TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
  Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, 
  in the US and other countries. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited 
  without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the 
  Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document please e-mail your triad point of contact (POC) at poc@sunndi.org ,
  IVING 
  GREYHAWK campaign questions email rpgahq@wizards.com 
   for L
  SND5-03 
   
   
   
  A Few Bad Men 
   
  A one-Round D&D Living Greyhawk
  ®  
  Regional Adventure set in  
  The Kingdom of Sunndi 
  Version 1.0 
  Round 1 
  by Krishna Simonse and Pieter Sleijpen 
  Editor: Pierre van Rooden and Bas Vermeulen 
  Circle Reviewer: Paul Looby 
  Playtesters: Auke Teeninga, Eric Jimmink, Floris Kraak, Karin Westerbeek, Martin Wezel, Nina Moelker, Simone van 
  de Stadt, Tjalling Spaans, Vincent van der Bijl, Ward van Oosterum, Wouter Scheepe 
   
  The blood! The violence! The shouting! And that’s just chow-time. Military training will create bonds that last a lifetime, 
  or so some say. It’s just a little hard to imagine while you are neck deep in mud, trying to hang on to your buddy while 
  an ape with two stripes yells in your ear to hustle. And you volunteered for this? Just to find a few bad men? 
  An adventure for APL 2 to 6, but especially well suited for beginning characters interested in a military or espionage 
  career. Characters with a high-risk disfavor with the Iron League or Jade Mask cannot play this scenario. 
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the Living Greyhawk™ campaign—a worldwide, 
  ongoing D&D campaign set in the Greyhawk setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  Herald-Level gamemaster. The person who sanctions the 
  event is called the senior gamemaster, and is in charge of 
  making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and then reported back 
  to the RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or usually 
  just DM). Sometimes (and almost all the time in the cases 
  of home events) the senior gamemaster is also the table 
  DM. You don’t have to be a Herald-Level GM to run this 
  adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your Living 
  Greyhawk character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the Dungeons & Dragons Rewards program. Playing this 
  adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the Living Greyhawk character 
  creation and development, RPGA event sanctioning, and 
  Dungeons & Dragons Rewards, visit the RPGA website at 
  www.rpga.com.  
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a Living Greyhawk Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to Living 
  Greyhawk games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  # 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 
   
  SND5-03 A Few Bad Men 
   
  Page 1 
  
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  Living Greyhawk adventures are designed for APL 2 
  and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Sunndi.  Characters native to Sunndi pay one Time Unit 
  per round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  ADVENTURE BACKGROUND 
  Most people think that there is no purpose behind the 
  bullywug invasion except plunder and slaughter. Those 
  people forget that the hordes of bullywugs are lead by 
  disciplined, intelligent human officers whom are part of 
  the cult of Wastri. Furthermore, unlike in Sunndi, their 
  monasteries and libraries in the depths of the Vast 
  Swamp have never been damaged or destroyed in the 
  wars of the past centuries. They remembered Wastri’s 
  Breath and its effects on the bullywugs, and they 
  prepared for it. 
   
  Realizing that a war was imminent, they set many 
  plots into motion that would destabilize and reduce 
  Sunndi’s ability to defend itself. One of these plots 
  involved infiltrating the Sunndian army and weakening 
  it from the inside by, among other things, increasing 
  racial tension. Subtle and patient, they remained hidden 
  for a long time, trying to get cultists and sympathizers in 
  positions of power, especially in the recruitment and 
  training corps. Through patience and hard work one of 
  their own, Captain Hortann, became the effective leader 
  of the famous Darkwater Academy, and from that lofty 
  position the Wastrians started their subtle work of 
  corruption and decay.  
   
  The work of the Wastrians is subtle, and its effect 
  small and difficult to see, but now that the war has finally 
  started, it is time to harvest the fruit of their actions. Or 
  so they hope. Unbeknownst to them, their presence did 
  not remain undetected. Daergon Many-Face, friend of 
  Hazendel, a high-ranking agent of the Jade Mask and 
  liaison between Sunndi and the Jade Mask, noted some 
  strange things at Darkwater Academy and suspects a lot. 
  Suspicions alone are not enough to arrest respected 
  officers and an open investigation would lead nowhere. 
  He needed solid evidence, and sent in some agents to 
  infiltrate the school. When his agents died, he quickly 
  needed new ones and what better agents to use than 
  young soldiers eager to prove themselves? Who would 
  suspect them? What better able soldiers than fresh 
  adventurers?    
  ADVENTURE SUMMARY 
  SND5-03 is an investigation adventure consisting mainly 
  of time and action triggered events. It is a relatively free 
  flowing adventure in which the PCs have considerable 
  freedom and there is no correct order of events. A big 
  part of the document consists of information that you as a 
  DM might or might not need depending on the PCs’ 
  actions and with which you should be able to adjust the 
  scenario on the fly based on said actions. Except for a few 
  parts, there are no traditional clear-cut encounters hence 
  the use of the term “part”. 
  Introduction: While enjoying a drink in the Broken 
  Manacles in Pitchfield, the PCs are contacted by an old 
  human man. Using magic to keep his presence hidden, 
  he explains the situation, and asks whether or not the 
  PCs are willing to spend a couple of weeks in a military 
  SND5-03 A Few Bad Men 
   
  Page 2 
  
  academy, promising that they are free to leave the army 
  after the mission without repercussions. 
  Part 1 [Welcome to Hell]: The trip to the Hollow 
  Highlands is short and uneventful, and once at the 
  Academy they get to meet their trainers and the 
  traditional welcoming speech followed by a quick 
  exercise to determine the PCs current skills. 
  Part 2 [An Ordinary Day in Hell]: Training in a boot 
  camp is not exactly a holiday, and the PCs should realize 
  this during the adventure. Included are several events for 
  the DM to use. These have no direct connection to the 
  actual investigation, but they are far from easy. A few 
  consist of role-playing, while others can be quite 
  dangerous for life and health. Depending on the time 
  available and the fun the players have, a DM can pick up 
  to all offered suggestions. They also paint the scene, 
  showing a strange favoritism for non-humans that seems 
  to create dissatisfaction among the human recruits. 
  Part 3 [Gathering Information]: One of the methods to 
  find proof of any wrongdoings is by talking with the 
  people at the camp. A Gather Information check provides 
  the PCs with names of NPCs that might know 
  interesting information, but they still have to talk to 
  them to get the actual information. The PCs can make a 
  new check every day with a cumulative bonus, but at the 
  same time the risk of alerting the wrong people increases 
  with each day of questioning the locals. 
  Part 4 [Searching for Clues]: Besides questioning people, 
  the PCs can investigate certain areas. Some regions are 
  more difficult to investigate than others, but if the PCs 
  use their heads and skills they are bound to find some 
  hard evidence against the Wastrians. 
  Part 5 [Looking for Sympathy]: One of the Wastrians 
  goals is to recruit new members among the human 
  military. Human PCs are certainly possible targets for 
  such recruitment.  
  Part 6 [Accidents Can Happen]: Due to a misplaced map, 
  a training mission of the PCs actually becomes rather 
  dangerous when it takes them straight into the lair of a 
  local predator. Halflings are blamed for it. 
  Part 7 [To Blow off Some Steam]: The gnome village of 
  Silverweed lies relatively close to the academy, offering 
  some opportunities for the recruits to blow of some 
  steam in the excellent but expensive tavern. Of course, 
  the PCs can also decide to do some investigations here as 
  well. 
  Part 8 [Raiders’ Camp]: Not all players like an 
  investigative adventure, and not all are very good at it. 
  When the players are clearly not enjoying themselves in 
  part 3 and 4, or when they are stumped, the Burrowers 
  ask them to assault a group of raiders allied with Wastri. 
  Once defeated, the PCs find some invaluable evidence at 
  the raider’s campsite. 
  Ending 9A [Capturing the Culprits]: Once the PCs have 
  found enough evidence, the Jade Mask informs the 
  Sunndian army. The army being the army, they take a 
  rather direct approach and arrive openly at the camp to 
  make their arrests. Obviously, those wanted are more 
  than able to flee, but the Jade Mask is not as easy to fool 
  and they make sure the PCs are there to block any retreat. 
  Ending 9B [Smoked Out]: The PCs have drawn 
  unwanted attention without finding enough evidence to 
  allow an arrest. During an open attack by a band of 
  Wastrians these seem to focus on the PCs, and as a result 
  the PC’s are recalled before they get killed. 
  Conclusion: If the PCs were successful, they get the 
  promised rewards, and are given the opportunity to 
  finish their training at the camp. While doing so might 
  cost time, people with an inclination for a military career 
  gain some good benefits for doing so. If they do not take 
  the chance, it will not be held against them and they are 
  free to leave the army. In any event, they can feel satisfied 
  for delivering a serious blow to the plots of the Wastrians. 
  PCs that have shown an aptitude for spying, gain the 
  favor of the Jade Mask. PCs who operated more openly, 
  gain a favor with the military instead. 
   
  If they failed to find enough evidence, they are 
  recalled from the mission, if they survive that is. Like 
  with a success, they can finish their training, but they do 
  not earn the favor of the Military or the Jade Mask. 
  Leaving the army is obviously an option as well. 
   
  Of course, there always is a chance that PCs earned 
  the trust of the Wastrians in Part 5. If they manage to 
  keep their involvement with the Jade Mark secret, or 
  otherwise manage to keep the Wastrians’ trust, then their 
  contacts with the Wastrian cult might prove useful in 
  future scenarios. 
  PREPARATION FOR PLAY 
  SND5-03 is about an investigation into the Sunndian 
  army by the Sunndian branch of the Jade Mask. As such 
  it is of particular interest to (prospecting) members of the 
  Jade Mask as well as (prospecting) members of the 
  various Sunndian military organizations (Grey Scouts, 
  Royal Warders and the Sunndian Army). 
   
  Note that during the play of this scenario, the PCs 
  have to act as common soldiers. Any PC with a higher 
  rank in the army cannot use any of the advantages of this 
  rank during play without blowing his cover. Doing so 
  definitely earns that PC the “High Risk” status as 
  mentioned below and in the Conclusion. PCs who earned 
  a medal in previous scenarios (for example during the 
  interactive SND5-01S Lands of Confusion) do not have to 
  hide this fact. It does draw special attention from the 
  SND5-03 A Few Bad Men 
   
  Page 3 
  
   
   
   
  trainers at the Academy and that is not always a good 
  thing.  
   
  The scenario is set in the Hollow Highlands, which 
  might result in specific benefits for members of some 
  meta-organizations (most notably the Burrowers). More 
  information on Meta-Organizations can be found on the 
  Sunndi web page (http://www.sunndi.org/) in the 
  download section. It is a good idea to check upon the 
  above-mentioned organizations before play. 
   
  Due to the nature of the mission, PCs that earned a 
  “High Risk” status in TSS5-01 Ten Minutes cannot play 
  this scenario. Make sure the players are aware of this 
  limitation (and it is mentioned in the blurb) before they 
  start playing to allow them to select another character 
  ahead of time.  
   
  For your convenience the text of that disfavor is 
  reprinted below: 
  � High Risk: The PC is considered risky to hire, and will 
  not be hired again by the Iron League until the PC has 
  spent a favor with the Iron League to better his 
  reputation. 
  Time: It should be noted that this scenario has the 
  potential to run long. When you are running it in a time 
  sensitive environment, such as at a convention, keep a 
  close eye on the clock. Do not spend much time at the 
  Introduction, and follow the strict time limits set down 
  in Part 1. If the PCs haven’t found a clue or a shred of 
  evidence after 1 hour in Part 3 and 4, and there is little 
  promise they ever will within the next hour, you should 
  proceed to Part 8 (and drop Part 6). This probably gives 
  you the time to tie up the loose ends of Part 8 and 
  properly finish Part 9. 
  INTRODUCTION 
  At the start of the adventure the PCs are enjoying some 
  leisure time in the famous tavern The Broken Manacles 
  in the town of Pitchfield. As always, it is assumed the PCs 
  are between jobs. Why they are in Pitchfield is up to the 
  individual players. The PCs might be sitting at the same 
  table, but this is not necessary for the adventure and 
  unlikely in case the PCs do not know one another.  
   
  It is late evening, and you are enjoying a well-deserved 
  night at the famous Broken Manacles tavern in 
  Pitchfield. An unexpected thunderstorm has driven 
  many people inside, and the common room is crammed 
  with people. Luckily, you were early, and you have a 
  good seat from where you can see most of the tavern and 
  can enjoy your drink the way you prefer. 
   
     Suddenly you hear a voice whispering in your 
  ears, something that surprises you greatly considering 
  the background noise, hinting at the presence of magic.  
  “Don’t worry friend, I mean you no harm, and this is 
  the best way to keep our contact hidden from our 
  enemies. So I would prefer you to answer with a whisper 
  as well, that is, if you are interested in earning some cash 
  while serving Sunndi in this time of war. I have 
  contacted several other people as well, and they can hear 
  your whispers too.” 
  Daergon “Many-Faces” has contacted the PCs. It is highly 
  unlikely the PCs recognize him, assuming they even 
  know him. Daergon is disguised as an old grim veteran 
  who seems to be dozing off in a corner after having 
  drunk a bit more than is good for him. The spell he is 
  using is the cantrip message, though for ease of gaming, 
  it is assumed that all contacted can hear one another.  
   
  The PCs likely have many questions, below follow 
  some likely ones and the answers they get. 
   
  Q: “Who are you?”/”Where are you?” 
  A: “I have many names, but if you insist you can call me 
  Daergon. I am a member of the Veiled Sun, the 
  Sunndian arm of the Jade Mask, the secret service of the 
  Iron League. Take a look at the northern side of the bar 
  in the corner. You will see a sleeping old human man in 
  patched clothes with a whiskey bottle and a cup in front 
  of him.”  
  A quick glance in that direction indeed shows the man, 
  who looks directly at the PCs for a short moment, almost 
  to quick to note, before returning to his sleeping 
  position. If you had not been specifically looking at him, 
  you doubt you would have noted it, let alone realized that 
  he was much more than a man sleeping in drunken 
  stupor. 
   
  Q: “Why the secrecy?” 
  A: “Because Sunndi has many enemies, some of which 
  have much more guile than most give them credit for. 
  And because I wanted to test how you would react.” 
  There is a chuckle of soft laughter. 
   
  Q: “What do you want us to do?” 
  A: “It is a relatively simple job, but one that is vital for 
  Sunndi and that requires people like you: promising, but 
  who have not yet earned fame and glory. I want you to 
  join up for the military and apply for the Darkwater 
  Academy, obviously if you are already part of the 
  military, you should just apply for the academy as a 
  private. Strange things are happening at the place, and I 
  fear the ranking officers have been infiltrated by 
  Wastrians. The problem is that I have no evidence, just a 
  SND5-03 A Few Bad Men 
   
  Page 4 
  
  gut feeling, and I need people to acquire such evidence 
  for me. 
   
   
   
   
   
   
   
   
  “Of course, you cannot just barge in and collect it. If 
  that were the case, I would have no need for you. Tread 
  carefully, some of the people involved have a very good 
  reputation and I do not want to damage it if they are 
  innocent. So try to be subtle. Just gather evidence, and 
  contact me, or if you distrust me the military leadership, 
  as soon as you have enough for an arrest.” 
  Q: “So you want us to spy upon the officers at the 
  Academy?” 
  A: “If that is how you want to call it, yes. I prefer the 
  term ‘undercover investigation’, since it is more 
  accurate. I wish a more open investigation was possible, 
  but this is much more effective and it can prevent 
  innocent people from getting hurt.” 
  Q: “How do we know you are speaking the truth?” 
  A: “Because if I did not have Sunndi’s best interest at 
  heart, I would not be hiring you. What other purpose 
  can this mission have than to expose one or more 
  dangerous spies? You lead the investigation, and you 
  should be smart enough to avoid falling for any red 
  herrings.” 
  Q: “But what if you want to lure us in a trap?” 
  A: There is a chuckle of soft laughter.  
   
  “You give yourself too much credit. I am spending 
  an awful lot of resources here. There are easier methods 
  to kill you, and if I was trying to maneuver you into a 
  position as scapegoats then a simple divination spell 
  would reveal your innocence.” 
  Q: “So what can we expect and what are we looking for?” 
  A:  “I will not tell you anything about the people at the 
  academy or the region of the training ground. Giving 
  you that information might cloud your vision, and it 
  might also make it much easier to blow your cover by 
  blurting out something you are not supposed to know. 
  Suffice to say, that you are looking for evidence that the 
  Wastrian 
  cultists 
  have 
  infiltrated 
  the 
  academy. 
  Remember, there might be more than one.” 
  Q: “How do we contact you?” 
  A: “I, or more precisely one of my associates, will contact 
  one of you once every other day with a sending spell. It 
  does not allow you to send me an extensive report, or to 
  discuss tactics, but it is enough to alert me when you 
  have enough evidence for an arrest or when you want to 
  be pulled out. I will then arrange matters for a more 
  personal meeting. Once in you will be on your own, and 
  you must decide by yourself how to do the 
  investigation.” 
   
  Q: “Why us?” 
  A: “Like I said, I need people that will not draw too 
  much attention to themselves at a military academy. You 
  have the skills, and hopefully you can keep the streak of 
  independence most adventurers have under control for 
  the couple of days or weeks you will be there. Before you 
  ask, the academy trains units in what basically are 
  adventuring parties on the battlefield. 
   
  “One thing, humans might have an easier time 
  gleaning information without drawing undue attention. 
  If any half-elf, or even elf, amongst your group is skilled 
  in disguises, you might prefer to pose as a human.” 
  Q: “But some us are terrible at undercover work and 
  investigations?” 
  A: “No doubt, if you all were good at it, you would not 
  work well as a squad in training at the academy. It is part 
  of the cover. Besides, the job is not without danger. If 
  you are discovered, I am sure people are going to try to 
  kill you. If you have problems with lying, then don’t lie. 
  Just make sure that nobody asks you the wrong kind of 
  questions. After all, you are there for training.” 
  Q: “How long will the mission take?” 
  A: “The training officially lasts 1 month, but I suspect 
  you will be finished before that time. Of course, once 
  the investigation is finished you are more than welcome 
  to finish the training.” 
   
  Q: “Do we need to join the army?” 
  A: “For the duration of the mission you have to do so, 
  yes. Of course, once finished I can make sure that if you 
  do not like the military you get an honorable discharge 
  without the usual punishment. You are free to remain in 
  the army if that is what you prefer.” 
   
  Q: “What will our reward be?” 
  A: “I will pay you a fee of [APL 2: 150 gp ach; APL 4: 200 
  gp each; APL 6: 250 gp each]. Of course you also get the 
  opportunity for some elite training which would be 
  great for any military career. If you prove yourself 
  worthy, I might help you when you are looking for a job 
  at the Jade Mask. I always remember the names of the 
  people that help me…as well as those who prove to be 
  unreliable” 
  Q: “How do we become ‘unreliable’?” 
  A: “By blowing your cover too early or by making so 
  much trouble that you end up in the brig most of the 
  time during your stay at the academy. It will not be easy, 
  SND5-03 A Few Bad Men 
   
  Page 5 
  
  and I am risking my reputation by sending you to that 
  academy in the first place. Note that blowing your cover, 
  even when you have found enough evidence, might not 
  be good for your social standing with the ordinary 
  soldiers. Like all groups, people in the army tend to have 
  some problems with undercover agents.” 
   
   
  Q: “Can we have some time to think?” 
  A: “Take your time. You can signal me your acceptance 
  until late this night, I can use some time off. Otherwise I 
  will contact you tomorrow evening. Of course, some of 
  you might not have much of a choice in the matter…” 
   
  PCs that are members of any of the Sunndi military 
  organizations that refuse now gain the command to do as 
  Daergon told them early the next morning. Members of 
  the Jade Mask also do not have much of a choice in the 
  matter. 
   
  Development: If the PCs accept the mission, any 
  soldier amongst them gains the order to travel to 
  Darkwater Academy for training. PCs that have not yet 
  joined the military have to do so the next morning, and 
  once done are sent for training to Darkwater Academy as 
  well. This is all done off stage and the adventure proceeds 
  when the PCs arrive at the academy in “Part 1: Welcome 
  to Hell”. 
   
  It is likely that the PCs want to some investigations 
  into the old man and the academy. A Gather Information, 
  Knowledge (local: The Splintered Suns) or Profession 
  (soldier) reveals the following on the academy. Note that 
  PCs that do not live within the Splintered Suns meta-
  region gain a -5 penalty if they use the Profession 
  (soldier) skill. PCs that are members of the Sunndi 
  military (including the Grey Scouts and Royal Warders) 
  gain a +5 circumstance bonus on the Profession (soldier) 
  check. 
  Check  
  Result 
  15 
  The Darkwater Academy is a specialist training 
  founded by King Hazendel in an attempt to 
  make the army more professional. Many of the 
  human counts doubted whether it was 
  necessary.  
  20 
  It specializes in skirmishes and guerilla 
  warfare and is located in the Hollow 
  Highlands on a former hideout of the 
  Burrowers 
  near 
  the 
  gnome 
  village 
  of 
  Silverweed. It is open to soldiers from any 
  branch of the Sunndian military. 
  25 
  The leader of the academy is Karuk Firebeard, 
  a famous dwur soldier and veteran of the 
  Greyhawk Wars. 
  30 
  Karuk Firebeard has been placed at the 
  academy because age was damaging his wits 
  and this was the place he could do the least 
  harm.  
    
  A Gather Information check on Daergon reveals the 
  following: 
  Check 
  Result 
  10 
  Daergon is a veteran of the Greyhawk Wars. 
  He frequents the Broken Manacles often, and 
  usually he has to be carried away when the 
  business closes. 
  15 
  Daergon is good friends with Vella Ironbeard 
  (the owner of the Broken Manacles) and he 
  never has to pay for his drinks. 
  20 
  Daergon is much more than he appears to be. 
  He is not nearly as drunk as he looks to be and 
  he seems to be keeping a close eye on people 
  in the tavern. 
  25 
  Nobody knows where he lives, and it is 
  doubtful he even exists. It is just an alter ego 
  for a member of some spying organization or 
  another.  
  30 
  The leader of Sunndi’s spy network is named 
  Daergon Many-Face. He has many alter egos. 
  It is unlikely, but perhaps he and the drunken 
  veteran are the same? 
   
  Troubleshooting: Daergon is looking for people who can 
  deal with the unexpected and who are not blatantly 
  unsuited for some undercover work. While the message 
  spell is not strictly necessary, it is a test of sorts, and a PC 
  who jumps up and who start screaming is clearly 
  unsuited for the job. The PC gets one warning to stop 
  drawing attention. If the PC does not listen, contact is 
  broken and the adventure is over for that particular PC. 
  Of course, his friends can also try to calm him down. 
  Only when another PC vouches for the PC, and succeeds 
  in a DC 15 Diplomacy check will he be accepted again. 
  The PC vouching for the other is considered responsible, 
  and if the irresponsible PC earns the High Risk status 
  later on so will the vouching PC.  
   
  Note that a table only has to consist of 4 players at 
  the start of the event, and that if only 3 or less players 
  remain, they could theoretically proceed with the 
  adventure. Whether or not they dare to is up to the 
  players. 
   
  It is unlikely, but possible that a member of the 
  Sunndi military or the Jade Mask refuse to aid Daergon. 
  In that case they gain a direct order to help this man with 
  whatever he wants them to do. Soldiers that refuse are 
  sent of to the front for 1 month (PC pays 4 TU). Refusal 
  to do so is considered desertion, which is punishable by 
  SND5-03 A Few Bad Men 
   
  Page 6 
  
  death in times of war. Members of the Jade Mask are 
  simply kicked out and never allowed to join again. 
   
  PART 1: WELCOME TO HELL 
  The trip from Pitchfield to Darkwater Academy takes 
  several days, and offers ample of opportunity for the PCs 
  to get to know one another. Now is a good time for the 
  players to introduce their characters to each other, 
  including a few bits and pieces on personality based on 
  what they could have learned during a trip of several 
  days.  
   
  Once introductions have been made, read aloud or 
  paraphrase the text below:  
   
  The stark uninviting landscape of the Hollow Highlands 
  has been your companion for the last few days. Travel 
  has been monotonous and interesting sights have been 
  few and far between. Coming upon the small gnome 
  village of Silverweed was a welcome diversion for it told 
  you that finally your destination was near. Plodding 
  onwards along the trail beside Darkwater River, you are 
  greeted by the sight of a wooden watchtower rising up 
  on the next hill. Moving your gaze down you note an 
  earthen wall with a set of large gates providing an 
  entrance into what must be Darkwater Academy.  
   
  As you step up to the gates, one of the two 
  uniformed guards steps forwards, looking you up and 
  down with a certain amount of disdain in his eyes.  
   
  “Let me guess, the new recruits? Where do they 
  keep finding them?” Turning to his companion he 
  remarks “I tell you, they will be sending us babies next.”  
   
  The other man just snickers and replies: “I think 
  these are Chimak’s bunch, so don’t tease them. They will 
  have it hard enough.”  
   
  The guard turns back to you with a grin, “Ah 
  Chimak’s little kittens are ya? Good luck to ya.” Holding 
  out his hand he adds, “Well, let’s have your billets then?” 
   
  Giving the guard your papers, he gives them but a 
  cursory glance before handing them back, ushering you 
  through the gates. Making your way between the 
  unfamiliar buildings, you arrive at a small square in front 
  of a smithy. Two groups have formed on the grounds. To 
  the left are 9 people who look your way shortly before 
  resuming their private conversations. To the right you 
  spot a smaller group. A human female waves you over to 
  join them.  
   
  Allow the PCs to settle on the square, and ask some 
  questions related to the description given above. This 
  might be a goof time to introduce the PC’s to their future 
  NPC squad members. Quickly proceed with the section 
  “Welcome” below when in a time sensitive setting, 
  otherwise do so when things start to drift away from the 
  adventure. 
   
  WELCOME 
  Once the PCs have settled together with the other new 
  recruits, the drill sergeants try to bring some order to the 
  group, introductions are made, the rules pointed out and 
  classes formed. 
   
   
   
   
  Just as you start to wonder what is going to happen the 
  door to one of the buildings you passed opens. Out step 
  a broad shouldered half-orc and a stocky dwur. Their 
  uniforms immaculate and their shoulders displaying the 
  symbols that clearly identify them as sergeants. A steady 
  marching pace brings them to the square in perfect step 
  with each other. Both men look at the people gathered 
  on the square, giving everyone including you a quick 
  once over. The half-orc clears his throat softly, almost 
  delicately, before bellowing  
   
  “Riiiiiight you maggots! Stand straight! You sorry 
  excuses for soldiers. At attention! NOW!” 
  Allow people some time to react and form up, take note 
  of everyone’s dress, symbols they may be displaying 
  and/or medals. The group to the left of the PC’s snaps to 
  attention fairly quickly. As everyone settles, Chimak, the 
  half-orc, resumes in a loud and clear voice. 
   
  “My name is Sergeant Chimak, and this”, indicating the 
  dwur, “is Sergeant Aerim. We welcome you to 
  Darkwater Academy. Although, just how welcome you 
  sorry lot are remains to be seen.” 
  “As for our names… you can forget them right now 
  cause you miserable maggots will address us as SIR, am I 
  making myself clear?” 
  Chimak leans back to allow the recruits, including the 
  PC’s, to respond. Cries of “Yes, SIR” abound. Should any 
  of the PC’s decide to leave off the sir, or otherwise not 
  follow the “script”, he or she will be on the receiving end 
  of a baleful stare from both sergeants. Mark this person 
  down for special attention later.  
  “OKAY, you there”, Sergeant Chimak makes a broad 
  gesture encompassing the group of 9 to your left, “you 
  will belong to Sergeant Aerim. And when I say belong I 
  mean he OWNS your respective asses. He will be your 
  father, your mother, your one reason for living. What he 
  says goes. No matter whether it’s counting the grains of 
  sand on this square or the drops of rain in a spring 
  shower. You will HOP to it without question, do I make 
  myself clear?”  
  SND5-03 A Few Bad Men 
   
  Page 7 
  
   
  Quick shouts of “Yes, SIR” follow from the group, 
  but their faces clearly show some apprehension.  
   
   
   
   
   
   
   
   
   
  “Right sarge, they are all yours.”  
   
  “Thank you sergeant” Aerim answers and moves 
  towards his squad “Alright you kobolds, get a move on, 
  follow me to the barracks where we can get better … 
  acquainted”  
   
  Grabbing their gear, they quickly follow Aerim as 
  he walks off towards an entrance into the hill.  
  “Now you, you are the lucky ones” Chimak grins as 
  he turns to the remaining group including you “You get 
  to be MINE.” 
   
  Chimak inspects all the soldiers in his squad including 
  the PC’s, he has some derogatory comments for all, and 
  special ones for some. Feel free to make up your own 
  general comment and/or paraphrase. Otherwise use the 
  ones listed below where applicable. Chimak starts with 
  the NPC members of the squad: 
   
  Stepping almost uncomfortably close, Chimak stares 
  down at the lithe form of Corporal Aragheen. 
   
  “Ah what do I see there? Your mommy gave you a 
  uniform with a stripe already on it. How wonderful. Isn’t 
  it great when parents have ambitions for you?”  
   
  Chimak grins, clearly exposing his tusks as the 
  uniformed elf starts to protest.  
   
  “Yes, yes, shaddup already. We know you’re a 
  corporal. I have half a mind to rip that stripe right off 
  your uniform as you have obviously not learned to keep 
  your mouth shut yet, but for now…you have the benefit 
  of the doubt, But hear me well elf boy, that is a lot of 
  doubt and very little benefit.”  
   
  Cutting off any further protest with a glare, the 
  sergeant moves on towards Cyrrbran. Looking at the 
  halfling, Chimak turns back to the elf. “ 
  “What do I see here, there may be hope for you yet. 
  You’ve brought me a snack! And it’s perfectly bite-sized 
  too.” Sighing dramatically Chimac continues. “Too bad 
  the commander frowns on me eating the recruits, so I 
  guess I will have see what we can make out of you. 
  Never know ya might come in handy….if we need to 
  assault a ferret hole.” 
   
  Stepping sideways Chimak focuses his likely 
  unwelcome attention on Lasara.  
   
  “Awww, how cute. Are you here to play dress up 
  little lady? Our uniforms don’t have frilly lace I’m afraid. 
  No worries though, even though you are doubly cursed, 
  being a human and a female, we will soon turn you into 
  the best soldier you can be. Although how good that will 
  be I don’t know.”  
   
  Lasara does not respond to Chimak’s baiting, but 
  her face shows clear signs of her restraint. Moving on 
  and looking at Urtosh, Chimak seems taken aback for a 
  moment.  
  “What’s this? Are they sending us hairdressers now? 
  They did tell you there will probably be mud involved, 
  right? And blood and…well lets say less pleasant things 
  that will really mess up that fine ensemble you are 
  wearing. If I were you I’d go home. Don’t see you doing 
  too well with real work.”   
  Chimak confronts the PC’s and any NPC’s left using one 
  of the statements listed below. Pick the most appropriate 
  one considering the character or the development up to 
  this point. 
   
  For smartasses, either singly or as a group:  
  “So you think you’re pretty clever then, do ya? Not 
  giving in to the pressure, not saying sir when you 
  obviously should…Somewhat of an independent spirit? 
  This army has lots of uses for those, lots of them” 
  Chimak reaches into a pocket of his uniform and brings 
  out a miniature shovel. Here, this is what I have for you.” 
  Small sized characters. 
  “Ow lookie lookie.” Addressing Lasara he says: “They let 
  you bring your dolls?” Turning back he continues: “Well 
  at least we won’t have any shortage of bunk space, I 
  think we can fit four of you to a bed.” 
   
  Or 
  “You know soldier, I am usually a good judge of 
  character. All I need to do is to look someone in the eye 
  and I know their character. Now if you could go and get 
  a stepladder so I can get some clue about you?”    
   
  People with medals or other displays of “heroism” 
  “Kord be praised! We got ourselves a regular hero. Wait 
  till I tell Aerim. This will be like a vacation for us. I 
  mean what could we possibly teach a hero?” 
  Or 
  “Lemme ask you something soldier? Did your momma 
  wear combat boots? Cause I am sure that thing you’re 
  displaying can’t possibly be something you earned. You 
  better put it away so momma doesn’t come to spank ya 
  for breaking it.” 
    
  General comments (pick one): 
  SND5-03 A Few Bad Men 
   
  Page 8 
  
  “So, you think you’ll make a good soldier then, do ya? 
  Well?” as whoever is addressed is about answer Chimak 
  interrupts them “Well I don’t. But you can be damn sure 
  you will die trying if need be.” 
   
   
   
   
  “So private? What do you think is your purpose in this 
  army?”  Regardless of what is answered the reply is, 
  “Wrong! Your purpose in this army is to do what I tell 
  you to do!” 
    
  “You! Yes You! Wipe that opinion of your face soldier! 
  When you want an opinion you will report to me and I 
  will give you an opinion!” 
  “I can just see it in your eyes. You’re a screw-up! Don’t 
  bother denying it, you will screw something up. And 
  because of that I have the following advice for you:  To 
  err is human, to forgive is divine, but neither of those 
  are Sunndian army policy. Keep that in mind as you 
  blunder through my training.”  
  “Who are you looking at soldier? I will tell you who you 
  are looking at! You are looking at the face you will learn 
  to hate. Listening to the voice that will make you shake 
  in your boots and smelling the breath that will make 
  your eyes water for the next month. And let me tell you 
  something else. I don’t care if you hate me. But you 
  WILL obey me!”  
  After having addressed all the soldiers in the PC’s squad 
  Chimak continues: 
   
  “Like everywhere else in the military there are rules 
  here. Simple rules. Rules you will obey! Let me break 
  them down for you in the simplest way.  
   
  “If you disobey an order, it will be the brig. If you 
  disobey an order again, it will be the road. If you go 
  somewhere without permission, it will be the brig. If 
  you endanger a fellow soldier, it will be the brig. If you 
  look at me cross-eyed, it will be the brig.  
   
  “Are we getting the gist of things yet? If you think 
  something will get you in trouble, just don’t do it. At 
  best you will be cleaning the latrines, at worst you will 
  be heading home. Heading home knowing you could 
  not cut it in the army, less than a civilian.” 
   
  Chimak keeps silent for a moment to let his words 
  sink in.  
   
  “Right, before I let you go to get settled, one more 
  thing. The most important thing! You are a team. You 
  can stop thinking of yourselves as Jak, Jilla or Jozan. All 
  you are is one of Chimak’s kittens. And you will take 
  care of the team. Your unity is the most important thing. 
  If one of you fails, all fail. If one of you messes up, you 
  all mess up. Squad, Army, God, Sunndi, that’s the rule. 
  RAH! Now get out of my sight!” 
    
  In the Sunndi military the smallest organized group is a 
  squad, which in optimal conditions consists of 9 privates 
  and a corporal or sergeant leading it. At the academy this 
  standard is followed and one class consists of one squad 
  of soldiers. While the PCs are all assigned to the same 
  squad they are still missing 4 to 6 NPCs. Four of these 
  NPCs fulfill a specific role during the scenario, and the 
  remaining two are fillers. None of these NPCs are 
  important in an actual fight. In general they are weaker 
  than the PCs and when necessary it should not be too 
  hard to decide upon abilities and skills on the fly during 
  the game. These characters should never overshadow the 
  PCs during the scenario, even not during simple training 
  exercises. All six are detailed in Appendix 4, but in short 
  they are: 
   
  � Corporal Aragheen Silverthorn: The arrogant grey 
  olve squad leader. 
  � 
  Private 
  Cyrrbran 
  Greenwood: 
  The 
  outgoing, 
  outspoken, opinioned hobniz scout.  
  � Private Lasara: The silent, withdrawn, hardworking 
  human soldier that stirs up resentment and is desperately 
  looking for acceptance. She sympathizes with the 
  Wastrians. 
  � Private Urtosh: The rich human dandy, who is likable, 
  but not particularly well suited to the military life and 
  hence needs a lot of help from his fellow soldiers. 
   
  � Optional – Private Norad: Strong, silent male human 
  soldier with a foul temper. 
  � Optional – Private Mishzia: Talkative, but obedient 
  human female soldier. 
   
  Development: Once introductions have been made, and 
  the PCs (and players) are fully aware of the rules of the 
  academy, they are assigned to their quarters (see DM’s 
  Aid 1: The Academy). The PCs have half an hour to settle 
  down, before lunch starts. You can give the players a 
  quick descriptions of their quarters (Spartan, 5 bunks in a 
  room with a chest for each soldier, 1 door that leads to a 
  bathroom and another to the corridor, doors cannot be 
  locked), and show them the DM’s Aid 1, but do not yet 
  spend too much time on it. It is better to do so after their 
  first lesson. Feel free to select one of the number 2 rooms 
  as theirs. The other unit of trainees uses one other room, 
  and the other 4 are empty. 
  SND5-03 A Few Bad Men 
   
  Page 9 
  
   
  After the lunch they are expected to go to the square 
  ready for their first lessons that are detailed below in “The 
  First Test”. 
   
  THE FIRST TEST 
  Once the players have no questions for the moment, read 
  or paraphrase the following: 
   
   
   
   
  i
   
  As could be expected, food in the army leaves a lot to be 
  desired. There is certainly enough, and you are sure it is 
  nutritious, but the taste and composition reminds you of 
  particularly tasteless gruel. Once the meal is finished, 
  you and your fellow trainees –including the other squad� 
  are ushered outside, across the river onto what looks like 
  the training area and to your final destination: a part of 
  the fields filled with all kinds of obstacles, differing 
  from ruined houses to wooden walls and from muddy 
  fields to waterholes.  
  “Right maggots,” Chimak starts with a smirk on his 
  face, “I am sure even you know what you are looking at?” 
  He pauses for a few seconds, as if awaiting an answer, but 
  if anybody interrupts him, he reacts rather angrily. After 
  all, he had not given permission to speak, now had he? If 
  a character protests, that person is scolded into silence, or 
  when acting like a true smart ass, ordered to do 20 push 
  ups in the mud field (laughing is not allowed for the 
  observers – if they do, then they must also do the push 
  ups). 
   
  “No?! You lot are worse than I though. Since my 
  expectations are never high that is saying something. 
  That,” he says, pointing at the obstacle course, “is an 
  assault course. You will be seeing it a lot the coming 
  weeks. It will become your second home at this camp. 
  Today we are going to limit us to a small part of the 
  fields and I doubt you sissies would even survive that, 
  but this academy is not for the weak.” 
   
  “As you can see,” the dwur Aerim takes over, “the 
  closest part of the field contains two flags, a red and a 
  blue one. In between those flags there are walls, a piece 
  of swamp, a steep slope, and in that pool a platform. You 
  sorry lot are going to conquer the platform in the 
  middle. The squad with the most warriors on that 
  platform after roughly 2 minutes is the winner. Anybody 
  that has not set foot on that platform at all is up for 
  latrine duty. 
   
  “The rules are simple. Anybody that leaves the 
  course is out, that includes walking around the walls 
  instead of going over them! Anybody that falls into the 
  pool is out of the game as well. Anybody that is knocked 
  unconscious is out too. To help with that, you can collect 
  a sap from us. Do NOT use lethal force, it is a training 
  match, and while it would save us the trouble training 
  you, the paperwork that comes with it by far offsets that 
  benefit. 
   
  “There have been some smart asses in the past that 
  thought that hacking one’s way through the wooden 
  walls was a good idea. They thought d fferently after 
  being made to redesign and rebuild the whole assault 
  course, all expenses out of their own pockets. Some of 
  you might have magic available. Feel free to use it, but 
  remember that the assault course ends when you get out 
  of reach of anybody on the ground. We thought about 
  installing a few archers, but the paperwork…In any 
  event, act like soldiers, and since I doubt you know what 
  that is: do not fear pain and get on that damned island. 
  Any questions?” 
  Show the PCs DM’s Aid 2, describe the terrain and 
  explain the skills involved while traversing the assault 
  course. Allow them to ask the sergeants a few questions. 
  The sergeants, will answer mockingly, and can get 
  especially vicious when dealing with smart asses.  
   
  Once all questions are asked, allow the players a 
  maximum of 15 minutes *real time* to discuss tactics. 
  Otherwise you run the risk of spending too much time 
  on this encounter. It is mainly for fun and all the PCs can 
  lose here is a bit of their pride. Use these 15 minutes to 
  highlight Aragheen’s arrogance, but unless the PCs are 
  particularly obnoxious, they can convince Aragheen that 
  their plan is the best. During the actual match, highlight 
  the fact how unskilled Urtosh is for example by letting 
  him bungle on the walls or slipping in the mud field, 
  taking one or more characters down with him. 
   
  Terrain: The mock battle is going to be fought on a 
  part of the assault course. As the sergeant said, the goal is 
  to conquer the wooden platform in the middle. Each side 
  starts on a different side of the course. In between there 
  are several obstacles that prevent the PCs and their squad 
  from simply marching to their target. There are four 
  types of barriers: the walls, the marsh, the slope and the 
  pool. Damaging the obstacles is not part of the test, and 
  results in a disqualification of the PCs as well as toilet 
  scrubbing duty.  
   
  The walls are made out of sturdy wood, and are 10 
  feet high and about 1 foot thick. The PCs can climb them 
  with a DC 15 Climb check, or a DC 8 Jump check for 
  Medium sized characters and DC 24 for Small sized 
  characters followed by a DC 10 Climb check to pull 
  oneself up. The Jump DCs assume a running start of 20 
  feet, and are twice as high without such a start. Of course, 
  the characters can give one another a boost (or a pull) in 
  which case crossing the wall is automatic, but costs one 
  SND5-03 A Few Bad Men 
   
  Page 10 
  
  full round action for one character to cross a wall. A 
  character on top of the wall can choose to jump to the 
  wall one step further. It is a 10 feet jump, and without a 
  running start it is a DC 20 Jump check to cross this 
  distance. A failed check results in the character falling 
  and taking 1d6 damage unless a DC 15 Tumble check is 
  made.  
   
  The marsh is nothing more than a large field of mud. 
  Movement cost is doubled in the area, and the DCs of 
  Tumble checks are increased by 2. Running or charging 
  is possible, but only if the character succeeds in a DC 15 
  Balance check. If it fails by 4 or less means the character 
  cannot move for that round. If the check fails by 5 or 
  more the character falls prone.  
   
  The slopes are made out of wood and are steep, but 
  do not require a skill check to traverse. Moving upward 
  cost double movement, and running or charging down 
  requires a DC 10 Balance check. The slopes lead to a 10 
  feet high wooden platform from where three ropes 
  dangle across a pool to the platform in the middle (10 feet 
  high as well). A PC could walk across over the rope, but 
  that requires a DC 20 Balance check. It is easier to pull 
  oneself over the rope, which requires a simple DC 5 
  Climb check. The gap towards the platform is 15 feet 
  wide. In theory, a character could jump it with a DC 15 
  (or 30 without a running start) Jump check. A character 
  that falls in the pool is out of the game and that is what 
  the opposition is going to aim at. 
   
  Special note: By the official D&D rules it is possible 
  to take 10 when there is no ongoing threat. In this case, it 
  is possible when there is nobody of the opposition within 
  the same general area. Where possible, let the PC’s take 
  10! It greatly simplifies matters, and makes the fight 
  faster to run. Only ask for a skill checks when a particular 
  character is directly fighting another. It is a training 
  match, and as long as the characters ignore each other on 
  purpose there is no inherent threat involved. 
   
  Creatures: The PCs and their squad are facing the 
  other training squad, which consists mainly of humans, 
  except their corporal who is a halfling. They are eager to 
  prove themselves, but they follow the rules and do not 
  cheat. There are also a couple of soldiers present 
  alongside the pool to get unconscious characters out. 
  They do not involve themselves in the fight, but they do 
  make loud remarks at the trainees’ expense, and cheer 
  loudly when a character makes a risky maneuver and 
  succeeds at it. 
   
  While the real EL is higher than presented in this 
  encounter, the goal is to challenge the PCs. There is no 
  chance any PC gets killed and the PCs are aided 
  somewhat by their fellow squad members.  
   
  APL 2 (EL 4) 
  � Squad Leader: Female halfling Rog2; hp 14; See 
  Appendix One. 
  � Squad Medic: Male human Clr2; hp 17; See 
  Appendix One. 
  � Soldiers (8): Male/Female human War1; hp 9; See 
  Appendix One. 
   
  APL 4 (EL 6) 
  � Squad Leader: Female halfling Rog4; hp 26; See 
  Appendix Two. 
  � Squad Medic: Male human Clr3; hp 24; See 
  Appendix Two. 
  � Soldiers (8): Male/Female human Ftr2; hp 18; See 
  Appendix Two. 
  APL 6 (EL 8) 
  � Squad Leader: Female halfling Rog6; hp 38; See 
  Appendix Three. 
  � Squad Medic: Male human Clr5; hp 38; See 
  Appendix Three. 
  � Soldiers (8): Male/Female human Ftr4; hp 32; See 
  Appendix Three. 
   
  Tactics: While the stat blocks in the appendices include 
  lethal weapons as well as charged magical items, they do 
  not use these. It is a game, and they limit themselves to 
  nonlethal attacks that do not cost the army too much 
  gold either. It is expected that the PCs do the same – 
  though if they want to waste their own gold that is their 
  own prerogative. 
   
  Due to the nature of the assault course, the 
  opponents of the PCs quickly decide that their best bet is 
  to rush up to the island to be the first to arrive. Once 
  there they are going to do their best to keep on the island, 
  and they are willing to take risks to do so.  Remember 
  that they have had some training as regular soldiers, but 
  not together. Don’t make them a well-oiled unit, and let 
  them stay together even if it does not make much sense.  
   
  They do avoid maneuvers that are potentially lethal, 
  like tackling somebody standing on top of the wooden 
  walls. The medic remains at the back, together with one 
  bodyguard and he is the last to approach the ‘island’. He 
  casts a sanctuary on himself when crossing the pool on 
  the rope when the PCs are obviously targeting those 
  using the ropes, hoping that he can reach the platform 
  and stay there without the need for violence. He does use 
  command to lure an opponent into taking unnecessary 
  risks. At APL 4 and above hold person is also a favorite 
  spell, especially if it allows an easy push into the pool. 
  The dispel magic is saved for flying or other obvious 
  buffed opponents or when there is no such opponent a 
  counter spell. 
  SND5-03 A Few Bad Men 
   
  Page 11 
  
   
  Treasure: None. It is just a game, and taking the 
  equipment of the soldiers is theft. If a PC is caught 
  stealing he is imprisoned for 2 TU (in addition for the 
  standard TU cost for the scenario) and kicked out of the 
  academy. The adventure is effectively over, and that PC 
  acquires the High Risk note on the AR. 
   
  Development: Like in most matches only one side 
  can win, though a draw is possible. In reality both drill 
  sergeants are not very interested in who wins, they want 
  to get an idea of the skills of their pupils and more 
  importantly their team spirit. Characters that take 
  calculated risks, don’t show fear for pain and use some 
  innovative tactic earn their respect. Of course, the two do 
  not show it, still belittling the PCs at any opportunity. 
  The best compliment a PC can get is that there is some 
  hope for that character yet. Characters on the other hand 
  that leave the assault course by stepping outside or who 
  showed to be especially clumsy are going to be the prime 
  target of the sergeants’ attentions. 
   
  In any event, the sergeants stop the match after 20 
  rounds or 1 hour of gaming time, which ever comes first. 
  Whoever has most men on the platform in the middle 
  has won. Once the match is over, the PCs are free for the 
  day to settle in. Real training starts the next day before 
  dawn. The PCs can use this time to explore the camp, and 
  start their inquiries as discussed in Part 3 and 4 below. 
   
  PCs that made one or more risky maneuvers and 
  succeeded, whether they were victorious or not, gain a 
  favorable impression. PCs that acted as cowards and 
  avoided any risks make a bad impression. This is 
  important when gathering information, since most 
  soldiers are more willing to say something worthwhile to 
  people they respect than to people they disrespect. 
   
  Troubleshooting: While the rules of the match are 
  clear, there always is the possibility the PCs might try to 
  cheat. Minor cheating, such as running past a wall 
  instead of climbing over it can be done without 
  repercussions if the PC succeed in a DC 10 Bluff or Hide 
  check, effectively trying to remain out of sight of the 
  observing sergeant.   
   
  Any action that recklessly endangers another 
  character with lethal damage leads to an immediate 
  removal from the game and a couple of days in the brig. 
  Tackling somebody standing on the wall, or bull rushing 
  somebody off the platform in any direction other than 
  the pool count as such an act. These relative minor acts 
  lead to a warning first. If a PC actually uses lethal force by 
  using a real weapon or spell, there is no warning. 
   
  While magic is allowed, Chimak and Aerim never 
  considered mentioning that using charm and dominate 
  spells is mostly illegal in Sunndi. Using them during a 
  game definitely is a breach of the law, and generates the 
  same reaction as using lethal magic. Enchantment spells 
  with a short duration that do not enslave a creature, such 
  as command or a short-term suggestion are fine. A PC 
  casting the long term mental dominating spells can hide 
  the effect by succeeding at a DC 10 Bluff check during 
  the game modified by the changed behavior of the victim 
  – the bigger the change, the easier it is to detect. Note 
  that neither sergeant have Spellcraft. The medic of the 
  opposition does have the skill, and if he notes the spell 
  casting and recognizes the spell, he certainly complains. 
  After the game, chances of being discovered are much 
  higher, though not necessarily automatic. Use your 
  judgment when the situation arises. 
   
  PART 2: AN ORDINARY DAY IN 
  HELL 
  Presented in this chapter is a collection of information, 
  example situations and descriptions, meant for role-play 
  and to flesh out time passing at the camp. As a DM feel 
  free to improvise, as long as it makes players realize this is 
  no picnic. These events are here to allow you to fill time, 
  or to push the PCs into action when they are not 
  enjoying themselves. When the PCs are active, or you are 
  running the event in a time sensitive environment it is 
  best to only quickly summarize these events to give the 
  players an impression of the time passing. 
   
  There are also some situations described and labeled 
  as plot support, please try to use those. 
   
  SCHEDULE OF A TYPICAL DAY 
  04.45 Wake up call 
  05:25 Inspection by drill sergeant 
  05:30 General muster on the parade grounds 
  05:45 Breakfast 
  06:15 Physical training  
  07:45 Liberty 
  08:15 Classroom / training 
  12:30 Lunch 
  13:00 Liberty 
  13:30 Classroom / training 
  16:30 Liberty 
  17:00 Dinner 
  18:00 Chores 
  18:30 Liberty 
  19:00 Classroom / training 
  21:00 Liberty 
  22:00 Lights out 
   
  All recruits have a duty shift once every 5 days. On a duty 
  day, they will be assigned to one of the night watch 
  crews. The quartermaster keeps the duty schedule, and 
  SND5-03 A Few Bad Men 
   
  Page 12 
  
  trading of duty shifts and the like is done at her 
  leisure/pleasure. 
   
  Physical training or PT forms the start of every day. 
  This includes many conditioning exercises. While being 
  watched by the drill sergeant everyone is put through 
  grueling physical exercises. The sergeant also uses this 
  time to pick on people and generally wear them down. 
  Due to conditioning, this gets easier for the recruits. 
  Everyone is expected to make a Fortitude save daily or be 
  fatigued, the DC starts at 10 + APL and decreases by 1 
  every three days the players are in training. 
   
  What the recruits do with their liberty time is up to 
  them, although not washing after PT is frowned and 
  commented upon. 
   
  In the classroom and on the training grounds the 
  recruits will be educated in tactics, general knowledge of 
  magic, scouting technique, ballistics and other theory as 
  well as more physical activities promoting team spirit and 
  responsibility. Combat exercise is also a large part of the 
  program, though they are not included in the examples. 
  Make sure they PC’s are aware there is a lot of team 
  combat training, self-defense and endurance training. 
   
  Note on punishments: Also listed below are a few 
  punishments. Punishment is remarkably easy to incur. 
  One squad member talking back to the sergeant can be 
  more than enough to earn the entire squad 10, 20 or more 
  pushups or even worse.  
   
  EXAMPLES/OPTIONS: 
  Communication 101: The squad is gathered in the 
  classroom, placed around a table. The sergeant starts 
  with one of the PC’s and whispers a phrase in their ear. 
  This phrase is then repeated by whisper from player to 
  player and back to the DM in the role of one of the 
  NPCs. The PCs pick the NPC that is to be the final link 
  in the chain. Aragheen, Lasara and Urtosh will try to 
  repeat as verbatim as possible while Cyrrbran will 
  attempt to alter the message in a humorous way.  
   
  Example phrases could be: “There is an enemy scout 
  in the woods, half a click to your left, at an elevation of 20 
  feet” (Cyrrbran would change scout to goat). 
   
  Trust 101: This takes the form of a well-known team 
  building ploy. One by one the PC’s are asked to let 
  themselves fall backwards into the waiting arms of their 
  squad members (it is quite possible people will not want 
  to do this, this is perfectly acceptable and substituting 
  role-play for actual action is fine in that case) 
   
  Hike: As soon as the wake up call is sounded, the 
  entire squad is ordered to report to the square in full 
  gear, backpack, tent and all. Chimak will lead them on a 
  5 mile run.  
   
  “Right ya sorry lot! Its time for some real work to get 
  your appetites up. Meet me outside in full gear, and that 
  means everything and the kitchen sink! You have 5 
  minutes.” 
   
  As the players arrive at the square, Chimak will check 
  their gear to make sure they have their armor, weapon(s), 
  backpack, regulation issue gear (tent, blanket, shield, 
  spare sword, shortbow and ammunition) If anything is 
  missing, people will be sent back to get it. 
   
  “Alright now that everyone is ready, I have al little 
  surprise for you all. We’re going to do a little hike.” 
  Chimak grins and removes a tarpaulin from a heap in 
  corner of the square, revealing smooth pebbles. “You 
  will be taking this with you. Its going to be a 5 mile hike, 
  and everyone better make it. Now hurry up and load 
  those stones”  
   
  It is up to the PC’s to decide how they distribute the extra 
  load. There are 500 lbs of pebbles that have to be carried. 
  While Chimak does not directly say it, the object is not 
  for one of the squad to arrive first or to still be fresh. The 
  object is to act as a team and make sure everyone makes it 
  in the best condition possible. The NPCs will carry 50 lbs 
  (their equal share) unless other suggestions are made. 
  Lasara will carry up to 100lbs if requested to do so, 
  Urtosh will whine at any load over 25lbs.  
   
  Mechanics:  A Fortitude check for every mile of the 
  5 mile hike.  
  -  People traveling below their maximum speed get a 
  +2 circumstance bonus (remember to check for 
  penalties caused by the extra load of pebbles). They 
  will however be harried by a bellowing Chimak 
  telling them to hurry up already. 
  -  Recruits can assist each other, but do not explain the 
  rules for this unless the PC’s ask. 
  -  Recruits that make their check can assist 1 other 
  recruit for every 2 points over the original check. 
  They can’t help more than 2 recruits.  
  -  If someone fails a check they incur a -2 penalty on 
  any further checks. Failing twice means the 
  character is too tired to move on. They can of course 
  be carried.  
  -  The DC of the check increases by 2 for every mile of 
  the hike, starting at a DC of 10+APL 
  -  Creative use of their gear or natural resources 
  should be rewarded, if for instance they decide to 
  build a makeshift stretcher out of their tents, or with 
  branches they could share the load of a tired 
  comrade between two or even 4 people. Apply 
  circumstance modifiers as you see fit. 
  SND5-03 A Few Bad Men 
   
  Page 13 
  
  Upon their return to base they are debriefed by sergeant 
  Chimak, either all made it: 
   
   
   
   
   
   
   
   
   
  !
  Chimak stands before you, smiling and looking 
  somewhat bemused. 
   
  “Well I’ll be damned. It looks like I might make a 
  regular squad out of you yet. Of course your time was 
  pitiful, but at least you all got here. Right, go dump out 
  those rocks and hit the baths, there’s porridge going cold 
  in the mess hall”  
  Or they didn’t 
   
  Shaking his head in obvious disgust Chimak addresses 
  you 
   
  “You miserable bags of puke. You sad and sorry 
  excuses for soldiers! Did you not hear a word of what I 
  have been telling you the last couple of days? You are 
  meant to be a squad, a team! If one fails, you all fail. Get 
  out of my sight I can’t stand to look at you lot right now. 
  You will hear more about this!” 
  Should this exercise fail and the squad has not otherwise 
  gotten in trouble they might be given latrine duty. 
   
  Sleep? Who needs Sleep?: During the cause of a 
  night the entire squad will be woken up time and time 
  again by Chimak. Nobody will be able to get more than 
  about 1.5 hours of sleep.  
  For example: 
   
  “Get up, get up! The enemy never sleeps. Up and about, 
  at the square in 5 and ya better be dressed!” 
  “Rise 
  and 
  shine 
  sunny 
  boys. 
  Cakes 
  at 
  the 
  square……And a bloodbath in this here barracks if you 
  don’t MOVE IT! Get into formation!”  
  The loud banging of pots and pans rouses you from your 
  restless slumber. As you look up, bleary eyed and deadly 
  tired you see the grinning face of Sergeant Chimak 
  standing at the door to the barracks, banging a ladle on a 
  huge kettle while gesturing in the direction of the 
  square. 
  “Lads and lasses? I have good news and bad news. The 
  good news is…I won’t be waking you again for the 
  night. The bad news is, I LIED! NOW HUT HUT HUT, 
  MOVE!” 
  Inform PC’s they will be fatigued for the coming day, and 
  can any arcane caster is unable to prepare new spells. 
   
  Warning: Do not use this if a combat encounter 
  seems likely for the following day, and make sure none of 
  the PC’s have guard duty.  
  Sing a song: Chimak has the team create a squad 
  cadence, i.e. marching tune. Have the PC’s make their 
  own lyrics to the classic as performed by Chimak 
  himself  
   
  “I don’t know but I’ve been told,  
  Human flesh tastes better cold.  
  Olves are also pretty nice,  
  But they lack a bit in spice.”   
   
   
  If you do not know the tune, you unfortunately cannot 
  use this option unless of course one of the PC’s knows it. 
    
  Plot support: Leave passes: After a few days at the 
  camp general muster is interrupted by the appearance of 
  the camp commander. He will give a little speech and 
  present evening leave passes to the “most promising” 
  recruits. The commander will read these names from a 
  list handed to him by Hortann. They will all be non-
  humans. 
   
  “Good morning recruits. By now you will know me to be 
  Colonel Faruk Firebeard, and I run this camp. Don’t 
  have much to tell you right now except to keep listening 
  to your instructors. My officers have of course been 
  watching you, and they tell me that it would be good for 
  morale to reward some of you for showing promise. In 
  my time of course we had none of this sissy stuff, but at 
  their urging I have evenings leave passes for the 
  following recruits…”  
   
  As you listen to the names you note that Aragheen 
  and Cyrrbran are the lucky members from your squad. 
  Behind you, Lasara mumbles something about humans. 
  A DC 15 Listen check will reveal that Lasara in fact 
  mumbled: “And of course, no humans show promise, 
  typical.” 
   
  Plot support: To salute or not to salute: This 
  situation in two parts takes place on different days.  
   
  The squad of the PC’s is marching across the square 
  (possibly singing their marching song) when they pass 
  Colonel Firebeard and Captain Hortann. Chimak snaps 
  to attention and salutes them. Regardless of whether the 
  PC’s salute or not, Lasara will be slow in reacting and 
  Hortann will react: 
   
  “What is the meaning of this? Do we not longer salute a 
  superior officer?” Captain Hortann glares at Lasara and 
  with venom in his voice continues: “Sergeant, I expect 
  you to punish this squad ”  
  SND5-03 A Few Bad Men 
   
  Page 14 
  
   
   
  Swallowing a curse, Chimak answers: “Sir, yes SIR!” 
  Turning back to the squad he continues “If you girls 
  wanted extra pushups you could have just asked. Now 
  drop and give me 20, all of you!” 
   
  On another occasion during general muster, a dwur 
  recruit from the other squad will be busy with his 
  bootlaces as Firebeard and Hortann approach. In this 
  case, it’s Aerim who reacts and steps up to the offending 
  soldier. 
    
  “Up on your feet soldier! In my army we salute our 
  officers”  
   
  As Aerim is about to deliver more verbal 
  punishment Hortann speaks up. 
   
   “At ease, sergeant. It was an honest mistake we 
  would not want the sturdy dwur tripping over his laces, 
  let it be this time.”  
   
  With barely a frown, Hortann and Firebeard 
  continue their walk to the offices. 
  Punishment: 1 pebble, 2 pebbles, many: The PC’s are 
  ordered to stand in the river, gathering buckets full of 
  rock pebbles which are then to be dumped in a corner of 
  the square. This is meant to be a cold, wet and miserable 
  affair. 
  Punishment: Latrine Duty: The Squad is ordered to dig 
  new latrines, after first filling in the old ones. They 
  might or might not get shovels to do so.  
   
  PART 3: GATHERING 
  INFORMATION 
  There are two types of evidence when trying to prove 
  somebody’s guilt: physical evidence and witness 
  accounts. The search for physical evidence in and around 
  the academy is detailed in Part 4 below. This section 
  focuses on the PCs finding the right witnesses, the type 
  of information they can glean from these people and the 
  risks of alerting the Wastrians about the PCs interest in 
  their affairs. 
   
  GAME MECHANICS 
  The first step when gathering information is to find the 
  people with the right kind of knowledge. To do so the 
  PCs have to talk with all kind of people, some of which 
  know little more then the name of somebody else who 
  might have more information. Playing this out in the 
  finest details costs precious gaming time, it can be quite 
  tedious, and it does not take the actual skill of the PCs 
  into account. Instead of role playing it out, ask the PCs 
  involved in this part of the investigation to roll one (or 
  more) Gather Information checks and with each such 
  check a Bluff check as well. The Bluff check is needed to 
  make sure that the Wastrians are not alerted about the 
  ongoing investigations.  
   
  Each Gather Information check represents one week 
  of work instead of the usual 1d4+1 hour. Make sure the 
  PCs realize this is the case by adding the necessary fluff 
  from part 2. Do not just give the PCs the list of names, 
  but pick a day during that week they gain it, and mention 
  at what day and time they manage to speak with a 
  particular NPC and provide the name in the form of a 
  rumor as described below. Eventually the week passes 
  and the PCs can make a new check. 
   
  If they are skilled enough, and somewhat lucky, one 
  check is enough, else more might be needed. Note that 
  “taking 20” is not allowed due to the time constraints, but 
  the PC can “take 10” on these checks as normal. For 
  added dramatics, you can roll both checks in secret.  
   
  Since the DCs are relatively high, and the chance of 
  alerting the Wastrians increases with each Gather 
  Information check, it is advised that only one PC makes 
  the check while the rest try to aid that particular PC 
  through the “aid another” mechanism. A PC assisting 
  somebody on the Gather Information check also needs to 
  make a Bluff check which functions as an “aid another” 
  check for the Bluff check of the primary information 
  broker (and hence the consequences of a failed check are 
  much less severe). Of course, the rules do not allow 
  people to “take 10” while aiding another. Explain these 
  game mechanics before any actual dice rolls so that they 
  can elect which PC should make what check based on the 
  skills of their PCs. 
  Gather Information check modifiers: 
  • 
  For each check after the first (cumulative): +4 
  • 
  PC made a favorable impression in Part 1: +2 
  • 
  PC made a bad impression in Part 1: -2 
  • 
  PC is a human, or successfully disguised as one (see 
  the Disguise skill description in the Players 
  Handbook): +2 
  • 
  PC is a gnome: -2 
  • 
  PC is seen as a spy (see Bluff check results below): -4 
  • 
  Any modifiers the PC might gain on social skill 
  checks involving the military due to being a member 
  of a specific Meta-Organization or as noted on an 
  AR. 
  Bluff check modifiers: 
  • 
  For each person assisting: -2 
  • 
  For each check after the first (cumulative): -2 
  • 
  PC is a human, or successfully disguised as one (see 
  the Disguise skill description in the Players 
  Handbook): +2 
  SND5-03 A Few Bad Men 
   
  Page 15 
  
  • 
  PCs have caused the Wastrians to suspect that a 
  secret investigation is going on, e.g. by a rise in 
  complaints about Will saving throws: -2 to -4 
  • 
  PC is under close scrutiny (see Bluff check results 
  below): -2 
  • 
  PC is seen as a spy (see Bluff check results below – 
  does not stack with the penalty for being under close 
  scrutiny): -4 
  • 
  Any modifiers the PC might gain on social skill 
  checks involving the military due to being a member 
  of a specific Meta-Organization or as noted on an 
  AR. 
   
  Bluff check results: Note that the Bluff check does not 
  take specific actions into account that might arise during 
  the game. For example, a PC might let slip more than 
  would be prudent during a conversation with one of the 
  NPCs. When the Bluff check was high, you should 
  definitely warn the PCs before they make a blunder and 
  allow them to reformulate what they were saying. Use 
  your judgment when the PCs do something particular 
  stupid or brilliant and decide whether or not it results in 
  a change in suspicion level. 
   
  Check 
  Results 
  <5 
  During the week the Wastrians become 
  convinced the PC and his friends are spies. 
  Things are set in motion that ultimately lead to 
  the events described in part 9B. This costs an 
  additional week, so the PCs have one more 
  week to gather more evidence. This cannot be 
  reversed. Note that you should take care to at 
  least run Part 6 in between. 
  5 
  The PC draws some attention to himself and is 
  marked as too curious for his own good. He is 
  placed under close scrutiny. If it happens a 
  second time, without lowering suspicion in 
  between, action is undertaken as described 
  above a result of less than 5. 
  10 
  The PC hides his interest well, and nobody 
  suspects a thing. 
  15 
  If the PCs were under close scrutiny they 
  managed to convince the Wastrians that there 
  was no reason to worry. 
   
  Gather Information check results: 
  The Gather Information check gives the PCs a list of 
  names as described below. The non-standard names are 
  provided as a rumor that draws the attention to that 
  particular NPC. Give it together with one or two of the 
  Local and Generic rumors (see below). Do not mention to 
  the players which name belongs to what number so that 
  the players are less tempted to meta-game. The actual 
  information the PCs can gain from these NPCs is detailed 
  in the section “Speaking With” below. You should play 
  this out as described in that same section, but when 
  running the game under time constraints some 
  conversations can be quickly summarize. Names marked 
  with a * should preferably be played out. 
   
  Note that the Players can always decide not to talk 
  with a particular person. Of course there are a lot more 
  people present in the academy, but they know little to 
  nothing. 
   
  Check 
  NPC names 
  <15 
  NPCs that are obvious choices for questioning, 
  but they are mostly difficult to approach, know 
  nothing and/or are not about to talk to the PCs 
  (give the players Players Handout 1): 
  - 
  Colonel 
  Karuk 
  Firebeard, 
  commander of the academy. 
  - 
  Captain 
  Hortann, 
  second 
  in 
  command. 
  - 
  Lieutenant Fenka, quartermaster. 
  - 
  Lieutenant Yartosh, chaplain of the 
  academy.  
  - 
  Lieutenant Gwynbhie, liaison officer. 
  - 
  Lieutenant Lorana, officer of the 
  watch. 
  - 
  Lieutenant Ghanin, officer of the 
  trainees. 
  - 
  Lieutenant Kelena, arcane officer 
  - 
  Sergeant Chimak, drill sergeant PCs. 
  - 
  Sergeant Aerim, drill sergeant of the 
  other group. 
  15 
  - 
  Chanisa*, cook. 
  “The cook Chanisa is a bitch, and she drinks 
  too much to boot. She blames the low quality 
  of her meals on inferior quality food delivered 
  by the local gnomes. The non-humans present 
  at the camp consider this highly unlikely, why 
  would the gnomes deliver inferior products?” 
   
  20 
  - 
  Arnard*, smith. 
  “The smith Arnard used to be a talkative and 
  merry man, but recently he has become sad 
  and withdrawn. Some think he lost a relative 
  or friend in the war in the south, but others 
  doubt it since he never talked about relatives 
  in the first place. They speculate he courted 
  somebody (perhaps Lieutenant Fenka) and 
  was rejected.” 
   
  - 
  Denam*, halfling guard. 
  “Denam acts like a fool, but that is just a 
  SND5-03 A Few Bad Men 
   
  Page 16 
  
  disguise. A few whisper that he is a wanted 
  criminal fleeing some enemies he made in 
  Pitchfield. He certainly is skilled enough to 
  avoid guards when he wants to, and if these 
  whispers are correct, he knows how to get 
  past a lock without a key.” 
  25 
  - 
  Orkas Gregann *, scribe and aide of 
  Lieutenant Fenka. 
  “Orkas Gregann seems to have a real big 
  interest in the people and events taking place 
  at the Academy. He is also incredibly skilled 
  in hiding this interest, and only by chance, 
  skill and by comparing notes do you realize 
  there probably is not a thing that takes place 
  at the Academy that he does not know. Weird 
  for an ordinary scribe…” 
   
  If the result of the Gather Information check was 10 or 
  higher, the PCs also collect some generic rumors. Select a 
  few for each name, taking a few from both the generic list 
  and the local list. Unless stated otherwise in the 
  descriptions of the NPCs below, they also all know these 
  rumors and when possible you should let the PCs learn 
  them through those people. 
  Local 
  • 
  Lieutenant Yartosh is a Scarlet Brotherhood agent 
  and a cleric of Syrul (False). 
  • 
  Colonel Karuk Firebeard considers humans to be 
  weak, undisciplined and impatient. He has little to 
  no respect for them and if it were not for Captain 
  Hortann things would be a hell for humans here 
  (Not entirely true, Karuk does think humans have 
  potential, but in general just waste it). 
  • 
  Lieutenant Kalena comes from Stalward, and 
  worships Hextor (she hails from Stalward, but does 
  not worship Hextor, though she certainly does not 
  try to squash this rumor). 
  • 
  Lieutenant Gwynbhie and Captain Hortann are in 
  love with one another, but duty and the rules of the 
  military keep the two apart (False).  
  • 
  The gnomes of Silverweed, just as all gnomes, are 
  greedy to the extreme, using their monopoly 
  position to squeeze the last penny out of simple 
  soldiers (False). 
  • 
  Private Denam is a worse practical jokester and 
  kleptomaniac than normal halflings and that is 
  saying something. He is stupid, unreliable and a 
  coward (True in case of Denam, but most halflings 
  are neither). 
  Generic 
  • 
  King Hazendel is personally involved in trying to 
  pacify relations between the Hollow Highland clans 
  and Ahlissa. A small group of fanatics refuses too 
  listen and is willing to cause a war between Ahlissa 
  and Sunndi even though Sunndi would lose that war 
  (Unknown). 
  • 
  The humans in the army are treated as inferior to the 
  non-humans, according to the non-human leaders 
  humans are only good for canon fodder. They 
  certainly get bad quality equipment, and they rarely 
  get the promotions they deserve (Unknown). 
  • 
  The War is the south is going badly. Perhaps it is 
  time to replace the leaders of the army and Sunndi? 
  Hazendel has proven to be skilled leader, so perhaps 
  he does not care as much about the humans as he 
  says he does. After all, to the olve this is good way to 
  reduce the human population a bit (Unknown). 
  • 
  The Wastrians have bred stronger and faster 
  bullywugs and are keeping them in reserve to give 
  the army a nasty surprise (Unknown). 
  • 
  Columns of Ahlissan foot and cavalry under 
  Magister Vlent of Nulbish are advancing into the 
  floodplains south of the Thelly River (north of the 
  Hestmark Highlands). Several skirmishes have been 
  reported between the Ahlissans and local groups 
  (Unknown). 
  • 
  Pomarj Troops have left Onnwal, killing any scarlet 
  scum who tried to stand in their way. Many 
  speculate why this has happened, but no one knows 
  where the orcs have gone. Apparently the war 
  against the Scarlet Brotherhood in Onnwal is going 
  well. Sunndi can sure use their aid against the 
  bullywugs, and at least the Sunndian volunteers can 
  go home soon (Unknown). 
   
  SPEAKING WITH 
  The following list is in alphabetical order of the NPCs’ 
  first names. Where, when and how the PCs talk with 
  these NPCs is up to you (and them). Use the day 
  schedules provided in Part 2 as a guideline. The Bluff 
  check hides intentions while gathering information 
  amongst all the people at the academy, more such checks 
  might be needed while talking with these NPCs (do not 
  forget to apply circumstantial modifiers). Also keep in 
  mind that others can overhear conversations, and if PCs 
  want to hide their interest they might need to arrange 
  secret meetings or at least meetings out of earshot of 
  undesirables. 
  � Aerim, sergeant: Male dwur War3 (AL N; Intimidate 
  +9)  
   
  Quote: “DID I TELL YOU MAGGOT THAT YOU 
  COULD SPEAK? 20 PUSH UPS ON THE DOUBLE!” 
   
  Appearance: Aerim is a short stocky dwur with a 
  lustrous black beard and a grey brown skin. His face and 
  SND5-03 A Few Bad Men 
   
  Page 17 
  
  hands are weather worn and his broad flat nose has been 
  broken several times. He has a foul smelling breath. 
   
  Personality: Persistent, stubborn, and competitive. 
   
  What he knows: While speaking with Aerim is easy, 
  the actual conversation is not. As the drill sergeant of the 
  other team, he treats the PCs with even more contempt 
  than can be expected from a drill sergeant. He ridicules 
  them if they were on the losing team in Part 1, or else he 
  assures them that by the end of the training his team 
  shall be much better than the PCs’. He thinks dwur are 
  much better soldiers than humans (let alone olve and the 
  small races), but with proper training he can make 
  something reasonable out them. It is not as if Sunndi can 
  keep relying on the dwur to defend their nation. 
   
  He absolutely detests Sergeant Chimak and has great 
  respect for Karuk Firebeard, blaming all the things that 
  go wrong around the academy on Captain Hortann. Of 
  course, he hardly admits this in front of those below or 
  above him in the military hierarchy. Aerim knows better 
  than to insult an officer in front of a superior, and he has 
  to give the good example to his inferiors. The PCs might 
  overhear it when Aerim speaks with another sergeant in 
  the Academy. Any PC acting with disrespect to any 
  officer, whether in word or deed, is immediately 
  punished appropriately. 
   
  As for events transpiring around him, he is totally 
  oblivious of them. He is a drill sergeant and that is what 
  he is good at. The rest is politics and he stays as far away 
  from these as possible. He is not known for his intellect. 
   
  � Arnard, private: Male human (Oeridian) Exp3 (AL 
  NG) 
   
  Quote: “Don’t you see I am working? Leave me 
  alone!” 
   
  Appearance: Arnard is a muscular human of average 
  height with short brown hair, brown eyes and bronze 
  skin. He has an angular face with square jaws and thick 
  eyebrows. Arnard usually wears his work clothes.  
   
  Personality: Arnard is quiet, withdrawn, hard-
  working man. He is a bit shy, and certainly not the 
  person to approach somebody unless absolutely 
  necessary. Lately people have noted that Arnard is even 
  more withdrawn as usual, it is almost as if he troubled by 
  something: it is this fact that puts the PCs on his tracks. 
   
  What he knows: Arnard is a bit of a dreamer, and he 
  likes to take long hikes outside at dawn and dusk. During 
  one of these walks he overheard a conversation between 
  Lieutenant Gwynbhie and Lieutenant Kelena. He is quiet 
  sure the two did not notice him, and he is torn about the 
  incident. On the one hand he knows he should reveal it 
  to a superior officer, but on the other he is afraid what it 
  will do to his career in the military (accusing people 
  without any real proof is never a good idea) or to his 
  health for that matter.  
   
  Before he speaks with the PCs, he needs some 
  reassurance that they can protect him and that they are 
  working for the best interest of Sunndi. He is willing to 
  testify in court under those conditions as well. Once 
  those assurances have been given, and Arnard is certain 
  nobody is spying upon them, he gladly tells the PCs 
  about what he overheard. Doing so is a visible relief. 
   
  Gwynbhie seemed to be rather angry about 
  something that involved Kelena or Kelena’s friends. 
  Apparently they had drawn attention from the locals, and 
  she warned Kelena that it would be hard for her to keep 
  their presence secret from the colonel and Lieutenant 
  Lorana. An offhand remark about the stupidity and 
  clumsiness of humans, and humans that worship a toad at 
  that, seemed to really anger Kelena. A loud argument 
  followed about why they even worked together, which 
  was interrupted by a soldier that happened to pass by 
  chance. Even a fool can add 1 and 1 together, and 
  conclude that Kelena apparently is in league with or a 
  member of the Wastrian cult and that for some reason 
  Gwynbhie uses her position to keep the presence of 
  Wastrian spies and assassins hidden from the Academy. 
  Arnard has no idea why an Olve would work with 
  Wastrians, but he is sure it is but an alliance of 
  convenience. Still, such an alliance does not bode well.  
   
  The soldier who interrupted the conversation died 
  shortly after in an accident. He was ill, but Sergeant Barr 
  apparently forced him to working at the supplies. At 
  some point he lost his balance because of dizziness and 
  he got crushed under a barrel. Barr was transferred 
  quickly afterward, preventing an inquiry of any kind. If 
  asked, he can tell the PCs that the soldier was an Oeridian 
  and that his name was Padrenn. While Padrenn’s friends 
  do not know anything, he did write a journal as the PCs 
  learn soon afterwards (it falls under the same Gather 
  Information check as that which delivered Arnard’s 
  name). The journal disappeared after his death. Padrenn 
  hid it in the drainage pipe in his quarters (pick one of the 
  barracks of the guards – room #17 on DM’s Aid 1). More 
  information on this can be found in Part 4. Note that his 
  friends blame their sergeant at the time, now transferred, 
  the dwur Barr. If the PCs do earn their trust, their anger 
  is also directed at the colonel, who clearly is favoring 
  dwur. 
   
  � Chanisa, private: Female human (Oeridian) Exp1 
  (AL NG). 
   
  Quote: “What do you mean my cooking sucks? You 
  try to work with these as ingredients!” 
  SND5-03 A Few Bad Men 
   
  Page 18 
  
   
  Appearance: Chanisa is a cook, and she rarely wears a 
  uniform. Instead she wears simple clothing and a skirt. 
  She has a drinking problem, and has a red round face and 
  brown bloodshot eyes. 
   
  Personality: Chanisa is a motherly type, who tends to 
  give trainees some extra food as long as the trainee in 
  question is polite. Towards rude and arrogant people, she 
  can be very strict if not downright rude, especially when 
  people complain about her cooking. She rarely is roaring 
  drunk, but she does tend to be tipsy for the better part of 
  the day.  
   
  What she knows: Chanisa is not a gossip, unless she 
  is among friends, but when drunk everybody offering her 
  a drink is a friend. During such a conversation, she 
  constantly complains about quality of the food supplies 
  and how she has to endure her fellow soldiers’ 
  complaints. Like it is her fault that she has to work with 
  such low grade material? She always knew food was bad 
  in the army, but this is ridiculous. It all is the fault of 
  Lieutenant Fenka. She accepts bribes from the merchants 
  to overlook the quality of the food that is obviously sold 
  as prime quality and then spreads the rumors the gnomes 
  of Silverweed are responsible by subtle off-hand remarks.  
   
  When asked whether these accusations are based on 
  the truth, Chanisa informs them that she personally 
  witnessed how Fenka took a money pouch and some 
  kind of documents from a merchant while she was… 
  ehm… taking a nap in one of the supply rooms [actually 
  recovering from drunken stupor]. It was not even one of 
  the regular merchants, and all the goods where marked 
  by the mark of the Silverweed clan. It was a good-looking 
  Oeridian man who looked more like a mercenary than a 
  merchant. Fenka called him Enstrenn and if confronted 
  by Enstrenn (see Part 8 and 9B), she can identify him. 
  They should also complain about the quality of the food 
  around her and watch her reaction. 
   
  Of course, Chanisa has no proof and she is fully 
  aware that her drinking problem does not help at a trial. 
  It is her word against Fenka’s. She is certain proof can be 
  found in the ledgers, or even in Fenka’s personal quarters. 
  Fenka is the type of person that cannot throw anything 
  away and meticulously writes everything down. The 
  ledgers are kept behind locks in the office and she is but a 
  simple cook. She does not feel like risking her job over 
  something as simple as a bit of corruption. If there is 
  going to be a trial, she is willing to testify. 
   
  � Chimak, sergeant: Male half-orc War3 (AL N; 
  Intimidate +8). 
   
  Quote: “You have something to say? Toys don’t 
  speak. Oh, alright, it better be good!” 
   
  Appearance: Chimak is a big man, not because of his 
  height, which is only slightly above average, but because 
  of his broad-shoulders and muscles. He stoops forward a 
  bit, and looks somewhat like a gorilla. He certainly has 
  the amount of hair of a gorilla, though his is brown and 
  coarse. He always speaks loudly. 
   
  Personality: Obedient, strict, but supportive and fair. 
   
  What he knows: Chimak is a strict man while 
  drilling his pupils, but he is much more approachable 
  than Sergeant Aerim. He gives compliments to those that 
  deserve it, and tries to make sure that those that don’t 
  improve until they do deserve one. If a pupil approaches 
  him with a question he takes his time to listen and to 
  answer.  
   
  When told about corruption within the ranks, he 
  refuses to belief it. If the PCs press their point he advises 
  them that, whether it is true or not, they should keep 
  their noses out of the affairs of officers. Such 
  investigations are bad for their career, even if the 
  accusations are true, and these crimes are incredibly 
  difficult to prove. The high-ups protect one another. He 
  finishes the conversation by stating it never took place 
  for the PCs own good. No matter of cajoling can get him 
  to accuse his superiors of anything – not that he knows 
  anything substantial, but the PCs might believe 
  otherwise. 
   
  Note that when he learns about the switch of the 
  maps (see Part 6 below), he is furious at Gwynbhie. 
  Whether or not Denam switched the map is of no 
  concern, she gave the map to Ghanin and she should 
  have verified it. Gwynbhie states she did check the night 
  before, and leaves it at that. A few hours later Chimak has 
  calmed enough to give it a rest. 
   
   
   
   
  � Denam, private: Male halfling Rog2 (AL CN; Disable 
  Device +7, Open Lock +9, Search +7). 
   
  Quote: “I wonder what happens if you put grease on 
  the ropes in the assault course…” 
   
  Appearance: Denam is of average height and weight 
  with curly brown hair and speckles. He always seems to 
  be in a good mood, and loves to laugh and smile. He can 
  be heard singing very often as well. 
   
  Personality: Denam is a good natured practical 
  jokester with a strong distaste for seriousness and 
  grimness. The reason he joined the army is not because of 
  his love of authority, or a need to prove himself, but 
  because of a lost bet (or so he says). Some say he is a 
  coward, but that is a bit simplistic. He is just not willing 
  to risk his life for somebody else. Since the Wastrians 
  SND5-03 A Few Bad Men 
   
  Page 19 
  
  would kill him without a doubt, he would risk his life to 
  get them out of the military. 
   
  What he knows: As the resident jokester, Denam 
  tends to sneak around a lot. He is not very concerned 
  about the rules, but since he acts more like a fool than 
  anything, the Wastrians consider him harmless. After all, 
  he is just a halfling. In reality he knows much more than 
  he is letting on. Getting him to trust the PCs is not 
  particularly easy and impossible when a character is a 
  human. The easiest way is to show a similar love for 
  practical jokes and a willingness to risk punishment for 
  them. Committing such acts together breeds a form of 
  comradeship and eventually gets him to take the PCs into 
  confidence. Gnomes and halflings have a particular easy 
  time earning his trust. 
   
  He more or less knows the same things as Chanisa 
  when it comes to Fenka’s so-called corruption. Unlike 
  Chanisa though, he is sure there is more to it than meets 
  the eye. Corrupt people are rarely as meticulously as 
  Fenka. He also knows that Fenka started the rumors 
  against non-humans and keeps them alive by the offhand 
  remarks she makes towards human soldiers collecting 
  some new piece of equipment or asking permission for a 
  repair (a fact human PCs can confirm – see Fenka’s entry 
  below). In fact, he is certain she is a Wastrian saboteur. 
  He even found the burned remnants of some kind of 
  letter in her office. The letter is written by somebody 
  worried about some rumors he heard about her using 
  fake seals to mark the merchandise. Warning her of the 
  dangers involved to the business if true, especially since 
  they are totally unnecessary. It is unsigned, though there 
  are some remnants of a waxed seal on it. It also contains a 
  footnote written in a different handwriting that F. should 
  not worry about it. For the amount of gold she is paying, 
  he is going to deal with the problem for free. 
   
  Recently 
  he 
  learned 
  of 
  Captain 
  Hortann’s 
  involvement, something that surprised him greatly. By 
  chance he overheard Kelena asking Hortann what to do 
  about Private Padrenn since that man was too curious for 
  his own good, noting that Fenka was too smitten with 
  him to see so for herself. Hortann had answered angrily 
  that he did not want to be bothered about such trivia, he 
  trusted her to do what was necessary. He also warned her 
  that if she ever approached him again, he would make 
  sure that a curious private would be the least of her 
  concerns. A couple of days later Padrenn died in a 
  suspicious accident that somehow seemed to be the fault 
  of his sergeant, a dwur by the name of Barr. See in 
  Arnard’s section (above) for more information on these 
  events. 
   
  Special note: To properly collect some of the more 
  condemning evidence in Part 4 the PCs need a rogue 
  skilled in opening locks and avoiding traps. If the PCs 
  lack such a rogue, they can manipulate Denam into 
  helping them by coming up with a practical joke of one 
  kind or another. They can also tell him the truth, but in 
  that case he wants part of the reward the PCs get. At first 
  he asks 100 gp, but a DC 15 Diplomacy check reduces it 
  to 50 gp and a result of 30 or higher reduces it to 0 gp. 
  Using Intimidate is a bad idea, since in that case the 
  Wastrians somehow learn about the PCs interest, 
  automatically resulting in a failed Bluff check (see above). 
   
  If the PCs lack a rogue and do not think of it, hint in 
  this direction. If the PCs have not gotten his name yet 
  through the Gather Information check, he is certainly 
  going to help in this regard, but only reveal the 
  information when they do roll high enough. In that case, 
  he wants to be sure of the PCs goals. 
   
  � Fenka, lieutenant: Female human (Oeridian) Rog 
  [APL dependent] (AL N). 
  Quote: “Your need new boots? Gnomish handiwork is 
  not very good, but I have some prime boots from 
  Pitchfield. They are for one of the officers, but I am sure 
  you need them more, and I can always tell they were 
  misplaced.” 
   
  Appearance: Fenka is a small plump woman with 
  long curly brown hair, brown eyes and a tanned skin. She 
  has a dimple in her chin and a ready smile on her face. 
  She usually wears her uniform, but when off-duty she 
  prefers pretty dresses of the most up-to-date human 
  fashion. You will not find her wearing Olven dresses and 
  jewelry, even though that is all the rage in Pitchfield. So 
  she looks a bit out-dated for those who know and care 
  about fashion. 
   
  Personality: Fenka is a merry motherly woman who 
  appears to be caring and helpful. When she cannot help 
  somebody because of army regulations or the lack of 
  resources she tends to be very apologetic. In her heart 
  she really dislikes non-humans, honestly believing that 
  they are at the heart of all problems. She wants Sunndi to 
  join Ahlissa and thinks the Cult of Wastri is the way to 
  achieve this. She loves luxury. 
   
  What she knows: In her kind motherly way Fenka is 
  always willing to help people, but at the same time she 
  skillfully spreads vicious rumors about non-humans. If 
  the PCs request something outside the army regulations, 
  she can arrange it to be delivered if the PCs pay for it of 
  course. 
   
  Obviously, she is not about to admit she is a 
  Wastrian, and she even manages to hide her distaste for 
  non-humans quite skillfully. A non-human PC that talks 
  with her, gets a Sense Motive check opposed by her Bluff 
  skill (for simplicity sake assumes she takes 10) to realize 
  SND5-03 A Few Bad Men 
   
  Page 20 
  
  she keeps her distance from non-humans and that there 
  is a certain coldness in her eyes. A similar check also 
  makes the PCs realize it when she makes one of her off-
  hand remarks at the cost of non-humans. 
   
  If the PCs directly confront her, she denies anything 
  and she immediately alerts her superiors, quickly 
  resulting in the events described in Part 9B (though Part 
  6 should be used before). She also tries to ascertain how 
  much the PCs know exactly, what kind of proof they 
  have and whether or not there are any soldiers in camp 
  that might have betrayed her. Use her Bluff skill opposed 
  by the PCs’ Sense Motive, but remember that Sense 
  Motive is about moods and not about facts.  
   
  When she talks about Private Padrenn there is a 
  certain sadness and guilt in her voice. She suspects 
  Kelena murdered him despite her wishes and 
  reassurances. She loved him, and hates Kelena for 
  murdering him. The PCs can use this against the 
  Wastrians during the fight in Part 9B, but not before that 
  time. 
   
  She is the one that will approach any human PC that 
  seems to favor the Wastrian ideals. More information on 
  this can be found in Part 5.  
   
  � Ghanin, lieutenant: Male human (Suel) Rgr3 (AL LN). 
   
  Quote: “The Homo Rana, known to the common 
  man as the bullywug, has an average height of 6 feet…”  
   
  Appearance: Ghanin is a man of average height and 
  weight with short reddish blond hair, a pale skin and 
  freckles. He is a bit of an unassuming man who seems to 
  be rather emotionless. 
   
  Personality: Ghanin does his duty, and he neither 
  shows enthusiasm nor dislike for it. His classes are 
  monotonous affairs, and his subjects of conversations are 
  not much better. 
   
  What he knows: Ghanin knows nothing about 
  events transpiring in the academy. In fact, he does not 
  seem to know what is happening outside the Vast Swamp 
  and the battles in southern Sunndi at all. What is more, 
  he seems to have very little interest for it. When the PCs 
  talk with him, he politely listens, promises to do 
  something about it and promptly forgets it. The upside is 
  that he also never mentions it to his superiors and 
  colleagues, so there is no risk he betrays the PCs by 
  accident. 
   
  � Gwynbhie, lieutenant: Female gray olve Rgr [APL 
  dependent] (AL NE). 
   
  Appearance: Gwynbhie is a typical gray olve, with 
  angular features, blue eyes, almost white lank straight 
  hair and a pale skin. She is lithe, and always seems to be 
  alert much like a predator.  
   
  Personality: Gwynbhie is an arrogant woman who 
  vainly tries to hide her distaste for humans and dwur. She 
  does not even try to hide her distaste for half-olve and 
  half-orcs. She is highly intelligent, and she can be at least 
  somewhat diplomatic when she has to. Some people 
  might consider her a sociopath because she seems to 
  hardly care much about the races she dislikes and kills 
  them as easily as most kill a fly. She is not cruel though, 
  and neither does it give her pleasure. 
   
  She is helping the Wastrians because she thinks that 
  (a) the war is good way to kill some of the surplus human 
  population and (b) get the olve of Rieuwood to withdraw 
  back into the woods. The Wastrians have promised they 
  are not interested in Rieuwood, but she doubts that 
  promise means anything. She thinks the olve are strong 
  enough to keep the Wastrians out. Gray olve are 
  intelligent, they are not particularly known for their 
  wisdom…  
   
  What she knows: Unless there is actually an olve 
  amongst the PCs, chances are slim she even deems them 
  worthy enough for a conversation. Assuming she even 
  can be found at the Academy, she tries to get away as 
  quickly as possible. She is much too busy to waste her 
  time on mere trainees. Besides, there is little reason for 
  her to talk with the PCs, unless they happen to have 
  angered the Hollow Highlanders enough to warrant an 
  official complaint. In that case she is the one that wants 
  to hear the PCs side of the story and then decides upon 
  proper punishment.  
   
  A gray or high olve might draw her into a heated 
  debate about humans and the war in the south either by 
  expressing support of her view or a view opposite of hers. 
  It requires a DC 25 Bluff or Diplomacy check to do so. In 
  such a discussion she might actually express her opinion 
  on the Wastrians, but it proves little. Her reaction to a 
  confrontation is not too dissimilar from Fenka’s, unlike 
  her she does not talk with anybody. She simply arranges 
  the raiders to ambush the PCs on their way to Silverweed 
  as described in Part 9B.  
   
  � 
  Hortann, 
  captain: 
  Male 
  human 
  (Oeridian) 
  Ftr/Marshal [APL dependent] (AL LN). 
   
  Appearance: Hortann is a tall, slim man with a proud 
  bearing. Even without a uniform he looks and acts like a 
  soldier. He has short brown hair, is clean-shaven and has 
  brown eyes.  
   
  Personality: Hortann is a “no nonsense” kind of man 
  with little love for frivolities and a strong sense of 
  discipline and loyalty. In fact, it was the lack of discipline 
  he sees among the humans of Sunndi that converted him 
  to Wastri’s cause. He blames the olve for it, and he is 
  convinced it makes humanity weak and easy controlled 
  SND5-03 A Few Bad Men 
   
  Page 21 
  
  by those same olve. All they have become is sword 
  fodder. The ironic thing is that he does not consider his 
  actions as betrayal to Sunndi. It is not as if he is risking 
  the lives of his fellow soldiers anymore than they are 
  already risked… 
   
  What he knows: Hortann is the leader of the 
  Wastrians at the Academy, and the only one that knows 
  he is not the highest-ranking Wastrian in the army. His 
  style of leadership towards the Wastrians is rather hands-
  off, and there is actually very little evidence that points at 
  him or so he thinks. He does not realize Fenka’s 
  dedication to the cause is not big enough to take the 
  blame for everything, and when she falls she plans to take 
  everybody along to save her own ass.  
   
  Note that he does not really know the Wastrians 
  work with local bandits. Neither does he really know 
  Kelena murdered Private Padrenn. He suspects of course, 
  but made very sure he should be able to talk himself out 
  of it while under the effect of spells like discern lies or 
  zone of truth. He does know that he manipulated 
  personnel records so that the wrong person would be 
  promoted at the expense of humans. Obviously, he is not 
  going to admit any of these crimes either, it is just more 
  difficult to talk his way out of it. 
   
  As the second in command of the Academy he is 
  easy to approach. For example, if the PCs have official 
  complaints about others he is the one to talk to. When 
  confronted with evidence of wrongdoing from another 
  Wastrian, he shows interest, and cautions the PCs to be 
  very careful or risk alerting that NPC. He cannot 
  intervene unless they have hard evidence of course. If 
  they have hard evidence, he wants to see it and he says 
  that that person is arrested when the time is right. In the 
  mean time he makes sure the PCs are dealt with as 
  discussed in Part 9B and any evidence is destroyed. 
   
   
  � Karuk Firebeard, colonel: Male dwur Ftr8 (AL CG). 
   
  Appearance: Karuk is a short, broad-shouldered 
  dwur with braided hair and a huge beard. His hair once 
  was fiery red, but it is now almost completely gray. He is 
  fat, and his uniform is stained with ale and food stains 
  and even his beard is not particular clean. 
   
  Personality: Boastful, lazy, and dedicated to the ideals 
  of Sunndi. 
   
  What he knows: Approaching Karuk is difficult 
  since they require an official appointment. Such an 
  appointment needs to made by talking with Captain 
  Hortann and he needs a good reason. Of course, 
  distracting Hortann and sneaking into Karuk’s quarters is 
  easily enough (though at the risk of future punishment if 
  Hortann learns about it).  
   
  Speaking with Karuk is tiring. The man loves to 
  boast about his past achievements during the many wars 
  and skirmishes he has fought in his life and he hardly 
  listens to others. He completely trusts Hortann, and 
  flatly refuses to believe any evidence that Hortann might 
  be a betrayer. Instead he assumes that resentful soldiers 
  framed the poor man. In fact, informing him about any 
  suspicions of Wastrian infiltrations is dangerous, because 
  he tells everything to Captain Hortann, leading to the 
  same results as a Bluff check lower than 5 (see above). 
   
  � Kelena, lieutenant: Female human (Oeridian) Wiz 
  [APL dependent] (AL LE). 
   
  Appearance: Kelena is a tall regal woman with long 
  dark brown, a bronze skin, emerald green eyes and fine 
  features. She always looks a person in the eyes with 
  whom she speaks, and there is something about it that 
  tends to make people nervous. She does wear the holy 
  symbol of Hextor rather openly, avoiding awkward 
  questions when people might try to detect her alignment. 
   
  Personality: Proud, strict and unforgiving. Some call 
  her cold and uncaring, but that is just a façade. She does 
  care, and she does feel emotions, she is just good at 
  hiding them. This is a good thing, because hatred and 
  anger certainly dominate. She has little compunctions 
  about killing people for the cause. 
   
  Kelena honestly beliefs humans are superior, and 
  that the dwur of Glorvardum and the olve of Rieuwood 
  are relics of bygone days. They are dead, they just do not 
  realize it yet. What better proof about humans’ 
  superiority than the apparent decline of both races? The 
  humans of Sunndi have been relying too much upon the 
  olve and dwur, and without their presence a lot less 
  people would have died, simply because Sunndi would 
  never have rebelled against the Great Kingdom. 
   
  What she knows: Like with Gwynbhie it is unlikely 
  that the PCs get to speak with her outside classes. As a 
  teacher she is not as good in avoiding conversation, and it 
  should be relatively easy for a PC to come up with an 
  excuse for an appointment. Not that she takes confidence 
  in her pupils or that she is about to talk about anything 
  besides the use of magic on the battlefield. At best, the 
  PCs can draw offhand remarks from her about the 
  weakness in olven magic due to their distaste for 
  evocation and the dwur’s silly fear for arcane magic. She 
  does not go into discussion about these subjects. If a PC 
  confronts her with such a remark, she just shrugs and 
  states that she is sure their magic has its own strengths. A 
  PC that beats her Bluff check with a Sense Motive check 
  realizes she does not believe herself. 
   
  She actually killed Private Padrenn by poisoning his 
  food. While the poison did not kill the man directly, it 
  SND5-03 A Few Bad Men 
   
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  did cause the accident that did kill him. The poison she 
  used can be found in her laboratory (see Part 4 below), 
  and a DC 20 Gather Information check specifically aimed 
  at making a relation between her and Padrenn’s death 
  shows that she did have the opportunity. One of his 
  friends remembers bumping into her in the corridor 
  before their barracks the night before Padrenn’s death. 
  When pressed he realizes she actually came from the 
  barracks, though he did not thought so at the time. 
   
  If the PCs are stupid enough to confront her openly, 
  she has them arrested for slander. If they confront her 
  more subtly she gives them one warning before resorting 
  to the same. In the brig Fenka or Captain Hortann, in the 
  guise of a helping hand, try to learn how much the PCs 
  know. They hope to remove any evidence the PCs might 
  have. In any event, proper apologies can get them out the 
  brig, but they cannot get out of the loop. She 
  immediately puts things into motion that lead up to Part 
  9B which takes one week as described under a failed 
  Bluff check above. If they actually refuse to make 
  apologies, they are eventually transported to Pitchfield 
  where they are released after some time.  
   
  � Lorana, lieutenant: Female half-olve Rgr5 (AL NG). 
   
  Appearance: Short and stocky, Lorana took more to 
  her human ancestry than her olven. She has short blond 
  hair and a ruddy complexion. She is always ready with a 
  smile. 
   
  Personality: Lorana appears to be a merry carefree 
  woman who seems to have a dislike for the military 
  hierarchy and discipline. She is honest, hard-working and 
  caring and while her leadership might not inspire 
  discipline it does inspire trust. Her presence is a bit of a 
  miscalculation from Captain Hortann. 
   
  What she knows: Lorana’s job is to watch for outside 
  threats, and that is what she is looking for. Since she is 
  one of the few real scouts at the academy, and her job 
  does not allow her to go out much, she relies heavily 
  upon the information provided by Gwynbhie (who gains 
  it from the Burrowers). Hence she knows much less than 
  she should. She is also a bit naïve, and not very willing to 
  speak badly about others. She does suspect Fenka is 
  corrupt, but not in a way that threatens the camp and 
  hence she has not paid much attention to it.  
   
  Of all the officers at the Academy, she is actually the 
  only one that might aid the PCs in their quest. Obviously, 
  the PCs need at least some pieces of hard evidence and a 
  successful DC 15 Diplomacy or Bluff check to convince 
  her they are speaking the truth. If the check fails, she 
  makes clear the conversation never took place, but she 
  does not warn Captain Hortann either. 
   
  Once convinced, she offers them pieces of advice. If 
  the PCs have one or more good ideas to gather further 
  evidence that acquire her assistance to succeed, she helps. 
  If her help actively risks her, they must succeed in a 
  second DC 15 Diplomacy check before she provides it. 
  The more help the *players* need, the more helpful she 
  is going to be. She could be the one to hint at using 
  Denam as a rogue, or to look at a particular place for 
  evidence. She might even provide a name or two, for 
  example pointing out the suspicious death of private 
  Padrenn or the sudden change in behavior of private 
  Arnard. Do not allow her to solve the mystery for the PCs 
  and when the players are doing fine without her aid she 
  merely confirms that the PCs are doing alright. 
   
  � Orkas Gregan, private: Male human (Oeridian) Exp3 
  (AL LN; Bluff +13, Diplomacy +14, Sense Motive +9; 
  Speaks: Ancient Sueloise, Common, Elven, and Old 
  Oeridian). 
   
  Appearance: Orkas is an Oeridian male of average 
  build and size with short brown curly hair, brown eyes 
  and a bronze colored skin. He is clean-shaven and his 
  uniform tends to be clean and correctly worn.  
   
  Personality: His current personality is that of a 
  silent, helpful, obedient young man with a good sense of 
  humor. He is shrewd and manipulative, but he manages 
  to hide this side of himself well. He is very loyal to 
  Overking Xavener and Ahlissa, and he hopes to restore 
  the Great Kingdom and the stability that comes with it. 
  He knows better than revealing this in Sunndi. He is 
  rather confident, which some might see as arrogance. 
   
  What he knows: Orkas is a spy for Ahlissa, though if 
  caught, Ahlissa denies having anything to do with him. 
  In his role as a scribe he sees a lot, and it is possible the 
  PCs confront him without a high enough Gather 
  Information roll. In that case he knows nothing, and he 
  has seen nothing. When the roll was high enough, the 
  PCs learn that Orkas seems to be keeping a much closer 
  eye on events in the academy than is necessary, but 
  whether he has an extremely curious nature or is a spy 
  remains a question for the PCs. In that case, they can 
  confront Orkas, forcing him to talk with the PCs. 
  Obviously, any sensitive conversation is held in a private 
  and secure area, whether this is in Silverweed or an area 
  in the Academy is up to you. Orkas will under no 
  circumstances admit he is spying for Ahlissa, instead 
  trying to sell the story that he is just an observant soldier. 
  Failing that, he’ll admit he’s noticed some strange goings 
  on and has begun to take note of them, concerned (and 
  loyal) soldier that he is. Before he goes any further, 
  though, he’ll try to discover who the PCs are working for 
  SND5-03 A Few Bad Men 
   
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  – the Wastrians or the Sunndians – to ensure he can 
  adapt what he says accordingly.  
   
  Orkas knows much, and suspects more. He has little 
  hard evidence and up until the PCs confront him, he is 
  not sure what to do with what he has. On the one hand, 
  Ahlissa is well served by chaos within Sunndi’s army, but 
  on the other hand, he does not particularly like the 
  Wastrians and their philosophy. Furthermore, if the PCs 
  reveal that they are working for the Veiled Sun, he 
  realizes he has a chance to gain the trust of agents of the 
  Jade Mask by discomfiting the Wastrians without 
  destroying their plot in Sunndi entirely. In this case, he’ll 
  decide that helping the PCs is best way to further his 
  goals.  
    
  If the PCs guess that he’s an Ahlissan spy, they may 
  confront him to get him to tell what he knows. He’ll 
  deny the charge vehemently, but will reveal what he 
  knows the get the PCs off his back. In this case, he’ll talk, 
  but will also make sure that the Wastrians realize the PCs 
  are a threat (treat as if the Bluff check was lower than 5 – 
  see above), unless the PCs make a DC 15 Intimidate 
  check to “persuade” him to keep his mouth shut. If 
  intimidated in this manner, he never freely offers 
  information, only answering questions, and if the check 
  failed, he flatly refuses to aid the PC gather physical 
  evidence. If the PCs have not discovered his secret, he 
  won’t inform the Wastrians about the PCs and is willing 
  to risk himself while helping the PCs gather hard 
  evidence.  
   
  Orkas knows for certain that Wastrian cultists have 
  infiltrated the Academy, and very likely the upper 
  reaches of the army as well. He also knows that the likely 
  goal of the Wastrians at the Academy is to heighten racial 
  tensions by making it look the military leaders favors 
  non-humans. They use subtle techniques such as 
  spreading rumors about the greed of the gnomes of 
  Silverweed, appointing unqualified non-humans as 
  officers and by assigning bad equipment and shifting the 
  blame to non-humans. The incidental accidents that hurt 
  humans and seem to have been caused by a non-human 
  also agitate the humans against the non-humans.  
   
  The result of these tactics is that most humans 
  dislike non-humans, which make it look that there are 
  more Wastrians among the academy then there are in 
  reality. He knows everything that Chanisa, Denam and 
  Arnard know, or at least know they know. Obviously, he 
  cannot hand over the document in Denam’s possession. 
  He does have copies of the ledgers, and the personnel 
  records, which he can freely give to the PCs (see Part 4 
  for more information). He is also willing to make sure the 
  originals are going to be safe on the day that the Sunndi 
  army arrests the Wastrians. He is also aware of Padrenn’s 
  murder by poison, poison that Kelena possesses. He has 
  no proof, but mentions that if Padrenn’s body is 
  exhumed, a simple detect poison spell should do the trick 
  and speak with dead might also provide some unexpected 
  answers. 
   
  Note that Orkas respects colonel Karuk as a soldier, 
  but absolutely not as a leader. He suspects Karuk 
  probably refuses to retire, and that the army leaders think 
  he cannot do much damage while stationed at the 
  academy. This would have been true if his second in 
  command had been more trustworthy. He thinks Yartosh 
  is a naïve fool, and he doubts he is involved in anyway 
  unless Yartosh happens to be a superb actor and few 
  people are able to fool him that much. 
   
  Special note: Orkas is trained to control his surface 
  thoughts, and he can easily hide his allegiance when 
  examined by a detect thoughts spell. Higher level 
  divinations would be needed to learn his secrets. 
   
  � Yartosh, lieutenant: Male human (Suel) Clr5 (AL LG).  
   
  Appearance: Yartosh is a tall gaunt man with thin 
  blond hair, a goatee, light blue eyes, a pale skin and a 
  large sharply pointed nose. Unlike most people in the 
  Academy he does not wear uniforms, preferring snow 
  white robes trimmed with yellow and orange colors and 
  sandals. He is always ready with a smile, but has an ugly 
  sounding cough.  
   
  Personality: Cheerful, naïve (always thinking the 
  best of people) and positive. 
   
  What he knows: Yartosh is easy to approach since 
  people are expected to talk with him about their private 
  problems. He is the spiritual adviser of the Academy after 
  all. Of course, these conversations are confidential and 
  under no circumstances does he reveal what was spoken 
  about. He is aware of the racial tension, though he greatly 
  underestimates it, thinking it is going to pass in due time. 
  As far as he is concerned all officers are able, but they do 
  make mistakes once in a while like all people. When the 
  PCs confront him with any of their findings, he tries to 
  persuade the PCs into believing they are wrong. Sow 
  doubt by pointing out any flaws there might be in the 
  PCs arguments and evidence, and only when the 
  evidence is undeniable does he belief them. Of course, 
  when that happens he is all for warning the authorities 
  and there is no way he ever considers using a more subtle 
  approach. The PCs might distrust him because it, but 
  Yartosh is really innocent. 
   
  The use of magic: During the investigations the PCs 
  might decide to use magic to aid them. Alignment 
  detecting spells are not particular useful, since some of 
  the soldiers in the Academy are evil without belonging 
  SND5-03 A Few Bad Men 
   
  Page 24 
  
  to the cult (these mostly hail from Stalward) and some of 
  the cultists are not evil. For ease of use, alignments are 
  given with each important NPC above. 
   
  Enchantment (charm), such as charm person, and 
  Enchantment (compulsion) spells, such as suggestion, 
  might look like an easy way to get people to talk, but 
  there are some downsides to this tactic. First of all, they 
  don’t work very well. Suggestion might seem a good idea, 
  but remember that the spell automatically fails when the 
  activities are obviously harmful to the recipient of the 
  spell and betraying one is a Wastrian in Sunndi is 
  definitely harmful. Note that the same thing applies to 
  charm person. A Wastrian is not going to outright admit 
  being one even to their best friends. They might try to 
  recruit that best friend unless the caster is not a human, 
  and they might be more candid than normal 
  (complaining openly about non-human officers for 
  example), but that is not the same thing. 
   
  Secondly, using these spells is risky since using 
  them is illegal in Sunndi. If any officer learns that a PC 
  has used it (and no soldier is going to keep it to himself), 
  that PC is at the very least going to be kicked out of the 
  Academy. The adventure is effectively over for that 
  character, and he is lucky it stays with that. Since a 
  creature always know when he made a Will saving throw 
  if he succeeded at it, and if they failed, they can conclude 
  they acted out of line once a charm spell stops working, 
  using the spell often results into an official enquiry 
  eventually. When there is no hard evidence pointing at 
  the PCs, the Wastrians might activate their counter 
  measures as long as there is even a minor indication 
  towards the PCs’ guilt, resulting in the same effects as 
  described above under a failed Bluff check. The 
  Wastrians after all do not care about solid proof and they 
  do anything to keep their operation save. 
   
  By far the most useful low-level spell is detect
  thoughts. Using it inconspicuously is not easy since it 
  requires three rounds of uninterrupted use, and has a 
  duration of Concentration, which unless well hidden, is 
  bound to draw attention.  Still a character can cast the 
  spell out of sight, carefully walk back in, and start playing 
  with a copper coin in a corner. The spell only detects 
  surface thoughts, and the cultists do not constantly think 
  about their treachery or even their religion. As such it is 
  not very useful in a quick scan when looking for likely 
  suspects. It is also not worth the risk of people making 
  their Will save and then sounding the alarm. In a private 
  conversation it is more difficult to hide the fact that the 
  spell is cast, but at least the PC is going to be aware when 
  a NPC is lying or not. Allow the PCs the use of this spell, 
  especially when they use it to confirm suspicions, the 
  “What (s)he knows” sections above include enough 
  information for you to deal with this spell. Just realize 
  that even though casting the spell might take only 1 
  round, and one conversation only a few minutes, the 
  investigation still takes at least one week. The PCs do not 
  have that many free moments during their training.  
   
  One thing you should keep in mind when the PCs 
  resort to magic is that under most circumstances casting 
  spells draws a lot of attention. Casting high-level spells in 
  front of people that can recognize them is certainly going 
  to raise suspicion. The PCs are supposed to be soldiers 
  after all and not powerful heroes. Remember that some 
  spells, most notably clairaudience/clairvoyance, have 
  long casting times and finding a private spot might not 
  be particular easy at the Academy. Some spells also 
  require awkward material components (such as the need 
  of a scrying mirror for an arcane caster using the scrying 
  spell) that also draw unwanted attention (after all there is 
  little need to lumber around with a 1000 gp mirror). 
   
  Skulking around: Instead of talking with people, the PCs 
  might also decide to either disguise themselves (with or 
  without the aide of magic) as specific NPCs or to sneak 
  around hoping to overhear snippets of important 
  information (or using spells such as clairaudience or 
  scrying to get the same result). The chance of learning 
  something useful by randomly listening in on 
  conversations is rather minimal. Use the generic rumor 
  list for topics people might be talking about. They could 
  lure the Wastrians into a trap of sorts, but this is risky. If 
  they mention, seemingly by accident, that they know 
  something, and then use magic (assuming the Wastrians 
  have no reason to believe they are being spied upon 
  magically) to spy upon a conversation between two 
  Wastrians they can learn the guilt of at least two officers. 
  For example, Fenka lacks a bit of self-confidence, and 
  when confronted by a character knowing more than that 
  character should, she is prone to ask Kelena for help. 
  Captain Hortann is never ever mentioned in such 
  conversations. Obviously, the PCs draw the ire of the 
  Wastrians, resulting in the ending of Part 9B unless they 
  contact Daergon with enough real proof within a week. 
   
   
   They might try to take on the disguise of somebody 
  else while gathering information to shift the blame to 
  that person, but doing so is definitely an evil act 
  (however minor it might be). They are after all risking 
  the life of somebody innocent to protect themselves and 
  the mission. Obviously, disguising oneself as a random 
  stranger is impossible within the academy, because 
  everybody knows everybody, but it can work in 
  Silverweed. It might be an idea to reread the description 
  of the Disguise skill in the Players Handbook just in case. 
  SND5-03 A Few Bad Men 
   
  Page 25 
  
  If successful, the result of the Bluff check becomes much 
  less important since the effects pertain to somebody else. 
   
  In any event, this section and Part 4 should contain 
  enough information to make the necessary adjustments 
  in case the PCs do something unexpected. Part 4 contains 
  information on PCs trying to sneak into the quarters of 
  the officers or the offices. 
   
  PART 4: SEARCHING FOR 
  CLUES 
  While Part 3 deals with gathering information amongst 
  the inhabitants of the Academy, this chapter deals with 
  the search for physical evidence. Unlike the first part, 
  where a skill check determines whom to talk with, the 
  PCs have to decide for themselves what would be the 
  right spot to check. Witness accounts and rumors do 
  point in the right direction. Any mentioned numbers 
  refer to the corresponding room on the map of the 
  Academy in DM’s Aid 1 with the “I” standing for inside 
  and the “O” for outside. 
   
  One method of gathering some of the evidence 
  mentioned in this section is by sneaking around and 
  breaking into various chambers and offices. If the PCs 
  lack a rogue, they can certainly manipulate Private 
  Denam into doing the roguish stuff for them (see Part 3 
  for more information). Besides getting past locked and 
  possibly trapped doors, there is the other problem of 
  remaining unseen by the guards that patrol the area (or at 
  least in those areas the PCs are not supposed to be). It 
  should not be too difficult to avoid these patrols, since 
  they are not particularly alert. Sneaking by the 
  permanent guards stationed at the gates (I16/O2 and O3) 
  takes more skill or another path.  
   
  The outside gates can be avoided by sneaking over 
  the earthen walls (DC 15 Climb check) or swimming 
  through the river and climbing up the steep riverbank 
  (DC 10 Swim check, followed by a DC 10 Climb check). 
  The gate into the underground area is incredibly difficult 
  to pass unseen. The PCs could opt to swim in by the river 
  and climb up into their washing room (I4), but doing so 
  is difficult. Swimming directly against the flow requires 
  several DC 15 Swim checks, but the PC also has to pass a 
  locked steel portcullis at the cave entrance and a grate in 
  the washing room. The first can be passed by small sized 
  characters that succeed in a DC 30 Escape Artist check, 
  by breaking one of the bars or by raising the portcullis 
  slightly (which makes so much noise that the whole 
  Academy knows when it happens). The second needs to 
  be removed entirely, which is certainly possible but takes 
  time (especially if the PCs do not want it to be noted at 
  the first inspection) and even then only a small sized 
  character can get through it after a successful DC 30 
  Escape Artist check. It would be easier to convince the 
  guards to look another way (which requires a DC 25 
  Diplomacy check), which is risky since if it fails the PC is 
  arrested and faces disciplinary punishment. The PCs 
  could also use the emergency exits, whose doors are very 
  well hidden (DC 25 Search check), cannot be opened 
  from the outside without the aid of magic and warded by 
  a permanent loud alarm spell that is triggered by anybody 
  opening the door.  
   
  � Watergate: iron portcullis; 2 in. thick; Hardness 10; 
  hp 60; Break DC 28 (breaks one bar); Impossible to lift. 
  � Washing room grate: iron grate; 2 in. thick; 
  Hardness 10; hp 60; Break DC 28. 
  � Emergency exit doors: Stone door; 4 in. thick; 
  Hardness 8; hp 60; Open Lock DC 30; Break DC 28. 
  � Alarm spell trap: CR 4; magic device; location trigger 
  (opening emergency exit); automatic reset; spell effect 
  (alarm, 3
  rd –level wizard, audible alarm); Search DC 27; 
  Disable Device DC 27. Note: temporarily disabling the 
  trap either requires a dispel magic or a DC 32 Disable 
  Device check. 
   
  It is possible the players wonder whether or not they 
  (can) get guard duty. They are students, and there are 
  regular soldiers stationed at the academy for that duty. So 
  guard duty certainly is not part of their regular duties. It 
  would intervene with their regular night-time trainings. 
  It certainly is possible they get assigned guard duty at 
  night as punishment, but in that case the regular guards 
  (2 soldiers) are always with them. Such a PC would be 
  unable to break in by himself, but he could certainly 
  distract the regular guards to allow other PCs to remain 
  unseen. Deal with it as you see fit. While it should be not 
  too easy to acquire the evidence, it also should not be 
  impossible, why else play the adventure in the first place? 
   
  Personnel Records: Alert PCs might note that non-
  humans fill many of the NCO positions, even though 
  the majority of the soldiers are humans. Astute 
  characters also realize that virtually none of the non-
  human NCOs is well-suited for the job.  The drill 
  sergeants might be the exception as far as skill is 
  concerned, but their job description is to make life 
  miserable for the trainees and as such their presence 
  might actually confirm human prejudices just as much. 
  When they do realize this, the PCs might want to check 
  the officer and student records. 
   
  No skill check is necessary to learn that officially 
  Colonel Karuk Firebeard is responsible for promotions. 
  Any of the commissioned officers, with the exception of 
  SND5-03 A Few Bad Men 
   
  Page 26 
  
  Lieutenant Lorana, points it out. Lieutenant Fenka uses 
  such questions to ferment some more distrust towards 
  non-humans (especially when the curious person is a 
  human). A simple experiment, namely trying to get one 
  of the PCs promoted to replace their own inapt corporal 
  shows that in reality Karuk’s signature is a mere 
  formality. In reality his second in command, Captain 
  Hortann, is in full charge of promotions, complaints and 
  transfers. 
   
  Curious PCs might decide to get access to the 
  personnel records. Doing so legally is impossible except 
  with the express permission from Captain Hortann or 
  Colonel Karuk. A DC 25 Diplomacy check and a good 
  excuse (for example thinking it might contain an error) 
  allows a PC to look at the personal part of his own records 
  under supervision of Captain Hortann. The PC cannot 
  look at any recommendations that might have been 
  attached with his or her application form.   
   
  If the PCs want a more thorough search of these 
  records they need to do so in secret. The records can be 
  found in one of the offices (O6). The outside doors of 
  these offices are sturdy wooden doors with good locks. 
  The inside doors are simple wooden doors with average 
  locks. The windows are closed with shutters that can only 
  be opened from the outside by breaking them (and 
  leaving obvious signs of forced entry). The cabinet with 
  the records is locked as well, and besides Captain 
  Hortann and the Colonel nobody has the keys. All COs 
  and Fenka’s scribe have the keys to all doors inside and 
  outside the offices. Guards on duty have a set of keys for 
  the outside doors. A person could theoretically 
  temporarily “borrow” a key with Sleight of Hand, make a 
  copy in wax and commission the crafting of a new key in 
  Silverweed (which costs 8 gp, including a no questions 
  asked insurance). There is nothing of any real value 
  inside and there are no traps to be found.  
   
  � Outside door: strong wooden door; 2 in. thick; 
  Hardness 5; hp 20; Open Lock DC 30; Break DC 25. 
  � Inside door: simple wooden door; 1 in. thick; hp 10; 
  Open Lock DC 20; Break DC 15. 
  � Shutters: good wooden doors; 1-1/2 in. thick; 
  hardness 5; hp 15; Break DC 18; cannot be unlocked from 
  the outside. 
   
  Besides breaking and entering, the PCs could try to get 
  into the office at daytime. Finding an excuse to get inside 
  the office should not be too difficult, and you should go 
  with any reasonable plan. Getting at the proper cabinet is 
  more difficult. They are located in the offices of Captain 
  Hortann and Colonel Karuk and as long as they are 
  present getting into the cabinet requires some extra-
  ordinary skill. If they are not in their office (and you as a 
  DM are free to decide whether or not they are), then the 
  PCs have to watch for other people working at the offices 
  (luckily not too many) and they also do not have as much 
  time as when using the cover of the night. Then again, 
  they only need to look at a few key records to find the 
  evidence they are looking for. If they have an alliance 
  with Orkas, this should be particular easy. 
   
  In the personnel records, among other things, they 
  can find advice on rankings, and they have been 
  tampered with. A DC 18 Forgery check recognizes the 
  tampering, and if they know Captain Hortann’s 
  handwriting they recognize it as his work. The signatures 
  of Colonel Karuk are genuine though. Of course, a simple 
  comparison between what the PCs know of a particular 
  NPC and what is written down in the document also 
  immediately shows that either the document describes 
  somebody else or that there has been tampered with. 
   
  Taking the records with them is certainly possible. 
  The chance of the theft to be detected is slim, certainly 
  when the PCs only take parts of the documents. Just 
  assume their theft is not going to be noted unless the PCs 
  take everything, especially when it concerns trainee 
  records (who are regularly updated). Even that remains 
  undetected if they have Orkas on their side. 
   
  The Ledgers: The ledgers of the academy are another 
  source of evidence. Getting a decent look at them 
  requires the same amount of work as getting a good look 
  at the personnel records discussed above. Though unlike 
  the personnel records it is much more difficult to 
  actually steal them, and examining them takes a lot more 
  time. 
   
  A thorough comparison of all the numbers in the 
  ledgers definitely proves Fenka’s “corruption”. The 
  quality and pricing of the items mentioned in the ledgers 
  are definitely not the same as those located in the storage 
  rooms. The saved gold disappears, or at least it is not used 
  in one way or another to buy personal items for herself or 
  any of the other officers. If the PCs check, such items also 
  have not been bought in Silverweed and if they do 
  manage to take a peek in the personal quarters of each 
  officer it is not there either (see below in the section on 
  searching the personal quarters for more information) – 
  there are no unaccounted items to be found.  
   
  The ledgers also prove that none of the equipment is 
  bought in Silverweed or other areas in the Hollow 
  Highlands, which should raise at least some questions 
  since most of the equipment has definitely been marked 
  with various Hollow Highland clan symbols. They 
  apparently all come from regular army depots in 
  Pitchfield. This is only possible if at least some of the 
  SND5-03 A Few Bad Men 
   
  Page 27 
  
  people in Pitchfield are involved as well, which is correct, 
  though in their case it is just ordinary corruption of the 
  greedy type and not of the moral type.  
   
  When a PC carefully examines the clan markings on 
  the supplies in the Academy and succeeds on a DC 25 
  Search check they realize that regular army symbols have 
  been erased and replaced with clan symbols. A DC 15 
  Forgery check notes some inconsistencies in the marks, 
  members of the Burrowers or PCs hailing from the 
  Hollow Highlands gain a +2 circumstance modifier on 
  this check as do characters with 5 or more ranks in 
  Knowledge (Nobility and Royalty). 
   
  The ledgers do not contain evidence of Wastrian 
  involvement. The motive for replacing the marks does 
  point to the fact that a Wastrian might be behind it. 
   
  Private Pardrenn: During their investigations the PCs 
  are likely to learn about Private Pardrenn and how he 
  supposedly died in an accident. Only after talking with 
  the right persons the PCs might realize his death was 
  more than just an accident. Besides the information the 
  PCs learn by talking with the right people, which is 
  discussed in Part 3, the PCs can also decide to collect 
  some evidence concerning this murder. 
   
  One of the options is to exhume the body of 
  Pardrenn, who died roughly one week before the PCs 
  arrival. Pardrenn is buried in a grave behind the shrine. 
  Digging in the cemetery is of course going to draw 
  attention, and is illegal without special permission. The 
  only way to get this permission is by lying, for example, 
  one of the PCs could disguise himself as a relative of 
  Pardrenn and ask for the body to be transported to 
  Pitchfield (Pardrenn’s birthplace) for a burial in the 
  family crypt. It requires a successful Disguise check, a 
  good Bluff check and forged documents to prove the 
  person requesting Pardrenn’s body to be transported is 
  speaking for the family. Without Pardrenn’s personal 
  records and forged documents pulling this of is virtually 
  impossible, and people trying to see through the lie gain 
  a +10 circumstance bonus on the Sense Motive check. 
  When missing one of the two, it is reduced to a +5 
  circumstance bonus on the Sense Motive check. Since 
  the documents are generic, the character making the 
  attempt gains a +8 circumstance bonus on the Forgery 
  check. Luckily for the PCs, they have to ask Yartosh for 
  permission, and he just sends anybody away that fails in 
  the above lie, warning them not to try it again. If they 
  succeed they can examine the body in piece. What they 
  do with it afterwards might be more problematic. 
   
  Another option would be to sneak to the grave at 
  night and exhume it in secret. Luckily for the PCs 
  nobody lives in or around the shrine, and it falls outside 
  the regular patrols. All the PCs have to do is to sneak in 
  and out of the academy, and dig quickly and silently 
  without a light source. Pardrenn’s body is in reasonably 
  fresh shape and a DC 10 Heal check shows that many of 
  his bones are broken as if he was crushed by something 
  heavy. Due to the decomposed state of the body a DC 30 
  Heal check is required to note some minor signs of 
  poisoning. Since some minute traces of the poison still 
  are in the body a detect poison spell detects some faint 
  traces. A DC 20 Wisdom and/or Craft (alchemy) check 
  identifies the poison as lich dust. The poison in itself is 
  not lethal, but the weakness the poison induces would 
  explain why the accident happened with an otherwise 
  healthy strong young man. 
   
  Besides for finding proof that Pardrenn was 
  murdered, the PCs can also try to speak with him. If the 
  PCs are not high enough level to cast speak with dead, 
  they can buy a scroll at Silverweed from the clergy of 
  Garl Glittergold. It is an odd request though, and the 
  clergy does want to know why the PCs need such a scroll. 
  If the PCs tell the truth, they can get the scroll without 
  much trouble. An excuse requires a DC 18 Bluff check. 
  Note that his alignment was NG and that he has a +1 on 
  his Will saving throw.  
   
  A few likely questions plus their answers follow 
  below: 
  Who murdered you? “Lieutenant Kelena.” 
  How did she murder you? “She cursed me with a spell 
  which caused me to fumble while lifting those heavy 
  barrels.” 
  Who serve Wastri’s cause at the academy? “Lieutenant 
  Fenka, Lieutenant Gwynbhie and Lieutenant Kelena.” 
  Does anybody of the regular soldiers serve Wastri? “Not 
  that I know of, but it is unlikely that there are more than 
  sympathizers amongst them.” 
  Where can we find your journal? “I hid it in a drainage 
  pipe in my room. There is a loose bit of rock under 
  Henna’s chest.” 
  Did you serve Wastri? “Never.” 
  Why did you join the Wastrians? “I had a crush on 
  Lieutenant Fenka, and when I realized what she was in, I 
  tried to talk her out of it, while collecting evidence to 
  arrest the rest.” 
   
  The existence of Pardrenn’s journal is not exactly a secret 
  and if the PCs show any interest in his death they learn 
  about it. Most people think it is missing, and the 
  Wastrians did look for it, they just never found it. It is 
  well-hidden in Pardrenn’s room, and finding it either 
  requires a DC 25 Search check unless the PCs know 
  where it is hidden. Getting into Pardrenn’s barrack 
  SND5-03 A Few Bad Men 
   
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  unseen should not be too hard. It is just a matter of 
  waiting till their squad is on duty and sneaking in. 
   
  Once the journal is found and studied, read out 
  aloud or paraphrase the following to the PCs: 
   
  The author of the journal apparently is clearly was not 
  used to writing. His spelling is abysmal, the sentences 
  short and the words used simple. It certainly took some 
  time to decipher the text. 
   
  Apparently he started his journal as some kind of 
  insurance. He knew he was likely to die, and he wanted 
  to make sure his death would not be in vain. He 
  expresses a great concern of the journal falling in the 
  wrong hands if he should die, but he does not know how 
  to prevent it. He must not have been very bright, and 
  you wonder how he even got as far as he did. Then again, 
  perhaps it was his intellect that made him a prime target 
  for Wastrian recruitment. 
   
  It looks like Lieutenant Fenka recruited Padrenn, 
  who fell primarily for her charm and not for her words. 
  Fenka misinterpreted his attentions as loyalty to the 
  cause and eventually told him things that even lovesick 
  Padrenn could not ignore. Padrenn might have been 
  simple, he was a good man who lost his brother to the 
  bullywugs and who had a deep respect for the olve. He 
  was not Wastrian and never would become one either.  
   
  Deeply 
  pained, 
  he 
  started 
  to 
  note 
  down 
  conversations he had with her and conversations he 
  overheard between her and others. If true, and you have 
  few reasons to believe this not so, then it contains some 
  pretty condemning evidence towards Lieutenant Fenka, 
  Lieutenant 
  Kelena 
  and 
  Lieutenant 
  Gwynbhie. 
  Apparently the goal of the three was to ferment tension 
  between the humans and non-humans in the army by 
  spreading vicious rumors and by making non-humans 
  appear to be inapt and foolish.  
   
  The document ends shortly after Padrenn once 
  again expressed his fear for Kelena and the fact that he 
  fears he is going to kill her. The next morning the last 
  sentence he writes, with a wobbly hand, talks about how 
  ill he is and that he fears Kelena put some curse on him. 
  He has to work, but he fears he shall not return. How 
  right his fears were…   
   
  What the PCs do with the journal is up to them. It does 
  not contain any hard evidence, and could all be lies and 
  in itself it would not hold in court. It can be used while 
  questioning any imprisoned Wastrian though, and it 
  points to three likely suspects that might aid the PCs in 
  their investigation. 
   
  Searching the Officers’ Quarters: The real evidence of 
  Wastri involvement is to be found in the personal 
  quarters of the 4 traitors. As with the offices (see above), 
  outside doors leading into the corridors are sturdy 
  wooden doors with good locks. None of the Wastrians 
  has the resources to get a magical trap on the doors. 
  Inside doors do not contain locks. By daytime the 
  officers tend to be working in the offices, and at night 
  they sleep in their apartments. An enterprising thief can 
  certainly sneak in when any of the officers is present, 
  but it does require Move Silently checks opposed by the 
  NPC’s Listen check (do not forget to give the NPC a -10 
  circumstance modifier due to being asleep). Otherwise 
  they can try to sneak in when the officer is out. 
  Gwynbhie is gone 50% of the nights, Fenka and Hortann 
  about 10% of the time and Kelena never (she is not the 
  type that likes to party in Silverweed). 
   
  Note that the PCs are NOT allowed in this part of 
  the Academy, so any meeting with an officer is going to 
  result in disciplinary punishment.  
   
  • Fenka: An expert rogue, Fenka has taken some 
  measures to at least note when somebody sneaked into 
  her quarters.  
   
  A PC that searches her door and succeeds at a DC 20 
  Search check finds a small thread or hair on the outside 
  that inevitably snaps when the door is opened. There are 
  several more of these threads inside. Unless the PCs 
  replace these after having sneaked in, Fenka knows 
  somebody broke into her querters. This immediately 
  alerts the Wastrians, and leads to a general alertness 
  comparable to when the PCs come under close scrutiny 
  (see the Bluff check in part 3). She also immediately 
  checks whether or not anything is missing, and if the PCs 
  stole any evidence, she does anything to find out who 
  broke into her room. Assume that she succeeds 
  eventually, resulting in an automatically failed Bluff 
  check the next time when the PCs gather information 
  (see Part 3). 
   
  Fenka’s quarters are relatively luxurious with soft 
  carpets, several beautiful wall tapestries and a large 
  comfortable bed. The tapestries depict Pitchfield, a 
  battlefield of some sort (DC 15 Knowledge (history) to 
  recognize the Battle of a Thousand Banners between the 
  Iron League and the Great Kingdom) and a hunting 
  scene. The room also contains a small wooden desk with 
  a chair and a large wardrobe. The wardrobe contains 
  several uniforms amongst which one beautiful parade 
  uniform and a ballroom dress. The room is lit by two 
  everburning torches inside wooden boxes, which can be 
  closed to put out the light. One stands next to the bed, 
  SND5-03 A Few Bad Men 
   
  Page 29 
  
  and the other at the desk. Note that they are open when 
  nobody is in the room. 
   
  The desk contains a set of writing gear and a stack of 
  empty paper sheets. The drawers in the desk are locked, 
  and protected by a hair like the door described above. It is 
  a poor lock (DC 25 Open Lock). Inside one finds a couple 
  of private letters and a private ledger. The private letters 
  are in Old Oeridian and it seems to be a correspondence 
  between Fenka and her brother, Kallarn, stationed in 
  Stalward. On the desk there is half finished reply, 
  describing the death of Pardrenn and how sad she feels 
  about it. The messages describe everyday events, but they 
  do contain some encoded messages as well. A DC 25 
  Decipher Script (which takes roughly 10 minutes in 
  game time) reveals that apparently Kalarn is not part of 
  the Sunndi army, but that he is an officer in the Wastrian 
  army, likely a monk or cleric. Further then that the 
  letters seem to be genuine. The half finished letter is not 
  encoded at all. The ledger is written in Old Oeridian as 
  well, and it looks fine, and even the luxurious items seem 
  to be paid from regular pay. Apparently she made some 
  sweet deals from second hand material. Most of it was 
  bought from the same antique dealer in Pitchfield. 
   
  In the off chance the PCs want to have verification 
  about Kalarn or the antique dealer, they can learn that 
  Daergon is not aware Fenka has a brother. The antique 
  deal does exist, but he has a bit of a bad reputation. 
  Apparently he is a broker, and due to war in the south he 
  is doing great business. Note that Fenka would not miss 
  one or two of the older letters and the PCs examining 
  realizes they have not been read that often. If they do not 
  take the whole stack, there should be no problem. 
   
  • Gwynbhie: Gwynbhie’s quarters are simple and spartan. 
  They contain a comfortable looking bed, a wardrobe and 
  a desk. The walls and floor have been covered with wood 
  to give it a more homely feel. The wardrobe contains a 
  few sets of uniforms and forester clothes. The desk is 
  empty. Next to the bed lies a book in olven titled “The 
  Eye and the Hand, a history on corruption of olven magic 
  by human hand”. It describes the history of relations 
  between olven and human wizards, focusing on a few 
  pivotal events in which humans used the olven teachings 
  for evil ends. The Whispered One, Vecna, seems to take a 
  central role in the book. The book is not very flattering to 
  both humans and the olve foolish enough to teach 
  humans their secrets.   
   
  A DC 20 Search check, or when they look under the 
  mattress, reveals a report by the Burrowers. It is written 
  in Common, and it describes how scouts learned of the 
  existence of a band of raiders camping nearby. The 
  raiders seem to have a lot of interest in the Academy, and 
  they are suspected Wastri spies. The report is 2 weeks old, 
  and none of the soldiers at the Academy ever learned 
  about it. The report contains notes in Olven (and written 
  by Gwynbhie) as if somebody was contemplating how to 
  prevent these thugs from being seen and how to keep 
  their presence hidden from the people at the Academy. 
  She was planning to hand it over to Kalena so that she 
  could use it to keep those raiders out of sight, but she 
  forgot it due to the problems with Pardrenn. The report 
  in itself is not odd, but the notes and the fact that it never 
  was distributed definitely make it odd. Since Gwynbhie 
  has forgotten about its presence the PCs can safely take it 
  with them. The dates on the report and the fact that there 
  are no other papers in the room should point this out to 
  the PCs. 
   
  • Hortann: As the second in command, Hortann’s 
  quarters consist of two rooms. There is a small living 
  room in the front in which Hortann can receive guests 
  and a sleeping room in the back. Like all virtually all 
  rooms in the complex the walls have been plastered 
  white, but unlike the other officers Hortann did not 
  place tapestries on the walls. His quarters are extremely 
  spartan. A monk would be proud about them.  
   
  The front room contains a sturdy looking table and 
  chairs with a small counter containing a crystal bottle 
  with cognac and several crystal glasses. A cabinet is filled 
  with tin miniature soldiers, which he uses during classes 
  and a couple of books discussing battles from the past as 
  well as more modern works on weapons and armor. 
  There is nothing special to be found in this room. 
   
  The backroom contains a bed and what appears to be 
  a corner for meditation and prayer or at least that is what 
  a small brass brazier with incense, a small bowl for ritual 
  cleansing and a small statue of Heironeous suggest. There 
  is also a desk, which contains notes in Common on his 
  lessons and a cabinet containing even more notes as well 
  as tests and essays made by trainees. A wardrobe contains 
  several uniforms and civilian clothes.  
   
  If the PCs succeed in a DC 20 Search check they find 
  a double bottom in the wardrobe, which contains a small 
  chest. The chest is locked with a good lock (DC 30 Open 
  Lock). At APL 4 and 6 it is trapped with a fire trap spell 
  cast at 7
  th level. In it is a small wooden statue of a frog-like 
  monk (DC 10 Knowledge (religion) to recognize as 
  Wastri) and a small religious book dedicated to Wastri. At 
  APL 6, the book is trapped with an explosive rune. Which 
  when triggered does destroy the book and possible the 
  simple wooden statue. These explosions make a lot of 
  noise and certainly draw a lot of attention. The PCs 
  cannot take these items with them since it would 
  SND5-03 A Few Bad Men 
   
  Page 30 
  
  immediately alert Captain Hortann, but Hortann has it 
  with him if he is forced to flee from the Academy. 
   
  Of more interest to the PCs is a letter that also lies in 
  the chest. It contains high praise at the address of 
  Hortann, suggesting a possible promotion if Hortann 
  keeps up the good work. While the letter does not 
  contain any direct orders, it does hint that Hortann’s job 
  is to disrupt the unholy alliance between humans on one 
  side and the fiendish corrupt olve and dwur on the other. 
  It is signed by somebody called “the Eyes”. As long as the 
  PCs leave the envelope, they can take the letter. The 
  reason Hortann kept the letter was because of pride, but 
  it has been week since he looked at it. He thinks it is 
  safely tucked away, and hence does not bother to destroy 
  it.  
   
  APL 4 and 6 
  � Trapped chest: CR 2; spell; touch trigger (open the 
  chest); recast reset; DC 13 Reflex for ½ (fire trap, CL 3
  rd, 
  dmg 1d4+3 in 5 ft. radius); Search DC 27; Disable 
  Device DC 27. 
   
  APL 6 
  � Trapped Book: CR 4; spell; touch trigger (read the 
  book); recast reset; DC 14 for ½ (explosive runes, CL 5
  th, 
  dmg 6d6 in 10 ft. radius); Search DC 28; Disable Device 
  28.  
   
  • Kelena: Intelligent, and slightly paranoid, Kelena has 
  taken the same kind of protective measurements as 
  Fenka. When she notes somebody broke into her 
  apartment, her reactions are the same as well. 
   
  Kelena’s quarters are specifically for the Academy’s 
  wizard and they are much bigger then even the colonel’s 
  quarters. The front room is a laboratory, and the side-
  room is a small library and study with a sleeping room at 
  the back. All three are furnished in a typical way. The 
  library contains book concerning military applications of 
  magic and some works on military history, and 
  weaponry. These books are used by the other officers and 
  teachers of the Academy, but they can only be borrowed 
  with Kelena’s permission.  
   
  Kelena is much too intelligent, wise and paranoid to 
  leave any smoking guns in her quarters. The laboratory 
  contains the poison that was used to kill Pardrenn, which 
  certainly has no other use then killing people. It is not 
  clearly marked as such though, and finding it does take 
  some time and requires a DC 15 Craft (alchemy) check. 
   
  • Others: There is nothing of interest to be found in the 
  quarters of the other officers. Feel free to come up with 
  your own descriptions based on their personalities and 
  your own imagination. 
   
  Troubleshooting: It is certainly possible that players 
  of lawful characters might balk against searching the 
  apartments without a search warrant. Point out to these 
  players that this is not a modern setting and suspects do 
  not nearly have the same protections as in real life, and 
  nor are they expected to have these. In Sunndi there is 
  even less protection. Sure, if there is no evidence to be 
  found, you risk being punished for burglary, but if you do 
  find the evidence, then you had every reason to enter the 
  place. As long as a person has reasonable suspicions 
  against a NPC, a lawful character, especially one sent in 
  by the Sunndian authorities (sort of anyway), can break 
  in and enter any of the apartments. They just should not 
  steal anything that is not evidence.  
   
  PART 5: LOOKING FOR 
  SYMPATHY 
  Since the Wastrians are looking for sympathizers, they 
  can try to lure them out of hiding by posing as possible 
  converts. The tactic only works for humans, or olve and 
  half-olve that have disguises that hold even under close 
  scrutiny by the Wastrian infiltrators (assume they “take 
  10” on their Spot checks – their skills can be found in 
  Appendix One to Three). They also have to act like they 
  despise non-humans, or at the very least are susceptible to 
  Wastrian influences in this regard.  
   
  The PCs attempting to do so has to keep up that 
  charade in public, and the character should not show any 
  friendship to any non-human. Since it requires several 
  DC 14 Bluff checks, assume for simplicity sake that a PC 
  always ‘takes 10’ on this check. So a character attempting 
  this requires at least a total +4 skill modifier on his Bluff 
  skill. When a PC indeed tries to pull it off, and has the 
  Bluff skill to support it, point out when that character is 
  about to act contrary to the act and leave it up to the 
  players whether or not they proceed with said action. If 
  they proceed, their ploy might fail. Use your judgment, 
  but remember that reports about such incidents not 
  directly observed by a Wastrian might never reach a 
  Wastrian and that the PC in question might have a ready 
  excuse. Wastrians are not stupid, and they realize that 
  acting like the Romans when in Rome (or whatever 
  similar statement the people in the Flaneass use) is not 
  necessarily always bad. 
   
  Assuming one or more of the PCs are successful in 
  convincing the Wastrians that they are open to 
  conversion, Lieutenant Fenka carefully approaches that 
  character once one week has passed. She directly tests the 
  character’s dedication in conversation, forcing the PC to 
  SND5-03 A Few Bad Men 
   
  Page 31 
  
  make a Bluff check opposed by her Sense Motive check 
  (see Appendix one to three). A PC that succeeds in his 
  Sense Motive check opposed by her Bluff realizes that 
  she is testing them and the conversation is more then 
  just small-talk. If the conversation does not go as 
  planned, she backs off and leaves it at that.  
   
  If the PC convinces her that he is ready, she starts 
  talking about Wastri. She is not a cleric, so her sermons 
  and explanations are limited. More information on her 
  personality can be found in Part 3 above. She appears to 
  be acting on her own, though she does let slip that she is 
  not alone in her faith in the army and that she has 
  powerful friends. Under no condition does she betray the 
  other three Wastrian cultists, or even involve the new 
  potential recruit in the intrigues going on at the 
  Academy. If the PC keeps the act up, and wants to talk 
  with somebody with more skill in theology she provides 
  that PC with a method to contact the Wastrians in 
  Pitchfield. The character has to visit the tavern “The 
  Roasted Frog” during Godsday at noon, and order the 
  roasted frog special. During the meal somebody 
  mentioning that frogs should not be eaten then 
  approaches the character. If you react by throwing away 
  the frog legs, that person then mentions how to proceed 
  further. 
   
  This knowledge has no bearing on the current 
  adventure. The fact that Fenka did inform her contacts 
  about the character as a potential recruit might be even 
  more helpful in future scenarios. As long as the world at 
  large is unaware the character was involved in the arrest 
  of the Wastrian infiltrators (point out the option of a 
  disguise if needed in Part 9) they gain 
   
  � Potential Wastrian Recruit: The character, or a 
  particular disguise of the character, is marked as a 
  potential Wastrian recruit. This might be of use in future 
  scenarios. 
   
  Development: If a PC does earn the trust of the 
  Wastrians, and Part 6 has not yet happened, then Fenka 
  does warn that PC about not entering any caves during 
  that mission. 
   
  It also allows the PCs to collect enough evidence to 
  at least arrest Fenka for the worship of Wastri, which is 
  considered treason at the moment as well. 
  PART 6: ACCIDENTS CAN 
  HAPPEN 
  Note: When running the game in a time sensitive 
  environment, you need to choose between this 
  encounter and the encounter described in Part 8. Choose 
  this encounter when the majority of the players are 
  enjoying themselves with the investigations, and you 
  think they do not need some help finishing the 
  investigations successfully. Use the encounter in Part 8 
  when the PCs seem to be stuck in the investigation, or 
  the majority seems to dislike the investigative part 
  strongly. When there are no time restrictions, you can 
  run both encounters, but the PCs only receive xp for one 
  of the encounters. In that case you should use Encounter 
  8 only after the PCs have enough clues already, so that 
  the findings in that encounter only confirms what they 
  already know. 
   
  At some point during the investigation, the PCs are 
  woken early in the morning for some training in the 
  field. You decide for yourself when to run the encounter, 
  but it is advised to run somewhere during the 
  investigation for a break away from the talking. 
   
  “Rise and Shine! You lousy maggots! Move it! Get 
  dressed on the double! You are expected at the mess hall 
  in FIVE minutes.” echoes loudly through your room.  
   
  You have no idea what the time is, but you got the 
  feeling you only went to bed a few minutes ago. In the 
  door opening stands Sergeant Chimak, grinning at the 
  lot of you with a sadistic smirk on his face. 
   
  When you arrive at the mess hall, you realize it is 
  still dark outside. In the corner of the hall lies a heap of 
  backpacks, each of which look rather heavy. Lieutenant 
  Ghanin stands next to them, and he looks way too awake 
  and happy for this time of the day. 
   
  “Good morning lads and lasses. Breakfast is ready. 
  Eat quickly, because in 30 minutes you are expected to 
  grab one of these backpacks. Each is labeled with your 
  name, and weighted in such a fashion that you should be 
  able to lift it. If I learn that you have been carrying the 
  wrong backpack, or more then one, then you will be 
  punished!  
   
  “Enemy scouts have been spotted nearby, and we 
  suspect they have a camp a couple of hours of walking 
  away. It is your m ssion to find the camp, scout it out 
  and if possible capture the enemies. Hurry or else they 
  will be gone. I have a map here with the likely location 
  of the camp. Just one thing, it is training, so please keep 
  my men alive. Best of luck! It is going to be a hot day, so 
  you are going to need it.”  
  i
   
  He salutes you, hands over a scroll case to Corporal 
  Aragheen and marches of back into the academy leaving 
  you alone and any questions you might have 
  unanswered. 
    
  Like Lieutenant Ghanin said, it is a hot, dusty day and it is 
  not the kind of weather in which one would like to hike 
  long distances, let alone fight at the end of one. Still, that 
  SND5-03 A Few Bad Men 
   
  Page 32 
  
  is what is required of the PCs and their fellow trainees. 
  The backpacks contain food, water and some basic 
  equipment for a long hike as well as rocks (or when some 
  of the PCs are particularly weak, some of their stuff). 
  Each is about heavy enough to make sure that every PC 
  with their standard equipment ends up in a medium load. 
  Even characters that travel lightly under normal 
  circumstances have to carry it. Removing the backpack 
  during a fight is a move equivalent action. The backpack 
  is more a role-playing thing, and it has little impact on 
  how the encounter proceeds. The exact appearance of the 
  map also has little bearing on the game. It is a charcoal 
  sketch, and seems to be reasonably accurate and easy to 
  read. 
   
  After the PCs are aware of the missing, the first order 
  of business is to make sure that you are aware what the 
  marching order is going to be and if there are any 
  additional tactics you should be aware off (such as scouts 
  and which long duration spells are active at what time).  
   
  Corporal Aragheen is an arrogant man, and he tries 
  to take lead when determining marching order and he 
  might even order spell casting PCs to cast specific spells 
  at specific times. His first suggestions should not be too 
  bright, and the players should feel the urge to change his 
  orders. He is not a fool, and as long as the PCs are 
  diplomatic or convincing they can make any changes to 
  his plans. Of course, if they are rude, he can become very 
  stubborn and he is in a position to punish anybody that 
  disobeys him as is discussed in Part 2 above. One of his 
  plans is to send a scout out ahead about 100 feet when 
  approaching obstacles that block a clear view. He always 
  appoints Cyrrbran unless the PCs object again. If there is 
  a good scout amongst the PCs, Cyrrbran is certainly 
  going to object at some point. 
   
  Once these issues have been solved, read out aloud 
  or paraphrase the following: 
   
  The hills in the Hollow Highlands are not particularly 
  steep, but they can be treacherous. Small rivers have 
  worn their way through the soft ground and the region 
  is riddled with natural and not so natural caverns, 
  crevices and sinkholes. In general the ground is rocky 
  and unfertile, and few trees grow in the region. There 
  are batches of bushes in the wetter valleys, and grass and 
  heather does grow everywhere. At this time of the year 
  most of the plant life is yellow and withered, leaving 
  large patches of ground bare. It is a dusty region with 
  little water and shade above ground, and it is difficult 
  terrain to walk through, but there are definitely worse 
  places to be. 
   
  Give the PCs some time to ask questions or make any 
  changes to their marching order or standard tactics 
  before proceeding. 
   
   
  It is past noon, and there is little shade to seek cover 
  against Pelor’s merciless gaze. It is hot and dusty, and 
  after a couple of hours walking you are drenched in 
  sweat and desperate for some coolness. Only a few 
  thorny bushes and once in a while a large rock provides 
  some relief against the basking sun. The animal trail 
  takes you over a low ridge into a steep and well-hidden 
  valley that are so typical of the Hollow Highlands. Only 
  a small trickle of water runs through the rocky riverbed 
  in the middle and a dense growth of bushes make 
  walking through the valley somewhat difficult. It is a 
  perfect hiding spot though, and you understand why 
  any enemy scouts would be camping somewhere down 
  there. So how are you going to enter the valley and 
  approach the camp? 
  Allow the PCs to come up with some tactic, though as 
  usual Aragheen gives his own opinion that involves the 
  heavy use of scouts (mainly Cyrrbran). If one of the PCs 
  volunteers, ask them to make a few Move Silently and 
  Hide checks and roll some dice behind the screen to give 
  the players the impression somebody is trying to oppose 
  their sneaking. In reality there is nobody in it, because 
  they are at the wrong valley. Somebody tampered with 
  the maps, though the PCs have no way of knowing or 
  realizing it.  
   
  Eventually the group runs across some natural 
  caverns on the other side of the valley. These are perfect 
  hiding spots, and Aragheen assumes the enemy scouts 
  are hiding in there. So he orders the squad to move closer 
  before once again sending a scout, up into the caves. In 
  this case it is going to Cyrrbran, especially if the PCs did 
  Cyrrbran’s task in the first parts of the day. Aragheen is 
  going to be very difficult to convince otherwise. 
   
  Alert PCs are bound to see the small path leading 
  from the caverns toward the river and the air is strong 
  with a musky strong odor that a character recognizes as 
  bear-like with a DC 13 Knowledge (nature). If they 
  examine the area for tracks, it should be clear with a DC 
  10 Survival or Search check that one or more large 
  animals seem to be using the caverns regularly. They 
  even find some light brown feathers and bits of fur 
  around the trail. If they succeed at a DC 14 (or 13 at APL 
  6) Survival check and have the Track feat they recognize 
  the animal as a bear-like creature which considering the 
  age of the youngest tracks is very likely to lair in the 
  caverns. A DC 15 Knowledge (arcane) check is required 
  to remember that feathers and bear tracks at the same 
  SND5-03 A Few Bad Men 
   
  Page 33 
  
  place hints at the presence of owlbears, vicious bear-like 
  creatures with a temper and aggressiveness that would 
  make a barbarian proud. 
   
  If they point these things out to Aragheen, he 
  assumes that these are all clever decoys placed by the 
  enemy scouts. If the PCs press their point, he states that 
  the academy would never send them off into the caves of 
  a dangerous wild animal without any warning, and the 
  map does point this to be the place. Any PC asking to 
  reexamine the map can only agree with that fact. So 
  Aragheen still orders somebody, once again preferably 
  Cyrrbran, to enter the caverns and scout the place. He 
  does allow the PCs to make any special preparations.  
   
  Creatures: As the tracks indicated, the cave is the 
  home of one or two owlbears. The beasts look like a cross 
  between a brown bear and an owl, with a light brown coat 
  (consisting of both feathers and fur) and ivory white 
  beaks. All they want is to be left alone. They are tired, and 
  not particularly hungry. 
   
  If a PC is the scout, ask that PC to make a Move 
  Silently check apposed by the owlbears Listen check. 
  Since the owlbears are asleep, they have a -10 penalty on 
  the check. Since they take 10, their result is 8 on APL 2 
  and 4 and 10 on APL 6 If one of the owlbears beats the 
  Move Silently check, it rises the next round and storm 
  out the cavern loudly screeching in anger. If the PC 
  managed to approach the cavern, allow that PC at the 
  entrance of the cave to make a DC 10 Listen check to 
  hear the owlbears growling and moving in their sleep. 
  The sleeping area cannot be seen from the entrance, and 
  to actually see the bears one need to enter the cave. Due 
  to the strong sense of smell of the owlbears, they 
  immediately awaken when somebody enters the cave. 
  They growl a loud warning, giving the PCs one round to 
  leave before rising and charging out, viciously attacking 
  everything within sight of the cavern. Roll initiative as 
  normal, but give the PCs one round before the owlbear is 
  going to act. 
   
  If Cyrrbran is the scout, he safely reaches the cavern 
  mouth and enters it. If a message spell is running, he can 
  discuss his option, pointing out he does hear something 
  in the cavern, but that he has no idea what he hears. A 
  few seconds after having disappeared in the cavern, they 
  hear a loud screech coming from the cavern followed by a 
  shout of alarm clearly recognizable as coming from 
  Cyrrbran. Seconds later, Cyrrbran rushes out of the 
  cavern with an owlbear on his heels. On his way down 
  the slope he trips and is overrun by the owlbear. Unless 
  the PCs act quickly, Cyrrbran is dead. A good tactic to 
  save Cyrrbran for example would be to cast web at the 
  cavern’s entrance or rushing forward taunting the beast 
  loudly. In any event, there is no surprise round, roll 
  initiative as normal and start the fight with Cyrrbran 10 
  feet away from the entrance and the owlbear directly in 
  the entrance. 
   
  Terrain: DM’s Aid 3 contains the map of the cavern 
  and surrounding area. The slope towards the caverns is 
  steep, and moving up costs double movement. Characters 
  running or charging down the slope need to make a DC 
  10 Balance check. Characters who fail this check stumble 
  and must end their movement 1d2×5 feet later. 
  Characters who fail this check by 5 or more fall prone in 
  the square where they end their movement. A steep slope 
  increases the DC of Tumble checks by 2.  
   
  As indicated on the map, parts of the slope are 
  overgrown with light undergrowth. Movement is 
  doubled in light undergrowth, it provides concealment 
  and increases the DC of Tumble and Move Silently 
  checks by (an additional) 2. 
   
  APL 2 (EL 4) 
  � Owlbear (1): hp 52; See Monster Manual page 206 
  and Appendix One. 
   
  APL 4 (EL 6) 
  � Owlbears (2): hp 52 each; See Monster Manual 
  page 206 and Appendix Two. 
   
  APL 6 (EL 8) 
  � Owlbear, advanced 9 HD (2): hp 110 each; See 
  Appendix Three. 
   
  Tactics: Owlbears are slightly more vicious, but certainly 
  not more intelligent then a typical bear. Their goal is to 
  chase away the PCs from the immediate surroundings of 
  their lair so they return to sleep. They are easy to 
  provoke, and they attack whatever is in front of them and 
  makes the most noise. Remember, they do not want to 
  capture prey for food, and they will not use their 
  Improved Grab ability in the hope that heavily wounded 
  opponents flee instead of making their life more difficult. 
   
  The goal of the encounter is not to kill the PCs, 
  though Cyrrbran is fair game. Be especially careful at APL 
  2 where a first level character can easily be killed in 1 
  round by these beasts. Do not attack characters that are 
  down, or who are obviously running away. Use the NPC 
  present to point out that they attack the loudest 
  screaming opponent by trying to lure them away from 
  any heavily wounded characters by shouting at the 
  beasts. Also use the NPCs to suggest just fleeing if the 
  PCs do not consider doing so themselves.  
   
  Treasure: None. 
   
  Development: After the PCs have dealt with the 
  owlbears, they probably want to return to the academy. 
  SND5-03 A Few Bad Men 
   
  Page 34 
  
  The map is clearly incorrect, and without it there is no 
  way that they can find the camp of the ‘enemy’ scouts. 
  They are certainly free to spend some time searching the 
  area, but to no avail. If one of their comrades died, or 
  some are seriously hurt with no healing available, 
  Aragheen actually orders to return to the academy. If 
  somebody died, the NPCs are downcast and depressed, 
  grumbling about Aragheen’s leadership (out of earshot). 
  Aragheen on the other hand is furious about the error on 
  the map, blaming whoever gave it to him. 
   
  When the PCs return, any wounded and dead are 
  immediately brought to the hospital to be treated by 
  Yartosh and his aides. Any remaining characters are 
  debriefed at the mess hall. An official enquiry is started, 
  and within mere hours the PCs learn that somebody 
  switched the map with a copy that was used by a group of 
  Burrowers to inform the academy about the presence of 
  an owlbear lair. There is no solid proof who made the 
  switch, but rumors blame the resident halfling practical 
  joker, Private Denam, who truthfully denies everything. 
   
  Besides Denam there are only very few people who 
  could switch the maps. Lieutenant Fenka, Lieutenant 
  Gwynbhie and Lieutenant Lorana are the only ones. A 
  DC 15 Gather Information check reveals that one of the 
  guards saw Gwynbhie working on the maps the day 
  before. If confronted, she truthfully claims that she had 
  been making notes based on reports she got from the 
  local Burrowers. She denies having made the switch, 
  which is a lie. A DC 12 Sense Motive check warns the 
  PCs that is rather nervous, and might be lying. There is 
  no hard evidence though. 
   
  Things quickly settle down into daily routine 
  though, allowing the PCs to proceed with their 
  investigation (see part 2, 3, 4, 7 and perhaps 8).  
   
  PART 7: TO BLOW OFF SOME 
  STEAM 
  Silverweed is not particular important for the scenario, 
  though you could place any clandestine meeting detailed 
  in Part 3 or 9 in town. The alehouse is also an excellent 
  place for the generic rumor described in Part 3. If you are 
  running the adventure in a time sensitive location, just 
  summarize the details of the village in a few sentences 
  and do not spend any time on sneaking out and in the 
  academy or detailing the visit to the local tavern. If you 
  have the time you can use the village in more detail as 
  described in Appendix 5. 
   
  The villagers do not have any proof on Wastrian 
  presence, though they can form the start of the 
  encounter described in Part 8 below. When the PCs 
  contact Jananna, the local brewer, about the ale he 
  supposedly delivers to the army, she genuinely acts 
  surprised. She did deliver a couple of barrels some weeks 
  ago, but apparently army regulations forbid buying 
  supplies from the locals. When told about the Silverweed 
  marks on the barrels of ale at the Academy, she becomes a 
  bit agitated. She immediately wants to press charges. 
  Nobody is going to present inferior products as hers! The 
  PCs should have no problem convincing her otherwise if 
  they make it clear they are working on the case and that 
  she has to be patient or risk disrupting their case. She can 
  always wait, can’t she? 
   
  PART 8: RAIDERS’ CAMP 
  Note: When running the game in a time sensitive 
  environment, you need to choose between this 
  encounter and the encounter described in Part 6. 
  Otherwise you are free to use both encounters, though 
  the PCs do not gain any additional experience. More 
  information can be found at the beginning of Part 6. 
   
  The encounter starts during a visit of Silverweed. 
  One of the citizens, a gnome by the name of Therrek 
  Dingle, approaches the PCs with the news that he spotted 
  a couple of tough looking humans in the hills nearby. 
  The humans were acting rather strange, and it was trying 
  to avoid detection. They noticed Therrek, and 
  immediately attacked him, but he managed to flee, then 
  he circled back and trailed the raiders to their camp. The 
  raiders did not appear to be particular skilled, or deadly 
  afraid of their leader, because they never mentioned the 
  incident to him. The leader was definitely advised by a 
  follower of Wastri, though apparently the rest followed 
  her advice more out of fear then any religious fervor. 
  There were about 6 raiders, and the camp did not look 
  like there were many more still out in the hills. Therrek 
  had to leave soon after or risk revealing his presence. He 
  went back to the village as soon as possible to find a 
  patrol of the Burrowers, but virtually all members are on 
  patrol and Therrek fears the raiders are gone by the time 
  they return, so he is looking for some aide and since the 
  PCs are members of the Sunndi Military they appear to 
  be perfect. Therrek cannot offer them any reward, and he 
  does not even consider it, since it clearly is the PCs duty 
  to aid him.  
   
  Since Therrek is speaking the truth any skills and 
  magic says so as well. If they ask the local officer of the 
  Burrowers (Captain Karuk), he confirms Therrek’s story 
  and he does agree with his assessment of the situation. 
  He just laughs when the PCs ask for permission since he 
  finds the idea that they need any rather silly, but if they 
  insist he happily gives it (even on paper). Asking the 
  academy for permission is stupid, and they should realize 
  that they never get permission for some real action. What 
  SND5-03 A Few Bad Men 
   
  Page 35 
  
  is more, if the raiders are indeed part of the Wastrians 
  then doing so is going to alert the Wastrian infiltrators 
  and through them the raiders. Chances are that any 
  assault is going to fail, which is indeed correct. 
   
  If the PCs accept, Therrek offers to be their guide 
  and to make a rough sketch of the camp. Make a quick 
  sketch of the camp based on DM’s Aid 4. Quickly 
  ascertain how the PCs get to the camp, which is roughly 
  4 hours walking from the village and a similar amount of 
  time from the Academy, and then assume they reached 
  the place. Give them some time to discuss tactics or scout 
  ahead. 
   
  At daytime the raiders have placed a guard, one of 
  the regular raiders, on top of the rock right next to camp. 
  The guard can roughly oversee the whole map, and as 
  soon as the PCs get on it, roll an opposed Hide check vs. 
  the Spot of the guard. Disabling the guard without 
  raising suspicion of the raiders below in the camp 
  requires a Move Silently check vs. the Listen checks of 
  those at the camp. Unless the PCs assault the camp 
  within a couple of rounds, the raiders do note any 
  missing guard and the alarm is sounded. PCs approaching 
  the camp silently should roll a Move Silently vs. the 
  Listen skills of those in the camp. Note that these are 
  rather distracted and have a -5 circumstance penalty on 
  any Listen and/or Spot check they make. During 
  daytime, the raiders are all awake and armed, though 
  none of those present has any buffing spells running. 
   
  At night, two guards circle around the camp. Since 
  they are humans, they cannot see that far, and you should 
  use Move Silently opposed by the Listen checks of the 
  guards. Those in the camp are asleep, but those in light 
  armor do sleep in it. Position the raiders in such a way, 
  that the leader Enstrenn and the wizard Maranna sleep in 
  the middle of the camp. Once again, use the PCs’ Move 
  Silently skill vs. the raiders’ Listen skill, but in case of 
  sleeping creatures do not forget to apply a -10 penalty. 
   
  Note: Assume for simplicity sake that at the very 
  least the raiders always “take 10” on their Listen and Spot 
  checks, and that the PCs can do the same. Also do not 
  forget to apply the -1 penalty on the detecting skill 
  checks per 10 feet distance between the sneaker and 
  observer. 
   
  Terrain: The raiders have selected a sinkhole as their 
  campsite, which provides them ample cover from the 
  surrounding area. The downside is of course, that they 
  cannot see far either. The region is mostly covered in 
  light undergrowth, except for the sinkhole itself, which 
  hardly contains any plant-life at all. A space covered with 
  light undergrowth costs 2 squares of movement to move 
  into, and it provides concealment (20% miss chance). 
  Undergrowth increases the DC of Tumble and Move 
  Silently checks by 2 because the leaves and branches get 
  in the way. The slope into the sinkhole is not particularly 
  steep, and while there is no undergrowth loose rocks do 
  give a -2 penalty on Move Silently checks. Due to these 
  loose rocks anybody who is charging down also need to 
  make a DC 10 Balance check or fall prone. 
   
  Creatures: The raiders at the camp are ex-convicts 
  who escaped from the Calling Mines fairly recently (see 
  TSS4-04 Crossfire). They hate Ahlissan soldiers, and fear 
  the authorities and their survival in the region is 
  dependent on their relation with the Wastrians. They are 
  tough, and mean spirited and hell bent on survival, but 
  they are disciplined as well. Their leader Enstrenn is a 
  charismatic strong-looking Oeridian male who is a very 
  able leader. He is not religious, but he clearly is not the 
  type for an honest job, more of a mercenary of bandit. 
  Marana, the wizard, is a faithful servant of Wastri and she 
  is greatly feared by the ordinary raiders.  
   
  This is the same band as used in Part 9B, though 
  there are 3 more members, who remain behind in that 
  encounter to watch the camp (for more information see 
  Part 9B). Since this encounter on its own should provide 
  enough evidence to make an arrest, using Encounter 9B 
  is not needed so the fact that they are disposed of in this 
  encounter is no problem. 
   
  Note that the EL has been lowered to take into 
  account the fact that the PCs can prepare themselves for 
  the fight, and that the NPCs on the other hand are very 
  likely to be surprised. The terrain is also in the PCs’ favor. 
   
  APL 2 (EL 4) 
  � Enstrenn: Male human (Oeridian) Ftr1/Marshal1; 
  hp 18; see Appendix One.  
  � Raiders (5): Male human Rgr1; hp 9; see Appendix 
  One. 
  � Marana: Female human (Suel) Wiz1; hp 6; see 
  Appendix One. 
   
  APL 4 (EL 6) 
  � Enstrenn: Male human (Oeridian) Ftr2/Marshal1; 
  hp 26; see Appendix Two.  
  � Raiders (5): Male human Rgr2; hp 15; see 
  Appendix Two. 
  � Marana: Female human (Suel) Wiz2; hp 11; see 
  Appendix Two. 
   
  APL 6 (EL 8) 
  � Enstrenn: Male human (Oeridian) Ftr3/Marshal2; 
  hp 41; see Appendix Three.  
  � Raiders (5): Male human Rgr4; hp 27; see 
  Appendix Three. 
  SND5-03 A Few Bad Men 
   
  Page 36 
  
  � Marana: Female human (Suel) Wiz4; hp 19; see 
  Appendix Three. 
   
  Tactics: The first reaction of the raiders in an ambush is 
  to fight, but they are not particular brave. As soon as it 
  looks like they are outmatched, they try to flee if possible 
  or surrender when not. The raiders are willing to give 
  their life for Enstrenn to flee, but they do not share this 
  sentiment for Marana and they gladly sacrifice her. As a 
  true leader Enstrenn is more then willing to use this to 
  his advantage. The fight might be relatively easy, and 
  quick, but that is no problem. Give the PCs their shining 
  moment.   
  Treasure: Looting the raiders: 
   
  APL 2: Loot – 469 gp, Coin – 10 gp, Magic – potion 
  of cure moderate wounds (25 gp), potion of invisibility 
  (25 gp), scroll of comprehend languages (2 gp), scroll of 
  magic weapon (2 gp), 2 scrolls of obscuring mist (2 gp 
  each). 
   
  APL 4: Loot – 507 gp, Coin – 10 gp, Magic – cloak of 
  resistance +1 (83 gp), 5 potions of cure light wounds (4 gp 
  each), potion of cure moderate wounds (25 gp), potion of 
  invisibility (25 gp), scroll of comprehend languages (2 
  gp), scroll of magic weapon (2 gp), 2 scrolls of obscuring 
  mist (2 gp each), vest of resistance +1 (83 gp). 
   
  APL 6: Loot – 282 gp, Coin – 10 gp, Magic – +1 
  breastplate (113 gp), cloak of resistance +1 (83 gp), +1 
  heavy wooden shield (96 gp), 5 +1 mighty composite 
  longbows {str +2} (217 gp each), 5 potion of cure 
  moderate wounds (25 gp), potion of invisibility (25 gp),
  scroll of comprehend languages (2 gp), scroll of haste (31 
  gp), scroll of magic weapon (2 gp), 2 scrolls of obscuring 
  mist (2 gp each), scroll of web (13 gp), vest of resistance 
  +1 (83 gp), wand of enlarge person (30 charges, 38 gp). 
   
   
   
  Detect 
  Magic 
  Results: 
  +1 
  breastplate 
  (faint 
  abjuration), cloak of resistance +1 (faint abjuration), +1 
  heavy wooden shield (faint abjuration), +1 mighty
  composite longbow {str +2} (faint evocation), potion of 
  cure light wounds (faint conjuration), potion of cure 
  moderate 
  wounds 
  (faint 
  conjuration), 
  potion 
  of 
  invisibility (faint illusion), scroll of comprehend 
  languages (faint divination), scroll of haste (faint 
  transmutation), 
  scroll 
  of 
  magic 
  weapon 
  (faint 
  transmutation), 
  scroll 
  of 
  obscuring 
  mist 
  (faint 
  conjuration), scroll of web (faint conjuration), vest of 
  resistance +1 (faint abjuration) wand of enlarge person 
  (faint transmutation). 
   
  Development: Once the raiders have been defeated, 
  the PCs are free to search the camp and/or question any 
  imprisoned raiders. If the PCs succeed at a DC 20 Search 
  check they find a set of documents. The documents 
  contain detailed orders on how to remain out sight from 
  Burrower patrols and clearly prove somebody with 
  intimate knowledge on those patrols leaked information. 
  If the PCs have comparison material the handwriting can 
  be recognized as Gwynbhie’s if they succeed at a DC 12 
  Forgery check. There is also an angry letter about the 
  Wastrians paying more then enough for them to keep 
  away from the locals and that if they are bored they really 
  should think of something else to do. The angry letter is 
  signed by K. and contains her arcane mark. She was 
  forced to use these by Enstrenn and she was not 
  particularly happy about it.  
   
  The raiders are not very talkative at first, but a DC 20 
  Diplomacy or a DC [10 + ½ x HD prisoner + wisdom 
  modifier prisoner] Intimidate check changes this. The 
  only two that know anything worthwhile are Enstrenn 
  and Marana, though the raiders have seen Gwynbhie 
  several times. Of the two, Marana only talks under 
  magical compulsion or torture. Both are fully aware that 
  Lieutenant Gwynbhie is on their side, though they have 
  no idea why. Enstrenn wonders whether Gwynbhie is 
  the one manipulating the Wastrians for her own ends or 
  that it is the other way round, Marana knows that 
  Gwynbie is the one being fooled. Both also know that 
  Fenka is on their side since they have helped her in the 
  past and she is the one providing her with all information 
  on the camp. Marana knows and Enstrenn suspects there 
  are more Wastrians at the Academy, but neither knows 
  who exactly or how many. Marana knows that there is at 
  least one more, the leader. Enstrenn is definitely willing 
  to testify in any trial, especially in return for a lower 
  punishment. Marana refuses to do so, even under threat 
  of death. Note that Marana is going to be furious when 
  she learns that Enstrenn kept evidence lying around. 
  Though there is likely little she can do about it. 
    
  It is fairly important to note down what the PCs are 
  doing with both the information they found in the camp, 
  any prisoners they might have made and whether or not 
  some of the raiders escaped alive. The Wastrians assume 
  incorrectly that the raiders destroyed any damning 
  evidence, so the fact that the camp got destroyed is no 
  real cause of concern as long as it looks like the 
  Burrowers are responsible and everybody in it was killed. 
  Any escaped raiders flee the region and pose no threat to 
  the cover of the PCs. Also note that unless Marana 
  escaped, the Wastrians are not likely to learn about the 
  raiders’ destruction before it is too late. 
   
  If the PCs actually reveal that they were responsible 
  (which they definitely do if they hand over any living 
  prisoners to the army as opposed to the Burrowers), the 
  Wastrians become concerned and start keeping a close 
  eye on the PCs (they come under close scrutiny). It is 
  after all not exactly the duty of trainees to deal with local 
  SND5-03 A Few Bad Men 
   
  Page 37 
  
  problems. So the PCs are either trying to making a name 
  for them selves or there is something more going on. In 
  any case, the leadership of the camp scolds them for their 
  pride and irresponsibility. They are not punished though 
  and the villagers of Silverweed and the Burrowers do 
  show them gratitude. 
   
  If the PCs delivered any living prisoners (or corpses 
  – which can be witnesses in D&D) to the Burrowers 
  there is no problem. These are secured for use in any 
  future trial against the Wastrians in the Academy. The 
  problems rise when the PCs deliver them to the military 
  in the Academy. Allow the PCs a DC 10 Intelligence 
  check to realize how stupid it would be to deliver the 
  raiders to the soldiers in the Academy. They might 
  consider using them to lure the Wastrians into 
  assassinating the prisoners, but point out that since the 
  Wastrians are high ranking officers, it would be a much 
  safer bet for them to arrange the death on the prison 
  transport without revealing their own hand. In any event, 
  the Wastrians ignore the corpses, realizing that these are 
  only useful witnesses when clerics know what they are 
  looking for due to the limited nature of speak with dead. 
  Any living prisoner does pose a real threat, and is going 
  to end up dead. The Wastrians place them on transport to 
  Pitchfield within two days for trial and arrange for them 
  to be “freed” by fellow raiders on the way. If the PCs 
  inform Daergon though before that time, the Burrowers 
  manage to intervene, preventing their death. In that case 
  Daergon does scold them for delivering the prisoners to 
  the Academy instead of the Burrowers.  
   
  Troubleshooting: Two possible results of this 
  encounter might cause some grief to the PCs. The first, 
  and most likely, is that the PCs return much too late and 
  perhaps heavily wounded at the academy. The PCs are 
  expected to return before midnight of the same day that 
  they paid Silverweed a visit. When they return later they 
  are thrown in the brig for the night and face disciplinary 
  actions in the morning. It is going to be toilet duty for 
  the rest of their stay for them and no kind of excuse is 
  going to get them out of it. Worse is going to be the fact 
  that they are not allowed leave the next time, possible 
  extending their stay at the camp or making things 
  difficult for Daergon. 
   
  The second is when Marana escaped alive and 
  somehow knows the PCs suspect the Wastrian 
  infiltration in the Academy. Note that she is not aware 
  Enstrenn kept evidence around in the camp, but she is 
  fully aware that Enstrenn is probably going to talk under 
  pressure. She is going to warn the Wastrians at the 
  Academy, and they are going to undertake some action 
  when they suspect Enstrenn survived the ordeal. In that 
  case the PCs are going to be arrested for some trumped 
  up charges, and Fenka tries to find out in person what 
  they know. Use Bluff checks opposed by her Sense 
  Motive skill to see whether the PCs can convince her 
  they do not know much, giving any appropriate 
  modifiers for good role-playing and/or good arguments. 
  If they can convince her of that, she flees, leaving behind 
  evidence she was working on her own, and the PCs are 
  released. Since the other Wastrians remain behind, the 
  PCs have ample opportunity to salvage the situation. 
  Proceed as normal with Part 9, Fenka is going to be 
  present since she is hiding in the secret corridors and 
  joins the rest on the flight. 
   
  On the other hand, if they cannot convince Fenka 
  that their knowledge is only very limited, or worse, 
  threaten her with their knowledge, then the PCs are 
  shipped off to Pitchfield. Here they are quickly released, 
  but the adventure is over. See the Conclusion for what 
  happens. 
   
  Important Note: It is a distinct possibility that the 
  PCs find evidence of the presence of this group. If that is 
  the case, they are likely to report the presence of this 
  group to Daergon. After all, the group might contain 
  valuable witnesses and proof about the guilt of some of 
  the Wastrians. If you are not going to use this encounter, 
  and they are not caught by the Wastrians (see part 9A and 
  9B), then you can have the Burrowers find the group (or 
  at least their camp if you are not entirely sure about what 
  end the scenario is going to have) assuming they have 
  Gwynbie’s report (see Part 4). With the evidence found 
  they can then provide additional proof against Kelena 
  and Gwynbhie (including the fact that the tips found on 
  the report in Gwynbhie’s quarters have all been taken to 
  heart). If this is done before the end, the Burrowers can 
  deliver this additional information to the PCs even going 
  so far as to arrange for a questioning session with the PCs 
  present. Just make sure that the players realize that THEY 
  were responsible for their capture. We don’t want the 
  players to rely too much on NPCs. 
   
   
   
   
  PART 9A: CULPRITS CAPTURED 
  At some point the PCs either have gathered enough 
  evidence for a case (or at least for the Jade Mask to make a 
  case) or they have arisen so much suspicion that the 
  Wastrians decide to intervene. In the first case proceed 
  with this part. In the second proceed with part 9B below. 
   
  When the PCs have enough evidence, or think they 
  have, their first action should be to alert their employer, 
  Daergon. Doing so should not be too difficult, since they 
  are contacted by a sending spell once every two days. The 
  SND5-03 A Few Bad Men 
   
  Page 38 
  
  spell allows the PCs to send a message back consisting of 
  25 words. The exact wording is unimportant, as soon as 
  the PCs let Daergon know they have enough for a case, 
  Daergon arranges a meeting in Silverweed, select 
  Godsday so that the PCs do not have to sneak out to 
  explain a visit to the place. There he contacts them in the 
  same way as in the Introduction: using a message spell to 
  contact them in a very busy tavern. During this meeting, 
  he wants a full report and he provides the PCs with a spot 
  to hide any physical evidence for him to collect. You can 
  act this out in detail, or when pressed for time, assume 
  that the PCs give a satisfactory report without any role-
  playing.  
   
  If you think the PCs do not have enough to go on, 
  send them back to collect more evidence after a bit of 
  scolding by Daergon. Use your judgment, and take the 
  time into account as well. When the PCs later think that 
  they have enough evidence, Daergon arranges another 
  meeting as described above. If they do have enough 
  evidence, send the PCs back as well, informing them that 
  action is going to be undertaken very soon and that they 
  are contacted for further orders at that time. After all, if 
  they suddenly disappear that is certainly going to draw a 
  lot of unwanted attention and it might alert the culprits. 
   
  Once back at the camp, the PCs learn that Daergon is 
  not one to sit back and take things at leisure speed. The 
  very next day, early in the morning, the PCs receive the 
  following sending: 
   
  “Army raids academy tomorrow night. Orders to stay out 
  of fray. Ignore them. Position yourself at far emergency 
  exit, stop fleeing Wastrians, alive if possible“. 
   
   
  Immediately followed by a second sending: 
   
  “Deliver prisoners to the Burrowers who arrive same 
  night. Do NOT deliver them to army. They might try to 
  silence the affair!” 
  Daergon did inform the military leaders, suggesting 
  using the Burrowers to make the arrest since chances 
  would be lower that the Wastrians would be alerted. His 
  suggestions where promptly ignored, because the 
  military leaders do not want to involve outsiders both out 
  of a sense of misplaced pride and because of a fear of an 
  actual battle. So the army leaders decided that a small 
  elite team of soldiers should do the trick. Daergon 
  rightfully assumes that the Wastrians are not stupid 
  enough to let themselves being arrested and flee through 
  the emergency exit. Due to the haste the army is making, 
  that path cannot be blocked, and Daergon even suspects 
  the army might do so on purpose. After all, when there 
  are no arrests, there is also no embarrassing public trial.   
   
  In any event, allow the PCs to make preparations 
  then fast forward to the beginning of the night. The PCs 
  might decide to wait for the fleeing Wastrians inside the 
  Academy, but that is a bad idea. Remind them about the 
  implications of the second sending and that inside the 
  Academy the suspects, who are all higher ranked, can 
  simply order the PCs fellow soldiers to aid them. It is 
  assumed the PCs are smart enough to arrest the 
  Wastrians at the emergency exit. The emergency exit is at 
  the back of the hill, and similarly protected to the closer 
  emergency exit marked on the map as #O9. For the better 
  part it winds its way along the river and is unusable 
  during rains. The PCs can lay an ambush along the path, 
  in which case you should a natural cavern as the basis for 
  the battlefield, or outside. Outside is a typical Hollow 
  Highland region with thorny bushes, a lot of rocks and 
  scree with a few open regions. 
   
  Creatures:  The PCs are going to face the 4 Wastrian 
  officers who were all forced to flee due. Of course, if the 
  PCs have not accused all 4, or did not have any real 
  evidence, those that have not been accused are not 
  among the group.  
  APL 2 (EL 4) 
  � Captain Hortann: Male human Ftr1/Marshal1; hp 
  18; see Appendix One.  
  � Lieutenant Fenka: Female human Rog1; hp 7; see 
  Appendix One. 
  � Lieutenant Gwynbie: Female grey elf Rgr1; hp 9; 
  see Appendix One. 
  � Lieutenant Kelena: Female human Wiz1; hp 6; see 
  Appendix One. 
   
  APL 4 (EL 6) 
  � Captain Hortann: Male human Ftr2/Marshal1; hp 
  26; see Appendix Two.  
  � Lieutenant Fenka: Female human Rog1/Ftr1; hp 
  14; see Appendix Two. 
  � Lieutenant Gwynbie: Female grey elf Rgr2; hp 15; 
  see Appendix Two. 
  � Lieutenant Kelena: Female human Wiz2; hp 11; 
  see Appendix Two. 
   
  APL 6 (EL 8) 
  � Captain Hortann: Male human Ftr3/Marshal2; hp 
  41; see Appendix Three.  
  � Lieutenant Fenka: Female human Rog2/Ftr2; hp 
  30; see Appendix Three. 
  � Lieutenant Gwynbie: Female grey elf Rgr4; hp 27; 
  see Appendix Three.
  SND5-03 A Few Bad Men 
   
  Page 39 
  
  � Lieutenant Kelena: Female human Wiz4; hp 19; 
  see Appendix Three. 
   
  Tactics: The four are all alert and ready for danger. Any 
  spells with a duration of 10 minutes per level or longer 
  have been pre-cast. Since it is difficult to predict what the 
  PCs do, these have not been taken into account in the 
  stats. Also remember Hortann’s marshal auras, which 
  work as long as Hortann can speak and be heard. If the 
  PCs have prepared an ambush, roll the needed opposed 
  Move Silently, Listen and Hide, Spot checks. Remember 
  though that it is night, and the battle might take place 
  below ground. None of the NPCs has darkvision, and 
  only Gwynbhie as low-light vision.  
   
  While neither of the four are cowards, their goal is to 
  escape alive. They will not put up a real fight, and they try 
  to flee at the first opportunity. Fenka is the only one who 
  might surrender, if the PCs promise leniency and when 
  they remind her of the brutal murder of Pardrenn. The 
  others fully realize that they have nothing to loose and 
  they either try to flee or fight to the death. 
  Treasure:  
  Looting the Wastrians: 
   
  APL 2: Loot – 242 gp, Coin – 10 gp, Magic – potion 
  of cure light wounds (4 gp), potion of cure moderate 
  wounds (25 gp), potion of invisibility (25 gp), scroll of 
  comprehend languages (2 gp), scroll of magic weapon (2 
  gp), 2 scrolls of obscuring mist (2 gp each). 
   
  APL 4: Loot – 258 gp, Coin – 10 gp, Magic – cloak of 
  resistance +1 (83 gp), +1 chain shirt (104 gp), 2 potions of 
  cure light wounds (4 gp each), 2 potions of cure moderate 
  wounds (25 gp each), potion of invisibility (25 gp), scroll 
  of comprehend languages (2 gp), scroll of magic weapon 
  (2 gp), 2 scrolls of obscuring mist (2 gp each), vest of 
  resistance +1 (83 gp). 
   
  APL 6: Loot – 243 gp, Coin – 10 gp, Magic – +1 
  breastplate (113 gp), cloak of resistance +1 (83 gp), 2 
  elixirs of sneaking (21 gp each), +1 heavy wooden shield 
  (96 gp), +1 mighty composite longbows {str +1} (209 gp), 
  potion of cat’s grace (25 gp), 2 potions of cure moderate 
  wounds (25 gp each), 2 potions of invisibility (25 gp 
  each), scroll of comprehend languages (2 gp), scroll of 
  haste (31 gp), scroll of magic weapon (2 gp), 2 scrolls of 
  obscuring mist (2 gp each), scroll of web (13 gp), vest of 
  resistance +1 (83 gp), wand of enlarge person (30 charges, 
  38 gp). 
   
  Detect 
  Magic 
  Results: 
  +1 
  breastplate 
  (faint 
  abjuration), cloak of resistance +1 (faint abjuration), elixir 
  of sneaking (faint illusion), +1 heavy wooden shield (faint 
  abjuration), +1 mighty composite longbow {str +1} (faint 
  evocation), potion of cat’s grace (faint transmutation), 
  potion of cure light wounds (faint conjuration), potion of 
  cure moderate wounds (faint conjuration), potion of 
  invisibility (faint illusion), scroll of comprehend 
  languages (faint divination), scroll of haste (faint 
  transmutation), 
  scroll 
  of 
  magic 
  weapon 
  (faint 
  transmutation), 
  scroll 
  of 
  obscuring 
  mist 
  (faint 
  conjuration), scroll of web (faint conjuration), vest of 
  resistance +1 (faint abjuration) wand of enlarge person 
  (faint transmutation). 
   
  Development: With the arrest, or death of the 
  Wastrians the adventure is essentially over for the PCs. 
  They have to deliver the prisoners to either the 
  Burrowers, who arrive later that evening on the scene, or 
  to the army. While the choice has an impact on Sunndi, it 
  has little impact on the PCs for the moment. If any of the 
  Wastrians escaped during the fight, the PCs can opt to 
  track that character down using the standard Track rules 
  as described in the Players Handbook. Note that the 
  Wastrians are bright enough to split up, and those well-
  versed in wilderness survival do hide their tracks. 
  Remember that it is night and that the average ground of 
  the Hollow Highlands is hard. Assume that any Wastrian 
  the PCs have not caught before the end of the night has 
  escaped. Catching up with one Wastrian takes roughly 4 
  hours. If all four escape, the PCs at least have the 
  satisfaction of knowing that they disrupted a plot of the 
  archenemies of Sunndi. 
   
  PART 9B: SMOKED OUT 
  There is a distinct chance that the PCs alert the Wastrians 
  by their curiosity, in which case the Wastrians are going 
  to put things into motion to get rid of those meddlesome 
  trainees. The events described in Part 6 might be one of 
  such actions (especially when you have not yet used it), 
  but if that did not help (or was just an event engineered 
  to ferment trouble) then more drastic measures are taken. 
  They contact a group of local ruffians in their employ, 
  and arrange for the PCs to make a trip to Silverweed. The 
  local ruffians ambush the PCs on the way. 
   
  You could also use this encounter when running out 
  of time, but only do so when the PCs hardly have any 
  evidence, otherwise it is much better to nudge the PCs 
  into contacting Daergon and using Part 9A instead. Using 
  this encounter as a conclusion to the scenario might be 
  rather frustrating to the players, and should be reserved 
  for those groups that have acted stupidly or have not even 
  tried to find anything in three hours of gaming. 
   
  In any event, once you have decided to use this 
  encounter (as opposed to for example the encounter 
  described in Part 8), the PCs’ squad is asked to go to 
  Silverweed and to collect some items for sergeant 
  Chimak. On their way to the hamlet, they are ambushed. 
  Allow the PCs to make a Spot check against the Raider’s 
  SND5-03 A Few Bad Men 
   
  Page 40 
  
  Hide skill. Assume they “took 10”, and do not forget 
  Enstrenn’s aura that motivates Dexterity based skills (and 
  he did so when the raiders hid and not while the PCs are 
  passing along). The ruffians start about 30 feet from the 
  road. Enstrenn and Marana are hiding completely behind 
  a rock, and only spring into action once the Raiders 
  signal them to do so.  
   
  Adjust the situation, if the tactics of the PCs make it 
  necessary. 
   
  Terrain: The trail from Darkwater Academy to 
  Silverweed follows the Darkwater River that originates at 
  the Academy. With 15 feet width the trail is big enough 
  for wagons, and at regular distances there are spots for 
  wagons to pass one another. The trail mostly sticks to the 
  high ground to limit damages during (flash) floods which 
  plague the Hollow Highlands at least a couple of times 
  per year during thunderstorms or the wet season. The 
  ruffians ambush the PCs at an area with on one side a 
  steep slope downwards to the river and on the other a 
  boulder strewn slope upwards – the result of a mudslide 
  some time in the past. 
   
  The steep slope down to the river is not steep 
  enough to require Climb checks, but moving upwards 
  does cost double while running or charging down 
  requires a DC 12 Balance check to prevent falling prone. 
  A character bull rushes in the region also needs to make a 
  DC 12 Balance check to prevent falling prone and rolling 
  down 1d4x5 feet, possibly ending up in the river 20 feet 
  down. At this time of the year the river’s water level is 
  low and it flows calmly. Medium sized characters do not 
  need to make Swim check, but small sized characters 
  need to make DC 10 Swim checks to get out of the water.  
   
  The upper slope provides ample of opportunities to 
  hide. It is not steep enough to incur movement penalties, 
  and it is also solid and level enough to prevent any other 
  problems. There are a lot of larger rocks though that the 
  (N)PCs either need to climb or walk around. Hiding 
  behind these rocks provides cover, and the ruffians use 
  this region to their advantage. 
   
  Creatures: A group of local ruffians, lead by a 
  charismatic leader well-versed in battle-tactics, have 
  prepared an ambush. The ruffians are all convicts who 
  recently escaped from the Calling Mines in the northern 
  parts of the Hollow Highlands. They are not Wastrians, 
  and they are in it mostly for the money. A Wastrian, 
  Marana, advises the leader, and the whole group, 
  including the leader, fears her.  
   
  APL 2 (EL 4) 
  � Enstrenn: Male human (Oeridian) Ftr1/Marshal1; 
  hp 18; see Appendix One.  
  � Raiders (2): Male human Rgr1; hp 9; see Appendix 
  One. 
  � Marana: Female human (Suel) Wiz1; hp 6; see 
  Appendix One. 
   
  APL 4 (EL 6) 
  � Enstrenn: Male human (Oeridian) Ftr2/Marshal1; 
  hp 26; see Appendix Two.  
  � Raiders (2): Male human Rgr2; hp 15; see 
  Appendix Two. 
  � Marana: Female human (Suel) Wiz2; hp 11; see 
  Appendix Two. 
   
  APL 6 (EL 8) 
  � Enstrenn: Male human (Oeridian) Ftr3/Marshal2; 
  hp 41; see Appendix Three.  
  � Raiders (2): Male human Rgr4; hp 27; see 
  Appendix Three. 
  � Marana: Female human (Suel) Wiz4; hp 19; see 
  Appendix Three. 
   
  Tactics: While the group itself is not composed of Wastri 
  Cultists, one of their leaders is. As long as Marana is alive, 
  she directs the ruffians to assault non-humans in 
  preference to humans. She despises half-breeds in 
  particular. The ruffians do not follow her directions at all 
  cost though and they do attack others when it is more 
  prudent to do so. Marana, on the other might, actually 
  risk death to kill such a half-breed, especially if it is clear 
  that they are going to lose the fight, and she has a 
  reasonable chance of succeeding. For example, she is not 
  going to trigger attacks of opportunity from big burly 
  fighters to coup-de-grace somebody. 
   
  The ruffians are hiding among the rocks, using these 
  for cover while using ranged attacks against the PCs. 
  Only when the PCs close with them, or take cover 
  behind some rocks, do they draw their melee weapons 
  and close in for a fight. They are in a hurry, since the road 
  is too well-traveled and they cannot permit for witnesses 
  to arrive on the scene. 
   
  None of the ruffians fight to the death and if both 
  Enstrenn and Marana have died or are incapacitated, they 
  try to flee at the first opportunity. If doing so is too risky, 
  they surrender, especially if the PCs have been using 
  non-lethal damage during the fight. Marana and 
  Enstrenn flee if both raiders are killed or when at 75% of 
  their hit points. Enstrenn might surrender, but if Marana 
  is not in a position to flee she fights to the death. She 
  knows that surrender spells certain doom anyway. 
   
  Since the PCs are traveling with their squad, there 
  are also some NPCs present on their side. The ruffians 
  focus on the PCs, and the NPCs prove to be rather 
  SND5-03 A Few Bad Men 
   
  Page 41 
  
  ineffective. Use the scene once again to show the 
  inaptness of corporal Aragheen. The rest just dives for 
  cover, only coming into action at the behest of the PCs or 
  when attacked. Their presence has been taken into 
  account, since it does offset the increase in EL due to the 
  ambush situation. 
  Treasure:  
  Looting the Wastrians: 
   
  APL 2: Loot – 261 gp, Coin – 10 gp, Magic – potion 
  of cure moderate wounds (25 gp), potion of invisibility 
  (25 gp), scroll of comprehend languages (2 gp), scroll of 
  magic weapon (2 gp), 2 scrolls of obscuring mist (2 gp 
  each). 
   
  APL 4: Loot – 224 gp, Coin – 10 gp, Magic – cloak of 
  resistance +1 (83 gp), 2 potions of cure light wounds (4 gp 
  each), potion of cure moderate wounds (25 gp), potion of 
  invisibility (25 gp), scroll of comprehend languages (2 
  gp), scroll of magic weapon (2 gp), 2 scrolls of obscuring 
  mist (2 gp each), vest of resistance +1 (83 gp). 
   
  APL 6: Loot – 149 gp, Coin – 10 gp, Magic –+1 
  breastplate (113 gp), cloak of resistance +1 (83 gp), +1 
  heavy wooden shield (96 gp), 2 +1 mighty composite 
  longbows {str +2} (217 gp each), 3 potions of cure 
  moderate wounds (25 gp each), potion of invisibility (25 
  gp), scroll of comprehend languages (2 gp), scroll of haste 
  (31 gp), scroll of magic weapon (2 gp), 2 scrolls of 
  obscuring mist (2 gp each), scroll of web (13 gp), vest of 
  resistance +1 (83 gp), wand of enlarge person (30 charges, 
  38 gp). 
   
  Detect 
  Magic 
  Results: 
  +1 
  breastplate 
  (faint 
  abjuration), cloak of resistance +1 (faint abjuration), +1 
  heavy wooden shield (faint abjuration), +1 mighty
  composite longbow {str +2} (faint evocation), potion of 
  cure light wounds (faint conjuration), potion of cure 
  moderate 
  wounds 
  (faint 
  conjuration), 
  potion 
  of 
  invisibility (faint illusion), scroll of comprehend 
  languages (faint divination), scroll of haste (faint 
  transmutation), 
  scroll 
  of 
  magic 
  weapon 
  (faint 
  transmutation), 
  scroll 
  of 
  obscuring 
  mist 
  (faint 
  conjuration), scroll of web (faint conjuration), vest of 
  resistance +1 (faint abjuration) wand of enlarge person 
  (faint transmutation). 
   
   
  Development: If the PCs defeat the raiders, and one 
  of them has the Track feat, they can track the raiders back 
  to their camp. Doing so requires a DC 19 Survival check. 
  Another method to find the camp is to question any 
  raider they have captured alive. A DC [10 + ½ x HD 
  prisoner + wisdom modifier prisoner] Intimidate check 
  gets them to reveal the location.  By now all evidence is 
  destroyed, and there is not much of importance to be 
  found. There are two more raiders at the campsite. 
   
  Enstrenn, and any of the other raiders gladly uses 
  their knowledge as a bargaining chip though. They know 
  that they have been directed to ambush the PCs 
  specifically, alerting the PCs to the fact that the 
  Wastrians want them dead. Their presence is better then 
  no evidence at all and together with what they already 
  have it might be enough for a trial. More information on 
  the raiders, their camp and what could happen with them 
  if captured is described at the end of Part 8.  
   
  Even when the PCs do not mention the ambush to 
  Daergon, he hears about it within a week. The only 
  reason to prevent it would be to kill the NPC squad 
  members, and then their death would alert Daergon. He 
  soon recalls the PCs, quickly debriefing them and 
  sending them home. He does not want their deaths on 
  his hands if it can be avoided, and they are useless 
  anyway when the Wastrians know about the reasons for 
  their presence. Proceed with the Conclusion. 
   
  CONSLUSION 
  At its core, there are two ways for the PCs to end the 
  scenario even though there are many possible variations 
  on those two basic endings. If everything went according 
  to plan, they disrupted the Wastrian plan to ferment 
  trouble among the ranks. If they screwed up, the 
  Wastrians are still in power at the Academy and things 
  slowly keep going badly. 
   
  MISSION ACCOMPLISHED 
  The primary goal of the PCs was to find out what was 
  going on the Darkwater Academy and if possible to make 
  an arrest of Wastrian infiltrators. If the PCs have 
  collected such evidence, then the mission likely ends 
  when the PCs try to arrest the Wastrians. It is certainly 
  better if they capture all four cultists alive, it is not 
  necessary for success. In fact, in the eyes of Daergon the 
  PCs have been successful when they find the evidence. 
  The possible loss of information is off set in a way by the 
  difficulties an arrest and trial would impose on Sunndi. 
  Such a trial definitely would be a blow to the trust of the 
  average citizen in the Sunndian military. 
   
  In any event, if successful Daergon gladly pays the 
  PCs the promised reward and they also earn his favor. He 
  also asks the PCs to remain quiet on their mission for the 
  moment, and to be ready to be called forward as 
  witnesses 
  during 
  any 
  possible 
  trial 
  or 
  future 
  investigation. If any of the Wastrians was captured alive, 
  the PCs soon learn how these are put on trial, and most 
  likely convicted for treason, a crime punishable by death. 
  For now it remains unclear how the trials are going to be 
  concluded. 
  SND5-03 A Few Bad Men 
   
  Page 42 
  
   
  In addition to a monetary reward, the PCs can also 
  elect to finish their training at the Academy. Doing so 
  costs an additional 2 TU, except for members of the 
  Sunndi Military (including the Grey Scouts and Royal 
  Warders, but excluding the Burrowers and Barakadar) or 
  the PCs who joined these organizations directly after 
  having played this scenario. For these the TU costs for 
  training is included in the TU costs for being a member 
  of said organizations. Any PC that finishes the course 
  gains the Darkwater Skirmisher AR. Furthermore, the 
  PCs gain a favor with Daergon. 
   
  Note that if one or more PCs acted like fools, and the 
  group did succeed, you are free to assign the High Risk 
  disfavor to those PCs despite their success. For more 
  information see the “Mission Failed” section below. 
   
  Rewards:  
  Monetary reward from Daergon 
   
  APL 2: Loot – 0 gp; Coin – 150 gp; Magic – 0 gp. 
   
  APL 4: Loot – 0 gp; Coin – 200 gp; Magic – 0 gp. 
   
  APL 6: Loot – 0 gp; Coin – 250 gp; Magic – 0 gp. 
   
  � Daergon’s Favor: This favor counts as a generic favor 
  with the Jade Mask. It can also be spend to prevent 
  capture in Ahlissa, though the wanted status remains, or 
  to reduce punishment for a crime by one step. In Sunndi, 
  it can be used to prevent punishment for any crime 
  against the Noble’s Laws, or change a punishment against 
  the King’s Laws into banishment. Finally it can be spend 
  for one-time access to one of the following items: circlet 
  of persuasion, hat of disguise, ring of mind shielding, 
  stone of alarm, sword of subtlety, or vest of escape.  
   
  MISSION FAILED 
  There are two ways for the PCs to fail their mission. 
  Either they fail to find enough evidence before the end of 
  their course at the Academy without arousing any 
  suspicions, or they where pulled out by Daergon after 
  things become too dangerous. Unless the PCs failed 
  because of sheer stupidity, Daergon pays them their fee 
  as agreed upon, though he is clearly disappointed in the 
  PCs. If they failed without getting into trouble, he 
  laments them for taking too few risks, and if they failed 
  because he had to pull them out of the Academy he is 
  irritated about the fact that they took too much risk. If 
  the PCs at least found some small bits and pieces, or at 
  least some clear indications of guilt, he is somewhat 
  thankful since he now has something to work on that 
  might convince the Congress of Lords that something 
  needs to be done. If they have nothing but speculations, 
  he is even more disappointed. If they failed, the PCs do 
  NOT get Daergon’s favor. 
   
  What exactly constitutes as “sheer stupidity” is up to 
  you, but spending the whole time in the brig or openly 
  blabbering about what the PCs were doing at the 
  Academy are two good examples. Simple ineptness does 
  not count. Daergon is honest enough to realize that in 
  that case he made the error as well. Note that if the PCs 
  do not get their reward, they also gain Daergon’s disfavor, 
  which is noted down on the AR as the “High Risk” 
  disfavor. Note that if one or more of the PCs were not 
  part of these stupid acts, you are free not to give them this 
  disfavor.  
   
  If the PCs failed in their mission, but where not 
  pulled out of the Academy they still can finish their 
  training. Ask each player whether they want to or not, 
  noting that doing so costs an additional 2 TU except for 
  PCs that are members of the Sunndi Military (including 
  the Grey Scouts and Royal Warders, excluding the 
  Burrowers and the Barakdar) or who join these 
  organizations immediately after this scenario. These PCs 
  gain the special “Darkwater Skirmisher” AR. 
  Rewards:  
  Monetary reward from Daergon 
   
  APL 2: Loot – 0 gp; Coin – 150 gp; Magic – 0 gp. 
   
  APL 4: Loot – 0 gp; Coin – 200 gp; Magic – 0 gp. 
   
  APL 6: Loot – 0 gp; Coin – 250 gp; Magic – 0 gp. 
   
  � High Risk: The PC is considered risky to hire, and 
  will not be hired again by the Jade Mask until the PC has 
  spent a favor with the Iron League or Jade Mask to better 
  his reputation. 
  GIFT OF THE GNOMES 
  At the conclusion of the adventure, after the characters 
  have rested up and spent a night or two in a warm bed, a 
  gnome hailing from the Yatil Mountains visits each PC 
  individually. The gnome knows the identity of the 
  character, and the read-aloud text below can be 
  paraphrased to include that information. Read the 
  following to the players: 
   
  Your task into the Hollow Highlands complete, you 
  spend a few days resting and relaxing, enjoying what 
  comforts civilization offers. One day, as you are out 
  walking about, a well-worn gnome traveler dressed in an 
  earthen robe with stitching of gold waves you down. As 
  he approaches, his face beams with the delight of your 
  attention. 
   
  “Good adventurer, I thank you for a moment of your 
  precious time. Allow me to introduce myself. My name 
  is Clegin, Master Illusionist of Gnome Vale. The Laird 
  Gwaylar, our headman, has sent me to search for 
  worthies that may be willing to aid our cause. Having 
  heard of your recent exploits, I must say, I am quite 
  SND5-03 A Few Bad Men 
   
  Page 43 
  
  impressed by your actions. You must be one of the 
  stalwarts spoken of in the foretellings of our Chief 
  Cleric. Thus, I have this gift for you, if you will accept 
  it.” 
   
  Clegin pulls a polished gemstone from one of his 
  robe pockets. The gem has a symbol of arcane power 
  etched in its face. “Please, take this. It is now but an 
  interesting bauble, but I have the power to enchant it 
  into something that would be of greater use than 
  exchange for mere coin. When the time is right, you 
  m ght find yourself on the path to my home, and then, 
  as is foretold, you will aid my people who have been 
  beset upon by evils thought vanquished. If you are 
  successful in your task to be, I shall reward you by 
  awakening the arcane power within the gem I offer. I 
  and my people thank you for all you’ve done, and all 
  you’ve yet to accomplish.” 
  i
   
   
   
   
  If the character accepts the gemstone: 
   
  Clegin hands you the gemstone. The same smile plays 
  upon his face as when he first greeted you. “I have others 
  to seek out. Soon, our paths shall cross again, brave one.” 
  He turns from you, and walks down the street, 
  disappearing in the crowd. 
   
  If the character does not accept the gemstone: 
   
  A look of confusion furrows Clegin’s brow. “I am certain 
  you are the one spoken of, yet you do not accept my gift? 
  Are you sure you would not reconsider?” 
   
  Give the player another chance to think it over. If they 
  accept, read the acceptance text above. If they continue to 
  decline, read the following: 
  Clegin resigns himself to a slow smile. “Gift or no, our 
  paths shall meet again. I am certain that something can 
  be arranged at a later time. I must leave now; I have 
  others to seek out. Good day to you, brave one.” He turns 
  from you, and walks down the street, disappearing in the 
  crowd. 
  Characters can make a DC 20 Knowledge (geography) 
  skill check to know that Gnome Vale is a very isolated 
  community of gnomes located deep within the Yatil 
  Mountains.  
  Clegin has more errands to run, and can’t sit and chat 
  any longer with the character. If pressed for more 
  information, he simply says that all will be revealed in 
  due time. 
  If a character accepts the gift, they receive the 
  Gnome Vale gemstone listed on the Adventure Record. If 
  they refuse, cross this item off the Adventure Record. Its 
  purpose will become known at a later time. 
   
  If a character already has a gemstone, they may 
  receive a second (or third) gemstone if it is of a different 
  color than the ones already possessed by the character. A 
  character may not possess more than one of the same 
  color gemstone. 
   
  CAMPAIGN CONSQUENCES 
  At the conclusion of this module the DM should answer 
  the following questions regarding how events transpired. 
  These answers should be emailed to poc@sunndi.org and 
  madfox@planet.nl. 
   
  1. 
  What was the composition of the party? 
  2. 
  At what APL was this event run? 
  3. 
  What evidence of Wastrian infiltration did the 
  PCs find? 
  4. 
  What was the fate of Captain Hortann? 
  5. 
  What was the fate of Lieutenant Gwynbhie? 
  6. 
  What was the fate of Lieutenant Fenka? 
  7. 
  What was the fate of Lieutenant Kelena? 
   
  Of course, besides the answers to these questions, a short 
  summery of what transpired and a review of the scenario 
  is welcome as well. If there are any things you or the 
  players particularly liked or disliked, let us know as well. 
   
  SND5-03 A Few Bad Men 
   
  Page 44 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Part 1: Welcome to Hell 
  Taking part in the contest: 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
   
  Part 6: Accidents Can Happen 
  Surviving the encounter with the owlbears (half xp when 
  they never even confronted them): 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
   
  Part 8: Raiders’ Camp 
  Defeating the raiders (note that the PCs can only get xp 
  for this encounter or Encounter 6): 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
   
  Part 9A: Culprits Captured 
  Defeating the Wastrians: 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
   
  Capturing two or more of the Wastrians alive: 
  APL 2  
  30 XP 
  APL 4  
  30 XP 
  APL 6  
  30 XP 
   
  OR: 
   
  Part 9b: Smoked Out 
  Defeating the Wastrians: 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
   
  Story Award 
  Proving that the Wastrians have infiltrated the academy 
  APL 2  
  50 XP 
  APL 4  
  100 XP 
  APL 6  
  150 XP 
   
  Discretionary roleplaying award 
  APL 2  
  40 XP 
  APL 4  
  35 XP 
  APL 6  
  30 XP 
   
  Total possible experience: 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 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 
  SND5-03 A Few Bad Men 
   
  Page 45 
  
  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. 
   
  Part 8:  Raiders’ Camp 
  Looting the raiders: 
   
  APL 2: Loot: 469 gp; Coin: 10 gp; Magic: 58 gp – 
  potion of cure moderate wounds (25 gp), potion of 
  invisibility (25 gp), scroll of comprehend languages (2 
  gp), scroll of magic weapon (2 gp), 2 scrolls of obscuring 
  mist (2 gp each). 
   
  APL 4: Loot: 507 gp; Coin: 10 gp; Magic: 244 gp – 
  cloak of resistance +1 (83 gp), 5 potions of cure light 
  wounds (4 gp each), potion of cure moderate wounds (25 
  gp), potion of invisibility (25 gp), scroll of comprehend 
  languages (2 gp), scroll of magic weapon (2 gp), 2 scrolls 
  of obscuring mist (2 gp each), vest of resistance +1 (83 
  gp). 
   
  APL 6: Loot: 282 gp; Coin: 10 gp; Magic: 1696 gp – +1 
  breastplate (113 gp), cloak of resistance +1 (83 gp), +1 
  heavy wooden shield (96 gp), 5 +1 mighty composite 
  longbows {str +2} (217 gp each), 5 potion of cure 
  moderate wounds (25 gp), potion of invisibility (25 gp),
  scroll of comprehend languages (2 gp), scroll of haste (31 
  gp), scroll of magic weapon (2 gp), 2 scrolls of obscuring 
  mist (2 gp each), scroll of web (13 gp), vest of resistance 
  +1 (83 gp), wand of enlarge person (30 charges, 38 gp). 
   
   
  Encounter 9A Culprits Captured: 
  Looting Wastrians  
   
  APL 2: Loot: 242 gp; Coin: 10 gp; Magic: 62 gp – 
  potion of cure light wounds (4 gp), potion of cure 
  moderate wounds (25 gp), potion of invisibility (25 gp), 
  scroll of comprehend languages (2 gp), scroll of magic 
  weapon (2 gp), 2 scrolls of obscuring mist (2 gp each). 
   
  APL 4: Loot: 258 gp; Coin: 10 gp; Magic: 361 gp – 
  cloak of resistance +1 (83 gp), +1 chain shirt (104 gp), 2 
  potions of cure light wounds (4 gp each), 2 potions of 
  cure moderate wounds (25 gp each), potion of invisibility 
  (25 gp), scroll of comprehend languages (2 gp), scroll of 
  magic weapon (2 gp), 2 scrolls of obscuring mist (2 gp 
  each), vest of resistance +1 (83 gp). 
   
  APL 6: Loot: 243 gp; Coin: 10 gp; Magic: 841 gp – +1 
  breastplate (113 gp), cloak of resistance +1 (83 gp), 2 
  elixirs of sneaking (21 gp each), +1 heavy wooden shield 
  (96 gp), +1 mighty composite longbows {str +1} (209 gp), 
  potion of cat’s grace (25 gp), 2 potions of cure moderate 
  wounds (25 gp each), 2 potions of invisibility (25 gp 
  each), scroll of comprehend languages (2 gp), scroll of 
  haste (31 gp), scroll of magic weapon (2 gp), 2 scrolls of 
  obscuring mist (2 gp each), scroll of web (13 gp), vest of 
  resistance +1 (83 gp), wand of enlarge person (30 charges, 
  38 gp). 
   
  Encounter 9B Smoked Out:   
  Looting the Wastrians: 
   
  APL 2: Loot: 261 gp; Coin: 10 gp; Magic: 58 gp – 
  potion of cure moderate wounds (25 gp), potion of 
  invisibility (25 gp), scroll of comprehend languages (2 
  gp), scroll of magic weapon (2 gp), 2 scrolls of obscuring 
  mist (2 gp each). 
   
  APL 4: Loot: 224 gp; Coin: 10 gp; Magic: 232 gp – 
  cloak of resistance +1 (83 gp), 2 potions of cure light 
  wounds (4 gp each), potion of cure moderate wounds (25 
  gp), potion of invisibility (25 gp), scroll of comprehend 
  languages (2 gp), scroll of magic weapon (2 gp), 2 scrolls 
  of obscuring mist (2 gp each), vest of resistance +1 (83 
  gp). 
   
  APL 6: Loot: 149 gp; Coin: 10 gp; Magic: 903 gp – +1 
  breastplate (113 gp), cloak of resistance +1 (83 gp), +1 
  heavy wooden shield (96 gp), 2 +1 mighty composite 
  longbows {str +2} (217 gp each), 3 potions of cure 
  moderate wounds (25 gp each), potion of invisibility (25 
  gp), scroll of comprehend languages (2 gp), scroll of haste 
  (31 gp), scroll of magic weapon (2 gp), 2 scrolls of 
  obscuring mist (2 gp each), scroll of web (13 gp), vest of 
  resistance +1 (83 gp), wand of enlarge person (30 charges, 
  38 gp). 
   
  Conclusion:  
  Reward money  
   
  APL 2: Loot: 0 gp; Coin: 150 gp; Magic: 0 gp. 
   
  APL 4: Loot: 0 gp; Coin: 200 gp; Magic: 0 gp. 
   
  APL 6: Loot: 0 gp; Coin: 250 gp; Magic: 0 gp. 
   
  Total Possible Treasure 
  It is impossible to predict which encounters the PCs had, 
  and which they hadn’t. The maximum allowed treasure 
  is: 
   
  APL 2: 450 gp 
   
  APL 4: 650 gp 
   
  APL 6: 900 gp 
   
  Special 
  � Gnome Vale Yellow Gemstone: A gnome calling 
  himself Clegin presented you with a well-cut, human’s 
  palm-sized gemstone colored yellow. Upon the face is 
  etched a symbol of arcane magic signifying the school of 
  abjuration; there is also a lingering aura of this magic 
  upon the gemstone. If sold, it will fetch 50 gold pieces. 
  You do not have to pay for this item. You may only 
  possess one Gnome Vale yellow gemstone. 
  SND5-03 A Few Bad Men 
   
  Page 46 
  
  ITEMS FOR THE ADVENTURE 
  RECORD 
  � High Risk: The PC is considered risky to hire, and 
  will not be hired again by the Jade Mask until the PC has 
  spent a favor with the Iron League or Jade Mask to better 
  his reputation. 
   
  � Spellbook I: The spellbook contains the following 
  arcane spells – charm person, comprehend languages, 
  friendly face (RD), mage armor, magic missile and sleep. 
   
  � Spellbook II: The spellbook contains the following 
  arcane spells – color spray, lesser acid orb (CA). 
   
  � Spellbook III: The spellbook contains the following 
  arcane spells – false life, glitterdust and scorching ray. 
   
  � Potential Wastrian Recruit: The character, or a 
  particular disguise of the character, is marked as a 
  potential Wastrian recruit. This might be of use in future 
  scenarios. 
   
  � Daergon’s Favor: This favor counts as a generic favor 
  with the Jade Mask. It can also be spend to prevent 
  capture in Ahlissa, though the wanted status remains, or 
  to reduce punishment for a crime by one step. In Sunndi 
  it can be used to prevent punishment for any crime 
  against the Noble’s Laws, or change a punishment against 
  the King’s Laws into banishment. Finally it can be spend 
  for one-time access to one of the following items: circlet 
  of persuasion, hat of disguise, ring of mind shielding, 
  stone of alarm, sword of subtlety, or vest of escape.  
   
  � Gnome Vale Yellow Gemstone: A gnome calling 
  himself Clegin presented you with a well-cut, human’s 
  palm-sized gemstone colored yellow. Upon the face is 
  etched a symbol of arcane magic signifying the school of 
  abjuration; there is also a lingering aura of this magic 
  upon the gemstone. If sold, it will fetch 50 gold pieces. 
  You do not have to pay for this item. You may only 
  possess one Gnome Vale yellow gemstone. 
   
  Different AR: 
   
  � DARKWATER SKIRMISHERS: Cost: 2 TU per 
  year, unless the character is a member (or became one 
  directly after having played this scenario) of any 
  Sunndian military Meta-Organization (Grey Scouts, 
  Royal Warders and the Sunndi Military) in which case it 
  is assumed that this part of the regular TU cost for that 
  Meta-Organization. 
  Benefits:  
  • The character has the right to wear the symbol of the 
  Darkwater Skirmishers, a black circle with a silver river 
  streaming out of it, on their clothing. This provides a +1 
  circumstance bonus on any social interaction with 
  characters that recognize its significance. Soldiers in 
  Sunndi's military recognize it automatically. Other NPCs 
  recognize it on a DC 20 Knowledge (history) check. 
  NPCs from any other region then Sunndi gain a -5 
  circumstance penalty on this check. 
  • Members of the Darkwater Skirmishers gain access to 
  the following prestige classes: Combat Medic (HB), 
  Dread Commando (HB), Tactical Soldier (MH) and War 
  Weaver (HB). 
  • Members of the Darkwater Skirmishers gain access to 
  the following feats: Guerilla Scout (HB) and Guerilla 
  Warrior (HB). 
  • Members of the Darkwater Skirmishers gain access to 
  the following spells: Aid, legion's (MH), Align Weapon, 
  legion's (MH), Battlemagic Perception (HB), Divine 
  Protection (MH), Incite (MH), Quick March (MH), 
  Shield of Faith, legion's (MH).  
  • Members of the Darkwater Skirmishers gain regional 
  access to the following items: mithral chain shirt, mithral 
  chain mail (both of up to +1 enhancement), blessed 
  bandage (HB), camouflage paint (HB), elixir of hiding 
  (DMG), elixir of sneaking (DMG) and a portable foxhole 
  (HB). 
   
  Item Access 
  APL 2: 
  • 
  Spellbook I (Adventure; AR; 300 gp) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Spellbook II (Adventure; AR; 100 gp) 
  • 
  vest of resistance +1 (Adventure; CA; 1,000 gp) 
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  elixir of sneaking (Adventure; DMG; 250 gp) 
  • 
  Spellbook III (Adventure; AR; 300 gp) 
  • 
  wand of enlarge person (Adventure; DMG; 30 
  charges; 450 gp) 
   
  SND5-03 A Few Bad Men 
   
  Page 47 
  
  APPENDIX 1: APL 2
  PART 1 WELCOME TO HELL________ 
  Squad Leader: Female halfling Rog2; CR 2; Small 
  Humanoid (halfling); HD 2d6+4; hp 14; Init +3; Spd 20 
  ft.; AC 18, touch 14, flat-footed 15; Base Atk +1; Grp -3; 
  Atk +3 melee (1d4§, masterwork sap); Full Atk +3 
  melee (1d4§, masterwork sap); SA Sneak Attack: +1d6; 
  SQ Evasion, trap finding; AL N; SV Fort +3, Ref +7, 
  Will +0; Str 10, Dex 17, Con 14, Int 10, Wis 8, Cha 13. 
   
  Skills and Feats: Balance +10, Climb +7, Disable 
  Device +5, Hide +12, Jump +4, Listen +5, Move Silently 
  +10, Search +5, Spot +2, Tumble +8; Point Blank Shot. 
   
  Possessions: 
  Masterwork 
  sap, 
  short 
  sword, 
  masterwork light crossbow, 20 bolts, masterwork 
  studded leather, masterwork buckler, 2 potions of cure 
  light wounds, 1 tanglefoot bag. 
   
  Squad Medic: Male human Clr2 (Pelor); CR 2; Medium 
  Humanoid (human); HD 2d8+4; hp 17; Init +0; Spd 30 
  ft.; AC 16, touch 10, flat-footed 16; Base Atk +1; Grp +2; 
  Atk -2 melee (1d6+1§, sap); Full Atk -2 melee (1d6+1§, 
  sap); SA Spells, turn undead 2/day; SQ Spells, 
  spontaneous curing; AL NG; SV Fort +5, Ref +0, Will 
  +5; Str 12, Dex 10, Con 14, Int 13, Wis 15, Cha 8. 
   
  Skills and Feats: Concentration +10, Healing +7, 
  Knowledge (religion) +6, Spellcraft +6; Scribe Scroll, 
  Skill Focus (concentration). 
   
  Languages spoken: Common, Elven. 
   
  Spells prepared (4/4; Base DC = 12 + spell level): 
  0�create water, detect magic, mending, read magic; 
  1
  st�bless, command, cure light wounds*, sanctuary. 
   
  *Domain spell; Domains: Healing (+1 CL when 
  casting a healing spell), Sun (1/day greater turning). 
   
  Possessions: Sap, masterwork morningstar, light 
  crossbow, dagger, masterwork chain shirt, heavy 
  wooden shield, 2 scrolls of cure light wounds, scroll of 
  obscuring fog. 
   
  Soldiers (8): Male/Female human War1; CR ½; 
  Medium Humanoid (human); HD 1d8+1; hp 9; Init +0; 
  Spd 30 ft.; AC 13, touch 10, flat-footed 13; Base Atk +1; 
  Grp +2; Atk +2 melee (1d6+1§, sap); Full Atk +2 melee 
  (1d6+1§, sap); AL varies; SV Fort +3, Ref +0, Will +0; Str 
  13, Dex 11, Con 12, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +0, Climb +5, Jump +5, 
  Listen +2, Ride +4, Spot +2; Alertness, Weapon Focus 
  (longsword). 
   
  Possessions: Sap, dagger, leather armor. 
   
  PART 6 ACCIDENTS CAN HAPPEN___ 
  Owlbear: CR 4; Large Magical Beast; HD 5d10+25; hp 
  52; Init +1; Spd 30 ft.; AC 15, touch 10, flat-footed 14; 
  Base Atk +5; Grp +14; Atk +9 melee (1d6+5, claw); Full 
  Atk +9/+9 melee (1d6+5, claw) and +4 melee (1d8+2, 
  bite); Space/reach 10 ft./5 ft.; SA Improved grab; SQ 
  Darkvision 60 ft., low-light vision, scent; AL N; SV Fort 
  +9, Ref +5; Will +2; Str 21, Dex 12, Con 21, Int 2, Wis 
  12, Cha 10. 
   
  Skills and Feats: Listen +8, Spot +8; Alertness, 
  Track. 
   
  Improved Grab (Ex): To use this ability, an 
  owlbear must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. 
   
  Possessions: None. 
   
  PART 8 AND 9B         ______ 
   
  Enstrenn: Male human (Oeridian) Ftr1/Marshal1; CR 
  2; Medium Humanoid (human); HD 1d8 plus 1d10+4; 
  hp 18; Init +5 (+7); Spd 20 ft.; AC 18, touch 11, flat-
  footed 17; Base Atk +1; Grp +3; Atk +5 melee 
  (1d8+2/19-20, masterwork longsword) or +2 ranged 
  (1d8/x3, composite longbow); Full Atk +5 melee 
  (1d8+2/19-20, masterwork longsword) or +2 ranged 
  (1d8/x3, composite longbow); SQ Minor aura 
  (motivate dexterity); AL LN; SV Fort +6, Ref +1, Will 
  +2; Str 14, Dex 12, Con 14, Int 10, Wis 10, Cha 15. 
   
  Skills and Feats: Bluff +8, Diplomacy +9, 
  Intimidate +8, Knowledge (history) +2, Knowledge 
  (the Splintered Suns) +2, Survival +4, Swim -7; 
  Improved 
  Initiative, 
  Persuasive, 
  Skill 
  Focus 
  (diplomacy), Weapon Focus (longsword). 
   
  Auras (Ex): The marshal exerts an effect on allies 
  in his vicinity. The marshal may project one minor and 
  (starting at 2
  nd level) one major aura at a time. A 
  marshal can have an aura active continually. A 
  marshal’s aura affects all allies within 60 feet (including 
  himself). A marshal’s aura is dismissed if he is dazed, 
  unconscious, stunned, paralyzed, or otherwise unable 
  to be heard or understood by his allies. 
   
  Motivate Dexterity (minor): All allies gain a +2 
  bonus to Dexterity checks, Dexterity-based skill checks 
  and initiative checks. 
   
  Possessions: 
  Masterwork 
  longsword, 
  dagger, 
  composite 
  longbow, 
  20 
  arrows, 
  masterwork 
  breastplate, masterwork heavy wooden shield, 2 
  tanglefoot bags, potion of cure moderate wounds, 
  potion of invisibility. 
   
  SND5-03 A Few Bad Men 
   
  Page 48 
  
  Raiders (2 or 5): Male human Rgr1; CR 1; Medium 
  Humanoid (human); HD 1d8+1; hp 9; Init +2; Spd 30 
  ft.; AC 17, touch 12, flat-footed 15; Base Atk +1; Grp +3; 
  Atk +3 melee (1d8+2/19-20, longsword) or +5 ranged 
  (1d8+2/x3, masterwork mighty composite longbow); 
  Full Atk +3 melee (1d8+2/19-20, longsword) or +5 
  ranged (1d8+2/x3, masterwork mighty composite 
  longbow); SA Favored Enemy (human: +2); SQ Wild 
  empathy: +0; AL NE; SV Fort +3, Ref +4, Will +1; Str 14, 
  Dex 15, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Hide +4, Knowledge (geography) 
  +4, Knowledge (nature) +4, Listen +3, Move Silently +4, 
  Search +5, Spot +3, Survival +5; Point Blank Shot, 
  Track, Weapon Focus (longbow). 
   
  Possessions: 
  Longsword, 
  dagger, 
  mighty 
  masterwork composite longbow {str +2}, 20 arrows, 
  chain shirt, buckler, 2 tanglefoot bags. 
   
  Marana: Female human (Suel) Wiz1; CR 1; Medium 
  Humanoid (human); HD 1d4+2; hp 6; Init +5; Spd 30 
  ft.; AC 11, touch 11, flat-footed 10; Base Atk +0; Grp +0; 
  Atk +0 melee (1d4/19-20, dagger) or +1 ranged (1d8/19-
  20, light crossbow); Full Atk +0 melee (1d4/19-20, 
  dagger) or +1 ranged (1d8/19-20, light crossbow); SA 
  Spells; SQ Spells; AL LE; SV Fort +2, Ref +1, Will +3; 
  Str 10, Dex 12, Con 14, Int 16, Wis 13, Cha 8. 
   
  Skills and Feats: Bluff +1, Concentration +6, 
  Knowledge (arcana) +7, Knowledge (history) +7, 
  Knowledge (religion) +7, Spellcraft +7; Improved 
  Initiative, Scribe Scroll. 
   
  Spells prepared (3/2; Base DC = 13 + spell level): 0-
  –detect magic, detect poison, message; 1
  st–magic 
  missile, sleep. 
   
  Possessions: Dagger, light crossbow, 20 bolts, 
  spellbook (see AR), spell component pouch, 2 scrolls of 
  obscuring mist, scroll of magic weapon, scroll of 
  comprehend languages. 
   
  PART 9A_CULPRITS CAPTURED____ 
  Captain Hortann: Male human Ftr1/Marshal1; CR 2; 
  Medium Humanoid (human); HD 1d8 plus 1d10+4; hp 
  18; Init +5 (+7); Spd 20 ft.; AC 18, touch 11, flat-footed 
  17; Base Atk +1; Grp +2; Atk +4 melee (1d8+1/19-20, 
  masterwork longsword) or +2 ranged (1d8/x3, 
  composite longbow); Full Atk +4 melee (1d8+1/19-20, 
  masterwork longsword) or +2 ranged (1d8/x3, 
  composite longbow); SQ Minor aura (motivate 
  dexterity); AL LN; SV Fort +6, Ref +1, Will +2; Str 13, 
  Dex 12, Con 14, Int 10, Wis 10, Cha 15. 
   
  Skills and Feats: Bluff +8, Diplomacy +9, 
  Intimidate +8, Knowledge (history) +2, Knowledge 
  (religion) +2, Survival +4, Swim -7; Improved Initiative, 
  Persuasive,  Skill Focus (diplomacy), Weapon Focus 
  (longsword). 
   
  Auras (Ex): The marshal exerts an effect on allies 
  in his vicinity. The marshal may project one minor and 
  (starting at 2
  nd level) one major aura at a time. A 
  marshal can have an aura active continually. A 
  marshal’s aura affects all allies within 60 feet (including 
  himself). A marshal’s aura is dismissed if he is dazed, 
  unconscious, stunned, paralyzed, or otherwise unable 
  to be heard or understood by his allies. 
   
  Motivate Dexterity (minor): All allies gain a +2 
  bonus to Dexterity checks, Dexterity-based skill checks 
  and initiative checks. 
   
  Possessions: 
  Masterwork 
  longsword, 
  dagger, 
  composite 
  longbow, 
  20 
  arrows, 
  masterwork 
  breastplate, masterwork heavy wooden shield, 2 
  tanglefoot bags, potion of cure moderate wounds, 
  potion of invisibility. 
   
  Lieutenant Fenka: Female human Rog1; CR 1; 
  Medium Humanoid (human); HD 1d6+1; hp 7; Init +2; 
  Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +0; 
  Grp -1; Atk +0 melee (1d6-1/18-20, masterwork rapier) 
  or +2 missile (1d8/19-20, light crossbow); Full Atk +0 
  melee (1d6-1/18-20, masterwork rapier) or +2 missile 
  (1d8/19-20, light crossbow); SA Sneak attack: +1d6; SQ 
  Trap finding; AL LN; SV Fort +1, Ref +4, Will +2; Str 8, 
  Dex 14, Con 13, Int 15, Wis 10, Cha 12. 
   
  Skills and Feats: Appraise +6, Bluff +6, Diplomacy 
  +5, Disguise +5, Gather Information +5, Intimidate +3, 
  Knowledge (The Splintered Sun) +4, Listen +4, 
  Profession (merchant) +4, Profession (soldier) +2, 
  Sense Motive +4, Spot +4, Tumble +5; Iron Will, 
  Persuasive.  
   
  Languages spoken: Common, Elven and Old 
  Oeridian. 
   
  Possessions: Masterwork rapier, dagger, light 
  crossbow, 20 bolts, masterwork chain shirt, 2 
  tanglefoot bags, potion of cure light wounds. 
   
  Lieutenant Gwynbhie: Female grey elf Rgr1; CR 1; 
  Medium Humanoid (elf); HD 1d8+1; hp 9; Init +2; Spd 
  30 ft.; AC 17, touch 12, flat-footed 15; Base Atk +1; Grp 
  +2; Atk +2 melee (1d8+1/19-20, longsword) or +4 
  ranged (1d8+1/x3, masterwork mighty composite 
  longbow); Full Atk +2 melee (1d8+1/19-20, longsword) 
  or +4 ranged (1d8+1/x3, masterwork mighty composite 
  longbow); SA Favored Enemy (human: +2); SQ Low-
  light vision, immune to sleep effects, +2 bonus on saves 
  vs. Enchantments, wild empathy: +0; AL NE; SV Fort 
  +3, Ref +4, Will +1; Str 12, Dex 15, Con 13, Int 12, Wis 
  12, Cha 10. 
  SND5-03 A Few Bad Men 
   
  Page 49 
  
   
  Skills and Feats: Bluff +2, Diplomacy +2, Hide +2, 
  Listen +5, Move Silently +2, Search +7, Spot +5, 
  Survival +5; Point Blank Shot, Track. 
   
  Languages spoken: Common, Draconic, and 
  Elven. 
   
  Possessions: 
  Longsword, 
  dagger, 
  mighty 
  masterwork composite longbow {str +1}, 20 arrows, 
  chain shirt, buckler, 2 tanglefoot bags. 
   
  Lieutenant Kelena: Female human Wiz1; CR 1; 
  Medium Humanoid (human); HD 1d4+2; hp 6; Init +5; 
  Spd 30 ft.; AC 11, touch 11, flat-footed 10; Base Atk +0; 
  Grp +0; Atk +0 melee (1d4/19-20, dagger) or +1 ranged 
  (1d8/19-20, light crossbow); Full Atk +0 melee (1d4/19-
  20, dagger) or +1 ranged (1d8/19-20, light crossbow); 
  SA Spells; SQ Spells; AL LE; SV Fort +2, Ref +1, Will 
  +3; Str 10, Dex 12, Con 14, Int 16, Wis 13, Cha 8. 
   
  Skills and Feats: Bluff +1, Concentration +6, 
  Knowledge (arcana) +7, Knowledge (history) +7, 
  Knowledge (religion) +7, Spellcraft +7; Improved 
  Initiative, Scribe Scroll. 
   
  Spells prepared (3/2; Base DC = 13 + spell level): 0-
  –detect magic, detect poison, message; 1
  st–magic 
  missile, sleep. 
   
  Possessions: Dagger, light crossbow, 20 bolts, 
  spellbook (see AR), spell component pouch, 2 scrolls of 
  obscuring mist, scroll of magic weapon, scroll of 
  comprehend languages. 
   
   
  SND5-03 A Few Bad Men 
   
  Page 50 
  
  APPENDIX 2: APL 4
  PART 1 WELCOME TO HELL________ 
  Squad Leader: Female halfling Rog4; CR 4; Small 
  Humanoid (halfling); HD 4d6+8; hp 26; Init +4; Spd 20 
  ft.; AC 21, touch 15, flat-footed 17; Base Atk +3; Grp -1; 
  Atk +9 melee (1d4§, masterwork sap); Full Atk +9 
  melee (1d4§, masterwork sap); SA Sneak Attack: +2d6; 
  SQ Evasion, trap finding, trap sense +1, uncanny 
  dodge; AL N; SV fort +5, Ref +10, Will +2; Str 10, Dex 
  18, Con 14, Int 10, Wis 8, Cha 13. 
   
  Skills and Feats: Balance +12, Climb +8, Disable 
  Device +7, Hide +14, Jump +3, Listen +5, Move Silently 
  +12, Search +7, Spot +4, Tumble +10; Point Blank Shot, 
  Weapon Finesse. 
   
  Possessions: 
  Masterwork 
  sap, 
  short 
  sword, 
  masterwork light crossbow, 20 bolts, +1 chain shirt, 
  masterwork buckler, cloak of resistance +1, 2 potions of 
  cure light wounds, 1 tanglefoot bag. 
   
  Squad Medic: Male human Clr3; CR 3; Medium 
  Humanoid (human); HD 3d8+6; hp 24; Init +4; Spd 30 
  ft.; AC 17, touch 10, flat-footed 17; Base Atk +2; Grp +3; 
  Atk -1 melee (1d6+1§, sap); Full Atk -1 melee (1d6+1§, 
  sap); SA Spells, turn undead 2/day; SQ Spells, 
  spontaneous curing; AL NG; SV fort +5, Ref +1, Will 
  +5; Str 12, Dex 10, Con 14, Int 13, Wis 15, Cha 8. 
   
  Skills and Feats: Concentration +11, Healing +8, 
  Knowledge (religion) +7, Spellcraft +7; Improved 
  Initiative, Scribe Scroll, Skill Focus (concentration). 
   
  Languages spoken: Common, Elven. 
   
  Spells prepared (4/4/3; Base DC = 12 + spell level): 
  0�create water, detect magic, mending, read magic; 
  1
  st�bless, command, cure light wounds*, sanctuary; 
  2
  nd�aid, cure moderate wounds*, hold person. 
   
  *Domain spell; Domains: Healing (+1 CL when 
  casting a healing spell), Sun (1/day greater turning). 
   
  Possessions: Sap, masterwork morningstar, light 
  crossbow, dagger, +1 chain shirt, heavy wooden shield, 
  2 scrolls of cure light wounds, scroll of cure moderate 
  wounds, scroll of obscuring fog. 
   
  Soldiers (8): Male/Female human Ftr2; CR 2; Medium 
  Humanoid (human); HD 2d10+2; hp 18; Init +2; Spd 30 
  ft.; AC 19, touch 12, flat-footed 17; Base Atk +2; Grp +4; 
  Atk +4 melee (1d6+2§, sap); Full Atk +4 melee (1d6+2§, 
  sap); AL varies; SV Fort +4, Ref +2, Will +1; Str 15, Dex 
  14, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +0, Climb +5, Jump +5, 
  Handle Animal +2, Listen +3, Ride +6, Spot +3; 
  Alertness, Power Attack, Point Blank Shot, Weapon 
  Focus (longsword). 
   
  Possessions: 
  Sap, 
  longsword, 
  dagger, 
  light 
  crossbow, 20 bolts, masterwork chain shirt, heavy 
  wooden shields, potion of cure light wounds. 
   
  PART 6 ACCIDENTS CAN HAPPEN___ 
  Owlbear (2): CR 4; Large Magical Beast; HD 5d10+25; 
  hp 52; Init +1; Spd 30 ft.; AC 15, touch 10, flat-footed 
  14; Base Atk +5; Grp +14; Atk +9 melee (1d6+5, claw); 
  Full Atk +9/+9 melee (1d6+5, claw) and +4 melee 
  (1d8+2, bite); Space/reach 10 ft./5 ft.; SA Improved 
  grab; SQ Darkvision 60 ft., low-light vision, scent; AL 
  N; SV Fort +9, Ref +5; Will +2; Str 21, Dex 12, Con 21, 
  Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +8, Spot +8; Alertness, 
  Track. 
   
  Improved Grab (Ex): To use this ability, an 
  owlbear must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. 
   
  Possessions: None. 
   
  PART 8 AND 9B                      
  Enstrenn: Male human (Oeridian) Ftr2/Marshal1; CR 
  3; Medium Humanoid (human); HD 1d8 plus 2d10+6; 
  hp 26; Init +5 (+7); Spd 20 ft.; AC 18, touch 11, flat-
  footed 17; Base Atk +2; Grp +4; Atk +6 melee 
  (1d8+2/19-20, masterwork longsword) or +3 ranged 
  (1d8/x3, composite longbow); Full Atk +6 melee 
  (1d8+2/19-20, masterwork longsword) or +3 ranged 
  (1d8/x3, composite longbow); SQ Minor aura 
  (motivate dexterity); AL LN; SV Fort +8, Ref +2, Will 
  +5; Str 14, Dex 12, Con 14, Int 10, Wis 10, Cha 15. 
   
  Skills and Feats: Bluff +8, Diplomacy +9, 
  Intimidate +8, Knowledge (history) +2, Knowledge 
  (the Splintered Suns) +2, Survival +4, Swim -4; 
  Improved Initiative, Improved Unarmed Strike, Iron 
  Will, Persuasive, Skill Focus (diplomacy), Weapon 
  Focus (longsword). 
   
  Auras (Ex): The marshal exerts an effect on allies 
  in his vicinity. The marshal may project one minor and 
  (starting at 2
  nd level) one major aura at a time. A 
  marshal can have an aura active continually. A 
  marshal’s aura affects all allies within 60 feet (including 
  himself). A marshal’s aura is dismissed if he is dazed, 
  unconscious, stunned, paralyzed, or otherwise unable 
  to be heard or understood by his allies. 
   
  Motivate Dexterity (minor): All allies gain a +2 
  bonus to Dexterity checks, Dexterity-based skill checks 
  and initiative checks. 
  SND5-03 A Few Bad Men 
   
  Page 51 
  
   
  Possessions: 
  Masterwork 
  longsword, 
  dagger, 
  composite 
  longbow, 
  20 
  arrows, 
  masterwork 
  breastplate, masterwork heavy wooden shield, 2 
  tanglefoot bags, vest of resistance +1, potion of cure 
  moderate wounds, potion of invisibility. 
   
  Raiders (2 or 5): Male human Rgr2; CR 2; Medium 
  Humanoid (human); HD 2d8+2; hp 15; Init +2; Spd 30 
  ft.; AC 17, touch 12, flat-footed 15; Base Atk +2; Grp +4; 
  Atk +4 melee (1d8+2/19-20, longsword) or +6 ranged 
  (1d8+2/x3, masterwork mighty composite longbow); 
  Full Atk +4 melee (1d8+2/19-20, longsword) or +6 
  ranged (1d8+2/x3, masterwork mighty composite 
  longbow) or +4/+4 ranged (1d8+2/x3, masterwork 
  might composite longbow); SA Favored Enemy 
  (human: +2); SQ Wild empathy: +1; AL NE; SV Fort +4, 
  Ref +5, Will +1; Str 14, Dex 15, Con 13, Int 10, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Hide +6, Knowledge (geography) 
  +5, Knowledge (nature) +5, Listen +4, Move Silently +5, 
  Search +6, Spot +4, Survival +8 (+10 when tracking); 
  Point Blank Shot, Rapid Shot, Track, Weapon Focus 
  (longbow). 
   
  Possessions: 
  Longsword, 
  dagger, 
  mighty 
  masterwork composite longbow {str +2}, 20 arrows, 
  masterwork chain shirt, masterwork, buckler, 2 
  tanglefoot bags, potion of cure light wounds. 
   
  Marana: Female human Wiz2; CR 2; Medium 
  Humanoid (human); HD 2d4+4; hp 11; Init +5; Spd 30 
  ft.; AC 11, touch 11, flat-footed 10; Base Atk +1; Grp +1; 
  Atk +1 melee (1d4/19-20, dagger) or +2 ranged (1d8/19-
  20, light crossbow); Full Atk +1 melee (1d4/19-20, 
  dagger) or +2 ranged (1d8/19-20, light crossbow); SA 
  Spells; SQ Spells; AL LE; SV Fort +3, Ref +2, Will +5; 
  Str 10, Dex 12, Con 14, Int 16, Wis 13, Cha 8. 
   
  Skills and Feats: Bluff +1, Concentration +7, 
  Knowledge (arcana) +8, Knowledge (history) +8, 
  Knowledge (religion) +8, Knowledge (the Splintered 
  Sun) +3, Spellcraft +8; Improved Initiative, Scribe 
  Scroll. 
   
  Spells prepared (4/3; Base DC = 13 + spell level): 0-
  –detect magic, detect poison (2), message; 1
  st–color 
  spray, magic missile, sleep. 
   
  Possessions: Dagger, light crossbow, 20 bolts, 
  spellbook (see AR), spell component pouch, cloak of 
  resistance +1, 2 scrolls of obscuring mist, scroll of 
  magic weapon, scroll of comprehend languages. 
   
  PART 9A_CULPRITS CAPTURED 
   
  Captain Hortann: Male human Ftr2/Marshal1; CR 3; 
  Medium Humanoid (human); HD 1d8 plus 2d10+6; hp 
  26; Init +5 (+7); Spd 20 ft.; AC 18, touch 11, flat-footed 
  17; Base Atk +2; Grp +3; Atk +5 melee (1d8+1/19-20, 
  masterwork longsword) or +3 ranged (1d8/x3, 
  composite longbow); Full Atk +5 melee (1d8+1/19-20, 
  masterwork longsword) or +3 ranged (1d8/x3, 
  composite longbow); SQ Minor aura (motivate 
  dexterity); AL LN; SV Fort +8, Ref +2, Will +5; Str 13, 
  Dex 12, Con 14, Int 10, Wis 10, Cha 15. 
   
  Skills and Feats: Bluff +8, Diplomacy +9, 
  Intimidate +8, Knowledge (history) +2, Knowledge 
  (religion) +2, Survival +4, Swim -4; Improved Initiative, 
  Improved Unarmed Strike, Iron Will, Persuasive, Skill 
  Focus (diplomacy), Weapon Focus (longsword). 
   
  Auras (Ex): The marshal exerts an effect on allies 
  in his vicinity. The marshal may project one minor and 
  (starting at 2
  nd level) one major aura at a time. A 
  marshal can have an aura active continually. A 
  marshal’s aura affects all allies within 60 feet (including 
  himself). A marshal’s aura is dismissed if he is dazed, 
  unconscious, stunned, paralyzed, or otherwise unable 
  to be heard or understood by his allies. 
   
  Motivate Dexterity (minor): All allies gain a +2 
  bonus to Dexterity checks, Dexterity-based skill checks 
  and initiative checks. 
   
  Possessions: 
  Masterwork 
  longsword, 
  dagger, 
  composite 
  longbow, 
  20 
  arrows, 
  masterwork 
  breastplate, masterwork heavy wooden shield, 2 
  tanglefoot bags, vest of resistance +1, potion of cure 
  moderate wounds, potion of invisibility. 
   
  Lieutenant Fenka: Female human Rog1/Ftr1; CR 2; 
  Medium Humanoid (human); HD 1d6 plus 1d10+2; hp 
  14; Init +2; Spd 30 ft.; AC 18, touch 12, flat-footed 16; 
  Base Atk +1; Grp +0; Atk +3 melee (1d6-1/18-20, 
  masterwork rapier) or +3 missile (1d8/19-20, light 
  crossbow); Full Atk +3 melee (1d6-1/18-20, masterwork 
  rapier) or +3 missile (1d8/19-20, light crossbow); SA 
  Sneak attack: +1d6; SQ Trap finding; AL LN; SV Fort 
  +3, Ref +4, Will +2; Str 8, Dex 14, Con 13, Int 15, Wis 
  10, Cha 12. 
   
  Skills and Feats: Appraise +6, Balance +3, Bluff +7, 
  Diplomacy +7, Disguise +7, Gather Information +5, 
  Intimidate +3, Jump +1, Knowledge (The Splintered 
  Sun) +4, Listen +4, Profession (merchant) +4, 
  Profession (soldier) +2, Sense Motive +4, Spot +4, 
  Tumble +6; Iron Will, Persuasive, Weapon Finesse.  
   
  Languages spoken: Common, Elven and Old 
  Oeridian. 
   
  Possessions: Masterwork rapier, dagger, light 
  crossbow, 20 bolts, +1 chain shirt, masterwork buckler, 
  2 tanglefoot bags, potion of cure light wounds. 
   
  SND5-03 A Few Bad Men 
   
  Page 52 
  
  Lieutenant Gwynbhie: Female grey elf Rgr2; CR 2; 
  Medium Humanoid (elf); HD 2d8+2; hp 15; Init +2; 
  Spd 30 ft.; AC 17, touch 12, flat-footed 15; Base Atk +2; 
  Grp +3; Atk +3 melee (1d8+1/19-20, longsword) or +5 
  ranged (1d8+1/x3, masterwork mighty composite 
  longbow); Full Atk +3 melee (1d8+1/19-20, longsword) 
  or +5 ranged (1d8+1/x3, masterwork mighty composite 
  longbow) or +3/+3 ranged (1d8+1/x3, masterwork 
  might composite longbow); SA Favored Enemy 
  (human: +2); SQ Low-light vision, immune to sleep 
  effects, +2 bonus on saves vs. Enchantments, wild 
  empathy: +1; AL NE; SV Fort +4, Ref +5, Will +1; Str 12, 
  Dex 15, Con 13, Int 12, Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +2, Diplomacy +2, Hide +6, 
  Listen +5, Knowledge (nature) +2, Move Silently +6, 
  Search +8, Spot +5, Survival +6 (+8 when tracking); 
  Point Blank Shot, Rapid Shot, Track. 
   
  Languages spoken: Common, Draconic and Elven. 
   
  Possessions: 
  Longsword, 
  dagger, 
  mighty 
  masterwork composite longbow {str +1}, 20 arrows, 
  masterwork chain shirt, masterwork buckler, 2 
  tanglefoot bags, potion of cure light wounds. 
   
  Lieutenant Kelena: Female human Wiz2; CR 2; 
  Medium Humanoid (human); HD 2d4+4; hp 11; Init 
  +5; Spd 30 ft.; AC 11, touch 11, flat-footed 10; Base Atk 
  +1; Grp +1; Atk +1 melee (1d4/19-20, dagger) or +2 
  ranged (1d8/19-20, light crossbow); Full Atk +1 melee 
  (1d4/19-20, dagger) or +2 ranged (1d8/19-20, light 
  crossbow); SA Spells; SQ Spells; AL LE; SV Fort +3, Ref 
  +2, Will +5; Str 10, Dex 12, Con 14, Int 16, Wis 13, Cha 
  8. 
   
  Skills and Feats: Bluff +1, Concentration +7, 
  Knowledge (arcana) +8, Knowledge (history) +8, 
  Knowledge (religion) +8, Knowledge (the Splintered 
  Sun) +3, Spellcraft +8; Improved Initiative, Scribe 
  Scroll. 
   
  Languages spoken: Ancient Sueloise, Common, 
  Draconic and Elven. 
   
  Spells prepared (4/3; Base DC = 13 + spell level): 0-
  –detect magic, detect poison (2), message; 1
  st– color 
  spray, magic missile, sleep. 
   
  Possessions: Dagger, light crossbow, 20 bolts, 
  spellbook (see AR), spell component pouch, cloak of 
  resistance +1, 2 scrolls of obscuring mist, scroll of 
  magic weapon, scroll of comprehend languages. 
   
   
  SND5-03 A Few Bad Men 
   
  Page 53 
  
  APPENDIX 3: APL 6
  PART 1 WELCOME TO HELL________ 
  Squad Leader: Female halfling Rog6; CR 6; Small 
  Humanoid (halfling); HD 6d6+12; hp 38; Init +8; Spd 
  20 ft.; AC 21, touch 15, flat-footed 17; Base Atk +4; Grp 
  +0; Atk +10 melee (1d4§, masterwork sap); Full Atk +10 
  melee (1d4§, masterwork sap); SA Sneak Attack: +3d6; 
  SQ Evasion, trap finding, trap sense +2, uncanny 
  dodge; AL N; SV fort +6, Ref +11, Will +3; Str 10, Dex 
  18, Con 14, Int 10, Wis 8, Cha 13. 
   
  Skills and Feats: Balance +12, Climb +8, Disable 
  Device +9, Hide +16, Jump +5, Listen +7, Move Silently 
  +19, Search +9, Spot +6, Tumble +12; Improved 
  Initiative, Point Blank Shot, Weapon Finesse. 
   
  Possessions: 
  Masterwork 
  sap, 
  short 
  sword, 
  masterwork light crossbow, 20 bolts, +1 chain shirt, 
  masterwork buckler, cloak of resistance +1, boots of 
  elvenkind, 2 potions of cure light wounds, 1 tanglefoot 
  bag. 
   
  Squad Medic: Male human Clr5; CR 5; Medium 
  Humanoid (human); HD 5d8+10; hp 38; Init +4; Spd 30 
  ft.; AC 17, touch 10, flat-footed 17; Base Atk +3; Grp +4; 
  Atk +0 melee (1d6+1§, sap); Full Atk +0 melee (1d6+1§, 
  sap); SA Spells, turn undead 2/day; SQ Spells, 
  spontaneous curing; AL NG; SV fort +7, Ref +2, Will 
  +8; Str 12, Dex 10, Con 14, Int 13, Wis 16, Cha 8. 
   
  Skills and Feats: Concentration +13, Healing +11, 
  Knowledge (religion) +9, Spellcraft +9; Improved 
  Initiative, Scribe Scroll, Skill Focus (concentration). 
   
  Languages spoken: Common, Elven. 
   
  Spells prepared (5/5/4/3; Base DC = 13 + spell 
  level): 0�create water, detect magic, mending (2), read 
  magic; 1
  st�bless, command, cure light wounds*, shield of 
  faith, sanctuary; 2
  nd�aid, cure moderate wounds*, hold 
  person (2); 3
  rd�circle of protection vs. evil, cure serious 
  wounds*, dispel magic. 
   
  *Domain spell; Domains: Healing (+1 CL when 
  casting a healing spell), Sun (1/day greater turning). 
   
  Possessions: Sap, masterwork morningstar, light 
  crossbow, dagger, +1 chain shirt, heavy wooden shield, 
  cloak of resistance +1, 2 scrolls of cure light wounds, 
  scroll of cure moderate wounds, scroll of obscuring 
  fog. 
   
  Soldiers (8): Male/Female human Ftr4; CR 4; Medium 
  Humanoid (human); HD 4d10+4; hp 32; Init +2; Spd 30 
  ft.; AC 20, touch 12, flat-footed 18; Base Atk +4; Grp +7; 
  Atk +7 melee (1d6+3§, sap); Full Atk +7 melee (1d6+3§, 
  sap); AL varies; SV Fort +6, Ref +4, Will +3; Str 16, Dex 
  14, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +0, Climb +7, Jump +7, 
  Handle Animal +6, Hide +2, Listen +3, Move Silently 
  +2, Ride +8, Spot +3; Alertness, Power Attack, Point 
  Blank Shot, Precise Shot, Stealthy, Weapon Focus 
  (longsword). 
   
  Possessions: 
  Sap, 
  longsword, 
  dagger, 
  light 
  crossbow, 20 bolts, +1 chain shirt, heavy wooden 
  shields, cloak of resistance +1, potion of cure light 
  wounds. 
   
  PART 6 ACCIDENTS CAN HAPPEN___ 
  Owlbear, advanced 9 HD (2): CR 6; Huge Magical 
  Beast; HD 9d10+72; hp 110; Init +0; Spd 30 ft.; AC 16, 
  touch 8, flat-footed 16; Base Atk +9; Grp +22; Atk +16 
  melee (1d8+9, claw); Full Atk +16/+16 melee (1d8+9, 
  claw) and +14 melee (2d6+4, bite); Space/reach 15 
  ft./10 ft.; SA Improved grab; SQ Darkvision 60 ft., low-
  light vision, scent; AL N; SV Fort +14, Ref +6; Will +4; 
  Str 29, Dex 10, Con 26, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +10, Spot +10; Alertness, 
  Multi-Attack, Track. 
   
  Improved Grab (Ex): To use this ability, an 
  owlbear must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. 
   
  Possessions: None. 
   
  PART 8 AND 9B                                 
   
  Enstrenn: Male human (Oeridian) Ftr3/Marshal2; CR 
  5; Medium Humanoid (human); HD 2d8 plus 3d10+10; 
  hp 41; Init +5 (+8); Spd 20 ft.; AC 20, touch 11, flat-
  footed 19; Base Atk +4; Grp +6; Atk +8 melee 
  (1d8+2/19-20, masterwork longsword) or +5 ranged 
  (1d8/x3, composite longbow); Full Atk +8 melee 
  (1d8+2/19-20, masterwork longsword) or +5 ranged 
  (1d8/x3, composite longbow); SQ Major aura +1 
  (resilient troops), minor aura (motivate dexterity); AL 
  LN; SV Fort +9, Ref +3, Will +6; Str 14, Dex 12, Con 14, 
  Int 10, Wis 10, Cha 16. 
   
  Skills and Feats: Bluff +10, Climb -2, Diplomacy 
  +13, 
  Intimidate 
  +9, 
  Knowledge 
  (history) 
  +2, 
  Knowledge (the Splintered Suns) +2, Survival +5, Swim 
  -2; Improved Initiative, Improved Unarmed Strike, 
  Iron Will, Persuasive, Skill Focus (diplomacy), Weapon 
  Focus (longsword). 
   
  Auras (Ex): The marshal exerts an effect on allies 
  in his vicinity. The marshal may project one minor and 
  (starting at 2
  nd level) one major aura at a time. A 
  marshal can have an aura active continually. A 
  marshal’s aura affects all allies within 60 feet (including 
  SND5-03 A Few Bad Men 
   
  Page 54 
  
  himself). A marshal’s aura is dismissed if he is dazed, 
  unconscious, stunned, paralyzed, or otherwise unable 
  to be heard or understood by his allies. 
   
  Motivate Dexterity (minor): All allies gain a +3 
  bonus to Dexterity checks, Dexterity-based skill checks 
  and initiative checks. 
   
  Resilient Troops (major): All allies gain a +1 bonus 
  on all their saves. 
   
  Possessions: 
  Masterwork 
  longsword, 
  dagger, 
  composite longbow, 20 arrows, +1 breastplate, +1 heavy 
  wooden shield, 2 tanglefoot bags, vest of resistance +1, 
  potion of cure moderate wounds, potion of invisibility. 
   
  Raiders (2 or 5): Male human Rgr4; CR 4; Medium 
  Humanoid (human); HD 4d8+4; hp 27; Init +3; Spd 30 
  ft.; AC 18, touch 13, flat-footed 15; Base Atk +4; Grp +6; 
  Atk +6 melee (1d8+2/19-20, longsword) or +9 ranged 
  (1d8+3/x3, +1 mighty composite longbow); Full Atk +6 
  melee (1d8+2/19-20, longsword) or +9 ranged 
  (1d8+3/x3, +1 mighty composite longbow) or +7/+7 
  ranged (1d8+2/x3, masterwork might composite 
  longbow); SA Favored Enemy (human: +2); SQ Wild 
  empathy: +3; AL NE; SV Fort +5, Ref +6, Will +4; Str 14, 
  Dex 16, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +5, Hide +8, Knowledge 
  (geography) +5, Knowledge (nature) +5, Listen +6, 
  Move Silently +8, Search +7, Spot +6, Survival +10 (+12 
  when tracking); Endurance, Iron Will, Point Blank 
  Shot, Rapid Shot, Track, Weapon Focus (longbow). 
   
  Possessions: Longsword, dagger, +1 mighty
  composite longbow {str +2}, 20 arrows, masterwork 
  chain shirt, masterwork buckler, 2 tanglefoot bags, 
  potion of cure light wounds. 
   
   
  Marana: Female human Wiz4; CR 4; Medium 
  Humanoid (human); HD 4d4+6; hp 19; Init +5; Spd 30 
  ft.; AC 11, touch 11, flat-footed 10; Base Atk +2; Grp +2; 
  Atk +2 melee (1d4/19-20, dagger) or +3 ranged (1d8/19-
  20, light crossbow); Full Atk +2 melee (1d4/19-20, 
  dagger) or +3 ranged (1d8/19-20, light crossbow); SA 
  Spells; SQ Spells; AL LE; SV Fort +4, Ref +3, Will +6; 
  Str 10, Dex 12, Con 14, Int 17, Wis 13, Cha 8. 
   
  Skills and Feats: Bluff +2, Concentration +12, 
  Knowledge (arcana) +10, Knowledge (history) +8, 
  Knowledge (religion) +10, Knowledge (the Splintered 
  Sun) +5, Spellcraft +10; Improved Initiative, Scribe 
  Scroll, Skill Focus (concentration). 
   
  Spells prepared (4/4/3; Base DC = 13 + spell level): 
  0–detect magic, detect poison (2), message; 1
  st–charm 
  person, magic missile (2), mage armor; 2
  nd–false life, 
  glitterdust, scorching ray. 
   
  Possessions: Dagger, light crossbow, 20 bolts, 
  spellbook (see AR), spell component pouch, cloak of 
  resistance +1, 2 scrolls of obscuring mist, scroll of 
  magic weapon, scroll of comprehend languages, scroll 
  of haste, scroll of web, wand of enlarge person (30 
  charges). 
   
  PART 9A_CULPRITS CAPTURED 
   
  Captain Hortann: Male human Ftr3/Marshal2; CR 5; 
  Medium Humanoid (human); HD 2d8 plus 3d10+10; 
  hp 41; Init +5 (+8); Spd 20 ft.; AC 20, touch 11, flat-
  footed 19; Base Atk +4; Grp +6; Atk +8 melee 
  (1d8+2/19-20, masterwork longsword) or +5 ranged 
  (1d8/x3, composite longbow); Full Atk +8 melee 
  (1d8+2/19-20, masterwork longsword) or +5 ranged 
  (1d8/x3, composite longbow); SQ Major aura +1 
  (resilient troops), minor aura (motivate dexterity); AL 
  LN; SV Fort +9, Ref +3, Will +6; Str 14, Dex 12, Con 14, 
  Int 10, Wis 10, Cha 16. 
   
  Skills and Feats: Bluff +10, Climb -2, Diplomacy 
  +13, 
  Intimidate 
  +9, 
  Knowledge 
  (history) 
  +2, 
  Knowledge (religion) +2, Survival +5, Swim -2; 
  Improved Initiative, Improved Unarmed Strike, Iron 
  Will, Persuasive, Skill Focus (diplomacy), Weapon 
  Focus (longsword). 
   
  Auras (Ex): The marshal exerts an effect on allies 
  in his vicinity. The marshal may project one minor and 
  (starting at 2
  nd level) one major aura at a time. A 
  marshal can have an aura active continually. A 
  marshal’s aura affects all allies within 60 feet (including 
  himself). A marshal’s aura is dismissed if he is dazed, 
  unconscious, stunned, paralyzed, or otherwise unable 
  to be heard or understood by his allies. 
   
  Motivate Dexterity (minor): All allies gain a +3 
  bonus to Dexterity checks, Dexterity-based skill checks 
  and initiative checks. 
   
  Resilient Troops (major): All allies gain a +1 bonus 
  on all their saves. 
   
  Possessions: 
  Masterwork 
  longsword, 
  dagger, 
  composite longbow, 20 arrows, +1 breastplate, +1 heavy 
  wooden shield, 2 tanglefoot bags, vest of resistance +1, 
  potion of cure moderate wounds, potion of invisibility. 
   
  Lieutenant Fenka: Female human Rog2/Ftr2; CR 4; 
  Medium Humanoid (human); HD 2d6 plus 2d10+8; hp 
  30; Init +2; Spd 30 ft.; AC 18, touch 12, flat-footed 16; 
  Base Atk +3; Grp +2; Atk +5 melee (1d6-1/18-20, 
  masterwork rapier) or +5 missile (1d8/19-20, light 
  crossbow); Full Atk +5 melee (1d6-1/18-20, masterwork 
  rapier) or +5 missile (1d8/19-20, light crossbow); SA 
  Sneak attack: +1d6; SQ Evasion, trap finding; AL LN; 
  SND5-03 A Few Bad Men 
   
  Page 55 
  
  SV Fort +4, Ref +5, Will +2; Str 8, Dex 14, Con 14, Int 
  15, Wis 10, Cha 12. 
   
  Skills and Feats: Appraise +6, Balance +3, Bluff 
  +10, Climb +1, Diplomacy +9, Disguise +7, Gather 
  Information +5, Intimidate +5, Jump +5, Knowledge 
  (The Splintered Sun) +4, Listen +4, Profession 
  (merchant) +4, Profession (soldier) +2, Sense Motive 
  +5, Spot +4, Tumble +11; Combat Expertise, Improved 
  Feint, Iron Will, Persuasive, Weapon Finesse.  
   
  Languages spoken: Common, Elven and Old 
  Oeridian. 
   
  Possessions: Masterwork rapier, dagger, light 
  crossbow, 20 bolts, +1 chain shirt, masterwork buckler, 
  2 tanglefoot bags, 2 elixirs of sneaking, potion of cat’s 
  grace, potion of cure light wounds, potion of 
  invisibility. 
   
  Lieutenant Gwynbhie: Female grey elf Rgr4; CR 4; 
  Medium Humanoid (elf); HD 4d8+4; hp 27; Init +3; 
  Spd 30 ft.; AC 18, touch 13, flat-footed 15; Base Atk +4; 
  Grp +5; Atk +5 melee (1d8+1/19-20, longsword) or +8 
  ranged (1d8+2/x3, +1 mighty composite longbow); Full 
  Atk +5 melee (1d8+1/19-20, longsword) or +8 ranged 
  (1d8+2/x3, +1 mighty composite longbow) or +6/+6 
  ranged (1d8+2/x3, +1 might composite longbow); SA 
  Favored Enemy (human: +2); SQ Low-light vision, 
  immune to sleep effects, +2 bonus on saves vs. 
  Enchantments, wild empathy: +4; AL NE; SV Fort +5, 
  Ref +6, Will +4; Str 12, Dex 16, Con 13, Int 12, Wis 12, 
  Cha 10. 
   
  Skills and Feats: Bluff +3, Diplomacy +3, Hide +7, 
  Listen +5, Knowledge (geography) +3, Knowledge 
  (nature) +4, Move Silently +7, Search +8, Spot +5, 
  Survival +8 (+10 when tracking); Endurance, Iron Will, 
  Point Blank Shot, Rapid Shot, Track. 
   
  Languages spoken: Common, Draconic and Elven. 
   
  Possessions: Longsword, dagger, +1 mighty
  composite longbow {str +1}, 20 arrows, masterwork 
  chain shirt, masterwork buckler, 2 tanglefoot bags, 
  potion of cure light wounds. 
   
   
  Lieutenant Kelena: Female human Wiz4; CR 4; 
  Medium Humanoid (human); HD 4d4+6; hp 19; Init 
  +5; Spd 30 ft.; AC 11, touch 11, flat-footed 10; Base Atk 
  +2; Grp +2; Atk +2 melee (1d4/19-20, dagger) or +3 
  ranged (1d8/19-20, light crossbow); Full Atk +2 melee 
  (1d4/19-20, dagger) or +3 ranged (1d8/19-20, light 
  crossbow); SA Spells; SQ Spells; AL LE; SV Fort +4, Ref 
  +3, Will +6; Str 10, Dex 12, Con 14, Int 17, Wis 13, Cha 
  8. 
   
  Skills and Feats: Bluff +2, Concentration +12, 
  Knowledge (arcana) +10, Knowledge (history) +8, 
  Knowledge (religion) +10, Knowledge (the Splintered 
  Sun) +5, Spellcraft +10; Improved Initiative, Scribe 
  Scroll, Skill Focus (concentration). 
   
  Spells prepared (4/4/3; Base DC = 13 + spell level): 
  0–detect magic, detect poison (2), message; 1
  st–charm 
  person, magic missile (2), mage armor; 2
  nd–false life, 
  glitterdust, scorching ray. 
   
  Possessions: Dagger, light crossbow, 20 bolts, 
  spellbook (see AR), spell component pouch, cloak of 
  resistance +1, 2 scrolls of obscuring mist, scroll of 
  magic weapon, scroll of comprehend languages, scroll 
  of haste, scroll of web, wand of enlarge person (30 
  charges). 
   
   
  SND5-03 A Few Bad Men 
   
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  APPENDIX 4: SQUAD MEMBERS
  CORPORAL ARAGHEEN 
  Aragheen Silverthorn: Male grey elf Ftr [½ x APL]; AL 
  N. 
   
  Appearance: Aragheen is a tall thin grey elf with 
  long almost white hair and deep blue eyes. His face is 
  rather angular, and it always looks like he looking 
  down upon those with whom he is speaking.  
   
  Personality: Aragheen is a typical arrogant grey elf 
  that considers elves in general and grey elves in 
  specific to be superior to other races. That is not to say 
  that he does not respect other races merely that the 
  elven long life and superior intellect give them a better 
  overview on the long term consequences and hence 
  they are by far better leaders. At times he treats non-
  elves as children, but he is a bit impatient, and when 
  people do not listen to him he can be rather short 
  tempered. 
   
  PRIVATE CYRRBRAN 
  Cyrrbran Greenwood: Male halfling Rgr [½ x APL]; AL 
  CG. 
   
  Appearance: Cyrrbran is of average height and 
  build. He has short curly brown hair, and the brown 
  tan and weather-worn skin of somebody who has 
  spend a lot of time outside. He tends to look a tad 
  ridiculous in a uniform, though whether is has 
  anything to do with his size or the fact that no matter 
  how hard the officers try, he always looks sloppy is a bit 
  difficult to say. 
   
  Personality: Cyrrbran is an outgoing, outspoken 
  and curious man with a streak of laziness that gets the 
  better of him once in a while. If it where not for the 
  fact that he is rather brave, and quickly to volunteer in 
  case of a dangerous mission, he would not be here. He 
  is always in trouble with his superiors. 
   
  PRIVATE LASARA 
  Lasara: Female human (Oeridian) Ftr [½ x APL]; AL 
  LN. 
   
  Appearance: Lasara is a bit of a tom-cat with short 
  brown hair and a tanned bronze skin. She is muscled, 
  broad-shouldered and her breasts are rather small. 
  While she is not plumb, it is clear that without exercise 
  she would be real quick to balloon  
   
  Personality: Lasara is hard working helpful young 
  woman. She tends to be withdrawn, accepting a lot of 
  crap without complaining or showing her resentment. 
  She is a bit lonely and looking for a group to belong to. 
  These two traits combined make her susceptible to 
  Wastrian recruitment. The PCs can prevent this from 
  happening during the scenario. 
   
  PRIVATE URARTOSH 
  Urtosh Darteen: Male human (Suel) Ari [½ x APL]; AL 
  LN. 
   
  Appearance: Short, squad human with short fair 
  hair and a pale skin. He has a lot freckles and light blue 
  eyes. He does not like the sun, and squints a lot while 
  outside during the day. 
   
  Personality: Urtosh is a bit of a dandy. He has a 
  good sense of humor, and a pleasant demeanor, quick 
  with a compliment and thanks. He tends to 
  overestimate his skills, and as a result has a tendency to 
  get himself into trouble. 
   
  FILLERS 
  If the group consists of less then 6 characters (either 
  PCs or cohorts) then 1 or 2 more NPCs are needed.  
  Since there do not have a specific role during the 
  scenario, most of the details are left up to the individual 
  DM. 
  Narod: Male human (Suel/Oeridian) War [½ x APL]; 
  AL LN. 
   
  Traits: Silent, foul tempered. 
  Mishzia: Female human (Oeridian) Exp [½ x APL]; AL 
  LN. 
   
  Traits: Talkative, obedient. 
   
  SND5-03 A Few Bad Men 
   
  Page 57 
  
  APPENDIX 4: DARKWATER AT A GLANCE
  Darkwater Academy: Military; AL LN; gp limit 100 gp; 
  Assets 500 gp; Population ~100; Mixed (79 human, 9 
  halfling, 5 elf, 3 dwur, 2 gnome, 1 half-orc, 1 half-elf). 
   
  Authority Figures: Colonel Karuk Firebeard (Male 
  dwur Ftr9), commander; Captain Hortann (Male 
  human 
  Ftr??/Marshal??
  *), 
  second 
  in 
  command; 
  Lieutenant 
  Fenka 
  (Female 
  human 
  Rog??*), 
  quartermaster; Lieutenant Yartosh of Pelor (Male 
  human Clr5), chaplain; Lieutenant Gwynbhie (Female 
  grey elf Rgr??*), liaison officer; Lieutenant Lorana 
  (Female half-elf Rgr5), officer of the Watch. 
   
  Important Temples: Shrine of the Soothing Light 
  (shrine dedicated to Pelor).  
   
  Sunndi’s military defenses have 
  always rested on three pillars: 
  swift olven archers and scouts, 
  experts in guerilla warfare, hardy 
  disciplined dwur heavy infantry, 
  excelling in defense, and the 
  feudalistic human forces, a rag-tag 
  collection of warriors of greatly 
  varying skill each more loyal to one noble then to the 
  nation as a whole. As long as the enemies refrained 
  from a massive coordinated invasion this order of 
  affairs was sufficient to keep the nation free. The 
  Greyhawk Wars proved that against a persistent enemy 
  it was not enough.  
   
  Once things had settled down after the Greyhawk 
  Wars, Hazendel decided to create a more professional 
  well-trained army loyal only to Sunndi. Since the dwur 
  of Glorvardum already had one army despite its clan 
  centered society, Hazendel looked at this army, also 
  known as the Barakadur, as an example of how things 
  should be organized. One of the things the dwur used 
  to create a unified force was to send their soldiers to 
  military schools: schools that favored unity and loyalty 
  to the army and nation, and not to the clan of birth. 
  Convincing the Congress of Lords to allow the Crown 
  to create an army of its own at the expense of the lord’s 
  private forces was not easy, gaining finances for 
  something new as a military academy was even more 
  troublesome. Hazendel can be very convincing when 
  he wants to be, and eventually he gained both 
  permission and finances for a military academy.  
                                              
   
  * Level is APL dependent 
   
  The first order of business after the success at the 
  Congress of Lords was finding a location for such a 
  school, and what better place then the Hollow 
  Highlands? The region has no unified ruler that might 
  use the school against the other lords, and the terrain is 
  perfect for military training. Hazendel asked the locals 
  for advice, and after some contemplation the 
  Burrowers provided a hide-out of their own, Darkwater 
  and since the local gnoom clan saw the school as a 
  boost to the local economy, permission was quickly 
  gained.  
   
  Getting the finances, finding a good location and 
  building the place soon proved to the easiest problems 
  to overcome. Getting the soldiers of Sunndi to attend 
  the academy proved more difficult. Still, over the years 
  it earned a reputation as providing the best of the best, 
  combined with the fact that graduates gained a better 
  salary and more opportunities for promotion it is 
  slowly gaining popularity among the army. 
  Description 
  Like many important structures in the Hollow 
  Highlands Darkwater Academy is mostly build 
  underground in one of the many natural caverns and 
  abandoned mines that give the region its name. The 
  caverns used as the basic layout of the complex where 
  formed partially by an underground stream which 
  surfaces at the spot of the camp. The rest has been dug 
  long ago by dwur looking for precious gems and silver, 
  whose abandoned corridors had been expended later 
  by the Burrowers and recently by the Sunndian army 
  to provide more space for its new occupants. The 
  gnomes also added an ingenious drainage system to 
  prevent flooding during the heavy rains of the rain 
  season and summer storms. 
   
  Unlike the previous occupants of the caves 
  though, secrecy is not important for the Sunndi 
  military, and some of the structures of the camp have 
  been built in the valley outside. The barracks, officer 
  quarters, class rooms and storage areas are all below 
  ground. The stables, kennel, mess, kitchen and most of 
  the training areas are outside. The buildings are built 
  on the higher southern bank of the river where they 
  are not threatened by flash floods. Without a need for 
  secrecy the military also added some defenses to the 
  structure outside in the form of earthen walls, a guard-
  tower on the top of the hill and a gate. 
  SND5-03 A Few Bad Men 
   
  Page 58 
  
  Inhabitants 
  As can be expected of a military location, leadership is 
  strictly hierarchical and things are run on a tight 
  schedule. The leader of the school is a colonel, aided by 
  a captain. Usually there are two squads
  1 of trained 
  soldiers stationed at the school who are mainly 
  responsible for guard the school against outside threats 
  and keeping the peace inside the school. These fall 
  under the responsibility of the Officer of the Watch, a 
  lieutenant. Support personal consists of several cooks, a 
  stablemaster with stableboys, a scribe and a smith who 
  all fall under the command of the quartermaster. 
  Furthermore there always is a chaplain, and an arcane 
  spellcaster stationed at the school. The chaplain’s role 
  is that of spiritual guide and healer, and the arcane 
  spellcaster’s main roll is as a specialist trainer on how to 
  deal with arcane magic on the battlefield. There is 
  enough space for several small classes, but due to the 
  war and the newness of the school there are only 3 
  classes stationed on a regular basis at the school. One 
  class consists of 1 squad, in other words 10 trainees 
  under the skillful guidance of a sergeant who all fall 
  under the command of a lieutenant. 
   
  The academy underwent some major personal 
  changes during the past couple of months. Most of the 
  regular soldiers and virtually all of the officers were 
  transferred to the front in the south of Sunndi, and 
  they were replaced with veterans of that same war. 
  The region 
  Darkwater Academy is located near the village 
  Silverweed mostly inhabited by gnooms of the 
  similarly named clan. The clan was (and still is) self-
  sufficient, but they saw an excellent opportunity in the 
  school to earn some extra cash for luxuries. By now 
  they have built a tavern catering to the academy, and 
  many earn some extra cash through various jobs 
  related to the school. The gnooms have gained a 
  reputation as greedy money grabbers among the 
  people of the academy. The reputation is rather 
  undeserved, since the quality of the work is excellent, 
  and while the prices might be on the high side, they 
  are fair. 
                                              
   
  1 A squad consists of 10 soldiers and one sergeant. 
  SND5-03 A Few Bad Men 
   
  Page 59 
  
  APPENDIX 5: SILVERWEED AT A GLANCE 
  Silverweed (hamlet): Conventional (clan elder); AL 
  NG; gp limit 100*; Assets 600 gp; Population 128; 
  Isolated (119 gnome, 7 halfling, 1 dwur). 
   
  Authority Figures: Calladan (Male gnome Exp4, 
  NG), clan elder; Karuk Truehammer (Male dwur Rgr2, 
  NG), sheriff and captain of the Burrowers. 
   
  Important Characters: Pinras (Male gnome Exp3, 
  N), owner of the Silverweed Alehouse; Jananna 
  (Female gnome Wiz3, CG), master alchemist and 
  brewer; Nebbena (Female gnome Clr3, NG), high 
  priestess of Garl Glittergold.  
   
  Shrines: Wedfenna (translates as Glitter Hill), 
  shrine of Garl Glittergold and the gnomish pantheon. 
  * The gp limit for jewelry, artwork, scrolls, potions and 
  alchemical items is 500 gp. 
  The little hamlet Silverweed is named after the silver 
  leaved thistle that seems to thrive in the local gorges 
  and sinkholes, all remnants of the silver mines that 
  once dotted the region. Using the natural caverns and 
  abandoned mines in the region, gnomes of the 
  Silverweed clan have lived in the region for as long as 
  people can remember, perhaps belonging to the 
  original miners who worked the now empty mines 
  long ago. The gnomes certainly don’t care much about 
  the past. Living in the here and now they have other 
  things to worry about.  
   
  The surrounding hills are dry, rocky and infertile, 
  but one permanent river, known as Darkwater, and 
  several small streams (mostly dry in the dry season) 
  provide the settlement with ample water. The gnomes 
  are a self-sufficient bunch, herding sheep in the 
  surrounding hills and growing a few crops in the river 
  valley. They are known in the region for their 
  mushrooms which they grow in nearby caves and 
  which they gladly trade for wood, steel tools, extra food 
  and luxury goods. The recent opening of a small 
  military academy nearby gave an economic boost to the 
  hamlet with the local tavern being the closest one for 
  miles. 
   
  Since most of the buildings of the hamlet are built 
  below ground, the casual observer might travel straight 
  through the hamlet without ever realizing he just past 
  it. The only above ground building is a small watermill 
  and part of the tavern. The last being a recent addition 
  to carter to the mostly human soldiers at the academy 
  and as such built into formats more comfortable to 
  humans. In front of the tavern there also a small field 
  which the locals use as a small market square and the 
  Burrowers use to train the local militia. 
   
  Most of the village life takes place below ground 
  with houses, workplaces and stables located in separate 
  caves. Each cave is linked to the outside world by 
  carefully hidden entrances, though finding the sheep 
  stables is relatively easy for anybody with even a small 
  bit of skill in tracking. Underground corridors link 
  them together as well, and the gnomes tend to use 
  these more then traveling above ground. All corridors 
  come together in a cavern big enough to hold the 
  whole adult population of the hamlet and then some. It 
  is used as a townhall and its acoustics are great. Since it 
  is bigger then the tavern it is also used during large 
  celebrations and religious celebrations. The ceilings of 
  the corridors are a bit low for medium sized creatures, 
  but the central cavern is big enough even for humans. 
   
  The gnomes of Silverweed, like most gnomes, are 
  friendly and welcome to visitors. The reason they 
  prefer to deal with guests above ground is mainly for 
  their guests’ comfort since the dimensions of the below 
  ground quarters are not aimed at medium sized 
  creatures. Like all gnomes they take pride in their 
  handwork, and the quality of their products is good. 
  The downside to this is that the price is high, 
  something about which the military from the academy 
  complains a lot. 
  Silverweed Alehouse 
  The Silverweed Alehouse is probably the only part of 
  the hamlet that a visitor will see. It is built partially 
  above and below ground with the parts above ground 
  for guests while the kitchens and storage areas have 
  been built below ground.  
   
  The above ground area is dominated by one large 
  common room with simple sturdy wooden tables and 
  the chairs chained to these tables. It is a room with few 
  decorations and when all the shutters are opened it 
  almost becomes a terrace. The stone floor tends to be 
  covered with straw. Around noon the smell of roasted 
  chicken and steaming vegetables dominate, replaced 
  by sweat and ale later on in the night. There are always 
  a few soldiers from the academy enjoying a pleasant 
  evening here, and it is particular busy and rowdy when 
  a supply caravan is staying here before proceeding to 
  the Academy. Once in a while a true bard lightens up 
  the mood, but the innkeeper, his family and the locals 
  are reasonably well versed in music instruments and 
  the busy nights often end in spontaneous dances or a 
  good brawl. 
   
  Besides the common room there are several 
  smaller private rooms below ground. These tend to be 
  used by the locals as well as the officers and richer 
  clients unwilling to mingle with the more rowdy folk 
  above. While these rooms do not cost extra for the 
  locals, visitors have to deal with a 10% increase in the 
  SND5-03 A Few Bad Men 
   
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  prices for the privilege and consumptions are 
  mandatory. 
   
   While its name suggests it just serves drinks, it 
  does function as a restaurant from noon to early 
  evening. The selection of food is limited, but it of an 
  excellent quality especially when compared to what is 
  served at the academy. The tavern has an extensive list 
  of different ales, but the brew Gnomish Silver, a local 
  variation on the tradition gnomish golden ale, is by far 
  the best. The wine list is considerably shorter and most 
  of the wines are of reasonable quality. The tavern is not 
  particular cheap though and prices are on average 50% 
  higher then normal.  
  Burrowers’ Office 
  The Burrowers are usually not a police force, though 
  once in while they are pressed into this role when a 
  conflict threatens between different clans or when 
  criminals use the fractured state of affairs to their 
  advantage. The presence of the Sunndi military this 
  close to Silverweed, and the many outside visitors that 
  it brings, made it necessary for the Burrowers to have a 
  permanent post at the hamlet. It consists of a small 
  office and a holding cell with the living quarters for the 
  captain of the Burrowers behind it.  
   
  The captain, though the locals use the term sheriff, 
  is the young dwur Karuk. His left leg got crushed in a 
  cave-in and he is not fit for active duty. Karuk is not the 
  kind of dwur to let this handicap affect his mood. He is 
  calm and diplomatic, always ready with a smile and 
  luckily a good sense of humor. Only when others seem 
  to get some action can his mood turn a bit sour and he 
  eagerly wants to know how things went afterward. He 
  has the jurisdiction to function as a judge by both 
  Sunndi and the Hollow Highlanders.  
   
  SND5-03 A Few Bad Men 
   
  Page 61 
  
  APPENDIX 6: NEW RULE ITEMS 
  MARSHAL 
  Sometimes it is not enough to be a conquering warrior, 
  a champion of all that's right, an experienced sellsword, 
  or an elite foot soldier. Sometimes the circumstances 
  require a solid commander of soldiers and situations. 
  Sometimes the circumstances demand a marshal. 
   
  Marshals inspire trust in those they lead. They 
  earn that trust by slogging through harsh landscapes, 
  dangerous battlefields, and haunted catacombs along 
  with those under their command. With a look, they 
  can see where to best deploy their resources or come 
  up with a sneaky ruse to fool their enemies. A marshal 
  has a tactician's mind, a cartographer's overview of the 
  disputed landscape (or dungeon warren), and a way 
  with words that can inspire battle-hardened fighters to 
  give it their all when melee breaks out. 
  GAME RULE INFORMATION 
  Marshals have the following game statistics. 
  Abilities: Charisma is especially important for marshals 
  because it improves their standing with those they 
  lead, as well as permitting them to magnify the efforts 
  of the group. Constitution is important for a marshal's 
  staying power. Intelligence is important for the many 
  skills required by marshals to complete their 
  commissions. 
  Alignment: Any, 
  Hit Die: d8. 
  Class Skills: The marshal's class skills (and the key 
  ability for each skill) are Bluff (Cha), Diplomacy (Cha), 
  Handle Animal (Cha), Intimidate (Cha), Knowledge 
  (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense 
  Motive (Wis), Speak Language (n/a), Spot (Wis), 
  Survival (Wis), and Swim (Str). 
  Skill Points at 1st Level: (4 + Int modifier) x 4. 
  Skill Points at Each Additional Level: 4 + Int modifier. 
  Class Features 
  All of the following are class features of the marshal.  
  Weapon and Armor Proficiency: Marshals are pro-
  ficient with all simple and martial weapons, with all 
  types of armor (heavy, medium, and light), and with 
  shields (except rower shields). 
  Auras (Ex): The marshal exerts an effect on allies in his 
  vicinity. He can learn to produce different effects, or 
  auras, over the course or his career. The marshal may 
  project one minor aura and (starting at 2nd level) one 
  major aura at a time. Projecting an aura is a swift action.  
   
  The aura remains in effect until the marshal uses a 
  free action to dismiss it or activates another aura of the 
  same kind (major or minor). A marshal can have an 
  aura active continually; thus, an aura can be in effect at 
  the start of a combat encounter even before the 
  marshal takes his first turn. 
   
  Activating an aura involves haranguing, ordering, 
  directing, encouraging, cajoling, or calming allies. A 
  marshal sizes up the enemy, allies, and the terrain, then 
  gives allies the direction that they can use to do their 
  best. 
   
  Unless otherwise noted, a marshal's aura affects all 
  allies within 60 feet (including himself) who can hear 
  the marshal An ally must have an intelligence score of 
  5 or higher and be able to understand the marshal's 
  language to gain the bonus, A marshal's aura is 
  dismissed if he is dazed, unconscious, stunned, 
  paralyzed, or otherwise unable to be heard or under-
  stood by his allies. 
   
  A marshal begins play knowing one minor aura of 
  his choice. As his marshal level increases, he gains 
  access to new auras, as indicated on Table 1-5: The 
  Marshal. 
   
  All bonuses granted by a marshal's auras are 
  circumstance bonuses that do not stack with each 
  other. 
  Minor Aura:  
  A minor aura lets allies add the marshal's Charisma 
  bonus (if any) to certain rolls. 
  Accurate Strike: Bonus on rolls made to confirm 
  critical hits.  
  Art of War: Bonus on disarm, trip, bull rush, and 
  sunder attempts. 
  Demand Fortitude: Bonus on Fortitude saves.  
  Determined Caster: Bonus on rolls to overcome spell 
  resistance. 
  Force of Will: Bonus on Will saves. 
  Master of Opportunity: Bonus to Armor Class against 
  attacks of opportunity. 
  Master of Tactics: Bonus on damage rolls when 
  flanking.  
  Motivate Charisma: Bonus on Charisma checks and 
  Charisma-based skill checks. 
  Motivate Constitution: Bonus on Constitution checks 
  and Constitution-based skill checks. 
  Motivate Dexterity: Bonus on Dexterity checks, 
  Dexterity-based skill checks, and initiative checks. 
  Motivate Intelligence: Bonus on Intelligence checks 
  and Intelligence-based skill checks. 
  Motivate Strength: Bonus on Strength checks and 
  Strength-based skill checks. 
  Motivate Wisdom: Bonus on Wisdom checks and 
  Wisdom-based skill checks. 
  Over the Top: Bonus on damage rolls when charging.  
  Watchful Eye: Bonus on Reflex saves. 
  SND5-03 A Few Bad Men 
   
  Page 62 
  
  Major Aura:  
  Beginning at 2nd level, a marshal can project a major 
  aura in addition to his minor aura. A major aura lets 
  allies add +1 to certain rolls. This bonus improves by +1 
  at 7th, 14th, and 20
  th level. 
  Hardy Soldiers: The marshal's allies gain damage 
  reduction equal to the amount of bonus the aura 
  provides. For example, if the marshal is 10th level, 
  everyone affected gains DR2/-.  
  Motivate Ardor: Bonus on damage rolls. 
  Motivate Attack: Bonus on melee attack rolls. 
   Motivate Care: Bonus to Armor Class. 
  Motivate Urgency: Allies' base land speed is increased 
  by a number of feet equal to 5x the amount of bonus 
  the aura provides. For example, the allies of a 10th-level 
  marshal (+2 major aura) add 10 feet to their base land 
  speed. 
  Resilient Troops: Bonus on all saves. 
  Steady Hand: Bonus on ranged attack rolls. 
  Skill Focus (Diplomacy): Because a marshal has a way 
  with people, he gains this feat as a bonus feat. If the 
  marshal already has the feat, he can choose a different 
  one. 
  Grant Move Action (Ex): Starting at 4th level, a 
  marshal can direct and motivate his allies to act 
  immediately. Once per day, as a standard action, he 
  may grant an extra move action to any or all of his allies 
  within 30 feet (but not to himself). Each of the affected 
  allies takes this extra move action immediately, acting 
  in their current initiative order. This extra action does 
  not affect the allies' initiative count; the round 
  continues normally after the marshal's turn is over. 
  (This may mean, for example, that an ally whose ini-
  tiative count immediately follows the marshal's may 
  get an extra move action from the marshal, followed 
  directly by a full round worth of actions on the ally's 
  turn.) 
   
  At 8th level, a marshal gains the ability to grant an 
  extra move action to his allies twice per day. The 
  frequency increases to three times per day at 12th level, 
  four times per day at 16th level, and five times per day 
  at 20th level. 
   
  A character can take only one extra move action 
  per round, (In other words, two marshals can't use this 
  ability on the same ally in the same round.) If an ally 
  chooses not to take the extra move action, it is lost. 
  SND5-03 A Few Bad Men 
   
  Page 63 
  
   
  Table 1-5: THE MARSHAL 
   
  Base 
  Fort Ref 
  Will 
   
  Auras 
  Known 
  Level Attack 
  Bonus 
  Save Save Save Special 
  Minor Major 
  1st 
  +0 
  +2 
  +0 
  +2 Skill 
  Focus 
  (Diplomacy), 
  minor aura 
  1 
  0 
  2nd 
  +1 
  +3 
  +0 
  +1 Major aura +1 
  1 
  1 
  3rd 
  +2 
  +3 
  +1 
  +3 — 
  2 
  1 
  4th 
  +3 
  +4 
  +1 
  +4 Grant move action 1/day 
  2 
  1 
  5th 
  +4 
  +4 
  +1 
  +4 — 
  3 
  2 
  6th 
  +4 
  +5 
  +2 
  +5 — 
  3 
  2 
  7th 
  +5 
  +5 
  +2 
  +5 Major aura +2 
  4 
  2 
  8th 
  +6/+1 
  +6 
  +2 
  +6 Grant move action 2/day 
  4 
  2 
  9th 
  +6/+1 
  +6 
  +3 
  +6 — 
  5 
  3 
  10th 
  +7/+2 
  + 7 
  + 3 
  + 7 — 
  5 
  3 
  11th 
  +8/+3 
  +7 
  +3 
  + 7 — 
  5 
  3 
  12th 
  +9/+4 
  +8 
  +4 
  +8 Grant move action 3/day 
  6 
  3 
  13th 
  +9/+4 
  +8 
  +4 
  +8 — 
  6 
  3 
  14th 
  +10/+5 
  +9 
  +4 
  +9 Major aura +3 
  6 
  4 
  15th 
  +11/+6/+1 
  +9 
  +5 
  +9 — 
  7 
  4 
  16th 
  +12/+7/+2 
  + 10 
  +5 
  + 10 Grant move action 4/day 
  7 
  4 
  17th 
  +12/+7/+2 
  +10 
  +5 
  +10 — 
  7 
  4 
  18th 
  +13/+8/+3 
  +11 
  +6 
  + 11 — 
  7 
  4 
  19th 
  +14/+9/+4 
  +11 
  +6 
  +11 — 
  8 
  4 
  20th 
  +15/+10/+5 +12 
  +6 
  +12 Grant move action 5/day, 
  j
  4
  8 
  5 
   
   
   
  SND5-03 A Few Bad Men 
   
  Page 64 
  
  DM’S AID 1: MAPS OF DARKWATER 
  Underground Area 
   
  1. 
  Darkwater (river) 
  9. 
  Mages 
  Quarters 
  (include 
  small 
  library 
  and 
  laboratory) 
  2. 
  Barracks Students (10 per room) 
  10. Commander’s Quarters 
  3. 
  Sleeping Quarters Sergeants (2 per room) 
  11. Quarters 2
  nd in Command 
  4. 
  Washing Room 
  12. Valve Control Room 
  5. 
  Closet/Storage Room 
  13. Emergency Exit (spiral staircase leading up) 
  6. 
  Class Room 
  14. Storage Rooms 
  7. 
  Bridge 
  15. Wagon Room 
  8. 
  Lieutenant Quarters (1 per room) 
  16. Gates 
  SND5-03 A Few Bad Men 
   
  Page 65 
  
  Aboveground Area 
   
  1. 
  Darkwater (river) 
  7. 
  Smithy 
  2. 
  Entrance to Underground Parts 
  8. 
  Shrine of the Soothing Light 
  3. 
  Gates 
  9. 
  Emergency Exit Underground Areas 
  4. 
  Stables and Kennel 
  10.
  Assault Course and Training Areas 
  5. 
  Kitchen and Mess Hall 
  11.
  Watch Tower 
  6. 
  Offices 
  12.
  Earthen Wall 
  SND5-03 A Few Bad Men 
   
  Page 66 
  
  DM’S AID 2: ASSAULT COURSE 
   
   
  SND5-03 A Few Bad Men 
   
  Page 67 
  
   
  DM’S AID 3: OWLBEAR LAIR
  DM’S AID 4: RAIDERS’ CAMP
   
   
   
   
   
  SND5-03 A Few Bad Men 
   
  Page 68 
  
  PLAYERS HANDOUT 1: OFFICERS OF DARKWATER 
   
  • Colonel Karuk Firebeard (Male dwur): 
  Position: commander of the academy. 
  Reputation: Great warrior, a bit addle-coved. 
   
  Notes: 
  • Captain Hortann (Male Oeridian): 
  Position: Second in command. 
  Reputation: Strict, able, responsible. 
   
  Notes: 
  • Lieutenant Fenka (Female Oeridian): 
  Position: Quartermaster. 
  Reputation: Helpful, quick-witted, good sense of humor. 
   
  Notes: 
  • Lieutenant Yartosh (Male Suel): 
  Position: Chaplain of the academy. 
  Reputation: Kind-hearted, naïve. 
   
  Notes: 
  • Lieutenant Gwynbhie (Female grey elf): 
  Position: Liaison officer. 
  Reputation: Arrogant, short tempered, cold. 
   
  Notes: 
  • Lieutenant Lorana (Female half-elf): 
  Position: Officer of the watch (leader of the regular soldiers 
  stationed at the academy). 
  Reputation: Honest, hard working, insecure. 
   
  Notes: 
  • Lieutenant Ghanin (Male Suel): 
  Position: Officer of the trainees. 
  Reputation: Silent, strict, hates gnomes and halflings. 
   
  Notes: 
  • Lieutenant Kelena (Female Oeridian): 
  Position: Arcane officer and teacher. 
  Reputation: Bitch, very strict and vindictive, orderly. 
  Notes: 
   
  SND5-03 A Few Bad Men 
   
  Page 69 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Sunndi/595/Normal Scenarios/SND5-03 - A Few Bad Men (APL 2-6)/SND5-03 - A Few Bad Men.pdf