TEXT: Based on the original Dungeons & Dragons® rules created by E. Gary Gygax and Dave Arneson and the new Dungeons & Dragons 
  game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
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  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s 
  Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and 
  other countries. This material is protected under the copyright laws of the United States of America. Any reproduction 
  or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
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  events is purely coincidental. © 2006 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
   
  For questions specific to this document and your region, please e-mail your triad point of contact (POC) at 
  poc@shieldlands.net; for LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  SHL6-02 
   
   
   
   
  Knightly Distractions 
   
  A One-Round D&D Living Greyhawk
  ®  
  Shield Lands Regional Adventure 
  Version 1.0 
   
  By Christopher J. Banks 
  Reviewed by Chris Tulach 
   
   
  Gensal has been reduced to rubble. Only the brave sacrifices of Shield Lands men and women prevented its ultimate 
  destruction. During the horrific attack, good Shield Landers were lost. In the aftermath, a contingent of Knights of 
  Holy Shielding went to Gensal to recover prisoners of war.  Many never returned, and those that did refused to speak of 
  what they found. Now their story can now be told. An unfolding adventure for audacious adventuring parties APLs 2 
  through 10. 
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by 
  virtue of a class 
  ability 
  (such 
  as 
  animal companions, 
  familiars 
  paladin’s 
  mounts) 
  or 
  the 
  warhorse 
  of 
  a 
  character with the 
  Mounted 
  Combat 
  feat, use the sidebar 
  chart to determine 
  the number of levels you add to the sum of step one. Add 
  each character’s animals separately. Animals with 
  different CRs are determined separately using the chart; 
  then, take the highest CR animal (or animals), and add 2 
  (drop fractions). This result is the effective character level 
  for a mixed-CR group of animals. A single PC may only 
  bring four or fewer animals of this type.  
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. Round up 
  to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  Knightly Distractions 
   
  Page 1 
  
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  the Shield Lands.  Characters native to the Shield Lands 
  pay one Time Unit per round; all others pay two Time 
  Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  The Shield Lands is ruled by the Council of Lords. One of 
  those council members is Lord Natan Enerick. 
  Technically, he is not a lord at all, but a placeholder for 
  the true lord to be, Simen Sharn of Bright Sentry. Simen 
  has just turned 14, and is old enough to be given an 
  advisory position on the council. When he turns 16, he is 
  legally entitled, with council support, to replace his uncle 
  Enerick. Regardless of council support, he will 
  automatically take rightful place upon his 18th birthday. 
   
        In the meantime, other matters have come to light. A 
  few years ago it was learned that some merchants in the 
  Shield Lands have been willing to deal with Iuz. The 
  exact identity of those merchants is unknown. However, 
  someone was outfitting goblin mercenaries with 
  excellent equipment and more importantly, excellent 
  information. Again, the source of this information is 
  unknown. 
   
        Gensal was reduced to rubble by the armies of Iuz 
  nearly two years ago. Since then, the Shield Lands has 
  been hard at work re-establishing border forts and 
  rebuilding the walls of Gensal. However, not all the 
  bodies of the defeated army were ever found. A group of 
  the Shield Lands’ finest was sent to Gensal in the 
  aftermath of the attack to search for survivors, 
  particularly for the once commander of Gensal Keep, 
  Knight Baronette Lemanda. Many of the retrieval group 
  returned, many did not. Of those that returned, none will 
  speak of the events that unfolded in the lands near 
  Gensal. 
   
  ADVENTURE SUMMARY 
  Introduction: One or more of the PC’s are approached by 
  a mysterious traveler of some exotic race. He informs the 
  PC that he knows the location and fate of Lemanda. He 
  will share this information with the PC, but there is a 
  price for such desirable information. 
   
  In encounter one, an optional encounter, the party is told 
  by a representative of the council of lords that this is 
  useful, perhaps important information. The PC(s) are 
  requested to investigate this information. A group will be 
  assembled to assist the PC(s). Any PC not currently 
  involved will be given Player’s Handout #1, inviting them 
  to join the expedition. 
   
  Encounter two pits the PC’s against a small, heavily 
  equipped, Iuzian strike force. Once the patrol is defeated, 
  the PC’s discover that nearly all the patrol’s equipment is 
  masterwork! 
  Knightly Distractions 
   
  Page 2 
  
   
  In encounter three the PC’s stop to recuperate in Gensal. 
   
  Encounter four has the PC’s witnessing a disturbing 
  scene as a dozen or so orcs are horribly killed. 
   
  Encounter six puts the PC’s at the border camp that the 
  informant spoke of. It is a small farmhouse turned fort 
  with some three dozen guards wandering the perimeter. 
  The PC’s must find a way to discover the secret tunnel 
  built into the nearby hill structure to locate the cell of 
  Lemanda. 
   
  During encounter seven, the PC’s must gain entrance to 
  the underground prison cell without setting off the 
  general alarm. A cunning trap bars the way to open the 
  prison cell’s locking mechanism. The party cannot 
  proceed further without solving the puzzle or using 
  significant magical means. 
   
  The party finds Lemanda in encounter eight being 
  horribly tortured by the prison cell’s warden and her 
  assistants. The party drives off or kills the warden and 
  frees the Knight Baronette. 
   
  During encounter nine, Lemanda tells the party the 
  horrible truth regarding her fall and the arrival of the 
  retrieval force, as well as its fate. 
   
  During game play, any PC who has the Prophecy special 
  from SHL6-01, Blood and Rain, might attempt to use 
  their augury ability. After the augury finishes, the PC 
  enacting the augury will experience the vision encounter 
  in encounter 10A – Visions of Future Past. If no PC uses 
  their augury ability, they will experience the vision in 
  encounter 10A at the modules conclusion.  
   
  PREPARATION FOR PLAY 
  This is part of a new story arc for the Shield Lands. 
  Players are encouraged to understand that high level 
  characters will probably not see the entire three year 
  adventure through to its ultimate conclusion. 
   
  INTRODUCTION 
  This introduction will be for only one of the PCs. The 
  rest of the party is free to listen to the introduction and 
  subsequent conversation between the NPC and the 
  named PC, but is not considered present at the meeting.  
   
  The NPC will choose one of the PC’s based on the 
  following criteria. It is important to note that this 
  meeting will take place between one and only one of the 
  PCs. Choose which PC to approach based on the 
  following criteria in descending order. 
  1) 
  A Knight of the Holy Shielding 
  2) 
  A member of the Church of the Holy Shielding. 
  3) 
  A cleric of any good-aligned deity. 
  4) 
  A pathfinder 
  5) 
  Any PC that has a reputation for honorable or 
  just behavior.  
  6) 
  The PC with the highest Charisma modifier.  
  7) 
  If there are multiple of the highest hierarchical 
  listing, the one with the highest level. 
  8) 
  Any female over any male.  
   
  This means that any Knight of the Holy Shielding will be 
  chosen over any other PC, while a level eight, female 
  pathfinder will be chosen over a level seven, male 
  pathfinder. 
   
  Once the PC has been chosen, read or paraphrase the 
  following. 
   
   
   
   
   
  It is a crisp, spring day in the Shield Lands. You find 
  yourself roaming the outskirts of Critwall, enjoying 
  the first good break in the winter. Tent Town is 
  busting at the seams. Everyday it grows noticeably, 
  and you wonder how long a semblance of order can 
  be maintained among the chaos that is Tent Town.  
  You cease your musings as a figure draped heavily 
  in cloaks approaches you. It stops a few feet from you, 
  its head and face obscured by two thick pieces of 
  fabric.  
   
   
  The figure will address the PC by name and be very 
  polite and cordial, though his voice will be raspy and 
  somewhat strained. The figure will introduce himself as 
  Rinola’. His people live near Gensal, though mostly out of 
  sight. He was present at the Gensal assault and knows 
  where the Orcs and their masters brought the prisoners 
  they took. He will answer all of the PC’s questions to the 
  best of his ability. Below are questions to some of the 
  most common questions the PC may ask. 
   
  What are you? 
   
  My people are not known by your kind. We live close 
  to the earth and mind our own business. 
  Why do you not tell this information to the council? 
   
  We do not trust your so-called council completely. 
  We have heard rumors of deception and know your 
  leaders are divided. For that reason we have chosen to 
  bring this message to one who has a reputation for 
  honor and kindness.  
  Knightly Distractions 
   
  Page 3 
  
  Where are the prisoners? 
   
  Ah, so now we come down to it. I am taking a great 
  risk in telling you this information  In return for my 
  generosity, I desire someth ng. Information is power 
  and for the relinquishment of such power, I desire a 
  favor from you.  
   
  .
  i
  f
   
   
   
   
  t
   
   
  t
  i
   
  I am in a position where I will need support in 
  the future; as such, I desire an oath for a single 
  service to be performed later. I can promise you it 
  will not be to the detriment o  your lands or anyone 
  you hold dear, and if it is, I would release you from 
  your oath. Swear to help me in the future and I will 
  tell you the location of your prisoners.  
  If the PC agrees, Rinola’ will tell the PC’s the following. 
  The orcs have an encampment a few hours north and 
  east of Gensal. If you follow the main road east 
  toward Lardon and turn north at the two double dead 
  trees, you should find i  after another hour or so of 
  travel. There, in the farmhouse, are your prisoners, 
  including the former commander of your once-proud 
  keep.  
  If the PC refuses to agree, or will not agree, then Rinola’ 
  will make the offer one last time to the PC, attempting to 
  play on the PC’s sense of honor and kindness. Most good 
  aligned PC’s should have no qualms about offering their 
  services to someone to save lives. Rinola will make sure 
  the PC knows they may be condemning these people if 
  she does not agree.  
   
  Rinola’ will talk with the PC, but claims to distrust 
  mages and will not talk with any arcane magic-users. He 
  will also not enter the city or talk with any authority 
  figures. Once the PC has agreed and Rinola’ has answered 
  any questions, read or paraphrase the following. 
   
  I have delivered my message and feel my task is 
  complete. I must leave now as I have important 
  business with my people. Your gods watch over you, 
  resident of the shield.  
   
   
  He will then make his way into the crowd of people 
  in tent town. Once out of site, he will change shape 
  inside a tent and wonder away.  
   
  The truth is that Rinola’ is a doppelganger agent of 
  Zhayne the Succubus. Her motives are unknown, but it 
  can be assured that they have ill intent.  
   
  PCs may, of course, ask for Sense Motive checks. 
  Zhayne, though not outlined here, has at least a +24 
  bonus on her Bluff check and may take a ten on the roll. 
  If for some reason she fails, the PC should be told the 
  creature is holding something back, but it is hard to say 
  exactly what. The DM is encouraged to use creative role-
  playing to convince the PCs everything is on the up and 
  up.  
   
  All APLs 
  Rinola’ (1): doppelganger; Hp 22. See Monster 
  Manual page 67.  
   
  ENCOUNTER 1: GAINING 
  SUPPORT 
  The PC is free to gather the party of PCs at her table and 
  head out toward Gensal. If this happens, they will skip 
  this encounter. The more likely scenario is, however, that 
  the PC(s) will report this information to the council or 
  someone else in authority that they trust. Whoever it is 
  that the PC(s) wishes to speak to regarding this 
  information, allow the NPC to be available to the PC(s), 
  within reason! The entire Council of Lords will not meet 
  to hear out the PCs, but a single member would be happy 
  to hear the PC(s) business. Whoever the PCs go to, they 
  will be rerouted to Lord Bohdon, who is heading the 
  investigation of Lemanda’s disappearance.  
   
  The following bit of box text applies to a meeting 
  with Lord Bohdon. The DM should alter the text as 
  needed. Lord Bohdon will offer any aid within reason 
  and will be honest and sincere with the group regarding 
  his investigation into Lemanda’s disappearance. 
   
  Lord Bohdon listens patiently as you pass on your 
  information. A look of concern crosses his face as you 
  finish telling your tale. After several seconds of 
  milling over your words, he leans forward inten ly.  
   
  “Th s is interesting and troubling news my 
  friend. As you may know, Knight Baronette Lemanda, 
  the former commander of Gensal Keep, was lost in 
  the attack. If there is even a remote chance that she 
  and other prisoners may be returned, I think it worth 
  the risk.  
   
  “I would request that you undertake this mission 
  for the council. A small party would be best, to avoid 
  scrutiny, perhaps five or six in all. Would you like me 
  to find other trustworthy souls, like your self to assist 
  in the mission?” 
   
  If the PC(s) has not yet involved the other PC at the table 
  and agrees to the recruitment of others, read or 
  paraphrase the following. 
   
  “Very well then. I will gather a force of brave heroes 
  to join you on this mission. I would like you to meet 
  Knightly Distractions 
   
  Page 4 
  
  them on the road to Gensal tomorrow morning at 
  dawn. Is this acceptable?” 
   
  Each PC not involved will be given Player’s Handout #1, 
  an invitation to join in the rescue mission.  
   
   
  Once the PC’s meet on the road, allow them to 
  introduce each other before heading off toward Gensal.  
   
   
  ENCOUNTER 2: ON THE 
  ROAD 
  The road leading to Gensal is quite busy. Soldiers in small 
  groups move to and from, families can be scene 
  relocating, and merchants peddle their wares all along 
  the road. Gensal is again being repopulated after the 
  recent Iuzian incursion. Once the PCs have spent several 
  hours traveling, have them make spot checks.  
   
  Spot DC 10: You spot a rather large caravan coming 
  down the road. It is about five hundred feet away and 
  approaching quickly. 
   
  l
  i
   
   
   
   
  i
   
  Spot DC 30: A ways down the road, along the northern 
  hills, you see several humanoid shapes lying in the 
  grass watching the wagons approach. It ooks as f 
  they are setting up an ambush.   
   
   Read or paraphrase the following, adjusted for results of 
  the spot checks.  
   
  You’ve been journeying along the main road to 
  Gensal for several hours. It seems you can hardly go 
  twenty minutes without seeing a family, merchant, or 
  soldier moving to or from the once-decimated land. 
  The weather is fine and the road clear as a small 
  caravan of three wagons approaches you from ahead. 
  It is being lead by a gnome with a giant smile, and 
  flanked by three grim-looking men with spears, all 
  wearing holy symbols of Heironeous. 
  Have the PC’s make Spot checks once again. A DC 25 
  Spot check allows the PC to act during this surprise 
  round. 
   
  The gnome greets you with a bellowing, “Hello 
  friends!” just as a half dozen battle cries erupt from 
  atop the northern hill. You spin to the source of the 
  cries to see several heavily armed orcs rush out from 
  beh nd the hill, wielding crossbows. In seconds the 
  caravan is thrown in confusion, and screams and cries 
  echo all around you as bolts stream down. 
  The orcs are an elite raiding party sent into the reclaimed 
  lands to stir up fear and disorder. They are all armed with 
  light crossbows and will use ranged weapons on the 
  caravan until engaged in melee. Half the group will 
  engage the PCs while the other half engages the caravan 
  guards.  
   
   
  Creatures 
  APL 2 (EL 4) 
   Orcs (4): Ftr 1; Hp 11 each. See Appendix One. 
  APL 4 (EL 6) 
   Orcs (6): Ftr 1; Hp 11 each. See Appendix One. 
  APL 6 (EL8) 
   Orcs (8): Ftr 1; Hp 11 each. See Appendix One. 
  APL 8 (EL 10) 
   Orcs (8): Ftr 1; Hp 11 each. See Appendix One. 
   Orc Sergeant (3): Fig 3; Hp 23. See Appendix One. 
  APL 10 (EL 12) 
   Orcs (8): Ftr 1; Hp 11 each. See Appendix One. 
   Orc Sergeant (5): Ftr 1; Hp 23 each. See Appendix 
  One. 
  ALL APL’s 
   
  Caravan Guards (3): HP 8 each. See Appendix One. 
    
  Tactics: 
  The orcs are a stealthy strike force designed to operate 
  within the reclaimed Shield Lands and destroy morale. 
  They will use their ranged attacks until engaged in melee 
  combat, targeting any magic users first. Once engaged in 
  melee, they will drop their crossbows and switch to 
  falchions.  
  Treasure: 
   
  APL (ALL) 
  All the orcs gear is masterwork. However, it has all been 
  marked and permanently decorated with orcish and 
  Iuzian symbols. As such, no merchant in the Shield 
  Lands will buy it off the PC’s. They have nothing else of 
  value on them. 
   
  Development: 
  The caravan guards will stay with their charges, the 
  caravan, until one round after the party engages the orcs 
  in melee combat. Once so engaged, the guards will lend 
  their skill to driving off the orcs.  
   
  Once the orcs have been defeated or driven off, read or 
  paraphrase the following. 
   
  The gnome jumps down from his caravan and 
  waddles over to you. “Good day chaps! I’m Wilkin 
  Willbroke and this here is my caravan. I extend my 
  finest gratitude to you for your protection, and would 
  Knightly Distractions 
   
  Page 5 
  
  be del ghted f you’d allow us to cook a fine meal for 
  you.  
  i
  i
   
   
   
   
   
  i
  i
   
  i
   
  The gnome is simply grateful for the PC’s protection. The 
  meal is a delicious one of sausages, cheese, and bread, but 
  is otherwise not unusual. He and his crew, four other 
  cheerful gnomes and a most unpleased dwarf named 
  Skiper, will listen intently to the PC’s stories and answer 
  any questions they may have, especially regarding 
  Gensal.  
   
  The gnomes have just returned from bringing food 
  and other provisions for sale to Gensal. All their items 
  were well received and they made a good profit on the 
  transaction. They will describe Gensal as, “Thoroughly 
  trashed, but getting better. All in all, a good place to do 
  business.”  
   
   
  Of interest to the PCs is the orcs’ gear. Just about 
  everything they own is of masterwork quality. Their 
  crossbows, armor, and swords are all very new and very 
  well-made.  
   
   
  ENCOUNTER 3: GENSAL 
  AGAIN 
  Gensal consists of a newly constructed wooden barricade, 
  a half dozen quickly constructed buildings, two stone 
  barracks, a shrine to Fortubo, and a tavern known as the 
  “Jousting Mug.” In addition, the ruins of Gensal keep is 
  still there, though its rubble is beginning to lighten as 
  people use the loose bricks and mortar for building 
  material of their own. A more detailed description of 
  Gensal can be found in SHL6-01, “Blood and Rain.” If the 
  PCs stop here at all, it will most likely be at the “Jousting 
  Mug.” 
   
  The owned of the “Jousting Mug” is one Gendor 
  Meadbow, a large man who is never without his falchion. 
  He is fair and will offer a room for a good rate, but 
  dislikes wizards (anyone able to cast spells, really) and 
  will warn about using magic in his establishment.  
   
  There are currently three other patrons staying in the 
  “Jousting Mug.” All three are looking for work, but prefer 
  to deal with people of authority to find employment.  
   
   
  • 
  Bavlin Singer, a roaming bard from Greyhawk. He 
  loves to sing and has journeyed to the Shield Lands 
  to gather information for his ballad, “How We 
  Brought Old Wicked to His Knees.”  
  • 
  Anon Poris, a simple farmer from Furyondy who had 
  all his lands destroyed by orcs. He’s come here to 
  seek revenge on the brutes and look for cheap 
  farming lands. 
  • 
  Ta’dora Lemki, a Kentish mercenary looking for 
  work. He is heavily scarred and very tightlipped 
  about his ordeals. He is simply “looking for work.” 
   
  ENCOUNTER 4 – THE ROAD 
  EAST 
  Once the PC’s begin their travels again to the east, read or 
  paraphrase the following. 
   
  You head out on the eastern road. As you leave, 
  farmers stop farming and guards stop guarding. Some 
  of them give you a half smile, others a quick bow, but 
  all seem to think they may be seeing you for the last 
  time. As you head off, one of the guards yells out, 
  “Give ’em hell, pathfinders!” The cry is echoed by 
  others near-by and a cheer goes up as you leave. 
  Obviously, this road isn’t used much; at least, it isn’t 
  returned on much.  
   
  After the party has been traveling for nearly an hour, 
  read or paraphrase the following. 
   
  You’ve been traveling for about an hour and are 
  amazed at the contrast in your surroundings. In the 
  reclaimed lands the road was clear and the weather 
  bright and sunny. Somehow, this road seems full of 
  loose rocks and footfalls, and the weather has been 
  chilly and the wind blustering.  
   
  As you wonder about the rapid weather change, 
  the sound of steel on steel comes from beyond the 
  southern hills. 
  If the PCs go to investigate, read or paraphrase the 
  following: 
   
  You peak out over the hill and your jaw drops. Down 
  in the valley, about three hundred feet away is a 
  creature unlike anything you’ve ever seen. It has the 
  body of and is dressed like a normal human, but its 
  head is that of a jackal. Orbiting the creatures head 
  are a half dozen stones, seemingly mov ng of their 
  own volit on.  
  The creature is surrounded by a dozen or so orcs. 
  Another dozen l e dead at its feet along with two 
  unmoving ogres.  
  This creature is an Arcanaloth, a Yugoloth of unspeakable 
  evil; it is here for reasons of its own. The orcs, 
  unfortunately for them, happened upon the creature and 
  engaged it. It will not see the PC’s unless they make their 
  Knightly Distractions 
   
  Page 6 
  
  presence known. This is not to be a combat-orientated 
  encounter. The Arcanaloth would wipe the floor with 
  even an APL 10 group. A Knowledge (Arcana) DC 30 or 
  Knowledge (planes) DC 25 will reveal the name of the 
  beasts’ species and knowledge that they are rumored to 
  be extremely powerful. If the PC’s watch the remainder 
  of the fight, read or paraphrase the following:   
   
  As you watch, the jackal headed beast rips open an 
  orc with its clawed hands. Another orc stabs the beast 
  viciously in the back with its spear, only to have the 
  wound close immediately. As one, the remain ng orcs 
  turn in flight.  
   
   
  i
   
  f
   
   
  !
   
    
  In a rapid, fluid motion the beast gracefully casts 
  a quick spell and a massive ball o  fire erupts in the 
  midst of the fleeing group. The beast then casually 
  walks among the survivors, breaking necks and 
  ripping out throats. It seems to almost relish the 
  process.  
  All APL’s 
   
  Arcanaloth (1): Hp 54. See Appendix One 
  If the party does nothing (good for them) the Arcanaloth 
  will finish the orcs off, stack them in two neat little piles, 
  and teleport away with them.  
   
  If for some reason the PC’s decide to fight the 
  Arcanaloth, they are in trouble. The DM is encouraged to 
  not 
  kill 
  the 
  PC’s, 
  but 
  punish 
  them 
  severely. 
  Recommended punishment choices include draining 
  one PC’s strength to one, cursing another one, burying 
  another to the neck in the ground, or removing all of a 
  PC’s teeth. The beast is vicious and cruel, and virtuously 
  immune to any PC attack, so will take its time. A few, 
  well placed Ques spells might also be appropriate. 
  However, it should be stressed that this is only if the PC’s 
  engage the Arcanaloth in battle, otherwise it has no 
  reason or compulsion to go out of its way to crush a few 
  ants.    
   
  ENCOUNTER 5 – FOUR DEAD 
  TREES 
  Once the PC’s have returned to the road, read or 
  paraphrase the following: 
   
  After witnessing the demonic creature so easily 
  destroy lives, you tread a little softer as you head 
  down the eastern road. Finally, after a few more hours 
  of travel, you find four dead trees, two on each side of 
  the road, reaching up into the sky. As you approach, 
  the trees seem to grow mouths. They shriek out at 
  you, “All hail Iuz, lord and master of all Oerth ”  
  The trees simply have a permanent magic mouth spell 
  cast on them and are of no further harm. The PC’s are free 
  to ignore them or do as they please. As long as they 
  remember to head north at this junction, all is well. 
   
  If the PC’s continue down the eastern road, however, 
  they have a problem. They are getting deeper and deeper 
  into Iuzian lands. Every hour they travel past these trees 
  there is a 35% chance of a random encounter. It is 
  important to note that these random encounters happen 
  only if the PC’s past these trees and continue east, into 
  Iuzian lands. If they head north, as instructed, ignore the 
  random encounters. These encounters are designed to 
  encourage the players to believe they are going the 
  wrong way (which they are).  
   
  Random Encounter Table (2d6) 
   
  2-3) A lone Hill Giant. See Monster Manual page 123. 
  4-5) 1d2 Ogres. See Monster Manual page 199. 
  6) 1d3+1 worgs. See Monster Manual page 257. 
  7) Patrol of 1d8+4 orcs. See Monster Manual page 203.  
  8) A gang of 2d8 kobolds. See Monster Manual page 161. 
  9-10) A gang of 1d6+3 Hobgoblins. See Monster Manual 
  page 153. 
  11-12) A pair of cockatrice. See Monster Manual page 37. 
   
   
  ENCOUNTER 6 – THE FARM 
  HOUSE 
  Once the party has journeyed north for another hour, 
  read or paraphrase the following:  
   
  Your journey north through the rough foothills has 
  been trying. It seems every footfall, crevice, and hole 
  in the entire land lies along this path. Finally, you 
  reach what must be your goal. Lying about two 
  hundred paces away, tucked into the hills, is an old 
  farm house. It looks as if it is guarded by two dozen 
  orcs, roaming the perimeter. The adjoining fenced 
  area houses a half dozen worgs, and you can see more 
  orcs and a few ogres going to a from the farm house. 
    
   
   
  The PC’s have reached their destination. However, 
  getting in may be difficult. The best course of action is to 
  abduct a patrol of orcs and find out as much information 
  as they can. Proper persuading will reveal to the PCs that 
  they don’t actually have to enter the farmhouse at all. It is 
  simply a decoy to detract from the real jail cell, a cleverly 
  concealed cave entrance a ways from the farm house. It is 
  Knightly Distractions 
   
  Page 7 
  
  located on the eastern hill, directly under the distance 
  key. 
   
  Of course, the PC’s have the option of engaging the 
  entire camp, but that could very well be lethal. The PCs 
  are encouraged to find unique and interesting solutions 
  to their situation.  
   
  If a PC does gain entrance to the farmhouse, through 
  stealth, invisibility, magic, etc, it is simply a large, one 
  story house that has had its walls removed to make one 
  big, open structure. Inside are eight ogres, two hill giants, 
  and a “tame” umber hulk, cooking and sleeping. A large, 
  locked chest that contains the group’s valuables is in one 
  corner. (Keeping the groups valuables is a way to restrict 
  desertion.) 
   
   
  Give the PC’s Player’s Handout # 2, which is simply a 
  map of the area. If any PC scouts the perimeter, give 
  them a Spot check DC 20 to notice the hidden cave 
  entrance if they pass by guard post “C”.  
   
  All the orcs and ogres know that there is nothing 
  being held in the farm house and that it is simply a red 
  herring to distract from the real prison cells in the hill. 
  With the proper persuading, any of the orcs will reveal 
  this information.  
   
   
  ENCOUNTER 6A – A FINE 
  WAGON 
  The wagon stationed on the outskirts of the farmhouse is 
  a large, sturdy vehicle that is currently attached to four 
  massive heavy horses. The wagon could support twenty 
  people comfortably without loosing any speed.  
   
  The wagon is currently manned by a worm of a 
  goblin named Juio. He will not fight in the face of danger 
  and will run away and hide if seriously threatened. 
  Alternatively, he will serve as a pilot for the PC’s if 
  threatened to do so.  
   
  However, the loss of the wagon will not go 
  unnoticed and the orcs will dispatch worg-riders to chase 
  the wagon and its thieves. How many worgs are present 
  depends on the APL of the party. 
   
   
  Creatures 
  APL 2 (EL 2) 
   Orcs (1): Hp 6 each. See Monster Manual page 
  203. 
   Worgs (1): Hp 30 each. See Monster Manual page 
  256. 
  APL 4 (EL 4) 
   Orcs (1): Hp 7 each. See Monster Manual page 
  203. 
  Worgs (2): Hp 30 each. See Monster Manual page 
  256. 
  APL 6 (EL5) 
   Orcs (2): Hp 8 each. See Monster Manual page 
  203. 
  Worgs (2): Hp 30 each. See Monster Manual page 
  256. 
  APL 8 (EL 7) 
   Orcs (3): Hp 8 each. See Monster Manual page 
  203. 
  Worgs (3): Hp 30 each. See Monster Manual page 
  256. 
  APL 10 (EL 8) 
   Orcs (4): Hp 8 each. See Monster Manual page 
  203. 
  Worgs (4): Hp 30 each. See Monster Manual page 
  256. 
   
  Tactics: 
  The worg-riders will chase the PC’s wagon and attempt to 
  engage them in combat. They will flee if reduced to 1/3 
  hp of less.  
  Treasure: 
   
  APL (ALL) 
  All the orcs gear is masterwork. However, it has all been 
  marked and permanently decorated with orcish and 
  Iuzian symbols. As such, no merchant in the Shield 
  Lands will buy it off the PCs. They have nothing else of 
  value on them. 
   
  Development: 
  None.  
   
   
  i
  l
  i
   
  ENCOUNTER 7 – THE HILLS 
  HAVE EYES 
  Once the PC’s see the opening in the hill, read or 
  paraphrase the following: 
  The open ng in the hill is on y about four feet h gh 
  and half as wide, and obscured by braches and bushes. 
  It appears to not be guarded.  
  The outside is, in fact, not guarded, as that would give 
  away its position. However, if anyone approaches the 
  cave, an orcish voice will ask, in orcish, “password!”  
   
  However, the orc is used to other orcs forgetting the 
  password, so will simply verbally berate anyone that 
  cannot give a good answer. But if no response comes, or 
  the response is in common or some other languag, the 
  orc will begin to raise the general alarm. Because of the 
  remote location or the cave, and its unique geographical 
  Knightly Distractions 
   
  Page 8 
  
  situation, the orc must be able to yell for a full round for 
  any of the other guards to hear it.  
   
  If the orcs does yell, then the two closest guards will 
  arrive in two rounds to see what the disturbance is. One 
  will fight while the other tries to go from help. If the PC’s 
  can not stop the guard from going for help, their only 
  hope is to gain entrance to the cell, (as only the warden 
  knows the proper sequence to open the door) or to face 
  the entire farm house guard. The troops from the guard 
  house will gather and arrive in ten rounds after the initial 
  orc gets away.  
   
  Once the PCs have secured or looked around the 
  inside of the cave, read or paraphrase the following:  
   
  The inside of the cave is wholly unremarkable. The 
  on y item o  interest is the eastern wall, which is 
  inscribed with dozen of runes and symbols.  
  l
  f
   
   
   
  f
   
  Give the PC’s Player’s Handout #3, the puzzle to unlock 
  the earthen door. 
  The puzzle is a complex locking mechanism. The door 
  has seven colored bars set into it. Above the bars, are six 
  slots that the bars could fit in. Above that is a small, 
  indented hole in the door, and finally, above that; is a 
  message, “May the purity of light shine upon you and the 
  power of magic embolden you.” 
   
  The following things must happen in the proper 
  sequence for the door to open.  
   
  First, the six proper bars must be placed in the 
  correct order. The colored bars to be placed are; red, 
  orange, yellow, green, blue, and indigo, in that order 
  from left to right OR right to left. Once this is 
  accomplished, the indented circle will shine with the six 
  primary colors of the rainbow. 
   
  Second, any arcane spell of any level must be cast on 
  the door. The spell, for all intents and purposes is “used 
  up.” The spell may come from a wand, staff, scroll, or 
  person, but only an arcane spell will work. Alternatively, 
  a Use Magic Device check DC 25 will suffice. 
   
  Once both of these conditions are met, the door will 
  open.  
   
  If, at any time a mistake is made, I.E. The bars are 
  placed in the improper order, the brown bar is placed in 
  the door, or a divine spell is placed on the door, an 
  electrical, fire, or cold shock will issue out in a ten foot 
  radius. There is a 33% chance of each, with all three 
  issuing out on the roll of 100%. Each shock does a 
  different amount based on the APL of the group.  
   
  Shocking Door Trap:  
  APL 2 
  CR 4; magical; touch trigger, automatic reset; Atk – (2d6) 
  33% chance for fire, 33% chance for electricity, 33% 
  chance for cold, 1% chance for all three; all targets in a 10 
  ft. radius; Search DC 25, Disable Device DC 29; DC 18 
  Reflex save for half. 
  APL 4 
  CR 6; magical; touch trigger, automatic reset; Atk – (4d6) 
  33% chance for fire, 33% chance for electricity, 33% 
  chance for cold, 1% chance for all three; all targets in a 10 
  ft. radius; Search DC 30, Disable Device DC 29; DC 20 
  Reflex save for half. 
  APL 6 
  CR 8; magical; touch trigger, automatic reset; Atk – (6d6) 
  33% chance for fire, 33% chance for electricity, 33% 
  chance for cold, 1% chance for all three; all targets in a 10 
  ft. radius; Search DC 30, Disable Device DC 30; DC 22 
  Reflex save for half. 
  APL 8 
  CR 10; magical; touch trigger, automatic reset; Atk – 
  (8d6) 33% chance for fire, 33% chance for electricity, 33% 
  chance for cold, 1% chance for all three; all targets in a 10 
  ft. radius; Search DC 25, Disable Device DC 30; DC 25 
  Reflex save for half. 
  APL 10 
  CR 12; magical; touch trigger, automatic reset; Atk – 
  (10d6) 33% chance for fire, 33% chance for electricity, 
  33% chance for cold, 1% chance for all three; all targets in 
  a 10 ft. radius; Search DC 25, Disable Device DC 30; DC 
  30 Reflex save for half. 
  ENCOUNTER 8 – INTO THE 
  JAWS 
  The prison cell is a simple affair. It is thirty feet into the 
  hill and consists of ten cells on either side of a hallway, 
  with a door at the far end for the cell keeper and the 
  interrogation room. See DM’s aid #1. Once the PC’s 
  access the cells read or paraphrase the following: 
   
  You enter the cave’s entrance and immediately notice 
  that the walls are worked stone. This place was 
  obviously constructed for some specific purpose.  
   
  Moving down dim, dungy hallway, you find two 
  dozen or so cells, lining either side o  you. The cells 
  begin abruptly, and immediately the smell of old 
  feces washes over you. The odor is almost enough to 
  send you reeling, and you have to catch yourself from 
  gagging.  
  Inside the cells are a few scattered humans, most 
  badly beaten or bleeding. One or two open blackened 
  eyes to stare up at you, but most lie unconscious.  
  Knightly Distractions 
   
  Page 9 
  
   
  At the far end of the hallway is a battered metal 
  door. From behind the door comes screams of pain 
  and the occasional crack of a whip.  
   
   
   
  The PC’s will either head directly to the back room or 
  attempt to free the prisoners. There are fifteen prisoners 
  still alive. Of those, only three are conscious, the others 
  require serious healing before they can even open their 
  eyes.  
   
  The locks are simple locks and can be opened with 
  an Open Locks DC 20. The keys are located on the cell 
  keeper in the next room. If the PCs begin to bash in cells 
  or make a loud ruckus, read or paraphrase the following: 
   
  Your noise appears to have caused some commotion 
  from behind the next door, the screams and cracks of 
  whipping stop and low grunting issues from beyond 
  the door.  
   
  The door opens and a stooped Bugbear sticks its 
  head out.  
  The Bugbear, the Hobgoblin, and the cell keeper are 
  cunning opponents. They will not fight the PCs in the 
  hallway, but ready for them to approach the doorway 
  before barring their entrance.  
   
  If the PCs open the door or wait for the creatures to 
  come to them, read or paraphrase the following: 
   
  The door opens fully and you see the bleeding, 
  bruised form of a middle-aged woman. Blood flows 
  freely from a wound on her face, but a fiery defiance 
  still glows in her one, unclosed eye.  
   
  Creatures 
  APL 2 (EL 5) 
   Bugbear (1): Hp 16. See Monster Manual page 29. 
   Hobgoblin (1): Hp 6. See Monster Manual page 
  153. 
   Cell Keeper (1): Rog3; Hp 17. See Appendix One. 
  APL 4 (EL 7) 
   Bugbear (1): Hp 16. See Monster Manual page 29. 
   Hobgoblin (2): Hp 6. See Monster Manual page 
  153. 
   Cell Keeper (1): Rog5; Hp 28. See Appendix One. 
   
  APL 6 (EL 9) 
   Bugbear (2): Hp 16. See Monster Manual page 29. 
   Hobgoblin (2): Hp 6. See Monster Manual page 
  153. 
   Cell Keeper (1): Rog7; Hp 39. See Appendix One. 
   
  APL 8 (EL 11) 
   Bugbear (2): Hp 16. See Monster Manual page 29. 
   Hobgoblin (4): Hp 6. See Monster Manual page 
  153. 
   Cell Keeper (1): Rog9; Hp 58. See Appendix One. 
   
  APL 10  (EL 13) 
   Bugbear (3): Hp 16. See Monster Manual page 29. 
   Hobgoblin (4): Hp 6. See Monster Manual page 
  153. 
   Cell Keeper (1): Rog11; Hp 69. See Appendix 
  One. 
   
  Tactics: 
  The cell keeper and her minions are all very intelligent. 
  They will ready their actions to attack anyone who enters 
  the room, attempting to bottleneck the group in the 
  doorway. If the PCs refuse to enter, the cell keeper will 
  strike at Lemanda from cover using her whip. A few well 
  placed 
  blows 
  and 
  screams 
  should 
  be 
  enough 
  encouragement for any good-aligned PC’s to enter.  
  Treasure: 
   
  APL (ALL) 
  The cell keeper has a chest in the torture room. On top of 
  it is a note in infernal reading, “Payroll.” It consists of 
  gold and some loose silver and platinum. This is the 
  primary source of wealth for the adventure. See the 
  conclusion for exact numbers. 
  Development: 
  In the light of any unforeseen action of the PC, like a 
  fireball to the room, Lemanda will most likely perish. In 
  such a case the PC’s have failed, and killed a good knight 
  of the realm. May their gods have mercy upon their souls. 
  Adjust the remaining text for such a development.  
   
  Once the PC’s have defeated the cell keeper and her 
  minions, read or paraphrase the following.  
   
  The last of the creatures fall and the woman in the 
  chair looks down upon their corpses, breathing hard. 
  She gathers all her strength and spits on the woman’s 
  body before looking up at you.  
   
  “Thank you, soldiers. Please, release my bonds so 
  that we may see to my people.” 
  This is the Knight Baronette Lemanda. She feels strongly 
  that the fall of Gensal was her fault and will do 
  everything in her power to make sure these few survivors 
  make it back to Gensal.  
   
  She will be very curious of the state of Gensal and 
  the Shield Lands in general and answer any questions the 
  PC’s may have. 
   
  If the farm house has been alerted to the PC’s 
  presence, then the PC’s will either have to fight their way 
  out or find an alternate escape route, I.E. magic.  
  Knightly Distractions 
   
  Page 10 
  
   
  Once outside it will quickly become apparent that 
  most of the prisoners can’t move very well on their own, 
  without extensive healing. The wagon and horses near 
  the farm would do nicely as a mode of transportation for 
  the survivors. See encounter 6A, a fine wagon, for details 
  on this development.  If the PC’s do not think of this and 
  cannot heal all the NPC’s, at least half of the NPC’s will 
  not be able to make the long march home.  
   
  ENCOUNTER 9 – LEMANDA’S 
  STORY 
  While the prisoners are being freed, Lemanda will pull 
  them aside and speak with them. It is obvious that she 
  has beaten and tortured extensively, but the same spark 
  that made her a knight is still evident in her personality 
  and words.  
  Read or paraphrase the following: 
   
  “Tel  me my friends, a group of Knights of the Holy 
  Shielding, along with members of the Church of the 
  Holy Shielding and the Arcanist Society attempted to 
  rescue us a few months past. Did they return?” 
  l
   
  l
   
  i
  t
  i
  it
   
   
   
  l
   
   
  l
  A Knowledge (local, Iuz Meta-region) DC 10 will reveal 
  that the PC has heard that this group did indeed return, 
  though they would not speak to anyone about what they 
  found. If the PCs reveal this information to the Knight, 
  she will respond with a “Thank Heironeous,” before 
  continuing. 
   
  I must speak with you before you continue your 
  current course of action. Will you hear me?” 
   
  “The group of knights did indeed find us. At that time 
  we were being held in the farmhouse. They stormed 
  the farm house and killed the guard. We gathered the 
  peop e who had survived and journeyed west. On the 
  way back is when we ran into them.”  
  “I’ve never seen beasts like them before, massive, 
  hideous beasts with v cious looking claws. They were 
  lead by a man with the head of a jackal. One of the 
  wizards with us said they were denizens of Gehenna, 
  Yugoloths. Our first charge decimated 1/3 of our 
  number, but injured them as well. It seemed we were 
  evenly matched.” 
   
  “We hesitated. Then the jackal-headed creature 
  sought a parlay. I spoke with i  myself. It said that t 
  had no qualm with us, but that s minions would not 
  let them leave alive. Something to do about a 
  hierarchy the beasts had. A compromise was made; 
  the beasts would leave the service of Iuz, if I and any 
  that were imprisoned with me, agreed to be taken by 
  them. They promised they would not harm any of the 
  prisoners.”  
   
  “None of the knights would agree, but I knew, 
  just from speaking with the creature, that every single 
  one of us would die taking the creatures to the grave 
  with us. I ordered the knights to secrecy and agreed.”  
  “Little did I know that the creatures were only in
  the service of Iuz to bring me back. The creatures left 
  after Old Wicked’s minions arrived to take us back. 
  They moved us back and tortured my people to near 
  death, punishment for our escape.”
   
  “So, you see, I cannot guarantee that we won’t 
  make it halfway back to Gensal before the creatures 
  track me down again. If that happens, I doubt any of 
  you or my peop e would survive. Do you still wish to 
  free us? 
  Lemanda will accept whatever the party decides. If they 
  decide the risk is too great, she will appear somber, but 
  understanding. If they decide to take the prisoners with 
  them, she will smile and set her mind to the task.   
   
    
  ENCOUNTER 10 – THE TRIP 
  HOME 
  The trip home should be a frightful thing for the PCs. 
  Have them make numerous Spot and Listen checks, keep 
  them on their toes. Once they have journeyed west for 
  about four hours, read or paraphrase the following: 
   
  Suddenly, from up ahead comes the loud baying of 
  some lupine creature. It appears to be getting closer 
  from over the next rise.  
   
  You watch and see a humanoid figure break the 
  next rise. It stops when it sees you and looks down at 
  your wagon. You breathe a sigh of relief as you see it 
  is a patrol from Gensal, its leader holding the chain of 
  a guard dog. “Pathfinders!” He yells out. “Welcome 
  home.” His troop salutes you as they move past.  
   
  As you make your way into Gensal, it seems as if the 
  place has grown more already. Lemanda pulls you 
  aside and gives a curt bow. 
  “Thank you my friends, you have given me much. 
  More then my freedom, you have given me back 
  hope, something far more va uable. I’m sure our paths 
  will gross again in the future. Know that you have 
  made an eternal friend in me.” With that, she bows 
  again and heads off toward the two stone barracks.  
   
  Knightly Distractions 
   
  Page 11 
  
  ENCOUNTER 10A – VISONS 
  OF FUTURE PAST 
  This portion of the adventure is for those who received 
  the Prophecy special from SHL6-02, Blood and Rain. If 
  the PC or PCs never used their augury ability during the 
  adventure, they will receive this vision. 
   
  That night your sleep is restless. You dream all night, 
  though before you wake, the dreams wash from you 
  like a cascading waterfall. However, one portion of a 
  dream you hang onto. 
   
  It is a cool night. The wind blows lightly from the 
  open window n the Council of Lords Chamber. The 
  room is deserted except for one man, Lord Nathan 
  Enerick. He works studiously in some books, writing. 
  The wind kicks up and sends the torchlight dancing. 
  Enerick, annoyed by the disturbance rises and goes to 
  the window. At the windows, he ooks outside with 
  annoyance. As he closes the window the wind kicks 
  up again. As the torch light dances, you catch the 
  briefest glance of his shadow, thrown long from the 
  torchlight. His shadow dances and waves in the 
  flickering torchl ght and it appears as i  his shadow 
  has grown two extra pairs of arms. He closes the 
  window and the torchlight returns to normal, as does 
  his shadow.  
  i  
  l
  i
  f
   
  This resolves Knightly Distractions. 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 2 
  Defeat the orcs 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
   
  Encounter 7 
  Gain entrance to the cells, by pass the trap 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
   
  Encounter 8  
  Defeat the cell keeper and her minions 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10 
  390 XP 
   
  Story Award 
  Objective met – Lemanda is saved: 
  APL 2  
  60 XP 
  APL 4  
  105 XP 
  APL 6  
  150 XP 
  APL 8  
  195 XP 
  APL 10 
  240 XP 
   
  Total possible experience: 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  APL 10 
  1350 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold.  If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
  Knightly Distractions 
   
  Page 12 
  
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure.  Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 8 
  APL 2: Coin: 300 gp 
  APL 4: Coin: 450 gp 
  APL 6: Coin: 600 gp 
  APL 8: Coin: 900 gp 
  APL 10: Coin: 1575 gp  
   
  Total Possible Treasure 
  APL 2: Coin: 300 gp 
  APL 4: Coin: 450 gp 
  APL 6: Coin: 600 gp 
  APL 8: Coin: 900 gp 
  APL 10: Coin: 1575 gp  
   
  Special 
   
  Thanks of Knight Baronette Lemanda: You have saved 
  the life and honor of the lady Lemanda. Having such 
  high friends will surely have its uses in the future. In 
  addition, she has made available to you several of her 
  family’s heirlooms. 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
   
  Item Access 
  APL 2: 
  • 
  Heavy Plate (Adventure; Races of Stone); 2,000 gp. 
  • 
  Earth Silk Jersey (Adventure; Races of Stone); 150 
  gp. 
  • 
  Heward’s Handy Haversack (Adventure; DMG) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Wand of False Life (Adventure; DMG) 
  • 
  Ring of the Ram (Adventure; DMG) 
  • 
  +1 Buckler of Arrow Catching (Adventure; DMG) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  +1 Chain Shirt of Light Fortification (Adventure; DMG) 
  • 
  +1 Thundering Heavy Flail (Adventure; DMG) 
   
  APL 8 (all of APLs 2-4 plus the following): 
  • 
  Potion of Good Hope (Adventure; DMG) 
  • 
  Amulet of Mighty Fists +2 (Adventure; DMG) 
   
  APL 10 (all of APLs 2-4 plus the following): 
  • 
  Lyre of Building (Adventure; DMG) 
  • 
  Pearl of Power, 5
  th level (Adventure; DMG) 
  • 
  +1 Shocking, Giant Bane Long Spear (Adventure; 
  DMG) 
   
   
  Knightly Distractions 
   
  Page 13 
  
  APPENDIX 3: ENCOUNTERS BY APL 
   
  APL 2 
   
  Encounter Two 
  Orc Fighter1: Male Orc Fighter 1; CR 1; Medium 
  Humanoid (Orc); HD 1D10+1 ; hp 11; Init +0 ; Spd 
  30'; AC 13 (flatfooted 13, touch 10); BAB +1; Grp 
  +4; Atk:  masterwork falchion +4 (2d4+4 18-20) 
  Melee, masterwork light crossbow +1 (1d8/19-20) 
  Ranged; Face/Reach 5'/ 5'; SA: -; SQ: Darkvision 
  60 ft., light sensitivity; AL: CN; Sv: Fort +5, Ref +0, 
  Will +0; STR 17 DEX 11, CON 12, INT 8, WIS 7, 
  CHA 6  
  Skills and Feats: Listen -1, Spot -1; Iron Will, 
  Power Attack 
   
  Possessions: Masterwork falcion, masterwork light 
  crossbow, 20 crossbow bolts, masterwork studed 
  leather armor 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of s daylight spell.  
   
  Caravan Guard Warrior 1: Male Human Warrior 
  1; CR 1/2; Medium Humanoid (Human); HD 
  (1d8)+1 ; hp 5; Init +0 ; Spd 30'; AC 15 (flatfooted 
  15, touch 10); BAB +1; Grp +2; Atk:  Spear +2 
  (1d8+1) Melee, long spear +1 (1d8) Ranged; 
  Face/Reach 5'/ 5'; SA: -; SQ: -; AL: NG; Sv: Fort 
  +3, Ref +0, Will +1; STR 13 DEX 11, CON 12, INT 
  10, WIS 11, CHA 10  
  Skills and Feats: Listen +3, Spot +3; Alertness 
  Possessions: Chain Shirt, light steel shield, long 
  spear, spear x3. 
   
  Encounter Four 
  Arcanaloth: Male Arcanaloth; CR 17; Medium Outsider; 
  HD 12d8; hp 54; Init +7; Spd 30', Fly 50' (poor); AC 28 
  (flatfooted 25, touch 13); BAB +12/+7/+2; Grp +12; Atk 
  Claw +12 Melee(1d4+poison); Full Atk 2 Claws +12 
  Melee(1d4+poison) and bite +7 Melee (1d6); Face/Reach: 
  5'/5';  SA: Poison, Spell-like abilities, Spells; SQ: DR 
  15/magic, Darkvision 60 ft., partial immunity to spells, 
  SR 24, yugoloth traits; AL: NE; SV: Fort +8, Ref +11, Will 
  +14; STR 11, DEX 16, CON 11, INT 20, WIS 18, CHA 17  
  Skills and Feats: Bluff +17, Concentration +14, Diplomacy 
  +19, Gather Information +18, Intimidate +19, Knowledge 
  (Arcana) +19, Knowledge (The Planes) +19, Profession 
  (scribe) +19, Sense Motive +20; Empower Spell, 
  Improved Initiative, Iron Will, Spell Focus (Abjuration) 
    
  Partical Immunity to Spells (Su): Mind-affecting spells 
  have no effect on arcanaloths. 
  Poison (Ex): An arcanalot’s claws are coated with poison. 
  It delivers this poison (Fortitude save DC 16) with each 
  successful claw attack. This initial and secondary damage 
  is the same (1 point of Strength damage.) 
  Spell-Like Abilities (Sp): At will – darkness, fly, heat 
  metal, invisibility (self only), magic missile, shapechange, 
  telekinesis, warp wood; 1/day – fear, major image. Caster 
  leverl 12
  th; save DC 13+ spell level.  
  Summon Yugoloth: Once per day, an arcanaloth can 
  summon another arcanaloth with a 40% chance of 
  success. 
  Yugoloth Traits: A yugoloth is immune to poison and 
  acid. It has cold, fire, and electricity resistance 20. 
  Yugoloths can communicate telepathically with any 
  creature within 100 feet that has a language. 
  Spells (Sp): 6/7/7/7/6/5/3 (Save DC 13+ spell level, or 15 
  + spell level for Abjuration spells) 
  1
  st- protection from good, mage armor, shield, magic 
  missile, sleep, color spray, ray of enfeeblement, 
  expeditious retreat, cause fear; 2
  nd- see invisibility, 
  scorching ray, bull’s strength, knock, touch of idiocy; 3
  rd- 
  dispel magic, fireball, suggestion, haste, slow; 4
  th- charm 
  monster, dimensional anchor, fire shield, invisibility 
  greater;, 5
  th- teleport, dominate person, mind fog; 6
  th- 
  geas/quest, true seeing; 7
  th- forcecage 
   
  Possessions: None  
   
  Spells prepared:(4/5/4/3; Base DC= 14 + spell level(*base 
  DC 16 + spell level for enchantment)) 0- Daze*, Ghost 
  sound, Mage Hand, Resistance; 1- Charm Person*, 
  Expeditious Retreat, Mage Armor, Protection from Good, 
  Silent Image; 2- Blur, Fox's Cunning, Tasha's Hideous 
  Laughter*, Invisibility; 3- Displacement, Haste, Heroism* 
   
  Encounter Eight 
  Cell Keeper: Female Human Rogue 3; CR 3; Medium 
  Humanoid (Human); HD (3d6)+6; hp 17; Init +4; Spd 30'; 
  AC 20 (flatfooted 16, touch 14); BAB +2; Grp +4; Atk: 
  Masterwork shortsword +6 Melee (1d6+2 19-20/x2); 
  Face/Reach 5’/5'; SA: Sneak Attack +2d6, scrolls; SQ: trap 
  Knightly Distractions 
   
  Page 14 
  
  sense +1, evasion; AL: LE; Sv: Fort +3, Ref +7, Will +2; 
  STR 14, DEX 19, CON 15, INT 10, WIS 12, CHA 16  
  Skills and Feats: Hide +10, Listen +3, Move Silently +10, 
  Spot +7, Use Magic Device +9, Swim +8, Tumble +10; 
  Iron Will, Weapon Focus, short sword. 
   
  Possessions: Masterwork Chain Shirt, Masterwork 
  buckler, Masterwork Shortsword x3, wand of mage hand 
  (37), scroll of haste, scroll of shield x2 
  Knightly Distractions 
   
  Page 15 
  
  APL 4 
   
  Encounter Two 
  Orc Fighter1: Male Orc Fighter 1; CR 1; Medium 
  Humanoid (Orc); HD 1D10+1 ; hp 11; Init +0 ; Spd 
  30'; AC 13 (flatfooted 13, touch 10); BAB +1; Grp 
  +4; Atk:  masterwork falchion +4 (2d4+4 18-20) 
  Melee, masterwork light crossbow +1 (1d8/19-20) 
  Ranged; Face/Reach 5'/ 5'; SA: -; SQ: Darkvision 
  60 ft., light sensitivity; AL: CN; Sv: Fort +5, Ref +0, 
  Will +0; STR 17 DEX 11, CON 12, INT 8, WIS 7, 
  CHA 6  
  Skills and Feats: Listen -1, Spot -1; Iron Will, 
  Power Attack 
   
  Possessions: Masterwork falcion, masterwork light 
  crossbow, 20 crossbow bolts, masterwork studed 
  leather armor 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of s daylight spell.  
   
  Caravan Guard Warrior 1: Male Human Warrior 
  1; CR 1/2; Medium Humanoid (Human); HD 
  (1d8)+1 ; hp 5; Init +0 ; Spd 30'; AC 15 (flatfooted 
  15, touch 10); BAB +1; Grp +2; Atk:  Spear +2 
  (1d8+1) Melee, long spear +1 (1d8) Ranged; 
  Face/Reach 5'/ 5'; SA: -; SQ: -; AL: NG; Sv: Fort 
  +3, Ref +0, Will +1; STR 13 DEX 11, CON 12, INT 
  10, WIS 11, CHA 10  
  Skills and Feats: Listen +3, Spot +3; Alertness 
  Possessions: Chain Shirt, light steel shield, long 
  spear, spear x3. 
   
  Encounter Four 
  Arcanaloth: Male Arcanaloth; CR 17; Medium Outsider; 
  HD 12d8; hp 54; Init +7; Spd 30', Fly 50' (poor); AC 28 
  (flatfooted 25, touch 13); BAB +12/+7/+2; Grp +12; Atk 
  Claw +12 Melee(1d4+poison); Full Atk 2 Claws +12 
  Melee(1d4+poison) and bite +7 Melee (1d6); Face/Reach: 
  5'/5';  SA: Poison, Spell-like abilities, Spells; SQ: DR 
  15/magic, Darkvision 60 ft., partial immunity to spells, 
  SR 24, yugoloth traits; AL: NE; SV: Fort +8, Ref +11, Will 
  +14; STR 11, DEX 16, CON 11, INT 20, WIS 18, CHA 17  
  Skills and Feats: Bluff +17, Concentration +14, Diplomacy 
  +19, Gather Information +18, Intimidate +19, Knowledge 
  (Arcana) +19, Knowledge (The Planes) +19, Profession 
  (scribe) +19, Sense Motive +20; Empower Spell, 
  Improved Initiative, Iron Will, Spell Focus (Abjuration) 
    
  Partical Immunity to Spells (Su): Mind-affecting spells 
  have no effect on arcanaloths. 
  Poison (Ex): An arcanalot’s claws are coated with poison. 
  It delivers this poison (Fortitude save DC 16) with each 
  successful claw attack. This initial and secondary damage 
  is the same (1 point of Strength damage.) 
  Spell-Like Abilities (Sp): At will – darkness, fly, heat 
  metal, invisibility (self only), magic missile, shapechange, 
  telekinesis, warp wood; 1/day – fear, major image. Caster 
  leverl 12
  th; save DC 13+ spell level.  
  Summon Yugoloth: Once per day, an arcanaloth can 
  summon another arcanaloth with a 40% chance of 
  success. 
  Yugoloth Traits: A yugoloth is immune to poison and 
  acid. It has cold, fire, and electricity resistance 20. 
  Yugoloths can communicate telepathically with any 
  creature within 100 feet that has a language. 
  Spells (Sp): 6/7/7/7/6/5/3 (Save DC 13+ spell level, or 15 
  + spell level for Abjuration spells) 
  1
  st- protection from good, mage armor, shield, magic 
  missile, sleep, color spray, ray of enfeeblement, 
  expeditious retreat, cause fear; 2
  nd- see invisibility, 
  scorching ray, bull’s strength, knock, touch of idiocy; 3
  rd- 
  dispel magic, fireball, suggestion, haste, slow; 4
  th- charm 
  monster, dimensional anchor, fire shield, invisibility 
  greater;, 5
  th- teleport, dominate person, mind fog; 6
  th- 
  geas/quest, true seeing; 7
  th- forcecage 
   
  Possessions: None  
   
  Spells prepared:(4/5/4/3; Base DC= 14 + spell level(*base 
  DC 16 + spell level for enchantment)) 0- Daze*, Ghost 
  sound, Mage Hand, Resistance; 1- Charm Person*, 
  Expeditious Retreat, Mage Armor, Protection from Good, 
  Silent Image; 2- Blur, Fox's Cunning, Tasha's Hideous 
  Laughter*, Invisibility; 3- Displacement, Haste, Heroism* 
   
  Encounter Eight 
  Cell Keeper: Female Human Rogue 5; CR 5; Medium 
  Humanoid (Human); HD (5d6)+10; hp 28; Init +4; Spd 
  30'; AC 20 (flatfooted 16, touch 14); BAB +3; Grp +5; Atk: 
  Masterwork shortsword +7 Melee (1d6+2 19-20/x2); 
  Face/Reach 5’/5'; SA: Sneak Attack +3d6, scrolls; SQ: trap 
  sense +2, Evasion, Uncanny Dodge; AL: LE; Sv: Fort +3, 
  Ref +8, Will +2; STR 14, DEX 19, CON 15, INT 10, WIS 
  12, 
  CHA 
  16  
  Skills and Feats: Hide +12, Listen +5, Move Silently +12, 
  Spot +9, Use Magic Device +11, Swim +10, Tumble +12; 
  Iron Will, Weapon Focus, short sword. 
  Knightly Distractions 
   
  Page 16 
  
   
  Possessions: Masterwork Chain Shirt, Masterwork 
  buckler, Masterwork Shortsword x3, wand of mage hand 
  (37), scroll of haste, scroll of shield x2 
  Knightly Distractions 
   
  Page 17 
  
  APL 6 
   
  Encounter Two 
  Orc Fighter1: Male Orc Fighter 1; CR 1; Medium 
  Humanoid (Orc); HD 1D10+1 ; hp 11; Init +0 ; Spd 
  30'; AC 13 (flatfooted 13, touch 10); BAB +1; Grp 
  +4; Atk:  masterwork falchion +4 (2d4+4 18-20) 
  Melee, masterwork light crossbow +1 (1d8/19-20) 
  Ranged; Face/Reach 5'/ 5'; SA: -; SQ: Darkvision 
  60 ft., light sensitivity; AL: CN; Sv: Fort +5, Ref +0, 
  Will +0; STR 17 DEX 11, CON 12, INT 8, WIS 7, 
  CHA 6  
  Skills and Feats: Listen -1, Spot -1; Iron Will, 
  Power Attack 
   
  Possessions: Masterwork falcion, masterwork light 
  crossbow, 20 crossbow bolts, masterwork studed 
  leather armor 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of s daylight spell.  
   
  Caravan Guard Warrior 1: Male Human Warrior 
  1; CR 1/2; Medium Humanoid (Human); HD 
  (1d8)+1 ; hp 5; Init +0 ; Spd 30'; AC 15 (flatfooted 
  15, touch 10); BAB +1; Grp +2; Atk:  Spear +2 
  (1d8+1) Melee, long spear +1 (1d8) Ranged; 
  Face/Reach 5'/ 5'; SA: -; SQ: -; AL: NG; Sv: Fort 
  +3, Ref +0, Will +1; STR 13 DEX 11, CON 12, INT 
  10, WIS 11, CHA 10  
  Skills and Feats: Listen +3, Spot +3; Alertness 
  Possessions: Chain Shirt, light steel shield, long 
  spear, spear x3. 
   
  Encounter Four 
  Arcanaloth: Male Arcanaloth; CR 17; Medium Outsider; 
  HD 12d8; hp 54; Init +7; Spd 30', Fly 50' (poor); AC 28 
  (flatfooted 25, touch 13); BAB +12/+7/+2; Grp +12; Atk 
  Claw +12 Melee(1d4+poison); Full Atk 2 Claws +12 
  Melee(1d4+poison) and bite +7 Melee (1d6); Face/Reach: 
  5'/5';  SA: Poison, Spell-like abilities, Spells; SQ: DR 
  15/magic, Darkvision 60 ft., partial immunity to spells, 
  SR 24, yugoloth traits; AL: NE; SV: Fort +8, Ref +11, Will 
  +14; STR 11, DEX 16, CON 11, INT 20, WIS 18, CHA 17  
  Skills and Feats: Bluff +17, Concentration +14, Diplomacy 
  +19, Gather Information +18, Intimidate +19, Knowledge 
  (Arcana) +19, Knowledge (The Planes) +19, Profession 
  (scribe) +19, Sense Motive +20; Empower Spell, 
  Improved Initiative, Iron Will, Spell Focus (Abjuration) 
    
  Partical Immunity to Spells (Su): Mind-affecting spells 
  have no effect on arcanaloths. 
  Poison (Ex): An arcanalot’s claws are coated with poison. 
  It delivers this poison (Fortitude save DC 16) with each 
  successful claw attack. This initial and secondary damage 
  is the same (1 point of Strength damage.) 
  Spell-Like Abilities (Sp): At will – darkness, fly, heat 
  metal, invisibility (self only), magic missile, shapechange, 
  telekinesis, warp wood; 1/day – fear, major image. Caster 
  leverl 12
  th; save DC 13+ spell level.  
  Summon Yugoloth: Once per day, an arcanaloth can 
  summon another arcanaloth with a 40% chance of 
  success. 
  Yugoloth Traits: A yugoloth is immune to poison and 
  acid. It has cold, fire, and electricity resistance 20. 
  Yugoloths can communicate telepathically with any 
  creature within 100 feet that has a language. 
  Spells (Sp): 6/7/7/7/6/5/3 (Save DC 13+ spell level, or 15 
  + spell level for Abjuration spells) 
  1
  st- protection from good, mage armor, shield, magic 
  missile, sleep, color spray, ray of enfeeblement, 
  expeditious retreat, cause fear; 2
  nd- see invisibility, 
  scorching ray, bull’s strength, knock, touch of idiocy; 3
  rd- 
  dispel magic, fireball, suggestion, haste, slow; 4
  th- charm 
  monster, dimensional anchor, fire shield, invisibility 
  greater;, 5
  th- teleport, dominate person, mind fog; 6
  th- 
  geas/quest, true seeing; 7
  th- forcecage 
   
  Possessions: None  
   
  Spells prepared:(4/5/4/3; Base DC= 14 + spell level(*base 
  DC 16 + spell level for enchantment)) 0- Daze*, Ghost 
  sound, Mage Hand, Resistance; 1- Charm Person*, 
  Expeditious Retreat, Mage Armor, Protection from Good, 
  Silent Image; 2- Blur, Fox's Cunning, Tasha's Hideous 
  Laughter*, Invisibility; 3- Displacement, Haste, Heroism* 
   
  Encounter Eight 
  Cell Keeper: Female Human Rogue 7; CR 7; Medium 
  Humanoid (Human); HD (7d6)+14; hp 39; Init +4; Spd 
  30'; AC 20 (flatfooted 16, touch 14); BAB +5; Grp +7; Atk: 
  Masterwork shortsword +9 Melee (1d6+2 19-20/x2); 
  Face/Reach 5’/5'; SA: Sneak Attack +4d6, scrolls; SQ: trap 
  sense +2, Evasion, Uncanny Dodge; AL: LE; Sv: Fort +4, 
  Ref +9, Will +3; STR 14, DEX 19, CON 15, INT 10, WIS 
  12, 
  CHA 
  16  
  Skills and Feats: Hide +14, Listen +7, Move Silently +14, 
  Spot +11, Use Magic Device +13, Swim +12, Tumble +14; 
  Iron Will, Weapon Focus, short sword, Mobility 
  Knightly Distractions 
   
  Page 18 
  
   
  Possessions: Masterwork Chain Shirt, Masterwork 
  buckler, Masterwork Shortsword x3, wand of mage hand 
  (37), scroll of haste, scroll of shield x2 
  Knightly Distractions 
   
  Page 19 
  
  APL 8 
   
  Encounter Two 
  Orc Fighter1: Male Orc Fighter 1; CR 1; Medium 
  Humanoid (Orc); HD 1D10+1 ; hp 11; Init +0 ; Spd 
  30'; AC 13 (flatfooted 13, touch 10); BAB +1; Grp 
  +4; Atk:  masterwork falchion +4 (2d4+4 18-20) 
  Melee, masterwork light crossbow +1 (1d8/19-20) 
  Ranged; Face/Reach 5'/ 5'; SA: -; SQ: Darkvision 
  60 ft., light sensitivity; AL: CN; Sv: Fort +5, Ref +0, 
  Will +0; STR 17 DEX 11, CON 12, INT 8, WIS 7, 
  CHA 6  
  Skills and Feats: Listen -1, Spot -1; Iron Will, 
  Power Attack 
   
  Possessions: Masterwork falcion, masterwork light 
  crossbow, 20 crossbow bolts, masterwork studed 
  leather armor 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of s daylight spell.  
   
  Orc Sergeant: Male Orc Fighter 3; CR 3; Medium 
  Humanoid (Orc); HD 3d10+3 ; hp 23; Init +0 ; Spd 
  30'; AC 13 (flatfooted 13, touch 10); BAB +3; Grp 
  +6; Atk:  masterwork falchion +7 (2d4+4 18-20) 
  Melee, masterwork light crossbow +4 (1d8/19-20) 
  Ranged; Face/Reach 5'/ 5'; SA: -; SQ: Darkvision 
  60 ft., light sensitivity; AL: CN; Sv: Fort +7, Ref +1, 
  Will +1; STR 17 DEX 11, CON 12, INT 8, WIS 7, 
  CHA 6  
  Skills and Feats: Listen -1, Spot -1; Iron Will, 
  Power Attack, Weapon Focus falchion, Weapon 
  Focus light crossbow 
   
  Possessions: Masterwork falcion, masterwork light 
  crossbow, 20 crossbow bolts, masterwork studed 
  leather armor 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of s daylight spell.  
   
  Caravan Guard Warrior 1: Male Human Warrior 
  1; CR 1/2; Medium Humanoid (Human); HD 
  (1d8)+1 ; hp 5; Init +0 ; Spd 30'; AC 15 (flatfooted 
  15, touch 10); BAB +1; Grp +2; Atk:  Spear +2 
  (1d8+1) Melee, long spear +1 (1d8) Ranged; 
  Face/Reach 5'/ 5'; SA: -; SQ: -; AL: NG; Sv: Fort 
  +3, Ref +0, Will +1; STR 13 DEX 11, CON 12, INT 
  10, WIS 11, CHA 10  
  Skills and Feats: Listen +3, Spot +3; Alertness 
  Possessions: Chain Shirt, light steel shield, long 
  spear, spear x3. 
   
  Encounter Four 
  Arcanaloth: Male Arcanaloth; CR 17; Medium Outsider; 
  HD 12d8; hp 54; Init +7; Spd 30', Fly 50' (poor); AC 28 
  (flatfooted 25, touch 13); BAB +12/+7/+2; Grp +12; Atk 
  Claw +12 Melee(1d4+poison); Full Atk 2 Claws +12 
  Melee(1d4+poison) and bite +7 Melee (1d6); Face/Reach: 
  5'/5';  SA: Poison, Spell-like abilities, Spells; SQ: DR 
  15/magic, Darkvision 60 ft., partial immunity to spells, 
  SR 24, yugoloth traits; AL: NE; SV: Fort +8, Ref +11, Will 
  +14; STR 11, DEX 16, CON 11, INT 20, WIS 18, CHA 17  
  Skills and Feats: Bluff +17, Concentration +14, Diplomacy 
  +19, Gather Information +18, Intimidate +19, Knowledge 
  (Arcana) +19, Knowledge (The Planes) +19, Profession 
  (scribe) +19, Sense Motive +20; Empower Spell, 
  Improved Initiative, Iron Will, Spell Focus (Abjuration) 
    
  Partical Immunity to Spells (Su): Mind-affecting spells 
  have no effect on arcanaloths. 
  Poison (Ex): An arcanalot’s claws are coated with poison. 
  It delivers this poison (Fortitude save DC 16) with each 
  successful claw attack. This initial and secondary damage 
  is the same (1 point of Strength damage.) 
  Spell-Like Abilities (Sp): At will – darkness, fly, heat 
  metal, invisibility (self only), magic missile, shapechange, 
  telekinesis, warp wood; 1/day – fear, major image. Caster 
  leverl 12
  th; save DC 13+ spell level.  
  Summon Yugoloth: Once per day, an arcanaloth can 
  summon another arcanaloth with a 40% chance of 
  success. 
  Yugoloth Traits: A yugoloth is immune to poison and 
  acid. It has cold, fire, and electricity resistance 20. 
  Yugoloths can communicate telepathically with any 
  creature within 100 feet that has a language. 
  Spells (Sp): 6/7/7/7/6/5/3 (Save DC 13+ spell level, or 15 
  + spell level for Abjuration spells) 
  1
  st- protection from good, mage armor, shield, magic 
  missile, sleep, color spray, ray of enfeeblement, 
  expeditious retreat, cause fear; 2
  nd- see invisibility, 
  scorching ray, bull’s strength, knock, touch of idiocy; 3
  rd- 
  dispel magic, fireball, suggestion, haste, slow; 4
  th- charm 
  monster, dimensional anchor, fire shield, invisibility 
  greater;, 5
  th- teleport, dominate person, mind fog; 6
  th- 
  geas/quest, true seeing; 7
  th- forcecage 
   
  Possessions: None  
   
  Spells prepared:(4/5/4/3; Base DC= 14 + spell level(*base 
  DC 16 + spell level for enchantment)) 0- Daze*, Ghost 
  Knightly Distractions 
   
  Page 20 
  
  sound, Mage Hand, Resistance; 1- Charm Person*, 
  Expeditious Retreat, Mage Armor, Protection from Good, 
  Silent Image; 2- Blur, Fox's Cunning, Tasha's Hideous 
  Laughter*, Invisibility; 3- Displacement, Haste, Heroism* 
   
  Encounter Eight 
  Cell Keeper: Female Human Rogue 9; CR 9; Medium 
  Humanoid (Human); HD (9d6)+27; hp 59; Init +4; Spd 
  30'; AC 20 (flatfooted 16, touch 14); BAB +6/+1; Grp +8; 
  Atk: Masterwork shortsword +10 Melee (1d6+2 19-
  20/x2), Full Atk: Masterwork shortsword +10/+5 Melee 
  (1d6+2 19-20/x2); Face/Reach 5’/5'; SA: Sneak Attack 
  +5d6, scrolls; SQ: trap sense +3, Evasion, Improved 
  Uncanny Dodge; AL: LE; Sv: Fort +5, Ref +10 Will +4; 
  STR 14, DEX 19, CON 16, INT 10, WIS 12, CHA 16  
  Skills and Feats: Hide +16, Listen +9, Move Silently +16, 
  Spot +13, Use Magic Device +19, Swim +14, Tumble +16; 
  Iron Will, Weapon Focus, short sword, Mobility, Skill 
  Focus, Use Magic Device, Combat Reflexes 
   
  Possessions: Masterwork Chain Shirt, Masterwork 
  buckler, Masterwork Shortsword x3, wand of mage hand 
  (37), scroll of haste, scroll of shield x2 
  Knightly Distractions 
   
  Page 21 
  
  APL 10 
   
  Encounter Two 
  Orc Fighter1: Male Orc Fighter 1; CR 1; Medium 
  Humanoid (Orc); HD 1D10+1 ; hp 11; Init +0 ; Spd 
  30'; AC 13 (flatfooted 13, touch 10); BAB +1; Grp 
  +4; Atk:  masterwork falchion +4 (2d4+4 18-20) 
  Melee, masterwork light crossbow +1 (1d8/19-20) 
  Ranged; Face/Reach 5'/ 5'; SA: -; SQ: Darkvision 
  60 ft., light sensitivity; AL: CN; Sv: Fort +5, Ref +0, 
  Will +0; STR 17 DEX 11, CON 12, INT 8, WIS 7, 
  CHA 6  
  Skills and Feats: Listen -1, Spot -1; Iron Will, 
  Power Attack 
   
  Possessions: Masterwork falcion, masterwork light 
  crossbow, 20 crossbow bolts, masterwork studed 
  leather armor 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of s daylight spell.  
   
  Orc Sergeant: Male Orc Fighter 3; CR 3; Medium 
  Humanoid (Orc); HD 3d10+3 ; hp 23; Init +0 ; Spd 
  30'; AC 13 (flatfooted 13, touch 10); BAB +3; Grp 
  +6; Atk:  masterwork falchion +7 (2d4+4 18-20) 
  Melee, masterwork light crossbow +4 (1d8/19-20) 
  Ranged; Face/Reach 5'/ 5'; SA: -; SQ: Darkvision 
  60 ft., light sensitivity; AL: CN; Sv: Fort +7, Ref +1, 
  Will +1; STR 17 DEX 11, CON 12, INT 8, WIS 7, 
  CHA 6  
  Skills and Feats: Listen -1, Spot -1; Iron Will, 
  Power Attack, Weapon Focus falchion, Weapon 
  Focus light crossbow 
   
  Possessions: Masterwork falcion, masterwork light 
  crossbow, 20 crossbow bolts, masterwork studed 
  leather armor 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of s daylight spell.  
   
  Caravan Guard Warrior 1: Male Human Warrior 
  1; CR 1/2; Medium Humanoid (Human); HD 
  (1d8)+1 ; hp 5; Init +0 ; Spd 30'; AC 15 (flatfooted 
  15, touch 10); BAB +1; Grp +2; Atk:  Spear +2 
  (1d8+1) Melee, long spear +1 (1d8) Ranged; 
  Face/Reach 5'/ 5'; SA: -; SQ: -; AL: NG; Sv: Fort 
  +3, Ref +0, Will +1; STR 13 DEX 11, CON 12, INT 
  10, WIS 11, CHA 10  
  Skills and Feats: Listen +3, Spot +3; Alertness 
  Possessions: Chain Shirt, light steel shield, long 
  spear, spear x3. 
   
  Encounter Four 
  Arcanaloth: Male Arcanaloth; CR 17; Medium Outsider; 
  HD 12d8; hp 54; Init +7; Spd 30', Fly 50' (poor); AC 28 
  (flatfooted 25, touch 13); BAB +12/+7/+2; Grp +12; Atk 
  Claw +12 Melee(1d4+poison); Full Atk 2 Claws +12 
  Melee(1d4+poison) and bite +7 Melee (1d6); Face/Reach: 
  5'/5';  SA: Poison, Spell-like abilities, Spells; SQ: DR 
  15/magic, Darkvision 60 ft., partial immunity to spells, 
  SR 24, yugoloth traits; AL: NE; SV: Fort +8, Ref +11, Will 
  +14; STR 11, DEX 16, CON 11, INT 20, WIS 18, CHA 17  
  Skills and Feats: Bluff +17, Concentration +14, Diplomacy 
  +19, Gather Information +18, Intimidate +19, Knowledge 
  (Arcana) +19, Knowledge (The Planes) +19, Profession 
  (scribe) +19, Sense Motive +20; Empower Spell, 
  Improved Initiative, Iron Will, Spell Focus (Abjuration) 
    
  Partical Immunity to Spells (Su): Mind-affecting spells 
  have no effect on arcanaloths. 
  Poison (Ex): An arcanalot’s claws are coated with poison. 
  It delivers this poison (Fortitude save DC 16) with each 
  successful claw attack. This initial and secondary damage 
  is the same (1 point of Strength damage.) 
  Spell-Like Abilities (Sp): At will – darkness, fly, heat 
  metal, invisibility (self only), magic missile, shapechange, 
  telekinesis, warp wood; 1/day – fear, major image. Caster 
  leverl 12
  th; save DC 13+ spell level.  
  Summon Yugoloth: Once per day, an arcanaloth can 
  summon another arcanaloth with a 40% chance of 
  success. 
  Yugoloth Traits: A yugoloth is immune to poison and 
  acid. It has cold, fire, and electricity resistance 20. 
  Yugoloths can communicate telepathically with any 
  creature within 100 feet that has a language. 
  Spells (Sp): 6/7/7/7/6/5/3 (Save DC 13+ spell level, or 15 
  + spell level for Abjuration spells) 
  1
  st- protection from good, mage armor, shield, magic 
  missile, sleep, color spray, ray of enfeeblement, 
  expeditious retreat, cause fear; 2
  nd- see invisibility, 
  scorching ray, bull’s strength, knock, touch of idiocy; 3
  rd- 
  dispel magic, fireball, suggestion, haste, slow; 4
  th- charm 
  monster, dimensional anchor, fire shield, invisibility 
  greater;, 5
  th- teleport, dominate person, mind fog; 6
  th- 
  geas/quest, true seeing; 7
  th- forcecage 
   
  Possessions: None  
   
  Spells prepared:(4/5/4/3; Base DC= 14 + spell level(*base 
  DC 16 + spell level for enchantment)) 0- Daze*, Ghost 
  Knightly Distractions 
   
  Page 22 
  
  sound, Mage Hand, Resistance; 1- Charm Person*, 
  Expeditious Retreat, Mage Armor, Protection from Good, 
  Silent Image; 2- Blur, Fox's Cunning, Tasha's Hideous 
  Laughter*, Invisibility; 3- Displacement, Haste, Heroism* 
   
  Encounter Eight 
  Cell Keeper: Female Human Rogue 11; CR 11; Medium 
  Humanoid (Human); HD (11d6)+32; hp 69; Init +4; Spd 
  30'; AC 20 (flatfooted 16, touch 14); BAB +8/+3; Grp +10; 
  Atk: Masterwork shortsword +12 Melee (1d6+2 19-
  20/x2), Full Atk: Masterwork shortsword +12/+7 Melee 
  (1d6+2 19-20/x2); Face/Reach 5’/5'; SA: Sneak Attack 
  +6d6, scrolls; SQ: trap sense +3, Evasion, Improved 
  Uncanny Dodge, Opportunist; AL: LE; Sv: Fort +5, Ref 
  +11 Will +4; STR 14, DEX 19, CON 16, INT 10, WIS 12, 
  CHA 
  16  
  Skills and Feats: Hide +18, Listen +11, Move Silently +18, 
  Spot +15, Use Magic Device +21, Swim +16, Tumble +18; 
  Iron Will, Weapon Focus, short sword, Mobility, Skill 
  Focus, Use Magic Device, Combat Reflexes 
   
  Possessions: Masterwork Chain Shirt, Masterwork 
  buckler, Masterwork Shortsword x3, wand of mage hand 
  (37), scroll of haste, scroll of shield x2 
   
  Opportunist: (Ex) Once per round, the rogue can make 
  an attack of opportunity against an opponent who has 
  just been struck for damage in melee by another 
  character. This attack counts as the rogue’s attack of 
  opportunity for that round. Even a rogue with the 
  Combat Reflexes feat can’t use the opportunist ability 
  more than once per round. 
  Knightly Distractions 
   
  Page 23 
  
  PLAYER’S HANDOUT # 1 
   
   
  Greetings noble and courageous citizen of the realm, 
   
  Because of your past deeds, we have singled you out to join a small, elite group for 
  a covert mission. Because of the nature of the mission, it can not be disclosed here. 
  The trip should take no more then five days, but will require extensive travel. Our 
  people once again need your help. If you agree, please meet the others you will be 
  traveling with on the main, eastern road to Gensal at sun up tomorrow morning. 
  We pray Heironeous watch over you and that your mission be successful.  
   
  Sincerely, 
   
  Earl Lyndon Bohdon 
  Council of Lords 
  Knightly Distractions 
   
  Page 24 
  
  PLAYER’S HANDOUT # 2 
   
   
   
  Knightly Distractions 
   
  Page 25 
  
  PLAYER’S HANDOUT # 3 
   
   
   
   
   
  Knightly Distractions 
   
  Page 26 
  
  DM’S AID # 1 
   
   
  Cell Room layout 
   
   
  Knightly Distractions 
   
  Page 27 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Shield Lands/596/Normal Scenarios/SHL6-02 - Knightly Distractions (APL 2-10)/SHL6-02 - Knightly Distractions.pdf