TEXT: HIG5-08 
   
   
   
   
   
   
  Vengeance Delivered 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Highfolk Regional Adventure 
  Version 1.0 
  by Brian Nowak 
  Reviewed by Chris Tulach 
   
   
  Long has the Hunter in Shadows waited for the right moment to strike out against Field Marshal Azrin. Now is the time 
  and he needs your help! An adventure for APLs 2-12. The Final Chapter in the FMA Saga. 
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
   
  For questions specific to this document and your region, please e-mail your triad point of contact (POC) at 
  skerrit@wi.rr.com; for LIVING GREYHAWK campaign questions, email rpgahq@wizards.com.  
   
  
  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 one (1) point.  
   
  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. 
   
  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. 
  Animals with different CRs are determined separately 
  using the chart; then, take the highest CR animal (or 
  animals), and add 2 (drop fractions). This result is the 
  effective character level for a mixed-CR group of animals. 
  A single PC may only bring four or fewer animals of this 
  type.  
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
   
  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. 
   
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  Vengeance Delivered 
   
  Page 2 
  
  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 
  Highfolk.  Characters native to Highfolk 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 Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the LIVING GREYHAWK Campaign Sourcebook. 
  Adventure Background 
  Several years ago, a young elf of battle-renown was 
  kidnapped by the forces of Iuz. Brainwashed, the elf, 
  Azrin, was reinserted into Flameflower. Secretly, he 
  began forming an army of Iuzians within the Vesve 
  Forest and dubbed himself FMA, or Field Marshal Azrin. 
   
  Discovery of his betrayal nigh, Azrin fled 
  Flameflower. During the flight, he slew a once close 
  friend. That friend called to dark powers as his death 
  approached. Heeding his call, those powers raised him as 
  a revenant – an undead creature bent on seeking out its 
  murderer. Thus, the Hunter in Shadows was born. 
   
  Four years ago, the Hunter in Shadows made his 
  existence known and revealed the identity of FMA to a 
  stalwart group of adventurers. Since then, he has 
  remained sheathed in his namesake, waiting for the right 
  time to strike out against Azrin. 
   
  During the Second Battle for Quaalsten, the Hunter 
  in Shadows reappeared. The time to strike is now. 
  Adventure Synopsis 
  The timeline of this adventure is slightly disjuncted, and 
  the DM is encouraged to read through this synopsis 
  before and after reading the entire scenario. 
   
  In a linear timeline, the party is summoned to the 
  tent of Elrenn Walthair. A large encampment of Rangers, 
  Knights, dwarves, and Highfolk has been chasing the 
  armies of Iuz out of the Vesve Forest since the Second 
  Battle of Quaalsten. There, they meet the Hunter in 
  Shadows and learn of his plan to destroy FMA 
  (Encounter Two). 
   
  The party then sets off as one of three strike squads 
  to disrupt the army’s retreat. This disruption will garner 
  the Hunter in Shadows the opportunity he needs to 
  confront and kill FMA. 
   
  Still in the linear timeline, the party encounters a 
  rear guard squadron and engages them in combat 
  (Encounter Three). Then, the party catches a bodyguard 
  detail 
  assigned 
  to 
  Field 
  Marshal 
  Azrin 
  (Introduction/Encounter One). Defeating the detail, 
  the party finds they had been duped – Azrin was not 
  among them. 
   
  Continuing forward with the plan, the party 
  completes two assigned tasks to create the disruption for 
  the Hunter in Shadows. At low APLs (2-6), this involves 
  pulling off a goblin squadron and disrupting an Iuzian 
  ritual (Encounters Four and Five). At mid APLs (6-10), 
  this involves pulling off a goblin squadron and 
  assassinating a morale officer (Encounters Four and 
  Six). At APL 12, this involves stealing Azrin’s primary 
  weapon and dealing with his personal detail whiles the 
  Hunter in Shadows does battle with his murderer 
  (Encounters Seven and Nine). 
   
  Assuming the party makes it this far, and has 
  succeeded at both of their tasks, Azrin is slain and the 
  army breaks even farther – falling upon itself without a 
  true leader. If they fail, Azrin defeats the Hunter in 
  Shadows and the army rallies to his battle cry 
  (Conclusion). 
  Preparation for Play 
  Legendary Deeds:  At the beginning of this scenario, 
  each player must determine the recognition of his 
  Legendary Deeds. Roll percentile dice for each player and 
  compare it to the total percentage value of all the 
  Legendary Deeds that the player has accumulated for this 
  character. If the percentile roll is greater that the total, a 
  Legendary Deed is not recognized, and nothing happens. 
  If the roll is less than the percentage total, then randomly 
  Vengeance Delivered 
   
  Page 3 
  
  choose one of the deeds from the hero’s pool. For the 
  entirety of the event, NPCs recognize the hero for the 
  deed he has accomplished, and the benefit listed on the 
  deed may be used. After the scenario, the deed is marked 
  "USED" and the player may keep it, so as to keep a record 
  of his deeds. 
   
  A Note on Retreat: There may be instances in this 
  scenario where the heroes may desire to retreat. Retreat 
  should always be possible – if the party makes a coherent 
  effort to fall back, allow them to do so. They receive ½ the 
  total experience points for the encounter, but have failed 
  to complete it – unless they met all of the objectives 
  before retreat. In this case, move on to the next 
  encounter. The opportunity to complete the task has 
  passed. 
  Introduction 
  Inform the party that they are on a strike mission into the 
  Vesve Forest to harass the forces of the Old One fleeing 
  Quaalsten. Give the characters a brief opportunity to 
  introduce themselves, then read or paraphrase the 
  following. 
  Dusk has fal en over the Vesve Forest, elongating 
  shadows and playing tricks on your eyes. The scene 
  laid out below you, though, is no trick. A number of 
  creatures move about – an ogre, a few orcs, and a pair 
  of goblins. The orcs, grotesquely muscled and 
  wielding wicked falchions, bear the weight of a 
  canopied litter. The wicked grinning skull glaring at 
  you from the palanquin’s standard tells you two 
  things – someone important is being carried by those 
  orcs, and that someone deserves to die. 
  l
  The standard of Iuz indicates that a high-ranking official 
  in the Old One’s army is within this group. This, of 
  course, is a decoy group. 
   
  The players may have questions about their goals and 
  objectives for this scenario. These things are revealed to 
  them in a subsequent encounter, and their questions 
  should be delayed until that encounter takes place. 
  Encounter One − Decoys 
  See DM’s Appendix #1 for a map of this encounter. Draw 
  out this map for the heroes, and allow them to place 
  themselves within the dotted-line box marked for 
  Encounter One. 
   
  Allow the characters to be prepared with any 10 
  min/level or longer duration buff spells. Minute per level 
  or shorter spells must be cast during the beginning of this 
  encounter. 
   
  Creatures: The group has the appearance of a well-
  trained bodyguard squadron. It is obvious that their 
  primary concern is the rider in the litter – a straw filled 
  dummy that heroes may easily as false through magical 
  divination or particularly sneaky scouting. 
   
  A DC 20 Sense Motive check reveals that the seven 
  are quite nervous, as if they are expecting an ambush at 
  any moment. 
   
  The ogre, Kirikdarsh, is mostly uncovered. His skin 
  bears a number of tattoos and scarred designs. All of them 
  are invocations of Iuz’s will, might, and protection. 
  Kirikdarsh is devout to the Old One’s cause and 
  confident in his faith that Iuz will provide. 
   
  The goblins are Limil and Norick. They are here 
  because everyone else is bigger than they are. Sneaky and 
  acrobatic, the pair is extremely skittish. Brothers born of 
  different mothers, Limil and Norick have similar 
  appearances – broad and fat noses, droopy and watering 
  eyes, a constant crooked smile. 
   
  The orcs are orcs. Picked at random from Iuz’s 
  hordes of the green-skinned folk, these orcs are not 
  special or individual in any particular way. 
   
  The combat begins with the party’s surprise round – 
  unless they choose poorly to alert the decoys to their 
  presence. 
  APL 2 (EL 3) 
  Kirikdarsh: hp 29; see Monster Manual page 199, 
  Ogre. 
  Limil and Norick: hp 5, 5; see Monster Manual page 
  133, Goblin. 
  Orcs (4): hp 4 each; see Monster Manual page 203. 
  APL 4 (EL 6) 
  Kirikdarsh: hp 60; see Appendix Two. 
  Limil and Norick: hp 14 each; see Appendix Two. 
  Orcs (4): hp 19 each; see Appendix Two. 
  APL 6 (EL 8) 
  Kirikdarsh: hp 79; see Appendix Three. 
  Limil and Norick: hp 28 each; see Appendix Three. 
  Orcs (4): hp 37 each; see Appendix Three. 
  APL 8 (EL 10) 
  Kirikdarsh: hp 96; see Appendix Four. 
  Limil and Norick: hp 42 each; see Appendix Four. 
  Orcs (4): hp 55 each; see Appendix Four. 
  APL 10 (EL 12) 
  Kirikdarsh: hp 115; see Appendix Five. 
  Limil and Norick: hp 54 each; see Appendix Five. 
  Orcs (4): hp 73 each; see Appendix Five. 
  APL 12 (EL 14) 
  Kirikdarsh: hp 134; see Appendix Six. 
  Limil and Norick: hp 60 each; see Appendix Six. 
  Orcs (4): hp 91 each; see Appendix Six. 
  Tactics: The decoys are a hodge-podge group of servants 
  tossed together at the last moment to serve this purpose. 
  As such, they demonstrate very poor tactics and extreme 
  inefficiency in combat. They fight more as individuals 
  than as a group. Kirkdarsh and the orcs fight to the death. 
   
  Limil and Norick are the exception to this rule, 
  having grown up together and knowing that working 
  together brings greater success. Even so, Limil and 
  Norick work with each other, and not with the other 
  Vengeance Delivered 
   
  Page 4 
  
  members of this group. Limil and Norick flee when one 
  or both of them have reached one-half or fewer of their 
  total hit points. 
   
  Treasure: The standard bearing the skull of Iuz is in 
  fact a sign of the favored. Bearing the symbol of Iuz and 
  showing dedication to an evil god, the sign sells for very 
  little. 
   
  All APLs: Loot – 0 gp, Coin – 0 gp, Magic – sign of 
  the favored (31 gp each). 
   
  Development: Parties that uncover the ruse before 
  engaging the decoys in combat still receive full 
  experience for the encounter. 
   
  If the party does not discover the magical nature of 
  the sign of the favored, it appears in a later encounter and 
  is used against the party. 
   
  Additionally, at APLs 10 and 12, if the party does not 
  kill the decoys they appear in a later encounter. 
  Encounter Two – Flashback 
  This encounter occurs immediately after the decoys of 
  Encounter One are defeated. It is a flashback to the 
  party’s meeting with the Hunter in Shadows and their 
  acceptance of this mission. 
   
  At this point, it may be important to familiarize some 
  players with the identity and history of the Hunter in 
  Shadows. Give the players Player Handout #1 for a 
  background and history on the Hunter. 
   
  Then, read or paraphrase the following. 
  Darkness outside. Darkness inside. The tent you were 
  summoned to and now stand inside is lit only by the 
  mel ow flame of an oi  lantern. Outside, the moons 
  have long since dipped below the horizon. It is almost 
  dawn. 
  l
  l
  t
   
   
   
  An acolyte of the Forestmistress awoke you, and 
  asked you to Elrenn Wal hair’s personal tent. Late 
  though it was, you went. 
  Entering, the sharp cool of the canvas tent shook 
  you awake. Elrenn, weathered and old, smiled at you. 
  From the darkness at his side emerged a creature of 
  the night. The twisted, leathery, corpselike face of an 
  elven man stared at you. 
  A flurry of activity rattled the tent as swords were 
  drawn and arcane components readied. Only the 
  placating words of First Ranger Walthair quieted the 
  tent so that you could hear the creature’s words.  
  The Hunter in Shadows informs the party of his plan to 
  draw out Field Marshal Azrin. This plan involves giving 
  three separate groups of adventurers a specific set of 
  tasks. These tasks, the Hunter hopes, will give Azrin no 
  choice but to come forth. He is, of course, correct. 
   
  Below, outlined by APL, are the brief descriptions of 
  each mission. Following each description is a set of 
  completion criteria. Use this information as guidelines 
  for answering any questions the party might have. 
  The Rear Guard (All APLs) 
  Encounter Three 
  Azrin has fielded a heavy rear guard to cover his retreat. 
  This rear guard must be eliminated so that the Hunter 
  and his other groups may move forward without so 
  quickly raising an alarm. It is rumored that Azrin has 
  assigned an abberant creature to each rear guard in an 
  attempt to bolster to alertness of the otherwise less than 
  competent guard. 
  • 
  Objective One: Locate the rear guard 
  • 
  Objective Two: Destroy the rear guard 
  • 
  Objective Three: Discover and destroy whatever sort 
  of creature the rear guards are using. 
  Goblin Squadron (APL 2−10) 
  Encounter Four 
  A rather resilient squadron of goblins has been operating 
  under the Old One’s banner since the first Battle at 
  Quaalsten. These goblins have become heroes of sorts, 
  their continued existence a booster of morale. In 
  addition, their prowess on the battlefield is not 
  something to scoff at. 
  • 
  Objective One: Locate the goblin squadron. 
  • 
  Objective Two: Destroy them. 
  • 
  Objective Three: Take their personal standard and 
  burn it in a clearing not far from the place they are 
  killed. 
  Ritual of Transtravelfigration (APL 2−6) 
  Encounter Five 
  The acolytes of Iuz are preparing a ritual to summon the 
  Old One’s will and teleport the entire remaining force to 
  a location further along their path. Completion of this 
  ritual moves the Iuzian troops far enough ahead that they 
  will have two to three days to regroup and build 
  fortifications before the Army of the Green and White 
  can fall upon them. 
  • 
  Objective One: Locate one of the Iuzian rituals 
  • 
  Objective Two: Disrupt it enough that it cannot be 
  performed successfully. 
  • 
  Objective Three: Kill the priest of Iuz leading the 
  ceremony. 
  The Assassination of Derkal (APL 6−10) 
  Encounter Six 
  Derkal Bloodsong is one of Azrin’s primary counselors 
  and his chief morale officer. For some unknown reason, 
  the forces of Iuz are exhibiting unheard of cohesiveness 
  and high morale. They remain optimistic and fearless in 
  spite of their current retreat. Derkal is the reason for this. 
  • 
  Objective One: Locate and kill Derkal Bloodsong. 
  Vengeance Delivered 
   
  Page 5 
  
  The Infiltrator’s Blade (APL 12) 
  Encounter Seven 
  Though Azrin has gone into hiding, his personal guard 
  and possessions have not. Azrin’s personal blade, a 
  demoralizing dagger of untold evil, is so strong that it 
  must be stored within a locked, lead box during travel. 
  While Azrin can wield it without issue, it’s mere presence 
  sends even Azrin’s strongest and most trusted advisors to 
  the ground in a heap of sobbing flesh. 
  • 
  Objective One: Locate the Infiltrator’s Blade 
  • 
  Objective Two: Steal the dagger. 
  The Infiltrator’s Guard (APL 12) 
  Encounter Nine 
  Once all of the other tasks have been completed, the 
  Hunter in Shadows is confident Azrin will have no 
  choice but to show himself. When this occurs, it is likely 
  that his personal guards will arise too. The Hunter is 
  strong enough to take on Azrin, but he is not strong 
  enough to deal with the Infiltrator and his guard. The 
  party must keep the guards from the battle between the 
  pair for as long as they can manage. 
  • 
  Objective One: Identify the bodyguard squadron 
  • 
  Objective Two: Keep the guards from entering the 
  battle between Azrin and the Hunter 
  • 
  Objective Three: Allow none of the guards to escape. 
  Other Questions 
  The Hunter is willing to entertain any other questions 
  the heroes might have. Answer them to the best of your 
  ability, using the following information. 
  The Hunter in Shadows: Male elf revenant 
  Rgr9/Rog3/Ftr4. (AL N) 
  • 
  The Hunter in Shadows cannot involve himself in 
  the early activities. He must save his energy for the 
  fight against Azrin. 
  • 
  These tasks are imperative. Complete success is 
  required if Azrin is to emerge, and the side of good to 
  be triumphant. 
  • 
  The Hunter will be scouting the battlefield, using his 
  dark abilities to locate Azrin when he reveals 
  himself. 
  • 
  The party must not attack Azrin when they see him. 
  The Hunter must be the one to strike his death blow. 
  • 
  Azrin is hiding. He has become aware of the 
  Hunter’s existence, and fears what it means for him. 
  Some dark power seeks his death. 
  • 
  The Hunter does not know why he has existed for so 
  long. He can only imagine that it is the will of 
  whatever dark power gave him unlife. He knows that 
  revenants typically must kill their quarry within six 
  months or fall into dust. 
  Some parties may seek Elrenn’s counsel or approval. The 
  First Ranger appears quite tired as he supports any of the 
  tasks the Hunter has laid out. To any Rangers of the 
  Vesve, Elrenn briefly questions them on who should lead 
  the Rangers if he were to depart. Walthair begs off any 
  questions about leaving, but insists on knowing who the 
  Ranger thinks should take up the mantle of First Ranger. 
  Elrenn Walthair: Male half-elf Rgr17. 
  Development: Some heroes may wish to refrain from 
  taking part in this adventure after the terms of it have 
  been laid out. In this case, they are free to leave at this 
  point. 
   
  The Hunter in Shadows has enough solars to pay 
  each hero 25 * APL gold pieces, if they should require 
  payment. The Hunters’ disdain for those who need it is 
  made quite evident. 
   
  Those who wish to continue should proceed to 
  Encounter Three. Read or paraphrase the following for 
  them. 
  Slipping out of the tent, the morning sun greets you. 
  Pelor is shin ng exceptionally bright upon the Army 
  of the Green and White this day. Muttering a quick 
  invocation to the gods, your journey begins. 
  i
  Encounter Three – Rear (2−12) 
  This encounter occurs the afternoon of the day in which 
  Encounters One and Two occur. In the timeline, this 
  encounter occurs after Encounter Two but before 
  Encounter One. 
   
  The heroes begin with full hit points, but any 
  resources consumed during Encounter One are not 
  available to the party. Those resources must be available 
  to be used in Encounter One. 
   
  Read or paraphrase the following. 
  You found one of the rear guard details quite easily. 
  Their noise was heard long before they could have 
  ever seen you. Ducking quickly behind some 
  underbrush, you are now more than prepared for the 
  three orcs pushing through the detritus. One of them 
  is carrying a bag of some kind. He seems to be 
  struggling to keep the sack in his hands. 
  See DM’s Appendix #1 for a map of this encounter. Draw 
  out this map for the heroes, and allow them to place 
  themselves within the dotted-line box marked for 
  Encounter Two. 
   
  Creatures: The rear guards for this retreat consist of 
  three or four orcs and a creature of some sort. The orcs are 
  standard orcs, with no individual identifying marks. The 
  creature varies from tier to tier, but is a small flying 
  creature of some kind that can be kept inside of a bag. In 
  a few instances, the bag is actually a bag of holding and 
  has a larger creature inside it. 
   
  As the combat begins, allow the orcs Listen and Spot 
  checks against the party’s lowest Move Silently and Hide 
  checks. Use the result to determine if the heroes get a 
  surprise round. 
  Vengeance Delivered 
   
  Page 6 
  
   
  While the creature for this combat begins in a bag, it 
  takes only a move action on the part of any one orc to free 
  the creature. Additionally, should all the orcs be killed, a 
  full-round action by the creature inside the bag frees it. 
  APL 2 (EL 2) 
  Vargouille: hp 5; see Monster Manual page 254. 
  Orcs (3): hp 4 each; see Monster Manual page 203. 
  APL 4 (EL 4) 
  Vargouilles (2): hp 5 each; see Monster Manual page 
  254. 
  Orcs (3): hp 4 each; see Monster Manual page 203. 
  Tactics: The orcs have been exposed to the vargouille 
  shriek and are immune to its effects for the course of this 
  combat. The vargouilles act as vargouilles do, moving to 
  use their Kiss ability on any paralyzed hero. The orcs, 
  however, move to take care of those who have not been 
  paralyzed by the vargouilles. 
  APL 6 (EL 6) 
  Will-O’-Wisp: hp 40; see Monster Manual page 255. 
  Orcs (4): hp 4 each; see Monster Manual page 203. 
  Tactics: The will-o’-wisp is not discerning when it comes 
  to a target, choosing to attack whichever target is closest – 
  including an orc. 
  APL 8 (EL 8) 
  Will-O’-Wisps (2): hp 40 each; see Monster Manual 
  page 255. 
  Orcs (4): hp 4 each; see Monster Manual page 203. 
  Tactics: The will-o’-wisp is not discerning when it comes 
  to a target, choosing to attack whichever target is closest – 
  including an orc. 
  APL 10 (EL 10) 
  Hezrou: hp 140; see Monster Manual page 44. 
  Orcs (4): hp 4 each; see Monster Manual page 203. 
  Tactics: The hezrou’s first action is to blasphemy, 
  removing the orcs immediately from the combat. Then 
  he wades into melee, sacrificing himself to attacks of 
  opportunity so that he may make best use of his Stench 
  effect. 
  APL 12 (EL 12) 
  Glabrezu: hp 174; see Monster Manual page 43. 
  Orcs (4): hp 4 each; see Monster Manual page 203. 
  Tactics: The glabrezu’s first action is to power word stun, 
  targeting a rogue or melee character. Then, they engage 
  the party with a confusion attack, before succumbing to 
  melee. The glabrezu makes judicious use of his reverse 
  gravity ability to control the battlefield. 
   
  Moving Forward: Once the heroes have defeated 
  this encounter, the timeline shifts back to normal. The 
  party has an opportunity to rest and interrogate any 
  captives they may have taken. None know any 
  information of importance, but will lie through their 
  teeth if it means surviving. 
   
  From here, APL 2-10 should proceed to Encounter 
  Four. APL 12 should proceed to Encounter Seven. 
   
  Treasure: The hezrou or glabrezu emerge from a bag 
  of holding (Type III). 
   
  APL 10 & 12: Loot – 0 gp, Coin – 0 gp, Magic – bag of 
  holding (Type III) - (616 gp each). 
   
  Encounter Four – Goblins (2−
  10) 
  This encounter is for APL 2-10 only. It occurs on the 
  morning of the second day, unless the heroes alter their 
  schedule. 
   
  Read or paraphrase the following when the heroes 
  are ready to resume their missions. 
  Gluttonous laughter echoes through the Vesve Forest 
  as 
  you 
  draw 
  nearer 
  to 
  your 
  target. 
  Quick 
  reconnaissance and easy tracking have led you on the 
  trail of this goblin squadron known as ‘Snotkill’. Their 
  boisterous cacophony gives you every ndication that 
  you still go undetected. 
  i
  The party can approach largely undetected. See DM’s 
  Appendix #2 for a map of this encounter. The battle 
  takes place in a small clearing. Thurk, the corporal of this 
  ragtag crew has case a widened alarm spell from a scroll. 
  This alarm will have long since gone off by the time the 
  party arrives – but it is a silent alarm that alerts only 
  Thurk of the presence of intruders. 
   
  The Snotkill squadron has taken the opportunity to 
  build a number of pit traps around the camp. Prior 
  scouting can notice these areas – they have not been 
  walked upon – with a DC 15 Survival check for those 
  characters with the Track feet or a DC 20 Spot check for 
  everyone else. 
   
  Trap: The trap is a simple pit trap, covered with 
  undergrowth for camoflauge. There is a number of pit 
  traps equal to ½ the APL. On the map, #1 is the first trap – 
  the only trap present at APL 2. #2 is the second trap, 
  present in addition to #1 at APL 4, and so on. 
   
  Goblin Pit Trap: CR 1; mechanical; location trigger; 
  manual reset; DC 20 Reflex save avoids; 10 ft. deep (1d6, 
  fall); Search DC 24; Disable Device DC 20.  
   
  NPCs: As the party approaches, they are free to 
  watch the goblins for several moments. A DC 20 Sense 
  Motive check realizes that Thurk is only pretending to be 
  interested in the conversation. He is, in fact, watching for 
  signs of the party. As such, Thurk will get to act on the 
  surprise round. 
   
  Thurk is a spry, wily goblin. He has survived long 
  enough to gain some prestige by being smart. He is thin 
  and well-toned, commanding a great deal of respect from 
  the other goblins under him. Thurk and the other goblins 
  know where the Iuzian clerics are performing their 
  transportation ritual and are willing to share that 
  information if they can negotiate their freedom. 
  Vengeance Delivered 
   
  Page 7 
  
   
  Nearby, a pack of worgs have been penned up 
  behind a shaky-looking fence. The worgs only enter the 
  combat at APL 4 and higher. At APL 4, Thurk’s worg 
  comes to his call, while the rest flee. At APL 6,  one worg 
  flees, leaving a single worg-rider without a mount. 
  APL 2 (EL 3) 
  Thurk: hp 11; see Appendix One. 
  Goblins (4): hp 5 each; see Monster Manual page 133, 
  Goblin. 
  APL 4 (EL 6) 
  Thurk: hp 11; see Appendix Two. 
  Worg Riders (4): hp 11 each; see Appendix Two. 
  Worg: hp 30; see Monster Manual page 256, Worg. 
  APL 6 (EL 8) 
  Thurk: hp 15; see Appendix Three. 
  Worg Riders (4): hp 11 each; see Appendix Three. 
  Worgs (4): hp 30; see Monster Manual page 256, Worg. 
  APL 8 (EL 10) 
  Thurk: hp 20; see Appendix Four. 
  Thurk’s Mount: hp 104; see Appendix Four. 
  Worg Riders (5): hp 22 each; see Appendix Four. 
  Worgs (5): hp 30; see Monster Manual page 256, Worg. 
  APL 10 (EL 12) 
  Thurk: hp 24; see Appendix Five. 
  Worg Riders (5): hp 22 each; see Appendix Five. 
  Advanced Worgs (6): hp 104; see Appendix Five. 
  Tactics: This goblin squadron is known for its hit and run 
  tactics. They focus on one target, moving in to attack and 
  then backing off so that another might take a swing (or 
  bite, or swipe). When Thurk reaches one-half or fewer of 
  his total hit points, he breaks from the combat attempting 
  to flee. Until that happens, the goblins and worg riders 
  fight to three-quarter or fewer of their total hit points. 
  When Thurk flees, the goblins and worg riders flee at 
  one-half or fewer of their total hit points.  
   
  Treasure: Near the fence holding the worgs, a 
  magical standard has been raised. If given the chance, 
  Thurk moves to use it. This standard is the snake’s 
  standard. Also, not used in this encounter, but found 
  among Thurk’s things are a dust of appearance, and a 
  scroll of widened alarm. 
   
  All APLs: Magic – dust of appearance (150 gp each), 
  snake’s standard (125 gp each), scroll of widened alarm 
  (32 gp each) 
   
  Development: If the heroes do not burn the 
  standard, they may gain it on the AR, but have failed this 
  mission. 
   
  If any of the goblins manage to escape, they are gone. 
  They can be tracked and recovered, but will have fled the 
  army as a whole. 
   
  If any of the party thinks to interrogate the Snotkills, 
  they can easily learn the location of a nearby ritual site 
  (APL 2-6) or a renowned morale officer (APL 8-10). 
  Learning this information gives them a great deal more 
  time to disrupt the effort – they do not have to spend as 
  much time locating their goal. They can then launch 
  their attack in the day – a benefit against the nocturnal 
  forces of the Old One. 
   
  From here, APL 2-6 should proceed to Encounter 
  Five. APL 8-10 should proceed to Encounter Six. 
  Encounter Five – Rituals (2−6) 
  This encounter is for APL 2-6 only. 
   
  Throughout the battlefield, the forces of Iuz have 
  setup a number of ritual sites. These sites have the goal of 
  transporting a large portion of the Old One’s forces to the 
  edge of the Defiled Glades, many leagues to the south. 
  There, they hope to have enough time to setup a series of 
  defenses, so as to remain in the Vesve Forest and fend off 
  the harrying army. Like all plans, however, this one is 
  only as strong as its weakest link. Disrupting one of the 
  ritual sites is enough to disrupt the entire ritual. 
   
  The party arrives at this ritual site as the event nears 
  completion. It is night-time, unless the party interrogated 
  the Snotkills. See DM’s Appendix #3 for a map of this 
  area. Read or paraphrase the following. 
  The dark energy in this clearing is almost palpable, 
  and is most certainly visible. Centermost in a 
  bloodstained circle upon the ground is a man dressed 
  in the trappings of a cleric of Old Wicked. All about 
  him worshippers chant, their foul cries focusing the 
  Old One’s power here. The area hums with the power 
  gathering in the circle. 
  The party has (12-APL) rounds to disrupt the event. This 
  involves drawing ¾ of the participants off the circle or 
  causing the cleric of Iuz to fail a Concentration skill 
  check. 
   
  If the party interrogated the Snotkills and arrives 
  during the day, they have (17-APL) rounds. 
   
  Creatures: Hirago is a human cleric of Iuz, and is in 
  charge of the ritual here. Hirago is a well-kept, if slightly 
  insane fellow. His devotion to the Old One is whole, and 
  the cleric would give his own life before speaking 
  blasphemy against the cambion demigod. Hirago is of 
  Oeridian descent. 
   
  If the party did not claim the sign of the favored 
  from Encounter One, it is present here. 
  . 
  APL 2 (EL 3) 
  Hirago: hp 13; see Appendix One. 
  Worshippers (4): hp 8 each; see Appendix One. 
  APL 4 (EL 6) 
  Hirago: hp 20; see Appendix Two. 
  Worshippers (12): hp 8 each; see Appendix Two. 
  APL 6 (EL 8) 
  Hirago: hp 30; see Appendix Three. 
  Worshippers (12): hp 12 each; see Appendix Three. 
  Vengeance Delivered 
   
  Page 8 
  
  Tactics: Hirago does not leave the circle unless the party 
  assails him from outside it or the ritual is disrupted. Each 
  round, if the party has dealt with the participant drawn 
  off the circle, another one is drawn off and engages them. 
   
  The Circle: Entering the circle is dangerous for any 
  without Iuz as their patron deity. Those foolish enough to 
  go into the circle suffer an inflict light wounds spell at 1
  st 
  caster level (DC 11 Will halves) each round they are 
  inside it. 
   
  Concentration: 
  Hirago 
  must 
  succeed 
  a 
  Concentration check each round to continue directing 
  the malevolent forces gathering in the circle. The base 
  DC for this check is 5. If damaged in a round, Hirago 
  must attempt a DC 5 + ½ damage dealt throughout the 
  whole round Concentration check. Hirago always 
  attempts these checks on his own action, as a free action 
  that does not provoke an attack of opportunity. If Hirago 
  fails, the ritual is disrupted and he engages the party. 
   
  When this encounter is complete, proceed to the 
  Conclusion. 
  Encounter Six – Demoralizing 
  (8−10) 
  This encounter is for APL 8-10 only. It occurs the 
  afternoon or evening following Encounter Four. Either 
  through their own searching, or following the advice of 
  the goblin captives, the heroes have come upon an orc 
  encampment – the home of Derkal Bloodsong. 
   
  The party arrives during the night-time, unless they 
  interrogated the Snotkills. See DM’s Appendix IV for a 
  map of this area. Read or paraphrase the following. 
  The orc you plan to assassinate is here, just ahead in a 
  large encampment. Foolish y, the councillor’s tent is 
  near the edge of the clearing – advantage you. His 
  back to you, he seems to be focused on entertaining 
  the monstrous folk seated around a large fire – 
  advantage you. 
  l
  i
   
   
  l
  i
   
  The orc’s guttural tongue echoes to your ears, 
  certainly proclaiming some hideous tale of the elven 
  demise at the Old One’s hands. It will make h s death
  all that much sweeter. It’s only the hundred or so 
  troops camped beyond him that cause any kind of 
  complication. 
   
  Creatures: Seated around the fire are three orcs and 
  two goblins. Derkal is performing for them. The orcs are 
  standard, average orc barbarians. The goblins are worg-
  riders, though their mounts are not present. Derkal is a 
  commanding orc, standing well over six-and-a-half feet 
  tall. Broad tusks jut from his lower jaw, curving to nearly 
  touch his face once more. When he speaks, other listen, 
  and he has grown accustomed to this – expecting 
  obedience. 
  APL 8 (EL 10) 
  Derkal: hp 59; see Appendix Four. 
  Orcs (3): hp 4 each; see Monster Manual page 133. 
  Goblins (2): hp 4 each; see Monster Manual page 203. 
  APL 10 (EL 12) 
  Derkal: hp 59; see Appendix Five. 
  Orcs (3): hp 4 each; see Monster Manual page 133. 
  Goblins (2): hp 4 each; see Monster Manual page 203. 
  Tactics: Derkal operates from the center of the group, 
  directing and providing moral support. He also assaults 
  the party with his offensive spell selection, uses his bardic 
  song and aura abilities to grant the orcs and goblins better 
  attack ability. 
   
  Every other round, a new wave of combatants arrives 
  to aid Derkal – unless the party managed to kill every 
  person at the fire without raising any kind of alarm. 
  Wave One 
  Orcs (4): hp 4 each; see Monster Manual page 133. 
  Wave Two 
  Worg-Riders (2): hp 11 each; see Appendix. 
  Worgs (2): hp 30 each; see Monster Manual page 256. 
  These combatants arrive at the beginning of the round. 
  Repeat the waves until the party has fled off the edge of 
  the battle map. 
   
  Proceed to the Conclusion. 
  Encounter Seven – Blades (12) 
  This encounter is for APL 12 only. It occurs on the 
  morning following Encounter Three. The Hunter in 
  Shadows has led the party to the cart carrying Azrin’s 
  possessions. The Infiltrator’s Blade is particularly 
  vulnerable at this moment because Azrin is off-plane and 
  the dagger is locked in a lead box. 
  In the clearing ahead of you, four orcs stand guard 
  around a simple covered cart. Pulled by four horses 
  when in motion, the wagon has been resting for as 
  long as you’ve been watching, and the orcs are giving 
  no indication of moving. 
  Then, as if by Ehlenestra’s will, a warhorn sounds 
  from a not-too-distant ocation. The orcs perk up, 
  their gazes going to the eastern sky and the sound. A 
  brief conversation in Orc ensues. The outcome is 
  obvious as all of the green-skinned beasts gather up 
  their weapons and set off nto the forest at a quick jog. 
   
  Silence fills the clearing. The wagon sits, 
  awaiting your pilfering. 
  Under the direction of the Hunter in Shadows, one of the 
  other elite strike groups has caused a disruption. 
  Impatience and bloodlust caused the orcs to abandon 
  their posts to aid the beleaguered eastern troops. 
   
  This is the perfect opportunity for the party to sneak 
  into the tent and steal the blade. Many paranoid parties 
  may sense an ambush. There is none, but the DM is 
  encouraged to play up the tension. 
   
  The party has 20 rounds to enter the clearing, search 
  the cart for the lead box, disarm the trap, and get back 
  out. 
  Vengeance Delivered 
   
  Page 9 
  
   
  Locating the box requires 3 rounds and a DC 15 
  Search check. 
   
  The box is quite large, measuring 4 feet by 4 feet by 4 
  feet. Made of lead, it is quite heavy. It weighs some 150 
  lbs. The lock on box is Amazing (DC 40 Open Locks 
  check). 
   
  Lead Lock Box: 3 in. thick; hardness 10; hp 100; AC 
  5; Break DC 28. 
   
  Trap (EL 12): The box is magically trapped. Any 
  living creature touching it without saying the proper 
  phrase automatically sets off the trap. They are targeted 
  by the energy drain effect, and a wail of the banshee 
  effect fills the wagon and anyone within 10 feet of it. 
   
  Energy Drain Trap: CR 10; magic device; touch 
  trigger (alarm); automatic reset; passphrase bypass (“Azrin 
  is dead”); Atk +12 ranged touch (energy drain, 17
  th level 
  wizard, 2d4 negative levels for 24 hours, DC 23 Fort save 
  negates); Search DC 34; Disable Device DC 34. 
   
  Wail of the Banshee Trap: CR 10; magic device; 
  touch trigger (alarm); automatic reset; spell effect (wail of 
  the banshee, 17
  th-level wizard, DC 23 Fort save negates); 
  multiple targets (up to 17 creatures); Search DC 34; 
  Disable Device DC 34. 
   
  Creatures: If the heroes take longer than 20 rounds 
  to acquire the blade, the four orcs return to the campsite. 
  The heroes might escape unnoticed, if they are 
  particularly stealthy. If they fail at stealth, the orcs attack. 
  APL 12 (EL --) 
  Orcs (4): hp 4 each; see Monster Manual page 203. 
  Treasure: Inside the wagon, Infiltrator’s Blade can be 
  found. This magical dagger is described in Appendix 
  Seven. Additionally, a few more items of note can be 
  found inside the wagon, if a detect magic or similar spell 
  is used during the search. 
   
  APL 12: Loot – 0 gp, Coin – 10 gp, Magic – scroll of 
  Haste (31 gp each), +1 rapier (193 gp each). 
   
  Development: If the party fails to loot all of the 
  magical gear indicated above, it appears in Encounter 
  Nine and is used against them. 
   
  Proceed to Encounter Eight. 
  Encounter Eight – Surprises 
  (12) 
  This encounter is for APL 12 only. It occurs after the 
  party has attempted to lift the Infiltrator’s Blade from 
  Azrin’s possessions. As the heroes are crossing the edge of 
  a ridge, they witness an interesting sight. Read or 
  paraphrase the following. 
  Cresting the ridge, you followed its edge for quite 
  some time. Moving swiftly, activity in a gully below 
  caught your attention. In a clearing, a number of orcs 
  move around something large. A mass o  flesh  it is 
  held by a series of thick ropes thrown over it and 
  staked into the ground. 
   
  Before your eyes, the mass lashes out. The ropes 
  snap, freeing the beastial creature. A number of 
  draconic heads writhe high into the sky. The orcs 
  nearby fly into action – but they are too late. With a 
  great intake of air, the hydra releases several gouts of 
  liquid flame. Orcs and trees burn. 
  The party now has two options. They can continue on to 
  fight Azrin’s guards, letting the hydra tear into the Old 
  One’s troops or they can close on the hydra and defeat it 
  before it wreaks too much havoc upon the Vesve. 
   
  While this choice has little effect on the course of 
  the scenario, it directly effects the Highfolk Interactive 
  Event to follow this scenario at Dan’s Con of the Vale in 
  October 2005. 
   
  By the time the heroes make their way to the hydra, 
  the creature’s guardians are dead. The hydra is happily 
  consuming their flesh, but looks for another fight if one 
  should present itself. 
   
  If the party failed to kill the decoys in Encounter 
  One, the remaining humanoids appear in this combat 
  after it has gone on for three rounds. They are initially 
  entering to combat the hydra, but, upon seeing the party, 
  decide to work against them instead. 
  APL 12 (EL 13) 
  Twelve-Headed Pyrohydra: hp 180; see Monster 
  Manual page 157. 
  Tactics: The pyrohydra is a straightforward attacker, 
  breathing his fire breath as a toasty opener before wading 
  into combat with the party. 
   
  From here, proceed to Encounter Nine. 
  Encounter Nine – Guards (12) 
  This encounter is for APL 12 only. It occurs during the 
  evening of the same day – after the party has seen the 
  hydra. Read or paraphrase the following. 
  Waiting. That’s all you could do. The jobs the Hunter 
  in Shadows gave you complete, all that was left was to 
  wait for the Hunter appear again. All about you, the 
  sounds of battle emanate. Here the death rattle of an 
  orc or ogre. There the battle cry of an elf. Everywhere 
  the Green and White is making its move – and here 
  you sit. 
   
  Without warning, the Hunter is there. His 
  undead eyes glow an eager red in the twilight. “Azrin 
  has returned,” his dead voice echoes. “Come!” As soon 
  as he was there, he is gone. Only the rush of the 
  underbrush tells you which way he has gone. 
  Assuming the party follows, it is only a short distance to 
  the clearing where Azrin can be found. Read or 
  paraphrase the following. 
   
  See DMs Appendix IV for a map of this encounter. 
  Read or paraphrase the following. 
  f
  ,
  The small clearing, ringed in decaying elven heads, is 
  easy enough to find under the Hunter’s direction. 
  Nearing the edge, you can see a number of tents 
  Vengeance Delivered 
   
  Page 10 
  
  surrounding a simple campfire. Only five people are 
  here – two elves, an orc, a half-orc, and a bugbear. 
   
  One elf already stands, his manner commanding 
  and ferocious. His eyes are focused in your direction, 
  the firelight bending his face into odd shapes. His 
  companions are all looking over their shoulders at 
  you. 
   
  Before you can react, the Hunter in Shadows is 
  there in the clearing. “Hello, Azrin,” he rasps, his 
  voice venomous. Slowly, the revenant moves forward, 
  his hands gripping the fine elven blades at his waist 
  in anticipation. “Long have I waited for this moment.” 
   
  The imposter Azrin remains still, his face frozen 
  in paralyzed fear. “I have hungered for your death for 
  5 years now,” the Hunter continues, still moving 
  forward. “It will be a glorious momen  to…”
  t
   
   
  it
  f
   
   
  l
   
  .
   
   
   
  i
  Around the fire, the seated elf moves. Azrin’s eyes 
  flicker to his companion. “No,” Azrin commands, his 
  voice strained. The Hunter hesitates at the sound, 
  unsure. “This is between him and me,”Azrin 
  continues. Long moments pass as the elf’s face breaks 
  into a self-assured grin. “You should have stayed dead, 
  Melkinon Amastodel. You would have saved yourself 
  a great deal of pain.” 
   
  Angered, the Hunter leaps into action, his dual 
  scim ars swiftly drawn. From around the fire, the orc 
  moves – his wicked spiked chain whirling through 
  the air. 
  Have the heroes roll initiative. The Hunter and Azrin are 
  about to engage in combat, and it is the party’s job to keep 
  the bodyguards from interfering. This display of action 
  on the part of the orc should spring them into action. 
   
  NPCs:  Field Marshal Azrin is here, having returned 
  from whatever hiding place he had. The Hunter in 
  Shadows immediately sensed him and brought the party 
  here. Azrin, a high elf of Clan Moonbow, is wholly 
  focused on battling the Hunter in Shadows and staying 
  alive. 
  Field 
  Marshal 
  Azrin: 
  Male 
  high 
  elf 
  Marshal4/Rog6/Ftr4/Rgr2. 
  Creatures: There are four creatures the party needs to 
  concern themselves with. The first is a grey elf named 
  Philliand Greyleaf, an elf from the Bandit Kingdoms. 
  Philliand is a powerful arcanist, dressed in explorer’s gear. 
  He fights largely with his longsword out, to mislead 
  opponents. 
   
  The second is a spiked chain wielding orc named 
  Palakflassk. This woman warrior has proven herself 
  numerous times and carries herself with a certain amount 
  of self-satisfaction and arrogance. Wicked tusks grow 
  from her lower jaw and her ears and nose are pierced 
  several times with bone protrusions. She wears the scalps 
  of her victims wrapped about her body. 
   
  The third is a half-orc cleric named Irikdar, a cleric of 
  the Old One. Long ago, Irikdar received a vision from his 
  god. This vision told him Azrin was to be protected at all 
  costs. From that moment, Irikdar and Azrin were 
  inseparable. Dressed in spiked plate dressed with blood, 
  Irikdar is a ferocious opponent. 
   
  The fourth, and final body guard, is a bugbear named 
  Lorek. The rogue achieved his status as Azrin’s bodyguard 
  by killing one of the previous guards in one-on-one 
  combat. Lorek is slow to move and wholly calculating. 
  Discreetly clothed in blacks and browns, the bugbear can 
  normally be easily overlooked. 
   
  If the party did not claim the sign of the favored 
  from Encounter One, it is present here. 
  APL 12 (EL 15) 
  Philliand Greyleaf: hp 54; see Appendix Six. 
  Palakflassk: hp 81; see Appendix Six 
  Irikdar: hp 102; see Appendix Six 
  Lorek: hp 90; see Appendix Six 
  Tactics: Philliand begins the combat by casting haste 
  upon the bodyguards. He then casts greater invisibility 
  on himself and then on Lorek. Then he launches as many 
  area of effects as he can upon the party and the Hunter (if 
  he can manage it). 
   
  Palakflassk consumes her potion of enlarge person 
  and then operates to control the party. She begins with 
  disarm attempts and then proceeds to trip attempts. His 
  primary goal is to prevent the party from doing anything 
  – not dealing damage. 
   
  Lorek moves to get flanks. His goal is to deal as much 
  sneak attack damage as he can. If he finds he is having 
  trouble hitting the party, he instead acts to aid another – 
  granting Irikdar a +2 bonus to melee attacks. 
   
  Irikdar takes a few rounds to power himself up, 
  casting divine favor, divine power, righteous might, and 
  legion’s conviction before closing to melee. He is a 
  primary damage dealer for the crew. If one of the guards 
  should be killed, Irikdar takes a moment to cast 
  revenance upon that guard so they may continue 
  fighting. 
  Conclusion 
  The conclusion takes place from the point of view of 
  Elrenn Walthair, watching Azrin and the Hunter battle 
  from a safe high point. 
   
  If the party has succeeded at both of their tasks, read 
  or paraphrase the following. 
  A thick fog rises around the Hunter and Azrin, 
  cloaking their moves from the common watcher. The 
  sounds o  battle still echo from within the swirl. The 
  night is pierced by a pained scream. Then there is 
  only si ence. 
  “There is a special place in the Hells for those like 
  you and me, Azrin  Our eternity there will be 
  amazing.” 
  As the fog subsides, only one body remains. Field 
  Marshal Azrin is on his knees, a scim tar piercing his 
  chest and emerging from his back. Looking down in 
  astonishment, the infiltrator elf grasps the blade 
  Vengeance Delivered 
   
  Page 11 
  
  weakly. Pulling futiley at the sword, Azrin falls 
  forward. His body gives one last wrack of pain and 
  then dies. 
   
  Elrenn, from his vantage point, smi es. Placing a 
  hand on Kirilia’s shoulder, he looks to his l eutenant. 
  “Come, spearsister. There is much to be done.” He 
  takes a breath. “Today is won, but we are not yet 
  finished.” The First Rangers’ eyes flash with 
  determination. “We will not rest until each and every 
  one of these beasts is killed. Each and every one 
  Kirilia. The Vesve will be ours once again.” 
  l
  i
  f
   
   
  l
  i
   
   
  i
  i
  t
  l
  l
  .
  t
  If the party has failed to complete any one of their 
  missions, read or paraphrase the following. 
  A thick fog rises around the Hunter and Azrin, 
  cloaking their moves from the common watcher. The 
  sounds o  battle still echo from within the swirl. The 
  night is pierced by a pained scream. Then there is 
  only si ence. 
   
  “You should have stayed dead, Melk non 
  Amastodel. You would have saved yourself a great 
  deal of pain.”
  As the fog subsides, only one body remains. Field 
  Marshal Azrin is standing, his dagger held before 
  him. Glancing about, his face breaks into a victorious 
  smile. Raising h s head to the sky, he bellows. 
   
  “Iuz has spoken!” he shouts, his vo ce carried 
  through the Forest. “The day is ours!” The sky is filled 
  with guttural shouts and battle cries as the foul 
  humanoids rally to their leader. 
   
  Elrenn Wal hair, from his vantage point, fal s to 
  his knees. His lieutenant, Kirilia, places a hand upon 
  his shoulder. The First Ranger’s tear-streaked face 
  looks to her. Kiri a’s eyes grow resolute. “Come, 
  Elrenn  Today is lost, but we are no  done yet. We will 
  not rest until each and every one of these beasts is 
  killed. Each and every one. The Vesve will be ours 
  once again. The false Azrin will pay.” 
  The battle never ends in Highfolk. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter One 
  Defeat the Rear Guard 
   
  APL2 90 xp; APL4 180 xp; APL6 240 xp; APL8 300 xp; 
  APL10 360 xp; APL12 420 xp 
  Encounter Four 
  Defeat the Goblin Squadron 
   
  APL2 90 xp; APL4 180 xp; APL6 240 xp; APL8 300 xp; 
  APL10 360 xp 
  Encounter Five 
  Disrupting the ritual  
   
  APL2 45 xp; APL4 90 xp; APL6 120 xp 
  Defeating the Cleric 
   
  APL2 90 xp; APL4 180 xp; APL6 240 xp 
  Encounter Six 
  Defeat Derkal 
   
  APL8 300 xp; APL10 360 xp 
  Locating and looting the troop maps 
   
  APL8 75 xp; APL10 120 xp 
  Encounter Seven 
  Encountering the Energy Drain/Wail of the Banshee trap 
   
  APL12 360 xp 
  Getting the other random treasure in the wagon 
   
  APL12 95 xp 
  Encounter Nine 
  Defeat the bodyguard squadron 
   
  APL12 450 xp 
  Story Award 
  Accomplishing both goals 
   
  APL2 25 xp; APL4 25 xp; APL6 30 xp; APL8 75 xp; 
  APL10 75 xp; APL12 110 xp 
  Discretionary roleplaying award 
   
  APL2 20 xp; APL4 20 xp; APL6 30 xp; APL8 75 xp; 
  APL10 75 xp; APL12 110 xp 
  Total possible experience: 
   
  APL2 360 xp; APL4 675 xp; APL6 900 xp; APL8 1125 
  xp; APL10 1350 xp; APL12 1545 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. 
  Vengeance Delivered 
   
  Page 12 
  
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter One 
   
  APL 2: L: 6 gp; C: 0 gp; M: 31 gp – sign of the favored 
  (31 gp each) 
   
  APL 4: L: 254 gp; C: 11 gp; M: 31 gp – sign of the 
  favored (31 gp each) 
   
  APL 6: L: 235 gp; C: 10 gp; M: 737 gp – sign of the 
  favored (31 gp each), +1 greatclub (191 gp each), potion of 
  cure light wounds (4 gp each), cloak of resistance +1 (83 
  gp each), +1 breastplate (83 gp each) 
   
  APL 8: L: 122 gp; C: 10 gp; M: 1533 gp – sign of the 
  favored (31 gp each), +1 greatclub (191 gp each), +1 hide 
  armor (95 gp each), +1 chain shirt (95 gp each), cloak of 
  resistance +1 (83 gp each), +1 falchion (191 gp each), +1 
  breastplate (83 gp each) 
   
  APL 10: L: 26 gp; C: 10 gp; M: 2347 gp – sign of the 
  favored (31 gp each), +1 frost greatclub (691 gp each), +1 
  hide armor (95 gp each), +1 ring of protection (166 gp 
  each), +1 shortsword (166 gp each), +1 chain shirt (95 gp 
  each), cloak of resistance +1 (83 gp each), +1 falchion (191 
  gp each), +1 breastplate (83 gp each) 
   
  APL 12: L: 26 gp; C: 10 gp; M: 3419 gp – sign of the 
  favored (31 gp each), +1 frost greatclub (691 gp each), +1 
  hide armor (95 gp each), +1 ring of protection (166 gp 
  each), +1 shortsword (166 gp each), +1 chain shirt (95 gp 
  each), cloak of resistance +2 (333 gp each), gloves of 
  Dexterity +2 (333 gp each), +1 falchion (191 gp each), +1 
  breastplate (83 gp each), potion of haste (31 gp each) 
  Encounter Two 
   
  APL 2: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 150 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 250 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 300 gp; M: 0 gp 
  Encounter Three 
   
  APL 2: L: 1 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 1 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 1 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 1 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 1 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 1 gp; C: 0 gp; M: 0 gp 
  Encounter Four 
   
  APL 2: L: 66 gp; C: 0 gp; M: 336 gp – dust of 
  appearance (150 gp each), snake’s standard (125 gp each), 
  scroll of widened alarm (32 gp each), potion of cure light 
  wounds (4 gp each), potion of blur (25 gp each) 
   
  APL 4: L: 68 gp; C: 0 gp; M: 336 gp – dust of 
  appearance (150 gp each), snake’s standard (125 gp each), 
  scroll of widened alarm (32 gp each), potion of cure light 
  wounds (4 gp each), potion of blur (25 gp each) 
   
  APL 6: L: 68 gp; C: 0 gp; M: 336 gp – dust of 
  appearance (150 gp each), snake’s standard (125 gp each), 
  scroll of widened alarm (32 gp each), potion of cure light 
  wounds (4 gp each), potion of blur (25 gp each) 
   
  APL 8: L: 68 gp; C: 0 gp; M: 336 gp – dust of 
  appearance (150 gp each), snake’s standard (125 gp each), 
  scroll of widened alarm (32 gp each), potion of cure light 
  wounds (4 gp each), potion of blur (25 gp each) 
   
  APL 10: L: 68 gp; C: 0 gp; M: 336 gp – dust of 
  appearance (150 gp each), snake’s standard (125 gp each), 
  scroll of widened alarm (32 gp each), potion of cure light 
  wounds (4 gp each), potion of blur (25 gp each) 
  Encounter Five 
   
  APL 2: L: 40 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 40 gp; C: 0 gp; M: 20 gp – scroll of cause 
  light wounds (2 gp each), scroll of command (2 gp each), 
  scroll of magic weapon (2 gp each), scroll of spiritual 
  weapon (12 gp each) 
   
  APL 6: L: 32 gp; C: 0 gp; M: 214 gp -- +1 banded mail 
  (95 gp each), +1 light steel shield (95 gp each), potion of 
  cure light wounds (4 gp each), scroll of cause light 
  wounds (2 gp each), scroll of command (2 gp each), scroll 
  of magic weapon (2 gp each), scroll of silence (12 gp each) 
  Encounter Six 
   
  APL 8: L: 9 gp; C: 0 gp; M: 625 gp -- +1 studded 
  leather armor (95 gp each), +1 battleaxe (191 gp each), 
  cloak of Charisma +2 (333 gp each), scroll of lesser 
  confusion (2 gp each) 
   
  APL 10: L: 9 gp; C: 0 gp; M: 625 gp -- +1 studded 
  leather armor (95 gp each), +1 battleaxe (191 gp each), 
  cloak of Charisma +2 (333 gp each), scroll of lesser 
  confusion (2 gp each) 
  Encounter Nine 
   
  APL 12: L: 72 gp; C: 0 gp; M: 5736 gp -- +3 cloak of 
  resistance (750 gp each), Heward’s handy haversack (175 
  gp each), +2 amulet of health (333 gp each), scroll of 
  shield (2 gp each), scroll of globe of invulnerability (58 gp 
  each), scroll of disintegrate (137 gp each), +4 headband of 
  Vengeance Delivered 
   
  Page 13 
  
  intellect (1333 gp each), +1 spiked chain (167 gp each), +2 
  breastplate (333 gp each), gauntlets of ogre power (333 gp 
  each), potion of enlarge person (21 gp each), +2 periapt of 
  Wisdom (333 gp each), +2 mithral full plate (792 gp each), 
  scroll of invisibility purge (12 gp each), +4 cloak of 
  Charisma (1333 gp each), +1 rapier (166 gp each).  
   
  Total Possible Treasure 
  APL 2: L: 113 gp; C: 50 gp; M: 367 gp  - Total: 530 gp 
  APL 4: L: 363 gp; C: 111 gp; M: 387 gp  - Total: 861 gp 
  APL 6: L:  336 gp; C: 160 gp; M: 1287 gp  - Total: 1783 gp 
  APL 8: L: 200 gp; C: 210 gp; M: 2494 gp  - Total: 2904 gp 
  APL 10: L: 104 gp; C: 260 gp; M: 3308 gp  - Total: 3672 gp 
  APL 12: L: 99 gp; C: 310 gp; M: 9155 gp  - Total: 9564 gp 
   
  Special 
  Serpent’s Standard [ ] [ ] [ ] [ ] [ ]: This standard, bearing 
  a curled snake lashing out in attack, bears formidable 
  magical powers. Five times, this standard may be 
  activated by its wielder as a standard action that does not 
  provoke an attack of opportunity. All allies within 20 ft. 
  may immediately make one melee or ranged attack, even 
  if they have already taken their action for the round. This 
  action does not affect the subject’s normal place in the 
  initiative order. This is a single attack and follows the 
  standard rules for attacking. 
   
  This item does not allow the subject to make more 
  than one additional attack in a round. If the subject has 
  already made an additional attack, due to a prior use of 
  this item, from the haste spell, or any other source, this 
  item fails to affect them. 
   
  Faint transmutation. CL 5th; Craft Wondrous Item, 
  legion’s snake’s swiftness. Price 1,500 gp. Limit one. 
   
  Boon of the Hunter’s Patron: Whichever dark powers 
  raised the Hunter in Shadows to his undead form have 
  also taken a notice of you. Granting you their boon, they 
  grant you the benefits of an aid spell for the next two 
  Highfolk regional events (at 20
  th caster level). This boon 
  may be refused, in which case it should be struck 
  through. 
   
  IP: Church of Ehlonna [ ] 
  IP: Followers of the Seldarine Pantheon [ ] 
   
  Sign of the Favored (Iuz): Emblazoned with the 
  grinning skull of Iuz, this standard is adorned with 
  blasphemous invocations. Three times per day, the 
  standard-bearer can invoke a prayer to the Old One. The 
  prayer grants allies within 30 ft. a +1 luck bonus on attack 
  rolls, weapon damage rolls, saves, and skill checks for 5 
  rounds. 
   
  Faint enchantment; CL 5
  th; Craft Wondrous Item, 
  prayer, this item may be created in dedication to other 
  gods; Price 16,200gp. 
   
  Experience on the battlefield has opened the way to the 
  combat medic prestige class from Heroes of Battle. 
   
  Honored by the Circles: The many druidic circles of the 
  Vesve Forest are greatful for your aid. In return, they 
  agree to teach you the following spells (all FB and MH): 
  arctic haze, snake’s swiftness, legion’s snake’s swiftness, 
  snowdrift, wall of coldfire. Also, they teach you the ways 
  of the Natural Bond feat.  
  Items for the Adventure 
  Record 
  Item Access 
  APL 2: 
  • 
  Sign of the favored (Adventure, limit one, Heroes of 
  Battle) 
  • 
  Dust of appearance (Adventure, DMG) 
  • 
  Scroll of alarm (Adventure, DMG) 
  • 
  Serpent’s standard (Adventure, above) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Wand of silence (Adventure, DMG) 
  • 
  Murlynd’s spoon (Adventure, DMG) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Druid’s vestments (Adventure; DMG) 
  • 
  Candle of truth (Adventure, DMG) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Minor circlet of blasting (Adventure, DMG) 
  • 
  Boots of levitation (Adventure, DMG) 
   
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  +1 frost greatclub (Adventure; DMG) 
  • 
  Deck of illusions (Adventure, DMG) 
  • 
  Candle of invocation (CG and NG) (Adventure, 
  DMG) 
   
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  Cloak of resistance +2 (Adventure; DMG) 
  • 
  Cloak of resistance+3 (Adventure; DMG) 
  • 
  Heward’s handy haversack (Adventure, DMG) 
  • 
  Scroll of globe of invulnerability (Adventure, DMG) 
  • 
  Scroll of disintegrate (Adventure, DMG) 
  • 
  Cloak of Charisma +4 (Adventure, DMG) 
  • 
  Headband of intellect +4 (Adventure, DMG) 
  Vengeance Delivered 
   
  Page 14 
  
  Appendix One – APL 2
  Encounter Four 
  Thurk: male goblin Rog2; CR 2; Small Humanoid 
  (Goblinoid); HD 2d6+2; hp 11; Init +1; Spd 30 ft.; AC 15, 
  touch 12, flat-footed 14; Base Atk +1; Grp -3; Atk +4 melee 
  (1d4/19-20, shortsword) or +4 ranged (1d4/x3, shortbow); 
  Full Atk as Atk; SA sneak attack +1d6; SQ Darkvision 60 
  ft., evasion, protective commander, trapfinding; SV Fort 
  +1, Ref +4, Will -1; AL LE; Str 11, Dex 13, Con 12, Int 10, 
  Wis 9, Cha 6. 
   
  Skills and Feats: Escape Artist +6, Hide +10, Listen 
  +4, Move Silently +10, Ride +6, Search +4, Sleight of 
  Hand +6, Spot +4, Tumble +5, Use Rope +1 (+3 bindings); 
  Mounted Combat, Weapon Finesse. 
   
  Protective Commander (Ex): Allies within 30 ft. 
  gain a +1 morale bonus on saving throws. 
   
  Possessions: 
  masterwork 
  studded 
  leather, 
  masterwork short sword, masterwork shortbow, 20 
  arrows, potion of cure light wounds, potion of blur. 
  Encounter Five 
  Hirago: male Oeridian human Clr1 (Iuz); CR 1; Medium 
  Humanoid; HD 1d8+2; hp 13; Init +0; Spd 20 ft.; AC 17, 
  touch 10, flat-footed 17; Base Atk +0; Grp +0; Atk +1 melee 
  (1d8, heavy mace) or +1 ranged (1d8/19-20, light 
  crossbow); SA rebuke undead, spells; SQ spontaneous 
  casting; AL CE; SV Fort +4, Ref +0, Will +6; Str 10, Dex 10, 
  Con 14, Int 10, Wis 18, Cha 8. 
   
  Skills and Feats: Concentration +9, Knowledge 
  (Planes) +2, Knowledge (Religion) +2, Spellcraft +4; Skill 
  Focus (Concentration), Toughness. 
   
  Possessions: masterwork heavy mace, masterwork 
  light crossbow, 20 bolts, banded mail, light steel shield. 
   
  Spells Prepared (3/2+1; caster level 1 (2 for evil): 0—
  cure minor wounds, detect magic, guidance; 1st—bane 
  (DC 15), cause fear (DC 15), protection from good*. 
   
  Domains: Evil and Trickery. 
   
  Worshipper: race and gender vary Exp1; CR ½; Medium 
  or Small Humanoid (varies); HD 1d8; hp 8; Init +0; Spd 
  30 ft.; AC 10, touch 10, flat-footed 10; Base Atk +0; Grp +0; 
  Atk +0 melee (1d3, unarmed); Full Atk as Atk; SA -; SQ 
  varies; AL CE; SV Fort +0, Ref +0, Will +2; Str 11, Dex 10, 
  Con 11, Int 10, Wis 10, Cha 11. 
   
  Skills and Feats: Bluff +4, Concentration +4, 
  Diplomacy +4, Intimidate +4, Knowledge (religion) +4, 
  Perform (oratory) +4, Sense Motive +4, Spot +4. Improved 
  Unarmed Strike. 
  Vengeance Delivered 
   
  Page 15 
  
  Appendix Two – APL 4
  Encounter One 
  Kirikdarsh: male ogre Ftr2; CR 5; Large Giant; HD 
  4d8+19 plus 2d10+8; hp 60; Init -2; Spd 30 ft.; AC 15, 
  touch 7, flat-footed 15; Base Atk +5; Grp +16; Atk +13 
  melee (2d8+10, greatclub) or +2 ranged (1d8+7, javelin); 
  Full Atk as Atk; Space/Reach 10 ft./10 ft.; SA --; SQ 
  Darkvision 60 ft., low-light vision; AL CE; SV Fort +11, 
  Ref -1, Will +2; Str 25, Dex 6, Con 19, Int 6, Wis 12, Cha 9. 
   
  Skills and Feats: Climb +7, Listen +4, Spot +4. Cleave, 
  Improved Sunder, Power Attack, Toughness, Weapon 
  Focus (greatclub). 
   
  Possessions: masterwork greatclub, javelin (5), hide 
  armor. 
   
  Limil and Norick: male goblin Rog2; CR 2; Small 
  Humanoid (Goblinoid); HD 2d6+4; hp 14; Init +3; Spd 30 
  ft.; AC 18, touch 13, flat-footed 14; Base Atk +1; Grp -2; 
  Atk +4 melee (1d4+1/19-20, mw shortsword) or +5 ranged 
  (1d4/x3, shortbow); Full Atk as Atk; SA Sneak attack 
  +1d6; SQ Trapfinding; AL NE; SV Fort +2, Ref +6, Will +1; 
  Str 12, Dex 16, Con 14, Int 14, Wis 12, Cha 6. 
   
  Skills and Feats: Balance +9, Escape Artist +7 (+9 for 
  ropes), Hide +11, Jump +7, Listen +6, Move Silently +11, 
  Search +7, Spot +6, Tumble +9, Use Rope +8; Dodge. 
   
  Possessions: mw shortsword, mw chain shirt, 
  shortbow, 20 arrows, 50 ft. silk rope, tanglefoot bag, 
  thunderstone, acid flask, 9gp. 
   
  Orcs: male orc War1/Bbn1; CR 1; Medium Humanoid 
  (Orc); HD 1d8+2 plus 1d12+2; hp 19; Init +2; Spd 30 ft.; 
  AC 17, touch 12, flat-footed 15; Base Atk +2; Grp +7; Atk 
  +8 melee (2d4+7/18-20x2, mw falchion) or +7 ranged 
  (1d6+5, javelin); Full Atk as Atk; SQ Darkvision 60 ft., 
  light sensitivity; AL CE; SV Fort +6, Ref +2, Will +0; Str 
  20, Dex 14, Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +7, Jump +7, Listen +3; 
  Endurance, Power Attack. 
   
  Light Sensitivity (Ex): Dazzled in bright sunlight or 
  a daylight spell 
   
  Rage (Ex): 1/day - +4 to Str, +4 to Con. +2 on Will 
  saves, -2 to AC for up to 7 rounds. 
   
   Possessions: mw falchion, 5 javelins, breastplate, 12 
  gp. 
  Encounter Four 
  Thurk: male goblin Rog2; CR 2; Small Humanoid 
  (Goblinoid); HD 2d6+2; hp 11; Init +1; Spd 30 ft.; AC 15, 
  touch 12, flat-footed 14; Base Atk +1; Grp -3; Atk +4 melee 
  (1d4/19-20, shortsword) or +4 ranged (1d4/x3, shortbow); 
  Full Atk as Atk; SA sneak attack +1d6; SQ Darkvision 60 
  ft., evasion, protective commander, trapfinding; SV Fort 
  +1, Ref +4, Will -1; AL LE; Str 11, Dex 13, Con 12, Int 10, 
  Wis 9, Cha 6. 
   
  Skills and Feats: Escape Artist +6, Hide +10, Listen 
  +4, Move Silently +10, Ride +6, Search +4, Sleight of 
  Hand +6, Spot +4, Tumble +5, Use Rope +1 (+3 bindings); 
  Mounted Combat, Weapon Finesse. 
   
  Protective Commander (Ex): Allies within 30 ft. 
  gain a +1 morale bonus on saving throws. 
   
  Possessions: 
  masterwork 
  studded 
  leather, 
  masterwork short sword, masterwork shortbow, 20 
  arrows, potion of cure light wounds, potion of blur. 
   
  Goblin Worg-Rider: male goblin War2; CR 1; Small 
  Humanoid (Goblinoid); HD 2d8+2; hp 11; Init +1; Spd 30 
  ft.; AC 16, touch 12, flat-footed 15; Base Atk +2; Grp -2; 
  Atk +3 melee (1d6/x3, lance) or +3 melee (1d4/19-20, 
  short sword) or +4 ranged (1d4/x3, shortbow); Full Atk as 
  Atk; SQ darkvision 60 ft.; AL NE; SV Fort +4, Ref +1, Will 
  -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6. 
   
  Skills and Feats: Handle Animal +2, Hide +3, Move 
  Silently +3, Ride +6; Mounted Combat. 
   
  Possessions: studded leather armor, light wooden 
  shield, lance, shortsword, shortbow. 
  Encounter Five 
  Hirago: male Oeridian human Clr2 (Iuz); CR 2; Medium 
  Humanoid; HD 2d8+4; hp 20; Init +0; Spd 20 ft.; AC 17, 
  touch 10, flat-footed 17; BAB +1; Grp +1; Atk +2 melee 
  (1d8, heavy mace) or +2 ranged (1d8/19-20, light 
  crossbow); SA rebuke undead, spells; SQ spontaneous 
  casting; AL CE; SV Fort +5, Ref +0, Will +7; Str 10, Dex 10, 
  Con 14, Int 10, Wis 18, Cha 8. 
   
  Skills and Feats: Concentration +10, Knowledge 
  (Planes) +2, Knowledge (Religion) +3, Spellcraft +5; Skill 
  Focus (Concentration), Toughness. 
   
  Possessions: masterwork heavy mace, masterwork 
  light crossbow, 20 bolts, banded mail, light steel shield, 
  scroll of cause light wounds (DC 11) (2), scroll of 
  command (DC 11), scroll of magic weapon, scroll of 
  spiritual weapon (+1 attack bonus, 1d8 dmg). 
   
  Spells Prepared (4/3+1; caster level 2 (3 for evil)): 0—
  cure minor wounds, detect magic, guidance, resistance; 
  1st—bane (DC 15), cure light wounds, doom (DC15), 
  protection from good*. 
   
  Domains: Evil and Trickery. 
   
  Worshipper: race and gender vary Exp1; CR ½; Medium 
  or Small Humanoid (varies); HD 1d8; hp 8; Init +0; Spd 
  30 ft.; AC 10, touch 10, flat-footed 10; Base Atk +0; Grp +0; 
  Atk +0 melee (1d3, unarmed); Full Atk as Atk; SA -; SQ 
  varies; AL CE; SV Fort +0, Ref +0, Will +2; Str 11, Dex 10, 
  Con 11, Int 10, Wis 10, Cha 11. 
  Vengeance Delivered 
   
  Page 16 
  
   
  Skills and Feats: Bluff +4, Concentration +4, 
  Diplomacy +4, Intimidate +4, Knowledge (religion) +4, 
  Perform (oratory) +4, Sense Motive +4, Spot +4. Improved 
  Unarmed Strike. 
   
  Vengeance Delivered 
   
  Page 17 
  
  Appendix Three – APL 6
  Encounter One 
  Kirikdarsh: male ogre Ftr4; CR 7; Large Giant; HD 
  4d8+19 plus 4d10+16; hp 79; Init -2; Spd 30 ft.; AC 15, 
  touch 7, flat-footed 15; Base Atk +7; Grp +18; Atk +16 
  melee (2d8+15, greatclub) or +4 ranged (1d8+8, javelin); 
  Full Atk +16/+11 melee (2d8+15, greatclub) or +4 ranged 
  (1d8+8, javelin); Space/Reach 10 ft./10 ft.; SA --; SQ 
  Darkvision 60 ft., low-light vision; AL CE; SV Fort +12, 
  Ref +0, Will +3; Str 26, Dex 6, Con 19, Int 6, Wis 12, Cha 
  9. 
   
  Skills and Feats: Climb +8, Knowledge (religion) -1, 
  Listen +4, Spot +4. Cleave, Improved Sunder, Power 
  Attack, Toughness, Weapon Focus (greatclub), Weapon 
  Specialization (greatclub). 
   
  Possessions: +1 greatclub, hide armor, javelin (5). 
   
  Limil and Norick: male goblin Rog3/Ftr1; CR 4; Small 
  Humanoid (Goblinoid); HD 3d6+6 plus 1d10+2; hp 28; 
  Init +3; Spd 30 ft.; AC 19, touch 13, flat-footed 14; Base 
  Atk +3; Grp +0; Atk +6 melee (1d4+1/19-20, mw 
  shortsword) or +7 ranged (1d4/x3, shortbow); Full Atk as 
  Atk; SA Sneak attack +2d6; SQ Evasion, trap sense +1, 
  trapfinding; AL NE; SV Fort +6, Ref +7, Will +3; Str 12, 
  Dex 17, Con 14, Int 14, Wis 12, Cha 6. 
   
  Skills and Feats: Balance +10, Climb +3, Escape Artist 
  +8 (+9 for ropes), Hide +12, Jump +9, Listen +7, Move 
  Silently +12, Search +8, Spot +7, Tumble +10, Use Rope 
  +9; Dodge, Mobility, Spring Attack. 
   
  Possessions: mw shortsword, mw chain shirt, mw 
  light wooden shield, potions of cure light wounds (2), 
  shortbow, 20 arrows, 50 ft. silk rope, tanglefoot bag (2), 
  thunderstone, acid flask, cloak of resistance +1, 6gp. 
   
  Orcs: male orc War1/Bbn3; CR 3; Medium Humanoid 
  (Orc); HD 1d8+2 plus 3d12+6; hp 37; Init +2; Spd 30 ft.; 
  AC 18, touch 12, flat-footed 18; Base Atk +4; Grp +9; Atk 
  +10 melee (2d4+7/18-20x2, mw falchion) or +9 ranged 
  (1d6+5, javelin); Full Atk as Atk; SQ Darkvision 60 ft., 
  light sensitivity, rage, trap sense +1, uncanny dodge; AL 
  CE; SV Fort +7, Ref +3, Will +1; Str 21, Dex 14, Con 14, 
  Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +9, Jump +9, Listen +5; Feat 
  Endurance, Power Attack. 
   
  Light Sensitivity (Ex): Dazzled in bright sunlight or 
  a daylight spell 
   
  Rage (Ex): 1/day - +4 to Str, +4 to Con. +2 on Will 
  saves, -2 to AC for up to 7 rounds. 
   
  Possessions: mw falchion, 5 javelins, +1 breastplate, 
  12 gp. 
  Encounter Four 
  Thurk: male goblin Rog3; CR 3; Small Humanoid 
  (Goblinoid); HD 3d6+3; hp 15; Init +1; Spd 30 ft.; AC 15, 
  touch 12, flat-footed 14; Base Atk +2; Grp -2; Atk +5 melee 
  (1d4/19-20, shortsword) or +5 ranged (1d4/x3, shortbow); 
  Full Atk as Atk; SA sneak attack +2d6; SQ Darkvision 60 
  ft., evasion, protective commander, trap sense +2, 
  trapfinding; SV Fort +2, Ref +4, Will +0; AL LE; Str 11, 
  Dex 13, Con 12, Int 10, Wis 9, Cha 6. 
   
  Skills and Feats: Escape Artist +7, Hide +11, Listen 
  +5, Move Silently +11, Ride +7, Search +4, Sleight of 
  Hand +7, Spot +5, Tumble +6, Use Rope +1 (+3 bindings); 
  Mounted Combat, Ride-By Attack, Weapon Finesse. 
   
  Protective Commander (Ex): Allies within 30 ft. 
  gain a +1 morale bonus on saving throws. 
   
  Possessions: 
  masterwork 
  studded 
  leather, 
  masterwork short sword, masterwork shortbow, 20 
  arrows, potion of cure light wounds, potion of blur. 
   
  Goblin Worg-Rider: male goblin War2; CR 1; Small 
  Humanoid (Goblinoid); HD 2d8+2; hp 11; Init +1; Spd 30 
  ft.; AC 16, touch 12, flat-footed 15; Base Atk +2; Grp -2; 
  Atk +3 melee (1d6/x3, lance) or +3 melee (1d4/19-20, 
  short sword) or +4 ranged (1d4/x3, shortbow); Full Atk as 
  Atk; SQ darkvision 60 ft.; AL NE; SV Fort +4, Ref +1, Will 
  -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6. 
   
  Skills and Feats: Handle Animal +2, Hide +3, Move 
  Silently +3, Ride +6; Mounted Combat. 
   
  Possessions: studded leather armor, light wooden 
  shield, lance, shortsword, shortbow. 
  Encounter Five 
  Hirago: male Oeridian human Clr2 (Iuz); CR 4; Medium 
  Humanoid; HD 4d8+8; hp 30; Init +0; Spd 20 ft.; AC 19, 
  touch 10, flat-footed 17; BAB +3; Grp +3; Atk +4 melee 
  (1d8, heavy mace) or +3 ranged (1d8/19-20, light 
  crossbow); SA rebuke undead, spells; SQ spontaneous 
  casting; AL CE; SV Fort +6, Ref +1, Will +8; Str 10, Dex 10, 
  Con 14, Int 10, Wis 19, Cha 8. 
   
  Skills and Feats: Concentration +12, Knowledge 
  (Planes) +2, Knowledge (Religion) +5, Spellcraft +7; Skill 
  Focus (Concentration), Spell Focus (Necromancy), Spell 
  Focus (Evocation). 
   
  Possessions: masterwork heavy mace, light crossbow, 
  20 bolts, +1 banded mail, +1 light steel shield, potion of 
  cure light wounds, scroll of cause light wounds (DC 11) 
  (2), scroll of command (DC 11), scroll of magic weapon, 
  scroll of silence. 
   
  Spells Prepared (5/4+1/3+1; caster level 4 (5 for 
  evil)): 0—cure minor wounds, detect magic, guidance, 
  guidance, resistance; 1st—bane (DC 15), cause fear (DC 
  16), deathwatch, doom (DC 16), protection from good*; 
  Vengeance Delivered 
   
  Page 18 
  
  2nd—hold person (DC 16), invisibility*, sound burst (DC 
  17), spiritual weapon (+7 attack bonus, 1d8+1 dmg). 
   
  Domains: Evil and Trickery. 
   
  Worshipper: race and gender vary Exp2; CR 1; Medium 
  or Small Humanoid (varies); HD 2d8; hp 12; Init +0; Spd 
  30 ft.; AC 10, touch 10, flat-footed 10; Base Atk +1; Grp +1; 
  Atk +1 melee (1d3, unarmed); Full Atk as Atk; SA -; SQ 
  varies; AL CE; SV Fort +0, Ref +0, Will +2; Str 11, Dex 10, 
  Con 11, Int 10, Wis 10, Cha 11. 
   
  Skills and Feats: Bluff +5, Concentration +5, 
  Diplomacy +5, Intimidate +5, Knowledge (religion) +5, 
  Perform (oratory) +5, Sense Motive +5, Spot +5. Improved 
  Unarmed Strike. 
  Vengeance Delivered 
   
  Page 19 
  
  Appendix Four – APL 8
  Encounter One 
  Kirikdarsh: male ogre Ftr4/Rog1/Blkg1; CR 9; Large 
  Giant; HD 4d8+19 plus 4d10+16 plus 1d6+4 plus 1d10+4; 
  hp 96; Init -2; Spd 30 ft.; AC 16, touch 7, flat-footed 16; 
  Base Atk +8; Grp +19; Atk +17 melee (2d8+15, greatclub) 
  or +6 ranged (1d8+8, javelin); Full Atk +17/+12 melee 
  (2d8+145, greatclub) or +6 ranged (1d8+8, javelin); 
  Space/Reach 10 ft./10 ft.; SA Sneak attack +1d6; SQ Aura 
  of evil, darkvision 60 ft., detect good, low-light vision, 
  poison use; AL CE; SV Fort +14, Ref +2, Will +5; Str 26, 
  Dex 6, Con 19, Int 6, Wis 12, Cha 9. 
   
  Skills and Feats: Climb +8, Hide -1, Knowledge 
  (religion) +0, Listen +4, Spot +4. Cleave, Improved 
  Sunder, Iron Will, Power Attack, Toughness, Weapon 
  Focus (greatclub), Weapon Specialization (greatclub). 
   
  Possessions: +1 greatclub, +1 hide armor, mw javelin 
  (5). 
   
  Limil and Norick: male goblin Rog4/Ftr2; CR 6; Small 
  Humanoid (Goblinoid); HD 4d6+8 plus 2d10+4; hp 42; 
  Init +7; Spd 30 ft.; AC 20, touch 13, flat-footed 15; Base 
  Atk +5; Grp +2; Atk +10 melee (1d4+1/19-20, mw 
  shortsword) or +9 ranged (1d4/x3, shortbow); Full Atk as 
  Atk; SA Sneak attack +2d6; SQ Evasion, trap sense +1, 
  trapfinding, uncanny dodge; AL NE; SV Fort +7, Ref +8, 
  Will +3; Str 12, Dex 17, Con 14, Int 14, Wis 12, Cha 6. 
   
  Skills and Feats: Balance +11, Climb +6, Escape Artist 
  +9 (+10 for ropes), Hide +13, Jump +11, Listen +8, Move 
  Silently +13, Search +9, Spot +8, Tumble +11, Use Rope 
  +10; Dodge, Mobility, Weapon Finesse, Spring Attack, 
  Improved Initiative. 
   
  Possessions: mw shortsword, +1 chain shirt, mw light 
  wooden shield, shortbow, 20 arrows, 50 ft. silk rope, 
  tanglefoot bag, thunderstone, acid flask, cloak of 
  resistance +1, 46gp. 
   
  Orcs: male orc War1/Bbn5; CR 5; Medium Humanoid 
  (Orc); HD 1d8+2 plus 5d12+6; hp 55; Init +2; Spd 30 ft.; 
  AC 18, touch 12, flat-footed 18; Base Atk +6; Grp +11; Atk 
  +12 melee (2d4+8/18-20x2, +1 falchion) or +11 ranged 
  (1d6+5, javelin); Full Atk +12/+7 melee (2d4+8/18-20x2, 
  +1 falchion) or +11 ranged (1d6+5, javelin); SQ 
  Darkvision 60 ft., improved uncanny dodge, light 
  sensitivity, rage, trap sense +1, uncanny dodge; AL CE; SV 
  Fort +8, Ref +3, Will +1; Str 21, Dex 14, Con 14, Int 8, Wis 
  10, Cha 6. 
   
  Skills and Feats: Climb +11, Jump +11, Listen +7; 
  Endurance, Power Attack, Diehard. 
   
  Light Sensitivity (Ex): Dazzled in bright sunlight or 
  a daylight spell. 
   
  Rage (Ex): 2/day - +4 to Str, +4 to Con. +2 on Will 
  saves, -2 to AC for up to 7 rounds. 
   
  Possessions: +1 falchion, 5 javelins, +1 breastplate, 12 
  gp. 
  Encounter Four 
  Thurk: male goblin Rog4; CR 4; Small Humanoid 
  (Goblinoid); HD 4d6+4; hp 20; Init +2; Spd 30 ft.; AC 16, 
  touch 13, flat-footed 16; Base Atk +3; Grp -1; Atk +7 melee 
  (1d4/19-20, shortsword) or +7 ranged (1d4/x3, shortbow); 
  Full Atk as Atk; SA sneak attack +2d6; SQ Darkvision 60 
  ft., evasion, protective commander, trap sense +1, 
  trapfinding, uncanny dodge; SV Fort +2, Ref +6, Will +0; 
  AL LE; Str 11, Dex 14, Con 12, Int 10, Wis 9, Cha 6. 
   
  Skills and Feats: Escape Artist +9, Hide +13, Listen 
  +6, Move Silently +13, Ride +9, Search +4, Sleight of 
  Hand +8, Spot +6, Tumble +8, Use Rope +2 (+4 bindings); 
  Mounted Combat, Ride-By Attack, Weapon Finesse. 
   
  Protective Commander (Ex): Allies within 30 ft. 
  gain a +1 morale bonus on saving throws. 
   
  Possessions: 
  masterwork 
  studded 
  leather, 
  masterwork short sword, masterwork shortbow, 20 
  arrows, potion of cure light wounds, potion of blur. 
   
  Thurk’s Mount: advanced worg; CR 5; Large Magical 
  Beast; HD 10d10+44; hp 104; Init +1; Spd 50 ft.; AC 14, 
  touch 10, flat-footed 14; Base Atk +10; Grp +22; Atk +17 
  melee (1d8+12, bite); Full Atk as Atk; SA trip; SQ 
  darkvision 60 ft., low-light vision, scent; Space/Reach 10 
  ft./5 ft.; AL NE; SV Fort +11, Ref +8, Will +5; Str 26, Dex 
  13, Con 19, Int 6, Wis 13, Cha 10. 
   
  Skills and Feats: Hide +4, Listen +9, Move Silently 
  +6, Spot +9, Survival +2 (+6 when tracking by scent). 
  Alertness, Dodge, Improved Natural Attack, Track. 
   
  Trip (Ex): A worg that hits with a bite attack can 
  attempt to trip the opponent (+12 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. The opponent cannot react to 
  trip the worg if the attempt fails. 
   
  Goblin Worg-Rider: male goblin War4; CR 3; Small 
  Humanoid (Goblinoid); HD 4d8+4; hp 22; Init +1; Spd 30 
  ft.; AC 16, touch 12, flat-footed 15; Base Atk +4; Grp +1; 
  Atk +7 melee (1d6+1/x3, lance) or +6 melee (1d4+1/19-20, 
  short sword) or +6 ranged (1d4/x3, shortbow); Full Atk as 
  Atk; SQ darkvision 60 ft.; AL NE; SV Fort +5, Ref +2, Will 
  +0; Str 12, Dex 13, Con 12, Int 10, Wis 9, Cha 6. 
   
  Skills and Feats: Handle Animal +4, Hide +3, Move 
  Silently +3, Ride +10; Mounted Combat, Ride-By Attack. 
   
  Possessions: studded leather armor, light wooden 
  shield, masterwork lance, shortsword, shortbow. 
  Encounter Six 
  Goblin Worg-Rider: male goblin War2; CR 1; Small 
  Humanoid (Goblinoid); HD 2d8+2; hp 11; Init +1; Spd 30 
  Vengeance Delivered 
   
  Page 20 
  
  ft.; AC 16, touch 12, flat-footed 15; Base Atk +2; Grp -2; 
  Atk +3 melee (1d6/x3, lance) or +3 melee (1d4/19-20, 
  short sword) or +4 ranged (1d4/x3, shortbow); Full Atk as 
  Atk; SQ darkvision 60 ft.; AL NE; SV Fort +4, Ref +1, Will 
  -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6. 
   
  Skills and Feats: Handle Animal +2, Hide +3, Move 
  Silently +3, Ride +6; Mounted Combat. 
   
  Possessions: studded leather armor, light wooden 
  shield, lance, shortsword, shortbow. 
   
  Derkal Bloodsong: male orc Bbn2/Brd2/Ftr2/Marshal2; 
  CR 8; Medium Humanoid (Orc); HD 2d8+4 plus 2d6+4 
  plus 2d12+4 plus 2d10+4; hp 59; Init +0; Spd 40 ft.; AC 13, 
  touch 10, flat-footed 13; Base Atk +6; Grp +10; Atk +11 
  melee (1d8+6/x3, +1 battleaxe) or +7 ranged (1d8+4/x3, +1 
  longbow); Full Atk +11/+6 melee (1d8+6/x3, +1 battleaxe) 
  or +7/+2 ranged (1d8+4/x3, +1 longbow) or +5/+5/+0 
  ranged (1d8+4/x3, +1 longbow); SA spells; SQ darkvision 
  60 ft., inspire courage, light sensitivity, master of tactics, 
  motivate attacks, rage; AL CE; SV Fort +11, Ref +3, Will 
  +4; Str 18, Dex 10, Con 14, Int 10, Wis 6, Cha 16. 
   
  Skills and Feats: Concentration +13, Diplomacy +17, 
  Listen +9, Perform (oratory) +14, Spellcraft +11; Chant of 
  Fortitude, Point Blank Shot, Power Attack, Precise Shot, 
  Rapid Shot, Skill Focus (Diplomacy). 
   
  Auras (Ex): The following auras effect any allies that 
  can hear Derkal and are within 60 ft. This effect is 
  constant, and if suspended can be resumed as a free 
  action. 
   
  Master of Tactics: They gain a +3 bonus to damage 
  rolls while flanking. 
   
  Motivate Attack: They gain a +1 melee attack bonus. 
   
  Inspire Courage (Su): This grants a +1 morale 
  bonus to attack and damage rolls to all allies who can hear 
  Derkal and are within 60 ft. This lasts for as long as 
  Derkal continues orating (a free action each round) plus 
  another 5 rounds. 
   
  Light Sensitivity (Ex): Dazzled in bright sunlight or 
  the effect of a daylight spell. 
   
  Rage (Ex): 1/day - -2 AC,  +4 Str, +4 Con, +2 Will 
  saves for up to 7 rounds. 
   
  Spells Known (3/1; CL 2): 0—dancing lights, daze, 
  flare (DC 13), prestidigitation, resistance; 1
  st—cause fear 
  (DC 14), grease (DC 14). 
   
  Possessions: +1 studded leather armor, +1 battleaxe, 
  cloak of Charisma +2, tanglefoot bag (2), acid flask (2), 
  scroll of lesser confusion (DC 11) (3). 
  Vengeance Delivered 
   
  Page 21 
  
  Appendix Five – APL 10
  Encounter One 
  Kirkdarsh: male ogre Ftr4/Rog1/Blkg3; CR 11; Large 
  Giant; HD 4d8+19 plus 4d10+16 plus 1d6+4 plus 3d10+12; 
  hp 115; Init -2; Spd 30 ft.; AC 17, touch 8, flat-footed 17; 
  Base Atk +10; Grp +21; Atk +19 melee (2d8+15 plus 1d6 
  cold/19-20, greatclub) or +8 ranged (1d8+8, javelin); Full 
  Atk +19/+14 melee (2d8+15 plus 1d6 cold/19-20, 
  greatclub) or +8 ranged (1d8+8, javelin); Space/Reach 10 
  ft./10 ft.; SA Aura of despair, smite good, sneak attack 
  +1d6; SQ Aura of evil, command undead, darkvision 60 
  ft., detect good, low-light vision, poison use; AL CE; SV 
  Fort +15, Ref +3, Will +6; Str 26, Dex 6, Con 19, Int 6, Wis 
  12, Cha 10. 
   
  Skills and Feats: Climb +8, Hide -1, Knowledge 
  (religion) +0, Listen +6, Spot +4. Cleave, Improved 
  Critical (greatclub), Improved Sunder, Iron Will, Power 
  Attack, Toughness, Weapon Focus (greatclub), Weapon 
  Specialization (greatclub) 
   
  Aura of Despair (Su): All enemies with 10 ft. take a -
  2 penalty to saving throws. 
   
  Smite Good (Su): 1/day – attack bonus +0 and 
  damage bonus +3 against good creature. 
   
  Spells Prepared (2; base DC = 11 + spell level): 1st—
  corrupt weapon, cure light wounds. 
   
  Possessions: +1 frost greatclub, +1 hide armor, +1 
  ring of protection, mw javelin (5) 
   
  Limil and Norick: male goblin Rog6/Ftr2; CR 8; Small 
  Humanoid (Goblinoid); HD 6d6+12 plus 2d10+4; hp 54; 
  Init +8; Spd 30 ft.; AC 21, touch 14, flat-footed 15; Base 
  Atk +6; Grp +3; Atk +12 melee (1d4+2, +1 small 
  shortsword) or +11/+6 ranged (1d4/x3, shortbow); Full 
  Atk +12/+7 melee (1d4+2/19-20, +1 small shortsword) or 
  +11/+6 ranged (1d4/x3, shortbow); SA Sneak attack +3d6; 
  SQ Evasion, trap sense +2, trapfinding, uncanny dodge; 
  AL NE; SV Fort +8, Ref +10, Will +4; Str 12, Dex 18, Con 
  14, Int 14, Wis 12, Cha 6. 
   
  Skills and Feats: Balance +14, Climb +6, Escape Artist 
  +12 (+14 for ropes), Hide +16, Jump +13, Listen +10, Move 
  Silently +21, Search +11, Spot +10, Tumble +14, Use Rope 
  +13; Dodge, Mobility, Weapon Finesse, Spring Attack, 
  Improved Initiative. 
   
  Possessions: +1 small shortsword, +1 chain shirt, mw 
  light wooden shield, shortbow, 20 arrows, 50 ft silk rope, 
  tanglefoot bag, thunderstone, acid flask, cloak of 
  resistance +1, 46gp. 
   
  Orcs: male orc War1/Bbn7; CR 7; Medium Humanoid 
  (Orc); HD 1d8+2 plus 7d12+6; hp 73; Init +2; Spd 30 ft.; 
  AC 18, touch 12, flat-footed 18; Base Atk +8; Grp +14; Atk 
  +15 melee (2d4+10/18-20x2, +1 falchion) or +14 ranged 
  (1d6+6, javelin); Full Atk +15/+10 melee (2d4+10/18-
  20x2, +1 falchion) or +14 ranged (1d6+6, javelin); SQ 
  Darkvision 60 ft., DR 1/-, improved uncanny dodge, light 
  sensitivity, rage, trap sense +2, uncanny dodge; AL CE; SV 
  Fort +9, Ref +4, Will +2; Str 22, Dex 14, Con 14, Int 8, Wis 
  10, Cha 6. 
   
  Skills and Feats: Climb +13, Jump +13, Listen +9;  
  Endurance, Power Attack, Diehard. 
   
  Light Sensitivity (Ex): Dazzled in bright sunlight or 
  a daylight spell. 
   
  Rage (Ex): 2/day - +4 to Str, +4 to Con. +2 on Will 
  saves, -2 to AC for up to 7 rounds. 
   
  Possessions: +1 falchion, 5 javelins, +1 breastplate, 12 
  gp. 
  Encounter Four 
  Thurk: male goblin Rog5; CR 5; Small Humanoid 
  (Goblinoid); HD 5d6+5; hp 24; Init +2; Spd 30 ft.; AC 16, 
  touch 13, flat-footed 16; Base Atk +3; Grp -1; Atk +7 melee 
  (1d4/19-20, shortsword) or +7 ranged (1d4/x3, shortbow); 
  Full Atk as Atk; SA sneak attack +3d6; SQ Darkvision 60 
  ft., evasion, protective commander, trap sense +1, 
  trapfinding, uncanny dodge; SV Fort +2, Ref +6, Will +0; 
  AL LE; Str 11, Dex 14, Con 12, Int 10, Wis 9, Cha 6. 
   
  Skills and Feats: Escape Artist +10, Hide +14, Listen 
  +8, Move Silently +14, Ride +10, Search +4, Sleight of 
  Hand +8, Spot +8, Tumble +8, Use Rope +2 (+4 bindings); 
  Mounted Combat, Ride-By Attack, Weapon Finesse. 
   
  Protective Commander (Ex): Allies within 30 ft. 
  gain a +1 morale bonus on saving throws. 
   
  Possessions: 
  masterwork 
  studded 
  leather, 
  masterwork short sword, masterwork shortbow, 20 
  arrows, potion of cure light wounds, potion of blur. 
   
  Advanced Worgs: advanced worg; CR 5; Large Magical 
  Beast; HD 10d10+44; hp 104; Init +1; Spd 50 ft.; AC 14, 
  touch 10, flat-footed 14; Base Atk +10; Grp +22; Atk +17 
  melee (1d8+12, bite); Full Atk as Atk; SA trip; SQ 
  darkvision 60 ft., low-light vision, scent; Space/Reach 10 
  ft./5 ft.; AL NE; SV Fort +11, Ref +8, Will +5; Str 26, Dex 
  13, Con 19, Int 6, Wis 13, Cha 10. 
   
  Skills and Feats: Hide +4, Listen +9, Move Silently 
  +6, Spot +9, Survival +2 (+6 when tracking by scent). 
  Alertness, Dodge, Improved Natural Attack, Track. 
   
  Trip (Ex): A worg that hits with a bite attack can 
  attempt to trip the opponent (+12 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. The opponent cannot react to 
  trip the worg if the attempt fails. 
   
  Goblin Worg-Rider: male goblin War4; CR 3; Small 
  Humanoid (Goblinoid); HD 4d8+4; hp 22; Init +1; Spd 30 
  ft.; AC 16, touch 12, flat-footed 15; Base Atk +4; Grp +1; 
  Atk +7 melee (1d6+1/x3, lance) or +6 melee (1d4+1/19-20, 
  short sword) or +6 ranged (1d4/x3, shortbow); Full Atk as 
  Vengeance Delivered 
   
  Page 22 
  
  Atk; SQ darkvision 60 ft.; AL NE; SV Fort +5, Ref +2, Will 
  +0; Str 12, Dex 13, Con 12, Int 10, Wis 9, Cha 6. 
   
  Skills and Feats: Handle Animal +4, Hide +3, Move 
  Silently +3, Ride +10; Mounted Combat, Ride-By Attack. 
   
  Possessions: studded leather armor, light wooden 
  shield, masterwork lance, shortsword, shortbow. 
  Encounter Six 
  Goblin Worg-Rider: male goblin War2; CR 1; Small 
  Humanoid (Goblinoid); HD 2d8+2; hp 11; Init +1; Spd 30 
  ft.; AC 16, touch 12, flat-footed 15; Base Atk +2; Grp -2; 
  Atk +3 melee (1d6/x3, lance) or +3 melee (1d4/19-20, 
  short sword) or +4 ranged (1d4/x3, shortbow); Full Atk as 
  Atk; SQ darkvision 60 ft.; AL NE; SV Fort +4, Ref +1, Will 
  -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6. 
   
  Skills and Feats: Handle Animal +2, Hide +3, Move 
  Silently +3, Ride +6; Mounted Combat. 
   
  Possessions: studded leather armor, light wooden 
  shield, lance, shortsword, shortbow. 
   
  Derkal Bloodsong: male orc Bbn2/Brd2/Ftr2/Marshal2; 
  CR 8; Medium Humanoid (Orc); HD 2d8+4 plus 2d6+4 
  plus 2d12+4 plus 2d10+4; hp 59; Init +0; Spd 40 ft.; AC 13, 
  touch 10, flat-footed 13; Base Atk +6; Grp +10; Atk +11 
  melee (1d8+6/x3, +1 battleaxe) or +7 ranged (1d8+4/x3, +1 
  longbow); Full Atk +11/+6 melee (1d8+6/x3, +1 battleaxe) 
  or +7/+2 ranged (1d8+4/x3, +1 longbow) or +5/+5/+0 
  ranged (1d8+4/x3, +1 longbow); SA spells; SQ darkvision 
  60 ft., inspire courage, light sensitivity, master of tactics, 
  motivate attacks, rage; AL CE; SV Fort +11, Ref +3, Will 
  +4; Str 18, Dex 10, Con 14, Int 10, Wis 6, Cha 16. 
   
  Skills and Feats: Concentration +13, Diplomacy +17, 
  Listen +9, Perform (oratory) +14, Spellcraft +11; Chant of 
  Fortitude, Point Blank Shot, Power Attack, Precise Shot, 
  Rapid Shot, Skill Focus (Diplomacy). 
   
  Auras (Ex): The following auras effect any allies that 
  can hear Derkal and are within 60 ft. This effect is 
  constant, and if suspended can be resumed as a free 
  action. 
   
  Master of Tactics: They gain a +3 bonus to damage 
  rolls while flanking. 
   
  Motivate Attack: They gain a +1 melee attack bonus. 
   
  Inspire Courage (Su): This grants a +1 morale 
  bonus to attack and damage rolls to all allies who can hear 
  Derkal and are within 60 ft. This lasts for as long as 
  Derkal continues orating (a free action each round) plus 
  another 5 rounds. 
   
  Light Sensitivity (Ex): Dazzled in bright sunlight or 
  the effect of a daylight spell. 
   
  Rage (Ex): 1/day - -2 AC,  +4 Str, +4 Con, +2 Will 
  saves for up to 7 rounds. 
   
  Spells Known (3/1; CL 2): 0—dancing lights, daze, 
  flare (DC 13), prestidigitation, resistance; 1
  st—cause fear 
  (DC 14), grease (DC 14). 
   
  Possessions: +1 studded leather armor, +1 battleaxe, 
  cloak of Charisma +2, tanglefoot bag (2), acid flask (2), 
  scroll of lesser confusion (DC 11) (3). 
  Vengeance Delivered 
   
  Page 23 
  
  Appendix Six – APL 12
  Encounter One 
  Kirikdarsh: Male ogre Ftr4/Rog1/Blkg5; CR 13; Large 
  Giant; HD 4d8+19 plus 4d10+16 plus 1d6+4 plus 5d10+20; 
  hp 134; Init -2; Spd 30 ft.; AC 17, touch 8, flat-footed 17; 
  Base Atk +12; Grp +23; Atk +21 melee (2d8+15 plus 1d6 
  cold/19-20, greatclub) or +10 ranged (1d8+8, javelin); Full 
  Atk +21/+16 melee (2d8+15 plus 1d6 cold/19-20, 
  greatclub) or +10 ranged (1d8+8, javelin); Space/Reach 10 
  ft./10 ft.; SA Aura of despair, smite good, sneak attack 
  +2d6, spells; SQ Aura of evil, command undead, 
  darkvision 60 ft., detect good, low-light vision, poison use; 
  AL CE; SV Fort +17, Ref +4, Will +7; Str 26, Dex 6, Con 19, 
  Int 6, Wis 12, Cha 12. 
   
  Skills and Feats: Climb +8, Hide -1, Knowledge 
  (religion) +0, Listen +6, Spot +4. Cleave, Improved 
  Critical (greatclub), Improved Sunder, Iron Will, Power 
  Attack, Toughness, Weapon Focus (greatclub), Weapon 
  Specialization (greatclub). 
   
  Aura of Despair (Su): All enemies with 10 ft. take a -
  2 penalty to saving throws. 
   
  Smite Good (Su): 2/day -- +1 attack bonus, +5 
  damage v. good aligned creatures. 
   
  Spells Prepared (2/1; base DC = 11 + spell level): 
  1st—corrupt weapon, cure light wounds; 2nd—bull’s 
  strength. 
   
  Possessions: cloak of Charisma +2, mw large javelins 
  (5), +1 large frost greatclub, +1 large hide armor, ring of 
  protection +1. 
   
  Limil and Norick: Male goblins Rog10; CR 10; Small 
  Humanoid (Goblinoid); HD 10d6+20; hp 60; Init +5; Spd 
  30 ft.; AC 21, touch 14, flat-footed 15; Base Atk +7; Grp +4; 
  Atk +14 melee (1d4+2/19-20, +1 shortsword) or +13 
  ranged (1d4, shortbow); Full Atk +14/+9 melee 
  (1d4+2/19-20, +1 shortsword) or +13/+8 ranged (1d4, 
  shortbow); SA Crippling strike, sneak attack +5d6; SQ 
  Evasion, improved uncanny dodge, trap sense +3, 
  trapfinding, uncanny dodge; Space/Reach 5 ft./5 ft.; AL 
  NE; SV Fort +7, Ref +13, Will +6; Str 12, Dex 20, Con 14, 
  Int 14, Wis 12, Cha 6. 
   
  Skills and Feats: Balance +19, Escape Artist +17 (+19 
  for ropes), Hide +21, Jump +13, Listen +10, Move Silently 
  +16, Search +15, Spot +14, Tumble +19, Use Rope +18; 
  Dodge, Mobility, Weapon Finesse (6
  th level), Spring 
  Attack. 
   
  Crippling Strike (Ex): An opponent damaged by a 
  sneak attack also takes 2 points of Strength damage.  
   
  Possessions: 
  +1 
  shortsword, 
  +1 
  chain 
  shirt, 
  masterwork light wooden shield, shortbow, 20 arrows, 50 
  ft silk rope, tanglefoot bag, cloak of resistance +2, gloves 
  of Dexterity +2. 
   
  Orcs: male orc War1/Bbn 9; CR 9; Medium Humanoid 
  (Orc); HD 1d8+2 plus 9d12+18; hp 91; Init +2; Spd 30 ft.; 
  AC 18, touch 12, flat-footed 18; Base Atk +10; Grp +16; 
  Atk +17 melee (2d4+10/18-20x2, +1 falchion); Full Atk 
  +17/+12 melee (2d4+10/18-20x2, +1 falchion) or +12 
  ranged (1d6+6, javelin); Space/Reach 5 ft./5 ft.; SA -; SQ 
  darkvision 60 ft., damage reduction 1/-, improved 
  uncanny dodge, light sensitivity, rage 3/day, trap sense 
  +3, uncanny dodge; AL CE; SV Fort +10, Ref +5, Will +3; 
  Str 22, Dex 14, Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +15, Jump +15, Listen +11; 
  Endurance, Power Attack, Diehard, Cleave. 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or the effects of a daylight spell. 
   
  Rage (Ex): +4 to Str, +4 to Con. +2 on Will saves, -2 to 
  AC for up to 7 rounds. 
   
  Possessions: +1 falchion, 5 javelins, +1 breastplate, 
  potion of haste. 
   
  Encounter Nine 
  Philliand Greyleaf: male grey elf Wiz12; CR 12; Medium 
  Humanoid (Elf); 12d4+24; hp 54; Init +1; Spd 30 ft.; AC 
  11, touch 11, flat-footed 10; Base Atk +6; Grp +5; Atk +5 
  melee (1d8-1/19-20x2, longsword) or +7 ranged (1d8-
  1/x3, longbow); Full Atk as Atk; SA Spells; SQ Elf traits, 
  low-light vision, summon familiar;  AL CE; SV Fort +9, 
  Ref +8, Will +12; Str 8, Dex 12, Con 14, Int 23, Wis 12, 
  Cha 17. 
   
  Skills and Feats:  Concentration +17, Escape Artist 
  +8, Knowledge (arcana, dungeoneering) +21, Spellcraft 
  +21, Tumble +8. Empower Spell, Maximize Spell, Sudden 
  Empower, Sudden Maximize, Sudden Silent, Sudden 
  Still, Spell Focus (evocation). 
   
  Elf Traits (Ex):  Immunity to sleep spells and 
  effects. +2 racial bonus to saves against enchantment 
  effects. +2 racial bonus to Listen, Search and Spot. (not 
  included in stat block) 
   
  Possessions:  +3 cloak of resistance, Heward’s handy 
  haversack, +2 amulet of health, spellbook, scroll of mage 
  armor, scroll of shield, scroll of globe of invulnerability, 
  scroll of disintegrate (x2), +4 headband of intellect, 
  longsword, longbow, dagger. 
   
  Spells Prepared (4/6/6/6/5/4/3; CL 12). 0 – flare (x2) 
  (DC 18), touch of fatigue (x2); 1
  st –magic missile (x3), ray 
  of enfeeblement (x2) (+7 ranged touch), reduce person 
  (DC 19); 2
  nd – false life, mirror image, scorching ray (x2) 
  (+7 ranged touch), touch of idiocy (+6 melee touch), 
  undeniable gravity (DC 20); 3
  rd – displacement, lightning 
  bolt (x2) (DC22), haste, slow (x2) (DC 21); 4
  th – 
  empowered scorching ray (x2) (+7 ranged touch), greater 
  invisibility (x2); 5
  th – feeblemind (DC 23), cone of cold 
  (DC 24), empowered lightning bolt (DC 24), quickened 
  Vengeance Delivered 
   
  Page 24 
  
  magic missile; 6
  th – chain lightning (DC 25), disintegrate 
  (+7 ranged attack, DC 24), true seeing. 
   
  Power-Up Suite (heroes’ feast, true seeing, false life, 
  mage armor): hp 80; AC 15, touch 11, flat-footed 14; Atk 
  +6 melee (1d8-1/19-20x2, longsword) or +8 ranged (1d8-
  1/x3, longbow) [all spell attacks gain +1 attack bonus]; SQ 
  Immune to fear, immune to poison; SV Fort +10, Ref +9, 
  Will +11. 
   
  Both of Philliand’s weapons are under a greater 
  magic weapon spell. Atk +9 melee (1d8+2/19-20x2, +3 
  longsword) or +11 ranged (1d8+2/x3, +3 longbow) 
   
  Palakflassk: female orc Bbn2/Ftr4/Exotic Weapon 
  Master 3; CR 9; Medium Humanoid (Orc); HD 2d12+6 
  plus 4d10+12 plus 3d10+9; hp 81; Init +1; Spd 30 ft.; AC 
  18, touch 11, flat-footed 17; Base Atk +9; Grp +14; Atk +16 
  melee (2d4+8, +1 spiked chain); Full Atk +16/+11 melee 
  (2d4+8, +1 spiked chain) or +14/+14/+9 melee (2d4+8, +1 
  spiked chain); SA Exotic reach, rage 1/day; SQ Darkvision 
  60 ft., light sensitivity, uncanny dodge; AL CN; SV Fort 
  +13, Ref +3, Will +2; Str 20, Dex 12, Con 16, Int 13, Wis 
  10, Cha 6. 
   
  Skills and Feats: Climb +11, Craft (weaponsmithing) 
  +13, Intimidate +10, Listen +5, Professions (blacksmith) 
  +3, Survival +5; Combat Expertise, Exotic Weapon 
  Proficiency (spiked chain), Weapon Focus (spiked chain), 
  Improved Trip (+11 bonus), Improved Disarm (+26 
  bonus), Power Attack, Improved Sunder. 
   
  Rage (Ex): +4 Str, +4 Con, +2 Will, -2 AC for up to 8 
  rounds. 
   
  Exotic Reach (Ex): When wielding an exotic 
  weapon with reach, the character may make an attack of 
  opportunity against a foe that provokes such an attack 
  even if the foe has cover (but not total cover). 
   
  Possessions: +1 spiked chain, masterwork spiked 
  chain, +2 breastplate, gauntlets of ogre power, potion of 
  bear’s endurance, potion of enlarge person, potion of 
  barkskin (+3). 
   
  Power-Up Suite (heroes’ feast, potion of bear’s 
  endurance, potion of barkskin): HD 2d12+10 plus 
  4d10+20 plus 3d10+15; hp 116;  AC 21, touch 11, flat-
  footed 20; Atk +17 melee (2d4+8, +1 spiked chain); Full 
  Atk +17/+12 melee (2d4+8, +1 spiked chain) or 
  +15/+15/+10 melee (2d4+8, +1 spiked chain); SQ 
  Immune to fear, immune to poison; SV Fort +16, Ref +4, 
  Will +3; Con 20. 
   
  His weapon is under a greater magic weapon spell. 
  Atk +19 melee (2d4+10, +3 spiked chain); Full Atk 
  +19/+14 melee (2d4+10, +3 spiked chain) or +17/+17/+12 
  melee (2d4+10, +3 spiked chain); Improved Disarm (+28 
  bonus). 
   
  Irikdar:  male half-orc Clr12 (Iuz); CR 12; Medium 
  Humanoid (Orc); HD 12d8+36; hp 102; Init +0; Spd 30 ft; 
  AC 20, touch 10, flat-footed 20; Base Atk +9; Grp +11; Atk 
  +12 melee (2d6+3/19-20, mw greatsword) or +9 ranged 
  (1d8/19-20, light crossbow); Full Atk +12/+7 melee 
  (2d6+3/19-20, mw greatsword) or +9 ranged (1d8/19-20, 
  light crossbow); SA Rebuke undead, spells; SQ 
  Darkvision 60 ft.; AL CE; SV Fort +11, Ref +6, Will +13; 
  Str 14, Dex 10, Con 16, Int 8, Wis 21, Cha 16. 
   
  Skills and Feats:  Concentration +18; Chain Spell, 
  Quicken Spell, Lightning Reflexes, Divine Metamagic 
  (Quicken), Extra Turning, Martial Weapon Proficiency 
  (greatsword). 
   
  Turn Undead (Su):  Irikdar may attempt to rebuke 
  undead 10/day. 
   
  Possessions:  +2 periapt of wisdom, mw greatsword, 
  +2 mithral fullplate, light crossbow, scroll of invisibility 
  purge (x2),  cloak of charisma +4. 
   
  Spells Prepared (6/8/6/6/5/5/3; Save DC = 15 + spell 
  level; caster level 13 for evil and chaos spells):  0 – create 
  water (x2), detect magic, virtue (x2), read magic; 1
  st – 
  command (x2), divine favor, protection from good*, 
  remove fear, shield of faith (x3); 2
  nd – resist energy (x2), 
  shatter*, spiritual weapon, status; 3
  rd – dispel magic, 
  legion’s conviction, blindness/deafness (x2), magic circle 
  against good*; 4
  th – divine power, freedom of movement, 
  poison, revenance, unholy blight*; 5
  th – revenance, 
  righteous might, dispel good*; 6
  th – dispel good*, chained 
  greater magic weapon, heroes’ feast.  * denotes Domain 
  spell. 
   
  Power-Up 
  Suite 
  (heroes’ 
  feast, 
  freedom 
  of 
  movement, magic circle against good, resist energy [fire], 
  resist energy [cold], status): HD 2d12+10 plus 4d10+20 
  plus 3d10+15; hp 113;  AC 24 (26 v good), touch 10 (12 v 
  good), flat-footed 20 (22 v good); Grp +12; Atk +13 melee 
  (2d6+3/19-20, mw greatsword) or +10 ranged (1d8/19-20, 
  light crossbow); Full Atk +13/+8 melee (2d6+3/19-20, mw 
  greatsword) or +10 ranged (1d8/19-20, light crossbow); 
  SQ Immune to fear, immune to poison, resist fire 30, 
  resist cold 30; SV Fort +12, Ref +7, Will +12 (all +2 v 
  good). 
   
  Both weapons are under a greater magic weapon 
  spell. Atk +15 melee (2d6+6/19-20, +3 greatsword) or +13 
  ranged (1d8+3/19-20, +3 light crossbow); Full Atk 
  +15/+10 melee (2d6+6/19-20, +3 greatsword) or +13 
  ranged (1d8+3/19-20, +3 light crossbow); 
   
  Lorek: male bugbear Rog7; CR 9; Medium Humanoid 
  (Goblinoid); HD 3d8+9 plus 7d6+27; hp 90; Init +2; Spd 
  30 ft.; AC 19, touch 12, flat-footed 17; Base Atk +7; Grp 
  +13; Atk +15 melee (1d6+8/18-20, +1 rapier); Full Atk 
  +15/+10 melee (1d6+8/18-20, +1 rapier); SA Sneak attack 
  +4d6; SQ Darkvision 60 ft., scent, trapfinding, evasion, 
  uncanny dodge, trap sense +2; AL CE; SV Fort +6, Ref 
  +10, Will +3; Str 23, Dex 14, Con 16, Int 13, Wis 10, Cha 6. 
   
  Skills and Feats: Balance +12, Hide +16, Intimidate 
  +7, Jump +16, Listen +15, Move Silently +20, Sense 
  Motive +9, Spot +15, Tumble +12; Combat Expertise, 
  Combat Reflexes, Dodge, Weapon Focus (rapier). 
   
  Possessions: chain shirt, +1 rapier, gauntlets of ogre 
  power, tanglefoot bag (x3), thunderstone (x4). 
  Vengeance Delivered 
   
  Page 25 
  
   
  Power-Up Suite (heroes’ feast): hp 101; Atk +16 
  melee (1d6+8/18-20, +1 rapier); Full Atk +16/+11 melee 
  (1d6+8/18-20, +1 rapier); SQ 
   Immune to fear, 
  immune to poison;  SV Fort +7, Ref +10, Will +4. 
   
  Lorek’s weapon is under the effect of a greater magic 
  weapon spell. Atk +18 melee (1d6+10/18-20, +3 rapier); 
  Full Atk +18/+13 melee (1d6+10/18-20, +1 rapier);
  Vengeance Delivered 
   
  Page 26 
  
  DMs Appendix 
   
   
   
   
  Vengeance Delivered 
   
  Page 27 
  
  Player Handout #1 
  A brief history of the Hunter in Shadows – in his own words. 
   
  His cold eyes meet each of yours as he takes a few steps towards you and puts his bow back over his 
  shoulder.  "I was once as you now are, full of life and proud.  I was a Knight.  I was a hero.  Now I have become 
  this…thing you see before you.  My thoughts are now only of vengeance against he who put me in this state - 
  the betrayer of elf, man, and nature; the traitor whose heart blackened and died long before mine; the murderer 
  who took the life of his own blood.  I will have my rest when at last his vile heart stops beating its poisonous bile 
  through his wretched form.  I will seek retribution against the one known as Azrin, but for this I need others. 
  Thus, I give this gift to you to bring to the forts of man and courts of elves.  Do with it as you will. 
   
   
  i
  .
   
   
  l
  l
  l
  i
   
   
  il. 
  i
  if
   
   
  l
  I was a hero, once, young and brave.  In the days before the Greyhawk Wars, we fought against the orcs and 
  other, more terrible, evils in these woods.  I earned great respect as a protector of the Vesve, my home and heart.  
  My success, however, was nothing compared to the greatest among us - a Knight of the High Forest named Azrin 
  Crystalbow.  He slew a whole clan of Jebl  orcs without sustaining a single wound, and bested the Scourge of 
  Verbeeg Hill, a red dragon who had threatened that town with complete destruction 70 years ago   I fought with
  him against the Scourge.  He was so much my friend that we were as brothers. 
   
  During the Greyhawk Wars, the forces of the Old One crept in throughout my home, and our missions 
  turned to infiltration, assassination, and sabotage.  As we were retreating from a successful run through Izlen, 
  our flanks were overwhelmed by fiery demons summoned from the Boneheart that discovered us.  All were 
  killed or taken away save myself.  I watched as the horrors ripped into our men, and I watched as the creatures 
  carried away Azrin, back into the foul plague-ridden town from whence they came.   
  I did al  I could to try and save him.  Al  my efforts fai ed.  He was lost.  My despair overtook me, and for a 
  time, I was not myself.   
   
  Eventually, I returned to serv ce with the Knights.  The war was over.  We had stopped the Old One's 
  disease from spreading, but not before he claimed most of the far eastern wood under his terrible crown.   
  One day, not long ago, startling news reached my ears.  Azrin had been found!  I met him in Quaalsten a few 
  days later, but after spending several days with my oldest friend, I realized that something was amiss. The others 
  told me that he had been changed from his horrible captivity in Old Wicked's lands, but I knew better.  This was 
  not Azrin.  It was…someone else.  Only I knew, because only I knew Azrin's most guarded secret - he had a twin 
  brother.  A brother who had, long ago, turned to ev
   
  I thought for days on how to confront him, what to say, and how to prepare myself for the inevitable 
  confl ct.  Then, one night as I lay sleeping, Azrin crept into my room.  I realized what was happening only 
  moments too late.  He said to me, just as my l e was draining onto his cold, dark blade, 'You know.  No one can 
  know.  My brother told me of you before his painful end; told me that you were the only one.  Your death 
  entombs the secret forever, and begins the rotting of your precious wood.' 
   
  At that moment, I asked the dark powers to let me continue, let me rise again to defeat this deceitful 
  maggot. For some time, all was dark, as I pleaded and begged for vengeance.  My wish was granted, and now I 
  walk the forest without breath, searching for the one who stole Azrin's name.  He calls himself Field Marshal 
  Azrin now, and commands foul creatures in the unholy name of Iuz.  I am cal ed only Hunter in the Shadows 
  now, and I will not rest until he is mine." 
   
   
  Vengeance Delivered 
   
  Page 28 
  
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