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. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  BDK8-02 
   
   
   
   
   
  Trouble Everywhere You 
  Go 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Bandit Kingdoms Adventure 
  Version 0.99 
   
  by Keith Symcox 
  Circle Reviewer: Britt Frey  
  Triad Reviewer: Casey Brown 
  Playtesters: Tyler Burroughs, Connor Ledgerwood, Carl Symcox, Ken Ureste, Jeff Withey, David Wyatt 
   
   
  Vast forces are on the move as word starts to leak out about a powerful artifact that is rumored to confer 
  the rulership of the Combination of Free Lords to its wearer. Can you win the race for the Iron Crown? A 
  one-round Bandit Kingdoms adventure set in various locales for characters level 4-14 (APLs 6-12). This 
  is the third and final part of the Missing Regent series. Members of the Army of the Warfields, 
  Brotherhood of the Sundered Axe, Citizens of Redhand, Johrase Mercenaries and Moskol’s Legion, and 
  all those who wish to return Duke Gellor to power, are encouraged to play this adventure. 
   
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 2 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D® campaign 
  set in the GREYHAWK setting—you must sanction 
  it as part of an RPGA event. This event could be 
  as elaborate as a big convention, or as simple as 
  a group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL™ gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First, it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second, players 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2007.  
   
  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 rule 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 (NHeroes) and monsters 
  appear in abbreviated form in the adventure text. 
  Refer to Appendix 1 for full information on 
  NHeroes and monsters. For your convenience, 
  Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session 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 Heroes participating 
  in the adventure. To determine this modified 
  Average Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  Heroes participating in the adventure. 
  2. If Heroes bring animals that have been trained 
  for combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  # 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 
  CR of Animal 
  6 
  6 
  8 
  9 
  10 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 3 
  7 
  7 
  9 
  10 
  11 
  3. Sum the results of step 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 Heroes, add 
  one to that average. 
   
  Throughout this adventure, APLs categorize the 
  level of challenge the Heroes face. APLs are given 
  in even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to 
  help protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, 
  set in the Bandit Kingdoms. Characters native to 
  the Bandit Kingdoms pay 1 Time Units per round; 
  all other characters pay 2 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 that does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival 
  check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the Living Greyhawk Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  The Iron Crown of the Bandit Kingdoms, a 
  powerful magic item whose creator’s name has 
  been lost to history, is a symbol of power desired 
  by many in the Combination of Free Lords. The 
  search for this fabled item has laid many a warlord 
  low over the past decades, but still it is pursued. 
  Due to its magic (mind blank), the crown cannot 
  be located by any magical scrying means nor will 
  divinations that are blocked by mind blank reveal 
  any information about the crown. 
   
  Duke Gellor, believing that the crown is key if 
  he is to survive any confrontations with Iuz’s 
  Bonehearts, has searched for it in secret to the 
  point of obsession since the end of the Greyhawk 
  Wars. The Duke has many agents searching for 
  the fabled crown, but none better suited to the task 
  than Larn of Salfrayfields.  
   
  With the discovery of some information about 
  the crown, Larn now believes that the last true 
  owner of the crown was none other than the father 
  of Tarren Moskol, Reynard Moskol, the Earl of the 
  Tangles before the Lesser Boneheart Aundurach 
  killed him during the Greyhawk Wars. 
   
  The fact that Reynard possessed the crown 
  was not widely known. Even Tarren was unaware 
  of the crown’s powers as Reynard had only told 
  his eldest son of the crown (Tarren being the 
  younger). Alas, both the father and his elder son 
  died during Audurach’s attack on Hallorn.  
   
  With Reynard dead, Aundurach dismissed the 
  black iron crown as a foolish piece of headgear 
  and ordered it melted down by his hobgoblin 
  captain. To commemorate his victory, Aundurach 
  instead crafted a magical scepter from Reynard’s 
  bones, a trophy that Aundurach still possesses, 
  wherever he is. 
   
  However, immediately upon picking the crown 
  up, the hobgoblin warrior felt a strong connection 
  with the crown and stole it away, fleeing from 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 4 
  Hallorn in the chaos left in the wake of Audurach’s 
  early purges and occupation. The hobgoblin 
  hoped to raise an army devoted only to himself 
  and to replace Audurach as Earl of the Tangles. 
  Unfortunately, he was soon slain by a demon as 
  he made his way east through the Tangles (near 
  the area now known as Green’s Pond, home to 
  Maurgaroothyx the green dragon). The crown was 
  lost to the wilds of the Tangles Forest when the 
  demon teleported away (for the demon could not 
  sense the item’s true powers and it forgot about 
  the crown shortly after losing it). 
   
  This is as much as Larn has been able to 
  deduce, based on research, divinations, and 
  rumors. What follows is unknown to Larn or to 
  anyone other than Esme, her ogre companion, 
  or the yugoloth. 
   
  The crown languished near the pond for years 
  until it was located by Esme, a mentally disturbed 
  green hag who lived in the pond at that time with 
  her covey sisters. Unfortunately for the hags, 
  Maurgaroothyx, invited to the Tangles by the elven 
  druid Gerland, arrived to claim the pond as her 
  new home. Of the three hags and their ogre 
  minions, only Esme and one ogre survived the 
  dragon’s onslaught to flee. With Esme went the 
  crown. 
   
  Having disguised herself to look like a half-
  elven Suel woman as she fled south through the 
  forest, Esme has since adopted the disguise 
  permanently. Unfortunately for her, due to the 
  effects of masquerading as a half-elf for so long 
  while possessing, but never wearing, the Iron 
  Crown 
  (its 
  magic 
  being 
  inimical 
  to 
  most 
  spellcasters), she now truly believes this to be her 
  real form. Esme now experiences dark and 
  prophetic dreams and believes that she is gifted 
  with foresight, as she “sees” when and where 
  someone will be found dead. In fact, these are 
  simply the memories of her periods of murderous 
  release in hag form. It probably pleases her patron 
  deity, Syrul (the Suel goddess of lies and deceit), 
  how her worshipper is deluding herself. 
   
  After fleeing from the dragon, several weeks 
  went by and, as Esme slept, the ogre, sensing a 
  call from the crown, took it for himself. However, 
  still loyal to Esme, he remained with her. In her 
  crazed state, she thought nothing of the ogre 
  having taken the crown. Oddly, the hag eye (MM 
  144) possessed by the ogre merged with the iron 
  crown, allowing Esme to see what the ogre saw 
  despite the mind blank effect of the crown. Esme 
  now attributes this not to her powers as a hag but 
  to her abilities as a seer and prophet. 
   
  Esme, still thinking herself to be a half-elven 
  victim whose family was murdered by the green 
  dragon, prayed nightly for some aid to materialize 
  to help her defeat the dragon. While she did not 
  consciously realize it, she was in fact praying to 
  her patron, Syrul. Syrul, being a god of lies and 
  deception, saw the iron crown for what it was and 
  desired to have it destroyed.  
   
  Thus, the goddess of lies promised aid to her 
  worshipper 
  while 
  sending 
  a 
  yugoloth 
  from 
  Gehenna, a corruptor of fate with a penchant for 
  theft and assassination, to recover and destroy the 
  crown. Esme and her ogre companion were no 
  match for the yugoloth; however, they survived as 
  the creature merely wanted the crown. After 
  subduing the ogre and taking the crown, it left the 
  pair alive, assuming they could further serve Syrul 
  in the future. 
   
  The yugoloth could sense the power of the 
  crown as soon as it touched it. Seeing the item as 
  a way to add to its own power, it defied its deity 
  and refused to return to Gehenna. 
   
  The yugoloth now realized that returning to 
  Gehenna was probably a bad idea anyway, as it 
  would almost certainly be assassinated by other 
  minions of Syrul for possession of the crown (it 
  was unaware that the crown cannot be moved 
  dimensionally). It therefore moved into a cave at 
  the 
  edge 
  of 
  the 
  Wormcrawl 
  Fissure, 
  an 
  environment it found hospitable and amusing (as 
  corruptors of fate are fond of being around 
  undead), and spent years setting up defenses 
  against intruders and contemplated the beauty, 
  and powers, of the crown.  
   
  However, the crown’s magic hid the hag eye 
  that was merged with it from the yugoloth’s ability 
  to detect. Thus, Esme knows roughly where the 
  yugoloth took the crown. She knows that she is no 
  match for the yugoloth, but revenge drives her to 
  continue her watch. She cares nothing for the 
  crown, although she vaguely understands that her 
  ogre minion was stronger and braver while 
  wearing it, but only desires revenge upon the 
  demon who failed to help her slay the dragon. 
   
  Unfortunately for Larn and Duke Gellor, 
  enough adventurers now know about the Iron 
  Crown that the information about it has started to 
  leak out. There are many important figures in the 
  Combination besides Gellor who would love to 
  own this powerful symbol of overlordship. Within 
  the last week or so, General Hok and Prince 
  Zeech have learned that it may still exist. 
  Additionally, freelance powers such as Nevin 
  Ringblade and Arvad Michelson want the crown 
  for their own ends.  
   
  Larn has one advantage though: he has been 
  searching for the crown longer than anyone else 
  has and finally he has made sense of certain 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 5 
  cryptic divination answers. He knows that there is 
  a half-elf living in the southern Tangles who has 
  information regarding the whereabouts of the 
  crown.  
   
  As words gets out, vast forces are moving in 
  the combination to find the crown and only he who 
  moves quickest and strikes the hardest will win the 
  crown. 
   
  ADVENTURE SUMMARY 
  Encounter 1A: Contact with Bleg One Eye, 
  informant with links to Nevin and the Death 
  Cultists. 
  Encounter 1B: Contact with Larn, minion of 
  Gellor.  
  Encounter 2: Travel to Esme’s lair to get 
  information about the crown. The heroes will 
  encounter Nevin Ringblade and his minions, men 
  who want the same information.  
  Encounter 3: The heroes have the opportunity to 
  talk with Esme and perhaps gain the location of 
  the Iron Crown. 
  Encounter 4: The heroes come upon the end of a 
  huge fight between the current owner of the crown 
  and the minions of Arvad Michelson (with magical 
  support from Lord Cranzer of Riftcrag). The 
  heroes catch up to the Iuzians just as they enter a 
  magical portal.  
  Encounter 5: The heroes may travel through the 
  portal after the Iuzians, chasing the crown, or they 
  may stop and discuss the situation. If they enter 
  the portal, they find themselves in Arvad 
  Michelson’s suites in Cranzer’s tower in Riftcrag. 
  Encounter 6: Representatives of various factions 
  arrive to plead their case for the crown. However, 
  all agree that it must be kept out of Iuzian hands. 
  Thus, the PCs must decide the fate of the iron 
  crown. 
  Encounter 7: Cranzer sends one last strike force 
  against the heroes, determined to win the crown 
  back for his new general, Arvad Michelson. 
  Conclusion: The heroes decide who gets the 
  crown. 
   
  PREPARATION FOR PLAY 
  Before you begin, find out which, if any, characters 
  have the following: 
  • 
  Enmity of Nevin Ringblade (BDK7-01 The 
  Halfling) (Nevin’s men target in encounter 2) 
  • 
  Hunted by assassins or Wanted for 
  Questioning by Temple Grimacing (various) 
  (Arvad’s men target this person in encounter 
  4) 
  • 
  Favor of Hok (various) (handout 1C if they 
  feel favorable towards Hok) 
  • 
  Trusted by Larn (BDK7-04 Proof of Loyalty) 
  (handout 1A if they feel favorable towards 
  Larn) 
  • 
  Distrusted by Larn (BDK7-04 Proof of 
  Loyalty) (see encounter 1B for details) 
  • 
  Enmity of Larn (BDK7-04 Proof of Loyalty) 
  (no encounter 1B for parties with this person) 
  • 
  Are members of the Army of the Warfields, 
  Brotherhood of the Sundered Axe, Johrase 
  Mercenaries, or Moskol’s Legion. 
  • 
  Find out the WCI score of each character. 
  Make note of any character with a Dissenter 
  ranking or higher. 
   
  REGIONAL WARNING 
  It is important to realize at all times that the 
  Bandit Kingdoms are under the control of Iuz, 
  the Old One, a chaotic, evil deity who revels in 
  torture, depravity and trickery. Government 
  officials tend to imitate many of the attributes 
  of their dread lord. Things that you might take 
  for granted in other lands, such as freedom of 
  worship and the rule of law, are not valued by 
  the rulers of the Combination of Free Lords. 
  You may be able to strike at Iuz, but seldom 
  can you strike at him overtly without paying 
  the final price. Be warned, life is short for 
  those who openly defy Old Wicked. 
   
  INTRODUCTION 
  Before you begin, give the players the appropriate 
  handout. 
  • 
  If the PC has the Trusted by Larn plot point, 
  give them handout 1A. 
  • 
  If the PC is a member of Moskol’s Legion, 
  give them handout 1B. 
  • 
  If the PC has the Favor of Hok (and NOT 
  Trusted by Larn), or is a member of the 
  Army of the Warfields, give them handout 
  1C. 
  • 
  If the PC is a member of the Johrase 
  Mercenaries, give them handout 1D. 
  • 
  If the PC is a Citizen of Redhand, give them 
  handout 1E. 
  • 
  Note: It is possible for a PC to receive more 
  than one handout. 
  • 
  If NONE of the PCs receives an appropriate 
  handout, then begin the adventure with 
  Encounter 1A as Bleg hires them to find 
  the crown. 
   
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 6 
   
  1A: THE DIRT ON THE 
  CROWN 
  This is the default starting encounter. If you cannot 
  find any other way of getting the PCs involved in 
  this adventure, assume that Bleg hires them to 
  locate the crown (at some exorbitant rate). Modify 
  the text as necessary in this case. 
   
  The Dingy Coffin in Hallorn is a great place to 
  catch a whiff of not only local intrigues, but 
  foreign plots as well. With the upheavals of the 
  last months caused by General Hok’s return, at 
  the head of a diabolic Horned Society army, 
  the city is in more turmoil than usual, with new 
  powers competing with the old guard for 
  dominance.  
   
  Over the course of the last couple of days, 
  you seem to have found a group of like-minded 
  veterans 
  who 
  understand 
  the 
  rush 
  of 
  adrenaline that comes from putting your life on 
  the line in battle. These personal contacts with 
  other adventurers are important to those who 
  have aligned themselves against the trickery of 
  Old Wicked, as it is harder to forge a friendship 
  than it is a document.  
   
  At this point allow the characters to introduce 
  themselves to one another. The characters have 
  been together off and on for the last couple of 
  days. Ask them what, if anything, they wish to do.  
   
  You see an unusual looking hobgoblin sitting 
  in a booth near the door. His left eye is 
  covered by an eye patch embroidered with the 
  words “the pain makes me stronger”. He is 
  dressed in rather shabby courtier’s clothing 
  that has the look of having been tailored for 
  someone of a significantly different build. The 
  small rent and the old bloodstain in the left 
  side of the doublet bear testimony to the fate 
  of the original owner.  
   
  When he notices your interest, he motions 
  for you to come to his table and sit down. 
  “Name’s Bleg. I need to hire a few lads for a 
  job. Interested?” 
   
  Bleg starts as Indifferent and knows the following 
  about the Iron Crown. He believes this information 
  to be accurate: 
  • 
  Most of the previous widely known owners of 
  the Iron Crown were assassinated by rivals 
  within 5 years of obtaining the crown. 
  • 
  The last widely known owner of the Iron 
  Crown was Albertus Gellor of Artonsamay 
  almost a hundred years ago. He was 
  assassinated on a hunting trip, presumably by 
  someone who wanted to steal the crown. 
  • 
  Bleg served under a hobgoblin captain during 
  the Greyhawk Wars in Hallorn. His captain 
  absconded with Reynard Moskol’s crown after 
  Boneheart Aundurach ordered it melted down. 
  Bleg never saw the captain again, but he does 
  know that the captain had fled into the 
  Tangles Forest. 
  • 
  He believes that Reynard had somehow 
  acquired the Iron Crown. 
  • 
  The crown protects its wearer from many 
  magicks as well as making him a better 
  warrior. 
  • 
  If the heroes were to recover the crown and 
  bring it back to Bleg, he will reward them well. 
  • 
  If asked who he works for, Bleg declines to 
  answer. Detect thoughts or similar magicks 
  will reveal that he works for Elhilbor, Captain 
  of Prince Zeech’s secret police. 
   
  A DC 25 Knowledge (history) check will also 
  reveal that the Iron Crown cannot be moved 
  dimensionally (Bleg DOES NOT know this fact). 
   
  If the PCs agree to undertake the mission and 
  swear oath to return to the crown to him, he will 
  reveal the following information: 
  • 
  Bleg knows of a half-elven seer who lives in 
  the 
  southern 
  Tangles. 
  If 
  she 
  survived 
  Cranzer’s attack on the forest, she may be 
  able to guide the heroes toward the crown’s 
  resting place. However, she may already be 
  dead.  
  • 
  He was duped into revealing this information 
  to a group of people who came by yesterday. 
  He overheard one of them mention that 
  someone named Nevin would be happy about 
  learning what he just told them. They then 
  tried to kill him, but Bleg escaped. He thinks 
  they may try to kill the half-elven seer 
  (mentioned above) to cover their tracks. 
   
  Bleg One Eye: LN male hobgoblin expert 5; hp 
  32; Bluff +11, Diplomacy +8, Sense Motive +4; Will 
  +5. 
   
  Development 
  The heroes should now know enough to go seek 
  out Esme. Proceed to Encounter 2. 
   
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 7 
  1B: LARN’S TALE 
  This encounter is run if the players have some 
  reason to seek out Larn at the Silver Star.  
   
  This encounter does not happen if any of the 
  heroes have the Enmity of Larn and have a 
  disguise check less than DC 24 (this is what Larn 
  gets taking 10 on his Spot). 
   
   
  Like most taverns in Kinemeet, the Silver Star 
  is orderly and well maintained. The food is 
  plain but nourishing although the ale is a bit 
  weak. The Johrase are not known for being 
  drunkards, after all. 
   
   
  There are very few people in the inn at the 
  moment 
  and 
  none 
  that 
  you 
  recognize. 
  However, after your meal, the innkeep comes 
  over to you and quietly mentions that there is 
  someone in an upstairs room that has asked to 
  speak to you. 
   
  Allow them to make whatever normal prepartions 
  they might wish to make (although the innkeeper 
  will not allow spellcaster unless the PC is a cleric 
  of a lawful human god), then continue with the 
  following: 
   
  The door to the room opens up into a sitting 
  room. In one of the chairs in the room is an 
  Oeridian man of medium height and unfamiliar 
  appearance.  
   
  Larn is disguised at present. A DC 31 Spot check 
  is required to see through the disguise. Larn will 
  not drop his disguise or discuss anything with any 
  party that contains a person with the Enmity of 
  Larn plot point, as these characters have betrayed 
  Larn in the past. Should the characters force their 
  way into Larn’s presence, he will deny that he is 
  Larn and apologize for wasting their time, 
  explaining that he thought they were a group of old 
  sailing buddies of his.  
   
  If a party has a character who has the 
  Distrusted by Larn plot point, then he will start as 
  Unfriendly towards the party and will only talk to 
  them if his reaction can be changed to Indifferent 
  or better. He will not reveal himself as Larn in the 
  presence of these characters unless his reaction 
  is changed to Friendly or better. Even in these 
  circumstances, he will ask the character with the 
  negative plot point to leave the room while he 
  discussed his plan with the rest of the characters. 
  In this case, he will urge the remaining characters 
  to watch this character closely, as he cannot be 
  trusted and is liable to betray them all.  
   
  Larn: CG male human wizard 10: hp 40; see 
  Appendix 1. 
   
  When he is satisfied to the trustworthiness of the 
  heroes, he will continue. 
   
  “I am sorry for the subterfuge, but I have had 
  spies following me for some time now. I do not 
  know who betrayed me but obviously word has 
  gotten out about the Duke and his plans.” 
   
  He leans back in his chair, then continues. 
  “The Duke is making great progress in his 
  recruitment of forces to help him and now only 
  needs one more thing to make his return 
  possible. Perhaps you have heard of the Iron 
  Crown, a symbol of overlordship of the 
  Combination of Free Lords? It is this that I 
  wish to send you to retrieve for His Grace.” 
   
  Larn knows the following about the Iron Crown: 
  • 
  Most of the previous widely known owners of 
  the Iron Crown were assassinated by rivals 
  within 5 years of obtaining the crown. 
  • 
  The last true owner of the Iron Crown was 
  Reynard Moskol, father to Tarren Moskol. 
  Reynard was the Earl of the Tangles when 
  Aundurach slew him.  
  • 
  A hobgoblin captain stole the crown from the 
  dead Earl’s corpse and fled into the Tangles 
  with it. There, the hobgoblin was killed by a 
  demon near the area now known as Green’s 
  Pond. 
   
  A DC 25 Knowledge (history) check will also 
  reveal that the Iron Crown cannot be moved 
  dimensionally (Larn DOES NOT know this fact). 
   
  Larn only reveals the following after everyone in 
  the party has sworn oath to return the crown to 
  him: 
  • 
  Larn knows of a half-elven seer named Esme 
  who lives in the southern Tangles. If she 
  survived Cranzer’s attack on the forest, she 
  may be able to guide the heroes toward the 
  crown’s resting place. (He provides directions 
  on how to reach her) 
  • 
  The crown protects its wearer from many 
  magicks as well as making him a better 
  warrior.  
   
  Summing up, Larn concludes: 
   
  “I cannot seek this woman out as I am being 
  followed. If I were to go to her, I would not only 
  put her life in danger but I would lead our 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 8 
  enemies that much closer to the crown. Find 
  the crown if you can and return to my tower 
  near Salfrayfields. I will have travel arranged 
  for us to proceed to the County of Urnst to 
  meet with Duke Gellor and to collect your 
  reward. Any who recover the crown for Duke 
  Gellor will surely be honored and will fight at 
  his side to drive Cranzer from the region!” 
   
   
  Kinemeet (Small city): Conventional; AL LN; 
  15,000 gp limit; Assets 5,250,000 gp; Population 
  7,000; Mixed (human [OFsb] 6,720, halfling 70, 
  gnome 70, dwarf 35, half-elf 35, half-orc 35). 
   
  SHOPPING 
  Should the PCs need to re-supply, they can 
  purchase any non-Evil Open item from the PHB or 
  DMG with a cost of 15,000 gp or less. 
   
  Development 
  The heroes should now know enough to go seek 
  out Esme. Proceed to Encounter 2. 
   
  2: SOUTHERN DEAD 
  Assume that the heroes make their way to the 
  southern Tangles without any problems (for a 
  change). Feel free to describe them avoiding 
  Iuzian patrols, Morginstaler (if they travel near the 
  Rift Canyon), etc., to make it seem like the journey 
  was fraught with danger. 
   
  This area of the Tangles is still completely 
  decimated. It counts as a sparse forest (DMG 87) 
  for purposes of terrain, except there is no 
  undergrowth and the trees are all dead. Roughly 
  50% of the squares contain a 30-foot tall dead 
  typical tree (AC 2, hardness 2, hp 75). A creature 
  standing in the same square as a typical tree 
  gains a +2 cover bonus to Armor Class and a +1 
  cover bonus to Reflex saves. The trees do not 
  hinder 
  tactical 
  movement, 
  regardless 
  of 
  a 
  creature’s size. 
   
  Once ready, proceed with the following: 
   
  The weather has turned nasty as you travel 
  through the southern Tangles. This part of the 
  forest 
  is 
  still 
  dead, 
  meaning 
  you 
  are 
  dangerously exposed to view as you travel, but 
  you dare not travel along the roads between 
  the Leering Keeps for fear of Iuzian patrols. 
   
  During your travels, you stumbled upon a 
  small inn. Previously hidden by the forest, it is 
  clear that this way station serves as a lookout 
  point for the men of Moskol’s Legion. Several 
  men take their ease in the tavern, large hunting 
  hounds at their feet. The sign of the Summoner 
  hangs around more than one neck. All look at 
  you warily as you enter. 
   
  This unnamed tavern was created to assist 
  travelers from Hallorn as they moved through the 
  southern forest to avoid Iuzian patrols.  
   
  If you wish, feel free to roleplay the encounter 
  at the tavern. All inhabitants start out as Indifferent 
  unless the PC is either a member of Moskol’s 
  Legion or a worshipper of Trithereon, in which 
  case they are Friendly. 
   
  If made Friendly, the innkeeper or a patron will 
  reveal the following: 
  • 
  Something has been terrorizing the area on 
  and off for the past few years. 
  • 
  They are unable to describe this “monster” as 
  it only comes out infrequently and only takes 
  children when no witnesses are around. 
  Gerland and Otolle have been so far unable to 
  locate the creature. 
  • 
  No one can confirm that the monster actually 
  exists, but they all “know” it does.  
  • 
  A strange group just moved through the area, 
  seeking a local witch’s hut. (They will be 
  described as appropriate for the APL [see 
  below]). They were a rough lot, but started no 
  trouble. Still, the locals got a sense of unease 
  when they were around. 
  • 
  The witch, a half-elf, is named Esme. She 
  lives only a few miles to the north. She keeps 
  to herself and harms no one. 
  • 
  Esme has strange powers of divination. It is 
  usually she who finds the missing children’s 
  bodies after the monster has slain them. 
  Unfortunately, she has never been able to pin 
  down the creature’s location in time for the 
  hunters to find and kill the beast. 
   
  By now, the heroes should be aware that 
  someone else is seeking the witch, and thus they 
  should hurry to find her. 
   
  Nevin and his minions arrived at Esme’s home 
  before the heroes and are currently negotiating 
  with her inside the hut. Esme wants Nevin’s help 
  in killing the yugoloth before she tells him of the 
  crown’s location. Naturally, Nevin wants no part of 
  this and he is seeking to intimidate Esme into just 
  giving him the information. He does not realize 
  that she is actually a hag, nor is he aware that her 
  bodyguard is an ogre (because it is invisible, but 
  he is aware that something else is in the hut). 
   
  Note: Both Esme and her ogre are invisible 
  due to her at will spell-like ability. Should a PC 
  look inside the hut, take this into account. 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 9 
   
  As the heroes approach Esme’s hut, be sure 
  to give the NPCs appropriate Spot and Listen 
  checks. If they detect the PCs, they will react 
  accordingly. Nevin does not want to be interfered 
  with while he deals with the witch. Killing meddling 
  fools should prove how dangerous he can be.  
   
  As the PCs approach the witch’s hut, read or 
  paraphrase the following. 
   
  Your journey seems to end at a squat and dirty 
  hut. This is a residence that has seen better 
  days and has an air of long-term poverty about 
  it. This makes the horses tethered outside look 
  more out of place.  
   
  Nevin and Groc are inside the hut. Bulgo (or the 
  demon at APL 12) has taken up a position high in 
  a nearby tree to keep an eye out for intruders. As 
  soon as intruders are spotted, the sentry will 
  attack. If the PCs haven’t spotted the hiding 
  sentry, this will earn the villain a surprise round.  
   
  See DM map 1 for the layout of the hut and its 
  environs. Once alerted to the PCs presence, 
  Nevin will order his men to kill the interlopers, 
  promising Esme that they will continue negotiating 
  once the intruders have been dealt with. 
   
  APL 6 (EL 8) 
   
  Nevin: NE male human Rog 7; hp 44; 
  Appendix 1. 
   
  Groc: CN male orc barbarian 3; hp 32; 
  Appendix 1. 
   
  Bulgo: CN male human Wiz 3; hp 16; 
  Appendix 1. 
   
  APL 8 (EL 10) 
   
  Nevin: NE male human Rog 7; hp 44; 
  Appendix 1. 
   
  Groc: CN male orc barbarian 7; hp 68; 
  Appendix 1. 
   
  Bulgo: 
  CE 
  male 
  dire 
  wereboar 
  rogue 
  2/assassin 1; hp 90; Appendix 1. 
   
  APL 10 (EL 12) 
   
  Nevin: NE male human Rog 7; hp 44; 
  Appendix 1. 
   
  Groc: CN male goliath barbarian 1/Fighter 
  4/Occult Slayer 4; hp 92; Appendix 1. 
   
  Bulgo: 
  CE 
  male 
  dire 
  wereboar 
  rogue 
  2/assassin 3; hp 102; Appendix 1. 
   
  APL 12 (EL 14) 
   
  Nevin: NE male human Rog 7; hp 44; 
  Appendix 1. 
   
  Groc: CN male goliath barbarian 1/Fighter 
  4/Occult Slayer 4; hp 92; Appendix 1.  
   
  Bulgo: 
  CE 
  male 
  dire 
  wereboar 
  rogue 
  2/assassin 3; hp 102; Appendix 1. 
   
  Advanced Arrow Demon: hp 228; Appendix 
  1. 
   
  Tactics  
  At all APLs, Nevin will signal for his men to focus 
  on the characters with the Enmity of Nevin 
  Ringblade plot point, unless this tactic would be 
  suicidal.  
   
  At APLs 8 and 10, the wereboar assassin 
  starts the combat hiding in a tree in the woods 
  near the front of the hut. Bulgo will have studied 
  the PC with the highest WCI score (if he sees 
  through their disguise), and who looks like they 
  have a low Constitution (elves are high priority 
  targets), as they approach and then will attempt an 
  assassination.  
   
  At APL 12, the demon will preferentially target 
  heroes who are lightly armored first, working its 
  way to the heavily armored foes, unless this tactic 
  would be suicidal.  
   
  Nevin has no intention of fighting to the death. 
  Should he feel that his men are losing, he will flee 
  into the forest. It will then be up to the PCs to find 
  him. Should he escape, so be it. The PCs will still 
  have Esme to talk to. 
   
  Treasure 
   
  APL 6: Loot 73 gp; Coin 4 gp; Magic 1,053 gp 
  -- +1 chain shirt (104 gp), +1 shock rapier (693 
  gp), potion of cure light wounds (4 gp), potion of 
  cure serious wounds (63 gp), potion of invisibility 
  (12 gp), scrolls of (glitterdust [13 gp], grease [2 
  gp], invisibility [13 gp], mage armor [2 gp], ray of 
  enfeeblement [2 gp], scorching ray [13 gp], shield 
  [2 gp]), spellbook (92 gp), wand of magic missile 
  [CL 3, 10 charges, 38 gp]); Total 1,130 gp. 
   
  APL 8: Loot 43 gp; Coin 4 gp; Magic 1,642 gp 
  -- +1 chain shirt (104 gp), +1 cold iron spear (359 
  gp), +1 greataxe (193 gp), +1 shock rapier (693 
  gp), +1 studded leather (98 gp), cloak of 
  resistance +1 (83 gp), potion of invisibility (2@12 
  gp each), potion of cure moderate wounds (25 gp), 
  potion of cure serious wounds (63 gp); Total 1,689 
  gp. 
   
  APL 10: Loot 92 gp; Coin 4 gp; Magic 3,053 
  gp -- +1 chain shirt (104 gp), +1 cold iron spear 
  (359 gp), +1 corrisive goliath greathammer (694 
  gp), +1 shock rapier (693 gp), cloak of resistance 
  +1 (2@83 gp each), bracers of quick strike (117 
  gp), gauntlets of ogre power (2@333 gp each), 
  potion of cure serious wounds (63 gp), potion of 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 10 
  invisibility (2@12 gp each), ring of protection +1 
  (167 gp); Total 3,149 gp. 
   
  APL 12: Loot 92 gp; Coin 4 gp; Magic 5,061 
  gp -- +1 chain shirt (104 gp), +1 cold iron spear 
  (359 gp), +1 corrisive goliath greathammer (694 
  gp), +1 large seeking composite greatbow (2@754 
  gp each), +1 mithral chain shirt (175 gp), +1 shock 
  rapier (693 gp), cloak of resistance +1 (2@83 gp 
  each), bracers of quick strike (117 gp), gauntlets 
  of ogre power (2@333 gp each), potion of 
  barkskin (+5) (100 gp), potion of cure serious 
  wounds (2@63 gp each), potion of invisibility 
  (3@12 gp each), quiver of Ehlonna (150 gp), ring 
  of protection +1 (167 gp); Total 5,157 gp. 
   
   
  Troubleshooting 
  If the heroes do not want to start a fight, perhaps 
  because they wish to ambush Nevin and his men 
  later (which is actually a good idea), then be sure 
  to have Esme start screaming from inside the hut 
  as Nevin attacks her (after she had told him where 
  the yugoloth lairs). Nevin is unaware that Esme is 
  really a hag, and he has not yet figured out that 
  the other invisible creature in the hut is an ogre.  
   
  Should the heroes not interfere, he and his 
  henchman easily kill the hag and the ogre (once it 
  attacks and becomes visible, although it will nearly 
  kill Nevin with its first attack) and then search her 
  hut. A short while later, they leave for Wormcrawl 
  Fissure. 
   
  If the PCs allowed all this to happen, then they 
  will either have to follow Nevin all the way to the 
  Fissure, or they will have to capture him and 
  Intimidate the information out of him or they will 
  have to kill him and try speak with dead. 
   
  Development 
  Nevin has Player Handout 2 on him. When Nevin 
  and his companions have been defeated, the 
  heroes can attempt to negotiate with Esme. 
   
  3: DISCUSSIONS WITH ESME 
  Note: Both Esme and her ogre are invisible due to 
  her at will spell-like ability (she believes this to be 
  a gift from the gods). Should a PC look inside the 
  hut, take this into account. 
   
  Esme isn’t coming out of the hut as long as 
  she senses danger on the other side of the door. 
  When the heroes finish off Nevin and his crew, 
  they can attempt Diplomacy or Intimidate to 
  convince her to come out (she starts off as 
  Unfriendly and she must be made Indifferent to 
  talk with the adventurers. If made Friendly, she will 
  become visible). 
   
   
  Unless the heroes do something completely 
  stupid, have her eventually open negotiations (her 
  ogre remains silent throughout). When she does, 
  read or paraphrase the following. 
   
  The hut’s deer-hide door opens to reveal a 
  half-elven woman with flaming red hair. 
  Various arcane fetishes adorn her clothes, 
  which are patched and tattered and of an 
  unusual style. She has a cunning, almost feral, 
  look in her eye as she looks you up and down, 
  then glances past you to the bodies of your 
  defeated foes.  
   
  “What do you lot want?”, she says, 
  adjusting her gown and standing up a little 
  straighter.  
   
  Esme’s grasp on reality is pretty tenuous and she 
  should be played as a bit schizophrenic, talking to 
  the thin air as she wonders about things (she’s 
  actually talking to her ogre, as if she is talking to 
  herself. The ogre remains silent). Under no 
  circumstances will she reveal that she is a hag 
  as she truly believes that she is a half-elven 
  woman who has divination abilities (which is why 
  she finds dead bodies from to time to time in the 
  forest; they appear to her in her “dreams”). Note 
  that this means that there is no opposed Bluff vs. 
  Sense Motive, as in HER reality, she is a half elf. 
   
  If the heroes are friendly towards her, and 
  have made her Friendly, she will relate to them the 
  tale of the Iron Crown as she knows it (see 
  Background, but remember that she does not think 
  she is a hag). She does not know the item’s true 
  nature or powers, nor does she know that she can 
  scry on it because of her ogre’s missing hag eye. 
  She just knows that from time to time she has 
  dreams that show her what the yugoloth who stole 
  the crown is up to. She will then offer to tell the 
  PCs where the crown is so that they may seek it 
  out in exchange for their promise that they will slay 
  the demon. 
   
  If the characters agree to help her (or if they 
  lie and convince they will try), she will tell them the 
  following: 
  • 
  The yugoloth lives alone in a cave at the edge 
  of the Wormcrawl Fissure. She can provide 
  directions and describes the yugoloth. A DC 
  17 Knowledge (the planes) check will confirm 
  that the yugoloth described is a corruptor of 
  fate (MM4 190) with assassin abilities. A DC 
  20 reveals that being touched by one brings ill 
  fortune. A DC 25 reveals that it has a gaze 
  attack that also brings ill fortune.  
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 11 
  • 
  A DC 10 Knowledge (religion) or (geography) 
  check regarding the Wormcrawl Fissure 
  reveals that the area is tied to the god Kyuss. 
  A DC 15 reveals that the area is purported to 
  be overrun with unusual undead creatures 
  known as Sons of Kyuss. 
  • 
  The yugoloth is a powerful assassin. His lair is 
  hard to reach and is protected by several 
  traps.  
  • 
  If the PCs have detected her ogre bodyguard 
  and ask her about him, she claims that he is a 
  gift from the gods to protect her. 
  • 
  If detect thoughts or similar magic is used on 
  the ogre, he knows that she is really a hag 
  that is self-delusional. However, he doesn’t 
  care much as he still is loyal to her, crazy or 
  not. 
   
  All APLs (EL 8) 
   
  Esme: CN female green hag (disguised as a 
  half-elf, DC 25 Spot to see through the disguise--
  disguise self); hp 49; MM 143. 
   
  Krag: CN male ogre barbarian 4; hp 79; MM 
  198. 
   
  Troubleshooting 
  A DC 25 Spot check will allow a hero to see past 
  her disguise and recognize her for a green hag. 
  She will deny this to the death, even if confronted 
  with this “reality” (which is not her reality and an 
  insult in her mind). She will even claim to be 
  cursed, or that the heroes are delusional.  
   
  If attacked, she will not defend herself until 
  she has taken lethal damage (although the ogre 
  will immediately move to attack), as her half-elven 
  persona is a non-combatant. However, once she 
  has taken lethal damage, her alignment will switch 
  to CE and she will fly into a rage, attempting to kill 
  everyone within sight, except her ogre. Utterly 
  crazy, she will fight to the death. 
   
  Treasure 
  Esme possesses very little in the way of treasure, 
  having 
  lost 
  hers 
  when 
  she 
  fled 
  from 
  Maurgoroothyx several years ago. The ogre only 
  possesses the items detailed in its Monster 
  Manual entry.  
   
  Also, a DC 25 Search of her lair will reveal 
  several human bones hidden under rugs, buried in 
  the floor, in a kettle, etc. These are the remains of 
  her victims. 
   
  All APLs: Loot 0 gp; Coin 0 gp; Magic 457 gp 
  -- +1 large hide armor (98 gp), +1 large greatclub 
  (192 gp), ring of protection +1 (167 gp); Total 457 
  gp. 
   
   
  Development 
  The PCs MUST get the yugoloth’s lair’s location 
  information or the adventure is over. If they kill her 
  before getting it, then they acted rashly.  
   
  Most tables should be able to figure out that 
  Esme is in fact a green hag, and probably the 
  monster responsible for the infrequent murders. 
  However, they might be confused because she 
  does not have an evil aura (until she is attacked, 
  at which time her hag persona takes over). Once 
  the PCs have the directions to the lair, they may 
  do what they will with Esme. Keep in mind that 
  lawful PCs who negotiated with her in good faith 
  may require an atonement if they deal with her 
  and then attack her without warning. 
   
  If the PCs try to get Esme to go with them, she 
  refuses to do so. Only magical compulsions will 
  force her and her ogre to do so. 
   
  4: YUGOLOTH LAIR 
  Background 
  The minions of Arvad Michelson, Blackguard of 
  Iuz and new General of Riftcrag (serving under 
  Boneheart Cranzer) have started their assault 
  upon the yugoloth that currently holds the crown. 
  Arvad would be there himself, but Iuz himself 
  requested his presence in Dorakaa. Unwilling to 
  wait to recover the crown, Arvad ordered his men 
  to go ahead with the attack without him. 
   
  Arvad, with the backing of Cranzer, was able 
  to obtain the information about the owner of the 
  crown via his contacts on the plane of Gehenna 
  (the yugoloth’s home plane). While he is worried 
  about the yugoloth’s lair’s proximity to Wormcrawl 
  Fissure, he is willing to risk his troops to obtain the 
  fabled crown. 
   
  As a favor to Arvad, Cranzer himself has 
  created a portal that goes straight from Arvad’s 
  suites in Cranzer’s tower in Riftcrag to the area 
  near the yugoloth’s lair. Unfortunately for the 
  yugoloth, it is unaware that it is being hunted.  
   
  As this encounter begins, the fight with the 
  yugoloth has just ended with the yugoloth being 
  dismissed back to Gehenna. Cranzer’s support 
  wizards have already teleported back to Riftcrag to 
  report, leaving Arvad’s men to loot. Arvad’s main 
  supporters are preparing to use the portal to return 
  back to Riftcrag with the crown as the heroes 
  show up.  
   
  As the heroes approach Wormcrawl Fissure, 
  read the following: 
   
   
  The travel to Wormcrawl Fissure was eerily 
  uneventful. You had to dodge an Iuzian and 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 12 
  demon patrol here and there, but you made it 
  to the western Rift Barrens safely. Like much 
  of the Rift Barrens, this area is dry and rugged 
  and completely empty of wildlife and game. 
  Unlike other areas, this region is reputedly rife 
  with undead that crawl out of the infamous 
  Wormcrawl Fissure. Even the Iuzians avoid 
  this place, it is said. 
   
  However, you have yet to see any fresh 
  signs of unusual undead as you approach the 
  area that was described to you. As you are still 
  a mile or so away from the fissure itself, maybe 
  this isn’t that unusual. 
   
  A DC 20 Spot check will reveal a gully a bit of a 
  distance off to the west. In that galley is a cave 
  entrance. See DM Map 2 for a map of the cave. 
   
  Up a slight ridge is a narrow cave entrance. In 
  a rough semi circle around the entrance are 
  the corpses of two human soldiers, their blood 
  having dried on the rocks beneath them. Their 
  tabards bear the grinning skull motif.  
   
  The smell of brimstone and chlorine lies 
  heavily in the air. There is no sound coming 
  from inside the cavern. 
   
  A DC 15 Heal check will reveal that the humans 
  have been dead only a few minutes. Each was 
  slain by a single arrow through the neck. 
   
  A DC 17 Survival check made by a character 
  with the Track feat will reveal that at least nine 
  humanoids were in the area, having approached 
  from the opposite end of the gully than the PCs 
  approached from. A DC 20 check will also reveal 
  that two sets of similar prints leave the area and 
  head back down the gully. If the PCs follow these 
  tracks, which lead to a portal a half-mile away, go 
  to Encounter 5. 
   
  Inside the cavern is the body of one more 
  soldier killed by a poison dart trap that he 
  triggered.  
   
  When the heroes decide to enter the cavern, 
  read the following: 
   
  Inside the cavern is carnage. Scorch marks are 
  on the walls, with several more bodies lying 
  scattered around the cave, one of which is 
  oddly enough that of a female gnoll dressed in 
  the bloodstained robes of a cleric of the Old 
  One.  
   
  Read the following once the PCs have opened the 
  door to the back chamber: 
   
  In the back of the cavern is a wall of fog that is 
  so thick it seems almost solid. Suddenly the 
  fog disappears, revealing several human 
  soldiers! Each wears a grinning skull tabard 
  and has weapons at the ready. 
   
  During the battle with the yugoloth, the Iuzians 
  cast solid fog to slow its movement down, which 
  then allowed them to banish it via a dismissal 
  spell. Naturally, they didn’t care that three of their 
  number were trapped in the fog as well. The 
  remaining Iuzians (Arvad’s cohort and his squire) 
  searched the cavern and located the crown, 
  leaving these three to loot the cavern once the fog 
  expired. 
   
  The spell’s duration expires just as the heroes 
  enter the cavern.  
   
   
  All APLs (EL 5) 
   
  Arvad’s Dragoon Privates (2): CE male 
  human fighter 1; hp 10 plus 10 temp each; 
  Appendix 1. 
   
  Arvad’s Dragoon Corporal: CE male human 
  fighter 2; hp 18 plus 10 temp; Appendix 1. 
   
  Note: The EL has been raised by to account for 
  the greater magic weapon spells that Arvad’s 
  cohort cast on the soldiers’ weapons the day 
  before. 
   
  Tactics 
  The Iuzians, being outnumbered, seek to flee back 
  to the portal. They have no wish to die here, but if 
  cornered, they will fight to the death.  
   
  If captured alive, they may be interrogated. To 
  get them to talk requires a DC 28 Intimidate check 
  (consider this an opposed check, opposed by 
  Arvad’s +18 Intimidate modifier). Even death 
  doesn’t scare them, as they have been promised 
  that their souls will become demons when they 
  die. If convinced to talk, they will reveal the 
  location of the portal and the fact that it leads to 
  Arvad’s suites in Cranzer’s Tower in Riftcrag. They 
  will also reveal that Arvad is in Dorakaa meeting 
  with Iuz himself. 
   
  Treasure 
   
  All APLs: Loot 264 gp; Coin 0 gp; Magic 83 
  gp; vest of resistance +1 (83 gp); Total 347 gp. 
   
   
  Development 
  The purpose here is for the PCs to discover the 
  trail that leads to the portal, if they have not 
  already done so, by having to chase the Iuzians.  
  
  BDK8-02 Trouble Everywhere You Go 
   
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  Once the PCs have located the portal, go to 
  Encounter 5. 
   
  5: THE PORTAL 
  Having secured the crown, Arvad’s trusted cohort 
  is waiting for the rest of her men to join her at the 
  portal (she has already sent the squire through to 
  ensure no ambush is waiting for her in the tower).
   
  Why doesn’t she just attempt to word of recall 
  with it to Dorakaa? She is worried that were she to 
  show up in Dorakaa with the crown, all manner of 
  things could happen to her before she reached her 
  lord in Iuz’s audience chamber. At least she 
  knows that in Cranzer’s tower in Riftcrag she is 
  relatively safe until her lord returns to claim the 
  crown.  
   
  See DM Map 3. Read the following as soon as 
  any of the PCs can see the portal: 
   
  As you move up the gulley, you round have 
  gone perhaps half-a-mile from the cave 
  entrance when you see a large-door-sized 
  shimmering wall of grey. Striding toward it is a 
  human 
  female 
  in 
  heavy 
  armor, 
  her 
  bloodstained black robes marking her as a 
  cleric of Iuz. In her hand she clutches a dull 
  black iron crown as she steps through the 
  portal, disappearing to lands unknown. 
   
  NOTE: The Iron Crown cannot be transported 
  dimensionally. When an attempt is made to move 
  it 
  into 
  an 
  extradimensional 
  space 
  or 
  via 
  dimensional 
  travel 
  (i.e. 
  Heward’s 
  handy 
  haversack, dimension door, teleport, etc.) an effect 
  is triggered that is nearly identical in form to 
  greater anticipate teleportation (SpC). When 
  moved dimensionally, the crown disappears 
  immediately and reappears at the point of 
  dimensional entry three rounds later. Arvad’s 
  cohort was not aware of this property of the crown. 
  Thus, once she entered the portal, the crown 
  disappeared. In three rounds it will reappear in 
  midair just before the portal in the Rift Barrens and 
  fall to the ground. 
   
  Development 
  What the PCs do determines how the action goes 
  in this encounter. If a PC immediately follows her 
  through the portal (foolish, but brave, especially at 
  lower APLs if they don’t know where it leads or 
  how long the portal will remain open), go to 
  Encounter 5A: The Tower. 
   
  If the PCs wait to discuss strategy, buff, etc., 
  go to Encounter 5B: Look What We Found. 
   
  Regardless, once the PCs have the crown, 
  proceed to Encounter 6. If the PCs failed to 
  recover the crown, proceed to the Conclusion. 
   
  5A: THE TOWER 
  Brazenly you step through the portal, arriving 
  in a large, garishly decorated hall. Immediately 
  upon arriving, you feel something tear at your 
  soul. 
   
  Important Note: Cranzer’s Tower in Riftcrag is 
  under the protection of a forbiddance spell (DC 30, 
  CE, CL 18), which prevents planar travel into or 
  within it. The only extradimensional travel allowed 
  is the portal they just came through, which was 
  specifically designed to bypass the forbiddance 
  (both of which were cast by Cranzer, a master at 
  portal construction and planar travel. Plus, he 
  used wish in the construction of the forbiddance  
  to allow himself to create portals that could enter 
  the forbiddance area). 
   
  Remember 
  that 
  forbiddance 
  damages 
  creatures based on their alignment. The heroes 
  will be at a distinct disadvantage fighting in 
  Cranzer’s Tower. See PHB 232 for information on 
  forbiddance. Have all PCs that enter the area 
  make saving throw attempts and take damage as 
  appropriate (note that this damage can be 
  disregarded by a character with the Mettle special 
  ability if that character makes their saving throw). 
  It is quite likely at lower APLs that this effect will 
  outright kill PCs with low hit point totals. Such is 
  the danger of entering Cranzer’s Tower. 
   
  Behind you stands a duplicate of the portal 
  you just walked through, its shimmering grey 
  field giving no hint as to its destination. 
   
  A set of closed doors are off to your left 
  and the heads of many beasts, ranging from 
  ankhegs to ogres to a copper dragon’s, adorn 
  the walls of the chamber. In addition, several 
  shields hang about, each with the same 
  heraldic device of a greatsword under a 
  grinning skull. 
   
  Tall south-facing windows look out from on 
  high over a city that is perched on a plateau at 
  the edge of a massive canyon. Several large 
  flying demons can be seen hovering over the 
  city, scanning it for prey. 
   
  Standing twenty feet in front of you, and 
  startled by your appearance, are a female 
  human cleric of Iuz and a male human warrior 
  in dark armor, a greatsword in his hands. 
  There is nothing in the woman’s hands and 
  she has a perplexed look on her face. 
  
  BDK8-02 Trouble Everywhere You Go 
   
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  This is Arvad’s audience chamber. It is here that 
  he instructs his cohort and followers on the days 
  activities. See DM Map 4 for a map of the hall. 
   
  A DC 15 Knowledge (geography) or (local – 
  Iuz Border States) check will reveal that the 
  heroes are standing inside Cranzer’s tower in 
  Riftcrag, a city at the edge of the Rift Canyon. A 
  DC 20 Knowledge (nobility and royalty) check will 
  reveal the heraldry as that of Arvad Michelson, 
  Blackguard of Iuz and new general of Cranzer’s 
  army in Riftcrag. PCs that have seen Arvad before 
  will recognize that the warrior is NOT Arvad. 
   
  Arvad’s cohort is doubly shocked. First, the 
  crown is no longer in her grasp, and she has no 
  idea where it is (she was just about to go back 
  through the portal and look for it when the PCs 
  arrived). Second, the heroes, who she has never 
  seen before, just stepped out of the portal instead 
  of her privates and corporal.  
   
  The PCs gain a surprise round if they move 
  swiftly through the portal as a group. If just one 
  comes through and the others wait, then only that 
  PC gains the surprise round. 
   
  APL 6 (EL 9) 
   
  Injured Arvad’s Cohort: CE female human 
  cleric of Iuz 12; hp 57; Appendix 1. 
   
  Injured Arvad’s Squire: CE male human 
  fighter 5/pious templar 2/blackguard of Iuz 1; hp 
  58; Appendix 1. 
   
   
  APL 8 (EL 11) 
   
  Injured Arvad’s Cohort: CE female human 
  cleric of Iuz 12; hp 75; Appendix 1. 
   
  Arvad’s Squire: CE male human fighter 
  5/pious templar 2/blackguard of Iuz 1; hp 68 plus 
  10 temp; Appendix 1. 
   
  APL 10 (EL 13) 
   
  Arvad’s Cohort: CE female human cleric of 
  Iuz 12; hp 111 plus 10 temp; Appendix 1. 
   
  Arvad’s Squire: CE male human fighter 
  5/pious templar 2/blackguard of Iuz 1; hp 68 plus 
  10 temp; Appendix 1. 
   
   
  APL 12 (EL 15) 
   
  Arvad’s Cohort: CE female human cleric of 
  Iuz 12; hp 111 plus 10 temp; Appendix 1. 
   
  Arvad’s Squire: CE male human fighter 
  5/pious templar 2/blackguard of Iuz 1: hp 68 plus 
  10 temp; Appendix 1. 
   
  Glabrezu: hp 186; MM 43. 
   
   
  Note: For EL purposes, the forbiddance effect is 
  considered a CR 8 trap. The EL has been lowered 
  by 1 because the heroes gain surprise. 
   
  At lower APLs, the cohort and squire have 
  expended spells (and higher level short term buff 
  spells have expired) and have taken damage to 
  make them an appropriate challenge for that APL 
  (for instance, at APL 6 she can only cast 3rd level 
  or lower spells as she used all her higher level 
  spells in the fight against the yugoloth). Note that 
  she is not proficient with her greatsword. This 
  should help offset her high Armor Class at lower 
  APLs. 
   
  Still, this meant to be a very tough fight that 
  should cause most parties to flee from Cranzer’s 
  Tower. Fleeing does not equal failure as the crown 
  is not there. 
   
  Tactics 
  During the fight, Arvad’s cohort will scream her 
  head off, trying to summon reinforcements. She 
  will fight with a vengeance, seeking to kill the PCs. 
  If the heroes flee through the portal, they will 
  chase them as she thinks they now have the 
  crown (somehow). The squire defends her to the 
  best of his ability, attempting to sunder the 
  weapons of those who move to attack them. 
  Despite their alignment, the two fight well together, 
  for they are Arvad’s two most powerful followers 
  and each worships Arvad in their own way.  
   
  Treasure 
   
  APL 6: Loot 508 gp; Coin 0 gp; Magic 4,982 
  gp -- , +1 full-plate (221 gp), +1 greatsword (196 
  gp), gauntlets of ogre power (333 gp), hat of 
  disguise (83 gp), periapt of wisdom +2 (333 gp), 
  rod of extend (lesser, 250 gp), strand of prayer 
  beads (2,150 gp), vest of resistance +1 (83 gp), 
  vest of resistance +4 (1,333 gp); Total 5,490 gp. 
   
  APLs 8-12: Loot 508 gp; Coin 0 gp; Magic 
  5,057 gp -- , +1 full-plate (221 gp), +1 greatsword 
  (196 gp), gauntlets of ogre power (333 gp), hat of 
  disguise (83 gp), periapt of wisdom +2 (333 gp), 
  potion of shield of faith (+5, 75 gp), rod of extend 
  (lesser, 250 gp), strand of prayer beads (2,150 
  gp), vest of resistance +1 (83 gp), vest of 
  resistance +4 (1,333 gp); Total 5,565 gp. 
   
   
  Reinforcements 
  During the time that this combat is going on, you 
  should describe the sounds of a tower in an 
  uproar. The players should get the distinct feeling 
  that time is running out, but that retreat is always 
  an option back through the portal. Starting on 
  round 5, reinforcements will start to arrive through 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 15 
  the double doors. If the double doors are blocked 
  somehow, then the reinforcements will be delayed 
  as appropriate. More reinforcements will arrive on 
  round 10. If the PCs aren’t out of there by round 
  15, one final reinforcement arrives. 
   
  See below for details (note that R# designates 
  the round the reinforcement arrives on). 
    
  All APLs 
   
  R5 Tower Guards: male half-orc barbarian 5 
  (4); hp 43 each; DMG 112. 
   
  R5 Tower Guard Leader: male half-orc 
  barbarian 10; hp 90; DMG 112. 
   
   
  R10 Vrock: hp 115; MM 48.  
   
   
   
  R15 Marilith: hp 216; MM 44. 
   
   
  The tower guards and demons will NOT step 
  through the portal under any circumstances (their 
  job is to defend the tower, not chase people).  
   
   
  Development 
  When the heroes step back through the portal, 
  assuming several rounds have gone by, read the 
  following: 
   
  Sitting on the floor of the gulley near the base 
  of the portal is a dull grey, unadorned crown of 
  iron. 
   
  If the PCs have defeated Arvad’s cohort and have 
  recovered the crown and have fled, then the portal 
  will close on its own in a few minutes.  
   
  If the PCs fail to defeat Arvad’s cohort and fail 
  to recover the crown, then the cohort summons 
  reinforcements from inside the portal to escort her 
  and the crown back to Riftcrag. The PCs lose their 
  chance at recovering the crown. In this case, go to 
  the Conclusion. 
   
  5B: LOOK WHAT WE FOUND 
  Allow the PCs three rounds worth of preparation, 
  discussion, buffing, etc., before continuing with the 
  following:  
   
  That’s odd. You just heard a dull “clang” noise 
  come from the direction of the portal. As you 
  glance that way, you notice that a dull iron 
  crown now rests on the ground directly in front 
  of the portal. 
   
   
  A moment later, you see the female cleric 
  of Iuz, now accompanied by a male warrior, 
  appear as they exit the portal, a perplexed look 
  on her face and a greatsword at the ready in 
  his hands. She sees the crown and frowns, 
  bending over to pick it up while muttering 
  something to herself. 
   
  PCs that would recognize Arvad from previous 
  adventures will realize that the warrior is NOT 
  Arvad. 
   
  If the heroes are hiding, then the Iuzians will 
  not likely see them, and thus the PCs may 
  surprise them. They should have no idea that 
  anyone else is in the area at this point in time. On 
  the other hand, if the PCs are just standing around 
  the portal while buffing and planning, the Iuzians 
  will immediately attack. 
   
   
  APL 6 (EL 8) 
   
  Arvad’s Cohort: CE female human cleric of 
  Iuz 12; hp 57; Appendix 1. 
   
  Injured Arvad’s Squire: CE male human 
  fighter 5/pious templar 2/blackguard of Iuz 1; hp 
  58; Appendix 1. 
   
   
  APL 8 (EL 10) 
   
  Arvad’s Cohort: CE female human cleric of 
  Iuz 12; hp 75; Appendix 1. 
   
  Arvad’s Squire: CE male human fighter 
  5/pious templar 2/blackguard of Iuz 1: hp 68 plus 
  10 temp; Appendix 1. 
   
  APL 10 (EL 12) 
   
  Arvad’s Cohort: CE female human cleric of 
  Iuz 12; hp 111 plus 10 temp; Appendix 1. 
   
  Arvad’s Squire: CE male human fighter 
  5/pious templar 2/blackguard of Iuz 1: hp 68 plus 
  10 temp; Appendix 1. 
   
   
  APL 12 (EL 14) 
   
  Arvad’s Cohort: CE female human cleric of 
  Iuz 12; hp 111 plus 10 temp; Appendix 1. 
   
  Arvad’s Squire: CE male human fighter 
  5/pious templar 2/blackguard of Iuz 1: hp 68 plus 
  10 temp; Appendix 1. 
   
  Glabrezu: hp 186; MM 43. 
   
   
  Tactics 
  During the fight, Arvad’s cohort will fight with a 
  vengeance, seeking to kill the PCs. She now 
  realizes that the crown cannot be moved through 
  the portal, and she will not fail her master. 
   
  Treasure 
   
  APL 6: Loot 508 gp; Coin 0 gp; Magic 4,982 
  gp -- , +1 full-plate (221 gp), +1 greatsword (196 
  gp), gauntlets of ogre power (333 gp), hat of 
  disguise (83 gp), periapt of wisdom +2 (333 gp), 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 16 
  rod of extend (lesser, 250 gp), strand of prayer 
  beads (2,150 gp), vest of resistance +1 (83 gp), 
  vest of resistance +4 (1,333 gp); Total 5,490 gp. 
   
  APLs 8-12: Loot 508 gp; Coin 0 gp; Magic 
  5,057 gp -- , +1 full-plate (221 gp), +1 greatsword 
  (196 gp), gauntlets of ogre power (333 gp), hat of 
  disguise (83 gp), periapt of wisdom +2 (333 gp), 
  potion of shield of faith (+5, 75 gp), rod of extend 
  (lesser, 250 gp), strand of prayer beads (2,150 
  gp), vest of resistance +1 (83 gp), vest of 
  resistance +4 (1,333 gp); Total 5,565 gp. 
   
  Reinforcements 
  If the PCs have not yet been in the cave, then on 
  round 5 of the fight, the soldiers who were stuck in 
  the solid fog arrive. See Encounter 4 for their 
  treasure. 
   
  All APLs (EL 5) 
   
  Arvad’s Dragoon Privates (2): CE male 
  human fighter 1; hp 10 each; Appendix 1. 
   
  Arvad’s Dragoon Corporal: CE male human 
  fighter 2; hp 18; Appendix 1. 
   
   
  Development 
  If the PCs have defeated Arvad’s cohort, the portal 
  will close on its own in a few minutes. 
   
  If the PCs fail to recover the crown and fail to 
  defeat Arvad’s 
  cohort, 
  then 
  she summons 
  reinforcements from inside the portal to escort her 
  and the crown back to Riftcrag. The PCs lose their 
  chance at recovering the crown. In this case, go to 
  the Conclusion. 
   
  6: WHY ARE WE SUDDENLY 
  SO POPULAR? 
  Background 
  Guardian General Hok’s contacts in the Death 
  Cultists/Horned Society have revealed that both 
  Nevin Ringblade, a slaver from Stoink, and Arvad 
  Michelson, a notorious blackguard of Iuz and 
  Cranzer’s new general, are looking for something 
  called the Iron Crown of the Bandit Kingdoms. Hok 
  is very much aware of this item’s lore and now 
  desires to possess it.  
   
   
  Oddly, he does not desire it for himself 
  (although that is what he has made the 
  Unnamable Hierarch believe), but rather he wants 
  to give it to his nephew, Laren, also known as the 
  Lion, to help protect him from the dangers of 
  Cranzer and the influence of the Horned Society. 
  Should Hok be able to give the fabled crown to his 
  nephew, he will finally be able to tell the Horned 
  Society, who have been holding his nephew’s life 
  over his head this whole time (forcing him to work 
  for them), to go to hell. Should this result in his 
  death, so be it.  
   
  Hok’s spies have been trailing Larn for 
  months. When the people that Larn last talked to 
  (the PCs) suddenly appear riding with a purpose 
  near Hallorn (at the tavern near Esme’s hut [Hok 
  has contacts in Moskol’s Legion still]), Hok has 
  them followed at a safe distance. 
   
  Hok has one advantage that no one else has 
  when it comes to the crown: he knows that it 
  cannot be dimensionally moved. As a result, he 
  has told his men to stay out sight until the heroes 
  have reached whatever destination it is they are 
  seeking and have secured the crown (he does not 
  know about the yugoloth). While he would prefer 
  to just mobilize his diabolic forces and secure the 
  crown with force, such a strategy would alert the 
  other factions who are seeking the crown; thus he 
  has sent a small, elite team to secure the crown.  
   
  At the same time, Elhilbor, Captain of Prince 
  Zeech of Redhand’s formerly-secret police (see 
  BDK8-01), has sources which indicate that Hok’s 
  men might have located the people who are 
  searching for the crown (wheels within wheels). 
  Thus, a group led by Major Blaine was teleported 
  to Hallorn, quickly equipped, and rode off trailing 
  Hennen’s group, keeping a safe distance to avoid 
  being spotted. 
   
  All this commotion attracted the notice of 
  Tarren Moskol, so he dispatched several rangers 
  to see what the fuss was all about. Thus, they 
  followed the team from Redhand. 
   
  Lastly, a group from Kinemeet trailed the PCs 
  as soon as they left the meeting with Larn. Being 
  slower in the woods, they fell further behind and 
  they will be the last to arrive on the scene. 
   
  How do all these groups find the PCs? Well, 
  each contains a skilled tracker, plus it is likely that 
  at least one PC in the group is allowing himself to 
  be scryed. Thus, they all lead each other to the 
  PCs. However, if it makes sense for you that one 
  of the groups is NOT here, then remove them from 
  the scenario. 
   
   
  Setup 
  All the groups have kept a safe distance up until 
  this point. If the PCs engaged in battle in the 
  tower, they will arrive just as the heroes are exiting 
  the portal and discovering the crown. If the PCs 
  engaged Arvad’s cohort outside the portal, they 
  will arrive shortly after the conclusion of the battle. 
  Every group will approach openly but with 
  weapons sheathed, none desiring to fight the 
  others. With the number of armed men in the area, 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 17 
  any fight could turn into a chaotic melee that all 
  sides wish to avoid. 
   
  Dust hangs over the horizon and the clatter of 
  horses’ hooves on rock approaches from 
  every direction. Looking up from your looting, 
  you see four groups of horsemen coming 
  towards you from each compass direction. 
  Each groups consists of roughly six armed 
  and armored mounted soldiers. All have their 
  weapons sheathed and are warily eyeing each 
  other as they slowly approach your group. 
   
  From the west approach men who display 
  the grey banner of the Army of the Warfields. 
  Their handsome leader raises his hand in a 
  gesture that indicates that he wishes to parley. 
   
  From the north ride a group of foresters, 
  led by a priest, war hounds at their sides. 
  Several wear the symbol of the Summoner 
  openly, all wearing the symbol of the Earl of 
  the Tangles, Tarren Moskol. 
   
  From the east come a disciplined group of 
  soldiers bearing the black morningstar of the 
  Johrase, their heavy armor gleaming in the 
  light. A beautiful, but stern lady leads them. 
   
  From the south arrives a group of humans, 
  the symbol of Redhand upon their standards. 
  Their cavalry officer warily eyes the other 
  groups. 
   
   
  A DC 15 Knowledge (local – IBS) check will 
  confirm that these men are wearing the proper 
  uniform of their various factions. A DC 20 will 
  identify the leaders respectively as: Captain 
  Hennen, one of the Army of the Warfields finer 
  young officers and one of the swordmasters at the 
  Hallorn Fencing Academy; Otolle, priest of 
  Trithereon and advisor to Tarren Moskol; Lady 
  Taleetha Hind, Billet of the Cudgel and Johrase 
  noble; Captain Blaine, commander of Prince 
  Zeech’s cavalry and former commander of one of 
  Xavendra’s forts. 
   
  If the PCs move to attack any of the groups, 
  proceed with the combat (Encounter 7). If the PCs 
  agree to parlay, continue with the following. 
  NOTE, this is A LOT of box text. It is meant as a 
  guide, not to be read verbatim.  
   
  The silence is palpable until finally the priest of 
  Trithereon, the oldest of the four, speaks. 
   
  “I am Otolle, servant of the Summoner, 
  friend to Tarren Moskol. First thing’s first. That 
  portal may not stay open much longer, but we 
  should close it now just to be sure. Lady Hind? 
  Will you assist me?” 
   
  With 
  a 
  nod, 
  she 
  indicates 
  her 
  acquiescence. The two then begin a divine 
  chant, the lawful words of the Cudgel’s prayer 
  interwoven by the chaotic melody of the 
  Summoner’s. After a moment, the portal 
  silently and without fanfair disappears, and the 
  two stop chanting. 
   
  A DC 20 Spellcraft check reveals that each cast a 
  greater dispel magic. 
   
  “Thank you, Lady Hind,” the older man says 
  before turning to address your group.  
   
   
  “I would discuss the matter of the crown 
  with you, as I am sure these gentlemen, and 
  this lady, seek to do. I hope that you who have 
  recovered it will listen to all of our words 
  before 
  passing 
  judgment. 
  Know 
  that 
  whomever you choose, I will respect that 
  choice. Too much is at stake now for us to 
  fight when our enemies grow stronger.” 
   
  The haughty woman grudgingly nods at 
  the older man before replying, “You have the 
  right of it, Father Otolle. I am Lady Taleetha 
  Hind, Billet of the Cudgel, niece to Lord Hind, 
  ruler of the Johrase in the absence of our King, 
  Ramiki the Third.” Grudgingly, she adds, “I too 
  pledge that we will honor any decision 
  reached.” 
   
  Boldy, the young, handsome captain of the 
  Army of the Warfields steps forward and says, 
  “I am Captain Hennen, Sheriff of Hallorn and 
  an officer in the Army of the Warfields. I know 
  you have little reason to trust Guardian 
  General Hok as of late, but I ask that you hear 
  me out. If you will, then I too agree that my 
  men and I will abide by your decision.  
   
  Finally, the Redhand commander, a black 
  haired 
  man 
  with 
  piercing 
  green 
  eyes, 
  addresses you. “I have been sent here by my 
  liege lord, Prince Zeech, to help you bring him 
  the crown, should you so choose. Perhaps you 
  have feared m’lord in the past, but he has 
  changed thanks to Hieroneous’ mercy. I come 
  to beg on his behalf, not demand. I have 
  explicit orders to respect your final decision.” 
   
   
  Allow the PCs to react as they see fit. If asked why 
  all have agreed to accept the heroes’ decision, the 
  leaders will mention the various threats that 
  everyone faces (especially That Which Slept, 
  Cranzer, and the Horned Society). It is clear in 
  these times that the less fighting the forces of law 
  and good do amongst themselves, the more 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 18 
  chance they have of defeating the chaos and evil 
  that seek to destroy them. 
   
  Unless they attack the soldiers, none of the 
  soldiers will attack. If the PCs seek to ride off, all 
  the groups will fall into defensive positions, as if 
  protecting the PCs from an unseen threat. The 
  groups do not wish to take the crown by force, as 
  each follows a code of conduct that is either Good 
  or Lawful.  
   
  If they allow the groups to continue, ask them 
  which group they wish to hear from first. Each will 
  plead its case, keeping silent while the others 
  speak. Each leader feels that heated debate will 
  only drive the heroes away from their cause, plus 
  will give the enemy time to gather forces. 
   
  The following is ALOT of text. Feel free to try 
  to modify it to give the PCs more input instead of 
  just reading it as an impassioned plea. Use what 
  you know of our regional plots, mods (both current 
  and retired), and meta-orgs so that each leader 
  fully sells why his group should have the crown. 
   
  Captain Hennen 
  “Look, I could make a big fancy speech about 
  why General Hok should get that crown, but 
  we both know it wouldn’t mean spit. It’s well 
  known that he’s sided with the Horned Society, 
  and I can’t lie and say I am happy about that. 
  However, there is a method to his madness.” 
   
  Hok died during Cranzer’s attack on the 
  Tangles two years ago. You probably already 
  knew that. What you didn’t know was that he 
  was worrying his soul sick wondering what 
  would become of his nephew.” 
   
  See, 
  the 
  General 
  has 
  a 
  nephew, 
  a 
  promising young lad who’s training to be a 
  knight down in Furyondy. Some call him ‘The 
  Lion’ because of his mane of blonde hair and 
  his unrelenting courage.” 
   
  Problem is, the devil worshipers know 
  about him, and they threatened to have him 
  killed if Hok didn’t serve them as the general of 
  their armies. The Hierarchs rarely take no for 
  an answer, and thus Hok came back from the 
  dead, again and this time scarred by what they 
  did to his body, to lead their armies. Every day 
  in service to them is another day in the Nine 
  Hells for Hok, but he loves his nephew dearly.” 
   
  Now word has reached him of this fabled 
  crown. Sure, it makes warriors better fighters, 
  but its true power is that it helps them lay low, 
  helps hide them from magical detection and 
  mind-control.” 
   
  So the Guardian General comes up with a 
  plan: Get the crown and give it to his nephew. 
  Once done, his nephew can live a normal life 
  as a noble knight in Furyondy, battling demons 
  until he dies a noble death, and Hok can tell 
  the Hierarchs to kiss his arse and finally free 
  his soul of their control.” 
   
  So I ask, will you please accompany us 
  back to Hallorn to give the crown to Hok?” 
   
  Captain Blaine 
  “It’s true that Prince Zeech strayed from the 
  path of Heironeous all those years ago, just as 
  I have strayed. I hated myself for having to 
  work for Xavendra, curse her black heart, but I 
  had no choice if my wife and child were to 
  survive. At least I was able to protect some of 
  my friends and family from her grisly dungeon 
  with my rank, but the marks on my soul are 
  deep and black.” 
   
  So it is with Zeech. I understand the man, 
  which is why I left Xavendra to serve him. 
  While I am still not a servant of the Arch-
  Paladin, Zeech has returned to the religion of 
  his family and ancestry! You can ask my men 
  behind me, one of whom is an actual paladin!” 
   
  I tell you this so that you will believe me 
  when I tell you: Zeech needs the crown. He 
  needs it to lead Redhand from the darkness. 
  With it, he can marshal his forces and help 
  those in the Shield Lands. With their help, he 
  can then drive north and drive the demons and 
  Cranzer from this land! Only Redhand has the 
  strategic position necessary to roll back the 
  demonic tide. Please, I beg of you, consider 
  not Zeech’s previous darkness but rather the 
  light 
  he 
  can 
  now 
  bring 
  to 
  the 
  entire 
  Combination.”  
   
  High Priest Otolle 
  “The Summoner protects those who seek 
  freedom and pursues those who seek to 
  abolish it. For to long, these others have 
  worked with the darkness, they are unworthy 
  of the crown. The Johrase were slaves to 
  Cranzer after the war; Zeech was a foul servant 
  of the Scourge of Battle and trafficked with 
  devils; and Hok is a man who does what is 
  best for Hok at all times!” 
   
  In addition, only one man truly has a 
  legitimate claim to the crown, and that is Earl 
  Moskol. Tarren’s father, Reynard, was the 
  previous owner of the crown! I have only 
  recently discovered this myself, but I swear it 
  to be true. Reynard was brutally slaughtered 
  by Aundurach, the Old One’s insane Boneheart 
  who attacked Hallorn. but he knew not what 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 19 
  the crown was. The crown disappeared, only 
  now to be rediscovered by your hands.  
   
   With the crown, Tarren can lead his men 
  into Hallorn, driving the evil Horned Society 
  minions out once and for all. With the city 
  secure, Tarren can lead his men as they help 
  the druids reclaim the dead forest.” 
   
  In addition, with a secure western flank, the 
  Johrase and their allies can safely assault 
  Cranzer in Riftcrag while Zeech attacks from 
  the south. By giving Moskol his family 
  heirloom, finally can we all know peace by 
  destroying those who oppress it, demon and 
  devil worshippers alike!” 
   
  Lady Taleetha Hind 
  “I will not lie and say that the Johrase have a 
  lawful claim to the crown. Its previous 
  ownership has always been soiled with strife 
  and chaos, its owners as likely to wind up 
  dead as not. What I will say is that we need this 
  crown because alone of all the factions, we 
  can drive Cranzer from Riftcrag.” 
   
  When our king was foully taken from us, it 
  was through magicks that the crown can 
  prevent. I know now that one of the crown’s 
  powers is to prevent the soul from being 
  separated from the body by anything less than 
  death itself. When we recover our king, and 
  when he leads our army into battle, he will 
  need such protection from Cranzer if we are to 
  win the day. We finally know now where our 
  king’s soul gem is being kept. The time is 
  coming when we must move to free him ‘les he 
  be lost to us forever. When we do, he will need 
  the crown.” 
   
  With the Cudgel at our side, and our 
  morningstars and lances to the front, we will 
  sweep the Old One’s scum into the very Rift 
  Canyon itself, stopping only when we have 
  slain Cranzer and the monstrous red dragon 
  he calls ally. Once we have done that, we will 
  turn 
  to 
  the 
  west 
  and 
  drive 
  the 
  devil 
  worshipping scum across the Ritensa, so that 
  Furyondy’s might may smash them against 
  that foul and polluted river. From there, we will 
  drive north and raze the tower known as 
  Fleichshriver, and the Combination will finally 
  be free of demonic gods and devil worshipping 
  madmen.” 
   
   
  Once the heroes have heard from the factions 
  they wish to hear from, give them a few minutes to 
  discuss it amongst themselves. The leaders will 
  back off, giving the heroes as much time to think 
  as they wish. However, each will pledge to guard 
  the heroes to whatever destination to wish to take 
  the crown to, as their overall goal is to keep it out 
  of the hands of Arvad Michelson or any other 
  Iuzian warrior. Plus, they wish to know where the 
  crown is going to end up. 
   
  If the PCs want to begin riding away from the 
  area, which is probably a good idea anyhow, the 
  groups will accompany at a respectful distance 
  that allows them to protect the PCs from each 
  direction (Moskol’s men to the front, Redhander’s 
  to the right, Johrase to the left, and Warfields to 
  the rear).  
   
  Allow some time to pass, as if the Iuzian threat 
  ended with the portal closing, and allow the 
  players to discuss their options for a few minutes. 
  Once the players are ready to tell you what 
  they want to do with the crown, go to 
  Encounter 7! This will give any sneaky PCs one 
  last chance to try and abscond with the crown 
  during the heat of the battle. 
   
  Captain Hennen: CN male human marshal 
  4/fighter 6; hp 69; Int 10, Wis 8, Cha 18; Will +5; 
  Bluff +11, Diplomacy +18, Gather Info +6, 
  Intimidate +7, Sense Motive +6. 
   
  Captain Blaine: LN male human fighter 8/cavalier 
  4; hp 90; Int 12, Wis 10, Cha 16; Will +8; 
  Diplomacy 
  +12, 
  Intimidate 
  +10, 
  Knowledge 
  (nobility and royalty) +12. 
   
  Otolle: CG male human cleric of Trithereon 13; hp 
  94; Int 12, Wis 22, Cha 14; Will +14; Diplomacy 
  +18. 
   
  Lady Taleetha Hind, Billet of the Faith: LN 
  female human (Oeridian) Favored Soul 3/Church 
  Inquisitor 6/Combat Medic 5 (St. Cuthbert); Int 10, 
  Wis 18, Cha 22; Will +17; Can cast detect evil at 
  will as a spell-like ability.  
   
  7: CRANZER SEES ALL 
  In actuality, the early closing of the portal alarmed 
  Cranzer, as he knew that Arvad’s cohort had not 
  the power, nor the desire, to close it. Thus, he 
  orders a minion to cast invisibility on a vrock and 
  then he orders the vrock to teleport (after first 
  leaving the area of the forbiddance) high (200 feet) 
  above the portal’s location. With no real cover on 
  the ground in the Rift Barrens, and roughly 30 
  people and horses on the ground below it, the 
  vrock easily sees (Spot +24) the discussions 
  taking place. After observing for a few rounds, the 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 20 
  vrock then teleports back to Riftcrag and flies to 
  Cranzer’s tower to report. 
   
   
  Upon the vrock’s report, Cranzer immediately 
  recognizes the descriptions of the Iron Crown 
  (assuming that the vrock could see it), Otolle and 
  Lady Hind (he knows not who the other leaders 
  are, assuming they are just officers in their 
  respective armies because if they were truly 
  powerful, he’d know who there were). If the vrock 
  sees past a Wanted PC’s disguise score 
  (remember, at 200 feet of altitude, that’s -20 to the 
  vrock’s Spot modifier), then Cranzer will know who 
  they are as well. 
   
  Cranzer then swiftly puts together a group of 
  demons to attack the groups defending the 
  heroes. A retriever construct (ordered to recover 
  the crown by the scout vrock, if it saw it) will be 
  sent to attack the heroes and recover the crown. 
  Cranzer plans to give the crown to his new 
  general, Arvad, as a sign of good faith (after 
  studying its powers [and perhaps neutralizing a 
  few of them], of course).  
   
  Naturally, the demons will pre-buff before 
  attacking (vrocks will use their heroism spell-like 
  ability, etc.). At APL 12, this means the nalfashnee 
  will use its unholy aura ability and will include its 
  allies in the effect. Be sure to modify their stats 
  accordingly. 
   
  Just have you have reached a decision, but 
  have not yet told the various leaders what it is, 
  you hear the distinctive pop of air being 
  displaced. Lots of pops!  
   
  In the air above your position and on the 
  ground between you and the various soldiers 
  are dozens of demons of various shapes and 
  sizes. With screeches, roars, hissing, and 
  blood curdling wails, they dive to attack 
  everyone on the plains! 
   
  With shouted orders, the other groups 
  draw weapons and close up ranks, each man 
  or woman intent on staying alive and their 
  horses from panicking. There are more than 
  enough demons to keep everyone occupied! 
   
  There is no surprise round! Neither side is 
  technically aware of the other until the demons 
  teleport onto the scene. For the idly curious, the 
  retrievers are teleported to the scene by an 
  invisible Iuzian mage who then goes off to fight 
  one of the other factions. 
   
  APL 6 (EL 8) 
   
  Vrock: hp 123; MM 48. Be sure to include the 
  mirror image and heroism. 
   
  APL 8 (EL 10) 
   
  Retriever: hp 144; MM 46. 
   
   
  APL 10 (EL 12) 
   
  Retriever: hp 144; MM 46. 
   
  Hezrou: hp 146; MM 44. 
   
  APL 12 (EL 14) 
   
  Retriever: hp 144; MM 46. Be sure to include 
  unholy aura. 
   
  Vrock: hp 123; MM 48. Be sure to include 
  heroism, mirror image and unholy aura. 
   
  Nalfashnee: hp 185; MM 45. Be sure to 
  include unholy aura. 
   
  Note: The EL has been lowered by 1 to take into 
  account the fact that each of the NPC leaders may 
  be able to provide the PCs with help during the 
  fight (see below). None of the demons will attempt 
  to summon another demon to the fight. 
   
  Special: Remember that the Iron Crown is 
  protected by a mind blank. Thus, the retriever is 
  unable to use its Find Target spell-like ability to 
  know exactly where the crown is. If the PCs have 
  hidden it somehow, then the retriever attempts to 
  “retrieve” the heroes by killing them and delivering 
  them to Cranzer. 
   
  Tactics 
  The demons fight to the death, seeking to kill 
  whoever the scout vrock saw holding the crown (if 
  anyone was openly holding it). In addition, if they 
  get a chance to seize the crown, they will. Cranzer 
  has told them that the crown cannot be teleported, 
  so they will fly towards Riftcrag at maximum speed 
  if they have it. 
   
  The vrocks open up with their stunning 
  screech ability to stun the heroes. The hezrou 
  opens up with blasphemy for the same effect while 
  wading in to melee range so that its stench ability 
  affects the heroes. The nalfashnee will target holy 
  and bane (evil outsider) weapons with greater 
  dispel magic, to suppress their deadliness during 
  the fight. After that, it will attempt to use its smite 
  ability to daze the heroes.  
   
  WCI Effect 
  If the scout vrock successfully saw through a 
  Wanted PC’s disguise, then Cranzer knows who 
  they are, just how Wanted they are, and what their 
  signature magic items and tactics are. While 
  Cranzer doesn’t kow-tow to the Iuzian clerics, he 
  does relish the chance to capture Wanted PCs so 
  that he may personally present them to the Lord of 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 21 
  Pain in Dorakaa. Such keeps in good standing 
  with his dark lord.  
   
  If the vrock saw a Wanted PC or PCs, 
  determine the highest Wanted ranking PC that the 
  vrock saw (i.e., Dissenter, Malcontent, Insurgent, 
  Seditionist, Enemy of the State). The more wanted 
  the PC(s), the more Cranzer buffs his demons 
  (and the retriever) before sending them in to the 
  fight. The buffs stack (thus, if Cranzer knows an 
  Enemy of the State is there, he will cast 5 buffs on 
  his demons before sending them to attack). All 
  spells are cast at 18th CL by a CE wizard. 
   
  Note that this does not impact the EL because 
  if a +4 Spot check (the vrock’s after distance is 
  taken into consideration) can see past a Wanted 
  PCs disguise, then they aren’t worthy of the title 
  Dissenter, Malcontent, etc., OR they are just 
  asking for trouble. 
   
  Dissenter: mass cat’s grace 
   
  Malcontent: mass bull’s strength 
   
  Insurgent: mass bear’s endurance 
   
  Seditionist: haste  
   
  Enemy of the State: Cranzer uses a wish to 
  cast a chained greater magic fang on all the 
  demons, granting them each a +4 enhancement 
  bonus to their primary natural attack.  
   
  Getting Some Help 
  While Hennen, Taleetha, Otolle, and Blaine will all 
  be busy fighting their own demons, PCs who are 
  members of their meta-organizations, or PCs 
  who have earned favors with their meta-orgs in 
  the past, may call on them for aid. Granted, they 
  are already trying their hardest to keep the PCs 
  alive to protect the crown, but this mechanic 
  allows us to reward PCs for their involvement in 
  BK meta-orgs and plots.  
   
  A summary of what each of the NPC leaders 
  can do is below. Each NPC will only be able to 
  help the PCs once, as they will be busy with their 
  own fights, unless otherwise specified. At the 
  beginning of the combat, roll initiative for each 
  leader (assume a +0 Init modifier for this purpose). 
  If the PCs ask for help, the NPC will do what they 
  can on their turn, so long as the PCs qualify for 
  getting that help. 
   
  Captain Hennen (Army of the Warfields, 
  Hallorn Fencing Academy): Whenever the 
  bearer of the crown is targeted by a retriever’s eye 
  ray attack, that PC receives a +3 bonus on the 
  Reflex save as Hennen shouts “Duck!” (watchful 
  eye, marshall ability, MH 12). At APL 6, replace 
  this with a +3 on damage rolls when flanking 
  (master of tactics). 
   
  Captain Blaine (Citizen of Redhand, Favor 
  of Zeech, Favor of Major Blaine): Blaine will be 
  able to line up one mounted charge on one of the 
  opponents (he will use his deadly charge cavalier 
  special ability, which allows him to do quadruple 
  damage with a lance during a mounted charge). 
  Melee +1 axiomatic lance +19 (1d8+4/x3 plus 2d6 
  vs. chaotic). 
   
  Otolle 
  (Moskol’s 
  Legion, 
  clergy 
  of 
  Trithereon): If the heroes cry out for healing, 
  Otolle will cast a mass cure serious wounds 
  (3d8+13). If the PCs cry out for offensive help, he 
  will flame strike the demon(s) (13d6 [half fire, half 
  holy], Reflex DC 21 half). 
   
  Lady Taleetha Hind (Johrase Mercenaries, 
  clergy of St. Cuthbert): If the heroes cry out for 
  healing, she will cast a mass cure serious wounds 
  (3d8+14) with an aid kicker (13 temp hit points, aid 
  lasts 1 minute or until temp hit points are gone, 
  whichever comes first). If the PCs cry out for 
  offensive help, she will flame strike the demon(s) 
  (14d6 [half fire, half holy], Reflex DC 19 half). 
   
  Development 
  Here’s the tricky part: what if one PC doesn’t want 
  to give the crown to the same group that everyone 
  wants to but instead wants to give it to someone 
  else? They might use the chaos of combat to 
  attempt to get the crown for themselves. You, the 
  DM, will just have to resolve that to the best of 
  your ability based on the rules of the game. DO 
  NOT ALLOW lethal Player vs. Player combat to be 
  an option. However, you may choose to allow 
  nonlethal combat, at your own discretion. 
   
  If the PCs are facing defeat and teleport away, 
  by the time they come back the battle will be over. 
  If they left the crown with someone else, that NPC 
  will have had to retreat, leaving the crown for the 
  demons to claim. In this case, a vrock will be flying 
  with all speed with it towards Riftcrag.  
   
  If the PCs teleport away while holding the 
  crown, this might buy them some time (however, 
  the other groups will think the PCs are fleeing and 
  will flee themselves unless the PCs have relayed a 
  plan to them somehow). The crown will reappear 
  in three rounds in the same location. Thus, clever 
  parties might teleport away, cast some healing 
  spells, then return to the fight. 
  If the PCs are 
  victorious, so then to are the other groups.  
   
   
  It is now time for the heroes to finally decide 
  what they are going to do with the crown. Once 
  they have told you, proceed to the Conclusion. 
   
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 22 
  CONCLUSION 
  Conclusion A: Crown to Larn/Gellor 
   
  After a long and harrowing journey from the 
  western Rift Barrens to Larn’s Tower in 
  Salfrayfields, you are road weary but alive. As 
  you approach the tower, a hidden door opens, 
  allowing you entrance. Inside stands Larn next 
  to a powerful warrior bedecked in the heraldry 
  of the Gellor clan. He is too young to be the 
  duke. 
   
  Larn looks at you with an almost fatherly 
  expression. “You have truly been a friend to 
  the Duke and his family,” he says, while 
  pointing at the armored man. “This here is one 
  the Duke’s last blood kin, his nephew. He will 
  safeguard the crown as we deliver it to His 
  Grace.” 
   
  With this crown, the Duke will be able to 
  convince the nobles of the County to support 
  him as he frees the Duchy of Artonsamay from 
  the forces of Old Wicked. With their support, 
  Wraithkeep will be destroyed and the Johrase 
  should be able to drive Cranzer from Riftcrag. 
  You have done well, my friends!” 
   
  Heroes receive the Favor of Duke Gellor. 
   
  Conclusion B: Crown to Moskol 
   
  After a long ride that took you deep into the 
  heart of the now recovering forest, Otolle has 
  led you to stand before Tarren Moskol, the true 
  Earl of the Tangles, himself.   
   
  The Earl looks at the Iron Crown with 
  disbelief. “It is hard to believe that something 
  this ugly is the cause of so much death. It 
  seems like yesterday when my father, Earl 
  Reynard, wore this helm in battle against the 
  mad Aundurach. Alas, it did not keep him alive 
  that day, but perhaps it will serve me better. It 
  is only just that it repay the debt by helping me 
  to lead our forces out of the Tangles and back 
  to Hallorn. With this crown I will drive Hok and 
  the Horned Society from these lands; freeing 
  up the Johrase’ western flank so that they may 
  concentrate on Riftcrag in the attack to come.  
   
  I thank you and will not forget your 
  service!” 
   
  Heroes receive the Favor of Earl Moskol. 
   
  Conclusion C: Crown to Hok 
   
  The ride back to Hallorn was short but harried 
  by demons. Luckily, Captain Hennen proved 
  an able escort, and soon you neared the city of 
  Hallorn.  
   
  Now you stand before Guardian General 
  Hok himself, a female elven archer and a 
  human cleric of Molaho Khem at his sides. 
  Hok’s body is oddly malformed now by dark 
  grafts (one of his arms is red and scaly!), his 
  eyes blazing with strange colors. 
   
  As you sit at his banquet table, he appears 
  to look around the dining hall, peering into the 
  corners, before he leans forward and whispers, 
  “Finally, none of the invisible fiends are 
  present at the moment. Listen, take the crown 
  to my nephew in Furyondy. I will give you a 
  map later tonight that will take you to him. 
  Explain to him what it is you give him. I will 
  send a patrol to guard you all the way to the 
  Shield Lands’ border, but they must not go 
  further unless they give up the ruse. Tell no 
  one who you have taken the crown to. Let all 
  think you have given it to me. I shall have a 
  replica made to fool the foolish.” 
   
  With that, his red glowing eye darts to the 
  right and he leans back in his chair, raising a 
  glass. “A toast to my new friends! May their 
  raid on the Shield Lands bring the Reaper 
  many souls!” With a wink at you, he quickly 
  downs his wine. 
   
   
  PC’s receive the Favor of General Hok. 
   
  Conclusion D: Crown to Prince Zeech 
   
  The ride through the southern Rift Barrens was 
  punishing, but, escorted by Captain Blaine, 
  you made it to Alhaster alive. 
   
  Blaine guides you right up to Zeech’s 
  white-washed castle’s postern gate, and soon 
  you are standing before Prince Zeech himself. 
  It is odd seeing him attired in the full regalia of 
  a paladin of Hieroneous. 
   
  “By the gods of light, thank you for this 
  gift!” he says, his famous effete mannerisms 
  gone. “With this crown, Redhand shall be safe 
  from the Old One’s tyranny. I will forge new 
  treaties with my neighbors in Urnst and the 
  Shield Lands, and together we will secure this 
  portion of the Nyr Dyv’s coastal region for our 
  peoples against the demons that plague 
  Oerth.” 
   
  Once secured, I will cleanse Balmund of 
  the Old One’s minions, The Johrase will have a 
  secure southeastern flank and they should be 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 23 
  able to flush Cranzer from Riftcrag. With my 
  forces to the south of the Rift Canyon, Duke 
  Gellor’s to the east, and King Ramiki’s to the 
  north, we should be able to flush the vermin 
  out of the Rift Canyon, even bringing the great 
  red dragon to heel!” 
   
  I declare this day to be a holiday in honor 
  of our guests! Eat, drink, and be merry, 
  friends, for tomorrow we plan a war! Someone 
  go tell that dwarven baron that I require that he 
  attend!” 
   
   
  PC’s gain the Favor of Prince Zeech. 
   
  Conclusion E: Crown to the Johrase 
   
  A punishing ride through the regrowing 
  Tangles took you to Kinemeet. Lady Taleetha 
  Hind, while a bit aloof, clearly was proud of 
  your group’s decision to give the crown to the 
  Johrase. Plus, she proved to be an able ally in 
  the few times you encountered Iuzians along 
  the way, blasting them aside with her magic 
  from afar. 
   
  When you reached Kinemeet, she led you 
  to Lord Hind’s house itself, and now you stand 
  before 
  the 
  Johrase 
  regent, 
  Chancellor 
  Marischal Hind.  
   
  “Welcome and thank you! This is a 
  glorious day! We shall soon march on Riftcrag, 
  and, once we have rescued our king, this 
  crown shall protect him from Cranzer’s vile 
  magicks. With Ramiki’s lance leading us, the 
  Johrase shall be made whole at last and Sir 
  Derf will finally be able to quit blaming himself 
  for our king’s absence. Thank you, my friends, 
  thank you!” 
   
  PC’s gain the Favor of the Johrase. 
   
  Conclusion F: Crown to PC 
  If the PC is a warrior by nature (has only classes 
  that grant a +1 BAB/level, such as fighter, paladin, 
  pious templar), continue with the following: 
   
  As you set the crown upon your head, you feel 
  the power flow through your veins. More 
  confident? Yes! More competent? Yes! Able to 
  take on anyone who will deny the Combination 
  its rightful ruler? Yes! No one can stop you 
  now! 
   
  If the PC is a spellcaster by nature (i.e. has any 
  spellcasting class levels that are granted by a 
  class that does not have a +1 BAB/level, such as 
  wizard, cleric, bard, etc.), continue with the 
  following: 
   
  As you set the crown upon your head, you feel 
  the magic flow through you...then it warps and 
  claws at your soul! You can tell that you 
  benefit from some of its protections, but its 
  almost as if the crown itself hates you! 
   
  The PC gains one negative level while the crown 
  is worn. 
   
  Conclusion F: Crown to other BK meta org 
   
  Your contact looks over the crown and then 
  thoughtfully back at you. “This is a very 
  powerful and dangerous item to have. We will 
  keep it safe from those who would misuse it. 
  Our thanks.” 
   
  PC’s gain one Influence Point with the meta org. 
   
  Conclusion G: Failure 
   
  The forces massing to recapture the crown are 
  such that no sane person would wish to stand 
  in their way. Sometimes it is better to retreat 
  and fight another day than to be the pawn in 
  the games of others. The Iron Crown is not 
  worth your life. 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 24 
  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. 
   
  2: Southern Dead 
  Defeat Nevin and his men 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  3: Esme 
  Defeat Esme 
  All APLs 
  240 XP 
   
  4: Yugoloth’s Lair 
  Defeat Arvad’s minions 
  All APLs 
  180 XP 
   
  5A: The Tower  
  Defeat Arvad’s minions 
  APL 6 
  270 XP 
  APL 8 
  330 XP 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
   
  -OR- 
   
  5B: Look What We Found  
  Defeat Arvad’s minions 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  7: Cranzer Sees All 
  Defeat the demons 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Story Award 
  Recover the Iron Crown: 
  All APLs  
  100 XP 
   
  Total Possible Experience 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  APL 10 
  1350 XP 
  APL 12  
  1575 XP 
  . 
   
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of 
  their foes. Every encounter that features treasure 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of 
  all their earthly possessions. Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time to loot 
  the bodies, they do not gain this gold. If you feel it 
  is reasonable that characters can go back to loot 
  the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), 
  characters may return to retrieve loot. If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available. A normal adventuring party can usually 
  gather this wealth in a round or so. If for some 
  reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to 
  use them during the adventure. Many times 
  characters must cast identify, analyze dweomer or 
  similar spell to 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.  
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = 
  Magic Items.  
   
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 25 
  2: Southern Dead 
   
  APL 6: Loot 73 gp; Coin 4 gp; Magic 1,053 gp 
  -- +1 chain shirt (104 gp), +1 shock rapier (693 
  gp), potion of cure light wounds (4 gp), potion of 
  cure serious wounds (63 gp), potion of invisibility 
  (12 gp), scrolls of (glitterdust [13 gp], grease [2 
  gp], invisibility [13 gp], mage armor [2 gp], ray of 
  enfeeblement [2 gp], scorching ray [13 gp], shield 
  [2 gp]), spellbook (92 gp), wand of magic missile 
  [CL 3, 10 charges, 38 gp]); Total 1,130 gp. 
   
  APL 8: Loot 43 gp; Coin 4 gp; Magic 1,642 gp 
  -- +1 chain shirt (104 gp), +1 cold iron spear (359 
  gp), +1 greataxe (193 gp), +1 shock rapier (693 
  gp), +1 studded leather (98 gp), cloak of 
  resistance +1 (83 gp), potion of invisibility (2@12 
  gp each), potion of cure moderate wounds (25 gp), 
  potion of cure serious wounds (63 gp); Total 1,689 
  gp. 
   
  APL 10: Loot 92 gp; Coin 4 gp; Magic 3,053 
  gp -- +1 chain shirt (104 gp), +1 cold iron spear 
  (359 gp), +1 corrisive goliath greathammer (694 
  gp), +1 shock rapier (693 gp), cloak of resistance 
  +1 (2@83 gp each), bracers of quick strike (117 
  gp), gauntlets of ogre power (2@333 gp each), 
  potion of cure serious wounds (63 gp), potion of 
  invisibility (2@12 gp each), ring of protection +1 
  (167 gp); Total 3,149 gp. 
   
  APL 12: Loot 92 gp; Coin 4 gp; Magic 5,061 
  gp -- +1 chain shirt (104 gp), +1 cold iron spear 
  (359 gp), +1 corrisive goliath greathammer (694 
  gp), +1 large seeking composite greatbow (2@754 
  gp each), +1 mithral chain shirt (175 gp), +1 shock 
  rapier (693 gp), cloak of resistance +1 (2@83 gp 
  each), bracers of quick strike (117 gp), gauntlets 
  of ogre power (2@333 gp each), potion of 
  barkskin (+5) (100 gp), potion of cure serious 
  wounds (2@63 gp each), potion of invisibility 
  (3@12 gp each), quiver of Ehlonna (150 gp), ring 
  of protection +1 (167 gp); Total 5,157 gp. 
   
  3: Discussions with Esme 
   
  All APLs: Loot 0 gp; Coin 0 gp; Magic 457 gp 
  -- +1 large hide armor (98 gp), +1 large greatclub 
  (192 gp), ring of protection +1 (167 gp); Total 457 
  gp. 
   
  4: Yugoloth’s Lair 
   
  All APLs: Loot 264 gp; Coin 0 gp; Magic 83 
  gp; vest of resistance +1 (83 gp); Total 347 gp. 
   
  5: The Portal 
   
  APL 6: Loot 508 gp; Coin 0 gp; Magic 4,982 
  gp -- , +1 full-plate (221 gp), +1 greatsword (196 
  gp), gauntlets of ogre power (333 gp), hat of 
  disguise (83 gp), periapt of wisdom +2 (333 gp), 
  rod of extend (lesser, 250 gp), strand of prayer 
  beads (2,150 gp), vest of resistance +1 (83 gp), 
  vest of resistance +4 (1,333 gp); Total 5,490 gp. 
   
  APLs 8-12: Loot 508 gp; Coin 0 gp; Magic 
  5,057 gp -- , +1 full-plate (221 gp), +1 greatsword 
  (196 gp), gauntlets of ogre power (333 gp), hat of 
  disguise (83 gp), periapt of wisdom +2 (333 gp), 
  potion of shield of faith (+5, 75 gp), rod of extend 
  (lesser, 250 gp), strand of prayer beads (2,150 
  gp), vest of resistance +1 (83 gp), vest of 
  resistance +4 (1,333 gp); Total 5,565 gp. 
   
  Treasure Cap 
   
  APL 6: 900 gp 
   
   
  APL 8: 1,300 gp 
   
  APL 10: 2,300 gp 
   
  APL 12: 3,300 gp 
   
  ADVENTURE RECORD 
  ITEMS 
  Cross off all favors not earned. Each Favor 
  confers 1 permanent Influence Point with the 
  person or organization named. 
   
  See AR 
   
  ITEM ACCESS 
  See AR 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 26 
  APPENDIX 1: ALL APLS
  L ARN 
  CR  10 
  Male human Wizard 10 
  CG Medium humanoid (human) 
  Init +3; Senses Listen +2, Spot +2 
  Languages Abyssal, Common, Draconic, Elven, Orc 
  AC 15, touch 14, flat-footed 12 
   (+3 Dex, +1 armor, +1 deflection) 
  hp 40 (10 HD) 
  Fort +5, Ref +7, Will +8 
  Speed 30 ft. (6 squares) 
  Melee dagger +4 (1d4-1/19-20) or  
  Melee touch spell +4 (varies/x2) 
  Ranged masterwork light crossbow +9 (1d8/19-20) or  
  Ranged ranged touch spell +8 (varies/x2) 
  Base Atk +5; Grp +4 
  Combat Gear potion of cure serious wounds (2), 
  staff of fire (13 charges), wand of fox’s 
  cunning (28 charges), 20 bolts 
  Wizard Spells Known (CL 10th): 
   5th (2x/day)—cloudkill (DC 20), maximized 
  scorching ray 
   4th (4/day)—dimension door, Evard’s black 
  tentacles, 
  maximized 
  magic 
  missile, 
  polymorph 
   3rd (4/day)—fireball, silent invisibility, stinking 
  cloud (DC 18), suggestion (DC 17) 
   2nd (5/day)—blur, glitterdust (DC 17), levitate, 
  resist energy, web (DC 17) 
   1st (5/day)—grease (DC 16), identify, magic 
  missile, shield, silent image 
   0 
  (4/day)—detect 
  magic, 
  open/close, 
  prestidigitation, ray of frost 
  Abilities Str 8, Dex 16, Con 13, Int 19, Wis 11, 
  Cha 12  
  SQ tiny viper familiar, empathic link, share spells, 
  speak with snakes 
  Feats 
  Alertness 
  (if 
  familiar 
  within 
  5 ft), 
  Craft 
  Wondrous Item, Maximize Spell, Scribe Scroll, Skill 
  Focus (Spellcraft), Spell Focus (conjuration), Spell 
  Mastery (fireball, invisibility, mage armor, magic 
  missile), Spell Penetration, Silent Spell  
  Skills Bluff +9, Concentration +14, Decipher Script 
  +12, Diplomacy +8, Gather Information +3, 
  Knowledge (arcana) +17, Knowledge (geography) 
  +8, Knowledge (history) +9, Knowledge (local: Iuz 
  Border States) +13, Knowledge (nobility and 
  royalty) +10, Listen +2, Sense Motive +5, 
  Spellcraft +22, Spot +2 
  Possessions combat gear plus bracers of armor 
  +1, ring of protection +1, cloak of resistance 
  +1. 
   
  N E V I N 
  CR  7 
  Male Human(Oeridian) Rog 7 
  NE Medium humanoid (human) 
  Init +3; Senses Listen +0, Spot +10 
  Languages Common  
  AC 16, touch 13, flat-footed 16 
   (+3 Dex, +3 armor) 
  hp 37 (7 HD)  
  Fort +3, Ref +8, Will +2 
  Speed 30 ft. in light armor (6 squares) 
  Melee +1 shock rapier +10 (1d6/18-20 plus 1d6 
  electricity)  
  Ranged dagger +9 (1d4-1/19-20) 
  Base Atk +5; Grp +4 
  Special Attacks Sneak Attack (+4d6) 
  Combat Gear potion of invisibility, potion of cure 
  serious wounds, shortsword, dagger (x3) 
  Abilities Str 8, Dex 16, Con 13, Int 14, Wis 10, Cha 
  12 
  SQ Uncanny Dodge, Trap Sense, Evasion, Sneak 
  Attack (+4d6), Trapfinding 
  Feats: Weapon Finesse, Weapon Focus (Rapier), 
  Arterial Strike*, Hamstring* 
  Skills Bluff¹ +11, Decipher Script +12, Diplomacy¹ 
  +15, Disable Device +12, Disguise¹ +11, Forgery¹ 
  +12, Gather Information¹ +11, Sense Motive¹ +10, 
  Sleight of Hand +15, Spot¹ +10, Tumble +13 
  Possessions combat gear plus mwk studded leather, 
  belt pouch, backpack, usual traveling gear, light 
  horse (tack, harness, etc.), 12 gp 
   
  4: THE FIGHT FOR THE CROWN 
  AR V AD’ S  D R AG O O N  P R I V AT E 
  CR  1 
  Male human fighter 1 
  CE Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +6 armor) 
  hp 10 (1 HD) 
  Fort +4, Ref +1, Will +3 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft. 
  Melee +4 longspear +8 (1d8+7/x3) or 
  Melee +4 greatsword +7 (2d6+7/19-20) 
  Ranged composite longbow +2 (+2 Str) (1d8+2/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +1; Grp +3 
  Combat Gear mwk longspear (+4 after greater magic 
  weapon), greatsword (+4 after greater magic 
  weapon), 20 arrows 
  Abilities Str 15, Dex 12, Con 14, Int 10, Wis 13, Cha 
  8  
  Feats 
  Quickdraw, 
  Iron 
  WillB, 
  Weapon 
  Focus 
  (longspear)B 
  Skills Handle Animal +3, Intimidate +3, Ride +5 
  Possessions combat gear plus mwk banded mail 
   
   
  Power-Up Suite (heroes’ feast, CL 16): 
  hp 10 plus 10 temp (1 HD) 
  Immune fear, poison 
  Fort +4, Ref +1, Will +4 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 27 
  Melee +4 longspear +9 (1d8+7/x3) or 
  Melee +4 greatsword +8 (2d6+7/19-20) 
  Ranged composite longbow +3 (+2 Str) (1d8+2/x3) 
   
  AR V AD’ S  D R AG O O N  C O R P O R AL 
  CR  2 
  Male human fighter 2 
  CE Medium humanoid (human)  
  Init +1; Senses Listen +1, Spot +1 
  Languages Common  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +6 armor) 
  hp 18 (2 HD) 
  Fort +6, Ref +2, Will +4 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft. 
  Melee +4 longspear +9 (1d8+7/x3) or 
  Melee +4 greatsword +8 (2d6+7/19-20) 
  Ranged composite longbow +3 (+2 Str) (1d8+2/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +2; Grp +4 
  Combat Gear mwk longspear (+4 after greater magic 
  weapon), greatsword (+4 after greater magic 
  weapon), 20 arrows 
  Abilities Str 15, Dex 12, Con 14, Int 10, Wis 13, Cha 
  8  
  Feats 
  Quickdraw, 
  Iron 
  WillB, 
  Weapon 
  Focus 
  (longspear)B, Combat ReflexesB 
  Skills Handle Animal +4, Intimidate +4, Ride +8 
  Possessions combat gear plus mwk banded mail, 
  vest of resistance +1 
   
   
  Power-Up Suite (heroes’ feast, CL 16): 
  hp 18 plus 10 temp (2 HD) 
  Immune fear, poison 
  Fort +6, Ref +2, Will +5 
  Melee +4 longspear +10 (1d8+7/x3) or 
  Melee +4 greatsword +9 (2d6+7/19-20) 
  Ranged composite longbow +4 (+2 Str) (1d8+2/x3) 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 28 
  APL 6 
  2: ESME’S HUT 
  G R O C 
  CR  3 
  male orc barbarian 3 
  AL CN humanoid (orc) 
  Init +1; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages Common, Orc  
  AC 16, touch 11, flat-footed 16 
   (+1 Dex, +5 armor) 
  hp 32 (3 HD)  
  Fort +6, Ref +3, Will +2 
  Speed 40 ft. in chain shirt (8 squares) 
  Melee masterwork greataxe +9 (1d12+6 /x3) or 
  Ranged javelin +4 (1d6+4) 
  Base Atk +3; Grp +7 
  Combat Gear short sword, dagger 
  Abilities Str 19, Dex 13, Con 14, Int 8, Wis 10, Cha 6  
  SQ Fast Movement(Ex), Illiteracy, Rage, Uncanny 
  Dodge(Ex), Trap Sense(Ex) 
  Feats Power Attack, Weapon Focus (Greataxe) 
  Skills Jump +10, Listen +6, Ride +3, Survival +6, 
  Possessions combat gear plus +1 chain shirt, potion 
  of cure light wounds, belt pouch, backpack, usual 
  traveling gear, light horse, tack, harness, etc., 6 gp 
  Light Sensitivity (Ex): You are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  B U L G O 
  CR  3 
  Male human wizard 3 
  CN medium human(Oeridian) 
  Init +5; Senses Listen +3, Spot +3 
  Languages Common, Orc, Old Oeridian, Ancient 
  Suloise  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 mage armor) 
  hp 16 (3 HD) 
  Fort +5, Ref +6, Will +6 
  Speed 30 ft. (6 squares) 
  Melee dagger +0 (1d4-1/19-20)  
  Ranged light crossbow +1 (1d8/19-20) 
  Base Atk +1; Grp +0 
  Combat 
  Gear 
  scrolls 
  of 
  (glitterdust, 
  grease, 
  invisibility, mage armor, ray of enfeeblement, 
  scorching ray, shield), wand of magic missile (CL 3, 
  10 charges), 10 bolts 
  Wizard Spells Prepared (CL 3rd): 
   2nd—glitterdust (DC 16), scorching ray 
   1st—mage 
  armor�, 
  magic 
  missile, 
  ray 
  of 
  enfeeblement 
   0—acid splash, detect magic, prestidigitation, read 
  magic 
  �Already cast 
  Abilities Str 8, Dex 13, Con 14, Int 16, Wis 12, Cha 
  10  
  SQ Familiar, Alertness 
  Feats Eschew Materials, Improved InitiativeB, Spell 
  Focus (Conjuration), Scribe ScrollB 
  Skills 
  Concentration 
  +8, 
  Decipher 
  Script 
  +9, 
  Knowledge (arcana) +9, Knowledge (history) +9, 
  Knowledge (nobility) +9, Spellcraft +11 
  Possessions combat gear plus cloak of resistance 
  +1, spell component pouch (2), spellbook (as spells 
  prepared), belt pouch, backpack, usual traveling 
  gear, light horse, tack, harness, etc., 6 gp 
   
  5: THE PORTAL 
  I N J U R E D  AR V AD’ S  C O H O R T 
  CR  6   
  Female human cleric 12 of Iuz 
  CE Medium humanoid (human)  
  Init -1; Senses Listen +6, Spot +6; deathwatch 
  Aura invisibility purge 80 ft. 
  Languages Common  
  AC 33, touch 13, flat-footed 33 
   (-1 Dex, +12 armor, +4 deflection, +5 shield, +3 
  sacred) 
  hp 57 of 111(12 HD) 
  Fort +16, Ref +10, Will +17 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft. 
  Melee +4 greatsword +12/+7 (2d6+8/19-20)  
  Ranged mwk light crossbow +9 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +12 
  Special Actions rebuke undead 
  Combat Gear mwk greatsword (+4 after greater 
  magic weapon), 10 bolts 
  Cleric Spells Prepared (CL 12th or 16th [bead of 
  karma, used for all buff spells]): 
  6th—D: 
  quickened 
  invisibility, 
  heroes’ 
  feast,  
  banishment 
  5th—D: greater command (DC 24), flame strike (DC 
  21), spell resistance, quickened divine favor 
  4th—D: confusion (DC 23), air walk, cure critical 
  wounds, freedom of movement, greater magic 
  weapon� 
  3rd—D: invisibility, dispel magic, invisibility purge�, 
  magic vestment�, magic vestment�, shield of 
  warding*�, 
  2nd—D: invisibility, bear’s endurance�, bull’s 
  strength�, hold person (DC 21), owl’s wisdom�, 
   sound burst (DC 18) 
  1st—D: command (DC 20), bless, command (DC 
  20), cure light wounds x2, deathwatch�, shield 
  of faith� 
   0—detect magic, guidance, guidance, read magic, 
  resistance, virtue 
  D: Domain spell. Deity: Iuz. Domains: Trickery (Bluff, 
  Disguise, Hide added to class skills), Tyranny (+1 
  to the DC of enchantment [compulsion] spells).  
  �Already included in stats 
  Abilities Str 16 (12), Dex 8, Con 18 (14), Int 10, Wis 
  22 (20), Cha 14. 
  Feats Spell Focus (enchantment), Greater Spell 
  Focus (enchantment), Skill Focus (Bluff), Craft 
  Wondrous Item, Quicken Spell, Chain Spell 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 29 
  Skills Concentration +18, Bluff +20, Disguise +27 
  (+29 when in character), Intimidate +4, Knowledge 
  (religion) +5 
  Possessions combat gear plus strand of prayer 
  beads, rod of extend (lesser), periapt of wisdom 
  +2, vest of resistance +4, hat of disguise, copper 
  dragonhide full plate (+4 with magic vestment), 
  copper 
  dragonhide 
  buckler 
  (+4 
  with 
  magic 
  vestment), holy symbol of Iuz (2), holy symbols of 
  most good-aligned human deities (for bluffing), 
  spell component pouch (2), Johrase tabard 
  Rebuke Undead (Su) 5/day; 1d20+6/2d6+14. 
   
  I N J U R E D  AR V AD’ S  S Q U I R E 
   CR  7 
  Male human fighter 5/pious templar (Iuz) 2/blackguard 
  (Iuz) 1 
  CE Medium humanoid (human) 
  Init +1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 28, touch 11, flat-footed 27 
   (+1 Dex, +12 armor, +5 shield) 
  hp 58 of 68 (8 HD) 
  Resist mettle, True Believer 1/day (+2 insight bonus 
  to any one save) 
  Fort +12, Ref +3, Will +9 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft. 
  Melee +4 greatsword +17/+12 (2d6+12/19-20) 
  Ranged mwk composite longbow (+4 Str) +10/+5 
  (1d8+4/x3) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +8; Grp +12 
  Atk Options Power Attack, Cleave, Improved Sunder 
  (+4 greatsword +21/+16 [2d6+12]), smite 1/day (+4 
  to hit/+2 damage) 
  Combat Gear +1 greatsword (+4 after greater magic 
  weapon), 20 arrows, mwk longsword, mwk dagger 
  Blackguard Spells Prepared (CL 1st): 
   1st—cure light wounds 
  Pious Templar Spells Prepared (CL 2nd): 
   1st—corrupt weapon�, cure light wounds 
  �Already cast 
  Spell-Like Abilities (CL 8th): 
   At will—detect good 
   
  Abilities Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 
  8  
  SQ aura of evil, poison use 
  Feats 
  True 
  Believer 
  (Iuz), 
  Weapon 
  Focus 
  (greatsword), Power Attack, Cleave, Improved 
  Sunder, Weapon Specialization (greatsword), Iron 
  Will 
  Skills Concentration +8, Hide +1, Intimidate +7, 
  Knowledge (religion) +4, Ride +7 
  Possessions combat gear plus +1 full-plate (+4 after 
  magic vestment), vest of resistance +1, gauntlets 
  of ogre power, copper dragonhide buckler (+4 after 
  magic vestment), silver holy symbol of Iuz 
  Aura of Evil (Ex): The power of a blackguard’s aura 
  of evil (see the detect evil spell) is equal to his 
  class level plus his cleric level, if any. 
  Poison Use: Blackguards are skilled in the use of 
  poison and never risk accidentally poisoning 
  themselves when applying poison to a blade. 
  Corrupt Weapon: Blackguards have access to a 
  special spell, corrupt weapon, which is the 
  opposing counterpart of the paladin spell bless 
  weapon. 
  Instead 
  of 
  improving 
  a 
  weapon’s 
  effectiveness against evil foes corrupt weapon 
  makes a weapon more effective against good foes. 
   
   
  Power-Up Suite (heroes’ feast, CL 12; 
  corrupt weapon, CL 2): 
  hp 58 of 68 plus 10 temp (8 HD) 
  Immune fear, poison 
  Fort +12, Ref +3, Will +10 
  Melee +4 corrupted greatsword +18/+13 (2d6+9/19-
  20, 
  evil-aligned, 
  auto-confirms 
  against 
  good 
  creatures) 
  Ranged mwk composite longbow +11/+6 (+4 Str) 
  (1d8+4/x3). 
   
   
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 30 
  APL 8 
  2: ESME’S HUT  
  G R O C 
  CR  7 
  male orc barbarian 7 
  AL CN humanoid (orc) 
  Init +1; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages Common, Orc  
  AC 16, touch 11, flat-footed 16 
   (+1 Dex, +5 armor) 
  hp 68 (7 HD); DR 1/- 
  Fort +8, Ref +4, Will +5 
  Speed 40 ft. in +1 chain shirt (8 squares) 
  Melee +1 greataxe +14/+9 (1d12+8/x3)  
  Ranged javelin +8 (1d6+5/x2) 
  Base Atk +7; Grp +12 
  Combat Gear short sword, dagger  
  Abilities Str 20, Dex 13, Con 14, Int 8, Wis 10, Cha 6  
  SQ Fast Movement, Illiteracy, Rage, Uncanny Dodge, 
  Improved Uncanny Dodge, Trap Sense, Light 
  Sensitivity 
  Feats Iron Will, Power Attack, Weapon Focus 
  (Greataxe) 
  Skills Jump +15, Listen +9, Ride +3, Survival +9, 
  Possessions combat gear plus +1 chain shirt, potion 
  of cure moderate wounds, belt pouch, backpack, 
  usual traveling gear, light horse, tack, harness, 
  etc., 6 gp 
  Light Sensitivity (Ex): You are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  B U L G O  (H Y B R I D  F O R M) 
  CR  7 
  Male Human (Flan) Dire Wereboar Rog2/Assassin 1 
  CE Medium Humanoid (human, Shapechanger) 
  Init +6; Senses low-light vision; Listen +16, Spot +16  
  Languages Common, Orc  
  AC 24, touch 12, flat-footed 22 
   (+2 Dex, +4 armor, +8 natural) 
  hp 90 (10 HD); DR Silver 10 
  Fort +11, Ref +13, Will +6 
  Speed 30 ft. in +1 Studded Leather (6 squares) 
  Melee +1 cold iron spear +19/+14 (1d8+17/x3) and 
  gore +12 (1d8+5 plus disease) or  
  Melee 2 claws +17 each (1d6+11) and gore +12 
  (1d8+5 plus disease) 
  Ranged +1 cold iron spear +8 (1d8+11/x3) 
  Base Atk +6; Grp +17 
  Special Actions Death Attack (DC 12) 
  Combat Gear  potion of invisibility, dagger, sap 
  Abilities Str 32, Dex 14, Con 20, Int 12, Wis 12, Cha 
  8  
  SQ Evasion, Sneak Attack (+2d6), Trapfinding, Death 
  Attack, 
  Poison 
  Use, 
  Alternate 
  Form, 
  Boar 
  Empathy, Curse of Lycanthropy, Ferocity 
  Feats 
  Alertness, 
  Combat 
  Reflexes, 
  Improved 
  Initiative, Iron Will, Power Attack, Weapon Focus 
  (Spear), Close-Quarters Fighting 
  Skills Balance +8, Climb +15, Disguise +3, Hide +14, 
  Jump +17, Listen +16, Move Silently +10, Spot 
  +16, Tumble +9, Use Magic Device +3. 
  Possessions combat gear plus cloak of resistance 
  +1, belt pouch, backpack, usual traveling gear, light 
  horse, tack, harness, etc., 6 gp 
  Death Attack (Ex): If you study your victim for 3 
  rounds, attack that target within another 3 rounds, 
  then make a sneak attack with a melee weapon 
  that successfully deals damage, you can paralyze 
  or kill the target if they fail a Fortitude save (DC 
  12). 
  Curse of Lycanthropy (Su): Any humanoid or giant 
  hit by the wereboar’s gore attack in animal or 
  hybrid form must succeed on a DC 15 Fortitude 
  save or contract Lycanthropy. 
  Ferocity (Ex): A wereboar is such a tenacious 
  combatant that it continues to fight without penalty 
  even while disabled or dying. 
   
  5: THE PORTAL 
  I N J U R E D  AR V AD’ S  C O H O R T 
  CR  10   
  Female human cleric 12 of Iuz 
  CE Medium humanoid (human)  
  Init -1; Senses Listen +6, Spot +6; deathwatch 
  Aura invisibility purge 80 ft. 
  Languages Common  
  AC 33, touch 13, flat-footed 33 
   (-1 Dex, +12 armor, +4 deflection, +5 shield, +3 
  sacred) 
  hp 75 of 111(12 HD) 
  SR 27 (spell resistance) 
  Fort +16, Ref +10, Will +17 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft.; freedom of movement 
  Melee +4 greatsword +12/+7 (2d6+8/19-20)  
  Ranged mwk light crossbow +9 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +12 
  Special Actions rebuke undead 
  Combat Gear mwk greatsword (+4 after greater 
  magic weapon) 
  Cleric Spells Prepared (CL 12th or 16th [bead of 
  karma, used for all buff spells]): 
  6th—D: 
  quickened 
  invisibility, 
  heroes’ 
  feast,  
  banishment 
  5th—D: greater command (DC 24), flame strike (DC 
  21), spell resistance�, quickened divine favor 
  4th—D: confusion (DC 23), air walk, cure critical 
  wounds, freedom of movement�, greater magic 
  weapon� 
  3rd—D: invisibility, dispel magic, invisibility purge�, 
  magic vestment�, magic vestment�, shield of 
  warding*�, 
  2nd—D: invisibility, bear’s endurance�, bull’s 
  strength�, hold person (DC 21), owl’s wisdom�, 
   sound burst (DC 18) 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 31 
  1st—D: command (DC 20), bless, command (DC 
  20), cure light wounds x2, deathwatch�, shield 
  of faith� 
   0—detect magic, guidance, guidance, read magic, 
  resistance, virtue 
  D: Domain spell. Deity: Iuz. Domains: Trickery (Bluff, 
  Disguise, Hide added to class skills), Tyranny (+1 
  to the DC of enchantment [compulsion] spells).  
  �Already included in stats 
  Abilities Str 16 (12), Dex 8, Con 18 (14), Int 10, Wis 
  22 (20), Cha 14. 
  Feats Spell Focus (enchantment), Greater Spell 
  Focus (enchantment), Skill Focus (Bluff), Craft 
  Wondrous Item, Quicken Spell, Chain Spell 
  Skills Concentration +18, Bluff +20, Disguise +27 
  (+29 when in character), Intimidate +4, Knowledge 
  (religion) +5 
  Possessions combat gear plus strand of prayer 
  beads, rod of extend (lesser), periapt of wisdom 
  +2, vest of resistance +4, hat of disguise, copper 
  dragonhide full plate (+4 with magic vestment), 
  copper 
  dragonhide 
  buckler 
  (+4 
  with 
  magic 
  vestment), holy symbol of Iuz (2), holy symbols of 
  most good-aligned human deities (for bluffing), 
  spell component pouch (2), Johrase tabard 
  Rebuke Undead (Su) 5/day; 1d20+6/2d6+14. 
   
  AR V AD’ S  S Q U I R E 
   CR  8 
  Male human fighter 5/pious templar (Iuz) 2/blackguard 
  (Iuz) 1 
  CE Medium humanoid (human) 
  Init +1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 28, touch 11, flat-footed 27 
   (+1 Dex, +12 armor, +5 shield) 
  hp 68 (8 HD) 
  Resist mettle, True Believer 1/day (+2 insight bonus 
  to any one save) 
  Fort +12, Ref +3, Will +9 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft. 
  Melee +4 greatsword +17/+12 (2d6+12/19-20) 
  Ranged mwk composite longbow (+4 Str) +10/+5 
  (1d8+4/x3) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +8; Grp +12 
  Atk Options Power Attack, Cleave, Improved Sunder 
  (+4 greatsword +21/+16 [2d6+12]), smite 1/day (+4 
  to hit/+2 damage) 
  Combat Gear +1 greatsword (+4 after greater magic 
  weapon), potion of shield of faith (+5), 20 arrows, 
  mwk longsword, mwk dagger 
  Blackguard Spells Prepared (CL 1st): 
   1st—cure light wounds 
  Pious Templar Spells Prepared (CL 2nd): 
   1st—corrupt weapon�, cure light wounds 
  �Already cast 
  Spell-Like Abilities (CL 8th): 
   At will—detect good 
   
  Abilities Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 
  8  
  SQ aura of evil, poison use 
  Feats 
  True 
  Believer 
  (Iuz), 
  Weapon 
  Focus 
  (greatsword), Power Attack, Cleave, Improved 
  Sunder, Weapon Specialization (greatsword), Iron 
  Will 
  Skills Concentration +8, Hide +1, Intimidate +7, 
  Knowledge (religion) +4, Ride +7 
  Possessions combat gear plus +1 full-plate (+4 after 
  magic vestment), vest of resistance +1, gauntlets 
  of ogre power, copper dragonhide buckler (+4 after 
  magic vestment), silver holy symbol of Iuz, light 
  warhorse (mwk studded leather barding). 
  Aura of Evil (Ex): The power of a blackguard’s aura 
  of evil (see the detect evil spell) is equal to his 
  class level plus his cleric level, if any. 
  Poison Use: Blackguards are skilled in the use of 
  poison and never risk accidentally poisoning 
  themselves when applying poison to a blade. 
  Corrupt Weapon: Blackguards have access to a 
  special spell, corrupt weapon, which is the 
  opposing counterpart of the paladin spell bless 
  weapon. 
  Instead 
  of 
  improving 
  a 
  weapon’s 
  effectiveness against evil foes corrupt weapon 
  makes a weapon more effective against good foes. 
   
   
  Power-Up Suite (heroes’ feast, CL 12; 
  corrupt weapon, CL 2): 
  hp 68 plus 10 temp (8 HD) 
  Immune fear, poison 
  Fort +12, Ref +3, Will +10 
  Melee +4 corrupted greatsword +18/+13 (2d6+9/19-
  20, 
  evil-aligned, 
  auto-confirms 
  against 
  good 
  creatures) 
  Ranged mwk composite longbow +11/+6 (1d8+4/x3) 
   
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 32 
  APL 10 
  2: ESME’S HUT 
  G R O C  
   
    
   
   CR  10 
  Male goliath barbarian 1/Fighter 4/Occult Slayer 4 
  CN Medium monstrous humanoid 
  Init +5; Senses Listen +9, Spot +1 
  Languages Common, Gol-Kaa, Cold tongue   
  AC 16, touch 11, flat-footed 15 
   
   
  (+1 Dex, +5 armor) 
  hp 92 (9 HD) 
  Fort +12, Ref +4, Will +7; Magical Defense 
  Speed 40 ft. in +1 chain shirt (8 squares) 
  Melee +19/+14 +1 corrisive goliath greathammer 
  (3d6+14/19-20/x4 plus 1d6 acid) 
  Ranged mwk large javelin +11/+6 (1d8+6/x2) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +9; Grp +19 
  Combat Gear mwk large shortsword, large dagger, 2 
  large javelins 
  Abilities Str 22, Dex 12, Con 18, Int 10, Wis 12, Cha 
  8  
  SQ Fast Movement, Rage, Magical Defense, Weapon 
  Bond, Mind over Magic, Vicious Strike, Auravision, 
  Nondetection Cloak, Powerful Build, Mountain 
  Movement 
  Feats Exotic Weapon Proficiency (Greathammer, 
  Goliath), Improved Critical (Greathammer, Goliath), 
  Improved Initiative, Power Attack, Weapon Focus 
  (Greathammer, Goliath), Weapon Specialization 
  (Greathammer, Goliath), Melee Weapon Mastery 
  (Bludgeoning). 
  Skills Craft (Weaponsmithing)¹ +4, Jump¹ +11, 
  Knowledge (arcana) +4, Listen¹ +5, Spellcraft +11 
  Possessions combat gear plus +1 chain shirt, cloak 
  of resistance +1, gauntlets of ogre power, bracers 
  of quick strike, belt pouch, backpack, usual 
  traveling gear, light horse, tack, harness, etc., 6 gp 
  Powerful Build:You function in many ways as if you 
  were one size category larger. If subject to a size 
  modifier, you are treated as one size larger if it is 
  advantageous to you. You are considered as one 
  size larger to determine if special attacks affect 
  you. You can use weapons designed for a creature 
  one size larger without penalty. The benefits stack 
  with the effects of powers, abilities and spells that 
  change your size category. 
  Mountain Movement: You may make standing long 
  jumps and high jumps as if you were running. You 
  can engage in accelerated climbing without taking 
  the -5 penalty on the Climb check. 
  Magical Defense (Ex): You have a +2 bonus to 
  saving throws vs. spells and spell-like abilities. 
  Weapon Bond (Su): You must choose a particular 
  weapon of at least masterwork quality as a focus 
  for your power. The chosen weapon is imbued with 
  the force of your hatred for spellcasters. A 
  successful 
  attack 
  with 
  this 
  weapon 
  against 
  spellcasters or creatures with spell like abilities 
  deals an extra 1d6 points of damage. If the weapon 
  is lost or destroyed you lose this ability until you 
  form a bond with the same kind of weapon. 
  Mind over Magic (Su): You can cause a spell or 
  spell-like ability ability targeted against you to 
  rebound onto the originator as a free action. This 
  ability function like a spell turning spell (caster level 
  9). You can use this ability 2 times per day. 
  Vicious Strike (Ex): If you ready an action to disrupt 
  a spellcaster you deal double damage, if the attack 
  hits. 
  Auravision (Su): You can see magical auras at a 
  range of up to 60 ft. as a free action. This ability 
  functions as a detect magic spell but can only be 
  used to detect the number of magical auras 
  present. 
  Nondetection Cloak (Su): You and your gear are 
  difficult to locate through divinations. You gain the 
  equivalent of a nondetection spell (caster level 4, 
  affecting only you). 
   
  B U L G O  (H Y B R I D  F O R M) 
  CR  9 
  Male Human (Flan) Dire Wereboar Rog2/Assassin 3 
  CE Medium Humanoid (human, Shapechanger) 
  Init +6; Senses low-light vision; Listen +18, Spot +18 
  Languages Common, Orc  
  AC 25, touch 13, flat-footed 23 
   (+2 Dex, +4 armor, +8 natural, +1 deflection) 
  hp 102 (12 HD); DR Silver 10 
  Fort +12 (+13 versus poison), Ref +14, Will +7 
  Speed 30 ft. in +1 Studded Leather (6 squares) 
  Melee +1 cold iron spear +22/+17 (1d8+19/19-20/x3) 
  and gore +15 (1d8+6 plus disease) or  
  Melee 2 claws +20 each (1d6+20) and gore +15 
  (1d8+6 plus disease) 
  Ranged +1 cold iron spear +10 (1d8+12/19-20/x3) 
  Base Atk +8; Grp +20 
  Special Actions Death Attack (DC 14), Sneak Attack 
  (+3d6) 
  Combat Gear dagger, sap 
  Abilities Str 35, Dex 14, Con 20, Int 12, Wis 12, Cha 
  8  
  SQ Evasion, Uncanny Dodge, Sneak Attack (+3d6), 
  Trapfinding, Death Attack, Poison Use, Poison 
  Resistance, Alternate Form, Boar Empathy, Curse 
  of Lycanthropy, Ferocity 
  Feats Alertness, Combat Reflexes, Improved Critical 
  (Spear), Improved Initiative, Iron Will, Power 
  Attack, Weapon Focus (Spear), Close-Quarters 
  Fighting  
  Skills Balance +8, Climb +16, Disguise +3, Hide +16, 
  Jump +18, Listen +18, Move Silently +14, Spot 
  +18, Tumble +10, Use Magic Device +4. 
  Possessions combat gear plus cloak of resistance 
  +1, potion of invisibility, ring of protection +1, 
  gauntlets of ogre power, belt pouch, backpack, 
  usual traveling gear, light horse, tack, harness, 
  etc., 6 gp 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 33 
  Death Attack(Ex): If you study your victim for 3 
  rounds, attack that target within another 3 rounds, 
  then make a sneak attack with a melee weapon that 
  successfully deals damage, you can paralyze or kill 
  the target if they fail a Fortitude save (DC 14). 
  Curse of Lycanthropy (Su): Any humanoid or giant 
  hit by the wereboar’s gore attack in animal or 
  hybrid form must succeed on a DC 15 Fortitude 
  save or contract Lycanthropy. 
  Ferocity (Ex): A wereboar is such a tenacious 
  combatant that it continues to fight without penalty 
  even while disabled or dying. 
   
  5: THE PORTAL 
  AR V AD’ S  C O H O R T 
  CR  12   
  Female human cleric 12 of Iuz 
  CE Medium humanoid (human)  
  Init -1; Senses Listen +6, Spot +6; deathwatch 
  Aura invisibility purge 80 ft. 
  Languages Common  
  AC 33, touch 13, flat-footed 33 
   (-1 Dex, +12 armor, +4 deflection, +5 shield, +3 
  sacred) 
  hp 111 plus 10 temp (12 HD) 
  Immune fear, poison (heroes’ feast) 
  SR 27 (spell resistance) 
  Fort +16, Ref +10, Will +17 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft.; freedom of movement 
  Melee +4 greatsword +12/+7 (2d6+8/19-20)  
  Ranged mwk light crossbow +9 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +12 
  Special Actions rebuke undead 
  Combat Gear mwk greatsword (+4 after greater 
  magic weapon) 
  Cleric Spells Prepared (CL 12th or 16th [bead of 
  karma, used for all buff spells]): 
  6th—D: quickened invisibility, heroes’ feast�,  
  banishment 
  5th—D: greater command (DC 24), flame strike (DC 
  21), spell resistance�, quickened divine favor 
  4th—D: confusion (DC 23), air walk, cure critical 
  wounds, freedom of movement�, greater magic 
  weapon� 
  3rd—D: invisibility, dispel magic, invisibility purge�, 
  magic vestment�, magic vestment�, shield of 
  warding*�, 
  2nd—D: invisibility, bear’s endurance�, bull’s 
  strength�, hold person (DC 21), owl’s wisdom�, 
   sound burst (DC 18) 
  1st—D: command (DC 20), bless, command (DC 
  20), cure light wounds x2, deathwatch�, shield 
  of faith� 
   0—detect magic, guidance, guidance, read magic, 
  resistance, virtue 
  D: Domain spell. Deity: Iuz. Domains: Trickery (Bluff, 
  Disguise, Hide added to class skills), Tyranny (+1 
  to the DC of enchantment [compulsion] spells).  
  �Already included in stats 
  Abilities Str 16 (12), Dex 8, Con 18 (14), Int 10, Wis 
  22 (20), Cha 14. 
  Feats Spell Focus (enchantment), Greater Spell 
  Focus (enchantment), Skill Focus (Bluff), Craft 
  Wondrous Item, Quicken Spell, Chain Spell 
  Skills Concentration +18, Bluff +20, Disguise +27 
  (+29 when in character), Intimidate +4, Knowledge 
  (religion) +5 
  Possessions combat gear plus strand of prayer 
  beads, rod of extend (lesser), periapt of wisdom 
  +2, vest of resistance +4, hat of disguise, copper 
  dragonhide full plate (+4 with magic vestment), 
  copper 
  dragonhide 
  buckler 
  (+4 
  with 
  magic 
  vestment), holy symbol of Iuz (2), holy symbols of 
  most good-aligned human deities (for bluffing), 
  spell component pouch (2), Johrase tabard 
  Rebuke Undead (Su) 5/day; 1d20+6/2d6+14. 
   
  AR V AD’ S  S Q U I R E 
   CR  8 
  Male human fighter 5/pious templar (Iuz) 2/blackguard 
  (Iuz) 1 
  CE Medium humanoid (human) 
  Init +1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 28, touch 11, flat-footed 27 
   (+1 Dex, +12 armor, +5 shield) 
  hp 68 (8 HD) 
  Resist mettle, True Believer 1/day (+2 insight bonus 
  to any one save) 
  Fort +12, Ref +3, Will +9 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft. 
  Melee +4 greatsword +17/+12 (2d6+12/19-20) 
  Ranged mwk composite longbow (+4 Str) +10/+5 
  (1d8+4/x3) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +8; Grp +12 
  Atk Options Power Attack, Cleave, Improved Sunder 
  (+4 greatsword +21/+16 [2d6+12]), smite 1/day (+4 
  to hit/+2 damage) 
  Combat Gear +1 greatsword (+4 after greater magic 
  weapon), potion of shield of faith (+5), 20 arrows, 
  mwk longsword, mwk dagger 
  Blackguard Spells Prepared (CL 1st): 
   1st—cure light wounds 
  Pious Templar Spells Prepared (CL 2nd): 
   1st—corrupt weapon�, cure light wounds 
  �Already cast 
  Spell-Like Abilities (CL 8th): 
   At will—detect good 
   
  Abilities Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 
  8  
  SQ aura of evil, poison use 
  Feats 
  True 
  Believer 
  (Iuz), 
  Weapon 
  Focus 
  (greatsword), Power Attack, Cleave, Improved 
  Sunder, Weapon Specialization (greatsword), Iron 
  Will 
  Skills Concentration +8, Hide +1, Intimidate +7, 
  Knowledge (religion) +4, Ride +7 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 34 
  Possessions combat gear plus +1 full-plate (+4 after 
  magic vestment), vest of resistance +1, gauntlets 
  of ogre power, copper dragonhide buckler (+4 after 
  magic vestment), silver holy symbol of Iuz, light 
  warhorse (mwk studded leather barding). 
  Aura of Evil (Ex): The power of a blackguard’s aura 
  of evil (see the detect evil spell) is equal to his 
  class level plus his cleric level, if any. 
  Poison Use: Blackguards are skilled in the use of 
  poison and never risk accidentally poisoning 
  themselves when applying poison to a blade. 
  Corrupt Weapon: Blackguards have access to a 
  special spell, corrupt weapon, which is the 
  opposing counterpart of the paladin spell bless 
  weapon. 
  Instead 
  of 
  improving 
  a 
  weapon’s 
  effectiveness against evil foes corrupt weapon 
  makes a weapon more effective against good foes. 
   
   
  Power-Up Suite (heroes’ feast, CL 12; 
  corrupt weapon, CL 2): 
  hp 68 plus 10 temp (8 HD) 
  Immune fear, poison 
  Fort +12, Ref +3, Will +10 
  Melee +4 corrupted greatsword +18/+13 (2d6+9/19-
  20, 
  evil-aligned, 
  auto-confirms 
  against 
  good 
  creatures) 
  Ranged mwk composite longbow +11/+6 (1d8+4/x3) 
   
   
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 35 
  APL 12 
  2: ESME’S HOUSE 
  G R O C  
   
    
   
   CR  10 
  Male goliath barbarian 1/Fighter 4/Occult Slayer 4 
  CN Medium monstrous humanoid 
  Init +5; Senses Listen +9, Spot +1 
  Languages Common, Gol-Kaa, Cold tongue   
  AC 16, touch 11, flat-footed 15 
   
   
  (+1 Dex, +5 armor) 
  hp 92 (9 HD) 
  Fort +12, Ref +4, Will +7; Magical Defense 
  Speed 40 ft. in +1 chain shirt (8 squares) 
  Melee 
  +19/+14 
  +1 
  corrisve 
  surge 
  goliath 
  greathammer (3d6+14/19-20/x4 plus 1d6 acid plus 
  3d6 acid 5/day) 
  Ranged mwk javelin +11/+6 (1d8+6/x2) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +9; Grp +19 
  Combat Gear large mwk shortsword, large silver 
  dagger, 5 large cold iron javelins 
  Abilities Str 22, Dex 12, Con 18, Int 10, Wis 12, Cha 
  8  
  SQ Fast Movement, Rage, Magical Defense, Weapon 
  Bond, Mind over Magic, Vicious Strike, Auravision, 
  Nondetection Cloak, Powerful Build, Mountain 
  Movement 
  Feats Exotic Weapon Proficiency (Greathammer, 
  Goliath), Improved Critical (Greathammer, Goliath), 
  Improved Initiative, Power Attack, Weapon Focus 
  (Greathammer, Goliath), Weapon Specialization 
  (Greathammer, Goliath), Melee Weapon Mastery 
  (Bludgeoning). 
  Skills Craft (Weaponsmithing)¹ +4, Jump¹ +11, 
  Knowledge (arcana) +4, Listen¹ +5, Spellcraft +11 
  Possessions combat gear plus +1 chain shirt, cloak 
  of resistance +1, gauntlets of ogre power, bracers 
  of quick strike 
  Powerful Build:You function in many ways as if you 
  were one size category larger. If subject to a size 
  modifier, you are treated as one size larger if it is 
  advantageous to you. You are considered as one 
  size larger to determine if special attacks affect 
  you. You can use weapons designed for a creature 
  one size larger without penalty. The benefits stack 
  with the effects of powers, abilities and spells that 
  change your size category. 
  Mountain Movement: You may make standing long 
  jumps and high jumps as if you were running. You 
  can engage in accelerated climbing without taking 
  the -5 penalty on the Climb check. 
  Magical Defense (Ex): You have a +2 bonus to 
  saving throws vs. spells and spell-like abilities. 
  Weapon Bond (Su): You must choose a particular 
  weapon of at least masterwork quality as a focus 
  for your power. The chosen weapon is imbued with 
  the force of your hatred for spellcasters. A 
  successful 
  attack 
  with 
  this 
  weapon 
  against 
  spellcasters or creatures with spell like abilities 
  deals an extra 1d6 points of damage. If the weapon 
  is lost or destroyed you lose this ability until you 
  form a bond with the same kind of weapon. 
  Mind over Magic (Su): You can cause a spell or 
  spell-like ability ability targeted against you to 
  rebound onto the originator as a free action. This 
  ability function like a spell turning spell (caster level 
  9). You can use this ability 2 times per day. 
  Vicious Strike (Ex): If you ready an action to disrupt 
  a spellcaster you deal double damage, if the attack 
  hits. 
  Auravision (Su): You can see magical auras at a 
  range of up to 60 ft. as a free action. This ability 
  functions as a detect magic spell but can only be 
  used to detect the number of magical auras 
  present. 
  Nondetection Cloak (Su): You and your gear are 
  difficult to locate through divinations. You gain the 
  equivalent of a nondetection spell (caster level 4, 
  affecting only you). 
   
  B U L G O  (H Y B R I D  F O R M) 
  CR  9 
  Male Human (Flan) Dire Wereboar Rog2/Assassin 3 
  CE Medium Humanoid (human, Shapechanger) 
  Init +6; Senses low-light vision; Listen +18, Spot +18 
  Languages Common, Orc  
  AC 25, touch 13, flat-footed 23 
   (+2 Dex, +4 armor, +8 natural, +1 deflection) 
  hp 102 (12 HD); DR Silver 10 
  Fort +12 (+13 versus poison), Ref +14, Will +7 
  Speed 30 ft. in +1 Studded Leather (6 squares) 
  Melee +1 cold iron spear +22/+17 (1d8+19/19-20/x3) 
  and gore +15 (1d8+6 plus disease) or  
  Melee 2 claws +20 each (1d6+20) and gore +15 
  (1d8+6 plus disease) 
  Ranged +1 cold iron spear +10 (1d8+12/19-20/x3) 
  Base Atk +8; Grp +20 
  Special Actions Death Attack (DC 14), Sneak Attack 
  (+3d6) 
  Combat Gear dagger, sap 
  Abilities Str 35, Dex 14, Con 20, Int 12, Wis 12, Cha 
  8  
  SQ Evasion, Uncanny Dodge, Sneak Attack (+3d6), 
  Trapfinding, Death Attack, Poison Use, Poison 
  Resistance, Alternate Form, Boar Empathy, Curse 
  of Lycanthropy, Ferocity 
  Feats Alertness, Combat Reflexes, Improved Critical 
  (Spear), Improved Initiative, Iron Will, Power 
  Attack, Weapon Focus (Spear), Close-Quarters 
  Fighting  
  Skills Balance +8, Climb +16, Disguise +3, Hide +16, 
  Jump +18, Listen +18, Move Silently +14, Spot 
  +18, Tumble +10, Use Magic Device +4. 
  Possessions combat gear plus cloak of resistance 
  +1, potion of invisibility, ring of protection +1, 
  gauntlets of ogre power, belt pouch, backpack, 
  usual traveling gear, light horse, tack, harness, 
  etc., 6 gp 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 36 
  Death Attack(Ex): If you study your victim for 3 
  rounds, attack that target within another 3 rounds, 
  then make a sneak attack with a melee weapon that 
  successfully deals damage, you can paralyze or kill 
  the target if they fail a Fortitude save (DC 14). 
  Curse of Lycanthropy (Su): Any humanoid or giant 
  hit by the wereboar’s gore attack in animal or 
  hybrid form must succeed on a DC 15 Fortitude 
  save or contract Lycanthropy. 
  Ferocity (Ex): A wereboar is such a tenacious 
  combatant that it continues to fight without penalty 
  even while disabled or dying. 
   
  AD V AN C E D  AR R O W  D E M O N   
   
  CR  12 
  Male advanced arrow demon fighter 4 
  CE medium outsider (tanar’ri, evil, extraplanar, 
  chaotic) 
  Init +7; Senses darkvision 60 ft; Listen +16, Spot +16 
  Languages Abyssal, Celestial, Draconic, telepathy 
  100 ft. 
  AC 32, touch 22, flat-footed 25  
   
  (+7 Dex, +5 armor, +5 deflection, +5 natural) 
  hp 228 (16 HD); DR 5/good and cold iron 
  Immune electricity and poison 
  Resist acid 10, cold 10; fire 10; SR 20 
  Fort +21, Ref +16, Will +12 
  Speed 40 ft. (4 squares) 
  Ranged (w/ Rapid Shot) 2 Large +1 seeking 
  composite 
  greatbows 
  (+6 
  Str) 
  +23/+23/+23/+23/+18/+18/+13/+13/+8/+8 
  (2d8+11/19-20/x3) 
  Melee 4 claws +22 each (1d6+6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +16; Grp +20 
  Atk Options Close combat shot, oversized weapons, 
  spell-like abilities, summon tanar’ri, symmetrical 
  archery 
  Special Actions summon tanar’ri 
  Combat Gear potion of barkskin (+5), potion of cure 
  serious wounds, potion of invisibility, 100 arrows 
  Abilities Str 22, Dex 20 (24), Con 29, Int 14, Wis 16, 
  Cha 12. 
  Feats: Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (Composite Greatbow), Improved 
  Precise 
  Shot, 
  Improved 
  Critical 
  (Composite 
  Greatbow), Quicken Spell-Like Ability (dimension 
  door), 
  Weapon 
  Specialization 
  (Composite 
  Greatbow), Ranged Weapon Mastery*. 
  Skills: 
  Balance 
  +20, 
  Bluff 
  +16, 
  Climb 
  +20, 
  Concentration +24, Hide +20, Jump +24, Listen 
  +18, Move Silently +20, Sense Motive +18, Spot 
  +18.  
  Possessions: Combat gear plus potion of cat’s 
  grace, quiver of Ehlonna, +1 mithral chain shirt, 
  and potion of shield of faith +5 
  Physical Description: Lean and wiry, this four-armed 
  creature holds two powerful greatbows in its left 
  arms and draws the strings back in parallel with its 
  right arms. The massive arrows notched in the 
  bows draw the eye, and the emaciated limbs with 
  which it holds its twin bows obviously conceal an 
  abyssal strength. The creature’s gray skin is oily 
  and moist, and it is entirely hairless. The creature’s 
  long legs end in four-jointed toes, and it grips the 
  ground as it walks. 
  Close Combat Shot (Ex): An arrow demon does not 
  incur attacks of opportunity for firing a bow while 
  threatened. In addition, the arrow demon can shoot 
  its bows to make attacks of opportunity as if it 
  threatened the squares adjacent to it with its bows. 
  Oversized Weapons (Ex): Arrow demons can use 
  bows of any kind that are up to one size larger than 
  their size would allow without penalty. 
  Spell-Like Abilities: At will – dimension door (self 
  plus 50 pounds of objects only). Caster level 12th. 
  Summon Tanar’ri (Sp): Once per day, an arrow 
  demon can automatically summon 1d6 dretches, or 
  attempt to summon another arrow demon with a 
  35% chance of success. This ability is the 
  equivalent of a 4th level spell. 
  Symmetrical Archery (Ex): The arrow demon has an 
  amazing ability to wield two bows at once in unison. 
  Any time the arrow demon could make a single 
  attack with a bow, it can attack with both of its 
  bows, at -2 to all of its attack rolls that round. For 
  example, when making an attack action, an arrow 
  demon can fire one arrow from each bow at its 
  normal attack bonus minus 2, and when making a 
  full attack action, it can fire one arrow from each 
  bow for each of its normal iterative attacks (two 
  arrows from each bow, each shaft at a -2 penalty). 
  The statistics block above already includes these 
  bonuses. The arrow demon takes no additional 
  penalties for using multiple weapons as long as it is 
  using only bows. 
  Telepathy (Su): Arrow demons can communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
   
  5: THE PORTAL 
  AR V AD’ S  C O H O R T 
  CR  12   
  Female human cleric 12 of Iuz 
  CE Medium humanoid (human)  
  Init -1; Senses Listen +6, Spot +6; deathwatch 
  Aura invisibility purge 80 ft. 
  Languages Common  
  AC 33, touch 13, flat-footed 33 
   (-1 Dex, +12 armor, +4 deflection, +5 shield, +3 
  sacred) 
  hp 111 plus 10 temp (12 HD) 
  Immune fear, poison (heroes’ feast) 
  SR 27 (spell resistance) 
  Fort +16, Ref +10, Will +17 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft.; freedom of movement 
  Melee +4 greatsword +12/+7 (2d6+8/19-20)  
  Ranged mwk light crossbow +9 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +12 
  Special Actions rebuke undead 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 37 
  Combat Gear mwk greatsword (+4 after greater 
  magic weapon) 
  Cleric Spells Prepared (CL 12th or 16th [bead of 
  karma, used for all buff spells]): 
  6th—D: quickened invisibility, heroes’ feast�,  
  banishment 
  5th—D: greater command (DC 24), flame strike (DC 
  21), spell resistance�, quickened divine favor 
  4th—D: confusion (DC 23), air walk, cure critical 
  wounds, freedom of movement�, greater magic 
  weapon� 
  3rd—D: invisibility, dispel magic, invisibility purge�, 
  magic vestment�, magic vestment�, shield of 
  warding*�, 
  2nd—D: invisibility, bear’s endurance�, bull’s 
  strength�, hold person (DC 21), owl’s wisdom�, 
   sound burst (DC 18) 
  1st—D: command (DC 20), bless, command (DC 
  20), cure light wounds x2, deathwatch�, shield 
  of faith� 
   0—detect magic, guidance, guidance, read magic, 
  resistance, virtue 
  D: Domain spell. Deity: Iuz. Domains: Trickery (Bluff, 
  Disguise, Hide added to class skills), Tyranny (+1 
  to the DC of enchantment [compulsion] spells).  
  �Already included in stats 
  Abilities Str 16 (12), Dex 8, Con 18 (14), Int 10, Wis 
  22 (20), Cha 14. 
  Feats Spell Focus (enchantment), Greater Spell 
  Focus (enchantment), Skill Focus (Bluff), Craft 
  Wondrous Item, Quicken Spell, Chain Spell 
  Skills Concentration +18, Bluff +20, Disguise +27 
  (+29 when in character), Intimidate +4, Knowledge 
  (religion) +5 
  Possessions combat gear plus strand of prayer 
  beads, rod of extend (lesser), periapt of wisdom 
  +2, vest of resistance +4, hat of disguise, copper 
  dragonhide full plate (+4 with magic vestment), 
  copper 
  dragonhide 
  buckler 
  (+4 
  with 
  magic 
  vestment), holy symbol of Iuz (2), holy symbols of 
  most good-aligned human deities (for bluffing), 
  spell component pouch (2), Johrase tabard 
  Rebuke Undead (Su) 5/day; 1d20+6/2d6+14. 
   
  AR V AD’ S  S Q U I R E 
   CR  8 
  Male human fighter 5/pious templar (Iuz) 2/blackguard 
  (Iuz) 1 
  CE Medium humanoid (human) 
  Init +1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 28, touch 11, flat-footed 27 
   (+1 Dex, +12 armor, +5 shield) 
  hp 68 (8 HD) 
  Resist mettle, True Believer 1/day (+2 insight bonus 
  to any one save) 
  Fort +12, Ref +3, Will +9 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft. 
  Melee +4 greatsword +17/+12 (2d6+12/19-20) 
  Ranged mwk composite longbow (+4 Str) +10/+5 
  (1d8+4/x3) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +8; Grp +12 
  Atk Options Power Attack, Cleave, Improved Sunder 
  (+4 greatsword +21/+16 [2d6+12]), smite 1/day (+4 
  to hit/+2 damage) 
  Combat Gear +1 greatsword (+4 after greater magic 
  weapon), potion of shield of faith (+5), 20 arrows, 
  mwk longsword, mwk dagger 
  Blackguard Spells Prepared (CL 1st): 
   1st—cure light wounds 
  Pious Templar Spells Prepared (CL 2nd): 
   1st—corrupt weapon�, cure light wounds 
  �Already cast 
  Spell-Like Abilities (CL 8th): 
   At will—detect good 
   
  Abilities Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 
  8  
  SQ aura of evil, poison use 
  Feats 
  True 
  Believer 
  (Iuz), 
  Weapon 
  Focus 
  (greatsword), Power Attack, Cleave, Improved 
  Sunder, Weapon Specialization (greatsword), Iron 
  Will 
  Skills Concentration +8, Hide +1, Intimidate +7, 
  Knowledge (religion) +4, Ride +7 
  Possessions combat gear plus +1 full-plate (+4 after 
  magic vestment), vest of resistance +1, gauntlets 
  of ogre power, copper dragonhide buckler (+4 after 
  magic vestment), silver holy symbol of Iuz, light 
  warhorse (mwk studded leather barding). 
  Aura of Evil (Ex): The power of a blackguard’s aura 
  of evil (see the detect evil spell) is equal to his 
  class level plus his cleric level, if any. 
  Poison Use: Blackguards are skilled in the use of 
  poison and never risk accidentally poisoning 
  themselves when applying poison to a blade. 
  Corrupt Weapon: Blackguards have access to a 
  special spell, corrupt weapon, which is the 
  opposing counterpart of the paladin spell bless 
  weapon. 
  Instead 
  of 
  improving 
  a 
  weapon’s 
  effectiveness against evil foes corrupt weapon 
  makes a weapon more effective against good foes. 
   
   
  Power-Up Suite (heroes’ feast, CL 12; 
  corrupt weapon, CL 2): 
  hp 68 plus 10 temp (8 HD) 
  Immune fear, poison 
  Fort +12, Ref +3, Will +10 
  Melee +4 corrupted greatsword +18/+13 (2d6+9/19-
  20, 
  evil-aligned, 
  auto-confirms 
  against 
  good 
  creatures) 
  Ranged mwk composite longbow +11/+6 (1d8+4/x3) 
   
   
   
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 38 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Hamstring: 
  You 
  can 
  wound 
  your 
  opponents’ 
  legs, 
  hampering their movement. 
   
  Prerequisites: sneak attack ability, base 
  attack bonus +4 
   
  Benefit: If you hit with a melee sneak attack, 
  you may choose to forgo 2d6 points of extra 
  sneak attack damage to reduce your opponent’s 
  base speed by half. This speed reduction ends 
  after 24 hours have passed or a successful DC 
  15 Heal check or the application of any cure 
  spell or other magical healing is made. 
  Creatures immune to sneak attack damage and 
  creatures with no legs or more than four legs 
  can’t be slowed down with a hamstring attack. It 
  takes two successful hamstring attacks to affect 
  quadrupeds. Other speeds (fly, burrow, and so 
  on) aren’t affected. You may use this ability once 
  per round. 
  Complete Warrior 100 
   
  Ranged Weapon Mastery: 
  You have mastered a wide range of weapons. 
  Your training with one specific weapon now 
  extends to other weapons of a similar sort. 
   
  Prerequisites: 
  Proficiency 
  with 
  selected 
  weapon, Weapon Focus with selected weapon, 
  Weapon Specialization with selected weapon, 
  base attack bonus +8. 
   
  Benefit: When you select this feat, choose 
  bludgeoning, piercing, or slashing. You must 
  have 
  Weapon 
  Focus 
  and 
  Weapon 
  Specialization with a ranged weapon that deals 
  this type of damage. When using any ranged 
  weapon that has the damage type you selected, 
  you gain a +2 bonus on attacks and a +2 on 
  damage. In addition, you increase its range 
  increment by 20 feet. 
   
  Special: You can select this feat more than 
  once. Each time, you can select a new damage 
  type. A fighter can choose Ranged Weapon 
  Mastery as one of his fighter bonus feats. 
  Players Handbook 2 
   
  MAGIC ITEMS 
  Bracers of Quickstrike 
  Price (Item Level): 4,000 gp (8th) 
  Body Slot: Arms 
  Caster Level: 11th 
  Aura: Moderate; (DC 20) evocation 
  Activation: Swift (command) 
  Weight: -- 
  When you activate bracers of quick strike, you 
  can make one extra attack with any weapon you 
  are holding if you already made a full attack on 
  this turn. This attack is made at your full base 
  attack bonus, plus any modifiers appropriate to 
  the situation. This effect is not cumulative with 
  any other effect that grants you an extra attack 
  when making a full attack, such as the Rapid 
  Shot feat, a speed weapon, or the haste spell. 
   
  Bracers of quick strike function once per 
  day. 
   
  You must wear bracers of quick strike for 24 
  hours before you can access their abilities. If 
  you take them off, they become inactive until 
  worn for an additional 24 hours. 
   
  Prerequisites: Craft Wondrous Item, haste. 
   
  Cost to Create: 700 gp, 56 XP, 2 days. 
   
  Corrisive  
  Price: +1 bonus 
  Property: Weapon 
  Caster Level: 10th 
  Aura: Moderate; (DC 20) conjuration 
  Activation: Standard (command) 
  When activated, a corrosive weapon is sheathed 
  in acid. The acid does not harm you as long as 
  you have the weapon in hand. The effect 
  persists until you speak a second command 
  word. A weapon that has this property deals an 
  extra 1d6 points of acid damage on a successful 
  hit. 
   
  Projectile weapons bestow this property 
  upon their ammunition. 
   
  Prerequisites: Craft Magic Arms and Armor, 
  acid fog, acid storm (SC 7), Melf’s acid arrow, or 
  storm of vengeance. 
   
  Cost to Create: Varies. 
   
   
  Energy Surge [Synergy] 
  Price: +1 bonus 
  Property: Melee weapon 
  Caster Level: 5th 
  Aura: Faint (DC 17) evocation 
  Activation: Swift (command) 
  An energy surge weapon functions as a wapon 
  of the prerequisite type (corrosive, flaming, frost, 
  shock). 
   
  In addition, on a successful melee attack 
  with an energy surge weapon, you can 
  command it to expel a blast of energy, of the 
  same type as the prerequisite property, which 
  deals an extra 3d6 points of damage to the 
  target of the attack. The synergy prerequisite 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 39 
  property need not be active to active the energy 
  surge property. 
   
  This ability is usable a number of times per 
  day equal to 1 + you Con bonus (if any). Once 
  you activate this property, it can’t be activated by 
  any other creature until the following day. 
   
  A weapon can have this property more than 
  once, but only once per synergy prerequisite, 
  and each activation on triggers one type of 
  surge. For example, you could have a +1 
  corrosive surge flaming surge longsword, and 
  each activation would deal either 3d6 points of 
  acid damage or 3d6 points of fire damage. 
   
  Each diamond set into the pommel or haft of 
  an energy surge weapon radiates a different 
  color that corresponds to the energy damage 
  dealt by the weapon: green (acid), blue (cold), 
  yellow (electricity), or red (fire). 
   
  Prerequisites: Craft Magic Arms and Armor, 
  spell for the prerequisite property. 
   
  Cost to Create: Varies. 
   
  Iron Crown of the Bandit Kingdoms 
  Price (Item Level): 35,000 gp (17th) 
  Body Slot: Head 
  Caster Level: 17th 
  Aura: Strong; (DC 23) abjuration 
  Activation: -- 
  Weight: 2 lb. 
   
  Fashioned in the land of warriors, this metal 
  headgear grants its wearer the benefit of the 
  mind blank spell at all times. In addition, the 
  crown protects its wearer from magic jar, trap 
  the soul, and all other effects that seek to 
  separate the wearer’s soul from his or her body 
  (except death). As a side effect of this, neither 
  the wearer nor the crown can be dimensionally 
  transported or moved into extra-dimensional 
  spaces (such as a bag of holding). 
   
  Finally, the crown grants the benefit of a 
  positive level (+1 on all skill checks and ability 
  checks, +1 on attack rolls and saving throws, +5 
  hit points, +1 effective level, cast spells as if one 
  level higher) to its wearer as long as the wearer 
  only has class levels in classes that grant a +1 
  BAB at every level (fighter, ranger, etc.). A 
  creature that has levels in any spell-casting 
  class that does not grant a +1 BAB at every 
  level (such as cleric or wizard, but not pious 
  templar or paladin) instead suffers 1 negative 
  level while the crown is worn. This negative level 
  cannot be removed in any manner while the 
  crown is worn. 
   
  Prerequisites: 
  Craft 
  Wondrous 
  Item, 
  heroism, mind blank. 
   
  Cost to Create: 17,500 gp, 3,000 xp. 
   
  Source: 
  Greyhawk 
  Adventures 
  (1988). 
  Updated to 3.5 by the BK Triad. 
   
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 40 
  PLAYER HANDOUT 1A 
  You are sitting at a tavern outside Kinemeet when the serving wench brings you this note: 
   
   
   
  My Friend, 
   
  You have proven yourself trustworthy in the past and I 
  hope that I can count on you one more time. Events 
  move towards a climax, and the Duke needs you. If 
  you can help, be at the Silver Star Tavern outside 
  Kinemeet on the 13th of Sunsebb. Tell no one why you 
  are there, as many who would foil our plans seek as we 
  do. 
   
   
   
   
   
   
   
   
  Yours in Confidence, 
   
   
   
   
   
   
   
   
   
   
   
  Larn 
   
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 41 
  PLAYER HANDOUT 1B 
  Recently, as you were in the Tangles training with the Legion, a messenger delivered the 
  following note to you, unopened and properly sealed. 
   
  Comrade in arms, 
   
   
  You have proven trustworthy in the past and I hope that you can be 
  trusted one more time. I have recently been visited by a scholar who 
  claimed to work with the last Duke of Artonsamay. He seemed 
  trustworthy but had disturbing news about my family. I would wish for 
  you to meet with this sage and see that he does not dishonor the family 
  name or give up the family inheritance. You should be at the Silver Star 
  tavern in Kinemeet on the 13th of Sunsebb. There you can make contact 
  with this Larn.  
   
  I know not what he seeks, but I am advised that we should keep an eye 
  on him. Thus, with your consent, we will scry on you each morning just 
  before dawn and each night just after darkness has fallen.  
   
   
  Be warned! Spies are everywhere and few are to be trusted, so keep 
  this secret! We must know what this sage is looking for! 
   
   
   
   
   
   
   
  For Freedom! 
   
   
   
   
   
   
   
  Tarren Moskol 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 42 
  PLAYER HANDOUT 1C 
  You are hanging out at the Dingy Coffin in Hallorn when a woman wearing the insignia of a 
  corporal in General Hok’s army enters. Looking around, she sees you and approaches your 
  table. Without a word, she hands you a sealed letter and salutes you, then marches out of the 
  tavern. 
   
  Comrade in Arms, 
   
   
  I bring you greetings from General Hok. His battles to free these 
  lands from the yoke of Old Wicked proceed apace. We have recently heard 
  rumors that an item that would allow the General to finally strike at the 
  heart of the Old One’s power has resurfaced. I ask you, who have done me 
  service in the past, to help retrieve this for us.  
   
  If our information is correct, one who has crucial information about 
  this crown is to meet with some of his supporters at a tavern called the 
  Silver Star in Kinemeet on the 13th of Sunsebb. Seek one called Larn, 
  but do not let him know of this letter.  
   
  With your consent, we will scry on you each morning just before 
  dawn and each night just after darkness has fallen.  
   
  If you succeed, return to Hallorn with the crown. 
   
   
   
   
   
   
  Safe journey to you! 
   
   
   
   
   
   
   
     
   
  ZâtÜw|tÇ ZxÇxÜtÄ [É~ 
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 43 
  PLAYER HANDOUT 1D 
  During your travels, you receive the following note: 
   
  Loyal Johrase, 
   
  Word has reached us that forces are at play in the Combination. Each 
  seeks to play a game of chess, with a powerful magic item being the prize. 
  This prize, the Iron Crown, is a legendary piece of headgear that confers 
  great powers upon its wearer, the most important of which is to protect its 
  wearer from spells that separate soul and body. 
   
  As I am sure you are aware, such magic is exactly how Cranzer 
  trapped our King. Recovering this Iron Crown is of utmost importance if 
  the King is to remain with us after we rescue him.  
   
  Our divinations have revealed that a man named Larn, who works for 
  Duke Gellor, will be at the Silver Star Tavern just outside Kinemeet’s 
  walls on the 13th of Sunsebb. He will be there to recruit adventurers to 
  recover the crown. Your orders are to get yourself hired by Larn and to 
  ensure that the crown is returned to the Johrase upon its recovery. We will 
  scry on you each morning just before dawn and each night just after 
  darkness has fallen.  
   
  Once we have recovered our King and the Crown, we can bring law and 
  order to this chaotic land and long will the Johrase know peace! 
   
   
   
   
   
  _twç gtÄxxà{t [|Çw? 
     
   
  U|ÄÄxà Éy à{x VâwzxÄ  
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 44 
  PLAYER HANDOUT 1E 
  During your travels, you receive the following note: 
   
  Loyal Citizen of Redhand, 
   
  My loyal captain, Elhilbor, has advised me that a once-lost artifact, the 
  Iron Crown, is on the verge of resurfacing. This crown will help me to 
  secure a brighter future for our land as we drive the demonic minions of 
  Old Wicked from our lands! 
   
  For too long I walked a dark path, but through Heironeous’ grace I have 
  once again found my true soul. I, who once would have commanded, now 
  beg of you to find this crown and bring it to me for the good of your 
  neighbors and kinfolk. 
   
  Elhilbor has discovered that a man named Larn, who works for Duke 
  Gellor, will be at the Silver Star Tavern just outside Kinemeet’s walls on 
  the 13th of Sunsebb. He will be there to recruit adventurers to recover the 
  crown. I ask that you get hired by Larn so that you may find the crown. 
  Once secured, do with it as your heart tells you you must. Know that I 
  now serve the Arch-Paladin again, and with the crown Redhand’s 
  darkness can be turned into light. 
   
  If you accept, we will scry on you each morning just before dawn and 
  each night just after darkness has fallen to see what assistance we may 
  offer. 
   
  Into you hands I place this trust, 
   
   
   
   
   
   
  cÜ|Çvx mxxv{  
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 45 
  PLAYER HANDOUT 2 
  The following letter was found on Nevin 
   
  Nevin, 
   
   
  You had better watch it. I am hearing that there 
  are others than you that are looking for this Duke 
  and his crown. Urvag down at the slave pens tells me 
  that the new general of his Lordship Cranzer, that 
  blackguard named Arvad, has been calling in favors 
  to do something about it. Rumor has it that they have 
  called in some favors with the Yugoloths, although 
  why anyone in Gehenna cares about the Duke I don’t 
  know. A guy who owes me a favor told me that this 
  General Arvad is even doing something with a portal 
  in his tower. Are you sure it is worth it for you to risk 
  angering someone that favored by his Lordship? 
   
  If you are still after this thing, you better move fast, 
  as I hear that they are getting ready to move from 
  Riftcrag. Your best bet for good information is Bleg 
  One Eye at the Dingy Coffin in Hallorn. Be sure to kill 
  him once you have the information. 
   
   
   
   
   
   
   
   
   
   
  Ruvash Bloodarrow
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 46 
   
  DM MAP 1 
  All maps courtesy of Wizards of the Coast’s map archives. 
   
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 47 
  DM MAP 2 
   
   
   
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 48 
  DM MAP 3 
   
   
  
  BDK8-02 Trouble Everywhere You Go 
   
  Page 49 
  DM MAP 4 
   
   
  
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