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 
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  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
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  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  ESA7-04 
   
   
   
   
   
  Head or Tails 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Splintered Suns Metaregional Adventure 
  Version 1.0 
   
   
  by Pieter Sleijpen 
  Reviewers: Pierre van Rooden  
  Playtesters: Jp-Hartikainen, Sampo Haarlaa, Tarmo Koponen, Timo Oravala, Toni Kettunen 
   
   
  Dawn. Soldiers are staring silently into the twilight, weapons drawn, and faces grim. The enemy is hidden in shadows. 
  Soon the battle will be on. Soon the sounds of weapons, the shouts of angry soldiers and the moans of the wounded will 
  replace the birds greeting Pelor. Will you be at the battle to aid the good people of Ahlissa and Sunndi? A one-round 
  metaregional adventure set in Ahlissa for characters level 2-14 (APLs 4-12). It is the fifth part of the Broken Chains 
  series, direct sequel of ESA6-01 Knife’s Edge. 
   
  Resources for this adventure [and the authors of those works] include Complete Arcane [Richard Baker], Complete Divine 
  [David Noonan], Complete Mage [varies], Complete Warrior [varies], ESA6-01 Knife’s Edge [Pieter Sleijpen], Fiendish Codex II 
  [Robin D. Laws, Robert J. Schwalb], Heroes of Battle [David Noonan, Will McDermott, Stephen Schubert], Ivid the 
  Undying [Carl Sargent], Lords of Madness [Richard Baker, James Jacobs, Steve Winter], Magic Item Compendium [varies], 
  Spell Compendium [varies], SND7-01M Unexpected Enemies [Krishna Simonse, Pieter Sleijpen, Ward van Oosterum], 
  Sunndi Meta Gaming Guidebook [Pierre van Rooden, Pieter Sleijpen], and TSS4-04 Crossfire [Pieter Sleijpen]. 
  
  ESA7-04 Head or Tails 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  By 
  sanctioning 
  and 
  reporting 
  this 
  adventure, 
  you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, 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, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D 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 (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs 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 PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard 1-round Metaregional adventure set in 
  Ahlissa. Characters living in the Splintered Suns 
  Metaregion 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 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 avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  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). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  PREPARATION FOR PLAY 
  Before the adventure starts it is necessary to determine 
  whether the Ahlissan or the Sunndian authorities try to 
  hire the PCs. Count the favors the PCs have with the 
  Ahlissan and the Sunndian authorities and use the 
  introduction that fits the most. Treat favors with the 
  church of Trithereon as favors with the Sunndians and 
  favors with the church of Zilchus and Hextor as favors 
  with the Ahlissans. There is no need to make it an exact 
  count if the players show a clear preference for one side 
  or another such as when all PCs live in Sunndi or are 
  followers of Trithereon. If there is no clear preference 
  you should use the Ahlissan introduction. 
   
  For the reaction towards the PCs as well to check 
  whether they have met specific NPCs check whether the 
  individual characters have played TSS4-04 Crossfire and/or 
  ESA6-01 Knife’s Edge. PCs who have the favor of the 
  Ahlissan army from TSS4-04 have helped the Ahlissans 
  against the prisoners. PCs who have the favor of the 
  church of Trithereon have helped the prisoners. The 
  Ahlissans react much more coolly towards PCs who have 
  helped the prisoners escape during the rebellion. The 
  Ahlissans are suspicious about the motivations of those 
  PCs, suspecting the PCs joined the mission to sabotage it. 
  Most Ahlissans keep their opinions to themselves except 
  when arguments get heated. The Sunndians don’t care 
  much about the whole affair. Many of the freed prisoners 
  left the region and they consider the Calling Mines an 
  inhuman punishment anyway. 
   
  PCs who have played TSS4-04 have met Coinmaster 
  Zamasken and Commander Noquann before. Coinmaster 
  Zamasken is a high ranking cleric of Zilchus and the 
  director of the Calling Mines. Commander Noquann was 
  the leader of the military at the mines. Both were part of 
  the welcome committee during the PCs’ visit to the 
  mines and the PCs might have met them during the 
  negotiations between the rebelling prisoners and the 
  leaders of the Mines. The assassin Shekal was one of the 
  leaders of the rebellion and its spokesperson early on in 
  the adventure. In ESA6-01 Shekal caused a distraction to 
  help a group of the Hollow Highland Liberation Front 
  members escape after they murdered an Ahlissan officer 
  in an attempt to ruin the alliance between Sunndi and 
  Ahlissa. He is a smooth talker, few characters realized 
  how much he was involved and most characters let him 
  go after a promise never to return to the raiders. A 
  promise he broke, because according to him, he needed 
  to amend for his crimes by making sure they are caught. 
   
  In Encounter 4 it is important to know whether or 
  not a PC has been imprisoned in the Calling Mines. Ask 
  this before the start of the game. 
   
  NEW RULE ITEMS 
  Core adventures often utilize new rules items –including 
  new classes, prestige classes, races, feats, spells, and 
  equipment (including magic items) – that do not appear 
  in any of the three core D&D books (Player’s Handbook, 
  Dungeon Master’s Guide, or Monster Manual). The full write-
  up of any featured feats, spells, or equipment appears in 
  Appendix 2. Information on featured classes, prestige 
  classes, and races appears in the relevant creature’s stat 
  block. This adventure includes all the information 
  required to run these characters. The DM should double-
  check that he fully understands any new rule items 
  presented in this adventure before play begins. 
   
  ADVENTURE BACKGROUND 
  Since the independence of Sunndi from the Great 
  Kingdom in CY 455 there has been a conflict over the 
  exact border in the Hollow Highlands. Despite the many 
  changes over the years this conflict has not been truly 
  resolved. At the time it was deemed a minor problem, but 
  over time tension in the region grew and neither 
  Hazendel nor Xavener could ignore it much longer or 
  they risk war. 
   
  Were it not for the presence of the rich silver mines 
  known as the Calling Mines the issue would have been 
  relatively easy to resolve. Politicians are masters at 
  devising compromises that make both sides look like 
  winners, resolving a potential conflict without damaging 
  any side’s pride in the process. The silver mines though 
  offer untold riches. Due to the Mine’s dangerous nature, 
  threatening the sanity of those working in them, they 
  also forms a rallying point for those that fight against 
  oppression and tyranny. After all, few people volunteer to 
  work in these mines and its current owners, Ahlissa, is 
  forced to use convicts to mine the silver. Pride is one 
  ESA7-04 Head or Tails 
   
  Page 2 
  
  ESA7-04 Head or Tails 
   
  Page 3 
  thing, but combined with greed and/or misplaced ideals 
  it becomes much more difficult to overcome. 
   
  Still, Ahlissa, let alone Sunndi, could not afford a 
  conflict of the magnitude that it threatened to become. 
  Neither Sunndi nor Ahlissa might admit it, but the 
  rebellion in the Calling Mines in CY 594 actually created 
  opportunities for both sides to bring negotiations about 
  the region to a successful end. The rebellion allowed 
  Xavener to directly intervene in the ruling of the mines, 
  making it much easier to force his will upon those who 
  operate the mines. At the same time the escaped convicts, 
  some of which were innocent but many were heartless 
  criminals, caused big problems for the locals, alienating 
  them from those they hold responsible: the Highland 
  Liberators. What is more, due to the war with the 
  bullywugs, Sunndi was unable to deal with the problems, 
  giving Ahlissa the opportunity to be the good guy for a 
  change1. Or so the rulers of both Sunndi and Ahlissa 
  hoped. 
   
  In the autumn of CY 595 the clans of the Hollow 
  Highlands, after pleas from Hazendel to be sensible, 
  accepted the claim of Ahlissa on the Calling Mines and 
  the relatively small region of the Hollow Highlands 
  between it and Hexpools. In return, Ahlissa offered their 
  help in hunting down the escaped convicts and allowed 
  the Hollow Highlanders to settle the region in their 
  control, granting them the same rights as the Clans in the 
  Sunndian part (except that taxes are paid to Ahlissa and 
  not to Sunndi).  
   
  Since that fateful alliance the Ahlissans and 
  Sunndians have been able to defeat the Highland 
  Liberators several times. The amount of free members 
  and save locations slowly dwindled, and now only a few 
  beleaguered groups are still left. Not too long ago an 
  agent of the Jade Mask informed the Ahlissans and 
  Sunndians of the location of the last living leaders of 
  these so-called liberators. Now a combined mission of 
  Ahlissan soldiers and Burrowers set out to deal the 
  deathblow to these raiders and murderers and they can 
  use the aid of some adventurers. Capturing the raiders 
  and getting them at the desired location though soon 
  prove to be more difficult than expected… 
   
  ADVENTURE SUMMARY 
  ESA7-04 Head or Tails is a one round meta-regional set in 
  the northern parts of the Hollow Highlands at the 
  Calling Mines and the nearby region. It is an adventure 
  for APL 4 to 12. It is the fifth part of the Broken Chains 
  series, direct sequel to ESA6-01 Knife’s Edge. 
   
  Introduction: The Ahlissan military or the Sunndian 
  military approaches the PCs with a request for aid in a 
  joint mission. Together with Ahlissan soldiers and a band 
                                                               
   
  1 Some cynics say that Xavener is behind the rebellion for 
  these reasons. Considering the costs and risks, few 
  believe such rumors. 
  of Burrowers (Hollow Highland militia) they are going to 
  attack one of the last camps of the Hollow Highland 
  Liberators, so-called freedom fighters that plague the 
  region. 
   
  Encounter 1 [The Warriors and the Field]: This 
  section describes the warriors on both sides of the 
  conflict as well as the battlefield. 
   
  Encounter 2 [Planning the Battle]: The PCs are asked 
  to join in the planning of the battle to come. They are 
  briefed on the situation, and the Ahlissan commander 
  and Burrow leader are interested in any battle tactics the 
  PCs come up with. The PCs’ goal is to capture or kill the 
  leaders and help get an agent out of there. 
   
  Encounter 3 [Battle of the Burrows]: Once the 
  planning is done, it is time for action. The exact events at 
  the battle depend on the PCs’ tactics, but at its core there 
  are three scenarios – sneaking in, fighting from the 
  surface down and fighting from below. When the battle 
  is fought, the results combined with Encounter 2 decide 
  the outcome of the Battle of the Burrows. 
   
  Encounter 4 [Calling of the Mines]: Assuming the PCs 
  were victorious, they and the soldiers together with their 
  prisoners and meager loot return to the Calling Mines. 
   
  Once at the mines they have some time to recover, 
  but during the night they are haunted by a strange 
  nightmare – portents of what is to come. 
   
  Encounter 5 [Dispute]: The PCs are required to be 
  present at a debriefing about the Battle of the Burrows. 
  After having discussed the battles, the talks soon turn to 
  the future. Zamasken and Commander Noquann get into 
  a loud argument about the fate of the prisoners. The 
  Zilchite wants to deliver them to Sunni for judgment as 
  detailed in the treaty. Noquann wants to execute all of 
  them. The discussion quickly escalates beyond the mere 
  fate of the prisoners and brings some of the differences 
  between the Temple of Zilchus and Hextor to the front – 
  differences that have been simmering for years now.  
   
  Encounter 6 [Treachery]: Regardless of who wins the 
  discussion, the loosing side decides to take action. The 
  Zilchites hand the prisoners over in secret to the 
  Burrowers or the Hextorites prepare to kill them. 
   
  If the PCs supported the winning side, a traitor on 
  the other side warns them. Otherwise they are secretly 
  informed and asked to help. If they supported none, the 
  Zilchites simply pay them coins to guard the prisoners. 
  Again, the opposing side is warned. Regardless a clash 
  between the PCs and the other side is inevitable. 
   
  Conclusion: The PCs are thanked for a job well done 
  and get a reward from whomever they helped. At the 
  same time they should wonder about the tense situation 
  at the Calling Mines and between the Zilchites and 
  Hextorites. Something tells the PCs that even though the 
  
  last raiders have been caught, it is not the last time they 
  are at the Calling Mines. 
   
  INTRODUCTION 
  The adventure starts in the city of Hexpools regardless of 
  the PCs’ affiliations. The reasons for being here are up to 
  the individual PCs. The most likely one is that the PC is 
  on his or her way from Sunndi to Ahlissa or visa versa, 
  but they might also be visiting the pools that the city is so 
  famous for. 
   
  AHLISSAN START 
  At some point during their stay in Hexpools the PCs get 
  an invitation for a meeting with Coinmaster Zamasken at 
  the New Temple (the biggest temple of Zilchus in town). 
  If the PC is a member of the Royal Merchant Guild or 
  any organization affiliated with the Ahlissan authorities 
  the invitation is practically a command. Otherwise the 
  PCs are free to refuse, but if they do so the adventure is 
  over for that character. A DC 15 Gather Information, 
  Knowledge (religion) or Knowledge (local: the Splintered 
  Suns) shows that Coinmaster Zamasken is a high-ranking 
  cleric of Zilchus who leads the Calling Mines. More 
  information on the Calling Mines can be found below in 
  the Gather Knowledge section. 
   
  If the PCs arrive at the temple, they are immediately 
  brought into a luxurious meeting room. Read out aloud 
  or paraphrase: 
   
  The New Temple is a big opulent building and the 
  room you have been brought into is not different. 
  The floor is covered with a thick carpet, the walls are 
  decorated with beautiful tapestries and paintings 
  and 
  the 
  highly 
  decorated 
  furniture 
  looks 
  comfortable and expensive. There are eight chairs 
  surrounding a low table. On the table lies a silver 
  platter with all kinds of food, and another one with 
  several crystal glasses, tin tankards, a couple of 
  bottles and two small kegs. A short richly dressed 
  Oeridian man with a goatee is sitting in one of the 
  chairs, and a tall proud looking Oeridian man 
  wearing the gala uniform of the Ahlissan Army 
  paces near the window. As you enter, the officer 
  looks coldly at you. The man in the chair rises 
  quickly, smiling pleasantly. “Welcome,” he starts 
  with a firm voice. “My name is Coinmaster 
  Zamasken, and this here is major Farask of House 
  Torquann. Please take a seat and enjoy the food and 
  drink while we wait for everybody to arrive.” 
   
  While it takes some time in game for all people to arrive, 
  eventually everybody is there. It is a good moment for 
  the characters to introduce oneself both to Zamasken and 
  Farask as well as each other. Zamasken is interested in 
  names, skills and a few examples of past exploits. Major 
  Farask remains silent, alertly listening, only getting 
  involved in the conversation if something is directly 
  asked. 
   
  � Coinmaster Zamasken: male human rogue 
  7/cleric 1 (AL LN). 
   
  Appearance: Zamasken is a short Oeridian man with 
  short well-kempt brown hair and a goatee. He wears 
  expensive, comfortable clothes with matching jewels. He 
  has a pleasant smile, but his brown eyes reveal his 
  intelligence and they miss nothing. 
   
  Personality: Zamasken is a smooth-talker who knows 
  how to put people at ease. He has a good sense of humor 
  and does not let himself be deceived by appearances. He 
  is a shrewd judge of character and it is because of him 
  that Farask decided to hire a group of adventurers. If he 
  has any prejudices, he has never shown them. 
   
  � Major Farask of the House of Torquann: male 
  human fighter 6/pious templar 1 (Zilchus). 
   
  Appearance: Farask is a tall lean Oeridian man with 
  short curly brown hair and a short beard. He is young, 
  but there is something in his bearing that suggests he has 
  seen action on the battlefield. 
   
  Personality: Farask wears his uniform proudly, and he 
  has earned each and every medal. Any suggestions that 
  he or his family bought his rank or medals irritate him, 
  although he keeps it hidden reasonably well. It also 
  confirms his opinion about adventurers as loud rude 
  money wasting although sometimes useful braggarts. 
  Deep in his heart he realizes his family does have 
  something to do with how quick he attained his current 
  rank. His insecurity does result in him sometimes 
  ignoring sound advice if he thinks somebody challenges 
  his authority. He believes that a person is formed by 
  family and upbringing, and he respects the rich and 
  powerful even if self-made (as long as they know their 
  place of course). 
   
  Zamasken does most of the talking. Farask only answers 
  direct questions. 
  • 
  The Ahlissan army supported by a company of locals 
  called the Burrowers is on the verge of eradicating a 
  group of bandits. The addition of a group of 
  specialists to the army for unexpected surprises 
  during the coming battle is a good idea. 
  • 
  The bandits call themselves the Hollow Highland 
  Liberation Front, which are just big words. In reality 
  they are little more than thieves and cutthroats who 
  prey on innocent merchants, miners and farmers. 
  • 
  The raiders consist of escaped prisoners from the 
  Calling Mines and disgruntled Hollow Highlanders 
  who have let hatred overcome their senses. Most of 
  the members are human, although there are also a 
  couple of dwarves, gnomes and probably weirder 
  creatures. 
  • 
  If specifically asked about these weird creatures, 
  Zamasken tells that during a recent battle umber 
  hulks (weird ogre-sized humanoid beetles with eyes 
  that confuse people), minotaurs, shadow mastiffs 
  (massive dogs who blend in with shadows) and a 
  naga (snake-like creature with the head of a human 
  ESA7-04 Head or Tails 
   
  Page 4 
  
  who cast spells like sorcerers) of some sort were 
  seen. 
  • 
  The mission/battle is set in the nearby Hollow 
  Highlands and it should take about 2 weeks of the 
  PCs’ time. The PCs are expected to leave tomorrow, 
  joining the rest of company about half a day to the 
  west. 
  • 
  Details on the mission cannot be discussed in the 
  city for security reasons. 
  • 
  The pay is [50 x APL] gp and a first pick of any 
  special loot from opponents they have personally 
  faced. If the object in question has been stolen and is 
  of special value to the original owner the PCs either 
  get the full value paid out in gold or take a second 
  pick. 
  • 
  If pressed or when directly asked, it was Zamasken’s 
  idea to hire a group of adventures. Farask is not too 
  keen on the idea, but he accepts the fact that every 
  army needs mercenaries sometimes. 
  • 
  The army expects the PCs to provide their own 
  equipment. There is no need for horses, but they can 
  certainly be useful. 
  • 
  The Sunndians are lead by a halfling, major Durain. 
  She is skilled, albeit a bit blunt and lacking 
  education. Her men are trained in guerilla warfare 
  and they know the terrain like the back of their 
  hands. They are undisciplined though and there is 
  always the risk of desertion or changing sides. The 
  Burrowers after all are Hollow Highlanders, and so 
  are many of the raiders. 
   
  Development: If the PCs accept the mission, he gives 
  them a cordial welcome in his team, expressing the hope 
  for a mutual beneficial relation. He gives them until the 
  following morning to arrange their affairs. If the PCs 
  want to think it over, he protests, demanding an 
  immediate answer. If pressed he relents and gives them 
  until two hours after sunrise tomorrow. They can meet 
  him at the Highland Gate at that time. In the meantime 
  the PCs can gather knowledge on the people and subjects 
  involved as discussed below in the Gather Knowledge 
  section.  
   
  For those PCs who want to buy additional supplies 
  Hexpool has a gold piece limit of 40,000 gp. Once the PCs 
  are finished with this proceed with Encounter 2. 
   
  SUNNDIAN START 
  At some point during their stay in Hexpools the 
  innkeeper or a messenger approaches each character with 
  a message from Major Dorain Thistlethorn of the 
  Sunndian army. She requests their presence at Morkann’s 
  Drinkhole that evening to discuss a potential job. If the 
  PC is a member of the Sunndian army or an associated 
  organization (such as the Burrowers or the Grey Scouts) 
  or the Jade Mask it is personally addressed and the 
  message makes it clear that it is a command. Otherwise it 
  is a generic polite message with the promise for more 
  details at the meeting. 
   
  The locals can tell that Morkann’s Drinkhole caters 
  to caravan guards and sailors and that it is popular with 
  Sunndians. It has neither a good, nor a bad reputation, 
  although if the PCs succeed in a DC 20 Gather 
  Information check they learn that according to the 
  rumors the owner of the tavern can bring people in 
  contact with the Rieuwood Runners, a group of 
  smugglers that operate between Sunndi and Ahlissa in 
  these parts. There is no information on the streets on 
  Dorain except for that presented in the Gathering 
  Knowledge section below. 
   
  If the PCs do not go to the meeting, the adventure is 
  over. Otherwise read out aloud or paraphrase the 
  following: 
   
  The hot dry night hardly brings any relief from the 
  oppressive heat of the day. Morkann’s Drinkinghole 
  lies on a levy overlooking the Greyflood River and 
  the harbor, right next to the harbor gate of the city. 
  It is a stone building that looks to be in good repair 
  and from its open windows you hear the sounds of 
  loud conversations and laughter. 
   
  When you enter, you immediately notice the 
  strong smell of roasted meat mixed with that of ale, 
  tobacco and sweat. The decoration and furniture in 
  the common room is simple and sturdy as are the 
  mostly human guests. Except for a few quick glances 
  from those near the door your arrival does not draw 
  much attention. You don’t see anybody in the 
  uniform of the Sunndian military.    
   
  Major Dorain Thistlethorn is in the backroom, 
  something in between an office of the tavern and the VIP 
  room. If the PCs ask about Dorain they are immediately 
  ushered into that room. Otherwise one of the maids 
  approaches the PCs after a while asking whether or not 
  they are the guests of Dorain. 
   
  You are ushered into a rather big room behind the 
  bar, left of the kitchen. The smell of roasted meat is 
  particular strong and the muffled sounds of the 
  kitchen staff can be heard through the door. There is 
  a small wooden desk in one corner, but the area is 
  dominated by several comfortable chairs and a low 
  table. In one of the chairs sits a robust looking 
  halfling woman wearing a simple but practical 
  looking soft leather outfit in subdued colors. She 
  has a weather worn face and long black hair tied 
  together in a ponytail. As soon as you enter, she rises 
  offering her hand in greeting. “Welcome,” she starts 
  with a firm voice that reminds you a bit of a 
  schoolteacher. “My name is Dorain Thistlethorn, 
  officer among the Burrowers, major if you want to 
  know. Lets wait until everybody is here before we 
  come to business. Until then, enjoy a drink and a 
  bite. It is on me.” 
   
  While it takes some time in game for all characters to 
  arrive, eventually everybody is there. It is a good moment 
  for the characters to introduce oneself both to Durain 
  ESA7-04 Head or Tails 
   
  Page 5 
  
  and the rest. Durain is mostly interested in names, skills 
  and a few examples of past exploits.  
   
  � Durain Thistlethorn: female halfling scout 7 (NG). 
   
  Appearance: Durain is of average height and weight, 
  although she has a robust appearance. Her face and hands 
  are weather worn and she wears practical forester clothes. 
  She has her long unruly black hair tied together in a 
  ponytail. 
   
  Personality: Dorain is not much on formalities, nor 
  for idle chit-chat. She prefers a direct approach, showing 
  little emotions. She can be quite passionate though once 
  drawn into a discussion, especially when talking about 
  the land and local politics. At the moment she is irritated 
  with the Ahlissans, who did not add any elite units to the 
  company. She fears that the Burrowers are going to feel 
  the brunt of the attacks.  
   
  Once the introductions have been made, Durain tells the 
  PCs she is looking for a group of adventurers to help her 
  men and a group of Ahlissan soldiers in a joined mission 
  to destroy a group of bandits. Throughout the 
  conversation she discusses the following: 
  • 
  The bandits call themselves the Hollow Highland 
  Liberation Front, which are just big words. In reality 
  they are little more than thieves and cutthroats who 
  prey on the weak. 
  • 
  The raiders consist of escaped prisoners from the 
  Calling Mines and disgruntled Hollow Highlanders 
  who have let hatred overcome their senses. Most of 
  the members are human, although there are also a 
  couple of dwarves, gnomes and probably weirder 
  creatures. 
  • 
  If specifically asked about these weird creatures, she 
  tells that during a recent battle umber hulks (weird 
  ogre-sized humanoid beetles with eyes that confuse 
  people), minotaurs, shadow mastiffs (massive dogs 
  who blend in with shadows) and a naga (snake-like 
  creature with the head of a human who cast spells 
  like sorcerers) of some sort were seen. 
  • 
  The mission/battle is set in the nearby Hollow 
  Highlands and it should take about 2 weeks of the 
  PCs’ time. The PCs are expected to leave tomorrow, 
  joining the rest of company about half a day to the 
  west. 
  • 
  Details on the mission cannot be discussed in the 
  tavern – the walls are too thin. A full briefing will be 
  held on the field where the PCs have a say on tactics. 
  It is going to be risky, and as adventurers the PCs are 
  expected to deal with special threats or lead the 
  assault. 
  • 
  The pay is [50 x APL] gp and a first pick of any 
  special loot from opponents they have personally 
  faced. If the object in question has been stolen and is 
  of special value to the original owner they either get 
  the full value paid out on gold or take a second pick. 
  • 
  The army expects the PCs to provide their own 
  equipment. There is no need for horses, but they can 
  certainly be useful.   
  • 
  She thinks the Ahlissan soldiers are professionals, 
  but when pressed, admits they are ill-suited for the 
  battle at hand. They have little experience with 
  fighting in the terrain and they are going to face 
  battle hardened opponents.  
  • 
  The Ahlissans are lead by major Farask, a minor 
  member of House Torquann, young, proud, 
  inexperienced and a follower of Zilchus. He looks 
  disciplined and he is not afraid to get his hands dirty. 
  He also seems to care about his men unlike many 
  other officers in the Ahlissan army for whom only 
  the victory counts. 
  • 
  She needs adventurers because there are no real elite 
  units attached to her or major Farask’s company. 
  Considering the power of the opponents, the stories 
  of the creatures they work with and the terrain, 
  there is likely to be a big need for specialists. Trying 
  to gather such people through the proper channels is 
  going to take ages by which time it is likely to be too 
  late. Hence she took matters in her own hand. 
   
  Development: If the PCs accept the mission, she is 
  relieved, and gives the PCs a warm welcome in her team. 
  She gives them until the following morning to arrange 
  their affairs. If the PCs want to think it over, she tells that 
  they can meet her at the Highland Gate tomorrow 
  morning two hours after sunrise. In the meantime the 
  PCs can gather knowledge on the people and subjects 
  involved as discussed below in the Gather Knowledge 
  section. For those PCs who want to buy additional 
  supplies Hexpool has a gold piece limit of 40,000 gp. 
  Once the PCs are finished with this proceed with 
  Encounter 2. 
   
  GATHERING KNOWLEDGE 
  It is likely the PCs want to check how much they know 
  about the locations, organizations and people involved. 
  Below follows a list of Knowledge and Gather 
  Information checks and their DCs sorted by the subject. 
  Do not forget that gathering information requires 1d4+1 
  hour and costs 1d4 gold pieces. 
   
  The Burrowers and Dorain Thistleweed 
  A DC 10 Gather Information or a DC 15 Knowledge 
  (local: the Splintered Suns) check tells that the 
  Burrowers are a militia of sorts. Inhabitants of Sunndi 
  and Naerie gain a +5 circumstance bonus on the 
  Knowledge check and they can make it untrained. The 
  Burrowers is the defense force of the clans of the Hollow 
  Highland and its members come from all clans. It is part 
  of the Sunndian army, but its command structure is fluid, 
  mainly based on merit and the influence of the member’s 
  clan. They are called the Burrowers because they use the 
  ever-present caverns and mines in the Hollow Highlands 
  ESA7-04 Head or Tails 
   
  Page 6 
  
  to great effect in their battles. They favor guerilla warfare 
  above straight battles. 
   
  A DC 25 Knowledge (nobility and royalty) or a DC 
  15 Profession (soldier) for members of the Sunndian 
  military check is needed to know that Dorain 
  Thistleweed is an able commander who cares about the 
  men under her command.  
   
  Major Farask of the House Torquann 
  A DC 10 Gather Information or Knowledge (nobility and 
  royalty) shows that House Torquann is a house of 
  merchants with contacts all over the former Great 
  Kingdom (which is to say most of the Flanaess). The 
  House is closely associated with the faith of Zilchus. A 
  DC 15 Gather Information or Knowledge (local: the 
  Splintered Suns) tells the PCs that Farask likely leads a 
  company of soldiers sponsored by the temple of Zilchus. 
  These are a relatively recent addition to the armies of 
  Ahlissa and they are an attempt to weaken the hold of the 
  faith of Hextor on the army. There are doubts about the 
  Hextorites’ loyalties who might lie more with the 
  Northern Kingdom than Ahlissa. A DC 20 Gather 
  Information shows that the company assigned to 
  eradicating the bandits in the Hollow Highlands is 
  understaffed and sorely lacks elite units. People whisper 
  count Reydrich favors the Hextorites and that the lack of 
  support is on purpose to make the Zilchite units look 
  bad. 
   
  The Hollow Highland Liberation Front 
  A DC 10 Gather Information or DC 15 Knowledge (local: 
  the Splintered Suns) check reveals the basic information. 
  The Hollow Highland Liberation Front is a big sounding 
  name for what are ordinary thieves and cutthroats. The 
  group consists of convicts escaped from the Calling 
  Mines, deserters from the Ahlissan army and outcasts 
  from the Hollow Highland Clans. Their so-call goal is to 
  get the “Ahlissans” out of the Hollow Highlands and put 
  the Calling Mines out of business. They define the term 
  “Ahlissan” really loosely and they obviously just want to 
  take over the Mines for their own profit. 
   
  A DC 15 Gather Information or DC 20 Knowledge 
  (local: the Splintered Suns) reveals that until 2 years ago 
  the group was supported by the clans of the Hollow 
  Highlands, but during a meeting with the clan leaders, 
  king Hazendel and an envoy of the overking they came 
  to an agreement and signed a treaty. Since that time 
  things went downhill quickly for the raiders. It is only a 
  matter of time before the last bandit has been killed or 
  caught. 
   
  A DC 20 Gather Information or DC 25 Knowledge 
  (local: the Splintered Suns) reveals that the raiders in 
  their desperation turned to some dubious allies from the 
  Underoerth. During a battle with a caravan with goods 
  for the help of the Sunndians soldiers fought with 
  shadow demons, land sharks and demonic snakes. 
   
  The Calling Mines 
  A DC 10 Gather Information check or a DC 15 
  Knowledge 
  (geography), 
  Knowledge 
  (history) 
  or 
  Knowledge (local: the Splintered Suns) provides the basic 
  information. Ex-convicts of these mines know this 
  automatically.  
  • 
  The Calling Mines are located in the northern parts 
  of the Hollow Highlands.  
  • 
  It are silver mines although tin and low value stones 
  are found as well.  
  • 
  The miners are convicted criminals.  
  • 
  Until some time ago the Mines were ruled by the 
  masters of Hexpools, but there was a rebellion three 
  years ago and the Masters became the scapegoats.  
  • 
  People hear voices in the mines and eventually they 
  go mad. 
   
  The following is known if the PCs succeed at a Gather 
  Information check with the noted DC. A Knowledge 
  (local: the Splintered Suns) can be used instead, although 
  with a +5 modifier of the DC. 
  • 
  DC 15: Some people whisper that these voices call 
  out for people to follow them into the dark to receive 
  a reward. Those who answered this call were never 
  seen afterwards. 
  • 
  DC 20: There are whispers the voices have become 
  stronger, and now even people outside can hear 
  them. 
   
  Generic Rumors 
  A DC 10 Gather Information check reveals the following 
  rumors: 
  • 
  A fleet of ships with an undead crew prowls the 
  Solnor Ocean. They prey mostly on lone merchant 
  vessels, but there are stories about raids on coastal 
  villages all along the cost from as far south as the 
  Lordship of the Isle and as far north as Ratik. There 
  are talks about an alliance between Ahlissa, the Sea 
  Barons, Ratik, the Solnor Compact and the Northern 
  Kingdom to deal with the threat. Few people 
  actually believe this due to the very strained 
  relations between several of these countries. 
  • 
  A major battle has been fought in Sunndi over the 
  possession of Pitchfield. The battle was between the 
  Wastrians, who were supported by a flight of 
  dragons, an army of devils and a horde of undead. 
  The Sunndians would have lost the battle were it not 
  for the support by Ahlissa. The battle is proof that 
  countries like Onnwal and Sunndi really need the 
  protection of bigger states and that joining Ahlissa is 
  for their own good. 
  • 
  King Hazendel of Sunndi stepped down in favor of 
  somebody called Kestor – a human. People in 
  Hexpools are a bit worried about the impact this has 
  on relations with Sunndi, but they are positive about 
  the idea of a human on the throne. At least they can 
  understand humans and according to the stories 
  ESA7-04 Head or Tails 
   
  Page 7 
  
  Kestor is not one of those dreamers (with which 
  they mean followers of Trithereon). 
  • 
  Tension between the Hextorites and the Zilchites is 
  growing. A few people fear that the two sides might 
  come to blows perhaps even leading to a civil war. 
  The people in Hexpools favor the Zilchites. 
  • 
  The upstart ruler of the Northern Kingdom is 
  amassing an army and the country will soon invade 
  Ahlissa. Let them come. It will show to the world 
  what kind of tyrant the man is, Xavener will be 
  victorious, allowing him to unite Ahlissa with the 
  Northern Kingdom as is proper. 
   
  Troubleshooting: It is certainly possible that PCs with a 
  strong hatred for the Ahlissans have the inclination to 
  help the so-called Hollow Highland Liberation Front. If 
  the knowledge gained in the Gathering Knowledge 
  section above (or they never attempted it) is not enough 
  to make them realize these people are little more than 
  ordinary bandits, a member of the church of Trithereon 
  contacts the PCs. He has heard the PC has had a job offer 
  to deal with these raiders and asks them to accept. The 
  raiders might once have been servants of the faith, but 
  they have lost their way and have committed 
  unforgivable crimes in their quest for freedom and 
  retribution. After all, Trithereon is there to protect the 
  common man and not to prey on them. Their presence 
  also helps in curtailing the worse of potential excesses of 
  the Ahlissan soldiers. If that is not enough, you could 
  allow the PC to help the raiders in the background, but 
  that would be an evil act which could pit one PC against 
  another and it is unlikely to be fun. In this case it would 
  be better to switch PCs. 
   
  1: THE WARRIORS AND THE 
  FIELD 
  The next part of the adventure consists of defeating the 
  united remnants of the raiders. It starts with planning the 
  battle in Encounter 2 and finally fighting it in Encounter 
  3. Before proceeding with Encounter 2 it is necessary to 
  have a good idea of the involved sides as well as the 
  environment in which the battle is going to take place. 
   
  THE AHLISSANS 
  The Ahlissan company fighting in this battle is sponsored 
  by the Zilchites in Hexpools. It consists of 120 privates, 
  12 corporals, 6 sergeants, 6 lieutenants, 2 captains and is 
  lead by major Farask of House Torquann. It is divided in 
  12 squads of 10 men lead by a corporal. Two squads form 
  a unit which is lead by a sergeant and a lieutenant. The 
  archers and regulars are each lead by a captain.  
   
  The Ahlissans are well-equipped, and disciplined, 
  but lack experience. It is a relatively new unit financed by 
  the temple of Zilchus and all the clerics are followers of 
  that deity. The officers are highly experienced battle-
  hardened soldiers, although they have relatively little 
  experience with fighting on an army scale since most 
  come from a caravan guard background. As a result the 
  tactics of this unit are defensively focused. The benefit is 
  that they are used to operate reasonably independently in 
  small groups – a tactic that the terrain in the Hollow 
  Highlands favors. 
   
  All the soldiers respect major Farask greatly, both 
  because of his bravery and his connections. 
   
  All APLs 
  � Major Farask: see Introduction. 
  � Ahlissan captains (2): male human fighter 5. 
  � Ahlissan lieutenants (6): male and female human 
  fighter 4. 
  � Ahlissan sergeants (6): male and female human 
  fighter 2. 
  � Ahlissan corporals (12): male and female cleric 2. 
  � Ahlissan archers (40): male and female human 
  warrior 1. 
  � Ahlissan regular (80): male and female human 
  warrior 1. 
   
  THE BURROWERS 
  The Burrowers consist of a company made out of 2 
  platoons of dwarves and 1 platoon of gnomes and 
  halflings. A platoon of dwarves is made of 40 kuldar 
  (privates), 4 tharndar (sergeants) and 2 mrindar 
  (lieutenants) and is lead by an arndar (captain). A platoon 
  of gnomes/halflings consists of 30 soldiers, 3 sergeants 
  and a captain. A platoon is divided in units: a group of 10 
  soldiers led by a sergeant. The Burrowers are lead by 
  major Durain Thistlethorn. 
   
  The Burrowers are a loosely organized group of 
  skirmishers trained in guerilla and underground warfare. 
  The dwarfs are more disciplined and form the core of the 
  company. The gnomes and halflings are excellent scouts 
  and masters in hit-and-run tactics. The Burrowers are 
  courageous, and if necessary they can hold steadfast even 
  in the face of defeat. They just don’t think it is necessary 
  all that often except when buying time for their friends 
  and families to flee. The Burrowers are part of the 
  Sunndian army and every officer earned that position 
  through merit. They have all seen battle, mostly with 
  creatures from the Underoerth, outlaws fleeing Sunndian 
  and Ahlissan justice or some even Ahlissan soldiers 
  during the Greyhawk Wars now almost 17 years ago (or 
  in the chaotic years directly afterwards). 
   
  It should be noted that the Hollow Highlands family 
  and the clans are important. The relations between the 
  different clans are not always good and this sometimes 
  does influence relations in the Burrowers. 
   
  All APLs 
  � Major Durain: see Introduction. 
  � Dwarf arndar: male dwarf fighter 5/rogue 1. 
  � Gnome captain: female gnome bard 6. 
  � Dwarf mrindar (2): male and female dwarf cleric 4. 
  � Dwarf tharndar (4): male and female dwarf 
  barbarian 3. 
  ESA7-04 Head or Tails 
   
  Page 8 
  
  � Gnome/halfling sergeants (3): male and female 
  � gnome/halfling scout 3. 
  � Dwarf kuldar (80): male and female dwarf fighter 1. 
  � Gnome/halfling soldiers (40): male and female 
  gnome/halfling scout 1. 
   
  THE RAIDERS 
  The Hollow Highland Liberation Front is not nearly as 
  well organized as its opponents. There are no official 
  rankings or titles, but in practice the organizational 
  structure is roughly similar to that of a regular army. For 
  simplicity sake the rankings are used, but except for 
  behavior (and skill) there is little to differentiate them 
  from the common raiders. The group consists of 120 
  raiders and their officers (12 corporals, 4 sergeants, 4 
  lieutenants and the leaders) loosely organized around 12 
  units of 10 men. 
   
  The raiders are skilled at guerilla warfare, hardened 
  in many skirmishes with caravan guards and small 
  groups of soldiers. They have little experience with 
  fighting large groups of soldiers. They are ill equipped, 
  malnourished, tired and their morale is mostly low. The 
  only reason they are still here is because of their pride, 
  shared obsessive hatred for Ahlissa and the slavery in the 
  Calling Mines and fear for their leaders. The leaders on 
  the other hand are fanatic, grim and harsh towards 
  deserters. They are also realists, and if faced with strong 
  opposition, they would quickly flee. The raiders both fear 
  and respect their leaders. Fear because of how they treat 
  their men and the off feeling of something being wrong 
  with them (the common raider is not aware of the 
  connections with aberrations). Respect because of their 
  skill and dedication. If it were not for the leaders the 
  group would have been defeated long ago.  
   
  The clerics worship Kurell, deity of jealousy, revenge 
  and theft. 
   
  All APLs 
  � Salina: see Encounter 3. 
  � Etann: see Encounter 3. 
  � Dragosh: see Encounter 3. 
  � Shekal: see Encounter 3. 
  � Lieutenants (4): male and female human fighter 4; 
  hp 38; see Appendix 1. 
  � Sergeants (4): male and female human ranger 3; hp 
  21; see Appendix 1. 
  � Corporals (12): male and female human cleric 2; hp 
  16 each; see Appendix 1. 
  � Raiders (120): male and female human ranger 1; hp 
  9 each; see Appendix 1. 
   
  THE BATTLEFIELD 
  The raiders have set up their camp in an unnamed small 
  gorge/valley in the slopes of Angrum Valley. Angrum 
  River is one of several waterways that lead down from the 
  Hollow Highlands to the Greyflood River. The river dries 
  up to a trickle in the dry season, but the valley is 
  overgrown with dense vegetation. There used to be a 
  road, but over the past decades it has mostly overgrown 
  and now it hardly more than a trail. It is not ideal terrain 
  to move an army through, but is still better than the 
  rough rocky hills on both sides of the valley. 
   
  The gorge has been formed by water streaming 
  down from the highlands into the Angrum Valley during 
  the wet season. During the dry season the stream dries 
  up. The gorge is about 1500 feet long. At the northwest 
  top the gorge is 120 feet wide, and at the southeast 
  bottom it is 170 feet wide. In the center the gorge widens 
  to a roughly circular valley with a diameter of about 600 
  feet. There is a small lake in the valley that dries partially 
  in the dry season. The southeast exit of the valley is 
  partially blocked by a heap of rocks that form a natural 
  dam. The vegetation in the gorge is sparse and the floor is 
  rocky. The entrance though is overgrown with a dense 
  vegetation of small trees and bushes. 
   
  A map of the gorge can be found at the DMs Maps. 
  More detailed descriptions can be found in Encounter 3. 
   
  Dry riverbed: The dry riverbed consists of a small 
  meandering path with steep rocky slopes on both sides. 
  There are larger rocks and fields of light debris, but it is 
  mostly easy walking. The northeast side is higher than 
  the southwest and although it does not effect movement, 
  people one the northeast do gain a +1 bonus on melee 
  attack rolls due to higher ground. 
   
  The riverbanks are considered 20 feet wide, and a 
  character moving uphill must spend 2 squares of 
  movement to enter each square. Characters running or 
  charging downhill must make a DC 15 Balance check. 
  Characters who fail this check stumble and must end 
  their movement 1d2x5 feet later. Characters who fail the 
  check by 5 or more fall prone in the square where they 
  end their movement. 
   
  Undergrowth: Most of the area is rocky, and the plant 
  life is limited to grass and weeds. In a couple of spots 
  there are patches of bushes with the occasional tree. Most 
  of the plants are dried out and yellow except those near 
  the lake. 
   
  A space covered with light undergrowth costs 2 
  squares of movement to move into, and it provides 
  concealment. Undergrowth increases the DC of Tumble 
  and Move Silently checks by 2 because the leaves and 
  branches get in the way. Heavy undergrowth costs 4 
  squares of movement to move into, and it provides 
  concealment with a 30% miss chance (instead of the usual 
  20%). It increases the DC of Tumble and Move Silently 
  checks by 5. Heavy undergrowth is easy to hide in, 
  granting a +5 circumstance bonus on Hide checks. 
  Running and charging are impossible. 
   
  Heavy Debris: Heavy debris consists mostly of boulders 
  and smaller rocks. They provide cover and it costs 2 
  squares of movement to move into. The DC of Tumble 
  and Move Silently checks is increased by 5 and it grants a 
  +5 circumstance bonus on Hide checks. 
  ESA7-04 Head or Tails 
   
  Page 9 
  
   
  Gentle Cliff: The slopes of the gorge are steep, but 
  higher up in the gorge these are very rough and easy to 
  climb. It requires a DC 5 Climb check to climb these 
  cliffs mostly due to the ease with which the ledges give 
  way. Characters gain a –5 penalty on Move Silently 
  checks. 
   
  Steep Cliff: The steep cliffs are more difficult to climb 
  and require a DC 15 Climb check to climb. 
   
  Lake: The dried up parts of the lake are as easy to traverse 
  as the riverbed and forms the location for most of the 
  camp of the raiders.  
   
  The shallow parts of the lake are about 2 feet deep. It 
  costs 2 squares of movement to move into a square with a 
  shallow bog, and the DC of Tumble checks in such a 
  square increase by 2. The deep parts of the lake are about 
  4 feet deep. It costs Medium or larger creatures 4 squares 
  of movement to move into a square with deep water, or 
  characters can swim if they wish. Small or smaller 
  creatures must swim to move through a deep bog. 
  Tumbling is impossible in deep water. 
   
  Medium or larger creatures gain cover in deep water. 
  Smaller creatures gain improved cover (+8 bonus to AC, 
  +4 bonus on Reflex saves). Medium or larger creatures 
  can crouch as a move action to gain this improved cover. 
  Creatures with this improved cover take a -10 penalty on 
  attacks against creatures that aren’t underwater. 
   
  Both areas increase the DC of Move Silently checks 
  by 2. 
   
  Caverns: There is an extensive network of caverns below 
  the gorge. These were formed by water, and the lack of 
  stalactites and stalagmites are a clear sign the cavers are 
  still flooded regularly. Since it is going to remain dry 
  there is no risk of flooding during the battle. Most of the 
  corridors are small and very difficult to traverse for 
  humanoids. The corridors lead to a couple of central 
  caverns with a couple of pools in it and from there deeper 
  into the Underoerth. It is from this direction the 
  Burrowers are supposed to come, or the raiders hope to 
  flee in case of an attack. More details on the terrain can 
  be found in Encounter 3. 
   
  2: PLANNING THE BATTLE 
  It is about 30 miles through rough hills from Hexpools to 
  the planned battlefield in Angrum Valley. There is no 
  decent road in the region. It takes the army 3 days of 
  marching, arriving around noon the third day, likely to 
  attack early in the morning of the fourth day. It is sunny 
  and hot. The Burrowers function as scouts with major 
  Farask and major Durain marching in the middle of the 
  column. The PCs are expected to march with the officers, 
  but if they decide to walk at another spot it only 
  generates a few protests. Nobody is going to stop them.  
   
  Read aloud or paraphrase the following once you 
  have determined the PCs marching order. 
   
   As can be expected in this time of the year the sky is 
  clear and Pelor embraces the land in his warm rays. 
  The first few miles you march over a large well 
  maintained road through the Greyflood Valley 
  bordered by the Hollow Highlands to the south and 
  the plains of Ahlissa to the north. Before the end of 
  the day you turn to the south where you cross the 
  Greyflood River which proved to be rather easy in 
  the dry season. From there you entered the Angrum 
  Valley in the Hollow Highlands where you quickly 
  set up camp. Minutes after you have made yourself a 
  comfortable spot a runner arrives, requesting your 
  presence at the command tent. 
   
  The tent is set up in the center of the camp a 
  small distance away from other tents. A couple of 
  Ahlissan soldiers stand guard around it. All other 
  soldiers keep their distance from the tent out of 
  respect of their commander’s privacy. One of the 
  guards nods to you, opening the tent for you to 
  enter. The tent is not very big and consists of only 
  one area. In it stands a small table, no chairs and you 
  note a rolled out bedroll in a corner. Major Farask is 
  apparently a man who can do without the comforts 
  of home. The two commanders of this army, the 
  proud tall Ahlissan Oeridian major Farask and the 
  small robust halfling Sunndian major Durain are 
  standing around the table and the rolled out map on 
  top of it.  
   
  As soon as major Farask and major Durain note the PCs 
  they politely greet them – Farask with a certain polite 
  coldness, Durain with more warmth (even if she did not 
  hire the adventurers). More details on their personalities 
  and appearances can be found in the Introduction. 
  Coinmaster Zamasken is not presence at the meeting, 
  and if asked, Farask tells that Zamasken was needed at 
  the Calling Mines for important business and that they 
  will meet him there once the mission is completed. One 
  of the two officers introduces the PCs to the other 
  depending on who hired them. The reason they 
  requested for the PCs presence is that they are discussing 
  tactics for the coming battle. Durain wants to know the 
  PCs’ skills, and both want to make sure the PCs are aware 
  of their task so that nothing goes wrong during the 
  battle. 
   
  After the PCs described their own skills, Major 
  Durain starts describing the region in general and the 
  hiding place in specific as described in Encounter 1. They 
  also provide an account of their own soldiers’ abilities. 
  Once done the two turn to discussing battle tactics. 
  Durain fully expects the PCs to offer their own opinion. 
  Farask wants them to silently observe, only intervening 
  to ask for clarifications. If the PCs interject with their 
  own suggestions, he acts irritated and surprised, but since 
  Durain allows the PCs to speak, he doesn’t stop them. PCs 
  who succeed at a DC 20 Sense Motive check realize he is 
  a bit insecure about his command and is likely more open 
  for suggestions when brought forth without challenging 
  his leadership. 
  ESA7-04 Head or Tails 
   
  Page 10 
  
   
  Farask’s idea is to let the Ahlissans march through 
  the main valley hoping to draw the raiders out of their 
  hiding hole due to their hatred for anything Ahlissan. 
  Meanwhile the Burrowers attack from below through the 
  caverns, cutting of the raiders’ retreat in the process. The 
  PCs’ main task is to aid either the Burrowers below or the 
  Ahlissans above until there is an open path towards the 
  leaders or the leaders show themselves on the battlefield. 
  Once that is the case, the PCs should disable the leaders, 
  capturing them alive if possible, killing them if 
  unavoidable. They should also keep their eyes open for 
  the army’s agent, a Suel man named Shekal whose 
  information has been vital for setting up the coming 
  battle. If the PCs spot him they should keep him alive 
  both because he is a fellow soldier risking his life for the 
  cause and because his knowledge is still needed. 
   
  The idea has its flaws as Durain points out with the 
  following arguments: 
  • 
  If the raiders do not leave the valley the Ahlissans 
  have to fight their way through a narrow heavily 
  guarded entrance or up a steep slope and then down 
  cliffs while the raiders flee underground.  
  • 
  The Burrowers are likely to receive the brunt of the 
  attack underground through which the raiders are 
  likely to flee. 
   
  Farask offers the following counterarguments in 
  response: 
  • 
  The Ahlissan soldiers are bad at stealth, so they 
  cannot hope to take the raiders by surprise.  
  • 
  The Ahlissan soldiers are humans, and they would 
  pose more of a hindrance than help in the caverns. 
  Otherwise they could offer their help down below. 
  • 
  Any better ideas? 
   
  Durain does not have better alternatives readily available, 
  turning to the PCs for help. The following ideas offer a 
  better tactical advantage in the battle to come: 
  • 
  Think of a more certain way to lure most of the 
  raiders out by trying to disguise the army or make it 
  look smaller than it is. Use your judgment on 
  whether an idea works and what kind of skill checks 
  or spells are required. Remember that the Ahlissans 
  have had experience as caravan guards, are known 
  for their arrogance and the raiders hate them 
  intensely. Don’t make it too easy, but it should not be 
  too difficult either. Since the soldiers who are the 
  bait are at great risk, Farask is Unfriendly towards 
  this idea. Durain is Indifferent. 
  • 
  Getting Burrowers on top of the valley slopes before 
  the battle begins, preferably unseen. The gnomes 
  and halfling units are skilled enough to manage this. 
  Both Farask and Durain are Indifferent to this idea 
  (they are not very sure anything dangerous is on top 
  of the cliffs). 
  • 
  Disabling the leaders before the battle begins. This 
  idea requires a method for the PCs to sneak in, 
  disable the leaders unnoticed and to do so a very 
  short time before the big assault (requiring an 
  excellent long-distance communication technique). 
  Both Farask and Durain are Unfriendly towards this 
  idea since the price of failure is high and it puts the 
  PCs in a difficult spot to aid any army unit in a tight 
  spot. 
  • 
  Maneuvering part of the army to the back entrance 
  of the side valley and time the attack from that 
  direction correctly with the main army. Timing it 
  with the main force and doing so without alerting 
  the raiders is the biggest challenge. Incorrect timing 
  just means these units face too strong an opposition 
  or come too late. This is an especially strong tactic if 
  combined with an attempt to lure the raiders out 
  into Angrum Valley. Both Farask and Durain are 
  Indifferent to this idea. 
  • 
  It is likely the PCs think of other ideas. The initial 
  attitude of Farask and Durain depends on the risks to 
  their soldiers and the potential gain, although it is 
  never more the Indifferent. Use your judgment, but 
  take the limitations of the terrain and soldiers 
  involved into account. 
   
  Another problem is communication. The battle is likely 
  to be spread out over a large area with fights taking place 
  out of sight and sound of others. As on any battlefield 
  coordination is important, but communication is even 
  more problematic since half of the fight is set below 
  ground. There are three rings of communications available, 
  one for each of the majors and the third for another 
  person. Farask is inclined to give it to one of his officers, 
  Durain to one of the PCs. Unless the PCs have methods 
  of their own to facilitate communication they have to 
  make a choice who gets the third ring. For example, the 
  message spell is excellent for short range communication 
  between unit leaders fighting in the same area. Rary’s 
  telepathic bond is great for long range communication. If a 
  choice has to be made, picking a PC is not necessarily the 
  best choice. If the army is split up in three or more 
  groups, picking a commanding officer of the third group 
  is a better idea. 
   
  Development: Major Farask is not very open to 
  suggestions by adventurers, since he thinks they know 
  little about military matters. Durain is more open to 
  advice, but even she needs some convincing.  
   
  For a specific idea to be accepted one of the PCs 
  needs to make a Diplomacy check with the DC set by the 
  initial attitude of the NPC towards the idea. For an idea to 
  be accepted the new attitude must become Friendly. 
  Profession (soldier) either gives synergy bonus (which 
  does not stack with the synergy earned from 5 ranks 
  Knowledge (nobility and royalty)) on the Diplomacy 
  check or the skill can be used to replace Diplomacy. Up 
  to 2 PCs can assist on this check. If only one major is 
  convinced, the PCs can make a second check with a +2 
  circumstance bonus against any potentially changed 
  attitude, otherwise no 2nd check is allowed on the same 
  night. The PCs can try again the next night but the 
  ESA7-04 Head or Tails 
   
  Page 11 
  
  attitude towards a specific idea has shifted one step lower 
  than the attitude the NPC had after the tactical 
  discussion. For example, if Farask’s attitude towards the 
  idea was Indifferent at the end of the night, it would be 
  Unfriendly again the next day. The attitude can drop 
  lower than the initial attitude. 
   
  To determine the influence the PCs have on the end 
  result of the battle a victory point system is used. Actions 
  that have a positive impact on the battle grant points that 
  at the end of Encounter 3 are totaled. The score 
  determines the outcome of the battle. While most of the 
  points are earned during the battle, some can be earned 
  during this phase. 
  • 
  Successfully luring the raiders out of their hiding 
  place: 2 points. 
  • 
  Sending the Burrowers up the slopes before the 
  battle: 1 point. 
  • 
  Disabling the leaders of the raiders before the battle: 
  none at this point, see Encounter 3. 
  • 
  Maneuvering part of the army to the back entrance 
  and coordinating the attack correctly: 2 points. 
  • 
  Providing 
  ones 
  own 
  way 
  of 
  long-range 
  communication besides the three rings: 1 point. 
  • 
  If the officers accept an idea cooked up by the PCs 
  that does not necessarily mean the plan is good 
  enough to earn victory points. Judge how good the 
  tactic is and assign a point value based on it. It 
  should never be more than 2 points. If the outcome 
  is highly dependent on the success of the PCs, the 
  victory points are not earned before the PCs 
  succeeded in the action. Be strict. Earning victory 
  points this way should not be easy. 
   
  Once the basics have been discussed, it is either time to 
  sleep, or to start discussing the details (e.g. which units 
  should do what, who leads what team, and so on). This 
  discussion is of little interest to the PCs, but they can 
  stick around. One of these PCs can make a Profession 
  (soldier) check on which members of a military 
  metaorganization gain a +2 circumstance bonus, and 
  NCOs and COs gain a +4 circumstance bonus. Other PCs 
  present during the discussion can assist the main talker. 
  If the PCs beat a DC 20 check they earn 1 victory point 
  plus 1 for each ten points by which they beat the basic 
  DC. 
   
  The discussion might take several nights, but the 
  third night is the last chance to do so. This should give 
  the PCs more than enough time to try and influence the 
  battle plans. If they are uninterested, there is no real 
  harm done. It just means they have less space for error 
  during the battle. It also means they have less chance to 
  earn Farask’s and Durain’s gratitude – see the Conclusion 
  for more details. Once the discussion is over, the armies, 
  and hopefully the PCs, are ready for the battle. Proceed 
  with Encounter 3. 
   
  3: BATTLE OF THE BURROWS 
  Once the talking is done it is time for action. What 
  happens during the battle depends on the choices the 
  PCs made in Encounter 2. At its core there are three 
  choices: fight above ground, fight below ground or try to 
  sneak into the raider’s camp and attack the leaders at the 
  start of the battle. These three start points lead to three 
  likely encounter flows even though the exact location of 
  these battles might differ depending on the PCs’ tactics. 
  • 
  Sneaking in: The flow starts with “Sneaking into 
  the Lion’s Den”, followed by “Leaders” and “Bottled 
  Up”. Some actions might change the exact order as 
  discussed in their respective development sections. 
  • 
  Above ground: The flow starts with “The Valley 
  Entrance”, followed by “Leaders”. Although if the 
  PCs drew the raiders out of their defensive position 
  it might be the other way round. 
  • 
  Below ground: The flow starts with “Caverns” and 
  ends with “Leaders”. 
   
  Unless the PCs decide to “sneak” into the raider’s camp 
  before the battle, it is likely that they get into the fighting 
  before the scenes described below. These fights should be 
  dealt with a quick description. They cost no resources, 
  except perhaps when required in support of their plans 
  (e.g. hallucinatory terrain to help draw out the raiders). The 
  first victories are won quickly, forcing the raiders back 
  into their hideout and the allied forces to follow them 
  leading to the first real challenge of the day. If the PCs 
  did manage to lure the raiders out, the leaders are outside 
  and the PCs can decide to attack them before dealing 
  with the valley entrance *if* they have the ability to 
  quickly travel to the enemies HQs. Otherwise the leaders 
  retreat at the first signs of real trouble. 
   
  For description purposes, the sky is clear blue, the air 
  dusty and the temperatures high. The vegetation is dry 
  and yellowed except around the Angrum River and on 
  the banks of the lake. The caverns are cool, dark and 
  moist. The walls relatively smooth. The soldiers are tense, 
  afraid for what is coming and at the same time wanting it 
  to be over as quickly as possible. The raiders are 
  malnourished, overcome with rage and ill equipped. 
   
  Timing: Under most circumstances the PCs can fight 
  only two real fights during the battle. If they are having 
  an easy time and can use dimensional travel to get to 
  other areas quickly, they could potentially face more 
  encounters. This is a conscious choice made by the PCs 
  and except for potentially extra victory points it doesn’t 
  give them extra xp or gp. 
   
  SNEAKING INTO THE LION’S DEN 
  Getting to the leaders of the raiders unseen requires skill, 
  the right spells or a combination of the two. The 
  Ahlissans cannot provide the PCs with exact maps. They 
  just know the generic direction to the leaders and 
  without magic teleporting is not an option. The Ahlissans 
  ESA7-04 Head or Tails 
   
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  also know that one of the leaders is a relatively powerful 
  wizard who has access to the usual protective spells (both 
  against scrying and teleportation) – see the “Leaders” 
  section below for the details. The only good news for the 
  PCs is that the raiders do not have any dogs. 
   
  Getting at the camp unseen is relatively easy. The 
  few patrols and guard posts on the way can easily be 
  avoided as long as the PCs don’t do anything stupid and if 
  they can make a DC 10 Move Silently and Hide check on 
  a reliable basis (in other words they must be able to make 
  that check by taking 10). If the check fails, the PCs are 
  spotted and the alarm is sounded. The element of 
  surprise is lost (removing any penalties from the guards 
  for being distracted), making it more difficult to sneak 
  towards the leaders. The PCs can still succeed in their 
  mission as long as they have not killed too many raiders 
  or gave an impressive show of power. When that 
  happens, the raiders flee and the battle is lost. 
   
  Assuming the PCs reach the camp, whether above or 
  below ground, their next step is getting at the leaders 
  unseen. For this they first have to get past guard posts in 
  the cave entrances. Each post is manned by 5 raiders and 
  1 corporal. Unless the PCs have been spotted before, 
  these guards are distracted and a DC 10 Move Silently 
  check is enough to remain unheard. There is nothing to 
  hide behind at the entrances so remaining unseen 
  requires magic (such as invisibility), the ability to hide in 
  plain sight or generating a distraction. Creating a 
  distraction long enough for two PCs to sneak past the 
  post requires a DC 15 Bluff check. Two more PCs can get 
  past for each 5 points beyond the basic 15. If the check 
  fails by 5 or more the bluff not only fails, but the PCs are 
  spotted and the alarm is sounded. Using a silence spell is 
  not a good idea since it would cover the whole entrance 
  immediately triggering an alarm. Even if they quickly 
  dispose of the guards, the alarm is still sounded before 
  the PCs can get at the leaders, since the posts can be seen 
  from the camp and any strange behavior around the posts 
  raises suspicion immediately.  
   
  If an alarm has been sounded earlier, all DCs are 5 
  higher than given above. Note that using dimensional 
  travel at this point is risky. Casting a spell usually makes a 
  lot of noise, and the PCs have no idea into what they are 
  landing. Chances are really high they end up in solid 
  ground unless they used magic to explore the corridors 
  beforehand. If they do end up in solid ground there is 
  50% chance they are shifted right in the middle of the 
  camp, otherwise they are shifted into an empty corridor. 
   
  If an alarm is sounded at this point, the PCs are very 
  likely attacked by the raiders nearby. If they flee quickly 
  without too big a show of force (meaning that the raiders 
  can guess the PCs are 7th level or higher) nothing is lost 
  yet. The leaders will be on high alert and the guards cover 
  the complete entrances so that even invisible opponents 
  cannot sneak past. The digging monsters (see “Valley 
  Entrance” or “Caverns” below) are also going to hunt 
  down the PCs, coming across them before the PCs leave 
  the maze unless the PCs retreated back to the Ahlissans 
  or Burrowers. If at any point it becomes clear the PCs are 
  powerful adventurers, the raiders and their leaders 
  immediately flee into the Underoerth and the battle is 
  lost. 
   
  The next step is to get through the maze of caverns 
  to the living space of the leaders. While not particular 
  dangerous it does cost time. If the PCs are following 
  tracks (DC 20 Survival check) it takes them about 30 
  minutes with a speed of 30 ft. moving at half speed for 
  tracking. They can also choose to shadow raiders in 
  which case it only takes 15 minutes for somebody with a 
  speed of 30 ft.. Otherwise they need to make a DC 20 
  Survival check to find the leaders in 1 hour, reducing it 
  by 5 minutes for each 5 points beyond the base 20 to a 
  minimum of 15 minutes. The other PCs can aid another 
  on this check either with Survival or Knowledge 
  (dungeoneering). Make the necessary adjustments if the 
  PCs move at a different speed. 
   
  Development: Proceed with the “Leaders” section below 
  once the PCs arrive at the living quarters of the leaders. 
  Note that if no alarm has been sounded yet, the 
  burrowing monsters are also laired nearby potentially 
  making that fight a lot harder. The burrowing monsters 
  are detailed in the “Valley Entrance” and “Caverns” 
  sections below. 
   
  VALLEY ENTRANCE 
  Once the PCs are ready for the battle, and have had a 
  short introduction, they are likely sent towards the valley 
  entrance to deal with heavy resistance in the area. Read 
  aloud or paraphrase the following as soon as they arrive: 
   
  Rushing up the steep valley slopes through yellowed 
  bushes and over rocks you see a small canyon 
  opening ahead. The scree and lack of bushes and 
  trees is a clear sign that the canyon contains a dried 
  up riverbed. In the center of the canyon the river 
  eroded a natural path up onto the plateau beyond. 
  About 10 feet up there is a ledge on both sides 
  covered with large boulders and overgrown with 
  bushes. They form a perfect spot for archers to hide 
  and cover the entrance. The steep rough sides of the 
  canyon itself are 30 feet high again giving a good 
  archer platform against those walking below. Since 
  the valley slope at this point are steep enough to be 
  considered a cliff getting up there is going to be 
  time consuming without magic and time is what 
  you do not have. Each second you and the soldiers 
  are busy here more raiders flee into the Underoerth. 
   
  The canyon is indeed guarded by at least a unit of raiders. 
  They are hiding in the bushes below and the rocks on top 
  about 50 feet into the canyon. It requires a DC 21 Spot 
  check to see the raiders below from this point. The 
  raiders above are out of sight for the moment. Without 
  the PCs aid, the Ahlissans are likely to loose many 
  soldiers in their attempt to take the gorge and the small 
  valley beyond.  
   
  ESA7-04 Head or Tails 
   
  Page 13 
  
  Terrain: A map of the area is found in DM’s Maps. A 
  description of the terrain is provided in Encounter 1. 
   
  Creatures: A detailed description of the raiders can be 
  found in Encounter 1. By this time in the battle they are 
  desperate, but they have resigned them selves to the fact 
  that they are going to die. They just hope to do so in a 
  heroic fashion to give their companions enough time to 
  flee and fight another day. 
   
  The raiders also have allied themselves with a duo of 
  burrowing creatures. At APL 4 and potentially APL 6 
  these are fighting elsewhere. At APL 8+ they are sent 
  here to defend this vital spot. These creatures are simple 
  well-trained ankhegs at APL 6, but at APL 8+ they are 
  umber hulks. Only use the ankhegs when the PCs have 
  an easy time with the posted guards. The umber hulks are 
  very loyal to the leaders of the raiders and they fight to 
  the death. Note that the raiders are not immune to the 
  umber hulk’s confusion gaze, nor are the umber hulks 
  immune to the landslide – although getting out of harm’s 
  way is a lot easier for them. 
   
  Potential Landslide: The raiders have posted guards on 
  top of the cliffs. These guards try to trigger a landslide 
  about the time the PCs are halfway. They don’t care about 
  killing any raiders still below, but they try to avoid 
  hurting the burrowing creatures if any. If the Burrowers 
  were sent to the top (as discussed in Encounter 2), these 
  guards are gone and no landslide is triggered. Otherwise 
  the PCs can try to get to the top to deal with them before 
  they can trigger the trap. Spotting the guards requires a 
  DC 20 Spot check. The raiders posted above have the 
  same stats as the raiders below and the burrowing 
  creatures can easily get at the top of the cliff. It takes 3 
  raiders 1 round (similar to a spell with a casting time of 1 
  round) to trigger the landslide. For each raider less than 
  that it takes 1 more round. Having more raiders working 
  on the landslide does not speed up the process. 
   
  If triggered, the exact effect and area covered 
  depends on the APL. At APL 4 it is just a rain of heavy 
  debris and sharp rocks. At APL 6+ it is a real landslide the 
  size dependent on APL. In the center there is a bury zone, 
  in which a character is always buried. Radiating out is the 
  slide zone where a character making his Reflex save is not 
  buried. The damage is APL dependent as well with the 
  rocks being bigger and sharper on higher APLs. Once 
  triggered the region covered by the landslide is 
  considered difficult terrain. 
   
  Characters who aren’t buried can dig out their 
  friends. In 1 minute, using only her hands, a character 
  can clear rocks and debris equal to five times her heavy 
  load limit (or ½ her heavy load limit per round). The 
  amount of loose stone that fills a 5-foot-by-5-foot area 
  weighs one ton (2,000 pounds). Armed with an 
  appropriate tool, such as a pick, crowbar, or shovel, a 
  digger can clear loose stone twice as quickly as by hand. 
  Buried characters in the slide zone can free themselves 
  with a DC 25 Strength check. If the valley entrance has 
  been conquered, many Ahlissan soldiers help, reducing 
  the time to half a minute per 5-foot-by-5-foot area. 
   
  APL 4 (EL 6 or 7) 
  � Raider Sergeant: male and female human ranger 3; 
  hp 21; see Appendix 1. 
  � Raider Corporal: male and female human cleric 2; 
  hp 16 each; see Appendix 1. 
  � Raiders (4): male and female human ranger 1; hp 9 
  each; see Appendix 1. 
  � Landslide: mechanical; hand trigger; no reset; Area 
  20 by 30 ft.; Effect (5d6 damage, stone blocks, DC 14 
  Reflex half); Search DC –; Disable Device DC –. 
   
  APL 6 (EL 8 or 9) 
  � Raider Lieutenant: male and female human fighter 
  4; hp 38; see Appendix 1. 
  � Raider Sergeant: male and female human ranger 3; 
  hp 21; see Appendix 1. 
  � Raider Corporal: male and female human cleric 2; 
  hp 16 each; see Appendix 1. 
  � Raiders (10): male and female human ranger 1; hp 9 
  each; see Appendix 1. 
  � Ankhegs (2): hp 28 each; see Monster Manual 14. 
  � Landslide: mechanical; hand trigger; no reset; Area 
  20 by 30 ft.; Bury zone 20 by 10 ft. (8d6 plus buried, DC 
  15 Reflex 1/2); Slide zone 20 by 10 ft. (3d6 plus buried, 
  DC 15 Reflex negates); Search DC –; Disable Device DC – 
   
  APL 8 (EL 10 or 11) 
  � Raider Lieutenant: male and female human fighter 
  4; hp 38; see Appendix 1. 
  � Raider Sergeant: male and female human ranger 3; 
  hp 21; see Appendix 1. 
  � Raider Corporal: male and female human cleric 2; 
  hp 16 each; see Appendix 1. 
  � Raiders (10): male and female human ranger 1; hp 9 
  each; see Appendix 1. 
  � Umber Hulks (2): hp 71 each; see Monster Manual 
  249. 
  � Landslide: mechanical; hand trigger; no reset; Area 
  20 by 50 ft.; Bury zone 20 by 10 ft. (8d6 plus buried, DC 
  15 Reflex 1/2); Slide zone 20 by 20 ft. (3d6 plus buried, 
  DC 15 Reflex negates); Search DC –; Disable Device DC – 
   
  APL 10 (EL 12 or 13) 
  � Raider Lieutenant: male and female human fighter 
  4; hp 38; see Appendix 1. 
  � Raider Sergeant: male and female human ranger 3; 
  hp 21; see Appendix 1. 
  � Raider Corporal: male and female human cleric 2; 
  hp 16 each; see Appendix 1. 
  � Raiders (10): male and female human ranger 1; hp 9 
  each; see Appendix 1. 
  � Horrid Umber Hulks (2): pseudonatural 12 HD 
  umber hulk; hp 102 each; see Appendix 1. 
  ESA7-04 Head or Tails 
   
  Page 14 
  
  � Landslide: mechanical; hand trigger; no reset; Area 
  20 by 80 ft.; Bury zone 20 by 20 ft. (10d6 plus buried, DC 
  15 Reflex 1/2); Slide zone 20 by 30 ft. (4d6 plus buried, 
  DC 15 Reflex negates); Search DC –; Disable Device DC – 
   
  APL 12 (EL 14 or 15) 
  � Raider Lieutenant: male and female human fighter 
  4; hp 38; see Appendix 1. 
  � Raider Sergeant: male and female human ranger 3; 
  hp 21; see Appendix 1. 
  � Raider Corporal: male and female human cleric 2; 
  hp 16 each; see Appendix 1. 
  � Raiders (10): male and female human ranger 1; hp 9 
  each; see Appendix 1. 
  � Horrid Umber Hulks (2): pseudonatural 20 HD 
  umber hulk; hp 230 each; see Appendix 1. 
  � Landslide: mechanical; hand trigger; no reset; Area 
  20 by 90 ft.; Bury zone 20 by 30 ft. (12d6 plus buried, DC 
  15 Reflex 1/2); Slide zone 20 by 30 ft. (5d6 plus buried, 
  DC 15 Reflex negates); Search DC –; Disable Device DC – 
   
  Tactics: The raiders try to stay in the cover of the bushes 
  and boulders on the river bank as long as possible while 
  peppering the opponents (whether PC or Ahlissan 
  soldier) with ranged attacks. Their goal is to slow down 
  the PCs. Hence they are likely to switch to fighting 
  defensively when they appear to be hit with ease. If the 
  landslide trap up the cliff is still available, they fall back 
  behind that area, hoping to lure as many opponents in as 
  possible. They are vicious people though, and if there is a 
  chance, they kill opponents even if they risk their own 
  lives while doing so. They do not surrender or flee unless 
  magic is involved. 
   
  At the start of the fight there might be enough 
  raiders to shoot a concentrated volley of arrows. A 
  minimum of ten raiders needs to be able to shoot at a 
  specific 5-foot square. The leader needs to make an attack 
  roll against AC 20. Success means it hits the square, 
  failure means it hits some other square. All creatures in 
  the target square take damage as if hit by 1/5th of the 
  arrows. A target that makes a DC 15 Reflex save takes half 
  damage. Later on in the fight it is unlikely there are 
  enough raiders left for such a concentrated burst of 
  arrows.  
   
  The umber hulks are more aggressive, quickly going 
  toe-to-toe with the PCs with the intent to kill them 
  quickly. They do arise above the ground at a spot where 
  their gaze hits the largest amount of opponents and the 
  least amount of raiders –most likely behind the PCs–, but 
  far enough to prevent a full round attack. Like the raiders 
  they are aware of the potential landslide. If possible, they 
  wait with their arrival until after the landslide is 
  triggered, but their presence is probably required before 
  that time. Like the raiders, these creatures do not 
  surrender and they fight to the death. 
   
  Treasure: 
  None worthwhile, especially considering the time 
  pressure the PCs are on. 
   
  Development: Speed is of the essence in this fight. The 
  longer it lasts, the more raiders flee down below and the 
  more difficult it becomes for the Burrowers fighting 
  underground. The PCs earn 10 victory points – 1 point 
  per round fighting up to a minimum of 0. If the landslide 
  is triggered, they loose 5 points due to the delays it causes 
  in getting through the canyon. Once through the canyon 
  the next action for the PCs is to find and disable the 
  leaders. Proceed with the “Leaders” section below. 
   
  If the PCs manage to capture any of the raiders alive, 
  they quickly learn that the common raiders do not know 
  much. Only the officers are able to direct the PCs to their 
  leaders, requiring a successful Intimidate check or magic 
  and even then they are much more likely to lead the PCs 
  along a winded route instead of the shortest. Unless the 
  PCs have a method to verify the truth, any presence of a 
  so-called willing guide does not make traversing the maze 
  any easier (see “Leaders” section below). 
   
  CAVERNS 
  The following section is only used when the PCs decide 
  to help the Burrowers and approach the raiders through 
  the Underoerth. Once the PCs are ready for the battle, 
  and have received a short introduction, they learn that 
  the Burrowers ran into heavy resistance. At higher APLs 
  dangerous burrowing creatures pose additional problems.  
   
  Read aloud or paraphrase the following as soon as 
  they arrive at the start of the corridor: 
   
  Several large braziers light the long, small, and 
  winding cavern ahead and the odor of smoke is 
  strong. A central path is covered with heavy debris 
  and small boulders which look like they have been 
  placed there on purpose to slow down any progress. 
  The rocks are wet and the ground is muddy and 
  slippery and a small one inch deep stream of water 
  trickles from the other end to your side. Twenty feet 
  higher two ledges flank the central path who run 
  from one end of the cavern to the other. These form 
  perfect platforms for archers to cover the central 
  path. At the end of the cavern you note a 10 feet high 
  wall made out of boulders and smaller debris, 
  looking almost natural. The stream of water seems 
  to be coming from beyond the wall. 
   
  A DC 15 Knowledge (dungeoneering) check confirms 
  the fact that there is likely a small lake behind the natural 
  wall. The corridor is guarded by at least one unit of 
  raiders. They are hiding on the ledge flanking the central 
  pathway as well in the pathway itself. It requires a DC 21 
  Spot check to see the raiders from this point. Without the 
  PCs aid, the Burrowers are likely to loose many soldiers 
  in their attempt to conquer the cavern.  
   
  Terrain: A map of the entrance corridor is provided in 
  the DM’s Maps section. The ceiling of the corridor is 20 
  feet high. 
  ESA7-04 Head or Tails 
   
  Page 15 
  
   
  The central path is covered with rocks of all sizes. It 
  costs 2 squares of movement to enter a square with dense 
  rubble. The DC of Balance and Tumble checks on dense 
  rubble increases by 5, and the DC of Move Silently 
  checks increases by +2. Due to the ever present moist and 
  mud the rocks are also slippery. A DC 12 Balance check is 
  required to move at all. A successful check lets you move 
  at half your speed along the surface for 1 round. A failure 
  by 4 or less means you can’t move for 1 round. A failure 
  by 5 or more means you fall. Running and charging is 
  impossible. The rocks are not big enough to provide 
  cover. 
   
  The ledges flanking this central path are 20 feet high 
  at the starting point and 5 feet high at the end against the 
  wall of debris. It requires a DC 15 Climb check to climb 
  up. The ledges are relatively smooth, but it requires a DC 
  12 Balance check to run or charge in this area. The few 
  stalactites and stalagmites in the area function as trees, 
  providing limited cover to creatures standing in the same 
  square. 
   
  The dam at the end of the corridor consists of rocks 
  and loose debris. It is 10 feet high, and a DC 5 Climb 
  check is required to climb up. There is a knotted rope 
  dangling down at one side, reducing the DC to 0, but the 
  raiders do keep it up. A DC 15 Knowledge 
  (dungeoneering) (which creatures with stonecunning 
  can make untrained) check within 60 ft. of the dam is 
  needed to realize it has been weakened. A couple of 
  alchemist fires or a large lever on the right spot can bring 
  it down. The small trickle of water flowing through the 
  central path gives a hint of what is behind the dam – 
  assuming the PCs have not already learned this the hard 
  way (see Flashflood below).  
   
  Creatures: A detailed description of the raiders can be 
  found in Encounter 1. By this time in the battle they are 
  desperate, but they have resigned them selves to the fact 
  that they are going to die. They just hope to do so in a 
  heroic fashion to give their companions enough time to 
  flee and fight another day. 
   
  If the PCs are not fighting above ground, the 
  burrowing creatures are directed down below. See for 
  more details in the “Valley Entrance” section above. 
   
  Flashflood: The raiders have blocked a small stream. A 
  small lake has formed behind the dam. The dam can be 
  quickly weakened to a breaking point, creating a 
  flashflood in the corridors below – the corridors the 
  Burrowers are using to get to the raiders above. Only the 
  people on the ledge are safe. These guards trigger the 
  flashflood about the time the PCs are halfway regardless 
  of whether the PCs are on the ledge or not. Their goal is 
  not as much to kill the PCs, but more importantly the 
  Burrowers below. The raiders don’t care about killing any 
  of their own, although they try to avoid hurting the 
  burrowing creatures if any. The PCs can try to get to the 
  dam quickly with the use of magic (or by remaining 
  undetected) to deal with the raiders before they can 
  trigger the trap. The raiders posted at the dam have the 
  same stats as the raiders below and the burrowing 
  creatures can easily get at the top of the cliff. It takes 3 
  raiders 1 round (similar to a spell with a casting time of 1 
  round) to trigger the landslide. For each raider less than 
  that it takes 1 more round. Having more raiders working 
  on the landslide does not speed up the process. 
   
  The exact strength of the flashflood depends on the 
  APL due to an increased amount of water the lake behind 
  the dam contains. 
   
  APL 4 (EL 6 or 7) 
  � Raider Sergeant: male and female human ranger 3; 
  hp 21; see Appendix 1. 
  � Raider Corporal: male and female human cleric 2; 
  hp 16 each; see Appendix 1. 
  � Raiders (4): male and female human ranger 1; hp 9 
  each; see Appendix 1. 
  � Flashflood: mechanical; hand trigger; no reset; Area 
  the central path (2d6 damage, DC 15 Strength or Swim or 
  be washed away taking an additional 2d6 damage and 
  ending up prone and 20 feet away from the original 
  point); Search DC –; Disable Device DC –. 
   
  APL 6 (EL 8 or 9) 
  � Raider Lieutenant: male and female human fighter 
  4; hp 38; see Appendix 1. 
  � Raider Sergeant: male and female human ranger 3; 
  hp 21; see Appendix 1. 
  � Raider Corporal: male and female human cleric 2; 
  hp 16 each; see Appendix 1. 
  � Raiders (10): male and female human ranger 1; hp 9 
  each; see Appendix 1. 
  � Ankhegs (2): hp 28 each; see Monster Manual 14. 
  � Flashflood: mechanical; hand trigger; no reset; Area 
  the central path (2d6 damage, DC 17 Strength or Swim or 
  be washed away 2d4 x 10 ft. further, taking 1d6 additional 
  damage per 10 feet traversed ending up prone); Search 
  DC –; Disable Device DC –. 
   
  APL 8 (EL 10 or 11) 
  � Raider Lieutenant: male and female human fighter 
  4; hp 38; see Appendix 1. 
  � Raider Sergeant: male and female human ranger 3; 
  hp 21; see Appendix 1. 
  � Raider Corporal: male and female human cleric 2; 
  hp 16 each; see Appendix 1. 
  � Raiders (10): male and female human ranger 1; hp 9 
  each; see Appendix 1. 
  � Umber Hulks (2): hp 71 each; see Monster Manual 
  249. 
  � Flashflood: mechanical; hand trigger; no reset; Area 
  the central path (4d6 damage, DC 20 Strength or Swim or 
  be washed away 1d6 x 10 ft. further, taking 1d6 additional 
  damage per 10 feet traversed ending up prone, the flow 
  lasts for two rounds requiring a check the next round); 
  Search DC –; Disable Device DC –. 
   
  ESA7-04 Head or Tails 
   
  Page 16 
  
  APL 10 (EL 12 or 13) 
  � Raider Lieutenant: male and female human fighter 
  4; hp 38; see Appendix 1. 
  � Raider Sergeant: male and female human ranger 3; 
  hp 21; see Appendix 1. 
  � Raider Corporal: male and female human cleric 2; 
  hp 16 each; see Appendix 1. 
  � Raiders (10): male and female human ranger 1; hp 9 
  each; see Appendix 1. 
  � Horrid Umber Hulks (2): pseudonatural 12 HD 
  umber hulk; hp 102 each; see Appendix 1. 
  � Flashflood: mechanical; hand trigger; no reset; Area 
  the central path (4d6 damage, DC 20 Strength or Swim or 
  be washed away 2d4 x 10 ft. further, taking 1d6 additional 
  damage per 10 feet traversed ending up prone, the flow 
  lasts for two rounds requiring a check the next round); 
  Search DC –; Disable Device DC –. 
   
  APL 12 (EL 14 or 15) 
  � Raider Lieutenant: male and female human fighter 
  4; hp 38; see Appendix 1. 
  � Raider Sergeant: male and female human ranger 3; 
  hp 21; see Appendix 1. 
  � Raider Corporal: male and female human cleric 2; 
  hp 16 each; see Appendix 1. 
  � Raiders (10): male and female human ranger 1; hp 9 
  each; see Appendix 1. 
  � Horrid Umber Hulks (2): pseudonatural 20 HD 
  umber hulk; hp 230 each; see Appendix 1. 
  � Flashflood: mechanical; hand trigger; no reset; Area 
  the central path (4d6 damage, DC 22 Strength or Swim or 
  be washed away 2d6 x 10 ft. further, taking 1d6 additional 
  damage per 10 feet traversed ending up prone, the flow 
  lasts for three rounds requiring a check the next round); 
  Search DC –; Disable Device DC –. 
   
  Tactics: The tactics here are the same as in the “Valley 
  Entrance”. The difference is that they are more limited 
  due to the need of light sources and the lack of bushes for 
  concealment. 
   
  Treasure: 
  None worthwhile, especially considering the time 
  pressure the PCs are on. 
   
  Development: Speed is of the essence in this fight. The 
  longer it lasts, the more raiders flee down below and the 
  more difficult it becomes for the Burrowers fighting 
  underground. The PCs earn 10 victory points – 1 point 
  per round fighting up to a minimum of 0. If the 
  flashflood is triggered, they loose 5 points due to the 
  delays it causes in getting through the canyon. Once 
  through the canyon the next action for the PCs is to find 
  and disable the leaders. Proceed with the “Leaders” 
  section below. 
   
  If the PCs manage to capture any of the raiders alive, 
  they quickly learn the common raiders do not know 
  much. Only the officers are able to direct the PCs to their 
  leaders, requiring a successful Intimidate check or magic 
  and even then they are much more likely to lead the PCs 
  along a winded route instead of the shortest. Unless the 
  PCs have a method to verify the truth, any presence of a 
  so-called willing guide does not make traversing the maze 
  any easier (see “Leaders” section below). 
   
  LEADERS 
  The following text assumes the PCs are going to fight the 
  leaders of the raiders in the caverns below. If the PCs 
  managed to lure them out due to good planning in 
  Encounter 2 AND managed to get to them before they 
  could flee down below (use your own judgment) this 
  encounter might instead take place above ground. In that 
  case you should use the information provided in this 
  encounter and Encounter 1 to make the necessary 
  changes both in terrain and tactics. 
   
  The next step is to get through the maze of caverns 
  to the living area of the leaders. While not particular 
  dangerous it does cost time. If the PCs are following 
  tracks (DC 20 Survival check) it takes them about 30 
  minutes with a speed of 30 ft. moving at half speed for 
  tracking. They can also choose to shadow raiders in 
  which case it only takes 15 minutes for somebody with a 
  speed of 30 ft.. Otherwise they need to make a DC 20 
  Survival check to find the leaders in 1 hour, reducing it 
  by 5 minutes for each 5 points beyond the base 20 to a 
  minimum of 15 minutes. The other PCs can aid another 
  on this check either with Survival or Knowledge 
  (dungeoneering). Make the necessary adjustments if the 
  PCs move at a different speed. Shekal (see the section 
  “Shekal” below) knows where to find the leaders, and he 
  is a willing guide. With an unwilling guide it costs 45 
  minutes. 
   
  The leaders have set up camp in a cavern that more 
  or less forms the centre of a virtual maze of corridors that 
  lead down from the valley below. It is a moist chilly 
  place, but braziers and winter blankets provide enough 
  comfort for the hardened veterans. They sleep in 
  hammocks and they feel strangely comfortable in the 
  dark coldness of these caverns (especially at higher APLs 
  with their abberant feats). The cavern is beautiful, and the 
  noise of the waterfall echoes loudly throughout the area 
  inducing a –2 penalty to all Listen checks. 
   
  Creatures: A small unit of raiders guards the rope bridge 
  in area 3. Sneaking PCs require getting past them unseen 
  or dealing quickly with them. If the battle has already 
  begun these are gone and the leaders are waiting in area 4 
  just across the rope bridge – awaiting messengers and 
  relaying orders while being ready to jump into the water 
  below to flee the area. Besides the raiders two umber 
  hulks (or ankhegs at lower APLs) lair nearby. These are 
  allies of the raiders, and depending on the circumstances 
  they are waiting here or already involved in the battle 
  elsewhere. 
   
  The leaders look like ordinary representatives of 
  their 
  race, 
  although 
  they 
  are 
  under 
  equipped, 
  malnourished and have a harried look. There is 
  ESA7-04 Head or Tails 
   
  Page 17 
  
  something odd about them, although at lower APLs it is 
  difficult to say what. There is certainly a hint of madness 
  in their eyes. At higher APLs a close inspection reveals all 
  kinds of weird things, such as strangely flexible limbs, 
  leathery moist skin, gills and strangely black pupil-less 
  eyes. All the leaders are slightly mad, consumed by their 
  hatred for the Ahlissans and the Sunndians who betrayed 
  them and seething for revenge against even the most 
  minor slight.  
   
  Terrain: A map of the leaders’ living quarters can be 
  found in the DM’s Maps section. The cavern floor is 
  uneven and wet and charging or running requires a DC 
  12 Balance check otherwise movement is unaffected. The 
  banks of the stream and lake (areas with a string of black 
  lines) are considered a steep slope. These are extremely 
  slippery and a DC 17 Balance or DC 25 Climb check is 
  required to move through these areas. A failure by 4 or 
  less means you can’t move for 1 round. A failure by 5 or 
  more means you fall. If a character falls prone he slides 
  down into the lake or stream below. It is a DC 15 Climb 
  check to climb the ledge, and a DC 20 to climb any of the 
  other walls. 
   
  The lake is 20 feet deep at its deepest point. The 
  stream is 5 feet deep. The water of the lake is clear and 
  calm (although very cold), requiring a DC 10 Swim check 
  to move around. The exception is under the waterfall and 
  in the regions with the light blue lines where a DC 15 
  Swim check is required to swim. The currents in the two 
  rivers are very strong and a DC 20 Strength or Swim 
  check is required to prevent being swept away. 
   
  The living rooms of the leaders and umber hulks 
  (area 5 to 9) are relatively dry and not very muddy. 
  Running and charging is possible in these areas. Area 5 
  has an area with loose sand that function as the sleeping 
  area for the umber hulks and it is littered with bones. 
  Area 6 to 9 contain a few pieces of simple make-shift 
  furniture and hammocks. 
   
  The rope bridge is very sturdy and it cannot be 
  destroyed easily. None of the three leaders even attempts 
  to destroy it during the fight – it would take too much 
  time and open them to too many attacks. 
   
  APL 4 (EL 6) 
  � Salina: human female cleric 3; hp 24; see Appendix 
  1. 
  � Etann: human male wizard 3; hp 16; see Appendix 1. 
  � Dragosh: half-orc male barbarian 2/fighter 1; hp 38; 
  see Appendix 1. 
   
  APL 6 (EL 8) 
  � Salina: human female cleric 5; hp 38; see Appendix 
  1. 
  � Etann: human male wizard 5; hp 26; see Appendix 1. 
  � Dragosh: half-orc male barbarian 2/fighter 2/ranger 
  1; hp 57; see Appendix 1. 
   
  APL 8 (EL 10) 
  � Salina: human female cleric 7; hp 52; see Appendix 
  1. 
  � Etann: human male wizard 5/alienist 2; hp 36; see 
  Appendix 1. 
  � Dragosh: half-orc male barbarian 2/fighter 2/ranger 
  1/pious templar 2; hp 77; see Appendix 1. 
   
  APL 10 (EL 12) 
  � Salina: human female cleric 9; hp 66; see Appendix 
  1. 
  � Etann: human male wizard 5/alienist 4; hp 49; see 
  Appendix 1. 
  � Dragosh: half-orc male barbarian 2/fighter 2/ranger 
  1/pious templar 4; hp 97; see Appendix 1. 
   
  APL 12 (EL 14) 
  � Salina: human female cleric 11; hp 78; see Appendix 
  1. 
  � Etann: human male wizard 5/alienist 6; hp 59; see 
  Appendix 1. 
  � Dragosh: half-orc male barbarian 2/fighter 4/ranger 
  1/pious templar 4; hp 127; see Appendix 1. 
   
  Tactics: Since it is not known under what circumstances 
  the PCs are going to face the leaders, only the long lasting 
  spells have been taken into account in the stat blocks. If 
  there is clearly a battle going on they have cast the 10 
  minutes per level spells as well. In that case you must 
  make the necessary adjustments to their stat blocks. 
   
  During the fight Salina takes on the roll as a healer 
  and buffer, rarely getting involved in any direct fight. If 
  necessary she knows how to defend herself, but she tries 
  to avoid getting into melee. Dragosh stays at the front 
  during any fight, trying to keep any PCs from reaching 
  Etann and at the same time dealing as much damage as 
  possible. He has a tendency to loose himself in battle 
  especially if hurt or taunted. Etann on the other hand 
  stays at the back of any fight, using his ranged spells from 
  a distance. At low levels he uses web to provide cover and 
  to keep a select amount of PCs at a distance. At higher 
  levels he starts with haste or his highest summoning spells. 
  He favors spiders and weasels, since they can greatly 
  hinder opponents in combination with their true strike 
  ability (throwing webs for spiders and attaching for 
  weasels). DM’s Aid 1 contains the stats of augmented 
  pseudonatural animals Etann prefers to summon. 
   
  Neither of three leaders is willing to fight to the 
  death, but they do prefer death to imprisonment. All 
  three have been incarcerated in the Calling Mines and 
  they have no intention of returning. If at 25% of their hit 
  points, or when the only one left, they try to flee. Their 
  preferred escape route is the lake and the stream flowing 
  away from it. Especially at higher levels they are quite 
  capable of dealing with the coldness of the water, and the 
  lack of oxygen. Etann uses his scroll of swim or at higher 
  levels dimension door to get away.   
   
  Treasure: 
  ESA7-04 Head or Tails 
   
  Page 18 
  
  Looting the leaders: 
   
  APL 4: Loot 211 gp; Magic 780 gp; +1 full plate (221 
  gp), +1 heavy wooden shield (96 gp), cloak of resistance +1 (83 
  gp), hat of disguise (150 gp), potion of remove blindness (63 
  gp), 2x scrolls of benign transposition (2 gp each), scroll of 
  invisibility (13 gp), scroll of obscuring mist (2 gp), scroll of 
  swim (arcane) (13 gp), spell book (42 gp), wand of magic 
  missile (3rd level) (25 charges) (94 gp); Total 991 gp. 
   
  APL 6: Loot 78 gp; Magic 1,330 gp; 2x +1 full plate 
  (221 gp each), +1 heavy wooden shield (96 gp), brooch of 
  shielding (125 gp), 2x cloak of resistance +1 (83 gp each), hat 
  of disguise (150 gp), potion of cure light wounds (4 gp), potion 
  of remove blindness (63 gp), 2x scrolls of benign transposition 
  (2 gp each), scroll of invisibility (13 gp), scroll of obscuring 
  mist (2 gp), scroll of remove paralysis (13 gp), scroll of swim 
  (arcane) (13 gp), spell book (63 gp), vest of resistance +1 (83 
  gp), wand of magic missile (3rd level) (25 charges) (94 gp); 
  Total 1,407 gp. 
   
  APL 8: Loot 78 gp; Coin 83 gp; Magic 2,092 gp; 2x +1 
  full plate (221 gp each), +1 heavy wooden shield (96 gp), 
  brooch of shielding (125 gp), 2x cloak of resistance +1 (83 gp 
  each), hat of disguise (150 gp), headband of intellect +2 (333 
  gp), potion of cure light wounds (4 gp), 2x potion of remove 
  blindness (63 gp each), scout’s headband (283 gp), 2x scrolls of 
  benign transposition (2 gp each), scroll of invisibility (13 gp), 
  scroll of obscuring mist (2 gp), scroll of remove paralysis (13 
  gp), scroll of swim (arcane) (13 gp), spell book (146 gp), vest 
  of resistance +1 (83 gp), wand of magic missile (3rd level) (25 
  charges) (94 gp); Total 2,253 gp. 
   
  APL 10: Loot 78 gp; Coin 83 gp; Magic 2,642 gp; 2x 
  +1 full plate (221 gp each), +1 heavy wooden shield (96 gp), 
  brooch of shielding (125 gp), 2x cloak of resistance +1 (83 gp 
  each), gauntlets of ogre power (333 gp), hat of disguise (150 
  gp), headband of intellect +2 (333 gp), potion of cure light 
  wounds (4 gp), 2x potion of remove blindness (63 gp each), 
  repelling gauntlets (192 gp), scout’s headband (283 gp), 2x 
  scrolls of benign transposition (2 gp each), scroll of invisibility 
  (13 gp), scroll of obscuring mist (2 gp), scroll of remove 
  paralysis (13 gp), scroll of swim (arcane) (13 gp), spell book 
  (171 gp), vest of resistance +1 (83 gp), wand of magic missile 
  (3rd level) (25 charges) (94 gp); Total 2,803 gp. 
   
  APL 12: Loot 78 gp; Coin 83 gp; Magic 5,230 gp; 2x 
  +2 full plate (471 gp each), +2 heavy wooden shield (346 gp), 
  amulet of natural armor +1 (167 gp), brooch of shielding (125 
  gp), cloak of resistance +1 (83 gp each), cloak of resistance +2 
  (333 gp each), gauntlets of ogre power (333 gp), hat of disguise 
  (150 gp), headband of intellect +4 (1,333 gp), periapt of 
  wisdom +2 (333 gp), potion of cure light wounds (4 gp), 2x 
  potion of remove blindness (63 gp each), repelling gauntlets 
  (192 gp), scout’s headband (283 gp), 2x scrolls of benign 
  transposition (2 gp each), scroll of invisibility (13 gp), scroll of 
  obscuring mist (2 gp), scroll of remove paralysis (13 gp), scroll 
  of swim (arcane) (13 gp), spell book (171 gp), vest of 
  resistance +1 (83 gp), wand of magic missile (3rd level) (25 
  charges) (94 gp); Total 5,391gp. 
   
  Detect magic results: +1 and +2 full plate (Faint 
  Abjuration), +1 and +2 heavy wooden shield (Faint 
  Abjuration), 
  amulet 
  of 
  natural 
  armor 
  +1 
  (Faint 
  Transmutation), brooch of shielding (Faint Abjuration), 
  cloak of resistance +1 and +2 (Faint Abjuration), gauntlets of 
  ogre power (Faint Transmutation), hat of disguise (Faint 
  Illusion), headband of intellect +2 and +4 (Moderate 
  Transmutation), 
  periapt 
  of 
  wisdom 
  +2 
  (Moderate 
  Transmutation), 
  potion 
  of 
  remove 
  blindness 
  (Faint 
  Conjuration), repelling gauntlets (Moderate Conjuration), 
  scout’s headband (Moderate Divination), scrolls of benign 
  transposition (Faint Conjuration), scroll of invisibility (Faint 
  Illusion), scroll of obscuring mist (Faint Conjuration), scroll 
  of remove paralysis (Faint Conjuration), scroll of swim (Faint 
  Transmutation), vest of resistance +1 (Faint Abjuration), 
  wand of magic missile (Faint Evocation). 
   
  Development: PCs that are washed away, either by 
  accident or to follow any fleeing leader, are in for a ride. 
  Warn the players of the potential dangers before they let 
  their characters jump into the water voluntarily – they 
  have no idea where the river is going or how dangerous it 
  is going to be. Any character traversing the river must 
  make ten DC 15 Swim checks. Failure results in 1d6 
  damage per failed check. The water is also freezing. A 
  character without protection against the cold must make 
  a DC 15 Fortitude save or take 1d6 nonlethal damage and 
  becomes hypothermic (treats as fatigued). After 10 
  minutes the stream flows into another lake from where 
  the character can swim ashore (DC 10 Swim check). It 
  takes a couple of hours, but the PCs eventually find their 
  way back to the main force. If a leader takes this route, 
  check whether or not he or she survives the trip, because 
  if she dies the PCs still earn the victory points. If both the 
  leaders and the PCs are still alive, the fight continues 
  here in a cavern not much unlike the one where the 
  battle started, although if the leaders are much faster (for 
  example due to their swim speed at higher APLs or due to 
  a spell) the leaders get away automatically. 
   
  The goal of the battle is to either catch or kill the 
  three leaders. With them gone, all pretense of 
  organization vanishes and the raiders quickly disintegrate 
  into anarchy. If the umber hulks are still alive, they attack 
  the PCs to avenge their masters (or at APL 4 a group of 
  raiders) – proceed with Bottled Up below. Otherwise the 
  real battle is over at this time. The PCs need to defend 
  themselves against the occasional raider, but this costs no 
  resources and it should be described. Any leader 
  imprisoned has little to no information to reveal and 
  even less inclination to provide it. They feel betrayed by 
  the Sunndians, and hate them as much as the Ahlissans. 
  They have no idea how they acquired their strange 
  appearances and abilities, but they think it has something 
  to do with their nightmares – nightmares they have since 
  they worked in the Calling Mines. These nightmares are 
  about dark caverns, something dangerous in deep dark 
  water and voices that whisper both promises and threats. 
   
  Soon after the defeat of the raiders the leader of the 
  Burrowers below ground arrives at the cave. The PCs are 
  directed above ground with their prisoners or the corpses 
  to discuss what happens next. Proceed with “Concluding 
  the Battle Below”. The PCs gain 3 victory points for each 
  ESA7-04 Head or Tails 
   
  Page 19 
  
  leader caught or killed. They do not gain any points for a 
  leader who escaped. 
   
  BOTTLED UP 
  This encounter is only used if the PCs manage to sneak 
  into the living quarters of the leaders unnoticed. In that 
  case they are attacked at some point by a group of raiders 
  as described below. Depending on the noise the PCs 
  make this might actually be before or even during the 
  confrontation with the leaders. Remember that the 
  umber hulks lair quite close to the living area of the 
  leaders. If the umber hulks hear the fight, they arrive 
  only a couple of rounds later. If the fight remained 
  undetected, they arrive as soon as the Ahlissans and 
  Burrowers start their attack. Details on the terrain can be 
  found in the section “Leaders” above. Details on the 
  creatures can be found in “Valley Entrance” and 
  “Caverns” above. 
   
  APL 4 (EL 6) 
  � Raider Sergeant: male and female human ranger 3; 
  hp 21; see Appendix 1. 
  � Raider Corporal: male and female human cleric 2; 
  hp 16 each; see Appendix 1. 
  � Raiders (4): male and female human ranger 1; hp 9 
  each; see Appendix 1. 
   
  APL 6 (EL 8) 
  � Raider Lieutenant: male and female human fighter 
  4; hp 38; see Appendix 1. 
  � Raider Sergeant: male and female human ranger 3; 
  hp 21; see Appendix 1. 
  � Raider Corporal: male and female human cleric 2; 
  hp 16 each; see Appendix 1. 
  � Raiders (10): male and female human ranger 1; hp 9 
  each; see Appendix 1. 
  � Ankhegs (2): hp 28 each; see Monster Manual 14. 
   
  APL 8 (EL 10) 
  � Raider Lieutenant: male and female human fighter 
  4; hp 38; see Appendix 1. 
  � Raider Sergeant: male and female human ranger 3; 
  hp 21; see Appendix 1. 
  � Raider Corporal: male and female human cleric 2; 
  hp 16 each; see Appendix 1. 
  � Raiders (10): male and female human ranger 1; hp 9 
  each; see Appendix 1. 
  � Umber Hulks (2): hp 71 each; see Monster Manual 
  249. 
   
  APL 10 (EL 12) 
  � Raider Lieutenant: male and female human fighter 
  4; hp 38; see Appendix 1. 
  � Raider Sergeant: male and female human ranger 3; 
  hp 21; see Appendix 1. 
  � Raider Corporal: male and female human cleric 2; 
  hp 16 each; see Appendix 1. 
  � Raiders (10): male and female human ranger 1; hp 9 
  each; see Appendix 1. 
  � Horrid Umber Hulks (2): pseudonatural 12 HD 
  umber hulk; hp 102 each; see Appendix 1. 
   
  APL 12 (EL 14) 
  � Raider Lieutenant: male and female human fighter 
  4; hp 38; see Appendix 1. 
  � Raider Sergeant: male and female human ranger 3; 
  hp 21; see Appendix 1. 
  � Raider Corporal: male and female human cleric 2; 
  hp 16 each; see Appendix 1. 
  � Raiders (10): male and female human ranger 1; hp 9 
  each; see Appendix 1. 
  � Horrid Umber Hulks (2): pseudonatural 20 HD 
  umber hulk; hp 230 each; see Appendix 1. 
   
  Tactics: See “Valley Entrance” and “Caverns”. 
   
  Treasure: See “Valley Entrance” and “Caverns”. 
   
  Development: See “Valley Entrance” and “Caverns”. 
  When this is last part of the battle, use the development 
  section of the “Leaders” instead. 
   
  SHEKAL 
  A side mission throughout the battle is to find Shekal, 
  and to keep him alive for the remainder of the fight. His 
  survival is paramount due to his intimate knowledge on 
  how the raiders operate. With him in custody the 
  Ahlissans and Burrowers have a much easier time 
  rounding up any escaped raiders. Luckily for the PCs he 
  wants to be found. He approaches the PCs soon after the 
  first battle. He is not certain the PCs are friendly so he 
  approaches them with care. He prefers to stick around 
  free of bounds and quick to hide to make sure neither the 
  PCs nor the raiders have an easy time to kill him. It takes 
  some good arguments, but he does accept chains if the 
  PCs insist on it.  
   
  If the raiders note his presence among the PCs, they 
  do their utmost best to kill him. If he appears friendly 
  they do so even at risk of their own health. If he is 
  imprisoned, they only do so when a good opportunity 
  arises. His survival earns the PCs 5 victory points. 
   
  He certainly dies in the battle if the PCs do not keep 
  him around. 
   
  � Shekal: Male human (Suel) Bard/Assassin; hp 6 x 
  APL (AL NE; Bluff 15+APL). 
   
  Appearance: Shekal is a lean thin man with short 
  almost white hair and a pale skin. He wears a hunter’s 
  outfit and his face is weather worn. He has blue eyes. He 
  is armed with rapier and a crossbow, and wears studded 
  leather. He has scars of manacles around his wrists. 
   
  Personality: Shekal is a sly, shrewd manipulator of 
  people who deeply detests the Ahlissan authorities. He is 
  also a good judge of character. Throughout this adventure 
  he acts like the repentant criminal working for the 
  ESA7-04 Head or Tails 
   
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  authorities of Sunndi to get the other criminals caught. 
  He is lying. If pressed for the truth he admits he is doing 
  it for the money as well as to save his own skin. He does 
  not go as far as to actively help against his erstwhile 
  companions.  
   
  CONCLUDING THE BATTLE 
  With the last fight detailed above any serious resistance 
  has been broken and what remains is a mop up of the 
  raiders. None of these fights pose a threat to the PCs and 
  a couple of hours after the battle started, it is over. The 
  outcome of the battle depends on the amount of victory 
  points the PCs have earned both in this encounter and 
  Encounter 2.  
   
  The PCs can earn the following VPs in this 
  encounter: 
  • 
  Valley Entrance and Caverns: 10 - #rounds needed to 
  conquer. Reduce the total by 5 if the landslide or 
  flashflood has been triggered. 
  • 
  Bottled Up: 3. 
  • 
  Leaders: 3 per leader disabled. 
  • 
  Leaders defeated right before the battle: 1 point extra 
  per leader defeated. 
  • 
  Keep Shekal alive: 5 points. 
   
  Potential VPs Earned in Encounter 2: 
  • 
  Successfully luring the raiders out of their hiding 
  place: 2 points. 
  • 
  Sending the Burrowers up the slopes before the 
  battle: 1 point. 
  • 
  Disabling the leaders of the raiders before the battle: 
  none at this point, see Encounter 3. 
  • 
  Maneuvering part of the army to the back entrance 
  and coordinating the attack correctly: 2 points. 
  • 
  Providing 
  ones 
  own 
  way 
  of 
  long-range 
  communication besides the three rings: 1 point. 
  • 
  If the officers accept an idea cooked up by the PCs 
  that does not necessarily mean the plan is good 
  enough to earn victory points. Judge how good the 
  tactic is and assign a point value based on it. It 
  should never be more than 2 points. If the outcome 
  is highly dependent on the success of the PCs, the 
  victory points are not earned before the PCs 
  succeeded in the action. Be strict. Earning victory 
  points this way should not be easy. 
  • 
  Successfully assisting in determining the details on 
  the plans with a Profession (soldier) check. If the 
  PCs beat a DC 20 check they earn 1 victory point 
  plus 1 for each ten points by which they beat the 
  basic DC. 
   
  Total VPs earned: 
  • 
  0 – 10: The battle is considered a failure. Too many 
  soldiers died and a large fraction of the raiders 
  managed to escape. However unreasonable it might 
  be, Farask blames the PCs and the PCs earn both the 
  Disfavor of House Torquann and Disgraced in 
  Battle. See the Conclusion for more details. 
  • 
  11 – 20: The battle ran its course as expected. The 
  amount of casualties is acceptable, and most raiders 
  are captured or killed. If any members of the Hollow 
  Highland Liberation Front remain it will be nothing 
  more than small unorganized gangs who do not pose 
  much of a threat to honest folk in the region. The 
  PCs are paid as agreed upon, but they do not earn 
  anything special. 
  • 
  21+: The battle was a decisive victory with minimal 
  casualties. Only a handful of raiders escaped. 
  Virtually all raiders are dead or captured. The 
  Hollow Highland Liberation Front is no more. 
  Durain and Farask recognize the PCs for their role in 
  the battle. The PCs earn the Favor of House 
  Torquann and Served with Distinction. See the 
  Conclusion for more details. 
   
  Development: After the battle the allied forces are tired 
  and many are wounded. They also have a lot of prisoners. 
  Instead of a three day march back to Hexpools they 
  decide for the 1 day march to the Calling Mines. There 
  they are planning to drop of the prisoners and rest before 
  returning home. The PCs can decide to go home 
  immediately, but major Farask and major Durain do not 
  have the promised gold with them so in this case the PCs 
  are not paid for the services (although they do earn any 
  favors). If the PCs still insist the adventure is over for 
  them. Otherwise proceed with Encounter 4. 
   
  4: CALLING OF THE MINES 
  After the battle, they and the soldiers together with their 
  prisoners and meager loot return to the Calling Mines. 
  The trip takes 1 day and it is rather uneventful. Read 
  aloud or paraphrase the following: 
   
  The trail you are following through the Highlands is 
  far from easy, becoming rather treacherous at some 
  points. The dust choked path at times winds along 
  precipitous cliffs, steep, scree-strewn slopes and 
  overgrown sinkholes dotting the landscape. All the 
  while Pelor gazes down on you mercilessly turning 
  the Highlands into what feels like a dusty oven. 
   
  There is considerable relief among the men 
  when you spot the first pillars of smoke, and the 
  overgrown mounds of mine spoil, certain signs that 
  you have arrived at the infamous Calling Mines. Not 
  long afterward you enter the broad Vale of the 
  Calling Mines. A handful of dead trees stand 
  scattered at the margins and the stench of smoke 
  and brimstone wafts up from below. Across the 
  valley, about 1 mile distance, stands a small walled 
  village watched over by a very big keep, standing 
  upwind of the many foundries further down the 
  valley near an obvious man-made lake. A number of 
  roads run through the valley towards several 
  yawning openings in the valley slopes. There is a lot 
  ESA7-04 Head or Tails 
   
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  of movement among some of the openings and the 
  foundries. Other openings appear deserted and 
  disused, some being nothing more than abandoned 
  ruins. Guard posts dot the valley, and the keep looks 
  ready to withstand a siege at a moment’s notice. One 
  glance shows you that silver mining on this scale is 
  clearly not healthy for nature. Except for some hardy 
  grasses and herbs, little plant life can be seen. 
   
  The column of soldiers steers itself towards the 
  keep to set up camp at the feet of its walls for some 
  much needed rest. All along the way workers and 
  their overseers look at the column, cheering loudly, 
  while the guards salute you. At the gates you are 
  welcomed by Coinmaster Zamasken, the Zilchite 
  manager of the mines, and Commander Noquann, 
  the Hextorite commander of the Ahlissan army in 
  the Hollow Highlands. The formalities only take a 
  few minutes, before you are all given leave for the 
  evening. You are expected to give the Coinmaster 
  and the Commander a briefing on the battle 
  together with major Durain and major Farask 
  shortly after lunch the next day. 
   
  Coinmaster 
  Zamasken 
  and 
  General 
  Commander 
  Noquann recognize the fact that the soldiers and their 
  officers are tired after the battle and the 1 day march. 
  They allow the people a good night’s rest, before 
  requiring an official report the following day. 
   
  Ask whether the PCs are planning to do something 
  special before going to sleep (or rest). There are a couple 
  of taverns in the small village, as well as a temple of 
  Zilchus and shrines dedicated to Hextor and Ulaa. The 
  gp limit is 100 gp. Regardless of the actual results of the 
  battle, the locals treat the PCs as if it was a great victory – 
  the result of propaganda if it did not went as well. The 
  convicted prisoners are kept under lock and key in a 
  compound. The village is inhabited by overseers, animal 
  handlers and the workers of the foundries. 
   
  Once they go to sleep they are haunted by 
  nightmares. Each PC who can dream during the night, 
  which includes elves (elves do not sleep, but during their 
  meditation they do enter a state similar to dreaming), 
  must make a DC 10 + APL Will save. PCs who have been 
  imprisoned in the Calling Mines before gain a -4 penalty 
  on this saving throw. Give the PCs who succeed Player’s 
  Handout 1. Those who failed get Player’s Handout 2 as 
  well as the Touched by Darkness AR item. See the 
  Conclusion for more details. Characters who are immune 
  to mind effecting effects sleep as normal. Protection from 
  evil does not offer any protection. 
   
  Development: The next morning the PCs are expected 
  to show up on the debriefing around noon. Except for the 
  PCs nobody really remembers being plagued by 
  nightmares during their sleep, although if asked, more 
  people than normal have been complaining about 
  sleeping badly. Then again, nightmares, voices and the 
  sense of being watched are all too common in the Calling 
  Mines, although usually it is limited to the underground 
  areas. The local priests are not particularly worried about 
  the nightmares. A DC 20 Diplomacy check does get the 
  clergy of Ulaa to admit that the amount of people visiting 
  their services or asking them for their guidance have 
  been rapidly declining over the last few months – even 
  among the convicts who get some much needed help and 
  support from the faithful. Followers of Ulaa succeed 
  automatically at the Diplomacy check. 
   
  Once the PCs are ready to go to the debriefing, 
  proceed with Encounter 5. 
   
  5: DISPUTE 
  The debriefing takes place in a comfortably furnished 
  room inside the keep. Read out loud or paraphrase the 
  following: 
   
  The keep is a grey depressing building made for 
  defense instead of comfort. The room you are 
  currently in is in sharp contrast with this outward 
  appearance. Two large open windows provide a clear 
  view on the Vale below and allow plenty of light to 
  enter. The floor is covered with a thick carpet and 
  tappets depicting merchant scenes cover the walls. 
  Below the windows stand two comfortable chairs 
  next to a low table. A large oaken table stands in the 
  middle 
  surrounded 
  by 
  eight 
  solid 
  wooden, 
  beautifully carved dining chairs. On the mantle 
  hang three shields depicting the heraldry of 
  Hexpools, Zelradton and Ahlissa. A cabinet covered 
  with crystal glasses and bottles of expensive looking 
  drinks stand in a corner. Everything looks clean and 
  expensive and the smell of the foundries is masked 
  with the odor of lavender. 
   
  On one side of the table sits his Excellency 
  Zamasken and on the other side Commander 
  Noquann. Arriving at the same time with you are 
  major Durain, major Farask and your fellow 
  adventurers. Noquann’s face is expressionless, 
  ignoring your arrival. Zamasken on the other hand 
  raises immediately, walking towards the cabinet 
  while looking in your direction. “Welcome. Please 
  take a seat. Anything to drink?”  
   
  The cabinet contains a wide selection of expensive 
  liquors, but it does not contain any ale. Zamasken does 
  have water, and cold tea. Only after the PCs have settled 
  down and gotten their drinks, does Zamasken start the 
  debriefing. 
   
  The first thing Zamasken wants is a report on the 
  battle both from the PCs and the two officers. He is not 
  much of a military man, but Commander Noquann asks 
  the right questions. If the battle was a failure, major 
  Farask tries to blame the PCs although he does not make 
  any direct accusations. Major Durain is more honest 
  about it, stating that all parties failed to do their best. On 
  the other hand, if the battle was a decisive victory major 
  Farask is equally quick to compliment the PCs on their 
  ESA7-04 Head or Tails 
   
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  involvement. If you are running the adventure in a timed 
  event you should keep this part brief. 
   
  Once the two commanders are aware of what 
  transpired at the Battle of the Burrows they start 
  discussing what should be done with the prisoners. It 
  quickly becomes clear that Commander Noquann and 
  Coinmaster Zamasken oppose each other in this regard. 
  Zamasken wants to deliver all the imprisoned raiders to 
  Sunndi as agreed upon in the treaty with Sunndi, while 
  Noquann wants to execute them all. Noquann does not 
  deny the existence of the treaty, merely that the treaty 
  only applies to Hollow Highlanders. Since they have no 
  way to verify for sure who is a Highlander and who an 
  escaped convict (especially since the two can be the 
  same) and they should be punished with death for their 
  crimes anyway, why go through all the trouble of 
  identification? There is also no need for a trial since they 
  all have been caught red-handed. Zamasken’s opinion is 
  that it is better to uphold the treaty, and let the 
  Sunndians sort out who is and is not a Hollow 
  Highlander. Besides, the last time Noquann massacred a 
  large group of prisoners and guards for crimes it lead to a 
  rebellion. 
   
  The last argument causes the discussion to quickly 
  escalate beyond the mere fate of the prisoners into one 
  about the relations between the Temple of Hextor and 
  the Temple of Zilchus. Noquann considers the 
  worshippers of the Great Guildmaster (another name for 
  Zilchus) to be weak in their willingness to discuss 
  anything and their inability to show proper strength. 
  Their ruling has weakened the position of the law and 
  introduced much corruption. Reclaiming the former 
  glory of the Great Kingdom and the safety it entailed for 
  its citizens is farther away than ever. What is worse, the 
  citizens blame the faithful of the Scourge of Battle 
  (another name for Hextor) for all things that go wrong, 
  while it is the temple of the Guildmaster who does not 
  allow the guards enough leeway to properly deal with the 
  anarchists and criminals of the kingdom.  
   
  Zamasken coldly points out that it were worshippers 
  of the Scourge of Battle who caused the destruction of 
  the Great Kingdom in the first place by their inability to 
  react in any other way than through violence and to rely 
  on devils and orcs to do the real fighting. Trade brings 
  gold and influence with which both laws can be enforced 
  and areas to be made safe again. Besides, the faithful of 
  the Great Guildmaster despise corruption since it is bad 
  for trade and morale. People should earn their income 
  through their own actions and not by theft, extortion and 
  blackmail. 
   
  Development: If the PCs do not involve themselves in 
  the discussion, Zamasken eventually wins. Noquann 
  leaves the room angrily while trying to keep his temper 
  under control. Zamasken is furious as well, but he hides 
  it better and apologizes towards the PCs for the 
  discussion. He dismisses the PCs, promising that they get 
  the agreed upon money the following morning. Proceed 
  with Encounter 6 as if the PCs supported Zamasken. In 
  this case you should only quickly summarize the 
  encounter. Just make sure the PCs realize there is a deep 
  resentment between the faiths of Hextor and Zilchus in 
  Ahlissa. 
   
  If the PCs do involve themselves in the discussion, 
  you should spend some time roleplaying the arguments. 
  Try to impress the fact that the relations between the 
  Temples of Hextor and Zilchus are very strained with the 
  first resenting their loss of power and the second 
  disliking the violence preached by Hextor and fearing an 
  open rebellion.  
   
  The PCs can sway the discussion towards one side or 
  another. The lead talker must make a Diplomacy check 
  opposed by a Diplomacy check made by either Noquann 
  (+13 modifier) or Zamasken (+15 modifier) depending on 
  whom they support. Other PCs can assist if they open 
  their mouths during the discussion. You can grant them a 
  +2 circumstance bonus if they use good arguments, but 
  the discussion is not about facts and their impact is 
  limited. If the PCs loose the check the discussion is one 
  by whoever won the check of the NPCs. If the PCs win 
  the check, they sway the discussion into their favor. If 
  that happens to be Zamasken, Noquann leaves even 
  quicker and angrier, while Zamasken is certainly grateful. 
  If it is Noquann they supported, Zamasken coldly accepts 
  defeat, informing everybody that the prisoners are going 
  to be executed the next day. In either case proceed with 
  Encounter 6. Obviously, they also greatly anger the 
  opposing people especially if the PCs involve themselves 
  in any argument about whether the Zilchites or the 
  Hextorites are good rulers. 
   
  Note that neither major Farask nor major Durain 
  involve themselves in this discussion. If pressed, Durain 
  and Farask support Zamasken although each does so for 
  different reasons. 
   
  Troubleshooting: It should be noted that there is no 
  good or evil side in this discussion. Each side is 
  interpreting a treaty differently and neither is wrong. The 
  Hextorites appear to be a little bloodthirsty, but these 
  raiders have committed several capital crimes and even 
  by the much more lenient laws of Sunndi they deserve 
  death (although they might get no punishment at all in 
  Sunndi since their brethren in the Hollow Highlands are 
  much more forgiving and do not necessarily see it as a 
  treasonous act). Make sure the players realize this when 
  discussing their options. It might prevent any arguments 
  between PCs from becoming too heated. 
   
  6: TREACHERY 
  Regardless of who wins the discussion in Encounter 5, 
  the loosing side decides to take action. The Zilchites try 
  to hand over the imprisoned raiders to the Burrowers in 
  the middle of the night. The Hextorites prepare to kill 
  them. Each side does so through underlings and gated 
  allies to help deny any official involvement. 
   
  If the PCs supported the winning side, an informant 
  warns them of the planned actions and they are asked to 
  ESA7-04 Head or Tails 
   
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  guard the imprisoned raiders. The exact time of the attack 
  is not known by the informant nor is there any 
  information on who or what will attack. If the PCs 
  supported the losing side, they are secretly informed of 
  the planned actions and asked to help. In this case they 
  need to sneak towards the prisoners and deal with the 
  guards. If they supported nobody, the Zilchites simply 
  hire them to guard the prisoners. In this case, the 
  informants do not warn them about any imminent attack. 
   
  Since there are many possible situations no boxed 
  text is provided. If the PCs are guarding the compound, 
  let them come up with some tactics (at the very least they 
  need to mention where they are and what spells are 
  running at what time). The opposing church attacks 1 
  hour after midnight. If the PCs are raiding the compound 
  they can do so at any time during the night, although the 
  Burrowers really need time to get away with the 
  prisoners so the earlier the better. 
   
  Terrain: The raiders are kept at a small square compound 
  normally used when processing newly arrived convicts. 
  10 feet high earthen walls topped by 3 feet high wooden 
  palisades surround the compound. It is a DC 15 Climb 
  check on the compound side. On the other side no climb 
  check is required, but it does cost double move to move 
  up and charging down requires a Balance check as 
  normal for a steep slope (see the Dungeon Master’s Guide 
  89). 
   
  The compound self is bare and dusty. Movement is 
  normal here. There are 4 open wooden buildings that are 
  little more than a slanted roof and the four support 
  pillars. Each is 20 by 20 feet wide and 10 feet high. A 
  large beam runs along the floor from one side to the 
  other in the middle. This wooden beam is anchored in 
  the floor and the prisoners are chained to this beam. 
  Hammocks are provided to sleep on, but there are too 
  many prisoners at the moment and most sleep on the 
  bare ground. The support beams provide partial cover 
  like trees (see the Dungeon Master’s Guide 87). The chain 
  beam counts as a low 2 feet thick wooden wall. The area 
  with the prisoners counts as difficult terrain. If the 
  prisoners are in panic or angry towards the PCs moving 
  through the area requires a DC 15 Strength or Dexterity 
  check to prevent being tripped up to once per round. In 
  this case a prone character takes 2d6 non lethal damage 
  per round at the start of their round. 
   
  Creatures: The ordinary Ahlissan soldiers who guard the 
  perimeter, stay out of this conflict. They either have been 
  bribed to look the other way, or they are simply too 
  afraid, or when the PCs are the main guards, feel that the 
  PCs should suffer the brunt of the attack. Only when it 
  becomes impossible to ignore what is going on at the 
  compound do they sound the alarm, but even then any 
  relief forces take so much time to arrive that by that time 
  any fight has finished. 
   
  The real threat to the PCs is a cleric and his or her 
  outer-planar allies. Halkar, a priest of Hextor, and his 
  fiendish allies are here to kill the prisoners. Larna and her 
  celestial friends are here to make sure the prisoners 
  survive the night and are delivered to the Sunndians. The 
  priests know they are acting on their own initiative – 
  although their leaders did hint doing so would be 
  appreciated. He/she knows that if successful, they are not 
  punished (and more likely to be rewarded), but if caught 
  they cannot expect any help. Halkar does not care about 
  the fate of the prisoners. In fact, he wants to see them all 
  dead. Larna on the other hand wants to keep them alive. 
  Both are fanatical worshippers of their deity as are their 
  allies.  
   
  APL 4 (EL 6) 
  � Halkar: male human cleric 4; hp 31; see Appendix 1. 
  � Nupperibo (2): hp 16 each; see Appendix 1. 
   
  Or 
  � Larna: female human cleric 4; hp 31; see Appendix 
  1. 
  � Hound Archon*: hp 33 each; see Monster Manual 
  16. 
  * These are lawful neutral instead of lawful good, replace 
  their DR with 10/chaotic, their magic circle against evil for 
  magic circle against chaos and their detect evil with detect 
  chaos. 
   
  APL 6 (EL 8) 
  � Halkar: male human cleric 6; hp 45; see Appendix 1. 
  � Steel devil (1): hp 51 each; see Appendix 1. 
   
  Or 
  � Larna: female human cleric 6; hp 45; see Appendix 
  1. 
  � Hound Archons (2)*: hp 33 each; see Monster 
  Manual 16. 
  * These are lawful neutral instead of lawful good, replace 
  their DR with 10/chaotic, their magic circle against evil for 
  magic circle against chaos and their detect evil with detect 
  chaos. 
   
  APL 8 (EL 10) 
  � Halkar: male human cleric 8; hp 59; see Appendix 1. 
  � Steel devils (2): hp 51 each; see Appendix 1. 
   
  Or 
  � Larna: female human cleric 8; hp 59; see Appendix 
  1. 
  � Zilchite Thief Catchers (2): male hound archon 
  ranger 2; hp 62 each; see Appendix 1. 
   
  APL 10 (EL 12) 
  � Halkar: male human cleric 10; hp 83; see Appendix 
  1. 
  � Steel devils (4): hp 51 each; see Appendix 1. 
   
  Or 
  � Larna: female human cleric 10; hp 83; see Appendix 
  1. 
  ESA7-04 Head or Tails 
   
  Page 24 
  
  � Zilchite Thief Catchers (2): male hound archon 
  ranger 2/fighter 2; hp 78 each; see Appendix 1. 
   
  APL 12 (EL 14) 
  � Halkar: male human cleric 12; hp 99; see Appendix 
  1. 
  � Orthons (4): hp 87 each; see Appendix 1. 
   
  Or 
  � Larna: female human cleric 12; hp 99; see Appendix 
  1. 
  � Zilchite Thief Catchers (2): male hound archon 
  ranger 2/fighter 4; hp 106 each; see Appendix 1. 
   
  Tactics: Both Halkar and Larna leave the actual fighting 
  to their outsider allies while they remain at the back. 
  Halkar tries to disable the opponents by targeting them 
  with mind-affecting compulsion spells which are much 
  more effective due to his domain powers. If necessary 
  though he does buff and cure the devils to prolong the 
  fight. Larna focuses on keeping the hound archons alive 
  by curing and buffing them.  
   
  If the PCs are initiating the attack, there are no 10 
  minute per level duration spells running. If the clerics 
  are initiating the attack these spells are running. The long 
  duration spells are always active and these have been 
  taken into account in the stat blocks. Since the hound 
  archons can cast aid at will these spells are always active 
  on Larna and the hound archons. This gives the hound 
  archons in APL 4 and 6 10 temporary hit points (which 
  has not been noted in the hit points above) and a +1 
  morale bonus on attack rolls. 
   
  Halkar and the devils go out of their way to kill 
  people, although they do not necessarily risk their own 
  life to kill a downed opponent. If a cleric keeps healing a 
  character back to his feet this changes though. Larna and 
  the hound archons on the other hand are not as deadly. 
  They prefer to keep their opponents alive, even going so 
  far as to use nonlethal damage. If the PCs keep her alive 
  in return, and allow her to keep her equipment, she is 
  willing to sell it (in short: the PCs do not loose access to 
  her items). 
   
  Their attitude towards surrender though depends on 
  the situation. If they are initiating an attack on the 
  compound they try to flee or if impossible fight to the 
  death. If they are defending the compound, they flee or 
  surrender instead. There is no shame in a defeat by a 
  superior opponent and they hope for relief forces before 
  the opponents can kill them. They are not cowards 
  though, and they do not flee/surrender at the first sign of 
  trouble. In fact, the outsiders would not die permanently, 
  and while they do not like the idea of being banished 
  from the Prime for a long time, it is not the same kind of 
  threat as death. They sacrifice themselves for the life of 
  the cleric they are protecting. 
   
  Note that at APL 4 Halkar uses obscuring mist to cover 
  the battlefield quickly since it provides a great boon to 
  the blind nupperibo. Also remember that Larna has a 
  stalwart pact active on herself and the hound archons at 
  APL 10 and 12. 
   
  Treasure:  
  The equipment of the outsiders immediately turns into 
  junk at its owner’s death or when removed out of their 
  sight. Looting the priest: 
   
  APL 4: Loot 160 gp; Coin 5 gp; Magic 140 gp; healing 
  belt (63 gp), potion of remove blindness (63 gp), scroll of 
  obscuring mist (2 gp), scroll of remove paralysis (13 gp); Total 
  305 gp. 
   
  APL 6: Loot 18 gp; Coin 5 gp; Magic 448 gp; +1 spiked 
  full plate (225 gp), healing belt (63 gp), potion of remove 
  blindness (63 gp), scroll of obscuring mist (2 gp), scroll of 
  remove paralysis (13 gp), vest of resistance +1 (83 gp); Total 
  471 gp. 
   
  APL 8: Loot 5 gp; Coin 5 gp; Magic 887 gp; +1 heavy 
  wooden shield (96 gp), +1 spiked full plate (225 gp), healing 
  belt (63 gp), periapt of wisdom +2 (333 gp), potion of remove 
  blindness (63 gp), scroll of obscuring mist (2 gp), scroll of 
  remove paralysis (13 gp), vest of resistance +1 (83 gp); Total 
  897 gp. 
   
  APL 10: Loot 5 gp; Coin 5 gp; Magic 1,128 gp; +1 
  heavy wooden shield (96 gp), +1 spiked full plate (225 gp), 
  healing belt (63 gp), periapt of wisdom +2 (333 gp), potion of 
  remove blindness (63 gp), ring of counterspells (333 gp), scroll 
  of obscuring mist (2 gp), scroll of remove paralysis (13 gp), vest 
  of resistance +2 (333 gp); Total 1,471 gp. 
   
  APL 12: Loot 5 gp; Coin 5 gp; Magic 2,427 gp; +2 
  heavy wooden shield (346 gp), +2 spiked full plate (475 gp), 
  healing belt (63 gp), helm of glorious recovery (467 gp), periapt 
  of wisdom +2 (333 gp), potion of remove blindness (63 gp), ring 
  of counterspells (333 gp), scroll of obscuring mist (2 gp), scroll of 
  remove paralysis (13 gp), vest of resistance +2 (333 gp); Total 
  2,437 gp. 
   
  Detect magic results: +1 and +2 heavy wooden shield 
  (Faint Abjuration), +1 and +2 spiked full plate (Faint 
  Abjuration), healing belt (Faint Conjuration), helm of 
  glorious recovery (Moderate Conjuration), periapt of wisdom 
  +2 (Moderate Transmutation), potion of remove blindness 
  (Faint Conjuration), ring of counterspells (Moderate 
  Evocation), scroll of obscuring mist (Faint Conjuration), 
  scroll of remove paralysis (Faint Conjuration), vest of 
  resistance +1 and +2 (Faint Abjuration). 
   
  Development: As soon as the opponents are defeated, 
  the adventure is over for the PCs. If the PCs supported 
  the Hextorites and were victorious, all the raiders are 
  executed. The PCs gain the blessing of Hextor. If the 
  PCs supported Zilchus, or simply worked for them, and 
  were victorious, all the raiders are given to Sunndi. The 
  PCs gain the blessing of Zilchus as a reward for their 
  services. More details on these blessings can be found on 
  the AR. 
   
  In the unlikely case that they worked for the 
  Zilchites when the Hextorites won the argument, they 
  need to flee the Calling Mines in a hurry together with 
  the Burrowers and their prisoners. Under normal 
  circumstances the Ahlissans would immediately dispatch 
  ESA7-04 Head or Tails 
   
  Page 25 
  
  a unit of soldiers to get the escaped prisoners back, but 
  Coinmaster Zamasken delays them long enough for it to 
  fail. Despite having acted against the Commander’s 
  wishes, they do not earn any disfavor. The Ahlissan 
  authorities later confirm that the Coinmaster was correct 
  and the temple of Hextor has enough other things on 
  their mind than to take out their anger of a group of do-
  gooders. They do earn the blessing of Zilchus. 
  Zamasken also makes sure they get their reward for the 
  services during the Battle of the Burrows. 
   
  CONCLUSION 
  The PCs are thanked for a job well done and get a reward 
  from whomever they helped. At the same time they 
  should wonder about the tense situation at the Calling 
  Mines and between the Zilchites and Hextorites. 
  Something tells the PCs that even though the last raiders 
  have been caught, it is not the last time they are at the 
  Calling Mines. 
   
  Regardless of the outcome of the battle, the PCs get 
  paid as promised at the start of the adventure. Only if 
  they acted particularly cowardly or actually helped the 
  raiders is this money not paid. If the PCs earned 10 or 
  less victory points (or actually aided the raiders) the PCs 
  gain disfavor of House Torquann and disgraced in 
  battle. If they earned 21 or more points they instead earn 
  the favor of House Torquann and served with 
  distinction. Note that if the PCs treated major Farask 
  with great disrespect you are within your right not to 
  give the favor of house Torquann to said PC even if they 
  did earn enough victory points. If the PCs earned 
  between 10 and 21 victory points they do not get any of 
  these favors or disfavors. 
   
  Finally, if the PCs aided the Zilchites in Encounter 5 
  they gain the blessing of Zilchus. If on the other hand 
  they aided the Hextorites they gain the blessing of 
  Hextor instead. 
   
  Treasure: 
  Reward for helping at the Battle of the Burrows: 
   
  APL 4: Coin 200 gp. 
   
  APL 6: Coin 300 gp. 
   
  APL 8: Coin 400 gp. 
   
  APL 10: Coin 500 gp. 
   
  APL 12: Coin 600 gp. 
   
  CAMPAIGN CONSEQUENCES 
  This scenario has "Campaign Consequences"; that is the 
  outcome of this module will directly affect future events 
  in the course of the campaign. The answers to some of 
  the questions below may seem trivial or pointless, but 
  because of the complex nature of the back-story and 
  campaign all information requested is vital. 
   
  Please send your answers to rolspeel@planet.nl and 
  gomez@gryphonhill.com as soon as possible. General 
  comments about the module are also welcomed at this 
  address. 
  1. 
  What APL did you play? 
  2. 
  How many victory points did the PCs earn? 
  3. 
  What happened to the leaders of the raiders? 
  4. 
  Did Shekal survive the battle? 
  5. 
  Who did the PCs support during the dispute 
  between Zamasken and Noquann? 
  6. 
  What happened with the imprisoned raiders? 
   
   
  ESA7-04 Head or Tails 
   
  Page 26 
  
  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. 
   
  3: Battle of the Burrows 
  The PCs can gain only xp for defeating the leaders and 
  either the valley entrance, the caverns or defending the 
  position. 
   
  Take the valley entrance 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Take the caverns 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Defeat the leaders 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Defend the position 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  6: Treachery 
  Defeat either the Zilchites or the Hextorites 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Story Award 
  Earned at least 21 victory points: 
  APL 4  
  30 XP 
  APL 6  
  60 XP 
  APL 8  
  90 XP 
  APL 10 
  120 XP 
  APL 12 
  150 XP 
   
  Discretionary roleplaying award 
  APL 4  
  105 XP 
  APL 6  
  120 XP 
  APL 8  
  135 XP 
  APL 10 
  150 XP 
  APL 12 
  165 XP 
   
  Total Possible Experience 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10 
  1,350 XP 
  APL 12 
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  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. 
   
  ESA7-04 Head or Tails 
   
  Page 27 
  
  3: Battle of the Burrows 
  Looting the leaders: 
   
  APL 4: Loot 211 gp; Magic 780 gp; +1 full plate (221 
  gp), +1 heavy wooden shield (96 gp), cloak of resistance +1 (83 
  gp), hat of disguise (150 gp), potion of remove blindness (63 
  gp), 2x scrolls of benign transposition (2 gp each), scroll of 
  invisibility (13 gp), scroll of obscuring mist (2 gp), scroll of 
  swim (arcane) (13 gp), spell book (42 gp), wand of magic 
  missile (3rd level) (25 charges) (94 gp); Total 991 gp. 
   
  APL 6: Loot 78 gp; Magic 1,330 gp; 2x +1 full plate 
  (221 gp each), +1 heavy wooden shield (96 gp), brooch of 
  shielding (125 gp), 2x cloak of resistance +1 (83 gp each), hat 
  of disguise (150 gp), potion of cure light wounds (4 gp), potion 
  of remove blindness (63 gp), 2x scrolls of benign transposition 
  (2 gp each), scroll of invisibility (13 gp), scroll of obscuring 
  mist (2 gp), scroll of remove paralysis (13 gp), scroll of swim 
  (arcane) (13 gp), spell book (63 gp), vest of resistance +1 (83 
  gp), wand of magic missile (3rd level) (25 charges) (94 gp); 
  Total 1,407 gp. 
   
  APL 8: Loot 78 gp; Coin 83 gp; Magic 2,092 gp; 2x +1 
  full plate (221 gp each), +1 heavy wooden shield (96 gp), 
  brooch of shielding (125 gp), 2x cloak of resistance +1 (83 gp 
  each), hat of disguise (150 gp), headband of intellect +2 (333 
  gp), potion of cure light wounds (4 gp), 2x potion of remove 
  blindness (63 gp each), scout’s headband (283 gp), 2x scrolls of 
  benign transposition (2 gp each), scroll of invisibility (13 gp), 
  scroll of obscuring mist (2 gp), scroll of remove paralysis (13 
  gp), scroll of swim (arcane) (13 gp), spell book (146 gp), vest 
  of resistance +1 (83 gp), wand of magic missile (3rd level) (25 
  charges) (94 gp); Total 2,253 gp. 
   
  APL 10: Loot 78 gp; Coin 83 gp; Magic 2,642 gp; 2x 
  +1 full plate (221 gp each), +1 heavy wooden shield (96 gp), 
  brooch of shielding (125 gp), 2x cloak of resistance +1 (83 gp 
  each), gauntlets of ogre power (333 gp), hat of disguise (150 
  gp), headband of intellect +2 (333 gp), potion of cure light 
  wounds (4 gp), 2x potion of remove blindness (63 gp each), 
  repelling gauntlets (192 gp), scout’s headband (283 gp), 2x 
  scrolls of benign transposition (2 gp each), scroll of invisibility 
  (13 gp), scroll of obscuring mist (2 gp), scroll of remove 
  paralysis (13 gp), scroll of swim (arcane) (13 gp), spell book 
  (171 gp), vest of resistance +1 (83 gp), wand of magic missile 
  (3rd level) (25 charges) (94 gp); Total 2,803 gp. 
   
  APL 12: Loot 78 gp; Coin 83 gp; Magic 5,230 gp; 2x 
  +2 full plate (471 gp each), +2 heavy wooden shield (346 gp), 
  amulet of natural armor +1 (167 gp), brooch of shielding (125 
  gp), cloak of resistance +1 (83 gp each), cloak of resistance +2 
  (333 gp each), gauntlets of ogre power (333 gp), hat of disguise 
  (150 gp), headband of intellect +4 (1,333 gp), periapt of 
  wisdom +2 (333 gp), potion of cure light wounds (4 gp), 2x 
  potion of remove blindness (63 gp each), repelling gauntlets 
  (192 gp), scout’s headband (283 gp), 2x scrolls of benign 
  transposition (2 gp each), scroll of invisibility (13 gp), scroll of 
  obscuring mist (2 gp), scroll of remove paralysis (13 gp), scroll 
  of swim (arcane) (13 gp), spell book (171 gp), vest of 
  resistance +1 (83 gp), wand of magic missile (3rd level) (25 
  charges) (94 gp); Total 5,391gp. 
   
  6: Treachery 
  APL 4: Loot 160 gp; Coin 5 gp; Magic 140 gp; healing belt 
  (63 gp), potion of remove blindness (63 gp), scroll of obscuring 
  mist (2 gp), scroll of remove paralysis (13 gp); Total 305 gp. 
   
  APL 6: Loot 18 gp; Coin 5 gp; Magic 448 gp; +1 spiked 
  full plate (225 gp), healing belt (63 gp), potion of remove 
  blindness (63 gp), scroll of obscuring mist (2 gp), scroll of 
  remove paralysis (13 gp), vest of resistance +1 (83 gp); Total 
  471 gp. 
   
  APL 8: Loot 5 gp; Coin 5 gp; Magic 887 gp; +1 heavy 
  wooden shield (96 gp), +1 spiked full plate (225 gp), healing 
  belt (63 gp), periapt of wisdom +2 (333 gp), potion of remove 
  blindness (63 gp), scroll of obscuring mist (2 gp), scroll of 
  remove paralysis (13 gp), vest of resistance +1 (83 gp); Total 
  897 gp. 
   
  APL 10: Loot 5 gp; Coin 5 gp; Magic 1,128 gp; +1 
  heavy wooden shield (96 gp), +1 spiked full plate (225 gp), 
  healing belt (63 gp), periapt of wisdom +2 (333 gp), potion of 
  remove blindness (63 gp), ring of counterspells (333 gp), scroll 
  of obscuring mist (2 gp), scroll of remove paralysis (13 gp), vest 
  of resistance +2 (333 gp); Total 1,471 gp. 
   
  APL 12: Loot 5 gp; Coin 5 gp; Magic 2,427 gp; +2 
  heavy wooden shield (346 gp), +2 spiked full plate (475 gp), 
  healing belt (63 gp), helm of glorious recovery (467 gp), periapt 
  of wisdom +2 (333 gp), potion of remove blindness (63 gp), ring 
  of counterspells (333 gp), scroll of obscuring mist (2 gp), scroll of 
  remove paralysis (13 gp), vest of resistance +2 (333 gp); Total 
  2,437 gp. 
   
  Conclusion 
  Reward for helping at the Battle of the Burrows: 
   
  APL 4: Coin 200 gp. 
   
  APL 6: Coin 300 gp. 
   
  APL 8: Coin 400 gp. 
   
  APL 10: Coin 500 gp. 
   
  APL 12: Coin 600 gp. 
   
  Treasure Cap 
  APL 4: 650 gp. 
   
  APL 6: 900 gp. 
   
  APL 8: 1,300 gp. 
   
  APL 10: 2,300 gp. 
   
  APL 12: 3,300 gp. 
   
   
  Total Possible Treasure 
  APL 4: 1,446 gp. 
   
  APL 6: 2,178 gp. 
   
  APL 8: 3,550 gp. 
   
  APL 10: 4,774 gp. 
   
  APL 12: 8,428 gp. 
   
  ADVENTURE RECORD ITEMS 
  Disfavor of House Torquann: The next three 
  adventures upkeep is doubled and everything you buy 
  costs 10% more than normal. 
   
  ESA7-04 Head or Tails 
   
  Page 28 
  
  Disgraced in Battle: You loose one favor of your choice 
  with the Ahlissan army or Ahlissan authorities. If you do 
  not have any such favor, you loose the next one earned. 
   
  Favor of House Torquann: You gain free luxurious 
  upkeep in the next 3 adventures. In addition you can 
  spend this favor to gain a one-time reduction of 10% to 
  the price of one item up to a maximum reduction of 1000 
  gp. The reduction does NOT apply to crafting an item. 
   
  Served with Distinction: The PC can spend it to gain 
  access to one of the following item (selected at the 
  signing of the AR): 
  __Access to the Tactical Soldier (MH) prestige class. 
  __One time access to crystal of energy assault least and lesser 
  or a restful crystal (MIC). 
  __Access to the spells battlefield illumination, battlemagic 
  perception, and resounding voice (all from Heroes of Battle). 
   
  In addition members of a Sunndian Military MO 
  gain 10 promotion points. 
   
  Touched by Darkness: You have developed a mild 
  phobia for darkness or a slight sense of paranoia for the 
  monster under water (your choice). This is mainly a role-
  playing effect. It might have additional consequences in 
  future adventures.  
   
  In addition you fulfill the special requirement for 
  and gain access to the alienist (CA) prestige class. 
   
  Blessing of Hextor: During the next 3 adventures you 
  gain the Smite ability from the Destruction domain, 
  except that you can only use it 1/adventure, the damage 
  bonus equals the APL of this adventure and it can be 
  applied to a single target of a ranged attack or spell as 
  long as the attack deals hit point damage and requires an 
  attack roll. 
   
  Blessing of Zilchus: During the next 3 adventures you 
  gain the ability to cast 1/adventure a sanctuary (DC 
  10+half APL) on yourself as a standard action that lasts 
  APL in rounds. 
   
  Etann’s Spellbook: APL 4–benign transposition (SC), mage 
  armor, magic missile, ray of enfeeblement, scorching ray, swim 
  (SC), web; APL 6–fireball, glitterdust, haste; APL 8–anticipate 
  teleportation (SC), dimension door, enervation, false life, 
  summon monster III; APL 10–summon monster IV, summon 
  monster V; APL 12–alarm, detect scrying, baleful polymorph, 
  summon monster VI, wall of force. 
   
  ITEM ACCESS 
  APL 4: 
  • 
  Etann’s Spellbook (Adventure; 500 gp; see above) 
  • 
  Hat of disguise (Adventure; DMG) 
  • 
  Healing belt (Adventure; 750 gp; MIC; max 1 per PC) 
  • 
  Scroll of benign transposition (Adventure; 25 gp; SC) 
  • 
  Scroll of swim (arcane) (Adventure; 150 gp; SC) 
  • 
  Wand of magic missile (25 charges) (Adventure; CL 3; 
  1,125 gp; DMG) 
   
  APL 6 (all of APL 4 plus the following): 
  • 
  Brooch of shielding (Adventure; DMG) 
  • 
  Etann’s Spellbook (Adventure; 900 gp; see above) 
   
  APL 8 (all of APLs 4-6 plus the following): 
  • 
  Etann’s Spellbook (Adventure; 1,700 gp; see above) 
  • 
  Scout’s headband (Adventure; 3,400 gp; MIC) 
   
  APL 10 (all of APLs 4-8 plus the following): 
  • 
  Etann’s Spellbook (Adventure; 2,150 gp; see above) 
  • 
  Repelling gauntlets (Adventure; 2,300 gp; MIC) 
  • 
  Ring of counterspells (Adventure; DMG) 
   
  APL 12 (all of APLs 4-10 plus the following): 
  • 
  Etann’s Spellbook (Adventure; 3,200 gp; see above) 
  • 
  Helm of glorious recovery (Adventure; 5,600 gp; MIC) 
   
   
  ESA7-04 Head or Tails 
   
  Page 29 
  
  ESA7-04 Head or Tails 
   
  Page 30 
  APPENDIX 1: ALL APLS
  THE RAIDERS 
  RAIDER LIEUTENANT (4) 
  CR 4 
  Male or female human fighter 4 
  LN or LE Medium Humanoid (human) 
  Init +1; Senses Listen +1, Spot +4 
  Languages Common  
  AC 21, touch 11, flat-footed 20 
   (+1 Dex, +8 armor, +2 shield) 
  hp 38 (4 HD);  
  Fort +6, Ref +2, Will +2 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft..; 
  Melee mwk bastard sword +9 (1d10+5/19-20) 
  Ranged mwk light crossbow +6 (1d8/19-20) 
  Base Atk +4; Grp +7  
  Atk Options Cleave, Power Attack 
  Combat Gear potion of bear’s endurance, potion of 
  bull’s strength, potion of cure moderate wounds, 
  smokestick (2), tanglefoot bag (2) 
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8 
  Feats Cleave, Exotic Weapon Proficiency (bastard 
  sword), Improved Toughness, Power Attack, 
  Weapon Focus (bastard sword), Weapon 
  Specialization (bastard sword). 
  Skills Climb +4, Jump -2, Spot +4 
  Possessions combat gear plus masterwork bastard 
  sword, dagger, masterwork light crossbow, 20 
  bolts, masterwork full plate, masterwork heavy 
  steel shield. 
   
  RAIDER SERGEANTS (4) 
  CR 3 
  Male or female human ranger 3 
  CN Medium Humanoid (human) 
  Init +2; Senses Listen +6, Spot +6 
  Languages Common, Old Oeridian  
  AC 17, touch 11, flat-footed 15 
   (+2 Dex, +4 armor, +1 shield) 
  hp 21 (3 HD);  
  Fort +4, Ref +5, Will +1 
  Speed 30 ft. in studded leather (6 squares), base 
  movement 30 ft.; 
  Melee mkw longsword +6 (1d8+2/19-20) 
  Ranged mwk mighty composite longbow +7 
  (1d8+2/x3) 
  Base Atk +1; Grp +5  
  Atk Options favored enemy humanoid (human) +2, 
  Point Blank Shot, Rapid Shot 
  Combat Gear 2 alchemist fire, 2 potions of cure light 
  wounds, 2 tanglefoot bags 
  Abilities Str 14, Dex 15, Con 13, Int 12, Wis 10, Cha 
  8 
  Feats Endurance, Point Blank Shot, Rapid Shot, 
  Stealthy, Track, Weapon Focus (longbow)  
  Skills Climb +4, Hide +9, Listen +6, Knowledge 
  (dungeoneering) +4, Knowledge (geography) +4, 
  Knowledge (nature) +7, Move Silently +9, Spot +6, 
  Survival +6 (+8 in natural terrain), Swim +3 
  Possessions combat gear plus masterwork 
  longsword, dagger, hand axe, masterwork mighty 
  composite longbow, 40 arrows, +1 chain shirt, mwk 
  buckler. 
   
  RAIDER CORPORALS (12) 
  CR 2 
  Male or female human cleric 2 
  CN Medium humanoid (human) 
  Init -1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 16, touch 9, flat-footed 16 
   (-1 Dex, +5 armor, +2 shield) 
  hp 16 (2 HD)  
  Fort +4, Ref -1, Will +5 
  Speed 20 ft. in breastplate (4 squares), base 
  movement 30 ft.; 
  Melee light mace +3 (1d6+2) 
  Ranged light crossbow +0 (1d8/19-20) 
  Base Atk +1; Grp +3  
  Special Actions 1/day reroll a d20 roll, spontaneous 
  cure, turn undead 5/day 
  Combat Gear scroll of invisibility (divine), 2 scrolls of 
  obscuring mist 
  Cleric Spells Prepared (CL 2nd): 
   1st—bless, entropic shieldD, protection from law, 
  shield of faith 
   0—detect magic, detect poison, guidance, mending 
  D: Domain spell. Deity: Kurell. Domains: Luck, 
  Trickery  
  Abilities Str 14, Dex 8, Con 12, Int 10, Wis 15, Cha 
  13 
  Feats Combat Casting, Endurance 
  Skills Concentration +5 (+9 when casting 
  defensively), Diplomacy +3, Heal +6, Knowledge 
  (religion) +2  
  Possessions combat gear plus light mace, dagger, 
  light crossbow, 10 bolts, 10 cold iron bolts, 10 silver 
  bolts, mwk breastplate, mwk heavy wooden shield, 
  wooden holy symbol, spell component pouch 
   
  RAIDERS (120) 
  CR 1 
  Male or female human* ranger 1 
  * There are a couple of dwarves, gnomes and 
  halflings among the raiders as well. Make the 
  necessary changes on the fly. 
  CN Medium Humanoid (human) 
  Init +2; Senses Listen +4, Spot +4 
  Languages Common, Old Oeridian  
  AC 16, touch 11, flat-footed 14 
   (+2 Dex, +3 armor, +1 shield) 
  hp 9 (1 HD);  
  Fort +3, Ref +4, Will +0 
  Speed 30 ft. in studded leather (6 squares), base 
  movement 30 ft.; 
  Melee longsword +3 (1d8+2/19-20) 
  
  Ranged longbow +3 (1d8/x3) 
  Base Atk +1; Grp +3  
  Atk Options favored enemy humanoid (human) +2, 
  Point Blank Shot 
  Abilities Str 14, Dex 15, Con 13, Int 12, Wis 10, Cha 
  8 
  Feats Point Blank Shot, Stealthy, Track  
  Skills Climb +2, Hide +6, Listen +4, Knowledge 
  (dungeoneering) +3, Knowledge (geography) +3, 
  Knowledge (nature) +5, Move Silently +6, Spot +4, 
  Survival +4, Swim +0 
  Possessions combat gear plus longsword, dagger, 
  hand axe, longbow, 20 arrows, studded leather, 
  buckler. 
   
  DWARF RAIDER (MODIFICATIONS) 
  Init +2; Senses Darkvision 60 ft.; Listen +4, Spot +4 
  Languages Common, Dwarf 
  hp 10 (1 HD);  
  Fort +4, Ref +4, Will +0; +2 racial vs. spells and 
  spell-like abilities and poison 
  Speed 20 ft. in studded leather (4 squares), base 
  movement 20 ft.; 
  Abilities Con 15, Cha 6 
  SQ stonecunning, stability 
  Feats Point Blank Shot, TrackSkills Climb +0, Hide 
  +4, Jump -6, Move Silently +4, Swim -2 
   
  GNOME RAIDER (MODIFICATIONS) 
  Init +2; Senses Lowlight vision; Listen +6, Spot +4 
  Languages Common, Gnome 
  AC 17, touch 12, flat-footed 15 
  hp 10 (1 HD);  
  Fort +4, Ref +4, Will +0; +2 vs. illusions 
  Speed 20 ft. in studded leather (4 squares), base 
  movement 20 ft.; 
  Melee longsword +3 (1d6+1/19-20) 
  Ranged longbow +4 (1d6/x3) 
  Base Atk +1; Grp -1 
  Abilities Str 12, Con 15 
  Feats Point Blank Shot, TrackSkills Climb -1, Hide 
  +10, Jump -6, Move Silently +6, Swim -3 
   
  HALFLING RAIDER (MODIFICATIONS) 
  Init +3; Senses Listen +6, Spot +4 
  Languages Common, Gnome 
  AC 18, touch 13, flat-footed 16 
  Fort +4, Ref +6, Will +1; +2 vs. fear 
  Speed 20 ft. in studded leather (4 squares), base 
  movement 20 ft.; 
  Melee longsword +3 (1d6+1/19-20) 
  Ranged longbow +5 (1d6/x3) 
  Base Atk +1; Grp -1 
  Abilities Str 12, Dex 17 
  Feats Point Blank Shot, TrackSkills Climb +1, Hide 
  +10, Jump -4, Move Silently +8, Swim -3 
  ESA7-04 Head or Tails 
   
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  ESA7-04 Head or Tails 
   
  Page 32 
  APL 4:
  3: BATTLE OF THE BURROWS 
  Leaders 
  SALINA 
  CR 3 
  Female human cleric 3 
  CN Medium Humanoid (human) 
  Init -1; Senses Listen +2, Spot +2 
  Languages Common, Undercommon 
  AC 22, touch 9, flat-footed 22 
   (-1 Dex, +9 armor, +3 shield, +1 natural) 
  hp 24 (3 HD)  
  Fort +6, Ref +1, Will +6 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee morningstar +2 (1d8)  
  Ranged light crossbow +1 (1d8/-19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4  
  Atk Options turn undead 4/day 
  Special Actions 1/day +1 bonus on single Will save 
  or Wisdom check, 1/day reroll any d20 roll, 
  spontaneous cure 
  Combat Gear potion of remove blindness 
  Cleric Spells Prepared (CL 3rd): 
   2nd—close wounds*, shield other, touch of 
  madness*D (DC 14) 
   1st—entropic shieldD, obscuring mist, sanctuary 
  (DC 13), shield of faith.  
   0—create water, detect magic, detect poison, 
  guidance 
  D: Domain spell. Deity: Kurell. Domains: Luck, 
  Madness*  
  * Spell Compendium 
  �Already cast  
  Abilities Str 10, Dex 8, Con 14, Int 12, Wis 15, Cha 
  13 
  Feats Aberration Blood (flexible limbs)*, Bestial Hide* 
  * Lords of Madness 180  
  Skills Concentration +8, Heal +5, Knowledge 
  (arcane) +4, Knowledge (the planes) +3, 
  Knowledge (religion) +4, Spellcraft +7, Spot +2 
  Possessions combat gear plus morningstar, dagger, 
  light crossbow, 20 bolts, +1 full plate, +1 heavy 
  wooden shield, wooden holy symbol, spell 
  component pouch, cloak of resistance +1, hat of 
  disguise. 
   
  ETANN 
  CR 3 
  Male human wizard 3 
  CE Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common, Old Oeridian, Terran  
  AC 11, touch 11, flat-footed 11 
   (+1 Dex, +0 armor) 
  hp 16 (3 HD);  
  Fort +5, Ref +2, Will +4 
  Speed 30 ft. (6 squares); 
  Melee dagger +1 (1d4/19-20) 
  Ranged light crossbow +2 (1d8/19-20) 
  Base Atk +1; Grp +1  
  Combat Gear scroll of benign transposition* (2), scroll 
  of invisibility, scroll of obscuring mist, scroll of 
  swim*, wand of magic missile (3rd level) (25 
  charges) 
  Wizard Spells Prepared (CL 3rd): 
   2nd—scorching ray, web (DC 15) 
   1st—mage armor, magic missile, ray of 
  enfeeblement 
   0—detect magic, detect poison, message (2) 
  �Already cast 
  * Spell Compendium 
  Abilities Str 10, Dex 13, Con 14, Int 15, Wis 12, Cha 
  8 
  Feats Great Fortitude, Scribe Scroll, Skill Focus 
  (concentration), Spell Focus (conjuration)  
  Skills Concentration +11, Knowledge (arcana) +8, 
  Knowledge (the planes) +8, Knowledge 
  (dungeoneering) +8, Spellcraft +10 
  Possessions combat gear plus dagger, light 
  crossbow, 20 bolts, spell component pouch 
  Spellbook spells prepared plus 1st—benign 
  transposition; 2nd—swim. 
   
  DRAGOSH (RAGING) 
  CR 3 
  Male half-orc barbarian 2/fighter 1 
  CN Medium humanoid (orc) 
  Init +1; Senses Darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Orc  
  AC 17, touch 9, flat-footed 16 
   (+1 Dex, +8 armor, -2 rage); Uncanny Dodge 
  hp 38 (3 HD);  
  Fort +9, Ref +1, Will +3; True Believer 
  Speed 20 ft. in full plate (4 squares), base movement 
  40 ft.; 
  Melee mwk greatsword +9 (2d6+7/19-20) or 
  Melee mwk silver shortsword +10 (1d6+4/19-20) 
  Ranged composite longbow +4 (1d8/x3) 
  Base Atk +3; Grp +8  
  Atk Options Power Attack 
  Special Actions rage 1/day (7 rounds), true believer 
  1/day 
  Combat Gear  
  Abilities Str 21, Dex 13, Con 18, Int 8, Wis 12, Cha 6 
  Feats Power Attack, True Believer*, Weapon Focus 
  (short sword)  
  * Complete Divine 
  Skills Knowledge (religion) +1, Survival +6, Swim +1, 
  Possessions combat gear plus mwk greatsword, 
  mwk silver shortsword, dagger, composite 
  longbow, 20 arrows, mwk full plate, wooden holy 
  symbol (Kurell) 
   
  6: TREACHERY 
  HALKAR 
  CR 4 
  Male human cleric 4 
  
  LE Medium humanoid (human) 
  Init +0; Senses Listen +3, Spot +3 
  Languages Common, Infernal  
  AC 20, touch 10, flat-footed 20 
   (+0 Dex, +8 armor, +2 shield) 
  hp 31 (4 HD)  
  Fort +6, Ref +1, Will +9 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee morningstar +4 (1d8+1) or 
  Melee spiked gauntlet +4 (1d4+1) 
  Ranged light crossbow +3 (1d8/19-20) 
  Base Atk +3; Grp +4  
  Atk Options spontaneous inflict 
  Special Actions rebuke undead 2/day 
  Combat Gear healing belt*, potion of remove 
  blindness, scroll of obscuring mist, scroll of remove 
  paralysis 
  * Magic Item Compendium 
  Cleric Spells Prepared (CL 4th): 
   2nd—cure moderate wounds, enthrallD (DC 17), 
  hold person (DC 18), spiritual weapon 
   1st—bless, commandD (DC 17) (2), cure light 
  wounds, obscuring mist 
   0—detect magic, detect poison (2), mending, read 
  magic 
  D: Domain spell. Deity: Hextor. Domains: 
  Domination*, Tyrany* 
  * Spell Compendium 
  Abilities Str 13, Dex 10, Con 14, Int 12, Wis 16, Cha 
  8 
  Feats Greater Spell Focus (Enhancement), Iron Will, 
  Skill Focus (Contentration), Spell Focus 
  (Enhancement)  
  Skills Concentration +12, Diplomacy +6, Knowledge 
  (religion) +8, Spellcraft +8 
  Possessions combat gear plus morningstar, dagger, 
  spiked gauntlets, light crossbow, 20 bolts, 
  masterwork spiked full plate, masterwork heavy 
  wooden shield, spell component pouch, wooden 
  holy symbol (Hextor) 
   
  NUPPERIBO* (2) 
  CR 2 
  *Fiendish Codex II 127  
  LE Medium outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init -4; Senses Blindsight 30 ft.; Listen –, Spot +-2 
  (within 30 ft.) 
  Aura fear (10 ft., DC 11) 
  Languages Infernal (receive telepathy only) 
  Weakness Deaf  
  AC 14, touch 10, flat-footed 14 
   (+4 natural); 5 ranks Balance 
  hp 16 (2 HD); fast healing 3  
  Immune fire, poison, mind-affecting spells and 
  abilities 
  Resist acid 10, cold 10 
  Fort +5, Ref +3, Will +1 
  Speed 20 ft. (4 squares) 
  Melee halberd +5 (1d10+3/x3) or 
  Melee 2 claws each +4 (1d4+2) 
  Base Atk +2; Grp +4 
  Abilities Str 15, Dex 10, Con 14, Int 4, Wis 7, Cha 3 
  Feats Toughness, Weapon Focus (halberd)  
  Skills Balance +5, Climb +7, Hide +5, Jump +1, Swim 
  +7 
  Possessions combat gear plus halberd 
  Blindsight (Ex) A nupperibo can sense all foes within 
  30 feet as a sighted creature would. Beyond that 
  range it treats all targets as having total 
  concealment. A nupperibo is susceptible to scent-
  based attacks, however, and is affected normally 
  by overpowering odors. Negating a nupperibo’s 
  sense of smell effectively blinds it. 
  Fear Aura (Su) At the end of each nupperibo’s turns, 
  creatures within 10 feet of it must succeed on a DC 
  11 Will saving throw or be panicked for 5 rounds. 
  A creature that successfully saves cannot be 
  affected again by that same nupperibo’s aura for 
  24 hours. 
  Deaf (Ex) A nupperibo takes a –4 penalty on initiative 
  checks and automatically fails Listen checks. 
   
  Or 
   
  LARNA 
  CR 4 
  Female human cleric 4 
  LN Medium humanoid (human) 
  Init +0; Senses Listen +3, Spot +3 
  Languages Common, Celestial  
  AC 20, touch 10, flat-footed 20 
   (+0 Dex, +8 armor, +2 shield) 
  hp 31 (4 HD) + 10 temporary hp (aid) 
  Fort +6, Ref +1, Will +9 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  MeleeA morningstar +5 (1d8+1) or 
  MeleeA spiked gauntlet +5 (1d4+1) 
  RangedA light crossbow +4 (1d8/19-20) 
  A includes a +1 morale bonus aid 
  Base Atk +3; Grp +4  
  Atk Options spontaneous cure 
  Special Actions turn undead 2/day 
  Combat Gear healing belt*, potion of remove 
  blindness, scroll of obscuring mist, scroll of remove 
  paralysis 
  * Magic Item Compendium 
  Cleric Spells Prepared (CL 4th): 
   2nd—calm emotions (DC 16), close wounds*, 
  invisibilityD, shield other 
   1st—bless, commandD (DC 15) (2), inhibit* (DC 
  15), shield of faith 
   0—detect magic, detect poison (2), mending, read 
  magic 
  D: Domain spell. Deity: Zilchus. Domains: Pact*, 
  Trickery 
  * Spell Compendium 
  Abilities Str 13, Dex 10, Con 14, Int 12, Wis 16, Cha 
  8 
  ESA7-04 Head or Tails 
   
  Page 33 
  
  Feats Augmented Healing*, Iron Will, Skill Focus 
  (Contentration)  
  * Complete Divine 
  Skills Concentration +12, Diplomacy +6, Heal +9, 
  Knowledge (religion) +6, Spellcraft +6 
  Possessions combat gear plus morningstar, dagger, 
  spiked gauntlets, light crossbow, 20 bolts, 
  masterwork spiked full plate, masterwork heavy 
  wooden shield, spell component pouch, wooden 
  holy symbol (Zilchus) 
  ESA7-04 Head or Tails 
   
  Page 34 
  
  ESA7-04 Head or Tails 
   
  Page 35 
  APL 6
  3: BATTLE OF THE BURROWS 
  Leaders 
  SALINA 
  CR 5 
  Female human cleric 5 
  CN Medium Humanoid (human) 
  Init -1; Senses Darkvision 15 ft.; Listen +2, Spot +5 
  Languages Common, Undercommon 
  AC 22, touch 9, flat-footed 22 
   (-1 Dex, +9 armor, +3 shield, +1 natural) 
  hp 38 (5 HD)  
  Fort +7, Ref +1, Will +7 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee morningstar +3 (1d8)  
  Ranged light crossbow +2 (1d8/-19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5  
  Atk Options turn undead 4/day 
  Special Actions 1/day +2 bonus on single Will save 
  or Wisdom check, 1/day reroll any d20 roll, 
  spontaneous cure 
  Combat Gear potion of remove blindness, scroll of 
  remove paralysis 
  Cleric Spells Prepared (CL 5th): 
   3rd—dispel magic, magic circle against good, 
  rageD 
   2nd—close wounds*, resist energy, shield other, 
  touch of madness*D (DC 15) 
   1st—command (DC 14), entropic shieldD, 
  obscuring mist, sanctuary (DC 14), shield of faith.  
   0—create water (2), detect magic, detect poison, 
  guidance 
  D: Domain spell. Deity: Kurell. Domains: Luck, 
  Madness*  
  * Spell Compendium 
  �Already cast  
  Abilities Str 10, Dex 8, Con 14, Int 12, Wis 16, Cha 
  13 
  Feats Aberration Blood (flexible limbs)*, Bestial Hide*, 
  Inhuman Vision* 
  * Lords of Madness 180  
  Skills Concentration +10, Heal +5, Knowledge 
  (arcane) +4, Knowledge (the planes) +5, 
  Knowledge (religion) +6, Spellcraft +9, Spot +5 
  Possessions combat gear plus morningstar, dagger, 
  light crossbow, 20 bolts, +1 full plate, +1 heavy 
  wooden shield, wooden holy symbol, spell 
  component pouch, cloak of resistance +1, hat of 
  disguise. 
   
  ETANN 
  CR 5 
  Male human wizard 5 
  CE Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common, Old Oeridian, Terran, 
  Undercommon  
  AC 11, touch 11, flat-footed 11 
   (+1 Dex, +0 armor) 
  hp 26 (5 HD);  
  Fort +6, Ref +3, Will +6 
  Speed 30 ft. (6 squares); 
  Melee dagger +2 (1d4/19-20) 
  Ranged light crossbow +3 (1d8/19-20) 
  Base Atk +2; Grp +2  
  Combat Gear brooch of shielding, scroll of benign 
  transposition* (2), scroll of invisibility, scroll of 
  obscuring mist, scroll of swim*, wand of magic 
  missile (3rd level) (25 charges) 
  Wizard Spells Prepared (CL 5th): 
   3rd—fireball (DC 16), haste 
   2nd—glitterdust (DC 16), scorching ray, web (DC 
  16) 
   1st—mage armor, magic missile (2), ray of 
  enfeeblement 
   0—detect magic, detect poison, message (2) 
  �Already cast 
  * Spell Compendium 
  Abilities Str 10, Dex 13, Con 14, Int 16, Wis 12, Cha 
  8 
  Feats Great Fortitude, Rapid Spell*, Scribe Scroll, 
  Skill Focus (concentration), Spell Focus 
  (conjuration)  
  * Complete Divine 
  Skills Concentration +13, Knowledge (arcana) +11, 
  Knowledge (the planes) +11, Knowledge 
  (dungeoneering) +11, Knowledge (geography) +5, 
  Spellcraft +13 
  Possessions combat gear plus dagger, light 
  crossbow, 20 bolts, vest of resistance +1, spell 
  component pouch 
  Spellbook spells prepared plus 1st—benign 
  transposition; 2nd—swim. 
   
  DRAGOSH (RAGING) 
  CR 5 
  Male half-orc barbarian 2/fighter 2/ranger 1 
  CN Medium humanoid (orc) 
  Init +1; Senses Darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Orc  
  AC 18, touch 9, flat-footed 17 
   (+1 Dex, +9 armor, -2 rage); Uncanny Dodge 
  hp 57 (5 HD);  
  Fort +13, Ref +4, Will +4; True Believer 
  Speed 20 ft. in full plate (4 squares), base movement 
  40 ft.; 
  Melee mwk greatsword +13 (2d6+9/19-20) or 
  Melee mwk silver shortsword +13 (1d6+5/19-20) 
  Ranged composite longbow +6 (1d8/x3) 
  Base Atk +5; Grp +11  
  Atk Options Power Attack 
  Special Actions rage 1/day (7 rounds), true believer 
  1/day 
  Combat Gear potion of cure light wounds, tanglefoot 
  bag 
  Abilities Str 22, Dex 13, Con 18, Int 8, Wis 12, Cha 6 
  
  Feats Power Attack, True Believer*, Weapon Focus 
  (greatsword), Weapon Focus (short sword)  
  * Complete Divine 
  Skills Knowledge (religion) +3, Survival +7, Swim +3 
  Possessions combat gear plus mwk greatsword, 
  mwk silver shortsword, dagger, composite 
  longbow, 20 arrows, +1 full plate, cloak of 
  resistance +1, wooden holy symbol (Kurell) 
   
  6: TREACHERY 
  HALKAR 
  CR 6 
  Male human cleric 6 
  LE Medium humanoid (human) 
  Init +4; Senses Listen +3, Spot +3 
  Languages Common, Infernal  
  AC 21, touch 10, flat-footed 21 
   (+0 Dex, +9 armor, +2 shield) 
  hp 45 (6 HD)  
  Fort +8, Ref +3, Will +11 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee morningstar +5 (1d8+1) or 
  Melee spiked gauntlet +5 (1d4+1) 
  Ranged light crossbow +4 (1d8/19-20) 
  Base Atk +4; Grp +5  
  Atk Options spontaneous inflict 
  Special Actions rebuke undead 2/day 
  Combat Gear healing belt*, potion of remove 
  blindness, scroll of obscuring mist, scroll of remove 
  paralysis 
  * Magic Item Compendium 
  Cleric Spells Prepared (CL 6th): 
   3rd—dispel magic, magic circle against good, mass 
  aid*, suggestionD (DC 19) 
   2nd—cure moderate wounds, enthrallD (DC 17), 
  hold person (DC 18), silence (DC 15), spiritual 
  weapon 
   1st—bless, commandD (DC 17) (2), cure light 
  wounds, inhibit* (DC 17) 
   0—detect magic, detect poison (2), mending, read 
  magic 
  D: Domain spell. Deity: Hextor. Domains: 
  Domination*, Tyrany* 
  * Spell Compendium 
  Abilities Str 13, Dex 10, Con 14, Int 12, Wis 16, Cha 
  8 
  Feats Greater Spell Focus (Enhancement), Improved 
  Initiative, Iron Will, Skill Focus (Contentration), 
  Spell Focus (Enhancement)  
  Skills Concentration +14, Diplomacy +8, Knowledge 
  (religion) +10, Spellcraft +10 
  Possessions combat gear plus morningstar, dagger, 
  spiked gauntlets, light crossbow, 20 bolts, +1 
  spiked full plate, masterwork heavy wooden shield, 
  vest of resistance +1, spell component pouch, 
  wooden holy symbol (Hextor) 
   
  STEEL DEVIL* 
  CR 6 
  *Fiendish Codex II 137  
  LE Medium outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +3; Senses see in darkness; Listen +8, Spot +8 
  Languages Celestial, Draconic, Infernal; telepathy 
  100 ft.  
  AC 26, touch 9, flat-footed 26 
   (-1 Dex, +17 natural); 5 ranks Balance 
  hp 51 (6 HD); DR 5/good 
  Immune fire, poison, mind-affecting spells and 
  abilities, sleep effects, stun, paralysis, death effects 
  Resist acid 10, cold 10; SR 16 
  Fort +9, Ref +4, Will +4 
  Speed 20 ft. (4 squares) 
  Melee mwk cold iron greatsword +11/+6 (2d6+4/19-
  20)  
  Base Atk +6; Grp +9 
  Atk Options Combat Expertise, push +7 
  Special Actions chant, formation fighting 
  Spell-Like Abilities (CL 6th): 
   At Will—greater command (DC 17), haste (self 
  only), scare (DC 14) 
  Abilities Str 16, Dex 8, Con 19, Int 13, Wis 9, Cha 14 
  Feats Combat Expertise, Improved Initiative, Weapon 
  Focus (greatsword) 
  Skills Balance +8, Diplomacy +11, Intimidate +11, 
  Jump +6, Knowledge (geography) +10, Knowledge 
  (the planes) +10, Listen +8, Ride +8. Survival -1 
  Possessions combat gear plus masterwork cold iron 
  greatsword 
  Chant (Su) As a swift action, a steel devil can begin 
  to chant. For 1 minute starting immediately after it 
  uses this ability, the steel devil produces a horrid, 
  rhythmic shrieking that sounds like metal rasping 
  against metal. Any spellcasters within 30 feet of a 
  chanting steel devil must make a Concentration 
  check (DC 15 + the spell’s level) to cast a spell. 
  This DC increases by 1 for each chanting steel 
  devil beyond the first. Silence and similar effects 
  negate this ability. 
  Formation Fighting (Ex) If a square adjacent to a 
  steel devil is occupied by another steel devil, both 
  gain a +2 bonus on attack rolls, damage rolls, and 
  saving throws so long as they remain adjacent. 
  Bonuses gained from multiple steel devils stack. 
  Push (Ex) A steel devil’s attacks hammer home with 
  such tremendous force that they can force 
  opponents to move. Each time a steel devil strikes 
  an opponent in melee, it can make a Strength 
  check opposed by the target’s Strength check; the 
  steel devil gains a +4 racial bonus on this check. If 
  the devil succeeds, it forces its opponent to move 5 
  feet in a direction of its choice. Large or larger 
  creatures gain a  +4 bonus on this check per size 
  category larger than a steel devil, and Small or 
  smaller ones take a –4 penalty per size category 
  smaller than the steel devil. 
   
  Or 
   
  LARNA 
  CR 6 
  ESA7-04 Head or Tails 
   
  Page 36 
  
  ESA7-04 Head or Tails 
   
  Page 37 
  Female human cleric 6 
  LN Medium humanoid (human) 
  Init +4; Senses Listen +3, Spot +3 
  Languages Common, Celestial  
  AC 21, touch 10, flat-footed 21 
   (+0 Dex, +9 armor, +2 shield) 
  hp 45 (6 HD) + 10 temporary hp (aid) 
  Immune nondetection 
  Fort +8, Ref +3, Will +11 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  MeleeA morningstar +6 (1d8+1) or 
  MeleeA spiked gauntlet +6 (1d4+1) 
  RangedA light crossbow +5 (1d8/19-20) 
  A includes a +1 morale bonus aid 
  Base Atk +4; Grp +5  
  Atk Options spontaneous cure 
  Special Actions turn undead 2/day 
  Combat Gear healing belt*, potion of remove 
  blindness, scroll of obscuring mist, scroll of remove 
  paralysis 
  * Magic Item Compendium 
  Cleric Spells Prepared (CL 6th): 
   3rd—dispel magic, magic circle against chaos, 
  mass aid*, nondetectionD� 
   2nd—close wounds* (2), hold person (DC 16), 
  invisibilityD, silence (DC 16) 
   1st—bless, commandD (DC 15), inhibit* (DC 15), 
  protection from chaos, shield of faith 
   0—detect magic, detect poison (2), mending, read 
  magic 
  D: Domain spell. Deity: Zilchus. Domains: Pact*, 
  Trickery 
  �Already cast 
  * Spell Compendium 
  Abilities Str 13, Dex 10, Con 14, Int 12, Wis 16, Cha 
  8 
  Feats Augmented Healing*, Improved Initiative, Iron 
  Will, Skill Focus (Contentration)  
  *  Complete Divine 
  Skills Concentration +14, Diplomacy +8, Heal +9, 
  Knowledge (religion) +8, Spellcraft +8 
  Possessions combat gear plus morningstar, dagger, 
  spiked gauntlets, light crossbow, 20 bolts, +1 
  spiked full plate, masterwork heavy wooden shield, 
  vest of resistance +1, spell component pouch, 
  wooden holy symbol (Zilchus) 
   
   
   
  
  APL 8 
  3: BATTLE OF THE BURROWS 
  Leaders 
  SALINA 
  CR 7 
  Female human cleric 7 
  CN Medium Humanoid (human) 
  Init -1; Senses Darkvision 20 ft.; Listen +2, Spot +6 
  Languages Common, Undercommon 
  AC 23, touch 9, flat-footed 23 
   (-1 Dex, +9 armor, +3 shield, +2 natural) 
  hp 52 (8 HD)  
  Resist 5 cold 
  Fort +8, Ref +2, Will +8 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft, swim 30 ft. 
  Melee morningstar +5 (1d8)  
  Ranged light crossbow +4 (1d8/-19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7  
  Atk Options turn undead 4/day 
  Special Actions 1/day +3 bonus on single Will save 
  or Wisdom check, 1/day reroll any d20 roll, 
  spontaneous cure 
  Combat Gear potion of remove blindness, scroll of 
  remove paralysis 
  Cleric Spells Prepared (CL 8th): 
   4th—confusionD (DC 17), greater magic weapon 
   3rd—dispel magic, invisibility purge, magic circle 
  against good, rageD 
   2nd—close wounds*, resist energy (2), shield 
  other, touch of madness*D (DC 15) 
   1st—command (2) (DC 14), entropic shieldD, 
  obscuring mist, sanctuary (DC 14), shield of faith.  
   0—create water (3), detect magic, detect poison, 
  guidance 
  D: Domain spell. Deity: Kurell. Domains: Luck, 
  Madness*  
  * Spell Compendium 
  �Already cast  
  Abilities Str 10, Dex 8, Con 14, Int 12, Wis 17, Cha 
  13 
  Feats Aberration Blood (flexible limbs)*, Bestial Hide*, 
  Inhuman Vision*, Waterspawn* 
  * Lords of Madness 180  
  Skills Concentration +12, Heal +7, Knowledge 
  (arcane) +5, Knowledge (the planes) +6, 
  Knowledge (religion) +6, Spellcraft +11, Spot +6, 
  Swim -2 
  Possessions combat gear plus morningstar, dagger, 
  light crossbow, 20 bolts, +1 full plate, +1 heavy 
  wooden shield, wooden holy symbol, spell 
  component pouch, cloak of resistance +1, hat of 
  disguise 
   
  ETANN 
  CR 7 
  Male human wizard 5/alienist* 2 
  * Complete Arcane 21 
  CE Medium humanoid (human) 
  Init +1; Senses Listen +4, Spot +4 
  Aura anticipate teleportation (30 ft. radius) 
  Languages Common, Old Oeridian, Terran, 
  Undercommon  
  AC 15, touch 11, flat-footed 11 
   (+1 Dex, +4 mage armor) 
  hp 36 (7 HD) plus 12 temporary false life;  
  Fort +7, Ref +4, Will +9 
  Speed 30 ft. (6 squares); 
  Melee dagger +3 (1d4/19-20) 
  Ranged light crossbow +4 (1d8/19-20) 
  Base Atk +3; Grp +3  
  Combat Gear brooch of shielding, scroll of benign 
  transposition* (2), scroll of invisibility, scroll of 
  obscuring mist, scroll of swim*, wand of magic 
  missile (3rd level) (25 charges) 
  Wizard Spells Prepared (CL 7th): 
   4th—dimension door, enervation, rapid summon 
  monster III 
   3rd—anticipate teleportation*�, fireball (DC 17), 
  haste 
   2nd—false life�, glitterdust (DC 17), scorching 
  ray, web (DC 17) 
   1st—mage armor (2)�, magic missile (2), ray of 
  enfeeblement 
   0—detect magic, detect poison, message (2) 
  �Already cast 
  * Spell Compendium 
  Abilities Str 10, Dex 13, Con 14, Int 18, Wis 10, Cha 
  8 
  Feats Augmented Summoning, Great Fortitude, 
  Rapid Spell*, Scribe Scroll, Skill Focus 
  (concentration), Spell Focus (conjuration)  
  * Complete Divine 
  Skills Concentration +15, Knowledge (arcana) +12, 
  Knowledge (the planes) +12, Knowledge 
  (dungeoneering) +12, Knowledge (geography) +6, 
  Listen +4, Spellcraft +16, Spot +4 
  Possessions combat gear plus dagger, light 
  crossbow, 20 bolts, vest of resistance +1, 
  headband of intellect +2, spell component pouch, 
  platinum hourglass (500 gp) 
  Spellbook spells prepared plus 1st—benign 
  transposition; 2nd—swim 
  Summon Alien (Su) Whenever an alienist would use 
  any summon monster spell to summon a celestial 
  or fiendish creature, she instead summons a 
  pseudonatural version of that creature. An alienist 
  gives up the ability to summon nonpseudonatural 
  creatures with a summon monster spell. 
   
  DRAGOSH (RAGING) 
  CR 7 
  Male half-orc barbarian 2/fighter 2/ranger 1/pious 
  templar* 2 
  * Complete Divine 50 
  CN Medium humanoid (orc) 
  Init +1; Senses Darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Orc  
  ESA7-04 Head or Tails 
   
  Page 38 
  
  AC 18, touch 9, flat-footed 17 
   (+1 Dex, +9 armor, -2 rage); Uncanny Dodge 
  hp 77 (7 HD); 
  Resistance mettle  
  Fort +16, Ref +4, Will +7; True Believer 
  Speed 20 ft. in full plate (4 squares), base movement 
  40 ft.; 
  Melee mwk greatsword +15/+10 (2d6+9/19-20) or 
  Melee mwk silver shortsword +15/+10 (1d6+5/19-20) 
  Ranged composite longbow +8/+3 (1d8/x3) 
  Base Atk +7; Grp +15  
  Atk Options Power Attack, smite (+4 atk, +2 dmg) 
  1/day 
  Special Actions rage 1/day (7 rounds), true believer 
  1/day 
  Combat Gear potion of cure light wounds, potion of 
  remove blindness, tanglefoot bag 
  Templar Spells Prepared (CL 1st): 
   1st—corrupt weapon (2) 
  Abilities Str 22, Dex 13, Con 18, Int 8, Wis 12, Cha 6 
  Feats Aberrant Blood*, Power Attack, True Believer**, 
  Weapon Focus (greatsword), Weapon Focus (short 
  sword)  
  * Lords of Madness; ** Complete Divine 
  Skills Knowledge (religion) +3, Survival +7, Swim +5 
  Possessions combat gear plus mwk greatsword, 
  mwk silver shortsword, dagger, composite 
  longbow, 20 arrows, +1 full plate, cloak of 
  resistance +1, scout’s headband, wooden holy 
  symbol (Kurell) 
  Mettle (Ex) If a pious templar makes a successful Will 
  or Fortitude saving throw that would normally 
  reduce the spell’s effect, she suffers no effect from 
  the spell at all. Only those spells with a saving 
  throw entry of “Will partial”, “Fortitude half”, or 
  similar entries can be negated through this ability. 
   
  6: TREACHERY 
  HALKAR 
  CR 8 
  Male human cleric 8 
  LE Medium humanoid (human) 
  Init +4; Senses Listen +3, Spot +3 
  Languages Common, Infernal  
  AC 22, touch 10, flat-footed 22 
   (+0 Dex, +9 armor, +3 shield) 
  hp 59 (8 HD)  
  Fort +9, Ref +3, Will +12 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee morningstar +7/+3 (1d8+1) or 
  Melee spiked gauntlet +7/+3 (1d4+1) 
  Ranged light crossbow +6 (1d8/19-20) 
  Base Atk +6; Grp +7  
  Atk Options spontaneous inflict 
  Special Actions rebuke undead 2/day 
  Combat Gear healing belt*, potion of remove 
  blindness, scroll of obscuring mist, scroll of remove 
  paralysis 
  * Magic Item Compendium 
  Cleric Spells Prepared (CL 8th): 
   4th—cure critical wounds, fearD (DC 18), freedom 
  of movement, recitation* 
   3rd—dispel magic, invisibility purge, magic circle 
  against good, mass aid*, suggestionD (DC 20) 
   2nd—cure moderate wounds, enthrallD (DC 18), 
  hold person (DC 19), silence (DC 16), spiritual 
  weapon 
   1st—bless, commandD (DC 18) (2), cure light 
  wounds, inhibit* (DC 18), shield of faith 
   0—detect magic, detect poison (2), guidance, 
  mending, read magic 
  D: Domain spell. Deity: Hextor. Domains: 
  Domination*, Tyrany* 
  * Spell Compendium 
  Abilities Str 13, Dex 10, Con 14, Int 12, Wis 19, Cha 
  8 
  Feats Greater Spell Focus (Enhancement), Improved 
  Initiative, Iron Will, Skill Focus (Contentration), 
  Spell Focus (Enhancement)  
  Skills Concentration +16, Diplomacy +10, Knowledge 
  (religion) +12, Spellcraft +12 
  Possessions combat gear plus morningstar, dagger, 
  spiked gauntlets, light crossbow, 20 bolts, +1 
  spiked full plate, +1 heavy wooden shield, vest of 
  resistance +1, periapt of wisdom +2, spell 
  component pouch, wooden holy symbol (Hextor) 
   
  STEEL DEVILS* (2) 
  CR 6 
  *Fiendish Codex II 137  
  LE Medium outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +3; Senses see in darkness; Listen +8, Spot +8 
  Languages Celestial, Draconic, Infernal; telepathy 
  100 ft.  
  AC 26, touch 9, flat-footed 26 
   (-1 Dex, +17 natural); 5 ranks Balance 
  hp 51 (6 HD); DR 5/good 
  Immune fire, poison, mind-affecting spells and 
  abilities, sleep effects, stun, paralysis, death effects 
  Resist acid 10, cold 10; SR 16 
  Fort +9, Ref +4, Will +4 
  Speed 20 ft. (4 squares) 
  Melee mwk cold iron greatsword +11/+6 (2d6+4/19-
  20)  
  Base Atk +6; Grp +9 
  Atk Options Combat Expertise, push +7 
  Special Actions chant, formation fighting 
  Spell-Like Abilities (CL 6th): 
   At Will—greater command (DC 17), haste (self 
  only), scare (DC 14) 
  Abilities Str 16, Dex 8, Con 19, Int 13, Wis 9, Cha 14 
  Feats Combat Expertise, Improved Initiative, Weapon 
  Focus (greatsword) 
  Skills Balance +8, Diplomacy +11, Intimidate +11, 
  Jump +6, Knowledge (geography) +10, Knowledge 
  (the planes) +10, Listen +8, Ride +8. Survival -1 
  Possessions combat gear plus masterwork cold iron 
  greatsword 
  ESA7-04 Head or Tails 
   
  Page 39 
  
  Chant (Su) As a swift action, a steel devil can begin 
  to chant. For 1 minute starting immediately after it 
  uses this ability, the steel devil produces a horrid, 
  rhythmic shrieking that sounds like metal rasping 
  against metal. Any spellcasters within 30 feet of a 
  chanting steel devil must make a Concentration 
  check (DC 15 + the spell’s level) to cast a spell. 
  This DC increases by 1 for each chanting steel 
  devil beyond the first. Silence and similar effects 
  negate this ability. 
  Formation Fighting (Ex) If a square adjacent to a 
  steel devil is occupied by another steel devil, both 
  gain a +2 bonus on attack rolls, damage rolls, and 
  saving throws so long as they remain adjacent. 
  Bonuses gained from multiple steel devils stack. 
  Push (Ex) A steel devil’s attacks hammer home with 
  such tremendous force that they can force 
  opponents to move. Each time a steel devil strikes 
  an opponent in melee, it can make a Strength 
  check opposed by the target’s Strength check; the 
  steel devil gains a +4 racial bonus on this check. If 
  the devil succeeds, it forces its opponent to move 5 
  feet in a direction of its choice. Large or larger 
  creatures gain a  +4 bonus on this check per size 
  category larger than a steel devil, and Small or 
  smaller ones take a –4 penalty per size category 
  smaller than the steel devil. 
   
  Or 
   
  LARNA 
  CR 8 
  Female human cleric 8 
  LN Medium humanoid (human) 
  Init +4; Senses Listen +3, Spot +3 
  Languages Common, Celestial  
  AC 22, touch 10, flat-footed 22 
   (+0 Dex, +9 armor, +3 shield) 
  hp 59 (8 HD) + 10 temporary hit points (aid) 
  Immune nondetection 
  Fort +9, Ref +3, Will +12 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  MeleeA morningstar +8/+4 (1d8+1) or 
  MeleeA spiked gauntlet +8/+4 (1d4+1) 
  RangedA light crossbow +7 (1d8/19-20) 
  A includes a +1 morale bonus aid 
  Base Atk +6; Grp +7  
  Atk Options spontaneous cure 
  Special Actions turn undead 2/day 
  Combat Gear healing belt*, potion of remove 
  blindness, scroll of obscuring mist, scroll of remove 
  paralysis 
  * Magic Item Compendium 
  Cleric Spells Prepared (CL 8th): 
   4th—confusionD (DC 18), freedom of movement 
  (2), recitation* 
   3rd—dispel magic, invisibility purge, magic circle 
  against good, mass aid*, nondetectionD� 
   2nd—calm emotions (DC 16), close wounds*, hold 
  person (DC 16), invisibilityD, silence (DC 16) 
   1st—bless, commandD (DC 15), inhibit* (DC 15), 
  protection from chaos, shield of faith (2) 
   0—detect magic, detect poison (2), guidance, 
  mending, read magic 
  D: Domain spell. Deity: Zilchus. Domains: Pact*, 
  Trickery 
  �Already cast 
  * Spell Compendium 
  Abilities Str 13, Dex 10, Con 14, Int 12, Wis 19, Cha 
  8 
  Feats Augmented Healing*, Improved Initiative, Iron 
  Will, Skill Focus (Contentration)  
  * Complete Divine 
  Skills Concentration +16, Diplomacy +10, Heal +10, 
  Knowledge (religion) +10, Spellcraft +10 
  Possessions combat gear plus morningstar, dagger, 
  spiked gauntlets, light crossbow, 20 bolts, +1 
  spiked full plate, +1 heavy wooden shield, vest of 
  resistance +1, periapt of wisdom +2, spell 
  component pouch, wooden holy symbol (Zilchus) 
   
  ZILCHITE THIEF CATCHER (2) 
  CR 6 
  Male hound archon ranger 2 
  LN Medium Outside (Archon, Extraplanar, Lawful) 
  Init +1; Senses Darkvision 60 ft., lowlight vision, 
  scent; Listen +14, Spot +14 
  Aura aura of menace (20 ft., DC 15), magic circle 
  against chaos 
  Languages Celestial, tongues  
  AC 24, touch 11, flat-footed 23 
   (+1 Dex, +4 armor, +9 natural) 
  hp 62 (8 HD) + 10 temporary hit points (aid); DR 
  10/chaotic 
  Immune electricity, petrification 
  Resist ; SR 16 
  Fort +11 (+15 against poison), Ref +9, Will +9 
  Speed 40 ft. in chain shirt (8 squares), base 
  movement 40 ft.; 
  MeleeA mwk greatsword +15/+10 (2d6+7/19-20) and 
   
  bite +9 melee (1d8+2) or 
  MeleeA mwk sap +15/+10 (1d6+5 nonlethal) and 
   
  bite +9 melee (1d8+2) or 
  MeleeA bite +14 melee (1d8+5) and 
   
  slam +9 melee (1d4+2) 
  RangedA mwk mighty composite longbow +11/+6 
  (1d8+5/x3) 
  A includes a +1 morale bonus aid 
  Base Atk +8; Grp +15  
  Atk Options Improved Grapple, Power Attack, Rapid 
  Shot 
  Special Actions change shape, teleport 
  Combat Gear  
  Spell-Like Abilities (CL 6th): 
   At Will—aid, continual flame, detect chaos, 
  message. 
  Abilities Str 20, Dex 13, Con 16, Int 10, Wis 16, Cha 
  10 
  Feats Improved Grapple, Improved Unarmed Strike, 
  Power Attack, Rapid Shot, Track  
  ESA7-04 Head or Tails 
   
  Page 40 
  
  Skills Concentration +12, Diplomacy +2, Hide +11, 
  Jump +17, Listen +14, Move Silently +11, Search 
  +2, Sense Motive +12, Spot +14, Survival +14 
  Possessions combat gear plus mwk greatsword, 
  mwk sap, dagger, mwk mighty composite longbow, 
  40 arrows, mwk chain shirt 
  Aura of Menace (Su) A righteous aura surrounds 
  archons that fight or get angry. Any hostile creature 
  within a 20-foot radius of an archon must succeed 
  on a Will save to resist its effects. The save DC 
  varies with the type of archon, is Charisma-based, 
  and includes a +2 racial bonus. Those who fail take 
  a -2 penalty on attacks, AC, and saves for 24 hours 
  or until they successfully hit the archon that 
  generated the aura. A creature that has resisted or 
  broken the effect cannot be affected again by the 
  same archon’s aura for 24 hours. 
  Magic Circle Against Chaos (Su) A magic circle 
  against chaos effect always surrounds an archon 
  (caster level equals the archon’s Hit Dice). (The 
  defensive benefits from the circle are not included 
  in an archon’s statistics block.) 
  Teleport (Su) Archons can use greater teleport at will, 
  as the spell (caster level 14th), except that the 
  creature can transport only itself and up to 50 
  pounds of objects. 
  Tongues (Su) All archons can speak with any 
  creature that has a language, as though using a 
  tongues spell (caster level 14th). This ability is 
  always active. 
  Change Shape (Su) A hound archon can assume 
  any canine form of Small to Large size. While in 
  canine form, the hound archon loses its bite, slam, 
  and weapon attacks, but gains the bite attack of the 
  form it chooses. For the purposes of this ability, 
  canines include any doglike or wolflike animal of 
  the animal type. 
  Skills While in canine form, a hound archon gains a 
  +4 circumstance bonus on Hide and Survival 
  checks. 
    
  ESA7-04 Head or Tails 
   
  Page 41 
  
  ESA7-04 Head or Tails 
   
  Page 42 
  APL 10
  3: BATTLE OF THE BURROWS 
  Burrowing Creatures 
  HORRID UMBER HULKS (2) 
  CR 9 
  Pseudonatural* 12 HD umber hulk 
  * Lords of Madness 161  
  CE Large outsider 
  Init +1; Senses Darkvision 60 ft., tremorsense 60 ft.; 
  Listen +15, Spot +0 
  Languages Terran  
  AC 18, touch 10, flat-footed 17 
   (-1 size, +1 Dex, +8 natural); alternate form 
  hp 102 (12 HD); DR 10/magic 
  Resist acid 15, electricity 15; SR 22 
  Fort +10, Ref +5, Will +8 
  Speed 20 ft. (4 squares), burrow 20 ft.; 
  Melee  claws +15/+15 (2d6+7) and 
   
  Bite +13 melee (2d8+3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9; Grp +20  
  Atk Options confusing gaze (DC 17), true strike 
  1/day 
  Abilities Str 24, Dex 13, Con 19, Int 11, Wis 11, Cha 
  13 
  Feats Great Fortitude, Improved Natural Attack 
  (claws), Multiattack, Toughness  
  Skills Climb +16, Jump +5, Listen +15 
  Alternate Form (Su) As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass. Despite the alien 
  appearance, its abilities remain unchanged. Other 
  creatures receive a –1 morale penalty on their 
  attack rolls against a pseudonatural creature when 
  it is this alternate form. 
  Confusing Gaze (Su) Confusion as the spell, 30 feet, 
  caster level 8th, Will DC 17 negates. 
  True Strike (Su) Once per day, a pseudonatural 
  creature can gain a +20 insight bonus on a single 
  attack roll. In addition, the creature suffers no miss 
  chance against a target that has concealment or 
  total concealment when making this attack. 
   
  Leaders 
  SALINA 
  CR 9 
  Female human cleric 9 
  CN Medium Humanoid (human) 
  Init -1; Senses Darkvision 25 ft.; Listen +3, Spot +7 
  Languages Common, Undercommon 
  AC 23, touch 9, flat-footed 23 
   (-1 Dex, +9 armor, +3 shield, +2 natural) 
  hp 66 (9 HD)  
  Resist 5 cold 
  Fort +9, Ref +3, Will +10 (+12 vs. mind affecting 
  spells and abilities) 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft, swim 30 ft. 
  Melee morningstar +6/+1 (1d8)  
  Ranged light crossbow +5 (1d8/-19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +8  
  Atk Options turn undead 4/day 
  Special Actions 1/day +4 bonus on single Will save 
  or Wisdom check, 1/day reroll any d20 roll, 
  spontaneous cure 
  Combat Gear potion of remove blindness, scroll of 
  remove paralysis 
  Cleric Spells Prepared (CL 9th): 
   5th—break enchantmentD, slay living (DC 19) 
   4th—airwalk, confusionD (DC 18), greater magic 
  weapon (2)  
   3rd—dispel magic (2), invisibility purge, magic 
  circle against good, rageD 
   2nd—close wounds* (2), resist energy (2), shield 
  other, touch of madnessD (DC 16) 
   1st—command (2) (DC 15), entropic shieldD, 
  obscuring mist, sanctuary (DC 15), shield of faith.  
   0—create water (3), detect magic, detect poison, 
  guidance 
  D: Domain spell. Deity: Kurell. Domains: Luck, 
  Madness*  
  * Spell Compendium 
  �Already cast  
  Abilities Str 10, Dex 8, Con 14, Int 12, Wis 18, Cha 
  13 
  Feats Aberration Blood (flexible limbs)*, Bestial Hide*, 
  Inhuman Vision*, Warped Mind*, Waterspawn* 
  * Lords of Madness 
  Skills Concentration +14, Heal +8, Knowledge 
  (arcane) +6, Knowledge (the planes) +6, 
  Knowledge (religion) +7, Spellcraft +13, Spot +7, 
  Swim -1 
  Possessions combat gear plus morningstar, dagger, 
  light crossbow, 20 bolts, +1 full plate, +1 heavy 
  wooden shield, wooden holy symbol, spell 
  component pouch, cloak of resistance +1, hat of 
  disguise 
   
  ETANN 
  CR 9 
  Male human wizard 5/alienist* 4 
  * Complete Arcane 21 
  CE Medium humanoid (human) 
  Init +1; Senses Listen +4, Spot +4 
  Aura anticipate teleportation (45 ft. radius) 
  Languages Common, Old Oeridian, Terran, 
  Undercommon  
  AC 15, touch 11, flat-footed 11 
   (+1 Dex, +4 mage armor) 
  hp 49 (9 HD) plus 14 temporary false life;  
  Fort +8, Ref +5, Will +10 
  Speed 30 ft. (6 squares); 
  Melee dagger +4 (1d4/19-20) 
  Ranged light crossbow +5 (1d8/19-20) 
  Base Atk +4; Grp +4  
  Combat Gear brooch of shielding, repelling 
  gauntlets**, scroll of benign transposition* (2), 
  scroll of invisibility, scroll of obscuring mist, scroll of 
  
  swim*, wand of magic missile (3rd level) (25 
  charges) 
  * Spell Compendium; ** Magic Item Compendium 
  Wizard Spells Prepared (CL 9th): 
   5th—rapid summon monster V 
   4th—dimension door, enervation, rapid summon 
  monster IV 
   3rd—anticipate teleportation*�, fireball (DC 17), 
  haste, sculpted glitterdust (DC 17) 
   2nd—false life (2)�, glitterdust (DC 17), scorching 
  ray, web (DC 17) 
   1st—alarm�, mage armor (2) �, magic missile, 
  ray of enfeeblement 
   0—detect magic, detect poison, message (2) 
  �Already cast 
  Abilities Str 10, Dex 13, Con 14, Int 19, Wis 10, Cha 
  8 
  Feats Augmented Summoning, Great Fortitude, 
  Metamagic School Focus** (conjuration), Rapid 
  Spell*, Scribe Scroll, Sculpt Spell***, Skill Focus 
  (concentration), Spell Focus (conjuration)  
  * Complete Divine; ** Complete Mage; *** Complete 
  Arcane 
  Skills Concentration +17, Knowledge (arcana) +14, 
  Knowledge (the planes) +14, Knowledge 
  (dungeoneering) +12, Knowledge (geography) +6, 
  Listen +6, Spellcraft +18, Spot +6 
  Possessions combat gear plus dagger, light 
  crossbow, 20 bolts, vest of resistance +1, 
  headband of intellect +2, spell component pouch, 
  platinum hourglass (500 gp) 
  Spellbook spells prepared plus 1st—benign 
  transposition; 2nd—swim. 
  Summon Alien (Su) Whenever an alienist would use 
  any summon monster spell to summon a celestial 
  or fiendish creature, she instead summons a 
  pseudonatural version of that creature. An alienist 
  gives up the ability to summon nonpseudonatural 
  creatures with a summon monster spell. 
  Mad Certainty Gain 3 additional hit points. –4 penalty 
  on all Bluff, Diplomacy, and Handle Animal checks. 
   
  DRAGOSH (RAGING) 
  CR 9 
  Male half-orc barbarian 2/fighter 2/ranger 1/pious 
  templar* 4 
  * Complete Divine 50 
  CN Medium humanoid (orc) 
  Init +1; Senses Darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Orc  
  AC 19, touch 9, flat-footed 18 
   (+1 Dex, +9 armor, +1 natural, -2 rage); Uncanny 
  Dodge 
  hp 97 (9 HD); DR 1/– 
  Resistance cold 5, mettle  
  Fort +17, Ref +5, Will +8; True Believer 
  Speed 20 ft. in full plate (4 squares), base movement 
  40 ft., swim 40 ft.; 
  Melee mwk greatsword +18/+13 (2d6+10/19-20) or 
  Melee mwk silver shortsword +18/+13 (1d6+8/19-20) 
  Ranged composite longbow +10/+5 (1d8/x3) 
  Base Atk +9; Grp +18  
  Atk Options Power Attack, smite (+4 atk, +4 dmg) 
  1/day 
  Special Actions rage 1/day (7 rounds), true believer 
  1/day 
  Combat Gear potion of cure light wounds, potion of 
  remove blindness, tanglefoot bag 
  Templar Spells Prepared (CL 2nd): 
  2nd—cure moderate wounds 
   
  1st—corrupt weapon (2) 
  Abilities Str 25, Dex 13, Con 18, Int 8, Wis 12, Cha 6 
  SQ amphibious 
  Feats Aberrant Blood*, Bestial Hide*, Power Attack, 
  True Believer**, Water Spawn*, Weapon Focus 
  (greatsword), Weapon Focus (short sword), 
  Weapon Specialization (short sword)  
  * Lords of Madness; ** Complete Divine 
  Skills Knowledge (religion) +3, Survival +7, Swim +16 
  Possessions combat gear plus mwk greatsword, 
  mwk silver shortsword, dagger, composite 
  longbow, 20 arrows, +1 full plate, gauntlets of ogre 
  power, cloak of resistance +1, scout’s headband*, 
  wooden holy symbol (Kurell) 
  * Magic Item Compendium 
  Mettle (Ex) If a pious templar makes a successful Will 
  or Fortitude saving throw that would normally 
  reduce the spell’s effect, she suffers no effect from 
  the spell at all. Only those spells with a saving 
  throw entry of “Will partial”, “Fortitude half”, or 
  similar entries can be negated through this ability. 
   
  6: TREACHERY 
  HALKAR 
  CR 10 
  Male human cleric 10 
  LE Medium humanoid (human) 
  Init +4; Senses Listen +3, Spot +3 
  Languages Common, Infernal  
  AC 22, touch 10, flat-footed 22 
   (+0 Dex, +9 armor, +3 shield) 
  hp 83 (10 HD)  
  Fort +11, Ref +5, Will +14 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee morningstar +8/+4 (1d8+1) or 
  Melee spiked gauntlet +8/+4 (1d4+1) 
  Ranged light crossbow +7 (1d8/19-20) 
  Base Atk +7; Grp +8  
  Atk Options spontaneous inflict 
  Special Actions rebuke undead 2/day 
  Combat Gear healing belt*, potion of remove 
  blindness, ring of counter spells (dispel magic), 
  scroll of obscuring mist, scroll of remove paralysis 
  * Magic Item Compendium 
  Cleric Spells Prepared (CL 10th): 
   5th—greater commandD (DC 21) (2), righteous 
  wrath of the faithful* 
   4th—cure critical wounds, fearD (DC 19), freedom 
  of movement, recitation*, spell immunity 
   3rd—dispel magic, invisibility purge, magic circle 
  against good, mass aid*, suggestionD (DC 20) 
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   2nd—cure moderate wounds, enthrallD (DC 18), 
  hold person (DC 19), resist energy (2), silence 
  (DC 17) 
   1st—bless, commandD (DC 18) (2), cure light 
  wounds, inhibit* (DC 18), shield of faith 
   0—detect magic, detect poison (2), guidance, 
  mending, read magic 
  D: Domain spell. Deity: Hextor. Domains: 
  Domination*, Tyrany* 
  * Spell Compendium 
  Abilities Str 13, Dex 10, Con 14, Int 12, Wis 19, Cha 
  8 
  Feats Greater Spell Focus (Enhancement), Improved 
  Initiative, Improved Toughness, Iron Will, Skill 
  Focus (Contentration), Spell Focus (Enhancement)  
  Skills Concentration +18, Diplomacy +12, Knowledge 
  (religion) +14, Spellcraft +14 
  Possessions combat gear plus morningstar, dagger, 
  spiked gauntlets, light crossbow, 20 bolts, +1 
  spiked full plate, +1 heavy wooden shield, vest of 
  resistance +2, periapt of wisdom +2, spell 
  component pouch, wooden holy symbol (Hextor) 
   
  STEEL DEVILS* (4) 
  CR 6 
  *Fiendish Codex II 137  
  LE Medium outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +3; Senses see in darkness; Listen +8, Spot +8 
  Languages Celestial, Draconic, Infernal; telepathy 
  100 ft.  
  AC 26, touch 9, flat-footed 26 
   (-1 Dex, +17 natural); 5 ranks Balance 
  hp 51 (6 HD); DR 5/good 
  Immune fire, poison, mind-affecting spells and 
  abilities, sleep effects, stun, paralysis, death effects 
  Resist acid 10, cold 10; SR 16 
  Fort +9, Ref +4, Will +4 
  Speed 20 ft. (4 squares) 
  Melee mwk cold iron greatsword +11/+6 (2d6+4/19-
  20)  
  Base Atk +6; Grp +9 
  Atk Options Combat Expertise, push +7 
  Special Actions chant, formation fighting 
  Spell-Like Abilities (CL 6th): 
   At Will—greater command (DC 17), haste (self 
  only), scare (DC 14) 
  Abilities Str 16, Dex 8, Con 19, Int 13, Wis 9, Cha 14 
  Feats Combat Expertise, Improved Initiative, Weapon 
  Focus (greatsword) 
  Skills Balance +8, Diplomacy +11, Intimidate +11, 
  Jump +6, Knowledge (geography) +10, Knowledge 
  (the planes) +10, Listen +8, Ride +8. Survival -1 
  Possessions combat gear plus masterwork cold iron 
  greatsword 
  Chant (Su) As a swift action, a steel devil can begin 
  to chant. For 1 minute starting immediately after it 
  uses this ability, the steel devil produces a horrid, 
  rhythmic shrieking that sounds like metal rasping 
  against metal. Any spellcasters within 30 feet of a 
  chanting steel devil must make a Concentration 
  check (DC 15 + the spell’s level) to cast a spell. 
  This DC increases by 1 for each chanting steel 
  devil beyond the first. Silence and similar effects 
  negate this ability. 
  Formation Fighting (Ex) If a square adjacent to a 
  steel devil is occupied by another steel devil, both 
  gain a +2 bonus on attack rolls, damage rolls, and 
  saving throws so long as they remain adjacent. 
  Bonuses gained from multiple steel devils stack. 
  Push (Ex) A steel devil’s attacks hammer home with 
  such tremendous force that they can force 
  opponents to move. Each time a steel devil strikes 
  an opponent in melee, it can make a Strength 
  check opposed by the target’s Strength check; the 
  steel devil gains a +4 racial bonus on this check. If 
  the devil succeeds, it forces its opponent to move 5 
  feet in a direction of its choice. Large or larger 
  creatures gain a  +4 bonus on this check per size 
  category larger than a steel devil, and Small or 
  smaller ones take a –4 penalty per size category 
  smaller than the steel devil. 
   
  Or 
   
  LARNA 
  CR 10 
  Female human cleric 10 
  LN Medium humanoid (human) 
  Init +4; Senses Listen +3, Spot +3 
  Languages Common, Celestial  
  AC 22, touch 10, flat-footed 22 
   (+0 Dex, +9 armor, +3 shield) 
  hp 83 (10 HD) + 10 temporary hp (aid) ; stalwart pact 
  active 
  Immune nondetection 
  Fort +11, Ref +5, Will +14 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  MeleeA morningstar +10/+5 (1d8+1) or 
  MeleeA spiked gauntlet +9/+5 (1d4+1) 
  RangedA light crossbow +8 (1d8/19-20) 
  A includes a +1 morale bonus aid 
  Base Atk +7; Grp +8  
  Atk Options spontaneous cure 
  Special Actions turn undead 2/day 
  Combat Gear healing belt*, potion of remove 
  blindness, ring of counter spells (dispel magic), 
  scroll of obscuring mist, scroll of remove paralysis 
  * Magic Item Compendium 
  Cleric Spells Prepared (CL 10th): 
   5th—flamestrike (DC 19), stalwart pactD*�, 
  righteous wrath of the faithful* 
   4th—confusionD (DC 18), freedom of movement 
  (2), greater magic weapon, recitation* 
   3rd—dispel magic, invisibility purge, magic circle 
  against chaos, mass aid*, nondetectionD� 
   2nd—close wounds (2), invisibilityD, resist energy 
  (2), silence (DC 16) 
   1st—bless, commandD (DC 15), inhibit* (DC 15), 
  sanctuary (DC 15), shield of faith (2) 
   0—detect magic, detect poison (2), guidance, 
  mending, read magic 
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  D: Domain spell. Deity: Zilchus. Domains: Pact*, 
  Trickery 
  �Already cast 
  * Spell Compendium 
  Abilities Str 13, Dex 10, Con 14, Int 12, Wis 19, Cha 
  8 
  Feats Augmented Healing*, Improved Initiative, 
  Improved Toughness, Iron Will, Skill Focus 
  (Contentration)  
  * Complete Divine 
  Skills Concentration +18, Diplomacy +12, Heal +10, 
  Knowledge (religion) +12, Spellcraft +12 
  Possessions combat gear plus morningstar, dagger, 
  spiked gauntlets, light crossbow, 20 bolts, +1 
  spiked full plate, +1 heavy wooden shield, vest of 
  resistance +2, periapt of wisdom +2, spell 
  component pouch, wooden holy symbol (Zilchus) 
   
  ZILCHITE THIEF CATCHER (2) 
  CR 8 
  Male hound archon ranger 2/fighter 2 
  LN Medium Outside (Archon, Extraplanar, Lawful) 
  Init +1; Senses Darkvision 60 ft., lowlight vision, 
  scent; Listen +14, Spot +14 
  Aura aura of menace (20 ft., DC 15), magic circle 
  against chaos 
  Languages Celestial, tongues  
  AC 24, touch 11, flat-footed 23 
   (+1 Dex, +4 armor, +9 natural); Dodge, Mobility, 
  Elusive Target 
  hp 78 (10 HD) + 10 temporary hp (aid); DR 
  10/chaotic; stalwart pact active 
  Immune electricity, petrification 
  Resist ; SR 16 
  Fort +15 (+19 against poison), Ref +10, Will +10 
  Speed 40 ft. in chain shirt (8 squares), base 
  movement 40 ft.; 
  Melee mwk greatsword +17/+12 (2d6+7/19-20) and 
   
  bite +11 melee (1d8+2) or 
  Melee mwk sap +17/+12 (1d6+5 nonlethal) and 
   
  bite +11 melee (1d8+2) or 
  Melee bite +16 melee (1d8+5) and 
   
  slam +11 melee (1d4+2) 
  Ranged mwk mighty composite longbow +13/+8 
  (1d8+5/x3) 
  A includes a +1 morale bonus aid 
  Base Atk +10; Grp +19  
  Atk Options Improved Grapple, Power Attack, Rapid 
  Shot 
  Special Actions change shape, teleport 
  Combat Gear potion of remove blindness 
  Spell-Like Abilities (CL 6th): 
   At Will—aid, continual flame, detect chaos, 
  message. 
  Abilities Str 20, Dex 13, Con 16, Int 10, Wis 16, Cha 
  10 
  Feats Dodge, Elusive Target*, Improved Grapple, 
  Improved Unarmed Strike, Mobility, Power Attack, 
  Rapid Shot, Track* Complete Warrior  
  Skills Concentration +12, Diplomacy +2, Hide +11, 
  Jump +21, Listen +14, Move Silently +11, Search 
  +2, Sense Motive +12, Spot +14, Survival +14 
  Possessions combat gear plus mwk greatsword, 
  mwk sap, dagger, mwk mighty composite longbow, 
  40 arrows, mwk chain shirt, cloak of resistance +1 
  Aura of Menace (Su) A righteous aura surrounds 
  archons that fight or get angry. Any hostile creature 
  within a 20-foot radius of an archon must succeed 
  on a Will save to resist its effects. The save DC 
  varies with the type of archon, is Charisma-based, 
  and includes a +2 racial bonus. Those who fail take 
  a -2 penalty on attacks, AC, and saves for 24 hours 
  or until they successfully hit the archon that 
  generated the aura. A creature that has resisted or 
  broken the effect cannot be affected again by the 
  same archon’s aura for 24 hours. 
  Magic Circle Against Chaos (Su) A magic circle 
  against chaos effect always surrounds an archon 
  (caster level equals the archon’s Hit Dice). (The 
  defensive benefits from the circle are not included 
  in an archon’s statistics block.) 
  Teleport (Su) Archons can use greater teleport at will, 
  as the spell (caster level 14th), except that the 
  creature can transport only itself and up to 50 
  pounds of objects. 
  Tongues (Su) All archons can speak with any 
  creature that has a language, as though using a 
  tongues spell (caster level 14th). This ability is 
  always active. 
  Change Shape (Su) A hound archon can assume 
  any canine form of Small to Large size. While in 
  canine form, the hound archon loses its bite, slam, 
  and weapon attacks, but gains the bite attack of the 
  form it chooses. For the purposes of this ability, 
  canines include any doglike or wolflike animal of 
  the animal type. 
  Skills While in canine form, a hound archon gains a 
  +4 circumstance bonus on Hide and Survival 
  checks. 
    
   
   
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  APL 12
  3: BATTLE OF THE BURROWS 
  Burrowing Creatures 
  HORRID UMBER HULKS (2) 
  CR 12 
  Pseudonatural* 20 HD umber hulk 
  * Lords of Madness 161  
  CE Huge outsider 
  Init +1; Senses Darkvision 60 ft., tremorsense 60 ft.; 
  Listen +21, Spot +0 
  Languages Terran  
  AC 22, touch 9, flat-footed 21 
   (-2 size, +1 Dex, +13 natural); alternate form 
  hp 230 (20 HD); DR 10/magic 
  Resist acid 15, electricity 15; SR 25 
  Fort +17, Ref +9, Will +12 
  Speed 20 ft. (4 squares), burrow 20 ft.; 
  Melee  claws +24/+24 (3d6+11) and 
   
  Bite +22 melee (3d8+5) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +15; Grp +34  
  Atk Options confusing gaze (DC 21), true strike 
  1/day 
  Abilities Str 32, Dex 12, Con 24, Int 11, Wis 11, Cha 
  13 
  Feats Great Fortitude, Improved Natural Armor x2, 
  Improved Natural Attack (claws), Multiattack, 
  Toughness  
  Skills Climb +26, Jump +15, Listen +21 
  Alternate Form (Su) As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass. Despite the alien 
  appearance, its abilities remain unchanged. Other 
  creatures receive a –1 morale penalty on their 
  attack rolls against a pseudonatural creature when 
  it is this alternate form. 
  Confusing Gaze (Su) Confusion as the spell, 30 feet, 
  caster level 8th, Will DC 21 negates. 
  True Strike (Su) Once per day, a pseudonatural 
  creature can gain a +20 insight bonus on a single 
  attack roll. In addition, the creature suffers no miss 
  chance against a target that has concealment or 
  total concealment when making this attack. 
   
  Leaders 
  SALINA 
  CR 11 
  Female human cleric 11 
  CN Medium Humanoid (human) 
  Init -1; Senses Darkvision 25 ft.; Listen +4, Spot +8 
  Languages Common, Undercommon 
  AC 25, touch 9, flat-footed 25 
   (-1 Dex, +10 armor, +4 shield, +2 natural) 
  hp 78 (11 HD) + 10 temporary hit points (heroes 
  feast) 
  Immune fear, poison (heroes feast) 
  Resist 5 cold 
  Fort +10, Ref +3, Will +13H (+15 vs. mind affecting 
  spells and abilities) 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft, swim 30 ft. 
  MeleeH morningstar +9/+4 (1d8)  
  RangedH light crossbow +8 (1d8/-19-20) 
  H +1 morale bonus heroes feast 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +10  
  Atk Options turn undead 4/day 
  Special Actions 1/day +5 bonus on single Will save 
  or Wisdom check, 1/day reroll any d20 roll, 
  spontaneous cure 
  Combat Gear potion of remove blindness, scroll of 
  remove paralysis 
  Cleric Spells Prepared (CL 11th): 
   6th—heroes feast�, misleadD 
   5th—break enchantmentD, slay living (DC 20) 
   4th—confusionD (DC 19), greater magic weapon 
  (2), freedom of movement (2)  
   3rd—dispel magic (2), invisibility purge, magic 
  circle against good, magic vestment, rageD 
   2nd—close wounds* (2), resist energy (2), shield 
  other, touch of madness*D (DC 17) 
   1st—command (2) (DC 16), entropic shieldD, 
  obscuring mist, sanctuary (DC 16), shield of faith 
  (2).  
   0—create water (3), detect magic, detect poison, 
  guidance 
  D: Domain spell. Deity: Kurell. Domains: Luck, 
  Madness*  
  * Spell Compendium  
  �Already cast  
  Abilities Str 10, Dex 8, Con 14, Int 12, Wis 20, Cha 
  13 
  Feats Aberration Blood (flexible limbs)*, Bestial Hide*, 
  Inhuman Vision*, Warped Mind*, Waterspawn* 
  * Lords of Madness  
  Skills Concentration +16, Heal +11, Knowledge 
  (arcane) +6, Knowledge (the planes) +6, 
  Knowledge (religion) +7, Spellcraft +15, Spot +8, 
  Swim +0 
  Possessions combat gear plus morningstar, dagger, 
  light crossbow, 20 bolts, +2 full plate, +2 heavy 
  wooden shield, wooden holy symbol, spell 
  component pouch, cloak of resistance +1, periapt 
  of wisdom +2, hat of disguise 
   
  ETANN 
  CR 11 
  Male human wizard 5/alienist* 6 
  * Complete Arcane 21 
  CE Medium humanoid (human) 
  Init +1; Senses Listen +8, Spot +8 
  Aura anticipate teleportation (55 ft. radius) 
  Languages Ancient Sueloise, Common, Draconic, 
  Old Oeridian, Terran, Undercommon  
  AC 15, touch 11, flat-footed 11 
   (+1 Dex, +4 mage armor) 
  hp 59 (11 HD) plus 25 temporary hp (false life and 
  heroes feast);  
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  ESA7-04 Head or Tails 
   
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  Immune fear, poison (heroes feast), detect scrying 
  Fort +8, Ref +5, Will +11H 
  Speed 30 ft. (6 squares); 
  MeleeH dagger +5 (1d4/19-20) 
  RangedH light crossbow +6 (1d8/19-20) 
  H +1 morale bonus heroes feast 
  Base Atk +4; Grp +4  
  Combat Gear brooch of shielding, repelling 
  gauntlets**, scroll of benign transposition* (2), 
  scroll of dimension door, scroll of invisibility, scroll 
  of obscuring mist, scroll of swim*, wand of magic 
  missile (3rd level) (25 charges) 
  * Spell Compendium; ** Magic Item Compendium 
  Wizard Spells Prepared (CL 11th): 
   6th—rapid summon monster VI 
   5th—baleful polymorph (DC 20), rapid summon 
  monster V, wall of force 
   4th—detect scrying�, dimension door, enervation, 
  rapid summon monster IV 
   3rd—anticipate teleportation*�, fireball (DC 18), 
  haste (2), sculpted glitterdust (DC 18) 
   2nd—false life (2)�, glitterdust (DC 18), scorching 
  ray, web (DC 18) 
   1st—alarm�, mage armor (2) �, magic missile, 
  protection from good, ray of enfeeblement 
   0—detect magic, detect poison, message (2) 
  �Already cast 
  * Spell Compendium 
  Abilities Str 10, Dex 13, Con 14, Int 21, Wis 10, Cha 
  8 
  Feats Augmented Summoning, Great Fortitude, 
  Metamagic School Focus* (conjuration), Rapid 
  Spell**, Scribe Scroll, Sculpt Spell***, Skill Focus 
  (concentration), Spell Focus (conjuration)  
  * Complete Mage; ** Complete Divine; *** Complete 
  Arcane 
  Skills Concentration +19, Knowledge (arcana) +17, 
  Knowledge (the planes) +15, Knowledge 
  (dungeoneering) +13, Knowledge (geography) +7, 
  Listen +8, Spellcraft +21, Spot +8 
  Possessions combat gear plus dagger, light 
  crossbow, 20 bolts, vest of resistance +1, 
  headband of intellect +4, spell component pouch, 
  platinum hourglass (500 gp) 
  Spellbook spells prepared plus 1st—benign 
  transposition; 2nd—swim. 
  Summon Alien (Su) Whenever an alienist would use 
  any summon monster spell to summon a celestial 
  or fiendish creature, she instead summons a 
  pseudonatural version of that creature. An alienist 
  gives up the ability to summon nonpseudonatural 
  creatures with a summon monster spell. 
  Mad Certainty Gain 3 additional hit points. –4 penalty 
  on all Bluff, Diplomacy, and Handle Animal checks. 
   
  DRAGOSH (RAGING) 
  CR 11 
  Male half-orc barbarian 2/fighter 4/ranger 1/pious 
  templar* 4 
  * Complete Divine 50 
  CN Medium humanoid (orc) 
  Init +1; Senses Darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Orc  
  AC 21, touch 9, flat-footed 20 
   (+1 Dex, +10 armor, +2 natural, -2 rage); Uncanny 
  Dodge 
  hp 127 (11 HD) + 10 temporary hp (heroes feast); DR 
  1/– 
  Resistance cold 5, mettle  
  Fort +19, Ref +7, Will +11H; True Believer 
  Speed 20 ft. in full plate (4 squares), base movement 
  40 ft., swim 40 ft.; 
  MeleeH mwk greatsword +21/+16/+11 (2d6+12/19-20) 
  or 
  MeleeH mwk silver shortsword +21/+16/+11 
  (1d6+8/19-20) 
  RangedH composite longbow +13/+8/+3 (1d8/x3) 
  H +1 morale bonus heroes feast 
  Base Atk +11; Grp +20  
  Atk Options Power Attack, smite (+4 atk, +4 dmg) 
  1/day 
  Special Actions rage 1/day (7 rounds), true believer 
  1/day 
  Combat Gear potion of cure light wounds, potion of 
  remove blindness, tanglefoot bag 
  Templar Spells Prepared (CL 2nd): 
  2nd—cure moderate wounds 
   
  1st—corrupt weapon (2) 
  Abilities Str 25, Dex 13, Con 18, Int 8, Wis 12, Cha 6 
  SQ amphibious 
  Feats Aberrant Blood*, Bestial Hide*, Power Attack, 
  True Believer**, Water Spawn*, Weapon Focus 
  (greatsword), Weapon Focus (short sword), 
  Weapon Specialization (great sword), Weapon 
  Specialization (short sword)  
  * Lords of Madness; ** Complete Divine 
  Skills  Climb +4, Knowledge (religion) +3, Survival +7, 
  Swim +16 
  Possessions combat gear plus mwk greatsword, 
  mwk silver shortsword, dagger, composite 
  longbow, 20 arrows, +2 full plate, amulet of natural 
  armor +1, gauntlets of ogre power, cloak of 
  resistance +2, scout’s headband*, wooden holy 
  symbol (Kurell) 
  * Magic Item Compendium 
  Mettle (Ex) If a pious templar makes a successful Will 
  or Fortitude saving throw that would normally 
  reduce the spell’s effect, she suffers no effect from 
  the spell at all. Only those spells with a saving 
  throw entry of “Will partial”, :Fortitude half”, or 
  similar entries can be negated through this ability. 
   
  6: TREACHERY 
  HALKAR 
  CR 12 
  Male human cleric 12 
  LE Medium humanoid (human) 
  Init +4; Senses Listen +5, Spot +5 
  Languages Common, Infernal  
  AC 24, touch 10, flat-footed 24 
   (+0 Dex, +10 armor, +4 shield) 
  hp 99 (12 HD) + 10 temporary hit points (heroes’ 
  feast) 
  
  Immune fear, poison (heroes’ feast) 
  Fort +12, Ref +6, Will +17H 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  MeleeH morningstar +11/+7 (1d8+1) or 
  MeleeH spiked gauntlet +11/+7 (1d4+1) 
  RangedH light crossbow +10 (1d8/19-20) 
  H +1 morale bonus heroes’ feast 
  Base Atk +9; Grp +10  
  Atk Options spontaneous inflict 
  Special Actions rebuke undead 2/day 
  Combat Gear healing belt*, helm of glorious 
  recovery*, potion of remove blindness, ring of 
  counter spells (dispel magic), scroll of obscuring 
  mist, scroll of remove paralysis 
  * Magic Item Compendium 
  Cleric Spells Prepared (CL 12th): 
   6th—antilife shell, dominate personD (DC 24), 
  heroes feast� 
   5th—greater commandD (DC 23) (2), flame strike 
  (DC 20) (2), righteous wrath of the faithful* 
   4th—cure critical wounds, fearD (DC 19), freedom 
  of movement, recitation*, spell immunity 
   3rd—dispel magic, invisibility purge, magic circle 
  against good (2), mass aid*, suggestionD (DC 21) 
   2nd—cure moderate wounds, enthrallD (DC 19), 
  hold person (DC 20), resist energy (2), silence 
  (DC 17) 
   1st—bless, commandD (DC 19) (2), cure light 
  wounds (2), inhibit* (DC 19), shield of faith (2) 
   0—detect magic, detect poison (2), guidance, 
  mending, read magic 
  D: Domain spell. Deity: Hextor. Domains: 
  Domination*, Tyrany* 
  �Already cast 
  * Spell Compendium 
  Abilities Str 13, Dex 10, Con 14, Int 12, Wis 20, Cha 
  8 
  Feats Greater Spell Focus (Enhancement), Improved 
  Initiative, Improved Toughness, Iron Will, Skill 
  Focus (Contentration), Spell Focus 
  (Enhancement), Spell Penetration 
  Skills Concentration +18, Diplomacy +12, Knowledge 
  (religion) +14, Spellcraft +14 
  Possessions combat gear plus morningstar, dagger, 
  spiked gauntlets, light crossbow, 20 bolts, +2 
  spiked full plate, +2 heavy wooden shield, vest of 
  resistance +2, periapt of wisdom +2, spell 
  component pouch, wooden holy symbol (Hextor) 
   
  ORTHONS (4) 
  CR 8 
  * Fiendish Codex II 128 
  LE Large Outsider (baatezu, evil, extraplanar, lawful) 
  Init +1; Senses see in darkness, see invisibility; 
  Listen +12, Spot +12 
  Languages Celestial, Draconic, Infernal; Telepathy 
  100 ft.  
  AC 24, touch 10, flat-footed 23 
   (-1 size, +1 Dex, +8 armor, +6 natural); 5 ranks 
  Balance 
  hp 87 (7 HD); DR 5/good or silver 
  Immune fear (heroes’ feast), fire, poison 
  Resist acid 10, cold 10, stability (+4 against bull rush 
  and trip); SR 18  
  Fort +13, Ref +6, Will +10H 
  Speed 20 ft. (4 squares) 
  MeleeH hellspear +15/+10 (2d6+9/x3) 
  RangedH hellfire crossbow +8 ranged touch (2d6/19-
  20) 
  H +1 morale bonus heroes’ feast 
  Space 10 ft.; Reach 10 ft., 20 ft. with hellspear 
  Base Atk +7; Grp +17 
  Atk Options hell stroke 
  Special Actions dimensional interference, formation 
  fighting, maggot burst 
  Spell-Like Abilities (CL 7th): 
   At Will—greater teleport (self plus 50 pounds of 
  objects only), see invisibility 
  Abilities Str 22, Dex 13, Con 26, Int 8, Wis 15, Cha 
  11 
  Feats Exotic Weapon Proficiency (hellspear), Iron 
  Will, Weapon Focus (hellspear)  
  Skills Balance +11, Climb +16, Intimidate +10, Jump 
  +10, Listen +12, Search +9, Spot +12, Survival +2 
  (+4 following tracks) 
  Possessions combat gear plus hellspear, hellfire 
  crossbow 
  Hellspear This exotic weapon has reach, but unlike 
  most other reach weapons, it is also usable against 
  opponents within its wielder’s normal reach. It is a 
  masterwork cold iron weapon. 
  Hellfire Crossbow Any devil that carries it can use a 
  move action to focus the crossbow on a single 
  target and let loose a stream of pure hellfire as a 
  ranged touch attack. This energy appears as flame, 
  but it has no energy type (and thus ignores 
  resistances and immunities). A hellfire crossbow 
  has a maximum range or 400 feet and no range 
  increment. This weapon functions only in the hands 
  of a baatezu. Other creatures are unable to focus 
  the energy needed to spawn the bolt of energy 
  from it. 
  Hell Stroke (Ex) When using a full attack action, an 
  orthon can choose to make an extra attack at its 
  highest attack bonus against an opponent adjacent 
  to the target of its first attack. The orthon makes its 
  first attack as normal, and then decides if it wants 
  to use its hell stroke ability. If it uses this option, it 
  cannot make any of the extra attacks from its full 
  attack action. Otherwise, it takes them as normal. 
  Note that the second attack granted by this ability 
  must be against a different target. The second 
  target must be within the orthon’s reach. 
  Dimensional Interference (Su) At will, as a swift 
  action, an orthon can emit a 20-foot-radius field 
  that disrupts extradimensional movement. All 
  creatures within the area are prevented from using 
  any spell or spell-like ability that provides such 
  movement, as if affectd by a dimensional anchor 
  spell. Each use of the field lasts for 4 rounds. There 
  is no save against this ability. 
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  Formation Fighting (Ex) If a square adjacent to an 
  orthon is occupied by another orthon, both gain a 
  +2 bonus on attack rolls, damage rolls, and saving 
  throws so long as they remain adjacent. Bonuses 
  gained from multiple orthons stack. 
  Magot Burst (Ex) When an orthon is slain, he 
  maggots burst from its body in search of a new 
  meal. Luckily, they cannot survive away from their 
  original host for long. When an orthon takes a 
  critical hit, or if it is slain, maggots surge from its 
  body. All creatures other than baatezu within 10 
  feet of the orthon take 2d6 points of damage as the 
  maggots swarm over the area, gnawing and biting 
  all in their path. 
   
  Or 
   
  LARNA 
  CR 12 
  Female human cleric 12 
  LN Medium humanoid (human) 
  Init +4; Senses Listen +5, Spot +5 
  Languages Common, Celestial  
  AC 24, touch 10, flat-footed 24 
   (+0 Dex, +10 armor, +4 shield) 
  hp 99 (12 HD) + 20 temporary hp (heroes’ feast and 
  aid); stalwart pact active 
  Immune poison, fear (heroes’ feast), nondetection 
  Fort +12, Ref +6, Will +17H 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  MeleeH morningstar +11/+7 (1d8+1) or 
  MeleeH spiked gauntlet +11/+7 (1d4+1) 
  RangedH light crossbow +10 (1d8/19-20) 
  H includes a +1 morale bonus heroes’ feast and aid. 
  Base Atk +9; Grp +10  
  Atk Options spontaneous cure 
  Special Actions turn undead 2/day 
  Combat Gear healing belt*, helm of glorious 
  recovery*, potion of remove blindness, ring of 
  counter spells (dispel magic), scroll of obscuring 
  mist, scroll of remove paralysis 
  * Magic Item Compendium 
  Cleric Spells Prepared (CL 12th): 
   6th—heal, heroes feast�, misleadD 
   5th—greater command (DC 20), flame strike (DC 
  20) (2), righteous wrath of the faithful*, stalward 
  pact*D� 
   4th—confusionD (DC 19), freedom of movement 
  (2), greater magic weapon, recitation* 
   3rd—dispel magic, invisibility purge, magic circle 
  against chaos, mass aid* (2), nondetectionD� 
   2nd—calm emotions (DC 17), close wounds*, hold 
  person (DC 17), invisibilityD, resist energy (2) 
   1st—bless, commandD (DC 16) (2), inhibit* (DC 
  16), obscuring mist, sanctuary (DC 16), shield of 
  faith (2) 
   0—detect magic, detect poison (2), guidance, 
  mending, read magic 
  D: Domain spell. Deity: Zilchus. Domains: Pact*, 
  Trickery 
  �Already cast 
  * Spell Compendium 
  Abilities Str 13, Dex 10, Con 14, Int 12, Wis 20, Cha 
  8 
  Feats Augmented Healing*, Improved Initiative, 
  Improved Toughness, Iron Will, Skill Focus 
  (Contentration), Spell Penetration* Complete Divine 
  Skills Concentration +18, Diplomacy +12, Heal +11, 
  Knowledge (religion) +12, Spellcraft +12 
  Possessions combat gear plus morningstar, dagger, 
  spiked gauntlets, light crossbow, 20 bolts, +2 
  spiked full plate, +2 heavy wooden shield, vest of 
  resistance +2, periapt of wisdom +2, spell 
  component pouch, wooden holy symbol (Zilchus) 
   
  ZILCHITE THIEF CATCHER (2) 
  CR 10 
  Male hound archon ranger 2/fighter 4 
  LN Medium Outside (Archon, Extraplanar, Lawful) 
  Init +1; Senses Darkvision 60 ft., lowlight vision, 
  scent; Listen +14, Spot +14 
  Aura aura of menace (20 ft., DC 15), magic circle 
  against chaos 
  Languages Celestial, tongues  
  AC 26, touch 11, flat-footed 25 
   (+1 Dex, +5 armor, +10 natural); Dodge, Mobility, 
  Elusive Target 
  hp 106 (12 HD) + 20 temporary hp (heroes’ feast and 
  aid); DR 10/chaotic; stalwart pact active 
  Immune electricity, fear (heroes feast), petrification, 
  poison (heroes’ feast) 
  Resist ; SR 16 
  Fort +16 (+20 against poison), Ref +11, Will +14H 
  Speed 40 ft. in chain shirt (8 squares), base 
  movement 40 ft.; 
  MeleeH mwk greatsword +19/+14/+9 (2d6+7/19-20) 
  and 
   
  bite +13 melee (1d8+2) or 
  MeleeH mwk sap +19/+14/+9 (1d6+5 nonlethal) and 
   
  bite +13 melee (1d8+2) or 
  MeleeH bite +18 melee (1d8+5) and 
   
  slam +13 melee (1d4+2) 
  RangedH mwk mighty composite longbow +13/+8 
  (1d8+5/x3) 
  H includes a +1 morale bonus heroes’ feast and aid. 
  Base Atk +12; Grp +20  
  Atk Options Improved Grapple, Power Attack, Rapid 
  Shot 
  Special Actions change shape, teleport 
  Combat Gear potion of remove blindness 
  Spell-Like Abilities (CL 6th): 
   At Will—aid, continual flame, detect chaos, 
  message. 
  Abilities Str 21, Dex 13, Con 16, Int 10, Wis 16, Cha 
  10 
  Feats Dodge, Elusive Target*, Improved Grapple, 
  Improved Toughness*, Improved Unarmed Strike, 
  Iron Will, Mobility, Power Attack, Rapid Shot, 
  Track* Complete Warrior  
  Skills Climb +8, Concentration +12, Diplomacy +2, 
  Hide +11, Jump +21, Listen +14, Move Silently 
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  +11, Search +2, Sense Motive +12, Spot +14, 
  Survival +14 
  Possessions combat gear plus mwk greatsword, 
  mwk sap, dagger, mwk mighty composite longbow, 
  40 arrows, +1 chain shirt, amulet of natural armor 
  +1, cloak of resistance +1 
  Aura of Menace (Su) A righteous aura surrounds 
  archons that fight or get angry. Any hostile creature 
  within a 20-foot radius of an archon must succeed 
  on a Will save to resist its effects. The save DC 
  varies with the type of archon, is Charisma-based, 
  and includes a +2 racial bonus. Those who fail take 
  a -2 penalty on attacks, AC, and saves for 24 hours 
  or until they successfully hit the archon that 
  generated the aura. A creature that has resisted or 
  broken the effect cannot be affected again by the 
  same archon’s aura for 24 hours. 
  Magic Circle Against Chaos (Su) A magic circle 
  against chaos effect always surrounds an archon 
  (caster level equals the archon’s Hit Dice). (The 
  defensive benefits from the circle are not included 
  in an archon’s statistics block.) 
  Teleport (Su) Archons can use greater teleport at will, 
  as the spell (caster level 14th), except that the 
  creature can transport only itself and up to 50 
  pounds of objects. 
  Tongues (Su) All archons can speak with any 
  creature that has a language, as though using a 
  tongues spell (caster level 14th). This ability is 
  always active. 
  Change Shape (Su) A hound archon can assume any 
  canine form of Small to Large size. While in canine 
  form, the hound archon loses its bite, slam, and 
  weapon attacks, but gains the bite attack of the 
  form it chooses. For the purposes of this ability, 
  canines include any doglike or wolflike animal of 
  the animal type. 
  Skills While in canine form, a hound archon gains a 
  +4 circumstance bonus on Hide and Survival 
  checks. 
   
   
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Aberration Blood [Aberrant] 
  One of your ancestors was an aberration and has passed 
  the taint of its aberrant physiology down through the 
  generations to you. This taint manifests physically in 
  your appearance in some noticeable way. 
   
  Prerequisite: Humanoid. 
   
  Benefit: You gain a physical feature that grants 
  you a racial bonus on one type of check; once you 
  select the check to which this bonus applies (as well as 
  the corresponding feature) you cannot change it later. 
  The bonus must be chosen from the following list: 
  Flexible Limbs 
  +2 bonus on Grapple checks 
   
  Special: You can select this feat more than once. 
  Each time you select this feat, choose a different 
  aberrant feature and gain the bonus associated with it. 
   
  Source: Lords of Madness 178. 
   
  Augmented Healing 
   
  Prerequisites: Heal 4 ranks. 
   
  Benefit: Add +2 points per spell level to the 
  amount of damage healed by any Conjuration 
  [Healing] spell that you cast. 
   
  For example, a 1st-level cleric with this feat casting 
  cure light wounds would restore 1d8+3 hp. An 8th-level 
  cleric with the Healing Domain and this feat casting 
  cure moderate wounds would restore 2d8+13 (9 for his 
  caster level including the +1 caster level bonus for the 
  Healing domain, +4 for this feat). A 13th-level druid 
  casting heal would restore 144 hp (130 for her caster 
  level + 14 for this feat, since heal is a 7th-level druid 
  spell). 
   
  Source: Complete Divine 79. 
   
  Bestial Hide [Aberrant] 
  Your skin is thicker, scalier, or furrier than normal. 
   
  Prerequisites: Aberration Blood. 
   
  Benefit: Your natural armor bonus to AC 
  improves by 1 for every two aberrant feats you possess. 
   
  Source: Lords of Madness 179. 
   
  Elusive Target [Tactical] 
  Trying to land a blow against you can be a maddening 
  experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus 
  +6. 
   
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you 
  must designate a specific foe to be affected by your 
  Dodge feat. If that foe uses the Power Attack feat 
  against you, the foe gains no bonus on the damage roll 
  but still takes the corresponding penalty on the attack 
  roll. 
   
  Diverting Defense: To use this maneuver, you must 
  be flanked and you must designate one of the flanking 
  attackers to be affected by your Dodge feat. The first 
  attack of the round from the designated attacker 
  automatically misses you and may strike the other 
  flanking foe instead; the attacking creature makes an 
  attack roll normally, and its ally is considered flat-
  footed. If the designated attacker is making a full attack 
  against you, its second and subsequent attacks function 
  normally. 
   
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square. If the foe misses you, you 
  can make a free trip attempt against this foe, and the 
  foe does not get a chance to trip you if your attempt 
  fails. 
   
  Source: Complete Warrior 110. 
   
  Improved Toughness [General]  
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefits: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level) you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter bonus feats. 
   
  Source:  Complete Warrior 101. 
   
  Inhuman Vision [Aberrant] 
  You possess the inhuman eyes of some strange 
  creature. They might look segmented or larger or 
  without pupils. You might have eyestalks. 
   
  Prerequisite: Aberration Blood. 
   
  Benefit: You gain a racial bonus on Spot checks 
  equal to the number of aberrant feats that you possess. 
   
  The range of your darkvision improves by 5 feet 
  for every aberrant feat that you possess. 
   
  If you do not already have darkvision, you gain 
  darkvision out to 5 feet for each aberrant feat you 
  possess. 
   
  Source: Lords of Madness 180 
   
  Metamagic School Focus 
  You are unusually skilled at modifying the effects of a 
  particular school of magic. 
   
  Prerequisites: Spell Focus (chose school) or 
  specialist wizard in chosen school. 
   
  Benefit: Choose a school of magic for which you 
  have the Spell Focus feat, or the school in which you 
  have specialized. Three times per day, you can reduce 
  by one level the cost of a metamagic feat applied to a 
  spell of the chosen school. If you prepare spells, you 
  can have only up to three such reduced-cost spells 
  prepared at any time. 
   
  Special: A wizard can select this feat as a wizard 
  bonus feat. This feat can be taken more than once. Each 
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  time you take it, it applies to a different school of 
  magic. 
   
  Source: Complete Mage 45. 
   
  Rapid Spell [Metamagic] 
  You can cast spells with long casting times more 
  quickly. 
   
  Benefit: Only spells with a casting time greater 
  than 1 standard action can be made rapid. A rapid spell 
  with a casting time of 1 full round can be cast as a 
  standard action. A rapid spell with a casting time 
  measured in rounds can be cast in 1 full round. Rapid 
  spells with casting times measured in minutes can be 
  cast in 1 minute, and rapid spells with casting times 
  measured in hours can be cast in 1 hour. A rapid spell 
  uses up a spell slot one level higher than the spell’s 
  actual level. 
   
  Special: A spell can be made rapid and quickened 
  only if its original casting time was 1 full round. This 
  feat can be applied to a spell cast spontaneously as long 
  as its original casting was longer than 1 full round. 
   
  Source: Complete Divine 84. 
   
  Sculpt Spell [Metamagic] 
  You can alter the area of your spells. 
   
  Prerequisites: Any metamagic feat. 
   
  Benefit: You can modify an area spell by changing 
  the area’s shape to either a cylinder (10-foot radius, 30 
  feet high), a 40-foot cone, four 10-foot cubes, a ball (20-
  foot-radius spread), or a 120-foot line. The sculpted 
  spell works normally in all respects except for its 
  shape. For example, a lightning bolt whose area is 
  changed to a ball deals the same amount of damage, but 
  affects a 20-foot-radius spread. 
   
  A sculpted spell uses a spell slot one level higher 
  than the spell’s actual level. 
   
  Source: Complete Arcane 83. 
   
  True Believer 
  Your deity rewards your unquestioning faith and 
  dedication. 
   
  Prerequisites: Must choose a single deity to 
  worship. Must be within one step of that god’s 
  alignment. 
   
  Benefit: Once per day when you are about to 
  make a saving throw you may declare that you are 
  using this feat to gain a +2 insight bonus on that saving 
  throw. 
   
  Source: Complete Divine 86. 
   
  Warped Mind [Aberrant] 
  Your tainted form has altered the physical nature of 
  your brain, making you resistant to mental effects and 
  more capable of unleashing the power of your mind on 
  others. 
   
  Prerequisites: Aberration Blood. 
   
  Benefit: You gain a racial bonus on Will saves 
  against mind-affecting spells and abilities equal to one-
  half the number of aberrant feats you possess. 
   
  You gain 1 psionic power point for each aberrant 
  feat you possess. 
   
  Source: Lords of Madness 182. 
   
  Waterspawn [Aberrant] 
  Your abnormal body and heritage has become more 
  pronounced. You have prominent fins and are 
  supremely well adapted to the icy deeps. 
   
  Prerequisites: Aberration Blood, one other 
  aberrant feat. 
   
  Benefit: You gain a Swim speed equal to your land 
  speed. This also grants you a +8 racial bonus on Swim 
  checks, the ability to take 10 on any Swim check, and 
  the ability to use the run action while swimming. 
   
  You gain resistance to cold 5. You can breathe air 
  and water with equal ease. 
   
  Source: Lords of Madness 182. 
   
  MAGIC ITEMS 
  Healing Belt 
  Price (Item Level): 750 gp (3rd) 
  Body Slot: Waist 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) conjuration 
  Activation: – and Standard (command) 
  Weight: 1 lb. 
   
  While wearing a healing belt, you gain a +2 competence 
  bonus on Heal checks. This is a continuous effect and 
  requires no activation. 
   
  In addition, the belt has 3 charges, which are 
  renewed each day at dawn. Spending 1 or more charges 
  allows you to channel positive energy and heal damage 
  with a touch. (You can also use this ability to harm 
  undead, dealing them an equivalent amount of damage 
  instead.) 
   
  1 charge: Heals 2d8 points of damage. 
   
  2 charges: Heals 3d8 points of damage. 
   
  3 charges: Heals 4d8 points of damage. 
   
  Prerequisites: Craft Wondrous Item, cure moderate 
  wounds. 
   
  Cost to Create: 500 gp, 40 XP, 1 day. 
   
  Source: Magic Item Compendium 110. 
   
  Helm of Glorious Recovery 
  Price (Item Level): 5,600 gp (10th) 
  Body Slot: Head 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) conjuration 
  Activation: Swift (command) 
  Weight: 3 lb. 
   
  Developed by a militant, lawful good sect for its 
  paladins, these helmets are potent healing devices. 
  Once per day, this helmet can heal you of 4d8+7 points 
  of damage. 
   
  Prerequisites: Craft Wondrous Item, cure critical 
  wounds. 
   
  Cost to Create: 2,800 gp, 224 XP, 6 days. 
  
   
  Source: Magic Item Compendium 111. 
   
  Repelling Gauntlets 
  Price (Item Level): 2,300 gp (6th) 
  Body Slot: Hands 
  Caster Level: 9th 
  Aura: Moderate; (DC 19) conjuration 
  Activation: Immediate (command) 
  Weight: – 
   
  Inspired by the spells of the legendary wizard Bigby, 
  these gloves help keep enemies at a safe distance. You 
  can activate repelling gauntlets only when a visible 
  enemy moves into a square adjacent to you. That 
  enemy must attempt a DC 17 Reflex save; if this fails, it 
  is immediately pushed 5 feet away from you and it 
  loses any remaining movement allowed in that action 
  (though it can use additional actions to move farther). 
   
  For example, if a wolf (speed 50 feet) moved 30 
  feet into a square adjacent to you, and it failed its save 
  against the effect, you would push it 5 feet away from 
  you in any direction and it would lose the remaining 
  20 feet of that move action. It could then use another 
  move action, if it still had one, to close the remaining 
  distance. If the wolf were charging, its entire full-
  round action would be wasted. 
   
  This ability functions once per day. 
   
  Prerequisites: 
  Craft 
  Wondrous 
  Item, 
  Bigby’s 
  interposing hand. 
   
  Cost to Create: 1,150 gp, 92 XP, 3 days. 
   
  Source: Magic Item Compendium 121. 
   
  Ring of Communication 
  Price (Item Level): 2,000 gp (6th) 
  Body Slot: Ring 
  Caster Level: 5th 
  Aura: Faint; (DC 17) divination 
  Activation: Free (mental) 
  Weight: – 
   
  Each of these identical silver rings is inscribed with the 
  Draconic word for friendship. 
   
  When you activate a ring of communication, for the next 
  minute you can clearly hear any words spoken by 
  anyone within 1 mile who is wearing another ring of 
  communication to which you are attuned. The volume of 
  the speech and the background noise at either end 
  make no difference; whispers are audible above even 
  the sounds of combat. 
   
  Any two or more ring wearers need only touch 
  their rings together (a standard action) and speak the 
  command word in unison to attune the rings to each 
  other. Any number of rings can become attuned to one 
  another in this manner, so long as all are touched 
  together at the same time. 
   
  A ring remains attuned to the others until you 
  attune it to a different ring. 
   
  Prerequisites: Forge ring, detect thoughts. 
   
  Cost to Create: 1,000 gp, 80 xp, 2 days. 
   
  Source: Magic Item Compendium 122. 
   
  Scout’s Headband 
  Price (Item Level): 3,400 gp (8th) 
  Body Slot: Head 
  Caster Level: 9th 
  Aura: Moderate; (DC 19) divination 
  Activation: – and standard (command) 
  Weight: – 
   
  A scout’s headband grants you a +2 competence bonus on 
  Spot checks. This is a continuous effect and requires no 
  activation. 
   
  In addition, this circlet has 3 charges, which are 
  renewed each day at dawn. Spending 1 or more charges 
  enhances your visual acuity as described below. 
   
  1 charge: You gain darkvision out to 60 feet for 1 
  hour. 
   
  2 charges: You can see invisible creatures and 
  objects (as see invisibility) for 10 minutes. 
   
  3 charges: You gain true seeing (as the spell) for 1 
  minute. 
   
  Prerequisites: Craft Wondrous Item, see invisibility, 
  darkvision, true seeing. 
   
  Cost to Create: 1,700 gp, 136 XP, 4 days. 
   
  Source: Magic Item Compendium 132. 
   
  SPELLS 
  Domination 
  Granted 
  Power: 
  You 
  gain 
  the 
  Spell 
  Focus 
  (enchantment) as a bonus feat. 
  1. 
  Command 
  2. 
  Enthrall 
  3. 
  Suggestion 
  4. 
  Dominate Person 
  5. 
  Command, greater 
  6. 
  Geas/Quest 
  7. 
  Suggestion, mass 
  8. 
  True Domination 
  9. 
  Monstrous Thrall 
   
  Source: Spell Compendium 273. 
   
  Madness 
  Granted Power: You subtract 1 from all Wisdom-
  based skill checks and all Will saves. However, once 
  per day, you can see and act with the clarity of true 
  madness: Add one-half your level to a single Wisdom-
  based skill check or Will save. You must choose to use 
  this benefit before the check or save is rolled. 
  1. 
  Confusion, lesser 
  2. 
  Touch of madness 
  3. 
  Rage 
  4. 
  Confusion 
  5. 
  Bolts of bedevilment 
  6. 
  Phantasmal killer 
  7. 
  Insanity 
  8. 
  Maddening scream 
  9. 
  Weird 
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  Source: Spell Compendium 276. 
   
  Pact 
  Granted Power: Add Appraise, Intimidate, and Sense 
  Motive to your list of cleric class skills. 
  1. 
  Command 
  2. 
  Shield other 
  3. 
  Speak with dead 
  4. 
  Divination 
  5. 
  Stalwart Pact 
  6. 
  Zealot Pact 
  7. 
  Renewal Pact 
  8. 
  Death Pact 
  9. 
  Gate 
   
  Source: Spell Compendium 278. 
   
  Tyranny 
  Granted Power: Add +1 to the save DC of any 
  enhancement (compulsion) spell you cast. 
  1. 
  Command 
  2. 
  Enthrall 
  3. 
  Discern Lies 
  4. 
  Fear 
  5. 
  Command, greater 
  6. 
  Geas/Quest 
  7. 
  Bigby’s grasping hand 
  8. 
  Charm monster, mass 
  9. 
  Dominate monster 
   
  Source: Spell Compendium 281. 
   
  Aid, mass 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Cleric 3 
  Range: Close (25 ft. + 5 ft.2 levels) 
  Targets: One or more creatures, mo two of which are 
  more than 30 ft. apart. 
   
  This spell functions like aid (PH 196), except that it 
  affects multiple subjects at a distance and each subject 
  gains temporary hit points equal to 1d8 + caster level 
  (to a maximum of 1d8+15). 
   
  Source: Spell Compendium 8. 
   
  Anticipate Teleportation 
  Abjuration 
  Level: Sorcerer/Wizard 3 
  Components: V, S, F 
  Casting Time: 10 minutes 
  Range: One willing creature touched 
  Area: 5ft./level emanation from touched creature. 
  Duration: 24 hours. 
  Saving Throw: None 
  Spell Resistance: No 
   
  The subject of the spell is surrounded by an invisible 
  aura that anticipates and delays teleportation of any 
  creature into spell’s area. Any teleportation spell or 
  effect 
  (including 
  all 
  spells 
  with 
  teleportation 
  description) can be anticipated, making the spells 
  recipient instantly aware of exact location where 
  teleporting creature will arrive (subject to restrictions 
  below), the creatures size and how many other 
  creatures (and their size) are arriving with it. The spell 
  also delays the arrival of teleporting creature by 1 
  round, so it arrives on its own initiative count 
  immediately before its next turn, generally giving the 
  recipient of the spell and anyone else made aware of 
  the information 1 round to act or ready weapons. The 
  teleporting creature(s) do not perceive this delay.  
   
  Since teleporting creature does not necessarily 
  arrive at precise location it intends, this spell affects a 
  creature arriving in range, even if its original 
  destination was elsewhere. For a creature that intends 
  to teleport into range but inadvertently arrives outside 
  the spell’s area, the spell gives recipient awareness that 
  a creature has attempted to teleport into range and 
  delays the creature as normal, but doesn’t give any 
  awareness as to the actual location of it’s imminent 
  arrival. The spell has no effect on creatures attempting 
  to teleport away from the spell’s area, though if their 
  destination is within the area, the spell will affect re-
  entry as normal. 
   
  Focus: A tiny hourglass of platinum and crystal 
  costing 500 gp, which must be carried or worn by the 
  spell’s recipient while spell is in effect. 
   
  Source: Spell Compendium 13 
   
  Benign Transposition 
  Conjuration (Teleportation) 
  Level: Sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: Two willing creatures of up to Large size 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  Two target creatures, of which you can be one, 
  instantly swap positions. Both subjects must be within 
  range. Objects carried by the creatures (up to the 
  creatures’ maximum loads) go with them, but other 
  creatures do not, even if they are carried. The 
  movement is instantaneous and does not provoke 
  attacks of opportunity. 
   
  Source: Spell Compendium 27. 
   
  Close Wounds 
  Conjuration (Healing) 
  Level: Cleric 2 
  Components: V 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will half (harmless); see text 
  Spell Resistance: Yes (harmless_ 
   
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  This spell cures 1d4 points of damage +1 point per 
  caster level (maximum +5). 
   
  If you cast this spell immediately after the subject 
  takes damage, it effectively prevents the damage. It 
  would keep alive someone who had just dropped to –0 
  hit points, for example, leaving the character at 
  negative hit points but stable. 
   
  Used against an undead creature, close wounds deals 
  damage instead of curing the creature (which takes 
  half damage if it makes a Will saving throw). 
   
  Source: Spell Compendium 48. 
   
  Inhibit 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Bard 1, cleric 1, sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  You inhibit your foe from acting. The subject is forced 
  to delay until the following round, acting immediately 
  before you on your initiative count. 
   
  Source: Spell Compendium 123. 
   
  Recitation 
  Conjuration (Creation) 
  Level: Cleric 4, Purification 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: all allies and foes within a 60-ft.-radius burst 
  centered on you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  This spell affects all allies within the spell’s area at the 
  moment you cast it. Your allies gain a +2 luck bonus to 
  AC, on attack rolls, and on saving throws, or a +3 luck 
  bonus if they worship the same deity as you. 
   
  Divine Focus: In addition to your holy symbol, this 
  spell requires a sacred text as a divine focus. 
   
  Source: Spell Compendium 170. 
   
  Righteous Wrath of the Faithful 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Cleric 5, Purification 7 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Targets: Allies within a 30-ft.-radius burst centered on 
  you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  Allies gain one additional melee attack each round, at 
  their highest attack bonus, when making a full attack. 
  (This additional attack is not cumulative with other 
  effects that grant extra attacks, such as a haste spell.) 
  They also gain +3 morale bonus on melee attack rolls. 
  (This bonus on melee attack rolls does stack with the 
  bonus provided by haste). 
   
  Stalwart Pact 
  Evocation 
  Level: Cleric 5, Pact 5 
  Components: V, S, M, DF 
  Casting Time: 10 minutes 
  Range: Touch 
  Target: Willing living creature touched 
  Duration: 
  Permanent 
  until 
  triggered, 
  then 
  1 
  round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  Once this spell is cast, it remains dormant until the 
  subject is reduced to half or less of its full normal hit 
  points. Once the subject has taken enough damage to 
  reduce it to half or lower hit points, it immediately 
  gains 5 temporary hit points per two caster levels 
  (maximum 35 hit points at 14th level), damage 
  reduction 5/magic, and a +2 luck bonus on saving 
  throws. The hit points, damage reduction, and saving 
  throw bonus disappear when the spell ends. 
   
  Material Component: Incense worth 250 gp. 
   
  Source: Spell Compendium 204. 
   
  Swim 
  Transmutation [Water] 
  Level: Druid 2, Sorcerer/Wizard 2 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Meidum (100 ft. + 10 ft./ level) 
  Target: One creature 
  Duration: 10 minutes/level (D) 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
   
  Making the sound of crushing waves with your throat 
  completes the spell. With a wave of your hand, the subject 
  seems more streamlined, with a hint of webbed appendages. 
   
  This spell gives the recipient a swim sped of 30 feet 
  (although not the ability to breathe underwater or hold 
  one’s breath beyond normal limits). As long as the 
  creature isn’t carrying more than a light load, it can 
  swim without making Swim checks. It also gains a +8 
  bonus on any Swim checks to perform special actions 
  or avoid hazards, though it still takes the normal 
  penalty for weight carried (-1 per 5 pounds). The 
  recipient can choose to take 10 on Swim checks, even 
  if rushed or threatened, and can use the run action 
  while swimming if it swims in a straight line. 
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  If the creature is carrying more than a light load, it 
  must make Swim checks to move (taking the normal 
  penalty for weight carried) but all bother benefits of 
  the spell still apply. 
   
  Material Component: a goldfish scale. 
   
  Source: Spell Compendium 217 
   
  Touch of Madness 
  Enchantment [Mind-Affecting] 
  Level: Madness 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  You can cause on living creature to become dazed by 
  making a successful touch attack. If the target creature 
  does not make a successful Will save, its mind is 
  clouded and it takes no actions for 1 round per caster 
  level. 
   
  Source: Spell Compendium 221. 
   
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  DMS’ AID 1: SUMMONED MONSTERS
  SUMMON MONSTER II 
  PSEUDONATURAL MONSTROUS SCORPION 
  N Medium Outsider 
  Init +0; Senses Darkvision 60 ft., tremorsense 60 ft.; 
  Listen +0, Spot +4 
  AC 14, touch 10, flat-footed 14 
  hp 17 (2 HD)  
  Immune mind-affecting effects 
  Resist acid 5, electricity 5; SR 12 
  Fort +7, Ref +0, Will +0 
  Speed 40 ft. (8 squares) 
  Melee claws +4/+4(1d4+3) and 
   
  Sting –1 (1d4+1 plus poison) 
  Base Atk +1; Grp +4 
  Atk Options improved grab, poison (DC 15, 1d2 
  Con/1d2 Con), true strike 1/day 
  Special Actions constrict 1d4+3 
  Abilities Str 17, Dex 10, Con 18, Int –, Wis 10, Cha 2 
  SQ alternate form 
  Feats – 
  Skills Climb +7, Hide +4, spot +4 
  Constrict (Ex) A monstrous scorpion deals automatic 
  claw damage on a successful grapple check. 
  Improved Grab (Ex) To use this ability, a monstrous 
  scorpion must hit with a claw attack. A monstrous 
  scorpion can use either its Strength modifier or 
  Dexterity modifier for grapple checks, whichever is 
  better.  
  Alternate Form (Su) As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass. Despite the alien 
  appearance, its abilities remain unchanged. Other 
  creatures receive a –1 morale penalty on their 
  attack rolls against a pseudonatural creature when 
  it is this alternate form. 
  True Strike (Su) Once per day, a pseudonatural 
  creature can gain a +20 insight bonus on a single 
  attack roll. In addition, the creature suffers no miss 
  chance against a target that has concealment or 
  total concealment when making this attack. 
   
  PSEUDONATURAL MONSTROUS SPIDER 
  N Medium outsider 
  Init +3; Senses Darkvision 60 ft., tremorsense 60 ft.; 
  Listen +0, Spot +4 
  AC 14, touch 13, flat-footed 11 
  hp 15 (2 HD)  
  Immune mind-affecting effects 
  Resist acid 5, electricity 5; SR 12 
  Fort +6, Ref +3, Will +0 
  Speed 30 ft. (6 squares), climb 20 ft.; 
  Melee bite +4 (1d6+2 plus poison)  
  Ranged net +4 touch (special) 
  Base Atk +1; Grp +3 
  Atk Options poison (DC 14, 1d4 Str/1d4 Str), throw 
  web 8/day (hp 6, Escape Artist DC 14, Break DC 
  18), true strike 1/day 
  Special Actions  
  Abilities Str 15, Dex 17, Con 16, Int –, Wis 10, Cha 2 
  SQ alternate form 
  Feats Weapon FinesseB 
  Skills Climb +13, Hide +7, Jump +2, Spot +4 
  Alternate Form (Su) As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass. Despite the alien 
  appearance, its abilities remain unchanged. Other 
  creatures receive a –1 morale penalty on their 
  attack rolls against a pseudonatural creature when 
  it is this alternate form. 
  True Strike (Su) Once per day, a pseudonatural 
  creature can gain a +20 insight bonus on a single 
  attack roll. In addition, the creature suffers no miss 
  chance against a target that has concealment or 
  total concealment when making this attack. 
   
  SUMMON MONSTER III 
  PSEUDONATURAL BISON 
  N Large outsider 
  Init +0; Senses Low-light vision, scent; Listen +7, 
  Spot +5 
  AC 13, touch 9, flat-footed 13 
  hp 47 (5 HD); DR 5/magic 
  Resist acid 5, electricity 5; SR 15 
  Fort +9, Ref +4, Will +1 
  Speed 40 ft. (8 squares); 
  Melee gore +10 (1d8+12) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +15 
  Atk Options stampede, true strike 1/day 
  Special Actions  
  Abilities Str 26, Dex 10, Con 20, Int 3, Wis 11, Cha 4 
  SQ alternate form 
  Feats Alertness, Endurance 
  Skills Listen +7, Spot +5 
  Alternate Form (Su) As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass. Despite the alien 
  appearance, its abilities remain unchanged. Other 
  creatures receive a –1 morale penalty on their 
  attack rolls against a pseudonatural creature when 
  it is this alternate form. 
  True Strike (Su) Once per day, a pseudonatural 
  creature can gain a +20 insight bonus on a single 
  attack roll. In addition, the creature suffers no miss 
  chance against a target that has concealment or 
  total concealment when making this attack. 
  Stampede (Ex) A frightened herd of bison flees as a 
  group in a random direction (but always away from 
  the perceived source of danger). They literally run 
  over anything of Large size or smaller that gets in 
  their way, dealing 1d12 points of damage for each 
  five bison in the herd (Reflex DC 20 half). 
   
  PSEUDONATURAL DIRE WEASEL 
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  ESA7-04 Head or Tails 
   
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  N Medium outsider 
  Init +4; Senses Low-light vision, scent; Listen +3, 
  Spot +5 
  AC 16, touch 14, flat-footed 12 
  hp 19 (3 HD); DR  
  Resist acid 5, electricity 5; SR 13 
  Fort +5, Ref +7, Will +4 
  Speed 40 ft. (8 squares) 
  Melee bite +6 (1d6+6) 
  Base Atk +2; Grp +6 
  Atk Options attach, blood drain, true strike/1day 
  Special Actions alternate form 
  Abilities Str 18, Dex 19, Con 14, Int 3, Wis 12, Cha 
  11 
  SQ alternate form 
  Feats Alertness, Stealthy, Weapon Finesse 
  Skills Hide +8, Listen +3, Move Silently +8, Spot +5 
  Alternate Form (Su) As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass. Despite the alien 
  appearance, its abilities remain unchanged. Other 
  creatures receive a –1 morale penalty on their 
  attack rolls against a pseudonatural creature when 
  it is this alternate form. 
  True Strike (Su) Once per day, a pseudonatural 
  creature can gain a +20 insight bonus on a single 
  attack roll. In addition, the creature suffers no miss 
  chance against a target that has concealment or 
  total concealment when making this attack. 
  Attach (Ex) A dire weasel that hits with its bite attack 
  latches onto the opponent’s body with its powerful 
  jaws. An attached dire weasel loses its Dexterity 
  bonus to AC and thus has an AC of 12. An 
  attached dire weasel can be struck with a weapon 
  or grappled itself. To remove an attached dire 
  weasel through grappling, the opponent must 
  achieve a pin against the creature. 
  Blood Drain (Ex) A dire weasel drains blood for 1d4 
  points of Constitution damage each round it 
  remains attached. 
   
  SUMMON MONSTER IV 
  PSEUDONATURAL MONSTROUS SPIDER 
  N Large outsider 
  Init +3; Senses Darkvision 60 ft., tremorsense 60 ft.; 
  Listen +0, Spot +4 
  AC 14, touch 12, flat-footed 11 
  hp 30 (4 HD); DR 5/magic  
  Immune mind-affecting effects 
  Resist acid 5, electricity 5; SR 14 
  Fort +7, Ref +4, Will +1 
  Speed 30 ft. (6 squares), climb 20 ft.; 
  Melee bite +6 (1d8+3 plus poison)  
  Ranged net +6 touch (special) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +11 
  Atk Options poison (DC 15, 1d6 Str/1d6 Str), throw 
  web 8/day (hp 12, Escape Artist DC 15, Break DC 
  19), true strike 1/day 
  Special Actions  
  Abilities Str 19, Dex 17, Con 16, Int –, Wis 10, Cha 2 
  SQ alternate form 
  Feats – 
  Skills Climb +13, Hide +3, Jump +4, Spot +4 
  Alternate Form (Su) As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass. Despite the alien 
  appearance, its abilities remain unchanged. Other 
  creatures receive a –1 morale penalty on their 
  attack rolls against a pseudonatural creature when 
  it is this alternate form. 
  True Strike (Su) Once per day, a pseudonatural 
  creature can gain a +20 insight bonus on a single 
  attack roll. In addition, the creature suffers no miss 
  chance against a target that has concealment or 
  total concealment when making this attack. 
   
  SUMMON MONSTER V 
  PSEUDONATURAL BROWN BEAR 
  N Large outsider 
  Init +1; Senses Low-light vision, scent; Listen +4, 
  Spot +7 
  AC 25, touch 10, flat-footed 14 
  hp 63 (6 HD); DR 5/magic  
  Resist acid 5, electricity 5; SR 16 
  Fort +11, Ref +6, Will +3 
  Speed 40 ft. (8 squares); Run 
  Melee claws +13/+13 (1d8+10) and 
   
  Bite +6 (2d6+5) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +4; Grp +18 
  Atk Options improved grab, true strike 1/day 
  Special Actions alternate form 
  Abilities Str 31, Dex 13, Con 23, Int 3, Wis 12, Cha 6 
  SQ alternate form 
  Feats Endurance, Run, Track 
  Skills Listen +4, Spot +7, Swim +14 
  Alternate Form (Su) As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass. Despite the alien 
  appearance, its abilities remain unchanged. Other 
  creatures receive a –1 morale penalty on their 
  attack rolls against a pseudonatural creature when 
  it is this alternate form. 
  True Strike (Su) Once per day, a pseudonatural 
  creature can gain a +20 insight bonus on a single 
  attack roll. In addition, the creature suffers no miss 
  chance against a target that has concealment or 
  total concealment when making this attack. 
  Improved Grab (Ex) To use this ability, a brown bear 
  must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. 
  
  DMS MAPS
  THE HOLLOW HIGHLANDS 
   
  The blue line circles the area around Hexpools and the Calling Mines. 
   
  Map by Pierre van Rooden. 
   
  ESA7-04 Head or Tails 
   
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  ESA7-04 Head or Tails 
   
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  VALLEY OF THE RAIDERS 
  
  ESA7-04 Head or Tails 
   
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  Leaders 
  1. 
  Entrance from Above 
  2. 
  Entrance from Caverns 
  3. 
  Rope Bridge 
  4. 
  Lake Cavern 
  5. 
  Umber Hulk Lair 
  6. 
  Living Room Leaders 
  7. 
  Salina’s Room 
  8. 
  Etann’s Room 
  9. 
  Dragosh’s Room 
  10. Secret Exit (40 ft. high ladder 
  leads to river) 
  
  With a sudden shock you wake up, stone cold and gasping for breath. After a few moments of 
  recovering your senses, you feel strange mix of tiredness and relief. It feels almost like you have 
  nearly drowned in ice-cold water – a sensation so life-like that only the surroundings give any 
  indication it was more than a nightmare. You cannot remember much of your dream except that it 
  involved a dark cold underground lake and whispering voices and even this is fading quickly just as 
  with most other dreams. 
  With a sudden shock you wake up, stone cold and gasping for breath. After a few moments of 
  recovering your senses, you feel strange mix of tiredness and relief. It feels almost like you have 
  nearly drowned in ice cold water – a sensation so life-like that only the surroundings give any 
  indication it was more than a nightmare. Try as you might though, you cannot remember anything of 
  your dream except that it was terrifying. 
  ESA7-04 Head or Tails
   
   
   
   
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  PLAYER HANDOUT 1:  
  DARK VOICES 
   
   
   
   
   
   
   
  PLAYER HANDOUT 2: 
  NIGHTMARE 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region The Splintered Suns/597/Normal Scenarios/ESA7-04 - Head or Tails (APL 4-12)/ESA7-04 - Head or Tails.pdf