TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at POC@yeomanry.net.  For 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  YEO7-IS1 
   
   
   
   
  Guards for Hire 
  A One-Round D&D® LIVING GREYHAWKTM  
  Yeomanry Regional Adventure 
  Version 0.9.1 
   
  by Jack Jeffers 
  Reviewers: Yeomanry Triad 
  Circle Reviewer: Steven Conforti 
  Playtesters: Terry Hensley, Chris Gorsuch, Tod Underhill, Griff Eldred. 
   
   
   
  Need a Job? The Merchant’s Guild of Loftwick needs adventurers to serve as caravan guards to 
  accompany caravans and merchants traveling the heart of the Yeomanry. Travel between the major 
  towns of the Yeomanry and earn gold. Adventurers must posses their own equipment, but horses and 
  rations will be supplied by your employer. A Yeomanry regional adventure for APL 1. 
   
  Resources:  Complete Divine [David Noonan], Miniatures Handbook [Michael Donais, Skaff Elias, Rob 
  Heinsoo, Jonathan Tweet]. 
  
  YEO7-IS1 Guards for Hire 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the session Dungeon Master 
  (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You must be at 
  least a HERALD-LEVEL GM to run this adventure.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  one (1) point.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Information on 
  nonplayer 
  characters 
  (NPCs) 
  and 
  monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. You’ll also find a LIVING GREYHAWK adventure 
  record (AR). You need one copy of this for each 
  participating player.  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To calculate the Average Party 
  Level (APL), follow the process below:  
  1. Determine the character level for each of the 
  PCs participating in the adventure. Each PC 
  may bring one animal, plus any creatures 
  gained from class abilities to help in combat. 
  (PCs can bring more creatures but they 
  cannot help in combat). If you deem that the 
  animal bestows a significant benefit in combat 
  add the animal’s CR to the level of the PC it is 
  accompanying for calculating APL. (Animals 
  gained from class abilities and one standard 
  horse, warhorse, or riding dog for a PC with 
  Mounted Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  3. If you are running a table of six PCs, add one 
  to that average. 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  
  YEO7-IS1 Guards for Hire 
   
  Page 2 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. A player character more than three 
  levels higher than the APL at which the adventure 
  is played cannot participate. If a player character 
  is more than two levels away from the APL at 
  which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the 
  PC was not challenged as much as normal or 
  relied on help by higher-level characters to reach 
  the objectives. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  These APL calculation rules reference version 7.0 
  of the Living Greyhawk Campaign Sourcebook. If 
  you are playing this adventure in 2008, check the 
  current version of the LGCS and follow any 
  updated rules presented within. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, 
  set in the Yeomanry.  Characters native to the 
  Yeomanry 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. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
  PREPARATION FOR PLAY 
  Is This a Military Adventure? 
   
  As Yeoman officials do NOT consider the 
  events of this adventure important to the defense 
  of the Yeomanry, members of any branch of the 
  Yeoman military may NOT count the TUs spent on 
  this adventure toward any annual TU commitment 
  required by their enlistment. 
  Is This a Dustdigger Adventure? 
   
  As this adventure does NOT significantly 
  involve archaeological matters, students in the 
  Academy of Lore may NOT count this adventure 
  toward any TUs they must spend per year in 
  study. See individual certificates for more details. 
  Is this a Promotion Worthy Adventure? 
   
  Heroic deeds in the name of the Yeoman 
  military are NOT possible in this adventure. 
  ADVENTURE BACKGROUND 
  ABOUT THE YEOMANRY 
  The Yeomanry is situated in a valley between the 
  Jotens and the Tors in the southwest corner of the 
  Sheldomar Valley.  The moderately sized realm is 
  nearly surrounded by the Crystalmists and its 
  spurs, though its eastern border with Keoland is 
  generally regarded as the eastern bank of the 
  Javan across from the county of Cryllor.  Its border 
  continues south to where the great river enters the 
  Hool Marshes and the lands of the Sea Princes.  
  The climate is hot nearly year-round in the central 
  valley, though the temperature moderates as one 
  approaches the foothills, particularly in late fall and 
  winter.  The Yeomanry is a land populated 
  primarily by freemen farmers, who are mostly a 
  Suel-Flan mix. 
   
  The 
  Yeomanry 
  is 
  one 
  of 
  the 
  few 
  representative democracies in the Flanaess.  Any 
  citizen of majority, who has carried the spear for 
  the nation, either now or in the past, is eligible to 
  elect a spokesman on his behalf from his 
  
  YEO7-IS1 Guards for Hire 
   
  Page 3 
  community who serves in the Council of Common 
  Grosspokesmen in Loftwick.   
   
  The people of the Yeomanry are rural, 
  cloistered folk with little exposure to either 
  foreigners or magic.  They are religious and 
  superstitious, yet reservedly friendly to travelers.  
  Many Yeomen have served in the Militia and are 
  stout defenders of their homes. 
   
  You can learn more about the Yeomanry at its 
  official website: http://www.yeomanry.net . 
  REGION/CITY/LOCATION 
  This module covers the area of the Yeomanry 
  from Westburn to Loftwick and from there toward 
  Fort Baxter. See Player Handout #1 for a map of 
  the Yeomanry. 
  Westburn 
   
  The city of Westburn is far more accurately 
  called a fortress -- more by necessity than by 
  design. The construction of the city proves this 
  time and again, with layers of defense built over, 
  around, and on top of pre-existing structures that 
  did not survive the stresses of Westburn’s 
  dangerous neighbor, the tunnel near Dark Gate. 
  Only one defensive measure shows a deliberate 
  or well-maintained aspect: the Wall.  This bulwark, 
  a thick network of scaffolds and sheet stone, is 
  designed to withstand tremendous force through 
  the ingenious use of silt-filled ‘chambers’ within the 
  rock.  Solid panels of buttressing on the outside 
  and inside hold the chambers together and when 
  ruptured, the silt absorbs so much force that a 
  breach is almost impossible to cause. Heavily-
  reinforced 
  foundations 
  house 
  the 
  waypoints 
  around Westburn where brave guardsmen watch 
  from ground level and combat invaders when they 
  first reach the city. Above these, crenellations 
  protect archers who provide cover fire and 
  warnings 
  should 
  the 
  ground 
  defense 
  fail.  
  Designed by dwarves hailing from the mountains 
  south of Westburn, the Wall provides excellent 
  protection for both the citizenry and dwarven 
  interests. 
  These 
  interests 
  culminate 
  in 
  the 
  organization that designed and finances the Wall, 
  the Earth Guild. 
  Loftwick 
   
  The capital of the Yeomanry League, Loftwick 
  stands high above the Yeoman Valley, at the 
  southernmost end of the High Crags, a spur of the 
  Jotens. Surrounded by high walls, and by higher 
  peaks, Loftwick is a commanding presence in the 
  western dales of the Yeoman Valley. Loftwick 
  serves as a trading center for the western League, 
  and extensive dockworks line the edge of the Wick 
  River, some few miles south of Loftwick. 
   
  Loftwick is divided into numerous wards and 
  neighborhoods, including the Leatherworkers, 
  Goldsmiths and Masons wards, identified by the 
  major guild in the ward, and other residential 
  neighborhoods including High Cross and Low 
  Cross, Five Points, and Death’s Privy. Among 
  Loftwick’s well-known landmarks are the Gnome 
  Clockworks, Blacksun Tower, the High Church of 
  Heironeous, and the Fellcrack. 
  The Outpost 
   
  The Outpost is a watch station constructed on 
  the west side and at the top of the Escarpment on 
  the New Road which runs between Loftwick and 
  Fort Baxter. It is roughly 85 miles from Loftwick to 
  the Outpost and another 65 miles or so from The 
  Outpost to Fort Baxter. There used to be a long 
  ramp which lead down to the base of the 
  Escarpment, 
  but 
  it 
  was 
  destroyed 
  in 
  the 
  Landstraad some years ago.  Now, travel is able 
  to continue through the use of an elevator system. 
   The Ramp is being rebuilt, but it is taking quite a 
  bit of time.  The building has been hampered by 
  small aftershock quakes, problems with the 
  marshy swamp at the bottom, and a few problems 
  with attacks by wild creatures and bandits.  The 
  Outpost is a small fortification made from good 
  Yeoman stone which looks recently built.  There is 
  also a stable where they house the horses for the 
  soldiers as well as the draft horses which turn the 
  great wheel that operates the elevator. 
   
  At present, the Outpost is manned by the 14th 
  Strike Harriers, who are a Yeomanry Army 
  company of some repute.  The 14th was one of the 
  companies of the Army of Freedom which 
  reconstituted following the Army of Freedom’s 
  disbanding. 
   
  There is currently a crew of workmen who are 
  steadily working on rebuilding the ramp. They are 
  overseen by Farrier himself, the man who 
  designed the original ramp. 
  BACKGROUND 
  Constant raids by bands of outlaws are plaguing 
  merchant’s caravans traveling the heart of the 
  Yeomanry, particularly those traveling between 
  Westburn, Loftwick and Longspear. 
   
  In need of assistance, The Merchant’s Guild of 
  Loftwick has contacted all of the merchant’s guilds 
  in the major cities of the Yeomanry. They all 
  
  YEO7-IS1 Guards for Hire 
   
  Page 4 
  agreed that the raids are coordinated and seem to 
  be centrally controlled, as all of the raids are 
  conducted in the same manner, leaving none but 
  dead behind. The guilds have agreed to co-
  operate in this endeavor as the thievery is 
  affecting business throughout the Yeomanry. The 
  guilds decided to advertise for adventurers to 
  guard the caravans and investigate to see if there 
  is a single bandit organization planning and 
  controlling the raids Yeomanry-wide. 
  ADVENTURE SUMMARY 
  INTRODUCTION: We begin the scenario with 
  the PC’s on the road between Westburn and 
  Loftwick. Each began this trip as an individual but 
  they have bonded during their trip, realizing that 
  they have a better chance of being hired as a 
  party, rather than as individuals. 
  ENCOUNTER 1: PCs meet Telonius on the road 
  and travel along with him. He invites them to stop 
  with him at a wayside park for lunch. Telonius is 
  glad of company and is sizing the party up before 
  making an offer for them to accompany him all the 
  way to Westburn. 
  ENCOUNTER 2: Telonius proves to be quite a 
  host and is preparing a hearty meal when the odor 
  of the cooking food attracts a pack of starving 
  wolves. 
  ENCOUNTER 3: Telonius, impressed with the 
  PCs’ performance during the wolf attack, offers 
  them the job of guarding him all the way to 
  Westburn. When they near the intersection of the 
  road to Shalehal, they are attacked by a band of 
  robbers, 
  Brawler’s 
  Thieves, 
  who 
  expected 
  Telonius to be alone. 
  ENCOUNTER 
  4: 
  Successfully 
  arriving 
  in 
  Loftwick after defeating the bandits, the PCs turn 
  over any surviving captives to the authorities. 
  Telonius reports to the Merchant’s Guild, who 
  interviews the PCs. They are asked to work for the 
  guild as well as Telonius. 
  ENCOUNTER 5: The bandit leaders, having 
  heard of the PCs’ success, send a larger group, 
  Thurman’s Band, to raid Telonius’s caravan on the 
  lonely road between Loftwick and The Outpost. 
   
  ENCOUNTER 6: Having again successfully 
  fought off another band of caravan raiders, and 
  finding evidence of Yeomanry-wide planning of 
  these raids, the PCs return to Loftwick and report 
  to the Merchant’s Guild. 
  INTRODUCTION 
  At any time during the adventure, you may provide 
  the players with Player Handout #1, which is a 
  map of the Yeomanry. 
   
  The characters begin traveling along the road 
  between Westburn and Loftwick. They have 
  hooked up, as travelers do, with others going the 
  same direction.  As it is roughly a 3 day journey 
  between the two, the characters will have time to 
  make introductions and discover a bit about each 
  other. Let them do this before reading the opening 
  text below. 
   
  Each of you has seen a handbill posted in 
  one of the inns in Westburn. The handbill 
  advertised the need for adventurers to guard 
  caravans and merchant's pack trains leaving 
  Loftwick for other parts of the Yeomanry. You 
  have set out individually for Loftwick in hopes 
  of being hired as a caravan guard.  
   
  It is a bright sunny day, a nice day for foot 
  travel as you head out toward Loftwick and the 
  chance for adventure.  
   
  Each of you has skills and abilities that 
  give you advantages toward being successful 
  as 
  adventurers 
  and 
  caravan 
  guards 
  in 
  particular. Finding that you all have common 
  interests and complimentary skills, you have 
  decided to apply as a band instead of 
  individuals. 
   
  As the sun reaches mid-day, your group 
  stops for a short lunch break. You hear the 
  sound of hooves approaching and notice a 
  lone traveler leading a pack string of loaded 
  mules coming up the same road behind you. 
  ENCOUNTER 1: FELLOW 
  TRAVELER  
  A pack train draws alongside and the man 
  driving the train gives you a wide smile. He is 
  medium height, fairly plump, and dressed in 
  traveling clothing. He is wearing a short sword 
  on his left side and a dagger on his right. His 
  face is broad and ruddy with several old scars 
  on one cheek and his brow. The pack mules, 
  seven of them, are loaded with mostly empty 
  packs. In addition, you can see that each mule 
  is also bearing a waterskin and saddlebag. 
   
  If the party does not speak to him, he will great 
  them and ask if they mind him traveling along with 
  
  YEO7-IS1 Guards for Hire 
   
  Page 5 
  them for a ways, as he’d be pleased to have some 
  company. 
   
  Here is a list of information to questions the 
  PCs might ask. 
  • 
  His name is Telonius Firebrand, a trader who 
  has a general store just outside Westburn on 
  the Burn River. 
  • 
  He is going to Loftwick for some supplies to 
  take back to his shop because there have 
  been very few caravans through recently and 
  he is running low on wares. 
  • 
  He is making the trip alone because he was 
  unable to hire guards. 
  • 
  He is wary, but unafraid because he used to 
  be a man-at-arms during the Greyhawk Wars. 
  • 
  He would appreciate the PCs’ company just in 
  case.  (He will not offer them money at this 
  point for their company, being unwilling to risk 
  his meager funds on unproven “guards”.  If 
  they ask him why he won’t or can’t pay them, 
  he can use the excuse that he needs all his 
  money to purchase goods for his shop.) 
  • 
  He thinks, and has heard, that the raids on the 
  caravans have been widespread. Not even 
  large caravans have escaped being attacked 
  and there have been no survivors to describe 
  their attackers. The caravans were either 
  totally wiped out, or those missing have never 
  been heard from again. 
  • 
  He has heard that the merchant’s guilds are 
  trying to take some kind of action to 
  investigate the raids, but so far those hired 
  were either killed with the caravans they were 
  to guard or those guarded caravans were not 
  attacked. 
  • 
  Most of the attacks have been in the west or 
  northern parts of the Yeomanry, where the 
  biggest caravans are traveling between the 
  larger towns.  
  • 
  Telonius believes that all the attacks are 
  coordinated and planned by some master 
  organization that is trying to disrupt business 
  throughout the Yeomanry. 
  ENCOUNTER 2: A MEAL 
  INTERRUPTED 
  See: DM Aid, Map #1; Appendix 1 - Encounter 2. 
   
  After a few more hours journey, Telonius 
  says to you, “I must stop and eat and rest the 
  mules for the night.  Please do join me.  I 
  would love the company, and the increased 
  safety of camping in numbers.  I can provide a 
  lovely dinner for us all.  I know of a place just 
  ahead where there is nice spot to stop and 
  camp.” 
   
  After a few minutes you see a grove of 
  trees ahead on the right. It is about 15 feet off 
  the road and there is a clearing in the center 
  that has a stone fire pit and ledge handy. 
   
  Telonius secures his pack mules at the 
  edge of the trees and ties feed bags to each of 
  them, filling them with feed from one of the 
  saddlebags. He then lays a fire and begins 
  preparing a meal. He has cookware and plenty 
  of food that he cooks up. Soon the odor of a 
  delicious meal fills the area and Telonius 
  opens several bottles of wine to go with it. 
   
  Use DM Map #1 for the layout of the area. 
  Have the players use miniatures or markers to 
  show placement of each member of the party. 
   
  The odor of the cooking food has spread 
  downwind 
  (The 
  wind 
  is 
  blowing 
  from 
  the 
  Northeast) for a considerable distance, attracting 
  the attention of a small pack of hungry wolves. 
  They slink up within the cover of nearby trees and 
  brush and observe the band. Unless noticed by 
  the group, they spread out under cover and 
  prepare to attack, in hopes of snatching a meal. 
  When the attack begins, the pack mules will 
  spook, causing Telonius to rush to calm then 
  down.  He is of no help in the combat. 
   
  Have the players roll Listen and Spot checks. 
  If they have any animal companions or familiars 
  they can roll for them also. A roll of DC 18 or 
  higher, if the party is on guard, DC 23 if they are 
  not, will have the following results: 
   
  You hear the sounds of stealthy movement 
  in the nearby trees. It seems to be slow and 
  purposeful. 
   
  Have the players roll initiative. The wolves 
  starting positions are indicated on the map with a 
  white W1, W2, or W3. 
   
  Anyone not making the Listen or Spot check is 
  caught flatfooted as the wolves appear out of the 
  shadows of the brush. The wolves are in an attack 
  posture, hackles raised and teeth bared. 
  
  YEO7-IS1 Guards for Hire 
   
  Page 6 
  APL 1 (EL 3) 
  Wolves, medium (3): hp 13 each; see 
  Monster Manual, page 283. 
   
  Tactics: The wolves are primarily interested in 
  snatching the food that smells so good.  If they 
  have a totally clear path to the food, they will grab 
  it and run.  They will fight anyone between them 
  and the food, seeing them as ‘competition’ that 
  must be run off.  Once any PC attacks any of the 
  wolves, they will fight as normal as a pack.  A wolf 
  will flee (if there is a clear path to do so) when 
  reduced to 5 hp or less. 
   
  Development: Assuming the PCs are not 
  defeated by the wolves, Telonius will be grateful 
  and impressed by their handling of the attack.  
  Read the text below: 
   
  After the wolves are dispatched, Telonius 
  is finally able to get the pack animals calmed 
  down, and addresses you.  "You all seem to 
  work so well together; I am in your debt.  Now 
  that you have proven yourselves to me, I 
  would be interested in hiring you on as guards 
  for the remainder of my trip.  If you are 
  interested in the job, I can offer 20 gold pieces 
  to each of you to continue along with me to my 
  destination as my guards.”  
   
  Telonius will also suggest they drag the wolf 
  bodies away from the camp a ways so that other 
  predators are not attracted by the scent.  The rest 
  of the night will pass uneventfully, though if the 
  PCs set watches, you can scare them a little with 
  Spot and Listen checks during the night, maybe 
  even having them hear some animals eating or 
  dragging away the wolf bodies. 
  ENCOUNTER 3: BANDITS 
  See: DM Aid –Map#2; Appendix 1 - Encounter 3. 
  The next day dawns clear and bright, and it 
  seems you are in for another clear day of 
  travel.  Getting all packed up, you set out again 
  on the road to Loftwick, this time as paid 
  guards.  The day is a fine one and your travel 
  is unhampered. 
   
  Make certain you get the players to tell you 
  what their regular marching order will be. 
   
  Telonius 
  has 
  proved 
  to 
  be 
  a 
  boon 
  companion, keeping the band well fed and 
  entertaining you with stories of his days as a 
  man-at-arms during the war. He knows many 
  excellent jokes and amusing stories, and 
  seems to enjoy your company as well. 
   
  After a full day’s travel, you find another 
  good spot to camp for the night.  Your dinner 
  is 
  again 
  excellent 
  fare 
  and 
  proceeds 
  untroubled, as does the rest of the night. 
   
  You are awakened early in the pre-dawn 
  light by Telonius, who tells you that if the 
  group sets out right away and is willing to 
  travel late, you can possibly make it to 
  Loftwick tonight. 
   
  About midday, the caravan is attacked by a 
  band of thieves who expected Telonius to be 
  alone. Agents have informed Bruiser that Telonius 
  departed Westburn without guards. 
   
  Allow the PCs to decide their marching order 
  and where Telonius’s pack train is located in 
  relation to them. Telonius’s pack train consists of 7 
  mules (5 by 10) and Telonius himself. The mules 
  are tied together, with up to 5 feet of rope between 
  each mule. Allow the PCs to decide how they will 
  organize themselves for this guard duty. 
   
  Give the PCs opposed Spot checks to spot the 
  hidden bandits. The Spot DC, given their distance 
  at 45 feet or more away, is a 19. DM Map #2 
  shows the site of the ambush and the location of 
  Bruiser and his band when the attack begins. For 
  ease of computation, the bandits all took 10 on 
  their hide checks.  If the pack train reaches point 
  “A” on the map without spotting anyone, the 
  bandits attack. If the bandits are spotted, the 
  attack will begin at the distance at which they are 
  first spotted. 
   
  It is now about midday and you are 
  traveling north along the road. Suddenly a 
  band of thieves attacks from the woods on the 
  east side of the road. 
  APL 1 (EL 3) 
  Bruiser, Male Human War2: hp 14; see 
  Appendix 1. 
  Archer, Male Human War2: hp 15; see 
  Appendix 1. 
  Fighter, Male Human War2: hp 15; see 
  Appendix 1. 
   
  Tactics: Bruiser and his band are cutthroats of 
  the coarser sort, cruel and ruthless when they 
  have the upper hand, and would rather stab you in 
  the back than face you. This band is held together 
  only by Bruiser’s brutality. If he is slain or the fight 
  begins to go against them, they will flee if possible. 
  If Bruiser is killed or disabled, any remaining will 
  flee if possible and if not, they will surrender. 
  Bruiser and the archer open fire from a distance, 
  
  YEO7-IS1 Guards for Hire 
   
  Page 7 
  trying to pin down the party, while the bandit 
  fighter tries to sneak up on them. If they are not 
  spotted initially, they try to move closer to the road 
  where they can charge unsuspecting characters. 
   
  Treasure: Studded leather armor +1, mw 
  studded leather, mw leather armor, mw heavy 
  wooden shield, mw light wooden shield x2, mw 
  short sword x2, mw longsword, dagger x3, mw 
  shortbow, arrows x40, mw mighty (+2 Str) 
  composite longbow, belt pouch x3, flint & steel, 
  whetstone, 20 gp. 
  APL 1: L: 118 gp, C: 20 gp, M: studded leather 
  +1 (98 gp). 
  ENCOUNTER 4: 
  ACCOLADES 
  Arriving in Loftwick after successfully defeating 
  Bruiser’s band of thieves, the PCs can turn over 
  any surviving captives to the authorities. Telonius 
  reports in to the Merchant’s Guild. 
   
  The Merchant’s Guild, hearing of your 
  success against the bandits, sends for you.  
  Upon arrival, you see Telonius there as well.  
  You are quickly summoned in to speak with 
  one of the guildmasters. 
   
  “The Outpost is in need of supplies,” he 
  tells you. “Our last few attempts to deliver 
  them have met with failure. Since Telonius’s 
  pack train successfully defeated a band of 
  these caravan raiders with your help, we’d like 
  you to take on a mission for us.  Simply escort 
  another pack train belonging to Telonius to the 
  Outpost carrying the much needed supplies.” 
   
  "If you will accept this contract, we will pay 
  you 50 gold pieces each for making the round 
  trip with Telonius." 
   
  If the party insists, they can receive 10 gold 
  pieces each in advance. All the rest will be paid 
  only upon successful return.  Allow the party to 
  purchase any items they need (and have access 
  to) and gather supplies for an 8 to 14 day journey. 
  Loftwick is the capital city of the Yeomanry and 
  pretty much any open access items can be found 
  there at the standard prices. 
  ENCOUNTER 5: A REVENGE 
  ATTACK 
  See: DM Aid –Map #3; Appendix 2 – Encounter 5. 
  The bandit leaders have heard of Bruiser’s defeat 
  from their spies in the capitol. They are 
  determined to make an example of the party and 
  Telonius in order to discourage future caravan 
  guards. 
   
  The trip begins well as the party leaves for the 
  Outpost. Again, it will be important to know the 
  marching order for this trip. It is roughly 85 miles to 
  the Outpost from Loftwick, so it will take 7 days to 
  get there, as Telonius is not mounted and the 
  loaded pack mules move only about 16 miles a 
  day (the equivalent of a 20-ft land speed). The 
  party can elect to camp each night or ride through 
  nonstop. If they do not camp, you will need to 
  consult the forced march rules on PHB p.164. 
  Telonius would prefer to camp each night if given 
  the option. Heighten the suspense by asking for 
  watches for the night and having them roll Spot 
  and Listen checks.  Put the party on edge by night 
  cries and sounds of movement from small animals 
  hunting. 
   
  The trip is uneventful until they reach the Sule 
  River between Loftwick and The Outpost, about 50 
  miles from Loftwick where an ambush has been 
  set for them at the bridge over the Sule River. As 
  always, give them opposed Spot checks to not be 
  caught flatfooted. The DC for the Spot check 
  against the closer ambushers (Br and Bt) is DC 
  15; the Spot check for those on the other side of 
  the bridge is DC 29. 
   
  On a successful Spot check, read the 
  following: 
   
  You spot movement in the high grass on 
  the side of the road.  Is that the reflection of 
  steel or of an animal’s eye?  You aren’t sure if 
  there’s about to be trouble, or if it’s simply 
  deer or boar moving about. 
   
  If anyone in the party has an animal 
  companion or familiar with Scent, it will catch the 
  scent of men in the breeze when they are 60 feet 
  away. You should have the animal use some 
  method that is appropriate for it to communicate to 
  its companion. 
   
  Once the ambushers have been noticed, 
  either by the PCs or their animals, they will go 
  ahead and begin the attack with no surprise round. 
   If the PCs detect Bruce and the bandit before they 
  cross the river, Thurman and Sebastia will rush 
  across to join the battle. 
   
  If the ambushers are not detected, read the 
  following as soon as the party and the pack mules 
  are vulnerable and strung out across the bridge. 
  
  YEO7-IS1 Guards for Hire 
   
  Page 8 
   
  Too late, you notice two men in the edge of 
  the woods to the south. One of them opens fire 
  with a bow. Another two opponents appear 
  across the river from the trees north of the 
  road; one of them opening fire with a 
  crossbow. 
  It 
  seems 
  both 
  groups 
  are 
  attempting to pin you down on the bridge. 
   
  These attacks should be rolled as the surprise 
  round, and then begin normal initiative. 
  APL 1 (EL 4) 
  Thurman, Male Human Ranger2: hp 14; see 
  Appendix 1. 
  Bruce, Male Human Barbarian1: hp 11; see 
  Appendix 1. 
  Sebastia, Female Human Cleric1: hp 7; see 
  Appendix 1. 
  Bandit, Male Human Rogue1: hp 5; see 
  Appendix 1. 
   
  Tactics: This is a vengeance attack meant to 
  punish the band of PCs, and teach the Merchant’s 
  Guild a lesson. The objective is to wipe out the 
  PCs and Telonius and steal the supplies. Thurman 
  and Sebastia will be concealed in the trees north 
  of the river crossing and are indicated by a white 
  "T" and "S". Bruce and the remaining bandit are 
  hidden in the trees south of the road and on the 
  approach side of the crossing. A white "Br" and 
  "Bt" indicate their positions. The plan is to catch 
  the PCs, Telonius and the pack train on the bridge 
  crossing the river, hem them in, and attack from 
  both directions.  
   
  When the bandits close with the party and 
  engage in melee combat, Telonius will release the 
  pack string and assist the adventurers as best he 
  can. 
   
  This battle will continue until Thurman and his 
  band are subdued or killed. 
   
  Treasure: chain shirt +1, light steel shield, mw 
  longsword, dagger x4, mw light crossbow, bolts 
  x20, backpack, trail rations (5 days), belt pouch 
  x4, mw studded leather armor, mw heavy wooden 
  shield, mw heavy mace, club, mw scale mail, mw 
  light steel shield, mw light mace, mw short sword, 
  mw longbow, light wooden shield, chain shirt, 
  arrows x20, whetstone, several pieces of chalk, a 
  journal, and 15 gp. 
  APL 1: L: 231 gp, C: 15 gp, M: chain shirt +1 
  (104 gp). 
   
  Development: If any of the bandits are taken 
  alive, they will not talk under any circumstances, 
  fearing their boss more than anything the PCs can 
  do to them.  The journal contains lists of caravans 
  and pack trains with their departure points and 
  arrival points, as well as a general description of 
  their cargo. 
   
  Assuming the PCs survive to continue on (feel 
  free to roleplay this out more if time permits, using 
  the information in the background section on the 
  Outpost): 
   
  The remainder of your trip is uneventful. 
  You make it to the Outpost and deliver the 
  needed supplies. The soldiers stationed there 
  are pleased to see you, as their stores were 
  getting quite low. They are disturbed at the 
  news of these caravan raiders and resolve to 
  keep a close watch on all caravans passing by 
  the Outpost. 
   
  If the journal is mentioned to the soldiers at 
  the Outpost, they will suggest that the PCs take it 
  back to Loftwick with them and turn it over to the 
  Merchant’s Guild. They will take custody of any 
  captive bandits if the PCs wish, or else they may 
  be taken back to Loftwick and turned in. 
  CONCLUSION 
  Your supplies delivered, you have no trouble 
  at all on the journey back to Loftwick, aside 
  from a few scattered rain showers. Reporting 
  in to the Merchant’s Guild, you are paid the 
  remaining money you are owed and are 
  thanked heartily by the guildmaster.   
   
  The PCs have gained the favor of the 
  Merchant’s Guild. 
   
  If the journal is found and turned over to the 
  Guild, add the following: 
   
  “We hope this journal you have found will 
  help us in our investigation into this recent 
  upswing in caravan attacks. It is obvious from 
  the data contained here that someone is 
  tracking our shipments all over the Yeomanry 
  and seems to know exactly which caravans are 
  unguarded and vulnerable. Perhaps we have a 
  ‘leak’ as they say. Hopefully there will be some 
  clues found in this journal once we have time 
  to study it more closely. Thank you again for 
  your excellent work and I hope you will 
  consider working for us again in the future.” 
   
  The End 
   
  
  YEO7-IS1 Guards for Hire 
   
  Page 9 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives 
  plus roleplaying) 
  to each 
  character. 
  Encounter 2 
  Defeat the pack of wolves. 
   
  APL 1: 90 xp. 
  Encounter 3 
  Defeat the bandits. 
   
  APL 1: 90 xp. 
  Encounter 5 
  Defeat the raiders. 
   
  APL 1: 120 xp. 
  Story Award 
  Protect Telonius and his pack train. 
   
  APL 1: 50 xp. 
  Deliver the supplies to the outpost. 
   
  APL 1: 50 xp. 
  Discretionary Roleplaying Award 
   
  APL 1: 50 xp. 
  Total possible experience 
   
  APL 1: 450 xp. 
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin available. 
   A normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, 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 
  adventure, 
  characters 
  may 
  spend 
  additional Time Units to practice professions or 
  create items immediately after the adventure so this 
  total may be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter 1: 
  APL 1: L: 0 gp, C: 20 gp, M: (0 gp). 
  Encounter 2: 
  APL 1: L: 0 gp, C: 0 gp, M: (0 gp). 
  Encounter 3: 
  APL 1: L: 118 gp, C: 20 gp, M: studded leather 
  +1 (98 gp). 
  Encounter 5: 
  APL 1: L: 231 gp, C: 15 gp, M: chain shirt +1 
  (104 gp). 
  Conclusion: 
  APL 1: L: 0 gp, C: 50 gp, M: (0 gp). 
  
  YEO7-IS1 Guards for Hire 
   
  Page 10 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 1: L: 349 gp, C: 105 gp, M: 202 gp – 
  Total: 656 gp (450 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  Favor of the Merchant’s Guild: You have done a 
  favor for a very powerful group of people.  In the 
  future, they will pay you back by finding a hard–to-
  get item for you within the Yeomanry.  On a future 
  Yeomanry AR when you are granted adventure 
  item access, you may cash in this favor to extend 
  the access duration to 10 adventures, rather than 
  3.  List the AR and the item chosen below.  This 
  favor is usable only ONCE. 
  AR #:_____     Item: _______________________ 
   
  Item Access 
  None 
   
  
  YEO7-IS1 Guards for Hire 
   
  Page 11 
  APPENDIX 1 – APL 1 
   
  ENCOUNTER 1 
   
   
   
   
  T E LO N IU S 
  CR 2 
  Male human fighter 1 / expert 2 
  LG Medium humanoid (human) 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common, Dwarven, elven  
  AC 13, touch 12, flat-footed 11 
   (+2 Dex, +1 armor) 
  hp 17 (3 HD);   
  Fort +2, Ref +2, Will +4 
  Speed 30 ft. in padded armor (6 squares); 
  Melee mw short sword +2 (1d6-1) or  
   
  dagger +1 (1d4-1) 
  Ranged dagger +4 (1d4-1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +1 
  Atk Options Distracting Attack 
  Abilities Str 8, Dex 15, Con 10, Int 14, Wis 12, Cha 13  
  Feats Animal Affinity, Diligent, Distracting Attack, 
  Negotiator 
  Skills Appraise +9, Balance +6, Bluff +4, Diplomacy +8, 
  Handle Animal +9, Intimidate +7, Ride +12, 
  Possessions mw padded armor, mw short sword, 
  dagger, heavy horse (bit, bridle, military saddle, 
  saddlebags), cookware, flint and steel, bedroll, 7 
  mules (waterskins, pack saddles, trade goods), 78gp 
  Description 5’6” and 184 lbs. Black hair and hazel 
  eyes. There are several scars on one of his cheeks and 
  his brow. He is ruddy, quite corpulent and a hearty 
  companion. 
  Telonius 
  is 
  a 
  retired 
  fighter 
  turned 
  merchant. He has the personality of a successful 
  salesman, honest and personable. He loves a good joke 
  even if it is on himself, and loves to tell tales about his 
  days as a soldier. Although he was simply a man-at-
  arms, he performed with honor and feels more at home 
  with adventurers than the fishermen from the Burn River 
  who make up the bulk of his customers. 
   
  ENCOUNTER 3 
   
   
   
   
  B R U I S ER 
  CR 1 
  Male human Warrior 2 
  LE Medium humanoid (human) 
  Init +4; Senses Listen +1, Spot +1 
  Languages Common  
  AC 15, touch 10, flat-footed 15 
   (+4 armor, +1 shield) 
  hp 14 (2 HD);   
  Fort +4, Ref +0, Will +1 
  Speed 30 ft. in studded leather (6 squares); 
  Melee mw short sword +5 (1d6+2) or  
   
  dagger +4 (1d4+2) 
  Ranged mw shortbow +4 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4  
  Abilities Str 15, Dex 10, Con 12, Int 8, Wis 13, Cha 14 
  Feats Improved Initiative, Point Blank Shot 
  Skills Climb +4, Handle Animal +3, Intimidate +4, Jump 
  +5, Ride +2, 
  Possessions studded leather +1, mw light wooden 
  shield, mw shortbow with 20 arrows, dagger, mw 
  short sword, belt pouch, flint and steel, whetstone, 7 
  gp 
  Description 5 feet 10 inches tall, Bruiser weighs 185 
  pounds. He has green eyes and is bald. The tattoo of a 
  dragon in green ink covers most of his scalp and the left 
  side of his face. Bruiser is a simply a thug. Cruel and 
  brutish, he climbed to the leadership of this band of 
  thieves by just being meaner and a little smarter than 
  his partners are. Never given jobs that might task a 
  smarter man, he yearns for tasks far beyond his limited 
  abilities. Usually drunk or hung-over, he reacts to all 
  situations with violence, little tact, and no forethought. 
   
  A R C H ER 
  CR 1 
  Male human warrior 1 
  CN Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot +1 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +3 armor, +2 shield) 
  hp 15 (2 HD);   
  Fort +5, Ref +1, Will +1 
  Speed 30 ft. in studded leather (6 squares); 
  Melee mw short sword +5 (1d6+2) or  
   
  dagger +4 (1d4+2) 
  Ranged mw composite longbow +5 (1d8+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Point Blank Shot, Precise Shot 
  Abilities Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8 
  Feats Point Blank Shot, Precise Shot   
  Skills Climb +2, Listen +3, Move Silently +2, Open Lock 
  +3, Search +1. 
  Possessions mw studded leather, mw heavy wooden 
  shield, mw composite longbow (+2 Str) with 20 
  arrows, mw short sword, dagger, belt pouch, 4gp  
  Description 5 feet 4 inches tall, the archer has brown 
  eyes and hair. The archer is just a sell-sword, but he 
  has skills with a bow and that is what differentiates him 
  from the rest of Bruiser’s band. Like the others, he is 
  looking for a chance to get away from Bruiser. 
   
  F IG HT E R 
  CR 1 
  Male human Warrior 2 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 14, touch 11, flat-footed 13 
  
  YEO7-IS1 Guards for Hire 
   
  Page 12 
   
  (+1 Dex, +2 armor, +1 shield) 
  hp 15 (2 HD);  
  Fort +5, Ref +1, Will +1  
  Speed 30 ft. in leather armor (6 squares); 
  Melee mw longsword +5 (1d8+2) or  
   
  dagger +4 (1d4+2) 
  Ranged dagger +3 (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Blind-Fight, Dodge 
  Abilities Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8  
  Feats Blind-Fight, Dodge  
  Skills Survival +2, Jump +4, Listen+2, Move Silently +3, 
  Search +2, Spot +2, Use Rope +2 
  Possessions mw leather armor, mw light wooden 
  shield, mw longsword, dagger, belt pouch, 4gp 
  Description Identical enough to almost be twins, both 
  fighters are 5 feet 7 inches tall. Both weigh about 145 
  pounds and have brown eyes and hair. 
   
  ENCOUNTER 5 
   
   
   
   
  T H UR M A N 
  CR 2 
  Male human Ranger 2 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +5, Spot +0 
  Languages Common  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +5 armor, +1 shield) 
  hp 14 (2 HD);   
  Fort +4, Ref +6, Will +0 
  Speed 30 ft. in chain shirt (6 squares); 
  Melee mw longsword +5 (1d8+2) or  
   
  mw longsword +3 (1d8+2) and dagger +2 (1d4+1) 
  Ranged mw light crossbow +4 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Quick Draw, Two-Weapon Fighting 
  Abilities Str 15, Dex 13, Con 12, Int 8, Wis 10, Cha 14  
  Feats Lightning Reflexes, Quick Draw, Track, Two-
  Weapon Fighting  
  Skills Handle Animal +7, Hide +4, Listen +5, Move 
  Silently +4, Ride +8, Search +4 
  Possessions chain shirt +1, light steel shield, mw 
  longsword, dagger, mw light crossbow with 20 bolts, 
  backpack, 5 days of trail rations, belt pouch, 2gp.  
  Description 6 feet tall and 185 pounds. Thurman has 
  blue eyes and blonde hair. Handsome to the point of 
  effeminate, he wears his hair shoulder length. He is 
  conceited about his appearance. Overall, he has a 
  cheap appearance. He does not care much for indoor 
  life and prefers staying at his encampment in the 
  foothills of the Jotens. He has made a life of crime and 
  plans to collect enough loot to live a life of carefree 
  luxury. He is a stern and hard master who punishes the 
  least mistake or infraction of his rules. He cares for no 
  one but himself. 
   
   
  B R U C E 
  CR 1 
  Male half-orc barbarian 1 
  CN Medium humanoid (half-orc) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   
  (+1 Dex, +3 armor, +2 shield) 
  hp 11 (1 HD);  
  Fort +4, Ref +1, Will +0 
  Speed 40 ft. in studded leather (6 squares); 
  Melee mw heavy mace +5 (1d8+3) or  
   
  dagger +4 (1d4+3) or 
   
  club +4 (1d6+3) 
  Ranged dagger +2 (1d4+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Atk Options Combat Reflexes 
  Special Actions Rage 
  Abilities Str 17, Dex 13, Con 14, Int 6, Wis 10, Cha 10  
  SQ Darkvision, Fast Movement, Rage 
  Feats Combat Reflexes 
  Skills Handle Animal +1, Intimidate +4, Jump +5 
  Possessions mw studded leather, mw heavy wooden 
  shield, mw heavy mace, dagger, club, belt pouch, 
  3gp, journal. 
  Description 6 feet 4 inches tall, Bruce weighs 240 
  pounds, none of which is fat. He has brown eyes and 
  Black hair. Bruce is dull of mind, slow to think, but fast to 
  respond brutally. He thinks that every one smaller than 
  him, except for Thurman and Sebastia, is inferior. He 
  thinks that Thurman is his best friend and would die for 
  or do anything for him. He does not understand the 
  concept of surrender. He knows little and is illiterate, 
  and believes anything Thurman tells him. 
   
  S E B A ST I A 
  CR 1 
  Female human cleric 1 
  LE Medium humanoid (human) 
  Init -1; Senses Listen +2, Spot +2 
  Aura Faint evil 
  Languages Common, Flan  
  AC 14, touch 9, flat-footed 14 
   (-1 Dex, +4 armor, +1 shield) 
  hp 7 (1 HD);   
  Fort +3, Ref -1, Will +4 
  Speed 20 ft. in scale mail (4 squares), base movement 
  30 ft.; 
  Melee mw light mace +1 (1d6) or  
   
  dagger +0 (1d4) 
  Ranged dagger -1 (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +0 
  Special Actions Divine Vigor, spells 
  Cleric Spells Prepared (CL 1st): 
   1st—bane (DC 13), cause fearD (DC 13), divine favor 
   0—cure minor wounds, inflict minor wounds (DC 12), 
  resistance 
  D: Domain spell. Deity: Nerull. Domains: Death, Evil  
  Abilities Str 10, Dex 8, Con 13, Int 12, Wis 14, Cha 15 
  SQ Turn or Rebuke Undead 
  
  YEO7-IS1 Guards for Hire 
   
  Page 13 
  Feats Divine Vigor, Skill Focus (Concentration) 
  Skills Concentration +8, Knowledge (Arcana) +3, 
  Knowledge (Planes) +3, Knowledge (Religion) +5, 
  Spellcraft +5 
  Possessions mw scale mail, mw light steel shield, mw 
  light mace, dagger, belt pouch, spell component 
  pouch, 8 gp.  
  Description 5 feet a tall and 86 pound, Sebastia has 
  hazel eyes and blonde hair. She is 20 years old and 
  very voluptuous. Wise but not smart, Sebastia is the 
  perfect foil for Thurman. An attractive blonde, She thinks 
  that the whole band has fallen in love with her, and that 
  Thurman is her secret lover. Shallow where Thurman is 
  cunning, she covets jewels, fine clothing and food. She 
  is always dressed improperly for any occasion, wearing 
  fine robes over her chain mail shirt. 
   
  B A N DI T 
  CR 1 
  Male human rogue 1 
  NE Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Common, orc  
  AC 17, touch 12, flat-footed 15 
   
  (+2 Dex, +4 armor, +1 shield) 
  hp 5 (1 HD);  
  Fort +0, Ref +4, Will +1 
  Speed 30 ft. in chain shirt (6 squares); 
  Melee mw short sword +3 (1d6+2) or  
   
  dagger +2 (1d4+2) 
  Ranged mw longbow +3 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +2 
  Atk Options Sneak Attack (+1d6) 
  Abilities Str 15, Dex 14, Con 10, Int 12, Wis 13, Cha 8  
  SQ Trapfinding 
  Feats Improved Initiative, Stealthy 
  Skills Climb +3, Disable Device +5, Handle Animal +1, 
  Hide +5, Jump +3, Open Lock +6, Ride +4, Search 
  +5, Swim +3, Tumble +3 
  Possessions mw short sword, mw longbow with 20 
  arrows, light wooden shield, chain shirt, dagger, belt 
  pouch, whetstone, several pieces of chalk, 7gp  
  Description 5 foot 6 inches tall, 160 pounds. Common 
  thief 
  afraid 
  of 
  Bruce 
  and 
  Thurman, 
  he 
  obeys 
  unquestioningly because he knows that if he does not, 
  Bruce is there. Bruce has mashed several other 
  members of the band recently, and that is why the band 
  is short-handed right now. 
  
  YEO7-IS1 Guards for Hire 
   
  Page 14 
  DM AID: MAP #1 – ENCOUNTER 2 
   
   
  A Meal Interrupted 
   
   
   
  (scale 1 square = 5 ft.) 
  W1 = Wolf #1, W2 = Wolf #2, W3 = Wolf #3 
  
  YEO7-IS1 Guards for Hire 
   
  Page 15 
  DM AID: MAP #2 – ENCOUNTER 3 
   
   
  Bandits 
   
   
   
  (scale 1 square = 5 ft.) 
  B = Bruiser, A = Archer, F1 & F2 = Fighters 
  Big red A is where party is ambushed if bandits are not spotted. 
  
  YEO7-IS1 Guards for Hire 
   
  Page 16 
  DM AID: MAP #3 – ENCOUNTER 5 
   
   
  Revenge Attack 
   
   
  (scale 1 square = 5 ft.) 
  T = Thurman, S = Sebastia, Br = Bruce, Bt = Bandit 
  
  YEO7-IS1 Guards for Hire 
   
  Page 17 
  DM AID: NEW RULES 
  NEW FEATS 
  Distracting Attack (Miniatures Handbook) 
   
  Prerequisite: Base attack bonus +1. 
   
  Benefit: When you make a melee attack against a creature, whether you are successful or not, all 
  other creatures get a +1 circumstance bonus on attack rolls against that creature until the start of your 
  next turn. 
   
  Special: A fighter may select Distracting Attack as one of his fighter bonus feats. 
  Divine Vigor (Complete Warrior) 
   
  Prerequisite: Turn or rebuke undead ability. 
   
  Benefit: As a standard action, spend one of your turn or rebuke undead attempts to increase your 
  base speed by 10 feet and gain +2 temporary hit points per character level. These effects last a number 
  of minutes equal to your Charisma modifier. 
   
   
  
  YEO7-IS1 Guards for Hire 
   
  Page 18 
  PLAYER HANDOUT #1 – MAP OF THE YEOMANRY 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/YEO (Yeomanry)/YEO7-IS1 - Guards for Hire (3E).pdf