TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  SND7-05 
   
   
   
   
   
  A Few Less Men 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Sunndi Regional Adventure 
  Version 0.85 
   
   
  by Krishna Simonse & Pieter Sleijpen 
  Circle Reviewers: Pieter Sleijpen  
  Reviewers:  
  Playtesters: 
   
   
  Betrayed betrayers, fugetive fugetives, conflicts about fear, fears of conflict. Its a crazy world and as 
  always truth is a scarce comodity. Can it be found? Can you handle the truth? Time for a few more 
  headaches and all because of a few less men. An investigative adventure for player level 1 to 10, 
  especially suited for members of the Darkwater Skirmishers, Characters with the High Risk disfavor from 
  the Iron League or Jade Mask cannot play this scenario. 
  Resources for this adventure [and the authors of those works] include title [author], title [author], title 
  [author], and title [author]. List in alphabetical order. Include all rules- and setting-based sources.
  
  SND7-05 A Few less Men 
   
  1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA event 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 session Dungeon Master 
  (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be 
  at least a HERALD-LEVEL GM to run this adventure.
   
  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, players 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is 
  worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2008.  
   
  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 rule 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. Information on 
  nonplayer 
  characters 
  (NPCs) 
  and 
  monsters 
  appear in abbreviated form in the adventure text. 
  Refer to Appendix 1 for full information on NPCs 
  and monsters. For your convenience, Appendix 1 
  is split by APL 
   
  Along with this adventure, you‘ll find a RPGA 
  session 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). You need one 
  copy of this for each participating player. 
   
   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 calculate the Average Party 
  Level (APL), follow the process below:  
  1. Determine the character level for each of the 
  PCs participating in the adventure. Each PC 
  may bring one animal, plus any creatures 
  gained from class abilities to help in combat. 
  (PCs can bring more creatures but they 
  cannot help in combat). If you deem that the 
  animal bestows a significant benefit in combat 
  add the animal‘s CR to the level of the PC it is 
  accompanying for calculating APL. (Animals 
  gained from class abilities and one standard 
  horse, warhorse, or riding dog for a PC with 
  Mounted Combat do not affect APL). 
  3.2. Sum the results of step 1 and divide by the 
  number 
  of 
  characters 
  playing 
  in 
  the 
  adventure. Round to the nearest whole 
  number. 
  4.3. 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. A player character more than three 
  levels higher than the APL at which the adventure 
  is played cannot participate. If a player character 
  Formatted: Bullets and Numbering
  
  SND7-05 A Few less Men 
   
  2 
  is more than two levels away from the APL at 
  which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in 
  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. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level 
  characters may find the challenge of an APL 2 
  adventure difficult. Suggest the following to these 
  groups to help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to 
  help protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 
  of the Living Greyhawk Campaign Sourcebook. If 
  you are playing this adventure in 2008, check the 
  current version of the LGCS and follow any 
  updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard 1-round Regional adventure set 
  in Sunndi. All characters pay 1 or 2 Time Units per 
  round. 
   
  Adventurer‘s Standard Upkeep costs 12 gp 
  per time unit. Rich Upkeep costs 50 gp per time 
  unit. Luxury Upkeep costs 100 gp per time unit. 
  Characters that fail to pay at least Standard 
  Upkeep retain temporary ability damage until the 
  next adventure, must buy new spell component 
  pouches and healer‘s kits, and may suffer other in-
  game penalties (or possibly gain in-game benefits) 
  as may be detailed in this adventure. 
   
  A character that does not pay for at least 
  Standard Upkeep may avoid the above-described 
  penalties by living off the wild. If the character 
  possesses four or more ranks in Survival and 
  succeeds on a DC 20 Survival check, he heals 
  temporary ability damage as if he had 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). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  PREPARATION FOR PLAY 
  SND7-05 A Few Less Men is a loose follow-up to 
  the adventure A Few Bad Men. The main 
  protagonist is a Mindbender which PC‘s might 
  have ran across in SND6-03 Behind Enemy Lines 
  Membership of a Sunndian military organization 
  can also play an important role. PCs with the High 
  Risk disfavor from the Iron League or Jade Mask 
  cannot play this scenario. 
   
  NEW RULE ITEMS 
  Regional adventures often utilize new rules items 
  –including new classes, prestige classes, races, 
  feats, spells, and equipment (including magic 
  items) – that do not appear in any of the three 
  core D&D books (Player’s Handbook, Dungeon 
  Master’s Guide, or Monster Manual). The full 
  write-up 
  of 
  any 
  featured 
  feats, 
  spells, or 
  equipment appears in Appendix 2. Information on 
  featured classes, prestige classes, and races 
  appears in the relevant creature‘s stat block. This 
  adventure includes all the information required to 
  run these characters. The DM should double-
  check that he fully understands any new rule items 
  presented in this adventure before play begins. 
   
  ADVENTURE BACKGROUND 
  Despite some setbacks the war is progressing 
  pretty well, for the Wastrians. Their main force is 
  making steady progress towards Pitchfield and 
  soon the deciding battle will be enjoined. However 
  the Wastrians are not stupid and they realize their 
  supply brute force, in the form of enraged 
  Bullywugs, is finite. To this effect they have 
  started other efforts. Effort to not only gain control 
  of the lands of Sunndi, but to influence the hearts 
  and minds of its population.  
    One such effort was made at Darkwater 
  Academy, the Sunndian Army's elite training 
  camp. Infiltrating the organization and thus 
  influencing its trainees was meant to put in place a 
  cadre of humans within the Sunndian Army that 
  was, if not helpful, at the very least sympathetic 
  towards the Wastrian ideals. Also, Darkwater 
  Academy 
  provided 
  the 
  Wastrians 
  with 
  an 
  excellent opportunity to create and further widen a 
  rift between the Human and non-human members 
  of the various Sunndian defense forces. 
    This plot might still have been working had not 
  the Wastrians attracted the attention of the Veil of 
  the Sun through some errors in judgment. The 
  Veil arranged for a group of adventurers to be 
  sent to Darkwater Academy as recruits, and 
  trough this group managed to get the Wastrian 
  treachery exposed and their agents expunged. 
  Unfortunately is has not yet become entirely clear 
  just how much influence the Wastrians managed 
  to gain with the alumni of Darkwater Academy. 
    Of late the Wastrians have decided to leverage 
  the influence gained with their ploy. Through an 
  
  SND7-05 A Few less Men 
   
  3 
  agent of theirs, the mindbender Torak, they have 
  started spreading rumors that the Elves will not be 
  supporting the human villages that are close to 
  their forest homes. Even that the Elves see the 
  war as an excellent opportunity to reclaim the 
  lands lost to farming. Careful selection has lead 
  Torak to Sinnacar, a village on the edge of the 
  Rieuwood, next to the Elven settlement of Tuallin. 
    Like any village in Sunndi, Sinnacar, contributed 
  a fair share of men to the war. The Sunndian 
  army, 
  eager 
  to 
  make 
  use 
  of 
  established 
  relationships, selected two of them, Haran the 
  local smith and Tarvin, a master hunter, for 
  training at Darkwater Academy, making them 
  leaders 
  of 
  a 
  small 
  Sinnacar 
  Battalion. 
  Unfortunately, while not turned to traitors, the 
  tainted training those two leaders had received 
  made them susceptible to the rumors spread by 
  Torak.  
   Having established himself as a teacher for the 
  local lord, Torak set to work with his rumors. 
  Mentioning them in conversation with the wives of 
  the Sinnacarian soldiers. Messages and missives 
  soon started to filter through and concluding the 
  safety of their village was at stake, Haran and 
  Tarvan moved to organize their men and deserted 
  to move back home where they could help.  
   The disappearance of an entire unit, all from one 
  village, has naturally alerted the army and 
  suspecting foul play they are looking for people to 
  investigate. 
   All this against the backdrop of a very imminent 
  siege of Pitchfield adding a definite urgency to the 
  proceedings.. 
   
  ADVENTURE SUMMARY 
  SND7-05 A Few Less Men is a 1-round regional 
  adventure set on the edge of the Rieuwood.  
   
  Introduction 
  The PC's are approached by a representative of 
  the Sunndian military for a mission. If they choose 
  to accept they will be sent to investigate the 
  desertion of the Sinnacarian unit 
   
  Encounter 1 [Deceived] 
  As the PC come close to Sinnacar they are 
  attacked by elves. These elves are in fact trying to 
  defend their forest from a perceived but unreal 
  threat. 
   
  Encounter 2 [Sinnacar] 
  The village of Sinnacar holds many people, but 
  few willing to answer direct questions. People may 
  know where to find the deserters, but are unlikely 
  to share this information. 
   
  Encounter 3 [Tuallin] 
  The Elven settlement of Tuallin is not exactly very 
  friendly towards humans at the moment. An influx 
  of refugees in Sinnacar has lead to an increase in 
  foresting activity and managed to anger the elves. 
   
  Encounter 4 [Red Herring] 
  Assorted rumors and remarks in both Sinnacar 
  and Tualin might lead the PCs into a wild goose 
  chase.. 
   
  Encounter 5 [Deserters] 
  Camped out in the woods the deserters keep 
  watch over their village. Warned by others of the 
  PC's presence they are weary and prone to 
  violence. 
   
  Encounter 6 [Wastrians] 
  Feeling the need to reinforce his theories Torak 
  has aranged a Wastrian attack on Sinnacar 
   
  Encounter 7 [Torak] 
  Should the PC's see through the entire facade 
  they may have to face him directly 
   
  Conclusion 
  The adventure can end in many ways and at 
  many points. Deserters might be executed or 
  pardoned, Torak may or may not be found out, 
  Tensions between Elves and Humans might 
  escalate.. 
   
   
  INTRODUCTION 
  Pitchfield is a city preparing for a siege and this 
  should be clear to the PC's. The military is 
  everywhere, everyone is on edge and most things 
  become scarce as stockpiles are being built. Talk 
  of the Wastrians and their imminent assault tints 
  every conversation. As coincidence will often 
  have it in an adventure, the PC's have all arrived 
  in Pitchfield at the same time. This is a good time 
  for introductions as soon they will be approached 
  for a mission. 
   
  As you look around you find the streets of 
  Pitchfield truly overflowing with soldiers. 
  Preparering to make your way through the 
  throng of uniformed men towards the inn and 
  a mug of Vella's finest you take a step but get 
  no further as you are stopped by a tall man. 
  The markings on his shoulder make him a 
  
  SND7-05 A Few less Men 
   
  4 
  luitenant and without hesitation he gets to 
  business. 
  "Adventurers?". 
  Without 
  really 
  waiting 
  for 
  your 
  answer 
  he 
  continues. 
  "General Garn wants you to report to his 
  office, asap!". The officer assumes a rigid 
  stance as he awaits your reaction. 
   
  As said, Pitchfield is a city preparing for war, of 
  course the PC's can choose to refuse or otherwise 
  act up, but leniency is in short supply. Should the 
  PC's make enough of an issue out of it the officer 
  has no qualms about having them arrested in 
  which case the players lose a day and get to enjoy 
  the fine Sunndian water and bread. They will be 
  released though as the army cannot spare soldiers 
  to do this job and they do need it done. The 
  generals disposition however will be a lot less 
  friendly towards the PCs. Of course any member 
  of a Sunndian military organization simply does 
  not have the choice of refusing a general's orders. 
   
  Following the burly man you are lead towards 
  a small stone building. The guards at the door 
  snap to attention as they note your guide, 
  saluting him sharply. "Fresh adventurers for 
  old soggy." the luitenant speaks, one of the 
  guard nods and opens the door, without 
  speaking. Stepping aside the officer motions 
  you inside with nothing but a curt nod. 
  Stepping into the sparsely furnished main 
  room you are greeted by a short stocky man 
  dressed in a rumpled old uniform, a hint of 
  gray in his hair matching the lines on his face. 
  "Ah! My volunteers"  
   
  Yvant Garn is a formerly retired general of the 
  Sunndian Army. The current situation has forced 
  himk to return to his old profession. A serious 
  man, Yvant is not given to sugarcoating any issue 
  and prefers his, and others, speech to be simple 
  and to the point.  A knowledge local Splitered Sun 
  (DC 15) will allow PCs to recognize him from the 
  many stories of the great war. Members of the 
  Sunndian army or other Sunndian military 
  organisation gain a +5 bonus on this check, as 
  such is his notariety amongsty the armed forces. 
  The PCs are greeted by nothing but a smile save 
  for members of the armed forces who are 
  accorded a nod and, should they fail to salute, a 
  promising sneer.  
   
  "My name, for as far as it matters, is Yvant 
  Garn or General Garn and you are here to aid 
  me with a little problem." Pausing but a breath 
  he contiues "Yes, yes, I am sure you are about 
  to object so I will just explain it real quick like 
  and then you can ask questions and all that. 
  Right? Right! So here is the deal. A whole unit 
  of men has deserted and I need people to find 
  out what is going on. But! There is more. The 
  whole unit was made up of men from the same 
  village 
  and 
  their 
  leaders 
  are 
  Darkwater 
  Skirmishers. All in all too much coincidence 
  by far." 
   
  Some of the PCs may realize the importance of 
  the Darkwater angle, if any of the PCs react to the 
  mention of the skirmishers Yvant will acknowledge 
  them with a raised eyebrow. Likewise for any PCs 
  identifiable as members of the Skirmishers 
   
  "As some of you (may} know we have had 
  some problems at the Darkwater Academy, 
  and while I am not going to explain it all to 
  you, the bottom line is, those Skirmishers may 
  be traitors, as well as deserters. Obviously we 
  dont really have the manpower to go on a wild 
  goose chase over just one unit, but on the 
  other hand, we are not exactly happy with the 
  posibility of amrmy-trained traitors running 
  amock in Sunndi. So thats where you come in. 
  I need you lot to look into this group 
  desertion, 
  asess 
  its 
  reasons 
  and 
  concequences and if at all possible solve it. 
  Then report back to me. Just because there 
  are wolves at our door does not mean we dont 
  need to make sure of possible rats in our 
  kitchen.  
  Returning the deserters for a court martial 
  would be appreciated, but you'd better hurry, 
  cause right now it is not exactly guaranteed 
  there will still be a Sunndian Army or a Sunndi 
  in a couple of weeks. Right!. You can ask your 
  questions now" 
   
  Why us? 
  "Because you lot, unlike my soldiers, are not 
  needed here right now. Dont get me wrong, I 
  hope and even expect you lot to be here for 
  the big toad showdown when they get here 
  cause I am sure you lot can fight if need be." 
   
  Where is this village? What of this village and 
  other questions in this direction: 
  "Sinnacar is a fair sized village bordering on 
  the Rieuwood, some 2 days travel southwest 
  from here. All the AWOL men and women are 
  from there. We have been making so called 
  rural-units for a while now, they already know 
  
  SND7-05 A Few less Men 
   
  5 
  each other so that saves us a lot of breaking 
  in." 
   
  Darkwater Academy? 
  "Its one of our specialist trainign camps. It got 
  infiltrated by wastrians, some adventurers 
  helped us kick them out. And now we dont 
  know for sure if we can trust its alumni. 
  Simple story really" 
   
  Do you know anything about the unit that 
  deserted? 
  "I have had my aides prepare a document that 
  will give you what information they were able 
  to find, as you no doubt can understand 
  things are a little confused right now" 
  See player handout 1 
   
  What of the war? 
  "Well we're not winning if thats what ya mean? 
  But by Kord we're not losing yet either. Any 
  day now those damn toads will be outside the 
  gate though so if ya plan to dispatch some of 
  them, I suggest you hurry back" 
   
  And what if we don’t want to volunteer? 
  "Well that is an option of course. (For Some of 
  you)" 
   
  Show us the money? 
  "Ah, 
  there 
  we 
  go, 
  Spoken 
  like 
  true 
  adventurers. Supplies, weapons, alchemical 
  stuff and soldiers, that we need badly, money 
  however, money we have. If you manage to 
  solve this little problem, or provide us with the 
  information we need to solve it we can offer 
  you [100xapl] in gold." 
   
  What of transportation. 
  "You got here didn't ya? I am sure you can 
  make your way to Sinnacar under your own 
  steam. But you may be able to find a horse 
  somewhere in town. Before its salted...." 
   
  Other questions can and will of course be asked. 
  Garn is mostly interested in being reassured that 
  there 
  is 
  no 
  big 
  conspiracy 
  behind 
  the 
  disappearance of the Sinnacar battalion. He does 
  not particularly want them hung, preferably he 
  wants them back to fight. Either way he makes 
  sure the PC‘s know they have to HURRY. War will 
  be at Pitchfield‘s gates soon. 
   
  1: DECEIVED 
  The distance between the city of Pitchfield and the 
  village of Sinnacar is roughly 60 miles as the crow 
  flies. A group would need to make a small detour 
  though due to the war which lengthens the route to 
  about 70 miles. The trip is mostly through gentle 
  rolling hills and rural terrain over various trails and 
  small roads. On foot it would take a dwarf 4.5 
  days, a man almost 3 days and a unecumbered 
  light warhorse 1.5 days. 
   
  Before proceeding determine the marching 
  order of the PCs as well as any long duration buff 
  spells they might have running. Under normal 
  circumstances it would be an uneventful trip, but 
  the Wastrian agents are expecting outside 
  interference and they have made the necessary 
  preparations. Through subtle manipulations they 
  convinced a local elf druid named Gaelin that the 
  refugees in Sinnacar are going to hire adventurers 
  to help them clear the forest and the wished of the 
  elves be damned. Always expecting the worst 
  from humans, he decided to strike first before 
  whatever unscrupulous sellswords would arrive at 
  Sinnacar and the safety of said village. So he and 
  his friends are patrolling the area near Sinnacar, 
  ready to get rid of the sellswords coming across 
  his path. 
   
  The warm sunny weather, the singing birds, 
  buzzing insects and rustling of the plants in a 
  soft breeze are in sharp contrast with the war 
  that you know is raging on a couple of miles 
  to the east. Even though no battle is fought in 
  the region, the scars of war can be seen by 
  those who know where to look. Many fields, 
  orchards and farms do not get the required 
  care because men and women have been 
  called away for the war and those people you 
  do meet are suspicious, well-armed and never 
  in small groups. The trip to Sinnacar is largely 
  uneventful except for the occasional patrol 
  and group of farmers which grow increasingly 
  rarer the further away you get from Pitchfield. 
  The amount of farms has decreased equally, 
  and when you enter the light forest that 
  surrounds Sinnacar you know you are almost 
  at your destination. 
   
  Since Gaelin cannot predict the exact route the 
  PCs use, he cannot setup the perfect ambush. 
  Instead he and his friends patrol the area likely to 
  be traversed by the PCs. They do try to remain 
  silent and out of sight, moving at half speed, 
  taking 10 on their Hide and Move Silently. Also 
  assume that they take 10 on their Listen and Spot 
  
  SND7-05 A Few less Men 
   
  6 
  checks. Remember that unless the PCs take 
  special precautions it is probably a DC 0 Listen 
  check modified by distance to hear them coming. 
  If neither side manages to spot the other before 
  100 feet they automatically spot each other with 
  neither side gaining surprise. This is also the 
  distance at which Gaelin and his companions 
  initiate violence if they had the time to set up an 
  ambush. 
   
  Terrain: Regardless of the circumstances, the 
  fight is taking place in a sparsely forested area. 
  The PCs are likely to be on a 10 ft. wide wagon 
  trail with a shallow dry ditch on one side. Most of 
  the area is overgrown with tall (about 2 foot) 
  grass, ferns and other weeds. This area incurs no 
  movement or combat penalties. A prone character 
  does gain concealment against ranged attacks. 
   
  Roughly 50% of the area is overgrown with 
  light undergrowth (bushes, low haning branches, 
  vines and the like). A space covered with light 
  undergrowth costs 2 squares of movement to 
  move 
  into, 
  and 
  it 
  provides 
  concealment. 
  Undergrowth increases the DC of Tumble and 
  Move Silently checks by 2 because the leaves and 
  branches get in the way.  
   
  As can be expected in aforest there are a lot 
  of trees. A creature standing in the same square 
  as a tree gains a +2 bonus to Armor Class and a 
  +1 bonus on Reflex saves (these bonuses don‘t 
  stack with cover bonuses from other sources). The 
  presence of a tree doesn‘t otherwise affect a 
  creature‘s fighting space, because it‘s assumed 
  that the creature is using the tree to its advantage 
  when it can. A DC 15 Climb check is sufficient to 
  climb a tree. 
   
  Creatures: Gaelin is a tall slender male gray elf 
  with long black hair and purple colored eyes. He 
  has a pale unblemished skin and the angular 
  features typical of elves. He wears good quality 
  forester clothes. Daene is shorter and stockier 
  than Gaelin and has an ugly scar across his face – 
  courtesy of a soldier from the Great Kingdom. 
  Tieghan is a female gray elf with short black hair 
  and a coldness in her blue colored eyes that is 
  rarely seen in elves. All three are rather arrogant, 
  treating non-elves as children. They especially 
  dislike humans, who they think are spoiled brats 
  that need elves to even survive. Still, they are not 
  murderers and their goal is to teach the PCs (who 
  they think are unscrupulous sellswords) a lesson. 
  Still, if a character dies that is unfortunate and 
  they certainly do not risk their own skin to keep an 
  opponent alive. 
   
  Note that they are convinced the PCs are 
  sellswords hired to aid the humans in their conflict 
  with the local elves. If the PCs do not immediately 
  attack them with lethal force, they are surprised, 
  allowing the PCs an opportunity to talk. Any lethal 
  reaction though only confirms their opinion setting 
  them firmer on their set-course to chase away the 
  PCs with force. See Development below for more 
  information. 
   
  APL 2 (EL 4) 
  Gaelin: Male elf (gray) druid 2; hp xx; Hide +2, 
  Listen +9, Move Silently +2, Spot +9; see 
  Appendix 1. 
  Silver: Female wolf animal companion; hp 13; 
  Hide +2, Listen +3, Move Silently +3, Spot +3; see 
  Monster Manual ??. 
  Daene and Tieghan: Male and female elf (gray) 
  ranger 1; hp 9 each; Hide +6, Listen +7, Move 
  Silently +7, Spot +7; see Appendix 1. 
   
  APL 4 (EL 7) 
  Gaelin: Male elf (gray) druid 5; hp xx; Hide +5, 
  Listen +13, Move Silently +5, Spot +13; see 
  Appendix 1. 
  Silver: Female leapard animal companion; hp 19; 
  Hide +8, Listen +6, Move Silently +8, Spot +6; see 
  Monster Manual ??. 
  Daene and Tieghan: Male and female elf (gray) 
  ranger 3; hp 21 each; Hide +8, Listen +9, Move 
  Silently +9, Spot +9; see Appendix 1. 
   
  APL 6 (EL 9) 
  Gaelin: Male elf (gray) druid 7; hp xx; Hide +8, 
  Listen +15, Move Silently +8, Spot +15; see 
  Appendix 1. 
  Silver: Female brown bear animal companion; hp 
  51; Hide -3, Listen +4, Move Silently +1, Spot +7; 
  see Monster Manual ??. 
  Daene and Tieghan: Male and female elf (gray) 
  ranger 5; hp 33 each; Hide +10, Listen +11, Move 
  Silently +11, Spot +11; see Appendix 1. 
   
  APL 8 (EL 11) 
  Gaelin: Male elf (gray) druid 9; hp xx; Hide +2, 
  Listen +18, Move Silently +6, Spot +18; see 
  Appendix 1. 
  Silver: Female brown bear animal companion; hp 
  xx; Hide -2, Listen +6, Move Silently +2, Spot +7; 
  see Appendix 1. 
  Daene and Tieghan: Male and female elf (gray) 
  ranger 7; hp 45 each; Hide +12, Listen +13, Move 
  Silently +13, Spot +13; see Appendix 1. 
   
  
  SND7-05 A Few less Men 
   
  7 
  Tactics: Gaelin starts the fight by casting an 
  entangle and various other spells that hinder the 
  PCs movement. Once the PCs are stuck, he 
  switches to ranged weapons or at higher APLs 
  spells (such as produce flame and summon 
  natures ally). All the while he seeks cover behind 
  trees and bushes. If some PCs manage to get out 
  of the area he and Silver try to position himself 
  between that character and the archers while 
  engaging the escaped characters in melee – using 
  his Combat Expertise extensively. At APL 6 and 8 
  he fights in animal form, but at APL 4 he keeps 
  his wildshape available to flee in case the fight 
  goes badly. Meanwhile Daene and Tieghan keep 
  their distance, seeking cover and concealment 
  while peppering the PCs with arrows. At APL 6 
  and 8 they immediately cast arrow mind if any 
  character appears to be coming within melee 
  range. 
   
  The three elves are not going to fight to the 
  death. They flee if at 1/3rd of their hit points, or 
  when two of their friends are gone/disabladed. If 
  they cannot flee, they take their chances and 
  surrender. Since the goal of the elves is not 
  necessarily to kill the PCs, they accept their 
  surrender and they do not go out of their way to 
  dispose of any unconscious character. 
   
  Treasure: 
  Looting the elves: 
   
  If the PCs manage to diffuse the situation through 
  Diplomacy without using lethal force or forcing the 
  elves to surrender they also gain the AR item 
  ―Cool Headed Reputation‖. If a PC used lethal 
  force, but was calmed down by another PC, the 
  character calming down the other gains the 
  reputation unless he used lethal force before as 
  well. 
   
  Cool Headed Reputation: You have proven to 
  think before you act, and the story has spread 
  among the elves of Sunndi. You gain a +2 
  circumstance bonus on social interaction with 
  Sunndian elves. You gain regional access to the 
  items marked with an * in the items section below. 
  It might have additional benefits in future 
  scenarios. 
   
  Development: 
  The 
  elves 
  are 
  expecting 
  unscrupulous mercenaries, so when the PCs don‘t 
  immediately react with lethal force to their 
  ambush, they are taken aback. This gives the PCs 
  the needed opportunity to pacify the situation 
  through Diplomacy by convincing Gealin they 
  have nothing to do with the refugee issue in 
  Sinnacar – in fact, they likely never heard there 
  was any such problem. If the PCs are using lethal 
  force, calming down the elves requires a DC 35 
  Diplomacy check which includes the penalty for 
  being rushed. If the PCs have not used lethal 
  force for at least 1 round they gain a +5 
  circumstance bonus on the check. If the PCs do 
  not use force for 5 rounds by conscious choice (as 
  far as the elves can actually determine this) they 
  automatically stop their attack, switching to 
  talking. Once the PCs and the elves are on talking 
  terms, they quickly learn that this is a case of 
  mistaken identity. Gaelin also tells about the 
  issues with the refugees and that there are several 
  elves ready to use violence if the refugees press 
  the matter by ignoring the olven wishes as they 
  have been threatening to do. Gaelin needs to be 
  made Friendly (requiring a check 10 points higher) 
  to tell that it was the elven lady Jethro who told 
  them about the mercenaries hired by refugees. 
  Gaelin is certain she spoke the truth, the PCs are 
  just not the ones she spoke off and he is planning 
  to remain behind to deal with those sell swords 
  when they arrive. Convincing him otherwise 
  required him to be made Helpful with the first 
  check – a DC 60 Diplomacy check. 
   
  If the Diplomacy check fails, either due to a 
  bad roll or continued violence, the elves try to 
  chase away the PCs. If PCs surrender or are 
  disabled, they knock them unconscious. The elves 
  are not willing to talk. A couple of hours later the 
  PCs wake up with a note tied to their chest 
  warning them to leave the area or next time they 
  are going to be killed. They still have all their gear 
  – the elves are not thieves and they do not want to 
  anger potential dangerous targets even more than 
  they already have done. The PCs are free to do 
  what they want, and if they continue their 
  investigation this might lead to potential tense 
  situation later on in the elven hamlet (see 
  Encounter 3). 
   
  If on the other hand the PCs manage to 
  capture the elves a regular Intimidate check or 
  magic is required to get the elves to talk (see 
  above for what they know). Otherwise they remain 
  silent and defiant, demanding to be released or 
  else risk the wrath of their friends. When the PCs 
  take them to the authorities in Sinnacar, they are 
  met with surprise, but the elves are placed in 
  prison. A message is send to the leaders of the 
  elven hamlet, who come and get the three culprits 
  to be punished by their own people. Of course the 
  PCs are asked to testify, and since the elves 
  initiated the violence they are convicted for 
  serious assault and manslaughter if any PC died. 
  PCs are not punished for any dead elf (unless the 
  
  SND7-05 A Few less Men 
   
  8 
  elf was helpless at the time of the killing) and they 
  get to keep any equipment they took. If they allow 
  the elves to keep their equipment though, they 
  earn their grudging respect, and they are willing to 
  sell the items to the PCs for normal price 
  (effectively giving them access as if they took the 
  items). 
   
  Regardless, 
  the 
  PCs 
  eventually 
  should 
  continue 
  with 
  the 
  adventure. 
  Proceed 
  to 
  Encounter 2 if they go to Sinnacar, Encounter 3 if 
  they go to the elven hamlet Tualin and Encounter 
  5 if they immediately set out to find the deserters 
  in the surrounding area without going to Sinnacar 
  or Tualin (in which case they are unlikely to find 
  anything within the available time as discussed in 
  said encounter). 
   
  Troubleshooting: While Gaelin knows the terrain 
  like the back of his hand, he is not omniscient. If 
  the PCs use magic or a weird route to travel to 
  Sinnacar the PCs miss him for the time being. 
  They also miss him if they split up and disguise 
  themselves to look like commoners or soldiers. In 
  that case Gaelin and his friends ambush the PCs 
  later during the adventure when they are traveling 
  to the elven hamlet. 
   
   
  2: SINNACAR 
   
  What is really going ? 
  The encounters the PCs can have in Sinnacar and 
  Tualin are roleplay oriented and while there will be 
  examples as to how NPCs can and will react there 
  will no doubt be a lot of room for improvising. In 
  order to make this possible this section will 
  describe the actual situation, the boundaries of 
  NPC reactions etc. 
   
  The situation in Sinnacar 
  Master Torak, a wastrian mindbender,  has 
  through skillful manipulation managed to get a 
  position in the household of the Lord and lady as a 
  teacher for their children. His association with 
  Sinnacar is old and over the years he has built a 
  firm 
  powerbase. 
  Having 
  returned 
  from 
  a 
  prolonged absence about a year ago, he has since 
  managed to get the Lord and Lady separated from 
  daily life in the village. Creating a situation where 
  most  dealings with the Lord and Lady run through 
  him. Having worked hard at being trusted by most 
  everyone in  the  village allows him many an 
  opportunity to subtly influence the people.  
   
  Through his insinuations the villagers have gotten 
  to feel more and more unsafe, a sentiment Torak 
  was more than happy to let sound clearly in the 
  letters he wrote for the less literate villagers to 
  their friends and loved ones in the Sinnacar 
  Battalion.  Those letters, combined with rumors 
  Torak 
  spread 
  through 
  his 
  many 
  channels, 
  amongst which some alumni of Darkwater 
  Academy, are what eventually led the Sinnacar 
  Battalion to desert. The battalion, aware of the 
  penalties for desertion, are hiding out in the woods 
  to the west, a fact known to most, but not all 
  townsfolk.  
   
  When the refugees started flowing in to Sinnacar 
  it was soon apparent that they would need more 
  permanent lodgings than the tents they came with. 
   Wood was needed. Being very aware of their 
  neighbors, the elves, people of course looked to 
  the lord to negotiate in this. This request was 
  intercepted by Torak, who then proceeded with his 
  trademark song and dance.  First speaking with 
  ole John, a known friend to the elves to acquire 
  his help in talking to the elves since the lord was 
  ―indisposed‖. Using John as his entry into the 
  elven village allowed Torak to meet up with the 
  lady Jethro, a fugitive from the law hiding out in 
  Tualin. Recognizing Jethro‘s rabid hatred of 
  humans as something he could use Torak set out 
  to influence her, first through mundane means. 
  later enhanced by magical aid.  
   
  Ole John and Torak‘s negotiations with the elves 
  lead to an agreement as to which trees could be 
  cut, but through his influence with Jethro Torak 
  communicated with the elves that Lord Farindhar 
  needed a little time before a final decision was 
  reached. Jethro was made to think she spoke to 
  the lord himself. Using a nearby team of wastrian 
  helpers Torak then set out to have a set of young 
  and healthy trees marked for removal, so that 
  when Ole John reported the deal, the refugees set 
  out to cut down trees the elves had not agreed to.  
   
  Understandably this angered the elves. Again 
  using Jethro for leverage Torak has spun this 
  anger out into the current tension where everyone 
  suspects foul play but no-one can really prove 
  anything. Torak is using his skills to full effect in 
  playing holy innocence and shifting the blame to 
  either Jethro, or the stubborn Lord Farindhar . 
   
  The PCs and Torak 
  Its not a complicated plot, but then the villagers of 
  Sinnacar are not  evenly matched with Torak‘s 
  skills in manipulation. Everyone knows there is 
  
  SND7-05 A Few less Men 
   
  9 
  something wrong but can‘t put their finger on it. 
  Once the PCs start talking to people the name 
  Torak will pop up many time.  Its fine to lay it on 
  thick, Torak is a natural suspect in the entire 
  situation, but he is skillful enough to have left no 
  real evidence. Be sure to remind players of the 
  lack of such evidence should they want to accuse 
  or even fight Torak. Killing or assaulting Torak 
  without evidence is of course a crime by any 
  standards. More on this in the encounter with 
  Torak further down. Use this encounter whenever 
  the PCs go to visit with Torak who will be back in 
  town the day after they arrive. 
   
  The PCs and the Villagers. 
  Most of the villagers are aware that the Sinnacar 
  Battalion is hiding out in the woods, but since 
  most everyone is in some way tied to a member 
  of the battalion, either through blood or friendship, 
  they are not likely to confide in the PCs. Unless 
  the PCs establish themselves as helpful and not 
  out to get the ―deserters‖ hung, diplomacy will be 
  very difficult at best.  Getting any villager to admit 
  they know where the battalion is hiding requires a 
  DC 40 diplomacy check. If any PC displays a 
  strong adherence to the law, which would see the 
  deserters hung, it is plain impossible.  Of course a 
  DC 15 sense motive will tell the PCs that people 
  may be lying, but short of intimidation and/or 
  violence nothing will persuade them to give up 
  their fellows to die.  
  Should the PCs wish to resort to intimidation two 
  independent intimidate checks (i.e. two PCs) will 
  eventually make a villager break and spill the 
  beans. This will NOT work with any of the 
  battalions relatives. Resorting to violence will also 
  cause the villagers to confess, but could easily be 
  considered an evil act. 
  All the villagers are worried about the state of the 
  war and all but convinced the wastrians will be at 
  their door soon.  
   
  The PCs and the refugees. 
  The refugees are more or less a small community 
  onto themselves. Not yet integrated into village 
  life they know little of what goes on. They are 
  convinced that they are in the right concerning the 
  wood for their cabins, after all Ole John and the 
  lord, through Torak, said there was a deal with the 
  Elves. Torak, not being one to leave opportunities 
  unused has spent some time talking to several 
  refugees. 
  Thanks 
  to 
  a 
  few 
  well 
  placed 
  suggestions, a lot of them feel that the elves are 
  using the deal with the trees as an excuse to 
  distance themselves from the village so they can 
  honorably ignore it once the Wastrians come. All 
  the refugees are pretty much convinced that this 
  is inevitable.   
   
  The PCs and the Elves 
  The Elves are angry at the loss of their beloved 
  trees . They feel betrayed at the villagers actions, 
  but are also aware that things don‘t add up. The 
  presence of Jethro is not helping things, as her 
  anti-human sentiments  are finding some willing 
  ears amongst the elves. Accusations that the 
  humans, in their racial haste, just could not wait  
  to create yet another inroad for more farmland are 
  rife.  In general though, the Elves are willing to 
  settle the entire situation in a debate with the Lord. 
  They have requested his presence a few times but 
  unfortunately the Lord seems to be in poor health 
  lately. 
   
  The Red Herring 
  The woods to the south are currently home to a 
  reclusive gnome warlock Caitlannagh. Shunned 
  by society Caitlannagh has been wandering the 
  countryside to settle in these woods, living off the 
  forests bounty. Her actions in the woods have not 
  gone entirely unnoticed, because on occasion she 
  has had to defend herself against wildlife or kill for 
  food. This has lead some of the village hunters to 
  weird discoveries. Animals dead without a mark 
  on them nor a trace of magical damage. This has 
  only added to the general feeling of unrest. 
  References to these dead animals will pop up 
  often as an example of the dangerous times. For 
  more information see encounter 4. In a time 
  sensitive setting this encounter can easily be 
  glossed over, although Caitlannagh does in fact 
  know the location of the deserters.  
   
  Arriving in Sinnacar 
  Having dealt with the elven ambush by either 
  force or diplomacy the PC's move on to the town 
  of Sinnacar. A short ways travel leads them to the 
  outskirts of the village. 
   
  Stepping out of the woods you spot in the 
  distance the buildings of what must be 
  Sinnacar. Mainly a cozy collection of outlaying 
  farmhouses and small wooden homes, you 
  note a ramshackle shanty town on the very 
  outskirts of the village proper. Dominating the 
  shanty town are 5 log cabins that seem to be 
  made out of fairly freshly chopped down trees. 
  As you make your way into town people are 
  studying you with what seems to be a weary 
  cautiousness 
   
  
  SND7-05 A Few less Men 
   
  10 
  Sinnacar contains few buildings of note. In the 
  center of town there is a small temple, the ever 
  present inn, and a rather big stone mansion which 
  is occupied by the lord and lady. The innkeeper 
  will gladly provide the PC's with lodging at a fair 
  price. 
  To be able to track down the missing men, and/or 
  resolve the situation with the elves, the PC's will 
  have to try and gather information ibn one way or 
  the other. Master Torak, the mindbender at the 
  root of most problems, is currently out of town to 
  meet with his elven ―friend‖ Jethro. 
  See appendix X for additional information on 
  Sinnacar and its inhabitants. 
   
   
  Example encounters in Sinnacar 
   
   
  Gather information results and/or comments all 
  villagers might make: 
   
   
  The woods to the south are dangerous 
  these days. Just last week a dead boar 
  was found, with not a mark on it. And 
  it’s not the first time either. It’s 
  probably some elven magic to scare us 
  away from their beloved trees. 
   
  We're losing the war, it won’t be long 
  before the wastrians come here to rape 
  and pillage our poor village. And we're 
  without defenders since they are all in 
  Pitchfield.(sense motive dc 15) 
   
  The elves are very upset about the 
  refugees taking so much wood from 
  the forest. Don’t they understand those 
  poor people need homes too. 
   
  The elves are harboring some sort of 
  criminal. From what I have heard its a 
  crazy woman, but I don’t know. Ole 
  john said she shot at him when he was 
  trying to get a good look at her. Serves 
  him right for spending so much time 
  with the elves though. 
   
  Elves, who can understand em. No 
  offence 
  if 
  ya 
  are 
  of 
  the 
  elven 
  persuasion but I generally can’t figure 
  out what they is thinking. But if ya 
  really be wanting to learn about elves, 
  ya could always visit Ole John. He 
  used to be the villages main huntsmen, 
  people say he is very friendly with the 
  leaf walkers. 
   
  Wish the lord would call a meeting or 
  something, seems these days he and 
  his missus are just resting all the time. 
  The 
  people 
  could 
  do 
  with 
  his 
  reassurance. 
   
  Them elves are lying, I clearly saw the 
  marks on the tree the refugees cut. 
   
  Did ya hear about that monster in the 
  south woods? Well not that I saw it 
  mind you, but my sisters neighbor’s 
  friend almost ran into it. He said it was 
  horrible, 10 foot tall, and it had killed a 
  rabbit at 30 paces just with a pointing 
  of its fangs. 
   
   
  The Manor House. 
  If the PC's decide to check on the manor house 
  read or paraphrase the following: 
   
  The door flies open and in the doorway are 
  two small girls looking up at you with wide-
  eyed curiosity. The way the girls look like 
  copies of each other gives you a distinct clue 
  they may be twins. 
   
  The two girls Inandra and Doniala will giggle a lot 
  and avoid answering any questions, but rather fire 
  and endless barrage of questions at the PC's. 
  "Isn't that very very heavy" to anyone in full plate. 
  "Don‘t you keep cutting your own tongue on 
  those?" to the tusked half-orc, etc. 
   When asked about their parents they will explain 
  that mommy and daddy are resting, and that they 
  really should come back another time. If the 
  players insist or keep trading questions with the 
  two eventually their elder brother Hantadi will 
  show up. He knows nothing of the missing men 
  nor the volatile situation with the elves. He will 
  indicate his parents are resting and do not wish to 
  be disturbed (They are in fact recuperating from a 
  'session' with master Torak). Being more than a 
  little interesting in tales of heroism, Hantadi does 
  eventually invite the PC's to spend the evenings 
  dinner at the manor. Assuring them their parents 
  will be present.  
   
  Dinner at the Manor 
   
  Dinner at the manor house is a fairly informal 
  affair. Conversation is wide ranging with the 
  children constantly trying to get the PC's to tell 
  stories of blood and valor while of course acting 
  suitably scared and intimidated at the right parts. 
  Lord Farindhar and Lady Shendala, while present 
  
  SND7-05 A Few less Men 
   
  11 
  seem to not be all there. Through careful 
  manipulation 
  and 
  suggestions 
  Torak 
  has 
  convinced the lord and lady that they are sick and 
  need a lot of rest. See below for possible 
  comments.  
  The lord and lady have been under Torak's 
  magical influence on and off for a long time, and 
  while not currently under any magical effect, a 
  sense motive DC 20 will tell the PC's their minds 
  seem to not be entirely their own. roleplay wise 
  they are in their current state pretty much airheads 
  with very little focus. 
  Torak has kept the lord and lady out of public for 
  the past months, as he prefers to be present 
  whenever they speak to people or, even better, 
  prefers people to speak through him They are 
  mostly unaware of the situation with the missing 
  soldiers although they do remember sending the 
  men off to the army with a small ceremony.  
  Lord Farindhar is a tall man, Brown haired and of 
  muscled build. His eyes have a haunted and 
  faraway look. Lady Shendala is a pale skinned red 
  haired women of middle age, who was clearly a 
  beauty in her yourger years but her looks are now 
  marred by a drawn out tired glaze. 
   
  The replies and comments below are meant as 
  examples, 
  feel 
  free 
  to 
  paraphrase 
  and/or 
  improvise. 
   
  General comments the lord and lady might make: 
   
  I say, dont you agree that those great 
  oaks 
  would 
  make 
  a 
  marvelous 
  pallisade? I mean with war coming we 
  really need to be better protected. 
   
  Is my old pal Hazendel still running the 
  show in Pitcfield? Good show, can 
  handly 
  tell 
  the 
  man 
  is 
  an 
  elf 
  sometimes. 
   
  All this talk is really wearing me out, I 
  just cant seem to concentrate with my 
  darn illness. 
   
  Oh, so you say you are adventurers? 
  How exiting. Did you fight any of those 
  god-awful toap people? 
   
   
  Regarding the missing soldiers: 
   
  Hmm well I am sure they are nowhere 
  near here. I would have had them 
  arrested forthwith.  
   
  I guess they could be hiding in the 
  woods somewhere. Hantadi, remind me 
  to ask Torak about this. 
   
  Regarding the refugees 
   
  Ah yes, well we can accommodate a 
  few lost souls of course. When told 
  there are quite a lot of them: “What? 
  More than a dozen? Surely not!” 
   
  Regarding the foresting. 
   
  Yes yes, of course, I heard of that, that 
  was all done as agreed upon. Or so I 
  heard 
   
  When told of the growing tension with the 
  elves. 
   
  The elves? Angry? Weird, I have no 
  idea how that could happen. If only I 
  felt better I would ask the elves for a 
  meeting and we would sort this out. 
   
  Any questions they have no ready answer for, or 
  any hostile response from the PC's is met with a 
  reference to master Torak like for instance 
   
   
  Well I am afraid we are feeling a bit 
  under the weather lately. Torak would 
  no doubt be able to explain it all. 
   
  All in all the manor house will not provide the PC's 
  with information they can use to find the missing 
  men, but should give them a clear idea something 
  is very wrong with the lord and lady, and that 
  master Torak is definitely at the center of things 
  somewhere. 
   
   
  The Shrine 
  A small but well tended shrine can be found in the 
  middle of town, it consists of a small prayer area 
  and the private lodgings of its priest: Trakbalath 
  Dabanal Revian the fourth, gnomish chosen of 
  pelor. Trakbalath is a portly gnome, dressed in a 
  robe adourned with symbols proclaiming his 
  station as a priest. His personality is that of a 
  mediator, always seeing or seeking the best in 
  people. 
   
  Trakbalath is aware of the situation with the elves 
  as well as the situation with the deserters. While 
  he will not outright lie to the PCs he will also not 
  break the trust of the villagers that confide in him. 
  He does not know where they are, but knows they 
  are close. 
  Being one of the few truly literate men in the 
  village Trakbalath has aided in the writing of many 
  a letter to the battalion soldiers. As such he is 
  aware that the tone of the letters has gotten more 
  
  SND7-05 A Few less Men 
   
  12 
  and more worried. If the PCs are friendly and 
  respectful he will go as far as to indicate that the 
  missing soldiers might have felt a good reason to 
  return.  
   
  Example responses: 
   
  Ah, how heavy the hearts of the family 
  members left behind, And I have seen 
  their hearts grow heavier in the words I 
  have helped them write over the past 
  months 
   
  I 
  am 
  sure 
  it 
  is 
  all 
  an 
  honest 
  misunderstanding. The elves are out 
  brethren after all. 
   
  I am sure that with Pelor’s aid all will 
  be well in the end. 
   
   
  The Sherriff’s office 
  Herin Stoe, Sinncar‘s sheriff is a friendly man, 
  dressed in normal farming attire. He generally has 
  little trouble keeping things quiet and that‘s how he 
  likes them. Rooted firmly in the community he is 
  well aware of the situation with the deserters, but 
  since Haran, one of the Darkwater trained leaders 
  of the battalion is married to his sister, he feels 
  caught between the law and his family. He will try 
  not to lie to the PCs unless given no choice. 
  Concerning the situation with the refugees and the 
  elves, for as far as the sheriff knows Ole John 
  brokered a deal with the elves. Detailed questions 
  are referred to either John or the Lord.  
  The Sheriff is prone to lament the lords current 
  absence in the day to day village affairs. 
   
  Example responses: 
   
  Sure hope them wastrians stay away, 
  don’t wanna be having any militia 
  issues on top of all this ruckus. 
   
  Yeah well, what can I say, I mean. One 
  of em’s my brother in law, he’s an idiot 
  of course, but he’s still family..ya know 
  what I mean? 
   
  Everyone is on edge enough with them 
  toads rumored to be heading this way. 
  Lord Farindhar really needs to step up 
  and do something 
   
  This situation is just wrong. Its made a 
  wreck of my sister 
   
   
  The Miller  
  The millers house is located on the very outskirts 
  of town. If she PC‘s should decide to visit they are 
  greeted by the millers wife Aileen,  
  Aileen was against the forming of the Sinnacar 
  battalion from the beginning and she feels the 
  whole going off to war thing is nonsense. Her 
  husband having to hide out in the woods irks her 
  to no end. Unwilling to divulge any Information, 
  she is likely to respond in a very hostile manner. 
  She is uninterested in the whole affair with the 
  elves as she feels she has more than enough 
  going on right now. 
   
  Example responses: 
   
  What are you lot wasting my time for, I 
  know nothing and if I knew anything I 
  wouldn’t tell ya. I got a mill to run! 
   
  War, pretty stories of heroism maiking 
  men stupid. I done told him to just saty 
  home. I told him it would bring naught 
  but trouble. 
   
  The Smithy 
  Prolla, the Sheriff‘s sister and Haran‘s wife is a 
  frail woman, short and very pretty. The entire 
  situation has unnerved her to no end. She will 
  refuse to open the door to strangers only speaking 
  through the closed door.  
   
   
  Ole John 
  On the southern edge of town, almost within the 
  tree line of the Rieuwood  stand the small wooden 
  shack Ole John calls home. Players arriving at 
  this shack who make a spot check DC 15 will note 
  some strange markings on the door. Anyone 
  speaking elven can identify the marking as being 
  short for ―friend‖ (Ruathar). Several decades ago 
  Ole John did the the elves a service which has 
  earned him this singular honor. He refuses to 
  speak of it though and refers to it as ancient 
  history.  
  Ole john fromm the looks of his has earned his 
  title. Looking near wizened he is remarkably spry 
  when out and about in the woods. Plainspoken is 
  his preference in debate. 
  Ole John is aware of the situation with the 
  deserters, many are his friends and he will not 
  reveal their location. He will however try to judge 
  the PCs stance on the issue, asking many 
  questions to determine what kind of action the 
  PCs propose to undertake regarding the deserters.  
  Regarding the situation with the Elves Ole John is 
  more than a little baffled. He and Torak had 
  everything worked out with the elves but then 
  somehow everything went wrong.  It has put 
  somewhat of a strain on his relationship with the 
  
  SND7-05 A Few less Men 
   
  13 
  elves and while he is still loved and trusted he has 
  not yet dared face them, 
  Provided the PCs treat him with respect and do 
  not comment badly on the elves, the deserters, 
  the village or are otherwise disruptive or insulting 
  Ole John is willing to accompany them to the 
  Elven settlement of Tualin.  
   
   
  I don’t understand, the Elves and us 
  have always cooperated. I don’t know 
  what went wrong 
   
  So you are looking for our men then? 
  And what if ya find em? Hang em 
  high? 
   
  Torak n me had it all worked out, We 
  had a talk to Harandath and Salith 
  (Elven captain and loremistress) and 
  we’d had the trees all picked out too. 
  Dunno who got things mixed up 
   
  Wish the elves would get rid of that 
  damn crazy woman. She is nothing but 
  trouble. Her and her damn human 
  hating talk. Ya know, she took a shot at 
  me?? 
   
   
  Refugee Camp 
  The refugee camp is dominated by the brand new 
  log cabins, If the PC‘s examine the wood they will 
  find each tree marked with an elven sign. A spot 
  check DC 20 however will show anyone that 
  speaks 
  elven 
  that 
  there 
  are 
  some 
  weird 
  inconsistencies in the symbols use. The camp 
  itself is filled with scared and worried people. 
  Huddled around campfires there is little cheer to 
  go along. The general consensus amongst the 
  refugees is that war will be here soon. Now with 
  the trouble with the elves they are sure there wont 
  be any help from that area either. All is lost. 
  A different voice. Or rather set of voices, sounds 
  from the refugees leader Jack Werbst and his wife 
  Joann "lady" Orvin. Joann is called ―lady‖ by the 
  other refugees because of her tendency to speak 
  in a rather haughty manner. Jack, while in name 
  the leader is dominated and overshadowed by his 
  wife.  Where Jack may start to answer a question 
  it will be Joann that finishes his sentences. The 
  refugees did not ask for the current trouble and as 
  a result are very defensive about the whole thing. 
  The refugees are isolated within their own 
  community and as such know nothing of the 
  situation with the deserters. 
   
   
  Lies, simple lies. We only cut marked 
  trees. Are those elves saying we 
  marked them ourselves? 
   
  We done it all proper. We asked the 
  lord to talk to the elves. He sent his 
  men, they got back with an agreement. 
  We did nothing wrong! 
   
  This is a good place. I dunno if I’ll 
  wanting to go back. This could be a 
  home. 
   
  We 
  cant 
  keep 
  looking 
  over 
  our 
  shoulders. We gotta get to building. 
  We couldn’t keep living in tents. 
   
   
  Torak 
  Refer to encounter X for more informative on 
  Torak. 
   
  Development 
  The time the PC‘s spend in the village is mainly 
  meant to give them some idea of what is going 
  on. While it will only serve to give them partial 
  glimpses of the entire situation, it should not be 
  too difficult for people to fill in a lot of the blanks. 
  These should lead them to the Elven village or 
  even directly to Torak. Torak upon returning from 
  his visit with Jethro has already heard of the PC‘s 
  arrival. Trusting in his abilities he prepares to face 
  them head on and just lie his way out of things as 
  usual. Not being stupid he also arranges a backup 
  plan. Using a messenger drop he arranges for a 
  nearby Wastrian assault team to attack the village 
  early the next morning should Torak ever fail to 
  report in.  
   
   
  3: TUALIN 
  It is likely that eventually the PCs will want to 
  speak with the elves themselves. While the elven 
  village is easily located their reception depends on 
  a lot of issues. If the PCs manage to enlist the 
  company of Ole John they will be treated with 
  respect. Distrust, while present, will not be openly 
  shown. Of course if the PCs killed one or more of 
  the Elves in encounter 1, the elves will not be so 
  courteous.  They will have one chance to explain 
  themselves, requiring a Diplomacy check of DC 
  30, or simply be refused access to the village. The 
  presence of Ole John will provide them with a +5 
  bonus on this check, provided they have not 
  turned him against them. 
   
  
  SND7-05 A Few less Men 
   
  14 
  If the party contains one or more humans those 
  will be targeted by one of Jethro‘s ―Tasha‘s 
  hideous laughter‖ at least once (will save DC 20).  
  See the entry for Jethro further down. 
   
  Some of the elves are aware of the ―deserters‖ 
  camp but are loathe to further aggravate the 
  situation with the villagers. Besides they consider 
  it to be nor their place nor their problem to deal 
  with. They will not volunteer information. When 
  asked directly they will say they have seen men in 
  the forest to the west, but can‘t be sure exactly 
  where.  
   
  The elves in the settlement are mostly bewildered 
  at the current situation. They have coexisted with 
  the people of sinnacar for many decades and 
  have always head peaceful relations. Jethro‘s 
  continuous insistence that there is an evil human 
  plot at work against the elves beloved forest is 
  however finding a few listening ears and Human 
  PC‘s can expect the occasional harsh response 
  besides the continuous mocking they undergo at 
  Jethro‘s hands. 
   
  The most important leaders in the elven 
  community 
  are 
  Captain 
  Harandath 
  and 
  Loremistress Salith. These are the people that 
  brokered the deal with ole John and Torak. For as 
  far as they know all was arranged, then Lord 
  Farindhar requested  time for contemplation which 
  the elves gladly granted. Out of nowhere the 
  refugees started cutting down trees, trees that 
  were not to be touched. 
   
  Harandath, a lithe well armored elf wearing his 
  longsword as if it were an extension of his self. 
  Calm and collected he recalls things exactly and 
  without doubt. In his mind it is clear the refugees 
  got impatient. As humans always do. 
  Salith is more moderate, she suspects foul play is 
  at work, few are willing to head her words. She is 
  convinced 
  Jethro‘s 
  is 
  somehow 
  being 
  manipulated.  
  Jethro herself of course finds the whole idea 
  preposterous. She could never be manipulated by 
  a ―human‖. She is just using Torak for information.  
  Non of the elves feel up to making the first step 
  towards reconciliation but most would welcome 
  the attempt. Jethro of course is urging for more 
  definite if not violent steps. 
   
  Aal the comments below are meant to be 
  examples of elven responses. Feel free to 
  improvise or paraphrase. 
   
  General 
  Elven 
  comments 
  to 
  use 
  where 
  appropriate. 
   
   
  I have known these people all their 
  lives, maybe it’s the refugees, but I just 
  cant believe they would do it on 
  purpose. 
   
  Well I don’t want to accuse anyone, but 
  I think the humans just want more 
  farmland.  
   
  What’s done is done, but oh those 
  gorgeous trees cut down in their 
  prime. 
   
  Their short lives just do not give them 
  the 
  time 
  to 
  truly 
  appreciate 
  the 
  splendor of the forest. Its no surprise 
  really 
   
  Harandath 
   
  Its clear some in Sinnacar no longer 
  respect us or our wishes. 
   
  The new humans don’t know us nor do 
  we know them, their characteristic 
  haste has gotten them into this bind. 
   
  It is not our place to resolve this. When 
  Farindhar wants to talk, we will be 
  here. As we have always been. 
   
  Salith 
   
  Its not like the people I know. Our 
  friends from Sinnacar would not do 
  this on purpose. I fear there are strings 
  being pulled. 
   
  We must mourn the trees, but we must 
  also take care there wont be more to 
  mourn. A long friendship is a painful 
  thing to lose. 
   
  Jethro 
   
  Aimed at human PCs 
   
  So weakminded. So easy to lead 
   
  Laugh for me some more, monkey 
  boy/girl (accompanied by either a 
  tasha’s or the mimicking of one) 
   
  That would almost make sense, almost. 
  Regarding Tokar 
   
  He is so sedate, so carefull with his 
  short life, he amuses me. 
   
  An endless source of information this 
  man, he never realizes what secrets I 
  get him to share. 
  Regarding the lords request for time 
  
  SND7-05 A Few less Men 
   
  15 
   
  I spoke to the tired old fool myself, 
  Wanted time to think things over. 
  Wasn’t sure he wanted the refugees to 
  have cabins.. probably scared they’d 
  hang around. 
   
  Development 
  If the PCs share their suspicions the elves will 
  hear them and provided the arguments make 
  logical sense an agreement can be reached for a 
  talk between the elves and lord Farindhar. Should 
  any of the suspicious point towards Torak, Jethro 
  will ridicule the suggestion. As if such an inept 
  schoolteacher could even spare the passion 
  needed for such a plot. 
  Should a  meeting be arranged, Torak will decide 
  not to report in and trigger the assault of the 
  wastrians the very next morning. 
   
   
  4:RED HERRING 
  The woods to the south are currently home to a 
  reclusive gnome warlock Caitlannagh. She has 
  been wandering the woods for several weeks, 
  hanging close to the village out of a desire to feel 
  connected to the world. Having had her share of 
  bad experiences with people who think her a devil 
  worshipper or worse she is careful not to be 
  spotted and often hided. Still, she is attracted to 
  the sounds of the village and the life it represents.  
   
  If the references to strange goings on in the 
  southern woods lead the PCs to investigate read 
  or paraphrase the following. 
   
  Dense 
  forest 
  surrounds 
  you, 
  little light 
  manages to filter through the canopy of green. 
  Clearings are few and far between, and you 
  cannot help but feel the brush of dread 
  wandering up your spine for just a moment.  
   
  Wandering the forest can easily take a day, but if 
  they keep looking eventually they will find 
  Caitlannagh by accident. A track check DC 15 or 
  Survival check DC 20 will allow the PC‘s to take a 
  more direct route taking no more than about 2 
  hours. If the encounter is triggered by accident the 
  PCs will run across Caitlannagh in a small 
  clearing where she is resting. If the PCs are 
  tracking her, allow them to make a listen check 
  DC 15 for a chance to surprise her. Change the 
  following text to suit the circumstances. 
   
  Gazing into the light of a small clearing you 
  spot a small humanoid, resting in its center A 
  thin weasely face atop a plump body of what 
  you think may be a gnome. As you seek out, 
  its, or as you now notice, her eyes they stare 
  back at you and with a startled curse the 
  woman jumps up and raises a hand at you 
  threateningly. 
   
  Creatures 
  APL 2 (EL 3) 
  Caitlannagh: Female gnome warlock 3; hp xx 
  see Appendix 1. 
   
  APL 4 (EL 5) 
  Caitlannagh: Female gnome warlock 6; hp xx 
  see Appendix 1. 
   
  APL 6 (EL 7) 
  Caitlannagh: Female gnome warlock 7; hp xx 
  see Appendix 1. 
   
  APL 8 (EL 9) 
  Caitlannagh: Female gnome warlock 9; hp xx 
  see Appendix 1. 
   
  Terrain 
  The PC‘s run across Caitlannagh in a small, 30 
  feet across, clearing. The surrounding forest is 
  dense, providing a +2 cover bonus to AC, and is 
  hard to move through (double movement) 
   
  Tactics 
  Caitlannagh, is not interested in fighting the PC‘s 
  but life has taught her little good is likely to come 
  from interacting with people. She will focus on 
  getting away as soon and as far as possible and 
  will use some amount of force to that end. A 
  rushed diplomacy check (DC 30) will allow the 
  PC‘s to actually talk to her. Blocking her flight 
  without engaging in actual violence will do the 
  same as when kept from fleeing without being 
  harmed will cause Caitlannagh.to break down in 
  tears. 
   
  Development 
  Caitlannagh‘s flight could create a long wooded 
  chase which could end either in the PC‘s death, 
  Caitlannagh‘s death or, hopefully a peaceful 
  solution. If the PC‘s get to talk to Caitlannagh, she 
  will explain how she has ended up here and how 
  her vocation as a warlock has caused her to be an 
  outcast. Her Eldritch blast forms the explanation 
  for the strange animal deaths encountered by the 
  villagers.  
  If the PCs treat Caitlannagh well and without 
  distrust she will repay them in kind, She knows 
  
  SND7-05 A Few less Men 
   
  16 
  little of what is going on in the village, but she 
  does know two important things. During her 
  wanderings in the forst she has come across a 
  camping site with some 12 men. The Deserters. 
  While it is deep into the forest to the west of town 
  (about 4 hours) she is willing to show the PC‘s the 
  location.  
  What Caitlannagh can also tell the PC‘s is that the 
  Wastrians are a lot closer than anyone might 
  suspect. When coming to this area she almost ran 
  into a small camp of Bullywugs and Humans, 
  about 8 hours to the south, she can‘t be entirely 
  sure, but she thinks she may have seen or heard 
  wastrian scouts range close to the village. 
  This camp is actually Torak‘s support unit which 
  he had brought in should he need to cover a 
  getaway. 
   
  5:DESERTERS 
  The PCs have several ways of finding the 
  Deserters camp It is located about 4 hours to the 
  west of Sinncar, in the deep woods. Tarvin, 
  formerly the villages Hunter and now one of the 
  Battalion‘s leaders, grew up in these woods and 
  picked a secluded spot that is hard to reach or 
  find. Should the PC‘s try to locate the camp 
  without outside help there is little chance they will 
  find them. To pull this off they would need 3 
  consecutive DC 25 track checks to find a trace of 
  the men and 3 consecutive DC 25 survival checks 
  to not get lost in the confusing woods. If the PC‘s 
  somehow managed to get directions from the 
  elves in Tualin, they gain a +5 bonus on these 
  checks. 
  With the help of a local like Ole John, or 
  Caitlannagh finding the camp becomes a sure 
  thing. 
   
  The Deserters have been in the woods for a few 
  weeks now, and are starting to regret their hasty 
  decision. While they want to help their village they 
  can‘t  currently come out of hiding. Both the men 
  and their leaders are realizing that their emotion 
  lead desertion will end up bringing them more 
  trouble than it is worth. 
   
  Under no circumstances will the Deserters fight 
  the PC‘s. Things are bad enough as is and they do 
  not want to further aggravate things. Everything 
  depends on the stance the PCs take. Lawful PCs 
  might be inclined to follow the Law to the letter 
  and push for a court martial. The deserters will 
  submit to this, though it will lead to much wailing 
  and gnashing of teeth amongs the villagers and 
  make the PC‘s ineligible for the towns gratitude. 
  On the other hand if the PCs realize the deserters 
  are as much victims as they were stupid, the 
  outcome may be entirely different. 
  Regardless of the how, the deserters are tired of 
  running and are willing to rejoin the fight. This as it 
  happens is also the most welcome outcome to the 
  Sunndian military. 
    
  6:WASTRIANS 
  As soon as Torak fails to report in the nearby 
  wastrians dispatch several squads of Bullywugs. 
  The aim of these assaults is to both strengthen the 
  rumors of imminent war Torak as spead, as well 
  as create a suitable diversion that will allow him to 
  cover his flight. The Bullywugs will start their 
  assault on the town in the early morning.  
  The movements of Bullywugs towards their 
  assault did not go unnoticed by the elves. Should 
  the PCs be spending the night out of town, they 
  will be warned in the middle of the night by an 
  elven scout alloing the PC‘s to arrive just in time 
  to lend a hand (be it possibly fatigued and missing 
  a few spell slots). 
   
  There are many Bullywugs charging around the 
  village, assaulting different targets and trying to 
  cause as much mayhem as possible. The PC‘s 
  will need to face one of these squads as the rest 
  are being dealt with by the villagers and the elves. 
  Regardless of wether the situation between 
  Sinnacar and Tualin has been resolved, the Elves 
  will still come to aid their neighbours. Should the 
  PCs have not Resolved the situation yet, this will 
  give them an excellent opportunity to fix things 
  after all.  
  If the PCs have already spoken to the deserters 
  those will glady aid in the fight, if allowed to do so. 
   
  Creatures 
   
  APL 2 (EL4) 
  bullywug diversion (4) barbarian 1, hp xx,  
  see Appendix 1. 
   
  APL 4 (EL 7) 
  bullywug diversion (4) barbarian 2 Fighter 1, hp xx,  
  see Appendix 1. 
   
  APL 6 (EL 9) 
  bullywug diversion (4) barbarian 2 Fighter 3, hp xx,  
  see Appendix 1. 
   
  APL 8 (EL 11) 
  bullywug diversion (4) barbarian 2 Fighter 5, hp xx,  
  see Appendix 1. 
  
  SND7-05 A Few less Men 
   
  17 
   
   
   
  Tactics 
  Mostly Chaaaarge, the Bullywugs have been 
  trained to work in pairs, one wielding a glaive and 
  not raging, while the other fights up close with his 
  scimitar. If their rage runs out or they get below 
  half their hitpoints, they try and switch places. 
   
  Developments 
  The Wastrian Assault is meant to create chaos. 
  Describe many little battles being fought, log 
  cabins burning etc. The Bullywugs will fight to the 
  death, unaware they are being used as mere 
  pawns. As soon as the PCs kill their allotment of 
  Bullywugs, the rest will flee, having lost their 
  morale to fight. During the wastrians assault Torak 
  will try to make his way out of town. Allow the PCs 
  a spot check DC 20 to notice him sneaking away 
  into the forest. 
   If the PCs are smart enough to capture one or 
  more  of the Bullywugs alive, eventually they will 
  finger 
  Torak. 
  Although 
  this 
  can 
  only 
  be 
  accomplished through intimidation, or letting the 
  elves have a ‗little chat‘ with the Bullywugs. 
   
   
  7:TORAK 
  Master Torak, or as he has also been known 
  Tokar is a master of deception and manipulation. 
  He is extremely confident in his ability to talk 
  himself out of trouble, and his confidence is well 
  earned. His arrogance clearly shows in the merely 
  cosmetic change of his name. 
   
  PC‘s that have ran across Torak in the adventure 
  behind enemy lines may recognize him. Torak is 
  never without a disguise, so recognition would 
  take a spot check of DC 25. 
    
  The PC‘s will most likely meet Torak at the manor 
  house where he is working as a teacher. While 
  this role is but a guise, Torak does in fact teach 
  the kids. 
   
  Creatures 
  APL 2 (EL3) 
  Torak: Male human bard 1, sorcerer 4; hp xx see 
  Appendix 1. 
   
  APL 4 (EL 5) 
  Torak: Male human bard 1, sorcerer 4, mind 
  bender 2; hp xx see Appendix 1. 
   
  APL 6 (EL 7) 
  Torak: Male human bard 1, sorcerer 4, mind 
  bender 4; hp xx see Appendix 1. 
   
  APL 8 (EL 9) 
  Torak: Male human bard 1, sorcerer 4, mind 
  bender 6; hp xx see Appendix 1. 
   
  Tactics 
  Torak will do what he does best. Talk. Providing 
  perfectly 
  believeable 
  explanations 
  for 
  most 
  anything, casually shifting blame to others, subtly 
  incriminating others, all the time making sure the 
  PCs have no direct evidence to catch him on. 
  When pressured Torak will act victimized and 
  weak and if confrontation seems inevitable will 
  look for any excuse that will either let him flee or 
  let him gain th drop on the PC‘s where he can use 
  one of his spells to confuse them and then get 
  away. 
  Confusion 
  combined 
  with 
  a 
  swift 
  expeditious retreat is preferred if available. 
   
  If torak is found out while trying to flee the village 
  he will act as cowardly as possible and claim to 
  just have been fleeing the fight.  
   
  Torak is not interested in killing the PC‘s, he just 
  wants to get away, he is not trying to be lethal, just 
  gone. Taking this into concideration the EL of this 
  encounter has been adjusted downwards. 
   
  Developments 
  Things are fairly obvious on purpose, but the PC‘s 
  will have no proof whatsoever. Sure, Torak will 
  detect as evil, but so will others, while it makes 
  him even more suspect it still makes him a 
  suspect at best. Torak of course os more than 
  willing to submit to the lord‘s justice, considering 
  he has him in his back pocket.  
  The PC‘s are as always free to disregard the law, 
  but make sure they do realize they are in fact 
  doing so.  
   
   
   
  CONCLUSION 
   
  There are several possible outcomes, ranging 
  from likely to unlikely and each has their own 
  concequences.  
   
   
  Deserters are caught and made to face 
  ‘justice’: 
  
  SND7-05 A Few less Men 
   
  18 
  Upon arriving in Pitchfield, things are a little 
  stressed and a siege is imminent, There is no time 
  for a long court martial. The deserters are thrown 
  in the brig for a trail at a later date, if there is to be 
  such a date. 
  The village is left in dismay. 
   
  Deserters are found and given a chance at 
  redemption: 
  Upon arriving in Pitchfield, things are a little 
  stressed and a siege is imminent, Strangely 
  enough nobody asks any questions, somehow the 
  threat of imminent death focuses the mind, and 
  the deserters are welcomed back. The village is 
  sad to see their menfolk leave again, but sees this 
  is the best solution. 
   
  Either way the Army pays the PCs promptly, 
  hinting at there being more money and swords 
  needed for a coming siege… 
   
  Deserters are not found and the PC’s returned 
  without them so as not to miss the battle. 
  Having failed the primary objective of their 
  mission, the PC‘s miss out on their rather hefty 
  reward. 
   
  Removing Tokar from the village one way or 
  the other. 
  This will allow loremistress Salith to, begin to,  
  repair the damage Torak has caused the minds of 
  both lord and lady. For this the lord is immensely 
  grateful having access to a fair amount of money 
  he makes each PC a gift of 50xAPL gp. 
   
   Resolving the situation between tualin and 
  the elves 
  Results in gifts from the elves, priceless tribal 
  wood carvings, painting and other elven artwork. 
  Worth 50x apl in gold. 
   
   
  CAMPAIGN 
  CONSEQUENCES 
   
  To determine possible ripple effect from this 
  adventure we would like to know: 
   
  1) Did the PC‘s find the deserters? 
  2) If so what did they do with them? 
  3) Dit they repair relations between Sinnacar 
  and Tualin? 
  4) Was Tokar captured, killed did he escape, 
  or completely unnoticed?  
  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. 
   
  1: Deceived 
  Defeated or peacefully defused the elves 
  APL 2  
  120 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
   
  4: Red Herring(optional) 
  Defeating the warlock 
  APL 2  
    90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
   
  6: Wastrians 
  Defeating the bullywugs 
  APL 2  
  120 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
   
  7: Tokar(optional) 
  Defeating the bullywugs 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
   
  Story Award 
  Deserters found 
  APL 2  
  35 XP 
  APL 4  
  50 XP 
  APL 6  
  65 XP 
  APL 8  
  90 XP 
   
  Situation with the Elves resolved 
  APL 2  
  35 XP 
  APL 4  
  50 XP 
  APL 6  
  65 XP 
  APL 8  
  90 XP 
   
  Discretionary roleplaying award 
  APL 2  
  35  XP 
  APL 4  
  50 XP 
  APL 6  
  65 XP 
  
  SND7-05 A Few less Men 
   
  19 
  APL 8  
  90 XP 
   
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of 
  their foes. Every encounter that features treasure 
  has a ―treasure‖ section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter‘s treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of 
  all their earthly possessions. Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time to loot 
  the bodies, they do not gain this gold. If you feel it 
  is reasonable that characters can go back to loot 
  the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), 
  characters may return to retrieve loot. If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available. A normal adventuring party can usually 
  gather this wealth in a round or so. If for some 
  reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to 
  use them during the adventure. Many times 
  characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and 
  how to activate it. Other times they may attempt 
  to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the 
  adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field 
  of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = 
  Magic Items.  
   
   
  Treasure Cap 
   
  APL 2: 
   
   
  APL 4: 
   
  APL 6: 
   
  APL 8: 
   
   
  Total Possible Treasure 
   
  APL 2: 
   
   
  APL 4: 
   
  APL 6: 
   
  APL 8: 
   
  ADVENTURE RECORD 
  ITEMS 
  . 
  
  SND7-05 A Few less Men 
   
  20 
  APPENDIX 1: APL 2
  1: DECEIVED 
  GAELIN 
  CR 2 
  Male gray elf druid 2 
  CN Medium Humanoid (elf) 
  Init +2; Senses Low-light vision; Listen +9, Spot +9 
  Languages Common, Draconic, Druidic, Elven, 
  Sylvan  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +2 armor, +2 shield); Combat Expertise 
  hp 15 (2 HD)  
  Immune magic sleep effects 
  Resist +2 vs. enchantments and effects 
  Fort +4, Ref +2, Will +5 
  Speed 30 ft. in leather (6 squares), base movement 
  30 ft. 
  Melee scimitar +0 (1d6-1/18-20) or 
  Melee sickle +0 (1d6-1) 
  Ranged sling +3 (1d4-1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +0  
  Atk Options Combat Expertise 
  Special Actions  
  Combat Gear 2x scroll of aspect of the wolf, 2x scroll 
  of cure light wouds, scroll of obscuring mist 
  Druid Spells Prepared (CL 2nd): 
   1st—camouflage, entangle (DC 13), produce 
  flame 
   0—cure minor wounds, detect magic, guidance x2,  
  Already cast 
  Abilities Str 8, Dex 15, Con 12, Int 14, Wis 15 , Cha 
  8 
  SQ woodland stride 
  Feats Combat Expertise  
  Skills Concentration +6, Hide +2, Knowledge 
  (nature) +11, Listen +9, Move Silently +2, Search 
  +4, Spellcraft +7, Spot +9, Survival +11 
  Possessions combat gear plus scimitar, sickle, 
  sling, 10x sling bullets, leather armor, heavy 
  wooden shield, spell component pouch, divine 
  focus 
  Woodland Stride (Ex) A druid may move through 
  any sort of undergrowth (such as natural thorns, 
  briars, overgrown areas, and similar terrain) at her 
  normal speed and without taking damage or 
  suffering any other impairment. However, thorns, 
  briars, and overgrown areas that have been 
  magically manipulated to impede motion still 
  affect her. 
   
   
   
  DAENE AND T IEGHAN 
  CR 1 
  Male/Female gray elf ranger 1 
  CN Medium Humanoid (elf) 
  Init +3; Senses Low-light vision; Listen +7, Spot +7 
  Languages Common, Elven, Sylvan  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 armor,); 
  hp 9 (1 HD)  
  Immune magic sleep effects 
  Resist +2 vs. enchantments and effects 
  Fort +3, Ref +5, Will +1 
  Speed 30 ft. in leather (6 squares), base movement 
  30 ft. 
  Melee longsword +2 (1d8+1 / 19-20) 
  Ranged longbow+5  (1d8 / x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2  
  Atk Options Point Blank Shot; Favored Enemy 
  Human (+2) 
  Special Actions  
  Combat Gear 1x potion of cure light wounds 
  Abilities Str 13, Dex 17, Con 12, Int 8, Wis 12 , Cha 
  10 
  Feats Point Blank Shot 
  Skills Hide +6, Listen +7, Move Silently +7, Spot +7, 
  Survival +5 
  Possessions combat gear plus longsword, 
  masterwork longbow, masterwork chain shirt, 
  quiver, 50 arrows 
   
  4:RED HERRING 
  CAITLANNAGH 
  CR 3 
  Female gnome warlock 3 
  CN Medium Humanoid (gnome) 
  Init +2; Senses Listen +1, Spot -1 
  Languages Common,Gnomish, Goblin 
  AC 19, touch 13, flat-footed 17 
   (+2 Dex, +4 armor +2 shield +1 size) 
  hp 20 (3 HD)  
  DR 1/cold iron 
  Fort +3, Ref +3 Will +2 
  Speed 20 ft.  (4 squares), climb 20 ft 
  Melee dagger +2 (1d3-1/18-20) 
  Ranged eldritch blast +5 ranged touch 2d6 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -3  
  Atk Options  
  Special Actions  
  Combat Gear  
  Abilities Str 8, Dex 14, Con 14, Int 13, Wis 8 , Cha 
  15 
  SQ  
  Feats point blank shot, precise shot 
  Skills Bluff +8, Concentration +2, Diplomacy +4, 
  Intimidate +4 ,jump -10, sense motive +5, Use 
  magic device +8 
  Possessions combat gear plus dagger, chain 
  shirt and heavy wooden shield 
  Warlock invocations: 
  
  SND7-05 A Few less Men 
   
  21 
  Frightfull blast: People hit by an eldritch blast 
  must make a will save DC 13 or become shaken 
  Spiderwalk: Continuous spider climb 
  Eldrich blast (Sp): Ray deals 2d6 
  Detect Magic (Sp): at will as the spell 
  Damage reduction(Su): dr 1/cold iron 
   
   
  6:WASTRIANS 
  BULLYW UG DIVERSION 
  CR 1 
  Male bullywug barbarian1 
  CE Medium Humanoid (aquatic) 
  Init +2; Senses Listen -1, Spot -1 
  Languages Common,Toad 
  AC 19, touch 12, flat-footed 17 
   (+2 Dex, +4 armor +3 natural) 
  hp 16 (1 HD)  
  Fort +6, Ref +2 Will -1 
  Speed 30 ft.  (4 squares), swim 30ft 
  Melee scimitar +3 (1d6+2/18-20) 
  Melee glaive +3 (1d10+3/x3) 
  Space 5 ft.; Reach 5/10 ft. 
  Base Atk +1; Grp +3  
  Atk Options Power Attack 
  Combat Gear potion of cure light wounds 
  Abilities Str 15, Dex 14, Con 19, Int 7, Wis 9 , Cha 5 
  Feats power attack 
  Skills Intimidate +1  survival +3 
  Possessions combat gear plus scimitar, glaive, 
  chain shirt and trail rations 
  Power up suite (raging):  
  hp: 18 AC: 17 
  Fort +8, Will +1 
  Melee scimitar +5 (1d6+4/18-20) 
  Melee glaive +3 (1d10+6/x3) 
   
   
  7:TOKAR 
  T OKAR 
  CR 5 
  Male humanbard 1 sorceror 4 
  LE Medium Humanoid (human) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common, Draconic, Abyssal, Elven, 
  Sylvan , Dwarve, Gnome, Halfling 
  AC 14, touch 10, flat-footed 14 
   (+0 Dex, +4 mage armor) 
  hp 26 (5 HD)  
  Fort +2, Ref +3 Will +7 
  Speed 30 ft.  (6 squares), base movement 30 ft. 
  Melee dagger +4 (1d4-1/18-20) or 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +1  
  Atk Options  
  Special Actions  
  Combat Gear potion of cure blindness, potion of 
  cure moderate wounds  
  Sorcerer Spells Known (CL 4th) 6/7/4  
  save DC 14+spell level: 
   2nd -- invisibility 
   
   1st— charm person*, colour spray, mage armor 
   0— daze*, detect magic, mage hand, mending, 
  message, prestidigitation 
  Already cast 
  * DC (16 + spell level due to greater spell focus 
  enchantment) 
  Abilities Str 8, Dex 10, Con 13, Int 14, Wis 12 , Cha 
  18 
  SQ  
  Feats Skill Focus Bluff, Spell Focus Enchantment, 
  Greater Spell Focus Enchantment 
  Skills Bluff +15, Concentration +5, Diplomacy +14, 
  Intimidate +10 , knowledge Arcana +6, Knowledge 
  Nobility +6, Sense Motive +7, Spellcraft +10 
  Possessions combat gear plus dagger, cloak of 
  charisma +2, spell component pouch, divine focus 
  
  SND7-05 A Few less Men 
   
  22 
  APL 4 
  1: DECEIVED 
  GAELIN 
  CR 5 
  Male gray elf druid 5 
  CN Medium Humanoid (elf) 
  Init +2; Senses Low-light vision; Listen +13, Spot 
  +13 
  Languages Common, Draconic, Druidic, Elven, 
  Sylvan  
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +3 armor, +2 shield); Combat Expertise 
  hp 33 (5 HD)  
  Immune magic sleep effects 
  Resist +2 vs. enchantments and effects, +4 vs. spell-
  like abilties of fey 
  Fort +5, Ref +3, Will +7 
  Speed 30 ft. in leather (6 squares), base movement 
  30 ft. 
  Melee scimitar +3 (1d6-1/18-20) or 
  Melee sickle +2 (1d6-1) 
  Ranged sling +5 (1d4-1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +2  
  Atk Options Combat Expertise 
  Special Actions wild shape 1/day 
  Combat Gear 2x scroll of aspect of the wolf, 2x scroll 
  of cure light wouds, scroll of obscuring mist, wand 
  of lesser vigor 
  Druid Spells Prepared (CL 5th): 
   3rd—call lighting (DC 16), spike growth (DC 16) 
   2nd—barkskin, briar web, nature’s favor 
   1st—camouflage, entangle (DC 14), produce 
  flame x2 
   0—cure minor wounds x2, detect magic, guidance 
  x2,  
  Already cast 
  Abilities Str 8, Dex 15, Con 12, Int 14, Wis 16 , Cha 
  8 
  SQ trackless step, woodland stride 
  Feats Combat Expertise, Track 
  Skills Concentration +9, Hide +5, Knowledge 
  (nature) +11, Listen +13, Move Silently +5, Search 
  +4, Spellcraft +7, Spot +13, Survival +15 
  Possessions combat gear plus mwk scimitar, sickle, 
  sling, 10x sling bullets, +1 leather armor, heavy 
  wooden shield, spell component pouch, divine 
  focus, pearl of power (1st level) 
  Wild Shape (Su) A druid gains the ability to turn 
  herself into any Small or Medium animal and back 
  again. His options for new forms include all 
  creatures with the animal type. This ability 
  functions like the alternate form special ability, 
  except as noted here. The effect lasts for 1 hour 
  per druid level, or until he changes back. 
  Changing form (to animal or back) is a standard 
  action and doesn‘t provoke an attack of 
  opportunity. Each time he uses wild shape, he 
  regains lost hit points as if he had rested for a 
  night. 
  Woodland Stride (Ex) A druid may move through 
  any sort of undergrowth (such as natural thorns, 
  briars, overgrown areas, and similar terrain) at her 
  normal speed and without taking damage or 
  suffering any other impairment. However, thorns, 
  briars, and overgrown areas that have been 
  magically manipulated to impede motion still 
  affect her. 
   
  Amendments when in Eagle wild-shape: 
  AC 14, touch 13, flat-footed 12 
  Speed 10 ft., fly 80 ft. (average) 
  Melee talons +3/+3 (1d4) and bite -2 melee (1d4) 
  Grp -1 
  Str 10 
  Hide +9 
   
   
  DAENE AND T IEGHAN 
  CR 3 
  Male/Female gray elf ranger 3 
  CN Medium Humanoid (elf) 
  Init +3; Senses Low-light vision; Listen +9, Spot +9 
  Languages Common, Elven, Sylvan  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 armor,); 
  hp 21 (3 HD)  
  Immune magic sleep effects 
  Resist +2 vs. enchantments and effects 
  Fort +4, Ref +6, Will +1 
  Speed 30 ft. in leather (6 squares), base movement 
  30 ft. 
  Melee longsword +5 (1d8+1 / 19-20) 
  Ranged longbow+7  (1d8 +1 / x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4  
  Atk Options Point Blank Shot; Favored Enemy 
  Human (+2); Rapid Shot; Precise Shot 
  Special Actions  
   
  Combat Gear 1x potion of cure light wounds, 1x 
  potion of cure blindness 
  Abilities Str 13, Dex 17, Con 12, Int 8, Wis 12 , Cha 
  10 
  Feats Point Blank Shot; Precise Shot 
  Skills Hide +8, Listen +9, Move Silently +9, Spot +9, 
  Survival +7 
  Possessions combat gear plus masterwork 
  longsword, +1 longbow, masterwork chain shirt, 
  quiver, 50 arrows 
   
   
   
   
  
  SND7-05 A Few less Men 
   
  23 
  4:RED HERRING 
  CAITLANNAGH 
  CR 5 
  Female gnome warlock 5 
  CN Medium Humanoid (gnome) 
  Init +2; Senses Listen +1, Spot -1 
  Languages Common,Gnomish, Goblin 
  AC 19, touch 13, flat-footed 17 
   (+2 Dex, +4 armor +2 shield +1 size) 
  hp 32 (5  HD)  
  DR 1/cold iron 
  Fort +3, Ref +3 Will +3 
  Speed 20 ft.  (4 squares), climb 20 ft 
  Melee dagger +3 (1d3-1/18-20) 
  Ranged eldritch blast +6 ranged touch 3d6 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp -1  
  Atk Options Wand of Glitterdust, 10 charges (dc 12) 
  Special Actions  
  Combat Gear  
  Abilities Str 8, Dex 14, Con 14, Int 13, Wis 8 , Cha 
  18 
  SQ  
  Feats point blank shot, precise shot 
  Skills Bluff +12, Concentration +2, Diplomacy +8, 
  Intimidate +6 ,jump -11,Sense Motive +7, Use 
  magic device +12 
  Possessions combat gear plus dagger, chain 
  shirt and heavy wooden shield, cloak of 
  charisma +2 
  Warlock invocations: 
  Frightfull blast: People hit by an eldritch blast 
  must make a will save DC 15 or become shaken 
  Spiderwalk: As spider climb, 24h duration 
  See the Unseen: As See Invis, 24h duration 
  Eldrich blast (Sp): Ray deals 2d6 
  Detect Magic (Sp): at will as the spell 
  Damage reduction(Su): dr 1/cold iron 
  Deceive item: You can always take 10 on a use 
  magic device check 
   
  6:WASTRIANS 
  BULLYW UG DIVERSION 
  CR 3 
  Male bullywug barbarian 2 fighter 1 
  CE Medium Humanoid (aquatic) 
  Init +2; Senses Listen -1, Spot -1 
  Languages Common,Toad 
  AC 19, touch 12, flat-footed 19 
   (+2 Dex, +4 armor +3 natural) 
  hp 35 (3 HD)  
  Fort +9, Ref +2 Will -1 
  Speed 30 ft.  (4 squares), swim 30ft 
  Melee scimitar +7 (1d6+2/18-20) 
  Melee glaive +7 (1d10+3/x3) 
  Space 5 ft.; Reach 5/10 ft. 
  Base Atk +3; Grp +5  
  Atk Options Power Attack 
  Combat Gear potion of cure moderate wounds, 
  potion of cure blindness 
  Abilities Str 15, Dex 14, Con 19, Int 7, Wis 9 , Cha 5 
  Feats power attack, weapon focus scimitar, weapon 
  focus glaive 
  Skills Intimidate +3  survival +4 
  Possessions combat gear plus MW scimitar, 
  MW glaive, MW chain shirt and trail rations 
  Power up suite (raging):  
  hp: 41 AC: 17 
  Fort +11, Will +1 
  Melee scimitar +9 (1d6+4/18-20) 
  Melee glaive +9 (1d10+6/x3) 
   
   
   7:TOKAR 
  T OKAR 
  CR 7 
  Male humanbard 1 sorceror 4, mindbender 2 
  CN Medium Humanoid (elf) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common, Draconic, Abyssal 
  AC 14, touch 10, flat-footed 14 
   (+0 Dex, +4 mage armor) 
  hp 35 (7 HD)  
  Fort +2, Ref +3 Will +7 
  Speed 30 ft.  (6 squares), base movement 30 ft. 
  Melee dagger +4 (1d4-1/18-20) or 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +1  
  Atk Options  
  Special Actions  
  Combat Gear potion of cure blindness, potion of 
  cure moderate wounds  
  Sorcerer Spells Known (CL 6th) 6/7/6/4  
  save DC 15+spell level: 
   3rd – hold person* 
   2nd -- invisibility , Tasha's Hideous Laughter* 
   1st— charm person*, colour spray, mage armor, 
  shield 
   0— daze*, detect magic, mage hand, mending, 
  message, prestidigitation 
  Already cast 
  * DC (17 + spell level due to greater spell focus 
  enchantment) 
  Abilities Str 8, Dex 10, Con 13, Int 14, Wis 12 , Cha 
  20 
  SQ  
  Feats Skill Focus Bluff, Spell Focus Enchantment, 
  Greater Spell Focus Enchantment, Persuasive 
  Skills Bluff ++20, Concentration +1, Diplomacy +15, 
  Intimidate +15 , Sense Motive +8, Spellcraft +12 
  Possessions combat gear plus dagger, cloak of 
  charisma +4, spell component pouch 
  Telepathy(Su): You can cominicate telepathically 
  with any creature within 100 ft that has a 
  language. 
  
  SND7-05 A Few less Men 
   
  24 
  Push the Weak Mind(sp): You can influence the 
  actions of a living creature of size large or smaller, 
  1/day, will save(DC 18)  
   
  
  SND7-05 A Few less Men 
   
  25 
  APL 6 
  1: DECEIVED 
  GAELIN (LEOPARD SHAPE) 
  CR 7 
  Male gray elf druid 7 
  CN Medium Humanoid (elf) 
  Init +4; Senses Low-light vision; Listen +15, Spot 
  +15 
  Languages Common, Draconic, Druidic, Elven, 
  Sylvan  
  AC 15, touch 14, flat-footed 11 
   (+4 Dex, +1 natural); Combat Expertise 
  hp 45 (7 HD)  
  Immune magic sleep effects 
  Resist +2 vs. enchantments and effects, +4 vs. spell-
  like abilties of fey 
  Fort +7, Ref +6, Will +8 
  Speed 40 ft. in no armor (8 squares), base 
  movement 40 ft., climb 20 ft. 
  Melee Bite +8 melee (1d6+3) and  
  claws +3/+3 melee (1d3+1) 
  Ranged spell +9 touch 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8  
  Atk Options Combat Expertise, improved grab, 
  pounce, rake (+8 atk, 1d3+1 dmg) 
  Special Actions wild shape 3/day 
  Combat Gear 2x potion of mage armor, 2x scroll of 
  aspect of the wolf, 2x scroll of cure light wouds, 
  scroll of obscuring mist, wand of lesser vigor 
  Druid Spells Prepared (CL 7th): 
   4th—cure serious wounds*, flame strike (DC 17) 
   3rd—call lighting (DC 16), greater magic fang, 
  spike growth (DC 16) 
   2nd—barkskin x2, briar web, nature’s favor 
   1st—camouflage, entangle (DC 14), cure light 
  wounds, produce flame x2 
   0—cure minor wounds x2, detect magic, guidance 
  x2,  
  Already cast 
  * Cannot be cast while in leapard form 
  Abilities Str 16, Dex 19, Con 15, Int 14, Wis 16 , 
  Cha 8 
  SQ trackless step, woodland stride 
  Feats Combat Expertise, Natural Spell, Track 
  Skills Concentration +11, Hide +8, Knowledge 
  (nature) +11, Listen +15, Move Silently +8, Search 
  +4, Spellcraft +7, Spot +15, Survival +17 
  Possessions combat gear plus mwk scimitar, sickle, 
  sling, 10x sling bullets, +1 leather armor, heavy 
  wooden shield, spell component pouch, divine 
  focus, pearl of power (1st level), periapt of wisdom 
  +2 
  Improved Grab (Ex) To use this ability, a leopard 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can rake. 
  Pounce (Ex) If a leopard charges a foe, it can make 
  a full attack, including two rake attacks. 
  Wild Shape (Su) A druid gains the ability to turn 
  herself into any Small or Medium animal and back 
  again. His options for new forms include all 
  creatures with the animal type. This ability 
  functions like the alternate form special ability, 
  except as noted here. The effect lasts for 1 hour 
  per druid level, or until he changes back. 
  Changing form (to animal or back) is a standard 
  action and doesn‘t provoke an attack of 
  opportunity. Each time he uses wild shape, he 
  regains lost hit points as if he had rested for a 
  night. 
  Woodland Stride (Ex) A druid may move through 
  any sort of undergrowth (such as natural thorns, 
  briars, overgrown areas, and similar terrain) at her 
  normal speed and without taking damage or 
  suffering any other impairment. However, thorns, 
  briars, and overgrown areas that have been 
  magically manipulated to impede motion still 
  affect her. 
   
  Amendments when in elf form: 
  AC 17, touch 12, flat-footed 15 
  Fort +6, Ref +4, Will +9 
  Speed 30 ft. 
  Melee scimitar +5 (1d6-1/18-20) 
  Ranged sling +8 (1d4-1)  
  Grp +4 
  Str 8, Dex 15, Con 12, Wis 18 
  Hide +6, Listen +16, Move Silently +6, Spot +16, 
  Survival +18 
   
   
  DAENE AND T IEGHAN 
  CR 5 
  Male/Female gray elf ranger 5 
  CN Medium Humanoid (elf) 
  Init +3; Senses Low-light vision; Listen +11, Spot 
  +11 
  Languages Common, Elven, Sylvan  
  AC 19, touch 14, flat-footed 15 
   (+4 Dex, +5 armor,); 
  hp 33 (5 HD)  
  Immune magic sleep effects 
  Resist +2 vs. enchantments and effects 
  Fort +5, Ref +8, Will +1 
  Speed 30 ft. in leather (6 squares), base movement 
  30 ft. 
  Melee longsword +7 (1d8+1 / 19-20) 
  Ranged longbow+10  (1d8 +1 / x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +6 
  Atk Options Point Blank Shot; Favored Enemy 
  Human (+4), Aquatic humanoid (+2); Rapid Shot; 
  Precise Shot; Ranged Disarm 
  Special Actions  
  
  SND7-05 A Few less Men 
   
  26 
  Combat Gear 1x potion of cure moderate wounds, 
  1x potion of cure blindness 
  Abilities Str 13, Dex 18, Con 12, Int 8, Wis 12 , Cha 
  10 
  Feats Point Blank Shot; Precise Shot, Ranged 
  Disarm, 
  Skills Hide +10, Listen +11, Move Silently +11, Spot 
  +11,  Survival +9 
  Possessions combat gear plus +1 longsword, +1 
  longbow, +1 mithril chain shirt, quiver, 50 arrows 
   
   
  4:RED HERRING 
  CAITLANNAGH 
  CR 7 
   
  Female gnome warlock 7 
  CN Medium Humanoid (gnome) 
  Init +2; Senses Listen +1, Spot -1 
  Languages Common,Gnomish, Goblin 
  AC 20, touch 13, flat-footed 18 
   (+2 Dex, +5 armor +2 shield +1 size) 
  hp 51 (7  HD)  
  DR 2/cold iron 
  Fort +5, Ref +4 Will +4 
  Speed 20 ft.  (4 squares), climb 20 ft 
  Melee dagger +5 (1d3-1/18-20) 
  Ranged eldritch blast +8 ranged touch 4d6 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp 0 
  Atk Options Wand of Glitterdust, 10 charges (dc 
  12), scroll of invisibility, scroll of expeditious 
  retreat 
  Special Actions  
  Combat Gear  
  Abilities Str 8, Dex 14, Con 16, Int 13, Wis 8 , Cha 
  18 
  SQ  
  Feats point blank shot, precise shot, skill focus(use 
  magic device) 
  Skills Bluff +14, Concentration +3, Diplomacy +8, 
  Intimidate +6 ,jump -11,Sense Motive +9, Use 
  magic device +17 
  Possessions combat gear plus dagger, chain 
  shirt and heavy wooden shield, cloak of 
  charisma +2, amulet of health +2 
  Warlock invocations: 
  Frightfull blast: People hit by an eldritch blast 
  must make a will save DC 15 or become shaken 
  Spiderwalk: As spider climb, 24h duration 
  See the Unseen: As See Invis, 24h duration 
  Fel Flight: As overland flight, 24h duration 
  Eldrich blast (Sp): Ray deals 2d6 
  Detect Magic (Sp): at will as the spell 
  Damage reduction(Su): 2/cold iron 
  Deceive item: You can always take 10 on a use 
  magic device check 
  6:WASTRIANS 
  BULLYW UG DIVERSION 
  CR 5 
  Male bullywug barbarian 2 fighter 3 
  CE Medium Humanoid (aquatic) 
  Init +2; Senses Listen -1, Spot -1 
  Languages Common,Toad 
  AC 20, touch 12, flat-footed 20 
   (+2 Dex, +5 armor +3 natural) 
  hp 53 (5 HD)  
  Fort +10, Ref +3 Will -0 
  Speed 30 ft.  (4 squares), swim 30ft 
  Melee scimitar +10 (1d6+3/18-20) 
  Melee glaive +10 (1d10+5/x3) 
  Space 5 ft.; Reach 5/10 ft. 
  Base Atk +5; Grp +8  
  Atk Options Power Attack, cleave 
  Combat Gear potion of cure moderate wounds, 
  potion of cure blindness, potion of bears 
  endurance 
  Abilities Str 16, Dex 14, Con 19, Int 7, Wis 9 , Cha 5 
  Feats power attack, weapon focus scimitar, weapon 
  focus glaive 
  Skills Intimidate +5  survival +4 
  Possessions combat gear plus MW scimitar, 
  +1 glaive, +1 chain shirt and trail rations 
  Power up suite (raging, bears endurance):  
  hp: 73  AC: 18 
  Fort +14, Will +2 
  Melee scimitar +12 (1d6+5/18-20) 
  Melee glaive +12 (1d10+8/x3) 
   
  7:TOKAR 
  T OKAR 
  CR 9 
  Male humanbard 1 sorceror 4, mindbender 4 
  CN Medium Humanoid (elf) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common, Draconic, Abyssal 
  AC 14, touch 10, flat-footed 14 
   (+0 Dex, +4 mage armor) 
  hp 40 (7 HD)  
  Fort +6, Ref +3 Will +9 
  Speed 30 ft.  (6 squares), base movement 30 ft. 
  Melee dagger +4 (1d4-1/18-20) or 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +1  
  Atk Options  
  Special Actions  
  Combat Gear potion of cure blindness, potion of 
  cure moderate wounds, dust of dissappearance 
  Sorcerer Spells Known (CL 7th) 6/8/7/5  
  save DC 16+spell level: 
   3rd – hold person*, fly 
   2nd -- invisibility , Tasha's Hideous Laughte*r, 
  glitterdust 
   1st— charm person*, colour spray, mage armor, 
  shield, swift expeditious retreat 
  
  SND7-05 A Few less Men 
   
  27 
   0— daze*, detect magic, mage hand, mending, 
  message, prestidigitation 
  Already cast 
  * DC (18 + spell level due to greater spell focus 
  enchantment) 
  Abilities Str 8, Dex 10, Con 13, Int 14, Wis 12 , Cha 
  22 
  SQ  
  Feats Skill Focus Bluff, Spell Focus Enchantment, 
  Greater Spell Focus Enchantment, Persuasive, 
  negotiator 
  Skills Bluff +24, Concentration +1, Diplomacy +21, 
  Intimidate +19 , Sense Motive +13, Spellcraft +14 
  Possessions combat gear plus dagger, cloak of 
  charisma +6, spell component pouch 
  Telepathy(Su): You can cominicate telepathically 
  with any creature within 100 ft that has a 
  language. 
  Push the Weak Mind(sp): You can influence the 
  actions of a living creature of size large or smaller, 
  1/day, will save(DC 18) 
  Mindread(Sp): You can read the surface thoughts of 
  a living creature 2/day. Wil save (DC 17) to resist. 
  Eternal Charm(Sp): You can charm, as charm 
  monster, a living creature 1/day. Will save 
  (DC(19) to negate. 
  
  SND7-05 A Few less Men 
   
  28 
   
  APL 8 
   
   
  1: DECEIVED 
  GAELIN (BROWN BEAR SHAPE) CR 9 
  Male gray elf druid 9 
  CN Medium Humanoid (elf) 
  Init +1; Senses Low-light vision; Listen +18, Spot 
  +18 
  Languages Common, Draconic, Druidic, Elven, 
  Sylvan  
  AC 15, touch 10, flat-footed 14 
   (-1 size, +1 Dex, +5 natural); Combat Expertise 
  hp 66 (9 HD)  
  Immune magic sleep effects, poison 
  Resist +2 vs. enchantments and effects, +4 vs. spell-
  like abilties of fey 
  Fort +13, Ref +7, Will +13 
  Speed 40 ft. in no armor (8 squares), base 
  movement 30 ft. 
  Melee claws +13/+13 melee (1d8+8) and  
  bite +8 melee (2d6+4) 
  Ranged spell +7 touch 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +6; Grp +22  
  Atk Options Combat Expertise, improved grab  
  Special Actions wild shape (large) 3/day 
  Combat Gear 2x potion of mage armor, 2x scroll of 
  aspect of the wolf, 2x scroll of cure light wouds, 
  scroll of cure serious wounds, scroll of obscuring 
  mist, wand of lesser vigor 
  Druid Spells Prepared (CL 9th): 
   5th—baleful polymorph (DC 19) 
   4th—cure serious wounds*, greater resistance, 
  flame strike (DC 18) 
   3rd—call lighting (DC 17), greater magic fang, 
  sleet storm, spike growth (DC 17) 
   2nd—barkskin x2, briar web, nature’s favor, resist 
  energy 
   1st—camouflage, entangle (DC 15), cure light 
  wounds, produce flame x2 
   0—cure minor wounds x2, detect magic, guidance 
  x2,  
  Already cast 
  Abilities Str 27, Dex 13, Con 19, Int 14, Wis 18 , 
  Cha 8 
  SQ trackless step, woodland stride 
  Feats Combat Expertise, Improved Toughness, 
  Natural Spell, Track 
  Skills Concentration +16, Hide +2, Knowledge 
  (nature) +11, Listen +18, Move Silently +6, Search 
  +4, Spellcraft +7, Spot +18, Survival +20 
  Possessions combat gear plus mwk scimitar, sickle, 
  sling, 10x sling bullets, +1 leather armor, heavy 
  wooden shield, spell component pouch, divine 
  focus, pearl of power (1st level), periapt of wisdom 
  +2, wildling clasp 
  Improved Grab (Ex) To use this ability, a brown 
  bear must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. 
  Wild Shape (Su) A druid gains the ability to turn 
  herself into any Small or Medium animal and back 
  again. His options for new forms include all 
  creatures with the animal type. This ability 
  functions like the alternate form special ability, 
  except as noted here. The effect lasts for 1 hour 
  per druid level, or until he changes back. 
  Changing form (to animal or back) is a standard 
  action and doesn‘t provoke an attack of 
  opportunity. Each time he uses wild shape, he 
  regains lost hit points as if he had rested for a 
  night. 
  Woodland Stride (Ex) A druid may move through 
  any sort of undergrowth (such as natural thorns, 
  briars, overgrown areas, and similar terrain) at her 
  normal speed and without taking damage or 
  suffering any other impairment. However, thorns, 
  briars, and overgrown areas that have been 
  magically manipulated to impede motion still 
  affect her. 
   
  Amendments when in elf form: 
  AC 17, touch 12, flat-footed 15 
  Fort +10, Ref +8 
  Speed 30 ft. 
  Melee scimitar +6/+1 (1d6-1/18-20) 
  Ranged sling +9 (1d4-1)  
  Grp +5 
  Str 8, Dex 15, Con 12 
  Hide +6, Move Silently +6 
   
  SILVER 
  CR – 
  Female brown bear 
  N Large Animal (augmented) 
  Init +2; Senses Low-light vision, scent; Listen +6, 
  Spot +7 
  AC 18, touch 11, flat-footed 16 
   (-1 size, +2 Dex, +7 natural) 
  hp 69 (8 HD) 
  Resistance evasion  
  Fort +10, Ref +8, Will +3 
  Speed 40 ft. (8 squares) 
  Melee claws +14/+14 (1d8+9) and 
   
  bite +9 melee (2d6+4) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +6; Grp +19  
  Atk Options improved grab 
  
  SND7-05 A Few less Men 
   
  29 
  Special Actions  
  Combat Gear  
  Abilities Str 28, Dex 14, Con 19, Int 2, Wis 12, Cha 
  6 
  SQ link, share spell 
  Feats Endurance, Run, Track 
  Skills Hide –2, Listen +6, Move Silently +2, Spot +7, 
  Swim +13  
  Possessions combat gear plus  
  Improved Grab (Ex) To use this ability, a brown 
  bear must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. 
   
   
   
  DAENE AND T IEGHAN 
  CR 7 
  Male/Female gray elf ranger 7 
  CN Medium Humanoid (elf) 
  Init +3; Senses Low-light vision; Listen +13 Spot 
  +13 
  Languages Common, Elven, Sylvan  
  AC 19, touch 14, flat-footed 15 
   (+4 Dex, +5 armor,); 
  hp 44 (7 HD)  
  Immune magic sleep effects 
  Resist +2 vs. enchantments and effects 
  Fort +5, Ref +9, Will +3 
  Speed 30 ft. in leather (6 squares), base movement 
  30 ft. 
  Melee longsword +9 (1d8+1 / 19-20) 
  Ranged longbow+12  (1d8 +1 / x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +6 
  Atk Options Point Blank Shot; Favored Enemy 
  Human (+4), Aquatic humanoid (+2); Rapid Shot; 
  Precise Shot; Ranged Disarm, Manyshot 
  Special Actions  
  Combat Gear 1x potion of cure moderate wounds, 
  1x potion of cure blindness 
  Abilities Str 13, Dex 18, Con 12, Int 8, Wis 12 , Cha 
  10 
  Feats Point Blank Shot; Precise Shot, Ranged 
  Disarm, Manyshot, Rapid Shot 
  Skills Hide +12, Listen +13, Move Silently +13, Spot 
  +13,  Survival +12 
  Possessions combat gear plus +1 longsword, +1 
  longbow, +1 mithril chain shirt, quiver, 50 arrows 
   
  4:RED HERRING 
  CAITLANNAGH 
  CR 9 
   
  Female gnome warlock 9 
  CN Medium Humanoid (gnome) 
  Init +2; Senses Listen +1, Spot -1 
  Languages Common,Gnomish, Goblin 
  AC 20, touch 13, flat-footed 18 
   (+2 Dex, +5 armor +2 shield +1 size) 
  hp 65 (9  HD)  
  DR 2/cold iron 
  Fort +5, Ref +4 Will +4 
  Speed 20 ft.  (4 squares), climb 20 ft 
  Melee dagger +5 (1d3-1/18-20) 
  Ranged eldritch blast +8 ranged touch 4d6 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp 0 
  Atk Options Wand of Glitterdust, 10 charges (dc 
  12), scroll of invisibility, scroll of expeditious 
  retreat, wand of fireball (5 charges) 
  Special Actions  
  Combat Gear  
  Abilities Str 8, Dex 14, Con 16, Int 14, Wis 8 , Cha 
  18 
  SQ  
  Feats point blank shot, precise shot, skill focus(use 
  magic device), wandstrike 
  Skills Bluff +16, Concentration +5, Diplomacy +8, 
  Intimidate +6 ,jump -11,Sense Motive +11, Use 
  magic device +19 
  Possessions combat gear plus dagger, +1 
  chain shirt and +1 heavy wooden shield, cloak 
  of charisma +2, amulet of health +2 
  Warlock invocations: 
  Frightfull blast: People hit by an eldritch blast 
  must make a will save DC 15 or become shaken 
  Spiderwalk: As spider climb, 24h duration 
  See the Unseen: As See Invis, 24h duration 
  Fel Flight: As overland flight, 24h duration 
  Voracious dispelling: As dispel magic, does 1 
  point of damage per spell level dispelled. 
  Eldrich blast (Sp): Ray deals 2d6 
  Detect Magic (Sp): at will as the spell 
  Damage reduction(Su): 2/cold iron 
  Deceive item: You can always take 10 on a use 
  magic device check 
  Fiendish Resilience: Once per day for 2 minutes 
  you have fast healing 1 
   
   
  6:WASTRIANS 
  BULLYW UG DIVERSION 
  CR 7 
  Male bullywug barbarian 2 fighter 5 
  CE Medium Humanoid (aquatic) 
  Init +2; Senses Listen -1, Spot -1 
  Languages Common,Toad 
  AC 20, touch 12, flat-footed 20 
   (+2 Dex, +5 armor +3 natural) 
  hp 71 (7 HD)  
  Fort +11, Ref +3 Will -0 
  Speed 30 ft.  (4 squares), swim 30ft 
  Melee scimitar +13/+8 (1d6+7/18-20) 
  Melee glaive +13/+8 (1d10+9/x3) 
  Space 5 ft.; Reach 5/10 ft. 
  
  SND7-05 A Few less Men 
   
  30 
  Base Atk +7; Grp +11  
  Atk Options Power Attack, cleave 
  Combat Gear potion of cure moderate wounds, 
  potion of cure blindness, potion of bears 
  endurance 
  Abilities Str 18, Dex 14, Con 19, Int 7, Wis 9 , Cha 5 
  Feats power attack, weapon focus scimitar, weapon 
  focus glaive, weapon specialization glaive, 
  weapon specialization scimitar 
  Skills Intimidate +7  survival +4 
  Possessions combat gear plus +1 scimitar, +1 
  glaive, +1 chain shirt, gauntlets of ogre power 
  and trail rations 
  Power up suite (raging, bears endurance):  
  hp: 99  AC: 18 
  Fort +15, Will +2 
  Melee scimitar +15/10 (1d6+9/18-20) 
  Melee glaive +15/+10 (1d10+12/x3 
   
   
  7:TOKAR 
  T OKAR 
  CR 11 
  Male humanbard 1 sorceror 4, mindbender 6 
  CN Medium Humanoid (elf) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common, Draconic, Abyssal 
  AC 14, touch 10, flat-footed 14 
   (+0 Dex, +4 mage armor) 
  hp 70 (11 HD)  
  Fort +9, Ref +3 Will +10 
  Speed 30 ft.  (6 squares), base movement 30 ft. 
  Melee dagger +4 (1d4-1/18-20) or 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +1  
  Atk Options  
  Special Actions  
  Combat Gear potion of cure blindness, potion of 
  cure moderate wounds , dust of dissappearance 
  Sorcerer Spells Known (CL 8th) 6/8/8/6/4  
  save DC 16+spell level: 
   4th --  confusion* 
   3rd – hold person*, fly 
   2nd -- invisibility , Tasha's Hideous Laughter*, 
  glitterdust 
   1st— charm person*, colour spray, mage armor, 
  shield, 666666666666666c6666 
   0— daze*, detect magic, mage hand, mending, 
  message, prestidigitation 
  Already cast 
  * DC (18 + spell level due to greater spell focus 
  enchantment) 
  Abilities Str 8, Dex 10, Con 16, Int 14, Wis 12 , Cha 
  22 
  SQ  
  Feats Skill Focus Bluff, Spell Focus Enchantment, 
  Greater Spell Focus Enchantment, Persuasive, 
  negotiator 
  Skills Bluff +28, Concentration +2, Diplomacy +25, 
  Intimidate +23 , Sense Motive +16, Spellcraft +16 
  Possessions combat gear plus dagger, cloak of 
  charisma +6, spell component pouch, Amulet of 
  Health +2 
  Telepathy(Su): You can cominicate telepathically 
  with any creature within 100 ft that has a 
  language. 
  Push the Weak Mind(sp): You can influence the 
  actions of a living creature of size large or smaller, 
  1/day, will save(DC 18) 
  Mindread(Sp): You can read the surface thoughts of 
  a living creature 2/day. Wil save (DC 17) to resist. 
  Eternal Charm(Sp): You can charm, as charm 
  monster, a living creature 1/day. Will save 
  (DC(19) to negate. 
  Enchantment Spell Power (Ex): add 2 to your 
  caster level for enchantment spells 
   
  
  SND7-05 A Few less Men 
   
  31 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Improved Toughness 
   
  Wandstrike: Make a touch attack with a wand 
  to deal 1d6 damage and target creature with 
  spell 
   
  MAGIC ITEMS 
  Wildling clasp 
   
  SPELLS 
  Aspect of the Wolf 
   
  Briar web 
   
  Nature‘s Favor 
   
  Resistance, greater. 
   
   
  CREATURES 
   
  Bullywug 
  (Source: Monster Companion: Monsters of 
  Fearun, page 25) 
  Medium-Size Humanoid (Aquatic) 
  Hit Dice: 1d8 + 3 (7 hp) 
  Initiative: +0 
  Speed: 20 ft. (4 squares), swim 30 ft. (3 
  squares) 
  Armor Class: 15 (+2 leather, +3 natural), touch 
  10, flatfooted 15 
  Base Attack / Grapple: +1/+1 
  Attack: Halfspear +1 melee (1d6); or halfspear 
  +1 ranged (1d6) 
  Full Attack: Halfspear +1 melee (1d6); or 
  halfspear +1 ranged (1d6) 
  Space/Reach: 5 ft./5 ft. 
  Special Qualities: Marsh move, summoning 
  (clerics only) 
  Saves: Fort +5, Ref +0, Will -2 
  Abilities: Str 10, Dex 10, Con 16, Int 7, Wis 7, 
  Cha 7 
  Skills: Hide +0*, Listen -2, Spot -2 
  Feats: Endurance 
    
  Environment: Temperate and warm aquatic 
  and marsh 
  Organization: Solitary (1), pad (4), float (8), or 
  pond (16-48) 
  Challenge Rating: 1 
  Treasure: Standard 
  Alignment: Usually chaotic evil 
  Advancement: By character class 
  Level Adjustment: +1 
   
  Life as a bullywug is nasty, brutish, and wet. 
  Bullywugs kill for sport, systematically destroy 
  their own hunting grounds, and make a religious 
  fetish of summoning monsters who may or may 
  not stay within their control. 
   
  Bullywugs 
  are 
  frog-headed 
  amphibious 
  humanoids with green, gray, or mottled yellow 
  skin. They have long, flicking tongues that can 
  barely fit themselves around a form of stunted 
  Common. They stand 4 to 7 feet tall, weigh 100 
  to 300 pounds, and fight with spears and other 
  sharp weapons they can poke out of the water. 
  Bullywugs make it a point of pride to wear at 
  least leather armor, even though swimming in 
  armor isn‘t easy. 
   
  Most bullywugs encountered outside their 
  homes are warriors; the information in the 
  statistics block is for of 1st level (see Chapter 2 
  of the Dungeon Master‘s Guide for more 
  information about the warrior class). 
   
  Combat 
  Bullywugs prefer to fight in or near water. 
  Whenever 
  possible, 
  they 
  use 
  summoned 
  monsters as the first wave of attack. In any 
  given fight, there is a 50% chance that 
  bullywugs will fight to death, no matter how 
  stupid that seems, and a 50% chance that they 
  will flee for their lives when some of their 
  number have fallen, even if they otherwise 
  could win the fight. 
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes or 
  mud. 
   
  Summoning (Sp): Bullywug clercs are 
  notorious for their powerful but unpredictable 
  summoning abilities. When a bullywug cleric 
  uses a summon monster spell, there is a 50% 
  chance that one more monster than the spell 
  would ordinarily summon will appear. In such 
  cases, there is then a 25% chance that the 
  summoned monster will not be in the bullywug‘s 
  control, rampaging and attacking at random. It is 
  not 
  uncommon 
  for 
  bullywugs 
  that 
  have 
  summoned monsters and failed to control them 
  to spend all their efforts fighting their own 
  summoned creatures instead of attacking their 
  original foe. 
  
  SND7-05 A Few less Men 
   
  32 
   
  Skills: *Bullywugs have a +6 racial bonus 
  on Hide checks when in marshes because of 
  their skill at camouflage. 
   
  Bullywug Characters 
  Bullywug sometimes gain levels as barbarians. 
  The biggest bullywug in the pond frequently is at 
  least a 2nd-level barbarian. 
   
  Bullywug Society 
  Bullywugs hunt things, eat things, bully things, 
  and worship their nocious deities. There are 
  many bullywug clerics; as many as 10% of 
  bullywugs in some ponds have one or more 
  levels as a cleric. Bullywug clerics can choose 
  from the domains of Chaos, Evil, and Water. 
  Bullywug clerics are more limited than those of 
  other races, and can only choose three types of 
  spells: summon monster spells (their culturally 
  prefred choice), inflict spells, and their domain 
  spells. 
   
  In the Vast Swamp 
  The bullywugs is the Vast Swamp tend to be 
  more intelligent and organized than their more 
  wild cousins. They worship the lawful deity 
  Wastri 
  who 
  promotes 
  the 
  destruction 
  of 
  dwarves, elves, gnomes and halflings, and who 
  considers humans and amphibians far superior. 
  Unlike regular bullywug clerics, clerics of Wastri 
  are treated as normal clerics and they can 
  chose from the domains Animal, Law and War. 
  They can only rebuke undead and cast 
  spontaneous inflict spells. 
  
  SND7-05 A Few less Men 
   
  33 
  DM MAPS 
  Insert DM maps. At the minimum, each combat encounter should have a map. If the adventure includes 
  significant amounts of travel also include an area map. 
   
  
  SND7-05 A Few less Men 
   
  34 
  PLAYER HANDOUT X 
  Player handouts go in this section. Use page breaks between each. If you don‘t have any handouts, 
  remove this section.  
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Sunndi/597/Normal Scenarios/SND7-05 - A Few Less Men (APL 2-8)/SND7-05 - A Few Less Men.pdf