   
  APL 8:  
  1,300 gp 
   
  APL 10:  
  2,300 gp 
   
  APL 12: 
  3,300 gp 
   
   
  ADVENTURE RECORD ITEMS 
  For fighting off the raiders in Encounter 1, the craftsmen 
  and the merchants who frequent the garrison arrange for 
  the PCs to receive the Ever Vigilant AR item. 
  If the PCs bring back Ellian Toran and the remains of the 
  survey team (as much as possible), and inform Sir 
  Baaneth of their findings (i.e., they determine that Iuz is 
  somehow involved), he is furious that Iuz’s forces have 
  once again turned their attention in part to Veluna. He 
  exhorts the PCs to destroy Iuz’s forces and machinations 
  every chance they get. For informing him of the plot, PCs 
  receive the Hart to Hart AR item. DMs can also note 
  that defeating the raiders counts as one defeat of the 
  forces of Iuz for the purpose of meeting the special 
  requirement for joining the Knights of Veluna / Order of 
  the Hart. 
  Sir Baaneth knows that it is more important than ever for 
  Veluna to be protected from her enemies. He asks the 
  PCs to stay on a bit longer to help complete the 
  construction of the Fals Gap Wall, and assures them that 
  the Church of Rao will show its appreciation for their 
  efforts should they do so. Ask each PC if they wish to stay 
  on and help, and for how long.  If they stay, they receive 
  the You Load 16 Tons… AR item. For each 2 TUs the 
  PCs contribute (max of 8), they receive a 25% discount on 
  Standard upkeep in future Veluna adventures (2 TUs = 
  25%, 4 TUs = 50%, 6 TUs = 75%, 8 TUS = 100%). PCs that 
  stay also receive the Superstar! AR item. 
  For those PCs who passed the audition in the 
  Introduction, they will also be asked to continue the use 
  of their special abilities during the construction. Have 
  those PCs make a single DC 18 Perform (string 
  instruments) check (just as they would have in 
  Encounter 1) for each TU they contributed to gain the 
  You Load 16 Tons… item. If the PC succeeds on at least 
  half of the checks, then they receive the Virtuoso of the 
  Vale AR item. 
  Unfortunately, Old Wicked is not pleased that agents of 
  Veluna have once again foiled (or at least interrupted) his 
  plans. His spies trace back the destruction of his strike 
  force to the garrison, and eventually to the PCs. Every PC 
  receives the I’s Watching You AR item. 
   
  You Load 16 Tons…: You spent ___ TUs working on the 
  construction of the Fals Gap Wall, and the Church 
  appreciates your efforts. This grants you a _____% discount 
  on Standard upkeep on any adventure set in Veluna for 1 
  year from the date on this AR. The Church covers the 
  cost of Standard upkeep for these TUs. You also gain 
  access to the items marked with “#” below. 
  Ever Vigilant: The craftsmen in the garrison make the 
  following item special abilities available to you (all MIC): 
  Armor: called, easy travel, healing, heartening, restful 
  crystal; Weapon: blessed, eager, harmonizing, quick 
  loading, resounding, revealing, warning 
  I’s Watching You: You can’t shake the feeling you’re 
  being watched. If you ever encounter minions of Iuz, 
  they are allowed a DC 20 Wisdom check to recognize 
  you. If recognized, they have motivation to concentrate 
  their attacks on you. Old Wicked has a long memory… 
  Hart to Hart: Your pursuit of the raiders impressed Sir 
  Baaneth, and he will put in a good word with the Order 
  of the Hart if you so desire. The time required to advance 
  from Squire to Knight-Errant in that Veluna meta-org is 
  reduced to 3 months. You must still meet all other 
  requirements to advance. 
  Virtuoso of the Vale: For assistance in strengthening 
  Veluna’s borders, VOPA and the Church arrange the 
  following favors: 1) Access to the items below marked 
  with “#” is changed to Regional; 2) Access to the 
  following alternate class features: healing hymn (CC), 
  hymn of fortification (CC), mimicking song (DS), 
  spellbreaker song (CM); 3) Regional access to purchase 
  one of the following items (all MIC; circle item chosen): 
  anstruth harp, canaith mandolin, cli lyre, doss lute, 
  fochlucan bandore, mac-fuirmidh cithern, ollamh harp 
  Superstar! Your actions have pleased the leadership of 
  VOPA and the Church. You gain 3 influence points that 
  may be used with the Church of Rao or VOPA in any 
  combination. 
  Mace of Serenity: These weapons were originally 
  created to protect Clerics of Rao journeying outside the 
  Vale of Luna on diplomatic missions. Three times per 
  day, you can activate this +1 light mace to create a calm 
  emotions effect centered on you (Will DC 16 negates). 
  The effect lasts for 5 rounds and does not require 
  concentration. Any creature that successfully saves 
  VEL7-06 Border Watch 
   
  Page 21 
  
  VEL7-06 Border Watch 
   
  Page 22 
  against this effect is immune to further uses of that 
  ability for 24 hours. 
   
  Faint enchantment; CL 5th; Craft Magic Arms and 
  Armor, calm emotions; Price: 5305 gp; 4 lb. 
  
  APPENDIX 1: APL 2 
  2: AND THE WALLS CAME TUMBLIN’ 
  DOWN  
   
  RAIDER (6) 
  CR 1/2 
  Male human warrior 1 
  CN Medium humanoid (human) 
  Init +0; Senses Listen -1, Spot -1 
  Languages Baklunish  
  AC 15, touch 10, flat-footed 15 
   (+4 armor, +1 shield) 
   (AC 14 when wielding longspear) 
  hp 6 (1 HD) 
  Fort +3, Ref +0, Will -1 
  Speed 30 ft. in chain shirt (6 squares) 
  Melee longspear +4 (1d8+1/x3) or 
  Melee scimitar +4 (1d6+1/18-20/x2) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +1; Grp +2  
  Combat Gear alchemist’s fire (x2), potion of cure light 
  wounds (x2), smokestick 
  Abilities Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8 
  Feats Weapon Focus (longspear), Weapon Focus 
  (scimitar) 
  Skills Climb +2, Intimidate +1, Jump +2 
  Possessions combat gear plus backpack, chain shirt, 
  light wooden shield, mwk longspear, mwk scimitar, 
  rope (50) 
   
  4: LUNCH TIME! 
  CORRUPT RAVEN SWARM 
  CR 2 
  (Use stats for demonet swarm) 
  NE Tiny outsider (evil, extraplanar, swarm) 
  Init +7; Senses darkvision 60 ft.; Listen +7, Spot +7 
  Languages –  
  Aura demonic drone (60 ft.) 
  AC 15, touch 15, flat-footed 12 
   (+2 size, +3 Dex) 
  hp 22 (3 HD) 
  Immune sonic 
  Resist half damage from slashing and piercing 
  Immune swarm immunities 
  Fort +5, Ref +6, Will +2 
  Speed 20 ft (4 squares), fly 40 ft. (good) 
  Melee swarm (1d6 plus distraction) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +3; Grp – 
  Abilities Str 1, Dex 16, Con 14, Int 1, Wis 9, Cha 1 
  SQ Hive mind, swarm traits 
  Feats Alertness, Improved Initiative 
  Skills Hide +17, Listen +7, Spot +7 
  Demonic Drone (Ex) Creatures within 60 feet of a 
  demonet swarm take a -2 penalty on attack rolls, 
  skill checks, ability checks, and saving throws. This 
  is a sonic mind-affecting ability. Demonhive 
  attendants, demonet swarms, and demonhive 
  queens are immune to this effect. 
  Distraction (Ex) Fortitude DC 13, nauseated 1 round. 
  The save DC is Constitution-based. 
  Hive Mind (Ex) All demonhive members within 2 
  miles of a demonhive queen are in constant 
  communication.  If one is aware of a particular 
  danger, they all are. If one in an encounter is not 
  flat-footed, none of them are. No demonhive 
  member in an encounter is considered flanked 
  unless all of them are. 
   
  ADVANCED VULTURE (2) 
  CR 1 
  N Small animal 
  Init +2; Senses low-light vision, scent; Listen +2, Spot 
  +8 
  AC 15, touch 13, flat-footed 13 
   (+1 size, +2 Dex, +2 natural) 
  hp 24 (3 HD) 
  Resist disease 
  Fort +6, Ref +5, Will +3 
  Speed 10 ft. (2 squares), fly 60 ft. (average) 
  Melee bite +5 melee (1d4-1) 
  Base Atk +2; Grp -3  
  Abilities Str 8, Dex 15, Con 17, Int 2, Wis 14, Cha 4 
  Feats Track, Weapon Finesse 
  Skills Spot +8, Survival +10 
  Resistance to Disease (Ex) A vulture has a cast-iron 
  stomach. It has a +2 bonus on Fortitude saves to 
  resist normal diseases, but not supernatural or 
  magical diseases such as mummy rot. 
  Skills A vulture has a +4 racial bonus on Spot and 
  Survival checks. 
   
  6: CORNERED AT LAST 
  MANE (2) 
  CR 1 
  CE Small outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init +0; Senses darkvision 60 ft., Listen -4, Spot -4 
  Languages telepathy 100 ft.  
  AC 14, touch 11, flat-footed 14 
   (+1 size, +3 natural) 
  hp 15 (2 HD); DR 5/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10 
  Fort +5, Ref +3, Will -1 
  Speed 20 ft. (4 squares) 
  Melee 2 claws +3 (1d3) and 
  bite +1 (1d4) 
  Base Atk +2; Grp -2  
  Abilities Str 10, Dex 10, Con 14, Int 3, Wis 3, Cha 3 
  SQ acidic cloud, tanar’ri traits 
  Feats Multiattack  
  Skills Climb +5, Hide +9, Jump -1, Move Silently +5 
  Acidic Cloud (Su) When a mane dies, it dissolves 
  into a cloud of noxious vapor. Anyone within 10 
  feet of a slain mane who fails a DC 12 Reflex save 
  takes 1d6 points of acid damage. 
   
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  CARNAGE DEMON 
  CR 4 
  CE Medium outsider (chaotic, evil, extraplanar) 
  Init +0; Senses darkvision 60 ft., Listen +4, Spot +4 
  Languages Abyssal 
  AC 13, touch 10, flat-footed 13 
   (+3 natural) 
  hp 22 (3 HD); DR 5/silver 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10 
  Fort +7, Ref +3, Will +3 
  Weakness destructive appetite 
  Speed 30 ft. (6 squares) 
  Melee 2 slams +8 each (1d4+5) 
  Base Atk +3; Grp +8  
  Atk Options aligned strike (chaotic, evil), carnage, 
  reaving fists 
  Abilities Str 20, Dex 10, Con 14, Int 5, Wis 6, Cha 6 
  SA aligned strike, carnage, reaving fists 
  Feats Great Fortitude, Iron Will 
  Skills Climb +11, Jump +11, Listen +4, Spot +4, 
  Survival +4 
  Destructive Appetite (Ex) A carnage demon is a 
  threat even to its allies. After every successful 
  melee attack, a carnage demon must succeed on a 
  DC 14 Will save. If it fails, it attacks the nearest 
  creature that is not a carnage demon whenever it is 
  unable to attack an enemy during a given round. 
  Carnage (Su) For each other carnage demon within 
  30 feet, a carnage demon gains a +1 bonus on 
  attack rolls and damage rolls, up to a maximum of 
  +5. 
  Reaving Fists (Ex) A carnage demon’s slams ignore 
  damage reduction that can be overcome by any 
  metallic material such as silver, cold iron, or 
  adamantine. 
   
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  APL 4 
  2: AND THE WALLS CAME TUMBLIN’ 
  DOWN  
   
  RAIDER (3) 
  CR 1 
  Male human warrior 2 
  CN Medium humanoid (human) 
  Init +0; Senses Listen -1, Spot -1 
  Languages Baklunish  
  AC 17, touch 12, flat-footed 17 
   (+4 armor, +1 shield, +2 deflection) 
   (AC 16 when wielding longspear) 
  hp 13 (2 HD) 
  Fort +4, Ref +0, Will -1 
  Speed 30 ft. in mwk chain shirt (6 squares) 
  Melee mwk longspear +5 (1d8+1/x3) or 
  Melee mwk scimitar +5 (1d6+1/18-20/x2) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +2; Grp +3  
  Combat Gear alchemist’s fire (x2), healing belt*, 
  potion of shield of faith +2, smokestick (x2) 
  Abilities Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8 
  Feats Weapon Focus (longspear), Weapon Focus 
  (scimitar) 
  Skills Climb +4, Intimidate +1, Jump +4 
  Possessions combat gear plus backpack, mwk chain 
  shirt, mwk light wooden shield, mwk longspear, 
  mwk scimitar, rope (50 ft.) 
  * see Appendix 2: New Rules Items 
   
  RAIDER ARTILLERY 
  CR 3 
  Male human warmage 3 
  CE Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +3 
  Languages Baklunish, Common, Abyssal 
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +5 armor) 
  hp 15 (3 HD) 
  Fort +2, Ref +2, Will +3 
  Speed 30 ft. in +1 mithral shirt (6 squares) 
  Melee shortspear +0 (1d6-1/x3) or 
  Melee dagger +0 (1d4-1/19-20/x2) 
  Ranged shortspear +2 (1d6-1/x2) or 
  Ranged dagger +2 (1d4-1/19-20/x2) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +1; Grp +0  
  Combat Gear potion of cure light wounds, potion of 
  invisibility, smokestick 
  Class Spells Prepared (CL 3rd): 
   1st (6/day)— accuracy*, burning hands (DC 13), 
  chill touch (+0 touch), fist of stone*, hail of stone*, 
  magic missile, lesser orb of acid* (+3 ranged 
  touch), lesser orb of cold* (+3 ranged touch), 
  lesser orb of electricity* (+3 ranged touch), lesser 
  orb of fire* (+3 ranged touch), lesser orb of 
  sound* (+3 ranged touch), shocking grasp (+0 
  touch), true strike 
   0 (6/day)— acid splash (+3 ranged touch), disrupt 
  undead (+3 ranged touch),flare (DC 12), light, ray 
  of frost (+3 ranged touch) 
  Abilities Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 
  15 
  Feats Combat Casting, Spell Focus (conjuration), 
  Weapon Focus (ranged spells) 
  Skills Concentration +7 (+11 when casting 
  defensively), Knowledge (arcana) +8, Spellcraft +8, 
  Spot +3 
  Possessions combat gear plus +1 mithral shirt, 
  dagger, shortspear 
  Armored Mage (Ex) A warmage's specialized training 
  allows him to avoid arcane spell failure as long as 
  he sticks to light armor and light shields. 
  Warmage Edge (Ex) Whenever this warmage casts a 
  spell that deals hit point damage, he adds +2 to the 
  amount of damage dealt. A single spell can never 
  gain this extra damage more than once per casting. 
  If a spell deals damage for more than 1 round, it 
  deals this extra damage in each round. 
   
  4: LUNCH TIME! 
  CORRUPTED LEOPARD (2) 
  CR 3 
  NE Medium aberration 
  Init +3; Senses darkvision 60 ft., low-light vision, 
  scent; Listen +5, Spot +5 
  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +5 natural) 
  hp 27 (3 HD); fast healing 1 
  Immune acid 
  Fort +7, Ref +6, Will +1 
  Speed 40 ft. (8 squares), climb 20 ft. 
  Melee bite +7 melee (1d8+5 plus 1 vile) and 2 claws 
  +2 melee (1d4+2 plus 1 vile) 
  Base Atk +2; Grp +7  
  Atk Options improved grab, pounce, rake 
  Abilities Str 20, Dex 17, Con 19, Int 2, Wis 10, Cha 4 
  Feats Weapon Finesse, Alertness 
  Skills Balance +11, Climb +13, Hide +7*, Jump +13, 
  Listen +5, Move Silently +7, Spot +5 
  Disruptive Attack (Su) A corrupted leopard deals an 
  additional 1 point of vile damage when it touches 
  uncorrupted, living, corporeal nonoutsiders. 
  Improved Grab (Ex) To use this ability, a corrupted 
  leopard must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake. 
  Pounce (Ex) If a corrupted leopard charges, it can 
  make a full attack, including two rake attacks. 
  Rake (Ex) Attack bonus +7 melee, damage 1d4+1 
  plus 4 vile. 
  Skills Corrupted leopards have a +8 racial bonus on 
  Jump checks and a +4 racial bonus on Hide and 
  Move Silently checks. Leopards have a +8 racial 
  bonus on Balance and Climb checks. A leopard 
  
  can always choose to take 10 on a Climb check, 
  even if rushed or threatened. *In areas of tall grass 
  or heavy undergrowth, the Hide bonus improves to 
  +8. 
   
  DIRE VULTURE 
  CR 3 
  N Large animal 
  Init +1; Senses low-light vision, scent; Listen +4, Spot 
  +12 
  Aura stench 
  AC 17, touch 10, flat-footed 16 
   (-1 size, +1 Dex, +7 natural) 
  hp 42 (6 HD) 
  Resist disease 
  Fort +12, Ref +6, Will +7 
  Speed Flyby Attack, 20 ft. (4 squares), fly 80 ft. 
  (average) 
  Melee bite +6 (1d8+4) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +4; Grp +11  
  Abilities Str 16, Dex 13, Con 25, Int 2, Wis 14, Cha 4 
  Feats Alertness, Flyby Attack, Track 
  Skills Listen +4, Spot +12, Survival +11 
  Stench (Ex) A creature within 20 feet of a dire vulture 
  must succeed on a DC 20 Fortitude save or be 
  sickened for 1d6 rounds. A creature that 
  successfully saves can't be affected by that dire 
  vulture's stench ability for 24 hours. 
  Resistance to Disease (Ex) A dire has a +2 bonus 
  on Fortitude saves to resist normal diseases, but 
  not supernatural or magical diseases such as 
  mummy rot. 
  Skills A dire vulture has a +4 racial bonus on Spot 
  and Survival checks. 
   
  6: CORNERED AT LAST 
  CARNAGE DEMON (3) 
  CR 4 
  CE Medium outsider (chaotic, evil, extraplanar) 
  Init +0; Senses darkvision 60 ft., Listen +4, Spot +4 
  Languages Abyssal 
  AC 13, touch 10, flat-footed 13 
   (+3 natural) 
  hp 22 (3 HD); DR 5/silver 
  Immune electricity, poison 
  Fort +7, Ref +3, Will +3 
  Weakness destructive appetite 
  Speed 30 ft. (6 squares) 
  Melee 2 slams +8 each (1d4+5)  
  Base Atk +3; Grp +8  
  Atk Options aligned strike (chaotic, evil), carnage, 
  reaving fists 
  Abilities Str 20, Dex 10, Con 14, Int 5, Wis 6, Cha 6 
  SA aligned strike, carnage, reaving fists 
  Feats Great Fortitude, Iron Will 
  Skills Climb +11, Jump +11, Listen +4, Spot +4, 
  Survival +4 
  Destructive Appetite (Ex) A carnage demon is a 
  threat even to its allies. After every successful 
  melee attack, a carnage demon must succeed on a 
  DC 14 Will save. If it fails, it attacks the nearest 
  creature that is not a carnage demon whenever it is 
  unable to attack an enemy during a given round. 
  Carnage (Su) For each other carnage demon within 
  30 feet, a carnage demon gains a +1 bonus on 
  attack rolls and damage rolls, up to a maximum of 
  +5. 
  Reaving Fists (Ex) A carnage demon’s slams ignore 
  damage reduction that can be overcome by any 
  metallic material such as silver, cold iron, or 
  adamantine. 
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  APL 6 
  2: AND THE WALLS CAME TUMBLIN’ 
  DOWN  
   
  RAIDER (3) 
  CR 2 
  Male human warrior 3 
  CN Medium humanoid (human) 
  Init +0; Senses Listen -1, Spot -1 
  Languages Baklunish  
  AC 18, touch 12, flat-footed 18 
   (+5 armor, +1 shield, +2 deflection) 
   (AC 17 when wielding longspear) 
  hp 23 (3 HD) 
  Fort +4, Ref +1, Will +0 
  Speed 30 ft. in +1 chain shirt (6 squares) 
  Melee mwk longspear +7 (1d8+3/x3) or 
  Melee mwk scimitar +7 (1d6+2/18-20/x2) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +3; Grp +5  
  Combat Gear alchemist’s fire (x2), potion of cure 
  moderate wounds, potion of shield of faith +3, 
  smokestick 
  Abilities Str 14, Dex 11, Con 12, Int 10, Wis 9, Cha 8 
  Feats Toughness, Weapon Focus (longspear), 
  Weapon Focus (scimitar) 
  Skills Climb +5, Intimidate +1, Jump +5 
  Possessions combat gear plus +1 chain shirt, 
  backpack, mwk light wooden shield, mwk 
  longspear, mwk scimitar, rope (50 ft.) 
   
  RAIDER ARTILLERY 
  CR 5 
  Male human warmage 5 
  CE Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +4 
  Languages Baklunish, Common, Abyssal 
  AC 19, touch 14, flat-footed 18 
   (+1 Dex, +5 armor, +3 deflection) 
  hp 26 (5 HD) 
  Fort +2, Ref +2, Will +4 
  Speed 30 ft. in +1 mithral shirt (6 squares) 
  Melee shortspear +1 (1d6-1/x2) or 
  Melee dagger +1 (1d4-1/19-20/x2) 
  Ranged shortspear +3 (1d6-1/x2) or 
  Ranged dagger +3 (1d4-1/19-20/x2) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +2; Grp +1  
  Combat Gear brooch of shielding, potion of cure light 
  wounds, potion of invisibility, potion of shield of 
  faith +3 
  Class Spells Prepared (CL 5th): 
   2nd (5/day)— blades of fire*, continual flame, fire 
  trap (DC 15), fireburst* (DC 16), flaming sphere 
  (DC 16), ice knife* (+5 ranged, DC 15), Melf's 
  acid arrow (+4 ranged touch), pyrotechnics (DC 
  15), scorching ray (+4 ranged touch), shatter (DC 
  16), whirling blade* (+5 melee) 
   1st (7/day)— accuracy*, burning hands (DC 15), 
  chill touch (+1 touch), fist of stone*, hail of stone*, 
  magic missile, lesser orb of acid* (+4 ranged 
  touch), lesser orb of cold* (+4 ranged touch), 
  lesser orb of electricity* (+4 ranged touch), lesser 
  orb of fire* (+4 ranged touch), lesser orb of 
  sound* (+4 ranged touch), shocking grasp (+0 
  touch), true strike 
   0 (6/day)— acid splash (+4 ranged touch), disrupt 
  undead (+4 ranged touch),flare (DC 14), light, ray 
  of frost (+4 ranged touch) 
  Abilities Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 
  16 
  Feats Combat Casting, Spell Focus (evocation), 
  Weapon Focus (ranged spells) 
  Skills Concentration +9 (+13 when casting 
  defensively), Knowledge (arcana) +10, Spellcraft 
  +10, Spot +4 
  Possessions combat gear plus +1 mithral shirt, 
  dagger, shortspear 
  Armored Mage (Ex) A warmage's specialized training 
  allows him to avoid arcane spell failure as long as 
  he sticks to light armor and light shields. 
  Warmage Edge (Ex) Whenever this warmage casts a 
  spell that deals hit point damage, he adds +2 to the 
  amount of damage dealt. A single spell can never 
  gain this extra damage more than once per casting. 
  If a spell deals damage for more than 1 round, it 
  deals this extra damage in each round. 
   
  The entire raiding party shares the use of one 
  superior rope of climbing*. 
  * see Appendix 2: New Rules Items 
   
  4: LUNCH TIME! 
  CORRUPTED OWLBEAR (2) 
  CR 6 
  NE Large aberration 
  Init +0; Senses darkvision 60 ft., scent; Listen +7, 
  Spot +7 
  AC 18, touch 9, flat-footed 18 
   (-1 size, +9 natural) 
  hp 65 (5 HD); fast healing 2; DR 5/magic 
  Immune acid 
  Fort +11, Ref +4, Will +1 
  Speed 30 ft. (6 squares) 
  Melee 2 claws +11 melee (1d8+7 plus 2 vile) and bite 
  +6 melee (2d6+3 plus 2 vile) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +5; Grp +16  
  Atk Options improved grab 
  Abilities Str 25, Dex 10, Con 25, Int 2, Wis 10, Cha 8 
  Feats Alertness, Track 
  Skills Listen +7, Spot +7 
  Disruptive Attack (Su) A corrupted owlbear deals an 
  additional 2 points of vile damage when it touches 
  uncorrupted, living, corporeal nonoutsiders. 
  Improved Grab (Ex) To use this ability, a corrupted 
  owlbear must hit with a claw attack. It can then 
  
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. 
   
  DIRE VULTURE 
  CR 3 
  N Large animal 
  Init +1; Senses low-light vision, scent; Listen +4, Spot 
  +12 
  Aura stench 
  AC 17, touch 10, flat-footed 16 
   (-1 size, +1 Dex, +7 natural) 
  hp 42 (6 HD) 
  Resist disease 
  Fort +12, Ref +6, Will +7 
  Speed Flyby Attack, 20 ft. (4 squares), fly 80 ft. 
  (average) 
  Melee bite +6 (1d8+4) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +4; Grp +11  
  Abilities Str 16, Dex 13, Con 25, Int 2, Wis 14, Cha 4 
  Feats Alertness, Flyby Attack, Track 
  Skills Listen +4, Spot +12, Survival +11 
  Stench (Ex) A creature within 20 feet of a dire vulture 
  must succeed on a DC 20 Fortitude save or be 
  sickened for 1d6 rounds. A creature that 
  successfully saves can't be affected by that dire 
  vulture's stench ability for 24 hours. 
  Resistance to Disease (Ex) A dire has a +2 bonus 
  on Fortitude saves to resist normal diseases, but 
  not supernatural or magical diseases such as 
  mummy rot. 
  Skills A dire vulture has a +4 racial bonus on Spot 
  and Survival checks. 
   
  6: CORNERED AT LAST 
  ADVANCED CARNAGE DEMON (4) CR 5 
  CE Medium outsider (chaotic, evil, extraplanar) 
  Init +0; Senses darkvision 60 ft., Listen +6, Spot +6 
  Languages Abyssal 
  AC 13, touch 10, flat-footed 13 
   (+3 natural) 
  hp 37 (5 HD); DR 5/silver 
  Immune electricity, poison 
  Fort +8, Ref +4, Will +4 
  Weakness destructive appetite 
  Speed 30 ft. (6 squares) 
  Melee 2 slams +10 each (1d4+5)  
  Base Atk +5; Grp +10  
  Atk Options aligned strike (chaotic, evil), carnage, 
  reaving fists 
  Abilities Str 21, Dex 10, Con 14, Int 5, Wis 6, Cha 6 
  SA aligned strike, carnage, reaving fists 
  Feats Great Fortitude, Iron Will 
  Skills Climb +13, Jump +13, Listen +6, Spot +6, 
  Survival +6 
  Destructive Appetite (Ex) A carnage demon is a 
  threat even to its allies. After every successful 
  melee attack, a carnage demon must succeed on a 
  DC 14 Will save. If it fails, it attacks the nearest 
  creature that is not a carnage demon whenever it is 
  unable to attack an enemy during a given round. 
  Carnage (Su) For each other carnage demon within 
  30 feet, a carnage demon gains a +1 bonus on 
  attack rolls and damage rolls, up to a maximum of 
  +5. 
  Reaving Fists (Ex) A carnage demon’s slams ignore 
  damage reduction that can be overcome by any 
  metallic material such as silver, cold iron, or 
  adamantine. 
   
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  APL 8 
  2: AND THE WALLS CAME TUMBLIN’ 
  DOWN  
   
  RAIDER (6) 
  CR 1/2 
  Male human warrior 1 
  CN Medium humanoid (human) 
  Init +0; Senses Listen -1, Spot -1 
  Languages Baklunish  
  AC 15, touch 10, flat-footed 15 
   (+4 armor, +1 shield) 
   (AC 14 when wielding longspear) 
  hp 6 (1 HD) 
  Fort +3, Ref +0, Will -1 
  Speed 30 ft. in chain shirt (6 squares) 
  Melee longspear +4 (1d8+1/x3) or 
  Melee scimitar +4 (1d6+1/18-20/x2) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +1; Grp +2  
  Combat Gear alchemist’s fire (x2), potion of cure light 
  wounds (x2), smokestick 
  Abilities Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8 
  Feats Weapon Focus (longspear), Weapon Focus 
  (scimitar) 
  Skills Climb +2, Intimidate +1, Jump +2 
  Possessions combat gear plus backpack, chain shirt, 
  light wooden shield, mwk longspear, mwk scimitar, 
  rope (50) 
   
  ELITE RAIDER (3) 
  CR 2 
  Male human warrior 3 
  CN Medium humanoid (human) 
  Init +0; Senses Listen -1, Spot -1 
  Languages Baklunish  
  AC 18, touch 12, flat-footed 18 
   (+5 armor, +1 shield, +2 deflection) 
   (AC 17 when wielding longspear) 
  hp 23 (3 HD) 
  Fort +4, Ref +1, Will +0 
  Speed 30 ft. in +1 chain shirt (6 squares) 
  Melee mwk longspear +7 (1d8+3/x3) or 
  Melee mwk scimitar +7 (1d6+2/18-20/x2) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +3; Grp +5  
  Combat Gear alchemist’s fire (x2), potion of cure 
  moderate wounds, potion of shield of faith +3, 
  smokestick 
  Abilities Str 14, Dex 11, Con 12, Int 10, Wis 9, Cha 8 
  Feats Toughness, Weapon Focus (longspear), 
  Weapon Focus (scimitar) 
  Skills Climb +5, Intimidate +1, Jump +5 
  Possessions combat gear plus +1 chain shirt, 
  backpack, mwk light wooden shield, mwk 
  longspear, mwk scimitar, rope (50 ft.) 
   
  CAPTAIN 
  CR 5 
  Male human fighter 5 
  CE Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Baklunish 
  AC 21, touch 13, flat-footed 20 
   (+1 Dex, +6 armor, +2 shield, +2 deflection) 
  hp 50 (5 HD) 
  Fort +6, Ref +2, Will +4 
  Speed 20 ft. in mwk banded mail (4 squares) 
  Melee +1 great scimitar* +12 (1d8+8/18-20/x2) 
  Base Atk +5; Grp +10  
  Atk Options Power Attack 
  Combat Gear healing belt*, potion of bull’s strength, 
  potion of shield of faith +2 
  Abilities Str 20, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8 
  Feats Exotic Weapon Proficiency (great scimitar), 
  Improved Toughness*, Iron Will, Power Attack, 
  Weapon Focus (great scimitar), Weapon 
  Specialization (great scimitar) 
  Skills Climb +3, Intimidate +7, Jump -3 
  Possessions combat gear plus +1 great scimitar*, 
  mwk banded mail, mwk heavy wooden shield 
   
  When not under the effect of bull’s strength, the 
  Captain has the following changed statistics: 
  Melee +1 great scimitar* +10 (1d8+5/18-20/x2) 
  Grp +8  
  Abilities Str 16 
  Skills Climb +1, Jump -4 
  * see Appendix 2: New Rules Items 
   
  RAIDER ARTILLERY 
  CR 7 
  Male human warmage 7 
  CE Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +4 
  Languages Baklunish, Common, Abyssal 
  AC 18, touch 14, flat-footed 17 
   (+1 Dex, +4 armor, +3 deflection) 
  hp 36 (7 HD) 
  Fort +3, Ref +3, Will +5 
  Speed 30 ft. in mithral shirt (6 squares) 
  Melee shortspear +2 (1d6-1/x2) or 
  Melee dagger +2 (1d4-1/19-20/x2) 
  Ranged shortspear +2 (1d6-1/x2) or 
  Ranged dagger +2 (1d4-1/19-20/x2) 
  Base Atk +3; Grp +2  
  Atk Options Sudden Empower 
  Combat Gear brooch of shielding, potion of cure light 
  wounds, potion of invisibility, potion of shield of 
  faith +3 
  Class Spells Prepared (CL 7th): 
   3rd (5/day)— fire shield, fireball (DC 18), flame 
  arrow, gust of wind (DC 18), ice storm, lightning 
  bolt (DC 18), poison, resonating bolt* (DC 18), 
  ring of blades*, sleet storm, stinking cloud (DC 
  18) 
   2nd (7/day)— blades of fire*, continual flame, fire 
  trap (DC 16), fireburst* (DC 17), flaming sphere 
  
  (DC 17), ice knife* (+7 ranged, DC 16), Melf's 
  acid arrow (+5 ranged touch), pyrotechnics (DC 
  16), scorching ray (+5 ranged touch), shatter (DC 
  17), whirling blade* (+7 melee) 
   1st (7/day)— accuracy*, burning hands (DC 16), 
  chill touch (+2 touch), fist of stone*, hail of stone*, 
  magic missile, lesser orb of acid* (+5 ranged 
  touch), lesser orb of cold* (+5 ranged touch), 
  lesser orb of electricity* (+5 ranged touch), lesser 
  orb of fire* (+5 ranged touch), lesser orb of 
  sound* (+5 ranged touch), shocking grasp (+2 
  touch), true strike 
   0 (6/day)— acid splash (+5 ranged touch), disrupt 
  undead (+5 ranged touch), flare (DC 15), light, 
  ray of frost (+5 ranged touch) 
  Abilities Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 
  18 
  Feats Combat Casting, Extra Edge*, Spell Focus 
  (evocation), Sudden Empower*, Weapon Focus 
  (ranged spells) 
  Skills Concentration +9 (+13 when casting 
  defensively), Knowledge (arcana) +10, Spellcraft 
  +10, Spot +4 
  Possessions combat gear plus cloak of charisma +2, 
  dagger, mithral shirt, shortspear 
  Armored Mage (Ex) A warmage's specialized training 
  allows him to avoid arcane spell failure as long as 
  he sticks to light armor and light shields. 
  Warmage Edge (Ex) Whenever this warmage casts a 
  spell that deals hit point damage, he adds +4 to the 
  amount of damage dealt. A single spell can never 
  gain this extra damage more than once per casting. 
  If a spell deals damage for more than 1 round, it 
  deals this extra damage in each round. 
  * see Appendix 2: New Rules Items 
   
  4: LUNCH TIME! 
  CORRUPTED DIRE LION (2) 
  CR 8 
  NE Large aberration 
  Init +1; Senses darkvision 60 ft., low-light vision, 
  scent; Listen +6, Spot +6 
  AC 18, touch 10, flat-footed 17 
   (-1 size, +1 Dex, +8 natural) 
  hp 80 (8 HD); fast healing 4; DR 5/magic 
  Immune acid 
  Fort +11, Ref +7, Will +6 
  Speed 40 ft. (8 squares) 
  Melee 2 claws +15 (1d8+9 plus 4 vile) and 
  bite +9 (2d6+4 plus 4 vile) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +6; Grp +19  
  Atk Options improved grab, pounce, rake 
  Abilities Str 29, Dex 13, Con 21, Int 2, Wis 10, Cha 8 
  Feats Alertness, Run, Weapon Focus (claw)  
  SkillsHide +1, Listen +6, Move Silently +4, Spot +6 
  Disruptive Attack (Su) A corrupted dire lion deals an 
  additional 4 points of vile damage when it touches 
  uncorrupted, living, corporeal nonoutsiders. 
  Improved Grab (Ex) To use this ability, a corrupted 
  dire lion must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake. 
  Pounce (Ex) If a corrupted dire lion charges, it can 
  make a full attack, including two rake attacks. 
  Rake (Ex) Attack bonus +14 melee, damage 1d8+4 
  plus 4 vile. 
  Skills A corrupted dire lion has a +4 racial bonus on 
  Hide and Move Silently checks. In areas of tall 
  grass or heavy undergrowth, the Hide bonus 
  improves to +8. 
   
  CORRUPTED DIRE VULTURE 
  CR 5 
  NE Large aberration 
  Init +0; Senses darkvision 60 ft., low-light vision, 
  scent; Listen +3, Spot +11 
  Aura stench 
  AC 20, touch 9, flat-footed 20 
   (-1 size, +11 natural) 
  hp 84 (6 HD); fast healing 3; DR 5/magic 
  Immune acid 
  Resist disease 
  Fort +14, Ref +5, Will +6 
  Speed Flyby Attack, 20 ft. (4 squares), fly 80 ft. 
  (average) 
  Melee bite +8 (2d6+7 plus 3 vile) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +4; Grp +13  
  Abilities Str 20, Dex 11, Con 29, Int 2, Wis 12, Cha 2 
  Feats Alertness, Flyby Attack, Track 
  Skills Listen +3, Spot +11, Survival +10 
  Disruptive Attack (Su) A corrupted dire vulture deals 
  an additional 3 points of vile damage when it 
  touches uncorrupted, living, corporeal 
  nonoutsiders. 
  Enhanced Power (Su) The save DCs of any and all 
  of the corrupt dire vulture’s special attacks increase 
  by +4 (already figured into DCs). 
  Stench (Ex) A creature within 20 feet of a corrupted 
  dire vulture must succeed on a DC 26 Fortitude 
  save or be sickened for 1d6 rounds. A creature that 
  successfully saves can't be affected by that dire 
  vulture's stench ability for 24 hours. 
  Resistance to Disease (Ex) A dire vulture has a +2 
  bonus on Fortitude saves to resist normal 
  diseases, but not supernatural or magical diseases 
  such as mummy rot. 
  Skills A dire vulture has a +4 racial bonus on Spot 
  and Survival checks. 
   
  6: CORNERED AT LAST 
  ADVANCED CARNAGE DEMON (4) CR 7 
  CE Medium outsider (chaotic, evil, extraplanar) 
  Init +0; Senses darkvision 60 ft., Listen +10, Spot 
  +10 
  Languages Abyssal 
  AC 13, touch 10, flat-footed 13 
  VEL7-06 Border Watch 
   
  Page 30 
  
   (+3 natural) 
  hp 67 (9 HD); DR 5/silver 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10 
  Fort +10, Ref +6, Will +6 
  Weakness destructive appetite 
  Speed 30 ft. (6 squares) 
  Melee 2 slams +16 each (1d4+6) 
  Base Atk +9; Grp +15  
  Atk Options aligned strike (chaotic, evil), carnage, 
  reaving fists, Power Attack 
  Abilities Str 22, Dex 10, Con 14, Int 5, Wis 6, Cha 6 
  SA aligned strike, carnage, reaving fists 
  Feats Great Fortitude, Iron Will, Power Attack, 
  Weapon Focus (slam) 
  Skills Climb +17, Jump +17, Listen +10, Spot +10, 
  Survival +10 
  Destructive Appetite (Ex) A carnage demon is a 
  threat even to its allies. After every successful 
  melee attack, a carnage demon must succeed on a 
  DC 14 Will save. If it fails, it attacks the nearest 
  creature that is not a carnage demon whenever it is 
  unable to attack an enemy during a given round. 
  Carnage (Su) For each other carnage demon within 
  30 feet, a carnage demon gains a +1 bonus on 
  attack rolls and damage rolls, up to a maximum of 
  +5. 
  Reaving Fists (Ex) A carnage demon’s slams ignore 
  damage reduction that can be overcome by any 
  metallic material such as silver, cold iron, or 
  adamantine. 
   
  VEL7-06 Border Watch 
   
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  VEL7-06 Border Watch 
   
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  APL 10 
  2: AND THE WALLS CAME TUMBLIN’ 
  DOWN  
   
  RAIDER (6) 
  CR 1 
  Male human warrior 2 
  CN Medium humanoid (human) 
  Init +0; Senses Listen -1, Spot -1 
  Languages Baklunish  
  AC 17, touch 12, flat-footed 17 
   (+4 armor, +1 shield, +2 deflection) 
   (AC 16 when wielding longspear) 
  hp 13 (2 HD) 
  Fort +4, Ref +0, Will -1 
  Speed 30 ft. in mwk chain shirt (6 squares) 
  Melee mwk longspear +5 (1d8+1/x3) or 
  Melee mwk scimitar +5 (1d6+1/18-20/x2) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +2; Grp +3  
  Combat Gear alchemist’s fire (x2), healing belt*, 
  potion of shield of faith +2, smokestick (x2) 
  Abilities Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8 
  Feats Weapon Focus (longspear), Weapon Focus 
  (scimitar) 
  Skills Climb +4, Intimidate +1, Jump +4 
  Possessions combat gear plus backpack, mwk chain 
  shirt, mwk light wooden shield, mwk longspear, 
  mwk scimitar, rope (50 ft.) 
  * see Appendix 2: New Rules Items 
   
  ELITE RAIDER (3) 
  CR 4 
  Male human warrior 5 
  CN Medium humanoid (human) 
  Init +0; Senses Listen -1, Spot -1 
  Languages Baklunish  
  AC 19, touch 12, flat-footed 19 
   (+6 armor, +1 shield, +2 deflection) 
   (AC 18 when wielding longspear) 
  hp 38 (5 HD) 
  Fort +5, Ref +1, Will +0 
  Speed 20 ft. in +1 chainmail (4 squares) 
  Melee mwk longspear +9 (1d8+3/x3) or 
  Melee mwk scimitar +9 (1d6+3/18-20/x2) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +5; Grp +7  
  Combat Gear healing belt*, potion of shield of faith 
  +2, smokestick, steadfast boots* 
  Abilities Str 14, Dex 11, Con 12, Int 10, Wis 9, Cha 8 
  Feats Improved Toughness*, Weapon Focus 
  (longspear), Weapon Focus (scimitar) 
  Skills Climb +5, Intimidate +0, Jump -1 
  Possessions combat gear plus backpack, +1 
  chainmail, mwk light wooden shield, mwk 
  longspear, mwk scimitar, rope (50 ft.) 
  * see Appendix 2: New Rules Items 
   
  CAPTAIN 
  CR 7 
  Male human fighter 7 
  CE Large humanoid (human) 
  Init +4; Senses Listen +1, Spot +1 
  Languages Baklunish 
  AC 21, touch 13, flat-footed 21 
   (+6 armor, +2 shield, +4 deflection, -1 size) 
  hp 70 (7 HD) 
  Fort +7, Ref +2, Will +5 
  Speed 20 ft. in mwk banded mail (4 squares) 
  Melee +1 great scimitar +14/+9 (2d6+12/18-20/x2) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +17  
  Atk Options Combat Reflexes, Power Attack 
  Combat Gear belt of growth*, potion of bull’s 
  strength, potion of shield of faith +4 
  Abilities Str 22, Dex 11, Con 14, Int 10, Wis 12, Cha 
  8 
  Feats Combat Reflexes, Exotic Weapon Proficiency 
  (great scimitar), Improved Initiative, Improved 
  Toughness*, Iron Will, Power Attack, Weapon 
  Focus (great scimitar), Weapon Specialization 
  (great scimitar) 
  Skills Climb +8, Intimidate +1, Jump +2 
  Possessions combat gear plus +1 great scimitar*, 
  mwk banded mail, mwk heavy wooden shield 
   
  The Captain begins the encounter under the effects of 
  a potion of bull’s strength and his belt of growth. 
  When not under the effect of either, he is size 
  Medium and has the following changed statistics: 
  Init +5 
  AC 23, touch 15, flat-footed 22 
  Ref +3 
  Melee +1 great scimitar +12/+7 (1d8+6/18-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Grp +10  
  Abilities Str 16, Dex 13 
  Skills Climb +5, Jump -1 
  * see Appendix 2: New Rules Items 
   
  RAIDER ARTILLERY 
  CR 9 
  Male human warmage 9 
  CE Medium humanoid (human) 
  Init +2; Senses Listen +0, Spot +6 
  Languages Baklunish, Common, Abyssal 
  AC 20, touch 15, flat-footed 18 
   (+2 Dex, +5 armor, +3 deflection) 
  hp 47 (9 HD) 
  Fort +4, Ref +5, Will +6 
  Speed 30 ft. in +1 mithral shirt (6 squares) 
  Melee longspear +3 (1d8-1/x3) or 
  Melee dagger +3 (1d4-1/19-20/x2) 
  Ranged light crossbow +6 (1d8/19-20/x2) or 
  Base Atk +4; Grp +3  
  Atk Options Sudden Empower, Sudden Maximize 
  Combat Gear brooch of shielding, potion of shield of 
  faith +3 
  Class Spells Prepared (CL 9th): 
  
   4th (5/day)— blast of flame* (DC 18), contagion 
  (DC 18), Evard's black tentacles, orb of acid* (+7 
  ranged touch, DC 18), orb of cold* (+7 ranged 
  touch, DC 18), orb of electricity* (+7 ranged 
  touch, DC 18), orb of fire* (+7 ranged touch, DC 
  18), orb of force* (+7 ranged touch, DC 18), orb 
  of sound* (+7 ranged touch, DC 18), phantasmal 
  killer (DC 18), shout (DC 19), wall of fire (DC 19) 
   3rd (7/day)— fire shield, fireball (DC 18), flame 
  arrow, gust of wind (DC 18), ice storm*, lightning 
  bolt (DC 18), poison, resonating bolt* (DC 18), 
  ring of blades*, sleet storm, stinking cloud (DC 
  18) 
   2nd (7/day)— blades of fire*, continual flame, fire 
  trap (DC 16), fireburst* (DC 17), flaming sphere 
  (DC 17), ice knife* (+11 ranged, DC 16), Melf's 
  acid arrow (+7 ranged touch), pyrotechnics (DC 
  16), scorching ray (+7 ranged touch), shatter (DC 
  17), whirling blade* (+8 melee) 
   1st (7/day)— accuracy*, burning hands (DC 16), 
  chill touch (+3 touch), fist of stone*, hail of stone*, 
  magic missile, lesser orb of acid* (+7 ranged 
  touch), lesser orb of cold* (+7 ranged touch), 
  lesser orb of electricity* (+7 ranged touch), lesser 
  orb of fire* (+7 ranged touch), lesser orb of 
  sound* (+7 ranged touch), shocking grasp (+3 
  touch), true strike 
   0 (6/day)— acid splash (+7 ranged touch), disrupt 
  undead (+7 ranged touch),flare (DC 15), light, ray 
  of frost (+7 ranged touch) 
  Abilities Str 8, Dex 14, Con 12, Int 16, Wis 10, Cha 
  18 
  Feats Combat Casting, Extra Edge*, Spell Focus 
  (evocation), Sudden Empower*, Sudden 
  Maximize*, Weapon Focus (ranged spells) 
  Skills Concentration +13 (+17 when casting 
  defensively), Knowledge (arcana) +12, Spellcraft 
  +12, Spot +6 
  Possessions combat gear plus cloak of charisma +2, 
  crossbow bolts (20), headband of intellect +2, light 
  crossbow, longspear, +1 mithral shirt  
  Armored Mage (Ex) This warmage's specialized 
  training allows him to avoid arcane spell failure as 
  long as he sticks to light or medium armor and light 
  shields. 
  Warmage Edge (Ex) Whenever this warmage casts a 
  spell that deals hit point damage, he adds +6 to the 
  amount of damage dealt. A single spell can never 
  gain this extra damage more than once per casting. 
  If a spell deals damage for more than 1 round, it 
  deals this extra damage in each round. 
  * see Appendix 2: New Rules Items 
   
  4: LUNCH TIME! 
  CORRUPTED DIRE BEAR (2) 
  CR 10 
  NE Large aberration 
  Init +0; Senses darkvision 60 ft., low-light vision, 
  scent; Listen +9, Spot +9 
  AC 20, touch 9, flat-footed 20 
   (-1 size, +11 natural) 
  hp 132 (12 HD); fast healing 6; DR 10/magic 
  Immune acid 
  Fort +14, Ref +8, Will +8 
  Speed 40 ft. (8 squares) 
  Melee 2 claws +21 (2d6+12 plus 6 vile) and 
  bite +15 (3d8+6 plus 6 vile) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +25  
  Atk Options improved grab 
  Abilities Str 35, Dex 11, Con 23, Int 2, Wis 10, Cha 8 
  Feats Alertness, Endurance, Run, Toughness, 
  Weapon Focus (claw) 
  Skills Listen +9, Spot +9, Swim +15 
  Disruptive Attack (Su) A corrupted dire bear deals 
  an additional 6 points of vile damage when it 
  touches uncorrupted, living, corporeal 
  nonoutsiders. 
  Improved Grab (Ex) To use this ability, a corrupted 
  dire bear must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. 
   
  CORRUPTED DIRE VULTURE 
  CR 5 
  NE Large aberration 
  Init +0; Senses darkvision 60 ft., low-light vision, 
  scent; Listen +3, Spot +11 
  Aura stench 
  AC 20, touch 9, flat-footed 20 
   (-1 size, +11 natural) 
  hp 84 (6 HD); fast healing 3; DR 5/magic 
  Immune acid 
  Resist disease 
  Fort +14, Ref +5, Will +6 
  Speed Flyby Attack, 20 ft. (4 squares), fly 80 ft. 
  (average) 
  Melee bite +8 (2d6+7 plus 3 vile) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +4; Grp +13  
  Abilities Str 20, Dex 11, Con 29, Int 2, Wis 12, Cha 2 
  Feats Alertness, Flyby Attack, Track 
  Skills Listen +3, Spot +11, Survival +10 
  Disruptive Attack (Su) A corrupted dire vulture deals 
  an additional 3 points of vile damage when it 
  touches uncorrupted, living, corporeal 
  nonoutsiders. 
  Enhanced Power (Su) The save DCs of any and all 
  of the corrupt dire vulture’s special attacks increase 
  by +4 (already figured into DCs). 
  Stench (Ex) A creature within 20 feet of a corrupted 
  dire vulture must succeed on a DC 26 Fortitude 
  save or be sickened for 1d6 rounds. A creature that 
  successfully saves can't be affected by that dire 
  vulture's stench ability for 24 hours. 
  Resistance to Disease (Ex) A dire vulture has a +2 
  bonus on Fortitude saves to resist normal 
  diseases, but not supernatural or magical diseases 
  such as mummy rot. 
  Skills A dire vulture has a +4 racial bonus on Spot 
  and Survival checks. 
  VEL7-06 Border Watch 
   
  Page 33 
  
   
  6: CORNERED AT LAST 
  ADVANCED CARNAGE DEMON (4) CR 7 
  CE Medium outsider (chaotic, evil, extraplanar) 
  Init +0; Senses darkvision 60 ft., Listen +10, Spot 
  +10 
  Languages Abyssal 
  AC 13, touch 10, flat-footed 13 
   (+3 natural) 
  hp 67 (9 HD); DR 5/silver 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10 
  Fort +10, Ref +6, Will +6 
  Weakness destructive appetite 
  Speed 30 ft. (6 squares) 
  Melee 2 slams +16 each (1d4+6) 
  Base Atk +9; Grp +15  
  Atk Options aligned strike (chaotic, evil), carnage, 
  reaving fists, Power Attack 
  Abilities Str 22, Dex 10, Con 14, Int 5, Wis 6, Cha 6 
  SA aligned strike, carnage, reaving fists 
  Feats Great Fortitude, Iron Will, Power Attack, 
  Weapon Focus (slam), 
  Skills Climb +17, Jump +17, Listen +10, Spot +10, 
  Survival +10 
  Destructive Appetite (Ex) A carnage demon is a 
  threat even to its allies. After every successful 
  melee attack, a carnage demon must succeed on a 
  DC 14 Will save. If it fails, it attacks the nearest 
  creature that is not a carnage demon whenever it is 
  unable to attack an enemy during a given round. 
  Carnage (Su) For each other carnage demon within 
  30 feet, a carnage demon gains a +1 bonus on 
  attack rolls and damage rolls, up to a maximum of 
  +5. 
  Reaving Fists (Ex) A carnage demon’s slams ignore 
  damage reduction that can be overcome by any 
  metallic material such as silver, cold iron, or 
  adamantine. 
   
  BULEZAU (2) 
  CR 9 
  CE Large outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init +2; Senses darkvision 60 ft., Listen +14, Spot 
  +14 
  Languages Abyssal, Common; telepathy 30 ft. 
  AC 25, touch 11, flat-footed 23 
   (-1 size, +2 Dex, +4 armor, +10 natural) 
  hp 120 (10 HD); DR 10/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 20 
  Fort +14, Ref +9, Will +8 
  Speed 30 ft. (6 squares) 
  Melee* Huge +1 ranseur +13/+8 (3d6+18/19-20/x3) 
  and tail +9 (1d8+7) or 
  Melee* gore +11 (2d6+10) and 
  2 claws +9 (1d6+7) and 
  tail +9 (1d8+7) 
  * Attacks include the Power Attack feat (4 points) 
  Space 10 ft.; Reach 10 ft. (20 ft. with ranseur) 
  Base Atk +10; Grp +20  
  Atk Options Power Attack, blood frenzy 
  Special Actions powerful charge, summon tanar’ri 
  Combat Gear potion of cure moderate wounds (x2) 
  Spell-Like Abilities (CL 10th): 
   At Will— command (DC 11), greater teleport (self 
  plus 50 pounds of objects only), see invisibility, 
  solid fog 
   3/day— fear (DC 14) 
   1/day— shout (DC 14) 
  Abilities Str 22, Dex 14, Con 24, Int 6, Wis 12, Cha 
  10 
  SQ wield oversized weapon 
  Feats Improved Critical (ranseur), Multiattack, Power 
  Attack, Weapon Focus (ranseur) 
  Skills Climb +19, Intimidate +13, Jump +19, Listen 
  +14, Spot +14, Swim +19 
  Possessions Huge +1 ranseur, Large chain shirt 
  Blood Frenzy (Ex) A bulezau that takes damage in 
  combat can fly into a frenzy in the following round, 
  attacking madly until either it or its opponent is 
  dead.  It gains +2 Strength and Constitution, and it 
  takes a -2 penalty to its Armor Class. A bulezau 
  cannot end its frenzy voluntarily. 
  Powerful Charge (Ex) A bulezau typically begins a 
  battle by charging at an opponent. In addition to the 
  normal benefits and hazards of a charge, this 
  allows the bulezau to make a single gore attack 
  with a +2 attack bonus that deals 4d6+10 points of 
  damage. 
  Wield Oversized Weapon (Ex) A bulezau is skilled at 
  wielding weapons one size category larger than 
  itself and does not take any penalties when fighting 
  with such weapons. 
  Summon Tanar’ri (Sp) Once per day, a bulezau can 
  attempt to summon 1d6 dretches or 1d4 rutterkin 
  with a 50% chance of success. This ability is the 
  equivalent of a 3rd-level spell (CL 10th). 
   
  When in a blood frenzy, the bulezau has the following 
  changed statistics: 
  AC 19, touch 9, flat-footed 17 
  hp 130 (10 HD) 
  Fort +15 
  Melee Huge +1 ranseur +14/+9 (3d6+19/19-20/x3) 
  and tail +10 (1d8+7) or 
  Melee gore +12 (2d6+11) and 
  2 claws +10 (1d6+7) and 
  tail +10 (1d8+7) 
  Grp +21  
  Abilities Str 24, Con 26 
  Skills Climb +20, Jump +20, Swim +20 
   
  The following creature can be summoned by the 
  bulezau: 
  RUTTERKIN 
  CR 3 
  CE Medium outsider (chaotic, evil, extraplanar, 
  tanar’ri) 
  Init +2; Senses darkvision 60 ft., Listen +9, Spot +9 
  Languages Abyssal; telepathy 30 ft. 
  VEL7-06 Border Watch 
   
  Page 34 
  
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +6 natural) 
  hp 37 (5 HD); DR 5/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 14 
  Fort +7, Ref +6, Will +5 
  Speed 20 ft. (4 squares) 
  Melee mwk snap-tong +8 (1d10+3) or 
  Melee 2 claws +7 (1d6+2) 
  Ranged tri-blade +7 (2d4+2) 
  Base Atk +5; Grp +7  
  Atk Options snap-tong grapple 
  Spell-Like Abilities (CL 6th): 
   At Will— darkness, cause fear (DC 11) 
   1/day— desecrate 
  Abilities Str 14, Dex 15, Con 17, Int 9, Wis 12, Cha 
  10 
  Feats Exotic Weapon Proficiency (snap-tong), Exotic 
  Weapon Proficiency (tri-blade) 
  Skills Balance +4, Climb +10, Intimidate +8, Jump 
  +12, Listen +9, Move Silently +10, Spot +9, Tumble 
  +12 
  Possessions masterwork snap-tong, 5 tri-blades 
  * see Appendix 2: New Rules Items
  VEL7-06 Border Watch 
   
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  VEL7-06 Border Watch 
   
  Page 36 
  APL 12 
  2: AND THE WALLS CAME TUMBLIN’ 
  DOWN  
   
  RAIDER (6) 
  CR 1 
  Male human warrior 2 
  CN Medium humanoid (human) 
  Init +0; Senses Listen -1, Spot -1 
  Languages Baklunish  
  AC 17, touch 12, flat-footed 17 
   (+4 armor, +1 shield, +2 deflection) 
   (AC 16 when wielding longspear) 
  hp 13 (2 HD) 
  Fort +4, Ref +0, Will -1 
  Speed 30 ft. in mwk chain shirt (6 squares) 
  Melee mwk longspear +5 (1d8+1/x3) or 
  Melee mwk scimitar +5 (1d6+1/18-20/x2) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +2; Grp +3  
  Combat Gear alchemist’s fire (x2), healing belt*, 
  potion of shield of faith +2, smokestick (x2) 
  Abilities Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8 
  Feats Weapon Focus (longspear), Weapon Focus 
  (scimitar) 
  Skills Climb +3, Intimidate +3, Jump +3 
  Possessions combat gear plus backpack, mwk chain 
  shirt, mwk light wooden shield, mwk longspear, 
  mwk scimitar, rope (50 ft.) 
  * see Appendix 2: New Rules Items 
   
  ELITE RAIDER (4) 
  CR 5 
  Male human warrior 6 
  CN Medium humanoid (human) 
  Init +0; Senses Listen -1, Spot -1 
  Languages Baklunish  
  AC 19, touch 12, flat-footed 19 
   (+6 armor, +1 shield, +2 deflection) 
   (AC 18 when wielding longspear) 
  hp 46 (6 HD) 
  Fort +6, Ref +2, Will +1 
  Speed 20 ft. in +1 chainmail (4 squares) 
  Melee +1 longspear +10/+5 (1d8+4/x3) or 
  Melee mwk scimitar +10/+5 (1d6+3/18-20/x2) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +6; Grp +8  
  Combat Gear alchemist’s fire, potion of shield of faith 
  +2, smokestick, steadfast boots 
  Abilities Str 14, Dex 11, Con 12, Int 10, Wis 9, Cha 8 
  Feats Improved Toughness*, Power Attack, Weapon 
  Focus (longspear), Weapon Focus (scimitar) 
  Skills Climb +6, Intimidate +1, Jump +0 
  Possessions combat gear plus backpack, +1 
  chainmail, +1 longspear, mwk light wooden shield, 
  mwk scimitar, rope (50 ft.) 
  * see Appendix 2: New Rules Items 
   
  CAPTAIN 
  CR 10 
  Male human fighter 10 
  CE Large humanoid (human) 
  Init +5; Senses Listen +1, Spot +1 
  Languages Baklunish 
  AC 22, touch 13, flat-footed 21 
   (+1 Dex, +7 armor, +3 shield, +2 deflection, -1 size) 
  hp 100 (10 HD) 
  Fort +9, Ref +4, Will +6 
  Speed 20 ft. in +1 banded mail (4 squares) 
  Melee +1 corrosive great scimitar +18/+13 (2d6+9/15-
  20/x2 plus 1d6 acid) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +20  
  Atk Options Combat Reflexes, Power Attack, Power 
  Critical 
  Combat Gear belt of growth*, potion of bull’s 
  strength, potion of shield of faith +2, steadfast 
  boots* 
  Abilities Str 22, Dex 12, Con 14, Int 10, Wis 12, Cha 
  8 
  Feats Combat Reflexes, Exotic Weapon Proficiency 
  (great scimitar), Greater Weapon Focus, Improved 
  Critical, Improved Initiative, Improved Toughness*, 
  Iron Will, Power Attack, Power Critical* (great 
  scimitar), Weapon Focus (great scimitar), Weapon 
  Specialization (great scimitar) 
  Skills Climb +11, Intimidate +3, Jump +3 
  Possessions combat gear plus +1 corrosive great 
  scimitar*, +1 banded mail, +1 heavy wooden shield 
  * see Appendix 2: New Rules Items 
   
  The Captain begins the encounter under the effects of 
  a potion of bull’s strength and his belt of growth. 
  When not under the effect of either, he is size 
  Medium and has the following changed statistics: 
  Init +6 
  AC 24, touch 14, flat-footed 22 
  Ref +5 
  Melee +1 great scimitar +16/+11 (1d8+6/15-20/x2 
  plus 1d6 acid) 
  Space 5 ft.; Reach 5 ft. 
  Grp +13  
  Abilities Str 16, Dex 14 
  Skills Climb +8, Jump +0 
   
  RAIDER ARTILLERY 
  CR 11 
  Male human warmage 11 
  CE Medium humanoid (human) 
  Init +2; Senses Listen +0, Spot +12 
  Languages Baklunish, Common, Abyssal 
  AC 21, touch 16, flat-footed 19 
   (+2 Dex, +4 armor, +1 shield, +4 deflection) 
  hp 57 (11 HD) 
  Fort +4, Ref +5, Will +7 
  Speed 30 ft. in hawkfeather armor (6 squares) 
  Melee shortspear +4 (1d6-1/x2) or 
  Melee dagger +4 (1d4-1/19-20/x2) 
  Ranged shortspear +7 (1d6-1/x2) or 
  
  Ranged dagger +7 (1d4-1/19-20/x2) 
  Base Atk +4; Grp +4  
  Atk Options Sudden Empower, Sudden Enlarge, 
  Sudden Maximize 
  Combat Gear brooch of shielding, potion of shield of 
  faith +4 
  Class Spells Prepared (CL 11th): 
   5th (4/day) — arc of lightning* (DC 20), cloudkill 
  (DC 20), cone of cold (DC 21), greater fireburst* 
  (DC 21), flame strike (DC 21), prismatic ray* (+8 
  ranged touch, DC 21) 
   4th (7/day)— blast of flame* (DC 19), contagion 
  (DC 19), defenestrating sphere* (+8 ranged 
  touch, DC 20), Evard's black tentacles, orb of 
  acid* (+8 ranged touch, DC 19), orb of cold* (+8 
  ranged touch, DC 19), orb of electricity* (+8 
  ranged touch, DC 19), orb of fire* (+8 ranged 
  touch, DC 19), orb of force* (+8 ranged touch, 
  DC 19), orb of sound* (+8 ranged touch, DC 19), 
  phantasmal killer (DC 19), shout (DC 20), wall of 
  fire (DC 20) 
   3rd (7/day)— fire shield, fireball (DC 19), flame 
  arrow, gust of wind (DC 19), ice storm, lightning 
  bolt (DC 19), poison, resonating bolt* (DC 19), 
  ring of blades*, sleet storm, stinking cloud (DC 
  19) 
   2nd (7/day) — blades of fire*, continual flame, fire 
  trap (DC 17), fireburst* (DC 18), flaming sphere 
  (DC 18), ice knife* (+12 ranged, DC 17), Melf's 
  acid arrow (+8 ranged touch), pyrotechnics (DC 
  17), scorching ray (+8 ranged touch), shatter (DC 
  18), whirling blade* (+10 melee) 
   1st (7/day)— accuracy*, burning hands (DC 17), 
  chill touch (+4 touch), fist of stone*, hail of stone*, 
  magic missile, lesser orb of acid* (+8 ranged 
  touch), lesser orb of cold* (+8 ranged touch), 
  lesser orb of electricity* (+8 ranged touch), lesser 
  orb of fire* (+8 ranged touch), lesser orb of 
  sound* (+8 ranged touch), shocking grasp (+4 
  touch), true strike 
   0 (6/day) — acid splash (+8 ranged touch), disrupt 
  undead (+8 ranged touch), flare (DC 16), light, 
  ray of frost (+8 ranged touch) 
  Abilities Str 8, Dex 14, Con 12, Int 16, Wis 10, Cha 
  20* 
  Feats Combat Casting, Extra Edge*, Spell Focus 
  (evocation), Sudden Empower*, Sudden Enlarge*, 
  Sudden Maximize*, Weapon Focus (ranged spells) 
  Skills Concentration +20 (+24 when casting 
  defensively), Knowledge (arcana) +14, Spellcraft 
  +14, Spot +12 
  Possessions combat gear plus dagger, darkwood 
  buckler, hawkfeather armor*, headband of intellect 
  +2, shortspear, tunic of steady spellcasting* 
  Armored Mage (Ex) This warmage's specialized 
  training allows him to avoid arcane spell failure as 
  long as he sticks to light or medium armor and light 
  shields. 
  Warmage Edge (Ex) Whenever this warmage casts a 
  spell that deals hit point damage, he adds +6 to the 
  amount of damage dealt. A single spell can never 
  gain this extra damage more than once per casting. 
  If a spell deals damage for more than 1 round, it 
  deals this extra damage in each round. 
   
  ** Charisma boost from hawkfeather armor is already 
  active at the start of the encounter. 
  * see Appendix 2: New Rules Items 
   
  4: LUNCH TIME! 
  CORRUPTED ADVANCED BULETTE (2)
   
  CR 12 
  NE Huge aberration 
  Init +1; Senses darkvision 60 ft., low-light vision, 
  scent, tremorsense 60 ft.; Listen +10, Spot +4 
  AC 29, touch 9, flat-footed 28 
   (-2 size, +1 Dex, +20 natural) 
  hp 180 (15 HD); fast healing 7; DR 10/magic 
  Immune acid 
  Fort +16, Ref +10, Will +7 
  Speed 40 ft. (8 squares), burrow 10 ft. 
  Melee bite +25 (3d8+11 plus 7 vile) and 
  2 claws +22 (3d6+5 plus 7 vile) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +15; Grp +34  
  Atk Options Snatch, leap 
  Abilities Str 32, Dex 13, Con 24, Int 2, Wis 11, Cha 4 
  Feats Alertness, Iron Will, Multiattack, Snatch, Track, 
  Weapon Focus (bite) 
  Skills Jump +23, Listen +10, Spot +4 
  Disruptive Attack (Su) A corrupted advanced bulette 
  deals an additional 7 points of vile damage when it 
  touches uncorrupted, living, corporeal 
  nonoutsiders. 
  Leap (Ex) A corrupted advanced bulette can jump 
  into the air during combat. This allows it to make 
  four claw attacks instead of two, each with a +24 
  attack bonus, but it cannot bite. 
   
  CORRUPTED DIRE VULTURE 
  CR 5 
  NE Large aberration 
  Init +0; Senses darkvision 60 ft., low-light vision, 
  scent; Listen +3, Spot +11 
  Aura stench 
  AC 20, touch 9, flat-footed 20 
   (-1 size, +11 natural) 
  hp 84 (6 HD); fast healing 3; DR 5/magic 
  Immune acid 
  Resist disease 
  Fort +14, Ref +5, Will +6 
  Speed Flyby Attack, 20 ft. (4 squares), fly 80 ft. 
  (average) 
  Melee bite +8 (2d6+7 plus 3 vile) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +4; Grp +13  
  Abilities Str 20, Dex 11, Con 29, Int 2, Wis 12, Cha 2 
  Feats Alertness, Flyby Attack, Track 
  Skills Listen +3, Spot +11, Survival +10 
  VEL7-06 Border Watch 
   
  Page 37 
  
  Disruptive Attack (Su) A corrupted dire vulture deals 
  an additional 3 points of vile damage when it 
  touches uncorrupted, living, corporeal 
  nonoutsiders. 
  Enhanced Power (Su) The save DCs of any and all 
  of the corrupt dire vulture’s special attacks increase 
  by +4 (already figured into DCs). 
  Stench (Ex) A creature within 20 feet of a corrupted 
  dire vulture must succeed on a DC 26 Fortitude 
  save or be sickened for 1d6 rounds. A creature that 
  successfully saves can't be affected by that dire 
  vulture's stench ability for 24 hours. 
  Resistance to Disease (Ex) A dire vulture has a +2 
  bonus on Fortitude saves to resist normal 
  diseases, but not supernatural or magical diseases 
  such as mummy rot. 
  Skills A dire vulture has a +4 racial bonus on Spot 
  and Survival checks. 
   
  6: CORNERED AT LAST 
  ADVANCED CARNAGE DEMON (2) CR 7 
  CE Medium outsider (chaotic, evil, extraplanar) 
  Init +0; Senses darkvision 60 ft., Listen +10, Spot 
  +10 
  Languages Abyssal 
  AC 13, touch 10, flat-footed 13 
   (+3 natural) 
  hp 67 (9 HD); DR 5/silver 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10 
  Fort +10, Ref +6, Will +6 
  Weakness destructive appetite 
  Speed 30 ft. (6 squares) 
  Melee 2 slams +16 each (1d4+6) 
  Base Atk +9; Grp +15  
  Atk Options aligned strike (chaotic, evil), carnage, 
  reaving fists, Power Attack 
  Abilities Str 22, Dex 10, Con 14, Int 5, Wis 6, Cha 6 
  SA aligned strike, carnage, reaving fists 
  Feats Great Fortitude, Iron Will, Power Attack, 
  Weapon Focus (slam) 
  Skills Climb +17, Jump +17, Listen +10, Spot +10, 
  Survival +10 
  Destructive Appetite (Ex) A carnage demon is a 
  threat even to its allies. After every successful 
  melee attack, a carnage demon must succeed on a 
  DC 14 Will save. If it fails, it attacks the nearest 
  creature that is not a carnage demon whenever it is 
  unable to attack an enemy during a given round. 
  Carnage (Su) For each other carnage demon within 
  30 feet, a carnage demon gains a +1 bonus on 
  attack rolls and damage rolls, up to a maximum of 
  +5. 
  Reaving Fists (Ex) A carnage demon’s slams ignore 
  damage reduction that can be overcome by any 
  metallic material such as silver, cold iron, or 
  adamantine. 
   
  ADVANCED BULEZAU (4) 
  CR 11 
  CE Large outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init +2; Senses darkvision 60 ft., Listen +18, Spot 
  +18 
  Languages Abyssal, Common; telepathy 30 ft. 
  AC 26, touch 11, flat-footed 24 
   (-1 size, +2 Dex, +5 armor, +10 natural) 
  hp 168 (14 HD); DR 10/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 20 
  Fort +16, Ref +11, Will +10 
  Speed 30 ft. (6 squares) 
  Melee* Huge +1 ranseur +16/+11 (3d6+20/19-20/x3) 
  and tail +12 (1d8+8) or 
  Melee* gore +14 (2d6+11) and 
  2 claws +12 (1d6+8) and 
  tail +12 (1d8+8) 
  * Attacks include the Power Attack feat (5 points) 
  Space 10 ft.; Reach 10 ft. (20 ft. with ranseur) 
  Base Atk +14; Grp +24  
  Atk Options Combat Reflexes, Power Attack, blood 
  frenzy 
  Special Actions powerful charge, summon tanar’ri 
  Combat Gear potion of cure moderate wounds (x2) 
  Spell-Like Abilities (CL 14th): 
   At Will— command (DC 11), greater teleport (self 
  plus 50 pounds of objects only), see invisibility, 
  solid fog 
   3/day— fear (DC 14) 
   1/day— shout (DC 14) 
  Abilities Str 23, Dex 14, Con 24, Int 6, Wis 12, Cha 
  10 
  SQ wield oversized weapon 
  Feats Combat Reflexes, Improved Critical (ranseur), 
  Multiattack, Power Attack, Weapon Focus 
  (ranseur) 
  Skills Climb +23, Intimidate +17, Jump +23, Listen 
  +18, Spot +18, Swim +23 
  Possessions Huge +1 ranseur, Large +1 chain shirt 
  Blood Frenzy (Ex) A bulezau that takes damage in 
  combat can fly into a frenzy in the following round, 
  attacking madly until either it or its opponent is 
  dead.  It gains +2 Strength and Constitution, and it 
  takes a -2 penalty to its Armor Class. A bulezau 
  cannot end its frenzy voluntarily. 
  Powerful Charge (Ex) A bulezau typically begins a 
  battle by charging at an opponent. In addition to the 
  normal benefits and hazards of a charge, this 
  allows the bulezau to make a single gore attack 
  with a +2 attack bonus that deals 4d6+11 points of 
  damage. 
  Wield Oversized Weapon (Ex) A bulezau is skilled at 
  wielding weapons one size category larger than 
  itself and does not take any penalties when fighting 
  with such weapons. 
  Summon Tanar’ri (Sp) Once per day, a bulezau can 
  attempt to summon 1d6 dretches or 1d4 rutterkin 
  with a 50% chance of success. This ability is the 
  equivalent of a 3rd-level spell (CL 14th). 
   
  VEL7-06 Border Watch 
   
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  When in a blood frenzy, the advanced bulezau has 
  the following changed statistics: 
  AC 19, touch 9, flat-footed 17 
  hp 182 (14 HD) 
  Fort +17 
  Melee Huge +1 ranseur +17/+12 (3d6+21/19-20/x3) 
  and tail +13 (1d8+8) or 
  Melee gore +15 (2d6+12) and 
  2 claws +13 (1d6+8) and 
  tail +13 (1d8+8) 
  Grp +25  
  Abilities Str 25, Con 26 
  Skills Climb +23, Jump +23, Swim +23 
   
  The following creature can be summoned by the 
  bulezau: 
  RUTTERKIN 
  CR 3 
  CE Medium outsider (chaotic, evil, extraplanar, 
  tanar’ri) 
  Init +2; Senses darkvision 60 ft., Listen +9, Spot +9 
  Languages Abyssal; telepathy 30 ft. 
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +6 natural) 
  hp 37 (5 HD); DR 5/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 14 
  Fort +7, Ref +6, Will +5 
  Speed 20 ft. (4 squares) 
  Melee mwk snap-tong +8 (1d10+3) or 
  Melee 2 claws +7 (1d6+2) 
  Ranged tri-blade +7 (2d4+2) 
  Base Atk +5; Grp +7  
  Atk Options snap-tong grapple 
  Spell-Like Abilities (CL 6th): 
   At Will— darkness, cause fear (DC 11) 
   1/day— desecrate 
  Abilities Str 14, Dex 15, Con 17, Int 9, Wis 12, Cha 
  10 
  Feats Exotic Weapon Proficiency (snap-tong), Exotic 
  Weapon Proficiency (tri-blade) 
  Skills Balance +4, Climb +10, Intimidate +8, Jump 
  +12, Listen +9, Move Silently +10, Spot +9, Tumble 
  +12 
  Possessions masterwork snap-tong*, 5 tri-blades 
   
  VEL7-06 Border Watch 
   
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  VEL7-06 Border Watch 
   
  Page 40 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Extra Edge [General] 
   
  Prerequisites: Warmage level 4th. 
   
  Benefit: You gain a +1 bonus on your warmage 
  edge, plus an additional +1 bonus per four warmage 
  levels. For instance, an 8th-level warmage with 18 
  Intelligence gets a +7 bonus on the damage dealt by 
  any spell that deals hit point damage. 
   
  Normal: A character’s warmage edge is equal to 
  his Intelligence modifier. 
   
  Source: Complete Arcane 79 
   
  Improved Toughness [General] 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats. 
   
  Source: Monster Manual V 304 
   
  Power Critical [General] 
   
  Prerequisites: Weapon Focus with weapon, base 
  attack bonus +4. 
   
  Benefit: When using the weapon you selected, 
  you gain a +4 bonus on the roll to confirm a threat. 
   
  Special: A fighter may select Power Critical as one 
  of his fighter bonus feats. 
   
  You can gain Power Critical multiple times. Each 
  time you take the feat, it may be with a different 
  weapon or the same weapon. If you take it with the 
  same weapon, the effects of the feats stack. 
   
  Source: Complete Warrior 103 
   
  Snatch [General] 
   
  Prerequisites: Huge or larger. 
   
  Benefit: The creature can choose to start a grapple 
  when it hits with a claw or bite attack, as though it had 
  the improved grab special attack. If the creature gets a 
  hold on a creature three or more sizes smaller, it 
  squeezes each round for automatic bite or claw damage. 
  A snatched opponent held in the creature’s mouth is 
  not allowed a Reflex save against the creature’s breath 
  weapon, if it has one. 
   
  The creature can drop a creature it has snatched as 
  a free action or use a standard action to fling it aside. A 
  flung creature travels 1d6 × 10 feet, and takes 1d6 
  points of damage per 10 feet traveled. If the creature 
  flings a snatched opponent while flying, the opponent 
  takes this amount or falling damage, whichever is 
  greater. 
   
  Source: Monster Manual 304 
   
  Sudden Empower [Metamagic] 
   
  Prerequisites: Any metamagic feat. 
   
  Benefit: Once per day, you can apply the effect of 
  the Empower Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Empower Spell 
  normally if you have it. 
   
  Source: Complete Arcane 83 
   
  Sudden Maximize [Metamagic] 
   
  Prerequisites: Any metamagic feat. 
   
  Benefit: Once per day, you can apply the effect of 
  the Maximize Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Maximize Spell 
  normally if you have it. 
   
  Source: Complete Arcane 83 
   
  MAGIC ITEMS 
  Belt of Growth 
  When you activate a belt of growth, you instantly 
  increase in size (as if affected by enlarge person). This 
  effect lasts for 10 minutes or until you command it to 
  end. This ability doesn’t stack with any other effect that 
  increases your size. 
  A belt of growth functions once per day. 
  Caster Level: 10th; Prerequisites: Craft Wondrous 
  Item, enlarge person; Price: 3000 gp; Weight: 1 lb.; Cost 
  to Create: 1,500 gp +120 XP, 3 days. 
   
  Source: Magic Item Compendium 73 
   
  Corrosive (weapon property) 
  When activated, a corrosive weapon is sheathed in 
  acid. The acid does not harm you as long as you have 
  the weapon in hand. The effect persists until you speak 
  a second command word. A weapon that has this 
  property deals an extra 1d6 points of acid damage on a 
  successful hit. 
  Projectile weapons bestow this property upon their 
  ammunition. 
  Caster level: 10th; Craft Magic Arms and Armor, acid 
  fog, acid storm (SC 7), Melf’s acid arrow, or storm of 
  vengeance; Price +1 bonus. 
   
  Source: Magic Item Compendium 31 
   
  
  Hawkfeather Armor 
  While wearing this +1 studded leather armor, you gain 
  a continuous +5 competence bonus on Spot checks. In 
  addition, the armor has two other special abilities. 
   
  Once a day, you can activate the armor to gain a +4 
  enhancement bonus to your Charisma for 9 minutes. 
   
  Three times per day, you can cause the armor to 
  sprout wings, allowing you to fly with a speed of 60 
  feet (good maneuverability) for 5 rounds). 
   
  The special properties of hawkfeather armor 
  function normally while you are in wild shape 
  (although it does not grant its armor bonus to AC). 
  This armor includes no metal parts, and thus druids are 
  not prohibited from wearing it. 
   
  Caster Level: 9th; Prerequisites: Craft Magic Arms 
  and Armor, eagle’s splendor, wild shape; Price: 12,175 
  gp; Weight: 20 lb.; Cost to Create: 6000 gp (plus 175 gp 
  for masterwork studded leather) +480 XP, 12 days. 
   
  Source: Magic Item Compendium 19 
   
  Healing Belt 
  While wearing a healing belt, you gain a +2 
  competence bonus on Heal checks.  This is a 
  continuous effect and requires no activation. 
  In addition, the belt has 3 charges, which are renewed 
  each day at dawn. Spending 1 or more charges allows 
  you to channel positive energy and heal damage with a 
  touch. (You can also use this ability to harm undead, 
  dealing them an equivalent amount of damage instead.) 
  1 charge: Heals 2d8 points of damage. 
  2 charges: Heals 3d8 points of damage. 
  3 charges: Heals 4d8 points of damage. 
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  cure moderate wounds; Price: 750 gp; Weight: 1 lb.; 
  Cost to Create: 500 gp +40 XP, 1 day. 
   
  Source: Magic Item Compendium 110 
   
  Rope of Climbing, Superior 
  This item functions like a rope of climbing (DMG 266), 
  except that it also grants a +5 circumstance bonus on 
  Climb checks made to ascend it. 
   
  Caster Level: 3rd; Prerequisites: Craft Wondrous 
  Item, animate rope; Price: 5,500 gp; Weight: 3 lb.; Cost 
  to Create: 2,750 gp +220 XP, 6 day. 
   
  Source: Magic Item Compendium 176 
   
  Runestaff of Destruction 
  A runestaff of destruction allows you to cast any of the 
  following spells (each once per day) by expending a 
  prepared arcane spell or arcane spell slot of the same 
  level or higher. 
  • 
  disintegrate 
  • 
  earthquake 
  • 
  shatter 
  Caster 
  Level: 
  15th; 
  Prerequisites: 
  Craft 
  Staff, 
  disintegrate, earthquake, shatter; Price: 27,000 gp; 
  Weight: 3 lb.; Cost to Create: 13,500 gp +1080 XP, 27 
  day. 
   
  Source: Magic Item Compendium 177 
   
  Sphere of Awakening 
  A sphere of awakening allows you to silently rouse 
  your allies from slumber, even if magically created. 
  When you activate the sphere, all allies in a 60-foot-
  radius burst are immediately awakened from sleep 
  (whether mundane or magical in origin). In addition, 
  any fatigue or exhaustion affecting you and those allies 
  immediately ends. Furthermore, you and all affected 
  allies gain immunity to fatigue, exhaustion, and sleep 
  effects for 10 minutes after the sphere is activated. 
   
  A sphere of awakening functions once per day. 
  Caster Level: 9th; Prerequisites: Craft Wondrous Item, 
  break enchantment; Price: 1,800 gp; Weight: 1 lb.; Cost 
  to Create: 900 gp +72 XP, 2 days. 
   
  Source: Magic Item Compendium 186 
   
  Steadfast Boots 
  Steadfast boots help keep you on your feet. You gain a 
  +4 bonus on checks made to avoid being bull rushed, 
  overrun, or tripped. 
   
  Furthermore, as long as you carry a two-handed 
  weapon, you are treated as if you had readied that 
  weapon against any creature that charges you (and thus 
  it deals double damage if your attack is successful), 
  even if the weapon can’t normally be set against a 
  charge.  
   
  Caster Level: 3rd; Prerequisites: Craft Wondrous 
  Item, bull’s strength; Price: 1,400 gp; Weight: 1 lb.; Cost 
  to Create: 700 gp +56 XP, 2 days. 
   
  Source: Magic Item Compendium 138 
   
  Tunic of Steady Spellcasting 
  You gain a +5 competence bonus on Concentration 
  checks. Despite the name, the tunic’s bonus applies on 
  all Concentration checks, not just those made to cast 
  spells. 
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  bear’s endurance; Price 2,500 gp; Weight: 1 lb.; Cost to 
  Create: 1,250 gp +100 XP, 3 days. 
   
  Source: Magic Item Compendium 144 
   
  MUNDANE EQUIPMENT 
  Alchemical Tooth 
  As its name suggests, this specially concealed item has 
  been made to look like a tooth. The tooth functions in 
  all respects like a capsule retainer. In addition, it is very 
  VEL7-06 Border Watch 
   
  Page 41 
  
  hard to find without a thorough search (Search DC 30). 
  The false tooth is most often used as a concealed 
  version of a capsule retainer, but a few extremely 
  dedicated spies and other agents carry a tooth filled 
  with poison as insurance against being captured alive. 
  An alchemical tooth can hold one dose of any contact 
  poison or ingested poison, but such poison can only 
  affect the wearer of the tooth – there’s no way to make 
  the tooth an effective delivery mechanism when 
  combined with a bite attack. 
  Cost: 300 gp 
   
  Source: Complete Adventurer 120 
   
  Great scimitar 
  A great scimitar is too large to use in one hand without 
  special training (the appropriate Exotic Weapon 
  Proficiency feat). You can use a great scimitar two-
  handed as a martial weapon. Great scimitars are most 
  often the personal weapons of heroes, crafted as 
  masterwork weapons and inscribed with the hero's 
  deeds and the weapon’s name on the blade. Such 
  names commemorate a great event in the hero’s life, 
  such as "The Blade of the Hundred-Day Sandstorm." 
  Cost: 200 gp; Dmg: 1d8/18-20/x2; 8 lb.; slashing 
   
  Source: Sandstorm 97 
   
  Snap-tong 
  This short polearm ends in a sharp spike that has one 
  or more crescent-shaped pincers designed close around 
  it. A proficient wielder that hits an opponent at least 
  one size category smaller can attempt to start a grapple 
  as a free action without provoking an attack of 
  opportunity. If the wielder gets a hold, the snap-tong 
  grabs the opponent and deals 1d10 of damage (plus the 
  wielder’s Strength modifier) each round the hold is 
  maintained. 
  Cost: 250 gp; Dmg: 1d10/x2; 10 lb.; piercing 
   
  Source: Fiendish Codex I 51 
   
  Tri-blade 
  This thrown weapon consists of a three-bladed wedge 
  launched from a sling-like device. Rutterkins usually 
  carry five of these for use in ranged combat. 
  Cost: 35 gp; Dmg: 2d4/x2; Range: 20 ft.; 3 lb.; slashing 
   
  Source: Fiendish Codex I 51 
   
  SPELLS 
  Arc of Lightning  
  Conjuration (Creation) [Electricity]  
  Level: Druid 4, sorcerer/wizard 5, Warmage 5 
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./21evels)  
  Area: A line between two creatures  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: No  
  You create natural conductivity between two creatures, 
  and a bolt of electricity arcs between them. This bolt 
  deals 1d6 points of electricity damage per caster level 
  (maximum 15d6) to both creatures and to anything in 
  the line between them.  
  Both creatures must be in range, and you must be able 
  to target them both (as if this spell had them as its 
  targets). Draw the line from any corner in one 
  creature's space to any corner in the other's space. The 
  bolt affects all creatures in this line. 
  Arcane Material Component: Two small iron rods. 
  Source: Spell Compendium 15 
   
  Accuracy  
  Transmutation  
  Level: Warmage 1, wu jen 1  
  Components: V,S,M  
  Casting Time: 1 standard action  
  Range: Touch  
  Targets: One thrown weapon/level touched or one 
  projectile weapon touched  
  Duration: 10 min./level  
  Saving Throw: Will negates (harmless, object)  
  Spell Resistance: Yes (harmless object)  
  When you cast this spell, you enhance one or more 
  thrown weapons or one projectile weapon to improve 
  its chance of hitting distant targets. For the duration of 
  the spell, the range increment for the affected weapon 
  or weapons is doubled.  
  Material Component: Ink used to scribe a mystical 
  character on each weapon affected by the spell. 
  Source: Complete Arcane 96 
   
  Blades of Fire  
  Conjuration (Creation) [Fire]  
  Level: Ranger 1, sorcerer/wizard 1, warmage 2  
  Components: V  
  Casting Time: 1 swift action  
  Range: Touch  
  Targets: Up to two melee weapons you are wielding  
  Duration: 1 round  
  Saving Throw: None  
  Spell Resistance: No 
  Your melee weapons each deal an extra 1d8 points of 
  fire damage. This damage stacks with any energy 
  damage your weapons already deal. 
  Source: Spell Compendium 31 
   
  VEL7-06 Border Watch 
   
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  Blast of Flame 
  Conjuration (Creation) [Fire]  
  Level: Sorcerer/wizard 4, warmage 4  
  Components: V, S, M  
  Casting Time: 1 Standard action  
  Range: 60 ft.  
  Area: Cone-shaped burst  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: No  
  Flames fill the area, dealing 1d6 points of fire damage 
  per caster level (maximum 10d6) to any creature in the 
  area that fails its saving throw.  
  Material Component: A bit of wick soaked in oil.  
  Source: Spell Compendium 31 
   
  Defenestrating Sphere 
  Evocation [Air]  
  Level: Sorcerer/wizard 4 [warmage 4 via Advanced 
  Learning] 
  Components: V, S, F 
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: 2-ft.-radius sphere 
  Duration: 1 round/level (D) 
  Saving Throw: Fortitude partial; see text  
  Spell Resistance: Yes  
  When you cast this spell, you create a violently 
  swirling sphere of air. As a move action, you can make 
  the sphere travel up to 30 feet per round and strike a 
  creature or object you indicate as a ranged touch attack. 
  Any creature struck by the sphere takes 3d6 points of 
  damage from the force of its winds. In addition, 
  Medium or smaller creatures must succeed on a 
  Fortitude save or be knocked prone. Creatures that fall 
  prone must then succeed on a second Fortitude save or 
  be swept up by the sphere and driven 1d8x10 feet into 
  the air, dropping 1d6 squares from their original 
  position in a random direction and taking falling 
  damage as normal. If a window is within range, the 
  subject is automatically thrown in that direction. 
  If some obstacle prevents the subject creature from 
  reaching its expelled height, it takes 1d6 points of 
  damage for every 10 feet of movement it was unable to 
  complete, so that a creature hurled 50 feet up in a room 
  with a 20- foot ceiling would take 3d6 points of damage 
  from the impact, then take 2d6 points of damage when 
  it falls back to the ground. 
  The sphere can affect a maximum of one creature or 
  object per round, and winks out if it exceeds the spell’s 
  range. 
  Focus: A gray pearl worth at least 100 gp. 
  Source: Spell Compendium 62 
   
  Fireburst 
  Evocation [Fire]  
  Level: Sorcerer/wizard 2, warmage2  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: 10 ft.  
  Effect: Burst of fire extending 10 ft. from you  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: Yes  
  Fireburst causes a powerful explosion of flame to burst 
  from you, damaging anyone within 10 feet of you. All 
  creatures and objects within that area, except for you 
  and any creatures or objects that share your space, take 
  1d8 points of fire damage per caster level (maximum 
  5d8).  
  Material Component: A bit of sulfur. 
  Source: Spell Compendium 93 
   
  Fireburst, Greater 
  Evocation [Fire]  
  Level: Sorcerer/Wizard 5, warmage 5  
  Effect: Burst of fire extending 15 ft. from you  
  This spell functions like fireburst, except that it affects 
  creatures within 15 feet of you and deals 1d10 points of 
  fire damage per caster level (maximum of 15d10). 
  Source: Spell Compendium 94 
   
  Fist of Stone 
  Transmutation [Earth]  
  Level: Sorcerer/wizard 1, warmage 1  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 minute  
  You transform one of your hands into a mighty fist of 
  living stone, gaining a +6 enhancement bonus to 
  Strength for the purposes of attack rolls, grapple 
  checks, or breaking and crushing items. In addition, 
  you gain the ability to make one natural slam attack, 
  dealing 1d6 points of damage + your new Strength 
  bonus (or 1-1/2 times your Strength bonus if you make 
  no other attacks in that round). You can make the slam 
  attack as a natural secondary attack with the normal –5 
  penalty, or a –2 penalty if you have the Multiattack feat 
  (MM 304), as part of a full attack action. However, you 
  cannot gain more than one slam attack per round with 
  this spell due to a high base attack bonus (+6 or 
  higher). 
  VEL7-06 Border Watch 
   
  Page 43 
  
  Your fist undergoes no change in size or form, 
  remaining as flexible and responsive as it would 
  normally be while under the spell’s effect. 
  Material Component: A pebble inscribed with a 
  stylized fist design. 
  Source: Spell Compendium 94 
   
  Ice Knife 
  Conjuration (Creation) [Cold]  
  Level: Assassin 2, Sorcerer/wizard 2, Warmage 2, Wu 
  Jen 2 (water) 
  Components: S, M  
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level)  
  Effect: One icy missile  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial or Reflex half; see text 
  Spell Resistance: Yes  
  You must succeed on a normal ranged attack to hit 
  (with a +2 bonus on the attack roll for every two caster 
  levels). If it hits, an ice knife deals 2d8 points of cold 
  damage and 2 points of Dexterity damage (a successful 
  Fortitude save negates the Dexterity damage). 
  Creatures that have immunity to cold also take no 
  Dexterity damage automatically. 
  A knife that misses creates a shower of ice crystals in a 
  10-foot-radius burst (see Missing with a Thrown 
  Weapon, PH 158, to determine where the shard hits). 
  The icy burst deals 1d8 points of cold damage to all 
  creatures within the area (Reflex half). 
  Material Component: A drop of water or piece of ice. 
  Source: Spell Compendium 119 
   
  Hail of Stone 
  Conjuration (creation) [Earth]  
  Level: Sorcerer/wizard 1, warmage 1, wu jen 1 
  Components: V, S, M  
  Casting Time: 1 round  
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Cylinder (5-ft. radius, 40 ft. high) 
  Duration: Instantaneous 
  Saving Throw: None  
  Spell Resistance: No  
  You create a rain of stones that deals 1d4 points of 
  damage per caster level (maximum 5d4) to creatures 
  and objects within the area. 
  Material Component: A piece of jade worth at least 5 
  gp. 
  Source: Spell Compendium 108 
   
  Orb of Acid 
  Conjuration (Creation) [Acid]  
  Level: Sorcerer/wizard 4, warmage 4  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2Ievels)  
  Effect: One orb of acid  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial; see text  
  Spell Resistance: No  
  An orb of acid about 3 inches across shoots from your 
  palm at its target, dealing ld6 points of acid damage per 
  caster level (maximum 15d6). You must succeed on a 
  ranged touch attack to hit your target.  
  A creature struck by the orb takes damage and becomes 
  sickened by the acid's noxious fumes for 1 round. A 
  successful Fortitude save negates the sickened effect 
  bur does not reduce the damage.  
  Source: Spell Compendium 150 
   
  Orb of Acid, Lesser 
  Conjuration (Creation) [Acid]  
  Level: Sorcerer/wizard 1, warmage 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2Ievels)  
  Effect: One orb of acid  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No  
  An orb of acid about 2 inches across shoots from your 
  palm at its target, dealing 1d8 points of acid damage. 
  You must succeed on a ranged touch attack to hit your 
  target.  
  For every two caster levels beyond 1st, your orb deals 
  an additional 1d8 points of damage: 2d8 at 3rd level, 
  3d8 at 5th level, 4d8 at 7th level, and the maximum of 
  5d8 at 9th level or higher.  
  Source: Spell Compendium 150 
   
  Orb of Cold 
  Conjuration (Creation) [Cold]  
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: One orb of cold  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial  
  Spell Resistance: No 
  This spell functions like orb of acid, except that it deals 
  cold damage. In addition, a creature struck by an orb of 
  cold must make a Fortitude save or be blinded for 1 
  round instead of being quickened.  
  Source: Spell Compendium 151 
   
  VEL7-06 Border Watch 
   
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  Orb of Cold, Lesser 
  Conjuration (Creation) [Cold]  
  Level: Sorcerer/wizard 1, warmage 1  
  Effect: One orb of cold  
  This spell functions like lesser orb of acid, except that 
  it deals cold damage.  
  Source: Spell Compendium 151 
   
  Orb of Electricity 
  Conjuration (Creation) [Electricity]  
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: One orb of electricity  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial  
  Spell Resistance: No  
  This spell functions like orb of acid, except that it deals 
  electricity damage. In addition, a creature wearing 
  metal armor truck by an orb of electricity must make a 
  Fortitude save or be entangled for 1 round instead of 
  being sickened.  
  Source: Spell Compendium 151 
   
  Orb of Electricity, Lesser 
  Conjuration (Creation) [Electricity]  
  Level: Sorcerer/wizard 1, warmage 1  
  Effect: One orb of electricity  
  This spell functions like lesser orb of acid, except that 
  it deals electricity damage.  
  Source: Spell Compendium 151 
   
  Orb of Fire 
  Conjuration (Creation) [Fire]  
  Level: Sorcerer/wizard 4, warmage 4  
  Components: V, S 
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 level ) 
  Effect: One orb of fire  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial  
  Spell Resistance: No  
  This spell functions like orb of acid, except that it deals 
  fire damage. In addition, a creature struck by an orb of 
  fire must make a Fortitude save or be dazed for 1 round 
  instead of being sickened.  
  Source: Spell Compendium 151 
   
  Orb of Fire, Lesser 
  Conjuration (Creation) [Fire]  
  Level: Sorcerer/wizard 1, warmage 1 
  Effect: One orb of fire  
  This spell functions like lesser orb of acid, except it 
  deals fire damage.  
  Source: Spell Compendium 151 
   
  Orb of Force 
  Conjuration (Creation) [Force]  
  Level: Sorcerer/wizard 4, warmage 4  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: One orb of force  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No  
  You create a globe of force 3 inches across, which 
  streaks from your palm toward your target. You must 
  succeed on a ranged touch attack to hit the target. The 
  orb deals a total of 1d6 points of damage per caster level 
  (maximum 10d6).  
  Source: Spell Compendium 151 
   
  Orb of Sound 
  Conjuration (Creation) [Sonic] 
  Level: Sorcerer/wizard 4, warmage4  
  Components: V,  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels  
  Effect: One orb of Sound Energy  
  Duration: Instantaneous 
  Saving Throw: Fortitude partial  
  Spell Resistance: No  
  This spell functions like orb of acid, except that it deals 
  1d4 points of sonic damage per level (maximum 15d4). 
  In addition, a creature struck by an orb of sound must 
  make a Fortitude save or be deafened for 1 round 
  instead of being sickened.  
  Source: Spell Compendium 151 
   
  Orb of Sound, Lesser 
  Conjuration (Creation) [Sonic]  
  Level: Sorcerer/wizard 1, warmage 1  
  Effect: One orb of sonic energy  
  This spell functions like lesser orb of acid, except it 
  deals 1d6 points of sonic damage, plus an additional ld6 
  points of damage per two caster levels beyond 1st: 2d6 
  at 3rd level, 3d6 at 5th level, 4d6 at 7th level, and the 
  maximum of 5d6 at 9th level or higher.  
  Source: Spell Compendium 151 
   
  Prismatic Ray 
  Evocation  
  Level: Sorcerer/wizard 5, warmage 5  
  Components: V, S  
  VEL7-06 Border Watch 
   
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  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: Ray  
  Duration: Instantaneous  
  Saving Throw: See text  
  Spell Resistance: Yes  
  A single beam of brilliantly colored light shoots from 
  your outstretched hand. You must succeed on a ranged 
  touch attack with the ray to strike a target. On a 
  successful attack, creatures with 6 Hit Dice or fewer are 
  blinded for 2d4 rounds by the prismatic ray in addition 
  to suffering a randomly determined effect: 
    
  1d8 
  Color of 
  Beam 
  Effect 
  1 
  Red 
  20 points fire damage (Reflex half) 
  2 
  Orange  
  40 points acid damage (Reflex half) 
  3 
  Yellow 
  80 points electricity damage (Reflex 
  half) 
  4 
  Green 
  Poison (Kills; Fortitude partial, take 
  1d6 Con damage instead 
  5 
  Blue 
  Turned to stone (Fortitude negates) 
  6 
  Indigo 
  Insane, as insanity (Will negates) 
  7 
  Violet 
  Sent to another plane (Will negates) 
  8 
  – 
  Two effects; roll twice more, ignoring 
  any “8” results 
  Source: Spell Compendium 162 
   
  Resonating Bolt 
  Evocation [Sonic] 
  Level: Bard 4, sorcerer/wizard 3 [warmage 3 via 
  Advanced Learning] 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: 60-ft. line 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  The bolt of sonic energy deals 1d4 points of sonic 
  damage per caster level (maximum 10d4) to each 
  creature within its area. In addition, a resonating bolt 
  deals full damage to objects and can easily shatter or 
  break interposing barriers. If the bolt destroys a barrier, 
  it can continue beyond the barrier if its range permits; 
  otherwise, it stops.  
  Source: Spell Compendium 174 
   
  Ring of Blades 
  Conjuration (Creation) 
  Level: Cleric 3, warmage 3 
  Components: V, S, M 
  Casting Time: 1 standard action  
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
  This spell conjures a horizontal ring of swirling metal 
  blades around you. The ring extends 5 feet from you, 
  into all squares adjacent to your space, and it moves 
  with you as you move. Each round, at the beginning of 
  your turn, and also when you cast the spell, the blades 
  deal 1d6 points of damage +1 point per caster level 
  (maximum +10) to all creatures in the affected area. 
  Spell resistance does not apply to the damage dealt, but 
  a creature’s damage reduction does apply. The blades 
  are treated as magic, silvered, and slashing for the 
  purpose of overcoming damage reduction. 
  Material Component: A small dagger.  
  Source: Spell Compendium 150 
   
  Whirling Blade 
  Transmutation  
  Level: Bard 2, sorcerer/wizard 2, warmage 2  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: 60 ft.  
  Effect: 60-ft. line  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No  
  You hurl a weapon held at the time of casting, and it 
  magically attacks all enemies along a line to the extent 
  of the spell’s range. You make a normal melee attack, 
  just as if you were attacking with the weapon in melee, 
  against each foe in the weapon’s path, but you can 
  choose to substitute your Intelligence modifier or your 
  Charisma modifier (as appropriate for your spellcasting 
  class) for your Strength modifier on the weapon’s 
  attack rolls and damage rolls. Even if your base attack 
  bonus would normally give you multiple attacks, a 
  whirling blade gets only one attack (at your best attack 
  bonus) against each target. The weapon deals damage 
  just as if you had swung it in melee, including any 
  bonuses you might have from ability scores or feats. 
  No matter how many targets your weapon hits or 
  misses, it instantly and unerringly returns to your hand 
  after attempting the last of its attacks.  
  Focus: A slashing melee weapon that the caster 
  hurls. 
   
  TEMPLATES 
  Corrupted 
   
  Powerful evil, unchecked and rampant, can 
  horribly alter any aspect of the physical world, and 
  creatures are no exception. Twisted by malevolence, 
  corrupted creatures take on a hideous appearance and 
  gain evil powers and dire intent. 
  VEL7-06 Border Watch 
   
  Page 46 
  
   
  Corrupted creatures have unique countenances, 
  each reacting to the source of malevolence in a 
  different way. Most have twisted, misshapen (often 
  asymmetrical) forms; mottled, discolored flesh; and 
  reddish eyes. Although one might be tempted to 
  confuse a corrupted creature with a fiendish or half-
  fiend creature, the corrupted creature usually has a 
  more mutated and ungainly appearance. 
   
  Creating a Corrupted Creature 
   
  "Corrupted" is a template that can be added to any 
  corporeal creature that is not an outsider (referred to 
  hereafter as the base creature). Creatures that gain this 
  template change their type to aberration. A corrupted 
  creature uses all the base creature’s statistics and special 
  abilities except as noted here. 
   
  AC: The flesh of corrupted creatures becomes 
  tougher and more resilient. Add +4 to the natural 
  armor bonus of the base creature if it is Large or 
  smaller. If it is Huge or larger, add +8. 
   
  Damage: The corrupted creature’s claws lengthen, 
  teeth multiply, and muscles harden. The damage die 
  used when the creature deals damage with natural 
  attacks increases by one die type, so that 1d6 becomes 
  1d8, 1d8 becomes 2d6, and so on, as if the creature 
  were one size larger. 
   
  Special Attacks: A corrupted creature retains all 
  the special attacks of the base creature. 
   
  Special Qualities: A corrupted creature retains all 
  the special qualities of the base creature and also gains 
  darkvision with a range of 60 feet plus acid immunity. 
  It also gains the special qualities described below. 
   
  Damage Reduction (Ex): Corrupted creatures gain 
  damage reduction according to their Hit Dice. 
  Hit Dice 
  Damage Reduction 
  1–3  
  — 
  4–7  
  5/magic 
  8–11 
  10/magic 
  12+ 
  10/magic 
  If the base creature already has damage reduction, use 
  the better value. 
   
  Disruptive Attack (Su): The corrupt creature deals 
  additional vile damage (see below) when it touches 
  uncorrupted, living, corporeal nonoutsiders. The 
  amount of vile damage dealt is equal to half of the 
  creature’s Hit Dice (maximum 20 points of damage). 
  For example, a 14-HD corrupted frost worm deals an 
  additional 7 points of vile damage with its bite attack. 
   
  Enhanced Power (Su): The save DCs of any and all 
  of the corrupt creature’s special attacks increase by +4. 
   
  Fast Healing (Ex): Each round, a corrupted 
  creature heals damage equal to half of its Hit Dice 
  (maximum of 10 points healed). If the base creature 
  already has fast healing, use the better value. 
   
  Abilities: Modify the base creature as follows: Str 
  +4, Dex –2, Con +4, Int +0, Wis –2, Cha –2. 
   
  Climate/Terrain: Any land and underground. 
   
  Challenge Rating: Up to 3 HD, same as base 
  creature +1. 4 HD to 7 HD, same as the base creature 
  +2. 8+ HD, same as the base creature +3. 
   
  Alignment: Always evil. 
   
  Source: Book of Vile Darkness 186 
   
  Vile Damage 
   
  Vile damage, like regular damage, results in the 
  loss of hit points or ability score points. Unlike regular 
  damage, vile damage can only be healed by magic cast 
  within the area of a consecrate or hallow spell. Vile 
  damage represents such an evil violation to a 
  character’s body or soul that only in a holy place can 
  healing magic repair the damage. 
   
  Source: Book of Vile Darkness 34 
   
  VEL7-06 Border Watch 
   
  Page 47 
  
  DM MAPS 
   
  DM MAP 1: ENCOUNTER 2: AND THE WALLS CAME 
  TUMBLIN’ DOWN 
   
   
  Key 
  1) Keep 
  5) Temple of Rao 
  2) Smithy 
  6) Gatehouse 
  3) Barracks 
  7) Watchtowers 
  4) Appraiser’s Office 
   
  Note: The grey / crosshatched areas in the southeast corner are not yet constructed when the PCs first arrive.
  VEL7-06 Border Watch 
   
  Page 48 
  
  DM MAP 2: ENCOUNTER 4: LUNCH TIME! 
   
   
   
  Key 
  1) Party enters clearing 
  2) Raiders trail leaves clearing 
  3) Raven swarm / buzzards 
  4) Leopards / owlbears / dire lions / dire bears 
  5) Bulettes 
  VEL7-06 Border Watch 
   
  Page 49 
  
   
  DM MAP 3: ENCOUNTER 6: CORNERED AT LAST 
   
   
  Large/bold squares = 10 ft., small squares = 5 ft. 
   
  Key 
  1) PCs enter cave here 
  4) Planning area 
  2) Demons battling 
  5) Dining tables 
  3) Sleeping area 
  6) Holding pen 
  VEL7-06 Border Watch 
   
  Page 50 
  
  PLAYER HANDOUT 1 
   
  The following is seen posted around the VOPA campus and practice rooms, and at performance venues across 
  the Vale: 
   
  Who: The Veluna Organization of Performance Arts 
   
  What: Looking for musicians (professional and otherwise) 
  skilled in the stringed arts for a special project to 
  benefit all Velunese citizens. Weekly performances 
  scheduled for a 2-month engagement, but may be held 
  over based on demand. Students may receive credit 
  towards their coursework. Don't let your musical skills go 
  to waste! Stop by the VOPA offices at the Veluna 
  National Theater in Mitrik for more information, or 
  arrange a sending directed to Mssr. Zigmund Appletart 
  MacMerry Pendleton, with a brief (25 words or less!) 
  description of your qualifications 
   
  Where: Veluna National Theater, Mitrik 
   
  When: Starday, 22nd of Patchwall, 10 bells 
  VEL7-06 Border Watch 
   
  Page 51 
  
  PLAYER HANDOUT 2 
   
  Throughout taverns, public houses, churches and guild halls around the Vale, the following notice has been 
  posted: 
   
  The Canon and the Church of Rao seek able men and 
  women of all walks for a special project to benefit all 
  Velunese citizens. Those skilled in the arts of building are 
  especially welcome, though an individual’s final 
  disposition for the project will be evaluated on a case by 
  case basis. 
  Please contact your closest Church or Temple of Rao for 
  more information. 
   
  The notice is signed with the seal of the Canon. 
   
  After locating the nearest church, the priest explains that the Church is in need of workers skilled in a variety 
  of construction techniques (masonry, carpentry, etc.), as well as adventuring types to escort personnel to the 
  site of the project, and to ensure the safety of the workers on the project.  More details will be provided at the 
  project site. 
   
  If you agree, he tells you he will forward your name to the coordinator of the project in Mitrik. You will need 
  to report to the College of the Arcane by 8 bells on Sunday, the 23rd of Patchwall. 
   
   
  VEL7-06 Border Watch 
   
  Page 52 
  
  CRITICAL EVENTS SUMMARY 
   
  1. 
  Did any PCs pass the audition in the Introduction? 
   
  YES 
  NO 
  2. 
  Did the PCs defeat the raiders in Encounter 2? 
   
  YES 
  NO 
  3. 
  Did the PCs capture any members of the raiding party?  
  YES 
  NO 
  4. 
  Did the PCs defeat the corrupted creatures in Encounter 4? 
  YES 
  NO 
  5. 
  Did the PCs defeat the demons in Encounter 6? 
   
  YES 
  NO 
  6. 
  Did the PCs return the remains of the survey team? 
   
  YES 
  NO 
  7. 
  Did any PCs donate TUs towards completing construction 
  YES 
  NO 
  of the wall and garrison at the end of the adventure? 
  8. 
  How many PCs participated in the previous question?  
  _________ 
  9. 
  How many TUs (combined) did said PCs donate to the effort? 
  _________ 
  10. Specifically, how many bards (if any) participated in the 
  construction effort? 
   
   
   
   
  _________ 
  11. How many TUs (combined) did said bards donate? 
   
  _________ 
  12. How many of the TUs from the previous question resulted in 
  successful Perform checks while using the lyres of building? 
  _________ 
  13. Did the PCs inform anyone of their findings?  
   
  YES 
  NO 
  14. If YES, which of the following groups? 
  • 
  Sir Baaneth / Knights of Veluna  
   
  YES 
  NO 
  • 
  Church of Rao 
   
   
   
  YES 
  NO 
  • 
  Mitrik Temple Guard  
   
   
  YES 
  NO 
  • 
  Circle of Life  
   
   
   
  YES 
  NO 
  • 
  Other 
  __________________________________________ 
  15. Were there any other actions the PCs took that were significant, of note, and/or that you think the 
  Veluna Triad should know about? 
  ______________________________________________________________ 
   
  ______________________________________________________________ 
   
  ______________________________________________________________ 
   
  ______________________________________________________________ 
   
  ______________________________________________________________ 
   
  ______________________________________________________________ 
   
  ______________________________________________________________ 
   
  ______________________________________________________________ 
   
   
  VEL7-06 Border Watch 
   
  Page 53 
  
  VEL7-06 Border Watch 
   
  Page 54 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Veluna/597/Normal Scenarios/VEL7-06 - Border Watch (APL 2-12)/VEL7-06 - Border Watch.pdf