TEXT:    
   
   
   
   
  Bounty Hunters 
   
  A module for 4 characters, levels 2-4. 
   
   
   
   
  By Jim Gillispie 
   
   
   
   
  Version 1.09 
   
  Credits 
   
  Playtesters: Brian Grant, Caroline Herold, Christopher Marsh, Michael Susalka 
   
    
  Dedicated to: My good friend Mike, who taught me the importance of role-playing in role-playing games. 
   
   
   
   
  WE WANT FEEDBACK ABOUT THIS MODULE!!! 
   
  Send your feedback to: 
  jim@jimland.org 
   
  Or see our website for more details on feedback: 
  http://www.jimland.org/moduleworkshop/ 
   
   
  
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  A mischievous halfling thief has gotten 
  himself into BIG trouble! He has stolen a 
  valuable gem from a powerful noble, who 
  has now put bounty hunters on his trail. 
  Now his only way out is to get help from a 
  group of adventurers. 
   
  Bounty Hunters is a short adventure for use 
  with the d20 system by Wizards of the 
  Coast®. It requires the use of the Dungeons 
  & Dragons® Player’s Handbook, Third 
  Edition, published by Wizards of the 
  Coast®. Dungeons & Dragons® and Wizards 
  of the Coast® are Registered Trademarks of 
  Wizards of the Coast, and are used with 
  Permission under the d20 system license 
  (see the LICENSES APPENDIX). 
   
  This adventure is optimized for 4 player 
  characters, all between character levels 2 
  and 4, but can be adapted for play with 
  almost any number of characters of any 
  level. 
   
  Preparation 
  If you are a player, STOP READING NOW! 
  The following info in this module is for the 
  Dungeon Master(DM)’s eyes only! You, as 
  the DM, should have a copy of each of the 
  core rule books. 
    
  This adventure is designed to be used as a 
  side-quest or interlude adventure when the 
  PCs (Player Characters) are resting or 
  between adventures in town. 
   
  You should read through this adventure 
  thoroughly, at least once, before you begin 
  running it for your players. Shaded boxes 
  are designed to be read directly to your 
  players, but all other information is just for 
  the DM. 
   
  The adventure starts out in a (at least 
  somewhat) civilized and urban setting of the 
  large village of Threshold, but can easily be 
  inserted into any ongoing campaign by 
  placing it in an equivalent town in your 
  game.  
   
  � Threshold (large village): AL NG; 200 
  gp limit; Assets 8,000 gp; Population 850 
  (human 58%, elf %21, half-elf 10%, halfling 
  5%, dwarf 3%, gnome 2%, half-orc 1%). 
  Authority Figures: Magistrate Aaron 
  Eradmith, male human Ftr5. 
  Important Characters: Barkan Falkirk, male 
  human Ftr 3 (Captain of the Guard); Landril 
  Greenleaf, female elf Ftr2 (Lieutenant of the 
  Guard); Shasta Silverglade, female elf Clr 6 
  (Ehlonna); Karr Kandar, male human Clr3 
  (Kord); Valner Zaldane, male human Exp6 
  (blacksmith); Twonder Lightheart, male 
  halfling Com3 (owner of the Dancing 
  Badger Inn) 
  Others: Town guards, War2 (6), War 1 (24); 
  Clr2 (3); Exp3 (2); Exp1(52); Ari1 (6); 
  Com1 (750). 
   
  Adventure Background 
  Kiro the halfling thief was always a 
  mischievous sort, getting himself into all 
  kinds of trouble. He would try to steal 
  almost anything from anybody… more as 
  just a game then as any real crime. If caught, 
  he would smile, and return the stolen item 
  with a sheepish grin. 
   
  One day, Kiro got himself into too much hot 
  water. A traveling noble merchant named 
  Lord Galivar arrived in the city of Caronis 
  from the exotic lands far to the west. In the 
  confusion of the Caronis marketplace, Kiro 
  managed to get close enough to 
  “accidentally” bump into Lord Galivar and 
  simultaneously steal his pouch from him. 
  After deftly vanishing among the crowed 
  throng, Kiro later examined the contents of 
  the pouch. It contained a large diamond, 
  which Kiro estimated to be at least 10,000 
  gold pieces in value! 
   
  
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  Knowing that this was a very hot item and 
  not knowing how to get rid of it, the halfling 
  rogue fled the city of Caronis. He traveled 
  for a week before stopping in the village of 
  Threshold, which was a way stop for 
  travelers and adventurers. 
   
  Anxious to be rid of the gem, Kiro sold it to 
  a traveling wizard for a fraction of the cost 
  (although still making a tidy sum of gold). 
  The wizard then left with some traveling 
  companions to explore an old ruined castle 
  supposedly hidden somewhere in the woods 
  to the east of Threshold. The wizard and his 
  group never returned. 
   
  Kiro has been lying low in Threshold for 
  several weeks now, bidding his time. But he 
  has just learned of some dark and 
  dangerous-looking individuals who are 
  asking about him in town. He fears 
  (correctly) that they were send by Lord 
  Galivar to retrieve the gem or at least to 
  settle the score with the halfling. Kiro is not 
  able to pay even a tiny fraction of the gem’s 
  value back, because he spent all the money 
  he got for selling it on masterwork pieces of 
  equipment he had custom-made for himself. 
   
  The three new arrivals in town are bounty 
  hunters sent by Lord Galivar through his 
  underground connections with the 
  Assassin’s Guild. They are led by a human 
  female. They are ruthless mercenaries and 
  assassins. Their first goal is to retrieve the 
  diamond. Should that prove impossible, they 
  are to bring back the head of the halfling 
  thief to Lord Galivar. 
   
  Kiro has spotted the three bounty hunters on 
  his trail. They are closing in quickly on him. 
  He figures his only chance is to find some 
  protection. Like from a group of adventures 
  in town… 
   
  Adventure Summary 
  Once the adventures arrive in Threshold, 
  they will eventually encounter the halfling 
  thief, Kiro. The little rogue has already 
  scouted them out as possible protectors. 
  Kiro will use any story or ploy to get the 
  adventures to help him. 
   
  The adventures will encounter the bounty 
  hunters, who are now after them for 
  protecting Kiro. They will have to bargain 
  with or run from the bounty hunters to save 
  their own lives and the life of the halfling. 
   
  Kiro eventually tells them the whole story 
  and tries to convince them to help him 
  recover the diamond, so that he can get the 
  bounty hunters off his trail. 
   
  Finding out where the wizard who bought 
  the gem last traveled to will lead the party 
  into the dangerous woods nearby Threshold. 
  They will venture into the lost ruins to 
  retrieve the diamond from the body of the 
  wizard, who was slain by the dangers of that 
  ancient place. 
   
  Adventure Hooks 
  Every campaign and every set of player 
  characters are different. But here are some 
  ideas on how to get your party involved in 
  this adventure. 
   
  • The group is resting in the town of 
  Threshold after a previous adventure. 
  They are staying at the Dancing Badger 
  Inn when Kiro approaches them, asking 
  for help. 
  • One of the party members can know 
  Kiro already, and so he comes begging 
  for help. 
  • A traveling, high-ranking priest of the 
  same religion as one of the clerics or 
  paladins in your party approaches the 
  group. He asks the adventurers to talk to 
  Kiro, who has recently confessed his 
  
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  sins (not out of piety, but out of 
  desperation), and see if they can 
  straighten the matter out with Kiro’s 
  “debt collectors” so that the “sinner” 
  may have “a chance to redeem himself”. 
  • Kiro attempts to steal from one of the 
  group, but gets caught. If the adventurer 
  accuses Kiro, he breaks down and cries, 
  telling them his whole story. If the 
  adventurer lets Kiro go, the halfling is 
  impressed, and will follow the character 
  around and will eventually confide his 
  problem to the group. 
   
   
  THE HALFLING SNEAK THIEF 
   
  Whatever you do to introduce the Kiro to the 
  group, play that out (Note: Kiro’s statistics 
  are listed in the NPC APPENDIX). Then 
  when Kiro is ready to confide in the group, 
  read the following passage: 
   
  “You’ve got to help me!” sobs the small 
  halfling. “I never meant any real harm! I 
  never knew what I was getting into! 
  Please!” He pauses to blow his ruddy 
  nose in a lace handkerchief. “I’ve 
  spotted some bounty hunters on my trail. 
  I’m sure that they are sent by that 
  merchant noble I stole the gem from,” he 
  says. “I can’t get away with hiding much 
  longer! Please protect me or hide me 
  from them!” Kiro gazes around, at each 
  of you in turn, with a truly pitiful look in 
  his eyes. 
   
  The players are likely to question Kiro 
  extensively at this point. Role-play Kiro 
  talking to them. He will respond to any 
  question the PCs put to him. He will tell 
  them whatever they want to know, based on 
  his knowledge from the Adventure 
  Background section. He will downplay his 
  crime, of course, making it out to be more of 
  a big joke or a mistake. Kiro will obviously 
  not know any details about the bounty 
  hunters, except that they “look scary”. While 
  the players are questioning him, insert a 
  sentence like “I’m sure they are getting 
  closer even as we speak!” or “Please, will 
  you help me?” to keep his pitiful status 
  going. 
   
  Make sure that the group learns from Kiro 
  that he sold the gem to a traveling wizard. 
  Kiro has inquired after the wizard, in the 
  hope of retrieving the gem, but he has 
  learned that the wizard never returned from 
  an expedition into an old castle ruin in the 
  nearby Eastern Woods. He will share all this 
  knowledge with the PCs, hoping that they 
  will recover the diamond for him.  
   
  If the group refuses to help Kiro, have the 
  halfling tell the group he is going to hide at a 
  nearby church. Then, as the PCs are 
  traveling about town, they will meet the 
  bounty hunters (go to the next encounter). 
  The bounty hunters will simply assume that 
  the party is protecting Kiro, so the PCs will 
  have to find a way out of the situation after 
  all. 
   
  If you allow the PCs time before going on to 
  the next section, make sure that Kiro tells 
  the party he wants to be hidden or protected 
  by them. Kiro will no longer move about on 
  his own in Threshold. 
   
  If you wish, allow the characters time to 
  equip themselves for fighting or traveling. 
  They should be fully rested and healed 
  before encountering the bounty hunters. If 
  they wish to spend their time researching the 
  bounty hunters, they can use a Gather 
  Information check. Depending on their 
  results, the PCs will learn: 
   
  DC 12 – Sure enough, a group of three are 
  asking after Kiro in town. A human female, 
  a human male, and a half-orc male. 
  
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  DC 15 – The bounty hunters were in a bar 
  fight several days ago. Everyone was 
  seriously injured in the tumble, except for 
  the three of them, who emerged without a 
  scratch. (This should hint to the players that 
  they are dealing with rather powerful 
  opponents). 
  DC 20 – An underground contact reveals 
  that the bounty hunters are assassins from 
  Caronis. They are very deadly, and 
  accustomed to dealing with powerful 
  opponents who get in their way. 
   
  Nobody can tell the characters where the 
  bounty hunters are staying or where they can 
  be found now. 
   
   
  BOUNTY HUNTERS (EL 10) 
   
  First off, these bounty hunters should be 
  very powerful compared to the PCs. The 
  idea is that the players will have to find 
  another solution rather than “hack-and-
  slash” to win this adventure. And it will give 
  them the idea that they aren’t the biggest 
  fish in the pond… 
   
  Have the PCs encounter the bounty hunters 
  in the city or just outside the city at the edge 
  of the Eastern Woods. The encounter should 
  happen at night or in a deserted area, so 
  there should be no other people around. 
   
  When the group encounters them, read the 
  following: 
   
  In your path ahead, you see three figures 
  move to block your way. They are all 
  dressed in black cloaks and have dark 
  expressions on their faces. A woman is 
  in the middle, flanked on either side by a 
  man. One of them appears to be a half-
  orc. They stare at you with humorless 
  eyes. The woman raises her hand, 
  gesturing for you to stop where you are. 
   
  If the PCs are willing to talk and have Kiro 
  with them, read this section: 
   
  The woman in the center of the group 
  throws back her hood. She is an 
  attractive, dark-haired woman, but she 
  has a stern face. “Well, well…” she says 
  to you. “We’ve finally found our little 
  sneak thief. And he thinks he’s found 
  some protection, eh?” She looks over all 
  of you and sneers with a contemptuous 
  expression. “Sorry little halfling… it’s 
  obvious they aren’t enough to stop us. 
  It’s time for you to return what you’ve 
  stolen.” The woman draws a dangerous 
  looking sword out from under her cloak, 
  while the others do the same. “Just give 
  us the item,” she says, “and we will 
  leave you and your friends alone. Resist, 
  and we’ll make do with just bringing 
  your head back as our prize.” 
   
  If the PCs are willing to talk, but do not 
  have Kiro with them (he would be hiding 
  somewhere), read this section instead: 
   
  The woman in the center of the group 
  throws back her hood. She is an 
  attractive, dark-haired woman, but she 
  has a stern face. “Pardon us,” she says to 
  you, “but we’ve heard that you’ve taken 
  up with someone we’re looking for.” 
  She looks over all of you and sneers with 
  a contemptuous expression. The woman 
  draws a dangerous looking sword out 
  from under her cloak, while the others 
  do the same. “You’re obviously not 
  going to be enough to protect the little 
  halfling, so you might as well tell us 
  where he’s hiding, or where he’s hidden 
  the item we’re after.”  
   
  Talking with the Bounty Hunters 
  Here is where the PCs have some fast 
  thinking to do. Allow them to be creative 
  
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  and reward any good ideas and good role-
  playing with appropriate success in talking 
  down the bounty hunters. 
   
  If Kiro is with the party, he will cower in the 
  back of the group and refuse to talk to them. 
  The PCs will have to handle any 
  conversation for him. The bounty hunters 
  will be willing to talk before they attack, so 
  if the group is willing to role-play, flesh out 
  this scene. Use your discretion, but allow 
  them a good chance to reason with the 
  bounty hunters. Have one character make a 
  Diplomacy check at DC 12 (you can modify 
  this DC depending on how convincing the 
  character’s argument is). Zalania (see the 
  NPC APPENDIX) is in charge of the group, 
  and she will do most of the talking for the 
  bounty hunters. 
   
  If the party explains to them that Kiro no 
  longer has the gem, they can be negotiated 
  with. The bounty hunters will get more 
  reward for bringing back the gem. They will 
  get only half that reward if they just bring 
  back the halfling, so they can be convinced 
  to allow the party time (not more than a 
  week) to find the diamond and return it to 
  them. However, as insurance, they will not 
  allow Kiro to leave town, so if the party has 
  him with them, they will have to leave him 
  behind when they go to the castle ruins 
  (unless they want to try to sneak the halfling 
  out of town, but Kiro won’t be keen on any 
  ideas that may anger the bounty hunters 
  further). 
   
  Fighting the Bounty Hunters 
  If the party is foolish enough to try to fight 
  the bounty hunters, they have chosen a 
  dangerous course. If any fighting breaks out, 
  Kiro will attempt to hide and then flee 
  (returning to wherever the PCs first met 
  him). The bounty hunters together should be 
  more than a match for the PCs. If your party 
  has chosen to fight without negotiating, you 
  may wish to educate them that “hack-and-
  slash” is not always a good solution to every 
  problem. See the NPC appendix for the 
  bounty hunter’s stats and individual tactics. 
  See below for their group tactics. 
   
  If the PCs start losing the fight, allow them 
  to flee (You can’t teach them a lesson if they 
  all end up dead here!). Remember that this 
  encounter should be to teach them how 
  strong the bounty hunters are, not to 
  slaughter them. If they flee, the bounty 
  hunters will give chase, even split up their 
  forces. 
   
  If the PCs miraculously win somehow, 
  well… they are either very lucky or very 
  skilled. I would try to scale the bounty 
  hunters to your party to make sure this is 
  VERY unlikely (see SCALING THE 
  ADVENTURE at the end of the module). 
  But if they do win, they’ve earned the 
  bounty hunter’s equipment and money! 
  Through underground rumors, let them find 
  out that more assassins are on their way, so 
  that the party is still likely to help Kiro find 
  the diamond. 
   
  � The Bounty Hunters: 
  Zalania (female human Ftr4/Rog3 44hp); Trunko 
  (male half-orc Ftr7 58hp); Gorr (male human 
  Rog5/Assassin1 35hp). See the NPC APPENDIX for 
  their complete stats. 
  Tactics: When fighting together as a group, 
  these bounty hunters are very good at 
  gauging the power of their opponents. If 
  they do not feel threatened by their enemies, 
  they are likely to split up and each try to 
  fight a member of the PCs one-on-one. If 
  they are more worried, or things start to go 
  against them, they will team up to take down 
  the more powerful PCs first. If Kiro has not 
  escaped yet, they will first try to reach him 
  to either capture or kill the halfling. If Kiro 
  is gone or the party is covering his escape, 
  then the bounty hunters will just fight the 
  PCs. They will focus on obvious wizards 
  
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  and sorcerers first. Then focus on heavily 
  armored fighter types. Then they will mop 
  up the rest. Remember to let the party have a 
  chance to flee once they’ve had enough of 
  the bounty hunters. Each bounty hunter will 
  fight according to their individual tactics 
  (see the NPC APPENDIX). 
   
  Fleeing from the Bounty Hunters 
  If your group failed to get creative in dealing 
  with the bounty hunters earlier, this is their 
  chance to make it up. Allow escaping 
  characters to climb a building or a tree, or 
  make hide checks in nearby shadows, etc. 
  Make the chase exciting, but be generous 
  now that you’ve proven how tough the 
  bounty hunters can be in a fight. Eventually, 
  allow most (if not all) of the characters to 
  escape (although they may have to split up 
  to accomplish this). If the bounty hunters 
  fell any characters, don’t have them coup de 
  grace or stand guard over that body. The 
  bounty hunters will keep searching, so this 
  should allow surviving characters the chance 
  to double back and heal their friends in time 
  to save their lives. 
   
  Escape Hatch 
  Depending on what kind of players you 
  have, you may end up in a situation that will 
  kill off all your characters. The bounty 
  hunters are designed to be powerful and 
  intimidating, as well as a plot entrance. They 
  are not designed to kill off all your PCs 
  (unless you are feeling really evil for some 
  reason…). If your group winds up in a 
  situation and it looks like there is no way to 
  avoid their death, you can design an escape 
  hatch for them. It might be a good idea to 
  prepare one of these just in case. The 
  following are some suggested escapes: 
   
  • The town guard shows up. The bounty 
  hunters want to avoid a situation, so they 
  flee, but not before hissing to the 
  characters that they will be back if the 
  diamond is not brought to them. 
  • A bunch of drunken dwarves are looking 
  for a fight. They stumble upon the PCs 
  fighting the bounty hunters and start to 
  attack the assassins (maybe even the PCs 
  too). In this pandemonium, it should be 
  easy to escape or drive off the bounty 
  hunters. 
  • The bounty hunters begin using subdual 
  damage on the PCs while mocking them. 
  If the characters are knocked out, the 
  bounty hunters will take Kiro (if they 
  can find them) and depart. They will 
  leave a note that says that the PCs have 
  one week to find the diamond before 
  they turn in Kiro. 
   
  Try to avoid these deus ex machina 
  situations, if you can. But don’t hesitate to 
  use one if your characters have no way to 
  win or escape. 
   
  If you plain just don’t like the idea of an 
  encounter that is more powerful than your 
  characters, or you just want them to always 
  win against their opponents, scale the 
  bounty hunters to be a tough, but possible 
  fight. Then hint that more assassins are on 
  the way until they retrieve the diamond. 
   
   
  EASTERN WOODS (EL various) 
   
  The Eastern Woods are visible from 
  Threshold, and can be reached with a short 
  walk. The town locals call it the Haunted 
  Forest and refuse to go there. The woods are 
  not really haunted, but since most people 
  who venture into those woods never return, 
  the locals are wary of the place. 
   
  Any inquires about the castle to the local 
  townsfolk won’t reveal much. They know it 
  once belonged to a powerful baron-knight or 
  
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  a paladin centuries ago, but no one has gone 
  there since. 
   
  The ruins are directly east of Threshold, in 
  the heart of the woods. Going on foot, the 
  party can reach it after traveling for a day 
  and half (meaning they will need to spend a 
  night in the woods before they reach it). If 
  they all travel on horses, the group can make 
  it there in one day’s travel. 
   
  In the Woods, there is a 10% chance every 
  hour of an encounter. Check every hour, 
  both at day and at night. If there is an 
  encounter, roll 1d8 on the following table:  
   
  Eastern Woods Wandering Monsters: 
   
  1 – 1d6 orcs 
  2 – 1d4 gnolls 
  3 – 1d4 stirges (2d4 at night) 
  4 – 1 displacer beast 
  5 – 1 owl bear 
  6 – 1d2 worgs 
  7 – 1d3 medium-sized giant spiders 
  8 – 1 large viper snake 
   
   
  CASTLE RUINS 
   
  This is indeed the place where the wizard 
  that bought the gem from Kiro ended up. 
  Unbeknownst to the party (although they 
  can probably guess), the wizard and his 
  adventuring companions met their demise in 
  these ruins, and the gem can be found near 
  the wizard’s body. 
   
  The castle ruins can be found in a roughly 
  circular clearing approximately 600 feet in 
  diameter. Allow the PCs to stumble upon 
  this clearing after traveling through the 
  Woods. Read the following section to the 
  group once they come upon the clearing: 
   
  The woods open up here into a large 
  clearing. The broken ruins of what was 
  once a mighty castle lie in the center of 
  this open area. Most of the castle has 
  crumbled into useless piles of rubble. 
  One part of the castle, near what must 
  have once been the main gate, is still 
  mostly intact, although it appears a 
  nearby tower fell across this area. The 
  main gate keep tower seems to be 
  missing its door.  
   
  The intact section of the castle mentioned 
  above is the ruins that the party can enter 
  and explore (this is the part detailed on the 
  map below). 
   
  The map for this area is part of the Ruins 
  map on the Wizards of the Coast Map-a-
  Week archive from 8/31/2000 
  (http://www.wizards.com/dnd/article.asp?x=
  dnd/mw/archive ). On the map, up is north, 
  right is east, etc. 
   
   
   
  There are two entrances to the intact part of 
  the castle. The characters should 
  immediately spot the entrance via Area 2 
  (this is the main gate entrance described in 
  the box above). The entrance through Area 
  15 is covered by rubble, and can only be 
  found if the characters scout around the 
  castle (Spot check, DC 12). 
   
  
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  In the intact part of the castle, the walls have 
  a hardness 8, hp 80(for a 10 ft. section), 
  break DC 32, Climb DC 15. All doors are 
  wood and have a hardness of 5, hp 20, break 
  DC 23 and are unlocked (unless otherwise 
  noted). The ceilings in all enclosed areas are 
  10 ft. up (unless otherwise noted). During 
  the day enough indirect light streams in 
  through holes to see normally, except in 
  Area 8. At night, any character without 
  darkvision will need a light source to see 
  inside an enclosed area. 
   
  There are no wandering monsters within the 
  ruin itself, but feel free to have the existing 
  monsters roam about if you wish. 
   
  Read the shaded boxes out loud to the PCs 
  as they enter each room. 
   
  1. Armory 
   
  This square room is in relatively good 
  condition compared to the rest of the 
  castle. Along the north wall is a rack of 
  spears with warped wooden hafts. 
  Swords of various sizes hang from a 
  rack along the south wall, all showing 
  signs of rust. Two rusted suits of armor 
  lie against the far west wall.  
   
  � Treasure: There are 6 short spears, 2 
  long swords, 2 short swords, and a 
  greatsword. All are in very poor condition. 
  They will not sell for much and any attempt 
  to use them as weapons suffers a –1 penalty 
  to hit. The armor is human-sized splint mail, 
  but it is so fully rusted that it is useless (any 
  attempt to pick up the armor or move it will 
  just break off rusty pieces). 
   
  2. Entrance Way (EL 1) 
   
  You see what must have once been the 
  primary gate keep for this castle. The 
  large wooden doors must have been 
  knocked off their hinges by a great force, 
  as they lie in the center of this circular 
  tower. The ceiling overhead has 
  collapsed, as well as the south wall of 
  this tower.  The ground is littered with 
  rubble. An archway leads to the west 
  into a covered area, where the ceiling is 
  still intact. What appears to be a 
  courtyard is visible to the east. 
   
  If the PCs are looking for tracks of the 
  wizard and his party, then a successful Track 
  check (DC 22) will reveal some very faint 
  booted footprints of three individuals 
  proceeding into the castle. 
   
  3 dire rats live in a nest under the fallen 
  doors. They will not attack unless their 
  home is disturbed. The doors are heavy, 
  requiring a strength check (DC 20) to move. 
  Several characters can help in the attempt. 
  Trying to move the doors provokes the rats 
  to slid out of a narrow tunnel and attack. 
   
  � Dire Rats (3) 
  CR 1/3 each; Small Animals; HD 1d8+1 (5, 5, 6 hp); 
  Init +3 (Dex); Spd 40 ft. (climb 20 ft.); AC 15 (+1 
  size, +3 Dex, +1 natural); Atks Bite +4 melee (1d4 
  dmg); Face/Reach 5 ft. by 5 ft./5 ft.; SA Disease; SQ 
  Scent; AL N; SV Fort +3, Ref +5, Will +3; Str 10, 
  Dex 17, Con 12, Int 1, Wis 12, Cha 4. 
  Skills: Climb +11, Hide +11, Move Silently +6. 
  Feats:Weapon Finesse (bite). 
  SA-Disease(Ex): Filth Fever (see DMG p. 75), Fort 
  Save DC 12, incubation 1d3 days. 
  SQ-Scent(Ex): Can detect the presence of enemies 
  within 30 ft. by smell (15 ft. if enemy downwind, 60 
  ft. if enemy upwind). 
  Tactics: The dire rats will hide until 
  someone disturbs their nest. They will be 
  aware of the PCs by scent. The rats will 
  attempt to gang up on one PC at a time. 
  Before they initially come out from under 
  the door, have PCs roll a listen check 
  opposed by the rats’ Move Silently check. 
  Any PC that does not make their Listen 
  check will be surprised (unless that player 
  specifically said that their character was 
  
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  prepared for something to come out from 
  under the door). 
   
  � Treasure: The dire rat nest is a hole 
  mostly filled up with old leather and cloth 
  fragments. A successful search (DC 15) 
  reveals a small red gem (garnet) worth 
  100gp. 
   
  3. Courtyard 
   
  You stand in what was apparently once 
  an open courtyard in this castle. The 
  ground is packed dirt, with occasional 
  weeds sprouting up here and there. 
  Immense amounts of rubble lie to the 
  south. 
   
  There is nothing of interest here in the 
  courtyard. 
   
  4. Storage Room 
   
  The wooden door to this room is closed, but 
  not locked or stuck. 
   
  This is a smaller room, perhaps once 
  used for storage. It is completely empty 
  except for mortar dust on the ground. 
   
  There is nothing of interest here. 
   
  5. Storage Room 
   
  The wooden doors to this room are closed, 
  but not locked or stuck. 
   
  This is a smaller room, perhaps once 
  used for storage. There are wooden 
  crates stacked in this room. 
   
  � Treasure: One wooden crate contains 4 
  light crossbows that are in good shape. 
  Another crate contains crossbow bolts, but 
  many are warped from water damage. A 
  character spending time searching through 
  the crate can find 10 bolts that are still 
  useable. The rest of the crates are empty. 
   
  6. Storage Room (EL 2) 
   
  Even though the west wall of this room has 
  collapsed, the ceiling is intact. Rubble from 
  the fallen tower in Areas 7 and 8 have filled 
  the wall breach, so that the only way into 
  this room is the door from Area 5, which is 
  closed but not locked. 
   
  This is a smaller room, perhaps once 
  used for storage. Part of the western wall 
  has collapsed and is now just a pile of 
  rubble. The room is completely empty 
  except for mortar dust and rocks on the 
  ground. You see what appears to be 
  another wooden door in the south wall. 
   
  A choker waits above the doorway into this 
  room. It will attack the first character that 
  enters this room, attempting to gain surprise 
  (Make the choker’s hide check opposed by 
  the lead PC’s spot check). 
   
  The door to the south leads to an empty 
  closet. 
   
  � Choker 
  CR 2; Small Aberration; HD 3d8+3 (16 hp); Init +4 
  (Improved Init); Spd 20 ft. (climb 10 ft.); AC 16 (+1 
  size, +5 natural); Atk 2 slaps +6 melee (1d3+3 dmg); 
  Face/Reach 5 ft. by 5 ft./10 ft.; SA Haste, Improved 
  Grab, Constrict 1d3+3; AL CE; SV Fort +2, Ref +1, 
  Will +4; Str 16, Dex 10, Con 13, Int 4, Wis 13, Cha 
  7. 
  Skills: Climb +16, Hide +7, Move Silently +4. 
  Feats: Improved Initiative. 
  SA-Haste(Su) extra partial action, as per the spell, 
  SA-Improved Grab(Ex) to use this ability the choker 
  must make a successful hit against a Large or smaller 
  creature. If it gets ahold, it can constrict. 
  SA-Constrict(Ex) the choker causes 1d3+3 dmg with 
  a successful grapple check and victim cannot speak 
  or cast spells with verbal components. 
  Tactics: The choker will use its 10 ft. reach 
  to its maximum advantage. It will try to stay 
  on the ceiling and attack the lead party 
  
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  member from there. If it can grab the lead 
  PC, it will try to force it to block the 
  doorway to prevent more PCs from entering 
  the room until it has constricted its victim 
  into unconsciousness or death. 
   
  7. Collapsed Tower 
   
  A large stone tower that was part of the 
  castle must have fallen over here, across 
  the courtyard. Picking your way through 
  the rubble, you can see that you are in 
  the hollowed out remains of that tower. 
  You can see bits of the sky through 
  broken holes above you. There is debris 
  everywhere. 
   
  If the characters spend some time searching 
  through the rubble, they have a chance to 
  find (Search DC 20) a locked iron box that 
  looks like it survived the tower’s collapse 
   
  � Treasure: A small locked iron box (Open 
  Lock DC 25) that contains 200 gp, a ring of 
  warmth, and a broken glass potion vial (it’s 
  contents have since evaporated).  
   
  Development: If the PCs have not already 
  dealt with it, searching in this area is 100% 
  likely to bring out the carrion crawler from 
  Area 8. Even just passing through Area 7 
  may attract the attention of the crawler (see 
  Area 8 for more details on this).  
   
  8. Crawler Den (EL 4) 
   
  This part of the fallen tower has created 
  a cave-like crevice from the rubble. It’s 
  very dark inside. 
   
  If any character enters this room, the crawler 
  will immediately attack them (no surprise, 
  but because of the darkness the characters 
  won’t see the crawler until it is right on top 
  of them unless the PCs have their own light 
  source). 
   
  � Carrion Crawler 
  CR 4; Large Aberration; HD 3d8+6 (19 hp); Init +2 
  (Dex); Spd 30 ft. (climb 15 ft.); AC 17 (-1 size, +2 
  Dex, +6 natural); Atk 8 tentacles +3 melee (paralysis 
  dmg), bite –2 melee (1d4+1); Face/Reach 5 ft. by 10 
  ft./5 ft.; SA Paralysis; SQ Scent; AL N; SV Fort +3, 
  Ref +3, Will +5; Str 14, Dex 15, Con 14, Int 1, Wis 
  15, Cha 6. 
  Skills: Climb +10, Listen +6, Spot +6 
  Feats: Alertness 
  SA-Paralysis(Ex) Those hit by the tentacles must 
  make a Fort save (DC 13) or be paralyzed for 2d6 
  minutes. 
  SQ-Scent(Ex) Can detect the presence of enemies 
  within 30 ft. by smell (15 ft. if enemy downwind, 60 
  ft. if enemy upwind). 
  Tactics: The carrion crawler is largely a 
  mindless brute. It will rush out of the 
  darkness and attack the nearest character it 
  sees with its tentacles. If it paralyzes a 
  victim, the next round it will attempt to bite 
  that person, as they will be a helpless 
  defender. 
    
  � Treasure: The crawler’s latest victim 
  was an armored fighter (who was a 
  companion of the lost wizard). The fighter 
  was separated from his group, paralyzed, 
  then dragged in here and killed. On his body 
  the PCs can find human-sized +1 scale 
  armor, a masterwork longsword, a large 
  steel shield, and a leather backpack that 
  contains 50 ft. of silk rope and a potion of 
  cure moderate wounds. He also has a small 
  leather belt pouch that contains 33 gp, 21 sp, 
  and 5 cp. 
   
  Development: Any character not moving 
  silently between Areas 3 and 7 is 50% likely 
  to be noticed by the carrion crawler, which 
  will come out and attack that character. Any 
  character attempting to Move Silently past 
  the opening to Area 8 must make a check 
  opposed by the crawler’s listen check. If 
  they are heard, they are still only 50% likely 
  to draw it out of Area 8. 
   
  9. Closet 
  
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  The door to this room is slightly ajar and can 
  be opened easily, although doing so will 
  make it fall off its hinges.  
   
  Opening the door to this room, you see 
  that it only narrowly avoided being 
  destroyed when part of the castle 
  collapsed. 
   
  Although there is much rubble here, there is 
  nothing interesting to be found. 
   
  10. Stairs 
   
  The door to this room is closed, but not 
  locked. Any character can open it easily. 
   
  Upon opening the door to this room, you 
  immediately see a dead human body 
  lying on the center of the floor. It is face 
  down, with its feet toward you. It 
  appears to be long dead and you catch a 
  slight stench of decay coming from the 
  corpse. The body wears tattered robes 
  that look like they were torn in a 
  struggle. On the far side of the room, 
  you see the bottom steps of a circular 
  stairway leading upwards into darkness.  
   
  The body is that of the wizard which bought 
  the gem from Kiro. He was killed in this 
  room by a harpy that has taken up residence 
  here. The harpy often flies off to accost 
  travelers in the nearby woods, but considers 
  this her lair, and will defend it as such. 
   
  The harpy hides in the stairwell that once led 
  up to a tower in the castle. Now the stairway 
  ends, blocked off by rubble. But there is 
  enough room for the harpy to hide out of 
  sight around the corner of the stairwell. 
   
  � Harpy 
  CR 4; Medium-Sized Monstrous Humanoid; HD 7d8 
  (31 hp); Init +2 (Dex); Spd 20 ft. (fly 80 ft. - 
  average); AC 13 (+2 Dex, +1 natural); Atk Club 
  +7/+2 melee (1d4 dmg) or 2 claws +2 melee (1d3 
  dmg); Face/Reach 5 ft. by 5 ft./5 ft.; SA Captivating 
  Song; AL CE; SV Fort +2, Ref +7, Will +5; Str 10, 
  Dex 15, Con 10, Int 7, Wis 10, Cha 15. 
  Skills: Bluff +8, Listen +7, Perform (buffoonery, 
  chant, epic, limericks, melody, ode, storytelling) +9, 
  Spot +6 
  Feats: Dodge, Flyby Attack 
  SA-Captivating Song(Su) Every creature within 300’ 
  must succeed at a Will Save (DC 15) or be 
  captivated. Captivated creatures walk toward the 
  harpy, taking the most direct route possible. If this 
  takes them through a dangerous area, they get a 
  second save attempt. A victim can take no other 
  actions except to defend itself. A victim within 5 ft. 
  of the harpy offers no resistance to the monster’s 
  attacks. The effect lasts as long as the harpy sings. A 
  bard’s countersong ability allows the captivated 
  creature a new Will Save. If a Save is successful, 
  than that creature cannot be affected by the harpy’s 
  song for 1 day. 
  Possessions: club 
  Tactics: The harpy will remain hidden 
  around the corner in the stairwell until most 
  of the PCs have entered the room. She hopes 
  that they will be interested in the dead body 
  first. She will listen, and when she thinks 
  they are in the room, she will begin her 
  song. She plans to lure them into the 
  stairwell where she can bash their helpless 
  heads open with her club. Any characters 
  not affected by the song can tell where it is 
  coming from. However, only two characters 
  can fit in the stairwell abreast, so if 2 other 
  captivated PCs beat them there, they will 
  have to find some way to get their friends 
  out the way before it is clear to attack the 
  harpy. If she doesn’t get the results she 
  wants, the harpy will fly out into the room to 
  engage the party with her club. She will 
  continue to sing, and this will produce an 
  interesting effect. The other surviving 
  creatures in the ruin hear the song and each 
  must make a Will Save or be drawn toward 
  this room. That could lead a messy situation 
  for the PCs, who would have to deal with 
  these other monsters while trying to kill the 
  harpy. The assassin vine, while not immune, 
  cannot move into this room under its own 
  power, so there is no need to roll its Save. 
  
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  � Treasure: The harpy has hidden her 
  treasure under a loose brick in the staircase 
  (Search DC 12). This includes the diamond 
  of Lord Galivar (a clear-blue fist-sized 
  stone, perfectly cut, and about 10,000 gp in 
  value), which the harpy recovered from the 
  wizard after she killed him, and hid it here. 
  Also the harpy has secured 5 other gems 
  (white pearls) of 100gp value each, a wand 
  of light (29 charges left), and a pair of gloves 
  of swimming and climbing. 
   
  11. Common Room (EL 1) 
   
  This room has no door. 
   
  Looking in through this doorway, you 
  see a room with some wooden crates in 
  the northeast corner. The door that 
  belongs in this doorway appears to be 
  missing. 
   
  The crates are all closed, but empty inside. 
  In order for the characters to enter, they 
  must pass over a 10 ft. x 10 ft. covered pit 
  trap. They can avoid the pit trap (if the 
  notice it) by jumping over it, or by simply 
  taking the pair of doors to the west. 
   
  � Pit Trap, 20 Ft. Deep: CR2; (2d6 points of 
  damage); Reflex save (DC 20); Search (DC 21); 
  Disable Device (DC 20). 
   
  � Treasure: The crates are all closed and 
  empty inside, except for one. One contains a 
  large rotted leather sack that has 964 cp in it. 
  Any attempt to pick up the sack will rip it 
  and empty the coins onto the floor. 
   
  12. Sitting Room 
   
  The door to this room is locked (Open Lock 
  DC 20), although there is an open archway 
  leading from Area 13. 
   
  This was once a fine room with 
  tapestries on the walls and expensive 
  furniture. Now the tapestries are decayed 
  to the point where you can no longer 
  discern the scenes. A small table and 
  some sitting chairs are scattered about 
  this room, but they look rotted and 
  unsafe to use. 
   
  The tapestries were once valuable, but are 
  too damaged to be worth anything now. Any 
  attempt to remove them will destroy them 
  completely. The furniture will collapse if 
  anyone attempts to sit on them or put any 
  weighty object on them. 
   
  13. Bedroom (EL 2) 
   
  The door to this room is locked (Open Lock 
  DC 20), although there is an open archway 
  leading from Area 12. 
   
  A large, four-poster bed dominates the 
  center of this room. Most of its linen 
  appears to be in sad shape, however, and 
  there is a definite sag in the mattress. A 
  large wooden chest in good repair lies at 
  the foot of the bed. 
   
  There is nothing special about the bed. 
   
  The chest is locked (Open Lock DC 25). It is 
  also trapped. Any attempt to force the lid or 
  open the lock without the proper key (which 
  is long since missing) will set off the needle 
  trap. The chest is extremely strong and 
  durable because it is made from Ironwood, 
  thus is difficult to force open (Hardness 8, 
  hp 30, Break DC 26). 
   
  � Poison Needle Trap: CR 2; +8 ranged (1 dmg + 
  greenblood oil poison, injury DC13, 1 con dmg/1d2 
  con dmg); Search (DC 22); Disable Device (DC 20). 
   
  � Treasure: The chest itself is valuable 
  because it is made out of Ironwood, 
  although an Appraise check may be required 
  to notice this fact. It weighs 50 lbs empty 
  
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  and (if intact) can be sold for 300 gp. The 
  chest contains 29 pp, 231 gp, 107 sp, 2 
  potions of cure light wounds, a divine scroll 
  of silence (scribed by a cleric of Heironeous, 
  although this isn’t obvious from just reading 
  or identifying the scroll). 
   
  14. Shrine 
   
  The door to this room is closed, but not 
  locked. 
   
  This room must have once been a small 
  shrine or chapel for use in the castle. A 
  stone altar is secured against the far east 
  wall. There seems to be some sort of 
  ceremonial weapon mounted above the 
  altar. Stone carvings of various heroic-
  looking and armor-clad figures can still 
  be made out along the walls.  
   
  This is a shrine to Heironeous. It has long 
  been abandoned, but it is still sanctified. A 
  cleric or paladin of Heironeous will 
  immediately recognize the significance of 
  the carvings and deduce the nature of the 
  shrine. Other characters may make a 
  Knowledge(Religion) check (DC 16) to 
  identify the patron god of this small chapel. 
   
  � Treasure: The weapon is a +1 heavy 
  mace and is mounted on brackets in the wall 
  directly above the altar. It can be easily 
  lifted out of those brackets. Any character 
  examining it before removing it will notice 
  that it is remarkable free of dust and rust 
  (which should hint at its magical nature). 
   
  Development: The party may rest safely 
  here, as none of the denizens of the castle 
  ruin will venture inside this room. 
   
  15. Grand Hallway (EL 3) 
   
  The PCs can enter from exploring Area 7 or 
  if they found the hidden entrance in the 
  rubble outside that leads into this room. That 
  exit should be obvious once in this room. 
   
  This was once a grand hall with a 
  vaulted ceiling supported by arches. 
  Most of the ceiling is intact, but it has 
  many holes in it. This must have been a 
  great feasting hall. Now the ground is 
  covered in dirt and stone. Many plants 
  and vines are found all about this room; 
  apparently they grew their way in here 
  over the years through the passageway to 
  the south and the crumbled wall to the 
  east. The passageway is strewn with 
  rubble but seems to lead outside. A dark 
  corridor leads to the west, into a rather 
  intact looking part of the castle.  
   
  There are plants throughout this room. One 
  of them is an assassin vine, which waits 
  along the south wall, right to the east of the 
  tunnel that leads south, out into the ruin. The 
  vaulted ceiling rises 20 ft. above at the 
  center of the room, 15 ft. at the edges of the 
  room. 
   
  � Assassin Vine 
  CR 3; Large Plant; HD 4d8+12 (30 hp); Init +0; Spd 
  0 ft.; AC 15 (-1 size, +6 natural); Atk slam +7 melee 
  (1d6+7 dmg); Face/Reach 5ft. by 5 ft./10 ft. (20 ft. 
  with vine); SA Entangle, Improved Grab, Constrict 
  (1d6+7 dmg); SQ Camouflage, Electric Immunity, 
  Cold and Fire Resistance 20, Blightsight; AL N; SV 
  Fort +7, Ref +1, Will +2; Str 20, Dex 10, Con 16, Int 
  -, Wis 13, Cha 9 
  SA-Entangle(Su) can animate plants within 30ft. as a 
  free action. The effect lasts until the vine dies or 
  decides to end it (also a free action). The ability is 
  otherwise similar to entangle as cast by a 4th level 
  druid (save DC 13). 
  SA-Improved Grab(Ex):To use this ability, the 
  assassin vine must hit with its slam attack. 
  SA-Constrict(Ex) An assassin vine deals 1d6+7 
  points of damage with a successful grapple check 
  against Medium-size or smaller creatures. 
  SQ-Blindsight (Ex): Assassin vines have no visual 
  organs but can ascertain all foes within 30 feet using 
  sound, scent, and vibration. 
  SQ-Camouflage (Ex): Since an assassin vine looks 
  like a normal plant when at rest, it takes a successful 
  
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  Spot check (DC 20) to notice it before it attacks. 
  Anyone with Wilderness Lore or Knowledge (plants 
  or herbs) can use those skills instead of Spot to notice 
  the plant.  
  Tactics: The vine will attack any creatures 
  that try to move through the southern tunnel 
  or try to move to explore the east half of the 
  room. It will leave alone any creature simply 
  moving from Area 7 to the west corridor or 
  vice versa. Once it begins its attack, it will 
  use its Entangle power on the other plants in 
  the room to keep the other PCs busy so it 
  can focus on the victim who originally got 
  too close. 
   
  � Treasure: The body of a dead half-elf 
  rogue can be found hidden under the plants 
  near the assassin vine. He was another of the 
  wizard’s traveling companions and the 
  assassin vine’s latest victim. The rogue’s 
  body has a +1 cloak of resistance, a 
  masterwork rapier, 5 throwing daggers, 
  leather armor, and a backpack with 329 
  sp,15 gp, and one dose of dust of illusion. 
   
   
  CONCLUDING THE 
  ADVENTURE 
   
  If the PCs take the diamond to Threshold 
  and return it to the bounty hunters, the three 
  assassins will take it and leave without 
  further comment. Kiro the halfling will be 
  extremely grateful to the party and claims he 
  will completely reform from any criminal 
  activities (which he won’t, of course). If you 
  choose, Kiro may tag along with the party 
  on future adventures, if you want a 
  troublesome sidekick for the PCs. 
   
  If the party fails to find the diamond, or fails 
  to return in time, or fails to hide or protect 
  Kiro, then they learn of the grizzly murder 
  of Kiro. The bounty hunters have taken the 
  halfling’s bloody head back to their master. 
  They could keep or sell the gem, but 
  eventually the bounty hunters will be back 
  on their trail. 
   
  If the PCs decide to take Kiro and/or the 
  diamond and flee, they will be chased by the 
  bounty hunters. This could be the beginning 
  of a reoccurring theme in your campaign. 
  The bounty hunters will eventually locate 
  the PCs and confront them. If these NPCs 
  are eliminated, more assassins will be sent. 
  The PCs must find a way to get these bounty 
  hunters off their backs for good. And there 
  are very few safe places from a guild of 
  assassins… 
   
  Award 500 XP to the group for successfully 
  negotiating with the bounty hunters. Award 
  an additional 75 XP to any character that 
  was pivotal to accomplishing this (through 
  good role-playing or a good Diplomacy 
  check). You should only award the full CR 
  experience points for the bounty hunters if 
  the PCs actually defeat them in combat! If 
  the characters got into a fight with the 
  bounty hunters and lost, or simply ran, they 
  get nothing for this part. 
   
  If the PCs find the diamond in Area 10 of 
  the ruined castle, award a story bonus of 200 
  XP to the group. For actually returning the 
  diamond in time to save Kiro’s life, award 
  an additional 500 XP story bonus to the 
  party. 
   
  The PCs should, of course, receive XP for 
  any creatures or traps they encountered and 
  defeated at the castle ruins or traveling 
  through the forest. 
   
  SCALING THE ADVENTURE 
   
  Use the table below to scale the module for 
  your PCs. If you have more than four PCs or 
  a mixture of levels, figure out what their 
  equivalent level total would be for a party of 
  four and use that section. (e.g. If you have 6 
  
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  PCs, all 2nd level, they have a total of 12 
  levels. That is the same as a group of 4 PCs, 
  all 3rd level. Use the 3rd level party scaling.) 
   
  1st level party – If most of your PCs are first 
  level, leave the bounty hunters as they are. 
  They aren’t supposed to win that fight 
  anyway, but be careful not to wipe the PCs 
  out too quickly if they get into a tussle with 
  the bounty hunters. In the castle, replace the 
  carrion crawler with 2 ghouls, replace the 
  assassin vine with a darkmantle, and replace 
  the harpy with a quasit. 
  2nd level party – Play the module as-is. But 
  be sure to allow the party a chance to rest in 
  the castle, either by retreating to the nearby 
  woods or hiding in Area 14. 
  3rd level party – Play the module as-is. It is 
  optimized for this type of group. 
  4th level party – A group like this may have 
  an easier time in this module. Be sure that 
  the bounty hunters are tough enough, 
  perhaps adding a level onto each NPC if you 
  feel your party is good enough to warrant it 
  (or you just want to be safe). Run the castle 
  as-is, but if the battle against the harpy is 
  going too easy on the PCs, have her song 
  bring in a wandering monster from the 
  nearby woods. 
  5th level party – Add 2 levels to the prestige 
  class of each NPC bounty hunter and re-
  compute their stats. Put another choker in 
  Area 6. Make the carrion crawler a 5HD 
  (Huge) version. Give the harpy 2 levels of 
  Sorcerer and have her use spells instead of 
  her song on the party. 
  6th or 7th level party – Add 5 levels to the 
  prestige class of each NPC bounty hunter 
  with appropriate new magic items for those 
  levels and re-computer their stats. Double 
  the dire rats in Area 2. Put another 2 chokers 
  in Area 6. Make the carrion crawler a 8HD 
  (Huge) version. Give the harpy 5 levels of 
  Sorcerer and have her use spells instead of 
  her song on the party. Put another assassin 
  vine in Area 15, anywhere in the room you 
  want. Increase any treasure that those 
  monsters have to fit their new EL. 
  8th level party or higher – Add enough 
  levels to the NPC bounty hunters to make 
  them at least 4 character levels higher than 
  the highest PC (more, if you really want to 
  make sure the PCs don’t win), with 
  appropriate new magic items for those 
  levels. Triple the dire rats in Area 2. Replace 
  the chokers with 2 cloakers. Replace the 
  carrion crawler with a roper. Make the 
  assassin vine a 9HD (Huge) version. 
  Replace the harpy with a succubus. Increase 
  any treasure that those monsters have to fit 
  their new EL. 
   
   
  FEEDBACK 
   
  Module Workshop needs your input! Did 
  you enjoy this adventure? Did you run it 
  with your party? How did it go? Any 
  comments (good or bad) about the writing or 
  the adventure itself? We want to hear your 
  honest opinions. E-mail your feedback to: 
   
  jim@jimland.org 
   
  Or visit our website to learn more about 
  what we are looking for in feedback and 
  how you may contact us: 
   
  http://www.jimland.org/moduleworkshop/
   
   
   
   
   
   
  
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  NPC APPENDIX 
   
  � Kiro: Male halfling Rog3: CR 3; Small humanoid (2 ft. 11 in. tall); HD 3d6+3 (hp 17); Init 
  +3 (+3 Dex); Spd 20 ft.; AC 16 (+3 Dex, +2 armor, +1 size) or AC 17 (with Dodge); Atk +4 
  melee (1d4/crit 19-20, masterwork dagger); or +7 ranged (1d4/crit 19-20, masterwork hand 
  crossbow); or +7 ranged (1d6/crit x3, masterwork shortbow); SA Sneak Attack(+2d6); SQ 
  Evasion, Uncanny Dodge(Dex bonus to AC); AL N; SV Fort +3, Ref +7, Will +5; Str 10, Dex 
  17, Con 13, Int 13, Wis 8, Cha 15. 
  Skills: Appraise +5, Bluff +6, Disable Device +3, Escape Artist +9, Gather Information +4, Hide 
  +18, Listen +4, Move Silently +9, Open Lock +8, Pick Pocket +9, Search +5, Spot +4. 
  Feats: Dodge, Mobility. 
  Languages: Common, Halfling, Elven. 
  Possessions: Masterwork leather armor (size S), masterwork dagger, masterwork hand crossbow, 
  20 bolts, masterwork shortbow, 20 arrows, cloak of elvenkind, thieves’ tools, potion of cure 
  moderate wounds, 36 gp, 12 sp, 2 50 gp-value gems (jaspers). 
  Description: Kiro is a portly-looking halfling. He has curly brown hair and brown eyes. He 
  usually wears a mischievous smile. He tends to shy away from heavy exertion, preferring to eat 
  and live in luxury when he can. 
  Tactics: In battle, Kiro is mostly a coward. He won’t fight unless he has to, and if he does, he 
  prefers to hit targets from afar with ranged weapons. Kiro usually prefers to try to use his cloak 
  of elvenkind to help him hide and escape. 
   
   
  � Zalania: Female human Ftr4/Rog3: CR 7; Medium humanoid (5 ft. 2 in. tall); HD 4d10+8 
  plus 3d6+6 (hp 44); Init +8 (+4 Dex, +4 Improved Init); Spd 30 ft.; AC 17 (+4 Dex, +3 armor) or 
  AC 18 (with Dodge); Atk +10/+5 melee (1d6+2/crit 18-20, scimitar); or +11 ranged (1d4+2/crit 
  19-20, dagger); SA Sneak Attack(+2d6); SQ Evasion, Uncanny Dodge(Dex bonus to AC); AL 
  N; SV Fort +9, Ref +10, Will +5; Str 14, Dex 18, Con 14, Int 14, Wis 13, Cha 12. 
  Skills: Appraise +4, Balance +6, Climb +8, Forgery +3, Gather Information +7, Hide +8, 
  Intimidate +3, Jump +7, Listen +9, Move Silently +9, Sense Motive +3, Spot +8, Tumble +6, 
  Use Rope +7. 
  Feats: Improved Initiative, Dodge, Expertise, Weapon Focus (scimitar), Mobility, Alertness, 
  Improved Disarm. 
  Languages: Common, Elven, Gnome. 
  Possessions: Masterwork scimitar, masterwork studded leather armor, masterwork dagger, 
  potion of blur, 2 potions of cure serious wounds, +2 cloak of resistance, 18 pp, 101 gp. 
  Description: Zalania is a rather beautiful woman, with long dark hair that she keeps tied back. 
  She has a stern nature, but is not cruel. Zalania is the soul of efficiency, and thus makes an 
  excellent leader for the bounty hunters. She never lets anger or revenge cloud her judgment. 
  Because of this nature, she will be the one most likely to speak with the PCs and the most likely 
  to accept their attempt to recover the diamond. 
  Tactics: Zalania will use all her feats, as well as her sneak attack, to maximum advantage. If a 
  fighter or a barbarian is pounding her, she will use her Improved Disarm to knock that 
  character’s weapon out of their hands. She will assign her Dodge to whoever is attempting to 
  cause damage to her from afar, such as a spellcaster or an archer. Zalania will use her cure 
  potions as necessary to keep herself actively in the fight. 
  
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  � Trunko: Male half-orc Ftr7: CR 7; Medium humanoid (6 ft. 1 in. tall); HD 7d10+14 (hp 58); 
  Init +7 (+3 Dex, +4 Improved Init); Spd 30 ft.; AC 17 (+3 Dex, +4 armor) or AC 18 (with 
  Dodge); Atk +13/+8 melee (1d8+4/crit 19-20, longsword); or +10/+4 ranged (1d4+4/crit 19-20, 
  throwing dagger); SQ Darkvision; AL CE; SV Fort +7, Ref +5, Will +3; Str 18, Dex 16, Con 14, 
  Int 13 Wis 12, Cha 7. 
  Skills: Climb +5, Craft(Weaponsmith) +3, Hide +14, Jump +5, Knowledge(Weaponry) +4, 
  Listen +4, Sense Motive +4, Spot +4, Swim +4. 
  Feats: Improved Initiative, Dodge, Mobility, Combat Reflexes, Expertise, Weapon Focus 
  (longsword), Whirlwind Attack. 
  Languages: Common, Orc, Draconian. 
  Possessions: Masterwork longsword, 10 throwing daggers, +1 shadow studded leather armor, 2 
  potions of cure serious wounds, potion of bull’s strength, black wool cloak, 21 pp, 20 gp. 
  Description: Trunko is obviously a half-orc, although he is not an especially large specimen of 
  that race. He has trained hard to become a master of the longsword, and thus is a very dangerous 
  foe in combat. He is also exceptionally cruel and likes to torture his victims. However, he will 
  obey Zalania because he has been impressed with her results in the past. He may attempt to argue 
  with her sometimes, and Trunko would be the hardest bounty hunter for the party to convince. 
  Tactics: Trunko will charge, unafraid, into combat. He will automatically go for the most 
  dangerous looking fighter, to challenge himself, but he won’t pass up an opportunity to attack a 
  weaker-looking foe. He will use his Mobility to move around in combat, to position himself to 
  his best advantage. He will try to be where he can maximize his Combat Reflexes. If he gets 
  surrounded or flanked, Trunko will respond with a Whirlwind Attack. Trunko will assign his 
  Dodge to whatever opponent he is squaring off against. He will step back momentarily to use his 
  cure potions if his hit points begin to get low. 
   
   
  � Gorr: Male human Rog5/Assassin1: CR 6; Medium humanoid (5 ft. 8 in. tall); HD 6d6+12 
  (hp 35); Init +7 (+3 Dex, +4 Improved Init); Spd 30 ft.; AC 16 (+3 Dex, +3 armor) or AC 17 
  with Dodge); Atk +7 ranged (1d8+poison, light crossbow); or +6 melee (1d6+2+poison/crit 19-
  20, +1 Venom Short Sword); SA Sneak Attack(+3d6), Death Attack, Poison Use; SQ Evasion, 
  Uncanny Dodge (Dex bonus to AC); AL NE; SV Fort +3, Ref +9, Will +2; Str 13, Dex 17, Con 
  14, Int 14, Wis 13, Cha 9. 
  Skills: Balance +6, Bluff +6, Climb +9, Disguise +6, Escape Artist +9, Hide +13, Intimidate +3, 
  Listen +9, Spot +8, Move Silently +13, Open Lock +12, Pick Pockets +7, Read Lips +8, Sense 
  Motive +7, Tumble +6. 
  Feats: Improved Initiative, Dodge, Point Blank Shot, Precise Shot. 
  Languages: Common, Orc, Halfling. 
  Possessions: +1 short sword of venom (same as a dagger of venom, except a short sword 
  instead), masterwork light crossbow, 12 poisoned bolts, 20 normal bolts, masterwork studded 
  leather armor, masterwork thieves’ tools, 2 potions of cure serious wounds, black wool cloak, 6 
  vials of Medium-Sized Spider Venom poison, 10 50gp-value gems (bloodstones), 5 gp, 20 sp. 
  Description: Gorr is a thin and oily-looking fellow that doesn’t say much. He usually keeps his 
  cloak and hood on and lets Zalania do the talking. 
  
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  Tactics: When working on his own, Gorr is a master of the stealthy kill. In a big fight he prefers 
  to stay back and shoot opponents with poisoned crossbow bolts. His short sword and his bolts are 
  both coated with Medium-Sized Spider Venom (Injury, DC14, 1d4 Str dmg/1d6 Str dmg). If 
  forced into melee, he will draw his magical short sword. If Gorr makes a successful hit with the 
  sword, he will use up the poison he coated the blade with. If the bounty hunters are severely 
  presses by the PCs, he will use his trump card… the poison spell power of the sword itself and 
  then attempt to escape. If he can flank a PC with another bounty hunter, Gorr will do so to gain 
  his Sneak Attack bonus. He will assign his Dodge to whatever PC looks like they can hit him 
  from afar or to whatever character injured him last. He will use his cure potions if he goes below 
  50% hit points. 
   
   
   
   
   
   
   
   
   
   
   
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