TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  GEO4-02 
    
   
   
   
   
   
  A Stormy Night in Hochoch 
   
  A One-Round D&D LIVING GREYHAWK®  
  Geoff Regional Adventure 
  Version 1.1 
   
  by Brad Lester 
  Playtested by Bill Altizer, Nat Breeding, Brett Campbell, Dan Morgan, Angus Smith, Leigh Smith 
  Edited by Eric Menge 
   
  The winds howl through the streets of Hochoch, and sleet falls thick and heavy.  The storm hides evil in many forms, 
  but all have murder on their minds.  The quarry flees into the night, and the hunt is on.  A Geoff Regional adventure for 
  APLs 4-10, and Verse Two of the Song of Bleak Midwinter. 
  Note: At least one PC at the table must be a member of the Griffon Guard, a Chosen of Calisse, or have earned (at some 
  point in the past) a Favor Level B from a member of the Grand Duke’s court, to play this scenario. 
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
   
   
   
   
   
   
   
  GEO4-02 A Stormy Night in Hochoch 
   
  Page 2 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Geoff.  Characters native to Geoff pay one Time Unit per 
  round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per Time Unit. 
   Rich Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  GEO4-02 A Stormy Night in Hochoch 
   
  Page 3 
  
  Adventure Background 
  The author would like to express many thanks to those 
  who assisted in the development of this module, 
  especially Bill Altizer, Eric Menge, James Quick, and the 
  playtesters. 
  Note: At least one PC at the table must be a member of 
  the Griffon Guard, a Chosen of Calisse, or have earned (at 
  some point in the past) a Favor Level B from a member of 
  the Grand Duke’s court, to play this scenario.  The 
  members of the Grand Duke’s Court are:  Grand Duke 
  Owen, Grand Duchess Calisse Skotti, High Wizard 
  Abinar, Briallen the Heatherdown, the High Seneschal, 
  the High Exchequer, Bedwyn the Fat, or the Regent, 
  Lady Sierra Blackblade.  Even if the PC has already used 
  the favor, it still counts for the purposes of qualifying for 
  this adventure. 
  This adventure is set in the winter of CY 594.  At this 
  time, Owen the Brenin has disappeared.  It is said that he 
  departed the country on a quest to find new allies.  
  Llwyres Sierra Blackblade has been appointed as regent 
  for Owen’s son Rhys.   The Army of Liberation suffered a 
  devastating defeat at Gorna and is currently encamped at 
  Preston and Caer Rhiniog.  
  Regent Blackblade’s primary responsibilities are to 
  continue the war against the Giants and protect the 
  Brenin’s heir, Rhys ap Owen, until he becomes of age to 
  rule.  To aid her, the Regent has the resources of the 
  Grand Duke’s court and command of the Army of 
  Liberation. 
  Several different factions conspire to create a power 
  vacuum in Grand Duke Owen’s absence.  Independently, 
  these different groups came to the conclusion that if 
  Rhys ap Owen can be removed from the picture, the 
  sovereignty of Geoff would be called into question.  The 
  factions would then seek to rule the Grand Duchy for 
  whatever their personal reasons. 
  Grand Duchess Calisse heard rumors to this effect and 
  that one or more of those forces would be acting soon.  
  Although many levels of protection exist, the Chosen, 
  the Griffon Guard, and the forces of the Regent, Princess 
  Calisse believes that her child is in mortal danger of 
  assassination or kidnap.  After much contemplation, 
  Calisse decides to hide, thus removing herself and the 
  baby from the political equation by relocating herself 
  somewhere else.  Despite the involvement of the Old 
  Faith Druids in the events that led to her husband’s 
  departure, Calisse decides that her best course of action is 
  to relocate to the Isle of Sanctuary, the home of the Old 
  Lore Bards near the Isle of Rhun.  With her Chosen, the 
  Old Lore Bards, and the Archdruidess nearby, no one 
  who dare try and harm her child or herself.   
  To cover her departure, Calisse announces that she is 
  going to visit relatives in Grayhill in southern Keoland.  
  She orders her household to make ready for the long trip 
  alongside and then down the Javan River. 
  Unrelenting Sphinx Gundar Kevitz of the Knights of the 
  Watch is concerned because the Knights have heard 
  similar rumors regarding Calisse.  For reasons she never 
  revealed, Grand Duchess Calisse refused additional 
  protection from the Knights in Caer Dwr Gwyldy. 
  In an attempt to provide some level of additional 
  protection, Kevitz orders more patrols around the town 
  of Hochoch.  He hopes that the sight of the additional 
  patrols would unnerve those who would seek to do 
  Grand Duchess Calisse or her son harm.  He intends to 
  have Knights follow Calisse’s party at a discreet distance 
  as she travels to provide an added level of safety. 
  Rhisiart the Hound, the hound master for Bedwyn the 
  Fat, sees an opportunity to gain favor with his master 
  slipping away.  For months now, his cousin and a band of 
  adventurers have been waiting for an opportunity to 
  spirit the Brenin’s heir away from Geoff.  This would 
  allow Bedwyn to fulfill a desire he uttered months ago, to 
  be the next Brenin of the Gyri.  Although at the time, 
  Bedwyn was not aware that his hound master overheard 
  the comment.  However, diligent efforts of the Chosen 
  and the Griffon Guard stymied Rhisiart’s cousin’s earlier 
  efforts to snatch Rhys. 
  But there is another individual who seeks to do harm to 
  Calisse and the infant Rhys.  Known only as “The Lady” 
  to her underlings, this person’s desire and influence goes 
  unnoticed by the normal power brokers of the 
  Sheldomar Valley, even the vaunted, all-knowing Aspect 
  of Knowledge of the Midnight Ravens.   
  The sudden announcement by Calisse forces the Lady to 
  take drastic action.  Months of patient, delicate work 
  could be undone.  She prepares to directly assault the 
  heir’s nursery within Caer Dwr Gwyldy and take Rhys by 
  force.  The approaching winter storm, promising to be 
  the worst of the season, should provide ample coverage 
  for the attack. 
  Although Calisse announced she was traveling to see 
  relatives, she intends to go to Beory’s Teeth to meet Pwyll 
  of the Verdant Ivy.  He will lead Calisse and her 
  entourage through the Ways of the World to the Isle of 
  Sanctuary.  Pwyll arrives at Beory’s Teeth the night before 
  Calisse was to depart Hochoch.  He prepares to wait out 
  the coming storm at Hillsfar.  Hillsfar is a small druid 
  enclave at Beory’s Teeth. 
  The night before her departure, the household staff 
  prepared everything she needs to travel and departed for 
  the evening.  The only inhabitants in this section of the 
  Caer are Calisse, Rhys, and their protectors.  The Caer is 
  getting cold, the blustery storm outside is the worst one 
  this season.  Sleet sheets down from the sky, freezing to 
  the ground as it hits.  Several inches of snow crunches as 
  the ice forms it a crust over it.  The wind cuts to the bone. 
  GEO4-02 A Stormy Night in Hochoch 
   
  Page 4 
  
  Just before his bedtime Rhys screams from the nursery 
  next door.  As Calisse bursts into the room, she finds a 
  statuesque woman with flawless skin, large, feathery 
  wings and red glowing eyes near the crib overlooking the 
  infant.  Grabbing the last two charms off her bracelet, she 
  summons two of the Chosen.  One of the Chosen leaps to 
  the attack, yelling to the other to get the Brenines and 
  Rhys to safety.  Calisse grabs Rhys and the Chosen, 
  Ogwyn the Knowledgeable, begins to lead her out of the 
  room when another fierce woman with wings enters the 
  room.   
  Gut instinct takes hold and Ogwyn grabs Calisse, tells her 
  to hold onto Rhys, and jumps out of the window into the 
  storm muttering an incantation.  The feather fall spell 
  prevents them from falling to their deaths, but the winds 
  blows them off into town. 
  They land near the Temple of Pelor.  Calisse decides they 
  are going to the druid’s grove at Beory’s Teeth this very 
  night; there she could get protection from the druids 
  until Pwyll arrives.  
  Ogwyn the Knowledgeable tells her that getting to 
  Beory’s Teeth with people hunting them would not be 
  easy.  He recommends she remain at the temple of Pelor, 
  she can recover there while he scours the local taverns 
  and see if he can locate some of his fellow Chosen. 
  She agrees to Ogwyn’s plan.  Before entering the temple, 
  she uses her hat of disguise to conceal her identity.  They 
  work out a cover story where she would be his 
  granddaughter.  She witnessed a murder and they tried 
  killing her once already.  The murderer may be a 
  doppelganger.  Ogwyn, using his symbol of authority, 
  swears the staff of the temple to silence and asks them to 
  watch over his granddaughter until he returns.  Ogwyn 
  heads off to survey the taverns in town, starting with the 
  Boar’s Other Knuckle.  These are the locations where 
  Ogwyn, Calisse, and Rhys start the module. 
  Meanwhile, the hound master of Bedwyn the Fat learns 
  of the attack.  Servant gossip travels faster than any other 
  type of news on Oerth.  He learns that the guards on duty 
  drove off the attackers, but Calisse and Rhys are missing.  
  They were last seen running away from the Caer.  The 
  hound master gets word to his relatives and urges them 
  to go out into the storm to locate Calisse and her son.  He 
  tells them to use a story about a missing daughter of a 
  visiting caravan merchant (Caswir Uradawc) and gives 
  them a device he had made.  The device points in the 
  direction of a small toy carried by Rhys (permanent locate 
  object spell).  The NPC adventurers walk around town for 
  a while and decide to go to the nearest tavern to warm up. 
   As the adventure starts, they are getting ready to enter 
  the Boar’s Knuckle. 
  Also at the start of the module, Unrelenting Sphinx 
  Gundar Kevitz responds to attack at the Caer.  Kevitz 
  orders the Knights of the Watch to investigate the attack 
  and support the guardians of the castle as needed.  
  During the course of the adventure, he learns of Calisse’s 
  disappearance.  By the time the PCs meet the Knight 
  patrol in Encounter Four, they are looking for Calisse.  
  Any woman carrying a child is investigated.  Their orders 
  are to bring Calisse and Rhys to Northkeep for their own 
  safety. 
  Weather 
  It is winter and it is cold.  The temperature is in the lower 
  30s.  The PCs must wear winter clothes or have magic 
  protecting them from the weather.  See the DMG for the 
  mechanics of cold dangers. 
  The sleet storm that is upon Hochoch is of natural origin. 
   Unless otherwise stated, the default weather conditions 
  outdoors are cold, sleet is falling, and the winds are 
  considered strong (see the DMG).  The storm reduces 
  visibility by half, applies a -6 penalty to ranged attacks 
  and Spot, Search, and Listen checks.  The storm has a 75% 
  chance of extinguishing protected flames (and a 100% 
  chance of extinguishing unprotected ones).  Sleet-
  covered areas count as difficult terrain (no running or 
  charging allowed in such terrain), and each move counts 
  as two squares of movement (and each diagonal move 
  counts as three squares of movement). 
  Tiny or smaller creatures are knocked prone by the force 
  of the wind unless they make a Fort save (DC 10).  Flying 
  Small or smaller creatures are blown back 1d6 x 10 ft by 
  the force of the wind if they fail their Fort save (DC 10). 
  If the PC flies above the level of the buildings in 
  Hochoch (higher than 30 ft.), the wind becomes severe; 
  this increased the penalty to ranged attacks and Spot, 
  Search, and Listen checks to -8, and changes the effects of 
  the wind on individuals.  Small and smaller flying 
  creatures are blown back 2d6 x 10 feet and take 3d6 
  points of nonlethal damage due to battering and 
  buffeting (Fort save DC 15 negates).  Medium flying 
  creatures are blown back 1d6 x 10 ft by the force of the 
  wind (Fort save DC 15 negates).  Large flying creatures 
  are blown back 1d6 x 5 ft by the force of the wind (Fort 
  save DC 15 negates). 
  Weapons, Armor, Animals, & Magic Inside of 
  Hochoch 
  The local lord, Bedwyn the Fat, recently decreed that 
  within the walls of Hochoch any weapon larger than a 
  dagger must be peace-bonded.  All edged weapons must 
  have sheaths covering them.  Bows must be unstrung.  
  Crossbows must be unloaded and carried in a sack 
  cinched closed with the peace-bond.  Blunt weapons 
  must be peace-bonded to the PCs belt or backpack.  
  Undoing a peace-bonded weapon is a breach of the peace 
  and subject to confiscation of the weapon and a fine (APL 
  x 10 gp).  A weapon can be drawn in self-defense, but 
  threat must be imminent and lethal. 
  Removing a peace-bond is a full round action.  It is 
  possible to loosen the peace-bond so that it can be 
  removed quickly but appear to be on tight.  This requires 
  GEO4-02 A Stormy Night in Hochoch 
   
  Page 5 
  
  a DM observed Use Rope check (DC 25).  If successful, a 
  peace-bond can be removed later as a move-equivalent 
  action. 
  Wearing armor is unrestricted in Hochoch. 
  Due to the presence of druids, standard animal 
  companions are permitted inside the walls of Hochoch.  
  However, dire animals, dinosaurs, and any unusual 
  creatures are not.  Only those types of animals druids 
  start play with are allowed.  See the Animal Companion 
  list in the PH. 
  The casting of spells that affect another person without 
  their permission is considered assault and a breach of the 
  peace.  Also, summoning creatures that are not normally 
  allowed in town is a breach of the peace.  Such breaches 
  are subject to a fine (APL x 10 gp). 
  Engaging in combat of any kind inside the walls of 
  Hochoch is a breach of the peace and is subject to a fine 
  (APL x 100 gp). 
  Collecting Player Information 
  At the start of the adventure, the DM should have the 
  players fill out an index card with the following 
  information:  Name, PC name, RPGA number, Initiative 
  Bonus, meta-org memberships, and seven random d20 
  rolls.  As the players turn in the cards, review the player’s 
  character sheet and secretly note the PCs’ Spot bonuses.  
  Having the players fill out the index card in this manner 
  provides the DM everything he or she needs to fill out 
  the table scoring sheet and combat initiative.  If index 
  cards are not available, use equal sized sheets of paper. 
  Add each PC’s Spot bonus to the first three random d20 
  rolls.  These values represent each PC’s casual glance 
  opportunity to see through Calisse’s disguise during the 
  module. 
  Add each PC’s Initiative bonus to the fourth, fifth, and 
  sixth random d20 rolls.  The fourth value represents the 
  PCs initiative roll for the combat in Encounter Two, the 
  fifth represents the PC’s initiative for the combat in 
  Encounter Four, and the sixth represents the PC’s 
  initiative for the combat in Encounter Seven.  Use the 
  seventh as needed. 
  Adventure Summary  
  Introduction 
  PCs meet Ogwyn the Knowledgeable.  He asks for their 
  assistance in moving his granddaughter and her newborn 
  son (Calisse and Rhys) outside Hochoch.  She witnessed 
  a terrible murder and the murder “changed” before her 
  very eyes.  The amount of information Ogwyn provides 
  the party regarding the true identity of Calisse and Rhys 
  depends on the meta-org affiliations of the party 
  members. 
  Encounter One 
  The PCs meet Awela (disguised Calisse) at the Temple of 
  Pelor.  The PCs plan their exit from Hochoch.  During 
  this encounter, the PCs see and/or hear a large 
  procession of Knights of the Watch on horseback and 
  moving quickly by the temple. 
  Encounter Two 
  A tiefling assassin working for The Lady attempts to 
  kidnap Calisse and Rhys.  She uses the storm for cover, as 
  she sneaks up on the PCs and attempts to drive them 
  away. 
  Encounter Three 
  The PCs encounter a patrol of the Knights of the Watch.  
  The PCs hear rumors that someone attacked the Caer 
  Dwr Gwyldy. 
  Encounter Four 
  The NPC adventurers of Rhisiart accost the PCs.  The PCs 
  have the opportunity to turn over the woman and child 
  to the NPCs or fight them.  Depending on how the PCs 
  fight, they may draw the Town Watch into the area.  The 
  encounter is planned for an attack in the Great 
  Marketplace of the Market Ward, but the DM may have 
  to adjust the location of this encounter depending on the 
  plans of the PCs in Encounter One. 
  Encounter Five 
  After the battle with the NPCs, the Town Watch arrives 
  and questions the PCs.  A good cover story or showing 
  the Town Watch that the NPCs did not peace bond their 
  weapons resolves the encounter. 
  Encounter Six 
  The party must talk their way through the locked town 
  gates, climb over the wall, or find some other creative 
  way to get out of Hochoch.  The PCs also see that one of 
  the towers of Caer Dwr Gwyldy is ablaze. 
  Encounter Seven 
  As the party makes its way to Beory’s Teeth, the devils 
  that attacked Calisse and Rhys earlier show up to 
  complete the job.  The PCs have the opportunity to turn 
  Calisse and Rhys over to the devils or defend them.  If 
  the PCs have not figured out whom they are escorting, 
  the leader reveals Calisse’s true identity to the PCs. 
  Conclusion 
  Five possible conclusions: 
  A: The conclusion where the PCs escort Calisse safely to 
  Beory’s Teeth. 
  GEO4-02 A Stormy Night in Hochoch 
   
  Page 6 
  
  B: The conclusion where the NPC Adventurers of 
  Rhisiart take custody of Calisse and Rhys. 
  C: The conclusion where the Knights of the Watch take 
  custody of Calisse and Rhys. 
  D: The conclusion where the devils take custody of 
  Calisse and Rhys. 
  E: This is a special conclusion that takes place after the 
  fates of Calisse and Rhys have been determined.  If the 
  PCs killed any of the Town Watch, the Knights of the 
  Watch, or the Army of Liberation, they are brought 
  before the judgment bar of Allitur. 
  Introduction 
  The adventure begins at the Boar’s Other Knuckle in the 
  Commons of the town of Hochoch.  The inn is just off of 
  Iowerth Square.  The Locations of various buildings are 
  important to the adventure.  Please refer to the map of 
  Hochoch in Player Handout #1. 
  Ask the players if they peace bonded their weapons 
  properly, not at all, or used their Use Rope skill to alter 
  the peace bond. 
  It is a cold and stormy night in Hochoch -- the 
  harshest storm of the season rages overhead.  The 
  Boar’s Other Knuckle is full of people.  People 
  singing, dancing, and frolicking about trying to stay 
  out of the storm and keep warm.  The overall mood 
  is jovial, but not everyone is enjoying the party.  
  Many are simply staying as close to the blazing fires 
  as possible without getting burned.  Even these large 
  fires cannot completely drive the chill out of the air. 
  The PCs can come up with their own reasons for being in 
  this tavern on this night.  This is also a good time for 
  character introductions.  It is a lively place and a good 
  location to escape the storm.  There is drinking, music, 
  laughter, games of cards and dice, and other amusements. 
  Let the PCs get situated and steer them together.  For 
  example, the all end up sitting at the same table, or they 
  all are involved in a game of dice or cards.  The PCs are 
  served by the famous Medwen the Rack, a very buxom 
  tavern maid. 
  The PCs’ enjoyment of the evening is about to be 
  interrupted when Ogwyn the Knowledgeable makes his 
  appearance at the tavern looking for assistance.  How 
  Ogwyn approaches the PCs depends upon who they are.  
  � Ogwyn the Knowledgeable: male human Brd8/Lor2; 
  hp 35; see Appendix II. 
  One of the PCs Is a Chosen of Calisse or Griffon 
  Guard  
  A clean-shaven elderly man with gray hair 
  approaches you.  He is thin and his face has a bit of a 
  pinched look.  The man’s skin is still red from being 
  outside in the storm.  
  “Pardon me,” he says to you (the Griffon Guard or 
  Chosen PC) in a low voice.  “But I must speak with 
  you about a matter of great urgency.” 
  Members of the Chosen of Calisse and the Griffon Guard 
  recognize him as Ogwyn the Knowledgeable.  He was 
  once an assistant to the High Wizard Abinar but lately 
  has been tutoring Calisse and some others in the castle in 
  the various languages of the Sheldomar Valley.  They 
  know of his relationship to Calisse.  Ogwyn only wants to 
  speak to the Griffon Guard or Chosen at this point. 
  When Ogwyn can get the PCs to a place where it is 
  reasonably private, he tells the Chosen or Griffon Guard 
  the following 
  Ogwyn shakes his head in disbelief.  “Something 
  terrible has happened at the Caer.  Fiendish 
  monsters attacked the Brenines and the Heir.  I 
  don’t know how they penetrated the wards on the 
  Caer, but they managed to get all the way to Her 
  Radiance’s chambers.  She and I managed to escape 
  along with Rhys, but most of the Chosen are dead.” 
  “We need your help.  Her Radiance has decided that 
  the safest place for her is the Isle of Rhun.  We must 
  get her and her son to Beory’s Teeth safely.  We must 
  go immediately before another attempt is made on 
  her life.” 
  To protect everyone involved, he insists that the Chosen 
  or Griffon Guard PCs not tell the other PCs about the 
  identity of himself or Calisse. 
  He asks the Chosen or Griffon Guard PCs to gather a few 
  companions that they can trust and meet him at the 
  Temple of Pelor as soon as possible.  He does not want to 
  be seen traveling with the group. 
  If the PCs agree to assist Ogwyn, Ogwyn thanks the PCs 
  for their assistance.  Proceed to Encounter One. 
  If the PCs refuse to assist Ogwyn, Ogwyn pleads with 
  them.  If they still refuse, he curses them as cowards.  He 
  then heads up to the Temple to get Calisse out himself.  
  The relatives of Rhisiart the Hound catch up with them 
  in the marketplace.  Ogwyn is slain, and the relatives take 
  Calisse and Rhys captive.  Go to Conclusion: Calisse 
  with Rhisiart. 
  A PC earned a Favor of a member of the Grand 
  Duke’s Court but is not a Chosen or Griffon Guard 
  If everyone at the table has such a Favor, then role-play 
  with the entire group.  Otherwise, Ogwyn speaks with 
  the PC with a favor and the highest CHA. 
  A clean-shaven elderly man with gray hair 
  approaches you.  He is thin and his face has a bit of a 
  pinched look.  The man’s skin is still red from being 
  outside in the storm. 
  GEO4-02 A Stormy Night in Hochoch 
   
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   “Pardon me,” he says to you in a low voice.  “But I 
  must speak with you about a matter of great 
  urgency.” 
  When Ogwyn can get the PCs to a place where it is 
  reasonably private, he tells them the following. 
  “I am Ogwyn, and I know you have performed 
  valued service to the lords of this land in the past.  
  You have a reputation for assisting those in need 
  and being resourceful and competent.  I need your 
  help.  My granddaughter is in great danger.   Will 
  you help us?” 
   
   
   
  If the PCs ask what happened, Ogwyn continues with his 
  story. 
  “Earlier tonight, my granddaughter Awela witnessed 
  a robbery that turned into a murder.  She saw the 
  killer. Even worse, she saw the killer change shape. 
  His entire body rippled and he looked completely 
  different.  She screamed and the creature noticed 
  her.  She fled to me and is terribly afraid.  There has 
  already been one attempt on her life.” 
  Ogwyn answers any questions easily and convincingly. 
  Ogwyn has the following information that can be used 
  during the course of the conversation. 
  • 
  He currently tutors members of the court in 
  languages. 
  • 
  His granddaughter’s name is Awela. 
  • 
  She witnessed the attack in the Market Ward of 
  town. He does not know specifically where the 
  attack took place, but they could ask his 
  granddaughter.  Any questions related to this 
  subject should be referred to the granddaughter.  
  • 
  He was trying to get his granddaughter to the 
  Town Watch when arrows came out of the 
  darkness.  One grazed her without causing 
  serious harm. 
  • 
  He informed the Town Watch of what his 
  granddaughter saw and of the attack on their 
  lives.  The Town Watch said it would investigate 
  the matter. 
  • 
  He does not want to reveal the location of his 
  granddaughter until he knows that the PCs are 
  willing to help. 
  • 
  His daughter (Sera) and son-in-law (Nyls) were 
  killed during the Giant invasion years ago.  He 
  raised his granddaughter. 
  • 
  His granddaughter’s husband (Hiwyn) was 
  killed when a building collapsed on him during 
  the recent earthquake in the Low Quarter of 
  Hochoch. 
  The DM may need to fill in additional details of Ogwyn’s 
  story if the PCs ask other questions. 
  A successful Knowledge (nobility and royalty) check (DC 
  20) tells the PC that Ogwyn has been seen running round 
  Caer Dwr Gwyldy.  He may be some sort of tutor. 
  A successful Bardic Knowledge check (DC 20) tells the 
  PC that Ogwyn is a tutor to the upper nobility, possibly 
  Calisse. 
  Ogwyn has a very good Bluff score and has cast glibness 
  before approaching the PCs so his effective Bluff skill 
  modifier is +42.  In addition, if the PCs try to cast any 
  spell that compels the truth or detects lies, they must 
  make a caster level check (DC 25).  Make this roll secretly 
  to prevent out-of-character information being used. 
  Ogwyn never reveals his or Calisse’s true identity.  If 
  somehow caught in this lie, he offers the PCs a large 
  amount of gold to get them to escort himself and Calisse 
  out of town. 
  If the PCs agree to assist Ogwyn, Ogwyn thanks the PCs 
  for their assistance.  He asks the group to meet him at the 
  Temple of Pelor later.  He does not want to be seen 
  traveling with the group.  Proceed to Encounter One. 
  If the PCs refuse to assist Ogwyn, Ogwyn pleads with 
  them.  If they still refuse, he curses them as cowards.  He 
  then heads up to the Temple to get Calisse out himself.  
  The relatives of Rhisiart the Hound catch up with them 
  in the marketplace.  Ogwyn is slain, and the relatives take 
  Calisse and Rhys captive.  Go to Conclusion: Calisse 
  with Rhisiart. 
  Encounter One: Rendezvous at 
  the Temple of Pelor 
  Have the PCs form a marching order on the battle mat. 
  The effects of weather apply to this encounter.  See the 
  Weather section of the Adventure Background for 
  details.   The PCs should be wearing clothes appropriate 
  to the weather. 
  Due to the weather, it takes 20 minutes to travel from the 
  tavern to the temple. 
  The temple is built on the east side of Old Oak 
  Square, where the Old Oak itself still grows.  The 
  temple is a large round domed structure with four 
  short transepts at each of the cardinal directions. 
  When the PCs enter the temple, read the following. 
  You pass through the smaller pass doors in the 
  larger ceremonial doors. The interior of the temple 
  radiates holiness and serenity.  The decorations of 
  the temple are subdued and understated, but the 
  lines of the temple draw ones eyes upward to the 
  mosaic interior of the dome. 
  GEO4-02 A Stormy Night in Hochoch 
   
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  Calisse is kneeling before the altar in prayer.  She has her 
  child in her hands.  Ogwyn is nearby and quickly sees the 
  PCs.  He approaches the PCs and thanks them for 
  coming.  He offers to introduce them to his 
  granddaughter, Awela (Calisse in disguise), once she 
  finishes her prayers.  Ogwyn’s glibness spell is still 
  running at this time. 
  � Awela (Calisse Skotti in disguise): female human 
  Wiz3/Ari2; hp 25; see Appendix II. 
  Awela refuses to speak at first.  She simply hugs the 
  bundle containing her child to her chest, humming 
  quietly and rocking back and forth.  She is a chubby, 
  brown haired, brown-eyed Gyric woman.  She has a fresh 
  scar beneath her left eye.  Awela avoids direct eye contact, 
  but she looks like she is in fear. 
  She jumps if touched and refuses to let anyone take her 
  child from her.  None of the PCs recall ever meeting 
  Awela before. 
  Ogwyn explains that these people are here to help them 
  get outside of town.  The PCs can use Diplomacy checks 
  (DC 5 + APL) to get Awela to relax.  The DM should 
  provide situational bonuses as applicable based on role-
  play.  Under no circumstances does she let anyone take 
  the child away from her. 
  Unless the PCs specifically state they are observing 
  Calisse, they are considered to be “casually observing” 
  and taking 10 on their Spot check to see through the 
  disguise.  Use the first random roll plus the PCs Spot 
  bonus provided at the beginning of the event. 
  Important Note:  The PCs get a new check to see 
  through her disguise once each hour that they are in 
  Calisse’s presence. 
  If the PCs state they are specifically observing Calisse to 
  see if she is disguised, they get to make an opposed Spot 
  check.  Calisse took 10 at the time the disguise was 
  established; the result of her check is 33.  If the PCs are 
  successful in overcoming Calisse’s Disguise check, the 
  PCs figure out that the person in front of them is a 
  woman in a disguise, it tells them nothing about her 
  identity. 
  Detection spells are not of much use here.  After Calisse 
  reached the temple, she read a scroll of nondetection 
  prepared for her by her husband, Owen.  A 15th level 
  caster wrote the scroll, so it lasts 15 hours and the DC of 
  the caster level check is 30. 
  Play Awela as if she is on the verge of tears and breaking 
  down at any time.  If the PCs question Awela, she knows 
  the following information. 
  • 
  She was making her way to meet her 
  grandfather when she heard someone moaning 
  for help in an alleyway.  When she went to help, 
  she found a person bleeding to death in the 
  alley.  She then noticed two people fighting 
  further down the alley.  One savagely beat the 
  other to death.  As the victor rose up, he 
  quivered and changed from a town watchman 
  into a halfling scribe (if asked, she remembers 
  seeing writing quills).  That is when she 
  screamed and the person noticed her.  She ran. 
  • 
  She made it to her grandfather and told him 
  what happened.  He said they should go to the 
  Town Watch.  As they left, arrows came out of 
  nowhere and one grazed her face (she gently 
  touches the scar, flinching).  They did not see 
  who fired the arrows.  They ran as best they 
  could to the Town Watch. 
  • 
  The Town Watch said they would investigate 
  the matter.  She believes they do not take her 
  seriously. 
  • 
  She is a seamstress.  Her child’s name is Llynes.  
  Her parents (Nyls and Sera) were killed during 
  the giant invasion years ago.  Her grandfather 
  raised her and her brother. 
  • 
  Hiwyn was the name of her husband and the 
  father of her child.  He died in the earthquake 
  that hit the Low Quarter of Hochoch recently.  
  A building collapsed on him.  She gets visibly 
  upset at discussing this. 
  • 
  Her brother’s name is Pwyll.  He is an initiate of 
  the Old Faith and lives at Beory’s Teeth.  All she 
  wants to do is get to her brother. 
  Planning the Escape from Hochoch 
  Ogwyn works with the PCs to plan a course out of the 
  town to Beory’s Teeth.  Give the PCs Player Handouts 
  #1 and #2, which are a map of Hochoch and the key to 
  the map.   Ogwyn wants to take Awela to Beory’s Teeth. 
  Ogwyn has a grandson, Pwyll, who is a druid there.  He 
  does not budge on this point.  The PCs must take Awela 
  to Beory’s Teeth.  Also, she must go tonight. 
  A successful Knowledge (geography) check (DC 10) gives 
  the PCs the following information.  The easiest way to get 
  to Beory’s Teeth is to go straight down Waterwatch Way 
  past the Giant’s Hearth, through the marketplace, and 
  through the gate into the Commons.  From there, down 
  the hill to Iowerth Square   There they can make a right 
  onto Wagon Street that runs into the Low Quarter and 
  meets with Carter’s Lane which leads to the Shalm’s Gate. 
   Once out the Shalm’s Gate, it is a straight shot down to 
  the Sunken Road and then up to Shalm’s Shoulders to 
  the north, where Beory’s Teeth are. 
  Flying is not possible because of the storm outside.  In 
  additional, all astral travel is interdicted within 10 miles 
  of Hochoch unless the caster has a ward key (which the 
  PCs do not).  Ogwyn will not risk the child’s life in the 
  Shadow plane.  So that method of travel is not available 
  either. 
  GEO4-02 A Stormy Night in Hochoch 
   
  Page 9 
  
  If the PCs come up with the idea of using the Wayfarer’s 
  Guild to teleport out of Hochoch, they can journey to the 
  Guild to discover that the Wizard on duty has cast all her 
  teleport spells for the day.  There is a three-day waiting 
  list to get teleported and no amount of money or orders 
  convinces her otherwise. 
  The PCs might also suggest going behind Caer Dwr 
  Gwyldy along the Anniben Dwr.  Ogwyn recommends 
  against it as the cliff at the foot of the wall is very steep 
  and tall (50 ft.) 
  At the base of the cliff is a very narrow path (5 ft. wide).  
  While normally this is not a problem, it is sleeting and 
  icy.  The PCs must make five Balance checks (DC 12).  
  Failure means that the PC fall 30 ft. into the river below. 
  Once the PCs are ready to head out into the night, go to 
  Encounter Two.  If the PCs do not head out into the 
  night within one hour of arriving at the temple, the 
  Knights of the Watch arrive at the temple.  They quickly 
  find Calisse and take her into protective custody.  Go to 
  Conclusion: Calisse with the Knights. 
  Encounter Two: The First 
  Stalker Strikes 
  Unless an hour has passed, the PCs do not get another 
  casual opportunity to see through Calisse’s disguise.  The 
  effects of weather apply to this encounter.  See the 
  Weather section of the Adventure Background for 
  details. 
  When the PCs leave the Temple of Pelor, read the 
  following to them. 
  You open the door that leads out to Old Oak Square 
  and you hear the sounds of horsemen.  Across the 
  square, is a column of about twenty or so knights in 
  full armor.  Their heavy horses kick up clouds of 
  snow and ice and their armor gleams through the 
  sleet and snow.  They are riding toward Caer Dwr 
  Gwyldy.  The gates to the Caer are open. 
  If the PCs take a closer look, a successful Spot check (DC 
  15) shows that the knights are wearing black tabards with 
  white owls emblazoned on them.  Every PC in Hochoch 
  knows that this is the symbol of the Knights of the 
  Watch. 
  The PCs cannot really interact with the knights at this 
  point.  If the PCs approach the knights, the Watchers 
  apologize and say that they cannot talk right now.   
  If the PCs foolishly attack a column of twenty Knights of 
  the Watch in front of a castle for no good reason, the PCs 
  are overwhelmed, tried, and executed.  The PCs are 
  removed from play. 
  The Assassin Makes Her Move 
  Before progressing further with the adventure, ask the 
  PCs to establish a marching order and ask them where 
  Awela and Ogwyn are in relationship to the PCs.  Using a 
  battle map is advised.  Have the PCs place their figures in 
  their marching order.  Please provide tokens to represent 
  Awela and Ogwyn. 
  When Calisse and Ogwyn fled the Caer, they were 
  spotted by Mistra the Silent, a tiefling assassin who works 
  for The Lady.   Mistra has a strong Suel heritage and 
  wears a red sash around her waist during this encounter.  
  She has found that this makes people believe that she is 
  affiliated with the Scarlet Brotherhood.  She enjoys the 
  duplicity. 
  She followed the pair to the Temple of Pelor, but is 
  unwilling to enter because of the holy ground.  Instead 
  she waits outside for Calisse to leave. 
  When the PCs, Ogwyn, and Calisse leave, the Temple of 
  Pelor, Mistra follows.  Mistra has a very good Spot 
  modifier and is constantly moving around the temple to 
  make sure that Calisse does not sneak out on her.  Mistra 
  sees the PCs leave the temple unless they take 
  extraordinary efforts to foil pursuit. 
  Leaving the warmth and dryness of the temple, you 
  plunge into the stormy nighttime streets of 
  Hochoch.  The snow and ice make footing 
  treacherous, and the sleet collapses your v sion to a 
  few yards.  It is a miserable night to be outside. 
  i
  As soon as the PCs leave the temple grounds, Mistra 
  begins preparing her attack.  She follows the PCs at a 
  distance, staying just inside the reach of their light 
  sources.  Remember that visibility is halved.  So an 
  everburning torch provides 10 ft. of bright illumination and 
  20 ft. of shadowy illumination.  It normally provides 20 
  ft. and 40 ft respectively. 
  Mistra hides in shadows, which she can do in the dim 
  light of the PCs’ light source (creatures in shadowy 
  illumination have concealment, which permits Hide 
  checks).  While there, she keeps pace with the PCs using 
  her boots of the winterlands.  She drinks her potions one 
  after another while studying Calisse. 
  When she is ready, she casts true strike.  PCs can make a 
  Listen check (DC 10) to hear her cast the spell.  The DC is 
  increased by one for every 10 feet away she is (probably 
  30 ft.) and the PCs are likely to be at -6 to their Listen 
  checks due to the weather. 
  If the PCs make their Listen check, they can act during 
  the surprise round.  On her action Mistra charges Calisse, 
  going full defensive and using her combat expertise to 
  maximum effect.  She strikes Calisse with a death attack, 
  which, if successful, paralyzes Calisse.  Mistra wants 
  Calisse alive, so she does not kill her at this time. 
  Appearing in your midst is a woman.  While nearly 
  human in appearance, she is disturbing to behold.  
  Her fingers are more like claws.  Her teeth are edged 
  and needle-like.  Worst of all are her eyes.  The 
  eyelids close side to side, rather than up and down.  
  She is dressed in loose fitting clothing, completely 
  GEO4-02 A Stormy Night in Hochoch 
   
  Page 10 
  
  inappropriate for the weather.  Around her waist is a 
  red sash. 
  The woman strikes Awela without warning, planting 
  a tremendous blow on the small of her back.  Awela 
  collapses without a sound.  “Not good at this 
  bodyguard thing, are you?” the woman says sneering 
  at you. 
  If Calisse makes her save against the death attack, modify 
  the box text accordingly. 
  Use each PC’s fourth random roll plus each PCs initiative 
  modifier to determine each PC’s place in the initiative 
  order. 
  If the PCs have set themselves up in such a way that she 
  cannot charge, Mistra works her way into the group 
  while hiding and strikes at Calisse.  
  Calisse is paralyzed for several rounds.  During that time, 
  Mistra attempts to drive the PCs off, or at least thin out 
  their numbers.  For a description of Mistra’s tactics, 
  please see Appendix I. 
  If the Mistra is successful, she takes Calisse and Rhys to 
  The Lady.  Go to Conclusion: Calisse with the Devils, 
  but use the second paragraph in the box text from 
  Conclusion: Calisse with Rhisiart in place of the 
  original box text. 
  DM Aids: Map #1 presents a typical street in Hochoch 
  that can be used when Mistra strikes.  Place the PCs 
  toward the middle of the map.  Mistra comes up from 
  behind.  You may need to make some modifications to 
  the map, depending upon the circumstances. 
  DM Note:  Mistra has rubbed some magical salve over 
  her eyes that allow her to see invisibility, as per the spell, 
  for the next 30 minutes. 
  APL 4 (EL 6) 
  � Mistra the Silent:  female tiefling Mnk5/Asn1; hp 
  39; see Appendix I. 
  APL 6 (EL 8) 
  � Mistra the Silent:  female tiefling Mnk5/Asn3; hp 
  66; see Appendix I. 
  APL 8 (EL 10) 
  � Mistra the Silent:  female tiefling Mnk7/Asn3; hp 
  83; see Appendix I. 
  APL 10 (EL 12) 
  � Mistra the Silent:  female tiefling Mnk7/Asn5; hp 
  98; see Appendix I. 
  Encounter Three: Knights on 
  Patrol 
  Unless an hour has passed, the PCs do not get another 
  casual opportunity to see through Calisse’s disguise.  The 
  effects of weather apply to this encounter.  See the 
  Weather section of the Adventure Background for 
  details. 
  Also, the DM should ask the PCs if they are maintaining 
  their marching order from before.  If they are making 
  any changes, they need to inform the DM.   
  As the PCs are working their way through Hochoch, the 
  Knights of the Watch start taking up positions around 
  the city.  The Knights have learned the Princess Calisse 
  has fled Caer Dwr Gwyldy and are determined to find her 
  and take her to Northkeep.  There they can protect her 
  from the assailants that threaten her. 
  The location of this encounter is variable.  The Knights 
  are scattered throughout the city.  Regardless of which 
  way the PCs go, they must pass by one group of knights. 
  The DM must take into account the amount of time that 
  has passed.  Use Player Handout #1 to estimate 
  distances.  Remember that the PCs are moving at half 
  speed due to the ice and snow. 
  With the snow and wind still biting, you make your 
  way through the town.  The thought of warm fires 
  beckon to you.  Minutes later as you round the next 
  corner, a mounted party comes riding down the far 
  side of the street.   
  The PCs now have a choice.  They can sneak past the 
  knights, talk to the knights, or fight the knights.  Each is 
  addressed in turn below. 
  � Watcher Friedrich Gottschalk:  male human Ftr9; 
  hp 88; see Appendix II. 
  � Knight Patrol #2:  male human Clr9 of Heironeous; 
  hp 68; see Appendix II. 
  � Knight Patrol #3:  male human Pal9 of Heironeous; 
  hp 81; see Appendix II. 
  Sneaking Past the Knights of the Watch 
  The knights have taken up patrolling prominent streets 
  of Hochoch.  They are keeping an eye in all directions.   If 
  the DM can find out which street the PCs are using on 
  Player’s Handout #1, then make a layout that matches 
  the map of the town. 
  Use the following to generate a generic street.  Make a 
  single main street 20 ft. wide.  Smaller alleyways break off 
  the street at roughly 30 feet intervals.  Position random 
  doors and windows in the buildings.  All are locked up 
  for the night. 
  The PCs must make Hide and Move Silently checks to 
  get past the Knights of the Watch.  The Spot and Listen 
  GEO4-02 A Stormy Night in Hochoch 
   
  Page 11 
  
  modifiers of the Knights are listed in their stat blocks in 
  Appendix II.  Be sure to subtract -1 for each 10 feet 
  separating the PCs and the Knights.  The Knights have a -
  6 circumstance penalty to Spot and Listen checks due to 
  the weather. 
  While the PCs sneak by, have them make a successful 
  Listen check (DC 20).  Do not forget the effects of the 
  weather and distance.  If successful, the PC can overhear 
  a conversation between two other Knights discussing 
  some sort of attack in the Caer.  The knights also mention 
  that the Grand Duchess Calisse is missing.  A stern look 
  from Watcher Gottschalk silences the conversation. 
  If the PCs are able to get past the Knights without being 
  spotted, go to Encounter Four. 
  If the PCs are spotted, the Knights hail them.  If the PCs 
  stay to talk, go to Talking to the Knights below.  If the 
  PCs attack the Knights of the Watch, go to Fighting the 
  Knights below. 
  Talking to the Knights of the Watch 
  The riders wear heavy armor and shields; their dark 
  black tabards standing out in the sleet.  You can 
  make out a silver owl, wings outstretched and eyes 
  seeing everything. 
  “A moment, neighbors,” the leader of the knights, 
  hails you.  “I am Watcher Friedrich Gottschalk, 
  Voracious Badger. What brings you out this late at 
  night in this weather?” 
   
  Unless given cause to be rude, the knights politely ask 
  some questions.  Here is some information to include in 
  the dialog with the Knights. 
  • 
  “Ma’am, you should get that child indoors 
  before it catches cold.” 
  • 
  “We are looking for a young woman with 
  blonde hair and blue eyes with a child.  
  Ma’am could you please pull back your 
  cloak so we can see your face?  Thank you; 
  now please get that child out of this storm.” 
  • 
  “Have you seen any people who look like 
  they do not belong here tonight?” 
  • 
  “Have 
  you 
  seen 
  anything 
  suspicious 
  tonight?" 
  • 
  “Someone 
  or 
  something 
  created 
  a 
  disturbance in Caer Dwr Gwyldy.  Have you 
  seen anyone running or fleeing from that 
  direction?” 
  Assuming that the PCs are polite and respectful, the PCs 
  can make a successful Diplomacy check (DC 5 + APL), to 
  convince Watcher Gottschalk to allow them to be on 
  their way.  The DM should provide situational bonuses as 
  applicable based on meta-org affiliation or roleplaying.   
  If the PCs are not successful with their Diplomacy check, 
  Watcher Gottschalk insists that the PCs return to their 
  homes.  He even escorts them there to make sure that 
  they arrive safely.  Ogwyn has a house in the Commons 
  where he and Awela can stay until the Knights of the 
  Watch are gone. 
  The PCs can actually learn a bit more from the 
  Gottschalk, but this takes a bit more convincing.  The PCs 
  must make a Diplomacy check to improve his attitude 
  toward them.  
  The PCs only get a single check.  If unsuccessful, he tells 
  the PCs that if he does not really have time to talk and 
  bids them good night. 
  Gottaschalk’s current attitude is indifferent.  If the PCs 
  can improve his attitude toward them to helpful (DC 30), 
  he is willing to share some information with the PCs.   
  • 
  Some creatures penetrated the defenses of Caer 
  Dwr Gwyldy.  The Knights do not know how 
  the creatures got through the wards, but they 
  were summoned. 
  • 
  Grand Duchess Calisse disappeared during the 
  attack.  The Knights fear that she has been 
  kidnapped. 
  The Knights, who are actively looking for Calisse, Fail to 
  make the DC 33 Spot check which is needed to see 
  through her disguise. 
  During the questioning, Calisse stays in the back of the 
  party with Ogwyn tending to her. 
  DM Note:  Calisse does not want to be taken into the 
  custody of the Knights of the Watch.  While they would 
  protect her, they would not allow her to go to the Isle of 
  Rhun.  In addition, they might send her out of Geoff for 
  protection.  This would undermine Rhys’ claim to be the 
  next Brenin. 
  If the PCs let the Knights go on their merry way, go to 
  Encounter Four.  
  If the PCs arouse the suspicious of the Knights, they are 
  taken to Northkeep and detained for the evening.  They 
  are released the next morning, but they see through 
  Calisse’s disguise and she is kept at Northkeep as a guest. 
   Go to Conclusion: Calisse with the Knights. 
  Fighting the Knights of the Watch 
  If the PCs attack the Knights, they send up an alarm and 
  fights to subdue (see Appendix II for the tactics the 
  knights use in combat).  Reinforcements, in the form of 
  additional Knights of the Watch patrols, arrive in three 
  rounds.  An additional patrol arrives every five rounds 
  thereafter. 
  If the PCs defeat ten waves of reinforcements, the 
  authorities in the city take extreme notice.  High-level 
  fighters, clerics, druids, paladins and other powerful 
  GEO4-02 A Stormy Night in Hochoch 
   
  Page 12 
  
  figures arrive on the scene.  The PCs are quickly 
  overwhelmed and arrested.  Go to Arrested by the 
  Knights. 
  If the PCs are captured during a fight, they are arrested 
  and taken to the Trevol Llys.  Go to Arrested by the 
  Knights below.   
  If the PCs flee, the Knights summon a tracker.  Use the 
  mechanics presented in Fleeing from the Town Watch 
  in Encounter Five. 
  Arrested by the Knights 
  If the Knights of the Watch capture the PCs, they are 
  taken to Northkeep, where they are held awaiting a 
  hearing in the morning.  Use the same mechanics as 
  presented in Arrested by the Town Watch in 
  Encounter Five.  Use the same punishments outlined in 
  Encounter Five for fighting or killing a Town Watch 
  member. 
  If they kill a Knight, any PC that participated in the 
  attack on the knights is tried and executed.  If, by some 
  chance, the PCs kill a knight and manage to escape, 
  continue the adventure and go on to Encounter Four.  
  However, the PCs must face justice for their crimes as per 
  Conclusion: Judgment of Allitur. 
  Encounter Four: To Wean a Pup 
  If another hour has passed, the PCs do get a casual 
  opportunity to see through Calisse’s disguise.  The effects 
  of weather apply to this encounter.  See the Weather 
  section of the Adventure Background for details. 
  Also, the DM should ask the PCs if they are maintaining 
  their marching order from before.  If they are making 
  any changes, they need to inform the DM.   
  By default this encounter is set in the Low Quarter or the 
  Commons.  If the PCs choose another route, then alter 
  the encounter location.  Arianwyn and his companions 
  have the ability to locate Rhys no matter where he is.  
  Thanks to the magical device given to them by Rhisiart. 
  As the party makes it way through the Low Quarter or 
  the Commons in Hochoch, the Rhisiart’s cousin and his 
  friends accost the party.  It is the same group that was in 
  the tavern earlier.  They have followed Calisse using their 
  locate object magical item that points in the direction of a 
  toy carried by Rhys.   
  Calisse is unaware that the item is being tracked in this 
  manner.  Unfortunately, Rhys has developed a 
  fascination for the toy and refuses to let it go.  Forcibly 
  removing the toy from Rhys grasp results in Rhys crying 
  and screaming until it is returned.  Calisse’s nondetection 
  does not extend to Rhys.  So the locate object works. 
  The storm claws at you, ripping away your warmth 
  and scattering it on the winds.  The sleet falls heavy. 
   You make your way through the streets.  The 
  warehouses, shops, and homes are all closed up for 
  the night.  The shutters are drawn and latched.  The 
  streets are empty for the most part. 
  On a street corner up ahead, a shielded firebox holds 
  an invited fire.  Typically, a pair of watchmen would 
  be here, but no one stands here now. 
  If the PCs want to investigate the burning barrel, they 
  discover tracks in the snow leading off to a distant stall.  
  In the stall are two badly beaten Town Watch watchmen. 
   They are barely alive and are slowly freezing to death.  
  Before the PCs can take any other actions, Arianwyn 
  challenges the party as described below.  
  On a battlemat, place a 5’ circle representing the burning 
  firebox.  Throughout the mat place 10’ squares 
  representing the empty stalls.  Leave 10’ between each 
  stall to represent the walkways.  The empty stalls provide 
  cover.  PCs can move through the stalls at half their 
  current movement rate. 
  If the PCs did not investigate the barrel, Arianwyn 
  challenges them anyway. 
  A man half hidden in the shadows of a nearby 
  building calls out to you.  “Hey you.  How’d you like 
  to make a whole lot of money and some powerful 
  friends?  And you can do it all tonight.” 
  Arianwyn tries to convince the PCs to let them take 
  Ogwyn and Awela.   They are quite willing to promise the 
  PCs a lot or rewards.  Likely questions and their answers 
  are below. 
  Q. What do you want? 
  A.
  “We just want the pup.  Hand him over and we 
  can all leave here nice and friendly like.”   
   
  Q.  But we don’t want to turn the child over? 
  A. “Look, there's a lot of money to be had here.  Just 
  turn the pup over and we'll cut you in for a slice.”  
  They start the bidding at 250 gp per PC but are willing to 
  go as high as 500 gp per PC. 
  Q. Why do you want the child? 
  A. “Someone is paying good coin to see this pup 
  weaned from his mother.”  They do not reveal who is 
  paying them or who the pup is.  They fear Rhisiart the 
  Hound more than they fear the PCs or death. 
  Q. Why would someone want to spend so much money 
  on this child? 
  A. “No, we won't tell you why the pup is worth so 
  much.  Then you wouldn't need us, would you?”“ 
  Actually, they do not know why the “pup” is worth so 
  much.  They just know that Rhisiart wants the child out 
  of Hochoch. 
  Q. How did you know this is the child you seek? 
  A. “We have our methods.” 
  GEO4-02 A Stormy Night in Hochoch 
   
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  Q. What if we don’t want to hand the child over? 
  A.  “Don't be a fool.  We're talking a bloody fortune.”  
  They start the bidding at 250 gp per PC but are willing to 
  go as high as 500 gp per PC. 
  Arianwyn claims no knowledge of what happened to the 
  Town Watch.  He states their only interest is in getting 
  the child and then getting out of this weather.  A 
  successful Sense Motive check (DC 5 + APL) reveals that 
  he is lying. 
  If they meet resistance, Arianwyn and friends believe this 
  is the group they are looking for and that they can take 
  the PCs.  The fight is on (the NPCs’ tactics can be found 
  in Appendix I).  
  Use each PC’s fifth random roll plus the PCs initiative 
  modifier to determine each PC’s place in the initiative 
  order. 
  Ogwyn does not enter combat directly or assist the PCs.  
  He spends the entire combat steering Calisse away from 
  dangers.  He leaves the fighting to the PCs. 
  If they surrender Calisse to Arianwyn or lose the combat 
  go to Conclusion: Calisse with Rhisiart.  
  If the PCs or NPCs use sonic attacks or flashy magic 
  (fireball, prismatic spray, call lightning, shout, etc), they draw 
  the attention of the Town Watch.  At the end of the 
  round when PC triggers the Town Watch, they hear the 
  whistles used by the Town Watch to summon assistance. 
   The Town watch arrives in three rounds after the PCs 
  hear the whistle. 
  Otherwise, if the PCs manage to defeat the thugs 
  somewhat quietly, or when ten rounds have passed 
  (which ever happens first), the PCs can hear the whistles 
  of the Town Watch.  The Town Watch arrives in three 
  rounds after the PCs hear the whistle. 
  Go to The Town Watch Comes below. 
  DM Aids: Map #2 presents a typical street corner in 
  Hochoch that can be used when the adventurers strike.  
  The adventurers are grouped around the crossroads, 
  while the PCs are approaching along the long street.  You 
  may need to make some modifications to the map, 
  depending upon the circumstances. 
  APL 4 (EL 6) 
  � Arianwyn ap Padrig:  male human Ftr2; hp 20; see 
  Appendix I. 
  � Ffychan ap Padrig:  male human Rog2; hp 12; see 
  Appendix I. 
  � Luc ap Padrig:  male human Bbn1/Rgr1; hp 18; see 
  Appendix I. 
  � Pennar the Grim:  male half-elf Wiz3; hp 14; see 
  Appendix I. 
  APL 6 (EL 8) 
  � Arianwyn ap Padrig:  male human Ftr4; hp 39; see 
  Appendix I. 
  � Ffychan ap Padrig:  male human Rog4; hp 24; see 
  Appendix I. 
  � Luc ap Padrig:  male human Bbn3/Rgr1; hp 39; see 
  Appendix I. 
  � Pennar the Grim:  male half-elf Wiz5; hp 23; see 
  Appendix I. 
  APL 8 (EL 10) 
  � Arianwyn ap Padrig:  male human Ftr6; hp 59; see 
  Appendix I. 
  � Ffychan ap Padrig:  male human Rog6; hp 36; see 
  Appendix I. 
  � Luc ap Padrig:  male human Bbn5/Rgr1; hp 57; see 
  Appendix I. 
  � Pennar the Grim:  male half-elf Wiz7; hp 32; see 
  Appendix I. 
  APL 10 (EL 12) 
  � Arianwyn ap Padrig:  male human Ftr8; hp 74; see 
  Appendix I. 
  � Ffychan ap Padrig:  male human Rog8; hp 48; see 
  Appendix I. 
  � Luc ap Padrig:  male human Bbn7/Rgr1; hp 75; see 
  Appendix I. 
  � Pennar the Grim:  male half-elf Wiz9; hp 39; see 
  Appendix I. 
  The Town Watch Comes 
  The fight with the NPC adventurers draws the attention 
  of the Town Watch.  The PCs can hear them coming 
  three rounds before they arrive. 
  Each PC has time to grab loose items from the fallen 
  NPCs before the Town Watch makes it to their part of 
  the market place.  Loose items include:  weapons, 
  pouches, necklaces, etc.  Clothing and armor are not so 
  easily accessible.  Make sure the amount of treasure the 
  PCs gain from this encounter reflects what they were 
  able to take (subtract missed items from the totals in the 
  Treasure Summary). 
  The PCs may decide to haul the bodies away.  If the PCs 
  have the strength to do so, this is fine, but Arianwyn and 
  Luc are both very big guys with heavy equipment.  If the 
  PCs drag the bodies away, they leave an obvious trail for 
  the Town Watch to follow. 
  Go to Encounter Five. 
  GEO4-02 A Stormy Night in Hochoch 
   
  Page 14 
  
  Encounter Five: Halt in the 
  Name of the Law 
  The effects of weather apply to this encounter.  See the 
  Weather section of the Adventure Background for 
  details. 
  Sounds of whistles and running feet break the 
  silence.  Members of the town watch are running 
  toward the scene of the fighting.  Their heavy wool 
  tabards are emblazoned with the Old Oak symbol of 
  Arweth.   Two of the guards are spinning cords over 
  their heads.  A whistle is on the end of the cord, 
  creating a high pitched screeching sound.  They are 
  all armed and are wearing armor. 
  The Town Watch patrol is made up of a sergeant and two 
  constables. 
  � Town Watch Patrol Leader:  male human Ftr9; hp 
  88; see Appendix II. 
  � Town Watch Patrol #2:  male human Clr9 of Allitur; 
  hp 68; see Appendix II. 
  � Town Watch Patrol #3:  male human Rog7/Ftr2; hp 
  60; see Appendix II. 
  The PCs now have a choice.  They can either try to talk to 
  the Town Watch, fight the Town Watch, or flee from the 
  Town Watch.  Each is addressed in turn below. 
  Talking to the Town Watch 
  If the PCs decide to talk to the Town Watch, the Town 
  Watch approaches warily and demands to know what’s 
  going on.   
  The PCs can engage the constables in conversation and 
  explain what is going on – whether it is truth or lie.  The 
  following is a list of questions that the Town Watch asks 
  during their questioning of the PCs. 
  • 
  “Why are you out in this storm?  It’s a bad 
  night to be out and about.” 
   
  • 
  “Ma’am you should get that child inside 
  before it catches cold.” 
  • 
  “Did you know these folks?” 
  • 
  “Why did they attack you?” 
  • 
  “Were their weapons peace bonded?” 
  • 
  “Were your weapons peace bonded?“ 
  The Town Watch asks to see the broken peace bonds.  
  They look at the peace bonds on the NPCs and determine 
  that they had cut their bonds.   
  PCs were forced to undo the peace bond on their 
  weapons when they drew them.  Fortunately for the PCs, 
  evidence of the peace bonding remains after it is undone. 
   If the PCs point the peace bonding out to the Town 
  Watch, give them a +2 bonus on their Diplomacy check. 
  The NPC adventurers had deliberately cut the peace 
  bonds on their weapons.  If the PCs point the cut peace 
  bonding out to the Town Watch, give them another +2 
  bonus on Diplomacy checks. 
  After the PCs have talked to the Town Watch and given 
  an acceptable explanation, have them make a Diplomacy 
  check (DC 10 + APL).  Feel provide situational bonuses as 
  applicable based on role-play or meta-org affiliation.  If 
  the PCs spin a lie, then use a Bluff check instead. 
  If the Diplomacy check is successful, the Town Watch 
  believes the PCs’ story and takes the NPCs in custody or 
  takes their bodies away. 
  If the PCs fail at the Diplomacy check or there is no 
  evidence that their weapons were peace bonded, the PCs 
  are arrested.  Go to Arrested by the Town Watch below. 
  During the questioning, Calisse stays in the back of the 
  party with Ogwyn tending to her. 
  Fighting the Town Watch 
  If the PCs attack the Town Watch, the Town Watch 
  sends up an alarm and fights to subdue (see Appendix II 
  for their tactics).  Reinforcements arrive in three rounds.  
  This is the Knights of the Watch patrol listed in 
  Encounter Three.  The Knights immediately come to 
  the defense of the Town Watch.  Additional 
  reinforcements arrive every five rounds thereafter.  
  Alternate between Knight of the Watch patrols and 
  Town Watch patrols. 
  If the PCs defeat ten waves of reinforcements, the 
  authorities in the city take extreme notice.  High-level 
  fighters, clerics, druids, paladins and other powerful 
  figures arrive on the scene.  The PCs are quickly 
  overwhelmed and arrested. 
  If the PCs are captured during the fight, they are arrested 
  and taken to the Trevol Llys.  Go to Arrested by the 
  Town Watch below.   
  If the PCs flee, go to Fleeing from the Town Watch 
  below. 
  Fleeing from the Town Watch 
  The PCs can flee the scene before the Town Watch 
  arrives. 
  The Town Watch stops to investigate the site of the 
  battle.  The Town Watch finds the tracks of the PCs 
  inside of three rounds of arriving on the scene.   
  If the PCs do not cover their tracks, the Town Watch is 
  able to follow them.  Upon discovering the tracks, the 
  Town Watch sends for a tracker.  It takes ten minutes for 
  a tracker to arrive at the scene.  At this point, a triple 
  strength patrol is sent after the PCs (combine three 
  patrols). 
  GEO4-02 A Stormy Night in Hochoch 
   
  Page 15 
  
  The DC for following the PCs is 19.  (Base DC of 5 [very 
  soft ground] -2 [assuming there are six PCs and Ogwyn 
  and Awela] + 10 [fresh snow on the trail] and +6 [overcast 
  night].  See the PH for more details on Tracking.  The 
  Town Watch’s tracker has a +10 Survival skill modifier. 
  The PCs can increase the DC by 5 if they actively hide 
  their trail.  The PCs may take other steps to hide their 
  trail.  The DM gives circumstance modifiers as necessary. 
   If the PCs are dragging bodies away, then reduce the DC 
  by 4. 
  The pursuing Town Watch patrol moves at one-third 
  speed (half for the snow and then down to a third due to 
  tracking).  If the PCs keep moving, it is unlikely that the 
  Town Watch catches up.  However, if the PCs spend a 
  long time in one place or double back on themselves, the 
  Town Watch could catch up.   
  If the PCs are dragging the bodies away and stop to 
  remove armor (which takes a full minute to undo) and 
  thoroughly 
  loot 
  the 
  bodies, 
  the 
  Town 
  Watch 
  automatically catches up unless the PCs are taking 
  extraordinary measure to hide themselves. 
  If the PCs successfully avoid the Town Watch, go to 
  Encounter Six.  Otherwise, go to the appropriate section 
  above if the PCs try to talk their way out or attack the 
  Town Watch.  However, the PCs are at -5 circumstance 
  penalty to all Diplomacy checks with the Town Watch, as 
  the constables are suspicious because the PCs fled the 
  scene of a crime. 
  Arrested by the Town Watch 
  If the PCs are arrested, they are taken to the Trevol Llys, 
  which is the headquarters for the Town Watch.  There, 
  they are placed in cells and await a hearing by a 
  magistrate in the morning. 
  The magistrate is a priest of Allitur who listens to the 
  PCs.  The magistrate weighs the merits of the PCs 
  arguments as given above in Talking to the Town 
  Watch.  However, the PCs are at a -5 circumstance 
  penalty on all Diplomacy checks as the magistrate is 
  inclined to believe the Town Watch.  If the PCs fled the 
  scene, this jumps to a -10 penalty. 
  If the magistrate finds for the PCs, they are released 
  immediately.  However, Calisse’s identity was discovered 
  during the night and the Knights of the Watch arrived to 
  take possession of her.  Go to Conclusion: Calisse with 
  the Knights. 
  If the magistrate finds the PCs guilty of violence inside 
  the city walls, he fines them (APL x 100 gp).  The PCs are 
  warned not to shed blood again. 
  If a PC fought the Town Watch, the fine is much stiffer 
  (APL x 500 gp).  This includes injuring, doing nonlethal 
  damage, and casting spells that affected the constables.  If 
  a PC killed a member of the Town Watch, they are taken 
  outside of the city to a cliff called Dastard’s Fall and “cast 
  down”.  The fall kills the PC and the Town Watch does 
  not allow the body to be raised or reincarnated.  The PC is 
  removed from play.  Calisse’s identity is discovered as 
  stated above, and the Knights of the Watch take her.  Go 
  to Conclusion: Calisse with the Knights. 
  Encounter Six: The Walls of 
  Hochoch 
  If another hour has passed, the PCs do get a casual 
  opportunity to see through Calisse’s disguise.  The effects 
  of weather apply to this encounter.  See the Weather 
  section of the Adventure Background for details. 
  The DM should ask the PCs if they are maintaining their 
  marching order from before.  If they are making any 
  changes, they need to inform the DM. 
  As the PCs approach the gates or the walls of Hochoch, 
  read the following. 
  The wall surrounding Hochoch is before you and 
  poses the last barrier to reaching the safety of 
  Beory’s Teeth.  Behind you, you notice something 
  very odd -- a reddish glow far behind you and up the 
  hill. You can barely see it through the weather, but 
  the flames are burning high and bright.  Caer Dwr 
  Gwyldy is on fire. 
   
  The PCs can identify that the portion of the Caer that is 
  burning is the noble residence with a Knowledge 
  (nobility) check (DC 15). 
  The gates of Hochoch close at sunset and are only opened 
  for good reason.  The PC can climb the walls, convince a 
  guard that the PCs should be allowed out, bribe the 
  guards, or fight all the guards and open the gates 
  themselves.   
  � Gate Commander: male human Clr9; hp 68; see 
  Appendix II. 
  � Gate Guard #2: male human Ftr7; hp 6968; see 
  Appendix II. 
  � Gate Guard #3: male human Ftr7; hp 69; see 
  Appendix II. 
  There are no sewers in Hochoch so the PCs cannot sneak 
  out that way.  If the PCs try to fly over the wall, 
  remember the effects of the weather on flying. 
  Climbing the Walls of Hochoch  
  The town wall is about 30 feet tall.  It is 15 feet wide at 
  the base, 10 feet wide at the top.  The towers are another 
  10 feet taller and positioned every 100 feet or so along the 
  wall.  The walls count as a vertical rough surface (DC 25 
  to climb). 
  Regardless of where the PCs choose to sneak over the 
  wall, there are three veteran soldiers from the Army of 
  Liberation patrolling that section of the wall.  A 
  GEO4-02 A Stormy Night in Hochoch 
   
  Page 16 
  
  successful Move Silently check (DC 10 + APL) and Hide 
  check (DC 10 + APL) allows the party to sneak by the 
  guards. 
  If the party is spotted on the wall, the guards call for the 
  PCs to halt.  If the PCs surrender, they are taken into 
  custody.  Resolve this encounter as per Arrested by the 
  Town Watch in Encounter Five above. 
  If the PCs attack the guards, the guards sound the alarm.  
  Resolve this encounter as per Attacking the Gate 
  Guards below. 
  Passage through the Gates of Hochoch 
  The PCs can attempt to convince the guards to allow 
  them out of town through a small postern gate door.  The 
  PCs can get the guards to let them out with a successful 
  Diplomacy check (DC 15 + APL).  The DM assigns 
  circumstance bonuses as necessary.  Some guidelines are 
  below. 
  • 
  +5 circumstance bonus: Member of the Army of 
  Liberation, priest of a prominent temple meta-
  org, use of a Level D favor.  
  • 
  +10 circumstance bonus:  Officer of the Army of 
  Liberation, elder priest of a prominent meta-org, 
  use of a Level C favor. 
  • 
  +15 circumstance bonus: Peer of the Realm, 
  Griffon Guard, Chosen of Calisse, use of a Level 
  B favor. 
  Calisse and Ogwyn remain in the back so as to minimize 
  interaction with the guards.  Unless the PCs really slip 
  up, the guards do not recognize either of them. 
  The PCs can also use Bluff to get past the gate, but the 
  story had better be good (DC 15 + APL). 
  The PCs can bribe their way out.  The cost to bribe the 
  guards is 100 gp times the APL. 
  Attacking the Gate Guards 
  Each of the gates has three members of the Army of 
  Liberation guarding them throughout the night.  There 
  are another 16 soldiers asleep in the barracks within the 
  gatehouses.   However, by the time the PCs get to the 
  gate, the Army of Liberation has sent veteran officers to 
  check the gates due to the attack on the Caer. 
  If the PCs attack the guards, they attempt to sound the 
  alarm and rouse their fellows (see Appendix II for the 
  guards tactics).  A patrol of the Knights of the Watch 
  arrives two rounds after the alarm is sounded.  Additional 
  patrols arrive every two rounds after that until there are 
  fiver patrols at the gate.  Use the stats from Encounter 
  Three for the Watcher patrols. 
  All of the soldiers guarding the walls and the gates are 
  members of the Army of Liberation. 
  The guards have been alerted by the Knights to hold 
  Calisse if she shows up.  Go to Conclusion: Calisse 
  with the Knights if Calisse’s identity is revealed. 
  Once the PCs are outside the city continue to Encounter 
  Seven. 
  Encounter Seven: The Devil is in 
  the Details 
  If another hour has passed, the PCs get another casual 
  opportunity to see through Calisse’s disguise.  The effects 
  of weather apply to this encounter.  See the Weather 
  section of the Adventure Background for details. 
  The DM should ask the PCs if they are maintaining their 
  marching order from before.  If they are making any 
  changes, they need to inform the DM.   
  It takes thirty minutes of travel to make it to this point 
  outside the town from the Shalm’s Gate.  The party is 
  halfway between the walls and Beory’s Teeth.  The storm 
  makes it impossible to see either location. 
  With no buildings or town walls to break up the 
  wind, the wind relentlessly assaults your body.  
  Snow is deeper outside of Hochoch and finding 
  your way to Beory’s Teeth is difficult.  Making your 
  way along the Sunken Road shields you from the 
  worst of the wind, but the darkness and 
  precipitation makes seeing distances impossible.  
  As your group gets out of the depression that marks 
  the side of the Sunken Road and starts the final trek 
  towards Beory’s Teeth, you notice a lone figure 
  sitting astride a large horse.  A closer look reveals 
  that the rider is a statuesque woman dressed in a 
  dark cloak, what little exposed skin is flawless.   
  The PCs may wish to take some action at this point.  If 
  the PCs seem about to attack or start casting spells, read 
  the following. 
  Her head rises up.  From the shadows of her face, 
  she examines you with red glowing eyes.  Awela 
  gasps, clutching her child even closer to her chest.  
  Ogwyn positions himself between Awela and the 
  rider. 
  “Greetings, Your Radiance,” The woman’s lips do not 
  move and the words burn inside your head.  “I have
  been sent to collect the child of Owen.  Turn it over 
  to me now, and I will spare the lives of you and your 
  companions.  Otherwise, my champions shall rend 
  the flesh from your bones and take the spawn.  My 
  mistress will not be denied.” 
   
  This is the first erinyes from the nursery.  Calisse and 
  Ogwyn immediately recognize her.  The erinyes uses her 
  telepathy to speak to the PCs.  Her true seeing special 
  quality allows her to see through Calisse’s hat of disguise. 
  GEO4-02 A Stormy Night in Hochoch 
   
  Page 17 
  
  The PCs may notice that she called Awela “Her 
  Radiance”.  If they comment on it, the erinyes, says: 
   “Oh yes, that’s right.  I said Radiance.  Do you not 
  know with whom you walk?  ‘Tis the Brenines 
  herself, but she doesn’t look quite herself today.” 
  At this point Calisse drops the disguise and takes her true 
  form. 
  The dumpy plain woman changes into a beautiful 
  young woman with long blonde hair and blue eyes.  
  She carries herself with poise and grace.  “I know 
  what you are, fiend.  You shall not have my child.  I 
  eluded your attack in the nursery, and I shall do so 
  again here.  Get back to the hells that spawned you.” 
  The fiend smiles in amusement. 
  The erinyes simply wants the child to be turned over to 
  her or she brings suffering down on the party.  It looks 
  like she is alone, but her support hides in the storm.  If 
  they ask who sent her, she says, “The Lady” and nothing 
  else on the subject.   
  First, the erinyes tries to get the PCs to abandon Calisse 
  and Ogwyn.  She derides the PCs telling them they 
  meddle in affairs beyond their understanding. 
  “Why should you protect liars?  You should walk 
  away and leaves this to those with the knowledge 
  and power to address these situations.” 
  The erinyes’ goal is the child, but she will claim Calisse as 
  well if she can.  The PCs could possible avoid combat 
  with the erinyes and her associates by completely selling 
  out Calisse and Ogwyn.  Calisse then flees with Ogwyn 
  protecting her.  The erinyes sends her devils after them.  
  Without the PCs’ help, they are overwhelmed. 
  If the PCs turn Rhys over to the erinyes, they earn the 
  Hatred of Grand Duchess Calisse Skotti (see the Treasure 
  Summary) for their betrayal.  Go to Conclusion: Calisse 
  with the Devils. 
  If the PCs remain true to Calisse or the rider grows weary 
  of the conversation, she decides to do this the old-
  fashioned way and beat the PCs into submission.    
   “You are not very smart are you?  Then you will 
  suffer for your stupidity.”  She vanishes leaving 
  nothing but a swirling dark cloud and the smell of 
  brimstone.  The horse has vanished as well. 
  PCs who make a Spellcraft check (DC 20) can identify 
  the spell effect as a teleport.  This should not be possible 
  within 10 miles of Hochoch.  How she did it is a secret 
  that the Geoff Triad is going to keep for a while longer. 
  At this point, the devil allies of the erinyes charge out of 
  the storm at the PCs, intent on capturing the child.  Use 
  each PC’s sixth random roll plus the PCs initiative 
  modifier to determine each PC’s place in the initiative 
  order.  The devils’ tactics can be found in Appendix I. 
  If the PCs fight, Ogwyn defends Calisse and assists the 
  PCs as much as possible.  He uses his spells to augment 
  their ability in battle.  He keeps an eye on Calisse to 
  protect her.  If she is seriously threatened he uses his dust 
  of disappearance on her and tells her to run. 
  Calisse uses all of her abilities to protect herself.  She 
  casts mage armor, shield, and reads her scroll of invisibility.  
  If she is forced into combat, she uses her wand of magic 
  missile (9th level caster) to protect herself and Rhys. 
  If the PCs are successful, go to Conclusion: Calisse 
  Safe.  If the devils defeat the PCs and take Calisse and the 
  child, go to Conclusion: Calisse with the Devils. 
  DM Note:  The EL of this encounter has been reduced by 
  one since Ogwyn assists the PCs in this fight (see above). 
   More than likely, the PCs want to try and attack the rider 
  directly.  She ignores their attempts to harm her and 
  teleports as soon as she is attacked.  She has AC 34, SR 28, 
  immunity to fire/poison, and acid/cold resistance 20. 
  APL 4 (EL 6) 
  � Bearded Devils (2): hp 50 each; see Monster Manual. 
  APL 6 (EL 8) 
  � Bearded Devils (4): hp 50 each; see Monster Manual. 
  APL 8 (EL 10) 
  � Bone Devil: hp 98; see Monster Manual. 
  � Bearded Devils (4): hp 50 each; see Monster Manual. 
  APL 10 (EL 12) 
  � Barbed Devil: hp 126; see Monster Manual. 
  � Bone Devils (2): hp 98 each; see Monster Manual. 
  Conclusion 
  Depending on the choices made in this scenario a 
  number of different conclusions are possible. 
  Calisse Safe 
  Use this conclusion if the PCs have escorted Calisse and 
  Rhys to Beory’s Teeth successfully. 
  The following is a description of what happens at Beory’s 
  Teeth.  The PCs can interject at several points.  If so, try 
  to accommodate them. 
  At long last you reach Beory’s Teeth.  The great 
  standing stones jut skyward and weather the sleet 
  and wind. 
  There at the Druid’s Circle, you find a man named 
  Pwyll who is waiting, but he is not a druid.  With a 
  sweeping bow, he introduces himself as Pwyll of the 
  GEO4-02 A Stormy Night in Hochoch 
   
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  Verdant Ivy, bard of the Old Lore and of the College 
  of Canaith and says, 
  “I have good news, your Radiance.  Gwenllian the 
  Eglantine has granted your request of sanctuary.  
  She has given me leave to escort you to the Isle of 
  Rhun.”   
  A look of concern passes over Pwyll’s face.  “I was not 
  expecting to see you here tonight.  I had planned to 
  meet you at the Caer as soon as the storm lifted.” 
  “My plans have changed,” Calisse replies. “I must 
  leave immediately for Rhun.” 
  “Of course, your Radiance,” Pwyll says with a slight 
  bow of the head.  He approaches a dolmen and 
  chants softly to himself in an ancient tongue while 
  touching one of the stones. 
  Pwyll is reciting an ancient ritual in the secret Druidic 
  language.  This is a ritual that they do not share with 
  anyone outside of the Old Faith or the Old Lore.  The PCs 
  can overhear what he is saying if they can speak Druidic 
  and make a Listen Check (DC 30).  Even then, all they 
  know is that he gave thanks to the Old Faith gods.  
  Spellcraft checks reveal nothing, as this is not a spell 
  effect.   
  In the space between the two massive stones, a 
  creature appears out of nothing as it turns to face 
  you.   It appears vaguely elven, but she has light 
  green skin, and her “hair” consists of feathers.  “Ah, 
  Pwyll, my nightingale, when will you sing me my 
  song?” the creature pouts. 
  Pwyll looks to Calisse then back to the guardian.  
  “Right now, milady Guardian, in exchange for 
  passage for companions and myself.”   
  The guardian thinks for a moment then says, “Very 
  well, I accept your gift of a song for passage.”  Pwyll 
  pulls a mandolin off his back and begins to sing. 
  An excellent melody of the song was used by Ben 
  Kingsley in the movie production of Twelfth Night.  If 
  you are unfamiliar with this performance, make the song 
  rather sad and sweet -- like a smile through tears. 
  “When that I was and a little tiny boy 
  With hey, ho, the wind and the rain, 
  A foolish thing was but a toy, 
  For the rain it raineth every day”. 
  “But when I came to man's estate, 
  With hey, ho, the wind and the rain, 
  'Gainst knaves and thieves men shut their gate, 
  For the rain it raineth every day.” 
  “But when I came, at last, to wive, 
  With hey, ho, the wind and the rain, 
  By swaggering could I never thrive, 
  For the rain it raineth every day.” 
  “A great while ago the world began, 
  With hey, ho, the wind and the rain, 
  But that's all one, my song is done, 
  And I'll strive to please you every day.” 
  Speak this next line low and soft. 
   “Every day.” 
  DM Note: Song from William Shakespeare’s Twelfth 
  Night Act. 5, Scene 1 with a few minor changes. 
  The guardian smiles at the Old Lore bard with a look 
  of utter delight on her face.  “Oh thank you, Pwyll.  
  That was wonderful.  The Ways of the World are 
  open to you."  She reaches out to touch the stones on 
  each side of her.  Almost immediately, the space 
  between the upright stones fills with swirling mist.  
  As the guardian fades away, she whispers, “Fly away, 
  my nightingale, till we meet again.”   
  Pwyll puts away his instrument and motions for 
  Calisse to enter.  Just before doing so, she turns to 
  you.  “I cannot thank you enough for your escort 
  through the town.  It is doubtful that we would have 
  made the journey without you”   
  The PCs may wish to say good-bye to Calisse and Ogwyn 
  at this time.  Ogwyn has a parting gift for the PCs. 
  Ogwyn adds “I too have much to be thankful for.  
  While this would never come close to repaying my 
  debt, you may find a better use for it. (He hands the 
  PCs his wand of haste.)  “Hwyl fawr.” (hwill faw-er, tr.  
  farewell)   
  PCs may want to travel with Calisse.  She tells them no 
  and that their efforts would be better spent making sure 
  that Rhys has a place to return to than hiding with her 
  among the druids. 
  If a Chosen or Griffon Guard ask to go along, she tells 
  them that they would better protect her if they could find 
  out who is behind these attacks. 
  When the conversation reaches an end, read the 
  following: 
  “You may tell any who ask where I have gone.  I am 
  taking Rhys to the druids so that he may learn the 
  ways of his father.  Rhys will be the next Brenin.”     
  She takes a deep breath.  “I hope we meet again,” she 
  says and enters the gateway and fades into the mist.  
  Ogwyn and Pwyll follow and disappear.  Shortly 
  thereafter, the mists fade and all that remains are 
  the standing stones themselves. 
  PCs receive the Favor of Calisse (see the Treasure 
  Summary).  If a PC had the Ire of Calisse from an earlier 
  module, they can exchange the Favor to get it removed. 
  If a member (or members) of the party killed a Town 
  Watch, Knight of the Watch, or a member of the Army of 
  Liberation sometime in this module, proceed to 
  Judgment of Allitur. 
  GEO4-02 A Stormy Night in Hochoch 
   
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  Calisse with Rhisiart 
  Use this conclusion if the allies of Bedwyn get Calisse 
  and Rhys. 
  Modify the box text accordingly to fit the situation the 
  PCs are in. 
  Arianwyn and his companions take custody of the 
  woman and the infant.  They quickly fade into the 
  stormy night.  
  Days pass and you learn that Grand Duchess Calisse 
  and Owen’s son Rhys have disappeared from 
  Hochoch.   All attempts to locate them are fruitless. 
  It was as if the night swallowed them up.  
   
  Calisse and Rhys are taken out of the country to a distant 
  and remote location, where Arianwyn and his 
  companions guard her.  Rhisiart uses her capture as a way 
  to gain favor with Bedwyn the Fat.  He also hints that she 
  can be returned to Geoff along with her child.  Bedwyn 
  makes Rhisiart a noble and gives him great wealth. 
  If a member(s) of the party killed a Town Watch, Knight 
  of the Watch, or a member of the Army of Liberation 
  sometime in this module, proceed to Judgment of 
  Allitur. 
  Calisse with the Knights 
  Use this conclusion if the Knights of the Watch get 
  Calisse and Rhys. 
  Modify the box text accordingly to fit the situation the 
  PCs are in. 
  The Knights of the Watch take custody of the 
  woman and the infant.  They quickly fade into the 
  stormy night. 
  Days later, you hear that Grand Duchess Calisse and 
  Owen’s son Rhys have taken refuge at the Knights of 
  the Watch keep outside of Hochoch after an attack 
  on Caer Dwr Gwyldy. 
  Calisse and Rhys are taken to Northkeep where the 
  Knights of the Watch guard them.  Mother and child stay 
  there for some time.  Calisse is marginalized in Gyri 
  politics and ceases to have any influence on the fate of 
  the nation.  
  If a member(s) of the party killed a Town Watch, Knight 
  of the Watch, or a member of the Army of Liberation 
  sometime in this module, proceed to Judgment of 
  Allitur. 
  Calisse with the Devils 
  The PCs allow “The Lady” to take Calisse and Rhys. 
  Modify the box text accordingly to fit the situation the 
  PCs are in. 
  In the direction that Ogwyn and Calisse run off, you 
  hear a couple of meaty thunks, the screams of a baby 
  and the sobbing of a young mother, then … nothing 
  … nothing but the storm around you. 
  The devils take Calisse and Rhys elsewhere.  Their fate is 
  too horrible to describe here. 
  If a member(s) of the party killed a Town Watch, Knight 
  of the Watch, or a member of the Army of Liberation 
  sometime in this module, proceed to Judgment of 
  Allitur. 
  Judgment of Allitur 
  Use this conclusion if the PCs killed a member of the 
  Town Watch or a Knight of the Watch and were not 
  arrested during the course of the adventure. 
  Not days after your adventure with Calisse (or 
  Awela) you are arrested by the Town Watch for 
  murdering an officer of the law.  After several days 
  of intense questioning by several different groups, 
  you are brought before an elder priest of Allitur. 
  The PCs have the opportunity to answer the charges 
  against them.  Adjudicate the charges as per Arrested by 
  the Town Watch in Encounter Five. 
   
   
  The End 
  Experience Point Summary 
  The player characters receive the following experience 
  point awards, by APL and encounter: 
  Encounter Two 
  Defeat the assassin and keep Calisse alive 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
  Encounter Three 
  Get past the Knights of the Watch patrol 
   
  APL 4 – 30 xp. 
   
  APL 6 – 40 xp. 
   
  APL 8 – 50 xp. 
   
  APL 10 – 60 xp. 
  Encounter Four 
  Defeat Bedwyn’s adventurers 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
  Encounter Six 
  Escape the city of Hochoch 
   
  APL 4 – 30 xp. 
   
  APL 6 – 40 xp. 
   
  APL 8 – 50 xp. 
  GEO4-02 A Stormy Night in Hochoch 
   
  Page 20 
  
   
  APL 10 – 60 xp. 
  Encounter Seven 
  Defeat the devils 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
  Conclusion 
  Get Calisse and Rhys safely to Beory’s Teeth  
   
  APL 4 – 75 xp. 
   
  APL 6 – 100 xp. 
   
  APL 8 – 125 xp. 
   
  APL 10 – 150 xp. 
  Total Possible Experience 
   
  APL 4 – 675 xp. 
   
  APL 6 – 900 xp. 
   
  APL 8 – 1,125 xp. 
   
  APL 10 – 1,350 xp. 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and how to 
  activate it.  Other times they may attempt to use the item 
  blindly.  If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure totals 
  below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter One 
   
  APL 4: L: 25 gp; C: 30 gp; M: boots of the winterlands 
  (208 gp), cloak of resistance +1 (83 gp), elixir of hiding (21 gp), 
  elixir of sneaking (21 gp), potion of heroism (63 gp). 
   
  APL 6: L: 0 gp; C: 30 gp; M: boots of the winterlands 
  (208 gp), cloak of resistance +1 (83 gp), elixir of hiding (21 gp), 
  elixir of sneaking (21 gp), potion of heroism (63 gp), potion of 
  barkskin +3 (50 gp), +1 kama (192 gp). 
   
  APL 8: L: 0 gp; C: 30 gp; M: boots of the winterlands 
  (208 gp), cloak of resistance +1 (83 gp), elixir of hiding (21 gp), 
  elixir of sneaking (21 gp), potion of heroism (63 gp), potion of 
  barkskin +4 (75 gp), +1 ki focus kama (692 gp). 
   
  APL 10: L: 0 gp; C: 30 gp; M: boots of the winterlands 
  (208 gp), cloak of resistance +2 (333 gp), elixir of hiding (21 
  gp), elixir of sneaking (21 gp), arcane scroll of greater heroism – 
  11th level caster (138 gp), potion of barkskin +5 (100 gp), +1 
  wounding kama (1,525 gp). 
  Encounter Four 
   
  APL 4: L: 185 gp; C: 500 gp; M: 12 oils of magic weapon 
  (4 gp each), 16 potions of cure light wounds (4 gp each), 12 
  potions of endure elements - cold (4 gp each), cloak of resistance 
  +1 (83 gp), pearl of power – 1st level spell (83 gp), Pennar’s 
  Spellbook (271 gp). 
   
  APL 6: L: 107 gp; C: 500 gp; M: 8 oils of magic weapon 
  (4 gp each), 8 potions of cure light wounds (4 gp each), 4 
  potions of endure elements - cold (4 gp each), cloak of resistance 
  +1 (83 gp), pearl of power – 1st level spell (83 gp), Pennar’s 
  Spellbook (271 gp), wand of enlarge person – 1st level caster (63 
  gp), +1 heavy flail (193 gp), +1 rapier (193 gp), +1 longsword 
  (193 gp). 
   
  APL 8: L: 17 gp; C: 500 gp; M: 8 oils of magic weapon (4 
  gp each), 8 potions of cure light wounds (4 gp each), 4 potions 
  of endure elements - cold (4 gp each), cloak of resistance +2 
  (333 gp), pearl of power – 1st level spell (83 gp), Pennar’s 
  Spellbook (271 gp), wand of enlarge person – 1st level caster (63 
  gp), +1 heavy flail (193 gp), +1 rapier (193 gp), +1 longsword 
  (193 gp), 4 potions of resist energy 10 - fire (25 gp each), potion 
  of barkskin +2 (25 gp), pearl of power – 2nd level spell (333 gp), 
  ring of protection +1 (167 gp), +1 breastplate (113 gp), +1 
  studded leather (98 gp), +1 chain shirt (104 gp), +1 dagger 
  (192 gp). 
  GEO4-02 A Stormy Night in Hochoch 
   
  Page 21 
  
  Items for the Adventure Record 
   
  APL 10: L: 4 gp; C: 500 gp; M: 8 oils of magic weapon (4 
  gp each), 8 potions of cure light wounds (4 gp each), 4 potions 
  of endure elements - cold (4 gp each), cloak of resistance +2 
  (333 gp), pearl of power – 1st level spell (83 gp), Pennar’s 
  Spellbook (271 gp), wand of enlarge person – 1st level caster (63 
  gp), +1 heavy flail (193 gp), +1 rapier (193 gp), +1 longsword 
  (193 gp), 4 potions of resist energy 10 - fire (25 gp each), potion 
  of barkskin +4 (75 gp), pearl of power – 2nd level spell (333 gp), 
  ring of protection +1 (167 gp), +1 breastplate (113 gp), +1 
  studded leather (98 gp), +1 chain shirt (104 gp), +1 dagger 
  (192 gp), +1 heavy wooden shield (96 gp). 
  Item Access 
  APL 4: 
  � Boots of the Winterlands (Adventure, DMG) 
  � Elixir of Hiding (Adventure, DMG) 
  � Elixir of Sneaking (Adventure, DMG) 
  � Pearl of Power – 1st level spell (Adventure, DMG) 
  Conclusion 
  � Pennar’s Spellbook (Adventure, see above) 
   
  All APLs: L: 0 gp; C: 0 gp; M: wand of haste – 5th level 
  caster (938 gp). 
  � Potion of Heroism (Adventure, DMG) 
  � Wand of Haste (Adventure, 5th level caster, DMG) 
   
  Total Possible Treasure (Maximum Reward 
  Allowed) 
   
  APL 4: L: 210 gp; C: 530 gp; M: 1,931 gp – Total: 2,671 
  gp (650 gp). 
  APL 6 (APL 4 Items plus): 
  � Potion of Barkskin +3 (Adventure, DMG) 
   
  APL 6: L: 107 gp; C: 530 gp; M: 2,735 gp – Total: 3,372 
  gp (900 gp). 
  � Wand of Enlarge Person (Adventure, 1st level caster, 
  DMG) 
   
   
  APL 8: L: 17 gp; C: 530 gp; M: 4,642 gp – Total: 5,189 
  gp (1,300 gp). 
   
  APL 10: L: 4 gp; C: 530 gp; M: 5,971 gp – Total: 6,505 
  gp (2,300 gp). 
  APL 8 (APL 4, 6 Items plus): 
  Special 
  � +1 Ki Focus Kama (Adventure, DMG) 
  � Hatred of Grand Duchess Calisse Skotti 
  � Cloak of Resistance +2 (Adventure, DMG) 
   
  You have betrayed the trust of Calisse the Brenines 
  and earned her hatred.  She has called upon friends and 
  family to see that you suffer.  At the beginning of every 
  adventure (Core, Regional, or Metaregional), make a 
  Fortitude Save (DC 18) or die from an assassin’s blade.  If 
  an assassination is successful, you need not make further 
  Fortitude saves even if you are restored to life.  
  � Pearl of Power – 2nd level spell (Adventure, DMG) 
  � Potion of Barkskin +4 (Adventure, DMG) 
   
  APL 10 (APL 4, 6, 8 Items plus): 
  � +1 Wounding Kama (Adventure, DMG) 
  � Favor of Grand Duchess Calisse Skotti 
   
  You have assisted Calisse the Brenines, when she 
  was in dire peril.  She remembers your efforts on her 
  behalf.  Favor Level B.  Mark this favor when used. 
  � Potion of Barkskin +5 (Adventure, DMG) 
  � Scroll of Greater Heroism (Adventure, 11th level caster, 
  DMG) 
   
   
   
   
  This favor can be spent to gain access (Frequency: 
  Adventure) 
  to 
  purchase 
  one 
  of 
  the 
  following 
  items/upgrades: gem of brightness, ring of energy resistance, 
  minor (electricity), or moderate fortification armor/shield 
  special ability. 
  � Pennar’s Spellbook 
   
  1st - enlarge person, expeditious retreat, grease, mage armor, 
  magic missile, protection from good, ray of enfeeblement, shield, 
  silent image; 2nd - glitterdust, fox's cunning, invisibility, Melf's 
  acid arrow, protection from arrows, protection from energy, rope 
  trick, web; 3rd – dispel magic, displacement, haste, lightning bolt, 
  slow; 4th - dimension door, greater invisibility, mass enlarge 
  person, solid fog, stoneskin; 5th - Bigby’s interposing hand. 
   
  Market Price: 3,250 gp; Weight: 3 lbs. 
  GEO4-02 A Stormy Night in Hochoch 
   
  Page 22 
  
  Appendix I: Combat Encounters
  APL 4 
  Encounter 2 
  DM Note:  Values in brackets “[ ]” represent the pre-
  NPC stats prior to consuming potions. 
  Mistra the Silent:  female tiefling (native); Mnk 
  5/Asn 1; CR 6; Medium outsider; HD 1d6+5d8+6; hp 
  39; Init +7; Spd 40 ft; AC 20 (+3 Dex, +5 ac bonus, +2 
  shield of faith +2), touch 20, flat-footed 17 [16 (+3 Dex, +3 
  ac bonus), touch 16, flat-footed 13]; Base Atk +3; Grp 
  +9; Atk +9 [+5] or +10 [+6] melee (1d8+6 [2], unarmed 
  strike or 1d6+6 [2], mw kama); Full Atk +9 [+5] or +10 
  [+6] melee (1d8+6 [2], unarmed strike or 1d6+6 [2], mw 
  kama) or +7 [3]/+7 [3] or +8 [4]/+8 [4] melee (1d8+6 [2], 
  unarmed strike or 1d6+6 [2], mw kama); SA death 
  attack, flurry of blows, ki strike +1, poison, sneak attack 
  +1d6, unarmed strike, darkness; SQ see invisible, 
  darkvision 60 ft.; resistance to cold 5, electricity 5, and 
  fire 5, ac bonus, evasion, fast movement, purity of body, 
  slow fall 20 ft., still mind; AL LE; SV Fort +8 [+6], Ref 
  +12 [+10], Will +13 [+9]; Str 19 [14], Dex 16, Con 12, Int 
  20 [16], Wis 18 [15], Cha 6. 
   
  Skills & Feats:  Concentration +13 [+11], Disguise 
  +2, Hide +27 [+15], Jump +17 [+13], Listen +9 [+5], 
  Move Silently +25 [+13], Spot +9 [+5], Tumble +17 
  [+15]; Combat Expertise, Deflect Arrows Improved 
  Initiative, Iron Will, Stunning Fist. 
   
  Darkness (Sp): You can use darkness once per day 
  (caster level equal to class levels). 
   
  Assassin spells known (0/1; DC 15 [13] + spell level):  
  0 -; 1st – true strike, obscuring mist. 
   
  Languages: 
   
  Common, 
  Draconic, 
  Dwarven, 
  Infernal, Keoish, Ancient Suloise. 
   
  Possessions:  boots of the winterlands, masterwork 
  kama, cloak of resistance +1, large scorpion venom, elixir of 
  hiding, elixir of hiding, elixir of sneaking, elixir of sneaking, 
  potion of bull's strength, potion of fox's cunning, potion of 
  heroism, potion of heroism, potion of owl's wisdom, potion of 
  shield of faith +2, 180 gp. 
  Tactics:  Mistra knows that Calisse went into the 
  temple.  She has been watching it the entire time.  
  When a large party with a woman carrying a baby 
  leaves, she follows in the shadows, looking for an 
  opportunity to strike.  She consumes her elixirs of hiding 
  and sneaking since they last an hour each.  One minute 
  before she strikes, she applies the poison to her 
  weapon and consumes the potions of bull’s strength, fox’s 
  cunning, heroism, owl’s wisdom, and shield of faith +2. 
  She follows the party in the shadows, staying in the 
  dark.  The PCs can see her moving in the shadows with 
  a successful opposed Spot check, Mistra gets a +10 
  concealment bonus for the lighting conditions.  If 
  spotted, she moves off and approaches from a different 
  direction.  Do not forgot to have the players subtract 6 
  from their roll for the weather.  She does not leave 
  tracks in the snow because of the boots she is wearing. 
  Just before the surprise round begins, Mistra stays in 
  the shadows, but moves within 20’ of Calisse and casts 
  true strike.  The PCs get another opposed Spot (DC 25 + 
  APL) and Listen checks (DC 10 + APL).  Do not forget 
  to apply a –6 penalty to the players rolls for the 
  weather conditions.  If either check is successful, the 
  PC may act during the surprise round.  Otherwise, they 
  are surprised and cannot act during the surprise round. 
   Also, during this time, Mistra has been studying 
  Calisse for her Death Attack. 
   
  Surprise round:  Mistra uses her combat 
  expertise and fights defensively (AC increases by 
  BAB+3 and she takes a BAB+4 penalty to attacks.  She 
  charges 20 ft (the boots she wears allows this.  She 
  soaks up AoOs and only uses Tumble to pass through 
  an occupied squares) and uses her Death Attack, 
  unarmed, (do not forget her true strike bonus of +20) on 
  Calisse to paralyze her, not kill her.  This is the only 
  time Mistra can use her death attack skill. 
   
  First round:  Mistra keeps her modified AC and 
  attack bonuses until her turn in the initiative order.  
  On her turn she stops using combat expertise and 
  fighting defensively.  Using spring attack, she moves 
  back out into the shadows, making a single attack 
  against a PC along the way, and hiding again with 
  appropriate modifiers and penalties (-20). 
   
  Second round:  She attacks from the shadows 
  (sneak attack) on the most vulnerable looking spell 
  caster she can reach (she moves normally and has a 
  good tumble).  She uses spring attack to come out of 
  the shadows and move back into the shadows, taking 
  the –20 penalty to hide.  Each time she attacks, she 
  utters some verbal jab at the character she attacks. 
   
  Subsequent rounds:  Mistra cannot stand toe-to-
  toe with the party.  The party has too many attack 
  actions between them.  She has to use a hit-and-run 
  strategy, attacking them from the shadows.  It is 
  important she take the party members in the following 
  order:  spell casters, range fighters, reach fighters, 
  melee fighters. 
  During the entire combat, Ogwyn is trying to get 
  Calisse moving, but he cannot. 
  If Mistra succeeds in incapacitating the party, she kills 
  Ogwyn and takes Calisse and Rhys with her. 
  Encounter 4 
  Arianwyn ap Padrig:  male human Ftr 2; CR 2; 
  Medium humanoid; HD 2d10+6; hp 20; Init +2 (+2 
  Dex); Spd 20ft.; AC 17 (+2 Dex, +5 mw breastplate), 
  touch 12, flatfooted 15; Base Atk +2; Grp +6; Atk/Full 
  Atk +8 melee (1d8+7/19-20/x2, mw heavy flail); SA -; 
  GEO4-02 A Stormy Night in Hochoch 
   
  Page 23 
  
  SQ -; AL N; SV Fort +6, Ref +2, Will +0; Str 18, Dex 14, 
  Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats:  Handle Animal +6, Ride +4, 
  Cleave, Power Attack, Quick Draw, Weapon Focus 
  (heavy flail). 
   
  Languages:  Common. 
   
  Possessions:  masterwork heavy flail, masterwork 
  breastplate, cold weather outfit, oil of magic weapon, oil of 
  magic weapon (3), potion of cure light wounds (4), potion of 
  endure elements (cold), potion of endure elements (cold) (3), 
  750 gp. 
  Ffychan ap Padrig:  male human Rog 2; CR 2; 
  Medium humanoid; HD 2d6+4; hp 12; Init +4 (+4 Dex); 
  Spd 30ft.; AC 17 (+4 Dex, +3 mw studded leather), 
  touch 14, flatfooted 13; Base Atk +1; Grp +2; Atk/Full 
  Atk +7 melee (1d6+2/18-20/x2, mw rapier); SA sneak 
  attack +1d6; SQ evasion, trapfinding; AL CN; SV Fort 
  +2, Ref +7, Will +0; Str 12, Dex 18, Con 14, Int 12, Wis 
  10, Cha 12. 
   
  Skills and Feats:  Bluff +6, Climb +6, Diplomacy, +6, 
  Disable Device +6, Hide +6, Listen +5, Open Lock +8, 
  Search +8, Spot +8, Tumble +8, Weapon Finesse 
  (rapier), Weapon Focus (rapier). 
   
  Languages:  Common, Elven. 
   
  Possessions:  masterwork rapier, masterwork 
  studded leather, cold weather outfit, oil of magic weapon, 
  oil of magic weapon (3), potion of cure light wounds (4), 
  potion of endure elements (cold), potion of endure elements 
  (cold), 750 gp. 
  Luc ap Padrig:  male human Bbn 1/Rgr 1; CR 2; 
  Medium humanoid; HD 1d12+1d8+4; hp 18; Init +6 
  (+2 Dex, +4 Improved Initiative); Spd 40ft.; AC 18 (+2 
  Dex, +4 mw chain shirt, +2 mw heavy wooden shield), 
  touch 12, flatfooted 16; Base Atk +2; Grp +5; Atk/Full 
  Atk +7 melee (1d8+4/19-20/x2, mw longsword); SA -; 
  SQ fast movement, favored enemy (dwarf); rage 1/day, 
  wild empathy; AL N; SV Fort +6, Ref +2, Will +0; Str 16, 
  Dex 14, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats:  Climb +7, Hide +4, Intimidate +4, 
  Knowledge (nature) +1, Listen +4, Move Silently +4, 
  Ride +6, Spot +2, Survival +4, Improved Initiative, 
  Track, Weapon Focus (longsword) 
   
  Languages: Common 
   
  Possessions:  masterwork longsword, masterwork 
  chain shirt, heavy wooden shield, cold weather outfit, 
  oil of magic weapon, oil of magic weapon (3), potion of cure 
  light wounds (4), potion of endure elements (cold), potion of 
  endure elements (cold) (3), 750 gp. 
  Pennar the Grim:  male half-elf Wiz 3; CR 3; Medium 
  humanoid; HD 3d4+6; hp 14; Init +5 (+1 Dex, +4 
  improved initiative); Spd 30 ft; AC 15 (+1 Dex, +4 mage 
  armor), touch 15, flatfooted 14; Base Atk +0; Grp -1; 
  Atk/Full Atk +0 melee (1d4-1/19-20, mw dagger); SA:  
  wizard spells; SQ immunity to sleep spells, +2 racial 
  bonus against enchantment spells or effects, low-light 
  vision, familiar, scribe scroll; SV Fort +4, Ref +3, Will 
  +4; AL CN; Str 8, Dex 12, Con 14, Int 16, Wis 11, Cha 
  10. 
   
  Skills and Feats:  Concentration +8, Knowledge 
  (arcana) 
  +9, 
  Knowledge 
  (dungeoneering) 
  +5, 
  Knowledge (geography) +5, Knowledge (history) +5, 
  Knowledge (local) +5, Knowledge (nature) +5, 
  Knowledge (the planes) +5, Spellcraft +11; improved 
  initiative, spell focus (conjuration). 
   
  Languages:  Common, Draconic, Elven, Goblin, and 
  Orc. 
   
  Wizard spells prepared (4/3/2; DC 13 [14 for 
  conjuration spells] + spell level):  0 - acid splash, detect 
  magic, message, open/close; 1st - enlarge person, grease, mage 
  armor; 2nd - invisibility, web. 
   
  Spellbook:  0 – acid splash, arcane mark, dancing lights, 
  daze, detect magic, detect poison, disrupt undead, flare, light, 
  ghost sound, ray of frost, mage hand, mending, message, 
  open/close, prestidigitation, read magic, resistance, touch of 
  fatigue; 1st - enlarge person, grease, mage armor, protection 
  from good, ray of enfeeblement, silent image; 2nd - fox's 
  cunning, invisibility, rope trick, web. 
   
  Possessions:  masterwork dagger, cold weather 
  outfit, cloak of resistance +1, pearl of power (1st level), 
  Pennar’s spellbook, oil of magic weapon, oil of magic weapon 
  (3), potion of cure light wounds (4), potion of endure elements 
  (cold), potion of endure elements (cold) (3), 750 gp. 
  Familiar—Gern the Toad:  CR –; diminutive 
  animal; HD 1/4d8; 7 hp; Init +1; Spd 5 ft; AC 17 
  (+4 size, +1 Dex, +2 natural), touch 15, flat-footed 
  16; Base Atk +0; Grp -17; Atk/Full Atk –; SA 
  deliver touch spells, SQ amphibious, low-light 
  vision, improved evasion, share spells, empathic 
  link; SV Fort +2, Ref +3, Will +2; Str 1; Dex 12; 
  Con 11, Int 7, Wis 14; Cha 4. 
   
  Skills and Feats:  Hide +21, Listen +4, Spot +4; 
  Alertness. 
  Tactics:  Arianwyn appears at the front of the PC 
  marching order to begin the parley.  Ffychan, Luc, and 
  Pennar remain hidden behind cover.  All have their 
  melee weapons drawn (except Pennar), used the oil of 
  magic weapon on their melee weapon (included in 
  Appendix A stats), and consumed a potion of endure 
  elements (cold).  Pennar has mage armor pre-cast on 
  himself (included in Appendix A stats). 
  At the start of combat, Arianwyn double moves toward 
  Calisse.  He intends to snatch the infant from her arms 
  and move away.  Arianwyn stops his advance and 
  engages the first PC to attack him.  After that, Luc 
  moves to position himself around Arianwyn’s target.  
  He wants to stay near the PCs to deny the PCs use of 
  area of effect type spells like fireball and give the pair 
  the opportunity to flank. 
  The rogue moves while hidden looking to ambush 
  spellcasters or other weaker party members. 
  Pennar looks for an opportunity to cast web and trap 
  any spell casters or archers.  He then uses his enlarge 
  person spell.  He looks to grease the weapon of any tank. 
   He uses his pearl of power (1st level) to recall the most 
  effective spell and use it again.  Pennar avoids combat. 
  GEO4-02 A Stormy Night in Hochoch 
   
  Page 24 
  
  If the NPCs drop below 75% hp, they attempt to 
  withdraw and flee.  If the PCs let them leave, they have 
  still defeated the encounter. 
  If the NPCs are victorious, they rob the PCs of their 
  weapons and money.  They do not have the time for 
  more before the Town Watch shows up.  The Town 
  Watch revives any PCs in negative hp and recovers the 
  dead for possible resurrection. 
  Encounter 7 
  Bearded Devils (2): hp 50 each; see MM. 
  Tactics:  The devils start hidden in the snow 65’ away 
  from the PC marching order.  After the NPC devil 
  departs, the devils attempt to summon baatezu.  They 
  position them between themselves and the party to 
  distract the PCs and soak up the higher level combat 
  spells.  They then advance on Calisse (using double 
  moves) from the front and two sides, evenly divided.  If 
  a PC intervenes, the devils on that side of the party 
  attack the PC until the PC goes unconscious.  Then 
  they continue to pursue Calisse and Rhys. 
  Calisse uses her spells and wand of magic missile to 
  defend herself then assist PCs.  Ogwyn uses his songs 
  and spells to buff up the PCs. 
  APL 6 
  Encounter 2 
  DM Note:  Values in brackets “[ ]” represent the pre-
  NPC stats prior to consuming potions. 
  Mistra the Silent:  tiefling (native); Mnk 5/Asn 3; CR 
  8; Medium outsider; HD 3d6+5d8+24 [8]; hp 66 [50]; 
  Init +9 [+7]; Spd 40 ft; AC 23 (+5 Dex, +5 AC bonus, +3 
  shield of faith +3), touch 23; flat-footed 23 [AC 17 (+3 
  Dex, +4 AC bonus), touch 14; flat-footed 17]; Base Atk 
  +5; Grp +9 [+7]; Atk +12 [7] or +13 [8] melee (1d8+7 [2], 
  unarmed strike or 1d6+8 [3], +1 kama); Full Atk +12 [7] 
  or +13 [8] melee (1d8+7 [2], unarmed strike or 1d6+8 
  [3], +1 kama) or +10 [5]/+10 [5] or +11 [6]/+11 [6] melee 
  (1d8+7 [2], unarmed strike or 1d6+7 [3], +1 kama); SA 
  death attack, flurry of blows, ki strike +1, poison, sneak 
  attack +2d6, unarmed strike, darkness; SQ see invisible, 
  darkvision 60’, uncanny dodge, resistance to cold 5, 
  electricity 5, and fire 5, ac bonus, evasion, fast 
  movement, purity of body, save against poison +1, slow 
  fall 20’, still mind; AL LE; SV Fort +11 [+7], Ref +15 
  [+11], Will +14 [+11]; Str 20 [14], Dex 20 [16], Con 16 
  [12], Int 20 [16], Wis 18 [16], Cha 6. 
   
  Skills & Feats:  Concentration +17 [+13], Disguise 
  +4 [+2], Hide +31 [+17], Jump +18 [+13], Listen +11 
  [+8], Move Silently +29 [+15], Spot +11 [+8], Tumble 
  +21 
  [+17]; 
  Combat 
  Expertise, 
  Deflect 
  Arrows, 
  Improved Initiative, Iron Will, Stunning Fist. 
   
  Darkness (Sp): You can use darkness once per day 
  (caster level equal to class levels). 
   
  Assassin spells known (0/3/1; DC 15 [13] + spell 
  level):  0 -; 1st –ghost sound, obscuring mist, true strike; 2nd –
  invisibility, undetectable alignment. 
   
  Languages: 
   
  Common, 
  Draconic, 
  Dwarven, 
  Infernal, Keoish, Ancient Suloise. 
   
  Possessions:  boots of the winterlands, +1 kama, cloak of 
  resistance +1, giant wasp poison, elixir of hiding, elixir of 
  hiding, elixir of sneaking, elixir of sneaking, potion of 
  barkskin +3, potion of bear's endurance, potion of bull's 
  strength, potion of cat's grace, potion of fox's cunning, potion of 
  heroism, potion of heroism, potion of owl's wisdom, potion of 
  shield of faith +3, 180 gp. 
  Tactics:  Mistra knows that Calisse went into the 
  temple.  She has been watching it the entire time.  
  When a large party with a woman carrying a baby 
  leaves, she follows in the shadows, looking for an 
  opportunity to strike.  She consumes her elixirs of hiding 
  and sneaking since they last an hour each.  She also casts 
  undetectable alignment on herself.  One minute before 
  she strikes, she applies poison to her weapon and 
  consumes the potions of bear’s endurance, bull’s strength, 
  cat’s grace, fox’s cunning, heroism, owl’s wisdom, and shield 
  of faith +3. 
  She follows the party in the shadows, staying in the 
  dark.  The PCs can see her moving in the shadows with 
  a successful opposed Spot check.  If spotted, she moves 
  off and approaches from a different direction.  Do not 
  forgot to have the players subtract 6 from their roll for 
  the weather.  She does not leave tracks in the snow 
  because of the boots she is wearing. 
  Just she moves up to the party, she cast invisibility on 
  herself, so the PCs could not hear her.  Just before the 
  surprise round begins, Mistra stays in the shadows, but 
  moves within 25 ft. of Calisse and casts true strike.  The 
  PCs get opposed Spot and Listen checks.  Do not forget 
  to have the players subtract 6 for the weather off both 
  checks.  If the check is successful, the PC may act 
  during the surprise round.  Otherwise, they are 
  surprised and cannot act during the surprise round.  
  Also, during this time, Mistra has been studying 
  Calisse for her Death Attack.  This is the only time 
  Mistra can use her Death Attack ability. 
   
  Surprise round:  Mistra uses her combat 
  expertise and fights defensively (AC increases by 
  BAB+3 and takes a BAB+4 penalty to all attack rolls).  
  She charges 20 ft. (the boots she wears allows this.  She 
  soaks up AoOs and only uses Tumble to pass through 
  an occupied square) and uses her Death Attack, 
  unarmed, (do not forget her true strike bonus of +20) on 
  Calisse to paralyze her, not kill her. 
   
  First round:  Mistra keeps her modified AC and 
  attack bonuses until her turn in the initiative order.  
  On her turn she stops using combat expertise and 
  fighting defensively.  Using spring attack, she moves 
  back out into the shadows, making a single attack 
  against a PC along the way, and hiding again with 
  appropriate modifiers and penalties (-20). 
  GEO4-02 A Stormy Night in Hochoch 
   
  Page 25 
  
   
  Second round:  She attacks from the shadows 
  (sneak attack) on the most vulnerable looking spell 
  caster she can reach (she moves normally and has a 
  good tumble).  She uses spring attack to come out of 
  the shadows and move back into the shadows, taking 
  the –20 penalty to hide.  Each time she attacks, she 
  utters some verbal jab at the character she attacks. 
   
  Subsequent rounds:  Mistra cannot stand toe-to-
  toe with the party.  The party has too many attack 
  actions between them.  She has to use a hit-and-run 
  strategy, attacking them from the shadows.  It is 
  important she take the party members in the following 
  order:  spell casters, range fighters, reach fighters, 
  melee fighters. 
  During the entire combat, Ogwyn is trying to get 
  Calisse moving, but he cannot. 
  If Mistra succeeds in incapacitating the party, she kills 
  Ogwyn and takes Calisse and Rhys with her. 
  Encounter 4 
  Arianwyn ap Padrig:  male human Ftr 4; CR 4; 
  Medium humanoid; HD 4d10+12; hp 39; Init +2 (+2 
  Dex); Spd 20ft.; AC 17 (+2 Dex, +5 mw breastplate), 
  touch 12, flatfooted 15; Base Atk +4; Grp +8; Atk/Full 
  Atk +10 melee (1d8+7/19-20/x2, +1 heavy flail); SA -; 
  SQ -; AL N; SV Fort +7, Ref +3, Will +1; Str 19, Dex 14, 
  Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Ride +6, Handle Animal +6, Blind 
  Fight, Cleave, Power Attack, Quick Draw, Weapon 
  Focus (heavy flail), Weapon Specialization (heavy flail). 
   
  Languages: Common 
   
  Possessions: +1 heavy flail, masterwork breastplate, 
  cold weather outfit, oil of magic weapon (2), potion of cure 
  light wounds (2), potion of endure elements (cold), potion of 
  endure elements (cold), 750 gp. 
  Ffychan ap Padrig:  male human Rog 4; CR 4; 
  Medium humanoid; HD 4d6+8; hp 24; Init +4 (+4 Dex); 
  Spd 30ft.; AC 17 (+4 Dex, +3 mw studded leather), 
  touch 14, flatfooted 17; Base Atk +3; Grp +4; Atk/Full 
  Atk +9 melee (1d6+2/18-20, +1 rapier); SA sneak attack 
  +2d6; SQ trapfinding, trap sense +1, evasion, uncanny 
  dodge; AL CN; SV Fort +3, Ref +8, Will +1; Str 12, Dex 
  19, Con 14, Int 12, Wis 10, Cha 12. 
   
  Skills and Feats: Bluff +8, Climb +8, Diplomacy, +8, 
  Disable Device +8, Hide +10, Listen +7, Open Lock +10, 
  Search +10, Spot +10, Tumble +10, Stealthy, Weapon 
  Finesse (rapier), Weapon Focus (rapier). 
   
  Languages: Common, Elven 
   
  Possessions: +1 rapier, masterwork studded leather, 
  cold weather outfit, oil of magic weapon (2), potion of cure 
  light wounds (2), potion of endure elements (cold), potion of 
  endure elements (cold), 750 gp. 
  Luc ap Padrig:  male human Bbn 3/Rgr 1; CR 4; 
  Medium humanoid; HD 3d12+1d8+8; hp 39; Init +6 
  (+2 Dex, +4 Improved Initiative); Spd 40ft.; AC 18 (+2 
  Dex, +4 mw chain shirt, +2 mw heavy wooden shield), 
  touch 12, flatfooted -; Base Atk +4; Grp +7; Atk/Full Atk 
  +9 melee (1d8+4/19-20, +1 longsword); SA -; SQ rage 
  1/day, favored enemy (dwarf), fast movement, uncanny 
  dodge, trap sense +1, wild empathy; AL N; SV Fort +7, 
  Ref +3, Will +3; Str 17, Dex 14, Con 14, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Climb +8, Hide +4, Intimidate +7, 
  Knowledge (nature) +1, Listen +7, Move Silently +4, 
  Ride +6, Spot +2, Survival +7, Improved Initiative, Iron 
  Will, Weapon Focus (longsword) 
   
  Languages: Common 
   
  Possessions: +1 longsword, masterwork chain shirt, 
  masterwork heavy wooden shield, cold weather outfit, 
  oil of magic weapon (2), potion of cure light wounds (2), 
  potion of endure elements (cold), potion of endure elements 
  (cold), 750 gp. 
  Pennar the Grim:  male half-elf Wiz 5; CR 5; Medium 
  humanoid; HD 5d4+10; hp 23; Init +5 (+1 Dex, +4 
  improved initiative); Spd 30 ft; AC 15 (+1 Dex, +4 mage 
  armor), touch 15, flatfooted 14; Base Atk +2; Grp +1; 
  Atk/Full Atk +2 melee (1d4-1/19-20, mw dagger); SA: -; 
  SQ immunity to sleep spells, +2 racial bonus against 
  enchantment spells or effects, low-light vision, 
  familiar, scribe scroll; SV Fort +6, Ref +4, Will +5; AL 
  CN; Str 8, Dex 12, Con 14, Int 17, Wis 11, Cha 10. 
   
  Skills and Feats:  Concentration +14, Knowledge 
  (arcana) 
  +11, 
  Knowledge 
  (dungeoneering) 
  +6, 
  Knowledge (geography) +5, Knowledge (history) +5, 
  Knowledge (local) +6, Knowledge (nature) +5, 
  Knowledge (the planes) +6, Spellcraft +13; combat 
  casting, improved initiative, spell focus (conjuration). 
   
  Languages:  Common, Draconic, Elven, Goblin, and 
  Orc. 
   
  Wizard spells prepared (4/4/3/2; DC 13 [14 for 
  conjuration spells] + spell level):  0 - acid splash, detect 
  magic, message, open/close; 1st - grease, mage armor; magic 
  missile, shield; 2nd - glitterdust, invisibility, web; 3rd - haste, 
  displacement. 
   
  Spellbook:  0 - acid splash, arcane mark, dancing lights, 
  daze, detect magic, detect poison, disrupt undead, flare, light, 
  ghost sound, ray of frost, mage hand, mending, message, 
  open/close, prestidigitation, read magic, resistance, touch of 
  fatigue; 1st - enlarge person, expeditious retreat, grease, mage 
  armor, magic missile, protection from good, ray of 
  enfeeblement, shield, silent image; 2nd - glitterdust, fox's 
  cunning, invisibility, Melf’s acid arrow, protection from 
  arrows, rope trick, web; 3rd - dispel magic, displacement, haste, 
  stinking cloud. 
   
  Possessions:  masterwork dagger, cloak of resistance +1, 
  pearl of power (1st level), oil of magic weapon (2), potion of 
  cure light wounds (2), potion of endure elements (cold), potion 
  of endure elements (cold), Pennar’s Spellbook, wand of enlarge 
  person – 1st level caster, 750 gp. 
  Familiar—Gern the Toad:  CR –; diminutive 
  animal; HD 1/4d8; 11 hp; Init +1; Spd 5 ft; AC 18 
  (+4 size, +1 Dex, +3 natural), touch 15, flat-footed 
  16; Base Atk +0; Grp -17; Atk/Full Atk –; SA 
  deliver touch spells, SQ amphibious, empathic 
  link, low-light vision, improved evasion, share 
  GEO4-02 A Stormy Night in Hochoch 
   
  Page 26 
  
  spells, speak with master; SV Fort +6, Ref +4, Will 
  +5; Str 1; Dex 12; Con 11, Int 8, Wis 14; Cha 4. 
   
  Skills and Feats:  Hide +21, Listen +4, Spot +4; 
  Alertness. 
  Tactics:  Arianwyn appears at the front of the PC 
  marching order to begin the parley.  Ffychan, Luc, and 
  Pennar remain hidden behind cover.  All have their 
  melee weapons drawn (except Pennar) and consumed a 
  potion of endure elements (cold).  Pennar has mage armor 
  pre-cast on himself (included in Appendix A stats). 
  At the start of combat, Arianwyn double moves toward 
  Calisse.  He intends to snatch the infant from her arms 
  and move away.  Arianwyn stops his advance and 
  engages the first PC to attack him.  After that, Luc 
  moves to position himself around Arianwyn’s target.  
  He wants to stay near the PCs to deny the PCs use of 
  area of effect type spells like fireball and give the pair 
  the opportunity to flank. 
  The rogue moves while hidden looking to ambush 
  spellcasters or other weaker party members. 
  Pennar casts haste first, then looks for an opportunity to 
  cast web and trap any spell casters or archers.  He then 
  uses his enlarge person and displacement spells.  He looks 
  to grease the weapon of any tank.  He uses his pearl of 
  power (1st level) to recall the most effective spell and use 
  it again.  Pennar avoids combat. 
  If the NPCs drop below 75% hp, they attempt to 
  withdraw and flee.  If the PCs let them leave, they have 
  still defeated the encounter. 
  If the NPCs are victorious, they rob the PCs of their 
  weapons and money.  They do not have the time for 
  more before the Town Watch shows up.  The Town 
  Watch revives any PCs in negative hp and recovers the 
  dead for possible resurrection. 
  Encounter 7 
  Bearded Devils (4): hp 50 each, see MM. 
  Tactics:  The devils start hidden in the snow 65’ away 
  from the PC marching order.  After the NPC devil 
  departs, the devils attempt to summon baatezu.  They 
  position them between themselves and the party to 
  distract the PCs and soak up the higher level combat 
  spells.  They then advance on Calisse (using double 
  moves) from the front and two sides, evenly divided.  If 
  a PC intervenes, the devils on that side of the party 
  attack the PC until the PC goes unconscious.  Then 
  they continue to pursue Calisse and Rhys. 
  Calisse uses her spells and wand of magic missile to 
  defend herself then assist PCs.  Ogwyn uses his songs 
  and spells to buff up the PCs. 
  APL 8 
  Encounter 2 
  DM Note:  Values in brackets “[ ]” represent the pre-
  NPC stats prior to consuming potions. 
  Mistra the Silent:  tiefling (native), Mnk 7/Asn 3; CR 
  10; Medium outsider; HD 3d6+7d8+30 [10]; hp 83 [63]; 
  Init +9 [+7]; Spd 50 ft; AC 24 (+5 Dex, +5 AC bonus, +4 
  shield of faith +4), touch 24, flat-footed 33 [AC 17 (+3 
  Dex, +4 AC bonus), touch 14, flat-footed 24]; Base Atk 
  +7/+2; Grp +12 [+9]; Atk +14 [9] or +15 [10] melee 
  (1d8+7 [2], unarmed strike or 1d6+8 [3], +1 ki-focus 
  kama); Full Atk +14 [9]/+9 [4] or +15 [10] /+10 [5] 
  melee (1d8+7 [2], unarmed strike or 1d6+8 [3], +1 ki-
  focus kama), or +13 [8] /+13 [8] /+8 [3] or +14 [9] /+14 [9] 
  /+9 [4] melee (1d8+7 [2], unarmed strike or 1d6+8 [3], 
  +1 ki-focus kama); SA death attack, flurry of blows, ki 
  strike +1, poison, sneak attack +2d6, unarmed strike, 
  darkness; SQ see invisible, darkvision 60’, uncanny 
  dodge, resistance to cold 5, electricity 5, and fire 5, ac 
  bonus, evasion, fast movement, purity of body, save 
  against poison +1, slow fall 30’, still mind, wholeness of 
  body; AL LE; SV Fort +12 [+8], Ref +16 [+12], Will +15 
  [+12]; Str 20 [14], Dex 20 [16], Con 16 [12], Int 20 [16], 
  Wis 18 [16], Cha 6; 
   
  Skills & Feats:  Concentration +19 [+17], Disguise 
  +2, Escape Artist +7 [+5], Hide +31 [+19], Jump +19 
  [+17], Listen +12 [+10], Move Silently +29 [+17], Spot 
  +12 [+10], Tumble +21 [+19]; Combat Expertise, Deflect 
  Arrows, Dodge, Improved Initiative, Improved Trip, 
  Iron Will, Stunning Fist. 
   
  Darkness (Sp): You can use darkness once per day 
  (caster level equal to class levels). 
   
  Assassin spells known (0/3/1; DC 15 [13] + spell 
  level):  0 -; 1st –ghost sound, obscuring mist, true strike; 2nd –
  invisibility, undetectable alignment. 
   
  Languages: 
   
  Common, 
  Draconic, 
  Dwarven, 
  Infernal, Keoish, Ancient Suloise. 
   
  Possessions:  boots of the winterlands, +1 ki-focus kama, 
  cloak of resistance +1, purple worm poison, elixir of hiding, 
  elixir of hiding, elixir of sneaking, elixir of sneaking, potion of 
  barkskin +4, potion of bear's endurance, potion of bull's 
  strength, potion of cat's grace, potion of fox's cunning, potion of 
  heroism, potion of heroism, potion of owl's wisdom, potion of 
  shield of faith +4, 180 gp. 
  Tactics:  Mistra knows that Calisse went into the 
  temple.  She has been watching it the entire time.  
  When a large party with a woman carrying a baby 
  leaves, she follows in the shadows, looking for an 
  opportunity to strike.  She consumes her elixirs of hiding 
  and sneaking since they last an hour each.  She also casts 
  undetectable alignment on herself.  One minute before 
  she strikes, she applies poison to her weapon and 
  consumes the potions of bear’s endurance, bull’s strength, 
  cat’s grace, fox’s cunning, heroism, owl’s wisdom, and shield 
  of faith +4. 
  She follows the party in the shadows, staying in the 
  dark.  The PCs can see her moving in the shadows with 
  GEO4-02 A Stormy Night in Hochoch 
   
  Page 27 
  
  a successful opposed Spot check.  If spotted, she moves 
  off and approaches from a different direction.  Do not 
  forgot to have the players subtract 6 from their roll for 
  the weather.  She does not leave tracks in the snow 
  because of the boots she is wearing. 
  Just she moves up to the party, she cast invisibility on 
  herself, so the PCs could not hear her.  Just before the 
  surprise round begins, Mistra stays in the shadows, but 
  moves within 25 ft. of Calisse and casts true strike.  The 
  PCs get opposed Spot and Listen checks.  Do not forget 
  to have the players subtract 6 for the weather off both 
  checks.  If the check is successful, the PC may act 
  during the surprise round.  Otherwise, they are 
  surprised and cannot act during the surprise round.  
  Also, during this time, Mistra has been studying 
  Calisse for her Death Attack.  This is the only time 
  Mistra can use her Death Attack ability.   
   
  Surprise round:  Mistra uses her combat 
  expertise and fights defensively (AC increases by 
  BAB+3 and takes a BAB+4 penalty to all attack rolls).  
  She charges 25 ft. (the boots she wears allows this.  She 
  soaks up AoOs and only uses Tumble to pass through 
  an occupied square) and uses her Death Attack, 
  unarmed, (do not forget her true strike bonus of +20) on 
  Calisse to paralyze her, not kill her. 
   
  First round:  Mistra keeps her modified AC and 
  attack bonuses until her turn in the initiative order.  
  On her turn she stops using combat expertise and 
  fighting defensively.  Using spring attack, she moves 
  back out into the shadows, making a single attack 
  against a PC along the way, and hiding again with 
  appropriate modifiers and penalties (-20) 
   
  Second round:  She attacks from the shadows 
  (sneak attack) on the most vulnerable looking spell 
  caster she can reach (she moves normally and has a 
  good tumble).  She uses spring attack to come out of 
  the shadows and move back into the shadows, taking 
  the –20 penalty to hide.  Each time she attacks, she 
  utters some verbal jab at the character she attacks. 
   
  Subsequent rounds:  Mistra cannot stand toe-to-
  toe with the party.  The party has too many attack 
  actions between them.  She has to use a hit-and-run 
  strategy, attacking them from the shadows.  It is 
  important she take the party members in the following 
  order:  spell casters, range fighters, reach fighters, 
  melee fighters. 
  During the entire combat, Ogwyn is trying to get 
  Calisse moving, but he cannot. 
  If Mistra succeeds in incapacitating the party, she kills 
  Ogwyn and takes Calisse and Rhys with her. 
  Encounter 4 
  Arianwyn ap Padrig:  male human Ftr 6; CR 6; 
  Medium humanoid; HD 6d10+18; hp 59; Init +2 (+2 
  Dex); Spd 20ft.; AC 20 (+2 Dex, +6 +1 breastplate, 
  barkskin +2), touch 12, flatfooted 18; Base Atk +6/+1; 
  Grp +10; Atk +12 melee (1d8+9/19-20, +1 heavy flail); 
  Full Atk +12/+7 melee (1d8+9/19-20, +1 heavy flail); SA 
  -; SQ -; AL N; SV Fort +8, Ref +4, Will +4; Str 19, Dex 
  14, Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats:  Ride +8, Handle Animal +6, Blind 
  Fight, Cleave, Endurance, Iron Will, Power Attack, 
  Quick Draw, Weapon Focus (Heavy Flail), Weapon 
  Specialization (Heavy Flail). 
   
  Languages:  Common. 
   
  Possessions:  +1 heavy flail, +1 breastplate, cold weather 
  outfit, oil of magic weapon (x2), potion of cure light wounds 
  (2), potion of endure elements (cold), potion of endure 
  elements (cold), potion of resist energy (fire 10), potion of resist 
  energy (fire 10), potion of barkskin +2, 750 gp. 
  Ffychan ap Padrig:  male human Rog 6; CR 6; 
  Medium Humanoid; HD 6d6+12; hp 36; Init +4 (+4 
  Dex); Spd 30ft.; AC 20 (+4 Dex, +4 +1 studded leather, 
  barkskin +2), touch 14, flatfooted 20; Base Atk +4; Grp 
  +5; Atk/Full Atk +10 melee (1d6+2/18-20, +1 rapier); 
  SA sneak attack +3d6; SQ trapfinding, trap sense +2, 
  evasion, uncanny dodge; AL CN; SV Fort +4, Ref +9, 
  Will +2; Str 12, Dex 19, Con 14, Int 12, Wis 10, Cha 12 
   
  Skills and Feats:  Bluff +10, Climb +10, Diplomacy, 
  +10, Disable Device +10, Hide +12, Listen +9, Open 
  Lock +12, Search +12, Spot +12, Tumble +12, Iron Will, 
  Stealthy, Weapon Finesse (rapier), Weapon Focus 
  (rapier). 
   
  Languages:  Common, Elven. 
   
  Possessions: +1 rapier, +1 studded leather, cold weather 
  outfit, oil of magic weapon (2), potion of cure light wounds 
  (2), potion of endure elements (cold), potion of endure 
  elements (cold), potion of resist energy (fire 10), potion of resist 
  energy (fire 10), potion of barkskin +2, potion of barkskin +2, 
  750 gp. 
  Luc ap Padrig:  male human Bbn 5/Rgr 1; CR 6; 
  Medium humanoid; HD 5d12+1d8+8; hp 57; Init +6 
  (+2 Dex, +4 Improved Initiative); Spd 40ft.; AC 21 (+2 
  Dex, +5 +1 chain shirt, +2 mw heavy wooden shield, 
  barkskin +2), touch 12, flatfooted 21; Base Atk +6/+1; 
  Grp +9; Atk +11 melee (1d8+4/19-20, +1 longsword); 
  Full Atk +11/+6 melee (1d8+4/19-20, +1 longsword); 
  SA -; SQ rage 2/day, favored enemy (dwarf), fast 
  movement, improved uncanny dodge, trap sense +1, 
  wild empathy; AL N; SV Fort +8, Ref +4, Will +4; Str 17, 
  Dex 14, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats:  Climb +8, Hide +4, Intimidate +9, 
  Knowledge (nature) +1, Listen +9, Move Silently +4, 
  Ride +7, Spot +2, Survival +9, Blind fight, Improved 
  Initiative, Iron Will, Weapon Focus (long sword). 
   
  Languages:  Common. 
   
  Possessions:  +1 longsword, +1 chain shirt, masterwork 
  heavy wooden shield, cold weather outfit, oil of magic 
  weapon (2), potion of cure light wounds (2), potion of endure 
  elements (cold), potion of endure elements (cold), potion of 
  resist energy (fire 10), potion of resist energy (fire 10), potion of 
  barkskin +2, 750 gp. 
  GEO4-02 A Stormy Night in Hochoch 
   
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  Pennar the Grim:  male half-elf Wiz 7; CR 7; Medium 
  Humanoid; HD 7d4+14; hp 32; Init +5 (+1 Dex, +4 
  improved initiative); Spd 30 ft; AC 18 (+1 Dex, +1 
  deflection, +4 mage armor, barkskin +2), touch 16, 
  flatfooted 17; Base Atk +3; Grp +2; Atk/Full Atk +3 
  melee (1d4/19-20, +1 dagger); SA:  -; SQ immunity to 
  sleep spells, +2 racial bonus against enchantment spells 
  or effects, low-light vision, familiar, scribe scroll; SV 
  Fort +8, Ref +8, Will +7; AL CN; Str 8, Dex 12, Con 14, 
  Int 17, Wis 11, Cha 10. 
   
  Skills and Feats:  Concentration +12 (+16 with 
  combat casting), Knowledge (arcana) +13, Knowledge 
  (dungeoneering) +8, Knowledge (geography) +6, 
  Knowledge (history) +5, Knowledge (local) +6, 
  Knowledge (nature) +5, Knowledge (the planes) +8, 
  Spellcraft +15; combat casting, improved initiative, 
  lightning reflexes, spell focus (conjuration). 
   
  Languages:  Common, Draconic, Elven, Goblin, and 
  Orc. 
   
  Wizards Spells prepared (4/5/4/3/2; DC 13 [14 for 
  conjuration spells] + spell level):  0 - acid splash, detect 
  magic, message, open/close; 1st – grease, mage armor; magic 
  missile (2), shield; 2nd - fox's cunning, glitterdust, invisibility, 
  web; 3rd - dispel magic, displacement, haste; 4th - stoneskin, 
  stoneskin. 
   
  Spellbook:  0 - acid splash, arcane mark, dancing lights, 
  daze, detect magic, detect poison, disrupt undead, flare, light, 
  ghost sound, ray of frost, mage hand, mending, message, 
  open/close, prestidigitation, read magic, resistance, touch of 
  fatigue; 1st - enlarge person, expeditious retreat, grease, mage 
  armor, magic missile, protection from good, ray of 
  enfeeblement, shield, silent image; 2nd - glitterdust, fox's 
  cunning, invisibility, Melf's acid arrow, protection from 
  arrows, protection from energy, rope trick, web; 3rd - dispel 
  magic, displacement, haste, stinking cloud; 4th - dimension 
  door, mass enlarge person, solid fog, stoneskin. 
   
  Possessions:  +1 dagger, cloak of resistance +2, pearl of 
  power (2nd level), pearl of power (1st level), ring of protection 
  +1, Pennar’s Spellbook, oil of magic weapon (2), potion of cure 
  light wounds (2), potion of endure elements (cold), potion of 
  endure elements (cold), potion of resist energy (fire 10), potion 
  of resist energy (fire 10), potion of barkskin +2, 500 gp worth 
  of diamond dust, 750 gp. 
  Familiar—Gern the Toad:  CR –; diminutive 
  animal; HD 1/4d8; 16 hp; Init +1; Spd 5 ft; AC 19 
  (+4 size, +1 Dex, +4 natural), touch 15, flat-footed 
  16; Base Atk +0; Grp -17; Atk/Full Atk –; SA 
  deliver touch spells, SQ amphibious, empathic 
  link, low-light vision, improved evasion, share 
  spells, speak with animals of its kind, speak with 
  master; SV Fort +6, Ref +4, Will +5; Str 1; Dex 12; 
  Con 11, Int 9, Wis 14; Cha 4. 
   
  Skills and Feats:  Hide +21, Listen +4, Spot +4; 
  Alertness. 
  Tactics:  Arianwyn appears at the front of the PC 
  marching order to begin the parley.  Ffychan, Luc, and 
  Pennar remain hidden behind cover.  All have their 
  melee weapons drawn (except Pennar) and consumed a 
  potion of endure elements (cold).  Pennar has mage armor 
  pre-cast on himself (included in stats) and has cast 
  stoneskin on Arianwyn and Ffychan. 
  At the start of combat, Arianwyn double moves toward 
  Calisse.  He intends to snatch the infant from her arms 
  and move away.  Arianwyn stops his advance and 
  engages the first PC to attack him.  After that, Luc 
  moves to position himself around Arianwyn’s target.  
  He wants to stay near the PCs to deny the PCs use of 
  area of effect type spells like fireball and give the pair 
  the opportunity to flank. 
  The rogue moves while hidden looking to ambush 
  spellcasters or other weaker party members. 
  Pennar casts haste, then looks for an opportunity to cast 
  web and trap any spell casters or archers.  He then uses 
  his enlarge person and displacement spells.  He looks to 
  grease the weapon of any tank.  He uses his pearl of power 
  (2nd level) to recall the most effective spell and use it 
  again.  Pennar avoids melee combat. 
  If the NPCs drop below 75% hp, they attempt to 
  withdraw and flee.  If the PCs let them leave, they have 
  still defeated the encounter. 
  If the NPCs are victorious, they rob the PCs of their 
  weapons and money.  They do not have the time for 
  more before the Town Watch shows up.  The Town 
  Watch revives any PCs in negative hp and recovers the 
  dead for possible resurrection. 
  Encounter 7 
  Bone Devil: hp 98, see MM. 
  Bearded Devils (4): hp 50 each, see MM. 
  Tactics:  The devils start hidden in the snow 65’ away 
  from the PC marching order.  After the NPC devil 
  departs, the devils attempt to summon baatezu and/or 
  major images.  They position them between themselves 
  and the party to distract the PCs and soak up the 
  higher level combat spells.  They then advance on 
  Calisse (using double moves) from the front and two 
  sides, evenly divided.  If a PC intervenes, the devils on 
  that side of the party attack the PC until the PC goes 
  unconscious.  Then they continue to pursue Calisse 
  and Rhys. 
  Calisse uses her spells and wand of magic missile to 
  defend herself then assist PCs.  Ogwyn uses his songs 
  and spells to buff up the PCs. 
  APL 10 
  Encounter 2 
  DM Note:  Values in brackets “[ ]” represent the pre-
  NPC stat values prior to consuming potions. 
  Mistra the Silent:  female tiefling (native); Mnk 
  7/Asn 
  5; 
  CR 
  12; 
  Medium 
  outsider; 
  HD 
  5d6+7d8+36[12]; hp 98 [74]; Init +9 [+7]; Spd 50 ft; AC 
  25 (+5 Dex, +5 AC bonus, +5 shield of faith +5), touch 25, 
  GEO4-02 A Stormy Night in Hochoch 
   
  Page 29 
  
  flatfooted 25 [AC 17 (+3 Dex, +4 AC bonus), touch 17, 
  flatfooted 17]; Base Atk +8/+3; Grp +13 [+10]; Atk +17 
  [10] or +18 [11] melee (1d8+9 [2], unarmed strike or 
  1d6+10 [3], +1 wounding kama); Full Atk +17 [10] /+12 
  [5] or +18 [11]/+13 [6] melee (1d8+9 [2], unarmed strike 
  or 1d6+10 [3], +1 wounding kama), or +15 [9] /+15 [9] 
  /+10 [4] or +17 [10] /+17 [10] /+12 [5] melee  (1d8+9 [2], 
  unarmed strike or 1d6+10 [3], +1 wounding kama); SA 
  death attack, flurry of blows, ki strike +1, poison, sneak 
  attack +3d6, unarmed strike, darkness; SQ see invisible, 
  darkvision 60’, improved uncanny dodge, resistance to 
  cold 5, electricity 5, and fire 5, ac bonus, evasion, fast 
  movement, purity of body, save against poison +2, slow 
  fall 30’, still mind, wholeness of body; AL LE; SV Fort 
  +15 [+9], Ref +20 [+14], Will +16 [+11]; Str 21 [14], Dex 
  20 [16], Con 16 [12], Int 20 [16], Wis 18 [17], Cha 6. 
   
  Skills & Feats:  Concentration +19 [+17], Disguise 
  +6 [+2], Hide +37 [+21], Jump +24 [+17], Listen +12 
  [+12], Move Silently +35 [+19], Spot +12, Tumble +27 
  [+21], Use Magic Device +18 [+12]; Combat Expertise, 
  Deflect Arrows, Dodge, Mobility, Spring Attack, 
  Improved Initiative, Improved Trip, Stunning Fist. 
   
  Darkness (Sp): You can use darkness once per day 
  (caster level equal to class levels). 
   
  Assassin spells known (0/4/3/1; DC 15 [13] + spell 
  level):  0 -; 1st – feather fall, ghost sound, obscuring mist, true 
  strike; 2nd – darkness, invisibility, undetectable alignment; 3rd 
  – deep slumber, deeper darkness. 
   
  Languages: 
   
  Common, 
  Draconic, 
  Dwarven, 
  Infernal, Keoish, Ancient Suloise. 
   
  Possessions:  boots of the winterlands, +1 wounding 
  kama, cloak of resistance +2, dragon bile, elixir of hiding, 
  elixir of hiding, elixir of sneaking, elixir of sneaking, potion of 
  barkskin +5, arcane scroll of greater heroism, arcane scroll of 
  greater heroism – 11th level caster, potion of bear's endurance, 
  potion of bull's strength, potion of cat's grace, potion of fox's 
  cunning, potion of owl's wisdom, potion of shield of faith +5, 
  180 gp. 
  Tactics:  Mistra knows that Calisse went into the 
  temple.  She has been watching it the entire time.  
  When a large party with a woman carrying a baby 
  leaves, she follows in the shadows, looking for an 
  opportunity to strike.  She consumes her elixirs of hiding 
  and sneaking since they last an hour each.  She also cast 
  undetectable alignment on herself.  One minute before 
  she strikes, she applies poison to her weapon, casts the 
  arcane scroll of greater heroism, and consumes the potions 
  of bear’s endurance, bull’s strength, cat’s grace, fox’s cunning, 
  owl’s wisdom, and shield of faith +5. 
  She follows the party in the shadows, staying in the 
  dark.  The PCs can see her moving in the shadows with 
  a successful opposed Spot check.  If spotted, she moves 
  off and approaches from a different direction.  Do not 
  forgot to have the players subtract 6 from their roll for 
  the weather.  She does not leave tracks in the snow 
  because of the boots she is wearing.  She applies the 
  dragon bile to her kama. 
  Just she moves up to the party, she cast invisibility on 
  herself, so the PCs could not hear her.  Just before the 
  surprise round begins, Mistra stays in the shadows, but 
  moves within 25 ft. of Calisse and casts true strike.  The 
  PCs get opposed Spot and Listen checks.  Do not forget 
  to have the players subtract 6 for the weather off both 
  checks.  If the check is successful, the PC may act 
  during the surprise round.  Otherwise, they are 
  surprised and cannot act during the surprise round.  
  Also, during this time, Mistra has been studying 
  Calisse for her Death Attack.   
   
  Surprise round:  Mistra uses her combat 
  expertise and fights defensively (AC increases by 
  BAB+3 and she takes a BAB+4 penalty to attack rolls).  
  She charges 25 ft. (the boots she wears allows this.  She 
  soaks up AoOs and only uses Tumble to pass through 
  an occupied square if necessary) and uses her Death 
  Attack, unarmed, (do not forget her true strike bonus of 
  +20) on Calisse to paralyze her, not kill her. 
   
  First round:  Mistra keeps her modified AC and 
  attack bonuses until her turn in the initiative order.  
  On her turn she stops using combat expertise and 
  fighting defensively.  Using spring attack, she moves 
  back out into the shadows, making a single attack 
  against a PC along the way, and hiding again.  She aims 
  for a PC spellcaster or rogue and uses her kama coated 
  with dragon bile.  She hides at the end of the round, 
  taking a -20 penalty to hide. 
   
  Second round:  She attacks from the shadows 
  (sneak attack) on the most vulnerable looking spell 
  caster she can reach (she moves normally and has a 
  good tumble).  She uses spring attack to come out of 
  the shadows and move back into the shadows, taking 
  the –20 penalty to hide.  Each time she attacks, she 
  utters some verbal jab at the character she attacks. 
   
  Subsequent rounds:  Mistra cannot stand toe-to-
  toe with the party.  The party has too many attack 
  actions between them.  She has to use a hit-and-run 
  strategy, attacking them from the shadows.  It is 
  important she take the party members in the following 
  order:  spell casters, range fighters, reach fighters, 
  melee fighters. 
  During the entire combat, Ogwyn is trying to get 
  Calisse moving, but he cannot. 
  If Mistra succeeds in incapacitating the party, she kills 
  Ogwyn and takes Calisse and Rhys with her. 
  Encounter 4 
  Arianwyn ap Padrig:  male human Ftr 8; CR 8; 
  Medium humanoid; HD 8d10+18; hp 74; Init +2 (+2 
  Dex); Spd 20ft.; AC 22 (+2 Dex, +6 +1 breastplate, 
  barkskin +4), touch 12, flatfooted 20; Base Atk +8/+3; 
  Grp +13; Atk +15 melee (1d8+10/19-20, +1 heavy flail); 
  Full Atk +15/+10 melee (1d8+10/19-20, +1 heavy flail); 
  SA -; SQ -; AL N; SV Fort +9, Ref +4, Will +4; Str 20, 
  Dex 14, Con 16, Int 8, Wis 10, Cha 8. 
  GEO4-02 A Stormy Night in Hochoch 
   
  Page 30 
  
   
  Skills and Feats:  Ride +8, Handle Animal +6, Blind 
  Fight, Cleave, Diehard, Endurance, Iron Will, Power 
  Attack, Quick Draw, Weapon Focus (Heavy Flail), 
  Weapon Specialization (heavy flail). 
   
  Languages:  Common. 
   
  Possessions: +1 heavy flail, +1 breastplate, cold weather 
  outfit, potion of cure light wounds (2), potion of endure 
  elements (cold), potion of endure elements (cold), potion of 
  resist energy (fire 10), potion of resist energy (fire 10), 750 gp. 
  Ffychan ap Padrig:  male human Rog 8; CR 8; 
  Medium humanoid; HD 8d6+16; hp 48; Init +5 (+5 
  Dex); Spd 30ft.; AC 23 (+5 Dex, +4 +1 studded leather, 
  barkskin +4), touch 15, flatfooted 23; Base Atk +6/+1; 
  Grp +7; Atk +12 melee (1d6+2/18-20/x2, +1 rapier); Full 
  Atk +12/+7 melee (1d6+2/18-20/x2, +1 rapier); SA 
  sneak attack +4d6; SQ trapfinding, trap sense +2, 
  evasion, improved uncanny dodge; AL CN; SV Fort +4, 
  Ref +10, Will +2; Str 12, Dex 19, Con 14, Int 12, Wis 10, 
  Cha 12 
   
  Skills and Feats: Bluff +12, Climb +12, Diplomacy, 
  +12, Disable Device +13, Hide +14, Listen +11, Open 
  Lock +15, Search +14, Spot +15, Tumble +15, Iron Will, 
  Stealthy, Weapon Finesse (rapier), Weapon Focus 
  (rapier). 
   
  Languages:  Common, Elven. 
   
  Possessions: +1 rapier, +1 studded leather, cold weather 
  outfit, potion of cure light wounds (2), potion of endure 
  elements (cold), potion of endure elements (cold), potion of 
  resist energy (fire 10), potion of resist energy (fire 10), potion of 
  barkskin +4, potion of barkskin +4, 750 gp. 
  Luc ap Padrig:  male human Bbn 7/Rgr 1; CR 8; 
  Medium humanoid; HD 7d12+1d8+8; hp 75; Init +6 
  (+2 Dex, +4 Improved Initiative); Spd 40ft.; AC 24 (+2 
  Dex, +5 +1 chain shirt, +3 +1 heavy wooden shield, 
  barkskin +4), touch 12, flatfooted 24; Base Atk +8/+3; 
  Grp +12; Atk +14 melee (1d8+5/19-20/x2, +1 
  longsword); Full Atk +14/+9 melee (1d8+5/19-20/x2, 
  +1 longsword); SA -; SQ damage reduction 1/-, fast 
  movement, track, improved uncanny dodge, trap sense 
  +2, wild empathy rage 2/day, favored enemy (dwarf); 
  AL N; SV Fort +9, Ref +5, Will +5; Str 18, Dex 14, Con 
  14, Int 10, Wis 10, Cha 10 
   
  Skills and Feats:  Climb +9, Hide +4, Intimidate +11, 
  Knowledge (nature) +1, Listen +11, Move Silently +4, 
  Ride +7, Spot +2, Survival +11, Blind fight, Improved 
  Initiative, Iron Will, Weapon Focus (longsword). 
   
  Languages:  Common. 
   
  Possessions: +1 longsword, +1 chain shirt, +1 heavy 
  wooden shield, cold weather outfit, potion of cure light 
  wounds (2), potion of endure elements (cold), potion of endure 
  elements (cold), potion of resist energy (fire 10), potion of resist 
  energy (fire 10), potion of barkskin +4, 750 gp. 
  Pennar the Grim:  male half-elf Wiz 9; CR 9; Medium 
  humanoid; HD 9d4+16; hp 39; Init +5 (+1 Dex, +4 
  improved initiative); Spd 30 ft; AC 16 (+1 Dex, +1 
  deflection, +4 mage armor), touch 16, flatfooted 15; Base 
  Atk +4; Grp +3; Atk/Full Atk +4 melee (1d4/19-20, +1 
  dagger); SA: -; SQ immunity to sleep spells, +2 racial 
  bonus against enchantment spells or effects, low-light 
  vision, familiar, scribe scroll; SV Fort +8, Ref +8, Will 
  +7; AL CN; Str 8, Dex 12, Con 14, Int 17, Wis 11, Cha 
  10. 
   
  Skills and Feats: Concentration +12 (+16 with 
  combat casting), Knowledge (arcana) +13, Knowledge 
  (dungeoneering) +8, Knowledge (geography) +6, 
  Knowledge (history) +5, Knowledge (local) +6, 
  Knowledge (nature) +5, Knowledge (the planes) +8, 
  Spellcraft +15; combat casting, improved initiative, 
  extend spell, spell focus (conjuration). 
   
  Languages:  Common, Draconic, Elven, Goblin, and 
  Orc. 
   
  Wizard spells prepared (4/5/5/4/2/1; DC 13 [14 for 
  conjuration spells] + spell level):  0 - acid splash, daze, 
  detect magic, open/close; 1st - grease, mage armor; magic 
  missile (2), shield; 2nd - fox's cunning, glitterdust (2), 
  invisibility, web; 3rd - displacement, haste, lightning bolt, 
  slow; 4th - stoneskin, stoneskin; 5th – extended invisibility 
  (greater). 
   
  Spellbook:  0 - acid splash, arcane mark, dancing lights, 
  daze, detect magic, detect poison, disrupt undead, flare, light, 
  ghost sound, ray of frost, mage hand, mending, message, 
  open/close, prestidigitation, read magic, resistance, touch of 
  fatigue; 1st - enlarge person, expeditious retreat, grease, mage 
  armor, magic missile, protection from good, ray of 
  enfeeblement, shield, silent image; 2nd - glitterdust, fox's 
  cunning, invisibility, Melf’s acid arrow, protection from 
  arrows, protection from energy, rope trick, web; 3rd – dispel 
  magic, displacement, haste, lightning bolt, slow; 4th - 
  dimension door, invisibility (greater), mass enlarge person, 
  solid fog, stoneskin; 5th – Bigby’s interposing hand. 
   
  Possessions:  +1 dagger, cloak of resistance +2, pearl of 
  power (2nd level), ring of protection +1, Pennar’s Spellbook, 
  potion of cure light wounds (2), potion of endure elements 
  (cold), potion of endure elements (cold), potion of resist energy 
  (fire 10), potion of resist energy (fire 10), potion of barkskin 
  +2, 500 gp of diamond dust, 750 gp. 
  Familiar—Gern the Toad:  CR –; diminutive 
  animal; HD 1/4d8; 19 hp; Init +1; Spd 5 ft; AC 19 
  (+4 size, +1 Dex, +4 natural), touch 15, flat-footed 
  16; Base Atk +0; Grp -17; Atk/Full Atk –; SA 
  deliver touch spells, SQ amphibious, empathic 
  link, low-light vision, improved evasion, share 
  spells, speak with animals of its kind, speak with 
  master; SV Fort +6, Ref +4, Will +5; Str 1; Dex 12; 
  Con 11, Int 9, Wis 14; Cha 4. 
   
  Skills and Feats:  Hide +21, Listen +4, Spot +4; 
  Alertness. 
  Tactics:  Arianwyn appears at the front of the PC 
  marching order to begin the parley.  Ffychan, Luc, and 
  Pennar remain hidden behind cover.  All have their 
  melee weapons drawn (except Pennar) and consumed a 
  potion of endure elements (cold).  Pennar has mage armor 
  pre-cast on himself (included in stats) and has cast 
  stoneskin on Arianwyn and Ffychan. 
  At the start of combat, Arianwyn double moves toward 
  Calisse.  He intends to snatch the infant from her arms 
  and move away.  Arianwyn stops his advance and 
  GEO4-02 A Stormy Night in Hochoch 
   
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  engages the first PC to attack him.  After that, Luc 
  moves to position himself around Arianwyn’s target.  
  He wants to stay near the PCs to deny the PCs use of 
  area of effect type spells like fireball and give the pair 
  the opportunity to flank. 
  The rogue moves while hidden looking to ambush 
  spellcasters or other weaker party members. 
  Pennar casts extended invisibility (greater), haste, then 
  looks for an opportunity to cast slow and web to trap any 
  spell casters, archers, and hinder tanks.  He then uses 
  his enlarge person and displacement spells.  He looks to 
  grease the weapon of any tank.  He uses his pearl of power 
  (2ndt level) to recall the most effective spell and use it 
  again.  Pennar avoids combat. 
  If the NPCs drop below 75% hp, they attempt to 
  withdraw and flee.  If the PCs let them leave, they have 
  still defeated the encounter. 
  If the NPCs are victorious, they rob the PCs of their 
  weapons and money.  They do not have the time for 
  more before the Town Watch shows up.  The Town 
  Watch revives any PCs in negative hp and recovers the 
  dead for possible resurrection. 
  Encounter 7 
  Barbed Devil: hp 126, see MM. 
  Bone Devils (2): hp 98 each, see MM. 
  Tactics:  The devils start hidden in the snow 65’ away 
  from the PC marching order.  After the NPC devil 
  departs, the devils attempt to summon baatezu or major 
  image.  They position them between themselves and 
  the party to distract the PCs and soak up the higher 
  level combat spells.  They then advance on Calisse 
  (using double moves) from the front and two sides, 
  evenly divided.  If a PC intervenes, the devils on that 
  side of the party attack the PC until the PC goes 
  unconscious.  Then they continue to pursue Calisse 
  and Rhys. 
  The bone devils also use walls of ice to trap spell casters. 
   All of the devils have orders not to kill Calisse or Rhys, 
  be careful of using area of effect spells like unholy 
  blight. 
  Calisse uses her spells and wand of magic missile to 
  defend herself then assist PCs.  Ogwyn uses his songs 
  and spells to buff up the PCs. 
   
   
   
   
  GEO4-02 A Stormy Night in Hochoch 
   
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  Appendix II – NPCs 
  Calisse Skotti: female human Wiz 3/Ari 2; CR 5; 
  Medium humanoid; HD 3d4+2d8+5; hp 25; Init +5; Spd 
  30 ft.; AC 15 (+1 Dex, +4 mage armor), touch 15, flat-
  footed 14; Base Atk +2; Grp +1; Atk +1 melee (1d4-1/19-
  20/x2, dagger); Full Atk +1 melee (1d4-1/19-20/x2, dagger); 
  SA -; SQ -; AL LG; SV Fort +6, Ref +6, Will +13; Str 8, Dex 
  12, Con 12, Int 16, Wis 13, Cha 19. 
   
  Skills and Feats:  Bluff +9, Concentration +9, 
  Diplomacy +16, Forgery +5, Gather Information +9, 
  Knowledge (arcana) +6, Knowledge (geography) +4, 
  Knowledge 
  (history) 
  +5, 
  Knowledge 
  (local) 
  +5, 
  Knowledge (nobility & royalty) +8, Ride +9, Sense 
  Motive +9, Spellcraft +11, Improved Familiar, Improved 
  Initiative, Iron Will. 
   
  Wizard Spells Prepared (5/4/3, base DC 13+spell 
  level):  0 - detect poison (divination), light, mage hand, 
  mending, message; 1st - comprehend languages (divination), 
  mage armor, shield, protection from evil; 2nd level - detect 
  thoughts (divination), mirror image, see invisibility. 
   
  Spellbook: 0 - acid splash, arcane mark, dancing lights, 
  daze, detect magic, detect poison, flare, ghost sound, light, mage 
  hand, mending, message, open/close, prestidigitation, ray of frost, 
  read magic, resistance; 1st  - alarm, charm person, comprehend 
  languages, detect secret doors, disguise self, expeditious retreat, 
  feather fall, identify, mage armor, mount, obscuring mist, 
  protection from chaos, protection from evil, shield, silent image, 
  sleep, unseen servant; 2nd - detect thoughts, eagle's splendor, 
  fox's cunning, invisibility, locate object, minor image, mirror 
  image, protection from arrows, see invisibility. 
   
  Languages:  Common, Ancient Suel, Elven, Flan, 
  Keoish, Old Oeridian. 
   
  Possessions:  amulet of health +2, bag of holding (type I), 
  circlet of persuasion, cloak of charisma +4, feather token (bird), 
  meta-magic rod of lesser silence, ring of freedom of movement, 
  pearl of power (1st) (x2), pearl of power (2nd), potion of remove 
  blindness, ring of evasion, arcane scroll of fly – 5th level caster, 
  arcane scroll of invisibility – 3rd level caster, vest of resistance +4 
  (as per the cloak of the same name), wand of magic missile 
  (9th level caster). 
  Ogwyn the Knowledgeable: male human, Brd 8/Lor 2; 
  CR 10; Medium humanoid; HD 8d6+ 2d4-10; hp 35; Init 
  +5 (+1 Dex, +4 improved init.); Spd 30 ft.; AC 17 (+1 Dex, 
  +6 armor) touch 11, flat-footed 16; Base Atk +7/+2; Grp 
  +7; Atk +8 melee (1d8+1,19-20, +1 longsword); Full Atk 
  +8/+3 One-handed  (1d8+1,19-20, +1 longsword); SA -; SQ 
  bardic knowledge 13, countersong 8/day, fascinate 8/day, 
  inspire courage 8/day, inspire competence 8/day, 
  suggestion 8/day; SV Fort +3, Ref +7, Will +9; AL NG; Str 
  10, Dex 12, Con 8, Int 16, Wis 10, Cha 20; 
   
  Skills and Feats:  Bluff +12, Concentration +12, 
  Diplomacy +18, Disguise +12, Knowledge (arcana) +8, 
  Knowledge 
  (arch 
  & 
  eng) 
  +8, 
  Knowledge 
  (dungeoneering) 
  +8, 
  Knowledge 
  (geography) 
  +8, 
  Knowledge 
  (history) 
  +8, 
  Knowledge 
  (local) 
  +8, 
  Knowledge (nature) +8, Knowledge (nobility) +8, 
  Knowledge (religion) +8, Knowledge (the planes) +8, 
  Perform (Wind Instruments) +20, Sense Motive +5, 
  Spellcraft +15, Alertness, Combat Expertise, Improved 
  Initiative, Extend Spell, Silent Spell. 
   
  Languages:  Common, Abyssal, Ancient Baklunish, 
  Ancient 
  Suloise, 
  Celestial, 
  Draconic, 
  Dwarven, 
  Elven, Flan, Giant, Gnome, Goblin, Halfling, Infernal, 
  Keoish, Old Oeridian, Olman, Sylvan. 
   
  Spells Known: (3/4/4/3/1; DC = 15 + spell level):  0 
  level—detect magic, know direction, light, prestidigitation, read 
  magic, summon instrument; 1st level—expeditious retreat, 
  feather fall, remove fear, Tasha’s hideous laughter; 2nd level— 
  blur, calm emotions, cat’s grace, detect thoughts; 3rd level 
  spells—dispel magic, displacement, glibness, good hope; 4th 
  level—break enchantment, legend lore. 
   
  Possessions:  +2 chain shirt, cloak of charisma +2, dust of 
  disappearance, masterwork shalm, +1 longsword, wand of haste 
  – 5th level caster, wand of cure moderate wounds – 3rd level 
  caster. 
   
  Important Note:  Ogwyn has already cast feather fall 
  and glibness once each today. 
  Encounter 3 
  Watcher Friedrich Gottschalk:  male human Ftr 9; CR 
  9; Medium humanoid; HD 9d10+27; hp 88; Init +6 (+2 
  Dex, +4 Improved Initiative); Spd 20ft.; AC 22 (+2 Dex, +7 
  +2 breastplate, +3 +1 heavy steel shield), touch 12, flatfooted 
  20; Base Atk +9/+4; Grp +14; Atk +16 melee (1d8+8/17-20, 
  +1 longsword); Full Atk +16/+11 melee (1d8+8/17-20, +1 
  longsword); SA -; SQ -; AL LN; SV Fort +8, Ref +5, Will +5; 
  Str 20, Dex 14, Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Ride +13, Handle Animal +6, Blind-
  fight, Dodge, Improved Critical (longsword), Improved 
  Initiative, Iron Will, Mounted Combat, Quick Draw, 
  Ride by Attack, Weapon Focus (longsword), Weapon 
  Specialization (longsword). 
   
  Languages:  Common. 
   
  Possessions: +1 longsword, +2 breastplate, +1 heavy steel 
  shield, cold weather outfit, potion of cure light wounds (4), 
  potion of endure elements (cold), potion of endure elements 
  (cold) (3). 
  Knight Patrol #2:  male human Clr 9 of Heironeous; CR 
  9; Medium humanoid; HD 9d8+18; hp 68; Init +6 (+2 
  Dex, +4 Improved Initiative); Spd 20ft.; AC 22 (+2 Dex, +7 
  +2 breastplate, +3 +1 heavy steel shield), touch 12, flatfooted 
  20; Base Atk +6/+1; Grp +8; Atk +10 melee (1d8+3/19-20, 
  +1 battleaxe); Full Atk +10/+5 melee (1d8+3/19-20, +1 
  battleaxe); SA -; SQ -; AL LN; SV Fort +8, Ref +4, Will +9; 
  Str 14, Dex 14, Con 14, Int 10, Wis 18, Cha 14. 
   
  Skills and Feats: Concentration +10, Diplomacy +5, 
  Heal +7, Knowledge (religion) +4, Knowledge (local) +6, 
  Spellcraft +4, Blind-fight, Combat Casting, Dodge, 
  Improved Critical (battleaxe), Improved Initiative, 
  Weapon Focus (battleaxe). 
   
  Languages:  Common. 
  GEO4-02 A Stormy Night in Hochoch 
   
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  Cleric spells prepared (6/6/6/5/4/2; DC 14 + spell 
  level):  0 - detect magic, detect poison, guidance, light, 
  read magic, virtue; 1st - bless, command, comprehend 
  Languages, detect evil, magic weapon, protection from 
  chaos*; 2nd - bull’s strength, calm emotions*, hold person, 
  silence, sound Burst, spiritual weapon; 3rd - daylight, 
  dispel magic, prayer, magic circle against chaos*, searing 
  light; 4th - divine power, greater magic weapon, spell 
  immunity, order’s wrath*; 5th - dispel chaos*, flame strike. 
   
  * Domain Spell.  Domains:  Law (cast law spells at +1 
  caster level) and War. 
   
  Possessions:  +1 battleaxe, +2 breastplate, +1 heavy steel 
  shield, cold weather outfit, potion of cure light wounds (4), 
  potion of endure elements (cold), potion of endure elements 
  (cold) (3). 
  Knight Patrol #3:  male human Pal 9 of Heironeous; CR 
  9; Medium humanoid; HD 9d10+18; hp 81; Init +5 (+1 
  Dex, +4 Improved Initiative); Spd 20ft.; AC 22 (+1 Dex, +7 
  +1 banded mail, +3 +1 heavy steel shield), touch 11, 
  flatfooted 21; Base Atk +9/+4; Grp +11; Atk +13 melee 
  (1d8+3/19-20, +1 longsword); Full Atk +13/+8 melee 
  (1d8+3/19-20, +1 longsword); SA smite evil 2/day; SQ 
  aura of good, detect evil, divine grace, lay on hands, aura 
  of courage, divine health, remove disease 2/week, special 
  mount, empathic link with mount, share spells with 
  mount, turn undead; AL LG; SV Fort +12, Ref +8, Will 
  +10; Str 14, Dex 12, Con 14, Int 10, Wis 14, Cha 18. 
   
  Skills and Feats:  Concentration +8, Diplomacy +10, 
  Handle Animal +4, Heal +4, Knowledge (nobility and 
  royalty) +6, Ride +8, Sense Motive +8, Improved Critical 
  (battleaxe), Improved Initiative, Mounted Combat, Ride 
  by Attack, Weapon Focus (longsword). 
   
  Languages:  Common. 
   
  Paladin spells prepared (0/2; DC 12 + spell level):  0 -; 1st - 
  bless weapon, divine favor. 
   
  Possessions:  +1 longsword, +2 banded mail, +1 heavy steel 
  shield, cold weather outfit, potion of cure light wounds (4), 
  potion of endure elements (cold), potion of endure elements 
  (cold) (3). 
  Paladin Heavy Warhorse: Large magical beast; HD 
  8d8+24; hp 66; Init +1; Spd 60 ft.; AC 20, touch 10, 
  flat footed 17; Base Atk +3; Grp +11; Atk +8 melee 
  (1d6+5, hoof); Full Atk +8/+8 melee (1d6+5, 2 
  hooves) and +3 melee (1d4+2, bite); Space/Reach 10 
  ft./5 ft.; SQ low-light vision, scent, improved 
  evasion; SV Fort +7, Ref +5, Will +2; Str 21, Dex 13, 
  Con 17, Int 7, Wis 13, Cha 6. 
   
  Skills and Feats: Jump +12, Listen +5, Spot +6; 
  Endurance, Run. 
  Tactics:  If combat begins, as free actions, all members of 
  the patrol begin a battle cry to summon support.  They 
  draw their weapons and attack the closest PC.  They 
  attempt to say near the PCs to deny the use of area of 
  effect spells like fireball and give the rogue in the party 
  flanking for sneak attack damage.  All Knights start the 
  encounter already having consumed a potion of endure 
  elements (cold). 
  Encounter 5 
  Town Watch Patrol Leader:  male human Ftr 9; CR 9; 
  Medium humanoid; HD 9d10+27; hp 88; Init +6 (+2 Dex, 
  +4 Improved Initiative); Spd 20ft.; AC 22 (+2 Dex, +6 +2 
  breastplate, +3 +1 heavy steel shield), touch 12, flatfooted 20; 
  Base Atk +9/+4; Grp; Atk +16 melee (1d8+8/17-20, +1 
  longsword); Full Atk +16/+11 melee (1d8+8/17-20, +1 
  longsword); SA -; SQ -; AL LN; SV Fort +8, Ref +5, Will +5; 
  Str 20, Dex 14, Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats:  Ride +13, Handle Animal +6, Blind-
  Fight, Cleave, Improved Initiative, Improved Critical 
  (longsword), Iron Will, Power Attack, Quick Draw, 
  Weapon Focus (longsword), Weapon Specialization 
  (longsword). 
   
  Languages:  Common. 
   
  Possessions:  +1 longsword, +2 breastplate, +1 heavy steel 
  shield, cold weather outfit, potion of cure light wounds (4), 
  potion of endure elements (cold), potion of endure elements 
  (cold) (3). 
  Town Watch Patrol #2:  male human Clr 9 of Allitur; 
  CR 9; Medium humanoid; HD 9d8+18; hp 68; Init +6 (+2 
  Dex, +4 Improved Initiative); Spd 20ft.; AC 22 (+2 Dex, +6 
  +2 breastplate, +3 +1 heavy steel shield), touch 12, flatfooted 
  20; Base Atk +6/+1; Grp +8; Atk +10 melee (1d6+5/19-20, 
  +1 short spear); Full Atk +10/+5 melee (1d6+5/19-20, +1 
  short spear); SA -; SQ -; AL LN; SV Fort +8, Ref +4, Will +9; 
  Str 14, Dex 14, Con 14, Int 10, Wis 18, Cha 14. 
   
  Skills and Feats:  Concentration +10, Diplomacy +5, 
  Heal +7, Knowledge (religion) +4, Knowledge (local) +6, 
  Spellcraft +4, Combat Casting, Dodge, Improved Critical 
  (short spear), Improved Initiative, Weapon Focus (short 
  spear). 
   
  Languages:  Common. 
   
  Cleric spells prepared (6/6/6/5/4/2; DC 14 + spell 
  level):  0 - detect magic, detect poison, guidance, light, read 
  magic, virtue; 1st - bless, command, comprehend languages, 
  detect evil, magic weapon, protection from chaos*; 2nd - bull’s 
  strength, calm emotions*, hold person, silence, sound burst, 
  spiritual weapon; 3rd - daylight, dispel magic, prayer, magic 
  circle against chaos*, searing light; 4th - divine power, greater 
  magic weapon, spell immunity, order’s wrath*; 5th - dispel 
  chaos*, flame strike. 
   
  * Domain Spell.  Domains:  Knowledge (cast 
  divination spells at +1 caster level), Law (cast law spells at 
  +1 caster level). 
   
  Possessions:  +1 short spear, +2 breastplate, masterwork 
  heavy steel shield, cold weather outfit, oil of magic weapon 
  (4), potion of cure light wounds (4), potion of endure elements 
  (cold), potion of endure elements (cold) (3). 
  Town Watch Patrol #3:  male human Rog 7/Ftr 2; CR 9; 
  Medium humanoid; HD 2d10+7d6+18; hp 60; Init +8 (+4 
  Dex, +4 Improved Initiative); Spd 30ft.; AC 20 (+5 Dex, +4 
  +2 studded leather), touch 15, flatfooted 20; Base Atk 
  +7/+2; Grp +8; Atk +14 melee (1d6+2/18-20, +1 rapier); 
  Full Atk +14/+9 melee (1d6+2/18-20, +1 rapier); SA sneak 
  attack +4d6, SQ trapfinding, evasion, trap sense +2, 
  uncanny dodge; AL LN; SV Fort +6, Ref +8, Will +4; Str 
  12, Dex 20, Con 14, Int 12, Wis 10, Cha 12. 
  GEO4-02 A Stormy Night in Hochoch 
   
  Page 34 
  
   
  Skills and Feats: Bluff +10, Climb +6, Diplomacy, +10, 
  Disable Device +6, Hide +12, Intimidate +10, Listen +11, 
  Move Silently +12, Open Lock +10, Ride+8, Search +12, 
  Spot +14, Tumble +14, Improved Initiative, Iron Will, 
  Quick Draw, Weapon Finesse (rapier), Weapon Focus 
  (rapier). 
   
  Languages:  Common, Elven. 
   
  Possessions: +1 rapier, +2 studded leather, cold weather 
  outfit, oil of magic weapon (4), potion of cure light wounds (4), 
  potion of endure elements (cold), potion of endure elements 
  (cold) (3). 
  Tactics:  If combat begins, as free actions, all members of 
  the patrol begin a battle cry to summon support.  They 
  draw their weapons and attack the closest PC.  They 
  attempt to say near the PCs to deny the use of area of 
  effect spells like fireball and give the rogue in the party 
  flanking for sneak attack damage.  All Town Watchmen 
  start the encounter already having consumed a potion of 
  endure elements (cold). 
  Encounter 6 
  Gate Commander:  male human Clr 9; CR 9; Medium 
  humanoid; HD 9d8+18; hp 68; Init +6 (+2 Dex, +4 
  Improved Initiative); Spd 20ft.; AC 22 (+2 Dex, +7 +2 
  breastplate, +3 +1 heavy steel shield), touch 12, flatfooted 20; 
  Base Atk +6/+1; Grp +8; Atk +10 melee (1d8+3/19-20, +1 
  heavy mace); Full Atk +10/+5 melee (1d8+3/19-20, +1 heavy 
  mace); SA -; SQ -; AL LN; SV Fort +8, Ref +4, Will +9; Str 
  14, Dex 14, Con 14, Int 10, Wis 18, Cha 14. 
   
  Skills and Feats:  Concentration +10, Diplomacy +5, 
  Heal +7, Knowledge (religion) +4, Knowledge (local) +6, 
  Spellcraft +4, Blind-fight, Combat Casting, Improved 
  Critical (heavy mace), Improved Initiative, Weapon 
  Focus (heavy mace) 
  Languages:  Common 
   
  Cleric spells prepared (6/5/5/4/3/1; DC  14 + spell 
  level):  0 - detect magic, detect poison, guidance, light, 
  read magic, virtue; 1st - bless, command, comprehend 
  languages, detect evil, magic weapon, enlarge person*; 2nd 
  - bull’s strength*, hold person, remove paralysis, silence, 
  sound burst, spiritual weapon; 3rd - daylight, dispel magic, 
  prayer, searing light*, searing light; 4th - divine power, 
  greater magic weapon, spell immunity, fire shield*; 5th - 
  flame strike*, flame strike, righteous might. 
   
  * Domain spell.  Domains:  Strength (Perform a feat 
  of strength as a supernatural ability.  Gain an 
  enhancement bonus to Strength equal to your cleric 
  level.  Activating the power is a free action, the power 
  lasts 1 round and is usable once per day) and Sun 
  (Perform a greater turning instead of a normal turning 
  1/day). 
   
  Possessions: +1 heavy mace, +2 breastplate, +1 heavy steel 
  shield, cold weather outfit, potion of cure light wounds (4), 
  potion of endure elements (cold), potion of endure elements 
  (cold) (3). 
  Gate Guard #2 and #3:  male human Ftr 7; CR 7; 
  Medium humanoid; HD 7d10+21; hp 69 each; Init +6 (+2 
  Dex, +4 Improved Initiative); Spd 20ft.; AC 22 (+2 Dex, +7 
  +2 breastplate, +3 +1 heavy steel shield), touch 12, flatfooted 
  20; Base Atk +7/+2; Grp +11; Atk +13 melee (1d8+7/19-20, 
  +1 longsword); Full Atk +13/+8 melee (1d8+7/19-20, +1 
  longsword); SA -; SQ -; AL LN; SV Fort +7, Ref +4, Will +4; 
  Str 19, Dex 14, Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats:  Ride +11, Handle Animal +6, Dodge, 
  Improved Initiative, Iron Will, Mounted Combat, Quick 
  Draw, Ride by Attack, Weapon Focus (longsword), 
  Weapon Specialization (longsword). 
   
  Languages:  Common. 
   
  Possessions:  +1 longsword, +2 breastplate, , +1 heavy steel 
  shield, cold weather outfit, potion of cure light wounds (4), 
  potion of endure elements (cold) (3). 
  Tactics:  If combat begins, as free actions, all members of 
  the gate guard begin a battle cry to summon support.  
  They draw their weapons and attack the closest PC.  They 
  attempt to say near the PCs to deny the use of area of 
  effect spells like fireball and give the rogue in the party 
  flanking for sneak attack damage.  The cleric will use his 
  buffing spells prior to engaging in combat directly.  All 
  gate guards start the encounter already having consumed 
  a potion of endure elements (cold).  
   
  GEO4-02 A Stormy Night in Hochoch 
   
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   DM Aids: Map #1 
   
   
  GEO4-02 A Stormy Night in Hochoch 
   
  Page 36 
  
  DM Aids: Map #2 
   
   
  GEO4-02 A Stormy Night in Hochoch 
   
  Page 37 
  
  Player Handout #1 – Map of Hochoch 
   
   
   
  GEO4-02 A Stormy Night in Hochoch 
   
  Page 38 
  
  Player Handout #2 – Hochoch Map Key 
   
  Gates
  G1 – River Gate 
  G2 – Shalm’s Gate 
  G3 – North Gate 
  G4 – Oyt Gate 
   
  Low Quarter
  L1 – The Broken Drum Inn 
  L2 – The Cracked Cup  
   
  The Commons
  C1 – Iowerth Square 
  C2 – The Boar’s Knuckle (condemned) 
  C3 – The Boar’s Other Knuckle 
  C4 – Company of Giant Slayers Hall 
  C5 – The White Stag Inn 
   
  Market Ward
  M1 – The Giant’s Hearth Inn 
  M2 – Market Square (“Broken Wall”) 
   
  Old City
  O1 – Old Oak Tavern 
  O2 – Bedwyn the Fat’s Estate 
  O3 – Knights of the Watch Chapterhouse 
  O4 – Sierra Blackblade’s Estate 
   
  Hilltop
  H1 – Caer Dwr Gwyldy (Waterwatch Castle) 
  H2 – Trevol Llys (Town Hall) 
  H3 – Temple of Pelor 
  H4 – Temple of St. Cuthbert 
  H5 – Temple of Allitur 
  H6 – Temple of Ehlonna 
  H7 – Wayfarer’s Union House 
  H8 – The Brenin’s Signet Inn 
   
  GEO4-02 A Stormy Night in Hochoch 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Geoff/GEO4-02 - A Stormy Night in Hochoch.pdf