TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  GEO4-01 
    
   
   
   
   
   
  A Necessary Evil 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Geoff Regional Adventure 
  Version 1.1 
   
  by Wes Wright, Byron Roberts, and Alisa Clary 
  Special thanks to Mark Geary and Angus Smith 
   
  Grand Duke Owen has departed the country on a quest to find new allies for the war against the giants.  In his absence, 
  two nobles struggle for prominence in war-torn Geoff, and the unity of the Gyri hangs by a thread.  When the days are 
  cold and the nights are long, symbols can shape a country and a future.  A Geoff Regional adventure for APLs 4-10, and 
  Verse One of the Song of Bleak Midwinter. 
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  GEO4-01 A Necessary Evil 
   
  Page 2 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Geoff.  Characters native to Geoff pay one Time Unit per 
  round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per Time Unit. 
   Rich Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  GEO4-01 A Necessary Evil 
   
  Page 3 
  
  Adventure Background 
  It is the winter of 594 CY. The Army of Liberation has 
  retreated from Gorna and is split into two groups - one at 
  Caer Riniog; the other outside of Hochoch. 
  Grand Duke Owen the Brenin has apparently left on a 
  quest to find allies. 
  At this point there are two powerful nobles beginning to 
  vie for control of Geoff - Sierra Blackblade and Bedwyn 
  the Fat.  
  Llwyres Sierra Blackblade was named Regent by the 
  Brenin to hold the Griffon Throne until his son Rhys ap 
  Owen reaches the age of majority.  
  Bedwyn the Fat is the only Llwyr (noble) who has 
  regained his ancestral land. He therefore has the power, 
  influence, and wealth to make a viable claim to the 
  throne. 
  Meanwhile, the Gonfalon was lost at the siege of Gorna 
  and its bearer captured by stone giants.   Through the 
  wild magic of the powerful ancient artifact, the Gonfalon 
  made its way out of Gorna and into the hands of a dwrth 
  (squad) of Olwythi. A group led by an ogre magi later 
  captured them. 
  An adventurer at the Siege of Gorna took the head of a 
  stone giant elder, Hans Thorsten. The stone giants 
  captured a ranger to pass along their intentions to trade 
  the head for Ioan, the bearer of the Gonfalon. A secret 
  negotiation led to the agreement for the trade. 
  The 
  importance 
  of 
  the 
  Gonfalon 
  cannot 
  be 
  underestimated. Whoever controls the Gonfalon holds 
  sway over the majority of the Gyri. 
  The Gonfalon calls to its bearer. The noble who holds the 
  power of the Gonfalon holds the heart of the Gyri. 
  Adventure Summary  
  After the siege of Gorna and the subsequent retreat, the 
  heroes of Gyruff begin their long winter, and as such, are 
  faced with the fact that many of their commanders have 
  gone missing. In a stroke of luck, Ioan, the bearer of the 
  Gonfalon, has been found alive and in the company of 
  the stone giants, who have protected him against the 
  other giants. The stone giants have also parlayed an 
  exchange of sorts, in order to return Ioan to the Gyri for 
  the head of a stone giant elder. 
  Introduction  
  With the Army of Liberation still recovering from the 
  defeat of Gorna, a group of officers, soldiers, and 
  adventurers are asked to act as intermediaries to the stone 
  giants and insure Ioan’s safe return.   
  Encounter One:  Relieved From Duty 
  Not all the officers agree with this plan and one of them 
  decides to attempt to stop the transfer. He tries to trick 
  the adventurers into giving the head to him.  The group 
  has to retain the head for the adventure to continue. This 
  can be accomplished either thru interpersonal skills or 
  combat. 
  Encounter Two:  The Exchange at Chimney Rock 
  The characters go to Chimney Rock to exchange the head 
  of Hans Thorsten for Ioan. As long as the characters 
  make the exchange in good faith this should go without 
  incident. 
  Encounter Three:  Finding the Gonfalon  
  After the exchange is made, the heroes begin to head for 
  the winter encampment of the AoL. Ioan senses the 
  Gonfalon nearby. With the Gonfalon, a powerful artifact 
  for the Gyri, the heroes are then presented a problem: 
  The Gonfalon rests in an advanced hunting party of giant 
  kin, and must either be won in combat or recovered 
  through great stealth.  
  Encounter Four:  Speaking With Bedwyn’s Hand 
  The heroes return to Preston when a representative of 
  Bedwyn the Fat arrives to try to persuade Ioan to return 
  to Hochoch with the Gonfalon. Bedwyn’s messenger 
  does his best to convince Ioan to return, but when met 
  with uncertainty, offers up information regarding Sierra 
  Blackblade, and further offers up the opportunity to have 
  such information supported, from the loremaster Rhys of 
  the Ash, who is near Preston. 
  Encounter Five:  Visions of the Past 
  The group of heroes and Ioan meet with Rhys, who will 
  not only give them information regarding the Gonfalon’s 
  purpose, powers, and past as well as information about 
  Sierra Blackblade and Bedwyn the Fat. Rhys offers a third 
  solution: a journey to the final resting place of the 
  Pwyrdri, the Cairn of Song, in which the Gonfalon could 
  rest undisturbed until such time as the rightful heir 
  would return to reclaim it. 
  DM Note:  The PCs should pursue Encounter Six or 
  Encounter Seven or Encounter Eight, but only one of the 
  three, as they are meant to be mutually exclusive options. 
   It is theoretically possible for PCs to pursue one of these 
  encounters and turn back before completing the 
  encounter, but in most cases they will only participate in 
  one of them. 
  GEO4-01 A Necessary Evil 
   
  Page 4 
  
  Encounter Six:  Taking the Gonfalon to Blackblade 
  If the PCs decide to take the Gonfalon to Blackblade, 
  Bedwyn has a group of mercenaries ambush them and 
  attempt to take the Gonfalon from them by force.  
  Encounter Seven:  Taking the Gonfalon to Bedwyn 
  the Fat 
  If the PCs decide to take the Gonfalon to Bedwyn, 
  Blackblade sends a patrol of Olwythi after them and they 
  attempt to take the Gonfalon from them by force.  
  Encounter Eight:  The Cairn of Song 
  Rhys leads the heroes to the Cairn of Song, a place that is 
  guarded by a sentry, a dead knight, who is cursed by 
  unknown crimes to remain ever vigilante. The heroes 
  find themselves drawn to battle, as the dead knight 
  attempts to block their entrance. After the battle, Rhys 
  enters his final resting place. Ioan opts to remain in the 
  hall, and bids a farewell to the heroes, but not before 
  promising to return in dire need when the true heir 
  returns. 
  Introduction 
  DM Note: Before starting play ask for two d20 rolls. Ask 
  to see the character sheets of all the players. Do not tell 
  the players what the rolls are for, but use them for the 
  PCs’ Forgery and Sense Motive checks. These are for 
  Encounter One.  
  The adventure begins at one of the two inns in Preston – 
  The Smiling Frog.   It is early afternoon on a cold, windy 
  winter day. 
  The last few months have not been easy on the Grand 
  Duchy of Geoff with the defeat of the Army of 
  Liberation at Gorna and then departure of Grand 
  Duke Owen on his mysterious quest.  In Preston, 
  however, the mood is not as grim. The village is 
  growing.  New wells have been dug.  Even the Temple 
  of Ehlonna has been rebuilt.  In some quarters, the 
  village looks as if war has never come to the region.  
  The Smiling Frog is one of the two inns in Preston 
  and provides some respite from the cold weather 
  outside.  The clinking of mugs combines with the low 
  murmur of talk on the dire events of the last few 
  months.    
  The PCs can be together or separate.  If they are apart, 
  they’ll be getting together soon enough, when they are 
  summoned by Morgan Hazeleye of the Army of 
  Liberation (AoL). 
  While the PCs are in the Smiling Frog, they should have 
  the opportunity to overhear some of the recent events in 
  Geoff.  Have the PCs make Listen Checks or Gather 
  Information Checks.  What the PCs learn is the same 
  regardless of which skill is used. 
  DC 5 
  • 
  A dockhand is talking to a young woman, trying 
  to engage her conversation.  “Owen left very 
  suddenly on this quest to find new allies, and he 
  left a lot of doubts and questions when he left.  
  Do you think this has anything to do with 
  Keoland withdrawing their army back to 
  Sterich?”   
  • 
  A local journeyman blacksmith tells you an 
  interesting bit of information.  “I heard that 
  Owen made all the other nobles agree that 
  Llwyres Sierra Blackblade would be the regent 
  in his absence.   He had to force Bedwyn the Fat 
  to agree.  It’s no secret that Bedwyn wants the 
  Griffon Chair.” 
  DC 10 
  • 
  An Army of Liberation dwrthdyn tells you, 
  “Sierra is overstepping her bounds.  She has 
  claimed the sword Dusk as her own.  That is the 
  Brenin’s sword.  She is only the Regent and has 
  no right to the Brenin’s sword.  What will she 
  claim next?  The Griffon Chair?” 
  • 
  A local hunter is quite willing to share his 
  opinion.  “Bedwyn is a pawn of Gran March.  
  He’s got a lot of relatives that live across the 
  Anniben Dwr.  If he gains more power, then 
  we’ll just be another province of Gran March 
  inside of a decade.  Mark my words.” 
  DC 12 
  • 
  A local fishman tells you, “I hear that Blackblade 
  ain’t a paladin anymore.  She used to be a 
  follower of the Heironeous, but I guess he 
  didn’t want her anymore since she showed her 
  backside to combat once too often.” 
  • 
  A boatman says to some other rivermen.  
  “Bedwyn’s a greedy, fat man.  He’s raised taxes 
  on the ffolk, increased the toll on the 
  merchants.  He’s the only noble who has is 
  lands back, and he’s done nothing to help the 
  refugees who aren’t living in his cantrev.” 
  DC 16 
  • 
  A minstrel is more than willing to talk of tales 
  and rumors.  “The Blackblades have a dark and 
  bloody history.  They got their name from some 
  evil sword that would eat a man’s soul.  Sierra 
  GEO4-01 A Necessary Evil 
   
  Page 5 
  
  Blackblade might be an upstanding woman, but 
  there are others in her family who live up to the 
  Blackblade legacy. “ 
  • 
  A rather poor looking merchant is grumbling 
  into his cups.  “Bedwyn’s in hip deep with the 
  Midnight Ravens.  Every  job they pull, he gets a 
  cut.  In return, he lets the Ravens run amok.” 
  DC 18 
  • 
  You overhear two veterans talking.  “I can’t 
  believe that Blackblade is the regent and 
  commands the army,” says one.  “She’s a known 
  coward.  She fled from both Derelion and 
  Gorna.”  The other one nods and adds “How is a 
  woman like that supposed to lead us to victory 
  over the giants?  We need a brave leader.” 
  • 
  A veteran is telling a story to several new 
  recruits.  “I fought with Bedwyn when we 
  reclaimed Preston from the giants.  He’s a wild 
  man in battle, with his huge warhammer 
  swinging this way and that.  We won a victory 
  that day and freed Preston.  Where was 
  Blackblade?  Down in Keoland hobnobbing 
  with her Keoish relatives.” 
  All the rumors are provided on Player Handout #1.  
  They can be cut apart and handed out separately to the 
  PCs, if you desire.    
  When the PCs have had a chance to hear the rumors and 
  tales, the messenger arrives from Morgan Hazeleye. 
  The Messenger Arrives 
  A messenger dressed in the livery of the Army of 
  Liberation pushes through the crowds, looking 
  carefully from table to table.  He finds each of you 
  one by one as he works his way through the patrons 
  of the Smiling Frog. 
  If there are any members of the Geoff Peer, Knights of 
  the Watch, or Army of Liberation officers, the messenger, 
  whose name is Pwyll Quickstep, delivers his message to 
  one of them first.  He works his way down from most 
  important to least important. 
  The messenger salutes, and offers up a hastily written 
  summons to the Caer Rhiniog to speak with Cadofyth 
  Morgan Hazeleye.  He then stands for a moment 
  while the words are considered, awaiting your 
  response. 
  The wording of each of the summons differs depending 
  upon the PCs receiving the message.   But they all have 
  the same message.  The PCs are asked (or ordered if part 
  of the AoL) to report to Morgan Hazeleye in Caer 
  Rhiniog as soon as possible.  There is a mission of some 
  delicacy 
  Allow a few moments for the players to discuss options. 
  If asked questions, the messenger simply states he is to 
  wait for an answer, and AoL members are to report to 
  Morgan Hazeleye.  All others are politely asked to come 
  as well.  The messenger knows nothing of compensation, 
  and does not know anything about the urgency of the 
  summons. 
  Assuming the PCs agree, Pwyll Quickstep leads the PCs 
  north up the road to Caer Rhiniog.  Horses are provided 
  to the PCs if they don’t have them.  It takes half a day to 
  reach Caer Rhiniog from Preston.  For a map of Preston, 
  Caer Rhiniog, and the surrounding area, please see DM 
  Aids: Map #1. 
  Meeting with Morgan Hazeleye 
  You travel to Caer Rhiniog. When you arrive, you are 
  hurried through the gate and taken into a central 
  pavilion  where Morgan Hazeleye stands over a map 
  of the region.  Morgan nods as you enter.  
  ,
   
   
  “Good, you are here,” Morgan begins. “I have an 
  urgent situation, and we need those who could be 
  trusted to help in this most unusual matter I cannot 
  offer much to those not in the army, perhaps the 
  same wages as our scouts, but I assure you, the 
  situation is of the most utmost importance.  Can the 
  Army of Liberation count on your help?”
  Allow a few moments for the players to discuss options. 
  Those not affiliated with Geoff or the Army of Liberation 
  are not obligated to assist, but Morgan attempts to gain 
  their assistance without revealing the purpose of the 
  mission by stressing the importance of it.  Members of 
  the Army of Liberation have very little choice, as it is an 
  order.   
  Morgan raises an eyebrow as two warriors bring in a 
  leather-bound parcel, about the size of a haversack.  
  There are leather straps with buckles holding it 
  closed and the buckles have been sealed with wax.  
  “During the Siege of Gorna, one of our most 
  important officers was lost. In recent weeks, we were 
  contacted by elements within the stone giant 
  encampment with information that they held our 
  missing officer. After a few dialogues, we agreed to an 
  exchange. What I need are individuals who would act 
  on behalf of the Army of Liberation at that exchange. 
   You exchange this package for our officer, pure and 
  simple.” 
  GEO4-01 A Necessary Evil 
   
  Page 6 
  
  If asked, Morgan says that the officer in question is Ioan 
  (pronounced Yoan), the bearer of the Gonfalon of Geoff.  
  The stone giants approached the AoL regarding the 
  exchange, shielding Ioan from the other giants. Ioan is 
  believed to be unharmed and unmolested. 
  If asked what is the Gonfalon, Morgan states that it is an 
  artifact that inspires the Gyri, and was lost during the 
  Siege of Gorna when Ioan was believed to be dead. 
  Morgan explains the importance of Ioan and the 
  Gonfalon, as it is the rally banner of the Gyri, and can 
  influence and inspire them to great deeds. Morgan also 
  says that the Gonfalon seems to have some sort of power 
  over the Gyri, and is not certain that the full extent of its 
  power has been felt. Ioan is the bearer of the Gonfalon, 
  and as such, it is imperative to retrieve him to prevent the 
  giants from having any power over their enemies.  
  If asked what is in parcel, Morgan tells that the package 
  contains something important to the stone giants, and 
  should remain undisturbed. Morgan assures the party 
  that it is nothing that would harm the Gyri or the war 
  effort, but is significant to the stone giants.  Sierra 
  Blackblade, Regent of Geoff and current commander of 
  the Army of Liberation personally authorized the 
  exchange. 
  PCs can also make a Knowledge (local) check (DC 15) or 
  a Bardic Knowledge Check (DC 10) to see if they have 
  heard of the exchange.  The stone giants sent a message 
  to the Army asking for a meeting.  One group of 
  adventurers already met with the giants to set up the 
  exchange.  It would seem that the negotiations are 
  successful.  This same information can be gleaned after 
  the meeting with Parn with a successful Gather 
  Information check (DC 15). 
  Morgan continues.  “I cannot say that this is a 
  decision all support, but the officer in question is 
  most unique in the Army, and we must have him 
  returned unharmed.  The exchange is to occur at 
  Chimney Rock in six days time.” 
  “Under no circumstances are you to engage the 
  enemy in combat, nor are you to seek to harass or to 
  enrage the giants into attacking during this parlay. 
  Deliver the package unopened, and return with our 
  officer to the main Army of Liberation encampment.”  
  “Oh, another thing.  If you have the means to 
  teleport, I’d be careful about using it.  Astral travel 
  has been very tricky in the Stark Mounds lately.” 
  The haversack is given to you along with an order 
  signed by the cadofyth himself directing you on your 
  mission. 
  If the PCs make a Knowledge (geography) check (DC 12), 
  they have know where Chimney Rock is.  Otherwise, the 
  PCs need to get a map or directions before they leave 
  Caer Rhiniog. 
  Morgan offers payment is equivalent to one month’s 
  salary as a scout for the AoL (This comes to 10 gp for each 
  PC).  He does mention that Bedwyn the Fat has offered 
  an additional 300 gp to each person who assists in 
  bringing Ioan home.  
  Morgan feels that this is the first good news to come 
  across the AoL in months, and stresses the importance of 
  returning with Ioan alive and unharmed.  
  Morgan advises leaving Caer Rhiniog in the morning.  
  He can provide riding horses (or ponies) to any PC who 
  does not have a mount.  The horse must be returned after 
  the mission. 
  If at any point, the PCs open the package, they find the 
  head of a stone giant in perfect condition.  There is a 
  slight magic aura to it since a gentle repose has been cast 
  on the head. 
  Encounter One: Relieved from 
  Duty 
  The journey from Caer Rhiniog to Chimney Rock is a 
  fairly long on.  It is roughly 120 miles through forest and 
  then over windswept hills.  The PCs can cover about 12 
  miles a day if they are walking – double that mounted.  
  So it takes five days of riding to reach Chimney Rock.  In 
  order to arrive at Chimney Rock in time for the meeting, 
  the PCs must be mounted.  Morgan offers horses, as 
  described above.   
  If the PCs have other forms of travel (wind walk, flying, 
  giant eagle), adjust the travel time as needed.  Please see 
  DM Aids: Map #2 for the location of Chimney Rock in 
  relation to Preston.  If the party is not traveling on the 
  ground or otherwise cannot be tracked bypass this 
  encounter (awarding no xp for it) and move on to 
  Encounter Two. 
  Your travel from Caer Rhiniog is uneventful; you 
  bypass Preston to try to avoid any unnecessary 
  discovery of your mission. Eventually, the forest gives 
  way to the bare hills of the Stark Mounds. They 
  deserve their name in the winter. The air is bitterly 
  cold and the howling wind threatens all around like 
  the bay of a winter wolf.  
  You are setting up camp the third evening out of Caer 
  Rhiniog. The area you have found is covered with 
  about three inches of snow and there is a low hill off 
  to the northeast.  Beyond that, the area is desolate.  
   
  GEO4-01 A Necessary Evil 
   
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  After two days of travel, the PCs are out of the Oytwood 
  and into the Stark Mounds. 
  Let the PCs set up the camp to their liking and declare 
  what sorts of actions they take when moving about camp 
  that evening.  Before this encounter starts determine 
  who is a member of the AoL and the location of the 
  haversack.  When ready, read the following: 
  Riding over the last hill you passed you see a wolf 
  pack of Army of Liberation soldiers. The lead rider 
  smiles as he approaches.  You notice one of the riders 
  is a cleric of Ehlonna. One wears no armor and has a 
  keen look in his eye. Two longspearmen dismount 
  and begin advancing. And the last man hangs back 
  near the leader wearing an air of confidence. He 
  carries a strong shield. 
  The soldiers are lead by Ban Cantdyn Davyth ap Donalt 
  of the Fox Braich, 1st Rhwng yr Coed Ban Cant. He is a 
  hardened giant fighter. He believes that no peace or 
  parlay should ever take place with giant army forces. He 
  has had a document forged that states he has been put in 
  charge of the prisoner exchange mission.  Due to the 
  secrecy concerning the mission he does not know the 
  full details.  For example, he believes that the exchange 
  occurs at Rock Bridge instead of Chimney Rock.  His 
  troops are loyal to him and believe that he has been given 
  command of the mission.   
  Give the players time to describe any actions they wish to 
  take.  They have two rounds before the lead rider is close 
  enough to speak.   
  If there are Army of Liberation officers as part of the 
  party, ask them their rank. AoL members will know Ban 
  Cantdyn Davyth ap Donalt as a member of the army who 
  runs a no nonsense Ban Cant. He is a renowned giant 
  slayer.  
  When Davyth arrives, he addresses the highest-level AoL 
  officer in the party. If there are no army members he 
  addresses the person who has the most military awards or 
  the person who looks to be in a position of authority. 
  “Good evening.” He rides up next to you and retrieves 
  a parchment from a scroll case on his belt. As he 
  unrolls the parchment, he says, “I am Ban Cantdyn 
  Davyth ap Donalt, commander of the 1st Rhwng yr 
  Coer Ban Cant of the Fox Braich.  I am pleased to 
  inform you that you are relieved from your mission. 
  You are deliver the haversack to me so I can complete 
  the mission.”  He extends the parchment to you. 
   
   
   
  i
  There are a few different ways to determine that Davyth’s 
  intentions are not what they appear.  
  Sense Motive:  Using the Sense Motive check 
  determined prior to the start of play, PCs can get a hunch 
  that something is odd with a successful check (DC 20). 
  Forgery Check:  Using the Forgery check determined 
  prior to the start of play, PCs can notice that the 
  document does not seem authentic.   The Forgery check 
  DC is 10 + the APL.  If the PCs compare the signatures on 
  the two sets of orders (their own and Davyth’s) give them 
  a +4 circumstance bonus on their Forgery check. 
  Role-playing:  Have Davyth make a passing reference to 
  meeting the giants at Rock Bridge and not Chimney 
  Rock, which is not the correct location of the exchange.  
  Also, a successful Knowledge (local) or Bardic 
  Knowledge check (DC 10 + the APL) lets the PCs know 
  that Davyth’s family was killed by the stone giants, and 
  he has sworn vengeance on them.  He also considers 
  speaking to them to be treason. 
  If the PCs decide to hand the haversack over to Davyth, 
  he does not allow them to follow him or join him in the 
  mission, under any circumstance.  Read the following: 
  “You will be rewarded by Cadofyth Morgan upon 
  your return.  Please report back to him for a 
  debriefing.  You have served your country well this 
  day.” With that, the haversack is loaded safely onto a 
  spare horse and the wolfpack starts off toward the 
  south. 
  Go to Conclusion: The Gonfalon is lost. 
  Should the party decline to surrender the haversack 
  without giving a good reason. read the following: 
  Davyth looks at his men in disbelief and then harshly 
  looks toward you. “You would deny the order of 
  Cadofyth Morgan? Consider yourselves under report 
  of insubordination. Now follow orders and give over 
  the haversack.” 
  If the PCs continue to refuse, Davyth becomes a little 
  more forceful. 
  Appraising each of you he continues. “It is not as 
  though you have a cho ce in this matter. You will 
  hand over the haversack now.” His men look as if 
  they are going to act any moment if you do not 
  comply. 
  The wolfpack is very loyal to Davyth and trying to 
  dissuade them from following his orders will be very 
  difficult.  They firmly believe that Davyth is obeying 
  orders and that they are doing their duty as members of 
  the Army of Liberation. 
  The PCs can convince them not to obey his orders with a 
  successful Diplomacy check (DC 20 + the APL).  PCs get a 
  GEO4-01 A Necessary Evil 
   
  Page 8 
  
  +4 circumstance bonus if they point out that the message 
  is a forgery.  They get another +2 circumstance bonus for 
  pointing out Davyth’s uncompromising viewpoints on 
  giants and that stone giants are not necessarily evil.  
  If the PCs succeed with their Diplomacy check, they 
  manage to convince the other members of the 
  “replacement” group that he has not been honest with 
  them.  Seeing that he has no support, Davyth backs off 
  and orders his troops to leave. Read the below text. 
  You see Davyth nervously watch as his troops get 
  looks of doubt on their faces.  Realizing that he does 
  not have the support of his wolfpack, he changes his 
  demands toward you.  “I see you have matters well in
  hand.  We will let you finish this mission.  I will 
  report this to the Cadofyth.” With that he and his 
  troops turn and leave. 
   
   
  If the PCs fail to persuade the other wolfpack members 
  or they don’t even attempt to do so, Davyth takes a more 
  aggressive approach: 
  Davyth watches his troops’ expressions and sees the 
  resolve on their faces. “I see you are willingly going to 
  disobey the command of a superior officer. Well, 
  orders are orders.” He turns toward his men. “Take 
  the haversack.” His men move into action. 
  The wolfpack attacks the PCs in an attempt to take the 
  haversack and the head.   If Davyth gets a hold of the 
  haversack and escapes, he later evades his own troops and 
  destroys the head. Go to Conclusion: The Gonfalon is 
  lost. 
  Tactics: Davyth and the three rhyfelwri work in teams of 
  two, a spearman on each team.  If the party proves 
  difficult to hit, then the spearman begin attacking to aid 
  the swordsman’s attack.   
  The wizard starts out with spells to incapacitate the PCs.  
  He uses glitterdust often. Davyth grabs the haversack as 
  soon as he can and straps it to the spare horse with them. 
  The rest of the group tries to knock out as many PCs as 
  possible to make it easier for him to get away. They will 
  try to deal subdual damage.  The cleric will start with 
  bless or prayer (depending on APL), and then keep the 
  rest of his team alive.   
  If the adventurers use real damage, and kill one of the 
  AoL soldiers, then the rest of the soldiers will stop 
  attacking with subdual damage.  If half the wolfpack is 
  killed, incapacitated, or neutralized, the rest attempt to 
  flee.  If that is impossible, they surrender.  If Davyth falls 
  or is incapacitated, the rest flee or surrender. 
  Terrain and Environment: 
  Wind:  The Stark Mounds are a very windy place.  The 
  wind is currently strong, which imposes a -2 
  circumstance penalty on all ranged attacks and Listen 
  checks.  Tiny or smaller creatures are knocked prone and 
  flying Medium (or smaller) creatures are blown 1d6x10 
  feet back by the force of the wind (Fort save DC 10 
  resists).  Creatures on four legs can ignore the knock 
  down. 
  Elevation:  There is only a low hill to the northeast and 
  another to the south. 
  Undergrowth:  Every part of the map that is not part of 
  the PCs’ campsite is considered to have undergrowth and 
  is difficult terrain.  Each square of move counts as two 
  squares (10 feet) of movement, and each square of 
  diagonal move counts as 3 squares (15 feet).  In addition, 
  it is impossible to run or charge through undergrowth.  
  Undergrowth provides concealment and increases the 
  DC of Tumble and Move Silently checks by 2. 
  Trees:  At your option, there can be small trees around.  A 
  creature standing in the same square as a tree enjoys a 
  small amount of cover, gaining a +2 bonus to Armor Class 
  and +1 bonus on Reflex saves. 
  DM Note: The EL for this encounter has been reduced 
  by one as the warriors only seek to subdue the PCs (not 
  kill them) and because they can be fairly easily routed (as 
  mentioned above). 
  APL 4 (EL 6) 
  � Davyth ap Donalt: Male Human Rog2/Ftr2; hp 30; 
  see Appendix I. 
  � Rhyfelwr 1: Male Human Ftr2; hp 18; see Appendix I. 
  � Rhyfelwr 2: Male Human Ftr2; hp 18; see Appendix I. 
  � Rhyfelwr 3: Male Human Ftr2; hp 18; see Appendix I. 
  � Cyvrin: Male Human Wiz2; hp 8; see Appendix I. 
  � Diwinyth: Male Human Clr2 of Ehlonna; hp 14; see 
  Appendix I. 
  APL 6 (EL 8) 
  � Davyth ap Donalt: Male Human Rog2/Ftr4; hp 48; 
  see Appendix I. 
  � Rhyfelwr 1: Male Human Ftr3; hp 27; see Appendix I. 
  � Rhyfelwr 2: Male Human Ftr3; hp 27; see Appendix I. 
  � Rhyfelwr 3: Male Human Ftr3; hp 27; see Appendix I. 
  � Cyvrin: Male Human Wiz3; hp 12; see Appendix I. 
  GEO4-01 A Necessary Evil 
   
  Page 9 
  
  � Diwinyth: Male Human Clr3 of Ehlonna; hp 21; see 
  Appendix I. 
  APL 8 (EL 10) 
  � Davyth ap Donalt: Male Human Rog2/Ftr6; hp 66; 
  see Appendix I. 
  � Rhyfelwr 1: Male Human Ftr5; hp 45; see Appendix I. 
  � Rhyfelwr 2: Male Human Ftr5; hp 45; see Appendix I. 
  � Rhyfelwr 3: Male Human Ftr5; hp 45; see Appendix I. 
  � Cyvrin: Male Human Wiz5; hp 19; see Appendix I. 
  � Diwinyth: Male Human Clr5 of Ehlonna; hp 34; see 
  Appendix I. 
  APL 10 (EL 12) 
  � Davyth ap Donalt: Male Human Rog2/Ftr8; hp 84; 
  see Appendix I. 
  � Rhyfelwr 1: Male Human Ftr7; hp 63; see Appendix I. 
  � Rhyfelwr 2: Male Human Ftr7; hp 63; see Appendix I. 
  � Rhyfelwr 3: Male Human Ftr7; hp 63; see Appendix I. 
  � Cyvrin: Male Human Wiz7; hp 27; see Appendix I. 
  � Diwinyth: Male Human Clr7 of Ehlonna; hp 48; see 
  Appendix I. 
  DM Note: If the PCs kill any Army of Liberation 
  members, they receive the Disfavor of Morgan Hazeleye 
  (see the Treasure Summary). 
  Encounter Two: The Exchange at 
  Chimney Rock 
  After several more days of traveling, the PCs arrive at 
  Chimney Rock. 
  It is a cold and blustery evening when you finally 
  arrive at Chimney Rock.  The wind rushes down from 
  the Crystalmists and whips across the Stark Mounds. 
  The shrubs, grasses, and few stunted trees provide 
  little break to the wind, as it whistles around 
  Chimney Rock. 
   
  Chimney Rock is a sandstone hill, worn down by 
  erosion and the winds and time, until only the core 
  remains.  The hill is tall and very distinctive, as the 
  narrow formation resembles its namesake. 
  The PCs arrive at Chimney Rock several hours before the 
  giants do.  They can explore the locale as much as they 
  want, but find nothing of great interest.  They are free to 
  set up in the area as they see fit.  After a few hours pass in 
  game, read the following, 
  From the west, in the direction of the Winding Road 
  that leads from Gorna across the Stark Mounds into 
  Sterich, come the stone giants.  There are eleven of 
  them.  They are all completely hairless, and their 
  stark frames look like they were chiseled from rock.  
  They are barefoot and their main clothing are aprons 
  tied around their waists.  The pockets of the aprons 
  bulge and large tools hang from their belts.  It is near 
  twilight, and despite the coming darkness, large 
  shadowy shapes move in to positions nearby, while a 
  central form, that of an immense male stone giant, 
  moves forward slowly to keep pace with the human 
  male beside him. 
  The man in question matches the description of Ioan, 
  and he looks no worse for wear. He is bound by a simple 
  rope around the waist and hands, but otherwise is 
  unharmed and looks to be in relatively good shape. 
  � Ioan ap Gwyndred: Male Human War3; hp 23; see 
  Appendix I. 
  � Stone Giants (10): hp 126 each; see Monster Manual. 
  � Stone Giant Elder:  hp 126; see Monster Manual. 
  Although the stone giants have set up the drop, they do 
  not trust the Gyri or their allies, and are apprehensive.  
  They are constantly alert and expect treachery at the 
  hands of the “Tyv” (literally “thieves” or “squatters” in 
  giant, but the giants use it to refer to all PC races).   
  The stone giants do not attack unless the party attacks 
  first.  If they are attacked, the giant kill Ioan first and 
  then try to crush the PCs for their faithlessness. 
  When the giants are 120 feet away from the PCs, they 
  come to a stop.  Their leader, Tarn Andresson, addresses 
  the PCs unless they have been addressed first. 
  “Little ones!  You are here.  I am Tarn Andresson of 
  the 16th Degree of the 4th Losje.  We bring your 
  standard bearer, as agreed.  Do you have the head of 
  Hans Thorsten of the 24th Degree of the 4th Losje?” 
  Tarn is the only giant who speaks with the PCs.  All the 
  others are silent.  He asks the PCs do bring forth the head 
  of his Stonefellow Hans Thorsten.  After he sends a giant 
  out to make sure the head is inside and intact, he unties 
  Ioan and lets him walk over to join the PCs. 
  The PCs can seek to engage Tarn in conversation, but 
  stone giants are withdrawn and reserved by nature.  In 
  addition, Tarn does not really trust the smaller races.  He 
  believes them to be inconstant, feckless, and arbitrary, 
  which is a bad thing to a stone giant.   
  GEO4-01 A Necessary Evil 
   
  Page 10 
  
  However, the PCs can draw him into conversation with a 
  successful Diplomacy check (DC 15) as Tarn starts 
  unfriendly and needs to have his attitude improved to at 
  least indifferent.  The PCs cannot improve his reaction to 
  friendly at this time.  There is just too much suspicion 
  built up. 
  When role-playing Tarn keep the following things in 
  mind. 
  • 
  Like most stone giants, Tarn and his ten 
  Stonefellows brethren here are neutral in 
  alignment and do not detect as evil. 
  • 
  All the stone giants are part of a brotherhood 
  that extends throughout their society.  They 
  refer to each other as Stonefellows.  
  • 
  The degrees used by Tarn is their ranking 
  within the brotherhood.  There are 36 degrees.  
  Each one signifies ten degrees of a circle.  Ten is 
  a very powerful number to stone giants.  Eleven 
  is more so (10 plus 1). 
  • 
  Each 
  of 
  their 
  villages 
  (typically 
  cavern 
  complexes) are called a Losje.  They are 
  numbered in order of founding.  Under no 
  condition while Tarn reveal the location of any 
  of the losje. 
  • 
  The Crystalmists, the Hellfurnaces, and all the 
  lands west of the Javan River are part of 
  Jotenheim (yo-ten-heim, tr. giant home).  The 
  government of Jotenheim is the Jotenreike or 
  just Reike (rye-kah, tr. giant empire).   
  • 
  The stone giants serve the Sakhut.  The Sakhut 
  are powerful and mighty giants.  They rule all 
  the giants because they are bigger and stronger. 
   The Sakhut are bigger and greater than the 
  cloud giants.  There are very few Sakhut and 
  they are all related. 
  • 
  The Sakhut returned not long ago after being 
  away for a long time.  Tarn has never met a 
  Sakhut in person.  He does not know where the 
  Sakhut were or why they returned. 
  • 
  The stone giants love to build with stone, 
  whether it be temples, fortresses, bridges, 
  aquaducts, and roads.  They also love sculpture 
  and make incredible works of art.  Some of 
  them can be enchanted to seem alive. 
  • 
  The Sakhut have promised the stone giants 
  great building projects.  For the most part, the 
  Sakhut have delivered. 
  • 
  The stone giants are rather ambivalent on the 
  war.  It distracts them from their work and 
  building, but the Sakhut have reclaimed large 
  swaths of land, which gives the stone giants 
  more room to build. 
  • 
  Under no condition will Tarn discuss the 
  monoliths.  If the PCs wish to discuss a truce, he 
  is willing to listen, but he makes no 
  commitments at this time. 
  When the parley has concluded, Tarn closes with: 
  "Hammer, chisel, compass, square. Stone is formed. 
  Stone is shaped.  Stone is carved." The giants then 
  turn and begin walking away, heading toward the 
  northwest and the Winding Road. 
  Assuming that everything goes smoothly, Ioan thanks 
  the heroes, and explains that while he was well treated, it 
  is good to be free.  
  If the PCs ask him about his capture, Ioan explains of his 
  capture by the stone giants.  He had been with Cadofyth 
  Parn but Ioan was overrun by the stone giants and taken 
  captive.  He does not know what became of Parn. 
  He also mentions that the stone giants have made this 
  exchange without consulting with the cloud giants or the 
  feared Sakhut.  If the stone giants are willing to make this 
  exchange, perhaps one day they would be willing to 
  break with the Sakhut and become allies with the Gyri. 
  If asked about the Gonfalon, Ioan says quietly it was lost, 
  and he has no idea where it is. 
  When the PCs leave Chimney Rock, go to Encounter 
  Three. 
  Encounter Three: Finding the 
  Gonfalon 
  Once the PCs have Ioan, they should start to head north 
  back to Caer Rhiniog and Preston.  The return trip takes 
  five days of riding.  If the PCs try to teleport, proceed to 
  Teleport Problems below. 
  Along the way, Ioan feels the presence of the Gonfalon 
  and wants the PCs to help him free it.  Ioan feels this 
  presence even if the PCs are wind walking, flying, or in 
  the Shadow or Ethereal planes.  Proceed to The Ogre 
  Encampment below. 
  Teleport Problems 
  If the PCs try to teleport back to Preston from Chimney 
  Rock, they are in for a rude surprise.  The Sakhut have 
  laid a temporary trap for teleporting Tyv (that would be 
  GEO4-01 A Necessary Evil 
   
  Page 11 
  
  any of the PC races).  Unless the teleport spell 
  incorporates a certain giant rune, persons traveling 
  astrally this way are pulled off their intended course and 
  into a securely warded and protected oubliette in a giant 
  citadel in the northern Crystalmists. 
  Once the teleport spell is cast and the PCs are traveling 
  astrally, ask the caster to make a Spellcraft check (DC 15). 
   With a successful check she notices that she is being 
  purposefully pulled off her intended course.  The caster 
  can make another Spellcraft check (DC 29) to know that 
  the magic is conjuration and a based on the 9th level 
  refuge spell.   
  The caster can fall out of the astral immediately and back 
  onto Oerth, or she can attempt to resist the pull (Will 
  save DC 32).  Only the caster can make the save; the other 
  PCs are along for the ride.  If the caster fails, she and 
  anyone accompanying her in the teleport are pulled 
  northwest toward the giant’s oubliette.  If the caster 
  succeeds, they may complete the teleport; however, Ioan 
  senses the Gonfalon calling to him and requests the PCs 
  drop out of the Astral immediately.  If they don’t, proceed 
  to Conclusion: The Gonfalon is lost. 
  The caster can then drop out of the astral at this point or 
  try to resist again.  Explain to the caster that the pull is 
  nearly irresistible and that the destination is likely a very 
  bad place.   
  A second failed save results in the caster and all the PCs 
  being captured by the Sakhut.  They are teleported into 
  the oubliette, where they are slain and eaten without 
  hope of resurrection (true resurrection is not available in 
  Geoff).  The characters are removed from the campaign. 
  Regardless of when the PCs step out of the Astral, they 
  are near the giant camp.  Go to The Ogre Encampment 
  below. 
  The Ogre Encampment 
  This encounter is set in the northern part of the Stark 
  Mounds.  It doesn’t matter exactly where, but it should 
  happen a couple days after the PCs leave Chimney Rock 
  but before they reach the Oytwood.  Just place it along 
  the PCs’ path as they journey back to Caer Rhiniog. 
  With Ioan safely in your care, you begin to head 
  toward Preston and Caer Rhiniog.  Ioan, despite his 
  capture, is in good shape, though the separation from 
  the Gonfalon weighs heavy upon him.  
  Ioan recounts the terrible siege, the mighty flying 
  giant fortress, the death of the brave Gyri, and of 
  course, the events of his own capture.  Ioan expresses 
  his own uncertainty as to why the stone giants defied 
  their commanders, and why they were willing to free 
  him.  But as the hours pass, his thoughts turn to the 
  Gonfalon, and the weariness you noticed before takes 
  on a monumental aspect.  
  The PCs may want to ask questions of Ioan.  They can do 
  so at this point as they have several days of travel before 
  Ioan feels the Gonfalon.  At some point in the northern 
  Stark Mounds, the PCs come near a giant camp and Ioan 
  feels the banner’s presence.   When he does, read the 
  following. 
  Suddenly, Ioan gasps with shock, and his eyes turn 
  towards the nearby hills.  “The Gonfalon! It is near!  
  Over that rise!  I’m sure of it!” 
  Ioan scrambles towards the direction with careful 
  consideration for his footing. Over the next rise, you 
  can see his reasons for careful movement.  There is an 
  encampment of large humanoid forms surrounding a 
  spit where a small herd of cattle is being roasted and 
  other small creatures are being consumed whole. 
   
   
  “It’s there. I know it is,” Ioan says, looking a bit more 
  fervent in his posture.  “We have to get it back.  They 
  can’t keep it.  You have no idea what it could do in 
  their hands.” 
  Ioan seems ready to attempt to retrieve the banner 
  himself if necessary.  The giants and humanoids have 
  not seemed to have noticed you yet. 
  The encampment itself is a rough-hewn clearing that is 
  about 100 ft. in circular diameter. There are no immediate 
  guards on duty, as the inhabitants of the camp are fairly 
  certain no sane person would be present.  The Gonfalon 
  is currently wadded up and stored with other captured 
  “treasure” by the scouting party.  This scouting party that 
  has camped, ignorant of what they hold, are keeping it 
  because of the faint magical radiance it has. The party has 
  several options on how to proceed. 
  Unless the PCs make efforts to hide themselves, there is a 
  chance for every five minutes of real time that the party 
  debates action that the few sentries that are present will 
  notice the party (Spot DC 25 first time, 20 second, 15 
  third, etc). If the party is detected, they will lose the free 
  surprise action. 
  It is possible for the party to sneak in and retrieve the 
  Gonfalon. It would require both careful planning and a 
  series of twelve separate checks (Hide and Move Silently 
  DC 15, Hide and Move Silently DC 15, Hide and Move 
  Silently DC 15, Hide and Move Silently DC 20, Hide and 
  Move Silently DC 20, and Hide and Move Silently DC 
  15). If the party is successful, the giants are none the 
  wiser. 
  GEO4-01 A Necessary Evil 
   
  Page 12 
  
  The party can always attack. They get a surprise round 
  before the camp occupants can react.  See DM Aids: Map 
  #3 for a map of the orc and ogre encampment. 
  Regardless of how the PCs obtain the Gonfalon, if they 
  do so, go to Encounter Four. 
  The party can pass on the Gonfalon entirely if they 
  should wish to, though Ioan attempts to break free of the 
  party and recover the Gonfalon himself.   If successful, he 
  attempts to sneak in and steal the Gonfalon, but is 
  noticed and killed.   Go to Conclusion: The Gonfalon is 
  lost. 
  Terrain and Environment: 
  Wind:  The Stark Mounds are a very windy place.  The 
  wind is currently strong, which imposes a -2 
  circumstance penalty on all ranged attacks and Listen 
  checks.  Tiny or smaller creatures are knocked prone and 
  flying Medium (or smaller) creatures are blown 1d6x10 
  feet back by the force of the wind (Fort save DC 10 
  resists).  Creatures on four legs can ignore the knock 
  down. 
  Iced Gulley:  The PCs are looking down at the camp from 
  atop a hill.  The path down to the camp is difficult 
  primarily because there is a gully 20 foot deep and nearly 
  10 feet across.  The gully’s slopes are iced and would be 
  quite difficult to jump across.  A Climb check (DC 20) 
  gets them to the bottom of the gulley.   
  Because of the patrols, the PCs need to continue to Move 
  Silently and Hide to avoid being spotted.  There are some 
  rock ledges the PCs can use to jump across the gulley 
  rather than climbing all the way down.  A Jump check 
  (DC 15) gets them from one side of the gulley to the 
  other, once they have climbed down into the gulley.  At 
  the bottom of the gully are bones, trash, dung, and any 
  other trash the ogres and orcs have thrown in there.  
  Landing on the trash could be dangerous to the PCs as 
  well as make a good bit of noise. 
  Elevation:  There is a low hill to the northeast where the 
  gulley peaks and another to the south.  Both hills leading 
  down to the campsite are icy and very slippery.  Balance 
  checks (DC 20) are required to get down the hills without 
  falling. 
  Tactics: The orcs and ogres of this group are very well 
  trained.  The ogres drive the orcs in front of them, using 
  them to soak up attacks of opportunity and occupy the 
  enemy.  The ogres then attack the weakest of the 
  adventurer’s front line.  The orcs rage immediately, but 
  the ogres reserve their rage until they feel they have a 
  tough fight on their hands..  
  At APL 6 and up, the ogres have the Die Hard feat, and 
  continue to fight until they reach –10 hit points. 
  DM Note: The EL for this encounter has been reduced 
  by one as the PCs have surprise (except as noted above). 
  APL 4 (EL 5) 
  � Orc Shock Troopers (4): Male Orc Bbn1; hp 11; see 
  Appendix I. 
  � Ogre Shock Trooper (1): Male Ogre Bbn1; hp 51; see 
  Appendix I. 
  APL 6 (EL 7) 
  � Orc Shock Troopers (4): Male Orc Bbn2; hp 21; see 
  Appendix I. 
  � Ogre Shock Trooper (1): Male Ogre Bbn1/Ftr2; hp 
  72; see Appendix I. 
  APL 8 (EL 9) 
  � Orc Shock Troopers (8): Male Orc Bbn2; hp 21; see 
  Appendix I. 
  � Ogre Shock Troopers (2): Male Ogre Bbn1/Ftr2; hp 
  72; see Appendix I. 
  APL 10 (EL 11) 
  � Orc Shock Troopers (8): Male Orc Bbn2/Ftr2; hp 39; 
  see Appendix I. 
  � Ogre Shock Troopers (2): Male Ogre Bbn1/Ftr4; hp 
  93; see Appendix I. 
  Encounter Four: Speaking with 
  Bedwyn’s Hand 
  If the PCs are riding, they have about three days travel 
  ahead of them as continue their journey. 
  The PCs are free to teleport now, as the Sakhut’s trap has 
  been triggered by someone else and is no longer 
  functioning.  However, the Gonfalon does not leave the 
  Flanaess.  It will not enter the astral, ethereal, or shadow 
  planes.  If the PCs travel using spells that access these 
  planes, the Gonfalon is left behind.  Ioan knows this and 
  can warn the PCs about this feature. 
  If the PCs decide to travel using some sort of flight, they 
  run into difficulties along the way (see below). 
  After recovering the Gonfalon, the rest of the trip 
  toward Caer Rhiniog is relatively peaceful. Ioan 
  remains very reflective.   
  GEO4-01 A Necessary Evil 
   
  Page 13 
  
  As you near the Oytwood, a deep and thick fog starts 
  blanketing the area.  Obscuring vision to five feet and 
  promising that your trip home will be a long one 
  indeed. 
  Because of the fog it would be impossible for characters 
  to stay together or to navigate using a wind walk spell or 
  overland flight. Even with knowing the direction of 
  north they would have no landmarks to navigate. To 
  make their way home they must travel close to the 
  ground under the tree cover, along the path that leads 
  north through the forest and past Preston. 
  When the PCs are near to Preston, they encounter a 
  winter storm. 
  You are close to Preston when you the snow first 
  starts to fall.  Within minutes, thick flakes are 
  tumbling from the sky, as a snowstorm comes upon 
  your band.  Visibility shrinks quickly, and you can 
  feel the cold and wetness growing.  Preston offers 
  shelter, a hot meal, and respite from the snow.  
  With the worsening weather, the PCs had best seek 
  shelter.  If they continue through the storm, they can 
  become lost and perhaps get separated.  The best shelter 
  around is Preston.  The PCs can easily reach the town 
  after another hours of travel. 
  If the PCs studiously avoid Preston, then just move this 
  encounter to Caer Rhiniog (assuming that is where the 
  PCs are headed).  Morgan is away from the fort when 
  they arrive, so they are shown to a mess hall tent, and that 
  is where Gareth finds them.  
  You arrive in Preston and escape the storm.  The 
  Smiling Frog never looked better.    The fire is warm 
  and there is a delectable assortment of food and drink 
  available.  
   
   
   
   
  While you are warming and refreshing yourselves, 
  you a soldier in the army of liberation comes in from 
  the cold.  “Did you hear the latest from Hochoch?” he 
  asks of the innkeeper.  Without waiting for a 
  response, the soldier continues in a rush.  “Llwyres 
  Blackblade just appointed Siwan merch Llyneth as 
  High Exchequer.” 
  Looks of concern flicker over the faces of the patrons. 
   “Can a regent do that?” the innkeeper asks.  No one 
  answers. 
  PCs can make a Knowledge (nobility) or Bardic 
  Knowledge check (DC 15) to know that Siwan merch 
  Llyneth was the former Elder of the Town Council of 
  Hochoch.  The High Exchequer keeps the treasury of the 
  Grand Duchy and is a member of the High Court of 
  Geoff. 
  The PCs can also make a Knowledge (nobility) or Bardic 
  Knowledge check (DC 20) to know that under Geoff law, 
  it is unclear whether regents have the power to appoint 
  members of the High Court. 
  As you sit by the fire, you are approached by a craggy-
  faced veteran.  “My employer would like a few words 
  with you. He’s come all the way from Hochoch and 
  has been waiting for you for a couple days.  He’s in 
  the private room.  I’ll show you back, when you are 
  ready.”  The veteran wears finely made chainmail and 
  wears a stylized oak tree as a house symbol on his 
  surcoat. 
  The veteran is a warrior in the service of Bedwyn the Fat. 
   He is here as the bodyguard to Gareth, Bedwyn’s 
  Seneschal.  Seneschals in Geoff are often known as 
  Hands.  In this case, Gareth is Bedwyn’s Hand. 
  � Gareth of Newbridge: male human Ari4/Exp2; hp 31; 
  Bluff +6, Diplomacy +12, Sense Motive +9. 
  PCs can make a Knowledge (nobility) check or a Bardic 
  Knowledge check (DC 10) to know that the Old Oak is 
  the symbol of the cantrev of Arweth.  Arweth is ruled by 
  Bedwyn the Fat. 
  The veteran leads you to a private room in the back of 
  the Smiling Frog, where you meet a finely dressed 
  gentleman, who has a bearing of both importance and 
  wealth.  The gilded purple and gold robes are woven 
  in unique designs, and the man bows to each of you. 
  “My name is Gareth of Newbridge, Seneschal to 
  Llwyr Bedwyn the Fat.” The man begins in a 
  luxurious voice that is clear and direct, “and I have 
  come from my lord to seek out the bearer of the 
  Gonfalon, and those who heroically have seen to his 
  good fortune.  I am to bear to each of you the 
  promised sum of 300 lions.”  He gestures to a small 
  coffer on the table. 
  If the PCs open the coffer, they find 300 golden lions per 
  PC.   
  Gareth sits and continues.  “I also would like speak 
  with Ioan regarding the situation in which he now 
  finds himself.  My lord sees a dire situation 
  developing should Ioan stay in Preston, and should 
  Llwyres Blackblade gain the Gonfalon in the Brenin’s 
  absence. Would you hear my counsel, standard 
  bearer?” 
  Ioan looks to the party, and then back to the 
  gentleman. “What do you have to say?” 
  Gareth is a tall lanky fellow, and speaks with carefully 
  worded responses. Gareth portrays Bedwyn as a noble 
  lord, who has gone to great lengths as of late to address 
  GEO4-01 A Necessary Evil 
   
  Page 14 
  
  the issues of the people. Indeed, the money for the recent 
  works in Hochoch has been funded by Bedwyn, and 
  Bedwyn is responsible for the recent upgrades in the 
  defenses in Preston.  
  If the PCs try to Sense Motive on Gareth, a successful 
  check (DC 15) reveals that he seems quite concerned, but 
  he is choosing his words very carefully. 
  Gareth was sent to Preston shortly after the party left to 
  retrieve Ioan from Chimney Rock.  Bedwyn has heard 
  many disturbing rumors that Sierra Blackblade had 
  sought the Gonfalon for other reasons, perhaps even to 
  declare a claim to the throne herself.  Therefore, he sent 
  Gareth to Preston to solicit Ioan to return with the 
  Gonfalon to Hochoch and give it to Bedwyn.  
  Assuming the PCs are interested in hearing what Gareth 
  has to say, he tells Ioan and the PCs the following. 
  “Ioan, you have a special connection with the 
  Gonfalon. It s wel known that the banner has a way 
  of finding you.” 
   
  i
  l 
  il
   
  Ask the PCs to all make Bluff checks as Gareth looks 
  closely at them and makes a Sense Motive check.  If 
  Gareth succeeds, he adds: 
  “Or perhaps the Gonfalon has already found it’s way 
  back?” 
  He then continues. 
  “It is my lord’s concern that Llwyres Blackblade will 
  not be content with the regency.  She has already 
  claimed Dusk, the Brenin’s sword of state, and now 
  she is appointing members of the High Court.  Owen 
  has been gone less than a season, and already she is 
  assuming power and priv eges that are not those of 
  the regent.  If she keeps the Gonfalon in her 
  possession, she could easily set young Rhys aside and 
  appoint herself Brenines.” 
  “Bedwyn wishes you to consider coming to him 
  outside of Hochoch.  With the Gonfalon there, 
  Blackblade will not have the power to claim the 
  Griffon Chair.” 
  Gareth is smooth.  His goal is to convince the party not to 
  immediately trust Blackblade and trust Bedwyn instead. 
  Gareth stops short of anything that might catch him in a 
  lie.  He also seeks to convince the PCs that Sierra 
  Blackblade is a bad choice to keep the Gonfalon.  If 
  Gareth believes that the PCs are favorable toward 
  Blackblade, he chooses his words carefully.   
  He uses arguments such as those listed below.  Fit these 
  into a conversation with the PCs.   
  “The Blackblades have many dark secrets.  You know 
  how they got their name?  Or Blackblade’s rather 
  unique looks?  Oh, they’ve got many skeletons in that 
  closet.  Open the door and take a peak.” 
  If the PCs ask about these secrets, Gareth tells that the 
  Blackblades were originally named for the sword 
  Blackrazor, which was carried by the founder of the line 
  – Gregor Blackblade.  The sword is said to eat people’s 
  souls.  Gregor carved a cantrev out for himself by killing 
  the llwyr and claiming the country. Even though the 
  Blackblades lost the cursed sword (as all of its owners 
  seem to do with regularity), they have a reputation for 
  cruelty and madness. 
  “Blackblade leads best from the back.  Have you heard 
  the tales of her exploits at Derelion and Gorna?  Not 
  exactly the warleader the Gyri need.” 
  If asked about this, Gareth tells the PCs that Sierra 
  Blackblade fled from Derelion when the Shadow Dragon 
  arrived.  Later, at Gorna she was knocked out by a friend, 
  tied to her horse which was sent galloping from the 
  battle. 
  “And even if you trust Sierra Blackblade herself, she is 
  not the only Blackblade.  There are other acorns in 
  her family that have not fallen so far from the family 
  tree.” 
  If asked to explain, Gareth mentions that Sierra has 
  several relatives who are developing a reputation for 
  anger and violence.  He advises the PCs to ask around 
  Geoff if they wish to know more. 
  The PCs are likely to have a couple of questions for 
  Gareth.  The three most likely are listed below.  If the PCs 
  have other questions, come up with the answers as best 
  you can.  
  Q. Doesn’t Bedwyn wish to become Brenin as well? 
  “What Gyric lord doesn’t dream of becoming Brenin? 
   Bedwyn has his cantrev.  He has land and money.  He 
  can lead the fight against the giants.  He would make 
  a fine Brenin.” 
  Q. What about Owen’s son Rhys? 
  “He’s a fine infant, I’m sure.  But he’s an infant. We 
  need a man to lead us in a war now.  There is no time 
  to wait for the child to grow up.” 
  Q. What do we get out of the giving the Gonfalon to 
  Bedwyn? 
  “Because Bedwyn remembers his friends and rewards 
  them.  Doesn’t Ser (fill in PC’s name here) have such a 
  pleasant ring to it?” 
  GEO4-01 A Necessary Evil 
   
  Page 15 
  
  Yes, this does mean that Gareth is willing to promise 
  peerage to any PC who delivers the Gonfalon to Bedwyn 
  and Bedwyn is able to declare himself as Brenin.  Gareth 
  also mentions other rewards (those available with 
  Bedwyn’s favor) to entice the PCs if they seem 
  susceptible. 
  When the conversation draws to a close, Gareth 
  concludes with: 
  “But don’t take my word for this.  Why don’t you ask 
  another?  Rhys of the Ash, Tain of the Prydythi is 
  nearby in Merrymeet.  He can tell you many stories.” 
  The PCs who make a Knowledge (local) or Bardic 
  Knowledge check (DC 10) know of Rhys of the Ash.  He 
  is a very prominent bard and storyteller.  He is well 
  respected throughout Geoff.  The Tain is the leader of the 
  Prydythi. 
  PCs can make a Knowledge (geography) check (DC 12) to 
  know that Merrymeet is the Old Faith druidic ringstones 
  site near Preston.  The PCs can ask any natives of Preston 
  to find out where it is. 
  Ioan, listening to the conversation, offers up very little in 
  opinion at this time.  He is a bit overwhelmed by nobility 
  and Gareth is much higher in social rank than he is.  He 
  does not venture his opinion until Gareth has left. 
  Once Gareth leaves, Ioan comes out in support of 
  sending the Gonfalon to Sierra Blackblade.  She is the 
  duly appointed regent and the ultimate commander of 
  the Army of liberation, and he is a loyal soldier.  He is 
  curious as to what Rhys of the Ash has to say. 
  Ioan respects the recommendations of the PCs and 
  follows their advice even if the PCs decide to take the 
  Gonfalon to Bedwyn.  He does recommend talking to 
  Rhys before traveling to Hochoch if the PCs decide to 
  take the Gonfalon to Bedwyn. 
  After Gareth leaves, Bedwyn’s Hand makes his way to his 
  mercenaries to prepare an ambush if the party heads to 
  Caer Rhiniog to give the Gonfalon to Blackblade. 
  If the PCs decide to go talk to Rhys, go to Encounter 
  Five.  If the PCs decide to travel to Caer Rhiniog and give 
  the Gonfalon to Sierra Blackblade, go to Encounter Six.  
  If the PCs decide to travel to Hochoch and give the 
  Gonfalon to Bedwyn the Fat, go to Encounter Seven. 
  Encounter Five: Visions of the 
  Past 
  If the PCs decide to speak with Rhys of the Ash, they find 
  him at Merrymeet, the Old Faith druidic circle to the 
  west of Preston.  The PCs should probably wait for the 
  snowstorm to blow over, which happens later that night.  
  The PCs can go to Merrymeet the next morning. 
  You leave Preston and travel less than an hour 
  through the snowy forest to Merrymeet, where you 
  expect to find the famed Geoff bard Rhys of the Ash. 
  You find Rhys in a teepee near the druid’s circle.   He 
  looks old and frail.  A single smoldering fire in the 
  center of the tent feeds smoke upwards to the gap at 
  the top of the teepee.  The air is thick with the smell 
  camphor, sage, and pine.   Next to Rhys is an 
  exquisite harp.  He runs his hands across the strings 
  idly. 
  Rhys looks at each of you with a cynical gaze.  “A man 
  can’t even die in peace, can he?  Well, come on.  
  You’ve got questions.  Your type always has question. 
  We don’t have all day.”   
   
    
  .
   
  Rhys (rees) is an old, old man, now in his mid 80s.  He 
  has snow white hair that is worn long and bound with a 
  leather cord behind his neck.  He has a short beard and a 
  mustache.  His eyes are a dark brown and still have a 
  merry sparkle to them. He still has most of his teeth (not 
  bad for an 80-year-old).   
  � Rhys of the Ash: male human Brd14; hp 77; Perform 
  (stringed instruments) +21. 
  Rhys is cranky.  He doesn't suffer fools easily and is blunt 
  to the point of rudeness.  Despite this, Rhys has a good 
  heart.  He is kind and generous. 
  The PCs are likely to want to know several things from 
  Rhys.   
  If the PCs ask about the history of Sierra Blackblade or 
  the “skeletons” in her closet, Rhys tells them the 
  following story. 
  Rhys smiles and begins plucking at his harp. “What 
  tales do I know of Sierra Blackblade?  Well, she’s a 
  Blackblade by marriage, not by birth   This is 
  fortunate.  For the Blackblades have a dark legacy.  
  But that is not her tale.” 
  “Sierra’s tale is different. Do you know the story of 
  her mother Elenia? I suppose you don’t.  She was the 
  daughter of a minor noble in Sterich.  A beautiful lady 
  but cold of heart. Her looks were so renowned that 
  suitors would come from far an near.  But she would 
  have nothing to do with any of them.” 
  “This went on for years until one man appeared.  He 
  had the voice of a lark.   He could sing and dance.  He 
  recited poetry and it was said honey literally dripped 
  from his tongue.  His skin was like polished alabaster 
  and strangest of all, his eyes glittered like rubies.” 
  GEO4-01 A Necessary Evil 
   
  Page 16 
  
  “Charming to a fault he wooed her l ke nobody else 
  possibly could.  Elenia fell in love and gave herself to
  him.  The morning after, the suitor was gone.  He 
  never returned to Sterich, and he left Elenia with a 
  broken heart and a child.” 
  i
   
  .
   
   
   
   
   
  l
   
   
  i
  The PCs may recognize the suitor.  It sounds very similar 
  to an Unseelie sidhe named Gaunt. 
  If the PCs ask Rhys if Sierra Blackblade would make a 
  good Brenin, read the following: 
  “Sierra is like the oak  She is uncompromising and 
  straight.  She will not bend no matter how the wind 
  will blow.  Have you been in a forest when the wind 
  is strong enough to blow down trees?  To rule a 
  country such as Gyruff means to adjust and adapt.  
  Sierra has never been able to truly handle change.” 
  If the PCs ask if Bedwyn the Fat would make a good 
  Brenin read the following: 
  “Bedwyn is like the willow. He will bend toward any 
  interest that draws or pushes him.  Bedwyn wants to 
  be Brenin, pure and simple. He is an opportunist and 
  is grasping and possessive.  Bedwyn thinks Hochoch 
  is “his” town and the people their are his too.  Don’t 
  confuse this with some sort of nurturing father 
  relationship.  It’s a sense of ownership.” 
  If the PCs ask what the Gonfalon would do when two 
  nobles vie for control, read the following: 
  Rhys’ face becomes grim.  “The Gonfalon is more than 
  a symbol.  It is an artifact that gives us strength in 
  battle.  It hardens the Flannae and spurs us to great 
  deeds in battle.” 
  “But this power can a curse when Gyru fights against 
  Gyru. The banner helps all those with Flannae blood, 
  regardless of which side they are on.  Battles are 
  bloodier. The dead stack higher.  Too many times has 
  the Gonfalon turned a battle into a massacre.” 
  “It may be that the god punish us for abusing our gift. 
  But I dread the carnage when the Gonfalon is carried 
  into battle against other Gyri.” 
  If the PCs ask what they should do with the Gonfalon, 
  read the following: 
  “You have a choice before you.  You see, if you give 
  the Gonfalon to Bedwyn, he’ll certainly declare 
  himself the new Brenin.  If it remains with Sierra, she 
  will be Brenin in all but name.  Both paths lead to 
  uncertainty and strife.” 
  “There is a third option.  It isn’t something you 
  should take lightly. There is a p ace that only a few 
  know about where the Gonfalon can rest away from 
  those who would abuse its purpose.” 
   “I was dying.  As all prydythi, I go to the Cairn of 
  Song.  There I will find the rest that I so desperately 
  need.  I could show you the way.  You could lay the 
  Gonfalon aside until the seasons change and it is time 
  for it to be revealed again.  But it is your choice.” 
  If the PCs do not speak Ioan does: 
  Ioan shakes his head.  “I am the bearer, but you have, 
  through your bravery, rescued the Gonfalon. What 
  are your thoughts? What direction should I take? I 
  value your judgment, for this is no easy decision.” 
  Allow the players to discuss. Rhys answers what 
  questions he can, and offers limited guidance.  Ioan will 
  remain silent for the discussion, getting a feel from what 
  the players decide.  
  The party has fulfilled their requirements by bringing 
  Ioan to Preston. They are free to choose whatever they 
  wish to do, without immediate fear of reprisal. 
  If the PCs choose to return the Gonfalon to Sierra 
  Blackblade, go to Encounter Six.  If the PCs choose to 
  give the Gonfalon to Bedwyn, go to Encounter Seven.  
  If the PCs choose to take the Gonfalon to the Cairn of 
  Song, proceed to Encounter Eight. 
  Encounter Six: Taking the 
  Gonfalon to Blackblade 
  Deciding that the Gonfalon should remain with the 
  Army of Liberation, you head north for Caer Rhin og. 
  You are quickly made ready and sent northward.  
  Hours pass without incident as you walk through the 
  snow. 
  The ambush is set up by Gareth to prevent the Gonfalon 
  from reaching Sierra Blackblade. The mercenaries are 
  hiding in the woods along the forest road that leads from 
  Preston to Caer Rhiniog.  PCs who make a Spot check  
  (DC 10 + the APL) notice the mercenaries and are not 
  surprised. 
  At APLs 8 and 10, the cleric has placed a glyph of warding 
  (blast) on the road (covering 25 sq. ft. or 35 sq. ft in a line 
  across the entire road).   The glyph goes off when the 
  Gonfalon passes over it.  The blast is the signal for the 
  mercenaries to attack.  At APLs 4 or 6, the mercenaries 
  wait until the PCs are in a good ambush spot, then attack. 
  GEO4-01 A Necessary Evil 
   
  Page 17 
  
  APL 8 or 10 (EL 6) 
  � Glyph of Warding (Blast):  CR 6; spell; spell trigger; 
  no reset; spell effect (glyph of warding (blast), 10
  th level 
  cleric, 5d8 sonic, DC 14 Reflex halves); multiple targets 
  (all targets within 5 ft.); Search DC 28; Disable Device 28. 
  The PCs cannot travel using teleport or similar spells 
  without leaving the Gonfalon behind.  If the PCs are 
  flying, then all the mercenaries have just consumed 
  potions of fly, and they attack the PCs in the air. There is 
  no chance of surprise in that case, however. 
  There is nothing on the mercenaries to implicate Gareth 
  or Bedwyn.  If the PCs drive off the mercenaries, and 
  continue on to Caer Rhiniog, proceed to Conclusion: 
  The Gonfalon is given to Sierra Blackblade. 
  Tactics: The thugs are after a quick victory, and attack 
  brutally to get it.  If possible, the archer and spiked chain 
  wielder pair off, keeping the spiked chain in between the 
  archer and the enemy, but moving in close to allow the 
  spiked chain to make attacks.  If possible, the glaive-
  wielder and the short sword-wielder work together to 
  bring down one opponent at a time. 
  The sorcerer concentrates on spellcasters, particularly 
  arcane spellcasters.  He begins the combat by casting 
  shield and hammers any spellcasters with his spells.  The 
  cleric uses his spells to assist his comrades as best as he 
  can. 
  Terrain and Environment 
  Forest Road:  This 20 foot wide road curves through the 
  forest.  It is covered in snow and counts as difficult 
  terrain.  Each square counts as two squares (10 feet) of 
  movement, and each square of diagonal move counts as 3 
  squares (15 feet).  In addition, it is impossible to run or 
  charge through the snow. 
  Undergrowth:  Every part of the map that is not on the 
  Forest Road is considered to have undergrowth and is 
  difficult terrain.  Each square of move counts as two 
  squares (10 feet) of movement, and each square of 
  diagonal move counts as 3 squares (15 feet).  In addition, 
  it is impossible to run or charge through undergrowth.  
  Undergrowth provides concealment and increases the 
  DC of Tumble and Move Silently checks by 2. 
  Trees:  There are many small trees around.  Place them as 
  you see fit.  A creature standing in the same square as a 
  tree enjoys a small amount of cover, gaining a +2 bonus to 
  Armor Class and +1 bonus on Reflex saves.  There are 
  several large trees on the map, as well.  A large tree 
  occupies an entire square and provides total cover to a 
  character standing behind it. 
  APL 4 (EL 7) 
  � Mercenary Leader: Male Human Rog2/Ftr2; hp 30; 
  see Appendix I. 
  � Mercenary Fighter 1: Male Human Ftr2; hp 18; see 
  Appendix I. 
  � Mercenary Fighter 2: Male Human Ftr2; hp 18; see 
  Appendix I. 
  � Mercenary Sorcerer: Male Human Sor2; hp 8; see 
  Appendix I. 
  � Mercenary Cleric: Male Human Clr2 of Zilchus; hp 
  14; see Appendix I. 
  APL 6 (EL 9) 
  � Mercenary Leader: Male Human Rog4/Ftr2; hp 42; 
  see Appendix I. 
  � Mercenary Fighter 1: Male Human Ftr3; hp 27; see 
  Appendix I. 
  � Mercenary Fighter 2: Male Human Ftr3; hp 27; see 
  Appendix I. 
  � Mercenary Fighter 3: Male Human Ftr3; hp 27; see 
  Appendix I. 
  � Mercenary Sorcerer: Male Human Sor3; hp 12; see 
  Appendix I. 
  � Mercenary Cleric: Male Human Clr3 of Zilchus; hp 
  21; see Appendix I. 
  APL 8 (EL 11) 
  � Mercenary Leader: Male Human Rog6/Ftr2; hp 54; 
  see Appendix I. 
  � Mercenary Fighter 1: Male Human Ftr5; hp 45; see 
  Appendix I. 
  � Mercenary Fighter 2: Male Human Ftr5; hp 45; see 
  Appendix I. 
  � Mercenary Fighter 3: Male Human Ftr5; hp 49; see 
  Appendix I. 
  � Mercenary Sorcerer: Male Human Sor5; hp 19; see 
  Appendix I. 
  � Mercenary Cleric: Male Human Clr5 of Zilchus; hp 
  34; see Appendix I. 
  APL 10 (EL 13) 
  � 
  Mercenary 
  Leader: 
  Male 
  Human 
  Rog7/Ftr2/ShdwDncr1; hp 68; see Appendix I. 
  GEO4-01 A Necessary Evil 
   
  Page 18 
  
  � Mercenary Fighter 1: Male Human Ftr7; hp 63; see 
  Appendix I. 
  � Mercenary Fighter 2: Male Human Ftr7; hp 63; see 
  Appendix I. 
  � Mercenary Fighter 3: Male Human Ftr7; hp 69; see 
  Appendix I. 
  � Mercenary Sorcerer: Male Human Sor7; hp 27; see 
  Appendix I. 
  � Mercenary Cleric: Male Human Clr7 of Zilchus; hp 
  48; see Appendix I. 
  Encounter Seven: Taking the 
  Gonfalon to Bedwyn the Fat 
  If the PCs decide to give the Gonfalon to Bedwyn the Fat, 
  Sierra Blackblade realizes that Ioan and the Gonfalon are 
  missing very quickly (Ioan and the PCs were recognized 
  in Preston) and send the Olwythi gan Gyruff (Rangers of 
  Geoff) after the PCs. 
  The PCs cannot travel to Hochoch using teleport or 
  similar spells without leaving the Gonfalon behind.  The 
  PCs cannot take a boat up the river to Hochoch, as the 
  river is partially frozen.   
  If the PCs are flying, the Olwythi gan Gyruff use eagle 
  animal companions to find the PCs.  In this case, all the 
  Olwythi have just consumed potions of fly, and they 
  attack the PCs in the air.  There is no chance of surprise 
  in this case, however, but the rangers do use their 
  incredible range. 
  The most likely course of action is that the PCs walk to 
  Hochoch.  The Olwythi scouting party tracks the PCs 
  and uses their longstrider to catch up with the party. 
  Deciding that the Gonfalon belongs in the hands of 
  Bedwyn the Fat, you head for Hochoch. At first, 
  things seem to be going without incident. As you 
  wind down the frost covered paths towards Hochoch, 
  Ioan remains quiet, not convinced that this is the best 
  course of action. 
  The rangers have flanked the PCs and have climbed trees. 
   Divide the olwythi force in half and put them in trees on 
  either side of the party.  The olwythi are on branches 
  about 20 feet above the ground. 
  Allow the PCs to make Spot checks against the Hide 
  checks of the rangers.  The rangers are 60 feet away from 
  the edge of the road.  So the PCs are at -6 to their Spot 
  checks. 
  If the PCs drive off the rangers, and continue on to Caer 
  Rhiniog, proceed to Conclusion: The Gonfalon is given 
  to Bedwyn the Fat. 
  Tactics: The archers use their attacks to spoil spellcasting 
  attempts (readying to disrupt spellcasters) whenever 
  possible. 
  Terrain and Environment 
  Realstream Road:  This 20 foot wide road curves through 
  the forest.  It is clear of obstruction. 
  Undergrowth:  Every part of the map that is not on the 
  Forest Road is considered to have undergrowth and is 
  difficult terrain.  Each square of move counts as two 
  squares (10 feet) of movement, and each square of 
  diagonal move counts as 3 squares (15 feet).  In addition, 
  it is impossible to run or charge through undergrowth.  
  Undergrowth provides concealment and increases the 
  DC of Tumble and Move Silently checks by 2. 
  Trees:  There are many small trees around.  Place them as 
  you see fit.  A creature standing in the same square as a 
  tree enjoys a small amount of cover, gaining a +2 bonus to 
  Armor Class and +1 bonus on Reflex saves.  There are 
  several large trees on the map, as well.  A large tree 
  occupies an entire square and provides total cover to a 
  character standing behind it. 
  APL 4 (EL 7) 
  � Olwythi Archers (6): Male Wood Elf Rgr2; hp 12 
  each; see Appendix I. 
  � Franko, Olwythi Leader: Male Human Rgr4; hp 30; 
  see Appendix I. 
  � Wolf, Animal Companion: hp 15; see Monster 
  Manual. 
  APL 6 (EL 9) 
  � Olwythi Archers (6): Male Wood Elf Rgr3; hp 18 
  each; see Appendix I. 
  � Franko, Olwythi Leader: Male Human Rgr6; hp 45; 
  see Appendix I. 
  � Wolf, Animal Companion: hp 30; see Appendix I. 
  APL 8 (EL 11) 
  � Olwythi Archers (6): Male Wood Elf Rgr5; hp 30 
  each; see Appendix I. 
  � Wolves, Animal Companions (6): hp 15 each; see 
  Monster Manual. 
  GEO4-01 A Necessary Evil 
   
  Page 19 
  
  � Franko, Olwythi Leader: Male Human Rgr8; hp 60; 
  see Appendix I. 
  � Bison, Animal Companion: hp 42; see Monster 
  Manual. 
  APL 10 (EL 13) 
  � Olwythi Archers (6): Male Wood Elf Rgr7; hp 42 
  each; see Appendix I. 
  � Wolves, Animal Companions (6): hp 30 each; see 
  Appendix I. 
  � Franko, Olwythi Leader: Male Human Rgr10; hp 75; 
  see Appendix I. 
  � Bison, Animal Companion: hp 42; see Monster 
  Manual. 
  Encounter Eight: The Cairn of 
  Song 
  The PCs have decided to take the Gonfalon to the Cairn 
  of Song.  Rhys shows them the way. 
  Rhys smiles as Ioan voices the third choice, and nods 
  to each of you.  “I cannot say it is easier, but it is a 
  cho ce that will benefit Gyruff more than the o her 
  two.” 
  i
  t
   
   
  i
  ,
  t
  Rising slowly, Rhys takes up his few belongings and 
  his harp, and slowly makes his way outside of the 
  teepee, stopping for a final time to look at the druidic 
  circle. 
  “Time marches on and so shall we,” he says in a 
  matter-of-fact way. “I have little time left, and I must 
  make my way to the resting place of my forefathers. 
  There, the Gonfalon would be safe until such time as 
  it is truly needed.”  Taking up h s walking stick  Rhys 
  turns and heads west into the Oytwood. 
  The Cairn of Song is west of the Oytwood along the 
  southern bank of the Oyt River.  It take four days to get 
  to the entrance to the Cairn of Song. The trail is not easily 
  found, and cannot be marked for future reference due to 
  the nature of the resting place. 
  Rhys answers any questions that might be asked and 
  even tells them about the Cairn of Song.  The Cairn is 
  hidden in a fading land, which moves about the country.  
  Only the Prydythi can find it, and only at certain times.  
  It is the final resting place of the Prydythi, the story-
  telling lore masters of Gyruff.  When the Prydythi grow 
  old, they are drawn to this place so that their stories are 
  not lost. 
  Ioan remains vigilant, but open about the decision. 
  Rather than haggard by the experience, Ioan is rather 
  calm, and is glad that the heroes are with him. 
  A half day after leaving the western edge of the Oytwood, 
  Rhys stops and tells them that they have reached the 
  path. 
  Rhys starts humming a tune. Your head swims with 
  the melody and you find the words coming to mind, 
  wanting to be sung by your lips. “If you wish to follow 
  the ways of the old and see the Cairn of Song, you 
  must sing.  It doesn’t matter if you can carry a tune in 
  a bucket, just feel the song.”  And Ioan gives words to 
  the melody. 
  (set to the tune of Men of Harlech) 
  “Comes the call of Oerth and flower 
  To each Gyru at this hour. 
  Bind thy strength unto his power; 
  Llywellyn calls for thee!  
  Armed with bows of crimson fluid 
  Warmed by sunligh  is the druid. 
  Gyruff's foes shall greatly rue it. 
  Llywellyn calls for thee!  
  Hear his call resounding 
  From the hills rebounding. 
  The echoes strong 
  Shall right the wrong, 
  Unnatural plans confounding.  
  Winter, too, shall join the chorus, 
  "Death to those stand before us!" 
  With the Cycle set before us, 
  Llywellyn calls for thee!” 
  Give Player Handout #2 to the PCs. Encourage the PCs 
  to sing the song, but if they wish to simply read the 
  words and make a Perform check (DC 5) that is 
  sufficient.  
  PCs who don’t sing (or fail the Perform check) do not 
  enter the fading land.  Read the following: 
  You walk along with your companions not joining in 
  their song. As you walk, you see your companions 
  fade away. Ioan and Rhys are gone. The tune lingers 
  for a moment and you find yourself alone and the 
  song is gone from your mind.  
  To those that sung, read the following: 
  You hear Rhys begin to sing in a strangely resonant 
  tone, the hoarseness gone from his voice.  He walks 
  down a path only now becoming visible in the 
  underbrush.   
  GEO4-01 A Necessary Evil 
   
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  As you wind your way down the path your 
  surroundings become misty, almost vanishing from 
  your sight. Out of the corner of your eye you catch 
  occasional shapes in the mist but when you look 
  there's nothing there except a smooth, grey 
  emptiness.  Sometimes, you almost hear a whisper of 
  sound besides Rhys' singing, but when you turn your 
  head, the sound fades and is gone.  You suddenly 
  realize that you can no longer really feel the ground 
  beneath your feet, yet -- when you look down -- you 
  see a clearly delimited path at your feet.   
   
  Allow the PCs to make any preparations they wish to 
  make and then proceed to The Hidden Dell below. 
  The Hidden Dell 
  Slowly, your surroundings grow brighter and you 
  start to see faint signs of life to either side of you.  
  You emerge between two huge pine trees into a near 
  circular clearing, perhaps 30 paces across.  Almost 
  directly across from you is an opening into a low hill. 
    
  On your right is a large pool, fed by a rippling 
  waterfall at one end.  A small stream exits the pond at 
  the end nearest you and gurgles cheerfully as it winds 
  around bushes and low evergreen shrubs until it exits 
  the clearing to your right.   
  The air is clean and smells sweetly of ripe berries.  All 
  along one side to the left of the entrance are shrubs 
  and hedges marking the edge of the clearing.  Several 
  large trees shade the entrance into the hill.  You catch
  a flash of silver in the pond and realize it was the side 
  of a fat trout rising to catch a fly.   
   
   
  f
  A Knowledge (nature) check (DC 5) or the standard 
  druidic ability to identify plants and animals will allow 
  the players to recognize that the berries are edible.  They 
  will also know that several of the low bushes are actually 
  hazelnut trees and that there is a pair of large chestnut 
  trees near the entrance in the hill.  There is also wild rye 
  growing along the northwestern edge of the pond. 
  The air is warm here, almost like late spring, yet the 
  foliage is in full splendor.  Even though you can see 
  sunlight filtering through the leaves o  the encircling 
  trees, you can't quite tell from which direction the 
  sun is coming.   
  Rhys pauses and motions to a round boulder set 
  almost like a table on the left near the entrance into 
  the hill.  "Ioan can live here in peace until the time 
  comes for the Gonfalon to return to Gyruff.  He'll 
  have all the food he can gather and fresh water to 
  boot." 
  He pauses and looks around and sighs slightly.  "As 
  for me, what I seek is in that cave yonder.  But I 
  would appreciate your company on my last few steps." 
   With that, he turns and walks slowly across the 
  clearing and to the cave entrance.  He pauses, picks 
  up and lights a torch sitting near the entrance and 
  continues into the opening. 
  The PCs make any preparations they like before entering 
  the cave.  Rhys patiently waits until they are ready.  
  When PCs enter the cave, go to The Dead Knight, 
  below. 
  The Dead Knight 
  You follow Rhys down the entrance.  The floor 
  beneath you slopes gently down until it opens up in a 
  large oval-shaped cavern.  After the bright sunlight of 
  the glade beyond it takes your eyes a moment or two 
  to adjust to the dimness of the cave.   
   
   
   
  Torches light the room, casting eerie shadows along 
  the darkened stone passageway.  In the center of the 
  room, is a figure of a large knight, kneeling upon one 
  knee, great sword between his hands as if leaning 
  against it. The armor of the knight makes it 
  impossible to see any features, and for a moment, one 
  might mistake it for a statue. 
  A voice that sounds like living shadow begins low, 
  filling the cavernous room clearly.  “In youth I 
  served. In age I betrayed.  In death I uphold.”  The 
  figure rises slowly to its feet. 
  If the PCs wish to take actions at this time, they can.  If 
  they attack the knight, go straight to initiative.  If the PCs 
  wait, Rhys speaks up. 
  Rhys, looking to the figure, steps forward.  “I am Rhys 
  of the Ash, whose lore must be kept.  These are my 
  companions to see me into my final rest.  They bring 
  with them one who seeks a place to wait.” 
  A harsh voice, almost like the creaking of a rusty gate, 
  emanates from the figure.  "Thou hast the touch of 
  death upon thee.  Thou mayest pass into the Cairn of 
  Song."   
  Then the knight turns to you and the cavern grows 
  cold.  “The living cannot venture into the place of the 
  dead” the figure responds. “In life I betrayed.  In 
  death I uphold.  In undeath I am bound.” 
  The dead knight’s arm outstretches towards your 
  party and again the harsh voice rings out.  "But none 
  of thee hast the touch of death upon thee.  As I was 
  false in life, so must I be true in death.  None may 
  GEO4-01 A Necessary Evil 
   
  Page 21 
  
  stay here save they be dead and none may pass yet 
  they live.  Face me…and die!" 
  The dead knight and his incorporeal companions attack 
  the party.  For the layout of the cairn, please see DM 
  Aids: Map #4. 
  Ioan automatically fails his Will save against the fear 
  effect of the death knight and flees the cairn as fast as he 
  can.  If the PCs are only facing the swordwraith, Ioan 
  keeps his distance from the undead. 
  Rhys, on the other hand, is a little more help.  He is too 
  old and weak to cast spells, but he does inspire courage 
  with his harp.  His bard song gives everyone a +3 morale 
  bonus to attacks, damage, and saves versus charm or fear 
  effects (Ioan still rolls a 1 on his save vs. fear). 
  When the dead knight is dropped to 0 hp, read the 
  following: 
  At last the armored form falls under your attacks, but 
  it then fades from sight, ke an apparition. A moment 
  later a coo breeze fills the chamber, and the torches 
  that illuminated your way slowly wink out, one by 
  one, followed by a rush of cool air. You have the 
  feeling that something passes by unseen in the 
  darkness, barely touching the back of your neck, 
  across your face, then moving forward. At once, the 
  torches again flame to life, and the room is as it was 
  before the battle began, with the large armored form 
  standing before you. 
  li
  l 
  ,
  “Final death cannot claim me, for my sins cannot be 
  forgiven. I am denied an end as I was in life.  Rest is 
  always beyond sight, beyond hope. Always and always 
  it is within grasp  and without it.” 
  As if truly facing you for the first time, the figure 
  looks to each of you in turn. Red fiery eyes seem to 
  pierce your soul, and for a moment, you can see a man 
  gazing back, but only for a moment.  “Thou has 
  proven thyselves and thy right to be here.”  The dead 
  knight returns to its place of rest, kneeling again on 
  one knee in the center of the room. 
  The dead knight is unresponsive to all questions, 
  comments, or other actions.  The other undead do not 
  return. 
  Most of the dead knight’s equipment is bound to its form 
  and is reformed with him after the battle.  Depending 
  upon the APL, one or two items remain for the PCs to 
  take after his defeat.  At APL 4 and above, the cloak of 
  minor displacement remains.  At APL 6 and above, the 
  boots of speed remain as well. 
  Tactics: The knight moves into combat quickly, but 
  doesn’t charge unless he is charging an opponent 
  standing alone.  He does not put himself in a position 
  where he can be easily charged.  He always uses his five 
  foot step to maneuver into a better position, always 
  hoping for a cleave attempt.  He attacks lightly armored 
  opponents first, if possible, using power attack to full 
  capability.  Against more heavily armored opponents, the 
  knight uses his power attack sparingly (only a couple 
  points) unless they prove easy to hit.  At all APLs, 
  remember the knight’s cloak provides a 20% miss chance 
  on all attack rolls against him.  At APL 6 and above, the 
  knight activates his boots immediately before entering 
  combat.  At APL 10, remember the knight carries an icy 
  burst weapon, which deals additional cold damage on a 
  critical hit. 
  DM Note:  Because Rhys inspires courage, the EL for 
  this encounter has been reduced by 1. 
  APL 4 (EL 7) 
  � Swordwraith Male Human Ftr4: hp 36; see Appendix 
  I. 
  � Shadows (2): hp 27 each; see Monster Manual. 
  APL 6 (EL 9) 
  � Death Knight Male Human Ftr6: hp 54; see 
  Appendix I. 
  � Wraiths (2): hp 45 each; see Monster Manual. 
  APL 8 (EL 11) 
  � Death Knight Male Human Ftr6/Rgr1/Blckgrd1: 
  hp 72; see Appendix I. 
  � Wraiths (4): hp 45 each; see Monster Manual. 
  APL 10 (EL 13) 
  � Death Knight Male Human Ftr6/Rgr1/Blckgrd3: 
  hp 90; see Appendix I. 
  � Spectres (4): hp 63 each; see Monster Manual. 
  After the combat, if any of the party wants to investigate 
  the three exits they will find that they are tunnels that 
  vary in width from ten to fifteen feet across.  Periodically 
  on either side are horizontal niches, set about waist high. 
    
  You approach a horizontal niche set about waist high. 
  Above the niche in a somewhat archaic script reads a 
  name.  As you draw nearer you begin to hear music.  
   
  GEO4-01 A Necessary Evil 
   
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  A successful Bardic Knowledge or Knowledge (history) 
  check (DC 20) reveals that the name is that of a famous 
  Prydyth of the past.  If the PC makes that check 
  successfully, a second Bardic Knowledge or Knowledge 
  (history) check (DC 10) reveals that the music is the song 
  for which that bard was best known. 
  If they examine the niches read the following: 
  Inside the niche is the body of a man or woman, 
  dressed richly in clothes adorned with various crests 
  and badges. They look to be in the fullness o life and 
  merely sleeping.  There is no evidence of decay or 
  decrepitude.  As you continue to look into the niches 
  you realize that the music changes with each body, 
  yet each is as they must have looked when at the 
  height of their power and majesty. 
   
  f 
  Proceed to Conclusion: The Gonfalon is taken to the 
  Cairn of Song. 
  Conclusion 
  Depending on the choices made in this scenario a 
  number of different conclusions are possible. 
  The Gonfalon is lost  
  You return back to Cadofyth Hazeleye. You are 
  rushed in and he looks expectantly at you and past 
  you as if looking for something. When you explain 
  what happened he looks disappointed. “A great 
  opportunity has been lost. I do not want to see you 
  anytime soon.” You are escorted briskly from his tent. 
  The PCs have earned the Disfavor of Morgan Hazeleye 
  (see the Treasure Summary). 
  The Gonfalon is given to Sierra Blackblade 
  After your encounter with the mercenaries, your 
  travel to Caer Rhiniog is unh ndered.  Your arrival is 
  met with some excitement.   Standing present is 
  Sierra Blackblade, looking towards you with a worn 
  and sad expression on her face. 
  i
  i
   
  “Thank you for nsuring that Ioan met with no harm. 
   Your role in securing the Gonfalon is an act of 
  providence. The Army of Liberation thanks you for 
  your service, and you truly are heroes.  You have my 
  thanks, and the thanks of all of the free Gyri.” 
  Sierra Blackblade embraces each of you, and sees that 
  you have all you need. While you might have 
  followed your conviction, you cannot help but 
  remember Rhys’s warning, and as you turn to leave, 
  the winter wind catches a banner above the fort.  It is 
  the blacksworded banner of Cymeravon. 
  The PCs have earned the Favor of Sierra Blackblade (see 
  the Treasure Summary). 
  The Gonfalon is given to Bedwyn the Fat 
  As the last member of the Olwythi scouting party is 
  dispatched, you quickly manage to gather yourselves 
  and Ioan together, and push forward towards 
  Hochoch. 
  You arrive at Hochoch and are met by Gareth and 
  soldiers from the Second Bragad of the Army of 
  Liberation.  You are ushered inside of Bedwyn’s estate 
  and greeted to a quiet welcome by the llwyr.  Bedwyn 
  seems rather pleased with the events as they have 
  transpired, and you are promised rich reward for 
  helping the Gyruff in this most difficult time.    
  Rooms are made for you, and your rest is undisturbed. 
  The next morning, you are summoned to the 
  anointing of a new Brenin, Bedwyn I, and you are 
  treated as celebrated heroes. But you cannot help but 
  remember the warnings of Rhys as Bedwyn assumes 
  the Griffon Chair in Caer Dwr Gwyldy and the Old 
  Oak banner of Arweth flies proudly over the city. 
  The PCs have earned the Favor of Bedwyn the Fat and 
  the Potential Peer of the Realm rewards (see the Treasure 
  Summary). 
  The Gonfalon is taken to the Cairn of Song 
  Rhys sits down wearily in one of the empty niches. 
  “This is our place of rest, and a place for you to wait, 
  Ioan, until such time that the Gonfalon can be used 
  again without fear of abuse.” 
  Rhys turns to you.  “My time is done. My story ends, 
  but it is never truly over.  We keep the lore so it is not 
  forgotten, and yet, it is with you that the story rests. I 
  pray to what gods still listen that you end the story 
  well.”  
  “You’ve done good getting me here.  I want you to 
  take this.”  He hands you his harp. It’s been good to 
  me and there are quite a few songs left in her.  I won’t 
  be needing her anymore.  Maybe she can help you.” 
   “
   
  Rhys adds a final smile to his last comment, and then 
  slowly sinks into a nearby alcove, just right for his 
  size. 
  “I do so need a rest…”  And his eyes close. 
  The harp the PC’s receive is Rhys’ ashwood harp (see the 
  Treasure Summary).  With nothing left to do here, the 
  GEO4-01 A Necessary Evil 
   
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  PCs should leave the Cairn for the dell.  Once outside, 
  read the following: 
  Ioan looks to each of you.  “I will remain here with 
  those who know of such things, and learn what I can 
  about the Gonfalon.  Perhaps we shall never meet 
  again, and then, I have some thought that we will.  
  Perhaps in another tale or in greater need.” 
  There is an opening in the woods and hillside opposite 
  the cairn’s opening.  When the PCs take this path, it 
  returns them to the Flanaess. 
  You make your way through the mist-shrouded path 
  find your way back into to the edge of the Oytwood. 
  The path behind you is gone. 
    
   
   
   
  You have removed the Gonfalon from the battle, 
  which will surely weaken the fight against the giants. 
  But Rhys’s warnings remain with you, and you have a 
  sense that the Gonfalon and Ioan have yet to finish 
  their role in the reclamation of Geoff.  
  The cold winter wind blow from the north, and the 
  warmth of Preston is many day’s travel away. 
   
   
  The End 
  Experience Point Summary 
  The player characters receive the following experience 
  point awards, by APL and encounter: 
  Encounter One 
  Keep the parcel out of the hands of Davyth 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
  Encounter Two 
  Recover Ioan without engaging in combat 
   
  APL 4 – 45 xp. 
   
  APL 6 – 60 xp. 
   
  APL 8 – 75 xp. 
   
  APL 10 – 90 xp. 
  Encounter Three 
  Rescue the Gonfalon 
   
  APL 4 – 150 xp. 
   
  APL 6 – 210 xp. 
   
  APL 8 – 270 xp. 
   
  APL 10 – 330 xp. 
  Encounter Five 
  Carefully/Thoughtfully decide what to do with the 
  Gonfalon 
   
  APL 4 – 45 xp. 
   
  APL 6 – 60 xp. 
   
  APL 8 – 75 xp. 
   
  APL 10 – 90 xp. 
  Encounter Six or Seven or Eight 
  Defeat the mercenaries or the rangers or the guardians 
   
  APL 4 – 210 xp. 
   
  APL 6 – 270 xp. 
   
  APL 8 – 330 xp. 
   
  APL 10 – 390 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing  
   
  APL 4 – 45 xp. 
   
  APL 6 – 60 xp. 
   
  APL 8 – 75 xp. 
   
  APL 10 – 90 xp. 
  Total Possible Experience 
   
  APL 4 – 675 xp. 
   
  APL 6 – 900 xp. 
   
  APL 8 – 1,125 xp. 
   
  APL 10 – 1,350 xp. 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  GEO4-01 A Necessary Evil 
   
  Page 24 
  
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Introduction 
   
  All APLs: L: 0 gp; C: 10 gp; M: 0 gp. 
  Encounter One 
   
  APL 4: L: 64 gp; C: 0 gp; M: +1 large steel shield (98 
  gp), +1 breastplate (113 gp), 6 potions of cure light 
  wounds (4 gp each), bracers of armor +1 (83 gp), Cyvrin’s 
  Spellbook (96 gp). 
   
  APL 6: L: 164 gp; C: 0 gp; M: +1 large steel shield (98 
  gp), +1 breastplate (113 gp), 6 potions of cure light 
  wounds (4 gp each), bracers of armor +2 (333 gp), 
  Cyvrin’s Spellbook (96 gp). 
   
  APL 8: L: 121 gp; C: 0 gp; M: +1 large steel shield (98 
  gp), 2 +1 breastplates (113 gp each), 8 potions of cure 
  light wounds (4 gp each), bracers of armor +3 (750 gp), 
  Cyvrin’s Spellbook (96 gp), +1 longsword (193 gp). 
   
  APL 10: L: 121 gp; C: 0 gp; M: +2 large steel shield 
  (348 gp), 2 +1 breastplates (113 gp each), 8 potions of cure 
  light wounds (4 gp each), bracers of armor +4 (1,333 gp), 
  Cyvrin’s Spellbook (96 gp), +1 longsword (193 gp). 
  Encounter Three 
   
  APL 4: L: 110 gp; C: 0 gp; M: 0 gp. 
   
  APL 6: L: 110 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 470 gp; C: 0 gp; M: 0 gp. 
   
  APL 10: L: 470 gp; C: 0 gp; M: 0 gp. 
  Encounter Four 
   
  All APLs: L: 0 gp; C: 300 gp; M: 0 gp. 
  Encounter Six 
   
  APL 4: L: 111 gp; C: 0 gp; M: 2 +1 breastplates (113 gp 
  each), 2 potions of cure light wounds (4 gp each), bracers 
  of armor +1 (83 gp), 2 +1 chain shirts (104 gp each), 
  brooch of shielding (125 gp), 2 potions of cure moderate 
  wounds (25 gp each), wand of cure light wounds – 1
  st 
   
   
   
  level caster (63 gp). 
   
  APL 6: L: 196 gp; C: 0 gp; M: 2 +1 breastplates (113 gp 
  each), 2 potions of cure light wounds (4 gp each), bracers 
  of armor +2 (333 gp), 3 +1 chain shirts (104 gp each), 
  brooch of shielding (125 gp), 3 potions of cure moderate 
  wounds (25 gp each), wand of cure light wounds – 1
  st
  level caster (63 gp), wand of magic missile – 1
  st level 
  caster (63 gp), +1 heavy mace (193 gp), pearl of power – 1
  st
  level (83 gp). 
   
  APL 8: L: 168 gp; C: 0 gp; M: +1 breastplate (113 gp), 
  2 potions of cure light wounds (4 gp each), bracers of 
  armor +3 (750 gp), 2 +1 chain shirts (104 gp each), brooch 
  of shielding (125 gp), 4 potions of cure moderate wounds 
  (25 gp each), wand of cure light wounds – 1
  st level caster 
  (63 gp), wand of magic missile – 3
  rd level caster (188 gp), 
  +1 heavy mace (193 gp), pearl of power – 1
  st level (83 gp), 
  +1 spiked chain (194 gp), +1 mithral chain shirt (175 gp), 
  cloak of resistance +1 (83 gp), ring of protection +1 (167 
  gp), 3 amulets of natural armor +1 (167 gp each), +2 
  breastplate (363 gp), +1 heavy wooden shield (96 gp), 
  periapt of wisdom +2 (333 gp). 
   
  APL 10: L: 84 gp; C: 0 gp; M: +1 breastplate (113 gp), 
  2 potions of cure light wounds (4 gp each), bracers of 
  armor +4 (1,333 gp), 2 +1 chain shirts (104 gp each), 
  brooch of shielding (125 gp), 4 potions of cure moderate 
  wounds (25 gp each), wand of cure light wounds – 1
  st
  level caster (63 gp), wand of fireball – 5
  th level caster (938 
  gp), +2 heavy mace (693 gp), pearl of power – 1
  st level (83 
  gp), +1 spiked chain (194 gp), +2 mithral chain shirt (425 
  gp), cloak of resistance +1 (83 gp), ring of protection +1 
  (167 gp), 3 amulets of natural armor +1 (167 gp each), +3 
  breastplate (779 gp), +1 heavy wooden shield (96 gp), 
  periapt of wisdom +2 (333 gp), +1 glaive (192 gp), +1 
  composite longbow w/ +3 Str bonus (225 gp), arcane 
  scroll of haste – 5
  th level caster (31 gp), pearl of power – 
  2
  nd level (333 gp). 
  Encounter Seven 
   
  APL 4: L: 359 gp; C: 0 gp; M: 6 elixirs of hiding (21 gp 
  each), 6 elixirs of sneaking (21 gp each), potion of haste 
  (63 gp). 
   
  APL 6: L: 359 gp; C: 0 gp; M: 6 elixirs of hiding (21 gp 
  each), 6 elixirs of sneaking (21 gp each), potion of haste 
  GEO4-01 A Necessary Evil 
   
  Page 25 
  
  (63 gp), potion of fly (63 gp), cloak of resistance +1 (83 
  gp). 
   
  APL 8: L: 324 gp; C: 0 gp; M: 6 elixirs of hiding (21 gp 
  each), 6 elixirs of sneaking (21 gp each), potion of haste 
  (63 gp), potion of fly (63 gp), cloak of resistance +1 (83 
  gp), +1 chain shirt (104 gp), +1 scimitar (193 gp), +1 
  spiked light wooden shield (180 gp). 
   
  APL 10: L: 324 gp; C: 0 gp; M: 6 elixirs of hiding (21 
  gp each), 6 elixirs of sneaking (21 gp each), potion of 
  haste (63 gp), potion of fly (63 gp), cloak of resistance +2 
  (333 gp), +1 chain shirt (104 gp), +1 scimitar (193 gp), +1 
  spiked light wooden shield (180 gp). 
  Encounter Eight 
   
  APL 4: L: 0 gp; C: 0 gp; M: cloak of minor 
  displacement (2,000 gp). 
   
  APL 6: L: 0 gp; C: 0 gp; M: cloak of minor 
  displacement (2,000 gp), boots of speed (1,000 gp). 
   
  APL 8: L: 0 gp; C: 0 gp; M: cloak of minor 
  displacement (2,000 gp), boots of speed (1,000 gp). 
   
  APL 10: L: 0 gp; C: 0 gp; M: cloak of minor 
  displacement (2,000 gp), boots of speed (1,000 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
   
  APL 4: L: 644 gp; C: 310 gp; M: 3,492 gp – Total: 4,446 
  gp (650 gp). 
   
  APL 6: L: 829 gp; C: 310 gp; M: 5,606 gp – Total: 6,745 
  gp (900 gp). 
   
  APL 8: L: 1,083 gp; C: 310 gp; M: 9,076 gp – Total: 
  10,469 gp (1,300 gp). 
   
  APL 10: L: 999 gp; C: 310 gp; M: 13,439 gp – Total: 
  14,748 gp (2,300 gp). 
  Special 
  � Ashwood Harp 
   
  This ancient masterwork instrument, crafted from 
  the finest ash, is decorated in swirls and patterns that 
  resemble leaves.  On a successful Perform (string 
  instruments) check (DC 14), the harp doubles the 
  effective range of the user's bardic music effects for as 
  long as the harp is played.  In addition, while it is being 
  played successfully, the harp enables the user to cast 
  silent image, once per day as a 4th level caster, and to 
  negate all magical silence within 10 feet of the harp, once 
  per day for a maximum of 10 consecutive rounds.  A bard 
  can use the powers of the harp and also cast spells, as long 
  as the spells contain no somatic components. 
   
  Faint 
  abjuration/evocation/illusion; 
  CL: 
  4
  th; 
  Prerequisites: Craft Wondrous Item, silent image, bardic 
  music ability, ranks in Perform (string instruments); 
  Market Price: 4,780 gp; Weight: 5 lbs. 
  � Favor of Bedwyn the Fat 
   
  You have given Bedwyn the Fat the Gonfalon of 
  Gyruff, and he has promised to reward you.  You may 
  trade this favor for access (Frequency: Adventure) to 
  purchase one, and only one, of the following magic items: 
  wand of lightning bolt (6
  th level caster) or mithral full 
  plate of speed.  You may also trade this favor for a grant of 
  land that qualifies you for the Ffolk of Gyruff meta-org.  
  Favor Level B.  Mark this favor when used. 
  � Potential Peer of the Realm 
   
  If you have earned the Favor of Bedwyn the Fat from 
  this adventure AND he receives the Gonfalon in the 
  official regional storyline, then Bedwyn offers to anoint 
  you as a Peer of the Realm.  In that case, you are now 
  noble and qualify for the Geoff Nobility Meta-org. 
  � Favor of Sierra Blackblade 
   
  You have given Sierra Blackblade the Gonfalon of 
  Gyruff, and she has promised to reward you.  You may 
  trade this favor for access (Frequency: Adventure) to 
  purchase one, and only one, of the following magic items: 
  ring of chameleon, flame tongue, or staff of charming.  
  Favor Level B.  Mark this favor when used. 
  � Disfavor of Morgan Hazeleye 
   
  In the process of returning Ioan to Morgan 
  Hazeleye, you have killed (or your actions have resulted 
  in the death of) at least one member of the Army of 
  Liberation.  This favor gives a -2 circumstance modifier to 
  Charisma-based checks when dealing with an officer of 
  the Army of Liberation.  Additionally, all promotion costs 
  within the Army of Liberation are doubled.  Favor Level 
  C.  This disfavor can be negated by using a Favor of 
  Morgan Hazeleye or by using a favor of higher level. 
  � Cyvrin’s Spellbook 
   
  1
  st—[sleep, color spray, mage armor, hypnotism]; 
  2
  nd—[glitterdust, web, b ur]; 3
  l
  rd—[dispel magic, deep 
  slumber, slow]; 4
  th—[lesser globe of invulnerability]. 
   
  Market Price: 1,150 gp; Weight: 3 lbs. 
  Items for the Adventure Record 
  Item Access 
  APL 4: 
  � Ashwood Harp (Adventure, see above) 
  � Brooch of Shielding (Adventure, DMG) 
  � Cloak of Displacement, Minor (Adventure, 
  DMG) 
  � Cyvrin’s Spellbook (Adventure, see above) 
  � Elixir of Hiding (Adventure, DMG) 
  GEO4-01 A Necessary Evil 
   
  Page 26 
  
  � Elixir of Sneaking (Adventure, DMG) 
  � Potion of Haste (Adventure, DMG) 
  � Wand of Cure Light Wounds (Adventure, 1
  st 
  level caster, DMG) 
   
  APL 6 (APL 4 Items plus): 
  � Boots of Speed (Adventure, DMG) 
  � Bracers of Armor +2 (Adventure, DMG) 
  � Pearl of Power – 1
  st level spell (Adventure, 
  DMG) 
  � Potion of Fly (Adventure, DMG) 
  � Wand of Magic Missile (Adventure, 1
  st level 
  caster, DMG) 
   
  APL 8 (APL 4, 6 Items plus): 
  � +1 Mithral Chain Shirt (Adventure, DMG) 
  � +2 Breastplate (Adventure, DMG) 
  � Bracers of Armor +3 (Adventure, DMG) 
  � Periapt of Wisdom +2 (Adventure, DMG) 
  � Wand of Magic Missile (Adventure, 3
  rd level 
  caster, DMG) 
   
  APL 10 (APL 4, 6, 8 Items plus): 
  � +2 Heavy Mace (Adventure, DMG) 
  � +2 Large Steel Shield (Adventure, DMG) 
  � +2 Mithral Chain Shirt (Adventure, DMG) 
  � +3 Breastplate (Adventure, DMG) 
  � Bracers of Armor +4 (Adventure, DMG) 
  � Cloak of Resistance +2 (Adventure, DMG) 
  � Pearl of Power – 2
  nd level spell (Adventure, 
  DMG) 
  � Wand of Fireball (Adventure, 5
  th level caster, 
  DMG) 
   
   
   
  GEO4-01 A Necessary Evil 
   
  Page 27 
  
  Appendix I: NPCs
  All APLs 
  Ioan ap Gwyndred: Male Human War3; CR 2; 
  Medium Humanoid (Human); HD 3d8+6; hp 23 Init 
  +3 Spd 30 ft.; AC 13, touch 13, flat-footed 10; Base Atk 
  +3; Grp +5; Atk +5 melee (1d3, unarmed strike); Full 
  Atk +5 melee (1d3, unarmed strike); AL NG; SV Fort +5 
  Ref +4, Will +1; Str 14, Dex 16, Con 14, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Climb +8, Handle Animal +3, 
  Jump +5, Ride +9; Dodge, Endurance, Improved 
  Unarmed Strike. 
   
  Possessions: None. 
   
  Description: Ioan ap Gwyndred (yo-an ap gween-
  dread) was a well-to-do merchant.  He lost his right 
  arm is missing as a giant ripped it off during the 
  invasion.  Miraculously, he survived.  However, the 
  loss of his dominant arm has left Ioan a combat cripple. 
   Two years ago, he accompanied some adventurers to 
  uncover the resting place of the Gonfalon.  He spoke 
  with the ghost of his ancestor that guarded the banner 
  and was chosen as its new bearer.  When Ioan raised 
  the Gonfalon to lift the morale of Hochoch, his arm 
  was restored through the magic of the banner. 
   
  He is a full-blooded Flannae and is very friendly 
  and out going.  Other than his paternal grandfather 
  Cedrid ap Bryn, he is the only survivor of the giant 
  invasion in his family.  Both of his parents and all of his 
  siblings were killed in the invasion. He is not married, 
  and lives in the rooms above his mercantile with his 
  bedridden grandfather.  The family’s steading is located 
  thirty-two miles north of Hochoch.  The steading was 
  abandoned during the invasion, along with many 
  family heirlooms. 
  APL 4 
  Encounter One 
  Davyth ap Donalt: Male Human Rog2/Ftr2; CR 4; 
  Medium Humanoid (Human); HD 2d6+2d10+8; hp 30; 
  Init +2; Spd 20 ft.; AC 21, touch 12, flat-footed 19; Base 
  Atk +3; Grp +6; Atk +7 melee (1d8+3/19-20, longsword) 
  or +5 ranged (1d4+3/19-20, dagger); Full Atk +7 melee 
  (1d8+3/19-20, longsword) or +5 ranged (1d4+3/19-20, 
  dagger); SA Sneak Attack +1d6; SQ Evasion; AL LN; SV 
  Fort +5, Ref +5, Will +0; Str 17, Dex 14, Con 14, Int 10, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +5, Diplomacy +5, Gather 
  Information +5, Intimidate +5, Sense Motive +5, Jump 
  +6, Climb +6, Profession (Soldier) +5, Knowledge 
  (Local-Sheldomar Valley) +5; Power Attack, Cleave, 
  Weapon Focus (Longsword). 
   
  Possessions: Longsword, 2 Daggers, +1 Large Steel 
  Shield, +1 Breastplate, Potion of Cure Light Wounds. 
  Rhyfelwr 1: Male Human Ftr2; CR 2; Medium 
  Humanoid (Human); HD 2d10+4; hp 18; Init +1; Spd 
  20 ft.; AC 18, touch 11, flat-footed 17; Base Atk +2; Grp 
  +4; Atk +4 melee (1d8+2/19-20, longsword) or +3 
  ranged (1d4+2/19-20, dagger); Full Atk +4 melee 
  (1d8+2/19-20, longsword) or +3 ranged (1d4+2/19-20, 
  dagger); AL LN; SV Fort +5, Ref +1, Will +0; Str 15, Dex 
  12, Con 14, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +3, Intimidate +3, Jump -3; 
  Power Attack, Cleave, Improved Sunder, Weapon 
  Focus (Longsword). 
   
  Possessions: Dagger x2, Large Steel Shield, 
  Longsword, Breastplate, Potion of Cure Light Wounds. 
  Rhyfelwr 2: Male Human Ftr2; CR 2; Medium 
  Humanoid (Human); HD 2d10+4; hp 18; Init +2; Spd 
  30 ft.; AC 17, touch 12, flat-footed 15; Base Atk +2; Grp 
  +3; Atk +3 melee (1d8+1/x3, longspear) or +6 ranged 
  (1d4+1/19-20, dagger); Full Atk +3 melee (1d8+1/x3, 
  longspear) or +6 ranged (1d4+1/19-20, dagger); AL LN; 
  SV Fort +5, Ref +2, Will +0; Str 12, Dex 15, Con 14, Int 
  11, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +5, Intimidate +5, Jump +5; 
  Weapon Focus (Longspear), Combat Reflexes, Hold 
  the Line, Improved Buckler Defense. 
   
  Possessions: Dagger x2, Longspear, Buckler, Chain 
  Shirt, Potion of Cure Light Wounds. 
  Rhyfelwr 3: Male Human Ftr2; CR 2; Medium 
  Humanoid (Human); HD 2d10+4; hp 18; Init +2; Spd 
  30 ft.; AC 20, touch 14, flat-footed 16; Base Atk +2; Grp 
  +3; Atk +3 melee (1d8+1/x3, longspear) or +6 ranged 
  (1d4+1/19-20, dagger); Full Atk +3 melee (1d8+1/x3, 
  longspear) or +6 ranged (1d4+1/19-20, dagger); AL LN; 
  SV Fort +5, Ref +2, Will +0; Str 12, Dex 15, Con 14, Int 
  11, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +5, Intimidate +5, Jump +5; 
  Weapon Focus (Longspear), Combat Reflexes, Hold 
  the Line, Improved Buckler Defense. 
   
  Possessions: Dagger x2, Longspear, Buckler, Chain 
  Shirt, Potion of Cure Light Wounds. 
  Cyvrin: Male Human Wiz2; CR 2; Medium Humanoid 
  (Human); HD 2d4+2; hp 8; Init +2; Spd 30 ft.; AC 13, 
  touch 12, flat-footed 11; Base Atk +1; Grp +1; Atk +1 
  melee (1d4, dagger) or +3 ranged (1d8/19-20, light 
  crossbow); Full Atk +1 melee (1d4, dagger) or +3 
  ranged (1d8/19-20, light crossbow); AL LN; SV Fort +1, 
  GEO4-01 A Necessary Evil 
   
  Page 28 
  
  Ref +2, Will +3; Str 11, Dex 14, Con 12, Int 15, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Concentration +6, Knowledge 
  (Arcana) +7, Knowledge (Local – Sheldomar Valley) +7, 
  Profession (Soldier) +5, Spellcraft +7; Combat Casting, 
  Spell Focus (Illusion), Scribe Scroll. 
   
  Wizard Prepared (save DC (12 + spell level)): 0- 
  daze x3, flarex2; 1st- Sleep, color sprayx2, 
   
  Possessions: Spellbook, Dagger, Light Crossbow 
  (w/ 20 bolts), Bracers of Armor +1, Potion of Cure 
  Light Wounds. 
  Diwinyth: Human Clr2 of Ehlonna; CR 2; Medium 
  Humanoid (Human); HD 2d8+2; hp 14; Init +2; Spd 30 
  ft.; AC 19, touch 12, flat-footed 17; Base Atk +1; Grp +1; 
  Atk +1 melee (1d8, heavy mace) or +3 ranged (1d8/19-
  20, light crossbow); Full Atk +1 melee (1d8, heavy 
  mace) or +3 ranged (1d8/19-20, light crossbow); AL LN; 
  SV Fort +4, Ref +2, Will +5; Str 11, Dex 14, Con 12, Int 
  10, Wis 15, Cha 10. 
   
  Skills and Feats: Concentration +6, Heal +7, 
  Knowledge (Religion) +5; Combat Casting, Eschew 
  Materials. 
   
   
  Cleric Spells Prepared (save DC 12 + spell level): 0- 
  cure minor wounds x2, light, virtue; 1st- entangle*, 
  bless, magic weapon, shield of faith. *Domains: Good, 
  Plant. 
   
  Possessions: Heavy Mace, Light Crossbow (w/ 20 
  bolts), Large Wooden Shield, Breastplate, Potion of 
  Cure Light Wounds. 
  Encounter Three 
  Orc Shock Trooper: Orc Bbn1; CR 1; Medium 
  Humanoid (Orc); HD 1d12+2; hp 11; Init +1; Spd 30 ft.; 
  AC 16, touch 11, flat-footed 15; Base Atk +1; Grp +5; 
  Atk +6 melee (1d12+6/x3, greataxe); Full Atk +6 melee 
  (1d12+6/x3, greataxe); SA rage; SQ darkvision 60 ft., 
  light sensitivity, fast movement; AL CE; SV Fort +4, 
  Ref +1, Will -1; Str 18, Dex 12, Con 14, Int 8, Wis 8, Cha 
  6. 
   
  Skills and Feats: Climb +5, Jump +5, Swim +2; 
  Weapon Focus (Greataxe). 
   
  Stats in rage: hp 15; AC 14; Atk +8 melee 
  (1d12+9/x3, greataxe); Fort +6, Will +1, duration 7 
  rounds. 
   
  Possessions: Breastplate, Greataxe. 
  Ogre Shock Trooper: Ogre Bbn1; CR 4; Large Giant; 
  HD 4d8+1d12+23; hp 51; Init +1; Spd 40 ft.; AC 20, 
  touch 10, flat-footed 19; Base Atk +4; Grp +15; Atk +11 
  melee (2d8+10/x3, large glaive); Full Atk +11 melee 
  (2d8+10/x3, large glaive); SA rage; SQ darkvision 60 ft., 
  low-light vision, fast movement; AL CE; SV Fort +10, 
  Ref +2, Will +1; Str 25, Dex 12, Con 18, Int 9, Wis 10, 
  Cha 4. 
  Skills and Feats: Climb +15, Jump +10; Toughness, 
  Weapon Focus (Glaive). 
   
  Stats in rage: hp 61; AC 18; Atk +13 melee 
  (2d8+13/x3, large glaive); Fort +12, Will +3, duration 9 
  rounds. 
   
  Possessions: Large Breastplate, Large Glaive. 
  Encounter Six 
  Mercenary Leader: Human Rog2/Ftr2; CR 4; Medium 
  Humanoid (Human); HD 2d6+2d10+8; hp 30; Init +4; 
  Spd 30 ft.; AC 19, touch 14, flat-footed 15; Base Atk +3; 
  Grp +6; Atk +7 melee (2d4+4, spiked chain) or +7 
  ranged (1d4+3/19-20, dagger); Full Atk +7 melee 
  (2d4+4, spiked chain) or +7 ranged (1d4+3/19-20, 
  dagger); SA Sneak Attack +1d6; SQ Evasion; AL LN; SV 
  Fort +5, Ref +7, Will +0; Str 17, Dex 14 (18), Con 14, Int 
  10, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +1, Diplomacy +5, Gather 
  Information +5, Hide +8, Intimidate +4, Move Silently 
  +8, Sense Motive +5, Tumble +8, Use Magic Device +5, 
  Perform (Dance) +1, Profession (Mercenary) +4, 
  Knowledge (Local-Sheldomar Valley) +2, Languages: 
  Common, Old Oeridian; Combat Reflexes, Dodge, 
  Mobility, Exotic Weapon Proficiency (Spiked Chain), 
  Weapon Focus (Spiked Chain). 
   
  Possessions: Spiked Chain, 2 Daggers, +1 Chain 
  Shirt, Potion of Cure Light Wounds, Potion of Cat's 
  Grace, Brooch of Shielding. 
  Mercenary Fighter 1: Human Ftr2; CR 2; Medium 
  Humanoid (Human); HD 2d10+4; hp 18; Init +8; Spd 
  20 ft.; AC 20, touch 14, flat-footed 16; Base Atk +2; Grp 
  +7; Atk +9 melee (1d10+7, glaive) or +6 ranged 
  (1d4+5/19-20, dagger); Full Atk +9 melee (1d10+7, 
  glaive) or +6 ranged (1d4+5/19-20, dagger); AL LN; SV 
  Fort +5, Ref +4, Will +0; Str 16 (20), Dex 14 (18), Con 
  14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +5, Intimidate +5, Jump +1, 
  Languages: Common, Old Oeridian; Combat Reflexes, 
  Improved Initiative, Power Attack, Weapon Focus 
  (glaive). 
   
  Possessions: Dagger x2, Masterwork Glaive, +1 
  Breastplate, Potion of Bull's Strength, Potion of Cat's 
  Grace, Potion of Cure Moderate Wounds. 
  Mercenary Fighter 2: Human Ftr2; CR 2; Medium 
  Humanoid (Human); HD 2d10+4; hp 18; Init +5; Spd 
  30 ft.; AC 20, touch 15, flat-footed 15; Base Atk +2; Grp 
  +4; Atk +8 melee (1d6+2/19-20, short sword) or +7 
  ranged (1d4+2/19-20, dagger); Full Atk +6/+6 melee 
  (1d6+2/19-20, short sword) or +7 ranged (1d4+2/19-20, 
  GEO4-01 A Necessary Evil 
   
  Page 29 
  
  dagger); AL LN; SV Fort +5, Ref +5, Will +0; Str 14, Dex 
  16 (20), Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +4, Intimidate +5, Jump +6, 
  Languages: Common, Old Oeridian; Weapon Focus 
  (Short 
  Sword), 
  Weapon 
  Finesse, 
  Two-Weapon 
  Defense, Two-Weapon Fighting. 
   
  Possessions: Dagger x2, Masterwork Short Sword 
  x2, +1 Chain Shirt, Potion of Cat's Grace, Potion of 
  Cure Moderate Wounds. 
  Mercenary Sorcerer: Human Sor2; CR 2; Medium 
  Humanoid (Human); HD 2d4+2; hp 8; Init +2; Spd 30 
  ft.; AC 13, touch 13, flat-footed 11; Base Atk +1; Grp +1; 
  Atk +1 melee (1d8, heavy mace) or +3 ranged (1d8/19-
  20, light crossbow); Full Atk +1 melee (1d8, heavy 
  mace) or +3 ranged (1d8/19-20, light crossbow); AL LN; 
  SV Fort +1, Ref +2, Will +3; Str 10, Dex 15, Con 12, Int 
  10, Wis 10, Cha 16 (20). 
   
  Skills and Feats: Concentration +6, Profession 
  (Mercenary) +3, Spellcraft +5, Languages: Common, 
  Old Oeridian; Combat Casting, Weapon Focus (Ray). 
   
  Sorcerer Spells Known (6/5; save DC 15 + spell 
  level): 0- Acid Splash, Daze, Mage Hand, Ray of Frost, 
  Touch of Fatigue; 1st- Ray of Enfeeblement, Magic 
  Missile. 
   
  Possessions: Heavy Mace, Light Crossbow (w/ 20 
  bolts), Bracers of Armor +1, Potion of Eagle’s Splendor, 
  Potion of Cure Light Wounds. 
  Mercenary Cleric: Human Clr2 of Zilchus; CR 2; 
  Medium Humanoid; 5'/5'; HD 2d8+2; hp 14; Init +6; 
  Spd 20 ft/x4; AC 19, touch 12, flat-footed 17; Base 
  Attack +1; Grp +2; Atk/Full Atk +3 melee (1d8+1/x2, 
  Heavy Mace); SQ Aura, Spontaneous Casting, cannot 
  cast Chaotic spells. Rebuke Undead; SV Fort +4, Ref +2, 
  Will +6; AL LN; Str 12, Dex 14, Con 12, Int 10, Wis 16, 
  Cha 10;  
   
  Skills & Feats: Concentration +6, Heal +8, 
  Knowledge (religion) +2, Spellcraft +1; Combat 
  Casting, Improved Initiative. 
   
  Cleric Spells Known: (4/3+1; save DC 13 + spell 
  level) 0 – Resistance x2, Light, Virtue; 1 – Disguise 
  Self*, Bless, Shield of Faith, Summon Monster I. 
  *Domains: Trickery, Knowledge. 
   
  Possessions: +1 Breastplate, MW Heavy Mace, 
  Heavy Wooden Shield; Wand of Cure Light Wounds 
  (1
  st level caster). 
  Encounter Seven 
  Olwythi Archer, Wood Elf Rgr2: CR 2; Medium 
  Humanoid; 5'/5'; HD 2d8; hp 12; Init +4; Spd 30 ft/x4; 
  AC 18, touch 14, flat-footed 14; Base Atk +2; Grp +4; 
  Atk +6 melee  (1d8+2/x3, composite longbow) or +4 
  melee  (1d8+2/19-20, Longsword); Full Atk +4/+4 
  melee  (1d8+2/x3, composite longbow) or +4 melee  
  (1d8+2/19-20, Longsword); SA Wild Empathy, Favored 
  Enemy (humanoid: human) +2; SV Fort +3, Ref +7, 
  Will +0; AL N; Str 14, Dex 18, Con 10, Int 12, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Hide +8, Knowledge (geography) 
  +3, Knowledge (nature) +6, Listen +7, Move Silently +8, 
  Search +8, Spot +7, Survival +2. Point Blank Shot, 
  Rapid Shot (Combat Style – Archery), Track. 
   
  Possessions:  Masterwork Chain Shirt, Composite 
  Longbow (+2 Str bonus), Longsword, Elixir of Hiding, 
  Elixir of Sneaking. 
  Franko, Human Rgr4: CR 4; Medium Humanoid; 
  5'/5'; HD 4d8+8; hp 30; Init +1; Spd 30 ft/x4; AC 17, 
  touch 11, flat-footed 16; Base Atk +4; Grp +8; Atk +10 
  melee  (1d6+4/18-20, mw scimitar) or +9 melee  (1d4+4, 
  lt wooden spiked shield) or +5 ranged (1d8+4/x3, comp 
  longbow); Full Atk +8 melee  (1d6+4/18-20, mw 
  scimitar) and +7 melee  (1d4+2, lt wooden spiked 
  shield) or +5 ranged (1d8+4/x3, comp longbow); SA 
  Wild Empathy, Favored Enemy (giant) +2, Animal 
  Companion; SV Fort +6, Ref +5, Will +1; AL CG; Str 19, 
  Dex 12, Con 14, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Spot +7, Listen +7, Survival +9, 
  Jump +11, Hide +7, Move Silently +7; Weapon Focus 
  (scimitar), Weapon Focus (spiked shield), Endurance, 
  Improved Shield Bash, Track, Two Weapon Fighting. 
   
  Possessions:  Chain Shirt, Masterwork Scimitar, Lt 
  Wooden Spiked Shield, Composite Longbow (+4 Str 
  bonus), Potion of Haste. 
  Encounter Eight 
  Swordwraith Male Human Ftr4: CR 6; Medium 
  Undead; HD 4d12; hp 36; Init +1; Spd 20 ft.; AC 22, 
  touch 11, flat-footed 21; Base Atk +4; Grp +7; Atk +10 
  melee (2d6+8/19-20, greatsword); Full Atk +10 melee 
  (2d6+8/19-20, greatsword); SA Strength Damage; SQ 
  DR 10/magic and slashing, turn resistance +2, undead 
  traits; AL LE; SV Fort +4, Ref +4, Will +4; Str 17, Dex 
  12, Con -, Int 12, Wis 12, Cha 14. 
   
  Skills and Feats: Diplomacy +5, Intimidate +9, 
  Knowledge (Nobility and Royalty) +4, Knowledge 
  (Religion) +2, Listen +3, Ride +8, Spot +3; Alertness, 
  Improved Buckler Defense, Power Attack, Cleave, 
  Lightning Reflexes, Iron Will, Weapon Focus 
  (Greatsword), Weapon Specialization (Greatsword). 
   
  Strength Damage (Su): A creature struck by a 
  swordwraith's melee weapon takes 1 point of Strength 
  damage. 
   
  Possessions: +2 Greatsword, +1 Full Plate, +1 
  Buckler, Cloak of Minor Displacement. 
  GEO4-01 A Necessary Evil 
   
  Page 30 
  
  APL 6 
  Encounter One 
  Davyth ap Donalt: Human Rog2/Ftr4; CR 6; Medium 
  Humanoid (Human); HD 2d6+4d10+12; hp 48; Init +2; 
  Spd 20 ft.; AC 21, touch 12, flat-footed 19; Base Atk +5; 
  Grp +8; Atk +10 melee (1d8+5/19-20, longsword) or +7 
  ranged (1d4+3/19-20, dagger); Full Atk +10 melee 
  (1d8+5/19-20, longsword) or +7 ranged (1d4+3/19-20, 
  dagger); SA Sneak Attack +1d6; SQ Evasion; AL LN; SV 
  Fort +6, Ref +6, Will +1; Str 17, Dex 14, Con 14, Int 10, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +5, Diplomacy +5, Gather 
  Information +5, Intimidate +9, Sense Motive +5, Jump 
  +8, Climb +8, Profession (Soldier) +5, Knowledge 
  (Local-Sheldomar Valley) +5; Power Attack, Cleave, 
  Improved Sunder, Weapon Focus (Longsword), 
  Weapon Specialization (Longsword), Close-Quarters 
  Fighting, Combat Brute. 
   
  Possessions: Masterwork Longsword, 2 Daggers, 
  +1 Large Steel Shield, +1 Breastplate, Potion of Cure 
  Light Wounds. 
  Rhyfelwr 1: Human Ftr3; CR 3; Medium Humanoid 
  (Human); HD 3d10+6; hp 27; Init +1; Spd 20 ft.; AC 18, 
  touch 11, flat-footed 17; Base Atk +3; Grp +5; Atk +7 
  melee (1d8+2/19-20, longsword) or +4 ranged 
  (1d4+2/19-20, dagger); Full Atk +7 melee (1d8+2/19-20, 
  longsword) or +4 ranged (1d4+2/19-20, dagger); AL LN; 
  SV Fort +5, Ref +2, Will +1; Str 15, Dex 12, Con 14, Int 
  11, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +3, Intimidate +6, Jump -4; 
  Power Attack, Cleave, Improved Sunder, Weapon 
  Focus (Longsword). Close Quarters Fighting. 
   
  Possessions: Dagger x2, Masterwork Longsword, 
  Large Steel Shield, Breastplate, Potion of Cure Light 
  Wounds. 
  Rhyfelwr 2: Human Ftr3; CR 3; Medium Humanoid 
  (Human); HD 3d10+6; hp 27; Init +2; Spd 30 ft.; AC 17, 
  touch 12, flat-footed 15; Base Atk +3; Grp +4; Atk 
  +5melee (1d8+1/x3, longspear) or +6 ranged (1d4+1/19-
  20, dagger); Full Atk +5 melee (1d8+1/x3, longspear) or 
  +6 ranged (1d4+1/19-20, dagger); AL LN; SV Fort +5, 
  Ref +3, Will +1; Str 12, Dex 15, Con 14, Int 11, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Climb +6, Intimidate +6, Jump +6; 
  Weapon Focus (Longspear), Combat Reflexes, Hold 
  the Line, Improved Buckler Defense, Dodge. 
   
  Possessions: Dagger x2, Masterwork Longspear, 
  Buckler, Chain Shirt, Potion of Cure Light Wounds. 
  Rhyfelwr 3: Human Ftr3; CR 3; Medium Humanoid 
  (Human); HD 3d10+6; hp 27; Init +2; Spd 30 ft.; AC 17, 
  touch 12, flat-footed 15; Base Atk +3; Grp +4; Atk 
  +5melee (1d8+1/x3, longspear) or +6 ranged (1d4+1/19-
  20, dagger); Full Atk +5 melee (1d8+1/x3, longspear) or 
  +6 ranged (1d4+1/19-20, dagger); AL LN; SV Fort +5, 
  Ref +3, Will +1; Str 12, Dex 15, Con 14, Int 11, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Climb +6, Intimidate +6, Jump +6; 
  Weapon Focus (Longspear), Combat Reflexes, Hold 
  the Line, Improved Buckler Defense, Dodge. 
   
  Possessions: Dagger x2, Masterwork Longspear, 
  Buckler, Chain Shirt, Potion of Cure Light Wounds. 
  Cyvrin: Human Wiz3; CR 3; Medium Humanoid 
  (Human); HD 3d4+3; hp 12; Init +2; Spd 30 ft.; AC 14, 
  touch 12, flat-footed 12; Base Atk +1; Grp +1; Atk +1 
  melee (1d4, dagger) or +3 ranged (1d8/19-20, light 
  crossbow); Full Atk +1 melee (1d4, dagger) or +3 
  ranged (1d8/19-20, light crossbow); AL LN; SV Fort +2, 
  Ref +3, Will +3; Str 11, Dex 14, Con 12, Int 15, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Concentration +7, Knowledge 
  (Arcana) +8, Knowledge (Local – Sheldomar Valley) +8, 
  Profession (Soldier) +6, Spellcraft +8; Combat Casting, 
  Spell Focus (Illusion), Spell Focus (Conjuration), 
  Scribe Scroll. 
   
  Wizard Prepared (save DC (12 + spell level)) 0 - 
  daze x3, flare x2; 1st- Sleep, color spray x2; 2- 
  glitterdust, web 
   
  Possessions: Spellbook, Dagger, Light Crossbow 
  (w/ 20 bolts), Bracers of Armor +2, Potion of Cure 
  Light Wounds. 
  Diwinyth: Human Clr3 of Ehlonna; CR 3; Medium 
  Humanoid (Human); HD 3d8+3; hp 21; Init +2; Spd 30 
  ft.; AC 19, touch 12, flat-footed 17; Base Atk +2; Grp +2; 
  Atk +2 melee (1d8, heavy mace) or +4 ranged (1d8/19-
  20, light crossbow); Full Atk +2 melee (1d8, heavy 
  mace) or +4 ranged (1d8/19-20, light crossbow); AL LN; 
  SV Fort +4, Ref +3, Will +5; Str 11, Dex 14, Con 12, Int 
  10, Wis 15, Cha 10. 
   
  Skills and Feats: Concentration +7, Heal +8, 
  Knowledge (Religion) +6; Combat Casting, Eschew 
  Materials, Silent Spell. 
   
  Cleric Spells Prepared (save DC (10+ability 
  modifier) + spell level): 0- cure minor x2, light, virtue; 
  1st- entangle*, bless, magic weapon, shield of faith;2 – 
  aid*,  hold person, sound burst. *Domains: Good, Plant. 
   
  Possessions: Heavy Mace, Light Crossbow (w/ 20 
  bolts), Large Wooden Shield, Breastplate, Potion of 
  Cure Light Wounds. 
  Encounter Three 
  Orc Shock Trooper: Orc Bbn2; CR 2; Medium 
  Humanoid (Orc); HD 2d12+4; hp 21; Init +1; Spd 30 ft.; 
  AC 16, touch 11, flat-footed 16; Base Atk +2; Grp +6; 
  GEO4-01 A Necessary Evil 
   
  Page 31 
  
  Atk +7 melee (1d12+6/x3, greataxe); Full Atk +7 melee 
  (1d12+6/x3, greataxe); SA rage; SQ darkvision 60 ft., 
  light sensitivity, fast movement, uncanny dodge; AL 
  CE; SV Fort +5, Ref +1, Will -1; Str 18, Dex 12, Con 14, 
  Int 8, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +6, Jump +6, Swim +3; 
  Weapon Focus (Greataxe). 
   
  Stats in rage: hp 25; AC 14; Atk +9 melee 
  (1d12+9/x3, greataxe); Fort +7, Will +1, duration 7 
  rounds. 
   
  Possessions: Breastplate, Greataxe. 
  Ogre Shock Trooper: Ogre Bbn1/Ftr2; CR 6; Large 
  Giant; HD 4d8+1d12+2d10+31; hp 72; Init +1; Spd 40 
  ft.; AC 20, touch 10, flat-footed 19; Base Atk +6; Grp 
  +17; Atk +13 melee (2d8+10/x3, large glaive); Full Atk 
  +13/+8 melee (2d8+10/x3, large glaive); SA rage; SQ 
  darkvision 60 ft., low-light vision, fast movement; AL 
  CE; SV Fort +13, Ref +2, Will +3; Str 25, Dex 12, Con 
  18, Int 9, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +15, Jump +10; Toughness, 
  Weapon Focus (Glaive), Iron Will, Endurance, Die 
  Hard. 
   
  Stats in rage: hp 86; AC 18; Atk +15 melee 
  (2d8+13/x3, large glaive); Fort +15, Will +5, duration 9 
  rounds. 
   
  Possessions: Large Breastplate, Large Glaive. 
  Encounter Six 
  Mercenary Leader: Human Rog4/Ftr2; CR 6; Medium 
  Humanoid (Human); HD 4d6+2d10+12; hp 42; Init +4; 
  Spd 30 ft.; AC 20, touch 15, flat-footed 20; Base Atk +5; 
  Grp +10; Atk +12 melee (2d4+7, mw spiked chain) or +9 
  ranged (1d4+5/19-20, dagger); Full Atk +12 melee 
  (2d4+7, mw spiked chain) or +9 ranged (1d4+5/19-20, 
  dagger); SA Sneak Attack +2d6; SQ Evasion, Uncanny 
  Dodge; AL LN; SV Fort +6, Ref +8, Will +1; Str 17 (21), 
  Dex 14 (18), Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +5, Diplomacy +7, Gather 
  Information +5, Hide +10, Intimidate +8, Move 
  Silently +10, Sense Motive +5, Tumble +10, Use Magic 
  Device +7, Perform (Dance) +2, Profession (Mercenary) 
  +5, 
  Knowledge 
  (Local-Sheldomar 
  Valley) 
  +4, 
  Languages: Common, Old Oeridian; Dodge, Mobility, 
  Spring Attack, Exotic Weapon Proficiency (Spiked 
  Chain), Weapon Focus (Spiked Chain). 
   
  Possessions: Masterwork Spiked Chain, 2 Daggers, 
  +1 Chain Shirt, Brooch of Shielding, Potion of Bull's 
  Strength, Potion of Cat's Grace, Potion of Cure Light 
  Wounds, Wand of Magic Missile – 1
  st level caster. 
  Mercenary Fighter 1: Human Ftr3; CR 3; Medium 
  Humanoid (Human); HD 3d10+6; hp 27; Init +8; Spd 
  20 ft.; AC 20, touch 14, flat-footed 16; Base Atk +3; Grp 
  +8; Atk +10 melee (1d10+9, glaive) or +7 ranged 
  (1d4+5/19-20, dagger); Full Atk +10 melee (1d10+9, 
  glaive) or +7 ranged (1d4+5/19-20, dagger); AL LN; SV 
  Fort +5, Ref +5, Will +1; Str 16 (20), Dex 14 (18), Con 
  14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +6, Intimidate +6, Jump +2, 
  Languages: Common, Old Oeridian; Combat Reflexes, 
  Improved Initiative, Power Attack, Cleave, Weapon 
  Focus (Glaive). 
   
  Possessions: Dagger x2, Masterwork Glaive, 
  +1 Breastplate, Potion of Bull's Strength, Potion of Cat's 
  Grace, Potion of Cure Moderate Wounds. 
  Mercenary Fighter 2: Human Ftr3; CR 3; Medium 
  Humanoid (Human); HD 3d10+6; hp 27; Init +9; Spd 
  30 ft.; AC 20, touch 15, flat-footed 15; Base Atk +3; Grp 
  +5; Atk +10 melee (1d6+2/19-20, short sword) or +8 
  ranged (1d4+2/19-20, dagger); Full Atk +8 melee 
  (1d6+2/19-20, short sword) and +8 melee (1d6+1/19-20, 
  short sword) or +8 ranged (1d4+2/19-20, dagger); AL 
  LN; SV Fort +5, Ref +6, Will +1; Str 14, Dex 16 (20), 
  Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +5, Intimidate +6, Jump +7, 
  Languages: 
  Common, 
  Old 
  Oeridian; 
  Improved 
  Initiative, Weapon Focus (Short Sword), Weapon 
  Finesse, Two-Weapon Defense, Two-Weapon Fighting. 
   
  Possessions: Dagger x2, Masterwork Short Sword 
  x2, +1 Chain Shirt, Potion of Cat's Grace, Potion of 
  Cure Moderate Wounds. 
  Mercenary Fighter 3: Human Ftr3; CR 3; Medium 
  Humanoid (Human); HD 3d10+6; hp 27; Init +9; Spd 
  30 ft.; AC 18, touch 13, flat-footed 15; Base Atk +3; Grp 
  +6; Atk +7 melee (1d8+3/19-20, longsword) or +10 
  ranged (1d8+3/x3, composite longbow); Full Atk +7 
  melee (1d8+3/19-20, longsword) or +8/+8 ranged 
  (1d8+3/x3, composite longbow); AL LN; SV Fort +5, 
  Ref +6, Will +1; Str 12 (16), Dex 16 (20), Con 15, Int 10, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Climb +6, Intimidate +6, Jump +8, 
  Languages: 
  Common, 
  Old 
  Oeridian; 
  Improved 
  Initiative, Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (Composite Longbow). 
   
  Possessions: Longsword, Masterwork Composite 
  Longbow (+3 Str bonus), +1 Chain Shirt, Potion of 
  Bull's Strength, Potion of Cat's Grace, Potion of Cure 
  Moderate Wounds. 
  Mercenary Sorcerer: Human Sor3; CR 3; Medium 
  Humanoid (Human); HD 3d4+3; hp 12; Init +2; Spd 30 
  ft.; AC 14, touch 14, flat-footed 12; Base Atk +1; Grp +1; 
  Atk +1 melee (1d8, heavy mace) or +4 ranged (1d8/19-
  20, light crossbow); Full Atk +1 melee (1d8, heavy 
  mace) or +4 ranged (1d8/19-20, light crossbow); AL LN; 
  GEO4-01 A Necessary Evil 
   
  Page 32 
  
  SV Fort +2, Ref +3, Will +5; Str 10, Dex 15, Con 12, Int 
  10, Wis 10, Cha 16 (20). 
   
  Skills and Feats: Concentration +7, Knowledge 
  (Arcana) +1, Profession (Mercenary) +3, Spellcraft +6, 
  Languages: Common, Old Oeridian; Combat Casting, 
  Iron Will, Weapon Focus (Ray). 
   
  Sorcerer Spells Known (6/6; save DC 15 + spell 
  level): 0- Acid Splash, Daze, Mage Hand, Ray of Frost, 
  Touch of Fatigue; 1st- Enlarge Person, Ray of 
  Enfeeblement, Magic Missile. 
   
  Possessions: Heavy Mace, Masterwork Light 
  Crossbow (w/ 20 bolts), Bracers of Armor +2, Potion of 
  Eagle’s Splendor, Potion of Cure Light Wounds. 
  Mercenary Cleric: Human Clr3 of Zilchus; CR 3; 
  Medium Humanoid; 5'/5'; HD 3d8+3; hp 21; Init +6; 
  Spd 20 ft/x4; AC 19, touch 12, flat-footed 17; Base 
  Attack +2; Grp +3; Atk/Full Atk +4 melee (1d8+2/x2, 
  Heavy Mace); SQ Aura, Spontaneous Casting, cannot 
  cast Chaotic spells. Rebuke Undead; SV Fort +4, Ref +3, 
  Will +6; AL LN; Str 12, Dex 14, Con 12, Int 10, Wis 16, 
  Cha 10;  
   
  Skills & Feats: Concentration +6, Heal +8, Hide 
  +0, Knowledge (religion) +2, Spellcraft +1; Combat 
  Casting, Improved Initiative. 
   
  Cleric Spells Known: (4/3+1/2+1; save DC 13 + 
  spell level) 0 – Resistance x2, Light, Virtue; 1 – 
  Disguise Self*, Bless, Shield of Faith, Summon 
  Monster I; 2 – Invisibility*, Sound Burst, Bull’s 
  Strength. *Domains: Trickery, Knowledge. 
   
   
  Possessions: +1 Breastplate, +1 Heavy Mace, Heavy 
  Wooden Shield; Wand of Cure Light Wounds (1
  st level 
  caster), Pearl of Power (1
  st level). 
  Encounter Seven 
  Olwythi Archer, Wood Elf Rgr3: CR 3; Medium 
  Humanoid; 5'/5'; HD 3d8; hp 18; Init +4; Spd 30 ft/x4; 
  AC 18, touch 14, flat-footed 14; Base Atk +3; Grp +5; 
  Atk +7 melee  (1d8+2/x3, composite longbow) or +5 
  melee  (1d8+2/19-20, Longsword); Full Atk +5/+5 
  melee  (1d8+2/x3, composite longbow) or +5 melee  
  (1d8+2/19-20, Longsword); SA Wild Empathy, Favored 
  Enemy (humanoid: human) +2; SV Fort +3, Ref +7, 
  Will +1; AL N; Str 14, Dex 18, Con 10, Int 12, Wis 10, 
  Cha 10. 
  Skills and Feats: Hide +9, Knowledge (geography) 
  +4, Knowledge (nature) +7, Listen +8, Move Silently +9, 
  Search +9, Spot +8, Survival +3. Point Blank Shot, 
  Precise Shot, Rapid Shot (Combat Style – Archery), 
  Endurance, Track. 
   
  Possessions:  Masterwork Chain Shirt, Composite 
  Longbow (+2 Str bonus), Longsword, Elixir of Hiding, 
  Elixir of Sneaking. 
  Franko, Human Rgr6: CR 6; Medium Humanoid; 
  5'/5'; HD 6d8+12; hp 45; Init +1; Spd 30 ft/x4; AC 17, 
  touch 11, flat-footed 16; Base Atk +6; Grp +10; Atk +12 
  melee  (1d6+4/18-20, mw scimitar) or +11 melee  
  (1d4+4, lt wooden spiked shield) or +7 ranged 
  (1d8+4/x3, comp longbow); Full Atk +10/+5 melee  
  (1d6+4/18-20, mw scimitar) and +9/+4 melee  (1d4+2, lt 
  wooden spiked shield) or +7/+1 ranged (1d8+4/x3, 
  comp longbow); SA Wild Empathy, Favored Enemy 
  (giant) +2, Favored Enemy (humanoid: human) +2, 
  Animal Companion; SV Fort +8, Ref +7, Will +3; AL 
  CG; Str 19, Dex 12, Con 14, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Spot +9, Listen +9, Survival +9, 
  Jump +13, Hide +9, Move Silently +9; Weapon Focus 
  (scimitar), Weapon Focus (spiked shield), Endurance, 
  Improved Shield Bash, Track, Two Weapon Fighting, 
  Improved Two Weapon Fighting, Power Attack. 
   
  Possessions:  Chain Shirt, Masterwork Scimitar, Lt 
  Wooden Spiked Shield, Composite Longbow (+4 Str 
  bonus), Potion of Haste, Potion of Fly, Cloak of 
  Resistance +1. 
  Wolf, Animal Companion:  HD 4D8+8; hp 30; Facing 
  5/5; Spd: 50 ft AC: 17, Touch 13, Flatfooted 14; 
  BAB/Grapple: +3/+5 Atk:  Bite +6 melee (1D8+2); SA: 
  Trip (+2 bonus) SQ: Link, Share Spells, Evasion, Low 
  Light Vision, Scent; AL N; SV Fort +6 Ref +7 Will +1; 
  Str 14 Dex 16 Con 15 Int 2 Wis 12 Cha 6 
   
  Skills/Feats: Hide +2, Listen +3, Move Silently +3, 
  Spot +5, Survival +1; Track, Weapon Focus Bite, 
  Improved Natural attack (Bite). 
  Encounter Eight 
  Death Knight Male Human Ftr6: CR 9; Medium 
  Undead; HD 6d12; hp 54; Init +1; Spd 20 ft.; AC 27, 
  touch 11, flat-footed 26; Base Atk +6; Grp +9; Atk +12 
  melee (2d6+8+1d6/19-20, greatsword); Full Atk +12/+7 
  melee (2d6+8+1d6/19-20, greatsword); SA Abyssal 
  Blast, Fear Aura, Touch Attack; SQ DR 15/magic, 
  Immune to cold, electricity, and polymorph, SR 20, 
  Summon Mount, Turn Immunity, Undead Traits; AL 
  LE; SV Fort +5, Ref +3, Will +5; Str 17, Dex 12, Con -, 
  Int 12, Wis 12, Cha 14. 
   
  Skills and Feats: Diplomacy +6, Intimidate +11, 
  Knowledge (Nobility and Royalty) +5, Knowledge 
  (Religion) +2, Listen +3, Ride +10, Spot +3; Power 
  Attack, Cleave, Improved Sunder, Improved Buckler 
  Defense, Iron Will, Combat Brute, Weapon Focus 
  (Greatsword), Weapon Specialization (Greatsword). 
   
  Abyssal Blast (Su): Once per day, the death knight 
  can unleash a blast of eldritch fire. The blast fills a 20-
  foot-radius spread anywhere within a range of 640 feet. 
  The blast deals 6d6 points of damage. Half of the 
  damage is fire damage, but the rest results directly 
  GEO4-01 A Necessary Evil 
   
  Page 33 
  
  from divine power and is therefore not subject to being 
  reduced by protection from elements (fire), fire shield 
  (chill shield), or similar magic. A Reflex save (DC 15) 
  reduces the damage by half. 
   
  Fear Aura (Su): Death knights are shrouded in a 
  dreadful aura of death and evil. Creatures of less than 5 
  HD within 15 feet of a death knight must succeed at a 
  Will save (DC 15) or be affected as though by a fear 
  spell cast by a sorcerer of the death knight’s level. 
   
  Summon Mount (Su): A death knight has the 
  ability to summon a mount, typically a nightmare, 
  though it may be of any other species normally used as 
  a mount. The mount may have no more Hit Dice than 
  half the death knight’s levels. If the mount is lost or 
  killed, the death knight may summon another one 
  after a year and a day. 
   
  Turn Immunity (Ex): A death knight cannot be 
  turned. It can be banished with holy word, however, 
  just as if it were an evil outsider. (The banished death 
  knight returns to the plane of the evil god it serves). 
   
  Touch Attack:  If disarmed, a death knight will use 
  a touch attack that deals negative energy damage of 1d8 
  + the death knight’s Cha bonus to living creatures.  
  Each successful touch attack also deals 1 point of Con 
  damage.  A Will save (DC 10 + ½ death knight’s HD + 
  death knight’s Cha modifier) reduces the damage by 
  half and negates the Con damage. 
   
  Possessions: +2 Frost Greatsword, +1 Full Plate 
  Armor, +1 Buckler, Cloak of Minor Displacement, 
  Boots of Speed. 
  APL 8 
  Encounter One 
  Davyth ap Donalt: Human Rog2/Ftr6; CR 8; Medium 
  Humanoid (Human); HD 2d6+6d10+16; hp 66; Init +2; 
  Spd 20 ft.; AC 21, touch 12, flat-footed 19; Base Atk +7; 
  Grp +11; Atk +13 melee (1d8+7/19-20, longsword) or 
  +9 ranged (1d4+4/19-20, dagger); Full Atk +13/+8 
  melee (1d8+7/19-20, longsword) or +9/+4 ranged 
  (1d4+4/19-20, dagger); SA Sneak Attack +1d6; SQ 
  Evasion; AL LN; SV Fort +7, Ref +7, Will +2; Str 18, 
  Dex 14, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +5, Diplomacy +5, Gather 
  Information +5, Intimidate +11, Sense Motive +5, Jump 
  +11, Climb +11, Profession (Soldier) +5, Knowledge 
  (Local-Sheldomar Valley) +5; Power Attack, Cleave, 
  Improved Sunder, Improved Bull Rush, Weapon Focus 
  (Longsword), Weapon Specialization (Longsword), 
  Close-Quarters Fighting, Combat Brute. 
   
  Possessions: +1 Longsword, 2 Daggers, +1 Large 
  Steel Shield, +1 Breastplate, Potion of Cure Light 
  Wounds. 
  Rhyfelwr 1: Human Ftr5; CR 5; Medium Humanoid 
  (Human); HD 5d10+10; hp 45; Init +1; Spd 20 ft.; AC 
  18, touch 11, flat-footed 17; Base Atk +5; Grp +8; Atk 
  +10 melee (1d8+5/19-20, longsword) or +6 ranged 
  (1d4+3/19-20, dagger); Full Atk +10 melee (1d8+5/19-
  20, longsword) or +6 ranged (1d4+3/19-20, dagger); AL 
  LN; SV Fort +6, Ref +2, Will +1; Str 16, Dex 12, Con 14, 
  Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +9, Intimidate +8, Jump +3; 
  Close-Quarters Fighting*, Power Attack, Cleave, 
  Improved Sunder, Weapon Focus (Longsword), 
  Weapon Specialization (Longsword). 
   
  Possessions: Dagger x2, Masterwork Longsword, 
  Large Steel Shield, Breastplate, Potion of Cure Light 
  Wounds. 
  Rhyfelwr 2: Human Ftr5; CR 5; Medium Humanoid 
  (Human); HD 5d10+10; hp 45; Init +3; Spd 30 ft.; AC 
  18, touch 13, flat-footed 15; Base Atk +5; Grp +6; Atk +7 
  melee (1d8+3/x3, longspear) or +8 ranged (1d4+1/19-
  20, dagger); Full Atk +7 melee (1d8+3/x3, longspear) or 
  +8 ranged (1d4+1/19-20, dagger); AL LN; SV Fort +6, 
  Ref +4, Will +1; Str 12, Dex 16, Con 14, Int 11, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Climb +8, Intimidate +8, Jump +8; 
  Weapon Focus (Longspear), Weapon Specialization 
  (Longspear), Combat Reflexes, Hold the Line, 
  Improved Buckler Defense, Dodge. 
   
  Possessions: Dagger x2, Masterwork Longspear, 
  Buckler, Chain Shirt, Potion of Cure Light Wounds x2. 
  Rhyfelwr 3: Human Ftr5; CR 5; Medium Humanoid 
  (Human); HD 5d10+10; hp 45; Init +3; Spd 30 ft.; AC 
  18, touch 13, flat-footed 15; Base Atk +5; Grp +6; Atk +7 
  melee (1d8+3/x3, longspear) or +8 ranged (1d4+1/19-
  20, dagger); Full Atk +7 melee (1d8+3/x3, longspear) or 
  +8 ranged (1d4+1/19-20, dagger); AL LN; SV Fort +6, 
  Ref +4, Will +1; Str 12, Dex 16, Con 14, Int 11, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Climb +8, Intimidate +8, Jump +8; 
  Weapon Focus (Longspear), Weapon Specialization 
  (Longspear), Combat Reflexes, Hold the Line, 
  Improved Buckler Defense, Dodge. 
   
  Possessions: Dagger x2, Masterwork Longspear, 
  Buckler, Chain Shirt, Potion of Cure Light Wounds x2. 
  Cyvrin: Human Wiz5; CR 5; Medium Humanoid 
  (Human); HD 5d4+5; hp 19; Init +2; Spd 30 ft.; AC 15, 
  touch 12, flat-footed 13; Base Atk +2; Grp +2; Atk +2 
  melee (1d4, dagger) or +4 ranged (1d8/19-20, light 
  crossbow); Full Atk +2 melee (1d4, dagger) or +4 
  ranged (1d8/19-20, light crossbow); AL LN; SV Fort +2, 
  Ref +3, Will +4; Str 11, Dex 14, Con 12, Int 16, Wis 10, 
  Cha 10. 
  GEO4-01 A Necessary Evil 
   
  Page 34 
  
   
  Skills and Feats: Concentration +9, Knowledge 
  (Arcana) +11, Knowledge (Local – Sheldomar Valley) 
  +11, Knowledge (Nobility and Royalty) +5, Profession 
  (Soldier) +8, Spellcraft +11; Combat Casting, Spell 
  Focus (Illusion), Spell Focus (Conjuration), Scribe 
  Scroll, Greater Spell Focus (Conjuration). 
   
  Wizard Prepared (save DC (13 + spell level)) 0 - 
  daze x3, flare x2; 1st- Mage armor, hypnotism, color 
  spray x2; 2- glitterdust x2, web; 3 – dispel magic, deep 
  slumber 
   
  Possessions: Spellbook, Dagger, Light Crossbow 
  (w/ 20 bolts), Bracers of Armor +3, Potion of Cure 
  Light Wounds. 
  Diwinyth: Human Clr5 of Ehlonna; CR 5; Medium 
  Humanoid (Human); HD 5d8+5; hp 34; Init +2; Spd 30 
  ft.; AC 20, touch 12, flat-footed 18; Base Atk +3; Grp +3; 
  Atk +3 melee (1d8, heavy mace) or +5 ranged (1d8/19-
  20, light crossbow); Full Atk +3 melee (1d8, heavy 
  mace) or +5 ranged (1d8/19-20, light crossbow); AL LN; 
  SV Fort +5, Ref +3, Will +7; Str 11, Dex 14, Con 12, Int 
  10, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +9, Heal +11, 
  Knowledge (Religion) +8; Combat Casting, Eschew 
  Materials, Silent Spell. 
   
  Cleric Spells Prepared (save DC (13) + spell level) 
  0- cure minor x2, light, virtue x2; 1st- entangle*, bless, 
  bane, magic weapon, shield of faith; 2 – aid*, hold 
  person, sound burst, bear’s endurance; 3 – plant 
  growth*, dispel magic. *Domains: Good, Plant. 
   
  Possessions: Heavy Mace, Light Crossbow (w/ 20 
  bolts), Large Wooden Shield, +1 Breastplate, Potion of 
  Cure Light Wounds. 
  Encounter Three 
  Orc Shock Trooper: Orc Bbn2; CR 2; Medium 
  Humanoid (Orc); HD 2d12+4; hp 21; Init +1; Spd 30 ft.; 
  AC 16, touch 11, flat-footed 16; Base Atk +2; Grp +6; 
  Atk +8 melee (1d12+6/x3, mw greataxe); Full Atk +8 
  melee (1d12+6/x3, mw greataxe); SA rage; SQ 
  darkvision 60 ft., light sensitivity, fast movement, 
  uncanny dodge; AL CE; SV Fort +5, Ref +1, Will -1; Str 
  18, Dex 12, Con 14, Int 8, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +6, Jump +6, Swim +3; 
  Weapon Focus (Greataxe). 
   
  Stats in rage: hp 25; AC 14; Atk +10 melee 
  (1d12+9/x3, mw greataxe); Fort +7, Will +1, duration 7 
  rounds. 
   
  Possessions: Breastplate, Masterwork Greataxe. 
  Ogre Shock Trooper: Ogre Bbn1/Ftr2; CR 6; Large 
  Giant; HD 4d8+1d12+2d10+31; hp 72; Init +1; Spd 40 
  ft.; AC 20, touch 10, flat-footed 19; Base Atk +6; Grp 
  +17; Atk +14 melee (2d8+10/x3, mw large glaive); Full 
  Atk +14/+9 melee (2d8+10/x3, mw large glaive); SA 
  rage; SQ darkvision 60 ft., low-light vision, fast 
  movement; AL CE; SV Fort +13, Ref +2, Will +3; Str 25, 
  Dex 12, Con 18, Int 9, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +15, Jump +10; Toughness, 
  Weapon Focus (Glaive), Iron Will, Endurance, Die 
  Hard. 
   
  Stats in rage: hp 86; AC 18; Atk +16 melee 
  (2d8+13/x3, mw large glaive); Fort +15, Will +5, 
  duration 9 rounds. 
   
  Possessions: Large Breastplate, Masterwork Large 
  Glaive. 
  Encounter Six 
  Mercenary Leader: Human Rog6/Ftr2; CR 8; Medium 
  Humanoid (Human); HD 6d6+2d10+16; hp 54; Init +4; 
  Spd 30 ft.; AC 20, touch 15, flat-footed 20; Base Atk +6; 
  Grp +12; Atk +14 melee (1d8+10/19-20, spiked chain) 
  or +10 ranged (1d4+6/19-20, dagger); Full Atk +14/+9 
  melee (1d8+10/19-20, spiked chain) or +10/+5 ranged 
  (1d4+6/19-20, dagger); SA Sneak Attack +3d6; SQ 
  Evasion, Uncanny Dodge; AL LN; SV Fort +8, Ref +10, 
  Will +3; Str 18 (22), Dex 14 (18), Con 14, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Bluff +7, Diplomacy +7, Gather 
  Information +7, Hide +14, Intimidate +10, Move 
  Silently +14, Sense Motive +5, Tumble +13, Use Magic 
  Device 
  +10, 
  Perform 
  (Dance) 
  +4, 
  Profession 
  (Mercenary) +5, Knowledge (Local-Sheldomar Valley) 
  +5, Languages: Common, Old Oeridian; Dodge, 
  Mobility, Spring Attack, Exotic Weapon Proficiency 
  (Spike Chain), Weapon Focus (Spiked Chain). 
   
  Possessions: +1 Spiked Chain, 2 Daggers, +1 
  Mithral Chain Shirt, Cloak of Resistance +1, Brooch of 
  Shielding, Ring of Protection +1, Potion of Cure Light 
  Wounds, Potion of Bull's Strength, Potion of Cat's 
  Grace, Wand of Magic Missile (3
  rd level caster). 
  Mercenary Fighter 1: Human Ftr5; CR 5; Medium 
  Humanoid (Human); HD 5d10+10; hp 45; Init +8; Spd 
  20 ft.; AC 21, touch 14, flat-footed 17; Base Atk +5; Grp 
  +10; Atk +12 melee (1d10+9/x2, glaive) or +9 ranged 
  (1d4+5/19-20, dagger); Full Atk +12 melee (1d10+9/x2, 
  glaive) or +9 ranged (1d4+5/19-20, dagger); AL LN; SV 
  Fort +6, Ref +5, Will +1; Str 16 (20), Dex 14 (18), Con 
  14, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +8, Intimidate +8, Jump +4, 
  Languages: Common, Old Oeridian; Combat Reflexes, 
  Improved Initiative, Power Attack, Cleave, Weapon 
  Focus (Glaive), Weapon Specialization (Glaive). 
   
  Possessions: Dagger x2, Masterwork Glaive, +1 
  Breastplate, +1 Amulet of Natural Armor, Potion of 
  Bull's Strength, Potion of Cat's Grace, Potion of Cure 
  Moderate Wounds x2. 
  GEO4-01 A Necessary Evil 
   
  Page 35 
  
  Mercenary Fighter 2: Human Ftr5; CR 5; Medium 
  Humanoid (Human); HD 5d10+10; hp 45; Init +9; Spd 
  30 ft.; AC 21, touch 15, flat-footed 16; Base Atk +5; Grp 
  +9; Atk +12 melee (1d6+6/19-20, short sword) or +10 
  ranged (1d4+4/19-20, dagger); Full Atk +10 melee 
  (1d6+6/19-20, short sword) and +10 melee (1d6+4/19-
  20, short sword) or +10 ranged (1d4+4/19-20, dagger); 
  AL LN; SV Fort +6, Ref +6, Will +1; Str 14 (18), Dex 16 
  (20), Con 14, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +9, Intimidate +8, Jump 
  +11, Languages: Common, Old Oeridian; Improved 
  Initiative, Weapon Focus (Short Sword), Weapon 
  Specialization (Short Sword), Weapon Finesse, Two-
  Weapon Defense, Two-Weapon Fighting. 
   
  Possessions: Dagger x2, Masterwork Short Sword 
  x2, +1 Chain Shirt, +1 Amulet of Natural Armor, Potion 
  of Bull's Strength, Potion of Cat's Grace, Potion of Cure 
  Moderate Wounds. 
  Mercenary Fighter 3: Human Ftr5; CR 5; Medium 
  Humanoid (Human); HD 5d10+15; hp 49; Init +9; Spd 
  30 ft.; AC 19, touch 13, flat-footed 16; Base Atk +5; Grp 
  +8; Atk +9 melee (1d8+4/19-20, longsword) or +12 
  ranged (1d8+5/x3, composite longbow); Full Atk +8 
  melee (1d8+4/19-20, longsword) or +10/+10 ranged 
  (1d8+5/x3, composite longbow); AL LN; SV Fort +7, 
  Ref +6, Will +1; Str 12 (16), Dex 16 (20), Con 16, Int 10, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Climb +8, Intimidate +8, Jump 
  +10, Languages: Common, Old Oeridian; Point Blank 
  Shot, Precise Shot, Rapid Shot, Improved Initiative, 
  Weapon Focus (Composite Longbow), Weapon 
  Specialization (Composite Longbow). 
   
  Possessions: Longsword, Masterwork Composite 
  Longbow (+3 Str bonus), +1 Chain Shirt, +1 Amulet of 
  Natural Armor, Potion of Bull's Strength, Potion of 
  Cat's Grace, Potion of Cure Moderate Wounds. 
  Mercenary Sorcerer: Human Sor5; CR 5; Medium 
  Humanoid (Human); HD 5d4+5; hp 19; Init +5; Spd 30 
  ft.; AC 18, touch 18, flat-footed 13; Base Atk +2; Grp +2; 
  Atk +2 melee (1d8, heavy mace) or +8 ranged (1d8/19-
  20, light crossbow); Full Atk +2 melee (1d8, heavy 
  mace) or +8 ranged (1d8/19-20, light crossbow); AL LN; 
  SV Fort +2, Ref +6, Will +6; Str 10, Dex 16 (20), Con 12, 
  Int 10, Wis 10, Cha 16 (20). 
   
  Skills and Feats: Concentration +9, Knowledge 
  (Arcana) +3, Profession (Mercenary) +3, Spellcraft +8, 
  Languages: Common, Old Oeridian; Combat Casting, 
  Iron Will, Weapon Focus (Ray). 
   
  Sorcerer Spells Known (6/7/5; save DC 15 + spell 
  level): 0- Acid Splash, Daze, Flare, Mage Hand, Ray of 
  Frost, Touch of Fatigue; 1st- Chill Touch, Enlarge 
  Person, Magic Missile, Ray of Enfeeblement; 2
  nd- 
  Scorching Ray, Spectral Hand. 
   
  Possessions: Heavy Mace, Masterwork Light 
  Crossbow (w/ 20 bolts), Bracers of Armor +3, Potion of 
  Cat's Grace, Potion of Eagle’s Splendor, Potion of Cure 
  Light Wounds. 
  Mercenary Cleric: Human Clr5 of Zilchus; CR 5; 
  Medium Humanoid; 5'/5'; HD 5d8+5; hp 34; Init +6; 
  Spd 20 ft/x4; AC 21, touch 12, flat-footed 19; Base 
  Attack +3; Grp +4; Atk/Full Atk +6 melee (1d8+2/x2, 
  Heavy Mace); SQ Aura, Spontaneous Casting, cannot 
  cast Chaotic spells. Rebuke Undead; SV Fort +5, Ref +3, 
  Will +8; AL LN; Str 12, Dex 14, Con 13, Int 10, Wis 18, 
  Cha 10. 
   
  Skills & Feats: Concentration +9, Heal +9, Hide 
  +4, Knowledge (religion) +2, Spellcraft +1; Combat 
  Casting, Improved Initiative, Weapon Focus (Heavy 
  Mace). 
   
  Cleric Spells Known: (5/4+1/3+1/2+1; save DC 14 
  + spell level) 0 – Resistance x2, Light, Virtue, Cure 
  Minor Wounds; 1 – Disguise Self*, Bless, Doom, Shield 
  of Faith, Summon Monster I; 2 – Invisibility*, Sound 
  Burst, Bull’s Strength x2, 3 – Nondetection*, Dispel 
  Magic x2. *Domains: Trickery, Knowledge. 
   
  Possessions: +2 Breastplate, +1 Heavy Mace, +1 
  Heavy Wooden Shield; Wand of Cure Light Wounds 
  (1
  st level caster), Pearl of Power (1
  st level), Periapt of 
  Wisdom +2, Divine Scroll of Glyph of Warding (10
  th 
  level caster). 
  Encounter Seven 
  Olwythi Archer, Wood Elf Rgr5: CR 5; Medium 
  Humanoid; 5'/5'; HD 5d8; hp 30; Init +4; Spd 30 ft/x4; 
  AC 18, touch 14, flat-footed 14; Base Atk +5; Grp +7; 
  Atk +9 melee  (1d8+2/x3, composite longbow) or +7 
  melee  (1d8+2/19-20, Longsword); Full Atk +7/+7 
  melee  (1d8+2/x3, composite longbow) or +7 melee  
  (1d8+2/19-20, Longsword); SA Wild Empathy, Favored 
  Enemy (humanoid: human) +4, Favored Enemy (giant) 
   +2, Animal Companion; SV Fort +4, Ref +8, Will +1; 
  AL N; Str 14, Dex 18, Con 11, Int 12, Wis 10, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Hide 
  +11, 
  Knowledge 
  (geography) +4, Knowledge (nature) +11, Listen +10, 
  Move Silently +11, Search +11, Spot +10, Survival +5; 
  Point Blank Shot, Precise Shot, Rapid Shot (Combat 
  Style – Archery), Endurance, Track. 
   
  Possessions:  Masterwork Chain Shirt, Composite 
  Longbow (+2 Str bonus), Longsword, Elixir of Hiding, 
  Elixir of Sneaking. 
  Franko, Human Rgr8: CR 8; Medium Humanoid; 
  5'/5'; HD 8d8+16; hp 60; Init +1; Spd 30 ft/x4; AC 19, 
  touch 11, flat-footed 18; Base Atk +8; Grp +13; Atk +15 
  melee  (1d6+6/18-20, +1 scimitar) or +15 melee  (1d4+6, 
  +1 lt wooden spiked shield) or +9 ranged (1d8+4/x3, 
  GEO4-01 A Necessary Evil 
   
  Page 36 
  
  comp longbow); Full Atk +13/+8 melee  (1d6+6/18-20, 
  +1 scimitar) and +13/+8 melee  (1d4+3, +1 lt wooden 
  spiked shield) or +9/+4 ranged (1d8+4/x3, comp 
  longbow); SA Wild Empathy, Favored Enemy (giant) 
  +4, Favored Enemy (humanoid: human) +2, Animal 
  Companion, Woodland Stride, Swift Tracker; SV Fort 
  +9, Ref +8, Will +3; AL CG; Str 20, Dex 12, Con 14, Int 
  8, Wis 10, Cha 8. 
   
  Skills and Feats: Spot +11, Listen +11, Survival +11, 
  Jump +15, Hide +11, Move Silently +11; Weapon Focus 
  (scimitar), Weapon Focus (spiked shield), Endurance, 
  Improved Shield Bash, Track, Two Weapon Fighting, 
  Improved Two Weapon Fighting, Power Attack. 
   
  Possessions:  +1 Chain Shirt, +1 Scimitar, +1 
  Spiked Lt Wooden Shield, Composite Longbow (+4 Str 
  bonus), Potion of Haste, Potion of Fly, Cloak of 
  Resistance +1. 
  Encounter Eight 
  Death Knight Male Human Ftr6/Rgr1/BlckGrd1: 
  CR 11; Medium Undead; HD 8d12; hp 72; Init +1; Spd 
  20 ft.; AC 30, touch 11, flat-footed 29; Base Atk +8; Grp 
  +12; Atk +15 melee (2d6+10+1d6/19-20, greatsword); 
  Full 
  Atk 
  +15/+10 
  melee 
  (2d6+10+1d6/19-20, 
  greatsword); SA Abyssal Blast, Fear Aura, Favored 
  Enemy (Human) +2, Poison Use, Touch Attack; SQ DR 
  15/magic, Immune to cold, electricity, and polymorph, 
  SR 20, Summon Mount, Turn Immunity, Undead 
  Traits, Aura of Evil, Detect Good; AL LE; SV Fort +9, 
  Ref +5, Will +5; Str 18, Dex 12, Con -, Int 12, Wis 12, 
  Cha 14. 
   
  Skills and Feats: Diplomacy +10, Hide +9, 
  Intimidate +12, Knowledge (Nobility and Royalty) +5, 
  Knowledge (Religion) +3, Listen +3, Ride +10, Spot +3; 
  Power Attack, Cleave, Improved Sunder, Improved 
  Buckler Defense, Iron Will, Combat Brute, Track, 
  Weapon Focus (Greatsword), Weapon Specialization 
  (Greatsword). 
   
  Abyssal Blast (Su): Once per day, the death knight 
  can unleash a blast of eldritch fire. The blast fills a 20-
  foot-radius spread anywhere within a range of 720 feet. 
  The blast deals 8d6 points of damage. Half of the 
  damage is fire damage, but the rest results directly 
  from divine power and is therefore not subject to being 
  reduced by protection from elements (fire), fire shield 
  (chill shield), or similar magic. A Reflex save (DC 16) 
  reduces the damage by half. 
   
  Fear Aura (Su): Death knights are shrouded in a 
  dreadful aura of death and evil. Creatures of less than 5 
  HD within 15 feet of a death knight must succeed at a 
  Will save (DC 16) or be affected as though by a fear 
  spell cast by a sorcerer of the death knight’s level. 
   
  Summon Mount (Su): A death knight has the 
  ability to summon a mount, typically a nightmare, 
  though it may be of any other species normally used as 
  a mount. The mount may have no more Hit Dice than 
  half the death knight’s levels. If the mount is lost or 
  killed, the death knight may summon another one 
  after a year and a day. 
   
  Turn Immunity (Ex): A death knight cannot be 
  turned. It can be banished with holy word, however, 
  just as if it were an evil outsider. (The banished death 
  knight returns to the plane of the evil god it serves.) 
   
  Touch Attack:  If disarmed, a death knight will use 
  a touch attack that deals negative energy damage of 1d8 
  + the death knight’s Cha bonus to living creatures.  
  Each successful touch attack also deals 1 point of Con 
  damage.  A Will save (DC 10 + ½ death knight’s HD + 
  death knight’s Cha modifier) reduces the damage by 
  half and negates the Con damage. 
   
  Possessions: +2 Frost Greatsword, +2 Full Plate 
  Armor, +2 Buckler, +1 Amulet of Natural Armor +1, 
  Cloak of Minor Displacement, Boots of Speed. 
  APL 10 
  Encounter One 
  Davyth ap Donalt: Human Rog2/Ftr8; CR 10; 
  Medium Humanoid (Human); HD 2d6+8d10+20; hp 
  84; Init +2; Spd 20 ft.; AC 22, touch 12, flat-footed 20; 
  Base Atk +9; Grp +13; Atk +16 melee (1d8+7/17-20, 
  longsword) or +11 ranged (1d4+4/19-20, dagger); Full 
  Atk +16/+11 melee (1d8+7/17-20, longsword) or 
  +11/+6 ranged (1d4+3/19-20, dagger); SA Sneak Attack 
  +d6; SQ Evasion; AL LN; SV Fort +8, Ref +8, Will +3; 
  Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +5, Diplomacy +5, Gather 
  Information +5, Intimidate +11, Sense Motive +5, Jump 
  +11, Climb +11, Profession (Soldier) +5, Knowledge 
  (Local-Sheldomar Valley) +5; Power Attack, Cleave, 
  Improved Sunder, Improved Bull Rush, Weapon Focus 
  (Longsword), Weapon Specialization (Longsword), 
  Greater Weapon Focus (Longsword), Close-Quarters 
  Fighting, 
  Combat 
  Brute, 
  Improved 
  Critical 
  (Longsword). 
   
  Possessions: +1 Longsword, 2 Daggers, +2 Large 
  Steel Shield, +1 Breastplate, Potion of Cure Light 
  Wounds. 
  Rhyfelwr 1: Human Ftr7; CR 7; Medium Humanoid 
  (Human); HD 7d10+14; hp 63; Init +1; Spd 20 ft.; AC 
  18, touch 11, flat-footed 17; Base Atk +7; Grp +10; Atk 
  +12 melee (1d8+5/19-20, longsword) or +8 ranged 
  (1d4+3/19-20, dagger); Full Atk +12/+7 melee 
  (1d8+5/19-20, longsword) or +8/+3 ranged (1d4+3/19-
  GEO4-01 A Necessary Evil 
   
  Page 37 
  
  20, dagger); AL LN; SV Fort +7, Ref +3, Will +2; Str 16, 
  Dex 12, Con 14, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +11, Intimidate +10, Jump 
  +5; Combat Brute*, Close-Quarters Fighting*, Power 
  Attack, Cleave, Improved Bull Rush, Improved Sunder, 
  Weapon Focus (Longsword), Weapon Specialization 
  (Longsword). 
   
  Possessions: Dagger x2, Masterwork Longsword, 
  Large Steel Shield, Breastplate, Potion of Cure Light 
  Wounds x2. 
  Rhyfelwr 2: Human Ftr7; CR 7; Medium Humanoid 
  (Human); HD 7d10+14; hp 63; Init +3; Spd 30 ft.; AC 
  18, touch 13, flat-footed 15; Base Atk +7; Grp +8; Atk 
  +10 melee (1d8+3/x3, longspear) or +10 ranged 
  (1d4+1/19-20, dagger); Full Atk +10/+5 melee 
  (1d8+3/x3, longspear) or +10/+5 ranged (1d4+1/19-20, 
  dagger); AL LN; SV Fort +7, Ref +5, Will +2; Str 12, Dex 
  16, Con 14, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +10, Intimidate +10, Jump 
  +10; 
  Weapon 
  Focus 
  (Longspear), 
  Weapon 
  Specialization (Longspear), Combat Reflexes, Hold the 
  Line, Improved Buckler Defense, Dodge, Mobility, 
  Spring Attack. 
   
  Possessions: Dagger x2, Masterwork Longspear, 
  Buckler, Chain Shirt, Potion of Cure Light Wounds x2. 
  Rhyfelwr 3: Human Ftr7; CR 7; Medium Humanoid 
  (Human); HD 7d10+14; hp 63; Init +3; Spd 30 ft.; AC 
  18, touch 13, flat-footed 15; Base Atk +7; Grp +8; Atk 
  +10 melee (1d8+3/x3, longspear) or +10 ranged 
  (1d4+1/19-20, dagger); Full Atk +10/+5 melee 
  (1d8+3/x3, longspear) or +10/+5 ranged (1d4+1/19-20, 
  dagger); AL LN; SV Fort +7, Ref +5, Will +2; Str 12, Dex 
  16, Con 14, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +10, Intimidate +10, Jump 
  +10; 
  Weapon 
  Focus 
  (Longspear), 
  Weapon 
  Specialization (Longspear), Combat Reflexes, Hold the 
  Line, Improved Buckler Defense, Dodge, Mobility, 
  Spring Attack. 
   
  Possessions: Dagger x2, Masterwork Longspear, 
  Buckler, Chain Shirt, Potion of Cure Light Wounds x2. 
  Cyvrin: Human Wiz7; CR 7; Medium Humanoid 
  (Human); HD 7d4+7; hp 27; Init +2; Spd 30 ft.; AC 16, 
  touch 12, flat-footed 14; Base Atk +3; Grp +3; Atk +3 
  melee (1d4, dagger) or +5 ranged (1d8/19-20, light 
  crossbow); Full Atk +3 melee (1d4, dagger) or +5 
  ranged (1d8/19-20, light crossbow); AL LN; SV Fort +3, 
  Ref +4, Will +5; Str 11, Dex 14, Con 12, Int 16, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Concentration +11, Knowledge 
  (Arcana) +13, Knowledge (Local – Sheldomar Valley) 
  +13, Knowledge (Nobility and Royalty) +7, Profession 
  (Soldier) +10, Spellcraft +13; Combat Casting, Spell 
  Focus (Illusion), Spell Focus (Conjuration), Scribe 
  Scroll, Greater Spell Focus (Conjuration), Greater Spell 
  Focus (Illusion). 
   
  Wizard Prepared save DC (13 + spell level)): 0 - 
  daze x3, flare x2; 1st- Mage armor, hypnotism x2, color 
  spray x2; 2- glitterdust x2, web, blur; 3 – dispel magic, 
  deep slumber, slow; 4 – Globe of invulnerability 
   
  Possessions: Spellbook, Dagger, Light Crossbow 
  (w/ 20 bolts), Bracers of Armor +4, Potion of Cure 
  Light Wounds. 
  Diwinyth: Human Clr7 of Ehlonna; CR 7; Medium 
  Humanoid (Human); HD 7d8+7; hp 48; Init +2; Spd 30 
  ft.; AC 20, touch 12, flat-footed 18; Base Atk +5; Grp +5; 
  Atk +5 melee (1d8, heavy mace) or +7 ranged (1d8/19-
  20, light crossbow); Full Atk +5 melee (1d8, heavy 
  mace) or +7 ranged (1d8/19-20, light crossbow); AL LN; 
  SV Fort +6, Ref +4, Will +8; Str 11, Dex 14, Con 12, Int 
  10, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +11, Heal +13, 
  Knowledge (Religion) +10; Combat Casting, Eschew 
  Materials, Silent Spell, Spell Focus (Enchantment). 
   
  Cleric Spells Prepared (save DC (13 + spell level)) 
  0- cure minor x3, light, virtue x2; 1st- entangle*, bane, 
  doom, magic weapon, shield of faith x2; 2 – aid*,  hold 
  person, sound burst, bear’s endurance x2; 3 – plant 
  growth*, dispel magic, prayer; 4 – Command Plant*, 
  Freedom of movement. *Domains: Good, Plant. 
   
  Possessions: Heavy Mace, Light Crossbow (w/ 20 
  bolts), Large Wooden Shield, +1 Breastplate, Potion of 
  Cure Light Wounds. 
  Encounter Three 
  Orc Shock Trooper: Orc Bbn2/Ftr2; CR 4; Medium 
  Humanoid (Orc); HD 2d12+2d10+8; hp 39; Init +1; Spd 
  30 ft.; AC 16, touch 11, flat-footed 16; Base Atk +4; Grp 
  +8; Atk +10 melee (1d12+6/x3, mw greataxe); Full Atk 
  +10 melee (1d12+6/x3, mw greataxe); SA rage; SQ 
  darkvision 60 ft., light sensitivity, fast movement, 
  uncanny dodge; AL CE; SV Fort +8, Ref +1, Will -1; Str 
  18, Dex 12, Con 14, Int 8, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +8, Jump +6, Swim +3; 
  Weapon Focus (Greataxe), Power Attack, Cleave, Great 
  Cleave. 
   
  Stats in rage: hp 47; AC 14; Atk +12 melee 
  (1d12+9/x3, mw greataxe); Fort +10, Will +1, duration 7 
  rounds. 
   
  Possessions: Breastplate, Masterwork Greataxe. 
  Ogre Shock Trooper: Ogre Bbn1/Ftr4; CR 8; Large 
  Giant; HD 4d8+1d12+4d10+39; hp 93; Init +1; Spd 40 
  ft.; AC 20, touch 10, flat-footed 19; Base Atk +8; Grp 
  +20; Atk +17 melee (2d8+14/x3, mw large glaive); Full 
  Atk +17/+12 melee (2d8+14/x3, mw large glaive); SA 
  GEO4-01 A Necessary Evil 
   
  Page 38 
  
  rage; SQ darkvision 60 ft., low-light vision, fast 
  movement; AL CE; SV Fort +14, Ref +3, Will +4; Str 26, 
  Dex 12, Con 18, Int 9, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +18, Jump +11; Toughness, 
  Weapon Focus (Glaive), Weapon Specialization, Iron 
  Will, Endurance, Die Hard, Power Critical. 
   
  Stats in rage: hp 111; AC 18; Atk +19 melee 
  (2d8+17/x3, mw large glaive); Fort +16, Will +6, 
  duration 9 rounds. 
   
  Possessions: Large Breastplate, Masterwork Large 
  Glaive. 
  Encounter Six 
  Mercenary Leader: Human Rog7/Ftr2/Shd1; CR 10; 
  Medium Humanoid (Human); HD 7d6+2d10+1d8+20; 
  hp 68; Init +8; Spd 30 ft.; AC 21, touch 15, flat-footed 
  21; Base Atk +7; Grp +11; Atk +15 melee (2d4+10, 
  spiked chain) or +11 ranged (1d4+6/19-20, dagger); Full 
  Atk +15/+10 melee (2d4+10/20, spiked chain) or 
  +11/+6 ranged (1d4+6/19-20, dagger); SA Sneak Attack 
  +4d6; SQ Evasion, Uncanny Dodge; SU Hide in Plain 
  Sight; AL LN; SV Fort +8, Ref +12, Will +3; Str 18 (22), 
  Dex 14 (18), Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +9, Diplomacy +7, Gather 
  Information +7, Hide +17, Intimidate +11, Move Silent 
  +17, Sense Motive +5, Tumble +15, Use Magic Device 
  +13, Perform (dance) +5, Profession (Mercenary) +5, 
  Knowledge (Local-Sheldomar Valley) +5, Languages: 
  Common, Old Oeridian; Dodge, Mobility, Spring 
  Attack, 
  Improved 
  Initiative, 
  Exotic 
  Weapon 
  Proficiency (Spike Chain), Weapon Focus (Spiked 
  Chain). 
   
  Possessions: +1 Spiked Chain, 2 Daggers, +2 
  Mithral Chain Shirt, Cloak of Resistance +1, Brooch of 
  Shielding, Ring of Protection +1, Potion of Cure Light 
  Wounds, Potion of Bull's Strength, Potion of Cat's 
  Grace, Wand of Fireball (5
  th level caster). 
  Mercenary Fighter 1: Human Ftr7; CR 7; Medium 
  Humanoid (Human); HD 7d10+14; hp 63; Init +7; Spd 
  20 ft.; AC 24, touch 17, flat-footed 20; Base Atk +7; Grp 
  +12; Atk +14 melee (1d10+10, glaive) or +11 ranged 
  (1d4+5/19-20, dagger); Full Atk +14/+9 melee (2d4+10, 
  spiked chain) or +11/+6 ranged (1d4+5/19-20, dagger); 
  AL LN; SV Fort +7, Ref +6, Will +2; Str 16 (20), Dex 14 
  (18), Con 14, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +12, Intimidate +10, Jump 
  +6, Languages: Common, Old Oeridian; Combat 
  Reflexes, Hold the Line, Improved Initiative, Power 
  Attack, Cleave, Power Lunge*, Weapon Focus (Glaive), 
  Weapon Specialization (Glaive). 
   
  Possessions: Dagger x2, +1 Breastplate, +1 Amulet 
  of Natural Armor, +1 Glaive, Potion of Shield of Faith 
  +3, Potion of Bull's Strength, Potion of Cat's Grace, 
  Potion of Cure Moderate Wounds x2. 
  Mercenary Fighter 2: Human Ftr7; CR 7; Medium 
  Humanoid (Human); HD 7d10+14; hp 63; Init +9; Spd 
  35 ft.; AC 21, touch 15, flat-footed 16; Base Atk +7; Grp 
  +10; Atk +14 melee (1d6+7/19-20, short sword) or +12 
  ranged (1d4+4/19-20, dagger); Full Atk +12/+7 melee 
  (1d6+7/19-20, short sword) and +12 melee (1d6+5/19-
  20, short sword) or +12/+7 ranged (1d4+4/19-20, 
  dagger); AL LN; SV Fort +7, Ref +7, Will +2; Str 14 (18), 
  Dex 16 (20), Con 14, Int 11, Wis 10, Cha 10. 
  Skills and Feats: Climb +11, Intimidate +10, Jump +13, 
  Languages: Common, Old Oeridian; Close-Quarters 
  Fighting, Dash*, Improved Initiative, Weapon Focus 
  (Short Sword), Weapon Specialization (Short Sword), 
  Weapon Finesse, Two-Weapon Defense, Two-Weapon 
  Fighting. 
  Possessions: Dagger x2, Masterwork Short Sword 
  x2, +1 Chain Shirt, +1 Amulet of Natural Armor, Oil of 
  Greater Magic Weapon +1 x2 (on short swords), Potion 
  of Bull's Strength, Potion of Cat's Grace, Potion of Cure 
  Moderate Wounds. 
  Mercenary Fighter 3: Human Ftr7; CR 7; Medium 
  Humanoid (Human); HD 7d10+21; hp 69; Init +9; Spd 
  30 ft.; AC 19, touch 13, flat-footed 16; Base Atk +7; Grp 
  +10; Atk +10 melee (1d8+3/19-20, longsword) or +14 
  ranged (1d8+6/x3, composite longbow); Full Atk 
  +10/+5 melee (1d8+3/19-20, longsword) or +12/+12/+7 
  ranged (1d8+6/x3, composite longbow); AL LN; SV 
  Fort +8, Ref +7, Will +2; Str 12 (16), Dex 16 (20), Con 
  16, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +10, Intimidate +10, Jump 
  +12, Languages: Common, Old Oeridian; Improved 
  Initiative, Point Blank Shot, Precise Shot, Rapid Shot, 
  Ranged Disarm*, Sharp-Shooting*, Weapon Focus 
  (Composite 
  Longbow), 
  Weapon 
  Specialization 
  (Composite Longbow). 
   
  Possessions: Longsword, +1 Composite Longbow 
  (+3 Str bonus), +1 Chain Shirt, +1 Amulet of Natural 
  Armor, Potion of Bull's Strength, Potion of Cat's Grace, 
  Potion of Cure Moderate Wounds. 
  Mercenary Sorcerer: Human Sor7; CR 7; Medium 
  Humanoid (Human); HD 7d4+7; hp 27; Init +3; Spd 30 
  ft.; AC 19, touch 19, flat-footed 14; Base Atk +3; Grp +3; 
  Atk +3 melee (1d8, heavy mace) or +7 ranged (1d8/19-
  20, light crossbow); Full Atk +3 melee (1d8, heavy 
  mace) or +7 ranged (1d8/19-20, light crossbow); AL LN; 
  SV Fort +3, Ref +7, Will +7; Str 10, Dex 16 (20), Con 12, 
  Int 10, Wis 10, Cha 16 (20). 
   
  Skills and Feats: Concentration +11, Knowledge 
  (Arcana) +5, Profession (Mercenary) +3, Spellcraft +12, 
  GEO4-01 A Necessary Evil 
   
  Page 39 
  
  Languages: Common, Old Oeridian; Combat Casting, 
  Iron Will, Weapon Focus (Ray), Weapon Finesse. 
   
  Sorcerer Spells Known (6/7/7/5; save DC 15 + 
  spell level): 0- Acid Splash, Daze, Flare, Mage Hand, 
  Ray of Frost, Resistance, Touch of Fatigue; 1st- Chill 
  Touch, Enlarge Person, Grease, Magic Missile, Ray of 
  Enfeeblement; 2
  nd- Scorching Ray 3
  rd, Ghoul Touch, 
  Spectral Hand - Dispel Magic, Hold Person. 
   
  Possessions: Heavy Mace, Masterwork Light 
  Crossbow (w/ 20 bolts), Bracers of Armor +4, Potion of 
  Cat's Grace, Potion of Eagle’s Splendor, Potion of Cure 
  Light Wounds, Arcane Scroll of Haste (5
  th level caster). 
  Mercenary Cleric: Human Clr7 of Zilchus; CR 7; 
  Medium Humanoid; 5'/5'; HD 7d8+7; hp 48; Init +6; 
  Spd 20 ft/x4; AC 22, touch 12, flat-footed 20; Base 
  Attack +5; Grp +6; Atk/Full Atk +9 melee (1d8+3/x2, 
  Heavy Mace); SQ Aura, Spontaneous Casting, cannot 
  cast Chaotic spells. Rebuke Undead; SV Fort +6, Ref +6, 
  Will +9; AL LN; Str 12, Dex 14, Con 13, Int 10, Wis 18, 
  Cha 10. 
   
  Skills & Feats: Concentration +9, Heal +9, Hide 
  +4, Knowledge (religion) +2, Spellcraft +3; Combat 
  Casting, Improved Initiative, Lightning Reflexes, 
  Weapon Focus (Heavy Mace). 
   
  Cleric Spells Known: (6/5+1/4+1/3+1/2+1; save 
  DC 14 + spell level) 0 – Resistance x2, Light, Virtue, 
  Cure Minor Wounds x2; 1 – Disguise Self*, Doom, 
  Protection from Good x2, Shield of Faith, Summon 
  Monster I; 2 – Invisibility*, Sound Burst, Bull’s 
  Strength x2, Silence, 3 – Nondetection*, Dispel Magic 
  x2, Prayer; 4 – Confusion*, Planar Ally (Lesser), Cure 
  Critical Wounds. *Domains: Trickery, Knowledge. 
   
  Possessions: +3 Breastplate, +2 Heavy Mace, +1 
  Heavy Wooden Shield; Wand of Cure Light Wounds 
  (1
  st level caster), Pearl of Power (1
  st level), Pearl of 
  Power (2
  nd level), Periapt of Wisdom +2, Divine Scroll 
  of Glyph of Warding (10
  th level caster). 
  Encounter Seven 
  Olwythi Archer, Wood Elf Rgr7: CR 7; Medium 
  Humanoid; 5'/5'; HD 7d8; hp 42; Init +4; Spd 30 ft/x4; 
  AC 18, touch 14, flat-footed 14; Base Atk +7; Grp +9; 
  Atk +11 melee  (1d8+2/x3, composite longbow) or +9 
  melee  (1d8+2/19-20, Longsword); Full Atk +9/+9/+4 
  melee  (1d8+2/x3, composite longbow) or +9/+4 melee 
   (1d8+2/19-20, 
  Longsword); 
  SA 
  Wild 
  Empathy, 
  Favored Enemy (humanoid: human) +4, Favored 
  Enemy (giant)  +2, Animal Companion, Woodland 
  Stride; SV Fort +5, Ref +9, Will +4; AL N; Str 14, Dex 
  18, Con 11, Int 12, Wis 10, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Hide 
  +13, 
  Knowledge 
  (geography) +4, Knowledge (nature) +13, Listen +12, 
  Move Silently +13, Search +13, Spot +12, Survival +7; 
  Iron Will, Manyshot (Improved Combat Style – 
  Archery), Point Blank Shot, Precise Shot, Rapid Shot 
  (Combat Style – Archery), Endurance, Track. 
   
  Possessions:  Masterwork Chain Shirt, Composite 
  Longbow (+2 Str bonus), Longsword, Elixir of Hiding, 
  Elixir of Sneaking. 
  Wolf, Animal Companion:  HD 4D8+8; hp 30; Facing 
  5/5; Spd: 50 ft AC: 17, Touch 13, Flatfooted 14; 
  BAB/Grapple: +3/+5 Atk:  Bite +6 melee (1D8+2); SA: 
  Trip (+2 bonus) SQ: Link, Share Spells, Evasion, Low 
  Light Vision, Scent; AL N; SV Fort +6 Ref +7 Will +1; 
  Str 14 Dex 16 Con 15 Int 2 Wis 12 Cha 6 
   
  Skills/Feats: Hide +2, Listen +3, Move Silently +3, 
  Spot +5, Survival +1; Track, Weapon Focus Bite, 
  Improved Natural attack (Bite). 
  Franko, Human Rgr10: CR 10; Medium Humanoid; 
  5'/5'; HD 8d8+16; hp 60; Init +1; Spd 30 ft/x4; AC 19, 
  touch 11, flat-footed 18; Base Atk +10; Grp +15; Atk +17 
  melee  (1d6+6/18-20, +1 scimitar) or +17 melee  (1d4+6, 
  +1 lt wooden spiked shield) or +11 ranged (1d8+4/x3, 
  comp longbow); Full Atk +15/+10 melee  (1d6+6/18-20, 
  +1 scimitar) and +15/+10 melee  (1d4+3, +1 lt wooden 
  spiked shield) or +11/+6 ranged (1d8+4/x3, comp 
  longbow); SA Wild Empathy, Favored Enemy (giant) 
  +6, Favored Enemy (humanoid: human) +2, Favored 
  Enemy (humanoid: goblinoid) +2, Animal Companion, 
  Woodland Stride, Swift Tracker, Evasion; SV Fort +11, 
  Ref +10, Will +5; AL CG; Str 20, Dex 12, Con 14, Int 8, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Spot +13, Listen +13, Survival +13, 
  Jump +17, Hide +13, Move Silently +13; Weapon Focus 
  (scimitar), Weapon Focus (spiked shield), Endurance, 
  Improved Shield Bash, Track, Two Weapon Fighting, 
  Improved Two Weapon Fighting, Power Attack, 
  Improved Critical (Scimitar). 
   
  Possessions:  +1 Chain Shirt, +1 Scimitar, +1 
  Spiked Lt Wooden Shield, Composite Longbow (+4 Str 
  bonus), Potion of Haste, Potion of Fly, Cloak of 
  Resistance +2. 
  Encounter Eight 
  Death Knight Fighter APL 10: Death Knight (Ex-
  Human) Fighter 6/Ranger 1/Blackguard 3; CR 13; 
  Medium Undead; HD 10d12; hp 90; Init +1; Spd 20 ft.; 
  AC 31, touch 11, flat-footed 30; Base Atk +10; Grp +14; 
  Atk +17 melee (2d6+10+1d6/17-20, greatsword); Full 
  Atk +17/+12 melee (2d6+10+1d6/17-20, greatsword); 
  SA Abyssal Blast, Fear Aura, Favored Enemy (Human) 
  +2, Poison Use, Smite Good 1/day, Touch Attack; SQ 
  DR 15/magic, Immune to cold, electricity, and 
  polymorph, SR 20, Summon Mount, Turn Immunity, 
  Undead Traits, Aura of Evil, Detect Good, Dark 
  GEO4-01 A Necessary Evil 
   
  Page 40 
  
  Blessing; AL LE; SV Fort +12, Ref +8, Will +8; Str 18, 
  Dex 12, Con -, Int 12, Wis 12, Cha 14. 
   
  Skills and Feats: Diplomacy +15, Hide +9, 
  Intimidate +15, Knowledge (Nobility and Royalty) +5, 
  Knowledge (Religion) +3, Listen +3, Ride +10, Spot +3; 
  Power Attack, Cleave, Improved Sunder, Improved 
  Buckler Defense, Iron Will, Combat Brute, Track, 
  Improved Critical (Greatsword), Weapon Focus 
  (Greatsword), Weapon Specialization (Greatsword). 
   
  Abyssal Blast (Su): Once per day, the death knight 
  can unleash a blast of eldritch fire. The blast fills a 20-
  foot-radius spread anywhere within a range of 800 feet. 
  The blast deals 10d6 points of damage. Half of the 
  damage is fire damage, but the rest results directly 
  from divine power and is therefore not subject to being 
  reduced by protection from elements (fire), fire shield 
  (chill shield), or similar magic. A Reflex save (DC 18) 
  reduces the damage by half. 
   
  Fear Aura (Su): Death knights are shrouded in a 
  dreadful aura of death and evil. Creatures of less than 5 
  HD within 15 feet of a death knight must succeed at a 
  Will save (DC 18) or be affected as though by a fear 
  spell cast by a sorcerer of the death knight’s level. 
   
  Summon Mount (Su): A death knight has the 
  ability to summon a mount, typically a nightmare, 
  though it may be of any other species normally used as 
  a mount. The mount may have no more Hit Dice than 
  half the death knight’s levels. If the mount is lost or 
  killed, the death knight may summon another one 
  after a year and a day. 
   
  Turn Immunity (Ex): A death knight cannot be 
  turned. It can be banished with holy word, however, 
  just as if it were an evil outsider. (The banished death 
  knight returns to the plane of the evil god it serves.) 
   
  Touch Attack:  If disarmed, a death knight will use 
  a touch attack that deals negative energy damage of 1d8 
  + the death knight’s Cha bonus to living creatures.  
  Each successful touch attack also deals 1 point of Con 
  damage.  A Will save (DC 10 + ½ death knight’s HD + 
  death knight’s Cha modifier) reduces the damage by 
  half and negates the Con damage. 
   
  Possessions: +2 Icy Burst Greatsword, +2 Full Plate 
  Armor, +3 Buckler, +1 Amulet of Natural Armor, Cloak 
  of Minor Displacement, Boots of Speed. 
   
   
   
  GEO4-01 A Necessary Evil 
   
  Page 41 
  
  Appendix II – New Feats 
  Close-Quarters Fighting [General] 
  You are skilled at fighting at close range and resisting grapple attempts. 
   
  Prerequisites: Base attack bonus +3. 
   
  Benefit: You gain an attack of opportunity whenever an enemy 
  attempts to grapple you, even if the enemy has a feat or special ability 
  that would normally bypass the attack.  If you deal damage with this 
  attack, the enemy fails to start the grapple unless it has the Improved 
  Grapple feat or a special ability such as improved grab.  If the enemy has 
  such an ability, you may add the damage you deal as a bonus on your 
  opposed check to resist being grappled.  The feat does not give you extra 
  attacks of opportunity during a round or allow you to make an attack of 
  opportunity when you would be denied one for being surprised, 
  helpless, or in a similar situation. 
   
  For example, an ogre attempts to grapple Tordek.  Tordek gains an 
  attack of opportunity, hits, and causes damage.  Since the ogre does not 
  have any sort of grappling special ability or feat, it fails to start a grapple. 
   Then an ankheg – a creature with the improved grab special ability – 
  attempts to grapple Tordek.  He takes an attack of opportunity, hits, and 
  deals 10 points of damage to the creature.  Tordek then adds +10 to his 
  opposed check to resist being grappled. 
   
  Normal: Creatures with the Improved Grapple, improved grab, or 
  similar feats and special abilities do not provoke attacks of opportunity 
  when they attempt to start a grapple. 
   
  Special: A fighter may select Close-Quarters Fighting as one of his 
  fighter bonus feats. 
  Dash [General] 
  You can move faster than normal. 
   
  Benefit: If you are wearing light armor or no armor and are 
  carrying a light load, your speed is 5 feet faster. 
  Hold the Line [General] 
  You are trained in defensive techniques against charging opponents. 
  Prerequisites: Combat Reflexes, base attack bonus +2. 
   
  Benefit: You may make an attack of opportunity against a 
  charging opponent who enters an area you threaten.  You attack of 
  opportunity happens immediately before the charge attack is resolved. 
   
  Normal: You only get an attack of opportunity against a character 
  that exits a square you threaten. 
  Improved Buckler Defense [General] 
  You can attack with an off-hand weapon while retaining a buckler’s 
  shield bonus to your Armor Class. 
   
  Prerequisites: Shield Proficiency. 
   
  Benefit: When you attack with a weapon in your off hand, you 
  may still apply your buckler’s shield bonus to your Armor Class. 
   
  Normal: Without this feat, a character wielding a buckler who 
  attacks with an off-hand weapon loses the buckler’s shield bonus to AC 
  until his or her next turn. 
   
  Special: A fighter may select Improved Buckler Defense as one of 
  his fighter bonus feats. 
  Power Critical [General] 
  Choose one weapon, such as a longsword or a greataxe.  With that 
  weapon, you know how to hit where it hurts. 
   
  Prerequisites: Weapon Focus with weapon, base attack bonus +4. 
   
  Benefit: When using the weapon you selected, you gain a +4 
  bonus on a 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. 
  Ranged Disarm [General] 
  You can disarm a foe from a distance. 
   
  Prerequisites: Dex 15, Point Blank Shot, Precise Shot, base attack 
  bonus +5. 
   
  Benefit: Choose one type of ranged weapon with which you are 
  proficient.  You can make a disarm attempt with this weapon as long as 
  your target is within 30 feet. 
   
  Special: A fighter may select Ranged Disarm as one of his fighter 
  bonus feats. 
   
  You can gain this feat multiple times.  Its effects do not stack.  
  Each time you take the feat, it applies to a new ranged weapon. 
   
  When using this feat, a character gains no benefit from the 
  Improved Disarm feat. 
  Combat Brute [Tactical] 
  You employ strength and leverage to great effect in battle. 
   
  Prerequisites: Improved Sunder, Power Attack, base attack bonus 
  +6. 
   
  Benefit: The Combat Brute feat enables the use of three tactical 
  maneuvers. 
   
  Advancing Blows: To use this maneuver, you must make a 
  successful bull rush attempt against a foe.  During the next round, all 
  your attacks against that foe gain a +1 bonus on attack and damage rolls 
  for each square your bull rush moved that foe.  For example, if you 
  pushed an orc back 10 (2 squares) feet with a bull rush, you would gain a 
  +2 bonus on attack and damage rolls against that orc in the following 
  round. 
   
  Sundering Cleave: To use this maneuver, you must destroy a foe’s 
  weapon or shield with a successful sunder attempt (see page 158 of the 
  Player’s Handbook).  If you do so, you gain an immediate additional 
  melee attack against the same foe.  The additional attack is with the 
  same weapon and at the same attack bonus as the attack that destroyed 
  the weapon or shield. 
   
  Momentum Swing: To use this maneuver, you must charge a foe 
  in the first round, and you must make an attack using your Power 
  Attack feat in the second round.  The penalty you take on your attack 
  roll must be –5 or worse.  Your attacks during the second round gain a 
  bonus equal to your attack roll penalty x1-1/2, or x3 if you’re using a 
  two-handed weapon or a one-handed weapon wielded in two hands.  For 
  instance, if you choose to take a –6 penalty on your attack roll, you can 
  deal an extra 9 points of damage, or an extra 18 points of damage if 
  you’re using a two-handed weapon or a one-handed weapon wielded in 
  two hands. 
   
  Special: A fighter may select Combat Brute as one of his fighter 
  bonus feats. 
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  DM Aids: Map #1 – Preston Area 
   
   
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  DM Aids: Map #2 –Stark Mounds and Chimney Rock 
   
   
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  DM Aids: Map #3 – Difficult Decisions  
   
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  DM Aids: Map #4 –The Cairn of Song 
   
   
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  Player Handout #1 – Rumors at the Smiling Frog 
   
  A dockhand is talking to a young woman, trying to engage her in conversation.  “Owen left very suddenly on this quest 
  to find new allies, and he left a lot of doubts and questions when he departed.  Do you think this has anything to do 
  with Keoland withdrawing their army back to Sterich?”   
  ---------- 
  A local journeyman blacksmith tells you an interesting bit of information.  “I heard that Owen made all the other nobles 
  agree that Llwyres Sierra Blackblade would be the regent in his absence.   He had to force Bedwyn the Fat to agree.  It’s 
  no secret that Bedwyn wants the Griffon Chair.” 
  ---------- 
  An Army of Liberation dwrthdyn tells you, “Sierra is overstepping her bounds.  She has claimed the sword Dusk as her 
  own.  That is the Brenin’s sword.  She is only the Regent and has no right to the Brenin’s sword.  What will she claim 
  next?  The Griffon Chair?” 
  ---------- 
  A local hunter is quite willing to share his opinion.  “Bedwyn is a pawn of Gran March.  He’s got a lot of relatives that 
  live across the Anniben Dwr.  If he gains more power, then we’ll just be another province of Gran March inside of a 
  decade.  Mark my words.” 
  ---------- 
  A local fishman tells you, “I hear that Blackblade ain’t a paladin anymore.  She used to be a follower of the Heironeous, 
  but I guess he didn’t want her since she showed her backside to combat once too often.” 
  ---------- 
  A boatman says to some other rivermen.  “Bedwyn’s a greedy, fat man.  He’s raised taxes on the ffolk, and increased the 
  tolls on the merchants.  He’s the only noble who has is lands back, and he’s done nothing to help the refugees who 
  aren’t living in his cantrev.” 
  ---------- 
  A minstrel is more than willing to talk of tales and rumors.  “The Blackblades have a dark and bloody history.  They got 
  their name from some evil sword that would eat a man’s soul.  Sierra Blackblade might be an upstanding woman, but 
  there are others in her family who live up to the Blackblade legacy. “ 
  ---------- 
  A rather poor looking merchant is grumbling into his cups.  “Bedwyn’s in hip deep with the Midnight Ravens.  Every  
  job they pull, he gets a cut.  In return, he lets the Ravens run amok.” 
  ---------- 
  You overhear two veterans talking.  “I can’t believe that Blackblade is the regent and commands the army,” says one.  
  “She’s a known coward.  She fled from both Derelion and Gorna.”  The other one nods and adds “How is a woman like 
  that supposed to lead us to victory over the giants?  We need a brave leader.” 
  ---------- 
  A veteran is telling a story to several new recruits.  “I fought with Bedwyn when we reclaimed Preston from the giants.  
  He’s a wild man in battle, with his huge warhammer swinging this way and that.  We won a victory that day and freed 
  Preston.  Where was Blackblade?  Down in Keoland hobnobbing with her Keoish relatives.” 
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  Player Handout #2 – Rhys’ Song that Opens the Way 
   
  Comes the call of Earth and Flower 
  To each Gyri at this hour. 
  Bind thy strength unto his power; 
  Llywellyn calls for thee! 
    
  Armed with bows of Crimson Fluid 
  Warmed by Sunlight is the Druid. 
  Gyruff's foes shall greatly rue it. 
  Llywellyn calls for thee! 
    
  Hear his call resounding 
  From the hills rebounding. 
  The echoes strong 
  Shall Right the Wrong, 
  Unnatural plans entirely confounding. 
    
  Winter, too, shall join the chorus, 
  "Death to those stand before us!" 
  With the Cycle set before us, 
  Llywellyn calls for thee! 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Geoff/GEO4-01 - A Necessary Evil.pdf