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 the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  COR3-08  
   
   
   
   
   
   
   
  Face Value 
   
  A One-Round D&D Living Greyhawk
  ®  
  Core Adventure 
  by Craig Hier 
   
   
  It seems that every time you head to or from the City of Greyhawk some sort of misadventure befalls you. This time 
  seems to be different. Well, at  least some of your traveling companions are. A group of pacifist monks  joined your 
  small band a few days back. They seemed quite pleased to have adventurers to travel with. You wonder if they are 
  prepared for the adventure that you know must surely follow. APL 2-12. Part 1 of the Tome of Clarity and Mists series.
  
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  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. 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.  
  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 three 
  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. 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. 
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
  Living Greyhawk 
   
   
   
   
  This is a Living Greyhawk Adventure.  As a Living 
  Greyhawk 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 Web site, ant 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 and Living Greyhawk Campaign 
  Sourcebook (LGCS). 
  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 
  
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  number of levels you add 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. Three or four, or sometimes even five 
  1
  st-level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are three things that you can do to help even 
  the score. 
  1. 
  Attempt to create a table of six 1
  st-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 Handle Animal or 
  Charisma check (DC 10). 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 two-round Core adventure, set in The 
  Duchy of Tenh.  Adventurer’s Standard Upkeep costs 12 
  gp per Time Unit.  Rich Upkeep costs 50g p per Time 
  Unit.  Luxury Upkeep costs 100 gp per Time Unit. 
   
  Adventure Background 
  The story starts with the PCs having joined forces with a 
  merchant as they head eastward from the City of 
  Greyhawk.  Recently they were  also joined by a band of 
  monks who have taken a vow of silence and are 
  completely pacistic.  
  Disaster strikes in the form of an ill-fated river crossing.  
  Two of the monks (and anybody else of that trip) are 
  swept into the river.  They eventually make it to the bank 
  but no sign of the ferrymen can be found.  The truth is 
  that the ferrymen were doppelgangers and have traded 
  places with the monks. 
  Soon after that, the party is ambushed by a group of 
  kobolds hiding in the tall grass.  Not too uncommon for 
  the area but these kobolds seemed a little too powerful to 
  be just out raiding.  They were sent by the Orcs in the 
  conclusion to defeat the party and steal their goods.   At 
  the very least, Glar, the Orc leader hopes they weaken the 
  party enough to make them easy prey when they meet 
  up. 
  Night soon falls and the band of heroes makes camp at a 
  well used site.  Before the night is over, more monks will 
  be replaced with doppelgangers. 
  The next morning starts off with the doppelgangers 
  shifting the lead monk's alignment to evil (At APLs 4+).  
  They also try and shift a PC if they have enough spells 
  available.  Other than that, nothing really happens during 
  the night. 
  # 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 
  
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  Continuing the journey they so meet a lone Paladin of 
  Rao.  He scans the party before approaching and detects 
  the evil now present (or a faint aura from the 
  doppelgangers).  He will confront the evil doers and 
  attempt to make them repent.  
  After passing the Paladin, the group of travelers comes to 
  a fork in the road.  Within a few seconds they are set 
  upon by a band of Orcs.  If the party has not yet 
  determined there are doppelgangers among them they 
  will find out now as they join the Orcs in attacking the 
  party.  After the battle the PCs discover that the 
  merchant was delivering a shipment of gems to buy a 
  map from the Orcs.  It is further discovered that the map 
  is an artifact long thought lost belonging to the monks 
  order. 
  Adventure Summary  
  Combat Note 
  The party will be traveling with possible combatants 
  from a very early point.  Combat can break out at 
  anytime.  Keep a note on where and with whom each 
  battle takes place.  PCs will be awarded more experience 
  for uncovering the infiltrators before the final battle.  If 
  they do not, the final battle becomes a very nasty thing 
  indeed. With that in mind, if the PCs do not pick up on 
  all of the clues scattered around, the doppelgangers will 
  attack to subdue in the final battle. 
  Introduction 
  Traveling westward from the City of Greyhawk 
  towards Rel Mord you find yourself in the company 
  of several adventurers, a group of monks and a lone 
  merchant.   
   
  All of the monks, except for the eldest one who is 
  called Brother Sill, have taken vows of silence.  It 
  seems that Brother Sill is more than happy to take up 
  the conversational slack of his companions and you 
  have learned more about his order than you ever 
  wanted to know.  They are dedicated to expanding the 
  mind though meditation and mental exercises.  It 
  seems that the initiates into the order are required to 
  travel a great distance in pursuit of some form of 
  mental exercise or forgotten bit of lore to help them 
  expand their minds.  So far they have been wildly 
  unsuccessful and are returning to their monastery. 
   
  The merchant, Florrian Allsom, seems somewhat 
  put off by all of his newly acquired company.  His 
  ever present scowl hides the fact he is glad to have 
  guards he doesn’t have to pay for.  Trying to engage 
  him in conversation is almost as hard as getting 
  Brother Sill to be quiet.   
   
  Other adventurer’s have also joined the group 
  over the past day or so. 
   
  Have players introduce themselves at this time. 
   
  At this time, the players may wish to interact with 
  the NPCs.  The following bullet points detail what each 
  one knows. 
  �Florrian Allsom: Exp3; hp 12; see Appendix One 
  Florrian’s information: 
  • 
  He thinks the monks are a menace.  The fact they 
  won’t defend themselves if attacked makes him and 
  his cargo bigger targets than he would have been 
  alone 
  • 
  The party’s tagging along is tolerable since they seem 
  quite capable of taking care of themselves.  He is still 
  worried that the larger group will attract to much 
  unwanted attention. 
  • 
  He has traveled this road alone before and never 
  been bothered. 
  • 
  His cargo is none of the party’s business. (It appears 
  to be bolts of cloth [Search DC 5] but hidden under 
  all the cloth is a large cache of gold and gems.  The 
  exact amount is based on APL (See Treasure 
  summary). [Search DC 35]) 
  • 
  He is from the City of Greyhawk. 
   
  �Brother Sill: Mnk 2; hp 12; see Appendix One 
  �Other monks (4): Mnk1; hp 6; see Appendix One 
   
  Brother Sill’s Information: 
  • 
  He is so happy to have so many people to talk to.  
  Can you imagine the amount of knowledge a group 
  of adventurer’s possess!   
  • 
  He thinks Florrian is a great listener and is probably 
  one of the best traveling companions he has ever 
  had. 
  • 
  His order was founded over a thousand years ago.  It 
  has no real name.  They have found that if they had a 
  name, people would seek them out.  This way people 
  simply disregard them and move on. 
  • 
  It took him several attempts to pass the year of 
  silence.  Once he did, his fellow monks rewarded 
  him with the honor of leading the journeys into 
  
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  Oerth.  So far he hasn’t found anything worthwhile 
  to his order, even after all these years but the order 
  seems happy with his efforts. 
   
  Interlude 1 
  As you begin the days travel, you hear a river in the 
  distance.  The forest opens to reveal a rather wide 
  river (80’).  On the opposite side is a small shack and 
  ferry.  The ferry is a flat boat which is pulled along a 
  rope that stretches across the river.  Two men are 
  attending it but have not yet noticed you. 
        Brother Sill takes no time in attempting to grab 
  the men’s attention; “HELLO!!” he bellows at the top 
  of his voice, “FINE DAY FOR A RIVER CROSSING!” 
   The men either can’t hear or are purposefully 
  ignoring the loud monk.  Florrian sighs audibly and 
  goes over to the landing and pulls a small line 
  attached to the larger rope.  Instantly the two men 
  look up and acknowledge your presence. 
   
  The men quickly pull the ferry over to your side 
  and bid you welcome.  “Morning, I’m Slar and this is 
  Zellet.  One piece of gold per crossing.” He adds 
  gruffly. 
   
  From this distance, not too much detail can be made 
  out.  The ferry itself is a rather small one.  It can hold at 
  most one cart and one passenger or two horses and two 
  men or five men.   
   
  The group consists of 10-12 men, one cart and at 
  least one horse (Florrian’s).  It will take at least three trips. 
   
  The ferrymen, Slar and Zellet, are doppelgangers.  
  They replaced the real ferrymen this morning and are 
  waiting in ambush.  They have just finished the 
  modifications required to cause the boat to break loose 
  and capsize. 
   
  The two will wait until the last load that carries at 
  least two monks is crossing the river.  At that time they 
  will trigger the mechanism to release the boat.  They will, 
  in the resulting confusion, replace two monks and 
  continue to journey with the party. 
   
  At APL2, the single doppelganger has replaced 
  Zellet.  Once he triggers the capsizing, he will instantly 
  try to kill off a monk.  This will take but a single round.  
  He will then assume the monks form the next round.  He 
  will then, as the monk, try and aid in rescuing Slar since 
  he really isn’t evil. 
   
  The party will notice the fact that Slar and/or Zellet 
  are missing.  The doppelgangers have placed their bodies 
  a short distance downstream for the PCs to find.  They 
  have also made an effort to ensure that the monks bodies 
  are washed well downriver. 
   
  The shack on the far side contains very little of value. 
   If the PCs are determined to search it, roll a spot check 
  for the ferrymen.  If they spot them snooping in their 
  house they will get agitated and Slar will demand they 
  keep there thieving hands out of their stuff. 
   
  There are a few ways for the PCs to determine that 
  there are doppelgangers in the area.  These include, but 
  are not limited to: 
  • 
  Finding the bodies of Slar and Zellet before the 
  capsizing.  They are currently 300 yards downriver. 
  • 
  Searching more than a mile downriver after the 
  capsizing will reveal the monks bodies. 
  • 
  An inspection of the ferry will reveal the sabotage 
  (Spot [DC 25] and at least 4 ranks in some sort of 
  engineering knowledge or profession: sailor) 
  • 
  Searching the shack will reveal a well used cane but 
  neither man walks with a limp.  (It is Zellet’s cane) 
  Creatures 
   
   
   
   
   
  APL 2 (EL 2) 
  �Juvenile Doppelganger: hp 17; See Appendix One 
  APL 4 (EL 4) 
  �Juvenile Doppelgangers (2): hp 17, 18; See Appendix 
  One 
  APL 6 (EL 6) 
  �Doppelgangers(2): Sor1; hp 21, 20; See Appendix One 
  APL 8 (EL 8) 
  �Doppelgangers(2): Sor2/Mnk1; hp 41, 42; See 
  Appendix One 
  APL10 (EL 10) 
  �Doppelgangers(2): Sor2/Mnk3; hp 55, 54; See 
  Appendix One 
  APL 12 (EL 12) 
  �Doppelgangers(2): Sor2/Mnk5; hp 69, 71; See 
  Appendix One 
  Encounter 1 
  Once past the river, the forest thins out and the path 
  starts winding though some gentle hill with tall 
  grasses and short bushes.   
  
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  The day is very warm and pleasant.  If not for Brother 
  Sill’s constant verbal homage to it, it would be idyllic. 
  Even the birds can’t be hear above his constant 
  chatter. 
   
  It really isn’t Brother Sill that is causing the lack of 
  bird sounds.  It is the kobold ambush waiting for the PCs. 
   Some players will pick up on that and not be surprised.  
  Have the others roll spot checks versus the kobolds hide. 
   Those that make the check are not surprised.   
  Creatures 
   
   
   
   
   
  APL 2 (EL 4) 
  �Kobold Leader: Ftr2; hp 18; See Appendix One 
  �Kobold Troops(4): War1; hp 9, 8, 9, 10;  See Appendix 
  One 
   
  APL 4 (EL 6) 
  �Kobold Leader: Ftr3; hp 25; See Appendix One 
  �Kobold Archers(4): Rgr1; hp 11, 12, 10, 9; See 
  Appendix One 
   
  APL 6 (EL 8) 
  �Kobold Leader: Ftr5; hp 39; See Appendix One 
  �Kobold Archers(4): Rgr3; hp 25, 24, 25, 25; See 
  Appendix One 
   
  APL 8 (EL 10) 
  �Kobold Leader: Ftr7; hp 53; See Appendix One 
  �Kobold Archers(4): Rgr5; hp 39, 38, 39, 40; See 
  Appendix One 
   
  APL 10 (EL 12) 
  �Kobold Leader: Ftr7; hp 53;  See Appendix One 
  �Kobold Master Archer: Rgr7; hp 53; See Appendix 
  One 
  �Kobold Archers(8): Rgr5; hp 39, 40, 39, 40, 41, 39, 39, 
  42; See Appendix One 
   
  APL 12 (EL 14) 
  �Kobold Leader: Ftr7; hp 53; See Appendix One 
  �Kobold Elite Archer: Ftr5/Rgr7; hp 88; See Appendix 
  One 
  �Kobold Master Archer: Rgr7; hp 53; See Appendix 
  One 
  �Kobold Archers(8): Rgr5; hp 39, 40, 39, 40, 41, 39, 39, 
  42; See Appendix One 
   
  Tactics: The kobold with bows will use the tall grass as 
  cover as they fire upon the party.  The other kobolds will 
  rush the party in an attempt to keep them from going 
  into the grasses to flush out the archers. 
   
  Do not forget that the kobolds have a penalty for 
  being in the full sunlight. 
  Treasure: 
  APL 2: L: 72 gp; C: 0 gp; M: M: Potion of Hiding (13 gp 
  per character), Potion of Sneaking (13 gp per character) 
   
  APL 4: L: 69 gp; C: 0 gp; M: M: Potion of Hiding (13 
  gp per character), Potion of Sneaking (13 gp per 
  character), +1 Shortbow (194 gp per character) 
   
  APL 6: L: 148 gp; C: 0 gp; M: M: Potion of Hiding (13 
  gp per character), Potion of Sneaking (13 gp per 
  character), +1 Shortbow (194 gp per character), +1 Chain 
  Shirt (104 gp per character) 
   
  APL 8: L: 198 gp; C: 0 gp; M: M: Potion of Hiding (13 
  gp per character), Potion of Sneaking (13 gp per 
  character), +1 Shortbow (194 gp per character), +1 Chain 
  Shirt (104 gp per character), +1 Arrows [40] (4 gp per 
  character/per arrow) 
    
  APL 10: L: 417 gp; C: 0 gp; M: Potion of Hiding (13 
  gp per character), Potion of Sneaking (13 gp per 
  character), +1 Shortbow [9] (194 gp per character), +1 
  Chain Shirt [2] (104 gp per character/per chain shirt), +1 
  Arrows [90] (4 gp per character/per arrow) 
   
  APL 12: L: 199 gp; C: 0 gp; M: M: Potion of Hiding 
  (13 gp per character), Potion of Sneaking (13 gp per 
  character), +1 Shortbow of Distance (694 gp per 
  character), +1 Shortbow [10] (194 gp per character), +1 
  Chain Shirt [2] (104 gp per character/per chain shirt), +1 
  Arrows [140] (4 gp per character/per arrow), +1 Studded 
  Leather (98 gp per character) 
   
  Interlude 2 
  As the noon hour approaches so does a small inn.  The 
  sign proclaims it as simply, “The Inn”.  “Oh!  How 
  marvelous.  I was just about to ask about a midday 
  meal when the fates have provided us this fine tavern. 
   We should stop, grab a bit to eat and talk to the 
  locals” interjects Brother Sill. 
  If the party decides to stop for a bite, read the following. 
  The inside of the roadside inn is sparsely decorated.  
  A few large tables are scattered about a large central 
  room.  Two staircases on either side of the room lead 
  to a small collection of private rooms located above 
  the kitchen. 
  The monks all sit at one table while Florrian sits at 
  another.  A barmaid collects their orders.  The monks 
  look to Brother Sill to order their meals. 
  
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  The PCs can join whichever group they want or take over 
  yet another table.  If they want to search the place they 
  can but it is empty. 
  After a while the barmaid will return with the food.  Roll 
  a d20 each time she delivers some food.  Explain that she 
  drops a bowl of stew in the lap of one of the monks who 
  yelps in pain.  An observant party will realize that this is 
  dangerously close to breaking his vow of silence but only 
  one (or two at APL 2) of the other monks are alarmed 
  (Spot: [DC 12 + APL]).  Brother Sill didn’t notice as he 
  was talking to the bar tender. 
   
  This is a hint as to the fact that the monks that didn’t 
  care are not really monks.  If the PCs do not pick up on 
  this just continue on.  
  Interlude 3 
  The day fades into dusk.  Florrian notes that there is a 
  clearing just off the road ahead.  It should make an 
  adequate place to camp for the night. 
   
  If the PCs agree and make camp in the clearing, read 
  the following otherwise paraphrase the following when 
  they do make camp. 
   
  The clearing has obviously been used to house 
  travelers before.  The fire ring and makeshift horse 
  ties are well tended.  Hopefully the night will pass 
  quietly.  Brother Sill notwithstanding.  
   
  The night does pass relatively quietly.  Every so often 
  a pair of monks will leave the area to relieve themselves.  
  If the PCs keep a careful eye on them they will witness 
  the switch as a doppelganger ambushes them.  If the PCs 
  let them go, one of the sets will return as doppelgangers.  
   
  The morning is clam and clear.  The monks busy 
  themselves with their morning chants and mediation. 
   Florrian prepares his cart for the days journey.  “We 
  should make my destination by the end of the day.”  
  He notes as he finished hooking up his horse.  “I sure 
  will be thankful to be rid of the lot of you.” 
   
  The doppelgangers are casting Shift Alignment on 
  Brother Sill (twice) and one of the PCs (The most “non-
  good” one) as well as their usual spells (if any) in the very 
  early morning.  This will appear to be simple meditating 
  and chanting unless a PC succeeds at both a spot (DC 
  APL+10) and Spellcraft (DC APL+15) check.  This is 
  enough to move Brother Sill to register as lawful evil 
  which will be rather bad in the following interlude. 
   
  This all depends on the Doppelgangers being able to 
  cast spells.  This does not happen at APLs 2 and 4. 
  Creatures 
   
   
   
   
   
  APL 2 (EL 2) 
  �Juvenile Doppelganger: hp 17; See Appendix One 
  APL 4 (EL 4) 
  �Juvenile Doppelgangers (2): hp 17, 18; See Appendix 
  One 
  APL 6 (EL 6) 
  �Doppelgangers(2): Sor1; hp 21, 20; See Appendix One 
  APL 8 (EL 8) 
  �Doppelgangers(2): Sor2/Mnk1; hp 41, 42; See 
  Appendix One 
  APL10 (EL 10) 
  �Doppelgangers(2): Sor2/Mnk3; hp 55, 54; See 
  Appendix One 
  APL 12 (EL 12) 
  �Doppelgangers(2): Sor2/Mnk5; hp 69, 71; See 
  Appendix One 
  Interlude 4 
  If the PCs have not discovered the infiltrators presence at 
  this point, run this encounter.  If they have uncovered 
  the doppelgangers skip over this encounter. 
   
  Florrian breaks camp and continues on his 
  journey with the monks and you in tow.  An hour 
  into the day’s journey you spot a lone figure 
  approaching from the opposite direction. 
   
  He is riding a rather large horse and wearing very 
  nice (and heavy) looking plate armor.  The light 
  shines off its surface making him almost glow in the 
  morning light. 
   
  He stops 50 feet from you and gives you all a very 
  intense look.  “Hold fellow travelers, a word if I may.  
  I am Rillian Brightsword, a paladin of Rao on a quest 
  to mend the ways of those who have fallen to evil.”   
  At APLs 2 and 4, read the following. 
  “Pardon me if I seem out of line, but I could have 
  sworn I sensed a glimmer of Evil about this group.  
  Who are you and what is your mission.” 
  At all other APLs, read this instead. 
  He glances at Brother Sill (and the PC if they now 
  register as evil).  “You there, what evil is it that taints 
  
  Face Value 
   
  Page 8 
  your soul?  Speak quickly least you feel the wrath of 
  Rao.” 
   
  Rillian Brightsword is not really looking to get into a 
  skirmish today.  He noted the evil auras in the advancing 
  group and decided the best course of action was bravado.   
   
  The PC and Brother Sill should profess their 
  innocence.  If magic is detected on them they will both 
  radiate an alteration magic. 
   
  This encounter is a last chance encounter to root out 
  the doppelgangers and save the party a very nasty fight at 
  the end. 
  Encounter 2  
  Florrian seems to grow more anxious as the day 
  progresses.  Approaching a fork in the road he pauses 
  looking down both forks.  “This is where I leave you.  
  Have a nice life.”  He starts to head down the right 
  fork. 
   
  Before he can get his cart heading down the road 
  a group of orcs springs from the woods at the side of 
  the road.  
   
  “Glar know you bring muscle.  Glar bring muscle 
  too.  Attack!!” 
   
  Glar is the leader of the orc band that has found an 
  ancient map.  Florrian was hired to exchange the 
  contents of the wagon for the map.  Of course, the orcs 
  have other ideas. 
  APL 2 (EL 5) 
  �Orc Leader: Ftr1; hp 12; See Appendix One 
  �Orc(4): hp 4, 4, 4, 4, 4; See Monster Manual 
   
  APL 4 (EL 7) 
  �Orc Leader: Ftr4; hp 36; See Appendix One 
  �Orc(6): hp 4, 4, 4, 4, 4, 4; See Monster Manual 
   
  APL 6 (EL 8) 
  �Orc Leader: Ftr6; hp 52; See Appendix One 
  �Orc Soldiers(4): Ftr2; hp 20, 21, 22, 20; See Appendix 
  One 
   
  APL 8 (EL 10) 
  �Orc Leader (2): Ftr6; hp 52, 51; See Appendix One 
  �Orc Soldiers(4): Ftr2; hp 20, 21, 22, 20; See Appendix 
  One 
   
  APL 10 (EL 12) 
  �Orc Elite: Ftr10; hp 84; See Appendix One 
  �Orc Shaman: Clr8; hp 51; See Appendix One 
  �Orc Soldiers(4): Ftr2; hp 20, 21, 22, 20; See Appendix 
  One 
   
  APL 12 (EL 15) 
  �Orc Elite: Ftr10; hp 84; See Appendix One 
  �Orc Soldiers(8): Ftr6; hp 52; See Appendix One 
  �Ogre Mercenaries(4): Bar6; hp 85; See Appendix One 
   
  Tactics:  
   
  The Monks/Doppelgangers will transform and start 
  attacking the party unless they are already dead.  This will 
  make the orcs concentrate on the party. 
   
  If the Monks/Doppelgangers are still alive, they will 
  attack to subdue.  This should leave the party alive but 
  unconscious for the conclusion.   
   
  The doppelgangers will attack the remaining orcs 
  once the PCs have been defeated and both sides will be 
  wiped out.  The Paladin will find the party and heal them. 
  If the doppelgangers have already been defeated, the PCs 
  should win a hard fought battle and get the goods. 
  Treasure: 
  APL 2: L: 13 gp; C: 0 gp; M: Potion of Cure Light Wounds 
  (4 gp per character) 
   
  APL 4: L: 9 gp; C: 0 gp; M: Potion of Cure Light 
  Wounds (4 gp per character), Potion of Cure Moderate 
  Wounds (25 gp per character), +1 Greatsword (196 gp per 
  character) 
   
  APL 6: L: 78 gp; C: 0 gp; M: Potion of Cure Light 
  Wounds [5] (4 gp per character/per potion), Potion of 
  Cure Moderate Wounds (25 gp per character), +1 
  Greatsword (196 gp per character) 
   
  APL 8: L: 69 gp; C: 0 gp; M: Potion of Cure Light 
  Wounds [6] (4 gp per character/per potion), Potion of 
  Cure Moderate Wounds [4] (25 gp per character/per 
  potion), +1 Greatsword [2] (196 gp per character/per 
  sword), +1 Chain Shirt (104 gp per character/per Chain 
  Mail) 
   
  APL 10: L: 139 gp; C: 0 gp; M: Potion of Cure Light 
  Wounds [2] (4 gp per character/per potion), Potion of 
  Cure Moderate Wounds [4] (25 gp per character/per 
  potion), Potion of Cure Serious Wounds (63 gp per 
  character), +1 Might Cleaving Greatsword (696 gp per 
  character), +2 Chain Shirt (354 gp per character), Brooch 
  of Shielding (125 gp per character) 
   
  APL 12: L: 105 gp; C: 0 gp; M: Potion of Cure Light 
  Wounds [9] (4 gp per character/per potion), Potion of 
  
  Face Value 
   
  Page 9 
  Cure Moderate Wounds [18] (25 gp per character/per 
  potion), Potion of Cure Serious Wounds (63 gp per 
  character), +1 Might Cleaving Greatsword (696 gp per 
  character), +3 Chain Shirt (771 gp per character), +2 
  heavy pick [8] (692 gp per character/per pick), +2 
  Breastplate [8] (363 gp per character/per Breastplate) 
   
  Conclusion 
  If the PCs have defeated everybody read the 
  following: 
  The dust starts to settle.  The remaining monks and 
  Florrian come back from whatever hiding places they 
  had found. 
   
  The orc leader will have, on his person, player 
  handout 1 and the mysterious map.  One of the 
  doppelgangers will have player handout 2 if they have 
  not already found it by defeating the doppelgangers 
  earlier. 
   
  Florrian knows that the map is very valuable.  He 
  will, if not interrupted, search the lead orcs body and take 
  the map and his cart of gems back to Greyhawk. 
   
  If the PCs find the map first, Florrian will attempt to 
  buy the map from them.  He knows that it will be far 
  better for him to return with the map and no gems than 
  no map and the gems.  He will, after some prodding 
  inform the party that he was hired to purchase that map 
  from these orcs.  He will not reveal whom hired him as 
  he isn’t quite sure himself. 
   
  If the PCs make any comment about the map, 
  Brother Sill will come over and take a peek.  Of course, 
  Brother Sill will be able to identify some of the markings 
  on the map as belonging to his order.  That being the 
  case, he will make a case that the map is the rightful 
  property of his order. 
   
  This should, of course, make a very fun time for the 
  PCs.  They need to determine where the map goes.  Of 
  the three choices, selling it will get them the most gold 
  but giving it to the monks will earn them a favor that will 
  be useful later.  Keeping the map is also a legitimate 
  course of action. 
  If the PCs were defeated, read the following: 
   
  You wake to the face of Rillian Brightsword.  
  “Welcome back to the land of the living!” he says 
  cheerfully.  “I couldn’t shake the feeling of evil about 
  your group so I turned around and followed after.  
  Good thing I did from the looks of it.”  Looking 
  around you see that orc and doppelganger bodies 
  litter the ground.  Florrian and the monks are 
  nowhere to be seen but the cart remains. 
   
  “It seems that your attackers fell on each other 
  after knocking you around.” Rillian adds.  “When I 
  got here, they were all dead or dying.” 
   
  At this point, the PCs get both the map and the gems 
  from the cart but can not get the favor of the monastic 
  order. 
   
  To quell the players’ confusion, give them player 
  handouts 1 and 2 (if not already found).  These are notes 
  found on the orc leader and doppelganger respectively. 
  
  Face Value 
   
  Page 10 
  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 One 
  Defeat the Kobolds 
  APL2  
   
  120 xp 
  APL4 
   
  180 xp 
  APL6  
   
  240 xp 
  APL8  
   
  300 xp 
  APL10   
  360 xp 
  APL12   
  420 xp 
   
  Experience Grid for Final Combat 
  APL 
  Orc+4 
  Orc+2 
  Orc/4 
  2 
  180 
  210 
  240 
  4 
  240 
  330 
  360 
  6 
  300 
  450 
  480 
  8 
  420 
  570 
  600 
  10 
  420 
  690 
  720 
  12 
  480 
  810 
  840 
   
  • 
  Orc+4: The last battle consisted of the Orcs and all 4 
  doppelgangers. 
  • 
  Orc+2:  The Last battle was with the Orcs and two doppelgangers 
  • 
  Orc/4:  The last battle was with just the Orcs but the 
  doppelgangers were taken as a group of 4. 
   
  Story Award 
  Uncovered the Doppelgangers before the final fight: 
  APL2  
   
  45 xp 
  APL4 
   
  67 xp 
  APL6  
   
  90 xp 
  APL8  
   
  112 xp 
  APL10   
  135 xp 
  APL12   
  157 xp 
   
   
   
   
  Discretionary roleplaying award 
  APL2  
   
  45 xp 
  APL4  
   
  68 xp 
  APL6 
   
  90 xp 
  APL8  
   
  113 xp 
  APL10   
  135 xp 
  APL12   
  158 xp 
   
  Total possible experience:  
   
  APL2 
   
  450 xp 
  APL4  
   
  675 xp 
  APL6  
   
  900 xp 
  APL8  
   
  1,125 xp 
  APL10   
  1,350 xp 
  APL12   
  1,575 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 
  
  Face Value 
   
  Page 11 
  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. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter One:   
  Defeat and loot the Kobolds 
   
   
  APL 2: L: 72 gp; C: 0 gp; M: M: Potion of Hiding (13 
  gp per character), Potion of Sneaking (13 gp per 
  character) 
   
  APL 4: L: 69 gp; C: 0 gp; M: M: Potion of Hiding (13 
  gp per character), Potion of Sneaking (13 gp per 
  character), +1 Shortbow (194 gp per character) 
   
  APL 6: L: 148 gp; C: 0 gp; M: M: Potion of Hiding (13 
  gp per character), Potion of Sneaking (13 gp per 
  character), +1 Shortbow (194 gp per character), +1 Chain 
  Shirt (104 gp per character) 
   
  APL 8: L: 198 gp; C: 0 gp; M: M: Potion of Hiding (13 
  gp per character), Potion of Sneaking (13 gp per 
  character), +1 Shortbow (194 gp per character), +1 Chain 
  Shirt (104 gp per character), +1 Arrows [40] (4 gp per 
  character/per arrow) 
    
  APL 10: L: 417 gp; C: 0 gp; M: Potion of Hiding (13 
  gp per character), Potion of Sneaking (13 gp per 
  character), +1 Shortbow [9] (194 gp per character), +1 
  Chain Shirt [2] (104 gp per character/per chain shirt), +1 
  Arrows [90] (4 gp per character/per arrow) 
   
  APL 12: L: 199 gp; C: 0 gp; M: M: Potion of Hiding 
  (13 gp per character), Potion of Sneaking (13 gp per 
  character), +1 Shortbow of Distance (694 gp per 
  character), +1 Shortbow [10] (194 gp per character), +1 
  Chain Shirt [2] (104 gp per character/per chain shirt), +1 
  Arrows [140] (4 gp per character/per arrow), +1 Studded 
  Leather (98 gp per character) 
   
  Encounter Two:   
  Defeat and Loot the Orcs 
   
  APL 2: L: 13 gp; C: 0 gp; M: Potion of Cure Light 
  Wounds (4 gp per character) 
   
  APL 4: L: 9 gp; C: 0 gp; M: Potion of Cure Light 
  Wounds (4 gp per character), Potion of Cure Moderate 
  Wounds (25 gp per character), +1 Greatsword (196 gp per 
  character) 
   
  APL 6: L: 78 gp; C: 0 gp; M: Potion of Cure Light 
  Wounds [5] (4 gp per character/per potion), Potion of 
  Cure Moderate Wounds (25 gp per character), +1 
  Greatsword (196 gp per character) 
   
  APL 8: L: 69 gp; C: 0 gp; M: Potion of Cure Light 
  Wounds [6] (4 gp per character/per potion), Potion of 
  Cure Moderate Wounds [4] (25 gp per character/per 
  potion), +1 Greatsword [2] (196 gp per character/per 
  sword), +1 Chain Shirt (104 gp per character/per Chain 
  Mail) 
   
  APL 10: L: 139 gp; C: 0 gp; M: Potion of Cure Light 
  Wounds [2] (4 gp per character/per potion), Potion of 
  Cure Moderate Wounds [4] (25 gp per character/per 
  potion), Potion of Cure Serious Wounds (63 gp per 
  character), +1 Might Cleaving Greatsword (696 gp per 
  character), +2 Chain Shirt (354 gp per character), Brooch 
  of Shielding (125 gp per character) 
   
  APL 12: L: 105 gp; C: 0 gp; M: Potion of Cure Light 
  Wounds [9] (4 gp per character/per potion), Potion of 
  Cure Moderate Wounds [18] (25 gp per character/per 
  potion), Potion of Cure Serious Wounds (63 gp per 
  character), +1 Might Cleaving Greatsword (696 gp per 
  character), +3 Chain Shirt (771 gp per character), +2 
  heavy pick [8] (692 gp per character/per pick), +2 
  Breastplate [8] (363 gp per character/per Breastplate) 
   
  Conclusion: 
   
  APL 2: L: 0 gp; C:300 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 300 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 300 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 300 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 300 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 300 gp; M: 0 gp 
   
  Total Possible Treasure 
   
  APL 2:  
   
  400 gp 
   
  APL 4:  
   
  600 gp 
   
  APL 6:  
   
  800 gp 
   
  APL 8:  
   
  1,250 gp 
   
  APL 10:  
   
  2,100 gp 
   
  APL 12:  
   
  3,000 gp 
   
  
  Face Value  
   
  Page 12 
  Appendix One: NPCs 
   
  Introduction: 
  �Brother Sill: Human Mnk2, CR 2: Medium 
  Humanoid; HD 2d8; hp 14; Init +1; Spd 30 ft.; AC 12 
  (touch 12, flat-footed 10) [[Dex +1, Wis +1]]; Atk +1 
  Melee (d6, unarmed); AL LG; SV Fort+3, Ref +4, Will 
  +4; Str 10, Dex 13, Con 10, Int 12, Wis 12, Cha 11 
  Skills & Feats: Concentration +2,  Tumble +6, Jump +5, 
  Knowledge: Travel +3, Hide +5, Intimidate +2, 
  Diplomacy +1; Dodge, Endurance, Run 
  �Monks: Human Mnk1, CR 1: Medium Humanoid; 
  HD 1d8; hp 8; Init +1; Spd 30 ft.; AC 12 (touch 12, flat-
  footed 10) [[Dex +1, Wis +1]]; Atk +1 Melee (d6, 
  unarmed); AL LG; SV Fort +2, Ref +3, Will +3; Str 10, 
  Dex 12, Con 10, Int 12, Wis 12, Cha 11 
   
  Skills & Feats: Concentration +2,  Tumble +5, 
  Jump +4, Knowledge: Travel +2, Hide +4, Intimidate 
  +2; Endurance, Run 
  �Florrian Allsom: Male Human Exp3; CR 2: Medium 
  Humanoid; HD 3d6; hp 14; Init +0; Spd 30 ft.; AC 10 
  (touch 10, flat-footed 10); Atk +3 melee (1d8, 
  longsword) or +3 melee (1d4, dagger); AL NG; SV Fort 
  +1, Ref +1, Will +5; Str 10, Dex 10, Con 10, Int 12, Wis 
  14, Cha 14. 
   
  Skills & Feats: Alchemy +7, Appraise +7, 
  Diplomacy +10, Gather Information +8, Innuendo +8, 
  Listen +5, Perform (harp) +8, Profession (Merchant) 
  +10, Spot +5; Martial Weapon Proficiency (longsword), 
  Skill Focus (Diplomacy, Profession: Merchant). 
   
  Possessions: longsword with jet jewel in the hilt 
  (550 gp) 
   
   Interlude One: 
  APL 2 & 4 
  �Doppelganger, Juvenile: Medium-Sized Shape-
  changer; CR 2; HD 3d8+3; hp varies; Init +1; Spd 30 ft.; 
  AC 15 (flat-footed 14, touch 11); Atk +3 melee (2 Slams, 
  1d6+1); SQ: Alter Self, Detect Thoughts, Immunities; 
  AL N; SV Fort +5, Ref +5, Will +6; Str 12, Dex 13, Con 
  12, Int 13, Wis 14, Cha 13 
  Skills and Feats: Bluff +8*, Disguise +10*, Listen +8, 
  Sense Motive +4, Spot +6; Alertness 
  Detect 
  Thoughts 
  (Su): 
  A 
  doppelganger 
  can 
  continuously detect thoughts as the spell cast by an 
  18th-level sorcerer (save DC 13). It can suppress or 
  resume this ability as a free action.  
  Alter Self (Su): A doppelganger can assume the shape 
  of any Small or Medium-size humanoid. This works 
  like alter self as cast by an 18th-level sorcerer, but the 
  doppelganger can remain in the chosen form 
  indefinitely. It can assume a new form or return to its 
  own as a standard action.  
  Immunities (Ex): Doppelgangers are immune to sleep 
  and charm effects.  
  Skills: A doppelganger receives a +4 racial bonus to 
  Bluff and Disguise checks.  
  *When using alter self, a doppelganger receives an 
  additional +10 circumstance bonus to Disguise checks. 
  If it can read an opponent’s mind, it gets a further +4 
  circumstance bonus to Bluff and Disguise checks.  
  APL 6 
  �Doppelgangers: 
  Doppelganger 
  Sor1; 
  CR 
  4: 
  Medium-Size Shapechanger; HD 4d8+1d4+5; hp varies; 
  Init +1; Spd 30 ft.; AC 15 (touch 15, flat-footed 14) 
  [[Dex +1, Natural +4]]; Atk +3 melee (1d6+1, slam x2); 
  SQ: Alter Self, immunities; AL: N; SV Fort +8, Ref +5, 
  Will +8; Str 12, Dex 13, con 12, Int 13, Wis 14, Cha 13. 
  Skills & Feats: Bluff +10, Disguise +10, Listen +8, Sense 
  Motive +6, Spot +6, Spellcraft +5; Concentration +5; 
  Alertness, Dodge, Great Fortitude 
  Possessions: None 
  Spells Known (5/4; Save DC = 11 + spell level): 0—
  [Resistance, Detect Magic, Dancing Lights, Ghost 
  sound]; 1st—[Shift Alignment, Shield]. 
  Detect 
  Thoughts 
  (Su): 
  A 
  doppelganger 
  can 
  continuously detect thoughts as the spell cast by an 
  18th-level sorcerer (save DC 13). It can suppress or 
  resume this ability as a free action.  
  Alter Self (Su): A doppelganger can assume the shape 
  of any Small or Medium-size humanoid. This works 
  like alter self as cast by an 18th-level sorcerer, but the 
  doppelganger can remain in the chosen form 
  indefinitely. It can assume a new form or return to its 
  own as a standard action.  
  Immunities (Ex): Doppelgangers are immune to sleep 
  and charm effects.  
  Skills: A doppelganger receives a +4 racial bonus to 
  Bluff and Disguise checks.  
  *When using alter self, a doppelganger receives an 
  additional +10 circumstance bonus to Disguise checks. 
  
  Face Value  
   
  Page 13 
  If it can read an opponent’s mind, it gets a further +4 
  circumstance bonus to Bluff and Disguise checks.  
  APL 8 
  �Doppelgangers: Doppelganger Sor2/Mnk1; CR 6: 
  Medium-Size Shapechanger; HD 4d8+2d4+1d8+6; hp 
  41; Init +1; Spd 30 ft.; AC 17 (touch 17, flat-footed 14) 
  [[Dex +1, Natural +4, Wis +2]]; Atk +4 melee (1d6+1, 
  slam x2); SQ: Alter Self, immunities; AL: N; SV Fort 
  +10, Ref +7, Will +11; Str 12, Dex 13, con 12, Int 13, 
  Wis 14, Cha 13. 
  Skills & Feats: Bluff +10, Disguise +10, Listen +12, 
  Move Silently +5, Sense Motive +6, Spot +7, Spellcraft 
  +5; Concentration +10, Tumble +5, Climb +2; Alertness, 
  Dodge, Great Fortitude. 
  Possessions: None 
  Spells Known (6/5; Save DC = 11 + spell level): 0—
  [Resistance, Detect Magic, Dancing Lights, Ghost 
  sound, Mage Hand]; 1st—[Shift Alignment, Shield]. 
  Detect 
  Thoughts 
  (Su): 
  A 
  doppelganger 
  can 
  continuously detect thoughts as the spell cast by an 
  18th-level sorcerer (save DC 13). It can suppress or 
  resume this ability as a free action.  
  Alter Self (Su): A doppelganger can assume the shape 
  of any Small or Medium-size humanoid. This works 
  like alter self as cast by an 18th-level sorcerer, but the 
  doppelganger can remain in the chosen form 
  indefinitely. It can assume a new form or return to its 
  own as a standard action.  
  Immunities (Ex): Doppelgangers are immune to sleep 
  and charm effects.  
  Skills: A doppelganger receives a +4 racial bonus to 
  Bluff and Disguise checks.  
  *When using alter self, a doppelganger receives an 
  additional +10 circumstance bonus to Disguise checks. 
  If it can read an opponent’s mind, it gets a further +4 
  circumstance bonus to Bluff and Disguise checks.  
  APL 10 
  �Doppelgangers: Doppelganger Sor2/Mnk3; CR 8: 
  Medium-Size Shapechanger; HD 4d8+2d4+3d8+9; hp 
  55; Init +2; Spd 30 ft.; AC 18 (touch 18, flat-footed 14) 
  [[Dex +2, Natural +4, Wis +2]]; Atk +6/+1 melee (1d6+1, 
  slam x2); SQ: Alter Self, immunities; AL: N; SV Fort 
  +11, Ref +7, Will +12; Str 12, Dex 14, con 12, Int 13, 
  Wis 14, Cha 13. 
  Skills & Feats: Bluff +10, Disguise +10, Listen +12, 
  Move Silently +5, Sense Motive +6, Spot +7, Spellcraft 
  +5; Concentration +10, Tumble +5, Climb +2; Alertness, 
  Dodge, Great Fortitude. 
  Possessions: None 
  Spells Known (6/5; Save DC = 11 + spell level): 0—
  [Resistance, Detect Magic, Dancing Lights, Ghost 
  sound, Mage Hand]; 1st—[Shift Alignment, Shield] 
  Detect 
  Thoughts 
  (Su): 
  A 
  doppelganger 
  can 
  continuously detect thoughts as the spell cast by an 
  18th-level sorcerer (save DC 13). It can suppress or 
  resume this ability as a free action.  
  Alter Self (Su): A doppelganger can assume the shape 
  of any Small or Medium-size humanoid. This works 
  like alter self as cast by an 18th-level sorcerer, but the 
  doppelganger can remain in the chosen form 
  indefinitely. It can assume a new form or return to its 
  own as a standard action.  
  Immunities (Ex): Doppelgangers are immune to sleep 
  and charm effects.  
  Skills: A doppelganger receives a +4 racial bonus to 
  Bluff and Disguise checks.  
  *When using alter self, a doppelganger receives an 
  additional +10 circumstance bonus to Disguise checks. 
  If it can read an opponent’s mind, it gets a further +4 
  circumstance bonus to Bluff and Disguise checks.  
  APL 12 
  �Doppelgangers(2): Doppelganger Sor2/Mnk5; CR 
  10: Medium-Size Shapechanger; HD 4d8+2d4+5d8+9; 
  hp 69; Init +2; Spd 30 ft.; AC 19 (touch 19, flat-footed 
  14) [[Dex +2, Natural +4, Wis +2, Bonus +1]]; Atk +7/+2 
  melee (1d6+1, slam x2); SQ: Alter Self, immunities; AL: 
  N; SV Fort +12, Ref +8, Will +13; Str 12, Dex 14, con 12, 
  Int 13, Wis 14, Cha 13. 
  Skills & Feats: Bluff +10, Disguise +10, Listen +12, 
  Move Silently +5, Sense Motive +6, Spot +7, Spellcraft 
  +5; Concentration +10, Tumble +5, Climb +2; Alertness, 
  Dodge, Great Fortitude. 
  Possessions: None 
  Spells Known (6/5; Save DC = 11 + spell level): 0—
  [Resistance, Detect Magic, Dancing Lights, Ghost 
  sound, Mage Hand]; 1st—[Shift Alignment, Shield]. 
  Detect 
  Thoughts 
  (Su): 
  A 
  doppelganger 
  can 
  continuously detect thoughts as the spell cast by an 
  18th-level sorcerer (save DC 13). It can suppress or 
  resume this ability as a free action.  
  Alter Self (Su): A doppelganger can assume the shape 
  of any Small or Medium-size humanoid. This works 
  
  Face Value  
   
  Page 14 
  like alter self as cast by an 18th-level sorcerer, but the 
  doppelganger can remain in the chosen form 
  indefinitely. It can assume a new form or return to its 
  own as a standard action.  
  Immunities (Ex): Doppelgangers are immune to sleep 
  and charm effects.  
  Skills: A doppelganger receives a +4 racial bonus to 
  Bluff and Disguise checks.  
  *When using alter self, a doppelganger receives an 
  additional +10 circumstance bonus to Disguise checks. 
  If it can read an opponent’s mind, it gets a further +4 
  circumstance bonus to Bluff and Disguise checks.  
   
  Encounter One: 
  APL 2 
  �Kobold Leader: Kobold Ftr2; CR 2: Small 
  Humanoid (Reptilian); HD 2d10+2; hp 18; Init +4; Spd 
  30 ft.; AC 20 (touch 14, flat-footed 16) [[+4 Dex, +4 
  armor, +2 natural]]; Atk +3 melee (1d6, shortsword) or 
  +9 ranged (1d6, Shortbow); SQ: Darkvision, Light 
  Sensitivity; AL LE; SV Fort +4, Ref +4, Will +0; Str 10, 
  Dex 18, Con 12, Int 12, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +4, Hide +9, Jump +4, Ride 
  +5, Search +3; Point Blank Shot, Precise Shot, Rapid 
  Shot. 
   
  Possessions: masterwork Shortbow, 40 
  masterwork arrows, short sword, masterwork chain 
  shirt, potion of hiding, potion of sneaking. 
  �Kobold Troops: Kobold War1; CR 1/2: Small 
  Humanoid (Reptilian); HD 1d8+1; hp 9; Init +3; Spd 30 
  ft.; AC 18 (touch 13, flat-footed 15) [[+3 armor, +3 Dex, 
  +2 natural]]; Atk +1 melee (1d6-1, short sword) or +5 
  ranged (1d6, Shortbow); SQ: Darkvision, Light 
  Sensitivity; AL LE; SV Fort +3, Ref +3, Will +0; Str 8, 
  Dex 16, Con 12, Int 12, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +2, Hide +8, Jump+2, Search 
  +3; Point Blank Shot. 
   
  Possessions: Shortbow, studded leather armor, 
  arrows (40), short sword. 
  APL 4 
  �Kobold Leader: Kobold Ftr3; CR 3: Small 
  Humanoid (Reptilian); HD 3d10+3; hp 25; Init +4; Spd 
  30 ft.; AC 20 (touch 14, flat-footed 16) [[+4 Dex, +4 
  armor, +2 natural]]; Atk +4 melee (1d6, shortsword) or 
  +11 ranged (1d6+1, +1 Shortbow); SQ: Darkvision, 
  Light Sensitivity; AL LE; SV Fort +4, Ref +5, Will +1; 
  Str 10, Dex 18, Con 12, Int 12, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +5, Hide +10, Jump +4, Ride 
  +5, Search +3; Point Blank Shot, Precise Shot, Rapid 
  Shot, Weapon Focus (Shortbow). 
   
  Possessions: +1 Shortbow, 40 masterwork arrows, 
  short sword, masterwork chain shirt, potion of hiding, 
  potion of sneaking. 
  �Kobold Archers: Kobold Rgr1; CR 1: Small 
  Humanoid (Reptilian); HD 1d10+1; hp 11; Init +3; Spd 
  30 ft.; AC 19 (touch 13, flat-footed 16) [[+4 armor, +3 
  Dex, +2 natural]]; Atk +1 melee (1d6-1, short sword) or 
  +5 ranged (1d6, Shortbow); SA: Favored Enemy 
  (human); SQ: Darkvision, Light Sensitivity; AL LE; SV 
  Fort +3, Ref +3, Will +0; Str 8, Dex 16, Con 12, Int 12, 
  Wis 10, Cha 10. 
   
  Skills & Feats: Climb +1, Heal +4, Hide +9, 
  Jump+1, Search +3, Spot +4; Point Blank Shot, Track. 
   
  Possessions: Shortbow, chain shirt, arrows (40), 
  short sword.  
  APL 6 
  �Kobold Leader: Kobold Ftr5; CR 5: Small 
  Humanoid (Reptilian); HD 5d10+5; hp 39; Init +4; Spd 
  30 ft.; AC 21 (touch 14, flat-footed 17) [[+4 Dex, +5 
  armor, +2 natural]]; Atk +6/1 melee (1d6, shortsword) 
  or +12/7 ranged (1d6+3, +1 Shortbow); SQ: Darkvision, 
  Light Sensitivity; AL LE; SV Fort +5, Ref +5, Will +1; 
  Str 10, Dex 19, Con 12, Int 12, Wis 10, Cha 10. 
  Skills & Feats: Climb +7, Hide +12, Jump +4, Ride +5, 
  Search +3; Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (Shortbow), Weapon Specialization 
  (Shortbow). 
  Possessions: +1 Shortbow, 40 arrows, short sword, +1 
  chain shirt, potion of hiding, potion of sneaking. 
  �Kobold Archers: Kobold Rgr3; CR 3: Small 
  Humanoid (Reptilian); HD 3d10+3; hp 25; Init +3; Spd 
  30 ft.; AC 19 (touch 13, flat-footed 16) [[+4 armor, +3 
  Dex, +2 natural]]; Atk +3 melee (1d6-1, short sword) or 
  +8 ranged (1d6, masterwork Shortbow); SA: Favored 
  Enemy (human); SQ: Darkvision, Light Sensitivity; AL 
  LE; SV Fort +4, Ref +4, Will +1; Str 8, Dex 16, Con 12, 
  Int 12, Wis 10, Cha 10. 
  Skills & Feats: Climb +3, Heal +6, Hide +11, Jump+3, 
  Search +3, Spot +6; Point Blank Shot, Rapid Shot, 
  Track. 
  Possessions: masterwork Shortbow, chain shirt, arrows 
  (40), short sword.  
   
   
   
  
  Face Value  
   
  Page 15 
  APL 8 
  �Kobold Leader: Kobold Ftr7; CR 7: Small 
  Humanoid (Reptilian); HD 7d10+7; hp 53; Init +4; Spd 
  30 ft.; AC 21 (touch 14, flat-footed 17) [[+4 Dex, +5 
  armor, +2 natural]]; Atk +8/3 melee (1d6, shortsword) 
  or +15/10 ranged (1d6+4, +1 Shortbow); SQ: 
  Darkvision, Light Sensitivity; AL LE; SV Fort +6, Ref 
  +6, Will +2; Str 10, Dex 19, Con 12, Int 12, Wis 10, Cha 
  10. 
   
  Skills & Feats: Climb +9, Hide +14, Jump +4, Ride 
  +5, Search +3; Dodge, Mobility, Point Blank Shot, 
  Precise Shot, Rapid Shot, Weapon Focus (Shortbow), 
  Weapon Specialization (Shortbow). 
   
  Possessions: +1 Shortbow, 40 +1 arrows, short 
  sword, +1 chain shirt, potion of hiding, potion of 
  sneaking. 
  �Kobold Archers: Kobold Rgr5; CR 5: Small 
  Humanoid (Reptilian); HD 5d10+5; hp 39; Init +3; Spd 
  30 ft.; AC 19 (touch 13, flat-footed 16) [[+4 armor, +3 
  Dex, +2 natural]]; Atk +5 melee (1d6-1, short sword) or 
  +10 ranged (1d6, masterwork Shortbow); SA: Favored 
  Enemy (human +2, elf +1); SQ: Darkvision, Light 
  Sensitivity; AL LE; SV Fort +5, Ref +4, Will +1; Str 8, 
  Dex 16, Con 12, Int 12, Wis 11, Cha 10. 
   
  Skills & Feats: Climb +5, Heal +8, Hide +13, 
  Jump+5, Search +3, Spot +8; Point Blank Shot, Rapid 
  Shot, Track. 
   
  Possessions: masterwork Shortbow, masterwork 
  chain shirt, arrows (40), short sword.  
  APL 10 
  �Kobold Leader: Kobold Ftr7; CR 7: Small 
  Humanoid (Reptilian); HD 7d10+7; hp 53; Init +4; Spd 
  30 ft.; AC 21 (touch 14, flat-footed 17) [[+4 Dex, +5 
  armor, +2 natural]]; Atk +8/3 melee (1d6, shortsword) 
  or +15/10 ranged (1d6+4, +1 Shortbow); SQ: 
  Darkvision, Light Sensitivity; AL LE; SV Fort +6, Ref 
  +6, Will +2; Str 10, Dex 19, Con 12, Int 12, Wis 10, Cha 
  10. 
   
  Skills & Feats: Climb +9, Hide +14, Jump +4, Ride 
  +5, Search +3; Dodge, Mobility, Point Blank Shot, 
  Precise Shot, Rapid Shot, Weapon Focus (Shortbow), 
  Weapon Specialization (Shortbow). 
   
  Possessions: +1 Shortbow, 50 +1 arrows, short 
  sword, +1 chain shirt, potion of hiding, potion of 
  sneaking.  
  �Kobold Master Archer: Kobold Rgr7; CR 7: Small 
  Humanoid (Reptilian); HD 7d10+7; hp 53; Init +3; Spd 
  30 ft.; AC 20 (touch 13, flat-footed 16) [[+5 armor, +3 
  Dex, +2 natural]]; Atk +7/2 melee (1d6-1, short sword) 
  or +13/8 ranged (1d6, masterwork Shortbow); SA: 
  Favored Enemy (human +2, elf +1); SQ: Darkvision, 
  Light Sensitivity; AL LE; SV Fort +6, Ref +5, Will +2; 
  Str 8, Dex 16, Con 12, Int 12, Wis 11, Cha 10. 
   
  Skills & Feats: Climb +8, Heal +10, Hide +16, 
  Jump+8, Search +3, Spot +10; Point Blank Shot, Precise 
  Shot, Rapid Shot, Track. 
   
  Possessions: masterwork Shortbow, +1 chain shirt, 
  +1 arrows (40), short sword. 
   
  Spells Prepared (--/1; Save DC = 10 + spell level): 
  1st—[Entangle]. 
  �Kobold Archers: Kobold Rgr5; CR 5: Small 
  Humanoid (Reptilian); HD 5d10+5; hp 39; Init +3; Spd 
  30 ft.; AC 19 (touch 13, flat-footed 16) [[+4 armor, +3 
  Dex, +2 natural]]; Atk +5 melee (1d6-1, short sword) or 
  +10 ranged (1d6+1, +1 Shortbow); SA: Favored Enemy 
  (human +2, elf +1); SQ: Darkvision, Light Sensitivity; 
  AL LE; SV Fort +5, Ref +4, Will +1; Str 8, Dex 16, Con 
  12, Int 12, Wis 11, Cha 10. 
   
  Skills & Feats: Climb +5, Heal +8, Hide +13, 
  Jump+5, Search +3, Spot +8; Point Blank Shot, Rapid 
  Shot, Track. 
   
  Possessions: +1 Shortbow, masterwork chain shirt, 
  arrows (40), short sword.  
  APL 12 
  �Kobold Leader: Kobold Ftr7; CR 7: Small 
  Humanoid (Reptilian); HD 7d10+7; hp 53; Init +4; Spd 
  30 ft.; AC 21 (touch 14, flat-footed 17) [[+4 Dex, +5 
  armor, +2 natural]]; Atk +8/3 melee (1d6, shortsword) 
  or +15/10 ranged (1d6+4, range 120 ft., +1 Shortbow of 
  distance); SQ: Darkvision, Light Sensitivity; AL LE; SV 
  Fort +6, Ref +6, Will +2; Str 10, Dex 19, Con 12, Int 12, 
  Wis 10, Cha 10. 
   
  Skills & Feats: Climb +9, Hide +14, Jump +4, Ride 
  +5, Search +3; Dodge, Mobility, Point Blank Shot, 
  Precise Shot, Rapid Shot, Weapon Focus (Shortbow), 
  Weapon Specialization (Shortbow). 
   
  Possessions: +1 Shortbow of distance, 40 +1 
  arrows, short sword, +1 chain shirt, potion of hiding, 
  potion of sneaking.  
  �Kobold Master Archer: Kobold Rgr7; CR 7: Small 
  Humanoid (Reptilian); HD 7d10+7; hp 53; Init +3; Spd 
  30 ft.; AC 20 (touch 13, flat-footed 16) [[+5 armor, +3 
  Dex, +2 natural]]; Atk +7/2 melee (1d6-1, short sword) 
  or +13/8 ranged (1d6+1, +1 Shortbow); SA: Favored 
  Enemy (human +2, elf +1); SQ: Darkvision, Light 
  Sensitivity; AL LE; SV Fort +6, Ref +5, Will +2; Str 8, 
  Dex 16, Con 12, Int 12, Wis 11, Cha 10. 
   
  Skills & Feats: Climb +8, Heal +10, Hide +16, 
  Jump+8, Search +3, Spot +10; Point Blank Shot, Precise 
  Shot, Rapid Shot, Track. 
   
  Possessions: +1 Shortbow, +1 chain shirt, +1 
  arrows (40), short sword.  
  
  Face Value  
   
  Page 16 
   
  Spells Prepared (--/1): 1st—[Entangle]. 
  �Kobold Archers: Kobold Rgr5; CR 5: Small 
  Humanoid (Reptilian); HD 5d10+5; hp 39; Init +3; Spd 
  30 ft.; AC 19 (touch 13, flat-footed 16) [[+4 armor, +3 
  Dex, +2 natural]]; Atk +5 melee (1d6-1, short sword) or 
  +10 ranged (1d6+1, +1 Shortbow); SA: Favored Enemy 
  (human +2, elf +1); SQ: Darkvision, Light Sensitivity; 
  AL LE; SV Fort +5, Ref +4, Will +1; Str 8, Dex 16, Con 
  12, Int 12, Wis 11, Cha 10. 
   
  Skills & Feats: Climb +5, Heal +8, Hide +13, 
  Jump+5, Search +3, Spot +8; Point Blank Shot, Rapid 
  Shot, Track. 
   
  Possessions: +1 Shortbow, masterwork chain shirt, 
  arrows (40), short sword.  
  �Kobold Elite Archer: Kobold Ftr5/Rgr7; CR 12: 
  Small Humanoid (Reptilian); HD 12d10+12; hp 88; Init 
  +6; Spd 30 ft.; AC 21 (touch 15, flat-footed 16) [[+4 
  armor, +5 Dex, +2 natural]]; Atk +13/+8/+3 melee 
  (1d6+1, 19-20/x2, short sword) or +20/+15/+10 ranged 
  (1d6+4, 19-20/x3, +1 Shortbow); SA: Favored Enemy 
  (human +2, elf +1); SQ: Darkvision, Light Sensitivity; 
  AL LE; SV Fort +10, Ref +9, Will +4; Str 10, Dex 22, 
  Con 12, Int 12, Wis 11, Cha 10. 
   
  Skills & Feats: Climb +15, Hide +35, Jump+10, 
  Listen +6, Ride +16, Search +3, Spot +11; Dodge, 
  Improved Critical (Shortbow), Mobility, Point Blank 
  Shot, Precise Shot, Rapid Shot, Spring Attack, Track, 
  Weapon Focus (Shortbow), Weapon Specialization 
  (Shortbow). 
   
  Possessions: +1 Shortbow, 50 +1 arrows, +1 
  studded leather.  
   
  Spells Prepared (--/1): 1st—[Entangle].  
   
  Interlude Three: 
  APL 2 & 4 
  �Doppelganger, Juvenile: Medium-Sized Shape-
  changer; CR 2; HD 3d8+3; hp varies; Init +1; Spd 30 ft.; 
  AC 15 (flat-footed 14, touch 11); Atk +3 melee (2 Slams, 
  1d6+1); SQ: Alter Self, Detect Thoughts, Immunities; 
  AL N; SV Fort +5, Ref +5, Will +6; Str 12, Dex 13, Con 
  12, Int 13, Wis 14, Cha 13 
  Skills and Feats: Bluff +8*, Disguise +10*, Listen +8, 
  Sense Motive +4, Spot +6; Alertness 
  Detect 
  Thoughts 
  (Su): 
  A 
  doppelganger 
  can 
  continuously detect thoughts as the spell cast by an 
  18th-level sorcerer (save DC 13). It can suppress or 
  resume this ability as a free action.  
  Alter Self (Su): A doppelganger can assume the shape 
  of any Small or Medium-size humanoid. This works 
  like alter self as cast by an 18th-level sorcerer, but the 
  doppelganger can remain in the chosen form 
  indefinitely. It can assume a new form or return to its 
  own as a standard action.  
  Immunities (Ex): Doppelgangers are immune to sleep 
  and charm effects.  
  Skills: A doppelganger receives a +4 racial bonus to 
  Bluff and Disguise checks.  
  *When using alter self, a doppelganger receives an 
  additional +10 circumstance bonus to Disguise checks. 
  If it can read an opponent’s mind, it gets a further +4 
  circumstance bonus to Bluff and Disguise checks.  
  APL 6 
  �Doppelgangers: 
  Doppelganger 
  Sor1; 
  CR 
  4: 
  Medium-Size Shapechanger; HD 4d8+1d4+5; hp varies; 
  Init +1; Spd 30 ft.; AC 15 (touch 15, flat-footed 14) 
  [[Dex +1, Natural +4]]; Atk +3 melee (1d6+1, slam x2); 
  SQ: Alter Self, immunities; AL: N; SV Fort +8, Ref +5, 
  Will +8; Str 12, Dex 13, con 12, Int 13, Wis 14, Cha 13. 
  Skills & Feats: Bluff +10, Disguise +10, Listen +8, Sense 
  Motive +6, Spot +6, Spellcraft +5; Concentration +5; 
  Alertness, Dodge, Great Fortitude 
  Possessions: None 
  Spells Known (5/4; Save DC = 11 + spell level): 0—
  [Resistance, Detect Magic, Dancing Lights, Ghost 
  sound]; 1st—[Shift Alignment, Shield]. 
  Detect 
  Thoughts 
  (Su): 
  A 
  doppelganger 
  can 
  continuously detect thoughts as the spell cast by an 
  18th-level sorcerer (save DC 13). It can suppress or 
  resume this ability as a free action.  
  Alter Self (Su): A doppelganger can assume the shape 
  of any Small or Medium-size humanoid. This works 
  like alter self as cast by an 18th-level sorcerer, but the 
  doppelganger can remain in the chosen form 
  indefinitely. It can assume a new form or return to its 
  own as a standard action.  
  Immunities (Ex): Doppelgangers are immune to sleep 
  and charm effects.  
  Skills: A doppelganger receives a +4 racial bonus to 
  Bluff and Disguise checks.  
  *When using alter self, a doppelganger receives an 
  additional +10 circumstance bonus to Disguise checks. 
  If it can read an opponent’s mind, it gets a further +4 
  circumstance bonus to Bluff and Disguise checks.  
  APL 8 
  
  Face Value  
   
  Page 17 
  �Doppelgangers: Doppelganger Sor2/Mnk1; CR 6: 
  Medium-Size Shapechanger; HD 4d8+2d4+1d8+6; hp 
  41; Init +1; Spd 30 ft.; AC 17 (touch 17, flat-footed 14) 
  [[Dex +1, Natural +4, Wis +2]]; Atk +4 melee (1d6+1, 
  slam x2); SQ: Alter Self, immunities; AL: N; SV Fort 
  +10, Ref +7, Will +11; Str 12, Dex 13, con 12, Int 13, 
  Wis 14, Cha 13. 
  Skills & Feats: Bluff +10, Disguise +10, Listen +12, 
  Move Silently +5, Sense Motive +6, Spot +7, Spellcraft 
  +5; Concentration +10, Tumble +5, Climb +2; Alertness, 
  Dodge, Great Fortitude. 
  Possessions: None 
  Spells Known (6/5; Save DC = 11 + spell level): 0—
  [Resistance, Detect Magic, Dancing Lights, Ghost 
  sound, Mage Hand]; 1st—[Shift Alignment, Shield]. 
  Detect 
  Thoughts 
  (Su): 
  A 
  doppelganger 
  can 
  continuously detect thoughts as the spell cast by an 
  18th-level sorcerer (save DC 13). It can suppress or 
  resume this ability as a free action.  
  Alter Self (Su): A doppelganger can assume the shape 
  of any Small or Medium-size humanoid. This works 
  like alter self as cast by an 18th-level sorcerer, but the 
  doppelganger can remain in the chosen form 
  indefinitely. It can assume a new form or return to its 
  own as a standard action.  
  Immunities (Ex): Doppelgangers are immune to sleep 
  and charm effects.  
  Skills: A doppelganger receives a +4 racial bonus to 
  Bluff and Disguise checks.  
  *When using alter self, a doppelganger receives an 
  additional +10 circumstance bonus to Disguise checks. 
  If it can read an opponent’s mind, it gets a further +4 
  circumstance bonus to Bluff and Disguise checks.  
  APL 10 
  �Doppelgangers: Doppelganger Sor2/Mnk3; CR 8: 
  Medium-Size Shapechanger; HD 4d8+2d4+3d8+9; hp 
  55; Init +2; Spd 30 ft.; AC 18 (touch 18, flat-footed 14) 
  [[Dex +2, Natural +4, Wis +2]]; Atk +6/+1 melee (1d6+1, 
  slam x2); SQ: Alter Self, immunities; AL: N; SV Fort 
  +11, Ref +7, Will +12; Str 12, Dex 14, con 12, Int 13, 
  Wis 14, Cha 13. 
  Skills & Feats: Bluff +10, Disguise +10, Listen +12, 
  Move Silently +5, Sense Motive +6, Spot +7, Spellcraft 
  +5; Concentration +10, Tumble +5, Climb +2; Alertness, 
  Dodge, Great Fortitude. 
  Possessions: None 
  Spells Known (6/5; Save DC = 11 + spell level): 0—
  [Resistance, Detect Magic, Dancing Lights, Ghost 
  sound, Mage Hand]; 1st—[Shift Alignment, Shield] 
  Detect 
  Thoughts 
  (Su): 
  A 
  doppelganger 
  can 
  continuously detect thoughts as the spell cast by an 
  18th-level sorcerer (save DC 13). It can suppress or 
  resume this ability as a free action.  
  Alter Self (Su): A doppelganger can assume the shape 
  of any Small or Medium-size humanoid. This works 
  like alter self as cast by an 18th-level sorcerer, but the 
  doppelganger can remain in the chosen form 
  indefinitely. It can assume a new form or return to its 
  own as a standard action.  
  Immunities (Ex): Doppelgangers are immune to sleep 
  and charm effects.  
  Skills: A doppelganger receives a +4 racial bonus to 
  Bluff and Disguise checks.  
  *When using alter self, a doppelganger receives an 
  additional +10 circumstance bonus to Disguise checks. 
  If it can read an opponent’s mind, it gets a further +4 
  circumstance bonus to Bluff and Disguise checks.  
  APL 12 
  �Doppelgangers(2): Doppelganger Sor2/Mnk5; CR 
  10: Medium-Size Shapechanger; HD 4d8+2d4+5d8+9; 
  hp 69; Init +2; Spd 30 ft.; AC 19 (touch 19, flat-footed 
  14) [[Dex +2, Natural +4, Wis +2, Bonus +1]]; Atk +7/+2 
  melee (1d6+1, slam x2); SQ: Alter Self, immunities; AL: 
  N; SV Fort +12, Ref +8, Will +13; Str 12, Dex 14, con 12, 
  Int 13, Wis 14, Cha 13. 
  Skills & Feats: Bluff +10, Disguise +10, Listen +12, 
  Move Silently +5, Sense Motive +6, Spot +7, Spellcraft 
  +5; Concentration +10, Tumble +5, Climb +2; Alertness, 
  Dodge, Great Fortitude. 
  Possessions: None 
  Spells Known (6/5; Save DC = 11 + spell level): 0—
  [Resistance, Detect Magic, Dancing Lights, Ghost 
  sound, Mage Hand]; 1st—[Shift Alignment, Shield]. 
  Detect 
  Thoughts 
  (Su): 
  A 
  doppelganger 
  can 
  continuously detect thoughts as the spell cast by an 
  18th-level sorcerer (save DC 13). It can suppress or 
  resume this ability as a free action.  
  Alter Self (Su): A doppelganger can assume the shape 
  of any Small or Medium-size humanoid. This works 
  like alter self as cast by an 18th-level sorcerer, but the 
  doppelganger can remain in the chosen form 
  indefinitely. It can assume a new form or return to its 
  own as a standard action.  
  
  Face Value  
   
  Page 18 
  Immunities (Ex): Doppelgangers are immune to sleep 
  and charm effects.  
  Skills: A doppelganger receives a +4 racial bonus to 
  Bluff and Disguise checks.  
  *When using alter self, a doppelganger receives an 
  additional +10 circumstance bonus to Disguise checks. 
  If it can read an opponent’s mind, it gets a further +4 
  circumstance bonus to Bluff and Disguise checks.  
   
  Encounter Two: 
  APL 2 
  �Orc Leader: Orc Ftr1; CR 1: Medium Humanoid; 
  HD 1d10+2; hp 12; Init +1; Spd 30 ft.; AC 15 (touch 11, 
  flat-footed 14) [[armor +4, Dex +1]]; Atk +5 melee 
  (2d6+6, greatsword); SQ: Darkvision, Light Sensitivity; 
  AL NE; SV Fort +4, Ref +1, Will +1; Str 18, Dex 12, Con 
  14, Int 12, Wis 12, Cha 6. 
   
  Skills & Feats: Climb +6, Jump +6, Swim +8; 
  Cleave, Power Attack. 
   
  Possessions: greatsword, chain shirt, potion of 
  cure light wounds.  
   
  APL 4 
  �Orc Leader: Orc Ftr4; CR 4: Medium Humanoid; 
  HD 4d10+8; hp 36; Init +1; Spd 30 ft.; AC 15 (touch 11, 
  flat-footed 14) [[armor +4, Dex +1]]; Atk +10 melee 
  (2d6+9, +1 greatsword); SQ: Darkvision, Light 
  Sensitivity; AL NE; SV Fort +6, Ref +2, Will +2; Str 18, 
  Dex 13, Con 14, Int 12, Wis 12, Cha 6. 
   
  Skills & Feats: Climb +9, Jump +9, Swim +11; 
  Cleave, 
  Dodge, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (greatsword), Weapon Specialization (greatsword). 
   
  Possessions: +1 greatsword, chain shirt, potion of 
  cure light wounds, potion of cure moderate wounds.  
   
  APL 6 
  �Orc Leader: Orc Ftr6; CR 6: Medium Humanoid; 
  HD 6d10+12; hp 52; Init +1; Spd 30 ft.; AC 15 (touch 
  11, flat-footed 14) [[armor +4, Dex +1]]; Atk +12/7 
  melee (2d6+9, +1 greatsword); SQ: Darkvision, Light 
  Sensitivity; AL NE; SV Fort +7, Ref +3, Will +3; Str 18, 
  Dex 13, Con 14, Int 12, Wis 12, Cha 6. 
   
  Skills & Feats: Climb +11, Jump +11, Swim +13; 
  Cleave, Dodge, Mobility, Power Attack, Spring Attack, 
  Weapon Focus (greatsword), Weapon Specialization 
  (greatsword). 
   
  Possessions: +1 greatsword, masterwork chain 
  shirt, potion of cure light wounds, potion of cure 
  moderate wounds.  
  �Orc Soldiers: Orc Ftr2; CR 2: Medium Humanoid; 
  HD 2d10+4; hp 20; Init +1; Spd 20 ft.; AC 16 (touch 11, 
  flat-footed 15) [[armor +5, Dex +1]]; Atk +6 melee 
  (1d6+3, heavy pick); SQ: Darkvision, Light Sensitivity; 
  AL NE; SV Fort +5, Ref +1, Will +0; Str 14, Dex 12, Con 
  14, Int 12, Wis 10, Cha 6. 
   
  Skills & Feats: Climb +3, Jump +3, Swim +7; 
  Cleave, Power Attack, Weapon Focus (heavy pick). 
   
  Possessions: heavy pick, breastplate, potion of cure 
  light wounds.  
   
  APL 8 
  �Orc Leader: Orc Ftr6; CR 6: Medium Humanoid; 
  HD 6d10+12; hp 52; Init +1; Spd 30 ft.; AC 16 (touch 
  11, flat-footed 15) [[armor +5, Dex +1]]; Atk +12/7 
  melee (2d6+9, +1 greatsword); SQ: Darkvision, Light 
  Sensitivity; AL NE; SV Fort +7, Ref +3, Will +3; Str 18, 
  Dex 13, Con 14, Int 12, Wis 12, Cha 6. 
   
  Skills & Feats: Climb +11, Jump +11, Swim +13; 
  Cleave, Dodge, Mobility, Power Attack, Spring Attack, 
  Weapon Focus (greatsword), Weapon Specialization 
  (greatsword). 
   
  Possessions: +1 greatsword, +1 chain shirt, potion 
  of cure light wounds, potion of cure moderate wounds 
  (2).  
  �Orc Soldiers: Orc Ftr2; CR 2: Medium Humanoid; 
  HD 2d10+4; hp 20; Init +1; Spd 20 ft.; AC 16 (touch 11, 
  flat-footed 15) [[armor +5, Dex +1]]; Atk +6 melee 
  (1d6+3, heavy pick); SQ: Darkvision, Light Sensitivity; 
  AL NE; SV Fort +5, Ref +1, Will +0; Str 14, Dex 12, Con 
  14, Int 12, Wis 10, Cha 6. 
   
  Skills & Feats: Climb +3, Jump +3, Swim +7; 
  Cleave, Power Attack, Weapon Focus (heavy pick). 
   
  Possessions: heavy pick, breastplate, potion of cure 
  light wounds. 
   
  APL 10 
  �Orc Elite: Orc Ftr10; CR 10: Medium Humanoid; 
  HD 10d10+20; hp 84; Init +6; Spd 30 ft.; AC 18 (touch 
  12, flat-footed 16) [[armor +6, Dex +2]]; Atk +16/11 
  melee 
  (2d6+9, 
  18-20/x2, 
  +1 
  mighty 
  cleaving 
  greatsword); SQ: Darkvision, Light Sensitivity; AL NE; 
  SV Fort +9, Ref +5, Will +4; Str 18, Dex 14, Con 14, Int 
  12, Wis 12, Cha 6. 
  
  Face Value  
   
  Page 19 
   
  Skills & Feats: Climb +16, Jump +16, Swim +17; 
  Cleave, Dodge, Great Cleave, Improved Critical 
  (greatsword), Improved Initiative, Mobility, Power 
  Attack, Spring Attack, Weapon Focus (greatsword), 
  Weapon Specialization (greatsword). 
   
  Possessions: +1 mighty cleaving greatsword, +2 
  chain shirt, potion of cure light wounds, 2 potions of 
  cure moderate wounds, potion of cure serious wounds.  
  �Orc Shaman: Orc Clr8; CR 8: Medium Humanoid; 
  HD 8d8+8; hp 51; Init +5; Spd 20 ft.; AC 19 (touch 11, 
  flat-footed 18) [[armor +8, Dex +1]]; Atk +8/3 melee 
  (1d8+1, Longspear); SQ: Darkvision, Light Sensitivity; 
  AL NE; SV Fort +7, Ref +3, Will +9; Str 12, Dex 12, Con 
  12, Int 12, Wis 16, Cha 10. 
   
  Skills & Feats: Concentration +12, Heal +14, 
  Listen +5, Spellcraft +12, Spot +5; Alertness, Combat 
  Casting, 
  Improved 
  Initiative, 
  Martial 
  Weapon 
  Proficiency (Longspear), Weapon Focus (Halfspear, 
  Longspear, Shortspear). 
   
  Possessions: Longspear, full plate, brooch of 
  shielding, potion of cure light wounds, potion of cure 
  moderate wounds (2).  
   
  Spells Prepared (6/5/4/4/2; Save DC = 13 + spell 
  level): 0—[Cure Minor Wounds (6)]; 1st—[Bane, Bless, 
  Divine Favor, Doom, Protection from Good*, Shield of 
  Faith]; 2nd—[Bull's Strength x4, Spiritual Weapon*]; 
  3rd—[Cure Serious Wounds (2), Magic Circle against 
  Good*, Prayer, Searing Light]; 4th—[Divine Power, 
  Spell Immunity, Unholy Blight*]. 
   
  *Domain Spell. Domains [Evil (You cast Evil spells 
  at +1 caster level); War (Gain proficiency and weapon 
  focus in your deity’s chosen weapon)]. 
  �Orc Soldiers: Orc Ftr2; CR 2: Medium Humanoid; 
  HD 2d10+4; hp 20; Init +1; Spd 20 ft.; AC 16 (touch 11, 
  flat-footed 15) [[armor +5, Dex +1]]; Atk +6 melee 
  (1d6+3, heavy pick); SQ: Darkvision, Light Sensitivity; 
  AL NE; SV Fort +5, Ref +1, Will +0; Str 14, Dex 12, Con 
  14, Int 12, Wis 10, Cha 6. 
   
  Skills & Feats: Climb +3, Jump +3, Swim +7; 
  Cleave, Power Attack, Weapon Focus (heavy pick). 
   
  Possessions: heavy pick, breastplate 
   
  APL 12 
  �Orc Elite: Orc Ftr10; CR 10: Medium Humanoid; 
  HD 10d10+20; hp 84; Init +6; Spd 30 ft.; AC 19 (touch 
  12, flat-footed 17) [[armor +7, Dex +2]]; Atk +16/11 
  melee 
  (2d6+9, 
  18-20/x2, 
  +1 
  mighty 
  cleaving 
  greatsword); SQ: Darkvision, Light Sensitivity; AL NE; 
  SV Fort +9, Ref +5, Will +4; Str 18, Dex 14, Con 14, Int 
  12, Wis 12, Cha 6. 
   
  Skills & Feats: Climb +16, Jump +16, Swim +17; 
  Cleave, Dodge, Great Cleave, Improved Critical 
  (greatsword), Improved Initiative, Mobility, Power 
  Attack, Spring Attack, Weapon Focus (greatsword), 
  Weapon Specialization (greatsword). 
   
  Possessions: +1 mighty cleaving greatsword, +3 
  chain shirt, potion of cure light wounds, 2 potions of 
  cure moderate wounds, potion of cure serious wounds.  
  �Orc Soldiers: Orc Ftr6; CR 6: Medium Humanoid; 
  HD 6d10+12; hp 52; Init +5; Spd 20 ft.; AC 18 (touch 
  11, flat-footed 17) [[armor +7, Dex +1]]; Atk +11/6 
  melee (1d6+7, +2 heavy pick); SQ: Darkvision, Light 
  Sensitivity; AL NE; SV Fort +7, Ref +3, Will +2; Str 15, 
  Dex 12, Con 14, Int 12, Wis 10, Cha 6. 
   
  Skills & Feats: Climb +8, Jump +8, Swim +11; 
  Cleave, Great Cleave, Improved Initiative, Power 
  Attack, Sunder, Weapon Focus (heavy pick), Weapon 
  Specialization (heavy pick). 
   
  Possessions: +2 heavy pick, +2 breastplate, potion 
  of cure light wounds, 2 potions of cure moderate 
  wounds.  
  �Ogre Mercenaries: Ogre Bar6; CR 8: Large Giant; 
  HD 4d8+6d12+20; hp 85; Init +1; Spd 30 ft.; AC 18 
  (touch 11, flat-footed 18) [[armor +7, Dex +1]]; Atk 
  +15/10 melee (2d6+9, huge greatclub); SA: Rage 
  (2/day); SQ: Uncanny Dodge (Dex to AC); AL NE; SV 
  Fort +12, Ref +5, Will +5; Str 22, Dex 12, Con 14, Int 9, 
  Wis 12, Cha 6. 
   
  Skills & Feats: Climb +16, Intuit Direction +6, 
  Jump +10, Listen +8, Spot +4, Swim +10; Cleave, Power 
  Attack, Sunder, Weapon Focus (greatclub). 
   
  Possessions: greatclub, masterwork hide armor 
    
   
  Rage (Ex): hp 105; AC 16 (touch 9, flat-footed 16); 
  Atk +17/12 melee (2d6+12, huge greatclub); Fort +14, 
  Will +7; Str 26, Con 18; Climb +18, Jump +12, Swim 
  +12; Rage lasts 7 rounds and can be used twice per day. 
   
  
  Face Value  
   
  Page 20 
  Appendix Two: New Monsters
   
   
   
  Juvenile Doppelganger 
  Medium-Size Shapechanger  
  Hit Dice:  
  3d8+3 (17 hp)  
  Initiative:  
  +1 (Dex)  
  Speed:   
  30 ft.  
  AC:   
   
  15 (+1 Dex, +4 natural)  
  Attacks:   
  2 slams +3 melee  
  Damage:  
  Slam 1d6+1  
  Face/Reach:  
  5 ft. by 5 ft./5 ft.  
  Special Attacks:  Detect thoughts  
  Special Qualities:  Alter self, immunities  
  Saves:  
   
  Fort +5, Ref +5, Will +6  
  Abilities:  
  Str 12, Dex 13, Con 12, Int 13, Wis 
  14, Cha_13  
  Skills:  
   
  Bluff +8*, Disguise +10*, Listen +8, 
  Sense Motive +4, Spot +6  
  Feats:  
   
  Alertness  
  Climate/Terrain:  Any land and underground  
  Organization:  
  Solitary, pair, or gang (3-6)  
  Challenge Rating:  
  2 
  Treasure:  
  Double standard  
  Alignment: 
  Usually neutral  
  Advancement:  
  By character class  
  Combat  
  Detect 
  Thoughts 
  (Su): 
  A 
  doppelganger 
  can 
  continuously detect thoughts as the spell cast by an 
  18th-level sorcerer (save DC 13). It can suppress or 
  resume this ability as a free action.  
  Alter Self (Su): A doppelganger can assume the shape 
  of any Small or Medium-size humanoid. This works 
  like alter self as cast by an 18th-level sorcerer, but the 
  doppelganger can remain in the chosen form 
  indefinitely. It can assume a new form or return to its 
  own as a standard action.  
  Immunities (Ex): Doppelgangers are immune to sleep 
  and charm effects.  
  Skills: A doppelganger receives a +4 racial bonus to 
  Bluff and Disguise checks.  
  *When using alter self, a doppelganger receives an 
  additional +10 circumstance bonus to Disguise checks. 
  If it can read an opponent’s mind, it gets a further +4 
  circumstance bonus to Bluff and Disguise checks.  
  
  Face Value  
   
  Page 21 
  Appendix Three : New Spells 
   
   
   
   
  Shift Alignment 
  Abjuration 
  Level: Magic 1, Sor/Wiz 1 
  Components: V, S, F 
  Casting Time: 1 action 
  Range: Short 
  Target: One person 
  Duration: 1 day/level 
  Saving Throw: Will 
  Spell Resistance: Yes 
   
  This spell allows the character to shift the appearance 
  of a targets alignment one step toward Good or Evil.  
  For example, a lawful good person could be made to 
  appear lawful neutral or a neutral evil person could be 
  made to appear true neutral.  This effect stacks with 
  itself. 
   
  
  Face Value  
   
  Page 22 
  Appendix Four:  DM Aids 
  Encounter 1 Map 
   
   
   
   
   
   
   
   
   
   
   
   
  Encounter 2 Map 
   
   
   
   
   
   
   
   
   
   
   
   
  
  Face Value  
   
  Page 23 
  Player Handout #1 
   
   
   
   
   
   
   
   
   
   
   
   
  Glar,  
   I will arrange to have the gold sent to the prearranged 
  location in 5 days.  Please be sure to have the map. 
    -- G 
   
   
   
   
   
  Player Handout #2 
   
   
   
   
   
   
   
   
   
   
   
   
  Svesstian,  
   Please take the payment to the fork in road one days 
  journey east of “The Inn”.  Glar will be there to pick up the 
  payment.  I will contact you further to collect the map from 
  you. 
    -- G 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Core/COR3-09 - Face Value.pdf