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  PAL5-02 
   
  Plight of the 
   Emissary 
   
  A One-Round D&D LIVING GREYHAWK®  
  Theocracy of the Pale Regional Adventure 
  Version 1.1 
  By Gary Ingram 
  Triad Reviewer: Donovan Hicks 
  Circle Reviewer: Craig Hier 
   
   
   
  Returning from the County of Urnst, an emissary is abducted in the night while resting in the town of Longfield. The 
  local leadership fears the embarrassment this is sure to cause and desires a rapid yet discreet resolution. Is a group of 
  heroes the answer to their prayers? An outdoor adventure through the Nutherwood for APLs 2 through 8. 
  
  Plight of the Emissary 
   
  Page 1 
  RPGA Sanctioned PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the Greyhawk setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  Herald-Level gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  Herald-Level GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your Living 
  Greyhawk character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the Dungeons & Dragons Rewards program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the Living Greyhawk 
  character creation and development, RPGA event 
  sanctioning, and Dungeons & Dragons Rewards, 
  visit the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to Living 
  Greyhawk games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  If PCs bring animals that have been trained for combat 
  (most likely dogs trained for war), other than those 
  brought by virtue of a class ability (such as animal 
  companions, familiars paladin’s mounts) or the 
  warhorse of a character with the Mounted Combat 
  feat, use the sidebar chart to determine the number 
  of levels you add to the sum of step one. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately.  
  Sum the results of step 1 and 2, and divide by the number 
  of characters playing in the adventure. Round up to 
  the nearest whole number. 
  If you are running a table of six PCs, add one to that 
  average. 
  
  Plight of the Emissary 
   
  Page 2 
   
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
   
   
   
   
   
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  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 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  the Theocracy of the Pale.  Characters native to the 
  Theocracy of the Pale pay one Time Unit per round, all 
  others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  Pale Holy Day 
   
   
   
   
  Some player characters may wish to give or attend 
  services in-game on Pholtan holy days. For adventures set 
  in the Theocracy of the Pale, a member of the Church of 
  the One True Path may ask the judge at the beginning of 
  an Adventure to determine how many days it is until the 
  next Pholtan Holy day. This is accomplished by rolling a 
  d8, rerolling if the result is 8. If a 7 is rolled, the first day 
  of the adventure is a Pholtan Holy Day. Otherwise, the 
  die result indicates the number of days until the next 
  Pholtan Holy Day. Due to the special nature of the 
  Theocracy of the Pale, on Holy Days, Judges are 
  encouraged (but not required) to work-in a brief scene 
  involving Pholtan worship, possibly including a brief 1-2 
  minute sermon by a PC if his or her level is at least fifth 
  level and the judge believes that there is time available. 
  Adventure Background 
  The Nutherwood 
  Though the Church of the One True Path rules the Pale 
  with a strict discipline, there are outlying areas that 
  present difficulties. One such area is the Nutherwood, a 
  temperate forest located near the Nyrondese border, 
  south of the Phostwood. 
   
  The dense growth of the Nutherwood is an excellent 
  source of lumber. Longfield, a farming hamlet lying at 
  the edge of the wood just within the Palish border, is 
  beginning to develop a lumber trade. The roads 
  connecting the Pale, Nyrond, and the County of Urnst 
  pass nearby and caravans passing through the area 
  sometimes stop for a night in Longfield.  (Longfield was 
  also the site of COR3-04 By Cunning and Forced Cause, 
  
  Plight of the Emissary 
   
  Page 3 
  which brought about the end of the Swampwood Beast, 
  the legacy of tragic love and revenge.) 
   
  But the Nutherwood is also a haven for bandit gangs 
  who prey on the surrounding lands. Political dissidents 
  and fugitives from the law favor the many well-hidden 
  lairs and fine hunting provided deep within the woods. 
  Occupants of the Wood 
  One such band is led by Anellon Frith. Anellon was a 
  rebellious orphan raised in a seminary near Hawkburgh. 
  Never willing to accept the teachings of the Pholtan 
  priests, he was labelled a troublemaker at an early age and 
  disciplined regularly. 
   
  At thirteen, he fled the orphanage, becoming a street 
  urchin. Over the next few years he learned the abilities 
  necessary to survive from several minor rogues he 
  befriended. He swore one day he would build his skills to 
  the point where he would be able to exact revenge upon 
  the Church of the One True Path. 
   
  Throughout his teen years he recruited a gang of 
  toughs who robbed, extorted, and pillaged the merchants 
  of Hawkburgh. No matter how many times they were 
  apprehended, they always returned to their lifestyle of 
  crime.  
   
  One day while they were strong-arming a butcher, 
  there was a terrible accident. As the butcher struggled, he 
  slipped on a scrap of meat and impaled himself, dying 
  instantly. Knowing they would be labelled as murderers 
  and fearing Palish justice, the gang fled to the 
  Nutherwood and has been able to survive by hiding and 
  stealing what supplies they need from nearby Longfield. 
  The Liberation 
  Most recently, the Theocracy has begun the liberation of 
  Tenh with their allies, the Faithful Flan. Their holy 
  objective is to drive the forces of Iuz and Stonehold from 
  Tenh and place this once-proud land in the hands of the 
  Faithful Flan as its rightful inheritors. Should the 
  Liberation prove to be successful, it will bring an end to 
  the pagan reign of Duke Labahlah over the Tenha. The 
  Council of Nine (now grown to Ten) welcomes this as 
  the most favorable outcome of their support of the 
  Faithful Flan. It is believed the Pale would attempt to 
  absorb any liberated areas into the Pale though this intent 
  has never officially been stated. 
   
  Although Iuz and most of the invaders under his 
  control have abandoned the Tenh, some leaders in Iuz’s 
  empire are concerned that should the Pale succeed in 
  Tenh, they would push forward into the Bandit 
  Kingdoms. If the Pale were to push forward into the 
  Bandit Kingdoms, other realms might join them, 
  reversing the circumstances of the Greyhawk Wars and 
  revisit them on Iuz’s holdings. To prevent this, Old 
  Wicked has placed agents in the Nutherwood region in 
  order to gain intelligence of and to undermine any 
  treaties under negotiation between the Pale and other 
  realms. 
  The Agent 
  The priest Kal Taen has taken it upon himself to oversee 
  the Nutherwood region. A scheming, subversive 
  mastermind, Kal Taen has successfully negotiated, 
  bribed, and forced human and humanoid gangs in the 
  Nutherwood into taking actions against the powers that 
  oppose Iuz.  
   
  Evil divinations have revealed Anellon’s hatred of 
  the Pale to Kal Taen. The priest also learned through 
  more conventional means that a Palish emissary, Milan 
  Manweiler, is passing through the area. 
  The Scheme 
  Milan Manweiler is an up-and-coming emissary of the 
  Pale Diplomatic Corps. He has made a number of 
  successful missions in the lands surrounding the Pale. 
   
  Milan’s success can be partly attributed to his 
  inexhaustible air of confidence. A well-trained courtier, 
  he is quite at home in the finest palaces and his silver 
  tongue serves him well with the lords and ladies of the 
  foreign courts. Milan is a devout Pholtan, yet his courtly 
  manner gains the confidence of those he deals with. 
   
  Milan does have one guilty pleasure. The Happy 
  Hippogriff Inn in Longfield serves an exceptional 
  venison stew. Milan travels the trade routes between 
  Nyrond, the County of Urnst, and the Pale frequently 
  and often schedules his trips through the area to allow for 
  an overnight stay in Longfield. 
   
  Kal Taen has observed this behavior and has learned 
  that Milan is returning to the Pale from his latest mission 
  in Radigast City. Kal Taen believes that Milan has 
  negotiated the purchase of food stores to be exchanged in 
  Jedbridge to further the Pale’s aims in Tenh. Most would 
  believe this to be impossible, since the County served as a 
  haven for the former Duke of Tenh until recently, but the 
  dedicated diplomat may well be capable of such a task.  
   
  In order to prevent Milan’s return, Kal Taen has 
  arranged for Anellon Frith and his gang to abduct the 
  diplomat. A few members of Anellon’s gang sabotaged 
  Milan’s carriage as he returned to the Pale through 
  Midmeadow. Kal Taen, aware of Milan’s penchant for the 
  stew, correctly assumed he would travel ahead to 
  Longfield and wait there for his carriage to be repaired. 
  During his stay in Longfield, Anellon and his gang 
  abducted Milan and will turn him over to Kal Taen in a 
  few days at an arranged location in the Nutherwood. 
  Milan has been captured alive, so any information he may 
  have might be extracted. 
  The Note 
  As Anellon and his thugs abducted Milan, a lone rogue, 
  named Rolf, was skulking unnoticed in the shadows 
  nearby. He decided to take advantage of the situation by 
  sneaking back into Milan’s room and leaving a ransom 
  note in hopes of gaining some profit from the risk the 
  
  Plight of the Emissary 
   
  Page 4 
  other gang is taking. He signed the note using the name 
  of a particularly ruthless gang in the area. 
  Adventure Summary 
  The adventure is fairly linear, with the encounters taking 
  place at certain times. It begins with the heroes’ arrival in 
  Longfield in the morning hours. The abduction has 
  occurred the night before and the local constabulary is 
  wary of any strangers. 
  Encounter One: Introductions 
  The heroes meet in Longfield in the Happy Hippogriff. 
  Heroes obviously displaying an affiliation with the 
  Theocracy of the Pale will be treated with respect by the 
  local authorities. Others will be treated with suspicion. 
  The group is assembled in a back room. 
  Encounter Two: Trials and Tribute 
  The heroes meet Constable Theodoric and are informed 
  of the situation. Loyal Pholtans will be presented the 
  chance to “bring radiance to this darkest hour”. Suspected 
  characters (those who are not loyal to Pholtus or 
  recognized as heroes of the Pale) will be offered the 
  chance to prove their innocence.  
  Encounter Three: The Stakeout 
  The heroes are assigned the task of waiting at a clearing 
  near the edge of the Nutherwood where the ransom is to 
  be left. They are to somehow discover the location of the 
  captured emissary using any reasonable and lawful means 
  necessary.  The opportunistic rogue arrives and the PCs 
  might subdue him or trail him to his camp. 
  Encounter Four: Deception 
  The rogue who left the ransom note is discovered and the 
  heroes uncover the deceit. The rogue knows Milan was 
  taken into the Nutherwood, the general direction he was 
  taken, and that he must be “delivered alive”. 
  Encounter Five: A Wild Night 
  A fey creature plays a trick on the group. 
  Encounter Six: A Pack of Trouble 
  The heroes unknowingly approach an animal too close. 
  The animal is frightened by the intrusion and protects its 
  home with hostility. 
  Encounter Seven: Flora of the Wood 
  While searching for signs of the abductors the characters 
  pass near an area infected with a naturally occurring leaf 
  mold. If they disturb this fungus they may suffer 
  poisonous effects. 
  Encounter Eight: Another Wild Night 
  The fey creature returns for another trick. 
  Encounter Nine: Jokers Wild 
  A fey creature with knowledge of the whereabouts of 
  Milan has taken an interest in the group. The creature 
  has been following the group, playing jokes on them, and 
  will reveal itself when satisfied they are in the forest to 
  rescue the captured human. Assistance will be offerred if 
  the heroes can solve a simple puzzle. 
  Encounter Ten: The Rescue 
  The heroes discover the hideout of Anellon Frith and his 
  gang. Milan is held in one of the tents.  
  Conclusion: Back to Town 
  The heroes return to Longfield to report to the local 
  authorities. 
  Preparation for Play 
  In Encounter One the initial attitude of the local 
  authorities toward the heroes is based on whether or not 
  the heroes are obviously affiliated with the Theocracy of 
  the Pale. Ask the players if their characters are displaying 
  holy symbols of Pholtus or other signs of affiliation with 
  the Pale. Examples would be uniforms of the Prelatal 
  Army, Pholtan paladins or clerics, etc. Use your best 
  judgment in determining if the authorities could 
  recognize a PC’s affiliations or not. 
   
  Make yourself two lists of characters: one of those 
  that are obviously affiliated and another of those that are 
  not. The affiliated characters will be treated differently 
  than the non-affiliated ones. Note that loyal Pholtans 
  travelling incognito and NOT displaying their affiliation 
  would be classified as non-affiliated until they prove 
  otherwise. 
  Introduction 
  The Pale Patrol apprehends all of the PCs, either 
  separately or as a group.  You may draw a map and put 
  figures out to represent the Pale Patrol, but this is not 
  intended to be a fight.  Read or paraphrase the following 
  to the characters: 
  You are travelling one morning in the southwestern 
  Pale, near the hamlet of Longfield, famous beyond 
  its small size as the place where the terrible, tragic 
  Swampwood Beast used to terrorize the citizens.  
   
  A steady rain has fallen for the past several days, 
  but this morning the storm has broken. Perhaps this 
  is a promising portent? 
   
  Then, five mounted members of the Pale Patrol 
  approach cautiously with lances lowered in a ready 
  position.  Their mounts, sturdy bays and browns, 
  snort misty plumes into the damp air. 
   
  “STAND FAST!”, one man bellows, apparently 
  the leader. “You have entered a controlled area! 
  
  Plight of the Emissary 
   
  Page 5 
  Surrender your arms and turn toward town. We 
  would have a word with you.” 
   
  More patrolmen approach from the opposite 
  direction. 
  Give the PCs a chance to respond. The leader of the 
  patrol, Sergeant Ezerin, will inform the party there has 
  been an incident in Longfield. This is requiring all 
  persons in and about Longfield to be brought in for 
  routine questioning as all are suspect in this matter. 
   
  Should any member of the party become hostile 
  towards the patrol, they will use whatever force is 
  necessary to subdue the offender. If any member of the 
  patrol is killed by a PC, the patrol will not hesitate to use 
  lethal force. The second patrol consists of another five 
  riders and if the party should attack the first patrol, two 
  of these riders will immediately ride for Longfield with a 
  description of the party. The other three will join the 
  fight. If the party escapes, they will be labelled as wanted 
  criminals in the Pale. The charge will vary depending on 
  the actions of the party, but should it include the death of 
  even one of the patrolmen, the charge will be one of 
  murder of some type. See the Pale Gazetteer for possible 
  charges and penalties associated with them. 
   
  The adventure ends here for any PCs who attack the 
  patrol. They gain 240 xp, but nothing else for the 
  adventure and should lose at least a few TUs, if not their 
  very lives. 
  Encounter One: Introductions 
  The characters have been ushered into town toward The 
  Happy Hippogriff. Due to the abduction the night 
  before, Constable Theodoric is distrustful of all 
  newcomers, particularly non-Pholtans. During this 
  encounter, Constable Theodoric speaks with moderate 
  respect to the characters showing obvious allegiance to 
  Pholtus and the Pale, and with a measure of suspicion to 
  the others. 
   
  Read or paraphrase the following to the characters: 
  The guards escort you into Longfield, a small hamlet 
  at the southern edge of the Nutherwood. Modest 
  wooden homes line the wide dirt streets.  
   
  You are guided to the main room of The Happy 
  Hippogriff Inn, the only Inn in this small farming 
  community. You are shown into the common room 
  with less politeness than good hospitality would call 
  for, closely watched by the guards all the while. 
   
  The leader of the patrol announces proudly, 
  “Constable Theodoric, we found these out near the 
  road. Thought you might want to question ‘em. 
  We’ve seen no others all morning.” 
   
  “I see,” says a man wearing a silver disk on the 
  collar of his purple tunic, marking his rank. An 
  emblem of the Pale Patrol on his right collar marks 
  his affiliation. “Seat them over there.” He points to a 
  long table with benches nearby. 
   
  The patrolmen guide you over to the table and 
  urge you to sit down. The constable approaches and 
  stands at the head of the table squinting at you, as if 
  to assess your intentions. After a moment he begins, 
  “I am Theodoric, Constable of Longfield. Who might 
  you be and what brings you to our fair hamlet?” 
  At this point allow the players to introduce themselves in 
  character. If any character has played COR3-04 By 
  Cunning and Forced Cause, the constable will remember 
  him but probably requires a reminder. 
  � Constable Theodoric: Male human Ftr4/Rog1; 
  hp32; see Appendix One: NPCs. 
   
  Appearance: Theodoric stands 5 feet, 9 inches tall and 
  has a slight build. He is of Oeridian descent. He squints 
  often, perhaps because he’s always sizing people up, 
  perhaps merely due to failing eyesight. 
   
  Personality: Constable Theodoric enforces a just and 
  thorough law, as would anyone with such responsibility 
  within the Pale. He doesn’t think the characters are 
  involved in the abduction but knows they are his best 
  resource in apprehending the lawbreakers.  
   
  Motivation: Constable Theodoric is concerned only 
  with the performance of his duties as the keeper of law 
  and order in Longfield. He is motivated by a need to 
  solve this crime and is willing to use the means at his 
  disposal to do so. In this case, those means are the PCs, 
  and he will use them to assist in this matter if at all 
  possible. He is authorized to deputize anyone necessary 
  into the Pale Patrol in the pursuit of his duties as the 
  Constable of Longfield. 
  � Sergeant Ezerin: Male human Ftr3.  
  � Mounted Patrol (9): Male human Ftr1.  
  Encounter Two: Trials and 
  Tribute 
  After the players have introduced their characters to 
  Constable Theodoric, read or paraphrase the following to 
  the players:  
  “You may be wondering why you have been … 
  detained.” The Constable continues, “Last evening, a 
  great shadow was cast o’er Longfield. 
   
  “Our proximity to the roads brings us a few 
  travellers wishing to stay the night. Some of these 
  travellers pass through regularly and favor the 
  Happy Hippogriff. 
   
  “Our town is also at the edge of the 
  Nutherwood. The wood has provided a plentiful 
  bounty for many families.”  
  
  Plight of the Emissary 
   
  Page 6 
   
  The constable continues, “But the woods are not 
  without danger. The wilderness has many dark 
  corners where lawless fugitives lurk. The towns 
  surrounding the wood are plagued by their 
  pillaging. 
   
  “Yesterday, this very Inn was hosting Milan 
  Manweiler, an emissary of the Pale Diplomatic 
  Corps, on his return from a mission in Radigast 
  City. Resplendent he was, in his violet jacket, 
  Pholtus’s symbol in sterling about his neck. 
   
  “Last night under cover of darkness, Mister 
  Manweiler 
  was 
  kidnapped, 
  evidently 
  by 
  a 
  particularly ruthless bandit gang in the wood. A 
  crude ransom note was found in his room early this 
  morning. 
   
  “The ransom specifies an amount we are having 
  difficulty assembling. It is to be left in a clearing 
  near the edge of the Nutherwood, yet we are not 
  comforted by the thought of trusting the ruffians to 
  return Mister Manweiler alive. 
   
  “You can imagine the situation we are now in. 
  Our status as a safe haven for travellers is in 
  jeopardy, as is our good name with the Church of 
  the One True Path. Yet, we have a plan. 
   
  “An elite group such as you” [adjust Theodoric’s 
  appraisal based on how ‘elite’ the PCs look] “might be 
  able to follow undetected whoever comes to collect 
  the ransom. If you lack the art of stealth, then your 
  speed as a small group might prove valuable in 
  gaining the diplomat’s release after you discover his 
  location. Whichever proves to work best for your 
  group and its experience should prove most useful. 
   
  “Loyal Pholtans,” [or, again, as appropriate] “I 
  beseech you. This is a grand opportunity to bring the 
  Blinding Light to the darkest of holes. Those of you 
  who are not loyal to the Pale or followers of the One 
  True Path know you this: You are hereby suspected 
  in this matter, as are all outsiders! You may prove 
  your innocence by assisting the authorities of the 
  Pale, or you may remain here in Longfield until the 
  matter is resolved! 
   
  “What say you?” 
  Of course the players will probably have some questions. 
  Allow them a few minutes to gain some information and 
  make their decisions. The Constable will give them any 
  information he has which may help. The idea here is to 
  get them into the adventure quickly. 
  Some possible questions and answers are: 
  Q: Why was Milan Manweiler in Radigast City? 
  A: That is the business of diplomats and not my concern. 
  Q: Is there a reward for this? 
  A: There is the reward of serving the light of Pholtus and 
  knowing you have done the right thing. I’m sure these 
  bandits probably have a reward on their heads, as most in 
  the Nutherwood do, if it is money that drives you to aid 
  those who follow the law. 
  Q: Is Milan Manweiler a regular? 
  A: Yes. He stops at the Happy Hippogriff whenever he 
  passes through the area. He always has the venison stew. 
  Q: Is this a well-known gang? 
  A: There are many gangs. This one is particularly ruthless. 
  Just last month, they burned the barn of a farmer who 
  failed to pay their extortion, killing his oxen. Yet, they 
  have never been this bold before. 
  Q: How much is the ransom? 
  A: One thousand gold glories: a small amount for ones 
  such as yourselves perhaps, but a large sum for those of a 
  farming village such as Longfield. 
  Q: Why doesn’t the town guard hunt the bandits? 
  A: The guard is trained to enforce the law in the light of 
  Pholtus. They are poorly trained for hunting bandits in 
  the woods. We have sent a courier to summon a member 
  of the Prelatal Army Scouts. In the absence of a group of 
  scouts, I thought you might be able to aid us, as you 
  would be detained here until the resolution of this matter 
  anyway to avoid the possibility of a false friend avoiding 
  justice. 
   
  For any PCs who refuse the request of the Constable, 
  the scenario is over. They will be charged 1 TU for the 
  amount of time they are detained in the village, but 
  receive no rewards. 
  Encounter Three: The Stakeout 
  The players should be allowed to prepare for the task 
  before them. They have approximately 8 hours to make 
  arrangements while the village gathers the ransom gold. 
   
  Longfield is a small village of approximately 100 
  inhabitants. No single item worth more than 100 gp is 
  available in town. 
   
  The characters may wish to search the Happy 
  Hippogriff or the surrounding area. A Search check at 
  DC 15 uncovers a group of booted footprints leaving the 
  inn headed north into the forest. An additional Survival 
  check at DC 7 reveals a group of 5 – 6 booted footprints 
  headed north through the forest. It is apparent one set of 
  the footprints is being partly dragged. These are the 
  tracks of the men who kidnapped Milan. Constable 
  Theodoric will agree with the characters if they decide to 
  follow the trail and you can skip to Encounter Five. 
   
  When the characters are prepared, read or 
  paraphrase the following: 
  
  Plight of the Emissary 
   
  Page 7 
  Early in the evening, Sergeant Ezerin takes the 
  ransom to the clearing. He asks the characters to 
  hide themselves near the clearing where they can 
  observe the transaction. He believes this to be the 
  best course of action but is unfamiliar with the 
  skills at your disposal.  Luna has begun to rise and 
  her fair face will shine brightly on the land tonight. 
  The clearing is about 100’ in diameter. The clearing is 
  bordered by many large trees and even some thick 
  undergrowth suitable for use in hiding.  
   
  Sergeant Ezerin leaves the ransom in a satchel in the 
  middle of the clearing. An hour after nightfall, Rolf will 
  attempt to sneak into the clearing, snatch the satchel, and 
  return to his encampment. 
  Development: Rolf does not expect a trap, being 
  confident the town will give in to the demands in the 
  note. He will take a quick look around the clearing before 
  he enters. Make an opposed Spot check for Rolf against 
  Hide checks from each of the characters attempting to 
  hide. In addition, make another Spot check for each 
  character opposed by Rolf’s Hide check, and a Listen 
  check opposed by his Move Silently check. (The 
  concealment of the night allows him to make a Hide 
  check, even though there is no cover in the clearing.)  In 
  each case, apply a -4 penalty to Spot for anyone without 
  low-light vision or darkvision.   
  There are four possible results.  
  • 
  Rolf detects the PCs but none of the PCs detect him 
  – Rolf will attempt to Move Silently back through 
  the forest, returning an hour later in the hope that 
  the PCs will have left. He will attempt three returns. 
  Allow each character an opposed Listen check 
  against Rolf’s Move Silently. 
  • 
  At least one PC detects Rolf but he does not detect 
  them – The successful characters watch as Rolf 
  emerges confidently from the forest into the 
  clearing and approaches the satchel. 
  • 
  Rolf and the PCs detect each other – Rolf attempts to 
  flee into the forest and Hide. At APL 6 and 8, he will 
  use the dust of tracelessness to aid his retreat. 
  • 
  Neither side detects the other – Rolf strides 
  confidently into the clearing.   Allow the PCs 
  another Spot and Listen check against Rolf’s new 
  Hide and Move Silently checks, made at -5 because 
  he moves at full speed into the clearing. 
  The characters should attempt to either subdue Rolf or 
  trail him unnoticed. If not, you may want to remind them 
  that their primary goal is to discover the location where 
  the emissary is held. 
   
  If the characters successfully subdue Rolf, they may 
  attempt to extract the whereabouts of Milan Manweiler. 
  Rolf will first try to Bluff his way out of this, saying that 
  he merely came across an unattended satchel in a 
  clearing and was curious when the characters jumped out 
  at him. The characters may attempt an Intimidate check, 
  or a Sense Motive check against Rolf’s Bluff. If both fail, 
  Rolf will be of no help. If either is successful, Rolf will 
  admit that he wrote the note in hopes of extorting the 
  town. Rolf has the following information if questioned: 
  • 
  He was lurking in the shadows last night, preparing 
  to break into the Happy Hippogriff when a pair of 
  thugs emerged holding a third man who was bound 
  and gagged. The two larger men hustled the bound 
  man off into the Nutherwood to the north. 
  • 
  One of the larger men made a comment about it 
  being “. . . a pity we couldn’t hurt him, but at least we 
  won’t have to carry him.” 
  • 
  It was dark and difficult to see, but there were two or 
  three others waiting at the edge of the forest. 
  • 
  The bound man wore a violet jacket and some sort of 
  silver pendant on a chain. He looked rich. This gave 
  Rolf the idea of leaving a ransom note in the room, 
  figuring that the rich man’s family would pay. 
  If they attempt to trail him, make an opposed Listen 
  check for Rolf against a Move Silently check for each of 
  the characters. If Rolf hears them, he will attempt to run 
  to his camp to prepare an ambush. 
   
  If the characters lose sight of Rolf and were aware of 
  his presence, they may attempt to find his trail through 
  the Nutherwood. The ground is muddy from the recent 
  rains and the forest is lit by moonlight. This requires a 
  successful Survival check at DC 8. If this fails, they may 
  Search the area at DC 15 to find his camp a few hundred 
  yards away. 
  An additional Survival check at DC 7 reveals a group of 5 
  – 6 booted footprints headed north through the forest. It 
  is apparent one set of the footprints is being partly 
  dragged. These are again the trail of Milan and the 
  kidnappers. The characters may choose to follow these 
  instead and you can skip to Encounter 5. 
  APL 2 - 4 (EL 3) 
  � Rolf: Male half-elf Rog3; hp 17; see Appendix One.  
  APL 6 - 8 (EL 6) 
  � Rolf: Male half-elf Rog6; hp 32; see Appendix One.  
  Troubleshooting: If the PCs miss Rolf entirely and 
  cannot track either the kidnappers or Rolf, then they 
  have to wait for a Prelatal Army Scout to arrive.  Assume a 
  typical Scout to be a human Rgr1, Survival +5.  The 
  kidnappers’ trail is a day older (+1 DC, total 8), while 
  Rolf’s is fresh but a single creature (also DC 8).  
  Development: If the characters follow or chase Rolf 
  back to his camp, go to Encounter Four. If the characters 
  subdue and question Rolf, or simply track the kidnappers 
  directly, skip to Encounter Five.  
  
  Plight of the Emissary 
   
  Page 8 
   
  Rolf is a known thief in the immediate area around 
  Longfield and has a bounty on his head. In addition to 
  salvage rights to his belongings, Constable Theodoric will 
  reward the characters for Rolf’s capture or elimination 
  during the adventure conclusion. 
  Encounter Four: Deception 
  If Rolf was aware of the characters either by spotting 
  them at the clearing or by hearing them in the forest, he 
  has prepared an ambush. Otherwise the characters have 
  achieved surprise. 
   
  If the players have achieved surprise read or 
  paraphrase the following: 
  You have discovered a small campsite about a mile 
  into the Nutherwood. A single tent is pitched near 
  the campfire. The emissary is nowhere in sight. A 
  lone figure goes about his business in camp. It 
  appears as though you have arrived unnoticed. 
  If Rolf is aware of the characters, an ambush has been 
  prepared. Read or paraphrase the following: 
  About a mile into the Nutherwood you come across 
  a deserted campsite. A single tent is pitched near an 
  extinguished fire that still smolders. There is no 
  sign of anyone. 
  Tactics: It is possible Rolf has eluded the characters and 
  has climbed a tree. If so, he will attempt to drop on the 
  character at the rear of the party, strike once, and duck 
  into the woods. He will repeat this cycle of hiding and 
  sneak attacking for as long as he can. 
   
  This is not an auto-surprise. Players get a Spot and 
  Listen check against Rolf’s Hide and Move Silently check 
  to notice him in the tree. If PCs are sneaking towards the 
  campsite, Rolf also has to make a Spot and/or Listen 
  check against their Hide and/or Move Silently checks. 
   
  If the characters have achieved surprise, allow them 
  to lay plans for an attack. They may maneuver undetected 
  around the camp by keeping a safe distance away. The 
  forest is dense enough and the night is dark enough to 
  conceal their movement based on their Hide and Move 
  Silently skill. 
  Development: Rolf will fight the party in an attempt to 
  escape. Rolf will surrender if he is reduced to 1/3 or less 
  of his hit point total; he would rather be alive in a New 
  Dawn Camp than dead. If the characters successfully 
  subdue Rolf, he will try to Bluff as described in 
  Encounter Three. The characters may Sense Motive or 
  Intimidate as described in Encounter Three. 
  APL 2 - 4 (EL 3) 
  � Rolf: Male half-elf Rog3; hp 17; see Appendix One. 
  APL 6 - 8 (EL 6) 
  � Rolf: Male half-elf Rog6; hp 32; see Appendix One.  
  Development: If the PCs get Rolf’s information, proceed 
  to Encounter Five.  If not, they go back to Longfield and 
  wait for the help of a Prelatal Army tracker.  See 
  “Troubleshooting” under Encounter Three for more 
  information.  
   
  Rolf is a known thief in the immediate area around 
  Longfield and has a bounty on his head. In addition to 
  salvage rights to his belongings, Constable Theodoric will 
  reward the characters for Rolf’s capture or elimination 
  during the adventure conclusion. 
  Encounter Five: A Wild Night 
  At this point, the characters have either gained 
  information from Rolf or followed the kidnappers’ trail 
  without Rolf’s help. Adjust the following descriptions as 
  necessary to reflect the appropriate circumstances. 
  Read or paraphrase the following to the characters:  
  It has been a long day and night. The emissary and 
  his captors have a full day’s head start and are 
  headed deep within the Nutherwood. 
  If the characters gained Rolf’s information, continue: 
  You are now his best hope of rescue. Evidently, the 
  captors have some reason to keep him unharmed, 
  but their motives are still unknown. One thing is 
  certain – they have no intention of returning the 
  emissary.  
  The tracks of the kidnappers are easier to follow in the 
  depths of the forest, where the ground is softer.  The DC 
  for the Survival check is 10 (base 10, +1 for multiple 
  creatures, -1 for age of the trail), so even PCs without the 
  Track feat can follow the trail if Rolf points out the head 
  of their trail.  
   
  To catch up to Anellon Frith and his gang, the 
  characters will need to travel through the forest for many 
  miles, probably several days, requiring camping in the 
  Nutherwood each night.   Anellon’s camp is about 40 
  miles into the woods, so it should take the average party 
  almost three days at 16 miles per day (speed 20 feet). 
   
  Unbeknownst to them, a pixie, named Saeaer (“sigh-
  AIR”), has taken note of their presence. He has decided 
  to have some fun at their expense. 
   
  Two hours after the characters bed down on their 
  first night camping, Saeaer, using greater invisibility, 
  sneaks into their camp and spikes the water skins with a 
  fermented sap. When the characters wake in the 
  morning, they will find their water is now an 
  overpoweringly bitter alcohol! 
   
  At about an hour past midnight, allow the PCs a 
  Listen check against Saeaer’s Move Silently check, and a 
  Spot check against his Hide check (probably at +20 for 
  being invisible).  Saeaer’s wings make a little rustling 
  
  Plight of the Emissary 
   
  Page 9 
  sound, and he might make a little noise while tinkering 
  with the water skins.  
   
  The characters on watch hear distant “mystical 
  giggling, echoing off into the night” as Saeaer retreats. 
  He will watch from a distance as the characters take their 
  first drink from their water skins in the morning. 
  All APLs 
  � Saeaer the Pixie (Sprite): hp 3 (with Otto’s 
  irresistible dance); see Monster Manual page 236. 
  Troubleshooting: If the PCs do not camp right after 
  capturing Rolf, this encounter should occur on the first 
  night they do camp. If the PCs never camp, choosing 
  instead to risk fatigue, then the judge should use his best 
  judgement to fit this encounter in during their journey.  
  Encounter Six: A Pack of 
  Trouble 
  It is a beautiful morning in the Nutherwood. The 
  sunlight filters through the trees, streaking through 
  the morning mist and painting the forest floor in 
  patches.  This part of the forest displays none of the 
  creepy quality that characterizes its neighbor to the 
  north, the Phostwood, but it is still far different 
  from the ordered landscape of the Pale plains. 
   
  You come upon a spring and may refill your 
  water bags if necessary.  
  Not long after you set out, you hear a ferocious 
  growl from the underbrush just ahead. A large, 
  canine form emerges from the forest. 
   
  A large wolf growls at you menacingly, the hair 
  on its neck raised! 
  The characters have accidentally disturbed the animals.  
   
  Make up a map of forest terrain.  The closest animal 
  should be no closer than 20 feet from a PC; others should 
  be far enough away to prevent a mass charge in the first 
  round. 
  Tactics: The larger wolf will delay in front of the party in 
  the first round, gaining concealment from the dense 
  forest, while the rest of the pack will attack from the 
  sides and rear (distribute as evenly as possible). In the 
  second round, the lead wolf charges. This is a skilled 
  hunting pack that will attempt to flank and trip 
  individual characters. 
  APL 2 (EL 2) 
  � Wolves (2): hp 16, 13; see Monster Manual page 
  283. 
  APL 4 - 6 (EL 4) 
  � Wolves (4): hp 16, 13, 13, 13; see Monster Manual 
  page 283. 
  APL 8 (EL 7) 
  � Wolves (7): hp 16, 13, 13, 13, 13, 13, 13; see Monster 
  Manual page 283.  
  Encounter Seven: Flora of the 
  Wood 
  Read or paraphrase the following: 
  The day passes quickly. You have made good 
  progress, considering the thick undergrowth of the 
  forest. 
   
  Late in the afternoon, you come across a field of 
  broadleaf ferns. About 30 feet into the field you can 
  just make out a pair of legs lying on the ground. 
  The players should describe a marching order. In the 
  afternoon they approach a field of broadleaf ferns 
  infected with a leaf mold. The mold grows on the 
  underside of the leaf and is difficult to see. 
   
  Trap: If they stated that they are moving carefully 
  through the forest, allow the lead character a Spot check 
  (DC 18) to spot the mold. If the lead character has 5 ranks 
  Knowledge (nature), apply a +2 synergy bonus to the Spot 
  check because he is familiar with the appearance of 
  molds. 
   
  If the leaf mold is spotted in time, any character may 
  identify its characteristics with a successful Knowledge 
  (nature) check at DC 15. 
   
  If the characters are moving rapidly through the 
  forest, they take a -5 penalty to the Spot check. 
  APL 2 (EL 3) 
  � Noxious Leaf Mold: CR 3; mechanical; touch 
  trigger; no reset; walk around bypass; poison/non-
  lethal ability damage (10’ radius cloud, DC 14 Fortitude 
  save resists, 1d4 Con/1d4 Con); Search DC 18; Disable 
  Device DC n/a (may walk around to avoid); Market 
  value 0 gp 
  APL 4 (EL 4) 
  � Noxious Leaf Mold: CR 4; mechanical; touch 
  trigger; no reset; walk around bypass; poison/non-
  lethal ability damage (10’ radius cloud, DC 16 Fortitude 
  save resists, 1d4 Con/1d4 Con); Search DC 25; Disable 
  Device DC n/a (may walk around to avoid); Market 
  value 0 gp 
  APL 6 (EL 5) 
  � Noxious Leaf Mold: CR 5; mechanical; touch 
  trigger; no reset; walk around bypass; poison/non-
  lethal ability damage (20’ radius cloud, DC 18 Fortitude 
  save resists, 1d4 Con/1d4 Con); Search DC 32; Disable 
  Device DC n/a (may walk around to avoid); Market 
  value 0 gp 
  
  Plight of the Emissary 
   
  Page 10 
  APL 8 (EL 6) 
  � Noxious Leaf Mold: CR 6; mechanical; touch 
  trigger; no reset; walk around bypass; poison/non-
  lethal ability damage (20’ radius cloud, DC 20 Fortitude 
  save resists, 1d6 Con/1d6 Con); Search DC 32; Disable 
  Device DC n/a (may walk around to avoid); Market 
  value 0 gp 
  Treasure: If the characters enter the field of ferns they 
  find the corpse of a scroll trader. The trader was travelling 
  through the woods trading with the elves when he 
  stumbled into the ferns. Since he was a frail man, the 
  poison overcame him and he died here. 
  The man carries several items of interest to the group: 
  APL 2: Loot – 0 gp, Coin – 0 gp, Magic – scroll of levitate, 
  scroll of see invisibility, scroll of web. 
  APL 4: Loot – 0 gp, Coin – 0 gp, Magic – scroll of eagle’s 
  splendor, scroll of gust of wind, scroll of levitate, scroll of see 
  invisibility, scroll of  web. 
  APL 6: Loot – 0 gp, Coin – 0 gp, Magic – scroll of eagle’s 
  splendor, scroll of gust of wind, scroll of levitate, scroll of see 
  invisibility, scroll of tongues, scroll of water breathing, scroll of 
  web. 
  APL 8: Loot – 0 gp, Coin – 0 gp, Magic – scroll of eagle’s 
  splendor, scroll of gust of wind, scroll of illusory script, scroll of 
  levitate, scroll of nondetection, scroll of see invisibility, scroll of 
  tongues, scroll of water breathing, scroll of web. 
  Encounter Eight: Another Wild 
  Night 
  Unless the PCs are very fast and can reach the 
  kidnappers’ camp on the second day, Saeaer the pixie 
  returns on the second night for another prank. This time 
  he sneaks into camp and sprinkles bread crumbs around 
  one of the character’s sleeping bags. Randomly select a 
  victim who is not a member of the dawn watch.  At dawn, 
  a pack of chipmunks will be attracted by the 
  breadcrumbs. The victimized character is awakened by 
  the harmless rodents crawling all over and in their 
  sleeping bag feasting on the breadcrumbs. After the 
  chipmunks are shooed away, the characters can easily 
  find the breadcrumbs. 
   
  Handle the Listen check the same way as in 
  Encounter Five. Saeaer enters the camp during the final 
  watch this night. He will again watch from a distance as 
  the characters wake in the morning. 
  All APLs 
  � Saeaer the Pixie (Sprite): hp 3 (with Otto’s 
  irresistible dance); see Monster Manual page 236. 
  Encounter Nine: Jokers Wild 
  After the characters have shooed away the chipmunks 
  and are on their way, read or paraphrase the following: 
  A few hours pass. You enter a spectacular stand of 
  old-growth firs towering over you. Ferns grow from 
  the pine needle duff and a brook babbles through 
  the forest just out of sight. The birds in the trees 
  sing a musical symphony. 
   
  Just then, a mystical giggling echoes up from 
  the depths of the forest until it seems as if it is right 
  next to you! But there is no sign of the source of 
  laughter. 
   
  Suddenly, just ahead, a figure appears in the 
  forest. He is no more than 2 feet tall, and he wears a 
  crimson tunic and breeches of lemon-yellow, but, 
  most amazingly, gossamer wings sprout from his 
  back! 
   
  “Good day to you,” he begins in his high voice, 
  with an overly deep bow that makes his small 
  antennae sway, “and welcome to the heart of the 
  Nutherwood!” 
   
  “I trust you have enjoyed the games the past two 
  eves? If you like, I have several more, and a prize! Oh 
  yes, that which I believe you seek is well within your 
  grasp!”  
  The pixie, Saeaer, lives in this part of the forest and has 
  been following the characters since they entered the 
  Nutherwood. He is a practical joker, as the characters 
  have discovered the past two nights, and is dying to test 
  the characters with some riddles. 
   
  He will banter with the group a bit before he offers 
  them the deal below. 
   
  Saeaer will not fight the party. If the characters make 
  a hostile move, Saeaer will use his abilities to escape into 
  the forest. 
   
  He knows where Milan Manweiler is being held. If 
  the characters can answer two of the three riddles, he will 
  guide them to the captors’ location. If they answer one 
  right, he will give them directions.  
  Present the questions below in any order: 
  Q1: What row of numbers comes next? 
  (Give the players Player Handout #1) 
  1 
  11 
  21 
  1211 
  111221 
  312211 
  
  Plight of the Emissary 
   
  Page 11 
  13112221 
  A1: 1113213211 – Each row of numbers describes the 
  row above.  (For example, the fourth line is “one one, one 
  two, and two ones”, which becomes the fifth line, 
  “111221”.) 
  Q2: A doe has 7 fawns; half of them are male.  How can 
  this be possible? 
  A2: They are all male. Half are male and so is the other 
  half! 
  Q3: There are two water skins filled with water. How 
  could you put all of this water into a barrel at the same 
  time, without using the skins or any dividers, and still tell 
  which water came from which skin?  
  A3: Freeze them first. Cut the skins away and put the ice 
  in the barrel. You will be able to tell which water came 
  from which skin.  
  APL 2 - 8 (EL 0) 
  � Saeaer the Pixie (Sprite): hp 3 (with Otto’s 
  irresistible dance); see Monster Manual page 236. 
  There is no experience reward for this encounter. 
  Development: The PCs continue to Encounter Ten 
  either with Saeaer leading the way, by following his 
  directions, or by following the trail. 
  Encounter Ten: The Rescue 
  If Saeaer is present, he will excuse himself before melee 
  occurs. Modify the description accordingly. 
  Through the trees ahead, you can make out a camp 
  with several men about. You can make out the 
  agitated voice of one above the others. 
   
  “. . . said I’d have my revenge and so I have! With 
  the weasel delivered, the Pholtan scum will soon 
  know such lasting pains as I, Anellon Frith, have 
  suffered lo these many years!” 
   
  No one seems to respond to this rant. 
   
  The ranting man is Anellon Frith and holds the sterling 
  holy symbol that belongs to Milan Manweiler. Milan is 
  not in sight but is tied up in one of the tents. 
   
  A few tents surround a campfire. Some of the men 
  are busy roasting a hare while others sit nervously 
  sharpening their weapons. 
   
  Make up a map with the clearing being about sixty 
  feet across, and stripped of undergrowth so an entangle 
  spell (or similar spells) will not work.  Resolve surprise 
  normally, depending on how the PCs choose to approach. 
   Spotting distance is limited to 100 feet. 
   
  When the PCs get close enough to actually see the 
  camp, 
  you 
  can 
  describe 
  Anellon  
  (as in the Appendix) and reveal the following scene:  
  The 
  ranting 
  man 
  clutches 
  an 
  object 
  that 
  momentarily catches the sun’s rays, the glare 
  flashing across your eyes. Hanging from a chain, it 
  turns to a different angle and clearly appears to be a 
  symbol of two moons—a holy symbol of Pholtus! 
   
  APL 2 (EL 4) 
  � Anellon Frith (APL 2): Male human Rog2; hp 12; 
  see Appendix One. 
  � Gangmember (APL 2) (4): Male human War1; hp 7 
  each; see Appendix One.  
  APL 4 (EL 7) 
  � Anellon Frith (APL 4): Male human Rog5; hp 27; 
  see Appendix One.  
  � Gangmember (APL 4) (4): Male human Ftr2; hp 18 
  each; see Appendix One. 
  APL 6 (EL 9) 
  � Anellon Frith (APL 6): Male human Rog7; hp 37; 
  see Appendix One. 
  � Gangmember (APL 6) (4): Male human Ftr3; hp 28 
  each; see Appendix One.  
  APL 8 (EL 11) 
  m Anellon Frith (APL 8): Male human Rog9; hp 47; 
  see Appendix One. 
  � Gangmember (APL 8) (4): Male human Ftr6; hp 54 
  each; see Appendix One.  
  Tactics: The gang members and Anellon will first try to 
  take cover behind trees and drive the characters off with 
  ranged attacks. If melee develops, the gang members will 
  switch to melee weapons. At APL 6 – 8, the gang 
  members will try to use their potions of bull’s strength 
  before closing. At APL 8, the gang members will 
  additionally prepare by using their potions of enlarge person. 
  Anellon will try to maneuver into flanking position 
  (possibly while invisible, using a scroll) to strike using his 
  sneak attack.  At most APLs, he can activate a wand or 
  scroll with a successful Use Magic Device check. 
  Development: If the characters defeat Anellon Frith, 
  Milan is found bound and gagged in a tent.  He is 
  unharmed (all nonlethal damage healed) but fatigued and 
  hungry. 
  � Milan Manweiler: Male human (Oeridian) Exp6; hp 
  20. 
   
  If the characters search the tent, they find a note 
  describing the terms of the agreement between Anellon 
  and Kal Taen. Give the players Player Handout #2. A 
  
  Plight of the Emissary 
   
  Page 12 
  Knowledge (religion) check at DC 10 reveals the emblem 
  to be the symbol of Iuz. 
   
  The PCs might want to wait for Kal Taen to arrive at 
  the appointed time, but he does not show up.  A well-
  worded divination alerts him that things have gone 
  wrong.  Chasing the Iuzians is outside the scope of this 
  scenario.  
   
  Anellon Frith and his gang are wanted for the 
  murder of the butcher in Hawkburgh. In addition to 
  salvage rights on their equipment, the Pale Patrol will 
  reward the characters for the capture of Anellon Frith 
  and his gang. This would occur in the conclusion. 
   
  Proceed to the Conclusion. 
  Conclusion 
  The characters may have captured or killed Rolf and or 
  Anellon and his gang. Rolf, Anellon, and his gang 
  members are all known fugitives. If the characters can 
  prove they have defeated these individuals to Constable 
  Theodoric he will reward them the bounties they have 
  earned. Proof may come in the form of an accurate 
  description and any item recovered. This reward is 
  earned regardless of the outcome. 
  Treasure:  
  Rolf: 
  APL 2 - 4: There is a 25 gp bounty for Rolf’s capture or 
  elimination. 
  APL 6 – 8: There is a 50 gp bounty for Rolf’s capture or 
  elimination. 
  Anellon and his gang: 
  APL 2: There is a 25 gp bounty for the capture of each 
  gang member. There is a 75 gp bounty for the capture of 
  Anellon Frith. 
  APL 4: There is a 50 gp bounty for the capture of each 
  gang member. There is a 150 gp bounty for the capture of 
  Anellon Frith. 
  APL 6: There is a 75 gp bounty for the capture of each 
  gang member. There is a 225 gp bounty for the capture of 
  Anellon Frith. 
  APL 8: There is an 80 gp bounty for the capture of each 
  gang member. There is a 300 gp bounty for the capture of 
  Anellon Frith. 
  There are two possible conclusions: either the characters 
  rescue Milan Manweiler and return him to Longfield, or 
  they fail to do so. 
  Rescued:  
  If the characters successfully rescue Milan Manweiler, 
  read or paraphrase the following: 
  Travelling back through the Nutherwood with 
  Milan Manweiler takes 3 days [or the appropriate 
  amount of time for the party’s speed]. Finally, the forest 
  ends and Longfield is in sight. 
   
  You are greeted near the Happy Hippogriff by 
  Constable Theodoric. “Pholtus beams brightly upon 
  you, my fellows.” He smiles as he sees you have 
  safely returned the emissary. “I thank you, loyal 
  Palites, for your service this day. Those of you who 
  once were suspected are hereby deemed innocent in 
  this matter! 
   
  “You are all invited to celebrate with us this 
  evening! The Happy Hippogriff will host all. I hear 
  tell a certain venison stew is on the menu!” 
  That night, a celebration feast is served at the Happy 
  Hippogriff. The Constable informs the characters they 
  have provided a great service to the village and are 
  forever welcomed. The characters receive the Favor of 
  the Pale Diplomatic Corps. 
  Treasure:  
  APL 2 - 8: Favor of the Pale Diplomatic Corps 
  Not Rescued:  
  If the characters fail to rescue Milan Manweiler read or 
  paraphrase the following: 
  The dismal trip back through the Nutherwood lasts 
  three [or more or fewer] quiet, uneventful days. 
  Finally, you reach the edge of the forest and catch 
  sight of Longfield. 
   
  You are met near the Happy Hippogriff by the 
  Constable and Sergeant Ezerin.  
  At this point, have the players describe the events of the 
  last few days. Then read or paraphrase the following: 
  The Constable listens, a frown forming on his face, 
  as you tell of your failed rescue attempt. As you 
  finish he responds, “The emissary is lost then. 
  Darkness has won this day. 
   
  “In light of your efforts I hereby find you 
  innocent in this matter. You are free to go.” 
   
  He sighs deeply, then turns to the sergeant, 
  solemnly stating, “Have two of your men prepare 
  their mounts and meet me in my office in one hour. 
  They will carry my report of these events to 
  Hawkburgh.” 
  The constable will reward the characters any bounties 
  they have earned. 
  The End 
   
  
  Plight of the Emissary 
   
  Page 13 
  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 Three or Four 
  Discover the rogue who left the phony ransom note. 
  Players receive experience only once, even if the rogue 
  escapes at Encounter Three and is encountered again in 
  Four. 
   
  APL2 90 xp 
   
  APL4 90 xp 
   
  APL6 180 xp 
   
  APL8 180 xp 
  Encounter Six 
  Defeat the animals. 
   
  APL2 60 xp 
   
  APL4 120 xp 
   
  APL6 120 xp 
   
  APL8 210 xp 
  Encounter Seven 
  Bypass or survive the noxious leaf mold. 
   
  APL2 90 xp 
   
  APL4 120 xp 
   
  APL6 150 xp 
   
  APL8 180 xp 
  Encounter Ten 
  Defeat the gang of Anellon Frith: 
   
  APL2 120 xp 
   
  APL4 210 xp 
   
  APL6 270 xp 
   
  APL8 330 xp 
  Story Awards 
  Discover and report that agents of Iuz were behind the 
  kidnapping: 
   
  APL2 20 xp 
   
  APL4 30 xp 
   
  APL6 40 xp 
   
  APL8 50 xp 
  Successfully rescue Milan Manweiler and return him 
  safely to Longfield: 
   
  APL2 50 xp 
   
  APL4 75 xp 
   
  APL6 100 xp 
   
  APL8 125 xp 
  Discretionary roleplaying award 
   
  APL2 0-20 xp 
   
  APL4 0-30 xp 
   
  APL6 0-40 xp 
   
  APL8 0-50 xp 
  Total possible experience: 
   
  APL2 450 xp 
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 1125 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it. Other times they may attempt to use 
  the item blindly. If the magic item is consumable (a potion, 
  
  Plight of the Emissary 
   
  Page 14 
  scroll, magic bolts, etc.) and the item is used before the end 
  of the adventure, its total is subtracted from the adventure 
  totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter Three: The Stakeout or Four: 
  Deception 
   
  APL 2 – 4: L: 67 gp; C: 0 gp; M: 2 potions of jump (4 gp 
  each per PC), 2 potions of mage armor (4 gp each), 2 potions 
  of cure light wounds (4 gp each). 
   
  APL 6 - 8: L: 67 gp; C: 0 gp; M: potion of cure light 
  wounds (4 gp per PC), potion of cure moderate wounds (25 
  gp), potion of jump (4 gp), potion of mage armor (4 gp), dust of 
  tracelessness  (21 gp). 
  Encounter Seven: Flora of the Wood 
   
  APL 2: L: 0 gp; C: 0 gp; M: scroll of levitate (13 gp per 
  PC), scroll of see invisibility (13 gp), scroll of web (13 gp). 
   
  APL 4: L: 0 gp; C: 0 gp; M: scroll of eagle’s splendor (13 
  gp per PC), scroll of gust of wind (13 gp), scroll of levitate (13 
  gp), scroll of see invisibility (13 gp), scroll of web (13 gp). 
   
  APL 6: L: 0 gp; C: 0 gp; M: scroll of eagle’s splendor (13 
  gp per PC), scroll of gust of wind (13 gp), scroll of levitate (13 
  gp), scroll of see invisibility (13 gp), scroll of tongues (31 gp), 
  scroll of water breathing (31 gp), scroll of web (13 gp). 
   
  APL 8: L: 0 gp; C: 0 gp; M: scroll of eagle’s splendor (13 
  gp per PC), scroll of gust of wind (13 gp), scroll of illusory script 
  (35 gp), scroll of levitate (13 gp), scroll of nondetection (35 gp), 
  scroll of see invisibility (13 gp), scroll of tongues (31 gp), scroll of 
  water breathing (31 gp), scroll of web (13 gp). 
  Encounter Ten: The Rescue 
   
  APL 2: L: 137 gp; C: 0 gp; M: 2 sleep arrows (11 gp each 
  per PC), 5 potions of cure light wounds (4 gp each), 2 scrolls of 
  magic missile (2 gp each). 
   
  APL 4: L: 318 gp; C: 0 gp; M: 2 sleep arrows (11 gp each 
  per PC), 5 potions of cure light wounds (4 gp each), 2 scrolls of 
  magic missile (2 gp each), scroll of invisibility  (13 gp). 
   
  APL 6: L: 304 gp; C: 0 gp; M: +1 studded leather armor 
  (98 gp per PC), 2 sleep arrows (11 gp each), 2 scrolls of magic 
  missile (2 gp each), 5 potions of cure light wounds (4 gp each), 
  scroll of invisibility (13 gp), scroll of lightning bolt (31 gp), 4 
  potions of bull’s strength (25 gp each). 
   
  APL 8: L: 304 gp; C: 0 gp; M: +1 studded leather armor 
  of light fortification (348 gp per PC), 2 sleep arrows (11 gp 
  each), 2 scrolls of magic missile (2 gp each), 5 potions of cure 
  light wounds (4 gp each), scroll of invisibility (13 gp), scroll of 
  lightning bolt (31 gp), Quaal’s feather token (whip) (42 gp), 4 
  potions of bull’s strength (25 gp each), 4 potions of enlarge 
  person (21 gp each). 
  Conclusion 
  Rewards for apprehending the criminals 
   
  APL 2: L: 0 gp; C: 33 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 62 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 96 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 111 gp; M: 0 gp 
  Total Possible Treasure 
   
  APL 2: L: 204 gp; C: 33 gp; M: 109 gp.  Total: 346 gp. 
   
  APL 4: L: 385 gp; C: 62 gp; M: 148 gp.  Total: 595 gp. 
   
  APL 6: L: 371 gp; C: 96 gp; M: 473 gp.  Total: 940 gp 
  (cap 900 gp). 
   
  APL 8: L: 371 gp; C: 111 gp; M: 919 gp.  Total: 1401 gp 
  (cap 1,300 gp). 
  Special 
  Favor of the Pale Diplomatic Corps: You have 
  provided a great service to the Pale Diplomatic Corps. For 
  this they are grateful. This provides the character access 
  to a circlet of persuasion. After any regional event the 
  character may contact the Pale Diplomatic Corps to 
  purchase the circlet as described in the DMG.  
  Items for the Adventure 
  Record 
  Favor of the Pale Diplomatic Corps: You have 
  provided a great service to the Pale Diplomatic Corps. For 
  this they are grateful. This provides the character access 
  to a circlet of persuasion. After any regional event the 
  character may contact the Pale Diplomatic Corps to 
  purchase the circlet as described in the Dungeon Master’s 
  Guide. 
  Item Access 
  APL 2 – 4: 
  • 
  Sleep arrow (Regional; DMG; 132 gp) 
  APL 6 (all of APL 2 – 4 plus the following): 
  • 
  Dust of Tracelessness (Adventure; DMG; 250 gp) 
  APL 8 (all of APL 2 – 6 plus the following): 
  • 
  Quaal’s Feather Token (whip) (Adventure; DMG; 500 
  gp) 
  
  Plight of the Emissary 
   
  Page 15 
  • 
  +1 Studded Leather Armor of Light Fortification 
  (Adventure; DMG; 4175 gp) 
   
  
  Plight of the Emissary 
   
  Page 16 
  Appendix One: NPCs
  Encounter One 
   
   
   
   
  Constable Theodoric: Male human (Oeridian) 
  Ftr4/Rog1; CR 5; Medium humanoid (human); HD 
  4d10+1d6; hp 32; Init +7; Spd 30 ft.; AC 16 (touch 13, 
  flat-footed 13); BAB +4; Grap +8; Atk/Full Atk +9 melee 
  (1d8+8/19-20, longsword) or +7 ranged (1d8/x3, 
  longbow); SA Sneak attack +1d6; SQ —; AL LG; SV 
  Fort +4, Ref +6, Will +3; Str 18, Dex 16, Con 11, Int 16, 
  Wis 15, Cha 11. 
   
  Skills and Feats: Diplomacy +4, Gather Information 
  +4, Handle Animal +2, Intimidate +4, Listen +4, Ride 
  +5, Search +11, Sense Motive +6, Spot +8, Survival +5; 
  Alertness, Combat Reflexes, Improved Initiative, 
  Track, 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization (longsword). 
   
  Languages: 
  Common, 
  Flan, 
  Old 
  Oeridian, 
  Nyrondese. 
   
  Possessions: Studded leather, longsword, longbow, 
  20 arrows, dagger, explorer’s outfit, 50 ft. hemp rope, 
  quill, manacles, 5 sheets of parchment, signal whistle, 
  vial of ink. 
   
  Appearance: Theodoric stands 5 feet, 9 inches tall 
  and has a slight build. He is of Oeridian descent. He 
  squints often, perhaps because he’s always sizing 
  people up, perhaps merely due to failing eyesight. 
   
  Personality: Constable Theodoric enforces a just 
  and thorough law, as would anyone with such 
  responsibility within the Pale. He doesn’t think the 
  characters are involved in the abduction but knows 
  they are his best resource in apprehending the 
  lawbreakers.  
  Encounters Three/Four 
   
   
   
  APL 2 - 4 
  Rolf: Male half-elf Rog2; CR 2; Medium humanoid 
  (elf); HD 2d6+2; hp 11; Init +3; Spd 30 ft.; AC 16, touch 
  13, flat-footed 13; BAB/Grp: +1/+2; Atk/Full Atk: +3 
  melee (1d6+1/19-20, masterwork shortsword) or +3 
  melee (1d4+1/19-20, masterwork dagger) or +4 ranged 
  (1d4+1/19-20, dagger); SA Sneak attack +1d6; SQ 
  Evasion, half-elf traits, trapfinding; AL CN; SV Fort +1, 
  Ref +6, Will +1; Str 12, Dex 16, Con 12, Int 14, Wis 12, 
  Cha 8.  
   
  Skills and Feats: Balance +10, Disable Device +7, 
  Escape Artist +8, Hide +8, Knowledge (local – Nyrond 
  and her environs) +7, Listen +7, Move Silently +8, 
  Open Lock +8, Spot +7, Tumble +8; Dodge. 
   
  Languages: Common, Elven, Flan, Orc. 
   
  Possessions: 
  Masterwork 
  studded 
  leather, 
  masterwork dagger, 5 daggers, masterwork shortsword, 
  50’ silk rope, 2 potions of cure light wounds, 2 potions of 
  jump, and 2 potions of mage armor. 
   
  Appearance: A wiry, weasel-faced half-elf with keen 
  grey eyes, disheveled auburn hair, and a nasal voice. 
   
  APL 6 - 8 
  Rolf: Male half-elf Rog6; CR 6; Medium humanoid 
  (elf); HD 6d6+6; hp 32; Init +7; Spd 30 ft.; AC 16, touch 
  13, flat-footed 16; BAB/Grp: +4/+5; Atk/Full Atk: +6 
  melee (1d6+1/19-20, masterwork shortsword) or +6 
  melee (1d4+1/19-20, masterwork dagger) or +7 ranged 
  (1d4+1/19-20, dagger); SA Sneak Attack +3d6; SQ 
  Evasion, half-elf traits, trap sense +2, trapfinding, 
  uncanny dodge; AL CN; SV Fort +3, Ref +8, Will +3; Str 
  12, Dex 17, Con 12, Int 14, Wis 12, Cha 8.  
   
  Skills and Feats: Balance +14, Disable Device +11, 
  Escape Artist +12, Hide +12, Knowledge (local – 
  Nyrond and her environs) +11, Listen +13, Move 
  Silently +12, Open Lock +12, Spot +13, Tumble +12; 
  Alertness, Dodge, Improved Initiative. 
   
  Languages: Common, Elven, Flan, Orc. 
   
  Possessions: 
  Masterwork 
  studded 
  leather, 
  masterwork dagger, 5 daggers, masterwork shortsword, 
  50’ silk rope, potion of cure light wounds, potion of cure 
  moderate wounds, potion of jump, and potion of mage armor, 
  dust of tracelessness (1 use). 
   
  Appearance: A wiry, weasel-faced half-elf with keen 
  grey eyes, disheveled auburn hair, and a nasal voice. 
  Encounter Ten 
   
   
   
   
  APL 2 
  Anellon Frith (APL 2): Male human (Flan) Rog2; CR 
  2; Medium humanoid (human); HD 2d6+2; hp 12; Init 
  +7; Spd 30 ft.; AC 16, touch 13, flat-footed 13; BAB/Grp: 
  +1/+2; Atk +2 melee (1d6+1/19-20, shortsword) or +2 
  melee (1d4+1/19-20, dagger) or +5 ranged (1d6+1/x3, 
  masterwork composite shortbow [+1 Str bonus]); Full 
  Atk +0 melee (1d6+1/19-20, shortsword) and +0 melee 
  (1d4/19-20, dagger) or +2 melee (1d6+1/19-20, 
  shortsword) or +2 melee (1d4+1/19-20, dagger) or +5 
  ranged (1d6+1/x3, masterwork composite shortbow [+1 
  Str bonus]); SA Sneak attack +1d6; SQ Evasion, 
  trapfinding; AL CE; SV Fort +1, Ref +6, Will +0; Str 12, 
  Dex 16, Con 12, Int 10, Wis 10, Cha 14.  
   
  Skills and Feats: Balance +10, Escape Artist +5, Hide 
  +8, Intimidate +7, Move Silently +8, Open Lock +8, 
  Sleight of Hand +8, Tumble +8, Use Magic Device +7, 
  
  Plight of the Emissary 
   
  Page 17 
  Use Rope +8; Improved Initiative, Two-Weapon 
  Fighting. 
   
  Languages: Common. 
   
  Possessions: Masterwork studded leather, dagger, 
  masterwork composite shortbow (+1 Str bonus), 20 
  arrows, 2 sleep arrows, short sword, 2 scrolls of magic 
  missile, potion of cure light wounds. 
   
  Appearance: Handsome in a slightly crazed way, 
  with dark eyes, long wavy hair, and a small beard on his 
  chin.  His lip curls in a permanent smirk.  His hands 
  and forearms are covered in dozens of self-inflicted 
  scars. 
  Gangmember (APL 2): Male Human War1; CR 1/2; 
  Medium Humanoid (human); HD 1d8+1; hp 7; Init +1; 
  Spd 20 ft.; AC 17, touch 11, flat-footed 16; BAB/Grp: 
  +1/+3; Atk or Full Atk +4 melee (1d8+2/x3, battleaxe) 
  or +2 ranged (1d8/19-20, light crossbow); AL CE; SV 
  Fort +3, Ref +1, Will +0; Str 14, Dex 12, Con 13, Int 10, 
  Wis 10, Cha 10.  
   
  Skills and Feats: Climb +1, Ride +5, Swim -4; Power 
  Attack, Weapon Focus (battleaxe). 
   
  Languages: Common. 
   
  Possessions: Breastplate, light wooden shield, 
  battleaxe, light crossbow, 10 bolts, dagger, potion of cure 
  light wounds. 
  APL 4 
  Anellon Frith (APL 4): Male human (Flan) Rog5; CR 
  5; Medium humanoid (human); HD 5d6+5; hp 27; Init 
  +7; Spd 30 ft.; AC 16 (17 when fighting two-handed), 
  touch 13, flat-footed 16 (uncanny dodge); BAB/Grp: 
  +3/+4; Atk +5 melee (1d6+1/19-20, masterwork 
  shortsword) or +4 melee (1d4+1/19-20, dagger) or +7 
  ranged (1d6+1/x3, masterwork composite shortbow [+1 
  Str bonus]); Full Atk +3 melee (1d6+1/19-20, 
  masterwork shortsword) and +2 melee (1d4/19-20, 
  dagger) or +5 melee (1d6+1/19-20, masterwork 
  shortsword) or +4 melee (1d4+1/19-20, dagger) or +7 
  ranged (1d6+1/x3, masterwork composite shortbow [+1 
  Str bonus]); SA Sneak attack +3d6; SQ Evasion, 
  trapsense +1, trapfinding, uncanny dodge; AL CE; SV 
  Fort +2, Ref +7, Will +1; Str 12, Dex 17, Con 12, Int 10, 
  Wis 10, Cha 14.  
   
  Skills and Feats: Balance +13, Escape Artist +5, Hide 
  +11, Intimidate +10, Move Silently +11, Open Lock 
  +11, Sleight of Hand +11, Tumble +11, Use Magic 
  Device +10, Use Rope +11; Improved Initiative, Two-
  Weapon Defense, Two-Weapon Fighting. 
   
  Languages: Common. 
   
  Possessions: Masterwork studded leather, dagger, 
  masterwork composite shortbow (+1 Str bonus), 20 
  arrows, 2 sleep arrows, masterwork short sword, 2 scrolls 
  of magic missile, potion of cure light wounds, scroll of 
  invisibility. 
   
  Appearance: see APL 2. 
  Gangmember (APL 4): Male Human Ftr2; CR 2; 
  Medium Humanoid (human); HD 2d10+4; hp 20; Init 
  +2; Spd 20 ft.; AC 19, touch 12, flat-footed 17; BAB/Grp: 
  +2/+5; Atk or Full Atk +7 melee (1d8+3/x3, 
  masterwork battleaxe) or +4 ranged (1d8/19-20, light 
  crossbow); AL CE; SV Fort +5, Ref +2, Will +0; Str 16, 
  Dex 14, Con 14, Int 10, Wis 10, Cha 10.  
   
  Skills and Feats: Climb +3, Ride +7, Swim -2; Cleave, 
  Improved Bull Rush, Power Attack, Weapon Focus 
  (battleaxe). 
   
  Languages: Common. 
   
  Possessions: Masterwork breastplate, heavy steel 
  shield, masterwork battleaxe, light crossbow, 10 bolts, 
  dagger, potion of cure light wounds. 
  APL 6 
  Anellon Frith (APL 6): Male human (Flan) Rog7; CR 
  7; Medium humanoid (human); HD 7d6+7; hp 37; Init 
  +7; Spd 30 ft.; AC 17 (18 when fighting two-handed), 
  touch 13, flat-footed 17 (uncanny dodge); BAB/Grp: 
  +5/+6; Atk +7 melee (1d6+1/19-20, masterwork 
  shortsword) or +6 melee (1d4+1/19-20, dagger) or +10 
  ranged (1d6+1/x3, masterwork composite shortbow [+1 
  Str bonus]); Full Atk +5 melee (1d6+1/19-20, 
  masterwork shortsword) and +4 melee (1d4/19-20, 
  dagger) or +7 melee (1d6+1/19-20, masterwork 
  shortsword) or +6 melee (1d4+1/19-20, dagger) or +10 
  ranged (1d6+1/x3, masterwork composite shortbow [+1 
  Str bonus]); SA Sneak attack +4d6; SQ Evasion, 
  trapsense +2, trapfinding, uncanny dodge; AL CE; SV 
  Fort +3, Ref +8, Will +2; Str 12, Dex 17, Con 12, Int 10, 
  Wis 10, Cha 14.  
   
  Skills and Feats: Balance +15, Escape Artist +5, Hide 
  +13, Intimidate +12, Move Silently +13, Open Lock 
  +13, Sleight of Hand +13, Tumble +13, Use Magic 
  Device +12, Use Rope +13; Improved Initiative, Quick 
  Draw, Two-Weapon Defense, Two-Weapon Fighting. 
   
  Languages: Common. 
   
  Possessions: +1 studded leather, dagger, masterwork 
  composite shortbow (+1 Str bonus), 20 arrows, 2 sleep 
  arrows, masterwork short sword, 2 scrolls of magic missile, 
  potion of cure light wounds, scroll of invisibility, scroll of 
  lightning bolt. 
   
  Appearance: see APL 2. 
  Gangmember (APL 6): Male Human Ftr3; CR 3; 
  Medium Humanoid (human); HD 3d10+6; hp 28; Init 
  +2; Spd 20 ft.; AC 19, touch 12, flat-footed 17; BAB/Grp: 
  +3/+6; Atk or Full Atk +8 melee (1d8+3/x3, 
  masterwork battleaxe) or +5 ranged (1d8/19-20, light 
  crossbow); AL CE; SV Fort +5, Ref +3, Will +1; Str 16, 
  Dex 14, Con 14, Int 10, Wis 10, Cha 10.  
  
  Plight of the Emissary 
   
  Page 18 
   
  Skills and Feats: Climb +4, Ride +8, Swim -1; Cleave, 
  Improved Bull Rush, Improved Overrun, Power 
  Attack, Weapon Focus (battleaxe). 
   
  Languages: Common. 
   
  Possessions: Masterwork breastplate, heavy steel 
  shield, masterwork battleaxe, light crossbow, 10 bolts, 
  dagger, potion of cure light wounds, potion of bull’s strength. 
  APL 8 
  Anellon Frith (APL 8): Male human (Flan) Rog9; CR 
  9; Medium humanoid (human); HD 9d6+9; hp 47; Init 
  +8; Spd 30 ft.; AC 18 (19 when fighting two-handed), 
  touch 14, flat-footed 18 (uncanny dodge); BAB/Grp: 
  +6/+7; Atk +8 melee (1d6+2/19-20, +1 shortsword) or +7 
  melee (1d4+1/19-20, dagger) or +11 ranged (1d6+1/x3, 
  masterwork composite shortbow [+1 Str bonus]); Full 
  Atk +6/+1 melee (1d6+2/19-20, +1 shortsword) and +5 
  melee (1d4/19-20, dagger) or +8/+3 melee (1d6+2/19-
  20, +1 shortsword) or +7/+2 melee (1d4+1/19-20, dagger) 
  or +11/+6 ranged (1d6+1/x3, masterwork composite 
  shortbow [+1 Str bonus]); SA Sneak attack +5d6; SQ 
  Evasion, trapsense +3, trapfinding, improved uncanny 
  dodge; AL CE; SV Fort +4, Ref +10, Will +3; Str 12, Dex 
  18, Con 12, Int 10, Wis 10, Cha 14.  
   
  Skills and Feats: Balance +18, Escape Artist +6, Hide 
  +16, Intimidate +14, Move Silently +16, Open Lock 
  +16, Sleight of Hand +16, Tumble +16, Use Magic 
  Device +16, Use Rope +16; Improved Initiative, 
  Magical Aptitude, Quick Draw, Two-Weapon Defense, 
  Two-Weapon Fighting. 
   
  Languages: Common. 
   
  Possessions: +1 studded leather armor of light 
  fortification, dagger, masterwork composite shortbow 
  (+1 Str bonus), 20 arrows, 2 sleep arrows, masterwork 
  short sword, 2 scrolls of magic missile, potion of cure light 
  wounds, scroll of invisibility, scroll of lightning bolt, Quaal’s 
  feather token (whip). 
   
  Appearance: see APL 2. 
  Gangmember (APL 8): Male Human Ftr6; CR 6; 
  Medium Humanoid (human); HD 6d10+12; hp 52; Init 
  +2; Spd 20 ft.; AC 19, touch 12, flat-footed 17; BAB/Grp: 
  +6/+9; Atk +11 melee (1d8+5/x3, masterwork battleaxe) 
  or +8 ranged (1d8/19-20, light crossbow); Full Atk 
  +11/+6 melee (1d8+5/x3, masterwork battleaxe) or +8 
  ranged (1d8/19-20, light crossbow); AL CE; SV Fort +7, 
  Ref +4, Will +2; Str 17, Dex 14, Con 14, Int 10, Wis 10, 
  Cha 10.  
   
  Skills and Feats: Climb +7, Ride +11, Swim +2; 
  Cleave, Combat Reflexes, Dodge, Improved Bull Rush, 
  Improved Overrun, Power Attack, Weapon Focus 
  (battleaxe), Weapon Specialization (battleaxe). 
   
  Languages: Common. 
   
  Possessions: Masterwork breastplate, heavy steel 
  shield, masterwork battleaxe, light crossbow, 10 bolts, 
  dagger, potion of cure light wounds, potion of bull’s strength, 
  potion of enlarge person. 
   
  
  Plight of the Emissary 
   
  Page 19 
  Player Handout #1 
   
  Saeaer’s puzzle 
   
  Surely the mind of a pixie works in strange ways. 
  What row of numbers comes next? 
  1 
  11 
  21 
  1211 
  111221 
  312211 
  13112221 
  
  Plight of the Emissary 
   
  Page 20 
  Player Handout #2 
   
  Letter in tent: 
   
  Master Frith, 
  I am quite pleased you have seen fit to assist my cause in the matter 
  of the cursed Milan Manweiler. Should you and your cohorts be 
  successful in this endeavor, you shall find yourselves handsomely 
  rewarded.  
  I must reiterate the importance of delivering the agent alive. It is 
  imperative that my superiors are able to gain whatever information 
  the Palish scum may have. Know that I hold you personally 
  responsible for his well-being. 
  I shall meet you at the prearranged location within the forest five 
  days after you have taken the prisoner.  
   
  Regards, 
   
  Kal Taen 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Theocracy of the Pale/595/Normal Scenarios/PAL5-02 - Plight of the Emissary (APL 2-8)/PAL5-02 - Plight of the Emissary.pdf