TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at beldred@midsouth.rr.com.  For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  YEO5-01 
   
   
   
   
   
  Attack Dogs 
   
  A One-Round D&D® LIVING GREYHAWKTM  
  Yeomanry Regional Adventure 
  Version 1.1 
   
  by Bill Howell 
  Reviewer: Yeomanry Triad  
  Circle Reviewer: Steven Conforti 
   
   
   
  Politics makes strange bedfellows.  Perhaps that can explain why long-time enemies have joined forces and called upon 
  you for help.  Some of you are called out of respect for good deeds done.  Others are called to atone for past betrayals.  
  All will risk their lives to sink their teeth into the Scarlet Brotherhood’s throat.  Cry havoc and let slip the dogs of war.  
  A Yeomanry regional adventure for PCs of APLs 6-12. 
  
  YEO5-01 Attack Dogs 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  
  YEO5-01 Attack Dogs 
   
  Page 2 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  the Yeomanry.  Characters native to the Yeomanry pay 
  one Time Unit per round, all others pay two Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  ABOUT THE YEOMANRY 
  The Yeomanry is situated in a valley between the Jotens 
  and the Tors in the southwest corner of the Sheldomar 
  Valley.  The moderately sized realm is nearly surrounded 
  by the Crystalmists and its spurs, though its eastern 
  border with Keoland is generally regarded as the eastern 
  bank of the Javan across from the county of Cryllor.  Its 
  border continues south to where the great river enters 
  the Hool Marshes and the lands of the Sea Princes.  The 
  climate is hot nearly year-round in the central valley, 
  though the temperature moderates as one approaches the 
  foothills, particularly in late fall and winter.  The 
  Yeomanry is a land populated primarily by freemen 
  farmers, who are mostly a Suel-Flan mix. 
   
  The Yeomanry is one of the few representative 
  democracies in the Flanaess.  Any citizen of majority, 
  who has carried the spear for the nation, either now or in 
  the past, is eligible to elect a spokesman on his behalf 
  from his community who serves in the Council of 
  Common Grosspokesmen in Loftwick.   
   
  The people of the Yeomanry are rural, cloistered folk 
  with little exposure to either foreigners or magic.  They 
  are religious and superstitious, yet reservedly friendly to 
  travelers. 
  DAYWINE (POP. 300) 
   
  Daywine is a small, sleepy farming village that serves 
  at the marketplace for a number of small cotton and 
  vegetable farms that surround it.  It is home to one inn / 
  tavern, the Belching Bugbear, run by a family of halflings 
  (led by Pip Purpleberry).  They make a fine beer, 
  appropriately called "Hairfoot Stout," that is renowned in 
  the region.  There is a small temple to the Church of the 
  Seven Faiths (Ernest, human CG Clr3) in town, as well as 
  a mercantile, blacksmith, and mill.  Blake Whitesheaf, a 
  retired paladin, has a small manor in town.  He is 
  disinterested in further adventure and is content with his 
  new life.  
  NEWICK (POP. 2,100) 
   
  Newick is a walled frontier town located near the 
  border of the Hool Mashes.  Its 2,100 residents make 
  their living from farming, fishing, and light forestry.  As 
  one of the first sizable towns between seized lands and 
  the relative freedom of the Yeomanry, Newick serves as 
  the (temporary) home for dozens of refugees at any given 
  time.  Due to this large transitional population, Newick 
  can get a bit rough at times, and the militia has a 
  reputation for treating lawbreakers harshly.  There are a 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  YEO5-01 Attack Dogs 
   
  Page 3 
  number of hastily-constructed inns and taverns in town - 
  the one patronized by adventurers is called Haranshire 
  House, named for the region in which Newick stands.  It 
  is run by an incredibly irritating gnome named Erdenson 
  - nicknamed "Centipede" due to his ridiculously bushy 
  eyebrows.  Rumor has it that he is tolerated because he 
  knows secrets that lead to a huge cache of magical 
  treasure buried somewhere in the Hool. 
   
   
  The town’s Grosspokesman is Melinda Windomere, 
  a strong, slim, dark-haired woman in her early 40s who 
  enjoys wearing fine silks.  Although she is a bit 
  unorthodox in her governance of the region, she is a 
  woman of law and keeps her promises.  As a result, she is 
  respected locally but distrusted amongst other members 
  of the Council.  The Yeoman Dustdiggers, led by Olan 
  Demeter, have a very strong presence in the town due to 
  the significant archaeological discoveries that have been 
  found in the region over the last few years.  
   
  Recently an important refugee from the Hold of the 
  Sea Princes has taken refuge near Newick.  She is Della, 
  the 'Rogue Queen of Monmurg,' and is rumored to be a 
  medusa.  A number of local adventurers can confirm this, 
  and as such the local residents give her a wide berth. 
  NIGHFORD (POP. 600) 
   
  Nighford is a small farming community north of 
  Farvale along the Javan River.  It sits at the confluence of 
  the Javan and a small stream used by the town for its 
  water supply.  The most popular resting place for traveler 
  and local alike is Millicent’s Inn, a quaint old stone 
  building known for its fine soups.  Up until recently, 
  Nighford had no Grosspokesman. However, two rivals 
  vied for the position.  The townsfolk decided to hold a 
  bridge-building contest to replace their dilapidated 
  bridge.  Olmek Garshweth was declared the winner.   
  BACKGROUND 
   
  The history of the region which would become The 
  Yeomanry begins with the destruction of the Suel 
  Imperium in the Rain of Colorless Fire in CY –421.  After 
  the Suel migrated into the Sheldomar Valley, many of 
  their number chose a more peaceful existence, eschewing 
  the retreating Noble Houses and their ambitions to the 
  north and east. Instead these peoples, primarily lowborn 
  peasantry from the Old Imperium, did not venture far 
  from where they emerged into the Flanaess. They settled 
  the high valleys between the Jotens and the Tors and 
  mixed with the local Flannae. These new lands, 
  stretching all the way out to the Javan River, had been 
  well explored by the Suel Imperium prior to the Twin 
  Cataclysms. The explorers had established mining 
  enclaves and listening outposts decades before the onset 
  of the war, some of which produced notable settlements 
  such as Melkot in the Tors and Alran on the Jeklean 
  Coast. Certainly, dissident individuals had been escaping 
  Imperial influence to the shores of Jeklea Bay over the 
  dormant Hellfurnaces for centuries, but these lands were 
  not of great importance until the destruction of the 
  empire.  
   
  In 576 CY, a long tunnel was discovered under the 
  Hellfurnaces; a cavern that stretches for hundred of 
  miles, intersecting huge caverns and tunnels hundreds of 
  feet below the surface.  Early explorers believed it was the 
  legendary Passage of Slerotin that was said to link Yeoman 
  territory to the Sea of Dust, and the old Suel Empire, all 
  the way on the other side of the Hellfurnaces. 
   
  In 590 CY, a group of Yeoman adventurers known as 
  the Defenders of the Spear emerged from the tunnel with 
  strange weapons, armor, and other treasure that 
  disintegrated upon contact with sunlight.  They also 
  returned with tales of great riches and wondrous magic 
  located inside the tunnel. 
   
  Not surprisingly, the Scarlet Brotherhood wants 
  access to Slerotin’s Tunnel, not only to garner the supposed 
  wealth that lies therein and beyond in the Sea of Dust, 
  but also to unlock any secrets of the ancient Suel 
  Imperium the tunnel might hold that could give them an 
  advantage over their enemies.  However, the Yeoman 
  military presence at Dark Gate and the never-ending 
  stream of adventurers that congregate at the mouth of the 
  tunnel make assembling a force sizable enough to mount 
  a crossing expedition nearly impossible. 
   
  In order to gain access to Slerotin’s Tunnel, as well as 
  to protect their control of the Hold of the Sea Princes, the 
  Scarlet Brotherhood has made determined efforts since at 
  least 590 CY to infiltrate and undermine the Yeomanry.  
  In 591 CY, they attempted to prevent the escape and 
  defection of Della, the Rogue Queen of Monmurg, to the 
  Yeomanry.  In 592 CY a group of Brotherhood slavers 
  were discovered operating on The Long Pond and 
  another group of Brotherhood operatives were captured 
  after attacking the town of Tarris and murdering several 
  citizens in the surrounding area.  In 593 CY, their 
  activities increased even more.  First, a Brotherhood 
  agent infiltrated a covert refugee assistance operation run 
  by the Servants of Trithereon and arranged the deaths of 
  several dozen refugees and two Servants.  Then an 
  attempt was made to kidnap Della, who had been 
  advising the Yeomanry on Brotherhood activities.  
  Finally, an attempt was made to disrupt the supply of 
  giant owls for the Yeomanry’s military.  Most recently, in 
  594 CY, the Brotherhood actually murdered the 
  Grosspokesman of the town of Eastcot and replaced him 
  with an imposter in order to support an operation to 
  recapture slaves escaping with the aid of the Servants of 
  Trithereon from the Hold to the Yeomanry. 
   
  After all these brazen provocations, certain factions 
  within the Yeomanry have decided that it is time to strike 
  back.  Despite their differences, they have banded 
  together 
  to 
  exact 
  vengeance 
  upon 
  the 
  Scarlet 
  Brotherhood and send the message that The Yeomanry 
  will retaliate in kind for any further Brotherhood 
  provocations. 
  
  YEO5-01 Attack Dogs 
   
  Page 4 
  ADVENTURE SUMMARY 
  Introduction 
  The adventure begins at the Haranshire House in 
  Newick.  The adventurers have been summoned there 
  either by the Servants of Trithereon, Grosspokesman 
  Melinda Windomere, or the Rascals. 
  Encounter 1 
   
  Encounter 1 begins at this inn, when the PCs meet 
  with the leaders of the factions which have put aside 
  their differences and joined forces against the Scarlet 
  Brotherhood.  Representatives of the Servants of 
  Trithereon, the Rascals, Della, and Melinda Windomere 
  are present.  The PCs are informed of the factions’ 
  decision to ally and their mission for the PCs is 
  described.  The PCs are directed to locate a Brotherhood 
  spy, codenamed The Mantis.  He or she is believed to be 
  someone close to Olmek Garshweth, Grosspokesman of 
  Nighford.  The PCs are directed to capture The Mantis 
  alive, as he has valuable information about other 
  Brotherhood agents in the Yeomanry, particularly the 
  Alelteshkal Brouka, one of the triumvirs assigned by the 
  Brotherhood to oversee Yeomanry operations.  The next 
  day the party heads out, following the road north to 
  Nighford via the town of Daywine along the Javan River. 
    
  Encounter 2 
   
  Encounter 2 takes place after about ten miles of 
  travel, when the party discovers a flatboat on the 
  Yeomanry side of the Javan being attacked by a group of 
  river pirates.  The pirates are disguised as Keoish soldiers. 
   The battle between the bargemen and the pirates is in 
  progress when the party arrives at the top of a bluff 
  overlooking the river.  Assuming the party intervenes 
  and saves the bargemen, they can discover a clue to the 
  identity of The Mantis on the body of the leader of the 
  river pirates.  After defeating the pirates, the PCs can 
  continue their journey, arriving in the town of Daywine 
  at dusk. 
  Encounter 3 
   
   
  Encounter 3 takes place at The Belching Bugbear, 
  the inn/tavern in Daywine.  Here they will meet Blake 
  Whitesheaf, retired paladin and former Defender of the 
  Spear.  He will be curious about the adventurers and asks 
  them several questions.  If treated politely and told that 
  the PCs are heading to Nighford, he will tell them about 
  his old friend, Amaris Honeysuckle, who lives there.  
  This background information may help the PCs identify 
  The Mantis.  After spending the night in Daywine, the 
  PCs continue on to Nighford.   
  Encounter 4 
   
  Encounter 4 Upon arrival in Nighford, the party can 
  obtain rooms at Millicent’s Inn and begin their 
  investigation.  Attempts to use Gather Information will 
  likely result in the PCs suspecting the wrong person, Alik 
  Kreshin, son of Jaleb Kreshin.  Talking to Olmek 
  Garshweth, Grosspokesman of Nighford, will narrow the 
  suspects to his two sons, Ithal and Olamn, Alik Kreshin, 
  or his secretary, Amaris Honeysuckle.  Eventually, the 
  party should be able to identify Amaris Honeysuckle as 
  the spy. 
  Encounter 5 
   
  The PCs confront Amaris Honeysuckle at her 
  dwelling.  They can either attempt to use Diplomacy to 
  convince her to surrender and become a double agent for 
  The Yeomanry or they can attack her.  Assuming they 
  either turn her or capture her, she will tell them where to 
  find her Scarlet Brotherhood contact. 
  Encounter 6 
   
  The PCs set an ambush to capture or kill Alelteshkal 
  Brouka.  On her person they find a notebook written in 
  code, which they should deliver (along with her) back to 
  Newick.  Decoding the notebook provides the 
  information required to launch a surgical strike on the 
  headquarters of the Brotherhood spy ring in Monmurg. 
  Conclusion 
   
  PCs receive their rewards (including a possible sign 
  of divine favor from Trithereon). 
  PREPARATION FOR PLAY 
  Before beginning play, the DM must determine why 
  each of the PCs finds themselves summoned at the start 
  of the adventure.  The DM needs to know the answers to 
  the following questions: 
  • 
  Are any of the PCs devout worshippers of 
  Trithereon?  Devout means that the PC is not only a 
  worshipper, but they either are a member of a 
  metaorganization dedicated to Trithereon or have a 
  level in a class that grants divine spells. 
  • 
  If they are not devout worshippers of Trithereon, are 
  they members of (or have Affinity with) the Rascals, 
  a Yeomanry metaorganization? 
  • 
  If they are not in The Rascals, have they ever earned 
  the Favor of the Church of Trithereon?  Such 
  favors were potentially earned in YEO3-01 Guard Dogs 
  or COR3-05 Circle of Sin, for example. 
  • 
  Do any of the PCs have Infamy with the Followers 
  of Trithereon from YEO3-01 Guard Dogs? 
  • 
  If none of the above, are any of the PCs in the 
  Yeoman Army/Militia (or Gran March Army)? 
  Is This a Military Adventure? 
   
  As Yeoman officials consider the events of this 
  adventure important to the defense of the Yeomanry, 
  members of any branch of the Yeoman military may 
  
  YEO5-01 Attack Dogs 
   
  Page 5 
  count the TUs spent on this adventure toward any annual 
  TU commitment required by their enlistment. 
  Is This a Servants of Trithereon Adventure?  
   
  Hounds and Falcons of Trithereon are considered 
  activated for this adventure.  Therefore they may count 
  this adventure towards the TUs they must serve per year 
  for that metaorganization. 
  Is This a Dustdigger Adventure? 
   
  As this adventure does not significantly involve 
  archaeological matters, students in the Academy of Lore 
  may not count this adventure toward any TUs they must 
  spend per year in study.   
  INTRODUCTION 
  Note:  Only read one of the following introductions to 
  each PC.  Choose the one which best fits their 
  background.  They are listed in the preferred order, i.e. if 
  a PC fits into two or more categories; read them the 
  introduction which comes first in the list below. 
   
  If any of the PCs are devout worshippers of 
  Trithereon, read them this message: 
   
  You have received instructions via the Faithful 
  of Trithereon to journey to the Haranshire House 
  Inn in Newick, where Arvin Quincannon, Falcon 
  and Priest of The Summoner will contact you.  He is 
  in need of assistance for a mission of the greatest 
  importance to the Faith.  May The Summoner smile 
  upon your efforts.  This mission will count toward 
  your required yearly service to the Faith. 
   
  Yeoman PCs who either are members of The Rascals 
  or have Affinity with that organization receive the 
  following message: 
   
  The Rascals need you.  Come to the Haranshire 
  House in Newick.  Ask for Weldon. 
   
  If any characters received the Favor of the Church 
  of Trithereon, they receive the following message: 
   
  Greetings!  As you have been of great assistance 
  to the Followers of The Summoner in the past, we 
  come to you again in the hour of our need.  We ask 
  your help on a matter of great importance to 
  ourselves and to the future safety of the Yeomanry 
  and the rest of Sheldomar Valley.  If you are willing 
  to help, please go to the Haranshire House Inn in 
  Newick and ask for Arvin Quincannon.   
   
  PCs who have earned the Enmity with the 
  Followers of Trithereon receive the following message: 
   
  Your treacherous betrayal of the Faithful has 
  been noted and you are marked for vengeance.  We 
  give you one last chance to expiate your sin:  Go to 
  the Haranshire House Inn in Newick, seek out 
  Arvin Quincannon and do as he asks.  Fail to do this 
  and you will suffer the just vengeance of The 
  Summoner! 
   
  PCs who are member of the Yeoman military or 
  allied military organizations receive the following 
  message from Grosspokesman Melinda Windomere: 
   
  Loyal Yeoman!  Our country has need of your 
  service!  Meet me at the Haranshire House in 
  Newick. 
   
  PCs who fall into none of the above categories 
  receive the following message: 
   
  Adventurers! The Yeomanry has need of your 
  service!  Go to the Haranshire House in Newick if 
  you are willing to be of service. 
  ENCOUNTER 1: STRANGE 
  BEDFELLOWS 
  You have followed the instructions you were given 
  and have reached the town of Newick.  Newick is a 
  walled frontier town, the first settlement of any size 
  between the Hool Marshes and the farmlands of the 
  Yeomanry.  It walls are well-manned and the roads 
  leading to and from the town seem well-patrolled by 
  the Militia.  You have no trouble finding the 
  Haranshire House Inn, as it is the largest and 
  busiest place in town.  When you inquire as you 
  were directed, you are taken into a back room, where 
  you find several other adventurous looking types 
  seated around a large table.  At the head of the table 
  there are 4 empty chairs. 
   
  Allow some time for players to roleplay their 
  introductions and get to know one another, if they are 
  not a group which regularly travels together.  Once the 
  players seem comfortable with continuing, proceed with 
  the following: 
   
  As you finish your introductions, the back door 
  to the room opens and four people enter. 
   
  The first is a tall, handsome man in his mid 30’s. 
   He has brown hair, green eyes, and a prominent, 
  angular chin.  He stands behind the first chair, 
  smiles at you all and says “Hello! My name is 
  Weldon.  I lead a group called The Rascals.  Most of 
  you probably haven’t heard of us, as we don’t like to 
  advertise much, but we’ve heard of you. ” 
   
  The second individual is a big man, with a large 
  crooked nose that looks to have been broken once.  
  He wears chainmail and clothes that appear worn 
  from much travel.  His faded blue cloak is pinned 
  with a broach bearing the Rune of Pursuit.  He 
  stands behind the second chair and addresses you: “I 
  am Arvin Quincannon.  I speak for the Hounds and 
  Falcons of The Summoner.” 
   
  The third individual to enter is a thin, middle-
  aged woman with raven hair and dressed in simple 
  
  YEO5-01 Attack Dogs 
   
  Page 6 
  silks.  She stands behind the third chair and speaks: 
   “I am Melinda Windomere, Grosspokesman for 
  Newick and the area surrounding it.  I am also 
  responsible for ensuring the security of the 
  Yeomanry’s border with the Hool Marsh.  Thank you 
  for coming.” 
   
  The fourth individual appears to be female, but 
  it is difficult to be sure, as she wears a heavy cloak, 
  with its hood raised over her head and a veil across 
  her face.  She says nothing as she stands behind the 
  fourth chair.  Then all four of them take their seats. 
   
  After a moment of silence, Melinda Windomere 
  continues speaking:  “Some of you who know 
  something of Yeomanry politics may be surprised to 
  see the four of us working together, as that has not 
  been the case in the past…” 
   
  Arvin Quincannon interrupts with a snort:  
  “Hardly!  You and your pet monster there have never 
  missed a chance to persecute those of us who try to 
  do The Summoner’s will in this land!  While we may 
  be willing to cooperate for now, do not think for a 
  moment that we have forgotten your past actions!  I 
  look forward to someday exacting the full measure 
  of The Summoner’s vengeance upon both of you!” 
   
  The veiled woman speaks for the first time.  Her 
  voice is husky but with a strange hint of sibilance.  
  Venom practically drips from every word:  “Threats 
  are for the weak, priest of a foolish god.  Save them 
  for some child or old woman who might be 
  frightened by them!  It is lucky for you that we also 
  need your assistance, or you would not leave this 
  room alive!” 
   
  Weldon breaks in on this exchange: “Della!  
  Arvin!  This is no time to be exchanging insults.  You 
  both know what is at stake.  When I spoke to each of 
  you, you agreed to be allies for the duration of this 
  operation.  I hold you both to your promises!  Time 
  enough for our own disagreements later.”  He glares 
  at both of them until they nod grudgingly. 
   
  Melinda smiles:  “Thank you, Weldon; the voice 
  of reason, as always.”   
   
  “As I was saying, while we may not have always 
  gotten along in the past, we are in agreement on one 
  thing: the Scarlet Brotherhood is a threat to The 
  Yeomanry and a scourge upon the face of Oerth!  
  Several times during the last four years, agents of 
  the Brotherhood have been discovered in our land.  
  They have tortured and murdered our citizens, 
  suborned our officials, and tried to capture their 
  escaped slaves on our free soil.  This is 
  unendurable!” 
   
  “While we have stopped these activities when 
  we learned of them, in the past we have done 
  nothing to strike at their source: The Brotherhood 
  itself.  Now an opportunity to do just that seems to 
  have presented itself and we have joined forces to 
  strike what we all hope will be a telling blow at our 
  common foe.” 
   
  “We have learned that there is a highly placed 
  spy in our midst, one who goes by the codename of 
  The Mantis.  We have information that this spy is 
  somehow learning our secrets from the office of the 
  Grosspokesman from the town of Nighford, Olmek 
  Garshweth.  I know Olmek personally and trust 
  him, but the spy is likely someone close to him.”  
  Melinda Windomere is silent for a moment as if in 
  thought, then continues: “Of course, after the 
  assassination and replacement of Grosspokesman 
  Gerheart of Eastcot last year by an agent of The 
  Brotherhood, it’s hard to know if ANYONE can be 
  trusted!” 
   
  Della interrupts at this point:  “The important 
  thing is not just to find this Mantis, but to capture 
  him ALIVE!  My sources in Monmurg tell me that a 
  very high ranking Brotherhood official, one of the 
  three charged with overseeing their infiltration of 
  the Yeomanry, is on her way to meet with The 
  Mantis.  Captured, the Mantis can tell you when and 
  where to find this person, one Alelteshkal Brouka.  
  Capture Alelteshkal Brouka and bring her back to 
  us.  Give me some time to… discuss things with 
  Brouka, and I’m sure she will tell us everything she 
  knows about The Brotherhood and its plans for The 
  Yeomanry.”  The tone of Della’s voice make it clear to 
  you that you would not enjoy being a party to her 
  “discussions”. 
   
  Arvin Quincannon speaks:  “Some of you have 
  been of great service to The Summoner in the past.  
  We thank you and humbly beseech you to help us 
  again in this just vengeance upon our foes!  Others 
  of you may have failed Him.  We Hounds and 
  Falcons are not usually the forgiving sort, but if you 
  succeed in this, we shall make an exception in your 
  case.  However, if you fail us again, do not expect us 
  ever to forget or forgive; the stakes are too great.” 
   
  Now Weldon speaks:  “The Rascals are in; we see 
  this as a great chance to stick a blade in the 
  Brotherhood’s belly.  What do you all say?  Will you 
  travel to Nighford, identify the spy, take him alive 
  and use him to locate and capture this Alelteshkal 
  Brouka and bring her back to us?  You would be 
  helping all the good folk of this land.  What say 
  you?” 
   
  Military PCs are considered activated and under 
  orders, so they cannot refuse.  PCs who are members of 
  the Servants or The Rascals are also required to accept, 
  upon 
  pain 
  of 
  being 
  expelled 
  from 
  those 
  metaorganizations.  Other PCs can refuse to accept or 
  attempt to bargain with Windomere. 
   
  If any of the PCs refuse, then the adventure is over 
  for them.  They are ushered from the room.  If they 
  
  YEO5-01 Attack Dogs 
   
  Page 7 
  already had Enmity of the Servants from YEO3-01, 
  they now receive the Greater Enmity on their AR.  If 
  they had a Favor of Trithereon or Affinity with the 
  Rascals and refused to help, these are considered voided. 
   
  If the PCs attempt to bargain or haggle about their 
  reward, read the following: 
   
  When you mention your reward, Windomere, 
  Quincannon, and Weldon all look disappointed.  A 
  low laugh issues from behind Della’s veil, and she 
  says:  “See, I told you.  I dealt with these adventuring 
  types before; gold is the color of their heroism.” 
   
  Windomere shakes her head and addresses you: 
   “I afraid this mission is too important to assign to 
  mercenaries; we are looking for heroes and patriots. 
   If gold is what stirs your souls, I suppose we shall 
  have to seek elsewhere.” 
   
  Hopefully, the PCs will take the hint, but if any of 
  them continue to insist upon being paid, the adventure is 
  over for them.  Finish their ARs as if they had refused the 
  adventure. 
   
  Assuming the PCs agree to undertake the task, 
  Windomere and the rest will answer any questions that 
  they are asked to the best of their abilities.  Some possible 
  questions and answers are given below: 
  Q.  How do you know The Mantis is someone close 
  to Olmek Garshweth? 
  A. At Della’s suggestion, we inserted different 
  pieces of false information into reports sent to 
  the various Grosspokesmen.  She then learned 
  via her contacts in Monmurg that the false info 
  sent to Grosspokesman Garshweth had been 
  leaked to The Brotherhood. 
  Q.  Do you know who is a suspect? 
  A.  We do not have any details about the inner 
  organization of Grosspokesman Garshweth’s 
  office.  There are bound to be at least three or 
  four individuals besides him with legitimate 
  access to such sensitive reports (assistants and 
  the like).  It may also be possible that The 
  Mantis is not a spy but just a very clever thief, 
  who obtains the information via undiscovered 
  theft. 
  Q.  Can we identify ourselves to the authorities? 
  A.  I will provide you with a writ which will 
  identify you as special agents from my office.  
  However, you should avoid bringing the local 
  militia or town watch into this if at all possible.  
  If word of your activities were to reach The 
  Mantis or Alelteshkal Brouka, they would likely 
  flee.  Nighford is right on the Javan; a quick boat 
  trip across into Keoland and they would be 
  permanently beyond our reach. 
  Q.  Have you tried Divination magic? 
  A.  We do not have access to a trustworthy 
  spellcaster of sufficient power. 
   
  At higher APLs, the PCs themselves may have access 
  to powerful divination spells.  Guidelines for the results 
  of those spells are below: 
  • 
  Commune will provide correct yes or no answers to 
  the PCs’ questions.  At this point, the PCs do not 
  have enough information to do more than learn 
  some basic facts about The Mantis.  This spell could 
  be used effectively to confirm suspicions later in the 
  adventure. 
  • 
  Contact other plane will require the caster to contact 
  an outer plane to have any chance of a true answer.  
  It will yield answers similar to commune. 
  • 
  Divination, if successful, will yield the following 
  answer:  “There is no rose without thorns and 
  when a man sets his foot upon an adder, he asks 
  not its size.”  This cryptic clue refers to the fact that 
  The Mantis is a beautiful and petite woman. 
   
  When all of the PCs’ questions have been answered, 
  read the following: 
   
  After all you questions are answered, Melinda 
  Windomere continues:  “Well, that’s it then.  Here is 
  the writ I promised.” 
   
  Give the party Player Handout #1. 
   
  “I would emphasize again that both discretion 
  and haste are called for.  We think Alelteshkal 
  Brouka is likely to be in The Yeomanry for only a 
  week at most, and it is a two day journey from here 
  to Nighford.  Good luck to you all.  We look forward 
  to your return with this Brotherhood spymaster in 
  chains!” 
   
  If the PCs wish to purchase any standard supplies, 
  they are available close by in Newick.  The PCs will no 
  doubt want to rest, and then head out in the morning. 
  Proceed to Encounter 2. 
  ENCOUNTER 2: KEEWEE 
  PIRATES 
  When you awake the next morning, the day is warm 
  and clear, though there are some clouds on the 
  southern horizon. 
   
  Any PC who makes a DC 15 Survival check will 
  know that those clouds represent a storm front which 
  should move through by the end of the day, bringing 
  several hours of very heavy rains.  The rain should arrive 
  at about sunset.  PCs with higher checks will know that 
  this rain should be followed by clear weather (out to the 
  duration allowed by their roll, as per the Player’s 
  Handbook). 
  
  YEO5-01 Attack Dogs 
   
  Page 8 
   
  You head out moving north along the River 
  Road.  This well-maintained road runs along the 
  western bank of the River Javan. It is mainly used by 
  travelers and farmers from The Little Hills heading 
  to and returning from the markets in Newick and 
  Nighford; most serious commerce moves either 
  down the Javan by flatboat or upriver via keelboat.  
  The Javan is about 200 yards wide here, with bluffs 
  about 30’ high on both banks.  The River Road 
  generally runs along the top of these bluffs, though 
  your view of the river is occasionally screened by 
  copses of trees.  As you travel you see considerable 
  traffic on the river, with a flatboat passing by going 
  down river perhaps every hour.  You also meet the 
  occasional farmer and wagon load of produce 
  headed south toward Newick. 
   
  By noon, you reckon that you have come ten 
  miles, and should be about halfway to the village of 
  Daywine.  You are beginning to think of picking a 
  spot to stop for lunch.  Just then, as the road 
  emerges from a small copse of trees at the top of the 
  bluff, you hear sounds of combat from the direction 
  of the Javan.  Moving to the edge of the bluff and 
  looking down towards the river, you can see that 
  there is a fight in progress! 
   
  See DM Aid: Map #1. 
   
  A flatboat is grounded on the Yeomanry bank of 
  the river, and its crew appears to be in a pitched 
  battle with a group of soldiers.  The flatboat crew 
  appears to be losing.  You can see perhaps half a 
  dozen of them still fighting, but at least two others 
  lie on the deck in pools of blood.  Five armed and 
  armored soldiers press them hard against the far rail 
  and deckhouse of the flatboat, while a sixth stands 
  back and shouts orders and encouragement.  The 
  soldiers apparently arrived via a smaller boat which 
  is beached next to the flatboat. 
   
  A DC 10 Spot check will allow PCs to notice that the 
  device on the “soldiers’” tunics is a black lion rampant on 
  a red field.  A DC 5 Knowledge (nobility and royalty) or 
  DC 10 Knowledge (local – Sheldomar Valley Metaregion) 
  or DC 10 Bardic Knowledge check allows the PCs to 
  recognize the arms of the Kingdom of Keoland (Keoland 
  PCs recognize it automatically).  These pirates disguise 
  themselves as soldiers of the opposite nation from that of 
  their victims.  Their packs contain Yeomanry Militia 
  tabards. Shortly before the party arrived, they approached 
  the flatboat and demanded that its captain allow them on 
  board for an “inspection”.  Smelling a rat, the captain 
  managed to beach his boat on the western bank, but 
  before his men could escape, they were cut off by the 
  pirates.  They are now engaged in a hopeless resistance 
  and are in the process of being cut down. 
   
  The bluff running down to the riverbank is sloped 
  and severely obstructed with small bushes and rocks.  It 
  is at about a 45 degree slope, so the 30’ drop to the 
  riverbank occurs over a 60’ horizontal distance.  To run or 
  charge down it requires a DC 15 Balance check.  If the PC 
  attempts to run or charge and fails by 4 or less (i.e. a 
  Balance skill result of 11-14), they can’t run or charge but 
  can still move normally.  Failure by 5 or more indicates 
  they fall and roll to the bottom, taking 2d6 damage on the 
  fall down, and ending up prone on the riverbank.  If a PC 
  attempts to move normally, the Balance check to do so is 
  DC 10.  Failure indicates the PC must move at half speed. 
   A PC may move at half speed to avoid the need to make 
  any Balance checks. 
  All APLs 
  � Flatboat Captain: Male human Exp3; hp 17. 
  � Flatboat Crew (5): Male human Exp1; hp 9 (but 
  see below). 
   
  Currently, the pirates are completely focused on 
  eliminating the flatboat crew, so they will not notice the 
  PCs until they interfere or a PC reaches the riverbank.  
  Unless the PCs do something to alert the pirates of their 
  presence, they may get a surprise round.  The flatboat 
  crew is fighting totally defensive, just to stay alive.  The 
  two wounded crewman are both at -1 hp and bleeding 
  out. 
   
  Do not bother with actually rolling the combat 
  between the pirates and the crew.  Just describe it as a 
  desperate fight with the crewman totally outclassed by 
  their opponents.  Each round that the PCs delay in 
  intervening, the pirates drop another crewman to -1 hp 
  and those crewmen already down lose another hit point. 
  When the PCs do intervene, the pirates will shift their 
  focus to them completely.  The crewmen will use this 
  respite to stabilize their wounded comrades and catch 
  their breath.  They will not assist the PCs.  If the PCs are 
  defeated, the crew will use the distraction to jump in the 
  Javan and escape the pirates by swimming downstream. 
   
  Note:  Keep track of any crewmen who are killed, as 
  each one slain will cost the PCs some xp for this 
  encounter. 
  APL 6 (EL 8) 
  � Brotherhood Pirates (5): Male human Ftr1; hp 9 
  each; see Appendix 1. 
  � Pirate Leader: Male human Clr7 of Syrul; hp 48; 
  see Appendix 1. 
  APL 8 (EL 10) 
  � Brotherhood Pirates (5): Male human Ftr2; hp 
  18 each; see Appendix 2. 
  � Pirate Leader: Male human Clr9 of Syrul; hp 61; 
  see Appendix 2. 
  APL 10 (EL 12) 
  � Brotherhood Pirates (5): Male human Ftr4; hp 
  36 each; see Appendix 3. 
  
  YEO5-01 Attack Dogs 
   
  Page 9 
  � Pirate Leader: Male human Clr11 of Syrul; hp 
  75; see Appendix 3. 
  APL 12 (EL 14) 
  � Brotherhood Pirates (5): Male human Ftr6; hp 
  54 each; see Appendix 4. 
  � Pirate Leader: Male human Clr13 of Syrul; hp 
  88; see Appendix 4. 
   
  Tactics: As soon as the pirates become aware of the 
  PCs, their leader will order his men to break off their 
  attack on the sailors and engage the PCs.  The pirates will 
  line the rail of the grounded flatboat, which is a good 4’ 
  above the riverbank.  This will give them +1 to hit any 
  PCs fighting with them from the bank (due to their 
  higher elevation).  To gain the boat’s deck, a PC on the 
  bank will either have to make a DC 10 Climb check to 
  pull themselves up (being denied their Dex while doing 
  so) or make a Jump check sufficient for a 4’ vertical 
  height.  Until the PCs close, the pirates will make best 
  use of their heavy crossbows and their Rapid Reload 
  feats. 
   
  At APL 6, the Pirate Leader will begin by casting 
  summon monster IV, calling 1d3 hell hounds to attack the 
  PCs.  On the 2nd round he will cast unholy blight.  On the 
  3rd round he will cast blindness on a wizard or sorcerer.  
  On the 4th round, he will cast hold person on a fighter or 
  barbarian.  If the Pirate Leader determines that the 
  pirates are likely to lose the fight, he will try to escape, by 
  first casting invisibility on himself, then water walk.  Then 
  he will slip over the far side of the flatboat and walk 
  across the Javan to Keoland and safety.  His men will 
  fight to the death, since they know the Yeomanry 
  executes pirates. 
   
  At APL 8, the Pirate Leader will begin by casting 
  summon monster V, calling an achaierai to attack the PCs.  
  On the 2nd round he will cast unholy blight.  On the 3rd 
  round he will cast summon monster IV, calling 1d3 hell 
  hounds to attack the PCs..  On the 4th round he will cast 
  blindness on a wizard or sorcerer.  On the 5th round, he 
  will cast hold person on a fighter or barbarian.  If he is 
  seriously hurt, he will heal himself with the best spell 
  available.  If the Pirate Leader determines that the pirates 
  are likely to lose the fight, he will try to escape, by first 
  casting invisibility on himself, then water walk.  Then he 
  will slip over the far side of the flatboat and walk across 
  the Javan to Keoland and safety.  His men will fight to 
  the death, since they know the Yeomanry executes 
  pirates. 
   
  At APL 10, the Pirate Leader will begin by casting a 
  quickened silence near any obvious spellcasters and then 
  mislead upon himself, moving 20 ft. from the location of 
  the image.  On the 2nd round he will drop his 
  concentration on mislead and cast summon monster V, 
  calling an achaierai to attack the PCs.  On the 3rd round 
  he will cast flame strike.  On the 4th round he will cast 
  summon monster IV, calling 1d3 hell hounds to attack the 
  PCs..  On the 3rd round he will cast unholy blight.  On the 
  5th round the image will disappear but he will still be 
  invisible and will cast unholy blight.  On the 6th round he 
  will cast blindness on a wizard or sorcerer.  If he is 
  seriously hurt, he will heal himself with the best spell 
  available.  If the Pirate Leader determines that the pirates 
  are likely to lose the fight, he will try to escape, by first 
  casting invisibility on himself (if he has been made 
  visible), then water walk.  Then he will slip over the far 
  side of the flatboat and walk across the Javan to Keoland 
  and safety.  His men will fight to the death, since they 
  know the Yeomanry executes pirates. 
   
  At APL 12, the Pirate Leader will begin by casting a 
  quickened silence near any obvious spellcasters and then 
  mislead upon himself, moving 20 ft. from the location of 
  the image.  On the 2nd round he will drop his 
  concentration on mislead and cast a quickened hold person 
  on a fighter-type and a mass inflict serious wounds, targeting 
  it to catch as many PCs as possible.  On the 3rd round he 
  will cast summon monster V, calling an achaierai to attack 
  the PCs.  On the 4th round he will cast flame strike.  On the 
  5th round the image will disappear but he will still be 
  invisible and will cast unholy blight.  If, at the start of any 
  round he has two or more PCs within 30 ft. of him, he 
  will cast blasphemy.  If he is seriously hurt, he will heal 
  himself with the best spell available.  If the Pirate Leader 
  determines that the pirates are likely to lose the fight, he 
  will try to escape via word of recall.  If he is prevented from 
  doing so (by a dimensional anchor, for example), he will 
  cast invisibility on himself (if he has been made visible), 
  then water walk.  Then he will slip over the far side of the 
  flatboat and walk across the Javan to Keoland and safety.  
  His men will fight to the death, since they know the 
  Yeomanry executes pirates. 
   
  Treasure:  
  APL 6: L: 365 gp, C: 20 gp, M: +1 mithral breastplate 
  (433 gp), brooch of shielding (125 gp). 
  APL 8: L: 309 gp, C: 20 gp, M: +1 mithral breastplate 
  (433 gp), brooch of shielding (125 gp), +1 heavy mithral 
  shield (168 gp), periapt of wisdom +2 (333 gp) 5 +1 chain 
  shirts (104 gp each). 
  APL 10: L: 240 gp, C: 20 gp, M: +1 mithral breastplate 
  (433 gp), brooch of shielding (125 gp), +1 heavy mithral 
  shield (168 gp), periapt of wisdom +4 (1,333 gp) 5 +1 
  chain shirts (104 gp each), 5 +1 longswords (193 gp 
  each). 
  APL 12: L: 171 gp, C: 20 gp, M: +1 mithral breastplate 
  (433 gp), brooch of shielding (125 gp), +1 heavy mithral 
  shield (168 gp), periapt of wisdom +4 (1,333 gp), lesser 
  strand of prayer beads (800 gp), 5 +1 chain shirts (104 gp 
  each), 5 +1 longswords (193 gp each), 5 +1 bucklers (97 
  gp each). 
   
  Development: Given the high regard the Pirate 
  Leader has for his own skin, it’s likely he (and all his 
  valuable items) will escape.  If the PCs do manage to 
  capture or kill him, in addition to all the treasure on his 
  
  YEO5-01 Attack Dogs 
   
  Page 10 
  person, he has a journal.  It is written in Ancient Suloise, 
  and contains clues to the identity of The Mantis.  If the 
  PCs can somehow read the journal, give them Player 
  Handout #2. 
   
  If any of the flatboat crew survives, they will 
  volunteer to take custody of any of the surviving pirates 
  and transport them to Newick for trial and punishment.  
  This will relieve the PCs of having to delay their mission 
  to escort prisoners. 
   
  After the PCs have finished with the river pirates, 
  proceed to Encounter 3. 
  ENCOUNTER 3: LIVING 
  HAPPILY EVER AFTER? 
  Another eight miles upstream from the fight with 
  the pirates, the storm front which has been 
  pursuing you all day finally overtakes you.  The dark 
  clouds open and a heavy, driving rain pours down 
  upon you.  Even though it is still almost an hour 
  until sunset, the clouds and rain turn the day almost 
  into night.  After struggling through this torrent for 
  another thirty minutes, you are cheered by the sight 
  of lighted windows ahead.  You have reached the 
  village of Daywine at last! 
   
  Daywine appears to be a sleepy farming village 
  of perhaps three hundred souls.  However, in the 
  town square there is a large and welcoming inn, The 
  Belching Bugbear.  From what you can see through 
  the rain, it seems to be the only place in town where 
  a traveler could expect to purchase a hot meal and a 
  dry bed. 
   
  You should strongly encourage the PCs to spend the 
  night at the inn.  Suspicious parties may choose to do 
  otherwise, but doing so will cause them to miss meeting 
  Blake Whitesheaf, who provides information about 
  Amaris Honeysuckle.  Assuming the PCs decide to stop 
  at the inn, read the following: 
   
  Upon entering the Belching Bugbear, you are 
  greeted by warmth and good cheer.  The owner, a 
  halfling who introduces himself as Pip Purpleberry, 
  greets you.  He offers you dinner and a room for the 
  night at a reasonable price, as “Tain’t a fit night out 
  there for man nor beast!”  He also recommends you 
  try the Bugbear’s Hairfoot Stout, the best ale in 
  Haranshire, at least according to him. 
   
  If the players stay and order food & drink, read the 
  following: 
   
  The Belching Bugbear’s large common room is 
  almost empty this evening, probably because of the 
  horrendous weather.  A middle-aged human, a cleric 
  of the Seven Faiths by his garb, takes a meal alone, 
  though he does chat pleasantly with the halfling 
  waitress when she serves him.  Another human, 
  older with hair streaked with gray, sits by the fire 
  nursing a tankard and smoking a pipe.  When he 
  turns his head on occasion, you can see that he bears 
  a ugly set of scars on the right side of his face and 
  head, as if he was once clawed very badly by 
  something huge and nasty. 
   
  The waitress is Marissa Purpleberry, daughter of the 
  proprietor.  The cleric is Father Ernest, assigned to the 
  small temple of the Seven Faiths in Daywine.  The older 
  human is Blake Whitesheaf, a retired paladin who has a 
  small manor just outside of Daywine. 
  All APLs 
  � Father Ernest: Male human Clr3; AL NG 
  � Blake Whitesheaf: Male human Pal9; AL LG. 
   
  The PCs may want to approach either or both of 
  these people.  Father Ernest will be polite, especially so to 
  any fellow clergy or laymen of the Seven Faiths.  If any of 
  the PCs openly display symbols of Trithereon, he will be 
  curt almost to the point of rudeness.  Other than local 
  gossip, he knows nothing of value. 
   
  Blake Whitesheaf, on the other hand, does know 
  something which could be of use to the PCs.  Until his 
  retirement in CY 590, he was part of the Defenders of the 
  Spear, an adventuring group that included Amaris 
  Honeysuckle.  His last adventure with the Defenders was 
  in Slerotin’s Tunnel, during which he received the 
  injuries which effectively ended his adventuring days. 
   
  If the PCs approach Blake, alter the text below as 
  required.  Assuming they do not approach him, once they 
  have finished their meal, read the following: 
   
  Master Purpleberry proves to be as good as his 
  word; the supper is excellent and the Hairfoot Stout 
  is superb!  With your bellies full and the chill of the 
  soaking rain warmed away, you all feel much 
  happier. 
   
  As you finish your meal and the plates are 
  cleared away, the older man by the fire knocks out 
  his pipe, stands, and walks over to your table.  He 
  walks with quite a severe limp, favoring his right 
  leg.  He addresses you:  “Greetings, travelers! 
  Welcome to Daywine on this stormy night.  My 
  name is Blake Whitesheaf.  Might I join you for a 
  few moments?” 
   
  PCs with Bardic Knowledge or ranks in Knowledge 
  (local – Sheldomar Valley Metaregion) may make checks 
  to recognize the name. As usual, succeeding at a higher 
  DC also gains all information from the lower DCs: 
  • 
  DC 5: Blake Whitesheaf is the name of a well-known 
  paladin of Pelor.  He was last active several years ago. 
  • 
  DC 10: He was a member of a group of Yeoman 
  adventurers known as the Defenders of the Spear 
  • 
  DC 15: In 590 CY, the Defenders of the Spear 
  emerged from Slerotin’s Tunnel with strange 
  
  YEO5-01 Attack Dogs 
   
  Page 11 
  weapons, 
  armor, 
  and 
  other 
  treasure 
  that 
  disintegrated upon contact with sunlight.  They also 
  returned with tales of great riches and wondrous 
  magic located inside the tunnel.  
  • 
  DC 20:  Blake Whitesheaf was horribly injured 
  during that adventure defending his companions 
  from some horror of the UnderOerth.  Afterwards, 
  he retired to a small manor outside of Daywine. 
   
  Assuming the PCs agree, Blake continues: 
   
  “I notice that you have the look of seasoned 
  adventurers about you.  It takes one to know one, 
  they say, and I wasn’t always the cripple you see 
  before you.  Once upon a time, I too sought to shine 
  the light of Pelor in the dark places of Oerth…” 
   
  He is silent for a moment, as if remembering, 
  and then continues:  “Anyway, I was wondering if 
  you might be headed northward?  I have recently 
  heard that an old friend of mine has settled in 
  Nighford, and I was hoping you might take her a 
  message for me.  I’m afraid I don’t travel much these 
  days, what with my leg and all, and I’ve never been 
  much of a letter writer, but I’d sure like her to know 
  where I am living these days.  Perhaps she might 
  even find the time to come and visit an old 
  comrade.” 
   
  Assuming the PCs agree to take his message, Blake 
  continues: 
   
  “Her name is Amaris Honeysuckle, and I heard 
  via a mutual friend that she is living in Nighford.  
  She’s a beautiful lady with pale blonde hair and 
  emerald eyes.  She is also highly accomplished bard, 
  so I am sure you will have no difficulty locating her. 
   As for the message…  Well, just tell her that Blake 
  Whitesheaf is living in Daywine and would like to 
  see her again.”  
   
  Make a secret Sense Motive DC15 for each of the 
  PCs.  A successful check will reveal that Blake is holding 
  something back and is more anxious about meeting 
  Amaris than he lets on.  This is because he and Amaris 
  were once deeply in love, but he would never 
  consummate their relationship or commit to her due to 
  his duties as a paladin of Pelor.  Amaris grew angry that 
  he would put his paladinhood before his love for her.  
  She left the Defenders just before Blake’s final adventure 
  in the Passage.  He feels guilty about disappointing her 
  and now that he has learned that she is in Nighford, he 
  would like to talk to her again, possibly even restart their 
  relationship.  He fears that she may still be angry with 
  him, which is the main reason he has delayed sending 
  her word.  Seeing the PCs has caused him to finally 
  decide to make the effort to contact her again.  Blake will 
  reveal none of this, of course. 
   
  Assuming the PCs treat Blake with respect and 
  friendship, he will chat with them for about an hour, 
  exchanging stories of his adventuring days with them.  If 
  asked about his injuries, he will simply say: 
   
  “Well, let’s just say that tapping a gold coin on 
  the wall of a tunnel to attract xorn isn’t such a good 
  idea…” 
   
  If asked about Amaris, he will wax lyrical about how 
  beautiful and talented she is and what a good friend she 
  was to him during their adventuring days.  See DM Aid: 
  Amaris Honeysuckle for details on Amaris.  Make another 
  secret Sense Motive DC15 check for each of the PCs to 
  realize Blake is deeply in love with Amaris. 
   
  After about an hour of chatting, Blake will say: 
   
  “Well, it’s about time I tottered off to bed.  
  Thank you again for your willingness to help.  Safe 
  journey and may The Sunfather shine his blessings 
  upon you all.” 
   
  Blake will then leave and the PCs can take their rest. 
   Proceed to Encounter 4. 
  ENCOUNTER 4: PREYING 
  MANTIS 
  The next day dawns bright and clear; the storms of 
  yesterday have passed on by.  After a fine breakfast, 
  you leave Daywine behind and continue of your way 
  toward Nighford.  You stay alert for any trouble on 
  the river or the countryside, but nothing occurs 
  more exciting than passing a few farmers on the 
  road and seeing a few more flatboats on the river. 
   
  After a break for lunch, you continue your trek 
  towards Nighford.  Just after 4 o’clock, you come to a 
  turn off from the main road.  A sign labeled 
  “Nighford” points down the road, which leads to a 
  small stream running into the Javan.  The stream is 
  spanned by a fine looking bridge, which cannot be 
  more than three or four years old.  On the other side 
  of the bridge is the town of Nighford. 
   
  Nighford appears to be about twice the size of 
  Daywine, with perhaps six hundred inhabitants all 
  told.  Asking about a place to stay, you are quickly 
  directed to Millicent’s Inn, the only one in town, 
  and given a recommendation to try one of its 
  outstanding soups.  
   
  Assuming the PCs go to the inn to check in before 
  doing anything else, read the following: 
   
  Millicent’s seems to be a fine old establishment, 
  though your rooms will not be available until after 
  supper and “smoke”, which seems to be local slang 
  for an hour of drinking, smoking and conversing 
  after dinner.  The staff is more than willing to take 
  care of your gear and mounts until then, of course.  
  Supper will be in about half an hour and you are 
  invited to wait in the tap room until then. 
  
  YEO5-01 Attack Dogs 
   
  Page 12 
   
  At this point, PCs may take the opportunity to gather 
  information, or they may choose to seek out 
  Grosspokesman 
  Olmek 
  Garshweth, 
  Amaris 
  Honeysuckle, or Jaleb Kreshin immediately. 
   
  Note:  This is a very free form encounter, as the PCs 
  may try any number of ways in any order to identify The 
  Mantis.  The most likely tactics are addressed below, but 
  the DM should be thoroughly familiar with the 
  information about Amaris Honeysuckle in the DM Aid in 
  order to adjudicate any creative means employed by the 
  PCs. 
  GATHERING INFORMATION 
   
  Sweet pipeweed smoke wafts up to the eaves 
  and rafters of this spacious country inn.  Dinner was 
  wonderful, with enough steamed fish, braised 
  vegetables, and butter-baked bread to satiate your 
  road-weary appetite.  You mugs never went dry, and 
  your plates stayed full throughout the evening. 
   
  Now as the help tidies the rooms upstairs, 
  bloated relaxation seems the fashion of the evening 
  time in Nighford.  Weary from the road, it is easy to 
  appreciate the simple comforts of a soft chair, a 
  warm mug, and the company of those whose only 
  aim is to enjoy the same.  There are quite a few locals 
  present, also enjoying a smoke and a pint after a 
  day’s work. 
   
  The PCs may attempt to use the Gather Information 
  skill 
  at 
  some 
  point 
  in 
  their 
  investigation.  
  Rumors/information that can be gained on various topics 
  are listed below.  As usual, a higher roll also provides all 
  the information available at lower DCs.  Gather 
  Information on a given topic takes 1d4+1 hours and cost 
  3d6 gp. 
  Topic: Olmek Garshweth 
  • 
  DC 5: Olmek Garshweth is a fine grosspokesman.  
  He’ll probably get re-elected.  
  • 
  DC 10: Olmek’s a “forgive and forget” kind of guy.  
  Why, he even hired Jaleb Kreshin’s boy, that weasel 
  Alik, after beating Old Man Kreshin in the bridge-
  building 
  contest 
  in 
  ’91 
  to 
  see 
  who’d 
  be 
  grosspokesman.  Now that’s generosity, if you ask 
  me.  
  • 
  DC15: Olmek’s hired himself a nice looking 
  secretary, let me tell you!  That Amaris Honeysuckle 
  is sure a beauty.  No way would my wife let me 
  spend my days working with a looker like that!  
  • 
  DC 20: Olmek argued strongly in favor of sending 
  the Army of Freedom to Geoff.  Said it was better to 
  fight the Giants there than here.  I heard that the 
  grosspokesman down in Newick –- what’s-her-name 
  Windomere -- weren’t too happy with him about 
  that!  
  Topic: Jaleb/Alik Kreshin 
  • 
  DC 5: I don’t like talking about Old Man Kreshin or 
  his weasel of a son.  They’ve got too much money 
  and don’t mind using it against folks who talk bad 
  about ‘em!  
  • 
  DC 20: Don’t quote me on this, but that Alik 
  Kreshin is as crooked as they come!  He’d sell his 
  own mother if the price was right and the old lady 
  wasn’t dead! He ain’t nicknamed Weasel for nothing!  
  Topic: Amaris Honeysuckle 
  • 
  DC 5: Olmek’s hired himself a nice looking 
  secretary, let me tell you!  That Amaris Honeysuckle 
  is sure a beauty.  No way would my wife let me 
  spend my days working with a looker like that!  
  • 
  DC 10: Amaris Honeysuckle?  Oh yes, the pretty 
  lady who works for Olmek Garshweth.  Sure, I know 
  her! Where is she?  Well, Olmek’s office closes 
  before supper, so I expect she’s gone home. Right 
  nice lady, if you ask me.  She comes in here 
  sometimes when she gets off work, but I don’t see 
  her tonight.  She’ll be at Olmek’s office tomorrow; 
  she’s there everyday, rain or shine. 
  • 
  DC 15:  I heard Amaris perform at Olmek’s birthday 
  party last month.  I never knew anyone could sing or 
  play the harp half as well as she does!  
  • 
  DC 20:  Amaris arrived in town about six months 
  ago, from Keoland I think.  Olmek hired her as his 
  legal secretary and translator after she’d been here 
  about two weeks.  I think he gives her a place to live, 
  too.  It’s an old farmhouse located on the western 
  part of his property.  I ain’t exactly sure where…  
  VISITING JALEB KRESHIN 
   
  The PCs could be suspicious of Jaleb Kreshin and/or 
  his son Alik; either because of what they read in the 
  Pirate Leader’s Diary or rumors they have heard in 
  Nighford.  The PCs may also be acquainted with Jaleb 
  and Alik from YEO1-02 Throwing Stones or YEO4-05 
  Whispers of Deceit, possibly having a Favor from him. 
   
  Neither Jaleb nor his son Alik has anything to do 
  with The Mantis.  However, Jaleb is a grasping and 
  corrupt business man and his son is a nasty and devious 
  little weasel (hence his nickname), so the PCs may jump 
  to the wrong conclusion.  While Jaleb is Neutral in 
  alignment, Alik is Neutral Evil, which may also lead PCs 
  astray. 
   
  At his father’s suggestion, Alik asked Olmek for a 
  job.  Jaleb has not forgiven the Grosspokesman for 
  beating him in the bridge-building contest four years ago, 
  and wanted his son in a position to spy on Olmek and 
  possibly sabotage him politically.  Seeking to mend 
  fences, Olmek happily gave Alik a job in his office and 
  has kept him on, even though Alik is lazy and 
  
  YEO5-01 Attack Dogs 
   
  Page 13 
  untrustworthy.  For his part, Alik has spent his time 
  spying on Olmek and his sons, hoping to find some dirt 
  his father could use.  Unfortunately for the Kreshins, the 
  Garshweths are about as honest as they come and Alik is 
  as incompetent at political sabotage as he is at everything 
  else. 
   
  Jaleb has a large estate in the suburbs of Nighford.  If 
  any of the PCs have a Favor with Jaleb, he will be more 
  than willing to speak with them.  Otherwise, they will 
  have to show their writ from Windomere to be admitted. 
   If the PCs ask him any questions about the pirates, he 
  will truthfully deny knowing anything about it and be 
  angered if they make any accusations. 
   
  If the PCs seem inclined to threaten Jaleb Kreshin or 
  break into his home to search for clues, etc, remind them 
  that the Writ they have does not give them the authority 
  to violate Yeomanry law.  Kreshin is a rich and powerful 
  man, who can and will have any such actions prosecuted 
  to the full extent of the Law!  He has excellent security at 
  his estate, including numerous permanent alarm spells, 
  which the DM should use to discourage the PCs from 
  following this false trail too far.   You should play Jaleb as 
  the proverbial “sharp customer”; he’s not evil, but he’s 
  doesn’t mind bending the rules to his own advantage, 
  either. 
   
  If the PCs reveal the purpose of their investigation to 
  Jaleb, he will become thoughtful, and then say the 
  following: 
   
  “A Brotherhood spy in Garshweth’s office?  I 
  always knew that farmer was too stupid and trusting 
  to make a good grosspokesman!  Someone with 
  access to sensitive reports, you say?  I know 
  something about how his office is organized; my boy 
  Alik works there.  Let me think for a moment…” 
   
  After a few moments thought, Jaleb nods his 
  head and then continues:  “Yes, that’s got to be it.  
  There are only five people with access to those 
  reports: Olmek, his sons Ithal and Olamn, my boy 
  Alik, and that secretary of his, Amaris Honeysuckle.  
  I’ve known Olmek and his boys for nearly twenty 
  years, and not a one of them has brains enough to be 
  doing this.  I know my Alik isn’t involved, so by 
  process of elimination, your spy must be the 
  secretary.  Amaris Honeysuckle is The Mantis!” 
  All APLs 
  � Jaleb Kreshin: Human male Rog3; AL N. 
   
  Note: If the PCs accuse Jaleb Kreshin or his son of 
  being The Mantis or are disrespectful towards him in any 
  way, any Favor from him they might have should be 
  voided. 
  TALKING TO OLMEK GARSHWETH 
   
  At some point the PCs are likely to seek out Olmek 
  Garshweth.  This section is written assuming they do so 
  the morning after their arrival in Nighford.  The PCs may 
  try to see Olmek the night they come to town.  In this 
  case, anyone they ask for directions should tell them that 
  Olmek will be in his office bright and early tomorrow, 
  but that he refuses to do any business in his home.  He 
  believes “Politics needs to be conducted in the light of 
  day.  When you start doing it after dark at home, trouble’s 
  a brewin’ !” 
   
  The PCs may also decide they want to burgle 
  Olmek’s offices in order to snoop around.  Doing so is not 
  hard for an experienced rogue, but there is no useful 
  information that can be gathered after hours.  The Town 
  Watch does patrol at irregular intervals, and will check 
  the building 5d6 minutes after the PCs enter.  If they 
  have left any door or window open or are using any light 
  source within the office, they will be apprehended.  
  Resisting the Watch is a crime, regardless of their Writ, 
  so the PCs would be well advised to go peacefully and use 
  Windomere’s authority to have the matter dropped.  
  However, having to do so will result in word of their 
  activities leaking to both The Mantis and Alelteshkal 
  Brouka.  The latter will immediately flee the Yeomanry, 
  while the former will prepare for a suicidal last stand at 
  her home.    
   
  Arising the next morning after a good night’s 
  rest, you have no trouble finding Grosspokesman 
  Garshweth’s office.  You are directed to a modest, 
  single story building that was probably once a dry 
  goods store.  When you arrive, the front door is 
  propped open, so they are obviously open for 
  business. 
   
  See DM Aid: Map #2 for the office floor plan.  The 
  external doors and windows, as well as the door to 
  Olmek’s office, are all equipped with average locks (DC 
  25 to open).  The desks all have very simple locks (DC 20 
  to open).  The Records Room door has a very good lock 
  (DC 35 to open).  The walls are of sturdy timber and stone 
  construction and the floor is solid planking.  None of the 
  locks, walls, or floors displays any evidence of tampering. 
   
  Entering the building, you find yourself in a 
  large open room.  Directly in front of you is a long 
  counter, which separates the public portion of the 
  room from the area behind it.  In your portion, there 
  are several chairs lined up along the wall beneath 
  the front windows; obviously this is where citizens 
  wait until it is their turn. 
   
  Behind the counter are three desks.  In the back 
  wall there are two doors, both closed.  The center 
  desk is currently unoccupied, though the papers 
  scattered across it indicate it sees some use.  At the 
  rightmost desk is seated a large young man in his 
  early twenties, who appears to be carefully reading 
  some papers.  At the leftmost desk is seated a 
  beautiful young woman, with pale blonde hair and 
  emerald eyes, who appears to be transcribing 
  information from one document to another. 
  
  YEO5-01 Attack Dogs 
   
  Page 14 
   
  Standing behind the counter is a very well-
  dressed and finely groomed young man.  His black 
  hair glistens with a faint sheen of oil.  He is 
  currently cleaning his finger nails with a small 
  needle-pointed poniard.  When you enter, he looks 
  up from what he is doing, and addresses you: 
   
  “Welcome to the office of Grosspokesman 
  Olmek Garshweth.  I am Alik Kreshin.  How may we 
  be of assistance to you good folk?” 
   
  While his words are polite, he cannot seem to 
  keep a strong note of boredom and disdain out of 
  his tone.  It obvious to you he’s anything but eager 
  to be of assistance.  Hearing his tone, the man at the 
  rightmost desk looks up from his reading and 
  frowns, but then goes back to his work. 
  All APLs 
  � Alik “The Weasel” Kreshin: Human male Rog2; 
  AL NE. 
   
  Alik should be played as the typical arrogant and 
  bored clerk.  He hates his job, he hates the people he 
  works with, and he hates the PCs for disturbing his 
  boredom.  While he will not insult them outright, he will 
  make every effort to take out his petty vindictiveness on 
  them. 
   
  Assuming the PCs ask to see the Grosspokesman, 
  Alik will talk about how busy Olmek is and ask the PCs 
  what their business is about.  He will try to fob them off 
  with an appointment in a week’s time.  If that doesn’t 
  work, he will suggest one in two days.  Feel free to use 
  every nasty bureaucratic delaying tactic that comes to 
  mind, e.g. filling out forms, getting letters of reference, 
  etc. etc. 
   
  At some point, the PCs should lose patience and 
  present Windomere’s writ.  At that point, Olmek’s son 
  Ithal will intervene: 
   
  The young man at the rightmost desk speaks up. 
   “I’ll handle this, Alik, thank you.”  Alik Kreshin 
  shoots him a quick look that drips with venom and 
  resentment, but nods and goes back to cleaning his 
  nails.  The young man addresses you: “I am Ithal 
  Garshweth, son of the Grosspokesman.  May I see 
  that Writ, if you please?”  Taking it, he walks over to 
  consult with the young woman, who seems to take 
  notice of all of you for the first time.  Ithal shows 
  her the document, which she seems to examine 
  carefully, holding it up in the light coming from the 
  window near her desk.  Seeming to be satisfied with 
  the results of her examination, she and Ithal speak 
  quietly for a moment, and then he returns to you.  
  “My father is with a citizen right now, but as soon as 
  they are finished I will tell him that you are here.  
  Please step this way.”  He opens the counter top and 
  invites you through into the rear portion of the 
  room. 
   
  The young woman now seems to be curious 
  about all of you and to be studying each of you 
  carefully.  She is very petite, only about 4’10” tall, 
  with long golden hair braided into a pony-tail and 
  emerald green eyes.  She has what appears to be a 
  harp bag sitting on the floor by her desk. 
   
  If the PCs do not seem inclined to initiate a 
  conversation, read the following: 
   
  As you wait, the young woman speaks politely to 
  you.  “Hello, I am Amaris Honeysuckle.  Could I get 
  your names to enter in the Grosspokesman’s Visitor 
  Log?”  
   
  This is the PCs’ opportunity to talk with Amaris 
  Honeysuckle and to deliver Blake Whitesheaf’s message.  
  Depending on the sequence of events, they may or may 
  not be suspicious of her at this point.  Having read the 
  Writ, she has put two and two together and has realized 
  that she is the object of the PCs’ investigation.  As soon as 
  the PCs go into their meeting with Olmek, she will claim 
  not to be feeling well and flee for home.  Additional 
  information on Amaris can be found in the DM Aid: 
  Amaris Honeysuckle and her stats are in the appropriate 
  Appendix for the APL being played. 
   
  Note: Amaris has a good Bluff modifier (+11 to 
  checks at APLs 6-10, +16 at APL 12).  She will do her best 
  to avoid having to tell any outright lies but if the PCs ask 
  her any direct questions regarding The Mantis or the 
  theft of information, secretly roll a Sense Motive check 
  for the PCs talking to her.  If a PC beats Amaris’ Bluff 
  check, inform them that Amaris seems uncomfortable 
  with the question.  If the PC beats her Bluff check by 5 or 
  more, tell the PC that he or she thinks Amaris is lying or 
  hiding something. 
   
  Assuming the PCs deliver Blake Whitesheaf’s 
  message, read the following: 
   
  Amaris appears to be taken aback by your words. 
   Unusually for a bard, she seems at a loss for words 
  as she stammers a reply.  “B-b-blake Whitesheaf is in 
  Daywine?  And he wants to see m-m-e?”  After a 
  moment she seems to regain her composure.  
  “Really?  And how is my old friend Blake doing?  
  What’s he up to these days.” 
   
  Amaris will also be uncomfortable talking about her 
  relationship with Blake Whitesheaf, though for different 
  reasons.  Any PC talking to her about Blake and beating 
  her Bluff DC will realize that she has very deep and 
  powerful feelings towards the paladin. 
   
  When you feel the interaction with Amaris should 
  come to a close, read the following: 
   
  At this point, the right hand door opens, and an 
  old man walking with a cane hobbles out.  Over his 
  shoulder back into the office, he says:  “Thank ‘ee, 
  Olmek.  You can count on my vote next election, so 
  long as I’m still kicking!” Seeing Ithal standing by 
  
  YEO5-01 Attack Dogs 
   
  Page 15 
  the door, he says:  “Good day to you, Ithal.”  Ithal 
  responds with a polite “And to you, sir.” The old man 
  hobbles out, nodding politely to you as he passes.  
  He smiles at Amaris but seems to pointedly ignore 
  Alik.  Ithal enters the office and closes the door 
  behind him. 
   
  Returning after a few moments, Ithal says:  “My 
  father will see you now.”  He ushers you into 
  Grosspokesman’s personal office.  This office is well-
  lit by bright sunshine streaming in from the large 
  windows.  Standing behind a desk is large, older 
  man with broad shoulders, who bears a striking 
  resemblance to Ithal, or rather Ithal bears one to 
  him.  He holds your Writ in his hand, as if he has 
  just finished studying it.  There is also a large 
  conference table in the along the side wall of the 
  office. 
   
  Coming around the desk, he greets each of you 
  warmly with a firm handshake.  “Hello!  I am Olmek 
  Garshweth, very pleased to make your acquaintance. 
   Please have a seat.”  Once he has greeted each person 
  and everyone is seated, Olmek will nod to Ithal, who 
  will exit, closing the door on his way out.  Olmek 
  will take a seat at the head of the conference table 
  and ask: “Very well then, just what is this all about?” 
  All APLs 
  � Olmek Garshweth: Human male Ftr4; AL LG. 
   
  Note: It is possible, though unlikely, that Olmek 
  may already be acquainted with one or more of the PCs 
  from YEO1-02 Throwing Stones.  If this is the case, adjust 
  his dialogue accordingly.  
   
  Assuming the PCs tell Olmek what they are 
  investigating, at first he will be incredulous. 
   
  “A spy!  In my office?  Ridiculous!  This sounds 
  like some sort of political trick from Melinda.  I 
  knew she was angry that I opposed her in the Army 
  of Freedom debates, but to claim something like 
  this…” 
   
  The PCs will need a successful Diplomacy check DC 
  30 to move Olmek from Indifferent to Helpful.  If the 
  PCs do an especially fine job of roleplaying their case to 
  Olmek, feel free to waive the roll altogether or at least 
  give them a substantial circumstance bonus. 
   
  If the PCs fail to convince Olmek, read the 
  following: 
   
  “Enough!  You can tell Melinda Windomere for 
  me that I don’t appreciate her little game of 
  character assassination. In the past, I’ve always tried 
  to give her the benefit of the doubt, but this time 
  she’s gone too far!  Get out of my office and stop 
  wasting my time!” 
   
  Olmek stands and escorts them out of his office. 
   
  If the PCs succeed in convincing Olmek, read the 
  following: 
   
  Olmek is silent in thought for a moment then 
  shakes his head.  “Hard to believe what you say is 
  true, but I suppose I have to at least entertain the 
  possibility.  Well, we keep the reports in question in 
  the Records Room next door.  It’s a good, secure 
  room, as we also use it to store official records for 
  our citizenry: wills, land transfers, tax records and 
  such.  You’re welcome to examine it, but to my 
  knowledge we haven’t had any indication of a 
  breech in its security.”  He sounds as if he would 
  welcome proof that someone other than his staff 
  was responsible. 
   
  “There are only three keys to the door.  This is 
  one.”  He shows you a key on a chain about his neck. 
   “Alik and Amaris each have one also.”  Olmek 
  shakes his head again: “I’ve known Alik Kreshin all 
  his life.  He’s not the sort of fellow I’d want 
  marrying my daughter but I can’t believe he’d stoop 
  to treason!  And Amaris is a wonderful girl. I could 
  hardly run this office without her.  Very bright and 
  talented.  She’s just the sort of girl a father would 
  like to see his son marry.” 
   
  “To think that one of them is a spy and a 
  traitor…”  
   
  Olmek will discuss this with the PCs for as long as 
  they wish, but he knows nothing else.  He is truly 
  saddened by the thought that his trust has been so badly 
  misused, not to mention the harm done by the leaked 
  information. 
   
  Whether they succeed or fail in convincing Olmek, 
  as they exit the office, read the following: 
   
  Olmek leads you all back into the outer office.  
  Ithal and Alik are still there, but Amaris is no where 
  to be seen.  “Ithal, where is Amaris?” asks Olmek.  
  Ithal replies: “Right after these folks went into your 
  office, she said she wasn’t feeling well and was going 
  to go home to lie down. She looked pale and sick.  Is 
  everything all right, sir?” 
   
  If the PCs failed to convince Olmek previously, they 
  can now try again, in light of Amaris’ sudden departure.  
  This time, Olmek will believe them. 
   
  Amaris’ sudden departure will probably clue the PCs 
  in that she is the guilty party, if they haven’t figured it out 
  already.  Her desk is not locked, but a search of it reveals 
  nothing incriminating.  If Alik is questioned he will deny 
  having anything to do with the thefts.  He has his key on 
  a thong around his neck.  The PCs may also examine the 
  Records Room if they wish, but the will find no 
  additional clues there either. 
   
  At some point, the PCs will want to pursue Amaris 
  Honeysuckle.  Olmek can give them directions to the old 
  farmhouse on his property she has been living in.  It’s 
  
  YEO5-01 Attack Dogs 
   
  Page 16 
  about half a mile north of town.  Before the PCs leave, 
  Olmek will say the following: 
   
  “I know it looks like Amaris is a bad ‘un; the 
  Seven know I can’t dispute what’s happened.  I’d just 
  ask you not to be any harder on her than you have to. 
   In spite of all she’s done, I can’t help thinking 
  there’s still a good person inside her somewhere.” 
  Proceed to Encounter 5. 
  ENCOUNTER 5: THE MANTIS 
  AT BAY 
  Amaris Honeysuckle has gone to ground at the 
  farmhouse where she has been staying.  A truly evil 
  person would have taken the opportunity to flee The 
  Yeomanry altogether, recognizing that as their only 
  chance of survival.  However, since Amaris is motivated 
  primarily by despair over her unrequited love for Blake 
  and has already begun to regret her decision to spy for 
  The Scarlet Brotherhood, she has decided not to flee.  
  Instead, like a wounded animal, she has returned to her 
  lair and, armed and armored, she now awaits the coming 
  of the hunters, knowing and welcoming her eventual 
  demise at their hands. 
   
  Note: Savvy PCs may be able to use good role-
  playing and Diplomacy to avoid combat in this encounter 
  completely.  Other parties may choose to go in, guns a 
  blazing.  Amaris will be willing to talk, until the PCs 
  threaten her or initiate combat.  Once combat has started, 
  the option for talking will no longer be available; Amaris 
  will fight until she is killed or incapacitated. 
   
  Following Olmek’s directions, you have no 
  trouble locating the farmhouse which he has loaned 
  to Amaris Honeysuckle.  Following the dirt path 
  over the fields of barley, you see the farmhouse on a 
  small hilltop, rising out of the fields perhaps a 
  hundred yards ahead.  Faintly to your ears comes the 
  sound of wonderful music, a beautiful voice singing 
  a sad, old song of love and loss, masterfully 
  accompanied on a harp. 
   
  Paranoid PCs will assume Amaris is trying to use her 
  Bardic Music on them, but this is not the case.  She is 
  simply singing what is in her heart. 
   
  See DM Aid: Map #3 for the layout of the farm.  
  Amaris has cast fire trap on the back door of her 
  farmhouse.  If it is set off, she will assume the PCs are 
  trying to sneak up and kill her, so she will move 
  immediately to combat. 
  APL 6 (EL 4) 
  � Fire Trap: CR 4; spell; spell trigger; no reset; spell 
  effect (fire trap, 7th level druid, 1d4+7 fire, DC 14 
  Reflex save half damage); Search DC 27; Disable 
  Device DC 27. 
  APL 8 (EL 5) 
  � Fire Trap: CR 5; spell; spell trigger; no reset; spell 
  effect (fire trap, 9th level druid, 1d4+9 fire, DC 14 
  Reflex save half damage); Search DC 27; Disable 
  Device DC 27. 
  APL 10 (EL 5) 
  � Fire Trap: CR 5; spell; spell trigger; no reset; spell 
  effect (fire trap, 10th level druid, 1d4+10 fire, DC 14 
  Reflex save half damage); Search DC 27; Disable 
  Device DC 27. 
  APL 12 (EL 6) 
  � Fire Trap: CR 6; spell; spell trigger; no reset; spell 
  effect (fire trap, 11th level druid, 1d4+11 fire, DC 16 
  Reflex save half damage); Search DC 27; Disable 
  Device DC 27. 
   
  Amaris is waiting for the PCs on the porch of the 
  farmhouse.  Her animal companion is in hiding as 
  marked on the map, with orders not to attack until 
  Amaris does or the PCs attack her. Amaris’ dire wolf will 
  be very difficult to Spot, due to his taking 20 to Hide, 
  being motionless, and having camouflage cast on him 
  (APL 6 and 8 – Spot DC 30, APL 10 and 12 – Spot DC 32). 
   Remember to impose a -1 penalty to the Spot check for 
  every 10 ft. of distance from the potential observer to the 
  dire wolf’s hiding place. 
   
  As the PCs approach Amaris, read the following: 
   
  As you step into the farmyard, the lovely old 
  song draws to its end, with the suicide of a betrayed 
  lover.  Amaris carefully puts her harp back into its 
  bag, then stands up, picking up her scimitar from 
  where it stood leaning against the porch rail.  She 
  addresses you: 
   
  “Well, here we are, at the ending of all things.  I 
  felt this was more appropriate then fighting in 
  Olmek’s office.  He’s a fine man, if a bit naïve.  I’m 
  sorry I took such advantage of him.  Nothing 
  personal against any of you either.” 
   
  “It’s just the way things happen, sometimes.” 
   
  At this point, ask the PCs what they do.  If they 
  choose to initiate hostile actions, roll for initiative and go 
  to the Combat section below.  If they seem inclined to 
  talk before fighting, Amaris is willing to listen, though 
  she will not let them come any closer than the edge of 
  the farmyard.  In this case, proceed to Diplomacy section 
  below 
  DIPLOMACY 
   
  The root causes of Amaris’ actions are her love for 
  Blake and his previous rejection of that love.  The PCs 
  can use that information as a lever to convince Amaris to 
  surrender without a fight.  This encounter is designed to 
  be primarily a role-playing one, with the PCs talking 
  
  YEO5-01 Attack Dogs 
   
  Page 17 
  Amaris out of her suicidal impulse to fight them to the 
  death.  If the PCs role-play properly, an actual Diplomacy 
  check is not required.  The DM should encourage the 
  PCs to role-play this situation out. In order to convince 
  Amaris to surrender, the PCs must tell or promise her the 
  following things: 
  • 
  Blake Whitesheaf still loves her. 
  • 
  She will not be executed. 
  • 
  She will not be exiled. 
  • 
  Her treason will not be revealed publicly, so her 
  family will not be shamed. 
   
  If the PCs ask, you should inform them that their 
  Writs do give them the authority to make such offers on 
  behalf of Melinda Windomere.  Amaris already knows 
  this, having read the Writ in Olmek’s office.  Feel free to 
  have her hint at these concessions if the PCs haven’t 
  considered them.  Followers of Trithereon may have a 
  problem with agreeing to waive punishment for her 
  actions! 
   
  If the PCs are unwilling to role-play and want to use 
  a straight Diplomacy roll, the DC is 40 (Unfriendly to 
  Helpful) if the PCs conveyed Blake’s message to her.  
  Otherwise, it is DC 50 (Hostile to Helpful). 
   
  If the PCs fail in their Diplomacy, trigger the fire trap 
  on the back door of the farmhouse, make any direct 
  threats, or cast any offensive spells at Amaris or her dire 
  wolf companion, go immediately to Combat section 
  below. 
   
  If the PCs are successful in their diplomacy, read the 
  following:  
   
  Amaris 
  seems 
  to 
  consider 
  your 
  words 
  thoughtfully then nods her head.  “Perhaps you are 
  right.  Perhaps there is such a thing as redemption 
  for someone like me.  Perhaps there is even a hope 
  for love…  Very well, I shall risk it.”  With those 
  words she sheathes her scimitar and says: “Grey Eyes 
  my friend, I release you.  Where I must go next, you 
  cannot follow.  Long life, my good and loyal friend.” 
   
   At these words, a fearsome Dire Wolf stands up 
  from where it lay hidden in the barley.  The beast 
  seems to look at you all for a moment, as if sizing 
  you up, then in the blink of an eye, it bounds away 
  through the barley and is gone. 
   
  Amaris smiles as she watches the animal 
  disappear, then picking up her harp bag, she steps 
  down off the porch, walks over to you, and holds out 
  her wrists:  “I surrender myself to Yeomanry justice 
  in the hope that you will honor your promises to 
  me.” 
   
  Development: If asked, Amaris will disclose when 
  and where she is to meet Alelteshkal Brouka: that 
  evening in this very spot.  She has no knowledge of 
  Brouka’s current location, only that they are to meet at 
  midnight at this farmhouse. 
  COMBAT 
   
  If Diplomacy fails or the PCs simply attack Amaris, 
  combat begins: 
  APL 6 (EL 7) 
  � 
  Amaris 
  Honeysuckle: 
  Female 
  human 
  Brd3/Drd4; hp 38; see Appendix 1. 
  � Amaris’ Animal Companion: Male dire wolf; 
  hp 50; see Appendix 1. 
  APL 8 (EL 9) 
  � 
  Amaris 
  Honeysuckle: 
  Female 
  human 
  Brd4/Drd5; hp 50; see Appendix 2. 
  � Amaris’ Animal Companion: Male dire wolf; 
  hp 50; see Appendix 2. 
  APL 10 (EL 11) 
  � 
  Amaris 
  Honeysuckle: 
  Female 
  human 
  Brd5/Drd6; hp 59; see Appendix 3. 
  � Amaris’ Animal Companion: Male dire wolf; 
  hp 66; see Appendix 3. 
  APL 12 (EL 13) 
  � 
  Amaris 
  Honeysuckle: 
  Female 
  human 
  Brd6/Drd7; hp 69; see Appendix 4. 
  � Amaris’ Animal Companion: Male dire wolf; 
  hp 66; see Appendix 4. 
   
  Tactics: At APL 6, Amaris has already cast barkskin 
  and camouflage on her dire wolf.  As a free action, she will 
  order her animal companion to attack. The dire wolf will 
  make every effort to trip his opponents.  On her 1st round 
  she will cast summon nature’s ally II to call a hippogriff to 
  appear next to an obvious wizard or sorcerer.  On her 2nd 
  round, she will cast Tasha’s hideous laughter on an obvious 
  fighter or barbarian.  On her 3rd round, she will cast heat 
  metal on a cleric or someone in heavy metal armor.  On 
  the 4th round, she will cast produce flame and make ranged 
  touch attacks.  She will cast defensively as required and 
  use her Tumble skill to attempt to avoid attacks of 
  opportunity as she moves about to avoid being flanked.  
  Remember her 25% chance of arcane spell failure when 
  casting bard spells with somatic components. 
   
  At APL 8, Amaris has already cast barkskin and 
  camouflage on her dire wolf and barkskin and embrace the 
  wild (20 ft. blindsense of a bat) upon herself.  As a free 
  action, she will order her animal companion to attack. 
  The dire wolf will make every effort to trip his 
  opponents.  On her 1st round she will cast call lightning.  
  On her 2nd round, she will call down her first bolt on an 
  obvious spellcaster and cast hold person on an obvious 
  fighter or barbarian, preferably one engaging her wolf.  
  
  YEO5-01 Attack Dogs 
   
  Page 18 
  On her 3rd round she will call another bolt down on an 
  obvious spellcaster or someone in heavy metal armor.  
  On her 4th round she will cast Tasha’s hideous laughter on 
  an obvious fighter or barbarian.  On her 5th round, she 
  will call another bolt down.  On the 6th round she will 
  cast produce flame and make a ranged touch attack.  She 
  will alternate between bolts and flames until the spells 
  are exhausted.  She will cast defensively as required and 
  use her Tumble skill to attempt to avoid attacks of 
  opportunity as she moves about to avoid being flanked.  
  Remember her 25% chance of arcane spell failure when 
  casting bard spells with somatic components. 
   
  At APL 10, Amaris has already cast barkskin, greater 
  magic fang, and camouflage on her dire wolf and barkskin, 
  resist energy (fire), and embrace the wild (20 ft. blindsense of 
  a bat) upon herself.  As a free action, she will order her 
  animal companion to attack. The dire wolf will make 
  every effort to trip his opponents.  On her 1st round she 
  will cast call lightning.  On her 2nd round, she will call 
  down her first bolt on an obvious spellcaster and cast hold 
  person on an obvious fighter or barbarian, preferably one 
  engaging her wolf.  On her 3rd round she will call another 
  bolt down on an obvious spellcaster or someone in heavy 
  metal armor.  On her 4th round she will cast Tasha’s 
  hideous laughter on an obvious fighter or barbarian.  On 
  her 5th round, she will call another bolt down.  On the 6th 
  round she will cast produce flame and make a ranged touch 
  attack.  She will alternate between bolts and flames until 
  the spells are exhausted.  She will cast defensively as 
  required and use her Tumble skill to attempt to avoid 
  attacks of opportunity as she moves about to avoid being 
  flanked.  Remember her 25% chance of arcane spell 
  failure 
  when 
  casting 
  bard 
  spells 
  with 
  somatic 
  components. 
   
  At APL 12, Amaris has already cast barkskin, greater 
  magic fang, and camouflage on her dire wolf and barkskin, 
  resist energy (fire), and embrace the wild (20 ft. blindsense of 
  a bat) upon herself.  As a free action, she will order her 
  animal companion to attack. The dire wolf will make 
  every effort to trip his opponents.  On her 1st round she 
  will cast languor on any obvious fighter or barbarian, 
  preferably one engaging her wolf.  On her 2nd round she 
  will cast flame strike on any obvious wizard or sorcerer 
  (unless the PCs are gathered in such a way to make a 
  more inviting target.  On her 3rd round she will cast 
  Tasha’s hideous laughter on an obvious fighter or barbarian. 
   On her 4th round she will cast call lightning.  On her 5th 
  round, she will call a bolt down and cast infestation of 
  maggots.  Whenever a PC moves adjacent to her, she will 
  attempt to touch him, giving preferences to rogues and 
  spellcasters, if she has more than one target.  If there is 
  not adjacent target to touch, she will call down another 
  bolt of lightning instead.  She will cast defensively as 
  required and use her Tumble skill to attempt to avoid 
  attacks of opportunity as she moves about to avoid being 
  flanked.  Remember her 25% chance of arcane spell 
  failure 
  when 
  casting 
  bard 
  spells 
  with 
  somatic 
  components. 
   
  Development: If the PCs manage to defeat Amaris 
  without killing her, she will be very sad at having 
  survived.  In a dejected voice, she will tell them if asked 
  that Brouka is supposed to come to her farmhouse at 
  midnight to meet with her.  If the PCs kill Amaris, their 
  only hope of learning this information is a successful 
  speak with dead spell, as her spirit will not consent to 
  being raised.  There is currently no cleric in Newick 
  capable of casting the spell and the meeting with Brouka 
  is less than 12 hours away, so if the PCs do not have the 
  spell memorized or on a scroll, they are out of luck 
   
  After 
  the 
  PCs 
  have 
  finished 
  with 
  Amaris 
  Honeysuckle, if they have learned about the scheduled 
  meeting with Brouka, proceed to Encounter 6.  
  Otherwise, proceed to the Conclusion, Brouka Escapes 
  section. 
   
  Treasure:  
  APL 6: L: 35 gp, C: 60 gp, M: +2 dragonhide breastplate 
  (392 gp), Heward’s handy haversack (167 gp). 
  APL 8: L: 35 gp, C: 60 gp, M: +2 dragonhide breastplate 
  (392 gp), Heward’s handy haversack (167 gp), 
  Keoghtom’s ointment (333 gp). 
  APL 10: L: 35 gp, C: 60 gp, M: +2 dragonhide breastplate 
  (392 gp), Heward’s handy haversack (167 gp), 
  Keoghtom’s ointment (333 gp), minor ring of energy 
  resistance – electricity (1,000 gp). 
  APL 12: L: 35 gp, C: 60 gp, M: +2 dragonhide breastplate 
  (392 gp), Heward’s handy haversack (167 gp), 
  Keoghtom’s ointment (333 gp), minor ring of energy 
  resistance – electricity (1,000 gp), ioun stone – 
  incandescent blue sphere (667 gp), lesser choker of 
  eloquence (500 gp). 
  ENCOUNTER 6: ENDGAME 
  WITH ALETESHKAL BROUKA 
  Assuming the PCs have somehow learned from Amaris 
  that Alelteshkal Brouka is coming to her farmhouse at 
  midnight, they will be able to lay a trap for the 
  Brotherhood leader.  Since the PCs can essentially 
  ambush Brouka and might even have some aid from 
  Amaris in the fight, the actually EL of this combat may 
  end up one less than the number given below.  However, 
  xp are awarded based on the EL of the combat if the PCs 
  don’t have help or fail to achieve an ambush. 
   
  Note:  If the PCs have been clumsy or careless in 
  their investigation, it is possible that Brouka has gotten 
  word of their activities and will have aborted the 
  meeting.  If the PCs have involved the town watch or 
  have used their Writ to do anything in Nighford other 
  than gain admittance to Olmek Garshweth and/or Jaleb 
  Kreshin, you should assume that word of their activities 
  has made it back to Brouka, causing her to abort her 
  meeting with The Mantis and flee over the Javan to 
  Keoland and safety.  The PCs will be forced to return 
  
  YEO5-01 Attack Dogs 
   
  Page 19 
  empty-handed.  If the PCs have convinced Amaris to 
  surrender and then ask her to assist them, she will do so 
  by using her Bardic Music to Inspire Courage in them 
  during combat.  She will not take a more active role and 
  she will not play act to deceive Brouka. 
   
  If the PCs have tipped off Brouka, read the 
  following: 
   
  Having laid your plans and taken your 
  positions, you have nothing to do but wait.  The long 
  slow 
  hours 
  of 
  darkness 
  pass 
  in 
  breathless 
  anticipation, but no one appears at midnight or any 
  time 
  thereafter. 
   
  It 
  would 
  seem 
  that 
  the 
  Brotherhood leader will not be coming, after all.  
  Somehow, she must have guessed that her meeting 
  with The Mantis had been compromised. 
   
  Proceed to Conclusion, Brouka Escapes section. 
   
  If the PCs have not tipped off their quarry and have 
  learned enough to plan an ambush for Brouka at the 
  farm, read the following: 
   
  Having laid your plans and taken your 
  positions, there is little to do but wait.  Time seems 
  to pass slowly after sunset, the long minutes ticking 
  by as you wait to see if your quarry will walk into 
  your trap.  The moon rises in the sky, its pale round 
  face bathing the landscape in a ghostly light. 
   
  At last, just past midnight, your eyes make out 
  two figures approaching the farmhouse along the 
  path.  The ghostly light makes them hard to make 
  out, though it is clear that one stands well over 6 ft. 
  tall, while the other is perhaps 5 ft. tall. 
   
  Alelteshkal 
  Brouka 
  and 
  her 
  bodyguard 
  are 
  approaching the farmhouse.  They are not particularly 
  suspicious, but they are alert.  Make Spot and Listen 
  checks for them every round as they approach the 
  farmhouse.  Brouka and her guard know there should be 
  no one here besides Amaris and her wolf, so if they detect 
  anyone else, they will immediately suspect a trap and 
  make ready to defend themselves.  As a standard 
  precaution, Brouka has one or more extraplanar 
  mercenaries waiting off in the woods, within shouting 
  distance, in case of any surprises.   
   
  If the PCs are clever and well-hidden, they may be 
  able to lure them all the way into the farmyard before 
  springing their trap and have a better chance of 
  preventing their escape.  Brouka and her companion will 
  stop 20 ft. from the porch and call out for Amaris.  If they 
  do not receive an answer by the following round, they 
  will draw their weapons and begin to slowly withdraw. 
  APL 6 (EL 8) 
  � Alelteshkal Brouka: Female human Rog7; hp 37; 
  see Appendix 1. 
  � Brouka’s Bodyguard: Male human Ftr5; hp 45; 
  see Appendix 1. 
  � Extraplanar Mercenary (1): male imp; hp 18; see 
  Monster Manual, page 56. 
  APL 8 (EL 10) 
  � Alelteshkal Brouka: Female human Rog9; hp 54; 
  see Appendix 2. 
  � Brouka’s Bodyguard: Male human Ftr5/Occult 
  Slayer2; hp 60; see Appendix 2. 
  � Extraplanar Mercenaries (2): male imps; hp 18 
  each; see Monster Manual, page 56. 
  APL 10 (EL 12) 
  � Alelteshkal Brouka: Female human Rog11; hp 
  66; see Appendix 3. 
  � Brouka’s Bodyguard: Male human Ftr5/Occult 
  Slayer4; hp 82; see Appendix 3. 
  � Extraplanar Mercenary (1): male bearded devil; 
  hp 50; see Monster Manual, page 52. 
  APL 12 (EL 14) 
  � Alelteshkal Brouka: Female human Rog13; hp 
  78; see Appendix 4. 
  � Brouka’s Bodyguard: Male human Ftr6/Occult 
  Slayer5; hp 100; see Appendix 4. 
  � Extraplanar Mercenaries (2): male bearded 
  devils; hp 50 each; see Monster Manual, page 52. 
   
  Tactics 
  – 
  Brouka’s 
  Bodyguard: 
  Brouka’s 
  Bodyguard is totally and absolutely loyal to her; he will 
  not hesitate to sacrifice himself to ensure her escape.  
  Once he is aware of trouble, he will quaff his potion at 
  the first opportunity that presents itself where it will not 
  cause his charge to become vulnerable.  As soon as attack 
  is apparent, he will draw his greatsword and charge 
  whichever PC appears to be the most immediate threat to 
  Brouka.  He will use Improved Sunder and his 
  adamantine weapon to hopefully destroy the PC’s 
  weapon.  Once a PC is effectively disarmed, if there is 
  another that is threatening Brouka, he will shift to that 
  target.  His goal is to defend Brouka; killing PCs is just a 
  bonus.  He will continue to sunder weapons at every 
  opportunity, reasoning that if the PCs have no weapons, 
  they cannot attack Brouka. 
   
  At APL 8 and above, Brouka’s bodyguard follows an 
  Improved Sunder attack with a Sundering Cleave against 
  the PC whose weapon he sundered and. in the next 
  round, a Momentum Swing on that same foe so as to triple 
  his Power Attack.  He will use his Mind Over Magic 
  ability on the first hostile spell used on him (and second 
  one as well at APLs 10 and 12). 
   
  Tactics – Brouka: Brouka will fight much more 
  circumspectly.  Her initial action will be to throw the 6d6 
  fireball from her necklace at the PCs.  She will want to 
  linger long enough to see what they are up against and to 
  
  YEO5-01 Attack Dogs 
   
  Page 20 
  try to determine whether The Mantis has betrayed her or 
  if she has perhaps escaped.  However, she will not put 
  herself in any serious jeopardy, but will use her ability to 
  Tumble to keep her on the periphery and out of any tight 
  spots.  She will use Improved Feint, then Hamstring any 
  PC she successfully hits.  If hard pressed, she will use her 
  Combat Expertise to boost her AC.  As soon as she falls 
  below half her initial hit points, she will do her best to 
  escape by fleeing into the barley and using Hide and 
  Move Silently to escape and tossing her remaining 
  fireballs as cover.  If she is somehow prevented from 
  escaping, she will fight to the last. 
   
  At APL 10, Brouka will add Staggering Strike to her 
  Hamstring attempts, using both simultaneously.  At APL 
  12, she will try to work around the edges, using her 
  Opportunist ability when possible.  At both APL 10 and 
  12, her Skill Mastery of Bluff, Escape Artist, Hide, Move 
  Silently, and Tumble should make her very difficult to 
  pin down. 
   
  Tactics 
  – 
  Extraplanar 
  Mercenary: 
  If 
  the 
  mercenary hears Brouka engage in obvious combat, he 
  will head to the farmhouse and engage her attackers to 
  the best of his abilities.  He w will flee if it becomes clear 
  she can not be saved or if he is close to death himself.  He 
  will not use his summon baatezu ability if he possess it as 
  he is on Oerth without permission from his superiors. 
   
  An imp will use invisibility and flight to attack from 
  the most advantageous positions.  He will target the most 
  obvious fighter or barbarian-type with a suggestion that 
  they should depart for the capital of the Yeomanry 
  immediately, hoping to remove them completely from 
  the combat.  A bearded devil will greater teleport to the 
  farmhouse and then charge into combat against the 
  weakest looking opponents using its battle frenzy. 
   
  Development:  If the PCs fail to capture Brouka 
  alive, but do manage to kill her, when they search her 
  body, they will find a notebook.  The contents of the 
  notebook are written in a private cipher.  The Decipher 
  Script DC to crack the code is 6 + the APL.  It takes a full 
  day of uninterrupted work to attempt to crack a cipher.  
  Re-tries take a full week.  If the PCs crack the cipher, they 
  will learn that the notebook contains detailed 
  information about the Brotherhood’s spy network in The 
  Yeomanry.  If they cannot crack it, they should turn it 
  over to Melinda Windomere in Newick. 
   
  Once the PCs have killed Brouka, captured her, or 
  let her escape, the adventure is essentially over.  The PCs 
  can return to Newick without incident.  Read the 
  appropriate Conclusion below. 
   
  Treasure:  
  APL 6: L: 46 gp, C: 20 gp, M: +1 rapier (193 gp), +1 
  mithral chain shirt (175 gp), necklace of fireballs (type II) 
  (225 gp), masterwork adamantine greatsword (254 gp), 
  potion of haste (63 gp). 
  APL 8: L: 17 gp, C: 70 gp, M: +1 rapier (193 gp), +1 
  mithral chain shirt (175 gp), necklace of fireballs (type II) 
  (225 gp), +1 adamantine greatsword (421 gp), potion of 
  haste (63 gp), amulet of health +2 (333 gp), +1 breastplate 
  (113 gp). 
  APL 10: L: 17 gp, C: 70 gp, M: +1 rapier (193 gp), +2 
  shadow silent moves mithral chain shirt (1,050 gp), 
  necklace of fireballs (type II) (225 gp), +1 adamantine 
  greatsword (421 gp), potion of haste (63 gp), amulet of 
  health +2 (333 gp), +1 breastplate (113 gp), potion of 
  barkskin +3 (50 gp), gauntlets of ogre power (333 gp). 
  APL 12: L: 18 gp, C: 70 gp, M: +1 deadly precision rapier 
  (1,527 gp), +2 shadow silent moves mithral chain shirt 
  (1,050 gp), necklace of fireballs (type II) (225 gp), +1 
  adamantine greatsword (421 gp), potion of haste (63 gp), 
  amulet of health +2 (333 gp), +1 breastplate (113 gp), 
  potion of barkskin +3 (50 gp), girdle of giant strength +4 
  (1,333 gp). 
  CONCLUSION 
  If the PCs have convinced Amaris Honeysuckle to 
  surrender, modify the statements below to reflect 
  Melinda Windomere agreeing to honor the PCs 
  agreements, over the objections of Arvin Quincannon, 
  who wants her to be punished for her treason. 
  BROUKA CAPTURED 
   
  With your prisoner(s) in tow, you return 
  uneventfully to Newick.  Presenting yourself at the 
  offices of Melinda Windomere, you are soon 
  admitted into her presence.  Also present are 
  Weldon, Arvin Quincannon, and Della.  They are all 
  very pleased by your success.  Della seems 
  particularly happy at the prospect of interrogating 
  Brouka.  Brouka does not look at all happy to see 
  Della… 
   
  The 
  Grosspokesman 
  addresses 
  you 
  all:  
  “Congratulations on a job well-done!  You have 
  struck 
  a 
  serious 
  blow 
  against 
  The 
  Scarlet 
  Brotherhood today.  With what we can learn from 
  this spy, we should be able to eliminate many 
  Brotherhood agents in The Yeomanry, not to 
  mention identify the location of their headquarters 
  in Monmurg.” 
   
  “I did not tell you this before, but I can tell you 
  now:  If we can learn what we need from Brouka, we 
  plan to launch a punitive strike back at The 
  Brotherhood!  We shall teach them that The 
  Yeomanry is not to be trifled with and show them 
  that we too have teeth!” 
   
  “You have made this possible, so once again, I 
  must give you all my sincerest thanks.”  Weldon and 
  Arvin Quincannon second Melinda’s gratitude.  
  Even Della seems slightly impressed with your 
  deeds. 
  
  YEO5-01 Attack Dogs 
   
  Page 21 
   
  PCs that had Infamy with the Followers of 
  Trithereon have their Infamy cancelled.  PCs who are 
  not devout worshippers of Trithereon who already had 
  the Favor of Trithereon gain the Greater Favor of 
  Trithereon.  Those who had neither Favor nor Infamy 
  gain the Favor of Trithereon.  Devout Followers of 
  Trithereon gain the Blessing of the Summoner. 
  BROUKA KILLED BUT NOTEBOOK IS 
  RETURNED 
   
  With Brouka’s notebook in hand, you return 
  uneventfully to Newick.  Presenting yourself at the 
  offices of Melinda Windomere, you are soon 
  admitted into her presence.  Also present are 
  Weldon, Arvin Quincannon, and Della.  They are all 
  disappointed by you failure to capture Brouka alive, 
  but seem intrigued by the coded document you 
  found.  Della seems particularly upset at the 
  prospect of not interrogating Brouka, until she 
  begins to study the notebook. 
   
  The Grosspokesman addresses you all:  “It is too 
  bad that you could not bring Brouka back as a 
  prisoner; we could certainly have gained much 
  valuable information from her!  Still, you have 
  struck 
  a 
  serious 
  blow 
  against 
  The 
  Scarlet 
  Brotherhood today.  You have stopped a dangerous 
  leak of information and killed a senior enemy 
  leader.  We should all be grateful, I suppose…” 
   
  Della interrupts at this point:  “We may be in 
  better shape than we think, in spite of these clumsy 
  fools.  I think this notebook contains much of the 
  information we are looking for.  Given a few weeks, I 
  am sure I can decipher it.  With what we can learn 
  from it, we should be able to eliminate many 
  Brotherhood agents in The Yeomanry, not to 
  mention identify the location of their headquarters 
  in Monmurg.” 
   
  Melinda resumes speaking: “I did not tell you 
  this before, but I can tell you know:  If we can learn 
  what we need from this book, we plan to launch a 
  punitive strike back at The Brotherhood!  We shall 
  teach them that The Yeomanry is not to be trifled 
  with and show them that we too have teeth!” 
   
  “Even though you failed to bring us Brouka, you 
  have made this possible, so I give you all my thanks.” 
   Weldon and Arvin Quincannon second Melinda’s 
  lukewarm gratitude.  Della is too engrossed in 
  studying the notebook to pay you any further 
  attention. 
   
  PCs that had Infamy with the Followers of 
  Trithereon have their Infamy cancelled.  PCs who 
  already had the Favor of Trithereon gain the Greater 
  Favor of Trithereon.  Those who had neither Favor nor 
  Enmity gain the Favor of Trithereon. 
  BROUKA ESCAPES OR BROUKA SLAIN, 
  NOTEBOOK IS NOT RETURNED 
   
  Read this Conclusion if the PCs do not capture 
  Brouka alive or at least return with her notebook. 
   
  When you return to Newick without Brouka, 
  Melinda Windomere and the rest refuse to even see 
  you.  You get the distinct feeling that she and the 
  rest are trying to distance themselves from what 
  they see as your failure to complete your mission.  
  The Mantis is no more, but Alelteshkal Brouka will 
  surely just recruit another operative to continue the 
  subversion of The Yeomanry. 
   
  PCs that had Infamy with the Followers of 
  Trithereon now have Greater Infamy.  PCs that already 
  had the Favor of Trithereon lose that Favor.  Those that 
  are not devout worshippers of Trithereon who had 
  neither Favor nor Infamy gain the Infamy of 
  Trithereon. 
   
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 2 
  Defeat the pirates and save the flatboat crew 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
   
  Note: Subtract 30 xp from the above xp award for 
  each member of the flatboat crew who dies. 
  Encounter 5 
  Survive or disarm the fire trap 
   
  APL 6: 30 xp. 
   
  APL 8: 30 xp. 
   
  APL 10: 30 xp. 
   
  APL 12: 30 xp. 
  Defeat Amaris Honeysuckle or convince her to surrender 
  without a fight 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
   
  APL 10: 330 xp. 
  
  YEO5-01 Attack Dogs 
   
  Page 22 
   
  APL 12: 390 xp. 
  Encounter 6 
  Defeat Brouka and her bodyguard 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Story Award 
  PCs can earn only one of these awards: 
  Take Brouka alive and bring her back to Newick 
   
  APL 6: 180 xp. 
   
  APL 8: 225 xp. 
   
  APL 10: 270 xp. 
   
  APL 12: 315 xp. 
  Slay Brouka but bring her notebook back to Newick 
   
  APL 6: 90 xp. 
   
  APL 8: 112 xp. 
   
  APL 10: 135 xp. 
   
  APL 12: 157 xp. 
  Do neither of the above 
   
  APL 6: 0 xp. 
   
  APL 8: 0 xp. 
   
  APL 10: 0 xp. 
   
  APL 12: 0 xp. 
  Total possible experience 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter 2: 
  APL 6: L: 365 gp, C: 20 gp, M: +1 mithral breastplate 
  (433 gp), brooch of shielding (125 gp). 
  APL 8: L: 309 gp, C: 20 gp, M: +1 mithral breastplate 
  (433 gp), brooch of shielding (125 gp), +1 heavy mithral 
  shield (168 gp), periapt of wisdom +2 (333 gp) 5 +1 chain 
  shirts (104 gp each). 
  APL 10: L: 240 gp, C: 20 gp, M: +1 mithral breastplate 
  (433 gp), brooch of shielding (125 gp), +1 heavy mithral 
  shield (168 gp), periapt of wisdom +4 (1,333 gp) 5 +1 
  chain shirts (104 gp each), 5 +1 longswords (193 gp 
  each). 
  APL 12: L: 171 gp, C: 20 gp, M: +1 mithral breastplate 
  (433 gp), brooch of shielding (125 gp), +1 heavy mithral 
  shield (168 gp), periapt of wisdom +4 (1,333 gp), lesser 
  strand of prayer beads (800 gp), 5 +1 chain shirts (104 gp 
  each), 5 +1 longswords (193 gp each), 5 +1 bucklers (97 
  gp each). 
  Encounter 5: 
  APL 6: L: 35 gp, C: 60 gp, M: +2 dragonhide breastplate 
  (392 gp), Heward’s handy haversack (167 gp). 
  APL 8: L: 35 gp, C: 60 gp, M: +2 dragonhide breastplate 
  (392 gp), Heward’s handy haversack (167 gp), 
  Keoghtom’s ointment (333 gp). 
  APL 10: L: 35 gp, C: 60 gp, M: +2 dragonhide breastplate 
  (392 gp), Heward’s handy haversack (167 gp), 
  
  YEO5-01 Attack Dogs 
   
  Page 23 
  Keoghtom’s ointment (333 gp), minor ring of energy 
  resistance – electricity (1,000 gp). 
  APL 12: L: 35 gp, C: 60 gp, M: +2 dragonhide breastplate 
  (392 gp), Heward’s handy haversack (167 gp), 
  Keoghtom’s ointment (333 gp), minor ring of energy 
  resistance – electricity (1,000 gp), ioun stone – 
  incandescent blue sphere (667 gp), lesser choker of 
  eloquence (500 gp). 
  Encounter 6: 
  APL 6: L: 46 gp, C: 20 gp, M: +1 rapier (193 gp), +1 
  mithral chain shirt (175 gp), necklace of fireballs (type II) 
  (225 gp), masterwork adamantine greatsword (254 gp), 
  potion of haste (63 gp). 
  APL 8: L: 17 gp, C: 70 gp, M: +1 rapier (193 gp), +1 
  mithral chain shirt (175 gp), necklace of fireballs (type II) 
  (225 gp), +1 adamantine greatsword (421 gp), potion of 
  haste (63 gp), amulet of health +2 (333 gp), +1 breastplate 
  (113 gp). 
  APL 10: L: 17 gp, C: 70 gp, M: +1 rapier (193 gp), +2 
  shadow silent moves mithral chain shirt (1,050 gp), 
  necklace of fireballs (type II) (225 gp), +1 adamantine 
  greatsword (421 gp), potion of haste (63 gp), amulet of 
  health +2 (333 gp), +1 breastplate (113 gp), potion of 
  barkskin +3 (50 gp), gauntlets of ogre power (333 gp). 
  APL 12: L: 18 gp, C: 70 gp, M: +1 deadly precision rapier 
  (1,527 gp), +2 shadow silent moves mithral chain shirt 
  (1,050 gp), necklace of fireballs (type II) (225 gp), +1 
  adamantine greatsword (421 gp), potion of haste (63 gp), 
  amulet of health +2 (333 gp), +1 breastplate (113 gp), 
  potion of barkskin +3 (50 gp), girdle of giant strength +4 
  (1,333 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 6: L: 446 gp, C: 100 gp, M: 2,027 gp – Total: 2,573 
  gp (900 gp). 
  APL 8: L: 361 gp, C: 150 gp, M: 3,994 gp – Total: 4,505 
  gp (1,300 gp). 
  APL 10: L: 292 gp, C: 150 gp, M: 8,217 gp – Total: 
  8,659 gp (2,300 gp). 
  APL 12: L: 224 gp, C: 150 gp, M: 13,003 gp – Total: 
  13,377 gp (3,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Favor of the Followers of Trithereon:  You have 
  gained the respect of the Hounds and Falcons of 
  Trithereon for your deeds.  They will remember your 
  actions and will be willing to assist you in the future. 
  � Greater Favor of the Followers of Trithereon:  
  Your deeds on behalf of the Hounds and Falcons of 
  Trithereon have earned you great renown.  They will 
  remember your actions and will be willing to assist you in 
  the future.  You have a +2 circumstance bonus to all Cha-
  based checks when dealing with worshippers of 
  Trithereon in the Yeomanry for one year from the date 
  on this AR. 
  � Infamy with the Followers of Trithereon:  Due to 
  your actions, you have become known to the Followers of 
  Trithereon in a manner you’d probably rather not.  You 
  must show this AR in any event or encounter in which 
  you deal with a Hound or Falcon of Trithereon, or any 
  cleric of that deity.  To determine if they recognize you, 
  he or she must make an Intelligence check (DC 15) with 
  a +2 circumstance bonus if inside the Yeomanry and with 
  a +2 synergy bonus if the individual in question possesses 
  5 or more ranks in Knowledge (religion).  If the 
  individual recognizes you, you suffer a –2 circumstance 
  penalty to all Charisma-based checks with that individual 
  (and any other worshipper of Trithereon he or she might 
  inform).  The following NPCs AUTOMATICALLY make 
  this check: Arvin Quincannon.  In no case will an NPC 
  worshipper of Trithereon who recognizes you aid you. 
  � Greater Infamy with the Followers of Trithereon: 
   Due to your actions, you have become known to the 
  Followers of Trithereon in a manner you’d probably 
  rather not.  You must show this AR in any event or 
  encounter in which you deal with a Hound or Falcon of 
  Trithereon, Knight of the Chase, Holy Liberator, or any 
  cleric of Trithereon.  To determine if they recognize you, 
  he or she must make an Intelligence check (DC 15) with 
  a +2 circumstance bonus if inside the Sheldomar Valley 
  Metaregion (+4 in the Yeomanry itself) and with a +2 
  synergy bonus if the individual in question possesses 5 or 
  more ranks in Knowledge (religion).  If the individual 
  recognizes you, you suffer a –4 circumstance penalty to 
  all Charisma-based checks with that individual (and any 
  other worshipper of Trithereon he or she might inform).  
  The following NPCs AUTOMATICALLY make this 
  check: Arvin Quincannon.  In no case will an NPC 
  worshipper of Trithereon who recognizes you aid you, 
  and they are likely to attempt to hinder you if they can. 
  � Blessing of the Summoner:  You are a devout 
  follower of Trithereon, and your great deeds have been 
  noticed by him.  As a sign of his blessing, a mark in the 
  shape of the Rune of Pursuit has spontaneously appeared 
  upon your forearm.  Any worshipper of Trithereon will 
  recognize it for what it is and be eager to aid you in 
  whatever way they can.  Should you ever behave in a 
  manner not in keeping with the dogma and tenets of 
  Trithereon, this mark will vanish. 
  Item Access 
  APL 6 (all of the following): 
  • 
  +1 Mithral Breastplate (Adventure; Dungeon Master’s 
  Guide) 
  
  YEO5-01 Attack Dogs 
   
  Page 24 
  • 
  +1 Mithral Chain Shirt (Adventure; Dungeon Master’s 
  Guide) 
  • 
  +2 Dragonhide Breastplate (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Brooch of Shielding (Adventure; Dungeon Master’s Guide) 
  • 
  Heward’s Handy Haversack (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Masterwork 
  Adamantine 
  Greatsword 
  (Adventure; 
  Dungeon Master’s Guide) 
  • 
  Necklace of Fireballs, Type II (Adventure; Dungeon 
  Master’s Guide) 
   
  APL 8 (all of APL 6 plus the following): 
  • 
  +1 Adamantine Greatsword (Adventure; Dungeon 
  Master’s Guide) 
  • 
  +1 Heavy Mithral Shield (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Keoghtom’s Ointment (Adventure; Dungeon Master’s 
  Guide) 
   
  APL 10 (all of APLs 6, 8 plus the following): 
  • 
  +2 Shadow Silent Moves Mithral Chain Shirt (Adventure; 
  Dungeon Master’s Guide) 
  • 
  Periapt of Wisdom +4 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Ring of Energy Resistance, Minor – Electricity (Adventure; 
  Dungeon Master’s Guide) 
   
  APL 12 (all of APLs 6, 8, 10 plus the following): 
  • 
  +1 Deadly Precision Rapier (Adventure; Complete 
  Adventurer) 
  • 
  Belt of Giant Strength +4 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Choker of Eloquence, Lesser (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Ioun Stone, Incandescent Blue Sphere (Adventure; 
  Complete Adventurer) 
  • 
  Strand of Prayer Beads, Lesser (Adventure; Dungeon 
  Master’s Guide) 
   
   
  
  YEO5-01 Attack Dogs 
   
  Page 25 
  APPENDIX 1 – APL 6 
   
  ENCOUNTER 2 
   
   
   
   
  Pirate Leader: Male human Clr7 of Syrul; CR 7; 
  Medium-sized Humanoid (Human); HD 7d8+7; hp 48; 
  Init +5; Spd 30 ft.; AC 19, touch 11, flat-footed 18 (+1 Dex, 
  +2 shield, +6 armor); BA +5/Grp +6;  Atk +7 melee 
  (1d8+1/20, masterwork morningstar); Full Atk +7 melee 
  (1d8+1/20, masterwork morningstar);  SA spells, rebuke 
  undead; SQ aura, spontaneous casting; AL LE; SV Fort +6, 
  Ref +5, Will +8; Str 13, Dex 12, Con 12, Int 12, Wis 16, 
  Cha 11. 
   
  Skills and Feats: Bluff +10, Concentrate +11, Disguise 
  +5, Knowledge (religion) +10, Spellcraft +7; Combat 
  Casting, 
  Eschew 
  Materials, 
  Improved 
  Initiative, 
  Lightning Reflexes. 
   
   
  Spells Prepared (6/5+1/4+1/3+1/1+1; save DC = 13 + 
  spell level): 0 – create water, cure minor wounds (x4), 
  resistance; 1st – bless, cure light wounds (x3), disguise self*, 
  obscuring mist; 2nd – hold person (x2), invisibility*, silence, 
  spiritual weapon; 3rd – blindness/deafness, cure serious wounds, 
  magic circle against good*, water walk; 4th – summon monster 
  IV, unholy blight*. 
   
  * Domain Spell. Domains: Trickery (Bluff, Disguise, 
  and Hide are class skills), Evil (cast Evil spells at +1 caster 
  level). 
   
  Possessions: 
  +1 
  mithral 
  breastplate, 
  masterwork 
  morningstar, masterwork heavy steel shield, brooch of 
  shielding, wooden holy symbol of Syrul, 60 gp, diary. 
  Pirates (5): Male human Ftr1; CR 1; Medium-sized 
  Humanoid (Human); HD 1d10+2; hp 9 each; Init +1; Spd 
  30 ft.; AC 16, touch 11, flat-footed 15 (+1 Dex, +4 armor, 
  +1 shield); BA +1/Grp +3;  Atk +5 melee (1d8+2/19-20, 
  masterwork longsword) or +3 ranged (1d10/19-20, 
  masterwork heavy crossbow); Full Atk +5 melee 
  (1d8+2/19-20, masterwork longsword) or +3 ranged 
  (1d10/19-20, masterwork heavy crossbow); AL LE; SV 
  Fort +4, Ref +1, Will +0; Str 15, Dex 12, Con 14, Int 13, 
  Wis 11, Cha 10. 
   
  Skills and Feats: Climb +4, Jump +4, Ride +5, Swim +2; 
  Power Attack, Rapid Reload, Weapon Focus (longsword). 
   
  Possessions: 
  masterwork 
  longsword, masterwork 
  heavy crossbow, chain shirt, buckler, 12 gp, Yeomanry 
  Militia tabard. 
  ENCOUNTER 5 
   
   
   
   
  Amaris Honeysuckle: Female human Brd3/Drd4; CR 7; 
  Medium-sized Humanoid (human); HD 4d8+3d6; hp 38; 
  Init +1; Spd 20 ft.; AC 18, touch 11, flat-footed 17 (+1 Dex, 
  +7 armor); BA +5/Grp +6;  Atk +7 melee (1d6+1/18-20, 
  masterwork scimitar); Full Atk +7 melee (1d6+1/18-20, 
  masterwork scimitar);  SA spells; SQ bardic knowledge, 
  bardic music 3/day (countersong, fascinate, inspire 
  courage +1, inspire competence), spontaneous casting, 
  animal companion, nature sense, wild empathy, 
  woodland stride, trackless step, resist nature’s lure; AL 
  CN; SV Fort +5, Ref +5, Will +9; Str 12, Dex 12, Con 10, 
  Int 12, Wis 14, Cha 16. 
   
  Skills and Feats: Bluff +11, Concentrate +10, 
  Diplomacy +17, Gather Information +6, Handle Animal 
  +7, Knowledge (local – Sheldomar Valley Metaregion) +6, 
  Knowledge (nature) +9, Perform (sing and string 
  instruments) +11, Sense Motive +7, Sleight of Hand +2, 
  Spellcraft +7, Survival +5, Tumble +8; Natural Bond*, 
  Practiced 
  Spellcaster 
  (druid)**, 
  Spell 
  Focus 
  (enchantment), 
  Versatile 
  Performer*. 
   
  *Complete 
  Adventurer, **Complete Divine. 
   
  Bard Spells Known (3/2; save DC = 13 + spell level, 14 
  + spell level for enchantment spells; 25% arcane spell 
  failure): 0 – dancing lights, daze, detect magic, ghost sounds, 
  prestidigitation, read magic; 1st – disguise self, Tasha’s hideous 
  laughter, ventriloquism. 
   
  Druid Spells Prepared (5/4/3; save DC = 12 + spell 
  level, 13 + spell level for enchantment spells; casts as 7th 
  level druid): 0 – create water, cure minor wounds (2), detect 
  poison, resistance; 1st – camouflage, cure light wounds (x2), 
  produce flame; 2nd – barkskin, heat metal, summon nature’s ally 
  II. 
   
  Possessions: +2 dragonhide breastplate, masterwork 
  scimitar, Heward’s handy haversack, masterwork lap-harp, 
  360 gp. 
  Amaris’ Animal Companion: male dire wolf; Large 
  animal; HD 6d8+18; hp 50; Init +2; Spd 50 ft.; AC 17, 
  touch 11, flat-footed 15 (-1 size, +2 Dex, +3 natural [+6 
  natural w/ barkskin]); Base Atk/Grp: +4/+15; Atk/Full Atk 
  +11 melee (1d8+10, bite); SA trip; SQ low-light vision, 
  scent, link, share spells, bonus tricks (1); AL N; SV Fort 
  +8, Ref +7, Will +6; Str 25, Dex 15, Con 17, Int 2, Wis 12, 
  Cha 10. 
   
  Skills and Feats: Hide +0 (+10 w/ camouflage), Listen 
  +7, Move Silently +4, Spot +7, Survival +2 (+6 tracking by 
  scent); Alertness, Run, TrackB, Weapon Focus (bite). 
   
  Tricks: attack (all creatures), come, defend, down, 
  guard, track. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+11 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf. 
  ENCOUNTER 6 
   
   
   
   
  Alelteshkal Brouka: Female human Rog7; CR 7; 
  Medium-sized Humanoid (human); HD 7d6+7; hp 37; 
  Init +3; Spd 30 ft.; AC 18, touch 13, flat-footed 18 (+3 Dex, 
  +5 armor); BA +5/Grp +6;  Atk +9 melee (1d6+2/18-20, +1 
  rapier); Full Atk +9 melee (1d6+2/18-20, +1 rapier);  SA 
  sneak attack +4d6; SQ trapfinding, evasion, uncanny 
  
  YEO5-01 Attack Dogs 
   
  Page 26 
  dodge, trap sense +2; AL LE ; SV Fort +3, Ref +8, Will +3; 
  Str 12, Dex 16, Con 12, Int 14, Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +10, Decipher Script +12, 
  Disable Device +12, Disguise +10, Escape Artist +5, 
  Gather Information +10, Hide +13, Jump +8, Move 
  Silently +13, Open Lock +13, Search +8, Spot +8, Tumble 
  +15; Combat Expertise, Hamstring*, Improved Feint, 
  Weapon Finesse.  *Complete Warrior. 
   
  Possessions: +1 rapier, +1 mithral chain shirt, necklace of 
  fireballs (type II), 2 tanglefoot bags, masterwork thieves’ 
  tools, encoded notebook, 70 gp. 
  Brouka’s Bodyguard: Male human Ftr5; CR 5; Medium-
  sized Humanoid (human); HD 5d10+10; hp 45; Init +5; 
  Spd 20 ft.; AC 16, touch 11, flat-footed 15 (+1 Dex, +5 
  armor); BA +5/Grp +8;  Atk +10 melee (2d6+6/19-20, 
  masterwork adamantine greatsword); Full Atk +10 melee 
  (2d6+6/19-20, masterwork adamantine greatsword); AL 
  LE; SV Fort +6, Ref +2, Will +4; Str 16, Dex 12, Con 15, 
  Int 12, Wis 12, Cha 8. 
   
  Skills and Feats: Intimidate +7, Knowledge (arcana) 
  +5, Spellcraft +5, Swim +5; Improved Initiative, Improved 
  Sunder, Iron Will, Power Attack, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword). 
   
  Possessions: masterwork adamantine greatsword, 
  masterwork breastplate, 50 gp, potion of haste. 
   
  
  YEO5-01 Attack Dogs 
   
  Page 27 
  APPENDIX 2 – APL 8 
   
  ENCOUNTER 2 
   
   
   
   
  Pirate Leader: Male human Clr9 of Syrul; CR 9; 
  Medium-sized Humanoid (Human); HD 9d8+9; hp 61; 
  Init +5; Spd 30 ft.; AC 20, touch 11, flat-footed 19 (+1 Dex, 
  +3 shield, +6 armor); BA +6/Grp +7;  Atk +8 melee 
  (1d8+1/20, masterwork morningstar); Full Atk +8/+3 
  melee (1d8+1/20, masterwork morningstar);  SA spells, 
  rebuke undead; SQ aura, spontaneous casting; AL LE; SV 
  Fort +7, Ref +6, Will +10; Str 13, Dex 12, Con 12, Int 12, 
  Wis 17 (19), Cha 11. 
   
  Skills and Feats: Bluff +12, Concentrate +13, Disguise 
  +5, Knowledge (religion) +12, Spellcraft +9; Combat 
  Casting, 
  Eschew 
  Materials, 
  Improved 
  Initiative, 
  Lightning Reflexes, Quicken Spell. 
   
  Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; save DC = 14 
  + spell level): 0 – create water, cure minor wounds (x4), 
  resistance; 1st – bless, cure light wounds (x3), disguise self*, 
  obscuring mist; 2nd – hold person (x2), invisibility*, silence, 
  spiritual weapon (x2); 3rd – blindness/deafness (x2), cure serious 
  wounds, magic circle against good*, water walk; 4th – cure 
  critical wounds (x2), summon monster IV, unholy blight*; 5th – 
  dispel good*, summon monster V. 
   
  * Domain Spell. Domains: Trickery (Bluff, Disguise, 
  and Hide are class skills), Evil (cast Evil spells at +1 caster 
  level). 
   
  Possessions: 
  +1 
  mithral 
  breastplate, 
  masterwork 
  morningstar, +1 heavy mithral shield, periapt of wisdom +2, 
  brooch of shielding, wooden holy symbol of Syrul, 60 gp, 
  diary. 
  Pirates (5): Male human Ftr2; CR 2; Medium-sized 
  Humanoid (Human); HD 2d10+4; hp 18 each; Init +5; 
  Spd 30 ft.; AC 17, touch 11, flat-footed 16 (+1 Dex, +5 
  armor, +1 shield); BA +2/Grp +4;  Atk +6 melee 
  (1d8+2/19-20, masterwork longsword) or +4 ranged 
  (1d10/19-20, masterwork heavy crossbow); Full Atk +6 
  melee (1d8+2/19-20, masterwork longsword) or +4 
  ranged (1d10/19-20, masterwork heavy crossbow); AL LE; 
  SV Fort +5, Ref +1, Will +0; Str 15, Dex 12, Con 14, Int 13, 
  Wis 11, Cha 10. 
   
  Skills and Feats: Climb +6, Jump +6, Profession (sailor) 
  +1, Ride +6, Swim +4; Improved Initiative, Power Attack, 
  Rapid Reload, Weapon Focus (longsword). 
   
  Possessions: 
  masterwork 
  longsword, masterwork 
  heavy crossbow, +1 chain shirt, buckler, 12 gp, Yeomanry 
  Militia tabard. 
  ENCOUNTER 5 
   
   
   
   
  Amaris Honeysuckle: Female human Brd4/Drd5; CR 9; 
  Medium-sized Humanoid (human); HD 5d8+4d6; hp 50; 
  Init +1; Spd 20 ft.; AC 18, touch 11, flat-footed 17 (+1 Dex, 
  +7 armor, +4 natural [barkskin]); BA +6/Grp +7;  Atk +8 
  melee (1d6+1/18-20, masterwork scimitar); Full Atk 
  +8/+3 melee (1d6+1/18-20, masterwork scimitar);  SA 
  spells; SQ bardic knowledge, bardic music 4/day 
  (countersong, fascinate, inspire courage +1, inspire 
  competence), spontaneous casting, animal companion, 
  nature sense, wild empathy, woodland stride, trackless 
  step, resist nature’s lure, wild shape 1/day; AL CN; SV 
  Fort +5, Ref +6, Will +10; Str 12, Dex 12, Con 10, Int 12, 
  Wis 15, Cha 16. 
   
  Skills and Feats: Bluff +11, Concentrate +12, 
  Diplomacy +17, Gather Information +8, Handle Animal 
  +9, Jump +0, Knowledge (local – Sheldomar Valley 
  Metaregion) +6, Knowledge (nature) +10, Perform (sing 
  and string instruments) +15, Sense Motive +7, Sleight of 
  Hand +2, Spellcraft +8, Survival +5, Tumble +10; Natural 
  Bond*, Practiced Spellcaster (druid, bard)**, Spell Focus 
  (enchantment), 
  Versatile 
  Performer*. 
   
  *Complete 
  Adventurer, **Complete Divine. 
   
  Bard Spells Known (3/3/1; save DC = 13 + spell level, 
  14 + spell level for enchantment spells; 25% arcane spell 
  failure; casts as 8th level bard): 0 – dancing lights, daze, 
  detect magic, ghost sounds, prestidigitation, read magic; 1st – 
  disguise self, Tasha’s hideous laughter, ventriloquism; 2nd – hold 
  person, mirror image. 
   
  Druid Spells Prepared (5/4/3/1; save DC = 12 + spell 
  level, 13 + spell level for enchantment spells; casts as 9th 
  level druid): 0 – create water, cure minor wounds (2), detect 
  poison, resistance; 1st – camouflage, cure light wounds (x2), 
  produce flame; 2nd – barkskin (x2), embrace the wild*; 3rd – call 
  lightning.  *Complete Adventurer. 
   
  Possessions: +2 dragonhide breastplate, masterwork 
  scimitar, Heward’s handy haversack, Keoghtom’s ointment, 
  masterwork lap-harp, 360 gp. 
  Amaris’ Animal Companion: male dire wolf; Large 
  animal; HD 6d8+18; hp 50; Init +2; Spd 50 ft.; AC 18, 
  touch 11, flat-footed 16 (-1 size, +2 Dex, +3 natural [+7 
  natural w/ barkskin]); Base Atk/Grp: +4/+15; Atk/Full Atk 
  +11 melee (1d8+10, bite); SA trip; SQ low-light vision, 
  scent, link, share spells, bonus tricks (1); AL N; SV Fort 
  +8, Ref +7, Will +6; Str 25, Dex 15, Con 17, Int 2, Wis 12, 
  Cha 10. 
   
  Skills and Feats: Hide +0 (+10 w/ camouflage), Listen 
  +7, Move Silently +4, Spot +7, Survival +2 (+6 tracking by 
  scent); Alertness, Run, TrackB, Weapon Focus (bite). 
   
  Tricks: attack (all creatures), come, defend, down, 
  guard, track. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+11 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf. 
  ENCOUNTER 6 
   
   
   
   
  Alelteshkal Brouka: Female human Rog9; CR 9; 
  Medium-sized Humanoid (human); HD 9d6+18; hp 54; 
  
  YEO5-01 Attack Dogs 
   
  Page 28 
  Init +3; Spd 30 ft.; AC 18, touch 13, flat-footed 18 (+3 Dex, 
  +5 armor); BA +6/Grp +7;  Atk +10 melee (1d6+2/18-20, 
  +1 rapier); Full Atk +10/+5 melee (1d6+2/18-20, +1 rapier); 
   SA sneak attack +5d6; SQ trapfinding, evasion, uncanny 
  dodge, trap sense +3, improved uncanny dodge; AL LE ; 
  SV Fort +5, Ref +9, Will +4; Str 12, Dex 17, Con 12 (14), 
  Int 14, Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +12, Decipher Script +14, 
  Disable Device +14, Disguise +10, Escape Artist +7, 
  Gather Information +12, Hide +15, Jump +8, Move 
  Silently +15, Open Lock +13, Search +9, Spot +13, Tumble 
  +17; Combat Expertise, Hamstring*, Improved Feint, 
  Staggering Strike**, Weapon Finesse.  *Complete Warrior, 
  **Complete Adventurer. 
   
  Possessions: +1 rapier, +1 mithral chain shirt, necklace of 
  fireballs (type II), amulet of health +2, 2 tanglefoot bags, 
  masterwork thieves’ tools, encoded notebook, 300 gp. 
  Brouka’s Bodyguard: Male human Ftr5/Occult Slayer2; 
  CR 
  7; 
  Medium-sized 
  Humanoid 
  (human); 
  HD 
  5d10+2d8+14; hp 60; Init +5; Spd 20 ft.; AC 17, touch 11, 
  flat-footed 16 (+1 Dex, +6 armor); BA +7/Grp +10;  Atk 
  +12 melee (2d6+7/19-20, +1 adamantine greatsword); Full 
  Atk 
  +12/+7 
  melee 
  (2d6+7/19-20, 
  +1 
  adamantine 
  greatsword); SA weapon bond (+1 adamantine greatsword), 
  vicious strike; SQ magical defense +1, mind over magic 
  1/day; AL LE; SV Fort +6, Ref +2, Will +7; Str 16, Dex 12, 
  Con 15, Int 12, Wis 12, Cha 8.  Complete Warrior, page 66. 
   
  Skills and Feats: Intimidate +7, Knowledge (arcana) 
  +5, Sense Motive +9, Spellcraft +5, Swim +5; Combat 
  Brute*, Improved Initiative, Improved Sunder, Iron Will, 
  Power Attack, Weapon Focus (greatsword), Weapon 
  Specialization (greatsword).  *Complete Warrior. 
   
  Magical Defense (Ex): An occult slayer’s constant 
  training in countering magic of all types manifests itself 
  as a bonus on saving throws against spells or spell-like 
  abilities.  This bonus is +1 at 1st level, and it increases to 
  +2 at 3rd level and to +3 at 5th level. 
   
  Weapon Bond (Su):  An occult slayer must choose a 
  particular weapon of at least masterwork quality as the 
  focus over her power.  Upon making her selection, she 
  immediately forms a bond with the chosen weapon that 
  imbues it with the force of her hatred for spellcasters.  
  Thereafter, any successful attack she makes with that 
  weapon against a spellcaster or a creature with spell-like 
  abilities deals an extra 1d6 damage.  If this particular 
  weapon is lost or destroyed, the occult slayer loses the 
  ability to deal the extra damage until she acquires and 
  bonds with another weapon of the same kind of at least 
  masterwork quality.  The occult slayer must spend one 
  day per character level practicing with the replacement 
  weapon (and doing very little else – no adventuring) to 
  create a new weapon bond. 
   
  Mind over Magic (Su): Starting at 2nd level, an 
  occult slyer can cause a spell or spell-like ability targeted 
  against her to rebound onto the originator as a free 
  action.  This ability otherwise functions as the spell 
  turning spell (caster level equals the character’s occult 
  slayer level +5).  An occult slayer can use this ability once 
  per day at 2nd level and twice per day at 4th level. 
   
  Vicious Strike (Ex): At 2nd level and higher, an 
  occult slayer who readies an attack action to disrupt a 
  spellcaster deals double damage if the attack hits. 
   
  Possessions: +1 adamantine greatsword, +1 breastplate, 120 
  gp, potion of haste. 
  
  YEO5-01 Attack Dogs 
   
  Page 29 
   
  
  YEO5-01 Attack Dogs 
   
  Page 30 
  APPENDIX 3 – APL 10 
   
  ENCOUNTER 2 
   
   
   
   
  Pirate Leader: Male human Clr11 of Syrul; CR 11; 
  Medium-sized Humanoid (Human); HD 11d8+11; hp 75; 
  Init +5; Spd 30 ft.; AC 20, touch 11, flat-footed 19 (+1 Dex, 
  +3 shield, +6 armor); BA +8/Grp +9;  Atk +10 melee 
  (1d8+1/20, masterwork morningstar); Full Atk +10/+5 
  melee (1d8+1/20, masterwork morningstar);  SA spells, 
  rebuke undead; SQ aura, spontaneous casting; AL LE; SV 
  Fort +8, Ref +6, Will +12; Str 13, Dex 12, Con 12, Int 12, 
  Wis 17 (21), Cha 11. 
   
  Skills and Feats: Bluff +14, Concentrate +15, Disguise 
  +5, Knowledge (religion) +14, Spellcraft +11; Combat 
  Casting, 
  Eschew 
  Materials, 
  Improved 
  Initiative, 
  Lightning Reflexes, Quicken Spell. 
   
  Spells Prepared (6/7+1/5+1/5+1/4+1/3+1/1+1; save DC 
  = 15 + spell level): 0 – create water, cure minor wounds (x4), 
  resistance; 1st – bless, cure light wounds (x3), disguise self*, 
  obscuring mist, shield of faith; 2nd – hold person (x2), 
  invisibility*, 
  silence, 
  spiritual 
  weapon 
  (x2); 
  3rd 
  – 
  blindness/deafness (x2), cure serious wounds, dispel magic, 
  magic circle against good*, water walk; 4th – cure critical 
  wounds (x2), freedom of movement, summon monster IV, 
  unholy blight*; 5th – dispel good*, flame strike, summon 
  monster V, true seeing; 6th – mislead*, quickened silence. 
   
  * Domain Spell. Domains: Trickery (Bluff, Disguise, 
  and Hide are class skills), Evil (cast Evil spells at +1 caster 
  level). 
   
  Possessions: 
  +1 
  mithral 
  breastplate, 
  masterwork 
  morningstar, +1 heavy mithral shield, periapt of wisdom +4, 
  brooch of shielding, wooden holy symbol of Syrul, 60 gp, 
  diary. 
  Pirates (5): Male human Ftr4; CR 4; Medium-sized 
  Humanoid (Human); HD 4d10+8; hp 36 each; Init +5; 
  Spd 30 ft.; AC 17, touch 11, flat-footed 16 (+1 Dex, +5 
  armor, +1 shield); BA +4/Grp +7;  Atk +9 melee 
  (1d8+6/19-20, +1 longsword) or +6 ranged (1d10/19-20, 
  masterwork heavy crossbow); Full Atk +9 melee 
  (1d8+6/19-20, +1 longsword) or +6 ranged (1d10/19-20, 
  masterwork heavy crossbow); AL LE; SV Fort +6, Ref +2, 
  Will +3; Str 16, Dex 12, Con 14, Int 13, Wis 11, Cha 10. 
   
  Skills and Feats: Climb +8, Jump +8, Profession (sailor) 
  +2, Ride +6, Swim +5; Improved Initiative, Iron Will, 
  Power Attack, Rapid Reload, Weapon Focus (longsword), 
  Weapon Specialization (longsword). 
   
  Possessions: +1 longsword, masterwork heavy crossbow, 
  +1 chain shirt, masterwork buckler, 12 gp, Yeomanry 
  Militia tabard. 
  ENCOUNTER 5 
   
   
   
   
  Amaris Honeysuckle: Female human Brd5/Drd6; CR 
  11; Medium-sized Humanoid (human); HD 6d8+5d6; hp 
  59; Init +1; Spd 20 ft.; AC 18, touch 11, flat-footed 17 (+1 
  Dex, +7 armor, +4 natural [barkskin]); BA +7/Grp +8;  Atk 
  +9 melee (1d6+1/18-20, masterwork scimitar); Full Atk 
  +9/+4 melee (1d6+1/18-20, masterwork scimitar);  SA 
  spells; SQ bardic knowledge, bardic music 5/day 
  (countersong, fascinate, inspire courage +1, inspire 
  competence), spontaneous casting, animal companion, 
  nature sense, wild empathy, woodland stride, trackless 
  step, resist nature’s lure, wild shape 2/day; AL CN; SV 
  Fort +6, Ref +7, Will +11; Str 12, Dex 12, Con 10, Int 12, 
  Wis 15, Cha 16. 
   
  Skills and Feats: Bluff +11, Concentrate +14, 
  Diplomacy +17, Gather Information +8, Handle Animal 
  +12, Jump +0, Knowledge (local – Sheldomar Valley 
  Metaregion) +6, Knowledge (nature) +10, Perform (sing 
  and string instruments) +17, Sense Motive +7, Sleight of 
  Hand +5, Spellcraft +8, Survival +7, Tumble +12; Natural 
  Bond*, Practiced Spellcaster (druid, bard)**, Spell Focus 
  (enchantment), 
  Versatile 
  Performer*. 
   
  *Complete 
  Adventurer, **Complete Divine. 
   
  Bard Spells Known (3/4/2; save DC = 13 + spell level, 
  14 + spell level for enchantment spells; 25% arcane spell 
  failure; casts as 9th level bard): 0 – dancing lights, daze, 
  detect magic, ghost sounds, prestidigitation, read magic; 1st – 
  charm person, disguise self, Tasha’s hideous laughter, 
  ventriloquism; 2nd – hold person, mirror image, tongues. 
   
  Druid Spells Prepared (5/4/4/2; save DC = 12 + spell 
  level, 13 + spell level for enchantment spells; casts as 
  10th level druid): 0 – create water, cure minor wounds (2), 
  detect poison, resistance; 1st – camouflage, cure light wounds 
  (x2), produce flame; 2nd – barkskin (x2), embrace the wild*, 
  resist energy; 3rd – call lightning, greater magic fang.  *Complete 
  Adventurer. 
   
  Possessions: +2 dragonhide breastplate, masterwork 
  scimitar, Heward’s handy haversack, Keoghtom’s ointment, 
  minor ring of energy resistance (electricity), masterwork lap-
  harp, 360 gp. 
  Amaris’ Animal Companion: male dire wolf; Large 
  animal; HD 8d8+24; hp 66; Init +3; Spd 50 ft.; AC 21, 
  touch 12, flat-footed 18 (-1 size, +3 Dex, +5 natural [+9 
  natural w/ barkskin]); Base Atk/Grp: +6/+18; Atk/Full Atk 
  +16 melee (1d8+14, bite w/ greater magic fang +2); SA trip; 
  SQ low-light vision, scent, link, share spells, bonus tricks 
  (2), evasion; AL N; SV Fort +9, Ref +9, Will +7; Str 26, Dex 
  16, Con 17, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +3 (+13 w/ camouflage), Listen 
  +7, Move Silently +5, Spot +7, Survival +2 (+6 tracking by 
  scent); Alertness, Run, TrackB, Weapon Focus (bite). 
   
  Tricks: attack (all creatures), come, defend, down, 
  fetch, guard, track. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+14 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf. 
  
  YEO5-01 Attack Dogs 
   
  Page 31 
  ENCOUNTER 6 
   
   
   
   
  Alelteshkal Brouka: Female human Rog11; CR 11; 
  Medium-sized Humanoid (human); HD 11d6+22; hp 66; 
  Init +3; Spd 30 ft.; AC 19, touch 13, flat-footed 19 (+3 Dex, 
  +6 armor); BA +8/Grp +9;  Atk +12 melee (1d6+2/18-20, 
  +1 rapier); Full Atk +12/+7 melee (1d6+2/18-20, +1 rapier); 
   SA sneak attack +6d6; SQ trapfinding, evasion, uncanny 
  dodge, trap sense +3, improved uncanny dodge, skill 
  mastery (bluff, escape artist, hide, move silently, tumble); 
  AL LE ; SV Fort +5, Ref +10, Will +4; Str 12, Dex 17, Con 
  12 (14), Int 14, Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +14, Decipher Script +15, 
  Disable Device +14, Disguise +10, Escape Artist +17, 
  Gather Information +12, Hide +17 (+22), Jump +8, Move 
  Silently +17 (+22), Open Lock +13, Search +10, Spot +15, 
  Tumble +19; Combat Expertise, Hamstring*, Improved 
  Feint, Staggering Strike**, Weapon Finesse.  *Complete 
  Warrior, **Complete Adventurer. 
   
  Possessions: +1 rapier, +2 shadow silent moves mithral 
  chain shirt, necklace of fireballs (type II), amulet of health +2, 2 
  tanglefoot bags, masterwork thieves’ tools, encoded 
  notebook, 300 gp. 
  Brouka’s Bodyguard: Male human Ftr5/Occult Slayer4; 
  CR 
  9; 
  Medium-sized 
  Humanoid 
  (human); 
  HD 
  5d10+4d8+27; hp 82; Init +5; Spd 20 ft.; AC 17, touch 11, 
  flat-footed 16 (+1 Dex, +6 armor); BA +9/Grp +13;  Atk 
  +15 melee (2d6+9/19-20, +1 adamantine greatsword); Full 
  Atk +15/+10 melee (2d6+9/19-20, +1 adamantine 
  greatsword); SA weapon bond (+1 adamantine greatsword), 
  vicious strike; SQ magical defense +2, mind over magic 
  2/day, auravision, nondetection cloak; AL LE; SV Fort +8, 
  Ref +5, Will +8; Str 16 (18), Dex 12, Con 16, Int 12, Wis 
  12, Cha 8.  Complete Warrior, page 66. 
   
  Skills and Feats: Intimidate +7, Knowledge (arcana) 
  +5, Sense Motive +13, Spellcraft +8, Swim +7; Combat 
  Brute*, Improved Initiative, Improved Sunder, Iron Will, 
  Lightning Reflexes, Power Attack, Weapon Focus 
  (greatsword), 
  Weapon 
  Specialization 
  (greatsword).  
  *Complete Warrior. 
   
  Magical Defense (Ex): An occult slayer’s constant 
  training in countering magic of all types manifests itself 
  as a bonus on saving throws against spells or spell-like 
  abilities.  This bonus is +1 at 1st level, and it increases to 
  +2 at 3rd level and to +3 at 5th level. 
   
  Weapon Bond (Su):  An occult slayer must choose a 
  particular weapon of at least masterwork quality as the 
  focus over her power.  Upon making her selection, she 
  immediately forms a bond with the chosen weapon that 
  imbues it with the force of her hatred for spellcasters.  
  Thereafter, any successful attack she makes with that 
  weapon against a spellcaster or a creature with spell-like 
  abilities deals an extra 1d6 damage.  If this particular 
  weapon is lost or destroyed, the occult slayer loses the 
  ability to deal the extra damage until she acquires and 
  bonds with another weapon of the same kind of at least 
  masterwork quality.  The occult slayer must spend one 
  day per character level practicing with the replacement 
  weapon (and doing very little else – no adventuring) to 
  create a new weapon bond. 
   
  Mind over Magic (Su): Starting at 2nd level, an 
  occult slyer can cause a spell or spell-like ability targeted 
  against her to rebound onto the originator as a free 
  action.  This ability otherwise functions as the spell 
  turning spell (caster level equals the character’s occult 
  slayer level +5).  An occult slayer can use this ability once 
  per day at 2nd level and twice per day at 4th level. 
   
  Vicious Strike (Ex): At 2nd level and higher, an 
  occult slayer who readies an attack action to disrupt a 
  spellcaster deals double damage if the attack hits. 
   
  Auravision (Su): At 3rd level, an occult slayer gains 
  the ability to see magical auras at a range up to 60 feet as a 
  free action.  This ability otherwise functions as the detect 
  magic spell.  The character cannot use this ability to 
  determine anything but the number of magical auras 
  present. 
   
  Nondetection Cloak (Su): Upon reaching 4th level, 
  an occult slayer (and any gear she wears or carries) 
  becomes more difficult to locate through divinations 
  such as clairaudience/clairvoyance, locate object, and other 
  detection spells.  The occult slayer gains magical 
  protection from divination equivalent to a nondetection 
  spell (caster level equals the character’s occult slayer 
  level), except that it affects only the occult slayer and her 
  possessions. 
   
  Possessions: +1 adamantine greatsword, +1 breastplate, 120 
  gp, potion of haste, potion of barkskin +3, gauntlets of ogre 
  power. 
   
  
  YEO5-01 Attack Dogs 
   
  Page 32 
  APPENDIX 4 – APL 12 
   
  ENCOUNTER 2 
   
   
   
   
  Pirate Leader: Male human Clr13 of Syrul; CR 13; 
  Medium-sized Humanoid (Human); HD 13d8+13; hp 88; 
  Init +5; Spd 30 ft.; AC 20, touch 11, flat-footed 19 (+1 Dex, 
  +3 shield, +6 armor); BA +9/Grp +10;  Atk +11 melee 
  (1d8+1/20, masterwork morningstar); Full Atk +11/+6 
  melee (1d8+1/20, masterwork morningstar);  SA spells, 
  rebuke undead; SQ aura, spontaneous casting; AL LE; SV 
  Fort +9, Ref +7, Will +14; Str 13, Dex 12, Con 12, Int 12, 
  Wis 18 (22), Cha 11. 
   
  Skills and Feats: Bluff +16, Concentrate +17, Disguise 
  +6, Knowledge (religion) +15, Spellcraft +13; Combat 
  Casting, 
  Eschew 
  Materials, 
  Improved 
  Initiative, 
  Lightning 
  Reflexes, 
  Quicken 
  Spell, 
  Spell 
  Focus 
  (conjuration). 
   
  Spells Prepared (6/7+1/7+1/5+1/5+1/4+1/3+1/1+1; 
  save DC = 16 + spell level, 17 + spell level for conjuration 
  spells): 0 – create water, cure minor wounds (x4), resistance; 1st 
  – bless, cure light wounds (x4), disguise self*, obscuring mist, 
  shield of faith; 2nd – cure moderate wounds (x2), hold person 
  (x2), invisibility*, silence, spiritual weapon (x2); 3rd – 
  blindness/deafness (x2), cure serious wounds, dispel magic, 
  magic circle against good*, water walk; 4th – cure critical 
  wounds (x2), freedom of movement, restoration, summon 
  monster IV, unholy blight*; 5th – dispel good*, flame strike, 
  summon monster V (x2), true seeing; 6th – mislead*, 
  quickened hold person, quickened silence, word of recall; 7th 
  – blasphemy*, mass inflict serious wounds. 
   
  * Domain Spell. Domains: Trickery (Bluff, Disguise, 
  and Hide are class skills), Evil (cast Evil spells at +1 caster 
  level). 
   
  Possessions: 
  +1 
  mithral 
  breastplate, 
  masterwork 
  morningstar, +1 heavy mithral shield, periapt of wisdom +4, 
  brooch of shielding, wooden holy symbol of Syrul, 60 gp, 
  diary, lesser strand of prayer beads. 
  Pirates (5): Male human Ftr6; CR 6; Medium-sized 
  Humanoid (Human); HD 6d10+12; hp 54 each; Init +5; 
  Spd 30 ft.; AC 18, touch 11, flat-footed 17 (+1 Dex, +5 
  armor, +2 shield); BA +6/Grp +9;  Atk +11 melee 
  (1d8+6/19-20, +1 longsword) or +8 ranged (1d10/19-20, 
  masterwork heavy crossbow); Full Atk +11/+6 melee 
  (1d8+6/19-20, +1 longsword) or +8 ranged (1d10/19-20, 
  masterwork heavy crossbow); AL LE; SV Fort +7, Ref +3, 
  Will +4; Str 16, Dex 12, Con 14, Int 13, Wis 11, Cha 10. 
   
  Skills and Feats: Climb +10, Jump +10, Profession 
  (sailor) +3, Ride +7, Swim +6; Combat Reflexes, Combat 
  Expertise, Improved Initiative, Iron Will, Power Attack, 
  Rapid Reload, Weapon Focus (longsword), Weapon 
  Specialization (longsword). 
   
  Possessions: +1 longsword, masterwork heavy crossbow, 
  +1 chain shirt, +1 buckler, 12 gp, Yeomanry Militia tabard. 
  ENCOUNTER 5 
   
   
   
   
  Amaris Honeysuckle: Female human Brd6/Drd7; CR 
  13; Medium-sized Humanoid (human); HD 7d8+6d6; hp 
  69; Init +1; Spd 20 ft.; AC 18, touch 11, flat-footed 17 (+1 
  Dex, +7 armor, +4 natural [barkskin]); BA +9/Grp +10;  Atk 
  +11 melee (1d6+1/18-20, masterwork scimitar); Full Atk 
  +11/+6 melee (1d6+1/18-20, masterwork scimitar);  SA 
  spells; SQ bardic knowledge, bardic music 6/day 
  (countersong, fascinate, inspire courage +1, inspire 
  competence, suggestion), spontaneous casting, animal 
  companion, nature sense, wild empathy, woodland stride, 
  trackless step, resist nature’s lure, wild shape 3/day; AL 
  CN; SV Fort +7, Ref +8, Will +14; Str 12, Dex 12, Con 10, 
  Int 12, Wis 16 (18), Cha 16. 
   
  Skills and Feats: Bluff +11 (+16), Concentrate +16, 
  Diplomacy +17 (+22), Gather Information +8, Handle 
  Animal +13, Jump +0, Knowledge (local – Sheldomar 
  Valley Metaregion) +6, Knowledge (nature) +14, Perform 
  (sing and string instruments) +19 (+24), Sense Motive 
  +13, Sleight of Hand +5, Spellcraft +8, Survival +8, 
  Tumble +14; Combat Casting, Natural Bond*, Practiced 
  Spellcaster (druid, bard)**, Spell Focus (enchantment), 
  Versatile Performer*.  *Complete Adventurer, **Complete 
  Divine. 
   
  Bard Spells Known (3/4/3; save DC = 13 + spell level, 
  14 + spell level for enchantment spells; 25% arcane spell 
  failure; casts as 10th level bard): 0 – dancing lights, daze, 
  detect magic, ghost sounds, prestidigitation, read magic; 1st – 
  charm person, disguise self, Tasha’s hideous laughter, 
  ventriloquism; 2nd – hold person, mirror image, tongues. 
   
  Druid Spells Prepared (6/5/4/3/2; save DC = 14 + spell 
  level, 15 + spell level for enchantment spells; casts as 
  11th level druid): 0 – create water, cure minor wounds (3), 
  detect poison, resistance; 1st – camouflage, cure light wounds 
  (x2), produce flame (x2); 2nd – barkskin (x2), embrace the wild*, 
  resist energy; 3rd – call lightning, greater magic fang, infestation 
  of maggots**; 4th – flame strike, languor**.  *Complete 
  Adventurer, **Complete Divine. 
   
  Possessions: +2 dragonhide breastplate, masterwork 
  scimitar, Heward’s handy haversack, Keoghtom’s ointment, 
  minor ring of energy resistance (electricity), lesser choker of 
  eloquence*, masterwork lap-harp, ioun stone (incandescent 
  blue sphere), 360 gp.   *Complete Adventurer. 
  Amaris’ Animal Companion: male dire wolf; Large 
  animal; HD 8d8+24; hp 66; Init +3; Spd 50 ft.; AC 21, 
  touch 12, flat-footed 18 (-1 size, +3 Dex, +5 natural [+9 
  natural w/ barkskin]); Base Atk/Grp: +6/+18; Atk/Full Atk 
  +16 melee (1d8+14, bite w/ greater magic fang +2); SA trip; 
  SQ low-light vision, scent, link, share spells, bonus tricks 
  (2), evasion; AL N; SV Fort +9, Ref +9, Will +7; Str 26, Dex 
  16, Con 17, Int 2, Wis 12, Cha 10. 
  
  YEO5-01 Attack Dogs 
   
  Page 33 
   
  Skills and Feats: Hide +3 (+13 w/ camouflage), Listen 
  +7, Move Silently +5, Spot +7, Survival +2 (+6 tracking by 
  scent); Alertness, Run, TrackB, Weapon Focus (bite). 
   
  Tricks: attack (all creatures), come, defend, down, 
  fetch, guard, track. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+14 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf. 
  ENCOUNTER 6 
   
   
   
   
  Alelteshkal Brouka: Female human Rog13; CR 13; 
  Medium-sized Humanoid (human); HD 13d6+26; hp 78; 
  Init +4; Spd 30 ft.; AC 20, touch 14, flat-footed 20 (+4 Dex, 
  +6 armor); BA +9/Grp +10;  Atk +14 melee (1d6+2/18-20, 
  +1 deadly precision* rapier); Full Atk +14/+9 melee 
  (1d6+2/18-20, +1 deadly precision* rapier);  SA sneak attack 
  +7d6, opportunist; SQ trapfinding, evasion, uncanny 
  dodge, trap sense +4, improved uncanny dodge, skill 
  mastery (bluff, escape artist, hide, move silently, tumble); 
  AL LE ; SV Fort +6, Ref +12, Will +7; Str 12, Dex 18, Con 
  12 (14), Int 14, Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +16, Decipher Script +15, 
  Disable Device +14, Disguise +10, Escape Artist +20, 
  Gather Information +12, Hide +20 (+25), Jump +8, Move 
  Silently +20 (+25), Open Lock +14, Search +14, Sense 
  Motive +7, Spot +17, Tumble +22; Combat Expertise, 
  Hamstring*, Improved Feint, Iron Will, Staggering 
  Strike**, Weapon Finesse.  *Complete Warrior, **Complete 
  Adventurer. 
   
  Possessions: +1 deadly precision* rapier, +2 shadow silent 
  moves mithral chain shirt, necklace of fireballs (type II), amulet 
  of health +2, 2 tanglefoot bags, masterwork thieves’ tools, 
  encoded notebook, 300 gp.  *Complete Adventurer. 
  Brouka’s Bodyguard: Male human Ftr6/Occult Slayer5; 
  CR 
  11; 
  Medium-sized 
  Humanoid 
  (human); 
  HD 
  6d10+5d8+33; hp 100; Init +5; Spd 20 ft.; AC 17, touch 11, 
  flat-footed 16 (+1 Dex, +6 armor); BA +11/Grp +16;  Atk 
  +18 melee (2d6+10/17-20, +1 adamantine greatsword); Full 
  Atk +18/+13/+8 melee (2d6+10/17-20, +1 adamantine 
  greatsword); SA weapon bond (+1 adamantine greatsword), 
  vicious strike; SQ magical defense +3, mind over magic 
  2/day, auravision, nondetection cloak, blank thoughts; 
  AL LE; SV Fort +9, Ref +6, Will +9; Str 16 (20), Dex 12, 
  Con 16, Int 12, Wis 12, Cha 8.  Complete Warrior, page 66. 
   
  Skills and Feats: Intimidate +11, Knowledge (arcana) 
  +7, Sense Motive +14, Spellcraft +11, Swim +8; Combat 
  Brute*, Improved Critical (greatsword), Improved 
  Initiative, Improved Sunder, Iron Will, Lightning 
  Reflexes, Power Attack, Weapon Focus (greatsword), 
  Weapon Specialization (greatsword).  *Complete Warrior. 
   
  Magical Defense (Ex): An occult slayer’s constant 
  training in countering magic of all types manifests itself 
  as a bonus on saving throws against spells or spell-like 
  abilities.  This bonus is +1 at 1st level, and it increases to 
  +2 at 3rd level and to +3 at 5th level. 
   
  Weapon Bond (Su):  An occult slayer must choose a 
  particular weapon of at least masterwork quality as the 
  focus over her power.  Upon making her selection, she 
  immediately forms a bond with the chosen weapon that 
  imbues it with the force of her hatred for spellcasters.  
  Thereafter, any successful attack she makes with that 
  weapon against a spellcaster or a creature with spell-like 
  abilities deals an extra 1d6 damage.  If this particular 
  weapon is lost or destroyed, the occult slayer loses the 
  ability to deal the extra damage until she acquires and 
  bonds with another weapon of the same kind of at least 
  masterwork quality.  The occult slayer must spend one 
  day per character level practicing with the replacement 
  weapon (and doing very little else – no adventuring) to 
  create a new weapon bond. 
   
  Mind over Magic (Su): Starting at 2nd level, an 
  occult slyer can cause a spell or spell-like ability targeted 
  against her to rebound onto the originator as a free 
  action.  This ability otherwise functions as the spell 
  turning spell (caster level equals the character’s occult 
  slayer level +5).  An occult slayer can use this ability once 
  per day at 2nd level and twice per day at 4th level. 
   
  Vicious Strike (Ex): At 2nd level and higher, an 
  occult slayer who readies an attack action to disrupt a 
  spellcaster deals double damage if the attack hits. 
   
  Auravision (Su): At 3rd level, an occult slayer gains 
  the ability to see magical auras at a range up to 60 feet as a 
  free action.  This ability otherwise functions as the detect 
  magic spell.  The character cannot use this ability to 
  determine anything but the number of magical auras 
  present. 
   
  Nondetection Cloak (Su): Upon reaching 4th level, 
  an occult slayer (and any gear she wears or carries) 
  becomes more difficult to locate through divinations 
  such as clairaudience/clairvoyance, locate object, and other 
  detection spells.  The occult slayer gains magical 
  protection from divination equivalent to a nondetection 
  spell (caster level equals the character’s occult slayer 
  level), except that it affects only the occult slayer and her 
  possessions. 
   
  Blank Thoughts (Ex): At 5th level, an occult slayer 
  can induce within herself a state of mental absence, 
  thereby becoming immune to mind-affecting effects 
  (charms, compulsions, patterns, phantasms, and morale 
  effects).  She can suppress or resume this ability as a free 
  action. 
   
  Possessions: +1 adamantine greatsword, +1 breastplate, 120 
  gp, potion of haste, potion of barkskin +3, girdle of giant 
  strength +4. 
   
  
  YEO5-01 Attack Dogs 
   
  Page 34 
  DM AID – NEW RULES ITEMS 
  NEW FEATS 
  Combat Brute [Tactical] (Complete Warrior) 
   
  You employ strength and leverage to great effect in battle. 
   
  Prerequisite: Improved Sunder, Power Attack, base attack bonus +6. 
   
  Benefit: The Combat Brute feat enable the use of three tactical maneuvers. 
   
  Advancing Blows: To use this maneuver, you must make a successful bull rush attempt against a foe.  During your 
  next round, all your attacks against that foe gain +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) feat with a bull rush, you would gain +2 on attack 
  and damage rolls against that orc on 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 additional immediate melee attack against the foe.  
  The additional attack is made 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 x 1-1/2, or x3 if you’re using a two-handed 
  weapon or a one-handed weapon wielded in two hands.  Fro 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 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. 
  Hamstring (Complete Warrior) 
   
  You can wound an opponent’s legs, hampering their movement. 
   
  Prerequisite: Sneak attack ability, base attack bonus +4. 
   
  Benefit: If you hit with a melee sneak attack, you may choose to forego 2d6 points of extra sneak attack damage to 
  reduce your opponent’s base speed by half.  This speed reduction ends after 24 hours have passed or a successful DC 15 
  Heal check or the application of any cure spell or other magical healing is made.  Creatures immune to sneak attack 
  damage and creatures with no legs or more than four legs can’t be slowed down with a hamstring attack. It takes two 
  successful hamstring attacks to affect quadrupeds.  Other speeds (fly, burrow, and so on) aren’t affected.  You may use 
  this ability once per round. 
  Natural Bond (Complete Adventurer) 
   
  Your bond with your animal companion is exceptionally strong. 
   
  Prerequisite: Animal companion. 
   
  Benefit: Add three levels to your effective druid level for the purpose of determining the bonus Hit Dice, extra 
  tricks, special abilities and other bonuses that your animal companion receives (see page 36 of the Player’s Handbook).  
  This bonus can never make your effective druid level exceed your character level. 
  Practiced Spellcaster (Complete Divine) 
   
  Choose a spellcasting class that you possess.  Your spells cast from that class are more powerful. 
   
  Prerequisite: Spellcraft 4 ranks. 
   
  Benefit: Your caster level for the chosen spellcasting class increases by +4.  This can’t increase your caster level 
  beyond your HD.  However, even if you can’t benefit from the full bonus immediately, if you later gain noncaster-level 
  HD you may be able to apply the rest of the bonus. 
   
  For example, a human 5th-level cleric/3rd-level fighter who selects this feat would increase his cleric caster level 
  from 5th to 8th (since he has 8 HD).  If he later gained a fighter level, he would gain the remainder of the bonus and his 
  cleric caster level would become 9th (since he now has 9 HD). 
   
  A character with two or more spellcasting classes (such as a bard/sorcerer or ranger/druid) must choose which class 
  gains the feat’s effect. 
   
  This does not affect your spells per day or spells known.  It only increases your caster level, which would help you 
  penetrate SR and increase the duration and other effects of your spells. 
   
  Special: You may select this feat multiple times.  Each time you choose it, you must apply it to a different 
  spellcasting class.  For instance, a 4th-level cleric, 5th-level wizard who had selected this feat twice would cast cleric spells 
  as an 8th-level caster and wizard spells as a 9th-level caster. 
  Staggering Strike (Complete Adventurer) 
   
  You can deliver a wound that hampers an opponent’s movement. 
  
  YEO5-01 Attack Dogs 
   
  Page 35 
   
  Prerequisite: Base attack bonus +6, sneak attack. 
   
  Benefit: If you deal damage with a melee sneak attack, you can also deliver a wound that limits your foe’s mobility. 
   For 1 round (or until the target is the beneficiary of a DC 15 Heal check or any magical healing that restores at least 1 
  hit point, which ever comes first), your target is treated as if it were staggered, even if its nonlethal damage doesn’t 
  exactly equal its current hit points.  A target can resist this effect by making a successful Fortitude save (DC equal to 
  damage dealt).  Multiple staggering strikes on the same creature do not stack.  This feat has no effect on creatures not 
  subject to sneak attack damage. 
  Versatile Performer (Complete Adventurer) 
   
  You are skilled at many kinds of performances. 
   
  Prerequisite: Perform (any) 5 ranks. 
   
  Benefit: Pick a number of Perform categories equal to you Intelligence bonus.  For the purpose of making Perform 
  checks, you are treated as having a number of ranks in those skills equal to the highest number of ranks you have in any 
  Perform category.  You cannot change these categories once you have picked them, but your score in them 
  automatically increases if you later add additional ranks in your highest ranked Perform category.  You gain new 
  categories of your choice if your Intelligence bonus permanently increases. 
   
  In addition, you gain a +2 bonus on a combined Perform check when using two or more forms of performance at 
  the same time, such as a bard strumming a lyre while singing.  In such cases, add the bonus to the higher of your two 
  Perform skill modifiers. 
  NEW ITEMS 
  Deadly Precision Weapon Special Ability (Complete Adventurer) 
   
  A deadly precision weapon deals an extra 2d6 points of damage when its wielder makes a successful sneak attack.  
  This ability does not bestow the ability to make sneak attacks upon a user who does not already have it. 
   
  Moderate transmutation; CL 12th; Craft Magic Arms and Armor, keen edge, Price +2 bonus. 
  Choker of Eloquence (Complete Adventurer) 
   
  Coveted by bards, singers, and public speakers, this beautiful necklace is carved from ivory and jade.  There are two 
  versions of these chokers.  A lesser choker of eloquence grants a +5 competence bonus on Diplomacy, Bluff, and Perform 
  (sing) checks.  A greater choker of eloquence increases the bonus to +10. 
   
  Moderate transmutation; CL 6th; Craft Wondrous Item, creator must be a spellcaster of at least 6th level; Price 6000 
  gp (lesser), 24,000 (greater). 
  NEW SPELLS 
  Camouflage (Complete Divine) 
  Transmutation 
  Level: Drd 1, Rgr 1 
  Components: V, S, 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 min./level 
   
  You change the coloring of your skin and clothing to match the environment around you.  Throughout the 
  duration of the spell, your coloration changes instantly to match the background of any new environment you enter, 
  with no effort on your part.  This effect grants you a +10 circumstance bonus on Hide checks. 
  Embrace The Wild (Complete Adventurer) 
  Transmutation 
  Level: Drd 2, Rgr 1 
  Components: V 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 minutes/level (D) 
   
  This spell allows you to adopt the nature and some of the abilities of a particular animal.  Upon casting the spell, 
  you choose any animal whose Hit Dice are equal to or less than your caster level.  You retain your own form, but you 
  gain the natural and extraordinary senses of the creature you choose, including blindsense, blindsight, darkvision, low-
  
  YEO5-01 Attack Dogs 
   
  Page 36 
  light vision, and scent, as applicable.  You can choose to replace either or both of your Listen and Spot check modifiers 
  with those of the animal chosen. 
   
  For example, a 3rd-level druid casting this spell might choose to adopt the nature of a wolverine to gain low-light 
  vision, scent, and Listen and Spot checks modifiers of +6.  Alternately, she could select the eagle and gain low-light 
  vision, Listen +2 and Spot +14.  If the druid’s Listen check modifier were better than +2, she could retain her own Listen 
  check modifier while gaining the eagle’s Spot check modifier. 
  Infestation Of Maggots (Complete Divine) 
  Necromancy 
  Level: Drd 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: One round/2 levels 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  With a successful melee touch attack, you infest a creature with maggotlike creatures.  They deal 1d4 points of 
  temporary Constitution damage each round.  The subject makes a new Fortitude save each round to negate the damage 
  of that round and end the effect. 
   
  The infestation can be removed with a cure disease or heal spell. 
   
  Material Component: A handful of dead, dried flies. 
  Languor (Complete Divine) 
  Transmutation 
  Level: Drd 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: 1round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  This spell causes creatures it hits to become weak and slow.  A subject who fails a Will save is slowed as the spell and 
  suffers a cumulative enhancement penalty to Strength equal to 1d6-1 per two caster levels (minimum additional penalty 
  of 0, maximum of -10) each round.  If the subject’s Strength drops below 1, it is helpless.  The spell’s slow effect counters 
  and is countered by haste.  However, the Strength penalty is not countered by haste. 
   
  
  YEO5-01 Attack Dogs 
   
  Page 37 
  DM AID – AMARIS HONEYSUCKLE 
   
  Character History: Amaris Honeysuckle was born in the town of Shalehal 28 years ago, the child of a druid and a 
  wandering bard.  Growing up in the Sylvan woods, she felt drawn to both the ways of nature and the songs and travel of 
  a bard.  In the end, she followed both paths. 
   
  After leaving home and traveling much of the Sheldomar, she eventually joined the Defenders of the Spear.  As a 
  part of that group, she had many adventurers and did much good for the Yeomanry.  She also fell in love with Blake 
  Whitesheaf, a paladin of Pelor and Defender of the Spear.  Her love for Blake was her main motivation for staying a part 
  of the Defenders.  For several years she was afraid to voice her true feelings, until she realized that he was also in love 
  with her.  Finally, in CY 590, she confronted Blake about their feelings for each other.  Blake admitted that he loved her 
  but then said that there could not be anything between them, because his duties as a Paladin of Pelor would always 
  come first.  Amaris was crushed.  She became very angry with Blake and left the Defenders, just before their foray into 
  the Passage of Slerotin and the UnderOerth.  Deeply hurt and in despair, she left the Yeomanry all together and traveled 
  east. 
   
  Over two years later, she was performing in Greyhawk, when she was noticed by an agent of the Scarlet 
  Brotherhood.  Given the significance of Slerotin’s Tunnel to The Brotherhood, they were on the look out for anyone 
  who might have any information about it or the Defenders of the Spear.  After befriending Amaris and seeing her 
  bitterness and despair over her treatment by Blake Whitesheaf, the agent was able to recruit her to be a spy for the 
  Brotherhood.  She was dispatched to Nighford, with instructions to work her way into a position with the 
  Grosspokesman.   She did as she was told and since then has been passing along sensitive information to the 
  Brotherhood. 
   
  She established herself as Olmek Garshweth’s assistant and quickly became indispensable, due to her skill with 
  languages and writing.  Olmek is at heart a simple farmer and it never occurred to him to think that such a pretty face 
  could hide an evil mind.  He even provided her with an isolated farmhouse to live in, which is ideal for her, as it allows 
  her to conceal her comings and goings and the existence of her druidic animal companion. 
  Character Personality:  Amaris Honeysuckle is the classic jilted lover.  At heart she is not a bad person, but she is very 
  angry and depressed because of her treatment by Blake and feels justified in lashing out at the rest of the world in her 
  pain.  However, she has come to regret agreeing to be an agent for the Brotherhood and would welcome a way out if she 
  could find one that didn’t involve being executed for treason or having to flee The Yeomanry forever.  When she 
  receives news that Blake Whitesheaf is nearby and wants to see her, especially if the PCs tell her that they think he still 
  loves her, she will become even more conflicted.  If the PCs offer her an acceptable way out in suitably diplomatic 
  terms, she would take it.  Such an offer would have to include no public disclosure of her treason and no imprisonment. 
   She would be willing to tell everything she knows about The Brotherhood and work to oppose it (a la Della). 
  Roleplaying Suggestions:  Play Amaris as someone who uses her outward cheerfulness to mask her inner pain.  She is 
  always friendly and smiling, quick to laugh or help out.  At the same time, deep inside, she has a dark center of anger 
  and pain.   In the end, if confronted by the PCs and not offered surrender terms which will allow her to avoid death or 
  exile and protect her family’s good name, she will fight with suicidal abandon.  If captured, she will require carefully 
  watching to keep her from killing herself.  The key to turning her back from despair is her love for Blake Whitesheaf 
  and that knowledge that he still loves her and is finally free from the duties which kept them from being together in the 
  past. 
   
   
  
  YEO5-01 Attack Dogs 
   
  Page 38 
  DM AID – MAP #1 
   
   
  
  YEO5-01 Attack Dogs 
   
  Page 39 
  DM AID – MAP #2 
   
   
   
  
  YEO5-01 Attack Dogs 
   
  Page 40 
  DM AID – MAP #3 
   
   
  
  YEO5-01 Attack Dogs 
   
  Page 41 
  PLAYER HANDOUT #1 
   
  The PCs receive the following writ (bearing the current date and the signature and seal of Melinda Windomere): 
   
  The bearer of this writ is acting with my full knowledge and 
  authority.  I will honor all agreements made by this individual 
  in my name.  All Yeomanry officials are requested to extend to 
  the bearer any reasonable assistance requested.  Under no 
  circumstances should the bearer be questioned, searched or 
  hindered in any way. 
   
  In the event that the bearer is killed, please return the body and 
  all equipment to my office in Newick. 
   
     
   
   
   
   
  Melinda Windomere 
     
   
   
   
   
  Grosspokesman of Newick 
   
   
  
  YEO5-01 Attack Dogs 
   
  Page 42 
  PLAYER HANDOUT #2 
   
  The diary of the leader of the River Pirate’s indicates that he is a priest of Syrul and a member of the Scarlet 
  Brotherhood.  He and his men were sent to disrupt Keoish and Yeoman river trade, with an eye towards generating 
  hostility between the two nations. 
  One recent entry, dated 6 days ago, seems to be of particular interest… 
   
  I had a meeting with one of The Brotherhood’s local agents last night, the one 
  called The Mantis.  He’s quite the paranoid one.  We met in the woods outside 
  Nighford well after dark.  All I could see was a short, heavily cloaked figure 
  speaking in a hoarse whisper.  He had some kind of animal with him as well; I 
  heard something checking my back trail, making sure I was alone… 
   
  Still, he delivered valuable information about the Yeomanry patrols on the 
  river.  With it, we should be able to avoid them with ease. 
   
  He also gave me strict instructions to avoid attacking any boats belonging to 
  the merchant Jaleb Kreshin.  When I questioned this, as it would mean giving up 
  many fat cargoes, The Mantis said “Scapegoats can come in handy,” and told 
  me to do as I was ordered. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Yeomanry/595/Normal Scenarios/YEO5-01 - Attack Dogs (APL 6-12)/YEO5-01 - Attack Dogs.pdf