TEXT: ONW3-06 
   
   
   
   
   
   
   
   
   
  For Want of a Nail 
   
   
   
   
   
  A One-Round D&D LIVING GREYHAWK Onnwal 
  Adventure 
  Version 1 
   
   
  By Paul Looby  
  Circle Reviewer: Creighton Broadhurst 
   
  The Orcs of the Pomarj ravage the land. Onnwal is in flames and a key agent of the Free State has gone 
  missing behind enemy lines. Her salvation, and that of Onnwal, lies in your hands.   
   
   
  An Onnwal regional module for APLs 2-12. 
   
   
   
   
   
   
   
   
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of the author. To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network. 
  
  For Want of a Nail 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A five-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and DM 
  score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  • 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  • 
  Partial scoring: The players rate the game master 
  and the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for 
  players. This method is used when there is no 
  competition, but the event coordinator wants 
  information on how the game masters are 
  performing, or the game master wants feedback on 
  his or her own performance. 
  • 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If 
  this method is used, be sure to allow about 15-20 
  minutes for the players to briefly describe their 
  characters to the other players, and about 5-10 
  minutes for voting. This method is used when the 
  players want to know who played the “best” 
  amongst the group, or when the adventure is run in 
  tournament format with winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring their 
  own characters with them.  If players do not have a 
  LIVING GREYHAWK character generated, get a copy of 
  the current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  
  For Want of a Nail 
   
  Page 3 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  LIVING GREYHAWK Levels of Play 
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
   
  CR 
  1 
  2 
  3 
  4 
   
  1/4 & 1/6 
  0 
  0 
  0 
  1 
   
  1/3 & 1/2 
  0 
  0 
  1 
  1 
   
  1 
  1 
  1 
  2 
  3 
   
  2 
  2 
  3 
  4 
  5 
   
  3 
  3 
  4 
  5 
  6 
   
  4 
  4 
  5 
  6 
  7 
   
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are three things 
  that you can do to help even the score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free action 
  (spoken command) that may be attempted each 
  round. If an animal loses half or more hp in a single 
  round it flees, unless another check is successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  the Free State of Onnwal. All characters with Onnwal as 
  their hime region pay 1 Time Unit to participate in the 
  adventure. All other characters pay 2 Time Units. 
  Adventurer's Standard Upkeep costs 12 gp per Time Unit 
  spent; Rich Upkeep costs 50 gp per Time Unit and 
  Luxury Upkeep costs 100 gp per Time Unit.   
   
  Campaign Consequences 
  This adventure has campaign consequences. That is the 
  outcome of this module will directly affect future events 
  in the course of the campaign. The answers to some of the 
  questions below may seem trivial or pointless, but 
  because of the complex nature of the back-story and 
  campaign all information requested is vital. 
   
  Please send your answers to the Living Onnwal 
  Team at woesinger@hotmail.com as soon as possible. 
  General comments about the module are also welcomed 
  at this address.  
    
  1. 
  Did Jillana deliver her message to the Braetern in 
  time? 
  2. 
  Did Gavran survive? 
  3. 
  Did the PCs escort Olava and her people back to 
  Free State Lines? 
  4. 
  Did Markessa the White survive? 
   
  
  For Want of a Nail 
   
  Page 4 
  Adventure Synopsis and 
  Background 
  This module centres around Jillana Waterfoot, a 
  Magsman of the Wreckers. A trusted agent of Rakehell 
  Chert, the Wrecker and Lord Marshal of the Army of 
  Rebellion, 
  she 
  was 
  dispatched 
  behind 
  Scarlet 
  Brotherhood lines. Her mission was to learn what she 
  could about the Brotherhood and their new Pomarji 
  allies.  
   
  Jillana fulfilled her mission, uncovering parts of the 
  Brotherhood's warplans. However, before she could slip 
  back across the lines, she was betrayed into the hands of 
  the enemy by one of her own - one Gavran. Gavran had 
  been the Boss of a Wrecker Cell in Gearnwal (cf ONW3-
  01 The Prophet). Though he hated the Brotherhood, he 
  also used to exploit the people under his protection, 
  looting their houses and mistreating those Onnwalons of 
  Suel ancestry. His reign as a robber baron was brought to 
  an end by a War Company of freeswords, who slew his 
  men and brought him for execution at the hands of Baron 
  Kiernal Maldrenn of Gearnwal.    
   
  However, this was not the end of Gavran. Agents of 
  the Scarlet Brotherhood spirited Gavran's body away and 
  raised him from the dead. They then tortured the newly 
  revived Wrecker, extracting all that he knew, including 
  Jillana's cover identity and her mission. 
   
  Jillana was captured and tortured. However, for all 
  the torments the Scarlet Sign visited on her, Jillana kept 
  the full extent of her knowledge from them, knowing 
  that if she admitted to it, the Brotherhood would change 
  their plans. In disgust the Scarlet Brotherhood sold 
  Jillana to the infamous Slavelords, who have come to 
  Onnwal in the wake of the orcs of Turrosh Mak. The 
  Yellow Sails now harvest the fields of Onnwal for a crop 
  of "live cargo".  
   
  Rakehell Chert is aware of Jillana's fate, and that she 
  knows something vital to the fortunes of the Free State. 
  Therefore, he is looking for a resourceful group of heroes 
  who can go behind the battle lines and recover his lost 
  Magsman. 
    
  Encounter Summary 
  Introduction 
  The PCs are summoned by an officer of the Army of 
  Rebellion to meet with his commander.  
   
  Encounter 1: A Test of Loyalty 
  The PCs are shown into the office of the Braetern Farland 
  Marshevel, where their loyalty will be tested by a 
  disguised Rakehell Chert. If they pass, then Chert will 
  inform them of their mission. 
   
  Encounter 2: Between the Lines 
  The PCs set out and have to sneak through orcish 
  picketlines. Detection may mean combat and the 
  possibility of runners warning more of the orcs. If the 
  PCs manage to slip pass undetected go to Encounter 3. 
  Otherwise go to Encounter 4.  
   
  Encounter 3: Choices and Chains 
  If the PCs managed to make it past the pickets 
  undetected or have not engaged them in combat, they 
  will come across a group of orcs rounding up a group of 
  villagers. The PCs will have to decide whether to 
  intervene and risk alertling orcish forces in the area to 
  their presence or whether to turn a blind eye and proceed 
  with the mission at hand. Whatever the outcome they 
  should then proceed to Encounter 4.  
   
  Encounter 4: A Familiar Face 
  The PCs arrive at the orc camp where Chert believes 
  Jillana was being held. The readiness and strength of the 
  camp depends on the PCs' actions in the previous 
  encounters. The PCs can either try to sneak into the cells 
  or storm the camp. Either way they will discover a 
  familiar face in the cells -that of Boss Gavran. Gavran 
  knows where the orcs have taken Jillana, but will refuse 
  to tell the PCs anything unless they swear an oath to 
  spare and protect his life.   
   
  Encounter 5: Chasing Jillana 
  With Gavran leading or directing them, the PCs can track 
  down Jillana. Several agents of the Slavelords, led by 
  Markessa the White, are taking her and the rest of the 
  slaves to a rendezvous with a Slavelord ship at the isolated 
  Esham's Cove. The PCs will have to devise some way of 
  extricating their quarry from the clutches of the Slavers, 
  having to defeat a group of the Slaverlords servants to get 
  at her. 
   
  Encounter 6: The Yellow Sails 
  Having dealt with one group of Slavers, Jillana her self is 
  in the clutches of Markessa the White, aboard a longboat 
  being rowed out to meet a waiting ship of the Yellow 
  Sails. The PCs must defeat Markessa before they can get 
  Jillana. If recovered, Jillana can reveal that it was Gavran 
  who betrayed her and will try to kill him if he is present.  
   
  Conclusion 
  If the PCs make it back to Chert, Jillana can divulge her 
  earthshattering information and the PCs can receive their 
  rewards. 
   
  If Jillana is not recovered or dies - then, though the 
  PCs receive their reward, the consequences for the Free 
  State are dire.  
   
  
  For Want of a Nail 
   
  Page 5 
  Past Modules 
  Players who have played ONW3-01 The Prophet will 
  have already met Boss Gavran and are probably 
  responsible for his death. The PCs may have found 
  Rakehell Chert's old short sword, The Silver Left in 
  ONW2-06 Memento. In ONW2-07, Marooned, the PCs 
  may have discovered news that Rakehell Chert has a son, 
  Griff, who in the hands of the Scarlet Brotherhood. In 
  ONW1-08 Rashta's Brother, some PCs may have gained 
  the blue mark of the Ventonii.  
   
  Player's Introduction 
  Once the Players are settled and the Player Characters 
  have been introduced, proceed with the Introduction. 
   
  Berendenn, a Sertern of the Gilderond Braetad, will 
  summon the PCs to meet his superior officer, Farland 
  Mashevel. 
   
  Read aloud or paraphrase the following: 
   
  "Dem's the orders I waz given, surs," Berendenn, 
  Sertern of the Golden Heart says apologetically. "Ye're 
  to come with me quick smart like and attend my 
  commandin' officer." 
   
  The burly sertern holds out at scroll sealed with 
  wax bearing the signet of Farland Marshevel, Braetern 
  of Gilderond, one of Onnwal's four field generals. 
   
  Give out Player's Handout 1. 
   
  �Sertern Berendenn, Sertern of the Gilderond Braetad, 
  the Golden Heart.  
   
  Appearance: Berendenn is a burly, barrel chested 
  man in his late 30's. His olive skin is deeply tanned and 
  lined - evidence of an outdoor life. He speaks with a rustic 
  accent and is clad in the green and gold uniform of a 
  sertern of the Army of Rebellion Regulars.  
   
  Character: Berendrenn is a salt-of-the-earth man, 
  with a sharp wit and a none-too-wholesome turn of 
  phrase.  
   
  Berendenn pretends that he knows nothing about 
  why the PCs are being summoned, just that they must go 
  and he's the one that's going to bring them. He actually 
  knows more than this, but has been ordered not to 
  mention anything.  
      
  Encounter 1:  
  A Test of Loyalty 
  Berendrenn escorts the PCs to the headqurters of the 2
  nd 
  Braetad. They are about to have their loyalty tested in a 
  typically elaborate manner by Rakehell Chert.  
   
  Read aloud or paraphrase the following: 
   
  The encampment of the 2
  nd Braetad bustles with 
  activity. Units of Regulars drill, their mail glittering 
  in the bright sunshine. Serterns are barking orders at 
  ranks of peasant Militia, who seem to outnumber the 
  depleted ranks of the Regulars nearly two to one. 
  There is much talk of the fighting in the west and you 
  can see a fierce tension in the faces of the soldiers. 
  Many expect another major battle in the next few 
  days.  
   
  Berendenn leads you into a large stone building 
  in the heart of the camp. A faded and cracked 
  hogshead swings above the door, the only evidence of 
  the building's former life as an inn. The old common 
  room is busy with officers poring over maps and 
  dispatching orders to runners. You pass through the 
  organised chaos and up the stairs to what must have 
  been one of the larger bedrooms. 
   
  Stepping into the room you are confronted by a 
  shocking sight. The body of Farland Marshevel 
  dangles from a rafter, a rope knotted tightly around 
  his neck. The braetern's face is purple and contorted 
  and his eyes stare glassily into space. The body spins 
  in a slow circle, the rope creaking as it does.     
   
  A blonde haired man in a soldier's uniform sits 
  behind a desk in the corner of the room, cleaning his 
  nails with the point of a dagger. As you enter, he 
  pauses, regards you with pale blue eyes and smirks.  
   
   
  "Glad you could join us," he says. "Now shall we 
  discuss terms?  
   
  The situation the PCs find themselves in an elaborate 
  loyalty test set by the justifiably paranoid Rakehell Chert. 
  The man before them is a Wrecker disguised by a change 
  self spell. It is probable that the PCs will not even bother 
  with any further parlaying, but immediately attack the 
  apparent Scarlet Brotherhood agent. If so, they have 
  passed (see below).  
   
  Some PCs may, however, want to interact with the 
  "kesh". Answers to some of their likely questions are 
  shown below: 
   
  Who are you? 
   
  “Maranafel Toktot, Kesh of Scant 
   
  What terms? 
   
  "You have proven worthy adversaries in the past. 
  We want you to work for the greater good of 
  mankind. We want you to work with us. So we want 
  to discuss what your price is. How much it will take to 
  abandon your lost cause and join the side of right." 
   
  How did you get in here?  
  
  For Want of a Nail 
   
  Page 6 
   
  "Our agents are everywhere. The Free State is 
  only free because we allow you to think it is. We hold 
  all the strings. We always have and we always will. 
  While you mewl and exercise yourself about your 
  freedom, we control the real power in Onnwal. Oh 
  and don't bother calling for help. The officers below 
  are all my men. How else could you explain the inept 
  excuse for a war that your Army of Rebellion has 
  fought this past eight years?"  
    
  Failing the Test: If the PCs agree to go along with the 
  "kesh", then they have failed. The "kesh" will reveal 
  himself as an agent of the Wreckers and the PCs will be 
  blacklisted as possible traitors to the Free State. Chert will 
  not reveal himself under these circumstances. The 
  adventure is over for them. 
   
  Even discussing terms will earn the PCs the 
  suspicion of Chert and the Wreckers, though they will be 
  given a chance to prove themselves on the mission. 
  However, if the mission fails - the PCs will be blacklisted 
  as potential traitors. 
   
  Suspicion of the Wreckers: The PCs have earned Disliked 
  Status with Rakehell Chert and the Wreckers. Wrecker 
  PCs will be mistrusted by their peers and barred from 
  promotion within the Wreckers until they clear their 
  name. The Wreckers in future modules will mistrust non-
  Wreckers. 
   
  Passing the Test: As soon as the PCs move to attack the 
  "kesh", they have passed the test.  
   
  Read aloud or paraphrase the following: 
   
  Before you can strike down the kesh, a commanding 
  voice bellows: "HOLD! In the name of the Free State, 
  hold!" 
   
  To your amazement, you turn to see the voice is 
  apparently that of the hanged braetern. However, 
  instead of strangled features of Farland Marshevel, 
  you look up into the grinning face of an Oeridian 
  man of indeterminate years.  
   
  "I never did like these things," the man says, 
  removing the noose from his neck, seemingly 
  oblivious to the fact he is floating three feet above the 
  floorboards. He bows deeply in mid air. 
   
  "I am at your service, patriots of Onnwal." 
   
  Though he will NOT directly introduce himself as such, 
  the floating man is Rakehell Chert. The kesh and 
  Berendenn remain where they are, nodding their head 
  respectfully at Chert and giving the PCs broad grins.  
   
  Read aloud or paraphrase the following: 
   
   
  "I must apologise for this little pantomime," the 
  Oeridan man says, floating gently to the ground. 
  "However, 
  the 
  Strawhairs 
  have 
  their 
  agents 
  everywhere. I had to be sure of where your loyalties 
  lay. You passed, needless to say or we wouldn't be 
  having this pleasant chat now. Berendenn, some wine 
  if you would."  
   
  Chert will bid the PCs sit, while wine is brought to them. 
  The other two men then leave the PCs alone with Chert. 
   
  If any of the PCs have at any time earned the 
  Disfavour of the Wreckers cert from ONW3-01 The 
  Prophet or ONW3-02 Pyrtura, even if they have now had 
  it removed, read aloud or paraphrase the following: 
   
  The Oeridian man regards you coldly. 
   
  "You've crossed my people in the past. Perhaps 
  with good reason, perhaps without. Know you this, 
  cross me in this matter and it shall be the last crossing 
  you shall ever do - bar crossing to meet your ancestors 
  in the afterlife. 
   
  "On the other hand, I'm a fair man. Serve me well 
  and I might be inclined to forgive past offences. 
  Forgiveness is a worthy virtue. So much better than 
  any…unpleasantness," he says with a clear edge of 
  menace.  
   
  Otherwise, read aloud or paraphrase the following: 
   
  The Oeridan man regards you intently with his deep-
  set black eyes.  
   
  "I have need of the services of resourceful 
  individuals - people such as yourselves, who are loyal 
  to the Free State. 
   
  "A most able servant of Onnwal has been 
  captured by the Scarlet Sign. She was on her way back 
  across the front line with what she said was 
  information vital to the survival of the Free State. I 
  need to know what that information was. I want you 
  to find and rescue her. As far as I know, she is still 
  alive - and that's how I want her returned to the Free 
  State. Dead spies tell no tales. 
   
  "Any questions?" 
   
  Below are answers to some of the most likely questions: 
   
  Who are you? 
   
  The man smiles enigmatically. 
   
  "Merely a Patriot of Onnwal, like yourselves. My 
  name is unimportant. Loyalty to the Free State is all 
  that matters here."  
   
  Why don't you get someone else to rescue her? 
  
  For Want of a Nail 
   
  Page 7 
   
  "I have reason to suspect that she was betrayed 
  from within. Therefore, I have to ask for outsiders to 
  perform this task for me." 
   
  Where is the agent being held? 
   
  "The last report I had, she was in a small orc 
  encampment in the southern Volanots. I can give you 
  directions to it." 
   
  What's in it for us? 
   
  The man grins.  
   
  "Ah a man/woman after my own heart! How it 
  must boil the blood of the nobles to deal with such 
  fine entrepreneurs as yourselves. Never trust a man 
  who wants no gold, or wants too much. 
   
  "You will be recompensed fairly for your efforts 
  on behalf of me and of the Free State. The oaths of 
  nobles aren't worth the paper they're written on. So 
  you'll be paid in honest coin. If you trust me, of 
  course," he says with a smile.  
   
  What aid can you give us? 
   
  "Our resources are stretched as it is. You will have 
  to manage on your own means and wits." 
   
  What does your agent look like? 
   
  "Her name is Jillana Waterfoot. She is about 30 
  summers, stands about 5 feet and a half a foot, with 
  golden-brown hair and eyes of sea-grey." 
    
  If there are no further questions, Chert will give the PCs 
  directions to the camp.  
   
  If there are any members of the Wreckers among the 
  PCs, Chert will take them aside and, still not revealling 
  who he is, will whisper to them in the Thieves' Cant: 
   
  “Hold a light and you’ll be on the pig’s back when it 
  comes to a leg up – you’ve my song bird on it.” 
   
  Translation:  
   
   "Do right by me in this matter and it will not be 
  forgotten when it comes to promotion. You have my 
  word on that." 
   
  The PCs may have Rakehell Chert's old short sword The 
  Silver Left from ONW2-06 Memento. If they do, and 
  Chert spots it read aloud or paraphrase the following: 
   
   
  The Oeridian man smiles ruefully: 
   
  "That is a fine blade you bear. Ward it carefully 
  and it will serve you well." 
   
  If any of the PCs, guessing to whom they are speaking, 
  offer it to him, he will refuse it saying cryptically: 
   
  "What's past is past and what's done is done, for good 
  or for ill". 
   
  Of the PCs mention anything about his son, Griff, read 
  aloud or paraphrase the following: 
   
  "I think you may have mistaken me for someone else. 
  However, if we succeed here, then we will free all the 
  sons and daughters of Onnwal that are in thrall to the 
  Strawhairs." 
   
  If there is nothing else, Berendrenn will usher the PCs 
  out. 
   
  Encounter 2:  
  Between the Lines 
  The directions that the PCs receive will direct them to a 
  point in the Volanots on the southern edge of the 
  Cantred of Gearnwal. Have the PCs set their marching 
  order before the set out.   
   
  Read aloud or paraphrase the following: 
   
  Leaving the tense bustle of the camp behind, you set 
  off across the fields of the Gildenlea, green and gold 
  with the ripening grain harvest. At first there is a 
  semblance of normality, farmers tending their fields, 
  animals grazing in the shade of scattered copses.  
   
   
  However, as the hills loom closer, the 
  peasants grew scarcer and the Militia patrols more 
  frequent. Burnt out ruins, still smouldering under the 
  summer sun replace peaceful hamlets. In the shadow 
  of the hills, a deathly silence extends over the land, 
  like ink seeping from an overturned pot.  
   
  As you move up the first slopes of the Volanots, 
  you realise, almost without noticing that you have 
  passed into enemy territory.  
       
  Have the PCs make an opposed Spot check against the 
  Hide check of the orc patrol that is lurking at the top of 
  the slope (add a +2 circumstance bonus to the Orc's Hide 
  for their concealment of the vines). Equally, if the PCs are 
  actively trying to move inconspicuously an opposed Spot 
  check against the worst PC Hide check, to see if they spot 
  the PCs. Otherwise the orcs will automatically spot the 
  PCs from their vantage point. If they do, depending on 
  whether the PCs spot them, they will either withdraw to 
  warn the orc camp in Encounter Four, or if spotted, they 
  will try to engage the PCs.   
   
  If the PCs succeed, read aloud or paraphrase the 
  following: 
   
  
  For Want of a Nail 
   
  Page 8 
  Suddenly you spot a glint of sun on metal in the 
  overgrown grapevines that line the top of the hill. 
  You spot the figure of an orc, darting between the 
  vine rows.  
   
  If they've avoided being spotted, the PCs can either try to 
  engage the orc pickets or continue to try to slip past them 
  with little further difficulty by moving around the base of 
  the hill under the cover of the ridge line.  
   
  If the PCs fail their Spot checks, but the orcs Spot 
  them, then the orcs will not attempt to engage them, but 
  rather will slink off to report the presence of the PCs to 
  their superiors at the camp in Encounter Four. 
   
  APL 2 (EL 1) 
  �Orc scouts (2): hp 5; see Monster Manual p146  
   
  APL 4 (EL 2) 
  �Orc axeman (1): Ftr1; hp 12; see Appendix 1 
  �Orc crossbowmen (2): Ftr1; hp 12; see Appendix 1 
   
  APL 6 (EL 3) 
  �Orc axeman (2): Ftr1; hp 12; see Appendix 1 
  �Orc crossbowmen (2): Ftr1; hp 12; see Appendix 1 
   
  APL 8 (EL 4) 
  �Orc shaman (1): Clr1-Gruumsh; hp 9; see Appendix 1 
  �Orc axeman (2): Ftr1; hp 12; see Appendix 1 
  �Orc crossbowmen (3): Ftr1; hp 12; see Appendix 1 
   
  APL 10 (EL 5) 
  �Orc shaman (1): Clr1-Gruumsh; hp 9; see Appendix 1 
  �Orc axeman (2): Ftr1; hp 12; see Appendix 1 
  �Orc crossbowmen (3): Ftr1; hp 12; see Appendix 1 
   
  APL 12 (EL 6) 
  �Orc shaman (1): Clr1-Gruumsh; hp 9; see Appendix 1 
  �Orc axeman (4): Ftr1; hp 12; see Appendix 1 
  �Orc crossbowmen (4): Ftr1; hp 12; see Appendix 1 
   
  Tactics: If the orcs are ambushed, one of their number 
  will immediately flee to report to the camp, while the 
  remainder give covering fire. They will then try to 
  withdraw themselves in no particular order, fleeing 
  headlong if more than half their number is slain. The 
  shaman will cast enlarge person on one of his axemen if 
  possible, (+2 Str, -2 Dex, -1 to attacks, -1 AC, gains 10 ft.; 
  reach).  
   
  In either case, the vines afford both the orcs and the 
  PCs concealment (20% miss chance) from ranged attacks.  
   
   
  Terrain: The vine-rows are 100 feet long, a foot thick 
  and six feet high. They are spaced about five feet apart. 
   
  Treasure: The following treasure is available 
  dependant on the APL of the party. 
   
  APL 2: Loot: 12 gp;  
   
  APL 4: Loot: 58 gp; Magic: potion of cure light 
  wounds (3) (3 x 4 gp). 
   
  APL 6: Loot: 116 gp; Magic: potion of cure moderate 
  wounds (4) (4 x 25 gp). 
   
  APL 8: Loot: 275 gp; Coin: 1 gp; Magic: potion of 
  cure serious wounds (6) (62 gp each), potion of heroism 
  (5) (62 gp each), potion of owl's wisdom (25 gp). 
   
  APL 10: Loot: 189 gp; Coin: 1 gp; Magic: +1 battleaxe 
  (2) (167 gp each), + 1 light crossbow (2) (169 gp each), +1 
  shortspear (167 gp), potion of cure serious wounds (6) (62 
  gp each), potion of heroism (2) (62 gp each), potion of 
  owl's wisdom (25 gp), potion of haste (4) (62 gp each). 
   
  APL 12: Loot: 189 gp; Coin: 1 gp; Magic: +1 battleaxe 
  (2) (167 gp each), + 1 light crossbow (2) (169 gp each), +1 
  shortspear (167 gp), potion of cure serious wounds (6) (62 
  gp each), potion of heroism (2) (62 gp each), potion of 
  owl's wisdom (25 gp), potion of haste (4) (62 gp each). 
   
  Development: If the orc runner gets away, he will 
  inform the camp that there are enemies in the area. The 
  guards in the camp in Encounter Four are therefore alert 
  and actively awaiting an attack.  
   
  If the PCs slip past the patrol without any combat go 
  to Encounter 3.   
   
  Otherwise go to Encounter 4. 
   
  Encounter 3:  
  Choices and Chains 
  Note: Only play this encounter if the PCs have not 
  engaged the orcs in combat in Encounter 2.  
   
  As the PCs press onwards into the hills, they will 
  encounter a band of orcs pillaging a captured village and 
  carrying the populace off in chains. The peasants are 
  bound for the camp, where they will be handed over to 
  the Slavers.  
    
  Read aloud or paraphrase the following: 
   
  Leaving the orcs behind, you press on into the hills 
  towards your target. The trail winds north into the 
  crags of the Volanots. The long scrub-clothed ridges 
  rise up on either side of you. 
   
  Cresting a ridge you look down upon a 
  settlement in the valley below, no more than huddle 
  of six humble cottages. Cries of distress float up on 
  the breeze and tiny figures dash about between the 
  cottages. Armed orcs are chasing women and 
  children, beating them to the ground and clapping 
  manacles onto their arms and legs.     
  
  For Want of a Nail 
   
  Page 9 
   
  What the PCs do next is up to them. As the orcs are 
  intent on their task, the PCs will be easily able to slip on 
  past towards their destination without being noticed.  
   
  However, if they want to intervene, make a DC 15 
  Spot check for the orcs or a opposed check against the 
  worst PC Hide check, if the PCs are trying to be stealthy, 
  applying a -2 circumstance penelty due to the orcs’ 
  absorption in the task at hand. 
    
  APL 2 (EL 1) 
  �Orc slavers (2): hp 5; see Monster Manual p146  
   
  APL 4 (EL 2) 
  �Orc axeman (3): Ftr1; hp 12; see Appendix 1 
   
  APL 6 (EL 3) 
  �Orc axeman (4): Ftr1; hp 12; see Appendix 1 
   
  APL 8 (EL 4) 
  �Orc shaman (1): Clr1-Gruumsh; hp 9; see Appendix 1 
  �Orc axeman (5): Ftr1; hp 12; see Appendix 1 
   
  APL 10 (EL 5) 
  �Orc shaman (1): Clr1-Gruumsh; hp 9; see Appendix 1 
  �Orc axeman (5): Ftr1; hp 12; see Appendix 1 
   
  APL 12 (EL 6) 
  �Orc shaman (1): Clr1-Gruumsh; hp 9; see Appendix 1 
  �Orc axeman (8): Ftr1; hp 12; see Appendix 1 
   
  Tactics: The orcs will try to use the houses as cover and 
  their prisoners as human shields. The villagers will give 
  them soft cover (+4 AC bonus), while the houses give 
  them (+4 AC, +2 Reflex save bonus) or total cover 
  depending on the circumstances The orcs will attempt to 
  flee the village if they can in the direction of the camp.  
  Any attack that would have hit the orcs using human 
  shields but for the cover AC bonus, hits a human shield. 
  The peasants have AC 10 and 2 hit points each. The 
  shaman will cast enlarge person on one of his axemen if 
  possible, (+2 Str, -2 Dex, -1 to attacks, -1 AC, gains 10 ft 
  reach). The enlarged orc will try to fight a delaying action, 
  while the rest withdraw.  
   
  Treasure: The following treasure is available dependant 
  on the APL of the party: 
   
  APL 2: Loot: 12 gp.  
   
  APL 4: Loot: 108 gp; Magic: potion of cure light 
  wounds (3) (4 gp each). 
   
  APL 6: Loot: 144 gp; Magic: potion of cure moderate 
  wounds (4) (25 gp each). 
   
  APL 8: Loot: 362 gp; Coin: 1 gp; Magic: potion of 
  cure serious wounds (6) (62 gp each), potion of heroism 
  (5) (62 gp each), potion of owl's wisdom (25 gp). 
   
  APL 10: Loot: 162 gp; Magic: +1 battleaxe (5) (167 gp 
  each), +1 shortspear (167 gp), potion of cure serious 
  wounds (6) (62 gp each), potion of heroism (5) (62 gp 
  each), potion of bull's strength (5) (25 gp each, potion of 
  owl's wisdom (25 gp), potion of haste (62 gp). 
   
  APL 12: Loot: 162 gp; Magic: +1 battleaxe (5) (167 gp 
  each), +1 shortspear (167 gp), potion of cure serious 
  wounds (6) (62 gp each), potion of heroism (5) (62 gp 
  each), potion of bull's strength (5) (25 gp each), potion of 
  owl's wisdom (25 gp), potion of haste (62 gp). 
   
  Development: If any orcs get away, they will inform the 
  camp that there are enemies in the area. The guards in the 
  camp in Encounter Four are therefore alert and actively 
  awaiting an attack. 
   
  The surviving dozen or so villagers (all women and 
  children) will thank the PCs profusely and ask them 
  which way safety lies.  Their spokespeson, is a woman 
  called Olava 
   
  �Olava, peasant woman 
   
  Appearance: Olava is a mantronly woman in the late 
  thirties, with sandy blonde hair and broad, plain, freckled 
  face.  
   
  Character: Olava's husband was killed in the war. She 
  is desperate to get herself, her family and neighbours to 
  safety. She will plead with the PCs for aid.  
   
  They will then attempt to flee their homes in the 
  direction of the Free State forces, carrying what meagre 
  possessions they can carry with them. They will beg the 
  PCs to escort them. Returning will mean a round trip of a 
  day. 
   
  However, if the PCs do so, by the time they can 
  return, Jillana will have been taken aboard a Slaver 
  ship bound for the Pomarj and the PCs will have 
  failed their mission.  
   
  In this case run them through the rest of the module 
  as written, except for the fact that they will find only the 
  tracks of the slavers at Esham's Cove in Encounter 5, at 
  which point the adventure is over for them.      
   
  Encounter 4:  
  A Familiar Face 
  Whether the PCs have encountered the orc slaver taking 
  party in Encounter 3 or not, they will be able to press on 
  to the camp where Chert believes that Jillana is being 
  held. 
  
  For Want of a Nail 
   
  Page 10 
   
  Read aloud or paraphrase the following: 
   
  You press on, following the directions given you. Late 
  in the day, as the sun is nodding low in the west, you 
  crest yet another hill. Across a broad valley stands a 
  long ridge crowned with a ring of tumbled dry stone 
  walls - the ruins of an ancient Flan hillfort. The sun's 
  rays glint from the armour of orc guards patrolling 
  the walls of the fort. A ragged banner bearing the 
  leering red medusa head device of the Pomarj flutters 
  from a listing makeshift flagpole. 
    
  From the description of the orc camp given to 
  you, you have little doubt that this is your destination 
  and your target.     
   
  The Ridge 
  The hill fort stands on a 300-foot high ridgeline. The 
  lower slopes of the hill are covered in loose scrub and a 
  smattering 
  of 
  stunted 
  Storm 
  Pines 
  (providing 
  concealment from ranged attacks). The orcs have cleared 
  the hilltop within 150 feet of the walls, using the scrub 
  for shelter and fuel. This open ground affords no 
  concealment what so ever. 
   
  Moreover, within 50 feet of the walls, there is a field 
  of sharpened, pointed stones angled outwards from the 
  fort. The stones stand about 3 feet high and provide 
  concealment and cover for small creatures or PCs lying 
  prone. PCs attempting to move through this field at 
  greater than one half of their normal movement in any 
  round must make a DC 15 Reflex check to avoid being 
  cut on the razor sharp rocks. If a PC roll attacks and 
  damage if applicable for the rock spikes below. 
   
  PCs trying to ride through the stones must make a 
  DC 20 Ride check to manage it without injuring their 
  mount. If the mount is injured, the rider must make a DC 
  15 Ride check to keep the animal on its feet, otherwise it 
  will stumble among the close packed stones and fall, 
  taking attacks and damage shown below. 
   
  �Rock Spikes: +10 melee (1d4 spiked rocks for 
  1d4+2/x3 per successful hit). 
   
  The only clear path through the stones is the winding 
  one that leads to the main entrance of the hillfort (see 
  Map 1).    
  The Hillfort 
  The camp is based in the ruins of an ancient Flan ring fort 
  (see Map 1). The fort is composed of a single circular dry 
  stone wall 7 feet high, 6 feet thick and 50 feet in diamater. 
  A low stone step on the inside of the wall allows the 
  defenders to peer ouver the top of the all and fire 
  missiles. Characters doing this have cover (+4 AC bonus, 
  +2 cover Reflex save bonus). Characters bheind the wall 
  have total cover.  
   
  A 5-foot wide breach on the southern side provides 
  access to the inside. It is routinely blocked after dark or in 
  times of high alert (see below) by a number of small 
  daggerthorn trees that have been hewn down to form a 
  makeshift thorn fence 10 feet thick and 5 feet high 
  (damage and movement rules as per the wall of thorns 
  spell [Player’s Handbook, p271]). The orcs bed down in 
  make shift lean-tos comprising cut logs and scrub-brush 
  laid at an angle against the walls on the northern side of 
  the fort. The prisoners are held in a series of 8 feet deep 
  pits covered by wooden bars, which are located in the 
  centre of the fort.  
   
  NOTE: PCs that have the blue mark of the Ventonii from 
  ONW1-08 Rashta's Brother feel strangely energised 
  while fighting inside the walls of the hill fort and gain +1 
  morale bonus to attack and damage rolls for the duration 
  of this combat only. 
   
  The Garrison 
  The readiness and strength of the garrison depends on 
  the PCs actions so far. If they have engaged any orc 
  troops in battle on the way to the fort, then the garrison 
  will be depleted somewhat. Otherwise it will be at full 
  strength.  
   
  The alertness of the garrison depends on whether it 
  has had any warning of the PCs presence in the hills, 
  from the orcs in either Encounter 2 or Encounter 3.  
   
  Garrison Alerted: If the garrison has been alerted, 
  then the orcs will be all roused, armed and watching in all 
  directions for signs of any foes. The orcs will be evenly 
  distributed around the perimeter wall. All guards have a 
  +2 circumstance bonus to their Spot and Listen checks 
  due to their high state of readiness. 
   
  Garrison Not Alerted: If the garrison has not been 
  forewarned, then there will only be four sentries posted, 
  one at each of the cardinal points of the ring fort (North, 
  South, East and West). The rest of the orcs (if any) are 
  eating in their lean-tos. The sentries are not particularly 
  vigilant - apply a -2 circumstance penalty to their Spot 
  and Listen checks, until the PCs make their presence 
  known in some fashion. 
   
  PCs attempting to approach the fort without being 
  seen will need to make an opposed Hide and Move 
  silently checks against the sentries' Spot and Listen 
  (worst PC result against the best Orc result).   
     
  The numbers of orcs in the garrison will depend on 
  the APL and whether the PCs have fought any orcs in 
  Encounter 2 or 3.     
    
  Garrison at Full Strength (PCs have not fought any orcs 
  in Encounter 2 or 3): 
  
  For Want of a Nail 
   
  Page 11 
   
  APL 2 (EL 4) 
  �Orc berserkers (5): Bbn1; hp 14; see Appendix 1 
  �Orc shaman: Clr1-Gruumsh; hp 9; see Appendix 1 
   
  APL 4 (EL 6) 
  �Orc berserkers (7): Bbn1; hp 14; see Appendix 1 
  �Orc shaman: Clr1-Gruumsh; hp 9; see Appendix 1 
  �Half-orc sorcerer: Sor1; hp 5; see Appendix 1 
   
  APL 6 (EL 8) 
  �Orc berserkers (7): Bbn2; hp 23; see Appendix 1 
  �Orc shaman: Clr2-Gruumsh, hp 15, see Appendix 1 
  �Half-orc sorcerer: Sor2, hp 9, see Appendix 1 
   
  APL 8 (EL 10) 
  �Orc berserkers (4): Bbn5; hp 50; see Appendix 1 
  �Orc shaman: Clr4/Bbn1-Gruumsh; hp 37; see 
  Appendix 1 
  �Half-orc sorcerer: Sor5; hp 21; see Appendix 1 
   
  APL 10 (EL 12) 
  �Orc berserkers (4): Bbn7; hp 68; see Appendix 1 
  �Orc shaman: Clr6/Bbn1-Gruumsh; hp 49; see 
  Appendix 1 
  �Half-orc sorcerer: Sor7; hp 31; see Appendix 1 
   
  APL 12 (EL 14) 
  �Orc berserkers (4): Bbn9; hp 86; see Appendix 1 
  �Orc shaman: Clr9-Gruumsh; hp 57; see Appendix 1 
  �Half-orc sorcerer: Sor9; hp 37; see Appendix 1 
   
  Treasure: The following treasure is available defendant 
  on the APL on the party: 
   
  APL 2: Loot: 213 gp; Magic: potion of cure light 
  wounds (6) (6 x 4 gp). 
   
  APL 4: Loot: 298 gp; Magic: potion of cure light 
  wounds (9) (4 gp each), potion of bull's strength (4) (25 gp 
  each), potion of mage armour (4 gp). 
   
  APL 6: Loot: 298 gp; Magic: potion of cure moderate 
  wounds (9) (25 gp each), potion of bull's strength (7) (25 
  gp each), potion of owl's wisdom (25 gp), potion of mage 
  armour (25 gp). 
   
  APL 8: Loot: 295 gp; Magic: potion of cure serious 
  wounds (6) (62 gp each), potion of bull strength (4) (25 gp 
  each, potion of heroism (4) (62 gp each,) potion of owl's 
  wisdom (25 gp), potion of haste (2) (62 gp each), +1 
  shortspear (166 gp), potion of invisibility (25 gp).   
   
  APL 10: Loot: 451 gp; Magic: +1 falchion (4) (172 gp 
  each), potion of cure serious wounds (6) (62 gp each), 
  potion of bull strength (4) (25 gp each), potion of heroism 
  (4) (62 gp each), potion of owl's wisdom (25 gp), potion of 
  haste (2) (62 gp each), +1 chainmail (91 gp); +1 shortspear 
  (166 gp), potion of invisibility (25 gp), potion of 
  resistance to fire 20 (58 gp).   
   
  APL 12: Loot: 451 gp; Magic: +1 falchion (4) (172 gp 
  each), potion of cure serious wounds (6) (62 gp each), 
  potion of bull strength (4) (25 gp each), potion of heroism 
  (4) (62 gp each), potion of owl's wisdom (25 gp), potion of 
  haste (2) (62 gp), +1 chainmail (95 gp), +1 shortspear (166 
  gp), potion of invisibility (25 gp), potion of resistance to 
  fire 20 (58 gp).   
   
  Garrison Depleted (PCs fought orcs in either Encounter 
  2 or Encounter 3): 
   
  APL 2 (EL 3) 
  �Orc berserkers (3): Bbn1; hp 14; see Appendix 1 
  �Orc shaman: Clr1; hp 9; see Appendix 1 
   
  APL 4 (EL 4) 
  �Orc berserkers (4): Bbn1; hp 14; see Appendix 1 
  �Orc shaman: Clr1; hp 9; see Appendix 1 
  �Half-orc sorcerer: Sor1; hp 5; see Appendix 1 
   
  APL 6 (EL 5) 
  �Orc berserkers (4): Bbn1; hp 14; see Appendix 1 
  �Orc shaman: Clr1; hp 9; see Appendix 1 
  �Half-orc sorcerer: Sor1; hp 5; see Appendix 1 
   
  APL 8 (EL 6) 
  �Orc berserkers (4): Bbn2; hp 23; see Appendix 1 
  �Orc shaman: Clr2; hp 15; see Appendix 1 
  �Half-orc sorcerer: Sor2; hp 9; see Appendix 1 
   
  APL 10 (EL 7) 
  �Orc berserkers (4): Bbn2; hp 23; see Appendix 1 
  �Orc shaman: Clr2; hp 15; see Appendix 1 
  �Half-orc sorcerer: Sor2; hp 9; see Appendix 1 
   
  APL 12 (EL 8) 
  �Orc berserkers (4): Bbn3; hp 30; see Appendix 1 
  �Orc shaman: Clr3; hp 19; see Appendix 1 
  �Half-orc sorcerer: Sor3; hp 11; see Appendix 1 
   
  Treasure: The following treasure is available dependant 
  on the APL of the party: 
   
  APL 2: Loot: 131 gp; Magic: potion of cure light 
  wounds (4) (4 gp each).  
   
  APL 4: Loot: 175 gp; Magic: potion of cure light 
  wounds (6) (4 gp each), potion of bull's strength (4) (25 gp 
  each), potion of mage armour (4 gp). 
  
  For Want of a Nail 
   
  Page 12 
   
  APL 6: Loot: 175 gp; Coin: gp; Magic: potion of cure 
  moderate wounds (6) (25 gp), potion of bull's strength (4) 
  (25 gp each), potion of owl's wisdom (25 gp), potion of 
  mage armour (25 gp), 
   
  APL 8: Loot: 177 gp; Magic: potion of cure serious 
  wounds (6) (62 gp each), potion of bull strength (4) (25 gp 
  each), potion of heroism (4) (62 gp each), potion of owl's 
  wisdom (25 gp); potion of haste (2) (62 gp each), +1 
  shortspear (166 gp), potion of invisibility (25 gp). 
   
  APL 10: Loot: 103 gp; Coin: gp; Magic: +1 falchion 
  (4) (172 gp each), potion of cure serious wounds (6) (62 gp 
  each), potion of bull strength (4) (25 gp), potion of 
  heroism (4) (62 gp), potion of owl's wisdom (25 gp), 
  potion of haste (2) (62 gp), +1 chain shirt (5) (91 gp each); 
  +1 shortspear (166 gp), potion of invisibility (25 gp), 
  potion of resistance to fire 20 (58 gp). 
   
  APL 12: Loot: 103 gp; Coin: gp; Magic: +1 falchion 
  (4) (172 gp each), potion of cure serious wounds (6) (62 gp 
  each), potion of bull strength (4) (25 gp each), potion of 
  heroism (4) (62 gp each), potion of owl's wisdom (25 gp), 
  potion of haste (2) (62 gp each), +1 chain shirt (5) (91 gp 
  each), +1 shortspear (166 gp), potion of invisibility (25 
  gp), potion of resistance to fire 20 (58 gp). 
   
  Tactics: If the orcs are alert, then the shaman will cast 
  any warding spells he can on the path, entrance, and 
  surroundings of the hill fort. He will also be ready to 
  provide enhancing spells to the soldiers of the garrison.  
   
  Whether alert or not, once the PCs make their 
  presence known, the scattered guards will concentrate on 
  the point where the greatest threat appears to be. They 
  will try to keep the PCs out of the fort with missile fire 
  (and spells, if applicable) and repulse any break-in by the 
  PCs with melee combat. The garrison will fight to the 
  death.      
   
  Development: Assume the PCs manage to defeat the 
  garrison;  they are now free to explore the fort and 
  discover the fate of the prisoners.  
   
  Read aloud or paraphrase the following: 
   
  The hilltop falls silent, except for the suddenly loud 
  keening of the breeze though the dry stone walls. The 
  bodies of your foes lie scattered around you.  
   
  Looking around the interior of the fort, you see a 
  group of very crude lean to's made from logs and 
  scrub set at an angle against the north wall of the fort. 
  In the centre of the fort, a number of evil smelling 
  pits, covered by wooden bars weighted down with 
  stones, have been dug into the ground,  
   
  Looking down into them you see they are all 
  empty except for one, which contains a half-starved 
  man, whose pinched face and hollowed cheeks stare 
  up at you. Of Jillana or anyone matching her 
  description, there is no sign.  
   
  If any of the PCs have played ONW3-01 The Prophet, 
  then read aloud or paraphrase the following: 
   
  The prisoner is strangely familiar. A slight and slim 
  man of about 30 years, he wears a scraggly beard that 
  does not quite hide a livid purple weal around his 
  throat. With a shock you realise where you have met 
  this man before - the village of Jeresan.  
   
  "Youze looks as if yez have seen a ghost, lads. 
  Wha's wron? Y'd swear ye'd never seen a hanged man 
  before," says Boss Gavran.   
   
  What has gone before: Gavran was a boss of Wrecker 
  cell in Gearnwal, until he was found guilty of looting and 
  mistreating the very people he was supposed to liberate 
  and was hanged by Baron Kiernal Maldrenn of Gearnwal. 
  If the PCs have played ONW3-01 The Prophet, then they 
  may have had a hand in this (though they may remember 
  events differently, depending on the outcome of the 
  scenario for them). 
   
  After his execution, Gavran's body was spirited away 
  by agents of the Scarlet Sign in Tessak's Cove. The Scarlet 
  Brotherhood raised Gavran from the dead and then 
  tortured him for all that he knew. It was through Gavran, 
  that the Brotherhood was able to capture Jillana 
  Waterfoot. Once they got what they wanted from Gavran 
  they abandoned him here, ultimately to provide 
  provisions for the garrison.  
   
  �Boss Gavran, former Wrecker Boss 
   
  Appearance: Gavran is a slight and slim man of 30 
  years. He wears a scraggly matted beard and is prone to 
  grinning broadly to reveal a gaping hole where several of 
  his teeth are missing (the Brotherhood agents pulled out 
  his gold teeth). He is dressed in filthy rags.  
   
  Character: Gavran is a cunning and wily thief and 
  former Wrecker. He speaks with a rough uncultured 
  accent and is prone to making bawdy comments, 
  especially to women. 
     
  Gavran was a loyal member of the Wreckers before 
  his death and resurrection. Now however, he is loyal only 
  to himself. He feels betrayed by the Free State and the 
  Wreckers for what happened to him and his men. He also 
  hates the Scarlet Brotherhood - not only for the torture 
  they inflicted on him, but because of what they have 
  done to Onnwal.  
   
  Gavran's resurrection has slightly unhinged his 
  mind, turning him into a psychopath. He now seeks the 
  violent death of all those responsible both for his death 
  and revival. Gavran's main motivation at the moment is to 
  keep on the PCs' good side, long enough to allow him to 
  escape at any rate. He will guess that the PCs are here to 
  find Jillana.  
  
  For Want of a Nail 
   
  Page 13 
   
  Any PCs that were involved in his death in ONW3-
  01 The Prophet, now receive the Wrath of Boss Gavran 
  cert, if they do not already have it. However, the Boss is a 
  cunning man and will hide his hatred for the PCs until he 
  has the power and resources to wreak his revenge on 
  them. 
   
  Wrath of Boss Gavran: The bearer has crossed Gavran, a 
  Wrecker Boss. Gavran now considers the bearer a mortal 
  enemy and will work towards their downfall at all costs. 
   
  If the PCs immediately try to kill Gavran, he will say: 
   
  "Now hold on lads! Yez are makin' a big mistake there 
  now! Kill me and yez'll never find the woman"  
   
  If they do run him through, then they will have track 
  Jillana without his aid (see Encounter 5). 
   
  If they do not kill him, or do not know who he is, 
  Garan will promise to tell them where Jillana is, if they 
  swear not to kill or harm him in any way, and to release 
  him to go upon his way. The first condition is not 
  negotiable; the second is, as Gavran plans to try to slip 
  away at the first opportunity.  
   
  Only once the PCs have sworn on whatever gods 
  they hold true - and Gavran will be sure to make any 
  paladins or priests swear such an oath on their holy 
  symbols - will he tell them what he knows. 
   
  If none of the PCs know him, he will not seek these 
  assurances, but rather volunteer the information below 
  and strike off on his own as soon as possible, pretending 
  to be just another prisoner of war.  
   
  What Gavran Knows:  
  - 
  Gavran knows whom Jillana is and that she's a 
  Magsman in the Wreckers, a trusted servant of 
  Rakehell Chert.  
   
  - 
  She was captured by the Scarlet Brotherhood about a 
  sennight (three weeks) ago.  
   
  - 
  Jillana turned up at this camp a week ago. She told 
  Gavran she had been tortured.  
   
  - 
  She was taken away in chains by a group of 
  foreigners two days ago, along with the rest of the 
  prisoners that were being held at the fort.  
   
  - 
  The foreigners were not Strawhairs (Scarlet 
  Brotherhood). They were led by a white-haired olven 
  woman named Markessa and appeared to be a mix of 
  humans, orcs and half-orcs. Many spoke with a 
  strong Pomarji accent. They seemed to be slavers of 
  some sort.  
   
  - 
  Markessa mentioned meeting a ship at a place called 
  Esham's Cove. Gavran knows that it's about a day 
  north of there, on the shores of the Gearnat Sea. 
   
  Other Likely Questions: 
  How did you survive? 
   
  "Well - Istus works in strange ways they sez, lads. 
  They're not wrong. I died the day I did the rope 
  dance, but those bastard Strawhairs saw fit to dig me 
  up and raise me up from the dead. The bastards 
  tortured the hell out of me. Jus' fer giggles. Well, 
  mark my words, lads - the Strawhaired bastards will 
  pay for that. As the Gods are my witness, they'll pay," 
  Gavran says, a manic gleam in his eye.  
   
  Why did you let them raise you? 
   
  "Well, lads, given the choice of death or having 
  another chance at livin', no matter how rough - what 
  would youze have done?" 
   
  How did you get that mark on your neck: 
   
  "The Strawhairs used to threaten to hang me to 
  get information out of me. Used to take me to a tree, 
  swing a rope over a bough and strech me a little. (true) 
   
  Gavran can direct the PCs in the direction of Esham's 
  Cove and unless the PCs take him with them by force, he 
  will loot what equipment he can from the orcs and strike 
  off south on his own. 
   
  If the PCs double cross Gavran and kill him having 
  sworn an oath not to - then this is an evil act and is 
  grounds for the disqualification of the Player Character.  
   
  If they kill him without having sworn an oath, this is 
  not so severe an act to warrant the disqualification of the 
  PC, although it is enough for a paladin to lose his 
  paladinhood, if he participates in the act. Lawful good 
  priests may also suffer some consequences for breaching 
  the tenets of their faith.    
   
  Encounter 5:  
  Chasing Jillana 
  If the PCs have killed Gavran without discovering what 
  happened to Jillana, they will have to track her down. 
   
  An extensive search of the hilltop and its surrounds 
  (which will take at least 2 hours to complete), will allow 
  PCs with the Track feat to make a DC 7 Survival check to 
  try to find the tracks of the Slavers who have taken 
  Jillana.  
   
  Higher Survival checks will reveal the following: 
  
  For Want of a Nail 
   
  Page 14 
   
  DC 7: About a score and ten (30) humanoids moved 
  north two days ago. The trail is heading in the direction 
  of the coast.  
   
  DC 10: There are two types of footprints - about a 
  half-dozen (6) booted prints and then about a score of 
  shuffling lighter prints. 
   
  DC 15: The heavy prints are those of armoured 
  warriors, some orc, some human. The lighter prints are 
  those of people trying to walk in shackles.  
   
  DC 20: There are the very light prints of a olve (elf) 
  travelling with the group. It did not appear to be 
  shackled. There are also signs of blood - where the 
  prisoners have been beaten or scourge perhaps.     
   
  If Gavran has informed the PCs of Jillana’s fate, then they 
  can proceed directly to Esham's Cove. Use the above 
  tracking results, if they insist on tracking the Slaver band.  
   
  About 6 hours into the journey, the PCs will come 
  across a grisly discovery.  
   
  Read aloud or paraphrase the following: 
   
  As you continue your pursuit of Jillana, you follow 
  streams that cut north through the ridges and valleys 
  of the Volanots. About six hours since setting off, you 
  turn a corner to find a pair of bare and bloodied feet 
  and legs sticking out of a patch of scrub by the side of 
  the trail.  
   
  Allow the PCs to react. If any of them investigates the 
  body, read aloud or paraphrase the following:  
   
  The legs belong to a young, red-haired woman, who is 
  lying face down in the scrub. Her body is stiff and 
  cold to the touch, barely clothed in the remains of a 
  tattered and blood stained dress. Her back is a whelter 
  of scourge marks.  
   
  The woman does not match the description of Jillana, and 
  if Gavran is present, he will confirm this. A DC 15 Heal 
  check will determine that she died about a day ago, most 
  likely from exhaustion and starvation. She bears the 
  marks of shackles on her wrists and ankles.   
   
  If the PCs have access to speak with dead, then they 
  may question the corpse: 
   
  Who are you? 
   
  "I was Anava." 
   
  What happened to you? 
   
  "I died." 
   
  How did you die? 
   
  "I died." 
   
  Who killed you? 
   
  "The Yellow Sails." 
   
  Who are the Yellow Sails? 
   
  "Those who killed me." 
   
  How many of them are there? 
   
  "Seven." 
   
  Are they humans? 
   
  "Yes." 
   
  Are they orcs? 
   
  "Yes." 
   
  Was there an elf with them? 
   
  "Yes." 
   
  Did you see/know anyone called Jillana Waterfoot? 
   
  "No."    
   
  Other than that Anava knows little else that is useful. 
   
  Esham's Cove 
  Read aloud or paraphrase the following: 
   
  You follow a gushing Volanots stream down out of the 
  high ridges towards the sea. Distantly you can hear 
  the low rumbling of waves crashing against cliffs and 
  the cries of gulls and sea birds. The trail and the 
  stream follow a winding valley clothed in copses of 
  storm pines and the remnants of rough pastures, now 
  overgrown and wild and being reclaimed by the 
  scrub.  
   
  The Lay of the Land (see Map 2): Esham's Cove is a small 
  inlet from the Sea of Gearnat. A steep cliff backs its small 
  shingle beach. A precarious switchback path, no more 
  than five feet wide, winds down across the face of the 
  slope to the beach. A fast running Volanot stream plunges 
  over the cliff top in a waterfall. The steam cuts a narrow 
  hanging valley back into the hills, clothed with stands of 
  storm pines and scrub. 
   
  The Slavers: Markessa the White chose this out-of-
  the-way place precisely because of its isolation. The 
  Slavelords do not want to openly advertise their 
  allegiance to either the orcs of the Pomarj or the Scarlet 
  Sign. Nor do they want it known that they are operating 
  once again in Onnwal. 
   
  Markessa the White came ashore here a week ago, 
  heading inland to meet with Jedurek, the half-orc general 
  commanding the Pomarji forces in Onnwal. She left 
  behind a detachment of Slaver agents to guard the cove, 
  under the command of Kervel Tarn, a priest of the Earth 
  
  For Want of a Nail 
   
  Page 15 
  Dragon, and Markessa the White's second in command. 
  Tarn and his men have set up a carefully concealed camp 
  in a copse of storm pines in the hanging valley 
  overlooking the cove itself. 
   
  Markessa, her guard and the slaves from the hill fort 
  returned to the cove a day ago and have been patiently 
  awaiting the arrival of their ship. As fate would have it, 
  the ship arrives just before the PCs do (unless the PCs 
  escorted the villagers back to Free State territory in 
  Encounter Three, in which case Markessa, Tarn, Jillana 
  and the ship are long gone).  
   
  Leaving Tarn and his men to watch the approaches 
  to the cove, Markessa is overseeing the transport of the 
  slaves out to the waiting caravel via rowboats. However, 
  to get to Markessa, the PCs will first have to go through 
  Tarn and his men in the valley above.  
   
  Tarn has dispersed his men in a loose line (15 feet 
  apart) just inside the tree line of the copse, on guard 
  against anyone coming down the valley. They will easily 
  spot the PCs' approach, unless the PCs are taking 
  precautions not to be seen, in which case make opposed 
  Spot/Listen checks against the PC's Hide and Move 
  Silently (use the worst PC's result).  
   
  Equally the PCs will need to make an opposed Spot 
  check against the Slaver's Hide (apply a +4 circumstance 
  bonus the Slaver's Hide due to the cover of the trees and 
  scrub).  
   
  Once they spot the PCs, Tarn's men will use their 
  potions of invisibility to remain unseen and then allow 
  the PCs to make their way through the copse and down 
  onto the switch back path. There the PCs are vulnerable 
  and will be unable to manoeuvre well. At this point the 
  Slavers will attempt to ambush them with their ranged 
  weapons if possible, sounding a horn to warn Markessa of 
  the danger as they do. 
   
  APL 2 (EL 2) 
  Note: at this APL, Tarn is not personally present 
  �Half-orc Slavelord soldiers (4): War1; hp 9; see 
  Appendix 1 
   
  APL 4 (EL 4) 
  �Half-orc Slavelord soldiers (4): Ftr1; hp 11; see 
  Appendix 1 
  �Halfling Slavelord scout (1): Rog1; hp 8; see Appendix 
  1 
  �Kervel Tarn: Clr1 - Earth Dragon; hp 10; see Appendix 
  1 
   
  APL 6 (EL 6) 
  �Half-orc Slavelord soldiers (4): Ftr2; hp 20; see 
  Appendix 1 
  �Halfling Slavelord scout (1): Rog2; hp 12; see 
  Appendix 1 
  �Kervel Tarn: Clr2 - Earth Dragon; hp 17; see Appendix 
  1 
   
  APL 8 (EL 8) 
  �Half-orc Slavelord soldiers (4): Ftr3; hp 28; see 
  Appendix 1 
  �Half-orc Slavelord scout (1): Rog3; hp 17; see 
  Appendix 1 
  �Kervel Tarn: Clr3 - Earth Dragon; hp 24; see Appendix 
  1 
   
  APL 10 (EL 10) 
  �Half-orc Slavelord soldiers (4): Ftr5; hp 39; see 
  Appendix 1 
  �Halfling Slavelord scout (1): Rog5; hp 37; see 
  Appendix 1 
  �Kervel Tarn: Clr5 - Earth Dragon; hp 38; see Appendix 
  1 
   
  APL 12 (EL 12) 
  �Half-orc Slavelord soldiers (4): Ftr7; hp 53; see 
  Appendix 1 
  �Half-orc Slavelord scout (1): Rog7; hp 51; see 
  Appendix 1 
  �Kervel Tarn: Clr7 - Earth Dragon; hp 52; see Appendix 
  1 
   
  Tactics: If the Slavers strike first, they will try to do as 
  much damage as possible in the surprise round, targeting 
  vulnerable looking PCs and spell casters. Tarn will use his 
  enhancing spells on himself and his men and cast silence 
  on a stone to throw into the ranks of the PCs in the 
  surprise round to disrupt spell casters. He will use his 
  spells (especially soften earth and stone to cause a 
  landslide under the most dangerous looking PC) to try 
  and knock the PCs from the cliff to their deaths on the 
  beach below (the falling damage depends on position on 
  switchback - see Map 2).  
   
  At APL 12 he will have cast a glyph of warding on 
  the switchback, about 30 feet from the top of the cliff. 
  The glyph is primed to cast inflict serious wounds (3d8+7 
  points of damage) on anyone passing it without speaking 
  the password, known only to Tarn and his men.   
   
  Meanwhile the rest of his men shower the PCs with 
  missile fire. The fighters will try to engage any PC 
  rushing back up the path, attempting to keep them from 
  reaching the top and spreading out. The scout will use his 
  sneak attack to the best of his ability, keeping a readied 
  action to fire on PCs attempting to cast a spell or trying to 
  make a run for the beach. The scout has poisoned his first 
  
  For Want of a Nail 
   
  Page 16 
  two bolts. If the PCs refuse to fight and run for the beach, 
  Tarn and his men will continue to pepper them with 
  missile fire. They will not move down the path to engage 
  the PCs, but rather hold their positions and attack the 
  PCs if they try to climb back up the path. 
   
  If the Slavers are spotted, then they will try to 
  withdraw towards the cliff top, using the cover (+4 AC 
  bonus, +2 cover Reflex save bonus), their potions of 
  invisibility and the concealment (20% miss chance) of the 
  trees. Tarn and the scout will try to conceal themselves at 
  a point overlooking the path and will stay out of the fight. 
  Their hope is that the PCs will assume that they have fled 
  and then make their way down the switchback path. If 
  the PCs do so, the two slavers will ambush them, using 
  the tactics above.  
   
  If/when the PCs gain the top of the cliff, read aloud 
  or paraphrase the following: 
   
   
  You come to the edge of a cliff over looking a small 
  cove. The stream tumbles over the edge and down on 
  to a shingle beach below, its water tattered and frayed 
  by the sea winds. As you look downwards, you see a 
  pair of long boats pushing out from the strand. Each 
  is packed with people, most of them women and 
  children. There are about a half dozen armed men 
  among them, split between the boats and a woman 
  with snow-white tresses falling to her shoulders in 
  the lead boat. 
   
  Looking out between the cliffs that form the 
  mouth of the cove, you see framed between them, a 
  caravel riding at anchor in the open sea beyond, its 
  yellow sails being unfurled, as if to depart. 
   
  As you look on, two armed men are struggling to 
  heave a third longboat down the strand to the 
  crashing waves.  
   
  Treasure: The following treasure is available dependant 
  on the APL of the encounter: 
   
  APL 2: Loot: 48 gp; Coin: 4 gp; Magic: potion of cure 
  light wounds (4) (4 gp each).  
   
  APL 4: Loot: 362 gp; Coin: 11 gp; Magic: potion of 
  cure moderate wounds (6) (25 gp each), potion of 
  invisibility (6) (25 gp each).  
   
  APL 6: Loot: 404 gp; Coin: 11 gp; Magic: potion of 
  cure serious wounds (6) (62 gp each), potion of 
  invisibility (6) (6 x 25 gp), potion of cat's grace (25 gp), 
  potion of owl's wisdom (25 gp), +1 heavy pick (168 gp), +1 
  chainmail (96 gp).  
   
  APL 8: Loot: 94 gp; Coin: 11 gp; Magic: potion of 
  cure serious wounds (6) (62 gp each), potion of 
  invisibility (6) (25 gp each), potion of cat's grace (25 gp), 
  potion of heroism (4) (62 gp each), potion of owl's 
  wisdom (25 gp), potion of haste (62 gp), +1 small light 
  crossbow (170 gp), +1 small studded leather armour (87 
  gp), +1 heavy pick (168 gp), +1 banded mail (104 gp), +1 
  bastard sword (4) (170 gp). 
   
  APL 10: Loot: 378 gp; Coin: 11 gp; Magic: potion of 
  cure serious wounds (6) (62 gp each), potion of 
  invisibility (6) (25 gp each), potion of cat's grace (25 gp), 
  potion of heroism (4) (62 gp each), potion of owl's 
  wisdom (25 gp), potion of haste (62 gp), +1 small flaming 
  composite shortbow (672 gp), +1 small shadow studded 
  leather armour (191 gp), +1 heavy pick (168 gp), +1 
  banded mail (104 gp), +1 scimitar (4) (167 gp each), +1 
  chainmail (4) ( 95 gp). 
   
  APL 12: Loot: 378 gp; Coin: 11 gp; Magic: potion of 
  cure serious wounds (6) (62 gp each), potion of 
  invisibility (6) (25 gp each), potion of cat's grace (25 gp), 
  potion of heroism (4) (62 gp each), potion of owl's 
  wisdom (25 gp), potion of haste (62 gp), +1 small flaming 
  composite shortbow (672 gp), +1 small shadow studded 
  leather armour (191 gp), +1 heavy pick (168 gp), +1 
  banded mail (104 gp), +1 keen scimitar (4) (667 gp each); 
  +1 chainmail (4) (95 gp each). 
   
  Development: If the PCs manage to either defeat or at 
  least get past Tarn and his men, go to Encounter Six. It is 
  likely that the PCs will try to engage Markessa and her 
  men before they have fully dealt with Tarn and his 
  troops. 
    
  If Gavran is present - he will attempt to slip away 
  during the fight, if this is possible, grappling an 
  overpowering any PC left to watch over him if needs be 
  and then running for his life.   
   
  Encounter 6:  
  The Yellow Sails 
  Having dealt with Tarn, the PCs now have to recover 
  Jillana from the clutches of Markessa the White. 
   
  Read aloud or paraphrase the following: 
   
  Reaching the base of the cliff, you see the soldiers 
  heave the stubborn longboat free of the shingle and 
  into the sea. They splash into the shallows and then 
  leap aboard, reaching for the oars. By now the other 
  two boats are in the middle of the inlet, making for 
  the waiting ship beyond the cliffs.  
   
  Jillana is in the lead boat, along with five other women, 
  guarded by two soliders and Markessa the White (except 
  at APL 2, in which case, Markessa will fly out to the ship 
  and leave her minions to deal with the insolent PCs) 
   
  
  For Want of a Nail 
   
  Page 17 
  APL 2 (EL 6) 
  Note: at this APL, Markessa the White will fly off 
  onto the caravel, leaving her minions to deal with the 
  PCs. 
  Human Slavelord soldiers (6): Ftr2, hp 19, see Appendix 
  1 
   
  APL 4 (EL 8) 
  �Markessa the White: Sor8; hp 25; see Appendix 1 
  �Human Slavelord soldiers (6): Ftr1; hp 11; see 
  Appendix 1 
   
  APL 6 (EL 10) 
  �Markessa the White: Sor10; hp 34; see Appendix 1 
  �Human Slavelord soldiers (6): Ftr2; hp 18; see 
  Appendix 1 
   
  APL 8 (EL 12) 
  �Markessa the White: Sor12; hp 43; see Appendix 1 
  �Human Slavelord soldiers (6): Ftr4; hp 32; see 
  Appendix 1 
   
  APL 10 (EL 14) 
  �Markessa the White: Sor14; hp 49; see Appendix 1 
  �Human Slavelord soldiers (6): Ftr6; hp 46; see 
  Appendix 1 
   
  APL 12 (EL 16) 
  �Markessa the White: Sor14; hp 49; see Appendix 1 
  �Human Slavelord soldiers (6): Ftr8; hp 60; see 
  Appendix 1 
   
  Tactics: The slaver soldiers on the beach will try to get 
  their boat out into the water and then fight off any PCs 
  trying to capture their vessel. 
   
  The soldiers in the middle boat (not the one with 
  Markessa) will fire on the PCs and use the prisoners as 
  human shields against PC missile fire and spells (soft 
  cover: + 4 AC; attacks that would have hit the soldiers but 
  for the soft cover, hit the slaves: AC 10, 2 hp). If the PCs 
  take control of one longboat, the soldiers in the middle 
  boat will move to try to intercept it, thus aiding Markessa 
  to make her escape. The soldiers in Markessa's boat will 
  keep rowing unless engaged in melee. 
     
  If present, Markessa will cast her protective spells as 
  soon as she hears the Tarn's warning or as she sees 
  evidence of trouble (smoke from fireballs, anyone other 
  than Tarn moving on the clifftop or switchback path). 
  Markess will then try to engage the PCs with spells at 
  long range. Flying or water walking/breathing PCs will 
  be subject to dispel magic (or greater dispelling if 
  applicable). If applicable, she will use summon monster V 
  to summon a chaos beast onto the most threatening 
  looking PC within range. If directly pressed, and in 
  danger of her life, she will order one of her men to coup 
  de grace Jillana (or kill the Wrecker herself by blade or 
  magic, if she has the opportunity). Markessa will then 
  cast water breathing (or use her potion of water 
  breathing) and jump overboard into the sea and try to 
  swim underwater for the slaver ship. If she can she will 
  try to kill Jillana from afar, knowing that her allies will 
  not be pleased if the Wrecker returns to the Free State. If 
  in dire straits, Markessa will teleport out, back to her lair 
  in the port of Blue in the Pomarj.  
   
  Movement: The rowboats can move 15 feet per 
  round per person rowing. When the PCs arrive at the top 
  of the cliff, Markessa's boat is 350 feet from the shore and 
  400 feet from the cliff top in (straight-line distance). The 
  middle boat is 200 feet from the shore and 250 feet from 
  the cliff top in (straight-line distance), and the boat on the 
  beach is on the shore and 50 feet from the cliff top in 
  (straight-line distance). The slaver vessel is about 1,000 
  feet from the shore, so if unhindered, Markessa will reach 
  the ship in 20 rounds and will be within the firing range 
  of the ship's crossbows (see below) in 10 rounds.  
   
  The Slaver Ship: The slaver ship is fully crewed and 
  armed with 24 heavy crossbows (12 firing in alternate 
  rounds) and 3 ballistae (one firing every round). Any PCs 
  getting within 360 feet of the ship will receive a 
  broadside of missiles from the crew (-6 to the attack roll at 
  this range). The crew will not fire on Markessa's boat if 
  the PCs are engaged in melee with her (though they are 
  not bothered about the soldiers) for fear of hitting the 
  olve. None of the crew wants to accept the consequences 
  that would follow from that, if the sorcerer survived to 
  wreak her vengeance.  
   
  As soon as there is the first sign of trouble, the 
  captain will order for her to make ready to set sail, so that 
  as soon as Markessa makes it along side, he will weigh 
  anchor, and using a scroll of control winds to propel the 
  ship rapidly away from shore.   
   
  Treasure: Dependant on the APL of the event the 
  following treasure is available: 
   
  APL 2: Loot: 36 gp; Coin: 12 gp; Magic: potion of 
  cure light wounds (6) (4 gp each). 
   
  APL 4: Loot: 40 gp; Coin: 10 gp; Magic: potion of 
  cure moderate wounds (7) (25 gp each), potion of water 
  breathing (62 gp), potion of remove blindness/deafness 
  (62 gp). 
   
  APL 6: Loot: 190 gp; Coin: 10 gp; Magic: potion of 
  cure serious wounds (7) (62 gp each), potion of water 
  breathing (62 gp), potion of remove blindness/deafness 
  (62 gp), +1 bracers of armour (83 gp), potion of protection 
  
  For Want of a Nail 
   
  Page 18 
  from energy (fire) (62 gp); cloak of resistance +1 (83 gp), 
  potion of bull strength (6) (25 gp each). 
   
  APL 8: Loot: 21 gp; Coin: 10 gp; Magic: potion of 
  cure serious wounds (7) (62 gp each), potion of water 
  breathing (62 gp), potion of remove blindness/deafness 
  (62 gp), bracers of armour +2 (333 gp), potion of 
  protection from energy (fire) (62 gp), cloak of resistance 
  +2 (333 gp), +1 scimitar (6) (168 gp each), +1 studded 
  leather armour (6) (87 gp), potion of bull strength (6) (25 
  gp each), potion of heroism (6) (62 gp each). 
   
  APL 10: Loot: 21 gp; Coin: 10 gp; Magic: potion of 
  cure serious wounds (7) (62 gp each), potion of water 
  breathing (62 gp), potion of remove blindness/deafness 
  (62 gp), bracers of armour +3 (750 gp), potion of 
  protection from energy (fire) (62 gp), cloak of resistance 
  +2 (333 gp), scimitar +1 (6) (168 gp each), studded leather 
  armour +1 (6) (87 gp each), potion of bull strength (6) (25 
  gp), potion of heroism (6) (62 gp each). 
   
  APL 12: Loot: 21 gp; Coin: 10 gp; Magic: potion of 
  cure serious wounds (7) (62 gp each), potion of water 
  breathing (62 gp), potion of remove blindness/deafness 
  (62 gp), bracers of armour +3 (750 gp), potion of 
  protection from energy (fire) (62 gp), cloak of resistance 
  +2 (333 gp), +1 scimitar  (6) (168 gp each), +1 studded 
  leather armour (6) (87 gp each), potion of bull strength (6) 
  (25 gp each), potion of heroism (6) (62 gp each), ring of 
  force shield (708 gp). 
   
  Development: If the PCs manage to recover Jillana alive, 
  they will find that she is unconcious and must be carried 
  to safety. A DC 15 Heal check will revive her sufficiently 
  to speak and walk. Otherwise she will have to be carried 
  until she wakens herself the following morning. 
   
  Initially upon waking, Jillana will be disorientated 
  and distrustful of the PCs. It will take a DC 20 Diplomacy 
  check to convince her that the PCs are not agents of the 
  Scarlet Brotherhood and that she is not somehow being 
  duped (allow modifiers for the quality of the PCs' 
  roleplaying). 
   
  �Jillana Waterfoot, Wrecker Magsman 
   
  Appearance: Jillana is an attractive woman in her late 
  twenties or early thirties. She has a freckled complexion, 
  grey-green eyes and golden-brown hair. She is currently 
  dressed in a filthy blouse and pantaloons. 
   
  Character: Jillana is one of Rakehell Chert's most 
  trusted agents. As such she is very shrewd and 
  resourceful, and does not trust people easily. She has 
  suffered a terrible ordeal and is somewhat withdrawn and 
  paranoid. Only the importance of the information she 
  carries is keeping her from total emotional collapse.  
   
  If Gavran is Present: Read aloud or paraphrase the 
  following:  
    
  Jillana's eyes fall on Gavran and widen. Suddenly she 
  leaps up and grapping a weapon, lurches towards the 
  wrecker, her frace contorted with rage, screaming: 
  "Traitor!" 
   
  What the PCs do next is up to them - though they may be 
  under an oath to protect the Wrecker. Unless he is 
  prevented, she will attack Gavran, who will defend 
  himself, if he has any weapons. Given her weakened state, 
  he is will easily be able to either dodge her blow if 
  unarmed or seriously wound her, if he is armed and is she 
  is not restrained by the PCs. He will try to use the 
  confusion to escape, if this is possible leaping into the 
  cover and concealment of the undergrowth and running 
  for his life. He has already been executed once and does 
  not want to find himself at the wrong end of a rope again.  
   
  If Gavran is Not Present: If the PCs gain her trust, 
  Jillana will reveal, if asked, that she was betrayed by a 
  renegade Wrecker called Gavran. However, she will not 
  speak of her ordeal, not will she tell the PCs what 
  important tidings she has discovered. She still does not 
  trust the PCs fully. Jillana will insist that the PCs take her 
  to safety immediately, as time is of the essence.  
   
  If Jillana is killed in the battle, unless the PCs have 
  the power to raise her from the dead themselves, then 
  they have failed their mission. Speak with dead will not 
  produce the required results, merely that the Army of 
  Rebellion is danger. The Scarlet Brotherhood battle plan 
  is too complex to be related by the short cryptic answers 
  that the spell elicits. See Conclusion A below 
   
  If Markessa the White survives the PCs attack, then 
  she will report their meddling to her superiors in the 
  Pomarj, earning the PCs the enmity of the Slaverlords. 
   
  Wrath of the Slavelords: For your part in twarting the 
  operations of the Slavelords in Onnwal, you have earned 
  the enmity of the Slaverlords of the Pomarj and in 
  particular of Markessa the White. This may have far 
  reaching conseqeunces in future modules. 
   
  Conclusion 
  The conclusion of the module depends on whether the 
  PCs recovered Jillana alive or not. 
   
  Jillana Killed or Not Recovered  
  Read aloud or paraphrase the following:   
   
  You sorrowfully make your way back through the 
  Volanots and across the front line without incident.  
  It is with profound relief that you are challenged by a 
  
  For Want of a Nail 
   
  Page 19 
  patrol of Free State Regulars; their green cloaks the 
  most welcome sight you have seen in days. After 
  explaining your mission, you are conveyed to the 
  Golden Heart's headquarters at Arbend.  
   
  The camp is even busier than when you left, with 
  units forming up and marching out westwards 
  towards the leaguer lines around Scant. Everywhere 
  there is talk of heavy fighting there and an attempt by 
  the Strawhairs to break though the siege lines. 
   
  You are ushered into the headquarters and 
  admitted into the upper room as before. Awaiting you 
  are Farland Marshevel and the Oeridian man who set 
  you your task. Both look tense as you enter.  
   
  "What is your report?" Marshevel asks. "Where is 
  the Magsman?" 
   
  Allow the PCs to respond. 
   
  As you relate the grim news, a pall falls across the face 
  of the Oeridian man. Without a word he walks, 
  stonefaced, from the room, leaving you alone with the 
  Braetern.  
   
  Marshevel will deal with the matter of the PCs reward, 
  paying them the amount that the now departed Oeridian 
  man agreed.  
   
  If the PCs negotiated with the “kesh” in Encounter 1, 
  even if they did not agree to any terms, they have earned 
  the Suspicion of the Wreckers. 
   
  Suspicion of the Wreckers: The PCs have earned Disliked 
  Status with Rakehell Chert and the Wreckers. Wrecker 
  PCs will be mistrusted by their peers and barred from 
  promotion within the Wreckers until they clear their 
  name. The Wreckers in future modules will mistrust non-
  Wreckers.  
   
  Treasure: Chert will now pay out the agreed sum to the 
  PCs as their reward.  
   
  APL 2: Coin: 50 gp  
   
  APL 4: Coin: 75 gp 
   
  APL 6: Coin: 100 gp 
   
  APL 8: Coin: 125 gp 
   
  APL 10: Coin: 150 gp 
   
  APL 12: Coin: 200 gp 
   
  The PCs' mission has ended in failure, but their failure is 
  only the herald for a greater disaster for the Free State... 
   
  Read aloud or paraphrase the following: 
   
   
  You emerge despondently from the headquarters. 
  Serried columns of green cloaked Regulars of the 
  Golden Heart are marching past, led by proud officers 
  astride white horses. Behind the Regulars come 
  squares of Militia - spears and bows shouldered. As 
  they pass the Militia break into song. 
   
  "Onward Onnwallon Soliders!" they sing their 
  voices swelling with pride as they march out 
  eastwards to meet the Brotherhood before Myrhill, 
  marching to their doom. 
   
  The End 
   
   
  Jillana Recovered Alive 
  Read aloud or paraphrase the following:   
   
  You make all haste in your journey south, dodging 
  patrols of orcs and pressing on even through the 
  night at Jillana's instance to reach safety. Jillana, 
  though clearly teetering on mental and physical 
  collapse never once falters. You come to realise there 
  is a core of steel inside this seemingly frail woman.  
   
  It is with profound relief that you are challenged 
  by a patrol of Free State Regulars, their green cloaks 
  the most welcome sight you have seen in days. After 
  explaining your mission, you are conveyed with all 
  speed to the Golden Heart's headquarters at Arbend.  
   
  The camp is even busier than when you left, with 
  units forming up and marching out westwards 
  towards the leaguer lines around Scant. Everywhere 
  there is talk of heavy fighting there and an attempt by 
  the Strawhairs to break though the siege lines. 
   
  Jillana is ushered into the headquarters, with you 
  in her wake. An altern makes to prevent you from 
  carrying on any further, but Jillana overrules him and 
  you are admitted into the upper room as before.  
   
   
   
  Awaiting you are Farland Marshevel and the 
  Oeridian man who set you your task. Both look tense 
  as you enter, but on seeing Jillana, the Oeridan man 
  smiles broadly and gives her a nod. As she crosses the 
  floor, Jillana falters and stumbles.    
   
  If the PCs don't move to catch her, the Oeridan man 
  (Chert) will, moving with remarkable speed and agility. 
  Allow the PCs to interact with the NPCs in the following 
  scene - but be sure to deliver the information contained 
  herein. 
   
  A chair is brought for the exhausted Magman, but she 
  refuses it, standing unsteadily to make her report. 
   
  "Recall your men, Braetern" she croaks. "Recall 
  them now." 
   
  Marshevel frowns. "They are needed to support 
  the altads holding the leaguer line around Myrhill 
  and Scant. The Brotherhood have launched a heavy 
  
  For Want of a Nail 
   
  Page 20 
  assault against it yestereve and our lines cannot hold 
  much long -…" 
   
  "Pull them ALL back - the leaguer line, the 
  reinforcements, everyone," Jillana says. "The attack in 
  the west is a feint, a distraction. The real assault on 
  the Gildenlea will come from the north." 
   
  If the PCs do not, then Marshevel, will ask the next and 
  most obvious question: 
   
  "How do you know this?" Marshevel asks doubtfully, 
  glancing at the Oeridian man, who looks on 
  impassively. 
   
  "I was in Jedurek's camp when the order to attack 
  came from Brother Kerav, the new commander of the 
  Brotherhood army in Onnwal. His adjutant Jorala 
  bore the orders to Jedurek personally. 
   
  "Kerav plans to draw you into committing your 
  reserves to bolster the leaguer line. This done, 
  Jedurek will give Halwyr the slip in the Volanots and, 
  leaving a masking force to hide his departure, turn his 
  main column south onto the plains of the Gildenlea, 
  striking at Bergardbridge and cutting off the 2
  nd 
  Braetad and its militias. You'll be crushed between 
  Jedurek's hammer and Kerav's anvil." 
   
  "You're sure of this, Jillana?" the Oeridian man 
  asks softly.  
   
  "More sure than I have been about anything, 
  Wrecker," she replies grimly. 
    
  Marshevel leaps from his desk and rushes from 
  the room, calling for his officers he goes. Within 
  seconds, a cacophany of signal horns breaks out in the 
  camp.   
     
  Treasure: Chert will now pay out the agreed sum to the 
  PCs as their reward.  
   
  APL 2: Coin: 50 gp  
   
  APL 4: Coin: 75 gp 
   
  APL 6: Coin: 100 gp 
   
  APL 8: Coin: 125 gp 
   
  APL 10: Coin: 150 gp 
   
  APL 12: Coin: 200 gp 
   
  Favour of the Wreckers: The PC has been granted Well-
  Liked status with the Wreckers and 3 RIPs with the 
  Wreckers and Rakehell Chert. In addition, any PC that 
  still has the Disfavour of the Wreckers is not no longer 
  affected by it.  
   
  Finally, read aloud or paraphrase the following: 
   
  You emerge from the headquarters into a frenzy of 
  activity. The columns forming up to march west are 
  now 
  wheeling 
  about 
  and 
  heading 
  east 
  for 
  Bergardbridge. Dispatch riders are galloping towards 
  the front as though all the devils of the Hells were on 
  their heels. Around you the camp is being dismantled 
  before your eyes. Everything is being uprooted and 
  laoded onto wains heading east. The banner of the 
  green and gold is lowered from roof of the 
  headquarters. 
   
  The Army of Rebellion is in retreat.   
   
  The End 
   
   
    
  
  For Want of a Nail 
   
  Page 21 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished and assign the experience 
  award accordingly. Then assign the discretionary role-
  playing experience award. The role-playing award should 
  be given for consistent character portrayal and 
  contribution to the fun of the game. You can award 
  different role-playing amounts to different characters. 
  Award the total value (objectives + roleplaying) to each 
  character. 
   
  Encounter One: A Test of Loyalty 
  Pass the loyalty test: 
  APL2: 
   
   
   
   
    30 XP 
  APL4: 
   
   
   
   
    45 XP 
  APL6: 
   
   
   
   
    60 XP 
  APL8: 
   
   
   
   
    75 XP 
  APL10:  
   
   
   
    90 XP 
  APL12:  
   
   
   
  105 XP 
   
  Encounter Two: Between the Lines 
  Slay the orc scouts or put them to flight: 
  APL2:  
   
   
   
   
    30 XP 
  APL4:  
   
   
   
   
    60 XP 
  APL6:  
   
   
   
   
    90 XP 
  APL8:  
   
   
   
   
  120 XP 
  APL10:  
   
   
   
  150 XP 
  APL12:  
   
   
   
  180 XP 
   
  OR 
   
  Encounter Three: Choices and Chains 
  Defeat the orc slavers: 
  APL2:  
   
   
   
   
    30 XP 
  APL4:  
   
   
   
   
    60 XP 
  APL6:  
   
   
   
   
    90 XP 
  APL8:  
   
   
   
   
  120 XP 
  APL10:  
   
   
   
  150 XP 
  APL12:  
   
   
   
  180 XP 
   
  Encounter Four: A Familiar Face 
  Defeat the FULL STRENGTH orc garrison 
  APL2:  
   
   
   
   
  120 XP 
  APL4:  
   
   
   
   
  180 XP 
  APL6:  
   
   
   
   
  240 XP 
  APL8:  
   
   
   
   
  300 XP 
  APL10:  
   
   
   
  360 XP 
  APL12:  
   
   
   
  420 XP 
   
  OR 
   
   
  Defeat the DEPLETED orc garrison 
  APL2: 
   
   
   
   
    90 XP 
  APL4: 
   
   
   
   
  120 XP 
  APL6: 
   
   
   
   
  150 XP 
  APL8: 
   
   
   
   
  180 XP 
  APL10:  
   
   
   
  210 XP 
  APL12:  
   
   
   
  240 XP 
   
  Discover Jillana's plight from Gavran: 
  APL2:  
   
   
   
   
    30 XP 
  APL4:  
   
   
   
   
    45 XP 
  APL6:  
   
   
   
   
    60 XP 
  APL8:  
   
   
   
   
    75 XP 
  APL10:   
   
   
   
   90XP 
  APL12:  
   
   
   
  105 XP 
   
  Encounter Five: Chasing Jillana 
  Defeat Tarn and the Slavelord soldiers 
  APL2:  
   
   
   
   
    60 XP 
  APL4:  
   
   
   
   
  120 XP 
  APL6:  
   
   
   
   
  180 XP 
  APL8:  
   
   
   
   
  240 XP 
  APL10:  
   
   
   
  300 XP 
  APL12:  
   
   
   
  360 XP 
   
  Encounter Six: The Yellow Sails 
  Defeat Markessa the White and the Slavelord soldiers: 
  APL2:  
   
   
   
   
  180 XP 
  APL4:  
   
   
   
   
  240 XP 
  APL6:  
   
   
   
   
  300 XP 
  APL8:  
   
   
   
   
  360 XP 
  APL10:  
   
   
   
  420 XP 
  APL12:  
   
   
   
  480 XP 
   
  Recover Jillana Waterfoot alive: 
  APL2:  
   
   
   
   
    30 XP 
  APL4:  
   
   
   
   
    45 XP 
  APL6:  
   
   
   
   
    60 XP 
  APL8:  
   
   
   
   
    75 XP 
  APL10:  
   
   
   
    90 XP 
  APL12:  
   
   
   
  105 XP 
   
  Total possible experience  
  APL2:  
  450 XP 
  APL4:  
  675 XP 
  APL6:  
   
   
   
   
        800 XP 
  APL8:  
   
   
   
   
      1,125 XP 
  APL10:   
   
   
   
      1,350 XP 
  APL12:   
   
   
   
      1,575 XP 
   
   
   
   
  
  For Want of a Nail 
   
  Page 22 
  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 bodies, 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 the characters can go 
  back to loot the bodies, and those bodies are there (that is 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve the loot. If 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, 
  analyse 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 
  treasures from each encounter, add it up and that it’s the 
  number of gold pieces a character’s total and coin values 
  increase by at the end of the adventure. Write the total in 
  the GP Gained field of the Adventure Certificate.  
   
  Total Possible Treasure 
  APL 2: 400 gp 
   
  APL 4: 600 gp 
   
  APL 6: 800 gp 
   
  APL 8: 1,250 gp 
   
  APL 10: 2,100 gp 
   
  APL 12: 3,000 gp 
   
  Treasure Key 
  Encounter 1: A Test of Loyalty 
  All APLs: If the PCs fail the loyalty test: 
  Suspicion of the Wreckers: The PCs have earned Disliked 
  Status with Rakehell Chert and the Wreckers. Wrecker 
  PCs will be mistrusted by their peers and barred from 
  promotion within the Wreckers until they clear their 
  name. Non-Wreckers will be mistrusted by the Wreckers 
  in future modules. 
   
  Encounter 2: Between the Lines 
  APL 2: Loot: 12 gp;  
   
  APL 4: Loot: 58 gp; Magic: potion of cure light 
  wounds (3) (3 x 4 gp). 
   
  APL 6: Loot: 116 gp; Magic: potion of cure moderate 
  wounds (4) (4 x 25 gp). 
   
  APL 8: Loot: 275 gp; Coin: 1 gp; Magic: potion of 
  cure serious wounds (6) (62 gp each), potion of heroism 
  (5) (62 gp each), potion of owl's wisdom (25 gp). 
   
  APL 10: Loot: 189 gp; Coin: 1 gp; Magic: +1 battleaxe 
  (2) (167 gp each), + 1 light crossbow (2) (169 gp each), +1 
  shortspear (167 gp), potion of cure serious wounds (6) (62 
  gp each), potion of heroism (2) (62 gp each), potion of 
  owl's wisdom (25 gp), potion of haste (4) (62 gp each). 
   
  APL 12: Loot: 189 gp; Coin: 1 gp; Magic: +1 battleaxe 
  (2) (167 gp each), + 1 light crossbow (2) (169 gp each), +1 
  shortspear (167 gp), potion of cure serious wounds (6) (62 
  gp each), potion of heroism (2) (62 gp each), potion of 
  owl's wisdom (25 gp), potion of haste (4) (62 gp each). 
   
  OR 
   
  Encounter Three: Choices and Chains 
   
  APL 2: Loot: 12 gp.  
   
  APL 4: Loot: 108 gp; Magic: potion of cure light 
  wounds (3) (4 gp each). 
   
  APL 6: Loot: 144 gp; Magic: potion of cure moderate 
  wounds (4) (25 gp each). 
   
  APL 8: Loot: 362 gp; Coin: 1 gp; Magic: potion of 
  cure serious wounds (6) (62 gp each), potion of heroism 
  (5) (62 gp each), potion of owl's wisdom (25 gp). 
   
  APL 10: Loot: 162 gp; Magic: +1 battleaxe (5) (167 gp 
  each), +1 shortspear (167 gp), potion of cure serious 
  wounds (6) (62 gp each), potion of heroism (5) (62 gp 
  each), potion of bull's strength (5) (25 gp each, potion of 
  owl's wisdom (25 gp), potion of haste (62 gp). 
   
  APL 12: Loot: 162 gp; Magic: +1 battleaxe (5) (167 gp 
  each), +1 shortspear (167 gp), potion of cure serious 
  wounds (6) (62 gp each), potion of heroism (5) (62 gp 
  each), potion of bull's strength (5) (25 gp each), potion of 
  owl's wisdom (25 gp), potion of haste (62 gp). 
   
  Encounter 4: A Familiar Face 
   
  Garrison At Full Strength 
  
  For Want of a Nail 
   
  Page 23 
  APL 2: Loot: 213 gp; Magic: potion of cure light wounds 
  (6) (6 x 4 gp). 
   
  APL 4: Loot: 298 gp; Magic: potion of cure light 
  wounds (9) (4 gp each), potion of bull's strength (4) (25 gp 
  each), potion of mage armour (4 gp). 
   
  APL 6: Loot: 298 gp; Magic: potion of cure moderate 
  wounds (9) (25 gp each), potion of bull's strength (7) (25 
  gp each), potion of owl's wisdom (25 gp), potion of mage 
  armour (25 gp). 
   
  APL 8: Loot: 295 gp; Magic: potion of cure serious 
  wounds (6) (62 gp each), potion of bull strength (4) (25 gp 
  each, potion of heroism (4) (62 gp each,) potion of owl's 
  wisdom (25 gp), potion of haste (2) (62 gp each), +1 
  shortspear (166 gp), potion of invisibility (25 gp).   
   
  APL 10: Loot: 451 gp; Magic: +1 falchion (4) (172 gp 
  each), potion of cure serious wounds (6) (62 gp each), 
  potion of bull strength (4) (25 gp each), potion of heroism 
  (4) (62 gp each), potion of owl's wisdom (25 gp), potion of 
  haste (2) (62 gp each), +1 chainmail (91 gp); +1 shortspear 
  (166 gp), potion of invisibility (25 gp), potion of 
  resistance to fire 20 (58 gp).   
   
  APL 12: Loot: 451 gp; Magic: +1 falchion (4) (172 gp 
  each), potion of cure serious wounds (6) (62 gp each), 
  potion of bull strength (4) (25 gp each), potion of heroism 
  (4) (62 gp each), potion of owl's wisdom (25 gp), potion of 
  haste (2) (62 gp), +1 chainmail (95 gp), +1 shortspear (166 
  gp), potion of invisibility (25 gp), potion of resistance to 
  fire 20 (58 gp).   
   
  All APLs: If Gavran Survives:  
  Wrath of Boss Gavran Cert: The bearer has crossed 
  Gavran, a Wrecker Boss. Gavran now considers the bearer 
  a mortal enemy and will work towards their downfall at 
  all costs. 
   
  OR 
   
  Garrison Depleted 
  APL 2: Loot: 131 gp; Magic: potion of cure light wounds 
  (4) (4 gp each).  
   
  APL 4: Loot: 175 gp; Magic: potion of cure light 
  wounds (6) (4 gp each), potion of bull's strength (4) (25 gp 
  each), potion of mage armour (4 gp). 
   
  APL 6: Loot: 175 gp; Coin: gp; Magic: potion of cure 
  moderate wounds (6) (25 gp), potion of bull's strength (4) 
  (25 gp each), potion of owl's wisdom (25 gp), potion of 
  mage armour (25 gp), 
   
  APL 8: Loot: 177 gp; Magic: potion of cure serious 
  wounds (6) (62 gp each), potion of bull strength (4) (25 gp 
  each), potion of heroism (4) (62 gp each), potion of owl's 
  wisdom (25 gp); potion of haste (2) (62 gp each), +1 
  shortspear (166 gp), potion of invisibility (25 gp). 
   
  APL 10: Loot: 103 gp; Coin: gp; Magic: +1 falchion 
  (4) (172 gp each), potion of cure serious wounds (6) (62 gp 
  each), potion of bull strength (4) (25 gp), potion of 
  heroism (4) (62 gp), potion of owl's wisdom (25 gp), 
  potion of haste (2) (62 gp), +1 chain shirt (5) (91 gp each); 
  +1 shortspear (166 gp), potion of invisibility (25 gp), 
  potion of resistance to fire 20 (58 gp). 
   
  APL 12: Loot: 103 gp; Coin: gp; Magic: +1 falchion 
  (4) (172 gp each), potion of cure serious wounds (6) (62 gp 
  each), potion of bull strength (4) (25 gp each), potion of 
  heroism (4) (62 gp each), potion of owl's wisdom (25 gp), 
  potion of haste (2) (62 gp each), +1 chain shirt (5) (91 gp 
  each), +1 shortspear (166 gp), potion of invisibility (25 
  gp), potion of resistance to fire 20 (58 gp). 
   
  All APLs: If Gavran Survives:  
  Wrath of Boss Gavran Cert: The bearer has crossed 
  Gavran, a Wrecker Boss. Gavran now considers the bearer 
  a mortal enemy and will work towards their downfall at 
  all costs. 
   
  Encounter 5: Chasing Jillana 
  APL 2: Loot: 48 gp; Coin: 4 gp; Magic: potion of cure light 
  wounds (4) (4 gp each).  
   
  APL 4: Loot: 362 gp; Coin: 11 gp; Magic: potion of 
  cure moderate wounds (6) (25 gp each), potion of 
  invisibility (6) (25 gp each).  
   
  APL 6: Loot: 404 gp; Coin: 11 gp; Magic: potion of 
  cure serious wounds (6) (62 gp each), potion of 
  invisibility (6) (6 x 25 gp), potion of cat's grace (25 gp), 
  potion of owl's wisdom (25 gp), +1 heavy pick (168 gp), +1 
  chainmail (96 gp).  
   
  APL 8: Loot: 94 gp; Coin: 11 gp; Magic: potion of 
  cure serious wounds (6) (62 gp each), potion of 
  invisibility (6) (25 gp each), potion of cat's grace (25 gp), 
  potion of heroism (4) (62 gp each), potion of owl's 
  wisdom (25 gp), potion of haste (62 gp), +1 small light 
  crossbow (170 gp), +1 small studded leather armour (87 
  gp), +1 heavy pick (168 gp), +1 banded mail (104 gp), +1 
  bastard sword (4) (170 gp). 
   
  APL 10: Loot: 378 gp; Coin: 11 gp; Magic: potion of 
  cure serious wounds (6) (62 gp each), potion of 
  invisibility (6) (25 gp each), potion of cat's grace (25 gp), 
  potion of heroism (4) (62 gp each), potion of owl's 
  wisdom (25 gp), potion of haste (62 gp), +1 small flaming 
  composite shortbow (672 gp), +1 small shadow studded 
  leather armour (191 gp), +1 heavy pick (168 gp), +1 
  banded mail (104 gp), +1 scimitar (4) (167 gp each), +1 
  chainmail (4) ( 95 gp). 
   
  APL 12: Loot: 378 gp; Coin: 11 gp; Magic: potion of 
  cure serious wounds (6) (62 gp each), potion of 
  invisibility (6) (25 gp each), potion of cat's grace (25 gp), 
  potion of heroism (4) (62 gp each), potion of owl's 
  wisdom (25 gp), potion of haste (62 gp), +1 small flaming 
  
  For Want of a Nail 
   
  Page 24 
  composite shortbow (672 gp), +1 small shadow studded 
  leather armour (191 gp), +1 heavy pick (168 gp), +1 
  banded mail (104 gp), +1 keen scimitar (4) (667 gp each); 
  +1 chainmail (4) (95 gp each). 
   
  Encounter 6: The Yellow Sails 
  APL 2: Loot: 36 gp; Coin: 12 gp; Magic: potion of cure 
  light wounds (6) (4 gp each). 
   
  APL 4: Loot: 40 gp; Coin: 10 gp; Magic: potion of 
  cure moderate wounds (7) (25 gp each), potion of water 
  breathing (62 gp), potion of remove blindness/deafness 
  (62 gp). 
   
  APL 6: Loot: 190 gp; Coin: 10 gp; Magic: potion of 
  cure serious wounds (7) (62 gp each), potion of water 
  breathing (62 gp), potion of remove blindness/deafness 
  (62 gp), +1 bracers of armour (83 gp), potion of protection 
  from energy (fire) (62 gp); cloak of resistance +1 (83 gp), 
  potion of bull strength (6) (25 gp each). 
   
  APL 8: Loot: 21 gp; Coin: 10 gp; Magic: potion of 
  cure serious wounds (7) (62 gp each), potion of water 
  breathing (62 gp), potion of remove blindness/deafness 
  (62 gp), bracers of armour +2 (333 gp), potion of 
  protection from energy (fire) (62 gp), cloak of resistance 
  +2 (333 gp), +1 scimitar (6) (168 gp each), +1 studded 
  leather armour (6) (87 gp), potion of bull strength (6) (25 
  gp each), potion of heroism (6) (62 gp each). 
   
  APL 10: Loot: 21 gp; Coin: 10 gp; Magic: potion of 
  cure serious wounds (7) (62 gp each), potion of water 
  breathing (62 gp), potion of remove blindness/deafness 
  (62 gp), bracers of armour +3 (750 gp), potion of 
  protection from energy (fire) (62 gp), cloak of resistance 
  +2 (333 gp), scimitar +1 (6) (168 gp each), studded leather 
  armour +1 (6) (87 gp each), potion of bull strength (6) (25 
  gp), potion of heroism (6) (62 gp each). 
   
  APL 12: Loot: 21 gp; Coin: 10 gp; Magic: potion of 
  cure serious wounds (7) (62 gp each), potion of water 
  breathing (62 gp), potion of remove blindness/deafness 
  (62 gp), bracers of armour +3 (750 gp), potion of 
  protection from energy (fire) (62 gp), cloak of resistance 
  +2 (333 gp), +1 scimitar  (6) (168 gp each), +1 studded 
  leather armour (6) (87 gp each), potion of bull strength (6) 
  (25 gp each), potion of heroism (6) (62 gp each), ring of 
  force shield (708 gp). 
   
  All APLs: If Markessa the White survives:  
   
  Wrath of the Slavelords: For your part in twarting the 
  operations of the Slavelords in Onnwal, you have earned 
  the enmity of the Slaverlords of the Pomarj and in 
  particular of Markessa the White. This may have far 
  reaching conseqeunces in future modules. 
   
  Conclusion 
  APL 2: Coin: 50 gp  
   
  APL 4: Coin: 75 gp 
   
  APL 6: Coin: 100 gp 
   
  APL 8: Coin: 125 gp 
   
  APL 10: Coin: 150 gp 
   
  APL 12: Coin: 200 gp 
   
  All APLs: If Jillana Was Not Recovered 
  If the PCs negotiated with the “kesh” in Encounter 1, 
  even if they did not agree to any terms, they have earned 
  the Suspicion of the Wreckers. 
   
  Suspicion of the Wreckers: The PCs have earned Disliked 
  Status with Rakehell Chert and the Wreckers. Wrecker 
  PCs will be mistrusted by their peers and barred from 
  promotion within the Wreckers until they clear their 
  name. Non-Wreckers will be mistrusted by the Wreckers 
  in future modules.  
   
  If Jillana was Recovered 
  Favour of the Wreckers: The PC has been granted Well-
  Liked status with the Wreckers and 3 RIPs with the 
  Wreckers and Rakehell Chert. In addition, any PC that 
  still has the Disfavour of the Wreckers is not no longer 
  affected by it.  
   
  Items for the Adventure Record 
  Wrath of Boss Gavran Cert: The bearer has crossed 
  Gavran, a Wrecker Boss. Gavran now considers the bearer 
  a mortal enemy and will work towards their downfall at 
  all costs. 
   
  Wrath of the Slavelords: For your part in thwarting the 
  operations of the Slavelords in Onnwal, you have earned 
  the enmity of the Slaverlords of the Pomarj and in 
  particular of Markessa the White. This may have far 
  reaching conseqeunces in future modules. 
   
  Suspicion of the Wreckers: The PCs have earned Disliked 
  Status with Rakehell Chert and the Wreckers. Wrecker 
  PCs will be mistrusted by their peers and barred from 
  promotion within the Wreckers until they clear their 
  name. Non-Wreckers will be mistrusted by the Wreckers 
  in future modules.  
   
  Favour of the Wreckers: The PC has been granted Well-
  Liked status with the Wreckers and 3 RIPs with the 
  Wreckers and Rakehell Chert. In addition, any PC that 
  still has the Disfavour of the Wreckers is not no longer 
  affected by it.  
   
  
  For Want of a Nail 
   
  Page 25 
  Item Access 
  Note: PCs only get access to items they encounter. As 
  this module involves random encounters, the PCs will 
  not encounter all of the items listed below for each APL.  
   
  APL 6: bracers of armour +1, cloak of resistance +1. 
   
  APL 8: bracers of armour +2, cloak of resistance +2. 
   
  APL 10: +1 small flaming composite shortbow, +1 
  small shadow studded leather armour, bracers of armour 
  +3, cloak of resistance +2. 
   
  APL 12: +1 small flaming composite shortbow, +1 
  small shadow studded leather armour, +1 keen scimitar, 
  bracers of armour +3; cloak of resistance +2, ring of force 
  shield. 
   
  
  For Want of a Nail 
   
  Page 26 
  Appendix I: 
  NPC Statistics 
  APL 2
  Encounter Two: Between the Lines 
  �Orc scouts: hp 5 see Monster Manual, p146 
   
  Encounter Three: Choices and Chains 
  �Orc scouts: hp 5 see Monster Manual, p146 
   
  Encounter Four: A Familiar Face 
  �Orc Berserker, orc Bbn1: CR 1; Medium-sized 
  humanoid; HD 1d12+2; hp 14; Init +3; Spd 40 ft.; AC 17, 
  flat-footed 14, touch 13; Base Atk +1; Grp +5; Atk +6 
  melee (2d4+6/18-20, falchion) or +5 melee (1d6+4/x3, 
  hand axe) or +5 ranged (1d6+4, throwing axe); Full Atk 6 
  melee (2d4+6/18-20, falchion) or +5 melee (1d6+4/x3, 
  hand axe) or +5 ranged (1d6+4, throwing axe,); 
  Space/Reach 5 ft./5ft.; SQ Light sensitivity, darkvision, 
  rage 1/day, fast movement; AL CE; SV Fort +4, Ref +3, 
  Will +0; Str 18, Dex 16, Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +8, Hide +5, Jump +8; 
  Weapon Focus (falchion).  
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: Falchion, hand axe, throwing axe, chain 
  shirt, potion of cure light wounds. 
   
  �Orc Shaman, Clr1 - Gruumsh: CR 1; Medium-sized 
  humanoid; HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 15, 
  touch 11, flat-footed 14; Base Atk +0; Grp +2; Atk +2 
  melee (1d8+1, shortspear); Full Atk +2 melee (1d8+1, 
  shortspear); Space/Reach 5 ft./5 ft.; SQ Light sensitivity, 
  darkvision; AL CE; SV Fort +3, Ref +1, Will +5; Str 12, 
  Dex 12, Con 12, Int 10, Wis 16, Cha 6. 
   
  Skills and Feats: Concentration +5, Spellcraft +4; 
  Combat Casting, Weapon Focus (shortspear). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Spells Prepared (3/2; base DC = 13 + spell level): 0 - 
  guidance, resistance, virtue; 1 - cause fear, enthropic 
  shield, magic weapon * 
  * Domain Spell. Domains: War: free Weapon Focus; 
  Strength: +1 enhancement bonus to Strength as a free 
  action, for 1 round, 1/day. 
  Possessions: Shortspear, chain shirt, potion of cure 
  light wounds. 
   
  �Gavran, male human Rog1: CR 1; Medium-sized 
  humanoid; HD 1d6; hp 6; Init +6; Spd 30 ft.; AC 12 flat-
  footed 10; touch 12; Base Atk +0; Grp +1; Atk +1 melee 
  (1d6+1, shortspear); Full Atk Atk +1 melee (1d6+1, 
  shortspear); Space/Reach 5 ft./ 5 ft.; SA Sneak attack + 
  1d6; AL N; SV Fort +0; Ref +4; Will +0; Str 12, Dex 15, 
  Con 11, Int 14, Wis 10, Cha 8. 
  Skills and Feats: Hide +6, Move Silently +6, Tumble 
  +6, Open Locks +6, Search +6, Appraise +6, Disable 
  Device +6, Listen +4, Spot +4, Use Magic Device +3; 
  Alertness, Improved Initiative. 
   
  Encounter Five: Chasing Jillana 
  �Half-orc Slavelord soldiers, War1: CR 1/2; Medium-
  sized humanoid; HD 1d8+1; hp 9; Init +7; Spd 30 ft.; AC 
  17 touch 13, flatfooted 14; Base Atk +1; Grp +4; Atk +4 
  melee (1d6+3/18-20, scimitar) or +4 ranged (1d8/, light 
  crossbow); Full Atk +4 melee (1d6+3/18-20, scimitar) or 
  +4 ranged (1d8/, light crossbow); Space/Reach 5 ft./ 5 ft.; 
  SQ Darkvision; AL LE; SV Fort +3, Ref +3, Will +1; Str 16, 
  Dex 16, Con 12, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +4, Jump +5, Hide +3; 
  Improved Initiative. 
   
  Possessions: Scimitar, light crossbow, crossbow bolts 
  (20), chain shirt, potion of cure light wounds, 6 gp. 
   
  Encounter Six: The Yellow Sails 
  �Human Slavelord soldiers, Ftr2: CR 2; Medium-sized 
  humanoid; HD 2d10+4; hp 19; Init +7; Spd 30 ft.; AC 16, 
  touch 13, flat-footed 13; Base Atk +2; Grp +4; Atk +4 
  melee (1d6+2/18-20, scimitar) or +6 ranged (1d8, light 
  crossbow) or +4 melee (1d4+2/19-20, dagger); Full Atk +4 
  melee (1d6+2/18-20, scimitar) or +6 ranged (1d8, light 
  crossbow) 
  or 
  +4 
  melee 
  (1d4+2/19-20, 
  dagger); 
  Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +5, Ref +3, Will 
  +1; Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +3, Jump +6, Spot +2, Swim 
  +7; Diehard, Endurance, Improved Initiative, Weapon 
  Focus (light crossbow). 
   
  Possessions: Scimitar, dagger, light crossbow, 
  crossbow bolts (20), studded leather, potion of cure light 
  wounds, 12 gp.  
  
  For Want of a Nail 
   
  Page 27 
  APL 4 
  Encounter Two: Between the Lines 
  �Orc Axeman, Ftr1: CR 1; Medium-sized humanoid; 
  HD 1d10+2; hp 12; Init +6; Spd 30 ft.; AC 16, touch 12, 
  flat-footed 14; Base Atk +1; Grp +5; Atk +6 melee 
  (1d8+6/x3, battleaxe) or +5 melee (1d6+4/x3, handaxe) or 
  +3 ranged (1d6+4, throwing axe); Full Atk +6 melee 
  (1d8+6/x3, battleaxe) or +5 melee (1d6+4/x3, handaxe) or 
  +3 ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.; 
  SQ Light sensitivity, darkvision; AL CE; SV Fort +4, Ref 
  +2, Will +1; Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +2, Spot +3; Improved 
  Initiative, Weapon Focus (battleaxe). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: Battleaxe, throwing axe, handaxe, chain 
  shirt, potion of cure light wounds, 1 gp. 
   
  �Orc Crossbowman, Ftr1: CR 1; Medium-sized 
  humanoid; HD 1d10+2; hp 12; Init +7 (+3 Dex; +4 Imp. 
  Init.); Spd 30 ft.; AC 17 (touch 13, flat-footed 14); Base Atk 
  +1; Grp +4; Atk +5 ranged (1d8/19-20, light crossbow) or 
  +4 melee (1d6+3/x3, handaxe); Full Atk +5 ranged 
  (1d8/19-20, light crossbow) or +4 melee (1d6+3/x3, 
  handaxe); Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity, 
  darkvision; AL CE; SV Fort +4, Ref +3, Will +0; Str 16, 
  Dex 16, Con 14, Int 10, Wis 10, Cha 6. 
   
  Skills and Feats: Hide +3, Spot +2; Improved 
  Initiative, Weapon Focus (light crossbow). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: Light crossbow, crossbow bolts (20), 
  handaxe, chain shirt, potion of cure light wounds, 1 gp. 
   
  Encounter Three: Choices and Chains 
  �Orc Axeman, Ftr1: CR 1; Medium-sized humanoid; 
  HD 1d10+2; hp 12; Init +6; Spd 30 ft.; AC 16, touch 12, 
  flat-footed 14; Base Atk +1; Grp +5; Atk +6 melee 
  (1d8+6/x3, battleaxe) or +5 melee (1d6+4/x3, handaxe) or 
  +3 ranged (1d6+4, throwing axe); Full Atk +6 melee 
  (1d8+6/x3, battleaxe) or +5 melee (1d6+4/x3, handaxe) or 
  +3 ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.; 
  SQ Light sensitivity, darkvision; AL CE; SV Fort +4, Ref 
  +2, Will +1; Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +2, Spot +3; Improved 
  Initiative, Weapon Focus (battleaxe). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: Battleaxe, throwing axe, handaxe, chain 
  shirt, potion of cure light wounds, 1 gp. 
   
   
  Encounter Four: A Familiar Face 
  �Orc Berserker, orc Bbn1: CR 1; Medium-sized 
  humanoid; HD 1d12+2; hp 14; Init +3; Spd 40 ft.; AC 17, 
  flat-footed 14, touch 13; Base Atk +1; Grp +5; Atk +6 
  melee (2d4+6/18-20, falchion) or +5 melee (1d6+4/x3, 
  hand axe) or +5 ranged (1d6+4, throwing axe); Full Atk 6 
  melee (2d4+6/18-20, falchion) or +5 melee (1d6+4/x3, 
  hand axe) or +5 ranged (1d6+4, throwing axe,); 
  Space/Reach 5 ft./5ft.; SQ Light sensitivity, darkvision, 
  rage 1/day, fast movement; AL CE; SV Fort +4, Ref +3, 
  Will +0; Str 18, Dex 16, Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +8, Hide +5, Jump +8; 
  Weapon Focus (falchion).  
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: Falchion, hand axe, throwing axe, chain 
  shirt, potion of cure light wounds. 
   
  �Orc Shaman, Clr1 - Gruumsh: CR 1; Medium-sized 
  humanoid; HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 15, 
  touch 11, flat-footed 14; Base Atk +0; Grp +2; Atk +2 
  melee (1d8+1, shortspear); Full Atk +2 melee (1d8+1, 
  shortspear); Space/Reach 5 ft./5 ft.; SQ Light sensitivity, 
  darkvision; AL CE; SV Fort +3, Ref +1, Will +5; Str 12, 
  Dex 12, Con 12, Int 10, Wis 16, Cha 6. 
   
  Skills and Feats: Concentration +5, Spellcraft +4; 
  Combat Casting, Weapon Focus (shortspear). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Spells Prepared (3/2; base DC = 13 + spell level): 0 - 
  guidance, resistance, virtue; 1 - cause fear, enthropic 
  shield, magic weapon * 
  * Domain Spell. Domains: War: free Weapon Focus; 
  Strength: +1 enhancement bonus to Strength as a free 
  action, for 1 round, 1/day. 
  Possessions: Shortspear, chain shirt, potion of cure 
  light wounds. 
   
  �Half-Orc Sorcerer, Sor1: CR 1; Medium-sized 
  humanoid; HD 1d4+1; hp 5; Init +2; Spd 30 ft.; AC 12, 
  touch 12, flatfooted 10; Base Atk +0; Grp +0; Atk +0 melee 
  (1d8, shortspear) or +2 ranged (1d8, light crossbow); Full 
  Atk +0 melee (1d8, shortspear) or +2 ranged (1d8, light 
  crossbow); SQ Darkvision; AL CE; SV Fort +1, Ref +2, 
  Will +3; Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 14. 
  Skills and Feats: Concentration +5, Spellcraft +4; 
  Combat Casting. 
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Spells: (known 4/2; per day 5/4; base DC = 12 + spell 
  level): 0 – acid splash, flare, ghost sound, touch of fatigue; 
  1
  st – magic missile, shield.  
  
  For Want of a Nail 
   
  Page 28 
  Possessions: Shortspear, dagger, light crossbow plus 
  crossbow bolts (20), potion of cure light wounds, potion 
  of mage armour.   
   
  �Gavran, male human Rog2: CR 2; Medium-sized 
  humanoid; HD 2d6+2; hp 11; Init +6; Spd 30 ft.; AC 12, 
  flat-footed 10; touch 12; Base Atk +1; Grp +2; Atks +2 
  melee (1d6+1, shortspear); Full Atk   +2 melee (1d6+1, 
  shortspear); Space/Reach 5 ft./ 5 ft.; SA Sneak attack + 
  1d6; SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0; Str 
  12, Dex 15, Con 13, Int 14, Wis 10, Cha 16. 
  Skills and Feats: Hide +7, Move Silently +7, Tumble + 
  7, Open Locks + 9, Search +7, Appraise +7, Disable Device 
  +9, Listen +7, Spot +7, Use Magic Device +4; Alertness, 
  Improved Initiative. 
   
  Encounter Five: Chasing Jillana 
  �Half-orc Slavelord soldiers, Ftr1: CR 1; Medium-
  sized humanoid; HD 1d10+1; hp 11; Init +6; Spd 30 ft.; AC 
  16, touch 12, flat-footed 14; Base Atk +1; Grp +5; Atk +5 
  melee (1d6+4/19-20, scimitar) or +4 ranged (1d8+4/x3, 
  mighty composite longbow +4); Full Atk +5 melee 
  (1d6+4/19-20, scimitar) or +4 ranged (1d8+4/x3, mighty 
  composite longbow +4); Space/Reach 5 ft./ 5 ft.; SQ 
  Darkvision; AL CE; SV Fort +3, Ref +2, Will +1; 
   
  Str 18, Dex 14, Con 12, Int 10, Wis 12, Cha 6.  
   
  Skills and Feats: Hide +2, Spot +3; Improved 
  Initiative, Weapon Focus (composite longbow). 
   
  Possessions: Scimitar, mighty composite longbow +4, 
  arrows (20), chain shirt, potion of cure moderate wounds, 
  potion of invisibility. 
   
  �Halfling Slavelord scout, Rog1: Small humanoid; HD 
  1d6+2; hp 8; Init +8; Spd 20 ft.; AC 18, touch 14, flatfooted 
  14; Base Atk +1; Grp +2; Atk +3 melee (1d4+1/19-20, short 
  sword) or +6 ranged (1d4, composite shortbow); Full Atk 
  +3 melee (1d4+1/19-20, short sword) or +6 ranged (1d4, 
  composite shortbow); Space/Reach 5 ft./ 5 ft.; SA Sneak 
  attack +1d6; SQ Halfling traits, evasion, trapfinding; AL 
  NE; SV Fort +4, Ref +8, Will +3; Str 12, Dex 18, Con 14, 
  Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +7, Climb +6, Escape Artist 
  +7, Hide +11, Jump +2, Listen +7, Move Silently +9, Spot 
  +5, Tumble +7; Improved Initiative. 
   
  Possessions: Studded leather armour, small short 
  sword, small composite shortbow + 20 arrows, potion of 
  cure moderate wounds, potion of invisibility, 2 vials of 
  large spider venom (Injury; DC 18; Initial and secondary 
  damage 1d6 Str), 10 gp. 
   
  �Kervel Tarn, Clr1 - Earth Dragon: CR 1; Medium-
  sized Humanoid; HD 1d8+2; hp 10; Init +1; Spd 20 ft.; AC 
  17, touch 11, flatfooted 16; Base Atk +0; Grp +1; Atk +1 
  melee (1d6+1/x4, heavy pick) or +1 ranged (1d8, light 
  crossbow,); Full Atk 1 melee (1d6+1/x4, heavy pick) or +1 
  ranged (1d8, light crossbow,); Space/Reach 5 ft./ 5 ft.; AL 
  LE; SV Fort +4, Ref +1, Will +5; Str 12, Dex 12, Con 14, Int 
  10, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +6, Heal +7, Hide -2; 
  Combat Casting, Martial Weapon Proficiency (heavy 
  pick). 
   
  Spells Prepared (3/2+1; Base DC = 13 + spell level): 0 
  – detect magic, guidance, resistance; 1
  st – cause fear, 
  protection from good*, shield of faith. 
   
  * Domain Spell.Domains: Earth: turn or destroy air 
  creatures. Rebuke, command, or bolster earth creatures, 
  3/day. Evil: cast evil spells at +1 caster level;  
   
  Possessions: heavy pick, light crossbow, crossbow 
  bolts (20), light steel shield, chainmail, potion of cure 
  moderate wounds, potion of invisibility. 
   
  Encounter Six: The Yellow Sails 
  �Markessa the White: Sor8, CR 8; Medium-sized 
  humanoid; HD 8d4; hp 25; Init +1; Spd 30 ft.; AC 11, 
  touch 11, flatfooted 10; Base Atk +4; Grp +4; Atk +5 
  ranged (1d8, light crossbow,) or +4 melee (1d4, dagger); 
  Full Atk +5 ranged (1d8, light crossbow,) or +4 melee 
  (1d4, dagger); Space/Reach 5 ft./ 5 ft.; SQ Elven traits, 
  sleep immunity, low-light vision; AL LE; SV Fort +2, Ref 
  +3, Will +6; Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 19. 
   
  Skills and Feats: Concentration +11, Listen +2, 
  Search +2, Spot +2; Combat Casting, Silent Spell, Spell 
  Focus (Evocation). 
   
  Spells (known: 8/5/3/2/1; per day: 6/7/7/6/4; Base 
  DC = 14 + spell level; Evocation   = 16 + spell level): 0 – 
  acid splash, daze, detect magic, flare, ghost sound, ray of 
  frost, resistance, touch of fatigue; 1
  st – mage armour, 
  magic missile, protection from good, ray of enfeeblement, 
  shield; 2
  nd – bear’s endurance, eagle’s spendour, scorching 
  ray; 3
  rd – haste, fireball; 4
  th - silent dispell magic 
   
  Possessions: Dagger, light crossbow, crossbow bolts 
  (20), potion of cure moderate wounds, potion of water 
  breathing, potion of remove blindness/deafness.  
   
  �Human Slavelord soldiers, Ftr1: CR 1; Medium-sized 
  humanoid; HD 1d10+1; hp 11; Init +7; Spd 30 ft.; AC 16, 
  touch 13, flat-footed 13; Base Atk +1; Grp +4; Atk +4 
  melee (1d6+3/18-20, scimitar) or +4 melee (1d4+3/19-20, 
  dagger) or +5 ranged (1d8, light crossbow); Full Atk +4 
  melee (1d6+3/18-20, scimitar) or +4 melee (1d4+3/19-20, 
  dagger) or +5 ranged (1d8, light crossbow);  Space/Reach 
  5 ft./ 5 ft.; AL LE; SV Fort +3, Ref +3, Will +0; Str 16, Dex 
  16, Con 12, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +6, Jump +6, Swim +7; 
  Endurance, Improved Initiative, Weapon Focus: (light 
  crossbow). 
  
  For Want of a Nail 
   
  Page 29 
   
  Possessions: Scimitar, dagger, light crossbow, 
  crossbow bolts, studded leather, potion of cure moderate 
  wounds. 
  
  For Want of a Nail 
   
  Page 30 
  APL 6 
  Encounter Two 
  �Orc Axeman, Ftr1: CR 1; Medium-sized humanoid; 
  HD 1d10+2; hp 12; Init +6; Spd 30 ft.; AC 16, touch 12, 
  flat-footed 14; Base Atk +1; Grp +5; Atk +6 melee 
  (1d8+6/x3, battleaxe) or +5 melee (1d6+4/x3, handaxe) or 
  +3 ranged (1d6+4, throwing axe); Full Atk +6 melee 
  (1d8+6/x3, battleaxe) or +5 melee (1d6+4/x3, handaxe) or 
  +3 ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.; 
  SQ Light sensitivity, darkvision; AL CE; SV Fort +4, Ref 
  +2, Will +1; Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +2, Spot +3; Improved 
  Initiative, Weapon Focus (battleaxe). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: Battleaxe, throwing axe, handaxe, chain 
  shirt, potion of cure moderate wounds, 1 gp. 
   
  �Orc Crossbowman, Ftr1: CR 1; Medium-sized 
  humanoid; HD 1d10+2; hp 12; Init +7 (+3 Dex; +4 Imp. 
  Init.); Spd 30 ft.; AC 17 (touch 13, flat-footed 14); Base Atk 
  +1; Grp +4; Atk +5 ranged (1d8/19-20, light crossbow) or 
  +4 melee (1d6+3/x3, handaxe); Full Atk +5 ranged 
  (1d8/19-20, light crossbow) or +4 melee (1d6+3/x3, 
  handaxe);    Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity, 
  darkvision; AL CE; SV Fort +4, Ref +3, Will +0; Str 16, 
  Dex 16, Con 14, Int 10, Wis 10, Cha 6. 
   
  Skills and Feats: Hide +3, Spot +2; Improved 
  Initiative, Weapon Focus (light crossbow). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: Light crossbow, crossbow bolts (20), 
  handaxe, chain shirt, potion of cure moderate wounds, 1 
  gp. 
   
  Encounter Three 
  �Orc Axeman, Ftr1: CR 1; Medium-sized humanoid; 
  HD 1d10+2; hp 12; Init +6; Spd 30 ft.; AC 16, touch 12, 
  flat-footed 14; Base Atk +1; Grp +5; Atk +6 melee 
  (1d8+6/x3, battleaxe) or +5 melee (1d6+4/x3, handaxe) or 
  +3 ranged (1d6+4, throwing axe); Full Atk +6 melee 
  (1d8+6/x3, battleaxe) or +5 melee (1d6+4/x3, handaxe) or 
  +3 ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.; 
  SQ Light sensitivity, darkvision; AL CE; SV Fort +4, Ref 
  +2, Will +1; Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +2, Spot +3; Improved 
  Initiative, Weapon Focus (battleaxe). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: Battleaxe, throwing axe, handaxe, chain 
  shirt, potion of cure moderate wounds, 1 gp. 
   
  Encounter Four 
  Garrison at Full Strength: 
  �Orc Berserker, Bbn2: CR 2; Medium-sized humanoid; 
  HD 2d12+4; hp 23; Init +3; Spd 40 ft.; AC 17, flat-footed 
  14, touch 13; Base Atk +2; Grp +6; Atk +7 melee 
  (2d4+6/18-20, falchion) or +6 melee (1d6+4/x3, hand axe) 
  or +6 ranged (1d6+4, throwing axe); Full Atk +7 melee 
  (2d4+6/18-20, falchion) or +6 melee (1d6+4/x3, hand axe) 
  or +6 ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 
  ft.; SQ Light sensitivity, darkvision, rage 1/day, fast 
  movement, uncanny dodge; AL CE; SV Fort +5, Ref +3, 
  Will +0; Str 18, Dex 16, Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +7, Hide +3, Jump +7, Swim 
  +5; Weapon Focus (falchion). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: Falchion, hand axe, throwing axe, chain 
  shirt, potion of cure moderate wounds, potion of bull's 
  strength. 
   
  �Orc Shaman, Clr2 - Gruumsh: CR 2; Medium-sized 
  humanoid; HD 2d8+2; hp 15; Init +1; Spd 30 ft.; AC 15, 
  touch 11, flat-footed 14; Base Atk +1; Grp +2; Atk +3 
  melee (1d8+1, shortspear); Full Atk +3 melee (1d8+1, 
  shortspear); Space/Reach 5 ft./ 5 ft.; SQ: Light sensitivity, 
  darkvision; AL CE; SV Fort +4, Ref +1, Will +6; Str 12, 
  Dex 12, Con 12, Int 10, Wis 16, Cha 6. 
   
  Skills and Feats: Concentration +6, Spellcraft +5; 
  Combat 
  Casting, 
  Martial 
  Weapon 
  Proficiency 
  (longspear), Weapon Focus (shortspear). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Spells Prepared (4/3); base DC = 13 + spell level): 0 – 
  detect magic, guidance, resistance, virtue; 1st - bless, 
  enthropic shield, protection from good, magic weapon * 
  * Domain Spell.Domains: War – free Weapon Focus; 
  Strength: +2 enhancement bonus to Strength as a free 
  action, for 1 round, 1/day. 
  Possessions: Shortspear, chain shirt, potion of cure 
  moderate wounds, potion of owl's wisdom. 
   
  �Half-orc Sorcerer, Sor2: CR 2; Medium-sized 
  Humanoid; HD 2d4+2; hp 9; Init +2; Spd 30 ft.; AC 12, 
  touch 12, flatfooted 10; Base Atk +1; Grp +1; Atk +1 melee 
  (1d8, shortspear) or +3 ranged (1d8, light crossbow); Full 
  Atk +1 melee (1d8, shortspear) or +3 ranged (1d8, light 
  crossbow); Space/Reach 5 ft./ 5 ft.; SQ Darkvision; AL 
  CE; SV Fort +1, Ref +2, Will +4; Str 10, Dex 14, Con 12, 
  Int 10, Wis 12, Cha 14. 
  Skills and Feats: Concentration +6, Spellcraft +5; 
  Combat Casting. 
  
  For Want of a Nail 
   
  Page 31 
  Spells (known 5/2; per day 6/5; Base DC = 12 + spell 
  level): 0 – acid splash, flare, daze, ghost sound, touch of 
  fatigue; 1
  st – magic missile, shield.  
  Possessions: Shortspear, dagger, light crossbow, 
  potion of cure moderate wounds, potion of mage armour. 
   
  Garrison depleted: 
  �Orc Berserker, orc Bbn1: CR 1; Medium-sized 
  humanoid; HD 1d12+2; hp 14; Init +3; Spd 40 ft.; AC 17, 
  flat-footed 14, touch 13; Base Atk +1; Grp +5; Atk +6 
  melee (2d4+6/18-20, falchion) or +5 melee (1d6+4/x3, 
  hand axe) or +5 ranged (1d6+4, throwing axe); Full Atk 6 
  melee (2d4+6/18-20, falchion) or +5 melee (1d6+4/x3, 
  hand axe) or +5 ranged (1d6+4, throwing axe,); 
  Space/Reach 5 ft./5ft.; SQ Light sensitivity, darkvision, 
  rage 1/day, fast movement; AL CE; SV Fort +4, Ref +3, 
  Will +0; Str 18, Dex 16, Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +8, Hide +5, Jump +8; 
  Weapon Focus (falchion).  
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: Falchion, hand axe, throwing axe, chain 
  shirt, potion of cure moderate wounds, potion of bull's 
  strength. 
   
  �Orc Shaman, Clr1 - Gruumsh: CR 1; Medium-sized 
  humanoid; HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 15, 
  touch 11, flat-footed 14; Base Atk +0; Grp +2; Atk +2 
  melee (1d8+1, shortspear); Full Atk +2 melee (1d8+1, 
  shortspear); Space/Reach 5 ft./5 ft.; SQ Light sensitivity, 
  darkvision; AL CE; SV Fort +3, Ref +1, Will +5; 
   
  Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 6. 
   
  Skills and Feats: Concentration +5, Spellcraft +4; 
  Combat Casting, Weapon Focus (shortspear). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Spells Prepared (3/2; base DC = 13 + spell level): 0 - 
  guidance, resistance, virtue; 1 - cause fear, enthropic 
  shield, magic weapon * 
  * Domain Spell. Domains: War: free Weapon Focus; 
  Strength: +1 enhancement bonus to Strength as a free 
  action, for 1 round, 1/day. 
  Possessions: Shortspear, chain shirt, potion of cure 
  moderate wounds, potion of owl's wisdom. 
   
  �Half-Orc Sorcerer, Sor1: CR 1; Medium-sized 
  humanoid; HD 1d4+1; hp 5; Init +2; Spd 30 ft.; AC 12, 
  touch 12, flatfooted 10; Base Atk +0; Grp +0; Atk +0 melee 
  (1d8, shortspear) or +2 ranged (1d8, light crossbow); Full 
  Atk +0 melee (1d8, shortspear) or +2 ranged (1d8, light 
  crossbow); SQ Darkvision; AL CE; SV Fort +1, Ref +2, 
  Will +3; Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 14. 
  Skills and Feats: Concentration +5, Spellcraft +4; 
  Combat Casting. 
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Spells: (known 4/2; per day 5/4; base DC = 12 + spell 
  level): 0 – acid splash, flare, ghost sound, touch of fatigue; 
  1
  st – magic missile, shield.  
   
  Possessions: Shortspear, dagger, light crossbow plus 
  crossbow bolts (20), potion of cure moderate wounds, 
  potion of mage armour. 
   
  �Gavran, 
  Human 
  Rog3: 
  CR 
  3; 
  Medium-sized 
  humanoid; HD 3d6+3; hp 17; Init +6; Spd 30 ft.; AC 12, 
  flat-footed 10; touch 12; Base Atk +3; Grp +4; Atks +4 
  melee (1d6+1, shortspear); Full Atk +4 melee (1d6+1, 
  shortspear); Space/Reach 5 ft./ 5 ft.; SA Sneak attack + 
  2d6; SQ Evasion; uncanny dodge; AL LE; SV Fort +2; Ref 
  +5; Will +1; Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 16. 
  Skills and Feats: Hide +8, Move Silently +8, Tumble 
  +8, Open Locks +10, Search +8, Appraise +8, Disable 
  Device +10, Listen +8, Spot +8, Use Magic Device +5; 
  Improved Initiative; Alertness; Shield Proficiency 
   
  Encounter Five 
  �Half-Euroz Slavelord soldiers, Ftr2: CR 2; Medium-
  sized humanoid; HD 2d10+4; hp 20; Init +5; Spd 30 ft.; AC 
  16, flat-footed 15, touch 11; Base Atk +2; Grp +5; Atks +7 
  melee (1d10+3/19-20, masterwork bastard sword) or +3 
  ranged (1d8/x3, composite longbow); Full Atk +7 melee 
  (1d10+3/19-20, masterwork bastard sword) or +3 ranged 
  (1d8/x3, composite longbow); Space/Reach 5 ft./ 5 ft.; AL 
  CN; SV Fort +5; Ref +1; Will +3; Str 17, Dex 13, Con 14, 
  Int 8, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +3, Spot +3; Exotic Weapon 
  Proficiency (bastard sword); Improved Initiative; Point 
  Blank Shot, Weapon Focus (bastard sword).  
   
  Possessions: Chain mail, masterwork bastard sword, 
  mighty [Str14] composite longbow + 20 arrows, potion of 
  cure serious wounds, potion of invisibility, 10 gp.  
   
  �Halfling Slavelord Scout, Rog2; CR 2; Small 
  humanoid; HD 2d6+1; hp 12; Init +7; Spd 20 ft.; AC 17, 
  flat-footed 14, touch 14; Base Atk +2; Grp +2; Atks +3 
  melee (1d4+1/19-20, short sword) or +5 ranged (1d6/19-
  20, light crossbow); Full Atk +3 melee (1d4+1/19-20, short 
  sword) or +5 ranged (1d6/19-20, light crossbow); 
  Space/Reach 5 ft./ 5 ft.; SA Sneak attack +1d6; SQ 
  Evasion, uncanny dodge, trapfinding; AL N; SV Fort +2; 
  Ref +6; Will +1; Str 12, Dex 16, Con 13, Int 14, Wis 10, 
  Cha 8. 
   
  Skills and feats: Appraise +8, Climb +2, Disable 
  Device +10, Hide +12, Jump +2; Listen +8, Move Silently 
  +8, Open Locks +5, Search +4, Spot +4, Tumble +4; 
  Improved Initiative. 
  
  For Want of a Nail 
   
  Page 32 
   
  Possessions: Studded leather armour, small short 
  sword, small light crossbow + 20 arrows, potion of cure 
  serious wounds, potion of invisibility, potion of cat's 
  grace, 2 vials of large spider venom (Injury; DC 18; Initial 
  and secondary damage 1d6 Str), 10 gp. 
   
  �Kervel Tarn, Clr2 - Earth Dragon: CR 2; Medium-
  sized humanoid; HD 2d8+4; hp 17; Init +1; Spd 20 ft.; AC 
  18, touch 11, flat-footed 17; Base Atk +1; Grp +2; Atk +3 
  melee (1d6+2/x4, +1 heavy pick,) or +2 ranged (1d8, light 
  crossbow); Full Atk +3 melee (1d6+2/x4, +1 heavy pick) 
  or +2 ranged (1d8, light crossbow); Space/Reach 5 ft./ 5 
  ft.; AL LE; SV Fort +5, Ref +1, Will +6; Str 12, Dex 12, Con 
  14, Int 10, Wis 16, Cha 10. 
  Skills and Feats: Concentration +7, Heal +7, Hide -1; 
  Combat Casting, Martial Weapon Proficiency (heavy 
  pick). 
   
  Spells Prepared (4/3+1; Base DC = 13 + spell level): 0 
  – detect magic, guidance, resistance virtue; 1
  st – bless, 
  cause fear, protection from good*, shield of faith. 
   
  * Domain Spell.Domains: Earth: turn or destroy air 
  creatures. Rebuke, command, or bolster earth creatures, 
  3/day. Evil: cast evil spells at +1 caster level;  
   
  Possessions: +1 heavy pick, light crossbow, crossbow 
  bolts (20), light steel shield, +1 chainmail, potion of cure 
  serious wounds, potion of invisibility, potion of owl's 
  wisdom. 
   
  Encounter Six 
  �Markessa the White, Sor10: CR 10; Medium-sized 
  humanoid; HD 10d4; hp 31; Init +5; Spd 30 ft.; AC 12, 
  touch 11, flatfooted 11; Base Atk +5; Grp +5; Atk +6 
  ranged (1d8, light crossbow) or +5 melee (1d4, dagger); 
  Full Atk +6 ranged (1d8, light crossbow) or +5 melee (1d4, 
  dagger);  Space/Reach 5 ft./ 5 ft.; SQ Elven traits, sleep 
  immunity, low-light vision; AL LE; SV Fort +4, Ref +5, 
  Will +8;  Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 20. 
   
  Skills and Feats: Concentration +13, Listen +2, 
  Search +2, Spot +2; Combat Casting, Improved Initiative,  
  Silent Spell, Spell Focus (Evocation). 
   
  Spells (known: 9/5/4/3/2/1; per day: 6/8/7/7/6/4; 
  base DC = 15 + spell level; Evocation   = 17 + spell level): 0 
  – acid splash, daze, detect magic, flare, ghost sound, light, 
  ray of frost, resistance, touch of fatigue; 1
  st – mage 
  armour, magic missile, protection from good, ray of 
  enfeeblement, shield; 2
  nd – bear’s endurance, eagle’s 
  spendour, protection from arrows, scorching ray; 3
  rd – 
  haste, lightning bolt, fireball; 4
  th - silent dispel magic, 
  lesser globe of invulnerability; 5
  th - cloudkill 
   
  Possessions: Dagger, light crossbow, crossbow bolts, 
  (20), potion of water breathing, potion of cure serious 
  wounds, potion of remove blindness/deafness, potion of 
  protection from energy (fire), bracers of armour +1, cloak 
  of resistance +1.  
   
  �Human Slavelord soldiers, Ftr2: CR 2; Medium-sized 
  humanoid; HD 2d10+4; hp 19; Init +7; Spd 30 ft.; AC 16, 
  touch 13, flat-footed 13; Base Atk +2; Grp +4; Atk +5 
  melee (1d6+2/18-20, masterwork scimitar) or +6 ranged 
  (1d8, light crossbow) or +4 melee (1d4+2/19-20, dagger); 
  Full Atk +5 melee (1d6+2/18-20, masterwork scimitar) or 
  +6 ranged (1d8, light crossbow) or +4 melee (1d4+2/19-20, 
  dagger); Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +5, Ref 
  +3, Will +1; Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +3, Jump +6, Spot +2, Swim 
  +7; Diehard, Endurance, Improved Initiative, Weapon 
  Focus (light crossbow). 
   
  Possessions: Masterwork scimitar, dagger, light 
  crossbow, crossbow bolts (20), studded leather, potion of 
  cure serious wounds, potion of bull's strength, 12 gp. 
  
  For Want of a Nail 
   
  Page 33 
   
  APL 8 
  
  For Want of a Nail 
   
  Page 34 
  Encounter Two 
  �Orc Axeman, Ftr1: CR 1; Medium-sized humanoid; 
  HD 1d10+2; hp 12; Init +6; Spd 30 ft.; AC 17, touch 12, 
  flat-footed 15; Base Atk +1; Grp +5; Atk +7 melee 
  (1d8+6/x3, masterwork battleaxe) or +5 melee 
  (1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing 
  axe); Full Atk +7 melee (1d8+6/x3, masteowrk 
  battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3 
  ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.; 
  SQ Light sensitivity, darkvision; AL CE; SV Fort +4, 
  Ref +2, Will +1; Str 18, Dex 14, Con 14, Int 10, Wis 12, 
  Cha 6. 
   
  Skills and Feats: Hide +2, Spot +3; Improved 
  Initiative, Weapon Focus (battleaxe). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: Masterwork battleaxe, throwing axe, 
  handaxe, chain shirt, potion of cure serious wounds, 
  potion of heroism, 1 gp. 
   
  �Orc Crossbowman, Ftr1: CR 1; Medium-sized 
  humanoid; HD 1d10+2; hp 12; Init +7 (+3 Dex; +4 Imp. 
  Init.); Spd 30 ft.; AC 17 (touch 13, flat-footed 14); Base 
  Atk +1; Grp +4; Atk +6 ranged (1d8/19-20, masterwork 
  light crossbow) or +4 melee (1d6+3/x3, handaxe); Full 
  Atk +6 ranged (1d8/19-20, masterwork light crossbow) 
  or +4 melee (1d6+3/x3, handaxe); Space/Reach 5 ft./ 5 
  ft.; SQ Light sensitivity, darkvision; AL CE; SV Fort +4, 
  Ref +3, Will +0; Str 16, Dex 16, Con 14, Int 10, Wis 10, 
  Cha 6. 
   
  Skills and Feats: Hide +3, Spot +2; Improved 
  Initiative, Weapon Focus (light crossbow). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: Light crossbow, crossbow bolts (20), 
  handaxe, chain shirt, potion of cure moderate wounds, 
  1 gp. 
   
  �Orc Shaman, Clr1 - Gruumsh: CR 1; Medium-sized 
  humanoid; HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 16, 
  touch 11, flat-footed 15; Base Atk +0; Grp +2; Atk +3 
  melee (1d8+1, masterwork shortspear); Full Atk +3 
  melee (1d8+1, masterwork shortspear); Space/Reach 5 
  ft./5 ft.; SQ Light sensitivity, darkvision; AL CE; SV 
  Fort +3, Ref +1, Will +5; Str 12, Dex 12, Con 12, Int 10, 
  Wis 16, Cha 6. 
   
  Skills and Feats: Concentration +5, Spellcraft +4; 
  Combat Casting, Weapon Focus (shortspear). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Spells Prepared (3/2; base DC = 13 + spell level): 0 - 
  guidance, resistance, virtue; 1 - cause fear, enthropic 
  shield, magic weapon * 
  * Domain Spell. Domains: War: free Weapon Focus; 
  Strength: +1 enhancement bonus to Strength as a free 
  action, for 1 round, 1/day. 
  Possessions: Shortspear, chain shirt, potion of cure 
  serious wounds, potion of owl's wisdom. 
   
  Encounter Three 
  �Orc Axeman, Ftr1: CR 1; Medium-sized humanoid; 
  HD 1d10+2; hp 12; Init +6; Spd 30 ft.; AC 17, touch 12, 
  flat-footed 15; Base Atk +1; Grp +5; Atk +7 melee 
  (1d8+6/x3, masterwork battleaxe) or +5 melee 
  (1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing 
  axe); Full Atk +7 melee (1d8+6/x3, masteowrk 
  battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3 
  ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.; 
  SQ Light sensitivity, darkvision; AL CE; SV Fort +4, 
  Ref +2, Will +1; Str 18, Dex 14, Con 14, Int 10, Wis 12, 
  Cha 6. 
   
  Skills and Feats: Hide +2, Spot +3; Improved 
  Initiative, Weapon Focus (battleaxe). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: Masterwork battleaxe, throwing axe, 
  handaxe, chain shirt, potion of cure serious wounds, 
  potion of heroism, 1 gp. 
   
  �Orc Shaman, Clr1 - Gruumsh: CR 1; Medium-sized 
  humanoid; HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 16, 
  touch 11, flat-footed 15; Base Atk +0; Grp +2; Atk +3 
  melee (1d8+1, masterwork shortspear); Full Atk +3 
  melee (1d8+1, masterwork shortspear); Space/Reach 5 
  ft./5 ft.; SQ Light sensitivity, darkvision; AL CE; SV 
  Fort +3, Ref +1, Will +5; Str 12, Dex 12, Con 12, Int 10, 
  Wis 16, Cha 6. 
   
  Skills and Feats: Concentration +5, Spellcraft +4; 
  Combat Casting, Weapon Focus (shortspear). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Spells Prepared (3/2; base DC = 13 + spell level): 0 - 
  guidance, resistance, virtue; 1 - cause fear, enthropic 
  shield, magic weapon * 
   
  * Domain Spell. Domains: War: free Weapon 
  Focus; Strength: +1 enhancement bonus to Strength as 
  a free action, for 1 round, 1/day. 
  Possessions: Shortspear, chain shirt, potion of cure 
  serious wounds, potion of owl's wisdom. 
   
  Encounter Four 
  Garrison at Full Strength 
  �Orc berserker, Bbn5: CR 5; Medium Humanoid; 
  HD 5d12+10; hp 50; Init +6; Spd 40 ft.; AC 16, touch 12, 
  flatfooted 14; Base Atk +5; Grp +10; Atk +12 melee 
  (2d4+7/18-20, masterwork falchion) or +7 ranged 
  
  For Want of a Nail 
   
  Page 35 
  (1d8+4/x3, mighty composite longbow +4); Full Atk 
  Atk +12 melee (2d4+7/18-20, masterwork falchion) or 
  +7 ranged (1d8+4/x3, mighty composite longbow +4); 
  Space/Reach 5 ft./ 5 ft.; SQ rage 2/day, fast movement, 
  improved uncanny dodge, trap sense +1, light 
  sensitivity, darkvision; AL CE; SV Fort +6, Ref +3, Will 
  +2; Str 21, Dex 14, Con 14, Int 6, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +9, Spot +5; Improved 
  Initiative, Weapon Focus (falchion) 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
   
  Possessions: 
  Masterwork 
  falchion, 
  mighty 
  composite longbow +4, chain shirt, potion of bull's 
  strength, potion of cure serious wounds, potion of 
  heroism. 
   
  �Orc Shaman, Clr4/Bbn1: CR 5; Medium-sized 
  humanoid; HD 4d8+4 plus 1d12+1; hp 37; Init +5; Spd 
  40 ft.; AC 16, touch 11, flat-footed 15; Base Atk +4; Grp 
  +5; Atk +7 melee (1d8+2, +1 shortspear); Full Atk +7 
  melee (1d8+2, +1 shortspear); Space/Reach 5 ft./ 5 ft.; 
  SQ: Light sensitivity, darkvision, rage 1/day, fast 
  movement; AL CE; SV Fort +7, Ref +2, Will +7;
   
  Str 12, Dex 12, Con 12, Int 10, Wis 17, Cha 6. 
   
  Skills and Feats: Concentration +9, Spellcraft +6; 
  Combat Casting, Improved Initiative, Weapon Focus 
  (shortspear). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
   
   
  Spells Prepared (5/4/3; Base DC = 13 + spell 
  level): 0 - detect magic, guidance x 2, resistance, virtue; 
  1st - bless, entropic shield magic weapon*, protection 
  from good; 2nd - bear's endurance, bull's strength, 
  silence, spiritual weapon* 
   
  * Domain Spell.Domains: War – free Weapon 
  Focus; Strength: +4 enhancement bonus to Strength as 
  a free action, for 1 round, 1/day. 
   
  Possessions: +1 shortspear, chain mail, potion of 
  cure serious wounds, potion of owl's wisdom, potion of 
  haste. 
   
  �Half-Orc Sorceror, Sor5: Medium-sized humanoid; 
  HD 5d4+5; hp 21; Init +2; Spd 30 ft.; AC 12, touch 12, 
  flat-footed 10; Base Atk +2; Grp +2; Atk +2 melee (1d8, 
  shortspear) or +4 ranged (1d8, light crossbow); Full Atk 
  +2 melee (1d8, shortspear) or +4 ranged (1d8, light 
  crossbow); Space/Reach 5 ft./ 5 ft.; SQ Darkvision; AL 
  CE; SV Fort +2, Ref +3, Will +5; Str 10, Dex 14, Con 12, 
  Int 10, Wis 12, Cha 15. 
  Skills and Feats: Concentration +9, Spellcraft +8; 
  Combat Casting, Improved Familiar. 
  Spells (known: 6/4/2 per day: 6/7/5; Base DC = 12 
  + spell level): 0 – acid splash, daze, flare, ghost sound, 
  resisitance, touch of fatigue; 1
  st – magic missile, mage 
  armour, ray of enfeeblement, shield; 2
  nd – eagle’s 
  splendor, scorching ray. 
  Possessions: Shortspear, dagger, light crossbow, 
  potion of cure serious wounds, potion of invisibility, 
  potion of haste. 
   
  �Stirge; CR 1/2; Tiny magical beast; HD 1d10; hp 5; 
  Init +4; Spd 10 ft., fly, average 40 ft.; AC 19, touch 16, 
  flatfooted 15; Base Atk +3; Grp -1; Atk, +7 melee (1d3-4, 
  touch); Full Atk +7 melee (1d3-4, touch); Space/Reach 
  5 ft./ 5 ft.; SA Attach, blood drain; SQ Darkvision 60 ft., 
  low-light vision, share spells, empathy, deliver touch 
  spells, speak with master; AL N; SV Fort +2, Ref +6, 
  Will +1; Str 3, Dex 19, Con 10, Int 8, Wis 12, Cha 6. 
  Skills and Feats: Hide +14, Listen +4, Spot +4; 
  Alertness, Improved Evasion Weapon Finesse (bite). 
   
  Attach (Ex): If a stirge hits with a touch attack, it 
  uses its eight pincers to latch onto the opponent’s 
  body. An attached stirge is effectively grappling its 
  prey. The stirge loses its Dexterity bonus to AC and has 
  an AC of 12, but holds on with great tenacity. Stirges 
  have a +12 racial bonus on grapple checks. 
  An attached stirge can be struck with a weapon or 
  grappled itself. To remove an attached stirge through 
  grappling, the opponent must achieve a pin against the 
  stirge. 
   
  Blood Drain (Ex): A stirge drains blood, dealing 
  1d4 points of Constitution damage in any round when 
  it begins its turn attached to a victim. Once it has dealt 
  4 points of Constitution damage, it detaches and flies 
  off to digest the meal. If its victim dies before the 
  stirge’s appetite has been sated, the stirge detaches and 
  seeks a new target. 
   
  Garrison Depleted: 
  �Orc Berserker, Bbn2: CR 2; Medium-sized 
  humanoid; HD 2d12+4; hp 23; Init +3; Spd 40 ft.; AC 
  18, flat-footed 15, touch 13; Base Atk +2; Grp +6; Atk +8 
  melee (2d4+6/18-20, masterwork falchion) or +6 melee 
  (1d6+4/x3, hand axe) or +6 ranged (1d6+4, throwing 
  axe); Full Atk +8 melee (2d4+6/18-20, mastwerwork 
  falchion) or +6 melee (1d6+4/x3, hand axe) or +6 
  ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.; 
  SQ Light sensitivity, darkvision, rage 1/day, fast 
  movement, uncanny dodge; AL CE; SV Fort +5, Ref +3, 
  Will +0; Str 18, Dex 16, Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +7, Hide +3, Jump +7, 
  Swim +5; Weapon Focus (falchion). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: Masterwork falchion, hand axe, 
  throwing axe, chain shirt +1, potion of cure serious 
  wounds, potion of bull's strength, potion of heroism. 
   
  
  For Want of a Nail 
   
  Page 36 
  �Orc Shaman, Clr2 - Gruumsh: CR 2; Medium-sized 
  humanoid; HD 2d8+2; hp 15; Init +1; Spd 30 ft.; AC 16, 
  touch 11, flat-footed 15; Base Atk +1; Grp +2; Atk +4 
  melee (1d8+2, +1 shortspear); Full Atk +4 melee 
  (1d8+2, +1 shortspear); Space/Reach 5 ft./ 5 ft.; SQ: 
  Light sensitivity, darkvision; AL CE; SV Fort +4, Ref +1, 
  Will +6; Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 6. 
   
  Skills and Feats: Concentration +6, Spellcraft +5; 
  Combat 
  Casting, 
  Martial 
  Weapon 
  Proficiency 
  (longspear), Weapon Focus (shortspear). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Spells Prepared (4/3); base DC = 13 + spell level): 0 
  – detect magic, guidance, resistance, virtue; 1st - bless, 
  enthropic shield, protection from good, magic weapon 
  * 
   
  * Domain Spell.Domains: War – free Weapon 
  Focus; Strength: +2 enhancement bonus to Strength as 
  a free action, for 1 round, 1/day. 
  Possessions: +1 shortspear, chainmail, potion of 
  cure serious wounds, potion of owl's wisdom, potion of 
  haste.  
   
  �Half-orc Sorcerer, Sor2: CR 2; Medium-sized 
  Humanoid; HD 2d4+2; hp 9; Init +2; Spd 30 ft.; AC 12, 
  touch 12, flatfooted 10; Base Atk +1; Grp +1; Atk +1 
  melee (1d8, shortspear) or +3 ranged (1d8, light 
  crossbow); Full Atk +1 melee (1d8, shortspear) or +3 
  ranged (1d8, light crossbow);  Space/Reach 5 ft./ 5 ft.; 
  SQ Darkvision; AL CE; SV Fort +1, Ref +2, Will +4; Str 
  10, Dex 14, Con 12, Int 10, Wis 12, Cha 14. 
  Skills and Feats: Concentration +6, Spellcraft +5; 
  Combat Casting. 
  Spells (known 5/2; per day 6/5; Base DC = 12 + 
  spell level): 0 – acid splash, flare, daze, ghost sound, 
  touch of fatigue; 1
  st – magic missile, shield.  
  Possessions: Shortspear, dagger, light crossbow, 
  potion of cure serious wounds, potion of mage armour, 
  potion of invisibility, potion of haste. 
   
  �Gavran, Human Rog4: CR 4; Medium-sized 
  humanoid; HD 4d6+3; hp 20; Init +6; Spd 30 ft.; AC 12, 
  flat-footed 10, touch 12; Base Atk +3; Grp +4; Atks +4 
  melee (1d6+1, short spear); Full Atk+4 melee (1d6+1, 
  short spear); Space/Reach 5 ft./ 5 ft.; SA Sneak attack + 
  2d6; SQ Evasion, uncanny dodge; AL LE; SV Fort +3; 
  Ref +8; Will +2; Str 12, Dex 15, Con 13, Int 14, Wis 10, 
  Cha 8. 
  Skill and Feats: Hide +10, Move Silently +10, 
  Tumble +10, Open Locks +12, Search +9, Appraise +9, 
  Disable Device +11, Listen +7, Spot +7, Use Magic 
  Device +6; Improved Initiative; Alertness; Shield 
  Proficiency. 
   
  Encounter Five 
  �Half-Euroz Slavelord Soldiers, Ftr3: CR 3; 
  Medium-sized humanoid; HD 3d10+6; hp 28, Init +5; 
  Spd 30 ft.; AC 18, touch 11, flat-footed 17; Base Atk +3; 
  Grp +6; Atks +9 melee (1d10+4/19-20, +1 bastard 
  sword) or +4 ranged (1d10/x3, heavy crossbow); Full 
  Atk +9 melee (1d10+4/19-20, +1 bastard sword) or +4 
  ranged (1d10/x3, heavy crossbow); Space/Reach 5 ft./ 5 
  ft.; AL CN; SV Fort +5, Ref +2, Will +2; 
  Str 
  17, 
  Dex 13, Con 14, Int 8, Wis 12, Cha 6. 
   
  Skills and Feats: Jump -4; Listen +2; Spot +2; Exotic 
  Weapon Proficiency (bastard sword), Improved 
  Initiative, Power Attack, Weapon Focus (bastard 
  sword). 
   
  Possessions: Splint mail, heavy steel shield, bastard 
  sword +1, heavy crossbow, 20 bolts, potion of cure 
  serious wounds, potion of heroism, potion of 
  invisibility, 5 gp each. 
   
  �Halfling Slavelord Scout, Rog3: CR 3; Medium-
  sized humanoid; HD 3d6+3; hp 17; Init +7; Spd 20 ft.; 
  AC 18, flat-footed 15; touch 14; Base Atk +2; Grp +2; 
  Atks +3 melee (1d4+1/19-20, small short sword) or +8 
  ranged (1d6+1/19-20, +1 small light crossbow); Full 
  Atk +3 melee (1d4+1/19-20, small short sword) or +7 
  ranged (1d6/19-20, small light crossbow); Space/Reach 
  5 ft./ 5 ft.; SA Sneak attack +2d6; SQ Evasion, uncanny 
  dodge, trap sense +1; AL LE; SV Fort +3; Ref +6; Will 
  +2; Str 12, Dex 16, Con 13, Int 14, Wis 10, Cha 8. 
  Skill and Feats: Appraise +8, Climb +2, Disable 
  Device +10, Hide +12, Jump +2, Listen +8, Move 
  Silently +10, Open Locks +7, Search +4, Spot +4, 
  Tumble +3; Improved Initiative, Weapon Focus (light 
  crossbow). 
   
  Possessions: +1 studded leather armour, small 
  short sword, small light crossbow, 20 bolts; potion of 
  cure serious wounds, potionnof cat's grace, potion of 
  haste, potion of invisibility, 2 vials of wyvern poison 
  (Injury; DC 17; Initial and secondary damage 2d6 Con), 
  10 gp. 
   
  �Kervel Tarn, Clr3 - Earth Dragon: CR 3; Medium-
  sized humanoid; HD 3d8+6; hp 24; Init +5; Spd 20 ft.; 
  AC 18, touch 11, flatfooted 17; Base Atk +2; Grp +3; Atk 
  +3 melee (1d6+1/x4, heavy pick) or +3 ranged (1d8, 
  light crossbow,); Full Atk +4 melee (1d6+2/x4, +1 
  heavy pick) or +3 ranged (1d8, light crossbow,); 
  Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +5, Ref +2, Will 
  +6; Str 12, Dex 12, Con 14, Int 10, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +8, Heal +7, Hide 
  +0; Combat Casting, Improved Initiative, Martial 
  Weapon Proficiency (heavy pick). 
  
  For Want of a Nail 
   
  Page 37 
   
  Spells Prepared (Clr 4/3+1/2+1; Base DC = 13 + 
  spell level): 0 – detect magic, guidance, resistance, 
  virtue; 1
  st – bless, cause fear, protection from good*, 
  shield of faith; 2
  nd – bull’s strength, silence, soften earth 
  and stone*. 
  * Domain Spell.Domains: Earth: turn or destroy air 
  creatures. Rebuke, command, or bolster earth 
  creatures, 3/day. Evil: cast evil spells at +1 caster level;  
   
  Possessions: +1 heavy pick, light crossbow, 
  crossbow bolts (20), +1 banded mail, potion of cure 
  serious wounds, potion of invisibility, forin of owl's 
  wisdom.  
   
  Encounter Six 
  �Markessa the White: Sor12, CR 12; Medium-sized 
  humanoid; HD 12d4; hp 40; Init +5; Spd 30 ft.; AC 13 
  (touch 11, flatfooted 12); Base Atk +6; Grp +6; Atk +6 
  melee (1d4/19-20, dagger) or +7 ranged (1d8, light 
  crossbow); Full Atk +6/+1 melee (1d4/19-20, dagger) or 
  +7/+2 ranged (1d8, light crossbow); Space/Reach 5 ft./ 
  5 ft.; SQ Elven traits, sleep immunity, low-light vision; 
  AL LE; SV Fort +6, Ref +7, Will +10; Str 10, Dex 12, 
  Con 10, Int 10, Wis 10, Cha 21. 
   
  Skills and Feats: Concentration +15, Listen +2, 
  Search +2, Spot +2; Combat Casting, Improved 
  Initiative, Silent Spell, Spell Focus (Evocation), 
  Toughness. 
   
  Spells 
  (known: 
  9/5/5/4/3/2/1; 
  per 
  day: 
  6/8/7/7/7/6/3; Base DC = 15 + spell level; Evocation   = 
  17 + spell level): 0 – acid splash, daze, detect magic, 
  flare, ghost sound, light, ray of frost, resistance, touch 
  of fatigue; 1
  st – mage armour, magic missile, protection 
  from good, ray of enfeeblement, shield; 2
  nd – bear’s 
  endurance, eagle’s spendour, mirror image, protection 
  from arrows, scorching ray; 3
  rd – fly, haste, fireball; 
  lightning bolt; 4
  th - silent dispel magic, lesser globe of 
  invulnerability, stone skin; 5
  th – cloudkill, teleport; 6
  th – 
  chain lightning  
   
  Possessions: Dagger, light crossbow, crossbow 
  bolts, (20), potion of cure serious wounds, potion of 
  water breathing, potion of remove blindness/deafness, 
  bracers of armour +2, cloak of resistance +2  
   
  �Human Slavelord soldiers, Ftr4: CR 4; Medium-
  sized humanoid; HD 4d10+4; hp 32; Init +7; Spd 30 ft.; 
  AC 17, touch 13, flat-footed 14; Base Atk +4; Grp +7; 
  Atk +8 melee (1d6+4/18-20, +1 scimitar); or +7 melee 
  (1d4+3/19-20, dagger) or +8 ranged (1d8+2, light 
  crossbow); Full Atk +8 melee (1d6+4/18-20, +1 
  scimitar); or +7 melee (1d4+3/19-20, dagger) or +8 
  ranged (1d8+2, light crossbow); Space/Reach 5 ft./ 5 ft.; 
  AL LE; SV Fort +5, Ref +4, Will +1; Str 17, Dex 16, Con 
  12, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +9, Jump +9, Swim +10; 
  Endurance, Improved Initiative, Point Blank Shot, 
  Rapid Shot, Weapon Focus (light crossbow), Wepaon 
  specialization (light crossbow). 
  Possessions: +1 scimitar, dagger, light crossbow, 
  crossbow bolts, +1 studded leather, potion of cure 
  serious wounds, potion of bull's strength, potion of 
  heroism. 
  
  For Want of a Nail 
   
  Page 38 
  APL 10 
  Encounter 2 
  �Orc Axeman: Ftr1; CR 1; Medium humanoid; HD 
  1d10+2; hp 12; Init +6; Spd 30 ft.; AC 17, touch 12, flat-
  footed 16; Base Atk +1; Grp +5; Atk +7 melee 
  (1d8+7/x3, +1 battleaxe) or +5 melee (1d6+4/x3, 
  handaxe) or +3 ranged (1d6+4, throwing axe); Full Atk 
  +7 melee (1d8+7/x3, +1 battleaxe) or +5 melee 
  (1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing 
  axe); Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity, 
  darkvision; AL CE; SV Fort +4, Ref +2, Will +1; Str 18, 
  Dex 14, Con 14, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +2, Spot +3; Improved 
  Initiative, Weapon Focus (battleaxe). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: +1 battleaxe, throwing axe, handaxe, 
  masterwork chainmail, potion of cure serious wounds, 
  potion of heroism, potion of bull’s strength, 1 gp. 
   
  Orc Crossbowman: Ftr1; CR 1; Medium humanoid; 
  HD 1d10+2; hp 12; Init +7; Spd 30 ft.; AC 18, touch 13, 
  flat-footed 15; Base Atk +1; Grp +4; Atk; +6 ranged 
  (1d8+1/19-20, +1 light crossbow) or +4 melee 
  (1d6+3/x3, handaxe); Full Atk +6 ranged (1d8+1/19-20, 
  +1 light crossbow) or +4 melee (1d6+3/x3, handaxe); 
  Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity, 
  darkvision; AL CE; SV Fort +4, Ref +3, Will +0;  Str 16, 
  Dex 16, Con 14, Int 10, Wis 10, Cha 6. 
   
  Skills and Feats: Hide +3, Spot +2; Improved 
  Initiative, Weapon Focus (light crossbow) 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: +1 light crossbow, crossbow bolts 
  (20), handaxe, masterwork chain shirt, potion of cure 
  serious wounds, potion of haste, 1 gp. 
   
  �Orc Shaman: Clr1 - Gruumsh; CR 1; Medium 
  humanoid; HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 17, 
  touch 11, flat-footed 16; Base Atk +0; Grp +1; Atk  +3 
  melee (1d8+2, +1 shortspear); Full Atk +3 melee 
  (1d8+2, +1 shortspear);  Space/Reach 5 ft./ 5 ft.; SQ 
  Light sensitivity, darkvision; AL CE; SV Fort +3, Ref +1, 
  Will +5; Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 6. 
   
  Skills and Feats: Concentration +5, Spellcraft +4; 
  Combat Casting, Weapon Focus (shortspear). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
   
  Cleric Spells Prepared (Clr 3/2; Save DC13 + spell 
  level): 0 - guidance, resistance, virtue; 1st - bless, 
  enthropic shield, enlarge person * 
  * Domain Spell.Domains: War – free Weapon Focus; 
  Strength: +1 enhancement bonus to Strength as a free 
  action, for 1 round, 1/day. 
   
  Possessions: +1 shortspear, masterwork chain 
  shirt, potion of cure serious wounds, potion of owl’s 
  wisdom, potion of haste. 
   
  Encounter 3 
  �Orc Axeman: Ftr1; CR 1; Medium humanoid; HD 
  1d10+2; hp 12; Init +6; Spd 30 ft.; AC 17, touch 12, flat-
  footed 16; Base Atk +1; Grp +5; Atk +7 melee 
  (1d8+7/x3, +1 battleaxe) or +5 melee (1d6+4/x3, 
  handaxe) or +3 ranged (1d6+4, throwing axe); Full Atk 
  +7 melee (1d8+7/x3, +1 battleaxe) or +5 melee 
  (1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing 
  axe); Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity, 
  darkvision; AL CE; SV Fort +4, Ref +2, Will +1; Str 18, 
  Dex 14, Con 14, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +2, Spot +3; Improved 
  Initiative, Weapon Focus (battleaxe). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: +1 battleaxe, throwing axe, handaxe, 
  masterwork chainmail, potion of cure serious wounds, 
  potion of heroism, potion of bull’s strength, 1 gp. 
   
  �Orc Shaman: Clr1 - Gruumsh; CR 1; Medium 
  humanoid; HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 17, 
  touch 11, flat-footed 16; Base Atk +0; Grp +1; Atk  +3 
  melee (1d8+2, +1 shortspear); Full Atk +3 melee 
  (1d8+2, +1 shortspear);  Space/Reach 5 ft./ 5 ft.; SQ 
  Light sensitivity, darkvision; AL CE; SV Fort +3, Ref +1, 
  Will +5; Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 6. 
   
  Skills and Feats: Concentration +5, Spellcraft +4; 
  Combat Casting, Weapon Focus (shortspear). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
   
  Cleric Spells Prepared (Clr 3/2; Save DC13 + spell 
  level): 0 - guidance, resistance, virtue; 1st - bless, 
  enthropic shield, enlarge person * 
  * Domain Spell.Domains: War – free Weapon Focus; 
  Strength: +1 enhancement bonus to Strength as a free 
  action, for 1 round, 1/day. 
   
  Possessions: +1 shortspear, masterwork chain 
  shirt, potion of cure serious wounds, potion of owl’s 
  wisdom, potion of haste. 
   
  Encounter 4 
  Garrison at Full Strength 
  �Orc berserkers: Bbn7; CR 7; Medium Humanoid; 
  HD 7d12+14; hp 68; Init +6; Spd 40 ft.; AC 17, touch 12, 
  flatfooted 15; Base Atk +7; Grp +11; Atk +14 (2d4+8/18-
  
  For Want of a Nail 
   
  Page 39 
  20, +1 falchion) or +9 ranged (1d8+4/x3, mighty 
  composite longbow +4); Full Atk 14/+9 (2d4+8/18-20, 
  +1 falchion) or +9/+4 ranged (1d8+4/x3, mighty 
  composite longbow +4); Space/Reach 5 ft./ 5 ft.; SQ: 
  Rage 2/day, damage reduction 1/-; improved uncanny 
  dodge, trapsense +2, fast movement, light sensitivity, 
  darkvision; AL CE; SV Fort +7, Ref +4, Will +3; Str 21, 
  Dex 14, Con 14, Int 6, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +11, Spot +6; Improved 
  Initiative, Power Attack, Weapon Focus (falchion). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian 
  retains his Dexterity bonus to AC (if any) even if he is 
  caught flat-footed or struck by an invisible attacker. 
  However, he still loses his Dexterity bonus to AC if 
  immobilized. 
   
  Trap Sense (Ex): A barbarian gains a +2 bonus on 
  Reflex saves made to avoid traps and a +1 dodge bonus 
  to AC against attacks made by traps.  
   
  Improved Uncanny Dodge (Ex): At 5th level and 
  higher, a barbarian can no longer be flanked. This 
  defense denies a rogue the ability to sneak attack the 
  barbarian by flanking him, unless the attacker has at 
  least four more rogue levels than the target has 
  barbarian levels.  
   
  Damage Reduction (Ex): At 7th level, a barbarian 
  gains Damage Reduction. Subtract 1 from the damage 
  the barbarian takes each time he is dealt damage from a 
  weapon or a natural attack. 
   
  Possessions: +1 falchion, mighty composite 
  longbow +4; masterwork chain shirt, potion of cure 
  serious wounds, potion of bull’s strength, potion of 
  heroism.  
   
  �Orc Shaman: Clr6/Bbn1 - Gruumsh; CR 7' Medium 
  humanoid; HD 6d8+6 plus 1d12+1; hp 49; Init +5; Spd 
  40 ft.; AC 17, touch 11, flat-footed 16; Base Atk +5; Grp 
  +6; Atk +8 melee (1d8+2, +1 shortspear); Full Atk +8 
  melee (1d8+2, +1 shortspear); Space/Reach 5 ft./ 5 ft.; 
  SQ: Light sensitivity, darkvision, rage 1/day, fast 
  movement; AL CE; SV Fort +8, Ref +3, Will +8; Str 12, 
  Dex 12, Con 12, Int 10, Wis 17, Cha 6. 
   
  Skills and Feats: Concentration +11, Spellcraft +8. 
  Combat Casting, Improved Initiative, Weapon Focus: 
  (shortspear).  
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Cleric Spells Prepared (Clr 5/4/4/3; Save DC13 + 
  spell level): 0 - detect magic, guidance x2, resistance x2, 
  virtue; 1st - bless, enthropic shield, magic weapon*, 
  protection from good; 2nd - bull's strength, owl's 
  wisdom, silence, spiritual weapon*, summon monster 
  II; 3rd - bestow curse, dispel magic, glyph or warding, 
  magic vestment*. 
  * Domain Spell.Domains: War – free Weapon Focus; 
  Strength: +6 enhancement bonus to Strength as a free 
  action, for 1 round, 1/day. 
   
  Possessions: +1 shortspear, +1 chain shirt, potion 
  of bull’s strength, potion of cure serious wounds, 
  potion of owl’s wisdom, potion of haste. 
   
  �Half-Orc sorceror: Sor7; CR 7; Medium humanoid; 
  HD 7d4+7; hp 31; Init +6; Spd 30 ft.; AC 12, touch 12, 
  flat-footed 10; Base Atk + 3; Grp +3; Atk +3 melee (1d8, 
  shortspear) or +5 ranged (1d8, light crossbow); Full Atk 
  +3 melee (1d8, shortspear) or +5 ranged (1d8, light 
  crossbow); Space/Reach 5 ft./ 5 ft.; SQ Darkvision, 
  alertness, improved evasion, share spells, empathic 
  link, deliver touch spells, speak with master; AL CE; 
  SV Fort +3, Ref +4, Will +6; Str 10, Dex 14, Con 12, Int 
  10, Wis 12, Cha 14. 
  Skills and Feats: Concentration +11, Spellcraft +10; 
  Combat 
  Casting, 
  Improved Familiar, Improved 
  Initiative. 
   
  Alertness (Ex): While a familiar is within arm’s 
  reach, the master gains the Alertness feat. 
   
  Improved Evasion (Ex): When subjected to an 
  attack that normally allows a Reflex saving throw for 
  half damage, a familiar takes no damage if it makes a 
  successful saving throw and half damage even if the 
  saving throw fails. 
   
  Share Spells: At the master’s option, he may have 
  any spell (but not any spell-like ability) he casts on 
  himself also affect his familiar. The familiar must be 
  within 5 feet at the time of casting to receive the 
  benefit. 
   
  If the spell or effect has a duration other than 
  instantaneous, it stops affecting the familiar if it moves 
  farther than 5 feet away and will not affect the familiar 
  again even if it returns to the master before the 
  duration expires. Additionally, the master may cast a 
  spell with a target of “You” on his familiar (as a touch 
  range spell) instead of on himself. 
   
  A master and his familiar can share spells even if 
  the spells normally do not affect creatures of the 
  familiar’s type (magical beast). 
   
  Empathic Link (Su): The master has an empathic 
  link with his familiar out to a distance of up to 1 mile. 
  The master cannot see through the familiar’s eyes, but 
  they can communicate empathically. Because of the 
  limited nature of the link, only general emotional 
  content can be communicated. 
   
  Because of this empathic link, the master has the 
  same connection to an item or place that his familiar 
  does. 
  
  For Want of a Nail 
   
  Page 40 
   
  Deliver Touch Spells (Su): If the master is 3rd 
  level or higher, a familiar can deliver touch spells for 
  him. If the master and the familiar are in contact at the 
  time the master casts a touch spell, he can designate his 
  familiar as the “toucher.” The familiar can then deliver 
  the touch spell just as the master could. As usual, if the 
  master casts another spell before the touch is delivered, 
  the touch spell dissipates. 
   
  Speak with Master (Ex): If the master is 5th level 
  or higher, a familiar and the master can communicate 
  verbally as if they were using a common language. 
  Other creatures do not understand the communication 
  without magical help. 
  Quasit: CR 2 Tiny outsider (chaotic, evil); HD 3d8; hp 
  13; Init +7; Spd 20 ft., fly 50 ft. (perfect); AC 22, touch 
  13, flat-footed 18; Base Atk +8; Grp +8; Atk +8 melee 
  (1d3-1 plus poison, 2 claws) or +3 melee (1d4-1, bite); 
  Full Atk +8 melee (1d3-1 plus poison, 2 claws) or +3 
  melee (1d4-1, bite); Space/Reach 5 ft./ 5 ft.; SA Poison, 
  spell-like abilities; SQ Alternate form, damage 
  reduction 5/cold iron or good, darkvision 60 ft., fast 
  healing 2, immunity to poison, resistance to fire 10, 
  alertness, improved evasion, share spells, empathic 
  link, deliver touch spells, speak with master; AL CE; 
  SV Fort +3, Ref +6, Will +4; Str 8, Dex 17, Con 10, Int 
  10, Wis 12, Cha 10. 
  Skills and Feats: Bluff +6, Diplomacy +2, Disguise 
  +0 (+2 acting), Hide +17, Intimidate +2, Knowledge 
  (The Planes) +6, Listen +7, Move Silently +9, Search +6, 
  Spellcraft +6, Spot +6 Improved Initiative, Weapon 
  Finesse (bite). 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. 
   
  Spell-Like Abilities: At will—detect good, detect 
  magic, and invisibility (self only); 1/day—cause fear (as 
  the spell, except that its area is a 30-foot radius from the 
  quasit, save DC 11). Caster level 6th. Once per week a 
  quasit can use commune to ask six questions. The 
  ability otherwise works as the spell (caster level 12th). 
   
  Alternate Form (Su): A quasit can assume other 
  forms at will as a standard action. This ability functions 
  as a polymorph spell cast on itself (caster level 12th), 
  except that a quasit does not regain hit points for 
  changing form, and any individual quasit can assume 
  only one or two forms no larger than Medium. 
  Common forms include bat, monstrous centipede, 
  toad, and wolf. A quasit in alternate form loses its 
  poison attack. 
  Sorceror Spells Known: (7/5/3/2; save DC 12 + 
  spell level): 0 – acid splash, daze, flare, ghost sound, ray 
  of frost, resistance, touch of fatigue; 1
  st – magic missile, 
  mage armour, ray of enfeeblement, shield, true strike; 
  2
  nd – blur, eagle’s splendour, scorching ray; 3
  rd – dispel 
  magic, lightning bolt. 
  Possessions: Shortspear, dagger, light crossbow, 
  potion of cure serious wounds, potion of invisibility, 
  potion of haste, potion of resist fire 20. 
   
  Garrison Depleted: 
  �Orc Berserker, Bbn2: CR 2; Medium humanoid; 
  HD 2d12+4; hp 23; Init +3; Spd 40 ft.; AC 18, flat-footed 
  15, touch 13; Base Atk +2; Grp +6; Atk +8 melee 
  (2d4+7/18-20, +1 falchion) or +6 melee (1d6+4/x3, 
  hand axe) or +6 ranged (1d6+4, throwing axe); Full Atk 
  +8 melee (2d4+7/18-20, +1 falchion) or +6 melee 
  (1d6+4/x3, hand axe) or +6 ranged (1d6+4, throwing 
  axe); Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity, 
  darkvision, rage 1/day, fast movement, uncanny dodge; 
  AL CE; SV Fort +5, Ref +3, Will +0; Str 18, Dex 16, Con 
  14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +7, Hide +3, Jump +7, 
  Swim +5; Weapon Focus (falchion). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian 
  retains his Dexterity bonus to AC (if any) even if he is 
  caught flat-footed or struck by an invisible attacker. 
  However, he still loses his Dexterity bonus to AC if 
  immobilized. 
   
  Possessions: +1 falchion, hand axe, throwing axe, 
  chain shirt +1, potion of cure serious wounds, potion of 
  bull's strength, potion of heroism. 
   
  �Orc Shaman, Clr2 - Gruumsh: CR 2; Medium 
  humanoid; HD 2d8+2; hp 15; Init +1; Spd 30 ft.; AC 17, 
  touch 11, flat-footed 16; Base Atk +1; Grp +2; Atk +4 
  melee (1d8+2, +1 shortspear); Full Atk +4 melee 
  (1d8+2, +1 shortspear); Space/Reach 5 ft./ 5 ft.; SQ: 
  Light sensitivity, darkvision; AL CE; SV Fort +4, Ref +1, 
  Will +6; Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 6. 
   
  Skills and Feats: Concentration +6, Spellcraft +5; 
  Combat 
  Casting, 
  Martial 
  Weapon 
  Proficiency 
  (longspear), Weapon Focus (shortspear). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Cleric Spells Prepared (4/3); save DC 13 + spell 
  level): 0 – detect magic, guidance, resistance, virtue; 1st 
  - bless, enthropic shield, protection from good, magic 
  weapon * 
  * Domain Spell.Domains: War – free Weapon Focus; 
  Strength: +2 enhancement bonus to Strength as a free 
  action, for 1 round, 1/day. 
  Possessions: +1 shortspear, +1 chainmail, potion of 
  cure serious wounds, potion of owl's wisdom, potion of 
  haste.  
   
  �Half-orc Sorcerer, Sor2: CR 2; Medium Humanoid; 
  HD 2d4+2; hp 9; Init +2; Spd 30 ft.; AC 12, touch 12, 
  
  For Want of a Nail 
   
  Page 41 
  flatfooted 10; Base Atk +1; Grp +1; Atk +1 melee (1d8, 
  shortspear) or +3 ranged (1d8, light crossbow); Full Atk 
  +1 melee (1d8, shortspear) or +3 ranged (1d8, light 
  crossbow); Space/Reach 5 ft./ 5 ft.; SQ Darkvision; AL 
  CE; SV Fort +1, Ref +2, Will +4; Str 10, Dex 14, Con 12, 
  Int 10, Wis 12, Cha 14. 
  Skills and Feats: Concentration +6, Spellcraft +5; 
  Combat Casting. 
  Sorceror Spells Known: (5/2; save DC 12 + spell 
  level): 0 – acid splash, flare, daze, ghost sound, touch of 
  fatigue; 1
  st – magic missile, shield.  
  Possessions: Shortspear, dagger, light crossbow, 
  potion of cure serious wounds, potion of mage armour, 
  potion of invisibility, potion of haste, potion of resist 
  fire 20. 
   
  �Gavran: Human Rog8; CR 8; Medium humanoid; 
  HD 8d6+3; hp 42; Init +6; Spd 30 ft.; AC 13, flat-footed 
  10; touch 13; Base Atk +7; Grp +8; Atks +8 melee 
  (1d6+1, shortspear); Full Atk +8/+3 melee (1d6+1, 
  shortspear); Space/Reach 5 ft./ 5 ft.; SA Sneak attack 
  +4d6; SQ Evasion, uncanny dodge, improved uncanny 
  dodge; AL LE; SV Fort +4; Ref +10; Will +3; Str 12, Dex 
  17, Con 13, Int 14, Wis 10, Cha 8. 
  Skills and Feats: Hide +14, Move Silently +14, 
  Tumble +14, Open Locks +16, Search +13, Appraise 
  +13, Disable Device +15, Listen +13, Spot +13, Use 
  Magic Device +10; Improved Initiative; Alertness; 
  Shield Proficiency, Combat Reflexes. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armor or 
  no armor. A helpless rogue does not gain the benefit of 
  evasion. 
   
  Trap Sense (Ex): A rogue gains an intuitive sense 
  that alerts her to danger from traps, giving her a +2 
  bonus on Reflex saves made to avoid traps and a +2 
  dodge bonus to AC against attacks made by traps.  
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilized. 
   
  Improved Uncanny Dodge (Ex): A rogue of 8th 
  level or higher can no longer be flanked. This defense 
  denies another rogue the ability to sneak attack the 
  character by flanking her, unless the attacker has at 
  least four more rogue levels than the target does. 
   
  Encounter 5 
  �Half-orc Slavelord soldiers: Ftr5; CR 5; Medium 
  humanoid; HD 5d10+5; hp 39; Init +6; Spd 30 ft.; AC 
  18, touch 12, flatfooted 16; Base Atk +5; Grp +9; Atk +11 
  melee (1d6+7/18-20, +1 scimitar) or +8 ranged 
  (1d8+6/x3, Mighty composite longbow +4); Full Atk 
  +11 melee (1d6+7/18-20, +1 scimitar) or +8 ranged 
  (1d8+6/x3, 
  Mighty 
  composite 
  longbow 
  +4); 
  Space/Reach 5 ft./ 5 ft.; SQ Darkvision; AL CE; SV Fort 
  +5, Ref +3, Will +2; Str 19, Dex 14, Con 12, Int 10, Wis 
  12, Cha 6. 
   
  Skills and Feats: Hide +4, Spot +5; Improved 
  Initiative, Weapon Focus (composite longbow), 
  Weapon Focus (scimitar), Weapon Specialization 
  (composite 
  longbow), 
  Weapon 
  Specialization 
  (scimitar). 
   
  Possessions: +1 scimitar, mighty composite 
  longbow +4, arrows (20), +1 chainmail, potion of 
  invisibility, potion of cure serious wounds, potion of 
  bull’s strength, potion of heroism, 12 gp 
   
  �Halfling Slavelord scout: Rog5; CR 5; Small 
  humanoid; HD 5d6+10; hp 37; Init +8; Spd 20 ft.; AC 
  18, touch 14, flat footed 14; Base Atk +5; Grp +6; Atk +6 
  melee (1d4+1, short sword) or +11 ranged (1d4+1, +1 
  composite shortbow); Full Atk +6 melee (1d4+1, short 
  sword) or +11 ranged (1d4+1, +1 composite shortbow); 
  Space/Reach 5 ft./ 5 ft.; SA Sneak attack +3d6; SQ 
  Halfling traits, evasion, trapfinding, uncanny dodge, 
  trap sense +1; AL N; SV Fort +5, Ref +10, Will +4; Str 
  12, Dex 19, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +11, Climb +10, Escape 
  Artist +11, Hide +20, Jump +2, Listen +11, Move 
  Silently +13, Spot +9, Tumble +11; Improved Initiative, 
  Weapon Focus (composite shortbow). 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armor or 
  no armor. A helpless rogue does not gain the benefit of 
  evasion. 
   
  Trap Sense (Ex): At 3rd level, a rogue gains an 
  intuitive sense that alerts her to danger from traps, 
  giving her a +1 bonus on Reflex saves made to avoid 
  traps and a +1 dodge bonus to AC against attacks made 
  by traps.  
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  
  For Want of a Nail 
   
  Page 42 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilized. 
   
  Possessions: shadow +1 studded leather armour, 
  small short sword, +1 flaming small composite 
  shortbow, 20 bolts; potion of cure serious wounds, 
  potion of invisibility, potion of cat’s grace, potion of 
  haste, 2 vials of wyvern poison (Injury; DC 17; Initial 
  and secondary damage 2d6 Con), 10 gp. 
   
  �Kervel Tarn: Clr5 - Earth Dragon; CR 5; Medium 
  humanoid; HD 5d8+10; hp 38; Init +5; Spd 20 ft.; AC 
  18, touch 11, flatfooted 17; Base Atk +3; Grp +4; Atk +5 
  melee (1d6+2/x4, +1 heavy pick) or +4 ranged (1d8, 
  light crossbow); Full Atk +5 melee (1d6+2/x4, +1 heavy 
  pick) or +4 ranged (1d8, light crossbow); Space/Reach 
  5 ft./ 5 ft.; AL LE; SV Fort +6, Ref +2, Will +7; Str 12, 
  Dex 12, Con 14, Int 10, Wis 17, Cha 10. 
   
  Skills and Feats: Concentration +10, Heal +9, Hide 
  +1; Combat Casting, Improved Initiative, Martial 
  Weapon Proficiency (heavy pick).  
   
  Cleric Spells Prepared (Clr 5/4+1/3+1/2+1; Save 
  DC13 + spell level): 0 – detect magic, guidance x 2, 
  resistance, virtue; 1
  st – bless, divine favour, magic 
  weapon, protection from good*, shield of faith; 2
  nd – 
  bull’s strength, silence, soften earth and stone*, 
  spiritual weapon; 3
  rd – dispel magic, glyph of warding, 
  stone shape*.  
  * Domain Spell.Domains: Earth: turn or destroy air 
  creatures. Rebuke, command, or bolster earth 
  creatures, 3/day. Evil: cast evil spells at +1 caster level;  
   
  Possessions: +1 heavy pick, light crossbow, 
  crossbow bolts (20), +1 banded mail, potion of cure 
  serious wounds, potion of invisibility, potion of owl’s 
  wisdom. 
   
  Encounter 6 
  �Markessa the White: Sor14; CR 14; Medium 
  Humanoid; HD 14d4; hp 46; Init +5; Spd 30 ft.; AC 14, 
  touch 11, flatfooted 13; Base Atk +7; Grp +7; Atk +7 
  melee (1d4/19-20, dagger) or +8 ranged (1d8, light 
  crossbow); Full Atk +7/+2 melee (1d4/19-20, dagger) or 
  +8/+3 ranged (1d8, light crossbow); Space/Reach 5 ft./ 
  5 ft.; SQ Elven traits, sleep immunity, low-light vision; 
  AL LE; SV Fort +6, Ref +7, Will +11; Str 10, Dex 12, 
  Con 10, Int 10, Wis 10, Cha 21. 
   
  Skills and Feats: Concentration +17, Listen +2, 
  Search +2, Spot +2; Combat Casting, Improved 
  Initiative, Silent Spell, Spell Focus (Evocation) 
  Toughness. 
   
  Sorcerer Spells Known: (9/5/5/4/4/3/2/1; save 
  DC 15 + spell level; Evocation save DC 17 + spell level): 
  0 – acid splash, daze, detect magic, flare, ghost sound, 
  light, ray of frost, resistance, touch of fatigue; 1
  st – mage 
  armour, magic missile, protection from good, ray of 
  enfeeblement, shield; 2
  nd – bear’s endurance, eagle’s 
  spendour, mirror image, protection from arrows, 
  scorching ray;  3
  rd – fly, haste, fireball; lightning bolt;  
  4
  th - ice storm, lesser globe of invulnerability, silent 
  dispel magic, stone skin; 5
  th – cloudkill, cone of cold, 
  teleport; 6
  th – chain lightning, disintegrate; 7
  th – spell 
  turning  
   
  Possessions: Dagger, light crossbow, crossbow 
  bolts, (20) potion of cure serious wounds, potion of 
  water breathing, potion of remove blindness/deafness, 
  bracers of armour +3, cloak of resistance +2 
   
  �Human Slavelord soldiers: Ftr6; CR 6; Medium 
  humanoid; HD 6d10+6; hp 46; Init +7; Spd 30 ft.; AC 
  17, touch 13, flat-footed 14; Base Atk +6; Grp +9; Atk 
  +10 melee (1d6+4/18-20, scimitar) or +9 melee 
  (1d4+3/19-20, dagger) or +10 ranged (1d8+2, light 
  crossbow); Full Atk +10/+5 melee (1d6+4/18-20, 
  scimitar) or +9/+4 melee (1d4+3/19-20, dagger) or 
  +10/+5 ranged (1d8+2, light crossbow); Space/Reach 5 
  ft./ 5 ft.; AL LE; SV Fort +6, Ref +5, Will +2; Str 17, Dex 
  16, Con 12, Int 10, Wis 10, Cha 8. 
  Skills and Feats: Climb +11, Jump +11, Swim +12; 
  Diehard, Endurance, Far Shot, Improved Initiative, 
  Point Blank Shot, Rapid Shot, Weapon Focus (light 
  crossbow), Weapon Specialisation (light crossbow). 
  Possessions: +1 scimitar, dagger, light crossbow, 
  crossbow bolts, +1 studded leather, potion of cure 
  serious wounds, potion of bull's strength, potion of 
  heroism. 
   
   
  
  For Want of a Nail 
   
  Page 43 
  APL 12 
  Encounter 2 
  �Orc Axeman: Ftr1; CR 1; Medium humanoid; HD 
  1d10+2; hp 12; Init +6; Spd 30 ft.; AC 17, touch 12, flat-
  footed 16; Base Atk +1; Grp +5; Atk +7 melee (1d8+7/x3, 
  +1 battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3 
  ranged (1d6+4, throwing axe); Full Atk +7 melee 
  (1d8+7/x3, +1 battleaxe) or +5 melee (1d6+4/x3, handaxe) 
  or +3 ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 
  ft.; SQ: Light sensitivity, darkvision; AL CE; SV Fort +4, 
  Ref +2, Will +1; Str 18, Dex 14, Con 14, Int 10, Wis 12, 
  Cha 6. 
   
  Skills and Feats: Hide +2, Spot +3; Improved 
  Initiative, Weapon Focus (battleaxe). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: +1 battleaxe, throwing axe, handaxe, 
  masterwork chainmail, potion of cure serious wounds, 
  potion of heroism, potion of bull’s strength, 1 gp. 
   
  Orc Crossbowman: Ftr1; CR 1; Medium humanoid; HD 
  1d10+2; hp 12; Init +7; Spd 30 ft.; AC 18, touch 13, flat-
  footed 15; Base Atk +1; Grp +4; Atk; +6 ranged (1d8+1/19-
  20, +1 light crossbow) or +4 melee (1d6+3/x3, handaxe); 
  Full Atk +6 ranged (1d8+1/19-20, +1 light crossbow) or +4 
  melee (1d6+3/x3, handaxe); Space/Reach 5 ft./ 5 ft.; SQ: 
  Light sensitivity, darkvision; AL CE; SV Fort +4, Ref +3, 
  Will +0; Str 16, Dex 16, Con 14, Int 10, Wis 10, Cha 6. 
   
  Skills and Feats: Hide +3, Spot +2; Improved 
  Initiative, Weapon Focus (light crossbow) 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: +1 light crossbow, crossbow bolts (20), 
  handaxe, masterwork chain shirt, potion of cure serious 
  wounds, potion of haste, 1 gp. 
   
  �Orc Shaman: Clr1 - Gruumsh; CR 1; Medium 
  humanoid; HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 17, 
  touch 11, flat-footed 16; Base Atk +0; Grp +1; Atk  +3 
  melee (1d8+2, +1 shortspear); Full Atk +3 melee (1d8+2, 
  +1 shortspear); Space/Reach 5 ft./ 5 ft.; SQ: Light 
  sensitivity, darkvision; AL CE; SV Fort +3, Ref +1, Will +5; 
  Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 6. 
   
  Skills and Feats: Concentration +5, Spellcraft +4; 
  Combat Casting, Weapon Focus (shortspear). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
   
  Cleric Spells Prepared (3/2; save DC 13 + spell level): 
  0 - guidance, resistance, virtue; 1st - bless, enthropic 
  shield, enlarge person * 
  * Domain Spell.Domains: War – free Weapon Focus; 
  Strength: +1 enhancement bonus to Strength as a free 
  action, for 1 round, 1/day. 
   
  Possessions: +1 shortspear, masterwork chain shirt, 
  potion of cure serious wounds, potion of owl’s wisdom, 
  potion of haste. 
   
  Encounter 3 
  �Orc Axeman: Ftr1; CR 1; Medium humanoid; HD 
  1d10+2; hp 12; Init +6; Spd 30 ft.; AC 17, touch 12, flat-
  footed 16; Base Atk +1; Grp +5; Atk +7 melee (1d8+7/x3, 
  +1 battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3 
  ranged (1d6+4, throwing axe); Full Atk +7 melee 
  (1d8+7/x3, +1 battleaxe) or +5 melee (1d6+4/x3, handaxe) 
  or +3 ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 
  ft.; SQ: Light sensitivity, darkvision; AL CE; SV Fort +4, 
  Ref +2, Will +1; Str 18, Dex 14, Con 14, Int 10, Wis 12, 
  Cha 6. 
   
  Skills and Feats: Hide +2, Spot +3; Improved 
  Initiative, Weapon Focus (battleaxe). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: +1 battleaxe, throwing axe, handaxe, 
  masterwork chainmail, potion of cure serious wounds, 
  potion of heroism, potion of bull’s strength, 1 gp. 
   
  �Orc Shaman: Clr1 - Gruumsh; CR 1; Medium 
  humanoid; HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 17, 
  touch 11, flat-footed 16; Base Atk +0; Grp +1; Atk  +3 
  melee (1d8+2, +1 shortspear); Full Atk +3 melee (1d8+2, 
  +1 shortspear); Space/Reach 5 ft./ 5 ft.; SQ: Light 
  sensitivity, darkvision; AL CE; SV Fort +3, Ref +1, Will +5; 
  Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 6. 
   
  Skills and Feats: Concentration +5, Spellcraft +4; 
  Combat Casting, Weapon Focus (shortspear). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
   
  Cleric Spells Prepared (3/2; save DC 13 + spell level): 
  0 - guidance, resistance, virtue; 1st - bless, enthropic 
  shield, enlarge person * 
  * Domain Spell.Domains: War – free Weapon Focus; 
  Strength: +1 enhancement bonus to Strength as a free 
  action, for 1 round, 1/day. 
   
  Possessions: +1 shortspear, masterwork chain shirt, 
  potion of cure serious wounds, potion of owl’s wisdom, 
  potion of haste. 
   
  Encounter 4 
  Garrison at Full Strength 
  �Orc berserkers: Bbn9; CR 9; Medium humanoid; HD 
  9d12+18; hp 86; Init +6; Spd 40 ft.; AC 16, touch 12, 
  flatfooted 14; Base Atk +9; Grp +15; Atk +17 (2d4+10/15-
  20, +1 falchion) or +11 (1d8+4/x3, mighty composite 
  longbow +4); Full Atk +17/+12 (2d4+10/15-20, +1 
  falchion) or +11/+6 (1d8+4/x3, mighty composite 
  
  For Want of a Nail 
   
  Page 44 
  longbow +4); Space/Reach 5 ft./ 5 ft.; SQ Rage 3/day, fast 
  movement, improved uncanny dodge, trap sense +3, 
  damage reduction 1/-,  light sensitivity, darkvision; AL 
  CE; SV Fort +8, Ref +5, Will +4; tr 22, Dex 14, Con 14, Int 
  6, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +13, Spot +7; Improved 
  Critical (falchion), Improved Initiative, Power Attack, 
  Weapon Focus (falchion). 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian 
  retains his Dexterity bonus to AC (if any) even if he is 
  caught flat-footed or struck by an invisible attacker. 
  However, he still loses his Dexterity bonus to AC if 
  immobilized. 
   
  Trap Sense (Ex): A barbarian gains a +3 bonus on 
  Reflex saves made to avoid traps and a +3 dodge bonus to 
  AC against attacks made by traps. 
   
  Improved Uncanny Dodge (Ex): At 5th level and 
  higher, a barbarian can no longer be flanked. This defense 
  denies a rogue the ability to sneak attack the barbarian by 
  flanking him, unless the attacker has at least four more 
  rogue levels than the target has barbarian levels.  
   
  Damage Reduction (Ex): At 7th level, a barbarian 
  gains Damage Reduction. Subtract 1 from the damage the 
  barbarian takes each time he is dealt damage from a 
  weapon or a natural attack. Light Sensitivity (Ex): Orcs 
  are dazzled in bright sunlight or within the radius of a 
  daylight spell. 
   
  Possessions: +1 falchion, mighty composite longbow 
  +4; master work chain shirt, potion of cure serious 
  wounds, potion of bull’s strength, potion of heroism.  
   
  �Orc 
  shaman: 
  Clr9-Gruumsh; 
  CR 
  9; 
  Medium 
  humanoid; HD 9d8+9; hp 51; Init +5; Spd 30 ft.; AC 17, 
  touch 11, flatfooted 16; Base Atk +6; Grp +8; Atk +10 
  melee (1d8+4, +1 shortspear) or +7 ranged (1d8, light 
  crossbow); Full Atk +10/+5 melee (1d8+4, +1 shortspear) 
  or +7/+2 ranged (1d8, light crossbow); Space/Reach 5 ft./ 
  5 ft.; SQ: Light sensitivity, darkvision; AL CE; SV Fort +7, 
  Ref +4, Will +10; Str 14, Dex 12, Con 12, Int 8, Wis 18, 
  Cha 6. 
   
  Skills and Feats: Concentration +13; Combat Casting, 
  Combat Reflexes, Improved Initiative, Weapon Focus 
  (Shortspear). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Cleric Spells Prepared:  (6/5+1/5+1/4+1/3+1 /1+1; 
  save DC 14 + spell level): 0 - detect magic, guidance x2, 
  resistance x2, virtue; 1st - bless, enlarge person, enthropic 
  shield, magic weapon*, obscuring mist, protection from 
  good; 2nd - bull's strength, hold person, owl's wisdom, 
  silence, spiritual weapon*, summon monster II; 3rd - 
  bestow curse, blindness, dispel magic, glyph of warding, 
  magic vestment*; 4
  th – divine power*, freedom of 
  movement, greater magic weapon, poison; 5
  th – flame 
  strike*; righteous might. 
  * Domain Spell.Domains: War – free Weapon Focus; 
  Strength: +9 enhancement bonus to Strength as a free 
  action, for 1 round, 1/day. 
   
  Possessions: +1 shortspear, +1 chainmail, potion of 
  bull’s strength, potion of cure serious wounds, potion of 
  owl’s wisdom, potion of haste. 
   
  �Half-orc Sorcerer: Sor9; CR 9; Medium humanoid; 
  HD 9d4+9; hp 37; Init +6; Spd 30 ft.; AC 12, touch 12, flat-
  footed 10; Base Atk +4; Grp +4; Atk +4 melee (1d8, 
  shortspear) or +6 ranged (1d8, light crossbow); Full Atk 
  +4 melee (1d8, shortspear) or +6 ranged (1d8, light 
  crossbow); Space/Reach 5 ft./ 5 ft.; SQ: Darkvision, 
  alertness, improved evasion, share spells, empathic link, 
  deliver touch spells, speak with master; AL CE; SV Fort 
  +4, Ref +5, Will +7; Str 10, Dex 14, Con 12, Int 10, Wis 12, 
  Cha 16. 
   
  Skills and Feats: Concentration +13, Spellcraft +12; 
  Combat Casting, Improved Familiar, Improved Initiative, 
  Spell Focus (evocation). 
   
  Alertness (Ex): While a familiar is within arm’s reach, 
  the master gains the Alertness feat. 
   
  Improved Evasion (Ex): When subjected to an attack 
  that normally allows a Reflex saving throw for half 
  damage, a familiar takes no damage if it makes a 
  successful saving throw and half damage even if the 
  saving throw fails. 
   
  Share Spells: At the master’s option, he may have any 
  spell (but not any spell-like ability) he casts on himself 
  also affect his familiar. The familiar must be within 5 feet 
  at the time of casting to receive the benefit. 
   
  If the spell or effect has a duration other than 
  instantaneous, it stops affecting the familiar if it moves 
  farther than 5 feet away and will not affect the familiar 
  again even if it returns to the master before the duration 
  expires. Additionally, the master may cast a spell with a 
  target of “You” on his familiar (as a touch range spell) 
  instead of on himself. A master and his familiar can share 
  spells even if the spells normally do not affect creatures of 
  the familiar’s type (magical beast). 
   
  Empathic Link (Su): The master has an empathic 
  link with his familiar out to a distance of up to 1 mile. The 
  master cannot see through the familiar’s eyes, but they 
  can communicate empathically. Because of the limited 
  nature of the link, only general emotional content can be 
  communicated. 
   
  Because of this empathic link, the master has the 
  same connection to an item or place that his familiar 
  does. 
   
  Deliver Touch Spells (Su): If the master is 3rd level 
  or higher, a familiar can deliver touch spells for him. If 
  the master and the familiar are in contact at the time the 
  
  For Want of a Nail 
   
  Page 45 
  master casts a touch spell, he can designate his familiar as 
  the “toucher.” The familiar can then deliver the touch 
  spell just as the master could. As usual, if the master casts 
  another spell before the touch is delivered, the touch 
  spell dissipates. 
   
  Speak with Master (Ex): If the master is 5th level or 
  higher, a familiar and the master can communicate 
  verbally as if they were using a common language. Other 
  creatures do not understand the communication without 
  magical help. 
   
  �Quasit; CR 2 Tiny outsider (chaotic, evil); HD 3d8; 
  hp 13; Init +7 (+3 Dex, +4 Imp. Init.); Spd 20 ft., fly 50 ft. 
  (perfect); AC 23 (touch 13, flat-footed 19); Base Atk + ; 
  Grp + ; Atk +8 melee (1d3-1 plus poison, 2 claws); +3 
  melee (1d4-1, bite); Space/Reach 5 ft./ 5 ft.; SA Poison, 
  spell-like abilities; SQ Alternate form, damage reduction 
  5/cold iron or good, darkvision 60 ft., fast healing 2, 
  immunity to poison, resistance to fire 10, alertness, 
  improved evasion, share spells, empathic link, deliver 
  touch spells, speak with master; AL CE; SV Fort +3, Ref 
  +6, Will +4; Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10. 
  Skills and Feats: Bluff +6, Diplomacy +2, Disguise +0 
  (+2 acting), Hide +17, Intimidate +2, Knowledge (The 
  Planes) +6, Listen +7, Move Silently +9, Search +6, 
  Spellcraft +6, Spot +6 Improved Initiative, Weapon 
  Finesse (bite). 
   
  Poison (Ex): Injury, Fortitude DC 13, initial damage 
  1d4 Dex, secondary damage 2d4 Dex. 
   
  Spell-Like Abilities: At will—detect good, detect 
  magic, and invisibility (self only); 1/day—cause fear (as 
  the spell, except that its area is a 30-foot radius from the 
  quasit, save DC 11). Caster level 6th. Once per week a 
  quasit can use commune to ask six questions. The ability 
  otherwise works as the spell (caster level 12th). 
   
  Alternate Form (Su): A quasit can assume other 
  forms at will as a standard action. This ability functions as 
  a polymorph spell cast on itself (caster level 12th), except 
  that a quasit does not regain hit points for changing form, 
  and any individual quasit can assume only one or two 
  forms no larger than Medium. Common forms include 
  bat, monstrous centipede, toad, and wolf. A quasit in 
  alternate form loses its poison attack. 
   
  Sorceror Spells Known: (8/5/4/3/2; save DC 13 + 
  spell level; evocation save DC 15 + spell level): 0 – acid 
  splash, daze, flare, ghost sound, light, ray of frost, 
  resisitance, touch of fatigue; 1
  st – magic missile, mage 
  armour, ray of enfeeblement, shield, true strike; 2
  nd – blur, 
  eagle’s splendor, scorching ray, touch of idiocy; 3
  rd – 
  dispel magic, haste, lightning bolt; 4
  th – lesser globe of 
  invulnerability, ice storm. 
  Possessions: Shortspear, dagger, light crossbow, 
  potion of cure serious wounds, potion of invisibility, 
  potion of haste, potion of resist fire 20. 
   
  Garrison Depleted 
  �Orc berserkers: Bbn3; CR 3; Medium Humanoid; HD 
  3d12+6; hp 32; Init +6; Spd 40 ft.; AC 17, touch 12, 
  flatfooted 15; Base Atk +3; Grp +8; Atk +10 melee 
  (2d4+8/18-20, +1 falchion) or +5 ranged (1d8+4/x3, 
  mighty composite longbow +4); Full Atk +10 melee 
  (2d4+8/18-20, +1 falchion) or +5 ranged (1d8+4/x3, 
  mighty composite longbow +4); Space/Reach 5 ft./ 5 ft.; 
  SA: rage 1/day; SQ Light sensitivity; fast movement, 
  illiteracy; uncanny doge trap sense; darkvision; AL CE; 
  SV Fort +5, Ref +3, Will +2; Str 20, Dex 14, Con 14, Int 6, 
  Wis 12, Cha 6. 
   
  Skills and Feats:  Listen +7, Spot +4; Improved 
  Initiative, Weapon Focus (falchion). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian 
  retains his Dexterity bonus to AC (if any) even if he is 
  caught flat-footed or struck by an invisible attacker. 
  However, he still loses his Dexterity bonus to AC if 
  immobilized. 
   
  Trap Sense (Ex): Starting at 3rd level, a barbarian 
  gains a +1 bonus on Reflex saves made to avoid traps and a 
  +1 dodge bonus to AC against attacks made by traps. 
   
  Possessions: +1 falchion, hand axe, throwing axe, 
  chain shirt +1, potion of cure serious wounds, potion of 
  bull's strength, potion of heroism. 
   
  �Orc shaman: Clr3 - Gruumsh; CR 3; Medium 
  humanoid; HD 3d8+3; hp 21; Init +5; Spd 30 ft.; AC 17, 
  touch 11, flatfooted 16; Base Atk +2; Grp +4; Atk +6 melee 
  (1d8+3, +1 shortspear) or +3 ranged (1d8, light crossbow); 
  Full Atk +6 melee (1d8+3, +1 shortspear) or +3 ranged 
  (1d8, light crossbow); Space/Reach 5 ft./ 5 ft.; SQ Light 
  sensitivity, darkvision; AL CE; SV Fort +4, Ref +2, Will +6; 
   
  Str 14, Dex 12, Con 12, Int 8, Wis 16, Cha 6. 
   
  Skills and Feats: Concentration +7; Combat Casting, 
  Improved Initiative, Weapon Focus (Shortspear). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Cleric Spells Prepared (4/3+1/2+1; save DC 13 + spell 
  level): 0 – detect magic, guidance, resistance, virtue; 1st - 
  bless, divine favour, enthropic shield, enlarge person*; 2
  nd 
  - bull’s strength*, silence; spiritual weapon;  
  * Domain Spell.Domains: War – free Weapon Focus; 
  Strength: +3 enhancement bonus to Strength as a free 
  action, for 1 round, 1/day 
  Possessions: +1 shortspear, +1 chainmail, potion of 
  cure serious wounds, potion of owl's wisdom, potion of 
  haste.  
   
  �Half-orc sorceror: Sor3; CR 3; Medium humanoid; 
  HD 3d4+3; hp 13; Init +6; Spd 30 ft.; AC 12, touch 12, flat-
  footed 10; Base Atk +1; Grp +1; Atk +1 melee (1d8, 
  
  For Want of a Nail 
   
  Page 46 
  shortspear) or +3 ranged (1d8, light crossbow); Full Atk 1 
  melee (1d8, shortspear) or +3 ranged (1d8, light 
  crossbow); Space/Reach 5 ft./ 5 ft.; SQ: Darkvision (Ex); 
  Space/Reach 5 ft./ 5 ft.; AL CE; SV Fort +2, Ref +3, Will 
  +4; Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 14. 
  Skills and Feats: Concentration +7, Spellcraft +6; 
  Combat Casting, Improved Initiative. 
  Sorceror Spells Known: (5/3; save DC 12 + spell 
  level): 0 – acid splash, flare, daze, ghost sound, touch of 
  fatigue; 1
  st – magic missile, ray of enfeeblement, shield.  
  Possessions: Shortspear, dagger, light crossbow, 
  potion of cure serious wounds, potion of mage armour, 
  potion of invisibility, potion of haste, potion of resist fire 
  20. 
   
  �Gavran: Human Rog8; CR 8; Medium humanoid; HD 
  8d6+3; hp 42; Init +6; Spd 30 ft.; AC 13, flat-footed 10; 
  touch 13; Base Atk +7; Grp +8; Atks +8 melee (1d6+1, 
  shortspear); Full Atk +8/+3 melee (1d6+1, shortspear); 
  Space/Reach 5 ft./ 5 ft.; SA Sneak attack +4d6; SQ 
  Evasion, uncanny dodge, improved uncanny dodge; AL 
  LE; SV Fort +4; Ref +10; Will +3; Str 12, Dex 17, Con 13, 
  Int 14, Wis 10, Cha 8. 
  Skills and Feats: Hide +14, Move Silently +14, 
  Tumble +14, Open Locks +16, Search +13, Appraise +13, 
  Disable Device +15, Listen +13, Spot +13, Use Magic 
  Device +10; Improved Initiative; Alertness; Shield 
  Proficiency, Combat Reflexes. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great agility. 
  If she makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save, she instead takes no damage. Evasion can be used 
  only if the rogue is wearing light armor or no armor. A 
  helpless rogue does not gain the benefit of evasion. 
   
  Trap Sense (Ex): A rogue gains an intuitive sense 
  that alerts her to danger from traps, giving her a +2 bonus 
  on Reflex saves made to avoid traps and a +2 dodge bonus 
  to AC against attacks made by traps.  
   
  Uncanny Dodge (Ex): Starting at 4th level, a rogue 
  can react to danger before her senses would normally 
  allow her to do so. She retains her Dexterity bonus to AC 
  (if any) even if she is caught flat-footed or struck by an 
  invisible attacker. However, she still loses her Dexterity 
  bonus to AC if immobilized. 
   
  Improved Uncanny Dodge (Ex): A rogue of 8th 
  level or higher can no longer be flanked. This defense 
  denies another rogue the ability to sneak attack the 
  character by flanking her, unless the attacker has at least 
  four more rogue levels than the target does. 
   
  Encounter 5 
  �Half-orc Slavelord soldiers: Ftr7; CR 7; Medium  
  humanoid; HD 7d10+7; hp 53; Init +6; Spd 30 ft.; AC 18, 
  touch 12, flatfooted 16; Base Atk +7; Grp +11; Atk +13 
  (1d6+7/18-20, +1 scimitar) or +10 melee (1d8+6, mighty 
  composite longbow +4); Full Atk +13/+8 (1d6+&/18-20, 
  +1 scimitar) or +10/+5 melee (1d8+6, mighty composite 
  longbow +4); Space/Reach 5 ft./ 5 ft.; SQ Darkvision; AL 
  CE; SV Fort +6, Ref +4, Will +3; Str 19, Dex 14, Con 12, 
  Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +5, Spot +6; Improved 
  Initiative, Point Blank Shot, Rapid Shot, Weapon Focus 
  (composite longbow), Weapon Focus: (scimitar), Weapon 
  Specialization 
  (composite 
  longbow), 
  Weapon 
  Specialization (scimitar). 
   
  Possessions: +1 scimitar, mighty composite longbow 
  +4, arrows (20), +1 chainmail, potion of invisibility, 
  potion of cure serious wounds, potion of bull’s strength, 
  potion of heroism, 12 gp 
   
  �Halfling Slavelord scout: Rog7; CR 7; Small 
  humanoid; HD 7d6+14; hp 51; Init +8; Spd 20 ft.; AC 19, 
  touch 14, flatfooted 15; Base Atk +6; Grp +7; Atk +7 melee 
  (1d4+1, small short sword) or +12 ranged (1d4+1, small +1 
  flaming composite shortbow); Full Atk +7 melee (1d4+1, 
  small short sword) or +12 ranged (1d4+1, small +1 
  flaming composite shortbow); Space/Reach 5 ft./5 ft.; SA 
  Sneak attack +4d6; SQ Halfling traits, evasion, 
  trapfinding, uncanny dodge, trap sense +2; AL N; SV Fort 
  +5, Ref +10, Will +4; Str 12, Dex 19, Con 14, Int 10, Wis 
  12, Cha 8. 
   
  Skills and Feats: Balance +13, Climb +12, Escape 
  Artist +13, Hide +22, Jump +2, Listen +13, Move Silently 
  +15, Spot +11, Tumble +13; Improved Initiative, Point 
  Blank Shot, Weapon Focus (composite shortbow). 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great agility. 
  If she makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save, she instead takes no damage. Evasion can be used 
  only if the rogue is wearing light armor or no armor. A 
  helpless rogue does not gain the benefit of evasion. 
   
  Trap Sense (Ex): A rogue gains an intuitive sense 
  that alerts her to danger from traps, giving her a +2 bonus 
  on Reflex saves made to avoid traps and a +2 dodge bonus 
  to AC against attacks made by traps.  
   
  Uncanny Dodge (Ex): Starting at 4th level, a rogue 
  can react to danger before her senses would normally 
  allow her to do so. She retains her Dexterity bonus to AC 
  (if any) even if she is caught flat-footed or struck by an 
  invisible attacker. However, she still loses her Dexterity 
  bonus to AC if immobilized. 
   
  Possessions: shadow +1 studded leather armour, 
  small short sword, +1 flaming small composite shortbow, 
  20 bolts; potion of cure serious wounds, potion of 
  
  For Want of a Nail 
   
  Page 47 
  invisibility, potion of cat’s grace, potion of haste, 2 vials of 
  wyvern poison (Injury; DC 17; Initial and secondary 
  damage 2d6 Con), 10 gp. 
   
  �Kervel Tarn: Clr7 - Earth Dragon; CR 7; Medium 
  humanoid; HD 7d8+14; hp 52; Init +5.; Spd 20 ft.; AC 18, 
  touch 11, flatfooted 17; Base Atk +5; Grp +7; Atk +8 melee 
  (1d6+2/x4, +1 heavy pick) or +6 ranged (1d8, light 
  crossbow); Full Atk +8 melee (1d6+2/x4, +1 heavy pick) 
  or +6 ranged (1d8, light crossbow); Space/Reach 5 ft./ 5 
  ft.; AL LE; SV Fort +7, Ref +3, Will +8; Str 12, Dex 12, Con 
  14, Int 10, Wis 17, Cha 10. 
  Skills and Feats: Concentration +12, Heal +11, Hide 
  +2; Combat Casting, Improved Initiative, Martial 
  Weapon Proficiency (heavy pick), Weapon Focus (heavy 
  pick). 
  Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; save DC 13 + 
  spell level): 0 – detect magic, guidance x 2, resistance, 
  virtue x 2; 1
  st – bane, bless, divine favour, magic weapon, 
  protection from good*, shield of faith; 2
  nd – bull’s 
  strength, owl’s wisdom, silence, soften earth and stone*, 
  spiritual weapon; 3
  rd – dispel magic, glyph of warding, 
  stone shape*, windwall; 4
  th – poison, unholy blight. 
  * Domain Spell.Domains: Earth: turn or destroy air 
  creatures. Rebuke, command, or bolster earth creatures, 
  3/day. Evil: cast evil spells at +1 caster level;  
   
  Possessions: +1 heavy pick, light crossbow, crossbow 
  bolts (20), +1 banded mail, potion of cure serious wounds, 
  potion of invisibility, potion of owl’s wisdom. 
   
  Encounter 6 
  �Markessa the White: Sor14; CR 14; Medium 
  Humanoid; HD 14d4; hp 46; Init +5; Spd 30 ft.; AC 14, 
  touch 11, flatfooted 13; Base Atk +7; Grp +7; Atk +7 melee 
  (1d4/19-20, dagger) or +8 ranged (1d8, light crossbow); 
  Full Atk +7/+2 melee (1d4/19-20, dagger) or +8/+3 ranged 
  (1d8, light crossbow); Space/Reach 5 ft./ 5 ft.; SQ Elven 
  traits, sleep immunity, low-light vision; AL LE; SV Fort 
  +6, Ref +7, Will +11; Str 10, Dex 12, Con 10, Int 10, Wis 
  10, Cha 21. 
   
  Skills and Feats: Concentration +17, Listen +2, 
  Search +2, Spot +2; Combat Casting, Improved Initiative, 
  Silent Spell, Spell Focus (Evocation) Toughness. 
   
  Sorceror Spells Known: (9/5/5/4/4/3/2/1; save DC 
  15 + spell level; Evocation save DC 17 + spell level): 0 – 
  acid splash, daze, detect magic, flare, ghost sound, light, 
  ray of frost, resistance, touch of fatigue; 1
  st – mage 
  armour, magic missile, protection from good, ray of 
  enfeeblement, shield; 2
  nd – bear’s endurance, eagle’s 
  spendour, mirror image, protection from arrows, 
  scorching ray;  3
  rd – fly, haste, fireball; lightning bolt;  4
  th - 
  ice storm, lesser globe of invulnerability, silent dispel 
  magic, stone skin; 5
  th – cloudkill, cone of cold, teleport; 6
  th 
  – chain lightning, disintegrate; 7
  th – spell turning  
   
  Possessions: Dagger, light crossbow, crossbow bolts, 
  (20) potion of cure serious wounds, potion of water 
  breathing, potion of remove blindness/deafness, bracers 
  of armour +3, cloak of resistance +2, ring of force shield. 
  �Human Slavelord soldiers: Ftr8; CR 8; Medium 
  humanoid; HD 8d10+8; hp 51; Init +7; Spd 30 ft.; AC 17, 
  touch 13, flat-footed 14; Base Atk +8; Grp +12; Atk +13 
  (1d6+5/15-20, +1 scimitar) or +12  melee (1d4+4/19-20, 
  dagger) or +12/+7 ranged (1d8+2, light crossbow); Full 
  Atk +13/+8 (1d6+5/15-20, +1 scimitar) or +12/+7 melee 
  (1d4+4/19-20, dagger) or +12/+7 ranged (1d8+2, light 
  crossbow); Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +7, Ref 
  +5, Will +2; Str 18, Dex 16, Con 12, Int 10, Wis 10, Cha 8. 
  Skills and Feats: Climb +14, Jump +14, Swim +15; 
  Diehard, Endurance, Far Shot, Improved Critical 
  (scimitar), Improved Initiative, Point Blank Shot, Rapid 
  Shot, 
  Weapon 
  Focus 
  (light 
  crossbow), 
  Wepaon 
  Specialisation (light crossbow). 
  Possessions: +1 scimitar, dagger, light crossbow, 
  crossbow bolts, +1 studded leather, potion of cure serious 
  wounds, potion of bull's strength, potion of heroism. 
   
   
  
  For Want of a Nail 
   
  Page 48 
  Appendix II – Maps 
  
  For Want Of A Nail 
   
  Page 49 
   
    
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/ONW (Onnwal)/ONW3-06a For Want of a Nail (3E).pdf