TEXT: Enemy of my Enemy
  Page 1
  GRM5-02
  Enemy of my Enemy
  A One-Round D&D LIVING GREYHAWK® 
  Gran March Regional Adventure
  Version 0.9
  by P. Dennis Waltman
  Circle Reviewer: Steven Conforti
  Playtesters: Mark Fricault, Morgan Garcia-Lamarca, Richard Hill, Joe Masdon, Sherrie Masdon, Eric Pelkey,
  Joshua Pelkey, Nick Perch, Jason Swanson, Kim Winz, Todd Wittlief, and Robyn Wittlief 
  Three young soldiers have been murdered at the edge of the Dim Forest and neither their commander nor
  the law seems to care. An Uncle asks for justice at best, and to just know why at worst. A Gran March
  regional adventure for APLs 2-12.
  
  Enemy of my Enemy
  Page 2
   Introduction
  This is an RPGA® Network scenario for the
  Dungeons & Dragons® game. A five-hour time block
  has been allocated for each round of this scenario.
  The rest of the time is spent in preparation before
  game play, and scoring after the game. The
  following guidelines are here to help you with both
  the preparation and voting segment of the game.
  Read this page carefully so that you know and can
  communicate to your players the special aspects of
  playing an RPGA scenario. 
  This is a LIVING GREYHAWK Adventure. As a
  LIVING adventure it is expected that players bring
  their own characters with them. If players do not
  have a LIVING GREYHAWK character generated,
  get a copy of the current LIVING GREYHAWK
  character generation guidelines, and a character
  sheet from your convention coordinator or the
  RPGA Website, and then have any players without a
  character create on. Once all players have a LIVING
  GREYHAWK character, play can begin.
  Along with the other materials that you are
  assumed to have in order to run a D&D game, it is
  also recommended that you have a copy of the
  LIVING GREYHAWK Gazetteer.
  Preparation
  First you should print this scenario. This scenario was
  created to support double-sided printing, but printing it
  single sided will work as well. There is enough room
  along the inside margin to bind the adventure, if you
  desire. 
  Read this entire adventure at least once before
  you run your game. Be sure to familiarize yourself
  with any special rules, spells, or equipment presented
  in the adventure. It may help to highlight particularly
  important passages. 
  When you run an RPGA D&D adventure we
  assume that you have access to the following books:
  the Player’s Handbook, the Dungeon Master’s Guide,
  and the Monster Manual. We also assume that you
  have a set of dice (at least one d4, d6, d8, d10, d12,
  and d20), some scrap paper, a pencil, an RPGA
  scoring packet, and your sense of fun. It is also a
  good idea to have a way to track movement during
  combat. This can be as simple as a pad of graph
  paper and a pencil, as handy as a vinyl grid map and
  chits, or as elaborate as resin dungeon walls and
  miniatures.
  Instruct the players either to prepare their
  characters now, or wait until you read the
  introduction, depending on the requirements of the
  scenario as described in the introduction. 
  Keep in mind that you must have at least four
  players (not counting the DM), for the game session
  to be a sanctioned RPGA event. As well, you cannot
  have more than six players participating in the game.
  Once you are ready to play, it is handy to instruct
  each player to place a nametag in front of him or her.
  The tag should have the player’s name at the bottom,
  and the character’s name, race, and gender at the
  top. This makes it easier for the players (and the DM)
  to keep track of who is playing which character.
  The players are free to use the game rules to
  learn about equipment and weapons their characters
  are carrying. That said, you as the DM can bar the
  use of even core rulebooks during certain times of
  play. For example, the players are not free to consult
  the Dungeon Master’s Guide when confronted with a
  trap or hazard, or the Monster Manual when
  confronted with a monster. 
  Some of the text in this scenario is written so that
  you may present it as written to the players, while
  other text is for your eyes only. Text for the players
  will be in gray boxes. It’s strongly recommended that
  you paraphrase the player text instead of reading it
  aloud. Some of this text is general and must be
  adapted to the specific situation or to actions of the
  player characters.
  Scoring
  After the players have completed the scenario or the
  time allotted to run the scenario has run out, the
  players and DM score the game. Complete the
  RPGA scoring grid with names and RPGA numbers
  only, and the event information at the top. RPGA no
  longer uses voting for any reported results. Give the
  Scoring Packet to your event coordinator along with
  any event tickets. 
  LIVING GREYHAWK 
  Levels of Play
  Because players bring their own characters to
  LIVING GREYHAWK games, this adventure’s
  challenges 
  are 
  proportioned 
  to 
  the 
  average
  character level of the PCs participating in the
  adventure. To determine the Average Party Level
  (APL):
  1. Determine the character level for each of the
  PCs participating in the adventure.
  2. If PCs bring animals that have been trained for
  combat (most likely being war horses, dogs
  trained for war), other than those brought by
  virtue of a class ability (i.e. animal companions,
  familiars paladin’s mounts, etc) use the sidebar
  chart to determine the number of levels you add
  
  Enemy of my Enemy
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  # 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 
  to the sum above. Add each character’s animals
  separately. A single PC may only bring four or
  fewer animals of this type, and animals with
  different CRs are added separately.
  3. Sum the results of 1 and 2, and divide by the
  number of characters playing in the adventure.
  Round to the nearest whole number.
  4. If you are running a table of six PCs, add one to
  that average.
  By following these four steps, you will have
  determined the APL. Throughout this adventure,
  APLs categorize the level of challenge the PCs will
  face. APLS are given in even-numbered increments.
  If the APL of your group falls on an odd number, ask
  them before the adventure begins whether they
  would like to play a harder or easier adventure.
  Based on their choice, use either the higher or the
  lower adjacent APL.
  APL also affects the amount of experience you
  may gain at the end of the adventure. If your
  character is three character levels or more either
  higher or lower than the APL this adventure is being
  played at, that character will receive only half of the
  experience points awarded for the adventure. This
  simulates the face that either your character was not
  as challenged as normal, or relied on help by
  higher-level characters to reach the objectives.
  Note: LIVING GREYHAWK adventures are
  designed for APL 2 and higher. Four, or sometimes
  even five 1st-level characters may find difficulty with
  the challenges in a LIVING GREYHAWK adventure.
  If your group is APL 1 there are two things that you
  can do to help even the score.
  1. Attempt to create a table of six 1st-level
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level
  characters to play at that table.
  2. Advise characters to buy riding dogs to help
  protect them, and fight for them. All riding dogs
  are considered trained to attack. PCs who want
  their dogs to attack must succeed at a DC 10
  Handle Animal or Charisma check. Failure
  indicates that the animal will not attack that
  round. This is a free action (spoken command)
  that may be attempted each round. If an animal
  loses half or more hp in a single round it flees,
  unless another check is successful.
  Time Units and Upkeep
  This is a standard one-round Regional adventure,
  set in Gran March. Characters native to Gran March
  pay one Time Unit per round, all others pay two
  Time Units per round. Adventurer’s Standard
  Upkeep costs 12 gp per Time Unit. Rich Upkeep
  costs 50 gp per Time Unit. Luxury Upkeep costs 100
  gp per Time Unit.
  Adventure Background
  There is a small subset of the Gran March Knights
  of the Watch and Dispatch, led by Erik Thunder, that
  have become very alarmed at the close ties forming
  between the government of 
  Geoff 
  and 
  the
  Archclericy of Veluna. They fear that once Geoff is
  rid of the Giant invaders free Geoff will ally with
  Veluna and turn its backs on Gra[JWR1]n March and
  the Knights. The Archclericy of Veluna still regards
  the Knights of the Watch as enemies and many in
  both Geoff and Veluna equate the Knights with Gran
  March. These Knights believe they can’t allow a
  Geoff hostile to the Knighthood and to Gran March.
  Certain 
  contacts 
  have 
  been 
  made 
  through
  intermediaries with giants in Geoff that are Lawful
  and not evil. Much discussion has taken place, but a
  face-to-face meeting is the next step 
  These Knights think they are operating in secret but
  their purpose has been discovered by those hostile
  to the Knights of the Watch and Gran March. Their
  leaders see more potential for havoc if the plans
  progress further and then are discovered than if they
  fail at this point. One such leader, Nolar Thotec,
  dispatches resources to "aid" this mission. This aid
  is in the form of a druid named Galen who is tasked
  to prevent anyone from hindering the Knight’s
  emissary. Thotec is an evil man who hides in the
  legal system of Gran March for purposes beyond
  the scope of this scenario.
  The first emissary of the Knights, Shalaya Tass, is
  on her way to the first face-to-face meeting. She is a
  
  Enemy of my Enemy
  Page 4
  low ranking knight chosen as much because she is
  fanatical about following her orders. She has made
  oaths and pledges, plus received orders in no
  uncertain terms regarding the mission. She will carry
  her orders out without regard to her personal safety
  or concerns she may have in meeting with the
  giants. She is honored by the trust of the faction and
  believes in their goals. 
  As she travels to the meeting she stops for rest in
  the forest near the small town of Paletree. She has
  been given strict [jm3]instructions to avoid being
  seen by anyone unless there was an extreme
  emergency. In the morning, as she left her forest
  camp to complete her morning prayers in the view of
  the Pelor, the Sunfather, she was spotted by three
  young soldiers on their way to meet their family.
  When she returned to her camp, she found the three
  there; one of the young soldiers was holding some
  objects dear to her. It [jm4]was clear that the soldiers
  had gone through her belongings. A fight ensued
  and she dropped all three of the youths, but not
  before one of them had made a break for escape
  into the open toward the village beyond crying for
  help. She took up her bow and fired an arrow into
  his leg. Unfortunately the wound in his leg was
  severe and he was near death. She quickly bound
  the wounds of all the young men, stabilizing them
  and then used potions to heal her wounds. 
  As she left the camp she used a magic figurine to
  send a message to her great-uncle, Dispatcher
  Jonas Fowler, a retired Knight who lived nearby.
  Jonas was not privy to her task, but accepted her
  word that what she has done was essential for the
  safety of Gran March, although she provided him
  with few details. When he arrived on the scene he
  found all of the young soldiers dead. He was
  dismayed at the deaths, but believed in his heart
  that all was for the best. In truth, the druid Galen
  watched the fight and then after Shalaya left he
  killed 
  all 
  the 
  young 
  soldiers 
  as 
  potential
  complications. The local Constable in Paletree, after
  consulting with the retired Knight, concluded that
  there was no need for a detailed investigation. The
  Knight told him that the young men died for the good
  of Gran March and, in the Constable’s opinion, the
  case is closed. This was not good enough for the
  young men’s[jm5] uncle. He lives in Paletree and has
  now decided to try to get someone to investigate
  more thoroughly.
  Adventure Summary 
  Introduction:
  The PCs find themselves in the small village of
  Paletree on the edge of the Dim Forest not far from
  the Realstream River. The village is almost halfway
  between Hochoch and Orlane. It seems there is a
  tension in the town’s people within the inn and the
  inn is packed with people. A distraught middle-aged
  man comes to the PCs’ table, seeking justice for his
  nephews: young soldiers murdered this morning. It
  seems the law has said that no crime has taken
  place. He promises them his magic sword in return
  for the PCs finding the killer of his nephews.
  Encounter 1 Investigation:
  The PCs investigate the claims of the distraught
  uncle (either for the sword, or for honor’s sake).
  They indeed find out that the Constable is not going
  to investigate further. He is sure no crime took
  place. If he is accused of failing his job or forced,
  he’ll indicate that the Knight told him that it was so
  and the word of a Knight was good enough for him.
  If the PCs visit the soldiers’ corporal, they will find he
  is frustrated at the turn of affairs, but he has no
  authority to push an investigation. They will also
  probably visit the old Knight who is clearly disturbed
  by what has happened. To members of his order he
  will relate his misgivings, but they should be obvious
  to perceptive PCs.
  The bodies are laid out in Harvest Church and an
  investigation of the items on the boys find a letter
  sealed with imprint of an owl in the wax. Breaking
  the seal, the PCs find that the letter is a missive
  from a high ranking Dispatcher who asks that
  Dispatcher Shalaya Tam, Venturous Vigil, be
  allowed to pass on a matter of extreme importance
  for Gran March and the Knights of the Watch.
  Looking at the wounds, it is clear all three boys died
  of cut throats. Speaking with the dead can
  determine that the boys were fairly sure the person
  wasn’t a knight. The boys incorrectly believed that
  since she was a woman, a cultist, didn’t have heavy
  armor or a shield with the Owl or even a horse that
  she couldn’t be a Knight of the Watch.
  Going to the scene of the crime, the PCs will find a
  sign of a cold camp, no animals, a person left to
  kneel for almost an hour, and then a battle took
  place between four people. The tracks also indicate
  that one person left and then there are signs of
  those who came later to move the bodies. The one
  who ran away left a clear trail and the [jm6]person is
  moving swiftly without much interest in hiding the
  trail.
  
  Enemy of my Enemy
  Page 5
  Encounter 2 Assistance of Evil:
  While following the trail of the apparent murderer,
  the PCs are ambushed by beings from the Ethereal
  Plane. They have been hired (Xill) or directed
  (Marauder) to attack the PCs to prevent them from
  potentially interfering with the Knight’s mission. The
  Xill take delight in their role, concentrating on the
  rear of the adventurer group and whenever possible
  coordinating their attacks. They are overconfident in
  their abilities and not concerned about failing those
  powers that hired them (indirectly by Nolar Thotec).
  If some of the PCs retreat away from them, leaving
  unconscious PCs among their number, they will
  have no problem implanting an egg before pursuing.
  In this manner, it is possible that some of the PCs
  will escape if they travel away from the Realstream
  River.
  Encounter 3: Rock and a Hard Place
  The PCs come upon a single man, waiting for them.
  Some in the party might see his hiding animal friend,
  but he is far away. The druid asks the PCs to go no
  farther along their trail. Even though he is
  outnumbered he must try and stop them or else his
  remaining family will be executed. He will go in
  depth if people are interested. PCs may offer to get
  his family to safety, but he will not be optimistic;
  however if they leave immediately for Orlane, he
  would agree to let them pass since that would mean
  the Knight would complete her mission. However,
  the PCs will need to explain how they plan to get his
  family freed. Once the reasons for the executions
  are clearer, it is unlikely the PCs can offer any legal
  method.
  The fight with the druid will probably be short, but
  Galen does his best to delay the PCs and use his
  knowledge of the traps he has set to aid him in his
  fight. 
  Encounter 4: Interlopers
  Although a few giants would like a deal with the
  Knights, most are against the deal. Some of those
  against it have hired creatures to stop the emissary.
  These specialists have been successful in capturing
  Shalaya. They take special care since their masters
  are paying a bonus of the captive is alive.
  Some of the creatures are holding the prisoners and
  the rest of their number have scouted the area and
  the river edge to make sure that there are not
  threats to them. When the PCs arrive, the giant’s
  agent that is getting Shalaya ready for travel is
  easily seen. The others are nearby.
  The giants defend themselves as well as they are
  able. If the PCs take Shalaya away from the
  creatures then they may retreat if they are able to
  escape.
  Conclusion:
  Deciding what to do with Shalaya will be
  complicated. There may be many different opinions.
  If she is alive, then she can demand to be allowed to
  continue on a mission she cannot disclose. Shalaya
  does tell the PCs that the young soldiers were alive
  when she left.
  DM Note: This module deals with a Knight of the
  Dispatch, Erik Thunder, who has been seriously
  mislead. There is actually almost no chance that
  Geoff and Veluna will make any agreements like he
  believes. He is being duped by agents inside Gran
  March not involved in this story. Thunder has no
  authority with either the Knighthood or the military of
  Gran March to do what he is doing and will
  eventually have to answer for his actions as will
  those who are assisting him. Please note on the
  Critical Event summary who the PCs tell about his
  actions.
  Introduction
  This adventure begins in the village of Paletree, a
  hamlet located both close to the edges of the Dim
  Forest and not far from the Realstream River. It is
  late afternoon. The sky is overcast and threatening
  rain sometime during the night. [Predicting the
  weather will find it should start raining around
  midnight]
  You find yourself in the village of Paletree, about
  as close to Hochoch as to Orlane, along the
  edge of the Dim Forest. The Third Tree Inn is
  crowded this evening with locals drinking ale
  and murmuring to each other. The tension is
  high in the room. Only one table is available and
  you are sitting at it with other travelers. A
  woman brings each of you an ale without your
  asking and says, "The food will be a bit late with
  the murders and all." She hurries away with no
  time for questions. The murmuring stops as a
  man walks into the common room. A middle-
  aged human, wearing a chain mail shirt and
  carrying a drawn long sword in his hand, stops,
  and looks as if he will speak to those assembled.
  He seems to lose his nerve and walks to the bar
  where the bartender gives him a drink and the
  whisper together. Several patrons of the bar
  move to him and speak for a moment, clutching
  his shoulder and moving away.
  
  Enemy of my Enemy
  Page 6
  Have the players describe their PCs appearance.
  Once all have done so, the players may interact with
  those around them. If any of them move to the man,
  continue. If they don’t talk to him wait a few minutes
  and then continue the read-aloud text.  
  If the players talk to any of the townsfolk, they will
  hear that three young soldiers were found dead
  outside of town this morning. All three of the boys
  were brothers and the man at the bar is their uncle.
  When the man at the bar spies your group he
  stares for a long few seconds and then strides
  purposefully towards your table. He drops the
  cold iron long sword on your table and says, "It
  is the only thing of value that I can give you for
  this task. Will you please find the killers of my
  nephews and bring them to justice?"
  Narune Tobias: MALE HUMAN Fi4 Rgr2; hp 50;
  see Appendix 1.
  (here)
  The man is Narune Tobias. He is mixed-blood
  human. He owns a farm and apiary about two hours
  walk from Paletree. Narune is a former Gran March
  Staff Sgt, who retired from the 12th Battle more than
  20 years ago.
  Information he will provide:
  • 
  His nephews Alin Tobias and Shyri Korbin,
  plus their childhood friend, Malan Uwari,
  were given permission from their Corporal to
  come out to his farm to visit him. His
  nephews were in the 10th Battle.
  • 
  They left before dawn, since they had to be
  back to their file before it moved out at
  noon.
  • 
  Their bodies were found about half way
  between Paletree and his place. All three
  had had their throat cut and had serious
  battle wounds.
  • 
  When he arrived at the scene of the crime
  the Constable had already left. The boys’
  bodies were being prepared to carry them to
  the Harvest Church. 
  • 
  The bodies are presently at the Church. If
  they need to see them, he gives permission
  for them to inspect the bodies.
  • 
   No one would tell him what happened.
  • 
  The Constable and the boys’ Corporal had
  had an argument at the site about the
  investigation.
  • 
  Since coming to the village he has found out
  that the case is closed. The boys were
  doing nothing wrong and they died in
  service to the March, but that no crime had
  taken place.
  Narune will also offer two hunting dogs of his to aid
  in tracking down the killer of his nephews and their
  friend. He will tell the characters the dogs are
  experienced with running away from critters in the
  Dim Forest, and will give the characters the calls
  that will bring the dogs back (two small guard dogs
  with the Hunting skill set).
  Narune’s Sword:
  • 
  Characters observing the cold iron sword
  can determine it is masterwork if they have
  Craft: Weaponsmith skill or are dwarves.
  • 
  The cold iron long sword detects as magical
  and 
  shows 
  moderate 
  conjuration 
  and
  transmutation magic (it is a cold iron long
  sword +1, bane vs. giants)
  • 
  Narune will say he picked the sword up
  while on leave, helping some friends in the
  Lortmills.
  Encounter 1:
  Investigation at Paletree
  There are quite a few places where the characters
  might find out information. It is not expected that
  each location will be visited, but time is available for
  this. The PCs could decide to head out to the scene
  of the killing, and skip the information gathering in
  town. If the characters decide to wait overnight
  before visiting some of these locations change them
  as indicated.
  Third Tree Inn
  The Inn remains full with villagers and outlying
  farmers drinking and talking about the terrible
  murders. If visited the next morning it will be empty
  except for the staff. Actively gathering information
  (Skill check) can find some information.
  Gather Information Checks
  DC 5
  • 
  The three young men killed were all from
  around this part of the Barony. Two were
  nephews of Narune Tobias. One was the
  nephews’ friend, but his family has moved
  away.
  
  Enemy of my Enemy
  Page 7
  • 
  The leader of the file had a loud argument
  with 
  the 
  constable; 
  some 
  say 
  even
  threatened him after the constable said the
  case was closed.
  • 
  The young men’s bodies have been taken to
  the Harvest Church.
  DC 10
  • 
  Both nephews were in their first year of
  soldiering. They mustered in together at the
  last Mustering Day.
  • 
  Narune Tobias has a ranch/apiary about an
  hour from the site of the young soldiers’
  murder; the murder took place about a half
  an hour from Paletree along the forest edge.
  • 
  The young men were part of a long file the
  commander of the 10th sent out to patrol the
  southern edge of the Dim.
  • 
  Dire Lion tracks had been spotted in the
  Dim Forest a few days earlier in a place not
  far from where the boys were killed.
  DC 15
  • 
  One of the young soldiers had had his throat
  cut; another had been shot seven times in
  the back. (This is false actually.)
  DC 20.
  • 
  The Old Knight convinced the constable not
  to investigate the murders.
  Patrol Barracks
  This small building is a single story, flat roof
  structure that has a different look to it than the other
  buildings in this village (Knowledge: Architecture DC
  10: This is a hastily constructed building. DC 15:
  This building completed construction less than two
  weeks ago.) No matter what time the barracks are
  visited the situation will be the same.
  There is a pair of soldiers sitting outside the
  building, applying fierce elbow grease to cleaning
  and maintaining their armor and weapons. As the
  characters approach, the soldiers get to their feet,
  and stand in obvious guard-like poses. One says
  something into the barracks, and as the characters
  get within 40 feet, an older man (early 20s) steps
  from the barracks, wearing the uniform of a Gran
  March Corporal. He will speak to the guards who
  then go into the barracks building.
  When the PCs approach to talk, the Corporal will
  pay appropriate respect to any officers of Gran
  March, but he will be a quite insolent to any Squires
  or Knights of Dispatch or Watch that are not higher
  in military rank than he. 
  Corporal Crispin Lorn is free to speak of this
  situation since the Constable has declared the case
  solved and that no crime took place. If asked
  questions regarding the situation from other than a
  superior rank military person, he will inquire about
  their interest. If the characters mention seeking
  justice for the uncle, he will relate what he knows.
  Otherwise, unless ordered to by a superior rank
  Military person he will be unhelpful, answering “yes”
  “no” or “I don’t know for sure” or “I shouldn’t tell
  you.” Superior rank persons who are Dispatchers or
  Watchers he will not be helpful with information, but
  will not lie.
  • 
  With the Road through the Dim Forest
  complete, the duties of the 10th have
  changed. Though patrolling continues, the
  Knight Colonel has sent out large files of
  troops to travel the villages along the
  southern border of the Dim and assist in
  dispatching the creatures that sometimes
  come out of the Dim to harass the livestock
  and people of these villages. The Corporal
  was in charge of a long file (one regular file
  of infantry, a bard, and three archers)
  • 
  Two of the three dead soldiers (he will not
  refer to them as boys; and he will bristle at
  anyone calling them so) had a relative living
  near the village Paletree. These three
  soldiers were the best of the new men in
  this large file and he gave permission for
  them to visit the relative they had not seen
  since well before joining the army. They had
  to return by noon so they left before dawn.
  • 
  The first he knew something was wrong,
  was when the Constable came to see him.
  He was told his three men were slain, that
  the men apparently came into a situation
  beyond their ability to handle. No murder
  took place but the young men had done
  nothing wrong. There was nothing to
  investigate or deal with. The Corporal could
  not understand this, and the Constable
  concluded with, “Dispatcher Fowler assured
  me this was the case. The case is closed.”
  • 
  He saw the young men’s bodies when they
  were brought from the edge of the Dim. All
  three had taken wounds from battle.
  • 
  The bodies were taken to the Harvest
  Church.
  • 
  He will continue on his patrol and return to
  Fort Endurance to report his losses. If a
  
  Enemy of my Enemy
  Page 8
  higher ranking character tries to order them
  otherwise, he will point out, respectfully, that
  they are not in his chain of command, and
  that he is obligated to follow the orders of
  the Captain that dispatched him in this long
  file.
  • 
  The Constable would probably be found at
  the Blacksmith Shop. He has no idea where
  Dispatcher 
  Fowler 
  might 
  be 
  but 
  he
  understands he lives somewhere nearby.
  Corporal Crispin Lorn, male human Fi4, hp 36,
  See Appendix 1
  Constable Office (Blacksmith)
  The Blacksmith shop is clearly a residence and a
  shop. In addition there is a hanging sign under the
  Blacksmith that reads “Constable of Paletree.”
  Again, this situation will be the same no matter if the
  office is visited at night or in the morning.
  The Constable, Naismith Tyder, is working on a
  plow. He is taking out some of his frustrations on the
  metal. When the characters come around, he will
  not want to talk about the situation except to say that
  the matter is closed. The boys’ deaths were in
  defense of Gran March and their families will hear
  such. Dispatcher Fowler alerted him to this condition
  and he agreed that there was no point to investigate
  that which was known. He can tell the characters
  where Dispatcher Fowler can be located, and can
  provide the following information on Dispatcher
  Fowler.
  Dispatcher Jonas Fowler, Hardy Vigil, retired from
  active service upon reaching sixty years of age. He
  moved to Paletree to oversee a family horse ranch
  and to take a break from his previous duties.
  Naismith Tyder, male human Fi4, hp 36. See
  Appendix 1.
  Harvest Church
  The Harvest Church building is a small chapel with a
  rectory built on the rear. If the PCs wait until
  morning, the bodies are gone, taken to their
  families. Hyacinth can answer questions but there
  can be no speak with dead. If the come in the
  evening when entering the chapel the characters will
  find the bodies of the young soldiers laid out on
  tables. A half-elf female wearing the holy symbol of
  Wenta is tending the bodies. She will introduce
  herself as Hyacinth and apologize for the fallen
  taking up the chapel. [jm7]She will explain that these
  were soldiers recently fallen in Gran March army
  business and the family has asked that they be
  prepared in the Harvest Church for burial.
  If the PCs are military she will gladly tell them what
  she knows. If not they can make a diplomacy check,
  DC 15 to convince Hyacinth to relate what she has
  learned from the bodies. A Heal check DC 15 can
  also determine this information after examining the
  bodies. She will gladly allow a cleric to inspect the
  bodies.
  • 
  Two of the young soldiers show signs of
  having fought with a person using a sword;
  Hyacinth believes two swords based on how
  the cuts appeared on the body. Both young
  men with sword cuts also had their throats
  cut as well. The throat cut was the cause of
  death.
  • 
  The third young soldier was struck by an
  arrow in his leg. The wound was very
  serious hitting a large blood vessel. The
  wound was carefully bandaged then his
  throat was cut.
  • 
  All three of the boys are in fairly new,
  [jm8]well cared for uniforms.
  • 
  If 
  the 
  PCs 
  search 
  the 
  [jm9]soldiers’
  possessions 
  they 
  will 
  find 
  a 
  rolled
  parchment in one of Alin’s pouches. The
  parchment is sealed with the symbol of an
  owl. Anyone from the Sheldomar Valley
  recognizes this as a symbol of the Knights
  of 
  the 
  Watch. 
  A 
  Knowledge 
  Local
  Sheldomar DC 5 or Knowledge Nobility and
  Royalty DC 15 also gives this to someone
  from outside the Sheldomar. If the PCs
  open the roll, give them Player Handout #1.
  The other items the boys took are not found.
  [jm10]Shyala found them and took them
  back.
  If the characters ask, (or succeed in a diplomacy
  check of DC 15 as above) Hyacinth will cast a
  Speak with Dead on one of the young men. She will
  ask her three questions as follows (if the PCs want
  to ask questions she will require the standard 180
  GP fee for the spell):
  Who killed you?
  “A half-elf thief”
  How do you know the half-elf was a thief?
  “The thief had items from a Knight of the Watch in
  her possession and even though an Inn was a short
  walk away she chose to camp without a fire at the
  edge of the forest.”
  
  Enemy of my Enemy
  Page 9
  How do you know that the half-elf was not a
  Knight?
  “The thief was a half-elf and a cultist in almost no
  armor, with no horse, no lance, only a bunch of little
  swords and a bow. There was no way she could be
  a Knight.”
  Hyacinth will allow a PC cleric of a good god to cast
  their own Speak with Dead and ask their own
  questions. Addition information regarding the young
  soldiers can be found in the adventure background.
  Information relating to state of mind and specifics
  are below:
  • 
  All three believed the woman was a thief (or
  worse) and had stolen from a Knight of the
  Watch. 
  • 
  They also know she was a cultist (Pelor)
  and all believe that was not good indeed. 
  • 
  When the soldiers spotted the woman
  praying at the sun, Alin snuck around and
  looked through her pack. There he found
  letters with the Knight symbol on the seal, a
  holy symbol of Pelor and a cloak with the
  Owl pin of the Watch. He took the cloak, pin,
  holy symbol and one of the letters to show
  the others and for proof.
  • 
  As they were searching her things she
  returned. They confronted her but she
  claimed that she was a Knight and they
  were interfering in Knight’s business. She
  demanded the items back and drew
  weapons to threaten them. Alin and Shyri
  split around her and attacked her. They
  fought her as Malan watched. Alin told Malin
  to get to village when it was clear the
  woman out-matched the youths. 
  • 
  Malan will know that he was several
  hundred feet from the edge of the forest
  when he was struck with an arrow in the leg.
  He tried to continue to run but stumbled.
  The last thing he saw he was bleeding
  everywhere and he passed out.
  Hyacinth will cast other spells for the characters if
  they pay the standard fee of 10 gp per spell level per
  caster level. In this case it is 60 gp per spell level. 
  If the PCs chose to Raise or Reincarnate (unlikely)
  any of the young soldiers they can get a full
  accounting of the tale.
  Hyacinth, female half-elf Cl6, hp 36: See
  Appendix 1
  Old Knight’s Place
  Dispatcher Jonas Fowler, Hardy Vigil, lives in a nice
  house at the edge of town. His farm/ranch is out of
  town. If they come at night he is drinking. If they wait
  until the following morning he is very hung-over.
  [jm11]The door is unlocked, but no one is answering
  (at first). If the PCs continue to knock or enter
  uninvited they will meet a man in his late sixties. He
  is dressed in rather formal clothing, with a black
  tabard bearing the silver Owl of the Watch.
  DM Note: Dispatcher Fowler will not lie to the PCs
  under any circumstances. He will try to protect his
  niece as best he can, but he will not lie.
  Even if the PCs enter uninvited, he will be
  completely polite, forgetting that he did not bid them
  enter. It is clear that the old knight has been
  drinking. There is dwarven ale on his breath and a
  cask of the stuff in his den. At night he will ask the
  PCs if they would like ale or perhaps some wine. In
  the morning he offers them nothing. At night, he is
  not drunk, just a little flush [in the highly unlikely
  occasion that the PCs fight him he has –2 DEX, -2
  INT from the drink]. He is coherent and can answer
  questions but is clearly upset by what has
  happened.
  He will introduce himself has Dispatcher Jonas
  Fowler, Hardy Vigil. He will ask the names of his
  guests in return. He will treat everyone politely and
  ask soldiers where they are stationed. He will be
  especially interested in any other Knights or Squires
  of the Watch or Dispatch. He will tell them that he
  started out as a Watcher but switched to
  Dispatchers when the two groups split apart about
  fifteen years ago.
  If there are no Knights or Squires of the Watch
  or Dispatch in the party:
  The PCs must make a Diplomacy check to get
  information from the old Knight. A check at DC 20
  (feel free to lower this if the players are role playing
  well) will have them treated as if they were Knights,
  skip to the section below.
  Anything 
  lower 
  and 
  Dispatcher 
  Fowler 
  will
  eventually ask their business. If the PCs ask about
  the young soldiers, he will say “told the Constable
  that investigating this right now might jeopardize the
  security of Gran March. What the Constable chose
  to do with that was his decision”. [jm12]If the PCs
  insist on more information he will ask them to leave.
  
  Enemy of my Enemy
  Page 10
  If they will not leave he will go to his closet to begin
  putting on [jm13]his chain shirt and to gather his
  weapons (long sword, short sword, bow). He will
  fight them if necessary to get them to leave. Should
  the party disable or kill him, a Search DC 20, will
  find the note (player handout #2).
  He will not consent to spells cast on him. A
  neutralize poison spell will remove the alcohol from
  his system. That will make him a little surly but have
  no other effect.
  If the characters wait an hour, the Knight will
  become very drunk, and they might sneak into his
  house without a problem. A Move Silent DC 15
  check is all that is needed to avoid discovery. Then
  a Search DC 20 will find the note.
  If there are Squires or Knights of the Watch or
  Dispatch 
  (squires 
  would 
  have 
  to 
  identify
  themselves as such):
  As the section before, he will not discuss the
  business at hand with those outside of his Order. He
  will agree to speak with those of his Order and ask
  the others to wait outside. 
  With squires, he will ask who sponsored them and
  when. Knights he will accept at face value if they
  wear some symbol of the Order. Otherwise he will
  ask who sponsored them to Knighthood. He might
  well be asked the same; his answer is Corem
  Valister, Most Gallant Hippogriff.
  He will explain that near dawn he was awakened by
  a raven bearing a note. He will produce this note
  (Player Handout #2). 
  Any Gran March Knight or Senior Squire who makes
  an Intelligence check of DC 15 will recognize the
  name of Shalaya Tass as one who was at one time
  Venturous Lion.
  Gran March Knights of Beast of the Air rank or
  higher will recognize her name as one of a Knight
  who voluntarily offered a reduction in rank because
  of her perceived precept violations (Precepts of
  Mannerliness, Duty, and Deference). 
  He indeed has a great niece of that name and she is
  now a Vigil in the Watch. He is not one to recognize
  handwriting but it could be her hand. He did not
  doubt that it would be her when he saw the note
  because of the reference to his daughter, Marna.
  Yet when he arrived at the scene he found three
  young soldiers all dead with their throats cut.
  He told the Constable that investigating this right
  now might jeopardize the security of Gran March.
  The Constable seemed to take this as if the Knight
  had told him not to look into things. The Knight was
  only hoping he would wait until his grand-niece
  came back. He was sure she would be exonerated
  of any crime. 
  Since returning to his place, he has been wondering
  if somehow someone else could have gotten the
  information and are using him and their Order to
  cover up three foul murders. He just can’t believe
  Shayala would cut the throats of the three innocent
  boys.
  He will ask Squires and Knights if they could
  determine what really happened. It would give
  peace of mind and he would go to the Constable to
  make him reopen the investigation.
  A PC casting detect thoughts can determine (if he
  fails the save) that he is telling the truth.
  Dispatcher Jonas Fowler, Hardy Vigil, male
  human (mixed) Rng9: hp 66. See Appendix 1.
  Scene of the Crime
  Note: As the characters approach this area and
  while they search or review it, the sky becomes
  more and more overcast. Anyone using Survival to
  predict the weather will predict rain tonight at
  midnight and off and on for the next three days. This
  is not a magical rain storm.
  With directions from Narune or the Old Knight,
  Corporal or following the lead of the hunting dogs,
  the characters can find the scene of the killings. The
  area has been crisscrossed already by many people
  walking over the scene so much previously available
  information has been blurred. However there are a
  few pieces of information that can be determined.
  This is firm ground.
  Scene of Crime
  • 
  At the main scene of the killings; this is the
  place where the three young soldiers
  confronted the person they thought was a
  thief. There are clear signs of a cold camp in
  the area. 
  • 
  There are signs of a fight [if searcher/tracker
  can also make a Profession (Soldier) check
  of DC 10, a very short fight] between two
  [jm14]persons. A third person seemed to
  stand away from the group watching.
  
  Enemy of my Enemy
  Page 11
  • 
  Search DC 15 finds signs that a tree near
  the camp has been climbed and 20 feet up
  the tree (requiring Climb checks) there are
  signs of a hammock had been strung
  recently.
  • 
  Most footprints are obscured as a number of
  men have been here to carry out the bodies.
  Around the scene of the killings
  A person searching around the main area of the
  killings can in three places find the tracks
  (Survival/Search DC 15) of a person leaving the
  camp.
  • 
  The first instance found having the person
  leaving and returning to camp within an hour
  of each passage, the trail goes thirty yards
  or so out of the tree line to open ground,
  where the person apparently kneeled for
  around an hour, around sunrise. The person
  would have had a clear view of the rising
  sun. (DM Note: This was when Shalaya
  went out for morning prayers)
  • 
  The second instance of a person leaving the
  camp area goes into the woods and the
  person appears to be running. The tracks
  match those of the first instance. (DM Note:
  This was when Shalaya left the camp to
  make her meeting)
  • 
  The third instance of a person leaving the
  camp area is of a person running towards
  the village. These tracks move into the fields
  (soft ground, DC 10) and end with a body
  falling to the ground and bleeding. There are
  signs of people walking around the body
  fallen area and moving back to village
  carrying a burden. There are also a number
  of wolf (APL 2, 4 & 6), dire wolf (APL 8 &
  10) or dire lion (APL 12) tracks. A Search
  check of DC15 will find two potion bottles.
  An Alchemy check of DC 15 will indicate
  thay are healing potions. (DM Note: This is
  from when the old Dispatcher, Constable,
  and men from the village came out to the
  scene, and the animal companion of the
  druid.)
  Where next?
  Basically the party can then choose to follow the
  running track or return to the village. If they return to
  the village return to the section of Encounter One
  they go to. 
  If they follow the running track for more than a
  couple minutes they can determine the person
  slowed to a half-run (double move). These tracks go
  into the Dim Forest, they do not travel along its
  edge. If the characters continue to follow the tracks
  they do so for two hours before coming to Encounter
  Two. Every couple minutes the person they are
  following runs for a minute or two before dropping
  back to a double move.
  All APLs Loot (0 gp); Coin: (0 gp); Magic: cold iron
  long sword +1 bane vs. giants. (858 gp each).
  (here)
  Encounter 2:
  Assistance of Evil
  The trail path seems very direct, moving directly
  into the Dim Forest, while the trail shows the
  person moving at a very steady and quick pace,
  At times they break into a run when the trees of
  the Dim allow a straight path. Whoever the
  person is, he or she does not seem to care about
  leaving a trail, instead traveling almost, but not
  quite, due West.
  Then the trail goes beside the trunk of a massive
  old tree. A patch of open sky can be
  uncharacteristically seen from inside the Dim
  Forest. A combination of insects and weather
  has felled the giant, and the availability of
  sunlight has caused great ground growth where
  usually the Dim Forest has little.
  Whether tracking by character skill or hunting dog,
  the person being tracked is interested more in
  speed of travel than worrying about leaving tracks.
  Initially following the trail is relatively easy (Tracking
  Survival Check DC 10 (DM Note: the dogs make the
  check, though you may roll it out).
  Have the characters determine a party order and
  spacing at the start of this encounter.
  Should the characters investigate the fallen trees, it
  will appear that that they have been uprooted as if
  by high winds, but other trees nearby are fine. The
  trail takes the characters generally west-northwest,
  deeper into the Dim Forest.
  With the exception of APL2, the creatures are Xill.
  Where the description talks of Xill below, for APL 2
  substitute the Marauder.
  Once the PCs pass where they first spot the fallen
  tree, the Xill will move to attack. Unless the
  characters have a See Invisible up and running, the
  Xill positioning will not be seen by the players. In the
  event that someone among their targets show signs
  
  Enemy of my Enemy
  Page 12
  that they can be seen on the Ethereal Plane, they
  will change tactics and target those individuals first.
  Otherwise the Xill will start their attack by
  materializing near the rear-most person in the group
  (materializing is a move action, so in the surprise
  round this is all they may do; the ethereal marauder
  at APL 2 materializes as a free action, so it may
  attack).
  These Xill are of the civilized variety. They have
  weapons, and will use at least two weapons when
  they fight. The Xill rogues understand the danger of
  grappling when there are other targets who are
  possibly rogues nearby. 
  APL 2 (EL 3)
  Phel: Male, Ethereal Marauder[jm16], hp 11; see
  Monster Manual page 105
  APL 4 (EL6)
  Phel: Male, Xill; hp 32; see Monster Manual page
  259
  APL 6 (EL 8)
  Phel: Male, Advanced Xill; hp 58; see Appendix 4
  APL 8 (EL 10)
  Phel: Male, Advanced Xill; hp 58; see Appendix 5
  Shivi: Female, Advanced Xill; hp 58; see Appendix
  5
  APL 10 (EL 12)
  Phel: Male, Advanced Xill; Rog2 hp 91 see
  Appendix 6
  Shivi: Female, Advanced Xill; Rog2 hp 91; see
  Appendix 6
  APL 12 (EL 14)
  Phel: Male, Advanced Xill; Rog2 hp 91; see
  Appendix 7
  Shivi: Female, Advanced Xill; Rog2 hp 91; see
  Appendix 7
  Dhal: Male, Advanced Xill; Rog2 hp 91; see
  Appendix 7
  Masti: Female, Advanced Xill; Rog2 hp 91; see
  Appendix 7
  Treasure:
  APL 2 Loot (0 gp); Coin (0 gp); Magic (0 gp)
  APL 4 Loot (0 gp); Coin: (0 gp); Magic: (0 gp)
  APL 6 Loot (218 gp); Coin: (0 gp); Magic: (0 gp).
  APL 8 Loot (218 gp); Coin: (0 gp); Magic: Amulet of
  Natural Armor +2 (667 gp), Short Sword +1
  Thundering (692 gp)
  APL 10 Loot (269 gp); Coin: (0 gp); Magic: Amulet
  of Natural Armor +2 (667 gp), Short Sword +1
  Thundering (692 gp)
  APL 12 Loot (344 gp); Coin: (0 gp); Magic: Magic:
  Amulet of Natural Armor +2 (667 gp), Short Sword
  +1 Thundering (692 gp), Belt of Giant Strength +4
  (1333 gp)
  Detect Magic: Amulet of Natural Armor +2
  (Moderate Transmutation)[jm17], Short Sword +1
  Thundering 
  (Faint 
  Transmutation, 
  Faint
  Necromancy), Belt of Giant Strength +4 (Strong
  Transmutation)
  Encounter 3:
  Rock and a Hard Place
  Not too long after facing the Xill the characters will
  come upon Gelan.
   
  Use the chart below to determine how long it takes
  for the party to reach Gelan:
  Party base move is 40 feet
  15 minutes
  Party base move is 30 feet
  20 minutes
  Party base move is 20 feet
  30 minutes
  Party base move is 15 feet
  40 minutes
  The DM should note that some spells cast during
  the previous encounter may still be in force. This
  timing is only to determine if spells remain up.
  The fallen trees seem to be behind you, the Dim
  Forest is back to its scant light and little ground
  cover. Not so long after your fight you come
  upon the sight of a man waiting for you.
  He stands waiting as you approach and once
  you are within shouting range and he cries,
  “Greetings Friends!”
  This is Gelan, the druid being blackmailed by Nolar
  Thotec to make sure the message is delivered. He
  is the one who cut the throats of the boys, believing
  that if they lived they would cause the mission to be
  compromised.
  Gelan fears that he may soon be dead. He hopes
  that he has taken the precautions necessary to give
  him a chance to live again. He has used one of his
  Wild Shapes to take the majority of his possessions
  and store them high in a tree far from this place, and
  
  Enemy of my Enemy
  Page 13
  has alerted a druid he knows to frequent the Dim
  Forest to look for his body or piece of body to
  Reincarnate.
  He had used an Elemental Gem to summon an
  Earth Elemental to help dig the pits, and to deliver
  the message to his friend.
  He will try to convince the characters to turn back.
  He will use the fact that he has to stop them or else
  his only remaining family will be killed. He will try to
  use the fact that the PCs are acting against interests
  of the Knights of the Watch to discourage them from
  pursuing the young Knight.[jm18]
  If asked for more details about his family, he will say
  that his brother and sister-in-law are about to be put
  to death for a misunderstanding about their faith.
  They are being held in Orlane and have already
  been tried and convicted of being priests of a
  banned religion. They are Old Faith druids who
  honor the Winter King (Knowledge: Religion: DC 15;
  Winter King is an aspect of Nerull; The Old Faith
  hates Clerics of Nerull, like most non-evil folk, but
  the Winter King represents the Winter phase of the
  Seasonal Cycle). He has the promise from a person
  skilled in the courts that they can be saved, but only
  if the Knight is allowed to complete her mission.
  Gelan tells the party that he’ll do whatever he can to
  stop them so he can save his only remaining family.
  If asked how he knows she is a Knight he will
  respond that he has be assisting her for a little while
  and has observed that she wears the Knights
  symbols and the person who will assist his family
  assured him that she is of the Order.
  If he is asked if he saw the Dispatcher kill the young
  soldiers, he will admit witnessing the fight and the
  archery shot. He will not claim to witness her killing
  the fallen. Nor will he admit finishing the young
  soldiers off unless it looks like that is the only reason
  they are following the Dispatcher, and then admit it.
  If during the talking someone moves closer than 100
  feet or begins casting a spell, Gelan will assume the
  fight is on and begin. 
  For APLs 8+ If the characters have not gone back to
  the village within a couple minutes he will initiate
  combat to avoid losing the Animal Growth spell on
  his companion.
  Gelan has instructed his animal companion to hide
  while he talks to the PCs. The animal will be to
  Gelan’s left and in a slight depression he had the
  elemental create (the depression does not impede
  movement, but provides just enough cover or
  concealment to hide). The PCs could very possibly
  detect the animal, as some do not hide well at all.
  Remember that the Spot DC increases 1 for each
  10 feet distant from the creature hiding. For
  example, if the PCs stop 100 feet from Gelan, add
  +10 to the animals Hide check to determine if the
  PCs spot him.
  As combat begins, Gelan can command the animal
  as a free action. It is possible, due to PC tactics that
  Gelan might not start off commanding his animal to
  attack, in which case PCs that did not spot the
  animal at first would get additional chances to spot
  as they close the distance.
  A note can be found on Gelan’s body when he is
  defeated (player handout #3).
  APL 2 (EL 5)
  Gelan ap Toras: Male, Human (Flan), Drd3 hp 23;
  [jm19]see Appendix 2
  Lucky: Male, Wolf (animal companion), hp 26 see
  Appendix 2
  Lucky’s Hide check is: 13
  Pit Trap #1*: CR1; mechanical, location trigger,
  repair reset, DC 15 Reflex save avoids*; 20 ft. deep
  (2D6, fall); multiple targets (10 ft x 5 ft); Search DC
  20; Disable Device DC 20.
  Pit Trap #2*: CR1; mechanical, location trigger,
  repair reset, DC 15 Reflex save avoids*; 20 ft. deep
  (2D6, fall); multiple targets (10 ft x 5 ft); Search DC
  20; Disable Device DC 20.
  *if a character was running or moving recklessly at
  the time (such as charging), he/she gets no saving
  throw and falls automatically [pg 69 DMG].
  APL 4 (EL6)
  Gelan ap Toras: Male, Human (Flan), Drd5 hp 41;
  see Appendix 3
  Lucky: Male, Wolf (animal companion), hp 26 see
  Appendix 2
  Lucky’s Hide check is: 13
  Spiked Pit Trap #1: CR3; mechanical, location
  trigger, repair reset, DC 20 Reflex save avoids*; 20
  ft. deep (2D6, fall); multiple targets (10 ft x 5 ft); pit
  spikes (Atk +10 melee; 1D4 spikes per target for
  1D4+2 damage each); Search DC 20; Disable
  Device DC 20.
  
  Enemy of my Enemy
  Page 14
  APL 6 (EL 8)
  Gelan ap Toras : Male, Human (Flan), Drd7 hp
  57: see Appendix 3
  Lucky: Male, Wolf (animal companion), hp 39, see
  Appendix 3
  Lucky’s Hide check is: 13
  Poison Spiked Pit Trap #1*: CR5; mechanical,
  location trigger, repair reset, DC 20 Reflex save
  avoids*; 20 ft. deep (2D6, fall); multiple targets (10 ft
  x 5 ft); pit spikes (Atk +10 melee; 1D4 spikes per
  target for 1D4+2 damage each; Medium Spider
  Venom with an injury); Search DC 20; Disable
  Device DC 20. Medium spider venom, save DC 14;
  Primary 1D4 Str; Secondary 1D4 Str.
  *if a character was running or moving recklessly at
  the time (such as charging), he/she gets no saving
  throw and falls automatically [pg 69 DMG].
  APL 8 (EL 10)
  Gelan ap Toras : Male, Human (Flan), Drd9 hp
  73; see Appendix 4
  Lucky: Male, Animal Growth Dire Wolf (animal
  companion), hp 74 see Appendix 4
  Lucky’s Hide check is: 16
  Two Poison Spiked Pit Traps (#1 & #2)*: CR5
  each; mechanical, location trigger, repair reset, DC
  20 Reflex save avoids*; 20 ft. deep (2D6, fall);
  multiple targets (10 ft x 5 ft); pit spikes (Atk +10
  melee; 1D4 spikes per target for 1D4+2 damage
  each; Medium Spider Venom with an injury); Search
  DC 20; Disable Device DC 20. Medium spider
  venom, save DC 14; Primary 1D4 Str; Secondary
  1D4 Str.
  *if a character was running or moving recklessly at
  the time (such as charging), he/she gets no saving
  throw and falls automatically [pg 69 DMG].
  APL 10 (EL 12)
  Gelan ap Toras : Male, Human (Flan), Drd11 hp
  89; see Appendix 5
  Lucky: Male, Animal Growth Dire Wolf (animal
  companion), hp 74 see Appendix 5
  Lucky’s Hide check is: 16
  Poison Spike Pit Trap #1*: CR8; mechanical,
  location trigger, repair reset, DC 20 Reflex save
  avoids*; 20 ft. deep (2D6, fall); multiple targets (10 ft
  x 5 ft); pit spikes (Atk +10 melee; 1D4 spikes per
  target for 1D4+2 damage each; Terinav root contact
  poison; injury not required); Search DC 20; Disable
  Device DC 20. Terinav root, save DC 16; Primary
  1D6 Dex; Secondary 2D6 Dex.
  Poison Spike Pit Trap #2*: CR6; mechanical,
  location trigger, repair reset, DC 20 Reflex save
  avoids*; 20 ft. deep (2D6, fall); multiple targets (10 ft
  x 5 ft); pit spikes (Atk +10 melee; 1D4 spikes per
  target for 1D4+2 damage each; Giant Wasp Venom
  with injury); Search DC 20; Disable Device DC 20.
  Giant Wasp Venom, save DC 18; Primary 1D6 Dex;
  Secondary 1D6 Dex.
  *if a character was running or moving recklessly at
  the time (such as charging), he/she gets no saving
  throw and falls automatically [pg 69 DMG].
  APL 12 (EL 14)
  Gelan ap Toras : Male, Human (Flan), Drd13 hp
  105; see Appendix 6
  Lucky: Male, Animal Growth Dire Lion (animal
  companion), hp 95 see Appendix 6
  Lucky’s Hide check is: 8
  Poison Spike Pit Trap #1*: CR10; mechanical,
  location trigger, repair reset, DC 20 Reflex save
  avoids*; 20 ft. deep (6D6, fall); multiple targets (10 ft
  x 5 ft); pit spikes (Atk +10 melee; 1D4 spikes per
  target for 1D4+5 damage each; Terinav root contact
  poison; injury not required); Search DC 20; Disable
  Device DC 20.Terinav Root, save DC 16; Primary
  1D6 Dex; Secondary 2D6 Dex.
  Poison Spike Pit Trap #2*: CR8; mechanical,
  location trigger, repair reset, DC 20 Reflex save
  avoids*; 20 ft. deep (6D6, fall); multiple targets (10 ft
  x 5 ft); pit spikes (Atk +10 melee; 1D4 spikes per
  target for 1D4+5 damage each; Giant Wasp Venom
  with injury); Search DC 20; Disable Device DC 20.
  Giant Wasp Venom, save DC 18; Primary 1D6 Dex;
  Secondary 1D6 Dex.
  *if a character was running or moving recklessly at
  the time (such as charging), he/she gets no saving
  throw and falls automatically [pg 69 DMG].
  
  Enemy of my Enemy
  Page 15
  Treasure
  APL 2 Loot (61 gp); Coin (0 gp); Magic: pearl of
  power 1st (83 gp), Potions of cure moderate wounds
  potions (50 gp)
  APL 4 Loot (28 gp); Coin: (0 gp); Magic: copper
  dragonhide breastplate +1 (144 gp), pearl of power
  1st (83 gp), two Potions of cure moderate wounds
  (50 gp)
  APL 6 Loot (278 gp); Coin: (0 gp); Magic: copper
  dragonhide breastplate +1 (144 gp), pearl of power
  1st (83 gp), two Potions of cure moderate wounds
  (50 gp), Broach of Shielding (125 gp), Heavy Wood
  Shield +1 (104 gp) .
  APL 8 Loot (28 gp); Coin: (0 gp); Magic: copper
  dragonhide breastplate +1 (144 gp), pearl of power
  1st (83 gp), two Potions of cure moderate wounds
  (50 gp), Broach of Shielding (125 gp), Heavy Wood
  Shield +1 (104 gp), Sickle +1 (192 gp), Periapt of
  Wisdom +2 (333 gp), Ring of Protection +2 (667 gp),
  Metamagic Rod of Lesser Entend (250 gp) .
  APL 10 Loot (28 gp); Coin: (0 gp); Magic: copper
  dragonhide breastplate +1 (144 gp), pearl of power
  1st (83 gp), two Potions of cure moderate wounds
  (50 gp), Broach of Shielding (125 gp), Heavy Wood
  Shield +1 Light Fortification (345 gp), Cold Iron
  Scimitar +1 (360 gp), Sickle +1 (192 gp), Periapt of
  Wisdom +2 (333 gp), Ring of Protection +2 (667 gp),
  Metamagic Rod of Lesser Entend (250 gp), Ring of
  Counter Spells (333 gp)
  APL 12 Loot (28 gp); Coin: (0 gp); Magic: copper
  dragonhide breastplate 21 (394 gp), two Potions of
  cure serious wounds (125 gp), Broach of Shielding
  (125 gp), Heavy Wood Shield +1 Light Fortification
  (345 gp), Cold Iron Scimitar +1 (360 gp), Sickle +1
  (192 gp), Periapt of Wisdom +6 (2667 gp), Ring of
  Protection +2 (667 gp), Metamagic Rod of Lesser
  Entend (250 gp), Ring of Counter Spells (333 gp),
  Cloak of Resistance +4 (1332 gp)
  Detect Magic Results: Potion of cure
  moderate wounds (Faint Conjuration); Pearl of
  Power 
  1st 
  (Faint 
  Transmutation), 
  Copper
  Dragonhide Breastplate +1 (Faint Transmutation),
  Copper 
  Dragonhide 
  Breastplate 
  +2 
  (Weak
  Transmutation),Broach 
  of 
  Shielding 
  (Faint
  Abjuration), 
  Cold 
  Iron 
  Scimitar 
  (Faint
  Transmutation), Sickle +1 (Faint Transmutation),
  Heavy Wooden Shield +1 Light Fortification (Faint
  Transmutation, 
  Strong 
  Abjuration), 
  Periapt 
  of
  Wisdom 
  +2 
  (Weak 
  Transmutation), 
  Ring 
  of
  Protection +2 (Weak Transmutation), Rod of Lesser
  Extend (Strong, no school), Ring of Counter Spells
  (Moderate Evocation), Cloak of Resistance +4
  (Strong Abjuration)
  Potions are labeled by spell name in the Druid
  secret language.
  Encounter 4:
  Interlopers
  Use the chart below to determine how long it takes
  for the party to reach this encounter. This time is
  only for a determination on which spells remain in
  effect from previous encounters.
  Party base move is 40 feet
  90 minutes
  Party base move is 30 feet
  120 minutes
  Party base move is 20 feet
  180 minutes
  Party base move is 15 feet
  240 minutes
  As you travel, the trees seem to thin and more
  ground plants have sprung up in the places the
  sun can touch. A band of light from the open sky
  ahead covers the entire western view. Such a
  patch of light could only be the Realstream
  River. 
  APL 2
  Two hundred feet ahead, a bugbear secures the
  limp form of a bound human or half-elven
  woman in [jm20]a sling for carrying. He is taking
  pains to see that she is not injured as he carries
  her.  After securing her, he waits anxiously as if
  expecting someone to arrive.
  APL 4 & 6
  Two hundred feet ahead, an ogre secures the
  limp form of a bound human or half-elven
  woman in a sling for carrying. He is taking pains
  to see that she is not injured as he carries her. 
  After securing her, he waits anxiously as if
  expecting someone to arrive. 
  APL 8
  Two hundred feet ahead, a hill giant secures the
  limp form of a bound human or half-elven
  woman  in a sling for carrying. He is taking pains
  to see that she is not injured as he carries her. 
  After securing her, he waits anxiously as if
  expecting someone to arrive. 
  APL 10
  Two hundred feet ahead, a troll secures the limp
  form of a bound human or half-elven woman to
  in a sling for carrying. He is taking pains to see
  that she is not injured as he carries her. After
  
  Enemy of my Enemy
  Page 16
  securing her, he waits anxiously as if expecting
  someone to arrive. The troll is wearing a chain
  shirt.
  APL 12
  Two hundred feet ahead, a troll secures the limp
  form of a bound human or half-elven woman in a
  sling for carrying on a second troll. He is taking
  pains to see that she is not injured as he carries
  her. After securing her, he waits anxiously as if
  expecting someone to arrive. Both trolls are
  wearing chain shirts.
  There is no wind or breeze in the woods. Anyone
  who gets within 30 feet of any of the trolls will be
  detected with the troll’s scent ability and initiative
  should be rolled.
  There are enough ground plants and trees in the
  area for the characters to get within 30 feet of the
  creatures if they are not careless. These plants also
  allow Rumble, Grumble, Argent, Blade and/or Anger
  to hide from the PCs.
  This band of giant-folk is a mercenary unit hired by a
  giant faction against any sort of accommodation with
  the humans. They have been instructed to capture
  the emissary and bring her back alive, if possible, or
  dead if not. They are waiting for the rest of their
  number who are scouting the area for potential
  threats.
  They intend to cross the Realstream at night when it
  is less likely that they are spotted.
  All the giant folk think that the Knight will have help.
  They have been warned about a druid and so some
  of them hide while they wait. 
  Volcano is nominally the leader of this mercenary
  group. Others may be higher level but he has the
  intelligence to organize the group, and ability to
  negotiate jobs.
  Volcano and Argent both have elves as their
  favored enemy. They get +2 damage against elves
  and half-elves, and a +2 bonus in Bluff, Sense
  Motive Spot, Listen, and Survival relative to elves.
  They will not be stupid tactically regarding damaging
  elves and half elves but if they have equal chances
  to harm foes, elves and half elves have the higher
  priority.
  Anger and Blade both have orcs as their favored
  enemy. They get +2 damage against orcs and half-
  orcs, and a +2 bonus in Bluff, Sense Motive, Spot,
  Listen, and Survival relative to orcs. They will not be
  stupid tactically regarding damaging half orcs, but if
  they have equal chances to harm foes, half orcs
  have the higher priority.
  The Troll Hunters have Elves and Humans as their
  favored enemies. They get +4 damage to Elves and
  Half-Elves, and +2 damage to Humans. They get
  corresponding bonuses to Bluff, Sense Motive,
  Spot, Listen, Survival regarding Elves and Humans.
  They will not be stupid tactically regarding damaging
  elves and humans, but if they have equal chances
  to harm foes, elves, half elves and humans have the
  higher priority.
  DM Note: Shalaya Tass begins this encounter with
  28 points of lethal damage and 32 points of non-
  lethal subdual damage.
  APL 2 (EL 4)
  Volcano: Male, Hobgoblin Rng2; hp 13, see
  Appendix 1
  Grumble: Male, Bugbear; hp 16, see Monster
  Manual page 29.
  Volcano’s Hide Check is: 19
  APL 4 (EL6)
  Volcano: Male, Ogre Rng2; hp 54, see Appendix.
  Grumble: Male, Ogre, hp 29, see Monster Manual
  Volcano’s Hide Check is: 12
  APL 6 (EL 8)
  Volcano: Male, Troll; Rgr2; hp 92; see Appendix.
  Rumble: Male, Ogre, hp 29, see Monster Manual
  Grumble: Male, Ogre, hp 29, see Monster Manual
  Volcano’s Hide Check is: 18
  APL 8 (EL 10)
  Volcano: Male, Troll; Rgr2; hp 92; see Appendix.
  Argent: Female, Troll; Rgr2; hp 92; see Appendix.
  Rumble: Male, Hill Giant, hp 102, see Monster
  Manual.
  Volcano’s Hide Check is: 18
  Argent’s Hide Check is: 18
  APL 10 (EL 12)
  Volcano: Male, Troll; Rgr2; hp 130; see Appendix.
  
  Enemy of my Enemy
  Page 17
  Argent: Female, Troll; Rgr2; hp 92; see Appendix.
  Rumble: Male, Troll Hunter, hp 130, see Monster
  Manual.
  Volcano’s Hide Check is: 18
  Argent’s Hide Check is: 18
  APL 12 (EL 14)
  Volcano: Male, Troll; Rgr2; hp 92; see Appendix.
  Argent: Female, Troll; Rgr2; hp 108; see Appendix.
  Blade: Male, Troll; Rgr2; hp 92; see Appendix.
  Anger: Female, Troll; Rgr2; hp 92; see Appendix.
  Rumble: Male, Troll Hunter, hp 130, see Monster
  Manual.
  Grumble: Male, Troll Hunter, hp 130, see Monster
  Manual.
  Volcano’s Hide Check is: 18
  Argent’s Hide Check is: 18
  Blade’s Hide Check is: 18
  Anger’s Hide Check is: 18
  APL 2 Loot (24 gp); Coin (10 gp); Magic: (0 gp)
  APL 4 Loot (245 gp); Coin: (10 gp); Magic: Ring of
  Sustenance (208 gp).
  APL 6 Loot (245 gp); Coin: (10 gp); Magic: Ring of
  Sustenance (208 gp).
  APL 8 Loot (360 gp); Coin: (10 gp); Magic: Ring of
  Sustenance (208 gp), Keoghtom’s Ointment (333
  gp)
  APL 10 Loot (330 gp); Coin: (10 gp); Magic: Ring of
  Sustenance (208 gp), Keoghtom’s Ointment (333
  gp), Bracers of Armor +3 (750 gp), Cold Iron Heavy
  Flail +1 Impact (863 gp)
  APL 12 Loot (660 gp); Coin: (10 gp); Magic: Ring of
  Sustenance (208 gp), Keoghtom’s Ointment (333
  gp), Bracers of Armor +3 (750 gp), Cold Iron Heavy
  Flail +1 Impact (863 gp), Amulet of Health +4 (1333
  gp), Long Composite Bow [Strength +4] +1
  Fortunate, Precise (1525 gp)
  Detect Magic Reveals:
  Ring of Sustenance (Faint Conjuration), Keoghtom’s
  Ointment (Faint Conjuration), Bracers of Armor +3
  (Moderate Conjuration), Cold Iron Heavy Flail +1
  Impact (Faint Transmutation, Moderate no school),
  Amulet of Health +4 (Strong Transmutation), Long
  Composite Bow [Strength +4] +1 Fortunate, Precise
  (Faint Transmutation, Faint no school, Weak
  Enchantment)
  Conclusion
  If Shalaya is alive when freed from her captives:
  Dispatcher Tass will be grateful for the rescue. She
  will ask to be untied and allowed to continue on her
  mission. She will not say anything about her mission
  except indicate that she must cross the Realstream
  River soon. Most of her items (except weapons) are
  still on her person. Her weapons are in a sack tied
  to her foot.
  If asked about the young soldiers and it seems like
  the PCs will not let her go without explanation, she
  will say that she regrets that violence was
  necessary, but that the soldiers had been in her
  belongings robbing her, had accused her of not
  being a Knight, insulted her religion, and when she
  drew her weapons, they attacked. She dropped all
  three and prevented them from dying. She used a
  magic figurine to send a message to her great uncle
  in Paletree that the men needed care and continued
  on her mission. She is mystified if told the men are
  dead.
  She may be asked specifically why she shot the
  fleeing young soldier. She will tell the PCs truthfully
  that at the time, she was injured and he was running
  away screaming for help. She had no idea how
  close help might be so she needed to try and stop
  him from summoning anyone. She shot him only to
  slow him down but her shot was more damaging
  than she intended. She did move to him quickly and
  bind his wounds before healing herself. He was
  alive and stable when she left him.
  If she has been freed but it looks like the PCs will
  require her to return with them, she will run off,
  [jm21]withdrawing as fast as possible into the woods.
  Unless PCs have a single move equal to her double
  move it will be difficult to catch her. She will change
  directions to prevent charges. Since she is immune
  to fatigue and has Endurance, it is likely the
  characters will tire before she does. She will make
  the break for it even if she does not have her
  weapons. She will make no promise not to continue
  on her mission, although she will promise to return
  to Paletree as soon as she can after her mission is
  complete.
  Knights of the Watch or Dispatch of higher rank may
  ask that she tell about her mission; she will
  respectively decline saying she has given her oath
  to not reveal it anyone. She will direct them to speak
  
  Enemy of my Enemy
  Page 18
  with 
  Dispatcher 
  Erik 
  Thunder, 
  Most 
  Intrepid
  Manticore, who is stationed in Shiboleth [jm22]with
  the 17th Battle. As a Most Intrepid Manitcore, he
  outranks or is equal rank, possibly, to any PC
  nights. No Knight can command her to tell of her
  mission.
  She will give her word as a Knight of the Watch that
  when she left the campsite the three soldiers were
  alive; she had no idea how they died and she
  certainly did not cut their throats.
  The PCs will need to decide whether to allow her to
  continue or return to face charges or Narune. 
  If they return her to Paletree and turn her over to the
  Constable, he will thank them, question her, let her
  stay as his guest until the players leave and let her
  go.
  If they return her to Dispatcher Fowler, he will tell
  them that she is indeed his grand niece and suggest
  she see the Constable to clear up the situation.
  If they return her to the Harvest Church, Hyacinth
  will keep her there as a captive until she hears
  orders from the leaders of her church. She will
  question her and allow the Constable to talk to her
  also.
  The PCs might also take her beyond Paletree to
  either Army or Knight holdings. She will he held for a
  time in both and eventually set free when Erik
  Thunder confirms he sent her on a mission.
  If Shalaya is dead.
  There are fewer options. They could bring her back
  to life. If the PCs reincarnate her, she will return as a
  dwarf. 
  They could return her to the Harvest Church or to
  her great uncle. If the latter he will send word to the
  refugee camps for a Pelorite cleric to possibly raise
  her. If the former, Hyacinth will keep her body and
  prepare her too for burial. Eventually Thuder will
  send someone to collect her remains and have her
  brought back.
  The End
  
  Enemy of my Enemy
  Page 19
  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.
  [To award XP for an encounter the DM should
  award 30xp per EL defeated in the encounter. So at
  APL2 the party defeats a monster at EL4 and gets
  120xp, while at APL 4 the monster is EL6 awarding
  the party 180x p. Each APL will be written for no
  more than 5 times the APL in EL’s, so at APL4, the
  highest possible XP awarded would be 600 (4*5*30
  xp.) Up to 20% of the total xp may be used for story
  and/or role-playing awards. So in the APL 4
  example, there could be 480xp for specific
  encounters, 60xp for a story award and 60xp for
  role-playing.]
  Encounter 2: Assistance of Evil
  Defeating the Xill (or at APL 2: Ethereal Marauder)
  APL 2
  90 xp
  APL 4
  180 xp
  APL 6
  240 xp
  APL 8
  300 xp
  APL 10
  360 xp
  APL 12
  420 xp
  Encounter 3: Rock and a Hard Place
  Defeating Galen ap Taran & companion
  APL 2
  150 xp
  APL 4
  180 xp
  APL 6
  240 xp
  APL 8
  300 xp
  APL 10
  360 xp
  APL 12
  420 xp
  Galen ap Taran survives encounter 
  APL 2
  15 xp
  APL 4
  20 xp
  APL 6
  30 xp
  APL 8
  35 xp
  APL 10
  45 xp
  APL 12
  50 xp
  Encounter 3: Interlopers
  Defeating Shalaya’s Guards
  APL 2
  120 xp
  APL 4
  180 xp
  APL 6
  240 xp
  APL 8
  300 xp
  APL 10
  360 xp
  APL 12
  420 xp
  Rescuing Shalaya Alive
  APL 2
  30 xp
  APL 4
  40 xp
  APL 6
  60 xp
  APL 8
  75 xp
  APL 10
  90 xp
  APL 12
  105 xp
  Discretionary Role-playing Award
  APL 2
  45 xp
  APL 4
  60 xp
  APL 6
  90 xp
  APL 8
  115 xp
  APL 10
  135 xp
  APL 12
  160 xp
  Total Possible Experience: 
  APL 2
  450 xp
  APL 4
  600 xp
  APL 6
  900 xp
  APL 8
  1125 xp
  APL 10
  1350 xp
  APL 12
  1575 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
  
  Enemy of my Enemy
  Page 20
  determine what the item does and how to activate it.
  Other times they may attempt to use the item blindly.
  If the magic item is consumable (a potion, scroll,
  magic bolts, etc.) and the item is used before the end
  of the adventure, its total is subtracted from the
  adventure totals below.
  Once you have subtracted the value for
  unclaimed treasure from each encounter add it up
  and that is the number of gold pieces a characters
  total and coin value increase at the end of the
  adventure. Write the total in the GP Gained field of
  the adventure certificate. Because this is a Regional
  scenario, characters may spend additional Time Units
  to practice professions or create items immediately
  after the adventure so this total may be modified by
  other circumstances.
  Loot = Looted gear from enemy; Coin = Coin,
  Gems, Jewelry, and other valuables; Magic = Magic
  Items.
  Encounter 1: Investigation at Paletree
  All APLs Loot (0 gp); Coin: (0 gp); Magic (858 gp).
   Encounter 2: Assistance of Evil
  APL 2 Loot (0 gp); Coin (0 gp); Magic (0 gp)
  APL 4 Loot (0 gp); Coin: (0 gp); Magic: (0 gp)
  APL 6 Loot (218 gp); Coin: (0 gp); Magic: (0 gp).
  APL 8 Loot (218 gp); Coin: (0 gp); Magic: (1359 gp)
  APL 10 Loot (269 gp); Coin: (0 gp); Magic: (1359
  gp)
  APL 12 Loot (344 gp); Coin: (0 gp); Magic: (2692
  gp)
  Encounter 3: Rock and a Hard Place
  APL 2 Loot (61 gp); Coin (0 gp); Magic: (133 gp)
  APL 4 Loot (28 gp); Coin: (0 gp); Magic: (277 gp)
  APL 6 Loot (278 gp); Coin: (0 gp); Magic (556 gp).
  APL 8 Loot (28 gp); Coin: (0 gp); Magic: (1998 gp)
  APL 10 Loot (28 gp); Coin: (0 gp); Magic: (2932 gp)
  APL 12 Loot (28 gp); Coin: (0 gp); Magic: (6847 gp)
   Encounter 4: Interlopers
  APL 2 Loot (24 gp); Coin (10 gp); Magic: (0 gp)
  APL 4 Loot (245 gp); Coin: (10 gp); Magic: (208 gp).
  APL 6 Loot (245 gp); Coin: (10 gp); Magic: (208 gp
  ).
  APL 8 Loot (360 gp); Coin: (10 gp); Magic: (541 gp )
  APL 10 Loot (330 gp); Coin: (10 gp); Magic: (2154
  gp)
  APL 12 Loot (660 gp); Coin: (10 gp); Magic: (5012
  gp)
  Items for the Adventure
  Record
  Narune Tobias offered his sword if the group would
  seek the killers of his nephews, this offer remains.
  Character may purchase the cold iron long sword
  +1, bane vs. giants at a later time (once: cross off
  once purchased)
  If Shalaya was able to continue on her mission (and
  the characters accepted the task Narune gave
  them)
  � Dispatcher Erik Thunder, Most Relentless
  Manticore will provide a recommendation for
  promotion or for humans, half-elves, or
  dwarves a recommendation to become a
  squire in the Knights of Watch or the
  Knights of Dispatch. 
  � The Enmity of Nolar Thotec is rescinded for
  this character. If the character does not
  have the enmity of Nolar Thotec at this time,
  then this counts as an influence point with
  the Church of Heironeous.
  If Shalaya was cleared of the charges, killed or
  turned over to the Constable or the Harvest Church:
  � Narune Tobias is very grateful and uses his
  influence with his friends on your behalf.
  This provides the character with access to
  add the glamour, shadow or silent moves
  enhancement to armor. Alternatively, this
  influence could be used as one influence
  point with the Harvest Church. (Cross off
  when either enhancement is added, or used
  as influence point with Harvest Church)
  � Dispatcher Jonas Fowler, Hardy Vigil, will
  provide a recommendation for promotion or
  for humans, half-elves, or dwarves a
  recommendation to become a squire in the
  Knights of Watch or the Knights of Dispatch. 
  If Gelan ap Toras was fought but not killed or
  allowed to die, or the characters turned back after
  speaking with him:
  � Gelan ap Toras is very grateful to the
  characters for his life and that of his family.
  He will make available items his family has
  hidden for a “rainy” day, but which his family
  has had little use for recently. The character
  
  Enemy of my Enemy
  Page 21
  may purchase each of these items (once;
  cross of each as they are purchased):
  Goggles of minute seeing, Phylactery of
  Undead 
  Turning 
  and 
  Necklace 
  of
  Adaptation.
  Item Access
  APL 2
  � Instant Rope (Adventure, A&EG)
  � Masterwork 
  Leather 
  Scale 
  Armor
  (Adventure,A&EG)
  � Dragonhide Breastplate [Copper]
  � Pearl of Power, 1st level (Adventure, DMG)
  APL 4 (everything APL 2 plus)
  � Bracers of Armor +1 (Adventure, DMG)
  � Dragonhide 
  Breastplate 
  +1 
  [Copper]
  (Adventure, DMG)
  � Masterwork Large Cold Iron Heavy Flail
  (Adventure, DMG)
  � Ring of Sustenance (Adventure, DMG)
  APL 6 (everything APL 2 & 4 plus)
  � Adamantine Sickle (Adventure, DMG)
  � Boots of the Winterlands (Adventure, DMG)
  � Broach of Shielding (Adventure, DMG)
  � Masterwork 
  Bronzewood 
  Short 
  Sword
  (Adventure, A&EG)
   APL 8 (everything APL 2 - 6, plus)
  � Amulet of Natural Armor +2 (Adventure,
  DMG)
  � Keoghtom’s Ointment (Adventure, DMG)
  � Ring of Protection +2 (Adventure, DMG)
  � Rod, Metamagic, Extend Lesser (Adventure,
  DMG)
  � Short Sword +1, Thundering (Adventure,
  DMG)
  APL 10 (everything APL 4-8, plus)
  � Bracers of Armor +3 (Adventure, DMG)
  � Cold 
  Iron 
  Heavy 
  Flail 
  +1, 
  Impact
  (Adventure, A&EG)
  � Heavy Wood Shield +1 Light Fortification
  (Adventure, DMG)
  � Periapt of Wisdom +4 (Adventure, DMG)
  � Ring of Counter Spells (Adventure, DMG)
  APL 12 (everything APL 4-10, plus)
  � Amulet of Health +4 (Adventure, DMG)
  � Belt of Giant Strength +4 (Adventure, DMG)
  � Cloak of Resistance +4 (Adventure, DMG)
  � Long Composite Bow +1 Precise Fortunate
  [Strength +4] (Adventure, A&EG)
  � Ring 
  of 
  Minor 
  Lightning 
  Resistance
  (Adventure, DMG)
  
  Enemy of my Enemy
  Page 22
  Appendix 1:
  ALL APLs
  Encounter One
  Narune Tobais, male human (mixed) Fi4 Rgr2:
  Medium Humanoid; HD 4d10+2D8+12; hp 50; Init
  +2; Spd 30; AC 14 (Flatfooted:12, Touch:12) [armor
  +2, Dex +2]; BA/Grapple: +6/+8; Atk: +8/+3 (D8+2,
  Long Sword) or +8/+3 (D6+2, Sap); AL NG; SV Fort
  +6, Ref +3, Will +1; STR 14, DEX 14, CON 14, INT
  13, WIS 10, CHA 12.
  Skills and Feats: Swim +11, Ride +6, Handle
  Animal +3, Jump +11, Profession (Soldier) +9,
  Survival 
  +6, 
  Armor 
  Proficiency: 
  light, 
  Armor
  Proficiency: medium, Armor Proficiency: heavy,
  Shield Proficiency, Tower Shield Proficiency, Simple
  Weapon 
  Proficiency, 
  All 
  Martial 
  Weapon
  Proficiency, Point Blank Shot, Rapid Shot, Animal
  Affinity, Combat Reflexes, Endurance, Diehard,
  Power Attack, Cleave, Precise Shot, Track. Speaks
  Common, Dwarven.
  Possessions: Sap, Dagger, Long Composite Bow,
  40 arrows, Leather Armor (used to have a Cold Iron
  Long Sword +1, Bane vs Giants)
  Corporal Crispin Lorn, male human (Suel) Fi4:
  Medium Humanoid; HD 4d10+8; hp 36; Init +2; Spd
  30; AC 17 (Flatfooted:15, Touch:12) [armor +5, Dex
  +2]; BA/Grapple: +4/+6; Atk: +8 (D8+5, Long Spear)
  or +6 (D8+2, Long Sword); AL NG; SV Fort +6, Ref
  +3, Will +1; STR 14, DEX 14, CON 14, INT 13, WIS
  10, CHA 12.
  Skills and Feats: Swim +9, Ride +8, Handle Animal
  +5, Jump +9, Profession (Soldier) +7, Armor
  Proficiency: light, Armor Proficiency: medium, Armor
  Proficiency: heavy, Shield Proficiency, Tower Shield
  Proficiency, Simple Weapon Proficiency, All Martial
  Weapon Proficiency, Weapon Focus: Long Spear,
  Endurance, 
  Diehard, 
  Power 
  Attack, 
  Cleave,
  Weapon 
  Specialization: 
  Long 
  Spear. 
  Speaks
  Common, Dwarven.
  Possessions: Masterwork Cold Iron Long Spear,
  Chain mail, Long Sword, Light Crossbow, 20 bolts,
  Dagger.
  Hyacinth, female half-elf Cl6: Medium Humanoid
  (Elf); HD 6d8+6; hp 36; Init +1; Spd 30; AC 11
  (Flatfooted:11, Touch:11) [Dex +1]; BA/Grapple:
  +4/+5; Atk: +5 (D6+1, Club); SQ: Immunity: Sleep
  Effects (Ex), Low-light Vision (Ex), +2 Saves vs.
  Enchantment Spells and Spell-like Effects; RF:
  Elven Blood; AL NG; SV Fort +5, Ref +2, Will +5;
  STR 12, DEX 12, CON 12, INT 12, WIS 17, CHA 10.
  Skills and Feats: Concentration +10, Knowledge:
  Religion +10, Heal +15 Armor Proficiency: light,
  Armor Proficiency: medium, Armor Proficiency:
  heavy, 
  Shield 
  Proficiency, 
  Simple 
  Weapon
  Proficiency, Combat Casting, Extra Turning, Skill
  Focus: Heal. Speaks Common, Elven, Flan.
  Possessions: Gold Holy Symbol (Wenta), Silver
  Holy Symbol, Dagger, Club, Cleric Vestments,
  Healer Kit, Spell Component Pouch.
  Spells Prepared (Clr 5, 4+1, 4+1, 3+1) [DC 13 +
  Spell Level) Domains: Good, Air: 0 – Detect
  Magic x2, Mending x3; 1st – Shield of Faith, Endure
  Elements x2, Remove Fear (d) Protection from Evil
  2nd – Delay Poison x2, Bear’s Endurance, Align
  Weapon (d) Aid 3rd – Speak with Dead, Magic
  Vestment, Remove Disease (d) Magic Circle vs. Evil
  Naismith Tyder, male human (Flan) Fi4: Medium
  Humanoid; HD 4d10+8; hp 36; Init +2; Spd 30; AC
  17 (Flatfooted:15, Touch:12) [armor +5, Dex +2];
  BA/Grapple: +4/+6; Atk: +7 (D4+3, Dagger); AL LG;
  SV Fort +6, Ref +3, Will +1; STR 14, DEX 14, CON
  14, INT 15, WIS 10, CHA 10.
  Skills 
  and 
  Feats: 
  Craft 
  (Blacksmith) 
  +12,
  Profession (Teamster) +7, Ride +3, Handle Animal
  +7, Diplomacy +3, Sense Motive +6, Armor
  Proficiency: light, Armor Proficiency: medium, Armor
  Proficiency: heavy, Shield Proficiency, Tower Shield
  Proficiency, Simple Weapon Proficiency, All Martial
  Weapon Proficiency, Skill Focus: Craft (Blacksmith),
  Skill Focus: Sense Motive, Alertness, Combat
  Expertise, 
  Unarmed 
  Attack, 
  Dodge. 
  Speaks
  Common, Dwarven, Flan.
  Possessions: Dagger +1, Craftsman Clothing, sap
  Dispatcher Jonas Fowler, Hardy Vigil, male
  human (mixed) Rng9: Medium Humanoid; HD
  9D8+18; hp 66; Init +4; [jm24]Spd 30; AC 19
  (Flatfooted:15, Touch:14) [armor +5, Dex +4];
  BA/Grapple: +9/+9 Atk: +14 ([jm26]d6+1) Cold Iron
  Short  sword +1); Full Atk: +14/+9 [jm27]((d6+[jm28]1),
  Cold Iron Short  sword +1) SQ: Evasion (Ex),
  Woodland Stride (Ex), Swift Tracker (Ex) SA:
  Favored Enemy +4 vs. Undead; Favored Enemy +2
  vs. Fey. AL LG; SV Fort +8, Ref +10, Will +5; STR
  10, DEX 18, CON 14, INT 10, WIS 14, CHA 10.
  Skills and Feats: Survival +14, Move Silently +16,
  Hide +16, Knowledge: Geography +12, Spot +14,
  Listen +14, Ride +10, Handle Animal +6, Armor
  Proficiency: light, Armor Proficiency: medium, Shield
  Proficiency, Simple Weapon Proficiency, All Martial
  Weapon Proficiency, Track, Point Blank Shot,
  Weapon Finesse, Rapid Shot, Endurance, Precise
  
  Enemy of my Enemy
  Page 23
  Shot, Many shot, Leadership, Alertness. Speaks
  Common
  Possessions: Two cold iron short sword +1, mithril
  chain shirt +1, MW Long Composite Bow Str+2, 60
  arrows.
  Spells Prepared (Rgr: 2, 1) DC 12 + [Spell level]:
  1st: Entangle, Resist Energy 2nd: Snare
  Conclusion
  Shalaya Tass, female half-elf Rgr5/HoWlk2:
  Medium Humanoid (Elf); HD 7d8+14; hp 58; Init +3;
  Spd 40; AC 18 (Flatfooted:15, Touch:13) [armor +5,
  Dex +3]; BA/Grapple: +7/+8; Atk: +11 (D6+2, +1
  Thundering Short Sword) or +11(D6+1 Adamantine
  Short Sword) or +11 (D6 masterwork alchemical
  silver Short Sword); Full Atk : +9/+4 (D6+2 +1
  Thundering 
  Short 
  Sword) 
  and 
  +9 
  (D6+1,
  Adamantine Short Sword); SQ: Immunity: Sleep
  Effects (Ex), Low-light Vision (Ex), +2 Saves vs.
  Enchantment Spells and Spell-like Effects; Desert
  Mastery; Underground Mastery; Favored Enemy +4
  vs. Animals; Favored Enemy +2 vs. Monstrous
  Humanoids; Animal Companion (Ex) RF: Elven
  Blood; AL NG; SV Fort +9, Ref +7, Will +2; STR 12,
  DEX 16, CON 14, INT 10, WIS 12, CHA 10.
  Skills and Feats: Craft (Armorsmithing) +1, Craft
  (Weaponsmithing) 
  +1, 
  Diplomacy 
  +7, 
  Gather
  Information +2, Handle Animal +5, Hide +10,
  Knowledge (Geography) +8, Listen +2, Move
  Silently +10, Search +5, Spot +10, Survival +6,
  Swim 
  +5, 
  Armor 
  Proficiency: 
  light, 
  Armor
  Proficiency: medium, Blind-Fight, Endurance, Run,
  Shield Proficiency, Simple Weapon Proficiency,
  Track, Two-Weapon Fighting, Weapon Finesse.
  Speaks Common, Elven.
  Desert Mastery: Immunity to fatigue, and
  anything that makes her exhausted makes her
  fatigued instead. Gain a +1 insight bonus to attack
  and damage rolls vs. desert creatures.
  Underground Mastery: Gives Dark Vision
  60 ft. Gain a +1 insight bonus to attack and damage
  rolls vs. underground creatures.
  Light Fortification (armor): While remaining in
  human form, there is a 25% chance that extra
  damage from sneak attacks or critical hits will be
  ignored.
  Possessions: 
  adamantine 
  short 
  sword, 
  +1
  thundering short sword, masterwork alchemical
  silver short sword, dagger, mithril chain shirt +1 light
  fortification, long composite bow str +2, 36 arrows,
  phylactery of faithfulness, pearl of power 1st level,
  boots of striding and springing, elixir of swimming,
  two cure moderate wounds potions, silver holy
  symbol of Pelor.
  Spells Prepared (Rgr --/1): 1st – Resist Energy
  
  Enemy of my Enemy
  Page 24
  Appendix 1:
  APL 2
  Encounter Two
  Phel: Male, Ethereal Marauder[jm30], hp 11; see
  Monster Manual page 105
  Encounter Three
  Pit Trap #1: CR1; mechanical, location trigger,
  repair reset, DC 15 Reflex save avoids*; 20 ft. deep
  (2D6, fall); multiple targets (10 ft x 5 ft); Search DC
  20; Disable Device DC 20.
  Pit Trap #2: CR1; mechanical, location trigger,
  repair reset, DC 15 Reflex save avoids*; 20 ft. deep
  (2D6, fall); multiple targets (10 ft x 5 ft); Search DC
  20; Disable Device DC 20.
  *if character was running or moving recklessly at the
  time (such as charging), he/she gets no saving
  throw and falls automatically [pg 69 DMG].
  Gelan ap Toras, male human [Flan] Drd3:
  Medium Humanoid ; HD (3d8+9; hp 23; Init +1; Spd
  20; AC 19 (Flatfooted:17, Touch:11) [+6 armor, +2
  shield, +1 Dex]; BA/Grapple +2/+2 Atk: +3 (1d6,
  masterwork cold iron scimitar) or +4 (1D6,
  masterwork sickle); Full Atk: +4 (1d6, masterwork
  cold iron scimitar) or +3 (1D6, club); SA Animal
  Companion (Ex), Wild Empathy (Ex), Woodland
  Stride (Ex), Trackless Step (Ex); AL N; SV Fort +6,
  Ref +2, Will +6; STR 10, DEX 12, CON 16, INT 10,
  WIS 17, CHA 8.
  Skills and Feats: Concentration +12, Diplomacy
  +2, Handle Animal +5, Listen +7, Speak Language
  +1, Spot +9, Survival +10. Armor Proficiency: light,
  Armor Proficiency: medium, Eschew Materials,
  Shield Proficiency, Skill Focus: Concentration,
  Track. Speaks: Common, Druidic, and Flan.
  Wild Empathy (Ex): Functions as a Diplomacy
  check to improve attitude of a person, but instead
  improves attitude of animals. Rolls D20 + 4 to make
  check.
  Woodland Stride (Ex): May move through any
  sort of natural undergrowth at normal speak and not
  taking 
  any 
  damage. 
  Magically 
  manipulated
  overgrown areas, thorns or nettles still affect him.
  Trackless Step (Ex): Leaves no trail in natural
  surroundings and cannot be tracked.
  Animal Companion (Ex): Has an animal
  companion. Commanding the companion is a free
  action and the druid gets a +4 bonus to Handle
  Animal checks.
  Lucky, male animal, Wolf : Medium Animal ;
  HD 4d8+8 ( Animal) ; hp 26; Init + 2; Spd 50;
  AC 18 (Flatfooted 15, touch 13) [+5 natural, +3
  Dex]; BA/Grapple: +3/+5; Atk: +5 ( 1d6+2, Bite
  ); SA: Trip (Ex) ; SQ: Scent (Ex), Low-light
  Vision (Ex), Evasion (Ex); AL N; SV Fort + 3,
  Ref + 3, Will + 2; STR 14, DEX 16, CON 15,
  INT 2, WIS 12, CHA 6.
  Skills: Listen +3, Move Silently +3, Spot +5,
  Survival +5. Feats: Track, Weapon Focus: Bite,
  Combat Reflexes. Tricks: Attack (all creatures),
  Down, Defend, Fetch, Come, Work, Track.
  Evasion (Ex): If this wolf makes a successful
  Reflex saving throw against an attack that
  normally deals half damage on a successful
  save, he instead takes no damage.
  Possessions: 
  dagger, 
  masterwork 
  cold 
  iron
  scimitar, club, copper dragon hide breastplate,
  heavy wooden shield, pearl of power 1st level, two
  cure moderate wounds potions, holy symbol of
  Obad-Hai with smaller symbols of Ehlonna and
  Pelor attached [Knowledge: Religion DC 10; Old
  Faith worship]
  Spells Prepared (Drd 5/4/3/2) [DC 13 + spell
  level]: 0 - Create Water, Cure Minor Wounds,
  Detect Magic, Light; 1st - Cure Light Wounds x2,
  Lesser Vigor, Magic Fang; 2nd – Flaming Sphere,
  Resist Energy; 
  Encounter Four
  Grumble: Male, Bugbear; hp 16, see Monster
  Manual page 29.
  Volcano, male, Hobgoblin Rgr2: CR 2, Medium
  Goblin; HD 2d8+4; hp 13; Init +3, Spd 30; AC 16;
  (Flatfooted: 13, Touch 13) [+3 leather scale armor,
  +3 Dex]; Space/Reach: 5ft/5ft; BA/Grapple: +2/+3;
  Atk: melee +4 (Cold Iron Masterwork Heavy Flail,
  1D10+1/19-20) 
  or 
  +3 
  melee 
  (D4+1, 
  Spiked
  Gauntlets) or +6 ranged (Long Composite Bow Str
  +1; D8+1) or +3 melee (Sap; D6+1); Full Atk: melee
  +4 (Cold Iron Masterwork Heavy Flail, 1D10+1/19-
  20) or +3 melee (D4+1, Spiked Gauntlets) or +4
  
  Enemy of my Enemy
  Page 25
  ranged (two Long Composite Bow Str +1; D8+1) or
  +3 melee(Sap; D6+1); SQ: Darkvision 60 ft (Ex)
  Favorite Enemy: Elf +2. AL CN; SV Fort +5, Ref +6,
  Will +2, STR 13, DEX 17, CON 14, INT 10, WIS 14,
  CHA 8.
  Skills and Feats: Climb +6, Listen +7, Spot +9,
  Survival +7, Hide +8, Move Silently +8, Weapon
  Focus: Long Composite Bow, Rapid Shot, Armor
  Proficiency: light, Armor Proficiency: medium, all
  Martial Weapons, All Simple Weapons. Speaks
  Giant and Common.
  Possessions: masterwork large cold iron heavy
  flail, leather scale armor, long composite[jm32]
  strength +1 bow, sap, wooden holy symbol of Wee
  Jas, three vials of Instant Rope
  
  Enemy of my Enemy
  Page 26
  Appendix 2:
  APL 4
  Encounter Two
  Phel: Male, Xill; hp 32; see Monster Manual, page
  259
  Encounter Three
  Spiked Pit Trap: CR3; mechanical, location trigger,
  repair reset, DC 20 Reflex save avoids*; 20 ft. deep
  (2D6, fall); multiple targets (10 ft x 5 ft); pit spikes
  (Atk +10 melee; 1D4 spikes per target for 1D4+2
  damage each); Search DC 20; Disable Device DC
  20.
  *if character was running or moving recklessly at the
  time (such as charging), he/she gets no saving
  throw and falls automatically [pg 69 DMG].
  Gelan ap Toras, male human [Flan] Drd5:
  Medium Humanoid ; HD 5d8+15; hp 41; Init +1; Spd
  20; AC 20 (Flatfooted:18, Touch:11) [+7 armor, +2
  shield, +1 Dex]; BA/Grapple +3/+3; Atk: +4 (1d6,
  masterwork cold iron scimitar) or +4 (1D6,
  masterwork sickle); Full Atk: +4 (1d6, masterwork
  cold iron scimitar) or +3 (1D6, club); SA Animal
  Companion (Ex), Wild Empathy (Ex), Woodland
  Stride (Ex), Trackless Step (Ex), Wild Shape (Su);
  AL N; SV Fort +7, Ref +2, Will +7; STR 10, DEX 12,
  CON 16, INT 10, WIS 17, CHA 8.
  Skills and Feats: Concentration +14, Diplomacy
  +3, Handle Animal +6, Listen +9, Speak Language
  +1, Spot +11, Survival +12. Armor Proficiency: light,
  Armor Proficiency: medium, Eschew Materials,
  Shield Proficiency, Skill Focus: Concentration,
  Track. Speaks: Common, Druidic, and Flan.
  Wild Empathy (Ex): Functions as a Diplomacy
  check to improve attitude of a person, but instead
  improves attitude of animals. Rolls D20 + 4 to make
  check.
  Woodland Stride (Ex): May move through any
  sort of natural undergrowth at normal speak and not
  taking 
  any 
  damage. 
  Magically 
  manipulated
  overgrown areas, thorns or nettles still affect him.
  Trackless Step (Ex): Leaves no trail in natural
  surroundings and cannot be tracked.
  Wild Shape (Su): May turn into a small or
  medium animal and back again once per day. Ability
  functions as per the polymorph spell. Effect lasts up
  to one hour per level. Changing form is a standard
  action that does not provoke attack of opportunity.
  Animal Companion (Ex): Has an animal
  companion. Commanding the companion is a free
  action and the druid gets a +4 bonus to Handle
  Animal checks.
  Lucky, male animal, Wolf : Medium Animal ;
  HD 4d8+8 ( Animal) ; hp 26; Init + 2; Spd 50;
  AC 18 (Flatfooted 15, touch 13) [+5 natural, +3
  Dex]; BA/Grapple: +3/+5; Atk: +5 ( 1d6+2, Bite
  ); SA: Trip (Ex) ; SQ: Scent (Ex), Low-light
  Vision (Ex), Evasion (Ex); AL N; SV Fort + 3,
  Ref + 3, Will + 2; STR 14, DEX 16, CON 15,
  INT 
  2, 
  WIS 
  12, 
  CHA 
  6.
  Skills: Listen +3, Move Silently +3, Spot +5,
  Survival +5. Feats: Track, Weapon Focus: Bite,
  Combat Reflexes. Tricks: Attack (all creatures),
  Down, Defend, Fetch, Come, Work, Track.
  Evasion (Ex): If this wolf makes a successful
  Reflex saving throw against an attack that
  normally deals half damage on a successful
  save, he instead takes no damage.
  Possessions: 
  dagger, 
  masterwork 
  cold 
  iron
  scimitar, club, copper dragon hide breastplate +1,
  heavy wooden shield, pearl of power 1st level, two
  cure moderate wounds potions, holy symbol of
  Obad-Hai with smaller symbols of Ehlonna and
  Pelor attached [Knowledge: Religion DC 10; Old
  Faith worship]
  Spells Prepared (Drd 5/4/3/2) [DC 13 + spell
  level]: 0 - Create Water, Cure Minor Wounds x2,
  Detect Magic, Light; 1st - Cure Light Wounds,
  Entangle, Lesser Vigor, Magic Fang; 2nd – Briar
  Web, Flaming Sphere, Resist Energy; 3rd - Call
  Lightning, Wind Wall.
  Encounter Four:
  Grumble: Male, Ogre, hp 29, see Monster Manual,
  page 199
  Volcano, male, Ogre Rgr2: CR 5, Large Giant; HD
  6d8+27; hp 54; Init +5, Spd 40; AC 18; (Flatfooted:
  17, Touch 9) [+5 natural, +1 Dex, -1 size, +3
  Studded 
  Leather]; 
  Space/Reach: 
  10ft/10ft;
  BA/Grapple: +5/+13 Atk: melee +9 (Cold Iron
  Masterwork Heavy Flail, 2D8+6/19-20) or +8 melee
  (Punch, D4+4) or +6 ranged (Long Composite Bow
  Str +4; 2D6+4) or +9 melee(Sap; D8+4); Full Atk:
  melee +10 (Cold Iron Masterwork Heavy Flail,
  2D8+6/19-20) or +9 melee (Punch, D4+4) or +6
  
  Enemy of my Enemy
  Page 27
  ranged ( 2 Long Composite Bow Str +4; 2D6+4) or
  +9 melee(Sap; D8+4);) SQ: Darkvision 60 ft (Ex),
  Low Light Vision (Ex), Favorite Enemy: Elf +2. AL
  CN; SV Fort +7, Ref +4, Will +1, STR 19, DEX 13,
  CON 18, INT 9, WIS 10, CHA 8.
  Skills and Feats: Climb +4, Listen +6, Spot +6,
  Survival +2, Hide +2, Toughness, Weapon Focus:
  Heavy Flail, Improved Initiative, Armor Proficiency:
  light, 
  Armor 
  Proficiency: 
  medium, 
  all 
  Martial
  Weapons, All Simple Weapons. Speaks Giant and
  Common.
  Possessions: masterwork large cold iron heavy
  flail, large leather armor, large long composite
  strength +4 bow, large sap, wooden holy symbol of
  Wee Jas, ring of sustenance
  
  Enemy of my Enemy
  Page 28
  Appendix 3:
  APL 6
  Encounter Two
  Phel, male, Advanced Xill; CR 8; Large Outsider
  (Extraplaner); HD 9D8+18; hp 58; Int +6; Spd 40;
  AC 19 (Flat footed: 17, Touch: 11) [+8 natural, +2
  Dex, -1 size]; Space/Reach: 10 ft/10 ft; BA/Grapple:
  +9/+15; Atk: +10 melee (short sword, 1D8+2/17-20)
  or +10 melee(claw; 1D6+2) or+10 ranged (long bow;
  2D6); Full Atk: +9 melee (2 short swords; 1D8+2/17-
  20) and +9 melee (2 claws; 1D6+2) or +8 ranged (2
  long bows; 2D6); SA: Implant (Ex), Improved Grab
  (Ex), Paralysis (Ex); SQ: Darkvision 60 ft.,
  Planewalk (Su), spell resistance 21; AL LE; SR 21;
  SV Fort +8, Ref +8, Will +7; STR 15, DEX 14, CON
  15, INT 12, WIS 12, CHA 11
  Skills and Feats: Balance +12, Climb +11,
  Diplomacy +2, Escape Artist +14; Hide +11,
  Intimidate +8, Listen +13, Move Silently +10, Sense
  Motive +8, Spellcraft +10; Spot +13, Tumble +14,
  Use Rope +3 (+5 with bindings). Improved Initiative,
  Multiattack, Multiweapon Fighting, Combat Reflexes,
  Improved Critical: Short Sword. Speaks Infernal.
  Implant (Ex): As a standard action, a xill ca lay
  eggs inside a paralyzed creature. The young
  emerge 90 days later, literally devouring the host
  from inside. A remove disease spell rids the victim of
  the egg, as does a DC 25 Heal check. If the check
  fails the healer can try again, but each attempt
  (successful or not) deals 1D4 damage to the patient.
  Improved Grab (Ex): To use this ability, a xill must
  hit with one or more claw attacks. It can then
  attempt to start a grapple as a free action without
  provoking and attack of opportunity. It receives a +2
  bonus to its grapple check for each claw that hits. If
  it wins the grapple check and maintains the hold in
  the next round, it automatically bites the foe at that
  time. The bite does no damage but injects a
  paralyzing venom.
  Paralysis (Ex): Those bitten by a xill must succeed
  on a DC 14 Fortitude save or be paralyzed for 1D4
  hours. The save DC is Constitution based.
  Planewalk (Su): These planar travelers like to slip
  between the folds of space to attack enemies as
  though from thin air. They can cross from the
  Ethereal Plane with a move action but take 2 rounds
  to cross back, during which time they are immobile.
  As a xill fades away it becomes harder to hit.
  Opponents have a 20% miss change in the first
  round and a 50% miss chance in the second. A xill
  can planewalk with a willing or helpless creature.
  Possessions: two masterwork bronzewood short
  swords
  Encounter Three
  Poison Spiked Pit Trap: CR5; mechanical, location
  trigger, repair reset, DC 20 Reflex save avoids*; 20
  ft. deep (2D6, fall); multiple targets (10 ft x 5 ft); pit
  spikes (Atk +10 melee; 1D4 spikes per target for
  1D4+2 damage each; Medium Spider Venom with
  an injury); Search DC 20; Disable Device DC 20.
  Medium spider venom, save DC 14; Primary 1D4
  Str; Secondary 1D4 Str.
  *if character was running or moving recklessly at the
  time (such as charging), he/she gets no saving
  throw and falls automatically [pg 69 DMG].
  Gelan ap Toras, male human [Flan] Drd7:
  Medium Humanoid ; HD 7d8+21; hp 57; Init +1; Spd
  20; AC 21 (Flatfooted:20, Touch:11) [+7 armor, +3
  shield, +1 Dex]; BA/Grapple +5/+5; Atk: +6 (1d6,
  masterwork cold iron scimitar) or +6 (1D6+1, sickle);
  Full Atk: +6 (1d6, masterwork cold iron scimitar) or
  +5 (1D6, club); SA Animal Companion (Ex), Wild
  Empathy (Ex), Woodland Stride (Ex), Trackless Step
  (Ex), Wild Shape (Su); AL N; SV Fort +8, Ref +3,
  Will +8; STR 10, DEX 12, CON 16, INT 10, WIS 17,
  CHA 8.
  Skills and Feats: Climb +1, Concentration +16,
  Diplomacy +3, Handle Animal +6, Listen +13, Speak
  Language +1, Spot +13, Survival +12. Armor
  Proficiency: light, Armor Proficiency: medium,
  Eschew Materials, Natural Spell, Shield Proficiency,
  Skill 
  Focus: 
  Concentration, 
  Track. 
  Speaks:
  Common, Druidic, and Flan.
  Wild Empathy (Ex): Functions as a Diplomacy
  check to improve attitude of a person, but instead
  improves attitude of animals. Rolls D20 + 6 to make
  check.
  Woodland Stride (Ex): May move through any
  sort of natural undergrowth at normal speak and not
  taking 
  any 
  damage. 
  Magically 
  manipulated
  overgrown areas, thorns or nettles still affect him.
  Trackless Step (Ex): Leaves no trail in natural
  surroundings and cannot be tracked.
  Wild Shape (Su): May turn into a small or
  medium animal and back again three times per day.
  Ability functions as per the polymorph spell. Effect
  lasts up to seven hours. Changing form is a
  standard action that does not provoke attack of
  opportunity.
  
  Enemy of my Enemy
  Page 29
  Animal Companion (Ex): Has an animal
  companion. Commanding the companion is a free
  action and the druid gets a +4 bonus to Handle
  Animal checks.
  Lucky, male animal, Wolf : Medium Animal ;
  HD 6d8+12 ( Animal) ; hp 39; Init + 2; Spd 50;
  AC 20 (Flatfooted 17, touch 13) [+7 natural, +3
  Dex]; BA/Grapple: +4/+6; Atk: +6 ( 1d6+3, Bite );
  SA: Trip (Ex) ; SQ: Scent (Ex), Low-light Vision
  (Ex), Evasion (Ex), Devotion (Ex); AL N; SV Fort
  + 7, Ref + 10, Will + 3; STR 15, DEX 17, CON
  15, INT 2, WIS 12, CHA 6.
  Skills: Listen +3, Move Silently +3, Spot +7,
  Survival +5. Feats: Track, Weapon Focus: Bite,
  Combat Reflexes, Lightning Reflexes. Tricks:
  Attack (all creatures), Down, Defend, Fetch,
  Come, Work, Track, Seek.
  Evasion (Ex): If this wolf makes a
  successful Reflex saving throw against an
  attack that normally deals half damage on a
  successful save, he instead takes no damage.
  Devotion (Ex): Gains +4 morale
  bonus on Will saves to resist enchantment
  spells and effects.
  Possessions: 
  dagger, 
  masterwork 
  cold 
  iron
  scimitar, club, admantine sickle, copper dragon hide
  breastplate +1, heavy wooden shield +1, broach of
  shielding, two cure moderate wounds potions, holy
  symbol of Obad-Hai with smaller symbols of
  Ehlonna and Pelor attached [Knowledge: Religion
  DC 10; Old Faith worship]
  Spells Prepared (Drd 6/5/4/3/1) [DC 13 + spell
  level]: 0 - Create Water, Cure Minor Wounds x2,
  Detect Magic, Light, Resistance 1st - Cure Light
  Wounds, Entangle x2, Lesser Vigor, Magic Fang;
  2nd – Briar Web, Flaming Sphere, Resist Energy x2;
  3rd - Call Lightning, Wind Wall, Dominate Animal; 4th
  – Flame Strike.
  Encounter Four:
  Rumble: Male, Ogre, hp 29, see Monster Manual,
  page 199
  Grumble: Male, Ogre, hp 29, see Monster Manual,
  page 199
  Volcano, male troll Rgr2; CR 7; Large Giant;
  8D8+56; hp 92; Init +8; Spd 30 ft; Size/Reach: 10
  ft/10 ft; AC 20 (Flatfooted: 16, Touch 13) [+4 Dex,
  +5 natural, -1 size, +2 armor]; BA/Grapple: +6/+15;
  Atk: +12 melee (masterwork cold iron heavy flail ;
  2D8+7/19-20) or +11 melee (claw; 1D6+5) or +10
  ranged (long compao2D6+4) or sap +11 melee
  (1D8+5); Full Atk: masterwork cold iron heavy flail
  +12 melee (2D8+7/19-20) or 2 claws + 11 melee
  (1D6+5) and 1 bite +6 melee(1D6+2) or 2 long
  composite bow +8 ranged (2D6+4) or 1 sap +1
  melee (1D8+5); SA: Rend 2D6+7, Favored Enemy
  +2 vs. Elves; SQ: Darkvision 90 ft.(Ex), Low Light
  Vision (Ex), Regeneration 5 (Ex), Scent (Ex). AL: N;
  DV Fort +15, Ref +9, Will +5; STR 20, DEX 18, CON
  24, INT 10, WIS 12, CHA 7.
  Skills and Feats: Hide +8, Listen +7, Profession
  (Mercenary) +3, Spot +8, Survival +5. Combat
  Reflexes, Improved Initiative, Iron Will, Rapid Shot,
  Track. Speaks Common and Giant.
  Rend (Ex): If a troll hits with both claw attacks it
  latches onto the opponent’s body and tears the
  flesh. This attack automatically deals an additional
  2D6+7 damage.
  Regeneration (Ex): Fire and Acid deal normal
  damage to a troll. If troll loses a limb or body part the
  portion re-grows in 3d6 minutes. The troll can
  instantly reattach limb by holding severed part to the
  stump.
  Possessions: masterwork large cold iron heavy flail,
  large leather armor, large long composite strength
  +4 bow, large sap, wooden holy symbol of Wee Jas,
  ring of sustenance
  
  Enemy of my Enemy
  Page 30
  Appendix 4:
  APL 8
  Encounter Two
  Phel, male, Advanced Xill; CR 8; Large Outsider
  (Extraplaner); HD 9D8+18; hp 58; Int +6; Spd 40;
  AC 21 (Flat footed: 17, Touch: 11) [+10 natural, +2
  Dex, -1 size]; Space/Reach: 10 ft/10 ft; BA/Grapple:
  +9/+15; Atk: Short Sword +11 melee (1D8+2/17-20)
  or claw +11 (1D6+2) or long bow +11 ranged (2D6);
  Full Atk: 2 short swords +9 melee (1D8+2/17-20)
  and 2 claws +9 melee (1D6+2) or two long bow +8
  ranged (2D6); SA: Implant (Ex), Improved Grab
  (Ex), Paralysis (Ex); SQ: Darkvision 60 ft.,
  Planewalk (Su), spell resistance 21; AL LE; SV Fort
  +8, Ref +8, Will +7; STR 15, DEX 14, CON 15, INT
  12, WIS 12, CHA 11
  Skills and Feats: Balance +12, Climb +11,
  Diplomacy +2, Escape Artist +14; Hide +11,
  Intimidate +8, Listen +13, Move Silently +10, Sense
  Motive +8, Spellcraft +10; Spot +13, Tumble +14,
  Use Rope +3 (+5 with bindings). Improved Initiative,
  Multiattack, Multiweapon Fighting, Combat Reflexes,
  Improved Critical: Short Sword. Speaks Infernal.
  Implant (Ex): As a standard action, a xill ca lay
  eggs inside a paralyzed creature. The young
  emerge 90 days later, literally devouring the host
  from inside. A remove disease spell rids the victim of
  the egg, as does a DC 25 Heal check. If the check
  fails the healer can try again, but each attempt
  (successful or not) deals 1D4 damage to the patient.
  Improved Grab (Ex): To use this ability, a xill must
  hit with one or more claw attacks. It can then
  attempt to start a grapple as a free action without
  provoking and attack of opportunity. It receives a +2
  bonus to its grapple check for each claw that hits. If
  it wins the grapple check and maintains the hold in
  the next round, it automatically bites the foe at that
  time. The bite does no damage but injects a
  paralyzing venom.
  Paralysis (Ex): Those bitten by a xill must succeed
  on a DC 14 Fortitude save or be paralyzed for 1D4
  hours. The save DC is Constitution based.
  Planewalk (Su): These planar travelers like to slip
  between the folds of space to attack enemies as
  though from thin air. They can cross from the
  Ethereal Plane with a move action but take 2 rounds
  to cross back, during which time they are immobile.
  As a xill fades away it becomes harder to hit.
  Opponents have a 20% miss change in the first
  round and a 50% miss chance in the second. A xill
  can planewalk with a willing or helpless creature.
  Possessions: two masterwork bronzewood short
  swords, amulet of natural armor +2
  Shivi, female, Advanced Xill; CR 8; Large Outsider
  (Extraplaner); HD 9D8+18; hp 58; Int +6; Spd 40;
  AC 19 (Flat footed: 17, Touch: 11) [+8 natural, +2
  Dex, -1 size]; Space/Reach: 10 ft/10 ft; BA/Grapple:
  +9/+15; Atk: Short Sword +11 melee (1D8+2/17-20)
  or claw +11 (1D6+2) or long bow +11 ranged (2D6);
  Full Atk: 2 short swords +9 melee (1D8+2/17-20)
  and 2 claws +9 melee (1D6+2) or two long bow +8
  ranged (2D6); SA: Implant (Ex), Improved Grab
  (Ex), Paralysis (Ex); SQ: Darkvision 60 ft.,
  Planewalk (Su), spell resistance 21; AL LE; SV Fort
  +8, Ref +8, Will +7; STR 15, DEX 14, CON 15, INT
  12, WIS 12, CHA 11
  Skills and Feats: Balance +12, Climb +11,
  Diplomacy +2, Escape Artist +14; Hide +11,
  Intimidate +8, Listen +13, Move Silently +10, Sense
  Motive +8, Spellcraft +10; Spot +13, Tumble +14,
  Use Rope +3 (+5 with bindings). Improved Initiative,
  Multiattack, Multiweapon Fighting, Combat Reflexes,
  Improved Critical: Short Sword. Speaks Infernal.
  Implant (Ex): As a standard action, a xill ca lay
  eggs inside a paralyzed creature. The young
  emerge 90 days later, literally devouring the host
  from inside. A remove disease spell rids the victim of
  the egg, as does a DC 25 Heal check. If the check
  fails the healer can try again, but each attempt
  (successful or not) deals 1D4 damage to the patient.
  Improved Grab (Ex): To use this ability, a xill must
  hit with one or more claw attacks. It can then
  attempt to start a grapple as a free action without
  provoking and attack of opportunity. It receives a +2
  bonus to its grapple check for each claw that hits. If
  it wins the grapple check and maintains the hold in
  the next round, it automatically bites the foe at that
  time. The bite does no damage but injects
  paralyzing venom.
  Paralysis (Ex): Those bitten by a xill must succeed
  on a DC 14 Fortitude save or be paralyzed for 1D4
  hours. The save DC is Constitution based.
  Planewalk (Su): These planar travelers like to slip
  between the folds of space to attack enemies as
  though from thin air. They can cross from the
  Ethereal Plane with a move action but take 2 rounds
  to cross back, during which time they are immobile.
  As a xill fades away it becomes harder to hit.
  Opponents have a 20% miss change in the first
  
  Enemy of my Enemy
  Page 31
  round and a 50% miss chance in the second. A xill
  can planewalk with a willing or helpless creature.
  Possessions: Short Sword +1, Thundering
  Encounter Three
  Two Poison Spiked Pit Traps: CR5 each;
  mechanical, location trigger, repair reset, DC 20
  Reflex save avoids*; 20 ft. deep (2D6, fall); multiple
  targets (10 ft x 5 ft); pit spikes (Atk +10 melee; 1D4
  spikes per target for 1D4+2 damage each; Medium
  Spider Venom with an injury); Search DC 20;
  Disable Device DC 20. Medium spider venom, save
  DC 14; Primary 1D4 Str; Secondary 1D4 Str.
  *if character was running or moving recklessly at the
  time (such as charging), he/she gets no saving
  throw and falls automatically [pg 69 DMG].
  Gelan ap Toras, male human [Flan] Drd9:
  Medium Humanoid ; HD 9d8+27; hp 73; Init +1; Spd
  20; AC 23 (Flatfooted:22, Touch:13) [+7 armor, +3
  shield, +1 Dex, +2 deflection]; BA/Grapple +6/+6;
  Atk: +7 (1d6, masterwork cold iron scimitar) or +7
  (1D6+1, sickle) or +6 (1D6, club); Full Atk: +7/+2
  (1d6, masterwork cold iron scimitar) or +7/+2
  (1D6+1, sickle) or +6/+1 (1D6, club); SA Animal
  Companion (Ex), Wild Empathy (Ex), Woodland
  Stride (Ex), Trackless Step (Ex), Wild Shape (Su),
  Venom Immunity (Ex); AL N; SV Fort +9, Ref +4,
  Will +10; STR 10, DEX 12, CON 16, INT 10, WIS
  20, CHA 8.
  Skills and Feats: Climb +2, Concentration +19,
  Diplomacy +3, Handle Animal +6, Listen +17, Speak
  Language +1, Spot +18, Survival +13. Armor
  Proficiency: light, Armor Proficiency: medium,
  Eschew Materials, Natural Spell, Quicken Spell,
  Shield Proficiency, Skill Focus: Concentration,
  Track. Speaks: Common, Druidic, and Flan.
  Wild Empathy (Ex): Functions as a Diplomacy
  check to improve attitude of a person, but instead
  improves attitude of animals. Rolls D20 + 8 to make
  check.
  Woodland Stride (Ex): May move through any
  sort of natural undergrowth at normal speak and not
  taking 
  any 
  damage. 
  Magically 
  manipulated
  overgrown areas, thorns or nettles still affect him.
  Trackless Step (Ex): Leaves no trail in natural
  surroundings and cannot be tracked.
  Wild Shape (Su): May turn into a small,
  medium or large animal and back again three times
  per day. Ability functions as per the polymorph spell.
  Effect lasts up to nine hours. Changing form is a
  standard action that does not provoke attack of
  opportunity.
  Venom Immunity (Ex): Is immune to all
  poisons.
  Animal Companion (Ex): Has an animal
  companion. Commanding the companion is a free
  action and the druid gets a +4 bonus to Handle
  Animal checks.
  Lucky, male animal, Dire Wolf : Large Animal;
  HD 8d8+24 ( Animal) ; hp 58; Init + 3; Spd 50;
  AC 17 (Flatfooted 14, touch 12) [+5 natural, +3
  Dex, -1 size]; Size/Reach 10 ft./5ft.; BA/Grapple:
  +6/+18; Atk: +14 ( 1d8+12, Bite ); SA: Trip (Ex) ;
  SQ: Scent (Ex), Low-light Vision (Ex), Evasion
  (Ex), AL N; SV Fort + 8, Ref + 7, Will + 6; STR
  26, DEX 16, CON 17, INT 2, WIS 12, CHA 10.
  Skills: Hide +10, Listen +7, Move Silently +4,
  Spot +7, Survival +2 Feats: Track, Weapon
  Focus: Bite, Run, Alertness Tricks: Attack (all
  creatures), Down, Defend, Fetch, Come, Work,
  Track.
  Evasion (Ex): If this wolf makes a
  successful Reflex saving throw against an
  attack that normally deals half damage on a
  successful save, he instead takes no damage.
  Lucky under Animal Growth:
  Lucky, male animal, Dire Wolf : Huge Animal ;
  HD 8d8+40 ( Animal) ; hp 74; Init + 2; Spd 50;
  AC 19 (Flatfooted 16, touch 12) [+7 natural, +2
  Dex, 
  -1 
  size]; 
  Size/Reach 
  15 
  ft./10ft.;
  BA/Grapple: +6/+22; Atk: +18 ( 2D6+18, Bite );
  SA: Trip (Ex) ; SQ: Scent (Ex), Low-light Vision
  (Ex), Evasion (Ex), Damage Reduction 10/magic
  (Su); AL N; SV Fort + 14, Ref + 10, Will + 10;
  STR 34, DEX 14, CON 21, INT 2, WIS 12, CHA
  10.
  Skills: Hide +10, Listen +7, Move Silently +4,
  Spot +7, Survival +2 Feats: Track, Weapon
  Focus: Bite, Run, Alertness Tricks: Attack (all
  creatures), Down, Defend, Fetch, Come, Work,
  Track.
  Evasion (Ex): If this wolf makes a
  successful Reflex saving throw against an
  attack that normally deals half damage on a
  successful save, he instead takes no damage.
  Possessions: 
  dagger, 
  masterwork 
  cold 
  iron
  scimitar, club, +1 sickle, copper dragon hide
  breastplate +1, heavy wooden shield +1, broach of
  shielding, periapt of wisdom +2, ring of protection
  +2, rod of lesser extend, two cure moderate wounds
  potions, holy symbol of Obad-Hai with smaller
  
  Enemy of my Enemy
  Page 32
  symbols of Ehlonna and Pelor attached [Knowledge:
  Religion DC 10; Old Faith worship]
  Spells Prepared (Drd 6/6/5/4/3/2) [DC 15 + spell
  level]: 0 - Create Water, Cure Minor Wounds x2,
  Detect Magic, Light, Resistance 1st - Cure Light
  Wounds, Entangle, Lesser Vigor, Magic Fang,
  Produce Flame, Shillelagh; 2nd – Briar Web,
  Flaming Sphere, Fog Cloud, Resist Energy x2; 3rd -
  Call Lightning, Dominate Animal, Wind Wall, Spikes;
  4th – Flame Strike x2, Dispel Magic; 5th: Animal
  Growth, Quickened Entangle
  Encounter Four:
  Rumble: Male, Hill Giant, hp 102, see Monster
  Manual.
  Volcano, male troll Rgr2; CR 7; Large Giant;
  8D8+56; hp 92; Init +8; Spd 30 ft; Size/Reach: 10
  ft/10 ft; AC 20 (Flatfooted: 16, Touch 13) [+4 Dex,
  +5 natural, -1 size, +2 armor]; BA/Grapple: +6/+15;
  Atk: masterwork cold iron heavy flail +12 melee
  (2D8+7/19-20) or claw +11 melee (1D6+5) or long
  composite bow +10 ranged (2D6+4) or sap +11
  melee (1D8+5); Full Atk: masterwork cold iron heavy
  flail +12 melee (2D8+7/19-20) or 2 claws + 11 melee
  (1D6+5) and 1 bite +6 melee(1D6+2) or 2 long
  composite bow +8 ranged (2D6+4) or 1 sap +1
  melee (1D8+5); SA: Rend 2D6+7, Favored Enemy
  +2 vs. Elves; SQ: Darkvision 90 ft.(Ex), Low Light
  Vision (Ex), Regeneration 5 (Ex), Scent (Ex). AL: N;
  DV Fort +15, Ref +9, Will +5; STR 20, DEX 18, CON
  24, INT 10, WIS 12, CHA 7.
  Skills and Feats: Hide +8, Listen +7, Profession
  (Mercenary) +3, Spot +8, Survival +5. Combat
  Reflexes, Improved Initiative, Iron Will, Rapid Shot,
  Track. Speaks Common and Giant.
  Rend (Ex): If a troll hits with both claw attacks it
  latches onto the opponent’s body and tears the
  flesh. This attack automatically deals an additional
  2D6+7 damage.
  Regeneration (Ex): Fire and Acid deal normal
  damage to a troll. If troll loses a limb or body part the
  portion re-grows in 3D6 minutes. The troll can
  instantly reattach limb by holding severed part to the
  stump.
  Possessions: masterwork large cold iron heavy flail,
  large leather armor, large long composite strength
  +4 bow, 40 large cold iron arrows, large sap,
  wooden holy symbol of Wee Jas
  Argent, female troll Rgr2; CR 7; Large Giant;
  8D8+56; hp 92; Init +4; Spd 30 ft; Size/Reach: 10
  ft/10 ft; AC 20 (Flatfooted: 16, Touch 13) [+4 Dex,
  +5 natural, -1 size, +2 armor]; BA/Grapple: +6/+15;
  Atk: masterwork cold iron heavy flail +12 melee
  (2D8+7/19-20) or claw +11 melee (1D6+5) or long
  composite bow +10 ranged (2D6+4) or sap +11
  melee (1D8+5); Full Atk: masterwork cold iron heavy
  flail +12 melee (2D8+7/19-20) or 2 claws + 11 melee
  (1D6+5) and 1 bite +6 melee(1D6+2) or 2 long
  composite bow +8 ranged (2D6+4) or 1 sap +1
  melee (1D8+5); SA: Rend 2D6+7, Favored Enemy
  +2 vs. Elves; SQ: Darkvision 90 ft.(Ex), Low Light
  Vision (Ex), Regeneration 5 (Ex), Scent (Ex). AL: N;
  DV Fort +15, Ref +9, Will +5; STR 20, DEX 18, CON
  24, INT 10, WIS 12, CHA 7.
  Skills and Feats: Hide +8, Listen +9, Spot +10,
  Survival +7. Alertness, Combat Reflexes, Iron Will,
  Rapid Shot, Track. Speaks Common and Giant.
  Rend (Ex): If a troll hits with both claw attacks it
  latches onto the opponent’s body and tears the
  flesh. This attack automatically deals an additional
  2d6+7 damage.
  Regeneration (Ex): Fire and Acid deal normal
  damage to a troll. If troll loses a limb or body part the
  portion re-grows in 3D6 minutes. The troll can
  instantly reattach limb by holding severed part to the
  stump.
  Possessions: masterwork large cold iron heavy flail,
  large leather armor, large long composite strength
  +4 bow, 40 large cold iron arrows, large sap,
  wooden holy symbol of Wee Jas, Keoghtom’s
  Ointment.
  
  Enemy of my Enemy
  Page 33
  Appendix 5:
  APL 10
  Encounter Two
  Phel, male, Advanced Xill, Rog2; CR 10; Large
  Outsider (Extraplaner); HD 9D8+2D6+44; hp 91; Int
  +8; Spd 40; AC 23 (Flat footed: 19, Touch: 13) [+10
  natural, +4 Dex, -1 size]; Space/Reach: 10 ft/10 ft;
  BA/Grapple: +10/+17; Atk: Short Sword +13 melee
  (1D8+3/17-20) or claw +13 (1D6+3) or long bow +13
  ranged (2D6); Full Atk: 2 short swords +11 melee
  (1D8+3/17-20) and 2 claws +11 melee (1D6+3) or
  two long bow +12 ranged (2D6); SA: Implant (Ex),
  Improved Grab (Ex), Paralysis (Ex), Sneak Attack
  +1D6; SQ: Darkvision 60ft, Evasion (Ex), Planewalk
  (Su), spell resistance 21; AL LE; SV Fort +10, Ref
  +13, Will +9; STR 16, DEX 18, CON 18, INT 12,
  WIS 17, CHA 8;
  Skills and Feats: Balance +15, Climb +13,
  Diplomacy +2, Escape Artist +18; Hide +15,
  Intimidate +8, Listen +17, Move Silently +14, Sense
  Motive +10, Spellcraft +10; Spot +17, Tumble +18,
  Use Rope +5 (+7 with bindings). Improved Initiative,
  Multiattack, Multiweapon Fighting, Combat Reflexes,
  Improved Critical: Short Sword. Speaks Infernal.
  Evasion (Ex): If this xill makes a successful Reflex
  saving throw against an attack that normally deals
  half damage on a successful save, he/she instead
  takes no damage
  Implant (Ex): As a standard action, a xill ca lay
  eggs inside a paralyzed creature. The young
  emerge 90 days later, literally devouring the host
  from inside. A remove disease spell rids the victim of
  the egg, as does a DC 25 Heal check. If the check
  fails the healer can try again, but each attempt
  (successful or not) deals 1D4 damage to the patient.
  Improved Grab (Ex): To use this ability, a xill must
  hit with one or more claw attacks. It can then
  attempt to start a grapple as a free action without
  provoking and attack of opportunity. It receives a +2
  bonus to its grapple check for each claw that hits. If
  it wins the grapple check and maintains the hold in
  the next round, it automatically bites the foe at that
  time. The bite does no damage but injects a
  paralyzing venom.
  Paralysis (Ex): Those bitten by a xill must succeed
  on a DC 16 Fortitude save or be paralyzed for 1D4
  hours. The save DC is Constitution based.
  Planewalk (Su): These planar travelers like to slip
  between the folds of space to attack enemies as
  though from thin air. They can cross from the
  Ethereal Plane with a move action but take 2 rounds
  to cross back, during which time they are immobile.
  As a xill fades away it becomes harder to hit.
  Opponents have a 20% miss change in the first
  round and a 50% miss chance in the second. A xill
  can planewalk with a willing or helpless creature.
  Possessions: two masterwork bronzewood short
  swords, amulet of natural armor +2
  Shivi, male, Advanced Xill, Rog2; CR 10; Large
  Outsider (Extraplaner); HD 9D8+2D6+44; hp 91; Int
  +8; Spd 40; AC 21 (Flat footed: 17, Touch: 13) [+8
  natural, +4 Dex, -1 size]; Space/Reach: 10 ft/10 ft;
  BA/Grapple: +10/+17; Atk: Short Sword +13 melee
  (1D8+3/17-20) or claw +13 (1D6+3) or long bow +13
  ranged (2D6); Full Atk: 2 short swords +11 melee
  (1D8+3/17-20) and 2 claws +11 melee (1D6+3) or
  two long bow +12 ranged (2D6); SA: Implant (Ex),
  Improved Grab (Ex), Paralysis (Ex), Sneak Attack
  +1D6; SQ: Darkvision 60ft, Evasion (Ex), Planewalk
  (Su), spell resistance 21; AL LE; SV Fort +10, Ref
  +13, Will +9; STR 16, DEX 18, CON 18, INT 12,
  WIS 17, CHA 8;
  Skills and Feats: Balance +15, Climb +13,
  Diplomacy +2, Escape Artist +18; Hide +15,
  Intimidate +8, Listen +17, Move Silently +14, Sense
  Motive +10, Spellcraft +10; Spot +17, Tumble +18,
  Use Rope +5 (+7 with bindings). Improved Initiative,
  Multiattack, Multiweapon Fighting, Combat Reflexes,
  Improved Critical: Short Sword. Speaks Infernal.
  Evasion (Ex): If this xill makes a successful Reflex
  saving throw against an attack that normally deals
  half damage on a successful save, he/she instead
  takes no damage
  Implant (Ex): As a standard action, a xill ca lay
  eggs inside a paralyzed creature. The young
  emerge 90 days later, literally devouring the host
  from inside. A remove disease spell rids the victim of
  the egg, as does a DC 25 Heal check. If the check
  fails the healer can try again, but each attempt
  (successful or not) deals 1D4 damage to the patient.
  Improved Grab (Ex): To use this ability, a xill must
  hit with one or more claw attacks. It can then
  attempt to start a grapple as a free action without
  provoking and attack of opportunity. It receives a +2
  bonus to its grapple check for each claw that hits. If
  it wins the grapple check and maintains the hold in
  the next round, it automatically bites the foe at that
  time. The bite does no damage but injects a
  paralyzing venom.
  
  Enemy of my Enemy
  Page 34
  Paralysis (Ex): Those bitten by a xill must succeed
  on a DC 16 Fortitude save or be paralyzed for 1D4
  hours. The save DC is Constitution based.
  Planewalk (Su): These planar travelers like to slip
  between the folds of space to attack enemies as
  though from thin air. They can cross from the
  Ethereal Plane with a move action but take 2 rounds
  to cross back, during which time they are immobile.
  As a xill fades away it becomes harder to hit.
  Opponents have a 20% miss change in the first
  round and a 50% miss chance in the second. A xill
  can planewalk with a willing or helpless creature.
  Possessions: 
  Short 
  Sword 
  +1, 
  Thundering,
  masterwork short sword
  Encounter Three
  Poison Spike Pit Trap: CR8; mechanical, location
  trigger, repair reset, DC 20 Reflex save avoids*; 20
  ft. deep (2D6, fall); multiple targets (10 ft x 5 ft); pit
  spikes (Atk +10 melee; 1D4 spikes per target for
  1D4+2 damage each; Terinav root contact poison;
  injury not required); Search DC 20; Disable Device
  DC 20. Terinav root, save DC 16; Primary 1D6 Dex;
  Secondary 2D6 Dex.
  Poison Spike Pit Trap: CR6; mechanical, location
  trigger, repair reset, DC 20 Reflex save avoids*; 20
  ft. deep (2D6, fall); multiple targets (10 ft x 5 ft); pit
  spikes (Atk +10 melee; 1D4 spikes per target for
  1D4+2 damage each; Giant Wasp Venom with
  injury); Search DC 20; Disable Device DC 20. Giant
  Wasp Venom, save DC 18; Primary 1D6 Dex;
  Secondary 1D6 Dex.
  *if character was running or moving recklessly at the
  time (such as charging), he/she gets no saving
  throw and falls automatically [pg 69 DMG].
  DM Note: Gelan has a 25% chance that critical hits
  and sneak attacks do not apply (from Light
  Fortification Shield)
  Gelan ap Toras, male human [Flan] Drd11:
  Medium Humanoid ; HD 11d8+33; hp 89; Init +1;
  Spd 20; AC 23 (Flatfooted:23, Touch:13) [+8 armor,
  +3 shield, +1 Dex, +2 deflection]; BA/Grapple +8/+8;
  Atk: +9 (1d6+1, +1 cold iron scimitar) or +9 (1D6+1,
  sickle) or +8 (1D6, club); Full Atk: +9/+4 (1d6, +1
  cold iron scimitar) or +9/+4 (1D6+1, sickle) or +8/+2
  (1D6, club); SA Animal Companion (Ex), Wild
  Empathy (Ex), Woodland Stride (Ex), Trackless Step
  (Ex), Wild Shape (Su), Venom Immunity (Ex); AL N;
  SV Fort +10, Ref +4, Will +12; STR 10, DEX 12,
  CON 16, INT 10, WIS 22, CHA 8.
  Skills and Feats: Climb +4, Concentration +21,
  Diplomacy +3, Handle Animal +7, Listen +19, Speak
  Language +1, Spot +20, Survival +15. Armor
  Proficiency: light, Armor Proficiency: medium,
  Eschew Materials, Natural Spell, Quicken Spell,
  Shield Proficiency, Skill Focus: Concentration,
  Track. Speaks: Common, Druidic, and Flan.
  Wild Empathy (Ex): Functions as a Diplomacy
  check to improve attitude of a person, but instead
  improves attitude of animals. Rolls D20 + 10 to
  make check.
  Woodland Stride (Ex): May move through any
  sort of natural undergrowth at normal speak and not
  taking 
  any 
  damage. 
  Magically 
  manipulated
  overgrown areas, thorns or nettles still affect him.
  Trackless Step (Ex): Leaves no trail in natural
  surroundings and cannot be tracked.
  Wild Shape (Su): May turn into a tiny, small,
  medium or large animal and back again four times
  per day. Ability functions as per the polymorph spell.
  Effect lasts up to eleven hours. Changing form is a
  standard action that does not provoke attack of
  opportunity.
  Venom Immunity (Ex): Is immune to all
  poisons.
  Light Fortification (shield): While remaining in
  human form, there is a 25% chance that extra
  damage from sneak attacks or critical hits will be
  ignored.
  Animal Companion (Ex): Has an animal
  companion. Commanding the companion is a free
  action and the druid gets a +4 bonus to Handle
  Animal checks.
  Lucky, male animal, Dire Wolf : Large Animal;
  HD 8d8+24 (Animal) ; hp 58; Init + 3; Spd 50; AC
  17 (Flatfooted 14, touch 12) [+5 natural, +3 Dex,
  -1 size]; Size/Reach 10 ft./5ft.; BA/Grapple:
  +6/+18; Atk: +14 ( 1d8+12, Bite ); SA: Trip (Ex);
  SQ: Scent (Ex), Low-light Vision (Ex), Evasion
  (Ex), AL N; SV Fort + 8, Ref + 7, Will + 6; STR
  26, DEX 16, CON 17, INT 2, WIS 12, CHA 10.
  Skills: Hide +10, Listen +7, Move Silently +4,
  Spot +7, Survival +2 Feats: Track, Weapon
  Focus: Bite, Run, Alertness Tricks: Attack (all
  creatures), Down, Defend, Fetch, Come, Work,
  Track.
  Evasion (Ex): If this wolf makes a
  successful Reflex saving throw against an
  attack that normally deals half damage on a
  successful save, he instead takes no damage.
  Lucky under Animal Growth:
  Lucky, male animal, Dire Wolf : Huge Animal ;
  HD 8d8+40 ( Animal) ; hp 74; Init + 2; Spd 50;
  AC 18 (Flatfooted 16, touch 11) [+7 natural, +2
  
  Enemy of my Enemy
  Page 35
  Dex, 
  -2 
  size]; 
  Size/Reach 
  15 
  ft./10ft.;
  BA/Grapple: +6/+22; Atk: +18 ( 2D6+18, Bite );
  SA: Trip (Ex) ; SQ: Scent (Ex), Low-light Vision
  (Ex), Evasion (Ex), Damage Reduction 10/magic
  (Su); AL N; SV Fort + 14, Ref + 10, Will + 10;
  STR 34, DEX 14, CON 21, INT 2, WIS 12, CHA
  10.
  Skills: Hide +10, Listen +7, Move Silently +4,
  Spot +7, Survival +2 Feats: Track, Weapon
  Focus: Bite, Run, Alertness Tricks: Attack (all
  creatures), Down, Defend, Fetch, Come, Work,
  Track.
  Evasion (Ex): If this wolf makes a
  successful Reflex saving throw against an
  attack that normally deals half damage on a
  successful save, he instead takes no damage.
  Possessions: dagger, +1 cold iron scimitar, club,
  +1 sickle, copper dragon hide breastplate +2, heavy
  wooden shield +1 light fortification, broach of
  shielding, periapt of wisdom +4, ring of protection
  +2, ring of counterspells (dispel magic), rod of lesser
  extend, two cure moderate wounds potions, holy
  symbol of Obad-Hai with smaller symbols of
  Ehlonna and Pelor attached [Knowledge: Religion
  DC 10; Old Faith worship]
  Spells Prepared (Drd 6/7/6/5/4/3/2) [DC 16 + spell
  level]: 0 - Create Water, Cure Minor Wounds x2,
  Detect Magic, Light, Resistance 1st - Cure Light
  Woundsx2, Entangle, Magic Fang, Produce Flame,
  Shillelagh, Speak with Animal; 2nd – Briar Web,
  Flaming Sphere, Fog Cloud, Lesser Restoration,
  Resist Energy x2; 3rd - Call Lightning, Cure
  Moderate Wounds, Dominate Animal, Mass Lesser
  Vigor, Wind Wall, ; 4th – Flame Strike x2, Dispel
  Magic, Freedom of Movement; 5th: Animal Growth,
  Quickened Entangle, Control Winds, t; 6th –
  Quickened Briar Web, Anti Life Shell
  Encounter Four
  Rumble: Male, Troll Hunter, hp 130, see Monster
  Manual, page 247
  Volcano, male troll Rgr2; CR 7; Large Giant;
  8D8+56; hp 92; Init +8; Spd 30 ft; Size/Reach: 10
  ft/10 ft; AC 20 (Flatfooted: 16, Touch 13) [+4 Dex,
  +5 natural, -1 size, +2 armor]; BA/Grapple: +6/+15;
  Atk: cold iron heavy flail +13 melee (2D8+8/17-20)
  or claw +11 melee (1D6+5) or long composite bow
  +10 ranged (2D6+4) or sap +11 melee (1D8+5); Full
  Atk: +13 melee (2D8+7/17-20; heavy flail) or 2 claws
  + 11 melee (1D6+5) and 1 bite +6 melee(1D6+2) or
  2 long composite bow +8 ranged (2D6+4) or 1 sap
  +1 melee (1D8+5); SA: Rend 2D6+7, Favored
  Enemy +2 vs. Elves; SQ: Darkvision 90 ft.(Ex), Low
  Light Vision (Ex), Regeneration 5 (Ex), Scent (Ex).
  AL: N; DV Fort +15, Ref +9, Will +5; STR 20, DEX
  18, CON 24, INT 10, WIS 12, CHA 7.
  Skills and Feats: Hide +8, Listen +7, Profession
  (Mercenary) +3, Spot +8, Survival +5. Combat
  Reflexes, Improved Initiative, Iron Will, Rapid
  Shot,Track. Speaks Common and Giant.
  Rend (Ex): If a troll hits with both claw attacks it
  latches onto the opponent’s body and tears the
  flesh. This attack automatically deals an additional
  2D6+7 damage.
  Regeneration (Ex): Fire and Acid deal normal
  damage to a troll. If troll loses a limb or body part the
  portion re-grows in 3D6 minutes. The troll can
  instantly reattach limb by holding severed part to the
  stump.
  Possessions: large cold iron heavy flail +1, impact; ,
  large leather armor, large long composite strength
  +4 bow, 40 large cold iron arrows, large sap,
  wooden holy symbol of Wee Jas.
  Argent, female troll Rgr2; CR 7; Large Giant;
  8D8+56; hp 92; Init +4; Spd 30 ft; Size/Reach: 10
  ft/10 ft; AC 21 (Flatfooted: 17, Touch 13) [+4 Dex,
  +5 natural, -1 size, +3 armor]; BA/Grapple: +6/+15;
  Atk: masterwork cold iron heavy flail +12 melee
  (2D8+7/19-20) or claw +11 melee (1D6+5) or long
  composite bow +10 ranged (2D6+4) or sap +11
  melee (1D8+5); Full Atk: masterwork cold iron heavy
  flail +12 melee (2D8+7/19-20) or 2 claws + 11 melee
  (1D6+5) and 1 bite +6 melee(1D6+2) or 2 long
  composite bow +8 ranged (2D6+4) or 1 sap +1
  melee (1D8+5); SA: Rend 2D6+7, Favored Enemy
  +2 vs. Elves; SQ: Darkvision 90 ft.(Ex), Low Light
  Vision (Ex), Regeneration 5 (Ex), Scent (Ex). AL: N;
  DV Fort +15, Ref +9, Will +5; STR 20, DEX 18, CON
  24, INT 10, WIS 12, CHA 7.
  Skills and Feats: Hide +8, Listen +9, Spot +10,
  Survival +7. Alertness, Combat Reflexes, Iron Will,
  Rapid Shot, Track. Speaks Common and Giant.
  Rend (Ex): If a troll hits with both claw attacks it
  latches onto the opponent’s body and tears the
  flesh. This attack automatically deals an additional
  2D6+7 damage.
  Regeneration (Ex): Fire and Acid deal normal
  damage to a troll. If troll loses a limb or body part the
  portion re-grows in 3D6 minutes. The troll can
  instantly reattach limb by holding severed part to the
  stump.
  Possessions: masterwork large cold iron heavy flail,
  Bracers of Armor +3, large long composite strength
  +4 bow, 40 large cold iron arrows, large sap,
  Keoghtom’s Ointment.
  
  <Title>
  Page 36
  Appendix 6:
  APL 12
  Encounter Two
  Phel, male, Advanced Xill, Rog2; CR 10;
  Large Outsider (Extraplaner); HD 9D8+2D6+44;
  hp 91; Int +8; Spd 40; AC 23 (Flat footed: 19,
  Touch: 13) [+10 natural, +4 Dex, -1 size];
  Space/Reach: 10 ft/10 ft; BA/Grapple: +10/+17;
  Atk: +13 melee (1D8+3/17-20; Short Sword) or
  +13 melee (1D6+3; claw) or +13 ranged (2D6;
  long bow); Full Atk: +11 melee (1D8+3/17-20; 2
  short swords ) and +11 melee (1D6+3; 2 claws)
  +12 ranged (2D6; or two long bow); SA: Implant
  (Ex), Improved Grab (Ex), Paralysis (Ex), Sneak
  Attack +1D6; SQ: Darkvision 60ft, Evasion (Ex),
  Planewalk (Su), spell resistance 21; AL LE; SV
  Fort +10, Ref +13, Will +9; STR 16, DEX 18,
  CON 18, INT 12, WIS 17, CHA 8;
  Skills and Feats: Balance +15, Climb +13,
  Diplomacy +2, Escape Artist +18; Hide +15,
  Intimidate +8, Listen +17, Move Silently +14,
  Sense Motive +10, Spellcraft +10; Spot +17,
  Tumble +18, Use Rope +5 (+7 with bindings).
  Improved Initiative, Multiattack, Multiweapon
  Fighting, Combat Reflexes, Improved Critical:
  Short Sword. Speaks Infernal.
  Evasion (Ex): If this xill makes a successful
  Reflex saving throw against an attack that
  normally deals half damage on a successful
  save, he/she instead takes no damage
  Implant (Ex): As a standard action, a xill ca lay
  eggs inside a paralyzed creature. The young
  emerge 90 days later, literally devouring the host
  from inside. A remove disease spell rids the
  victim of the egg, as does a DC 25 Heal check.
  If the check fails the healer can try again, but
  each attempt (successful or not) deals 1D4
  damage to the patient.
  Improved Grab (Ex): To use this ability, a xill
  must hit with one or more claw attacks. It can
  then attempt to start a grapple as a free action
  without provoking and attack of opportunity. It
  receives a +2 bonus to its grapple check for
  each claw that hits. If it wins the grapple check
  and maintains the hold in the next round, it
  automatically bites the foe at that time. The bite
  does no damage but injects a paralyzing venom.
  Paralysis (Ex): Those bitten by a xill must
  succeed on a DC 16 Fortitude save or be
  paralyzed for 1D4 hours. The save DC is
  Constitution based.
  Planewalk (Su): These planar travelers like to
  slip between the folds of space to attack
  enemies as though from thin air. They can cross
  from the Ethereal Plane with a move action but
  take 2 rounds to cross back, during which time
  they are immobile. As a xill fades away it
  becomes harder to hit. Opponents have a 20%
  miss change in the first round and a 50% miss
  chance in the second. A xill can planewalk with
  a willing or helpless creature.
  Possessions: two masterwork bronzewood short
  swords, amulet of natural armor +2
  Shivi, female, Advanced Xill, Rog2; CR 10;
  Large Outsider (Extraplaner); HD 9D8+2D6+44;
  hp 91; Int +8; Spd 40; AC 21 (Flat footed: 17,
  Touch: 13) [+8 natural, +4 Dex, -1 size];
  Space/Reach: 10 ft/10 ft; BA/Grapple: +10/+17;
  Atk: +13 melee (1D8+3/17-20; Short Sword) or
  +13 melee (1D6+3; claw) or +13 ranged (2D6;
  long bow); Full Atk: +11 melee (1D8+3/17-20; 2
  short swords ) and +11 melee (1D6+3; 2 claws)
  +12 ranged (2D6; or two long bow); SA: Implant
  (Ex), Improved Grab (Ex), Paralysis (Ex), Sneak
  Attack +1D6; SQ: Darkvision 60ft, Evasion (Ex),
  Planewalk (Su), spell resistance 21; AL LE; SV
  Fort +10, Ref +13, Will +9; STR 16, DEX 18,
  CON 18, INT 12, WIS 17, CHA 8;
  Skills and Feats: Balance +15, Climb +13,
  Diplomacy +2, Escape Artist +18; Hide +15,
  Intimidate +8, Listen +17, Move Silently +14,
  Sense Motive +10, Spellcraft +10; Spot +17,
  Tumble +18, Use Rope +5 (+7 with bindings).
  Improved Initiative, Multiattack, Multiweapon
  Fighting, Combat Reflexes, Improved Critical:
  Short Sword. Speaks Infernal.
  Evasion (Ex): If this xill makes a successful
  Reflex saving throw against an attack that
  normally deals half damage on a successful
  save, he/she instead takes no damage
  Implant (Ex): As a standard action, a xill ca lay
  eggs inside a paralyzed creature. The young
  emerge 90 days later, literally devouring the host
  from inside. A remove disease spell rids the
  victim of the egg, as does a DC 25 Heal check.
  If the check fails the healer can try again, but
  each attempt (successful or not) deals 1D4
  damage to the patient.
  Improved Grab (Ex): To use this ability, a xill
  must hit with one or more claw attacks. It can
  
  <Title>
  Page 37
  then attempt to start a grapple as a free action
  without provoking and attack of opportunity. It
  receives a +2 bonus to its grapple check for
  each claw that hits. If it wins the grapple check
  and maintains the hold in the next round, it
  automatically bites the foe at that time. The bite
  does no damage but injects a paralyzing venom.
  Paralysis (Ex): Those bitten by a xill must
  succeed on a DC 16 Fortitude save or be
  paralyzed for 1D4 hours. The save DC is
  Constitution based.
  Planewalk (Su): These planar travelers like to
  slip between the folds of space to attack
  enemies as though from thin air. They can cross
  from the Ethereal Plane with a move action but
  take 2 rounds to cross back, during which time
  they are immobile. As a xill fades away it
  becomes harder to hit. Opponents have a 20%
  miss change in the first round and a 50% miss
  chance in the second. A xill can planewalk with
  a willing or helpless creature.
  Possessions: Short Sword +1, Thundering,
  masterwork short sword
  Dhal, male, Advanced Xill, Rog2; CR 10;
  Large Outsider (Extraplaner); HD 9D8+2D6+44;
  hp 91; Int +8; Spd 40; AC 21 (Flat footed: 17,
  Touch: 13) [+8 natural, +4 Dex, -1 size];
  Space/Reach: 10 ft/10 ft; BA/Grapple: +10/+17;
  Atk: +15 melee (1D8+5/17-20; Short Sword) or
  +15 melee (1D6+5; claw) or +13 ranged (2D6;
  long bow); Full Atk: +13 melee (1D8+5/17-20; 2
  short swords ) and +13 melee (1D6+5; 2 claws)
  +12 ranged (2D6; or two long bow); SA: Implant
  (Ex), Improved Grab (Ex), Paralysis (Ex), Sneak
  Attack +1D6; SQ: Darkvision 60 ft, Evasion (Ex),
  Planewalk (Su), spell resistance 21; AL LE; SV
  Fort +10, Ref +13, Will +9; STR 20, DEX 18,
  CON 18, INT 12, WIS 17, CHA 8;
  Skills and Feats: Balance +15, Climb +15,
  Diplomacy +2, Escape Artist +18; Hide +15,
  Intimidate +8, Listen +17, Move Silently +14,
  Sense Motive +10, Spellcraft +10; Spot +17,
  Tumble +18, Use Rope +5 (+7 with bindings).
  Improved Initiative, Multiattack, Multiweapon
  Fighting, Combat Reflexes, Improved Critical:
  Short Sword. Speaks Infernal.
  Evasion (Ex): If this xill makes a successful
  Reflex saving throw against an attack that
  normally deals half damage on a successful
  save, he/she instead takes no damage
  Implant (Ex): As a standard action, a xill can lay
  eggs inside a paralyzed creature. The young
  emerge 90 days later, literally devouring the host
  from inside. A remove disease spell rids the
  victim of the egg, as does a DC 25 Heal check.
  If the check fails the healer can try again, but
  each attempt (successful or not) deals 1D4
  damage to the patient.
  Improved Grab (Ex): To use this ability, a xill
  must hit with one or more claw attacks. It can
  then attempt to start a grapple as a free action
  without provoking and attack of opportunity. It
  receives a +2 bonus to its grapple check for
  each claw that hits. If it wins the grapple check
  and maintains the hold in the next round, it
  automatically bites the foe at that time. The bite
  does no damage but injects paralyzing venom.
  Paralysis (Ex): Those bitten by a xill must
  succeed on a DC 16 Fortitude save or be
  paralyzed for 1D4 hours. The save DC is
  Constitution based.
  Planewalk (Su): These planar travelers like to
  slip between the folds of space to attack
  enemies as though from thin air. They can cross
  from the Ethereal Plane with a move action but
  take 2 rounds to cross back, during which time
  they are immobile. As a xill fades away it
  becomes harder to hit. Opponents have a 20%
  miss change in the first round and a 50% miss
  chance in the second. A xill can planewalk with
  a willing or helpless creature.
  Possessions: two masterwork short swords,
  belt of giant strength +4
  Masti, female, Advanced Xill, Rog2; CR 10;
  Large Outsider (Extraplaner); HD 9D8+2D6+44;
  hp 91; Int +8; Spd 40; AC 21 (Flat footed: 17,
  Touch: 13) [+8 natural, +4 Dex, -1 size];
  Space/Reach: 10 ft/10 ft; BA/Grapple: +10/+17;
  Atk: +13 melee (1D8+3/17-20; Short Sword) or
  +13 melee (1D6+3; claw) or +13 ranged (2D6;
  long bow); Full Atk: +11 melee (1D8+3/17-20; 2
  short swords ) and +11 melee (1D6+3; 2 claws)
  +12 ranged (2D6; or two long bow); SA: Implant
  (Ex), Improved Grab (Ex), Paralysis (Ex), Sneak
  Attack +1D6; SQ: Darkvision 60ft, Evasion (Ex),
  Planewalk (Su), spell resistance 21; AL LE; SV
  Fort +10, Ref +13, Will +9; STR 16, DEX 18,
  CON 18, INT 12, WIS 17, CHA 8;
  Skills and Feats: Balance +15, Climb +13,
  Diplomacy +2, Escape Artist +18; Hide +15,
  Intimidate +8, Listen +17, Move Silently +14,
  Sense Motive +10, Spellcraft +10; Spot +17,
  Tumble +18, Use Rope +5 (+7 with bindings).
  Improved Initiative, Multiattack, Multiweapon
  
  <Title>
  Page 38
  Fighting, Combat Reflexes, Improved Critical:
  Short Sword. Speaks Infernal.
  Evasion (Ex): If this xill makes a successful
  Reflex saving throw against an attack that
  normally deals half damage on a successful
  save, he/she instead takes no damage
  Implant (Ex): As a standard action, a xill ca lay
  eggs inside a paralyzed creature. The young
  emerge 90 days later, literally devouring the host
  from inside. A remove disease spell rids the
  victim of the egg, as does a DC 25 Heal check.
  If the check fails the healer can try again, but
  each attempt (successful or not) deals 1D4
  damage to the patient.
  Improved Grab (Ex): To use this ability, a xill
  must hit with one or more claw attacks. It can
  then attempt to start a grapple as a free action
  without provoking and attack of opportunity. It
  receives a +2 bonus to its grapple check for
  each claw that hits. If it wins the grapple check
  and maintains the hold in the next round, it
  automatically bites the foe at that time. The bite
  does no damage but injects paralyzing venom.
  Paralysis (Ex): Those bitten by a xill must
  succeed on a DC 16 Fortitude save or be
  paralyzed for 1D4 hours. The save DC is
  Constitution based.
  Planewalk (Su): These planar travelers like to
  slip between the folds of space to attack
  enemies as though from thin air. They can cross
  from the Ethereal Plane with a move action but
  take 2 rounds to cross back, during which time
  they are immobile. As a xill fades away it
  becomes harder to hit. Opponents have a 20%
  miss change in the first round and a 50% miss
  chance in the second. A xill can planewalk with
  a willing or helpless creature.
  Possessions: two masterwork short swords
  Encounter Three
  Poison Spike Pit Trap: CR10; mechanical,
  location trigger, repair reset, DC 20 Reflex save
  avoids*; 20 ft. deep (6D6, fall); multiple targets
  (10 ft x 5 ft); pit spikes (Atk +10 melee; 1D4
  spikes per target for 1D4+5 damage each;
  Terinav root contact poison; injury not required);
  Search DC 20; Disable Device DC 20.Terinav
  Root, save DC 16; Primary 1D6 Dex; Secondary
  2D6 Dex.
  Poison Spike Pit Trap: CR8; mechanical,
  location trigger, repair reset, DC 20 Reflex save
  avoids*; 20 ft. deep (6D6, fall); multiple targets
  (10 ft x 5 ft); pit spikes (Atk +10 melee; 1D4
  spikes per target for 1D4+5 damage each; Giant
  Wasp Venom with injury); Search DC 20;
  Disable Device DC 20. Giant Wasp Venom,
  save DC 18; Primary 1D6 Dex; Secondary 1D6
  Dex.
  *if character was running or moving recklessly at
  the time (such as charging), he/she gets no
  saving throw and falls automatically [pg 69
  DMG].
  DM Note: Gelan has a 25% chance that critical
  hits and sneak attacks do not apply (from Light
  Fortification Shield)
  Gelan ap Toras, male human [Flan] Drd13:
  Medium Humanoid ; HD 13d8+39; hp 105; Init
  +1; Spd 20; AC 23 (Flatfooted:23, Touch:13) [+8
  armor, +3 shield, +1 Dex, +2 deflection];
  BA/Grapple +9/+9; Atk: +10 (1d6+1, +1 cold iron
  scimitar) or +10 (1D6+1, sickle) or +9 (1D6,
  club); Full Atk: +10/+5 (1d6, +1 cold iron
  scimitar) or +10/+5 (1D6+1, sickle) or +9/+3
  (1D6, club); SA Animal Companion (Ex), Wild
  Empathy (Ex), Woodland Stride (Ex), Trackless
  Step (Ex), Wild Shape (Su), Venom Immunity
  (Ex); AL N; SV Fort +14, Ref +8, Will +17; STR
  10, DEX 12, CON 16, INT 10, WIS 24, CHA 8.
  Skills and Feats: Climb +5, Concentration
  +23, Diplomacy +3, Handle Animal +9, Listen
  +22, Speak Language +1, Spot +23, Survival
  +16. Armor Proficiency: light, Armor Proficiency:
  medium, Eschew Materials, Natural Spell,
  Quicken Spell, Rapid Spell, Shield Proficiency,
  Skill Focus: Concentration, Track. Speaks:
  Common, Druidic, and Flan.
  Wild Empathy (Ex): Functions as a
  Diplomacy check to improve attitude of a
  person, but instead improves attitude of animals.
  Rolls D20 + 12 to make check.
  Woodland Stride (Ex): May move through
  any sort of natural undergrowth at normal speak
  and 
  not 
  taking 
  any 
  damage. 
  Magically
  manipulated overgrown areas, thorns or nettles
  still affect him.
  Trackless Step (Ex): Leaves no trail in
  natural surroundings and cannot be tracked.
  Wild Shape (Su): May turn into a tiny,
  small, medium or large animal or plant, and back
  again four times per day. Ability functions as per
  the polymorph spell. Effect lasts up to eleven
  hours. Changing form is a standard action that
  does not provoke attack of opportunity.
  Venom Immunity (Ex): Is immune to all
  poisons.
  
  <Title>
  Page 39
  A Thousand Faces (Su): Gains the ability
  to change appearance at will as per the Alter
  Self spell but only while in human form.
  Light 
  Fortification 
  (shield): 
  While
  remaining in human form, there is a 25% chance
  that extra damage from sneak attacks or critical
  hits will be ignored.
  Animal Companion (Ex): Has an animal
  companion. Commanding the companion is a
  free action and the druid gets a +4 bonus to
  Handle Animal checks.
  Lucky, male animal, Dire Lion : Large
  Animal ; HD 10d8+30 ( Animal) ; hp 75; Init +
  3; Spd 40; AC 18 (Flatfooted 15, touch 12)
  [+6 natural, +3 Dex, -1 size]; Size/Reach 10
  ft./5ft.; BA/Grapple: +7/+18; Atk: +15 (
  1d6+8, Claw ); Full Atk 2 claws +15 (D6+8),
  +9 Bite (D8+4); SA: Pounce (Ex) Improved
  Grab, Rake D6 +4, SQ Scent (Ex), Low-light
  Vision (Ex), Evasion (Ex), AL N; SV Fort + 9,
  Ref + 11, Will + 7; STR 26, DEX 16, CON 17,
  INT 
  2, 
  WIS 
  12, 
  CHA 
  10.
  Skills: Hide +2, Listen +7, Move Silently +5,
  Spot +9 Feats: Lightning Reflexes, Weapon
  Focus: Bite, Run, Alertness Tricks: Attack
  (all creatures), Down, Defend, Fetch, Come,
  Work, Heel.
  Evasion (Ex): If this lion makes a
  successful Reflex saving throw against an
  attack that normally deals half damage on a
  successful save, he instead takes no
  damage.
  Lucky under Animal Growth:
  Lucky, male animal, Dire Lion : Huge
  Animal ; HD 10d8+50 ( Animal) ; hp 95; Init +
  3; Spd 40; AC 18 (Flatfooted 16, touch 11)
  [+8 natural, +2 Dex, -2 size]; Size/Reach 15
  ft./10ft.; BA/Grapple: +7/+18; Atk: +19 (
  1d8+12, Claw ); Full Atk 2 claws +19
  (D8+12), +13 Bite (D8+6); SA: Pounce (Ex)
  Improved Grab, Rake D6 +4, SQ Scent (Ex),
  Low-light Vision (Ex), Evasion (Ex), Damage
  Reduction 10/magic, AL N; SV Fort + 13, Ref
  + 16, Will + 11; STR 34, DEX 14, CON 21,
  INT 
  2, 
  WIS 
  12, 
  CHA 
  10.
  Skills: Hide +2, Listen +7, Move Silently +5,
  Spot +9 Feats: Lightning Reflexes, Weapon
  Focus: Bite, Run, Alertness Tricks: Attack
  (all creatures), Down, Defend, Fetch, Come,
  Work, Heel.
  Evasion (Ex): If this wolf makes a
  successful Reflex saving throw against an
  attack that normally deals half damage on a
  successful save, he instead takes no
  damage.
  Possessions: dagger, +1 cold iron scimitar,
  club, +1 sickle, copper dragon hide breastplate
  +2, heavy wooden shield +1 light fortificaton,
  broach of shielding, periapt of wisdom +6, ring of
  protection +2, ring of counterspells (dispel
  magic), rod of lesser extend, cloak of resistance
  +4, two cure serious wounds potions, holy
  symbol of Obad-Hai with smaller symbols of
  Ehlonna 
  and 
  Pelor 
  attached 
  [Knowledge:
  Religion DC 10; Old Faith worship]
  Spells Prepared (Drd 6/7/7/6/5/4/3/2) [DC 17 +
  spell level]: 0 - Create Water, Cure Minor
  Wounds x2, Detect Magic, Light, Resistance 1st
  - Cure Light Woundsx2, Entangle, Magic Fang,
  Produce Flame, Shillelagh, Speak with Animal;
  2nd – Bear’s Endurance, Briar Web, Flaming
  Sphere, Fog Cloud, Lesser Restoration, Resist
  Energy x2; 3rd - Call Lightningx2, Dominate
  Animal, Mass Lesser Vigor, Wind Wall, Spikes;
  4th – Flame Strike x3, Dispel Magic, Freedom of
  Movement; 5th: Animal Growth, Quickened
  Entangle, Baleful Polymorph, Stoneskin; 6th –
  Quickened Briar Web, Rapid Summon Nature’s
  Ally V (standard action to cast), Miasma, 7th –
  Fire Storm, Rapid Summon Nature’s Ally VI
  (standard action to cast)
  Encounter Four
  Rumble: Male, Troll Hunter, hp 130, see
  Monster Manual.
  Grumble: Male, Troll Hunter, hp 130, see
  Monster Manual.
  Volcano, male troll Rgr2; CR 7; Large Giant;
  8D8+56; hp 92; Init +8; Spd 30 ft; Size/Reach:
  10 ft/10 ft; AC 20 (Flatfooted: 16, Touch 13) [+4
  Dex, +5 natural, -1 size, +2 armor]; BA/Grapple:
  +6/+15; Atk: cold iron heavy flail +13 melee
  (2D8+8/17-20) or claw +11 melee (1D6+5) or
  long composite bow +10 ranged (2D6+4) or sap
  +11 melee (1D8+5); Full Atk: cold iron heavy flail
  +13 melee (2D8+8/19-20) or 2 claws + 11 melee
  (1D6+5) and 1 bite +6 melee(1D6+2) or 2 long
  composite bow +8 ranged (2D6+4) or 1 sap +1
  melee (1D8+5); SA: Rend 2D6+7, Favored
  Enemy +2 vs. Elves; SQ: Darkvision 90 ft.(Ex),
  Low Light Vision (Ex), Regeneration 5 (Ex),
  Scent (Ex). AL: N; DV Fort +16, Ref +10, Will
  +6; STR 20, DEX 18, CON 24, INT 10, WIS 12,
  CHA 7.
  Skills and Feats: Hide +8, Listen +7, Profession
  (Mercenary) +3, Spot +8, Survival +5. Combat
  Reflexes, Improved Initiative, Iron Will, Rapid
  Shot, Track. Speaks Common and Giant.
  Rend (Ex): If a troll hits with both claw attacks it
  latches onto the opponent’s body and tears the
  
  <Title>
  Page 40
  flesh. This attack automatically deals an
  additional 2D6+7 damage.
  Regeneration (Ex): Fire and Acid deal
  normal damage to a troll. If troll loses a limb or
  body part the portion re-grows in 3D6 minutes.
  The troll can instantly reattach limb by holding
  severed part to the stump.
  Possessions: +1 impact large cold iron heavy
  flail, large leather armor, large long composite
  [strength +4] bow +1 fortunate precise, 40 large
  cold iron arrows, large sap, wooden holy symbol
  of Wee Jas
  Argent, female troll Rgr2; CR 7; Large Giant;
  8D8+72; hp 108; Init +4; Spd 30 ft; Size/Reach:
  10 ft/10 ft; AC 21 (Flatfooted: 17, Touch 13) [+4
  Dex, +5 natural, -1 size, +3 armor]; BA/Grapple:
  +6/+15; Atk: masterwork cold iron heavy flail
  +12 melee (2D8+7/19-20) or claw +11 melee
  (1D6+5) or long composite bow +10 ranged
  (2D6+4) or sap +11 melee (1D8+5); Full Atk:
  masterwork cold iron heavy flail +12 melee
  (2D8+7/19-20) or 2 claws + 11 melee (1D6+5)
  and 1 bite +6 melee(1D6+2) or 2 long composite
  bow +8 ranged (2D6+4) or 1 sap +1 melee
  (1D8+5); SA: Rend 2D6+7, Favored Enemy +2
  vs. Elves; SQ: Darkvision 90 ft.(Ex), Low Light
  Vision (Ex), Regeneration 5 (Ex), Scent (Ex).
  AL: N; DV Fort +17, Ref +9, Will +5; STR 20,
  DEX 18, CON 28, INT 10, WIS 12, CHA 7.
  Skills and Feats: Hide +8, Listen +9, Spot +10,
  Survival +7. Alertness, Combat Reflexes, Iron
  Will, Rapid Shot, Track. Speaks Common and
  Giant.
  Rend (Ex): If a troll hits with both claw attacks it
  latches onto the opponent’s body and tears the
  flesh. This attack automatically deals an
  additional 2D6+7 damage.
  Regeneration (Ex): Fire and Acid deal
  normal damage to a troll. If troll loses a limb or
  body part the portion re-grows in 3D6 minutes.
  The troll can instantly reattach limb by holding
  severed part to the stump.
  Possessions: masterwork large cold iron heavy
  flail, Bracers of Armor +3, large long composite
  strength +4 bow, 40 large cold iron arrows, large
  sap, amulet of health +4, Keoghtom’s Ointment.
  Blade, male troll Rgr2; CR 7; Large Giant;
  8D8+56; hp 92; Init +4; Spd 30 ft; Size/Reach:
  10 ft/10 ft; AC 20 (Flatfooted: 16, Touch 13) [+4
  Dex, +5 natural, -1 size, +2 armor]; BA/Grapple:
  +6/+15; Atk: masterwork cold iron heavy flail
  +12 melee (2D8+7/19-20) or claw +11 melee
  (1D6+5) or long composite bow +10 ranged
  (2D6+4) or sap +11 melee (1D8+5); Full Atk:
  masterwork cold iron heavy flail +12 melee
  (2D8+7/19-20) or 2 claws + 11 melee (1D6+5)
  and 1 bite +6 melee(1D6+2) or 2 long composite
  bow +8 ranged (2D6+4) or 1 sap +1 melee
  (1D8+5); SA: Rend 2D6+7, Favored Enemy +2
  vs. Elves; SQ: Darkvision 90 ft.(Ex), Low Light
  Vision (Ex), Regeneration 5 (Ex), Scent (Ex).
  AL: NE; DV Fort +15, Ref +9, Will +5; STR 20,
  DEX 18, CON 24, INT 10, WIS 12, CHA 7.
  Skills and Feats: Hide +8, Listen +9, Spot +10,
  Survival +7. Alertness, Combat Reflexes, Iron
  Will, Rapid Shot, Track. Speaks Common and
  Giant.
  Rend (Ex): If a troll hits with both claw attacks it
  latches onto the opponent’s body and tears the
  flesh. This attack automatically deals an
  additional 2D6+7 damage.
  Regeneration (Ex): Fire and Acid deal
  normal damage to a troll. If troll loses a limb or
  body part the portion re-grows in 3D6 minutes.
  The troll can instantly reattach limb by holding
  severed part to the stump.
  Possessions: masterwork large cold iron heavy
  flail, large leather armor, large long composite
  strength +4 bow, 40 large cold iron arrows, large
  sap
  Anger, female troll Rgr2; CR 7; Large Giant;
  8D8+56; hp 92; Init +4; Spd 30 ft; Size/Reach:
  10 ft/10 ft; AC 20 (Flatfooted: 16, Touch 13) [+4
  Dex, +5 natural, -1 size, +2 armor]; BA/Grapple:
  +6/+15; Atk: masterwork cold iron heavy flail
  +12 melee (2D8+7/19-20) or claw +11 melee
  (1D6+5) or long composite bow +10 ranged
  (2D6+4) or sap +11 melee (1D8+5); Full Atk:
  masterwork cold iron heavy flail +12 melee
  (2D8+7/19-20) or 2 claws + 11 melee (1D6+5)
  and 1 bite +6 melee(1D6+2) or 2 long composite
  bow +8 ranged (2D6+4) or 1 sap +1 melee
  (1D8+5); SA: Rend 2D6+7, Favored Enemy +2
  vs. Elves; SQ: Darkvision 90 ft.(Ex), Low Light
  Vision (Ex), Regeneration 5 (Ex), Scent (Ex).
  AL: NE; DV Fort +15, Ref +9, Will +5; STR 20,
  DEX 18, CON 24, INT 10, WIS 12, CHA 7.
  Skills and Feats: Hide +8, Listen +9, Spot +10,
  Survival +7. Alertness, Combat Reflexes, Iron
  Will, Rapid Shot, Track. Speaks Common and
  Giant.
  Rend (Ex): If a troll hits with both claw attacks it
  latches onto the opponent’s body and tears the
  flesh. This attack automatically deals an
  additional 2D6+7 damage.
  Regeneration (Ex): Fire and Acid deal
  normal damage to a troll. If troll loses a limb or
  body part the portion re-grows in 3D6 minutes.
  
  <Title>
  Page 41
  The troll can instantly reattach limb by holding
  severed part to the stump.
  Possessions: masterwork large cold iron heavy
  flail, large leather armor, large long composite
  strength +4 bow, 40 large cold iron arrows, large
  sap
  
  <Title>
  Page 42
  DM Aid #1: Encounter Three Map
  
  <Title>
  Page 43
  
  <Title>
  Page 44
  Player’s Handout 1:
  Owl Sealed Message 
  Breaking the seal, and opening the message reveals:
  Dispatcher 
  Shalaya 
  Tass, 
  Venturous 
  Vigil 
  is
  pursuing a task of grave import for the Sheldomar
  Valley. Please give her your assistance in this great
  mission. She has given her oath and promise to
  complete this task and to keep the elements of her
  mission secret except from those specified to her at
  her mission beginning. 
  Dispatcher Erik Thunder, Most
  Intrepid Manticore
  
  <Title>
  Page 45
  Player Handout 2:
  Scrap of Parchment
  A handwritten note, on a scrap of parchment:
  Great Uncle Jonas,
  Three young men lay fallen by the forest edge near where Marna was
  thrown from her horse all those years ago. Please see to them and have
  care taken of them. Their wounds were a matter of necessity regarding my
  mission; my word as a Dispatcher upon this fact. I will be back to see you
  soon. I love you.
  Dispatcher Shalaya Tass, Venturous Vigil
  
  <Title>
  Page 46
  Player Handout 3:
  Greetings Galen ap Toras,
  As you may know, your brother Tias and his wife, your sister-in-law, Maya,
  have been taken into custody in the city of Orlane. They both have been
  tried and convicted of the High Crime of being Priests of a Forbidden God.
  They have also been sentenced to die for this crime. 
  It is quite a shock that the local authorities do not understand that a Druid
  of the Winter King is not the same as a Cleric of Nerull. If you would do but
  one small favor for me, I will use my considerable influence over the courts
  of this land to rectify the situation. I am confident that that with my
  intercession your brother and sister-in-law, plus the unborn twins she
  carries, will be released. It would be unfortunate if the word of the courts’
  error came after their execution.
  This one small task should not be difficult for you. There is a Dispatcher
  who is traveling on a mission that I feel is important for my plans for the
  region. This Dispatcher needs someone to watch over her and prevent
  other misguided persons of thwarting her plans. Do not let her know you
  are assisting her; we would not want to hurt her pride. The Knight is
  Dispatcher Shalaya Tass and you can pick up her trail in Orlane. She will
  not be on horseback and moves very rapidly in the open so be careful not
  lose her. Once Dispatcher Tass gets to the Realstream River your
  obligation in this favor ends and your only family will be released within
  hours. Certainly when you fall in battle, I will do what I can to assist but
  sacrifice for one’s only family is the most noble of actions. I hope that you
  do not disappoint me.
  Yours Truly,
  Nolar Thotec
  
  <Title>
  Page 47
  Critical Event Summary
  Please complete this form for all games run on or before May 1, 2005.
  DM: Please answer the following questions:
  Did the PCs engage in combat with the old Knight?
  Yes
  No
  Did Garen survive?
  Yes
  No
  Raised (etc)
  Did Shalaya survive?
  Yes
  No
  Raised (etc)
  If she lived, was Shalaya allowed to continue with her mission?
  Yes
  No
  Did the PCs tell anyone about what they discovered about Erik Thunder?Yes 
  No[jm36]
  If Yes, please write below who each PC told (Commanding officer in the 12th, the Corporation, the Knights
  of the Watch, etc.)
  If the PCs report the Nolar Thotec letter to anyone please list whom.
  Convention Coordinator: Once you have collected all of these forms, please email the
  totaled results to John Richardson (niblik2000@gmail.com).
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Gran March/595/Normal Scenarios/GRM5-02 - Enemy of My Enemy (APL 2-12)/GRM5-02 - Enemy of my Enemy v0.9 release.pdf