TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use 
  of the material or artwork contained herein is prohibited without the express written permission of Wizards of the 
  Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  NAE8-02 
   
   
   
   
   
  Lay Down Your Burdens 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Principality of Naerie Adventure 
  Version 1.0 
   
   
  by Gordon Smith 
  Circle Reviewers: Pieter Sleipjen  
  Reviewers: Sampo Haarlaa  
  Playtesters: Toni Kettunen, armo Koponen, Pasi Riita, Sami Sauerland, Jukka Särkijärvi, Marko Westerlund 
   
  Ever since the Greyhawk Wars, Scarlet Brotherhood agents and their Hepmonoland warriors have been holed up in the 
  western fringes of the Menowood, staying a thorn in the side of the Ahlissans. Now Prince Barzhaan of Naerie finally 
  wants to see this problem resolved, one way or another. A one-round adventure set in the Principality of Naerie and the 
  Menowood for characters level 2-15 (APLs 4-12). 
   
  Resources for this adventure [and the authors of those works] include ESA6-05 A Point of View [Sampo Haarlaa], ESA7-06 
  And All the Prince's Men [Sampo Haarlaa], Monster Manual III [Rich Burlew, Eric Cagle, Jesse Decker, etc.], NAE7-03 
  Incognito [Gordon Smith], Player’s Handbook II [David Noonan], and Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor]
  
  NAE8-02 Lay Down Your Burdens 
   
  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). 
  Sum the results of step 1 and divide by the number of 
  characters playing in the adventure. Round to the 
  nearest whole number. 
  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 one-round regional adventure set in 
  Principality of Naerie and the Menowood. All characters 
  pay 1 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 game, you should check if any of the PCs are 
  members 
  of 
  Ex-Scarlet 
  Brotherhood, Church of 
  Bralm/Llerg, Nasranite Watch or Idee Volunteers or 
  Army of Naerie (including Stalkers). These PCs receive 
  +1 bonus to various skills checks throughout the 
  adventure in addition to normal skill bonuses.  
   
  Also, if any PC has the favor of Benrad Lyrthi from 
  ESA6-05 Point of View, Benrad is very polite towards them 
  and the invitation the PCs receive should be reworded as 
  personally addressed. 
   
  ADVENTURE BACKGROUND 
  When Ahlissa invaded Idee and drove away the Scarlet 
  Brotherhood, the majority of the Brotherhood troops 
  were killed, escaped back to Tilvanot or sent to labor 
  camps. Several hundred managed to escape into 
  Menowood, where the Scarlet Brotherhood had 
  established a presence during the occupation. This 
  enabled them to survive in the forest and remain as a 
  localized threat for the Ahlissans.  
   
  Recent political developments in Naerie have caused 
  some of the more primitive Hepmonalander Suels to start 
  integrating into Ahlissan society. This was helped when 
  Idee Volunteers, with the covert aid of House Arxx, a 
  Naerie noble house, helped to start temples of Llerg & 
  Bralm in the settlement of Shar Hesiyev. This has caused 
  the settlement to grow as many of those living in larger 
  cities move to Shar Hesiyev, which nonetheless is 
  nothing more than a glorified ghetto.  
   
  The army of Naerie is now preparing to push on into 
  the Menowood. Their plan is to scout the few holdouts of 
  the Scarlet Brotherhood with some of the integrated 
  Suels and deliver an ultimatum: those who surrender get 
  a new chance if they forsake the Scarlet Brotherhood. 
  After the ultimatum expires, any Suel coming from 
  Menowood is killed. The Ahlissans also plan to actively 
  hunt any remaining Scarlet agents in the woodlands until 
  they are all exterminated. 
   
  A decade in the forest 
  The Scarlet Brotherhood established a presence in the 
  Menowood during the occupation of Idee. As such they 
  had some fortified places to fall back to. The Ahlissans 
  were not aware of this and would have probably been 
  more enthusiastic about chasing them, rather than 
  allowing Brotherhood troops to retreat into the 
  Menowood. With the fleeing troops was Reshes Fren, 
  Kesh (local leader) of the Barony of Menst and he became 
  the leader of the refugees. 
   
   The fey creatures, which had been driven back 
  during initial Brotherhood occupation of the Menowood, 
  launched attacks but eventually an equilibrium of sorts 
  was established. The Brotherhood troops spread into 
  various settlements to avoid depleting natural resources. 
  These camps stayed in contact with each other, though 
  this was mainly limited to animal messenger spells and 
  such.  
   
  While the Menowood offered plenty of food to eat, 
  camps were still forced to commit raids out of the 
  Menowood which sometimes caused them to be caught 
  by Ahlissan troops. In these battles the Scarlet 
  Brotherhood troops were always at a disadvantage. Aside 
  from some younger Suel who could take up arms, losses 
  were almost impossible to replace. 
   
  Current situation 
  Right now the Scarlet Brotherhood camps are in dire 
  straits. Despite their best efforts, the numbers are not on 
  their side. The Ahlissan forces around the forest become 
  more numerous by the day while Scarlet Brotherhood 
  troops in Menowood get more and more depleted. 
  Hardliners still hold out hope for "imminent liberation" 
  by another Scarlet Brotherhood invasion. Lower ranking 
  members have found that a decade of eking out a living 
  in hostile territory is a wonderful way to shed one's 
  political indoctrination. Some individuals have deserted 
  the camps and attempted to flee to Sunndi through 
  Hollow Highlands and other lands. 
   
  ADVENTURE SUMMARY 
  Introduction: The PCs arrive in Adderstone, having 
  either heard about the Ahlissans looking for mercenaries 
  or being sent there by various factions (Idee Volunteers, 
  Scarlet Brotherhood soldiers, etc.). Benrad Lyrthi has 
  NAE8-02 Lay Down Your Burdens 
   
  Page 2 
  
  been tasked in taking soldiers to the Menowood and 
  scouting out various outposts within.  
   
  Encounter 1 [Getting Hired]: The PCs are hired to 
  investigate a location of a suspected Hepmonalander 
  settlement in Menowood.  
   
  The goal of the mission is to deliver an ultimatum to 
  the Scarlet Brotherhood troops. Those who leave 
  Menowood and surrender are guaranteed a place to live 
  in Shar Hesiyev in the Barony of Monne. Those who 
  don’t do not get a second chance as Ahlissan armies 
  receive standing orders in a month that no captives are to 
  be taken alive. 
   
  Encounter 2 [Entering Menowood]: In the forest, the 
  PCs are required to move silently to avoid hazards that 
  they may face within the Menowood. Failure in Move 
  Silently and Hide checks results in an encounter with 
  hostile fey. 
   
  Encounter 3 [Shakon Radil]: The PCs arrive in a 
  settlement of Hepmonalanders. The PCs must try to 
  convince the weary Hepmonalanders to come out of the 
  forest. Their three leaders require different ways to 
  persuade them to comply. The leader of the hobgoblins 
  does not listen to any arguments and needs to be fought. 
   
  Encounter 4 [Heart of the Wood]: If Ker or Ka are 
  convinced in Encounter 3, they tell the PCs that there is 
  something wrong with the forest and that their leader, 
  Reshes Fren, was captured recently and that the 
  settlement did not dare to go after them.  
   
  Encounter 5 [Shackled Man]: If PCs go to investigate, 
  they find a clearing with some kind of standing stones. In 
  the middle is an altar where an unconscious man has 
  been tied down with shackles. This man is Reshes Fren, 
  the only Kesh who survived the occupation of Idee. The 
  PCs can kill him or take him prisoner,.  
   
  If interrogated, the weary man describes that some 
  monks found something in the forest which has 
  transformed them. Apparently they have decided that 
  they are the only ideologically pure Suel now.  
   
  Encounter 6 [Werewolves]: When Reshes is dealt with, 
  Suloise monks appear and announce that they shall fight 
  against Ahlissan until Scarlet Brotherhood once again 
  rules in the Obedient state of Idee. The PCs must leave 
  Reshes Fren or be attacked. If they don't leave him, the 
  monks transform into werewolves and attack. 
   
  Conclusion: The PCs either come to the Ahlissans with 
  good news, the Scarlet Brotherhood camp has gotten the 
  word and is coming out soon, or they carry the bad news 
  that the Broterhood refused. In the best case, they also 
  have Reshes Fren with them. 
   
  INTRODUCTION 
  Each PC receives a call to Adderstone on behalf of various 
  interested parties. Choose the appropriate Player 
  Handout (1-4) based on the PCs meta-organization 
  memberships (4 is for PCs any remaining PCs).  
   
  Read or paraphrase the following: 
   
  As Pelor’s blessing descends beneath the horizon, 
  you finally reach the gates of Adderstone. Standing 
  guard are two members of the garrison; one a flan-
  oeridian middle aged male and the other a baby-
  faced oeridian teen without a hint of stubble upon 
  his chin. The elder of the two guards regards you 
  with the calm demeanor of seasoned soldier and 
  asks, “What brings you to Adderstone?” 
   
  The guards let the PCs into the village if the PCs show 
  their invitation or even just speak politely to the guards. 
  The guard’s intent is to merely measure the character of 
  who enters the village and to raise the alarm if an obvious 
  enemy approaches (ogres, various monsters living in 
  nearby hills, etc.). The guards give directions to Benrad 
  Lythi upon request. If the PCs wish to sleep in an Inn 
  first then visit Benrad Lythi in the morning, adjust the 
  boxed text accordingly. Once the PCs seek out Benrad 
  Lythi, proceed with Encounter 1. 
   
  1: GETTING HIRED 
  This encounter involves the PCs meeting Benrad Lythi, 
  the commander of the Adderstone Garrison and learning 
  of their mission. Once the PCs search out Benrad Lythi, 
  read or paraphrase the following: 
   
  Finding Benrad Lythi is an easy matter. The village 
  of Adderstone isn’t very large; finding the garrison 
  headquarters building is a trivial task. 
   
  After a short wait, you are admitted to Benrad’s 
  office to find him sifting through piles of 
  documents on his desk. Looking up, he says “I’m 
  Commander Lythi, how can I help you?” 
   
  Below are questions and answers to drive conversation 
  with the PCs. They don’t need to ask the precise question 
  to get the appropriate answer. Questions marked with an 
  * should be worked into the conversation even if the PCs 
  don’t ask the relevant question.  
   
  Note that some PCs might have met Benrad in ESA6-
  05 A Point of View. If PCs have his favor from that 
  adventure, Benrad is polite to PCs and remembers them 
  by name. 
   
  Q: You requested us. What is this all about? 
  A: Ah, so you are the specialists requested to take on the 
  mission. Very good, please sit down. I’m sure you have 
  many questions. 
   
  *Q: What is the mission? 
  NAE8-02 Lay Down Your Burdens 
   
  Page 3 
  
  A: Simple – convince the Scarlet Brotherhood members 
  to abandon Menowood peacefully. Prince Barzhaan has 
  called for an end to the skirmishing between Ahlissan 
  forces and those who call the Menowood home. The 
  Prince is mounting a final offensive against the Scarlet 
  Brotherhood in Menowood and he has sanctioned this 
  last and final mission so they can save themselves from 
  their own stubbornness. Naturally it is also done to 
  reduce inevitable casualties that such an attack would 
  cause on our side. 
   
  Q: When do we leave? 
  A: Two days hence. Get a room at the Inn and get plenty 
  of rest. We have an aerial transport available if you don't 
  like to walk. . 
   
  Q: How much are we getting paid? 
  A: You will each be paid [50 x APL] gp, half now, half 
  upon completion. I also have some supplies to borrow to 
  you. 
   
  Q: What about supplies? 
  A: It is likely you run into fey creatures. I have a scroll 
  which might be useful to you as well as supply of 100 
  cold iron arrows and bolts. In two days, I can also get you 
  a cold iron weapon if needed. 
   
  DM info: Benrad gives the PCs a scroll of junglerazer 
  (see Appendix 2), 100 cold iron arrows and bolts. In 
  addition, he can borrow any masterwork cold iron simple 
  or martial weapon from the PHB. 
   
  Q: What do you think of this mission? 
  A: I believe its folly, though I admit I have my own 
  grievances with the Scarlet Scum. However, what Prince 
  orders, I seek to accomplish to the best of my abilities. 
   
  Q: What if they refuse to leave? 
  A: That would be a shame for it also means that they’ve 
  sentenced themselves to death. If they absolutely refuse, 
  we won’t hold you responsible, but don’t give up too 
  easily. 
   
  Q: Are we allowed to use lethal force? You know, to 
  set an example… 
  A: You can always defend yourself and if you think 
  breaking one bad egg can save the omelet then it’s your 
  judgment.  
   
  *Q: Where are the rebels to relocate? 
  A: Every Scarlet Brotherhood member who agrees to 
  abandon Menowood is guaranteed living space in Shar 
  Hesiyev in the Barony of Monne. Those who don’t...well, 
  the only thing they can be guaranteed to receive is a foot 
  of Ahlissan steel into their chest. 
   
  *Q: How will we find the rebels? 
  A: That has been a difficult task in the past and is why 
  Prince Barzhaan hasn’t routed them out already. 
  However, we have recently employed the services of a 
  few disillusioned Scarlet Brotherhood defectors and 
  know the location of the largest camp also known as 
  Shakon Radil. We believe that if we can convince the 
  largest grouping of them to leave, that they’ll influence 
  the other smaller outposts to follow their lead. We have 
  done as good map as possible for your use (Benrad gives it 
  to PCs). 
   
  (In addition Benrad gives PCs an official letter to 
  show they have authority to speak as representatives of 
  the Government.) 
   
  *Q: Won't they attack us when we arrive? 
  A: As said, few defectors have contacted the camps. We 
  have managed to secure a safe entry to Shakon Radil so 
  even though we are still at war, your safety is guaranteed. 
   
  Q: What about hobgoblins? It's possible we bring 
  some along 
  A: Well, standing orders are to kill all that enter. Bring 
  any you find if you can. We lock them up and see what 
  Prince wants to be done with them. 
   
  Q: What is the reward if we find Reshes Fren? 
  A: Do you know where he is? Well, if you can bring him 
  back alive, the reward is one delivered by Prince 
  Barzhaan himself! If you bring back his corpse, then a 
  goodly chunk of gold is yours.  
   
  [Note: this question can only be asked if PCs find out 
  about the name Reshes Fren before hand.] 
   
  Q: How are things here then? 
  A: Very well. Once the case of those sabotages in 596 CY 
  was dealt with, everything has been fine. However, 
  Beddas Haxx died under mysterious circumstances 
  shortly after that I was given command of this place. 
   
  Q: How did he die? 
  A: Sorry i'm not allowed to talk about it.  
   
  If any PC has Benrads favor from ESA6-05, he whispers 
  the following: 
  "How to put it... You see, Prince himself visited 
  Beddas and shortly afterwards we found him dead. 
  He appeared as if his flesh had turned into liquid or 
  something. I did try to look into the matters but I 
  later had a...visit from Princes court who told me to 
  stop investigating it." 
   
  If they have more questions about the mission, 
  improvise.  
   
  � Benrad of House Lyrthi: Male human (Oeridian-
  Suel) fighter 6; AL LN. 
   
  Appearance: A man of Oeridian-Suel heritage near his 
  50s. Dresses in a chain shirt and has a short unkempt 
  beard. His light brown hair is short from the front and 
  long on the sides. His eyes are blue and his left eye has an 
  unfortunate tick, due to torture he suffered in the hands 
  of the Scarlet Brotherhood. 
  NAE8-02 Lay Down Your Burdens 
   
  Page 4 
  
   
  Personality: Career officer. Believes in strong laws and 
  a just monarch such as (in his eyes) Prince Barzhaan. 
   
  Development: Two days after the conversation, the 
  group leaves Adderstone and into the Menowood. 
   
  While in Adderstone, the PCs may wish to Gather 
  Information about various topics. If they do, consult the 
  following: 
   
  Scarlet Brotherhood 
  • 
  *DC 10: The scarlet brotherhood members residing 
  in 
  the 
  Menowood 
  are 
  mostly 
  primitive 
  Hepmonalanders, though some pure blood members 
  and hobgoblins also fled into the forest. 
  • 
  *DC 25: The sole remaining leader from the Scarlet 
  Brotherhood occupation of Idee is Reshes Fren - his 
  whereabouts are unknown but he is rumoured to be 
  in Menowood. During the occupation, he was the 
  Kesh (overseer) of Menst.  
   
  Reshes Fren 
  • 
  *DC 10: Reshes Fren was the leader of Menst during 
  the Scarlet Brotherhood occupation of Idee. 
  • 
  *DC 15: Reshes Fren was known to be efficient and 
  fair towards Suel subjects.Though he brutally had 
  anyone openly oppising Scarlet Brotherhood killed. 
  • 
  *DC 23: Reshes Fren is the only Scarlet Brotherhood 
  leader who escaped Graf Reydrich’s magic and 
  survived the eventual battles with the Ahlissans. 
   
  Menowood 
  • 
  DC 5: The Menowood is an independent woodland, 
  but some of the creatures within have ties with 
  Suundi. 
  • 
  DC 10: The Scarlet Sign and their Hepmonalanders 
  hold the western Menowood. 
  • 
  DC 15: Naerie army forces guard the perimeter of 
  the forest but have not made serious advances into 
  the depths yet. 
  • 
  DC 20: Many dangerous creatures dwell in 
  Menowood, including dire animals, aggressive fey 
  and even a dragon is rumored to live within. In 
  addition, Menowood is a home to numerous 
  lycanthropes, mainly werewolves. 
   
  * Members of the Ex-Scarlet Brotherhood Soldier and the 
  Church of Bralm/Llerg know this automatically. 
  Members of other MO's mentioned in Preparation for 
  Play section gain a +2 circumstance bonus to these 
  checks. 
   
  Once PCs are ready to go, proceed with Encounter 2. 
   
  2: ENTERING THE 
  MENOWOOD 
  Read or paraphrase the following once the PCs leave 
  Adderstone for Menowood: 
   
  Two days after your meeting with Benrad, at dawn’s 
  first light, you are escorted out of Adderstone and 
  begin your journey southwards bypassing Radoc and 
  Thurbrush on your way to Menowood. The vast 
  expanse of trees is visible even hours before you 
  reach its borders. 
   
  There are no well defined paths into Menowood, 
  no road signs to follow. Instead, you see enormous 
  trees whose canopies merge to form a sea of green 
  blocking most of the sunlight from reaching the 
  ground below. The undergrowth thrives where light 
  does penetrate only to wither into patches of brown 
  and decaying moss beyond creating a dark and 
  foreboding scene. 
   
  Strangely, there are very few sounds of wildlife 
  although occasional birdcalls do echo among the 
  trees. 
   
  Ask the PCs how they are traveling. It is assumed that 
  they have their map and that they can easily work their 
  way towards the encampment. If they fly or otherwise 
  move in ways that encounter with the fey is 
  automatically avoided, skip the combat (no experience is 
  awarded). Depending on time, feel free to have the party 
  choose watch schedules for sleeping, even though no 
  attacks come at night. 
   
  If the PCs indicate that they are trying to Hide 
  and/or Move Silently, they need to make opposed checks 
  with the hostile fey. If the party is being stealthy, all PCs 
  need to roll both Hide and Move Silently. If any PC is 
  noticed by any fey, continue with the combat in this 
  encounter. Otherwise, proceed with Encounter 3, 
  awarding full experience for this encounter. Normally, 
  neither party gains surprise for this encounter. 
   
  These redcaps are even more crazy than usual 
  (walking in group of 4 for example) they are easy to bluff 
  and if any PC does scout and manage to use Bluff vs. 
  Sense Motive to cause a diversion, the redcaps go an 
  other way and don't bother the PCs. A DC 14 Knowledge 
  (nature) check also gives some clues on their behavior, 
  such as Redcaps aversion towards running water (thus an 
  illusion magic showing a stream would cause them to 
  flee). 
   
  When traveling openly, or when they failed to 
  remain hidden, read or paraphrase the following after a 
  couple of days of uneventful travel: 
   
  Your journey through the Menowood has taken the 
  better part of two days as you carefully follow your 
  map towards the Scarlet Brotherhood encampment. 
  Rays of light filter through the canopy overhead and 
  twinkle as they illuminate the dust in the air. 
  NAE8-02 Lay Down Your Burdens 
   
  Page 5 
  
  Suddenly, you hear battle cries from ahead on the 
  path as you see very short humanoids with long 
  sharp teeth, wrinkled skin and wearing red hats 
  charging towards you. 
   
  Terrain: Refer to DM’s Map #2 for this combat.  
   
  All squares not on the path have light undergrowth 
  in them. 50% of the other squares have trees on them, 
  granting cover. See DMG for details. 
   
  Creatures: These are typical redcaps wanting nothing 
  more than to kill the PCs and dip their hats in the PCs 
  blood, screaming their "Jama Jama" sounding battlecry.  
   
  APL 4 (EL 6) 
  � Redcap Hunters (4): hp 22 each; see Appendix 1.  
   
  APL 6 (EL 8) 
  � Redcap Hunters (4): hp 60 each; see Appendix 1. 
   
  APL 8 (EL 10) 
  � Redcap Hunters (4): hp 85 each; see Appendix 1. 
   
  APL 10 (EL 12) 
  � Redcap Hunters (4): hp 147 each; see Appendix 1. 
   
  APL 12 (EL 14) 
  � Redcap Hunters (4): hp 184 each; see Appendix 1. 
   
  Tactics: These redcaps aren’t horribly bright, but they are 
  accustomed to fighting alongside each other, trying to 
  flank their opponents where appropriate.  
   
  Treasure:  
  APL 4: Loot 6 gp; Coin 166 gp; Magic 333 gp; redcap tooth 
  (83 gp each); Total 505 gp. 
   
  APL 6: Loot 6 gp; Coin 283 gp; Magic 333 gp; redcap 
  tooth (83 gp each); Total 622 gp. 
   
  APL 8: Loot 6 gp; Coin 483 gp; Magic 333 gp; redcap 
  tooth (83 gp each); Total 822 gp. 
   
  APL 10: Loot 6 gp; Coin 816 gp; Magic 333 gp; redcap 
  tooth (83 gp each); Total 1,155 gp. 
   
  APL 12: Loot 6 gp; Coin 1,416 gp; Magic 333 gp; 
  redcap tooth (83 gp each); Total 1,755 gp. 
   
   
  Development:  Avoiding this encounter through 
  stealth is difficult and it should be difficult to do so. 
  Whether they avoid the fight through stealth or defeat 
  the fey, the PCs earn full experience points for the 
  encounter.  
   
  If fought, and the PCs remember to bring along 
  evidence of defeating the redcaps, such as their red caps, 
  they earn a circumstance bonus to some skill checks in 
  future encounters as described later.  
   
  Nothing else of interest happens and once the PCs 
  have traveled for 3 days, they arrive to Shakon Radil. 
  Move to Encounter 3. 
   
  3: SHAKON RADIL 
  Following their map, the PCs find the current location of 
  Shakon Radil – the largest Hepmonalander Scarlet 
  Brotherhood camp within the Menowood. Ever vigilant 
  against fey attacks, the camp is under heavy guard.  
   
  If the PCs take extraordinary measures to avoid 
  detection, the DM hase to improvise appropriately. Also 
  note that this isn’t intended to be a combat encounter 
  (except for the fight against Gurmugu). If for some 
  reason the PCs intend to attack the camp, improvise as 
  you see fit (APL 12 tables would have an easy time, APL 4 
  tables would likely fail). 
   
  As the PCs approach the camp, read or paraphrase 
  the following: 
   
  Following your map, you turn to the south and start 
  to notice a gradual lightening of the forest as you 
  near an area that allows for more light to fill from 
  above. Ahead on your path you see the camp. Few 
  permanent wooden structures exist although 
  majority of the dwellings appear to be shabby 
  looking tents and storage areas created through the 
  creative use of tarps pinned against large tree trunks 
  for cover. Natural barricades as tall as a human 
  surround the camp. The gate is made of brambles 
  with long spikes in them and it is opened by two 
  guards who watch you approach. 
   
  After minor questioning, Ka Leara Madi approaches and 
  allows PCs to enter the camp. 
   
  The PCs need to try to convince the Brotherhood 
  members to abandon Menowood and accept resettlement 
  within Naerie. There are 3 leaders that need to be 
  “convinced” using various means or reasoning. In case of 
  Ker Kamackee and Ka Leara Madi, the PCs should make 
  Sense Motive rolls vs. Bluff. If they succeed, then the PCs 
  should gain some indication on that person’s motivations, 
  what might sway him a bit and so on. 
   
  If the PCs ask specifically for Reshes Fren, nobody 
  admits to knowing someone of that name. They realize 
  that the Ahlissan government likely wants Reshes to put 
  to death. 
   
  Convincing the leaders 
  � Ker Kamackee: male Hepmonalander barbarian 6 
  (CN; Bluff +2, Sense Motive -2). 
   
  Appearance: Ker has somewhat dark hair, has green 
  eyes, stands over 6ft tall and his entire body is covered in 
  freckles.  
   
  Personality: Ker is the leader of the Hepmonalanders. 
  Ker is very charismatic, but unfortunately not very wise. 
  The former has vaulted him to a position of authority 
  within the Hepmonalander community, the latter makes 
  him not horribly effective and Ka Leara Madi knows it. 
   
  There are 4 options (which can be combined to achieve 
  success) that can be used when dealing with Ker. 
  NAE8-02 Lay Down Your Burdens 
   
  Page 6 
  
  • 
  Bribery. Ker’s family was extremely poor in 
  Hepmonaland and therefore Ker is easily bribed by 
  coins of valuables that would give him easier life in 
  Shar Hesiyev. The bonus earned through bribery is 
  the total bribe divided by 200 gold pieces rounded 
  down (0-199 = +0, 200-399 = +1, etc.). 
  • 
  Reasoning. Ker has great empathy for his followers 
  and would welcome an option which improves their 
  happiness. Discussing the relocation plans with Ker 
  earns a bonus of +1. Mentioning their grisly fate if 
  they decide to stay earns a bonus of +1. The party can 
  also use diplomacy (one check for the party). Ker 
  starts as Indifferent. If the party moves Ker to 
  Helpful, they earn an additional bonus of +1. Any 
  mention of the founding of the Bralm/Llerg temples 
  for the Hepmonalanders earn the party an additional 
  bonus of +1.  
  • 
  Trickery. As mentioned above, Ker is not very wise. 
  Allow for the PCs using creative options to trick Ker 
  into accepting the proposition. DM discretion is 
  used here to assign a bonus ranging from +1 to +3. 
  • 
  Assassination. This option is always open to the 
  PCs, however Ker does not have statblocks in this 
  mod. Being very charismatic, people generally like 
  Ker very much. Seeing their adored leader slain 
  would cause the Hepmonalander population within 
  the camp great distress. Stress to the party through 
  roleplay interactions that Ker is a very liked and 
  valuable public official. 
   
  The party needs to earn a total bonus of +3 to convince 
  Ker to move out of the Menowood. 
   
  � Ka Leara Madi: male Suel monk 7 (LE; Bluff +7). 
   
  Appearance: Ka is a typical pureblood suel with fair 
  skin and blue eyes. He has shaved his blond hair away 
  though. 
   
  Personality: Tired, resigned to his fate. However, still 
  looks at his duty to make sure people under his command 
  live as well as possible. 
   
  Ka is the leader of the pure blooded suel. Ka needs to be 
  convinced that the Scarlet Brotherhood has abandoned 
  them and that it is better for his people for them to come 
  out or be massacred by the Ahlissan forces. Ka is growing 
  more and more despondent about their situation as their 
  numbers shrink over time through attrition. It is not 
  hard to convince him. Ka starts off as Indifferent and 
  needs to be moved to Helpful to comply.  
   
  Of course if players make a good effort in 
  roleplaying and give out reasonable arguments (safety 
  guaranteed, temples, etc.) then you can bypass the roll 
  entirely. 
   
  If the party shows evidence of their victroy against 
  the redcaps, they earn a +5 circumstance bonus to their 
  Diplomacy roll. A member of the MO’s mentioned in the 
  Preparation for Play section has a +1 circumstance bonus 
  to this Diplomacy check. Other good arguments, such as 
  telling that Brotherhood was driven out of Onnwal and 
  no help is coming from that direction either, should give 
  additional bonuses (or bypass the roll entirely). 
   
  � Gurmugu: male hobgoblin barbarian/fighter (NE); 
  Leader of the hobgoblins.  
   
  Appearance: Gurmuge is a broad shouldered big 
  hobgoblin covered in ritual scarring. Several scalps hang 
  on his belt. 
   
  Personality: Sure of himself, dominant. Knows he is a 
  good fighter and not afraid to show it. In fact, hobgoblins 
  were instrumental in initial pushes against the fey and 
  Gurmugu sees himself as most valuable person in the 
  camp. 
   
  Gurmugu rules the hobgobins with an iron fist. Being by 
  far the strongest of his people, they do as he says or suffer 
  the consequences.  
   
  Gurmugu gained his position of authority by killing 
  their former leader, Graknorak, in single combat where 
  he stabbed him in the gut, than, while Graknorak was 
  bleeding out, strangled him for good measure.  
   
  Gurmugu cannot be reasoned with to leave the camp 
  given his own personal history with the Ahlissans. He 
  escaped from the clutches of a Hextorite execution squad 
  and does not go back. Gurmugu needs to be silenced or 
  the hobgoblins do not comply.  
   
  There are 2 options: 
  • 
  Ritual combat. Human, half-orc, or centaur PCs can 
  fight Gurmugu (using melee weapons or unarmed 
  combat) for control of the hobgoblin clan. Mounted 
  combat and additional buffs are not allowed (long 
  running buffs or equipment already worn do not 
  need to be removed). Other races are deemed 
  unworthy for the contest unless such an individual 
  can anger Gurmugu enough by winning an opposed 
  Intimidate check. Gurmugu is arrogant and willingly 
  fights multiple qualifying PCs. The combat is to the 
  death (lethal force). Part of the “ritual” is to watch 
  hobgoblin women do a dance (which most likely is 
  not too pleasant for non-hobgoblins) that takes about 
  2 hours (long enough for various buffs to expire). 
  • 
  Assassination. The PCs could opt to “silence” 
  Gurmugu away from the watchful eyes of others. 
  This could be staged as an attack against Gurmugu 
  while he is in his tent. Few regular hobgoblins can 
  be put in to aid him if situation requires it. 
   
  Once Gurmugu is defeated, the hobgoblins do as the PCs 
  propose. 
   
  Refer to DM’s Map 3a (ritual combat) or 3b 
  (assassination) for the Gurmugu combat. 
   
  APL 4 (EL 5) 
  � Gurmugu: male hobgoblin barbarian 1/fighter 4; hp 
  51; see Appendix 1. 
   
  NAE8-02 Lay Down Your Burdens 
   
  Page 7 
  
  APL 6 (EL 7) 
  � Gurmugu: male hobgoblin barbarian 1/fighter 6; hp 
  69; see Appendix 1. 
   
  APL 8 (EL 9) 
  � Gurmugu: male hobgoblin barbarian 1/fighter 8; hp 
  87; see Appendix 1. 
   
  APL 10 (EL 11) 
  � Gurmugu: male hobgoblin barbarian 1/fighter 10; 
  hp 105; see Appendix 1. 
   
  APL 12 (EL 13) 
  � Gurmugu: male hobgoblin barbarian 1/fighter 12; 
  hp 123; see Appendix 1. 
   
  Tactics: Gurmugu isn’t shy about using his anklets of 
  translocation to his advantage during combat either to 
  escape grapples or to set up charges ,aside from APL4 
  when he does not have one. 
   
   
  Treasure:  
  APL 4: Loot 42 gp; Coin 4 gp; Magic 311 gp; anklet of 
  translocation (116 gp), +1 bastard sword (194 gp); Total 357 
  gp. 
   
  APL 6: Loot 42 gp; Coin 16 gp; Magic 540 gp; anklet 
  of translocation (116 gp), +1 bastard sword (194 gp), healing 
  belt (62 gp), +1 ring of protection (166 gp); Total 598 gp. 
   
  APL 8: Loot 42 gp; Magic 957 gp; anklet of 
  translocation (116 gp), +1 bastard sword (194 gp), +1 cloak of 
  resistance (83 gp), gauntlets of ogre power (333 gp), healing belt 
  (62 gp), +1 ring of protection (166 gp); Total 999 gp. 
   
  APL 10: Loot 42 gp; Magic 1,707 gp; +2 amulet of 
  health (333 gp), anklet of translocation (116 gp), +1 vicious 
  bastard sword (694 gp), gauntlets of ogre power (333 gp), 
  healing belt (62 gp), +1 ring of protection (166 gp); Total 
  1,749 gp. 
   
  APL 12: Loot 26 gp; Coin 50 gp; Magic 2,840 gp; +2 
  amulet of health (333 gp), anklet of translocation (116 gp), +1 
  vicious bastard sword (694 gp), +1 breastplate (112 gp), +1 
  cloak of resistance (83 gp), +1 ring of protection (166 gp); Total 
  2,916 gp. 
   
   
  Investigating camp 
  If PCs investigate camp, they can spot several different 
  things in the camp that Brotherhood uses against fey. 
  • 
  Few fires burning constanly, along with suitable 
  arrows. 
  • 
  Large hunting dogs to sniff out fey (counts as wolf). 
  • 
  Few 
  pureblood 
  Suel/Hepmonaland 
  babies, 
  indicating racial mixing despite it being against SB 
  ideology. 
  • 
  Occasional dead fey (like Splinterwaif) or animal 
  hanging as trophy.  
   
  Meeting two soldiers 
  At some point when PCs are in the camp, they can hear a 
  dog barking loudly. If they proceed to investigate, they 
  see two Suel men. One keeps to dog on a leash while 
  other just stands stills, grasping a repeating crossbow 
  with cold iron bolts. Nothing happens for a moment, 
  until a crossbow armed man shoots at a tree, some 200 ft 
  away. A dead pixie turns visible and tumbles down from 
  the tree. He then walks away. 
   
  � Danvius Regor: Male feytouched ranger 5; AL CN; 
  has permanent see invisibility. 
   
  Appearance: Suel man of undetermined age with large 
  eyes and somewhat pointed, almost elfish ears. Wears 
  leather armor and carries a repeating crossbow with 
  Ahlissan markings. 
   
  Personality: Lost and silent. Does not speak. Hates 
  everything related to fey. 
   
  � Hissek Tesh: Male Suel fighter 3; AL LE. 
   
  Appearance: Suel man in his 40s. His hair and bear are 
  greying but he still has sharp blue eyes. 
   
  Personality: Determined. Hates the forest, has a "fight 
  to the death" mentality against it.  
   
  Hissek is the one who the PCs can talk to. Danvius says 
  nothing and, being feytouched, he is immune to spells 
  such as detect thoughts that might shed light on his 
  condition.  
   
  Use following pointers to run discussion with 
  Hissek: 
  • 
  The forest is not a good place to be. Too many 
  dangers. 
  • 
  Danvius was once a scout for Brotherhood forces. He 
  disappeared for a year after a hunting trip. Nobody 
  knows what happened and Danvius does not speak 
  but apparently he "sees things". 
  • 
  Hissek is ready to leave if the leaders so order. 
  • 
  Hobgoblins are a necessary evil. They are good 
  soldiers but not something one wants to spend time 
  with. 
  • 
  Their survival in the forest is much due to the 
  leadership of Reshes Fren. 
   
  Rumors 
  There are not much rumors to be had in the village. Aside 
  from hearing tremors occurring in Sunndi or seeing 
  manticores (from Adderstone) flying about, precious 
  little information reaches the camp. There is a general 
  feeling on anxiety in the camp though, due to Reshes 
  disappearance. DC 25 Gather Information check (or spell 
  like detect thoughts) gets PCs information that Reshes is 
  gone. 
   
  This might alter adventure later if PCs wish to go 
  after him on their own. Improvise as necessary. 
   
  Development: If the PCs fail to convince Ker or Ka to 
  leave the Menowood, proceed to the Conclusion. 
   
  If either Ker or Ka has sided with the PCs, proceed 
  to Encounter 4. 
  NAE8-02 Lay Down Your Burdens 
   
  Page 8 
  
   
  If the PCs defeated Gurmugu in ritual combat and 
  proceed with Encounter 4, that PC may take 4+CHA 
  modifier (number of hobgoblins (see Monster Manual 
  153) with him. 
   
  4: HEART OF THE WOOD 
  Now that the PCs have earned the trust of the camp, the 
  plot thickens. Read or paraphrase the following: 
   
  Having earned the confidence of the inhabitants of 
  Shakon Radil, you are invited to a dinner. The meal 
  is quite tasty, considering the circumstances. Wild 
  herbs and vegetables provide what flavor is lacking 
  from the meager strips of rabbit and squirrel meat. 
  Many people seem to discuss about move out of the 
  Menowood and there is definetely some fear of the 
  unknown in their voice. 
   
  Sometime later, Ka Leara Madi addresses the 
  crowd (in Suel). “Brothers and sisters, the time has 
  come for us to leave this accursed place that we have 
  called home for so long.  
   
  “We have had our share of battles against the 
  cursed fey and other monstrosities of this place. We 
  have also seen our numbers shrink as we lose 
  members in our raids against Ahlissans. Clearly we 
  have been abandoned by those in Tilvanot and yet, 
  some of us still hold out hope for help across the 
  sea. No brothers and sisters, the war is over and it is 
  time we put this burden away” Crowd murmurs in 
  agreement. 
   
  After this, Ka turns to PCs and speaks with softer 
  voice. 
  “I must tell you something. last week our beloved 
  leader, Reshes Fren, was captured while on patrol. 
  He had confided in me that something about the 
  forest was wrong and wanted to find out what was 
  happening. Something slaughtered his entire patrol 
  and Reshes was nowhere to be found although we 
  did find something in journal when we searched his 
  tent “You have convinced us of the wisdom of 
  abandoning our homes but we do not have the 
  remaining forces necessary to seek out Reshes. I ask 
  of you, please don't abandon him. There are still 
  some in the camp who don't trust of you. If you do 
  this, they shall surely follow you as well.  
   
  Ka is hoping that suitable use of peer pressure convinces 
  the party to help out. The camp is far too poor to pay to 
  hire the adventurers and also bit scared by fact that their 
  best soldiers were already with Fren. If the party agrees to 
  help, Ka is willing to share Reshes’ journal (Player 
  Handout #5) and show them where the battle took place. 
  From there, the party can track and eventually find 
  Reshes Fren. Ka hopes that the PCs find Reshes and 
  bring him back, though he is not fully aware what 
  Ahlissans do to him.  
   
  If the party chooses to end their adventure here, 
  proceed to the Conclusion. If the PCs accept the mission, 
  read or paraphrase the following: 
   
  Ka Leara is overjoyed on your acceptance. A few 
  minutes later, Ker Kamackee comes back from a 
  short visit to a supply tent and opens a bottle of fine 
  Ahlissan wine. “I think we have something to 
  celebrate and I t've saved this for the occasion. 
   
  Proceed with Encounter 5 when the PCs leave the camp 
  the following morning. 
   
  5: SHACKLED MAN 
  Read aloud or paraphrase when the PCs leave the camp 
  the following morning: 
   
   
  The rest of the night passes uneventfully. When 
  morning comes, Ka and a group of local trackers 
  meet you at the gates to show you to the last known 
  location of Reshes Fren. It only takes two hours to 
  reach the place. Even though it has only been a week 
  since the battle, there is not much left here to 
  inspect. Nature has claimed most of the grisly 
  remnants of battle though a few material reminders 
  remain; a discarded shield here, a broken longsword 
  there. 
   
  Ka turns to you and says, “This is where we 
  found them. The tracks went off to the northeast, 
  but we are too few in number to venture further into 
  the woods. Good luck with your expedition!” 
   
  There is nothing of value here. There are however tracks 
  heading to the northeast and appear to be made from 
  humanoids. Ka and the rest of the trackers answer 
  questions that the PCs may have, although, nothing is 
  revealing. Improvise as necessary.  
   
  Once the PCs are ready to move on, determine if the 
  party has a tracker. If the group does, feel free to modify 
  the boxed text to imply an earlier arrival at Reshes’ 
  clearing. If not, Ka gives them one dog (see Monster 
  Manual 283) to act as tracker. It finds Reshes, but a DC 15 
  Handle Animal check tells that something is bothering it 
  (if speak with animals is used, the dog says it smells wolf 
  nearby but not normal wolf).  
   
  Read or paraphrase the following when PCs get to 
  Reshes Fren. 
   
  You follow the tracks for the remainder of the day, 
  whoever left the tracks made no effort to conceal 
  their route. As nightfall approaches, you hear 
  scuffling noises from ahead on the path. 
   
  Even though the party doesn’t immediately walk into a 
  combat situation, ask for their marching order to 
  establish a sense of unknown danger. Refer to DM’s Map 
  5/6 for use in both this and the next encounter. 
   
  NAE8-02 Lay Down Your Burdens 
   
  Page 9 
  
  The path continues for a while longer then opens 
  into a clearing with an unusual site. The forest 
  canopy above opens to allow for the bright 
  moonlight to shine down into the clearing bathing 
  the scene in an almost angelic glow. Dispelling any 
  notion of purity is the sole middle-aged human male 
  chained to a rock in the center of the clearing. 
  Surrounding the man are several fey corpses with 
  blood pooling on the forest floor from many 
  slashing and piercing wounds. 
   
  The man seems to have freed one arm and has 
  desperately fended off attacks using a piece of chain 
  as a weapon but has suffered many wounds from his 
  foes. 
   
   
  � Reshes Fren: male Suel monk Ftr2/Mnk8 (Al LE). 
   
  Appearance: Reshes Fren is a tall and thin Suel man 
  with white hair, piercing blue eyes and rugged 
  appearance. 
   
  Personality: Still loyal to Scarlet Brotherhood but 
  slowly losing hope. Survivor by nature, he does whatever 
  is necessary. 
   
  At this point, the party is free to deal with Reshes as they 
  see fit. If they leave him to his fate, proceed to the 
  conclusion. If they revive him (he is at -2 hit points and 
  exhausted and no longer in any fighting condition), use 
  the following to guide the role-play. 
   
  Q: Who are you? 
  A: I am grateful for being saved but tell me first, who are 
  you? (He avoids telling his name until he feels more 
  comfortable with the PCs.) 
   
  Q: We convinced those in Shakon Radil to abandon 
  the Menowood. Will you go with them? 
  A: You did what? Why? (Allow the PCs to bring Reshes 
  up to date. After hearing that his followers agreed on 
  their own free will, he concedes the point and becomes 
  friendly. He wishes to be set free to avoid Ahlissan 
  capture.) 
   
  Q: Who tied you down? And why? 
  A: Traitors I tell you! They’ve gone mad! I knew 
  something was wrong when they left our group. They 
  had each become much more aggressive towards the rest 
  of us and demanded we fight the Ahlissans head on. That 
  would be pure suicide! But then I found out what drove 
  them to this madness. They’ve become lycanthropes – 
  willingly! 
   
  Q: Will you follow us out of the Menowood for 
  safety? 
  A: No. If I allow myself to be captured by the Ahlissans, 
  I’ll surely be put to death. I'll rather find my way out of 
  this place on my own. 
   
  Development:”If the PCs wish to subdue or kill Reshes, 
  he is no match for them. They can either capture Reshes 
  and take him to the Ahlissans, let him go, or let the 
  werewolves 
  continue 
  their 
  execution-by-fey 
  in 
  Encounter 6. 
   
  Feel free to continue the conversation along the 
  lines detailed above. As the conversation winds down, 
  proceed to encounter 6. 
   
  6: WEREWOLVES 
  There are no additional fey here attacking Reshes, 
  however the werewolf monks are nearby. As the 
  conversation between Reshes and the PCs winds to a 
  close, the werewolf monks approach. When they arrive, 
  read or paraphrase the following: 
   
  From the other side of the clearing, three suel 
  humans with long tufts of hair covering much of 
  their bodies emerge from the surrounding forest 
  without weapons drawn. Weapons hardly seem 
  necessary form them given their sharp claws and 
  teeth. The eldest looking human of the group 
  speaks, “So, you have stumbled upon our handiwork. 
  What do you think? Reshes has continually violated 
  the cause of pure Suel everywhere and must learn 
  the error of his ways.  
   
  For years, we’ve suffered at the hands of the 
  Ahilissans and of the Menowood fey. Justice 
  demands that he atone for his sins against his kind 
  by dying at the merciless hands of these fey vermin 
  although I must say he has survived longer than I 
  expected. 
   
  I will say this only once: do NOT interfere. Be 
  on your way! Leave Reshes to his fate and or die!” 
   
  These Suel have been afflicted with lycanthropy. Their 
  augmented abilities have made them believe that they 
  have found the answer for Suel domination at last. In 
  their twisted logic, they believe they are even more “pure 
  Suel” than ever before and that only through the spread 
  of lycanthropy within the Suel community can they ever 
  truly overcome their oppressors. These werewolves can’t 
  spread lycanthropy as they are merely afflicted, not 
  natural. 
   
  If the party agrees to leave peacefully and let Reshes 
  die, they get no treasure or experience rewards from this 
  encounter. However, they do still earn full rewards from 
  completing the mission of convincing those of Shakon 
  Radil to leave the Menowood. In this case, proceed to the 
  Conclusion. Otherwise, continue the encounter below. 
   
  If Reshes Fren is healed, he assists the PCs in combat 
  with a piece of chain (Atk +4, 2d4+2/x2, trip +4)., though 
  his combat abilities are significantly reduced. He can 
  attack anyone within 5 ft. of the rock and prefers to trip 
  opponents and then stricken them when on the ground. 
  The werewolves do not attack Fren. 
   
  Terrain: The clearing does not affect movement. The 
  forest around it is considered light undergrowth and it 
  has trees in 50% of the squares.  
  NAE8-02 Lay Down Your Burdens 
   
  Page 10 
  
   
  APL 4 (EL 7) 
  � Werewolf Monk (3): male human monk 2; hp 24 
  each; see Appendix 1. 
   
  APL 6 (EL 9) 
  � Werewolf Monk (3): male human monk 2; hp 56 
  each; see Appendix 1. 
   
  APL 8 (EL 11) 
  � Werewolf Monk (3): male human monk 4; hp 77 
  each; see Appendix 1. 
   
  APL 10 (EL 13) 
  � Werewolf Monk (3): male human monk 6; hp 90 
  each; see Appendix 1. 
   
  APL 12 (EL 15) 
  � Werewolf Monk (3): male human monk 6/ fighter 
  2; hp 105 each; see Appendix 1. 
   
  Tactics: These monks have recently been afflicted with 
  lycanthropy and are under the delusion that they now 
  embody the ultimate perfection of suel evolution. They 
  fight to the death out of fanatical zeal. They use their feats 
  and items to the best of their abilities. At higher APLs, 
  the werewolves have potions at their disposal.  
   
  Unless you deem through opposed Spot/Hide and 
  Listen/Move Silently that the werewolves had extra time 
  to prepare, they begin with the potions unused. If the 
  party gains a mobility advantage, the monks drink their 
  potions of fly. 
   
  Treasure: The monks have large amount of magical 
  treasure on them. 
   
  APL 4: Coin 75 gp; Magic 787 gp; anklet of 
  translocation (116 gp each), +1 cloak of resistance (83 gp 
  each), healing belt (62 gp each); Total 862 gp. 
   
  APL 6: Coin 225 gp; Magic 1,287 gp; anklet of 
  translocation (116 gp each), +1 cloak of resistance (83 gp 
  each), healing belt (62 gp each), +1 ring of protection (166 gp 
  each); Total 1,512 gp. 
   
  APL 8: Coin 125 gp; Magic 2,287 gp; +2 amulet of 
  health (333 gp each), anklet of translocation (116 gp each), 
  +1 cloak of resistance (83 gp each), healing belt (62 gp each), 
  +1 ring of protection (166 gp each); Total 2,412 gp. 
   
  APL 10: Magic 4,000 gp; +2 amulet of health (333 gp 
  each), anklet of translocation (116 gp each), +2 bracers of 
  armor (333 gp each), +1 cloak of resistance (83 gp each), 
  healing belt (62 gp each), oil of greater magic weapon +2 (100 
  gp each), potion of fly (62 gp each), potion of barkskin +4 (75 
  gp each), +1 ring of protection (166 gp each); Total 4,000 gp. 
   
  APL 12: Magic 6,750 gp; +2 amulet of health (333 gp 
  each), anklet of translocation (116 gp each), belt monk’s (1083 
  gp each), +2 bracers of armor (333 gp each), +1 cloak of 
  resistance (83 gp each), oil of greater magic weapon +2 (100 gp 
  each), potion of fly (62 gp each), potion of barkskin +4 (75 gp 
  each), potion of haste (62 gp each), +1 ring of protection (166 
  gp each); Total 6,750 gp. 
   
   
  Development: Once PCs have overcome werewolves 
  and decided what to do with Reshes Fren, move to the 
  Conclusion 
   
  CONCLUSION 
  There are 2 different conclusions unless the party did 
  something interesting out of the scope of this adventure. 
  If they did, improvise. Otherwise, read the appropriate 
  conclusion. 
   
  Failed to convince Shakon Radil to leave: 
  Luckily, your trip out of the Menowood and travel 
  back to Adderstone were without incident. You are 
  quickly escorted to see Benrad Lyrthi where he 
  anxiously awaits your report. 
   
  If the PCs tell him the truth of their failure, continue 
  with the following boxed text. Otherwise, improvise. 
   
  Benrad looks at you disapprovingly then merely 
  shrugs. “Oh well, I guess they’ll get theirs in due 
  time. It’s a shame though, I’m sure they could’ve 
  been put to good use eventually. Don’t worry 
  though, you still get paid.” 
   
  Convinced Shakon Radil to leave: 
  Luckily, your trip out of the Menowood and travel 
  back to Adderstone were without incident. You are 
  quickly escorted to see Benrad Lyrthi where he 
  anxiously awaits your report. 
   
  Allow the PCs to recount their story. 
   
  Benrad looks at you approvingly then merely 
  shrugs. “Well, that’s one less thing to worry about. 
  Thank you for a job well done. Hopefully they’ll 
  accept their new homes and settle down once and 
  for all.” 
   
  The PCs gain the Favor of Benrad Lyrthi. Benrad pays 
  the PCs [25 x APL] gold pieces as well. 
   
  Regardless 
  If PCs brought Reshes Fren alive with them, the garrison 
  quickly puts him on chains and sometime later PCs learn 
  that he was loaded on a prison wagon, destined for Naerie 
  City and unknown fate. PCs receive Favor of the Prince 
  to their AR. If PCs allowed Fren to escape, they gain 
  Helped Fren to escape to their AR. 
   
  In addition, if Reshes Fren was brought back, Prince 
  rewards each PC with a 1,000 gold coins.  
   
  If PCs return with hobgoblins, the hobgoblins are 
  imprisoned by the garrison, and they likely face 
  execution later. If the PCs appeal to Benrad Lyrthi with a 
  successful DC 15 Diplomacy check and spend a favor 
  with an Ahlissan noble house or a figure of the Naerie 
  authorities, he relents for now. This earns that PC (and 
  NAE8-02 Lay Down Your Burdens 
   
  Page 11 
  
  anyone else who uses a favor with noble house) a 
  Hobgoblin Cohort entry to their AR.  
   
  In addition, if PCs defeated the Redcaps, they earn 
  Redcap tooth entry to their AR 
   
  Treasure: Reward for capturing Reshes Fren and 
  completing the mission succesfully. 
   
  APL 4: Coin 1,100 gp.  
    
   APL 6: Coin 1,150 gp. 
   
  APL 8: Coin 1,200 gp. 
   
  APL 10: Coin 1,250 gp. 
   
  APL 12: Coin 1,300 gp. 
   
  CAMPAIGN CONSEQUENCES 
  This adventure will have campaign consequences for 
  final Naerie Gazetteer that is published. As such, Triad 
  would like to know answers to following. Please email 
  these to sampohaarlaa@gmail.com 
   
  1: Did PCs convince SB to leave Menowood? 
  2: Was Reshes Fren recovered? 
   
   
  The End 
  NAE8-02 Lay Down Your Burdens 
   
  Page 12 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  2: Entering the Menowood 
  Defeat the Fey 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  310 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  3: Shakon Radil 
  Defeat Gurmugu 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
   
  6: Werewolves 
  Defeat the Werewolf monks 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  340 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  Story Award 
  Convince Shakon Radil to leave the Menowood 
  APL 4  
  70 XP 
  APL 6  
  90 XP 
  APL 8  
  115 XP 
  APL 10  
  135 XP 
  APL 12  
  160 XP 
   
  Discretionary roleplaying award 
  APL 4  
  65 XP 
  APL 6  
  90 XP 
  APL 8  
  110 XP 
  APL 10  
  135 XP 
  APL 12  
  155 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.  
   
  NAE8-02 Lay Down Your Burdens 
   
  Page 13 
  
  1: Getting Hired 
  APL 4: Coin: 100 gp. 
   
  APL 6: Coin: 150 gp.  
   
  APL 8: Coin: 200 gp.  
   
  APL 10: Coin: 250 gp.  
   
  APL 12: Coin: 300 gp.  
   
  2: Entering the Menowood 
  APL 4: Loot 6 gp; Coin 166 gp; Magic 333 gp; redcap tooth 
  (83 gp each); Total 505 gp. 
   
  APL 6: Loot 6 gp; Coin 283 gp; Magic 333 gp; redcap 
  tooth (83 gp each); Total 622 gp. 
   
  APL 8: Loot 6 gp; Coin 483 gp; Magic 333 gp; redcap 
  tooth (83 gp each); Total 822 gp. 
   
  APL 10: Loot 6 gp; Coin 816 gp; Magic 333 gp; redcap 
  tooth (83 gp each); Total 1155 gp. 
   
  APL 12: Loot 6 gp; Coin 1416 gp; Magic 333 gp; 
  redcap tooth (83 gp each); Total 1755 gp. 
   
  3: Shakon Radil 
  APL 4: Loot 42 gp; Coin 8 gp; Magic 311 gp; anklet of 
  translocation (116 gp), +1 bastard sword (194 gp); Total 361 
  gp. 
   
  APL 6: Loot 42 gp; Coin 33 gp; Magic 540 gp; anklet 
  of translocation (116 gp), +1 bastard sword (194 gp), healing 
  belt (62 gp), +1 ring of protection (166 gp); Total 615 gp. 
   
  APL 8: Loot 42 gp; Magic 957 gp; anklet of 
  translocation (116 gp), +1 bastard sword (194 gp), +1 cloak of 
  resistance (83 gp), gauntlets of ogre power (333 gp), healing belt 
  (62 gp), +1 ring of protection (166 gp); Total 999 gp. 
   
  APL 10: Loot 42 gp; Magic 1707 gp; +2 amulet of 
  health (333 gp), anklet of translocation (116 gp), +1 vicious 
  bastard sword (694 gp), gauntlets of ogre power (333 gp), 
  healing belt (62 gp), +1 ring of protection (166 gp); Total 1749 
  gp. 
   
  APL 12: Loot 26 gp; Coin 100 gp; Magic 2840 gp; +2 
  amulet of health (333 gp), anklet of translocation (116 gp), +1 
  vicious bastard sword (694 gp), +1 breastplate (112 gp), +1 
  cloak of resistance (83 gp), +1 ring of protection (166 gp); Total 
  2966 gp. 
   
  6: Werewolves 
  APL 4: Coin 75 gp; Magic 787 gp; anklet of translocation 
  (116 gp each), +1 cloak of resistance (83 gp each), healing belt 
  (62 gp each); Total 862 gp. 
   
  APL 6: Coin 225 gp; Magic 1287 gp; anklet of 
  translocation (116 gp each), +1 cloak of resistance (83 gp 
  each), healing belt (62 gp each), +1 ring of protection (166 gp 
  each); Total 1512 gp. 
   
  APL 8: Coin 125 gp; Magic 2287 gp; +2 amulet of 
  health (333 gp each), anklet of translocation (116 gp each), 
  +1 cloak of resistance (83 gp each), healing belt (62 gp each), 
  +1 ring of protection (166 gp each); Total 2412 gp. 
   
  APL 10: Magic 4000 gp; +2 amulet of health (333 gp 
  each), anklet of translocation (116 gp each), +2 bracers of 
  armor (333 gp each), +1 cloak of resistance (83 gp each), 
  healing belt (62 gp each), oil of greater magic weapon +2 (100 
  gp each), potion of fly (62 gp each), potion of barkskin +4 (75 
  gp each), +1 ring of protection (166 gp each); Total 4000 gp. 
   
  APL 12: Magic 6750 gp; +2 amulet of health (333 gp 
  each), anklet of translocation (116 gp each), belt monk’s (1083 
  gp each), +2 bracers of armor (333 gp each), +1 cloak of 
  resistance (83 gp each), oil of greater magic weapon +2 (100 gp 
  each), potion of fly (62 gp each), potion of barkskin +4 (75 gp 
  each), potion of haste (62 gp each), +1 ring of protection (166 
  gp each); Total 6750 gp. 
   
  Conclusion 
  APL 4: Coin: 1100 gp. 
   
  APL 6: Coin: 1150 gp.  
   
  APL 8: Coin: 1200 gp.  
   
  APL 10: Coin: 1250 gp.  
   
  APL 12: Coin: 1300 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: Loot 48 gp; Coin 1,449; Magic 1,431 gp; Total 
  2,928 gp. 
   
  APL 6: Loot 48 gp; Coin 1,841; Magic 2,160 gp; Total 
  4,049 gp. 
   
  APL 8: Loot 48 gp; Coin 2,008; Magic 3,577 gp; Total 
  5,633. 
   
  APL 10: Loot 48 gp; Coin 2,316; Magic 6,040 gp; 
  Total 8,404 gp. 
   
  APL 12: Loot 32 gp; Coin 3,116; Magic 9,923 gp; 
  Total 13,071 gp. 
   
  ADVENTURE RECORD ITEMS 
  Redcap Tooth: When a redcap dies, it leaves behind a 
  single tooth. Anyone wearing this tooth gains a +2 
  circumstance bonus on Charisma-based checks when 
  dealing with fey, and a +4 circumstance bonus when 
  dealing with other redcaps.  
   
  Faint transmutation; CL 6th; cannot be made; Price 
  1,000 gp. 
   
  Favor of Benrad Lyrthi: You may use this favor to gain 
  one-time access to one of the following: axiomatic or bane 
  (human) weapon enchantment upgrade, spell resistance or 
  twilight (MIC) armor enchantment upgrade or a lesser clasp 
  of energy protection (fire) (MIC), a gauntlets of the blazing arc 
  (MIC) or a medal of gallantry (MIC).  
   
  Members of the Idee Volunteers, Nasranite Watch, 
  Church of Bralm/Llerg & Army of Naerie may use this 
  favor twice. This favor also increases their affiliation score 
  by +2 and it's now _____ 
   
  Favor of the Prince: For bringing Reshes Fren to 
  Ahlissans, you may re-use any one favor you have gained 
  and already used, provided it was gained in an adventure 
  taking place in Naerie. 
  NAE8-02 Lay Down Your Burdens 
   
  Page 14 
  
   
  Hobgoblin cohort: You now have access to Hobgoblin 
  cohort along with a license to keep it. This cohort can 
  adventure freely in Naerie but it is advisable elsewhere to 
  ask your DM if it suits the adventure. 
   
  Helped Fren to escape: You helped Reshes Fren to 
  escape from Ahlissans. This grants access to one of the 
  following: upgrade axiomatic weapon enchantment, 
  Heroic Destiny (RD), Law Devotion (CC) or Magic 
  Devotion (CC).  
   
  In addition this increases you affiliation points by 
  +2. Your affiliation score is now ____ 
   
  ITEM ACCESS 
  APL 4: 
  • 
  Anklets of translocation (Adventure; MIC; 1,400 gp) 
  • 
  Healing belt (Adventure; MIC; 750 gp) 
  • 
  Redcap tooth (Adventure; CL 6th; See above; 1,000 gp) 
   
  APL 10 (all of APLs 4-8 plus the following): 
  • 
  +1 vicious bastard sword (Adventure; DMG) 
  • 
  Oil of greater magic weapon +2 (Adventure; DMG) 
  • 
  Potion of barkskin +4 (Adventure, DMG) 
   
  APL 12 (all of APLs 4-10 plus the following): 
  • 
  Belt: monk’s (Adventure; DMG) 
   
   
  NAE8-02 Lay Down Your Burdens 
   
  Page 15 
  
  NAE8-02 Lay Down Your Burdens 
   
  Page 16 
  APPENDIX 1: APL 4 
  2: ENTERING THE MENOWOOD  
   
  REDCAP* HUNTER 
  CR 2 
  * Monster Manual III 138  
  CE Small fey 
  Init +5; Senses Listen +9, Spot +9; low-light vision 
  Languages Common, Sylvan 
  AC 13, touch 12, flat-footed 12 
   (+1 size, +1 Dex, +1 natural) 
  hp 22 (4 HD); DR 5/cold iron 
  Fort +3, Ref +5, Will +5 
  Speed 30 ft. (6 squares) 
   
  Melee medium scythe +5 (2d4+3/x4) or 
  Ranged medium sling +5 (1d6+3) 
  Base Atk +2; Grp +4 
  Atk Options Power Attack 
  Special Actions  
  Combat Gear  
  Abilities Str 14, Dex 13, Con 14, Int 11, Wis 12, Cha 13 
  SQ eldritch stone, powerful build 
  Feats Improved Initiative, Power Attack  
  Skills Hide +12, Intimidate +8, Listen +8, Move Silently 
  +8, Spot +8, Survival +8 
  Possessions combat gear plus 250gp 
  Eldritch Stone (Su) Bullets fired from a redcap’s sling 
  glow with a greenish-blue magical energy, giving 
  them a +1 enhancement bonus on attack rolls and 
  damage rolls as well as dealing 1d6 points of damage 
  (instead of the 1d4 points an ordinary bullet deals). 
  Powerful Build (Ex) The physical stature of a recap lets 
  it function in many ways as if he were one size 
  category larger. Whenever a redcap is subject to a 
  size modifier or special size modifier for an opposed 
  check (such as during grapple checks, bull rush 
  attempts or trip attempts), the redcap is treated as 
  one size larger if doing so is advantageous to it. A 
  redcap is also considered to be one size larger when 
  determining whether a creature’s special attacks 
  based on size (such as improved grab or swallow 
  whole) can affect it. A recap can use weapons 
  designed for a creature one size larger without 
  penalty. However, its space and reach remain those 
  of a creature of its actual size. The benefits of this 
  characteristic stack with the effects of powers, 
  abilities, and spells that change the subject’s size 
  category. 
   
  3: SHAKON RADIL 
   
   
   
  GURMUGU 
  CR 5 
  Male hobgoblin barbarian 1/ fighter 4 
  NE Medium humanoid (goblinoid) 
  Init +2; Senses darkvision 60 ft.; Listen +5, Spot +1;  
  Languages Common, Goblin 
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +5 armor) 
  hp 51 (5 HD) 
  Fort +9, Ref +3, Will +2 
  Speed 30 ft. in breastplate (6 squares), base movement 
  40 ft. 
  Melee +1 bastard sword +10 (1d10+7/19-20x2) or 
  Melee masterwork ranseur +9 (2d4+4/x3) or 
  Melee spiked gauntlet +8 (1d4+3/x2) 
  Base Atk +5; Grp +8 
  Atk Options Combat Reflexes, Improved Unarmed 
  Strike, Rage 1/day 
  Combat Gear anklets of translocation 
  Abilities Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 8 
  SQ  
  Feats Combat Reflexes, Exotic Weapon Proficiency 
  (bastard sword), Improved Unarmed Strike, Weapon 
  Focus (bastard sword), Weapon Specialization 
  (bastard sword)  
  Skills Climb +7, Intimidate +7, Listen +5 , Move Silently 
  +6, Swim -1 
  Possessions combat gear plus 50gp 
  Rage (Ex): A barbarian can fly into screaming blood 
  frenzy a certain number of times a day. In a rage, a 
  barbarian gains phenomenal strength and durability 
  but becomes reckless and less able to defend 
  himself. He temporarily gains a +4 bonus to Strength, 
  a +4 bonus to Constitution, and a +2 morale bonus 
  on Will saves, but he takes a -2 penalty to Armor 
  Class. While in a rage, the barbarian looses the 
  ability to use spell-like abilities. A fit of rage lasts for a 
  number of rounds equal to 3 + the (newly improved) 
  Constitution modifier. At the end of the rage, the 
  barbarian becomes fatigued. 
  Skills Hobgoblins have a +4 racial bonus on Move 
  Silently checks. 
   
  6: WEREWOLVES 
   
   
   
  WEREWOLF MONK 
  CR 4 
  Male human monk 2 
  LE Medium humanoid (shapechanger, human suel) 
  Init +8; Senses low-light vision, scent; Listen +2, Spot 
  +2;  
  Languages Common  
  AC 18, touch 16, flat-footed 14 
   (+4 Dex, +2 class, +2 natural) 
  hp 24 (4 HD); DR 5/silver 
  Resist evasion 
  Fort +10, Ref +11, Will +8 
  Speed 30 ft. (6 squares) 
  Melee claw +6/+6 (1d6+4) and 
  Melee bite +2 (1d6+2) 
  Base Atk +2; Grp +6 
  Atk Options Combat Reflexes, Stunning Fist 2/day (DC 
  14), flurry of blows 
  Combat Gear anklet of translocation, healing belt 
  Abilities Str 18, Dex 18, Con 16, Int 10, Wis 15, Cha 8 
  SQ Alternate form, lycanthropic empathy 
  Feats Combat Reflexes, Improved Initiative, Improved 
  Unarmed Strike, Iron Will, Stunning Fist, Track, 
  Weapon Focus (bite) 
  
  Skills Balance +10, Escape Artist +9, Hide +11, Move 
  Silently +11, Tumble +9 
  Possessions combat gear plus +1 cloak of resistance, 
  150 gp 
  Alternate form (Su) The werewolf monks in this 
  adventure remain in their hybrid form. 
  Lycanthropic Empathy (Ex) In any form, lycanthropes 
  can communicate and empathize with normal or dire 
  animals of their animal form. This gives them a +4 
  racial bonus on checks when influencing the animal’s 
  attitude and allows the communication of simple 
  concepts and (if the animal is friendly) commands, 
  such as “friend,” “foe,” “flee,” and “attack”. 
   
   
  NAE8-02 Lay Down Your Burdens 
   
  Page 17 
  
  APL 6 
  2: ENTERING THE MENOWOOD  
   
  REDCAP HUNTER 
  CR 4 
  Monster Manual III 138 
  CE Small fey 
  Init +7; Senses low-light vision; Listen +12, Spot +12;  
  Languages Common, Sylvan 
  AC 17, touch 14, flat-footed 14 
   (+1 size, +3 Dex, +3 natural) 
  hp 60 (8 HD); DR 5/cold iron 
  Fort +6, Ref +9, Will +7 
  Speed 30 ft. (6 squares) 
  Melee medium scythe +10 (2d4+6/x4) or 
  Ranged medium sling +9 (1d6+5) 
  Base Atk +4; Grp +8 
  Atk Options Power Attack 
  Special Actions  
  Combat Gear  
  Abilities Str 18, Dex 17, Con 18, Int 11, Wis 12, Cha 
  13 
  SQ eldritch stone, powerful build 
  Feats, Improved Initiative, Power Attack Weapon 
  Focus (scythe) 
  Skills Hide +18, Intimidate +12, Listen +12, Move 
  Silently +14, Spot +12, Survival +12 
  Possessions combat gear plus 425gp 
  Eldritch Stone (Su) Bullets fired from a redcap’s sling 
  glow with a greenish-blue magical energy, giving 
  them a +1 enhancement bonus on attack rolls and 
  damage rolls as well as dealing 1d6 points of 
  damage (instead of the 1d4 points an ordinary 
  bullet deals). 
  Powerful Build (Ex) The physical stature of a recap 
  lets it function in many ways as if he were one size 
  category larger. Whenever a redcap is subject to a 
  size modifier or special size modifier for an 
  opposed check (such as during grapple checks, 
  bull rush attempts or trip attempts), the redcap is 
  treated as one size larger if doing so is 
  advantageous to it. A redcap is also considered to 
  be one size larger when determining whether a 
  creature’s special attacks based on size (such as 
  improved grab or swallow whole) can affect it. A 
  recap can use weapons designed for a creature 
  one size larger without penalty. However, its space 
  and reach remain those of a creature of its actual 
  size. The benefits of this characteristic stack with 
  the effects of powers, abilities, and spells that 
  change the subject’s size category. 
   
  3: SHAKON RADIL 
   
   
   
  GURMUGU 
  CR 7 
  Male hobgoblin barbarian 1/ fighter 6 
  NE Medium humanoid (goblinoid) 
  Init +2; Senses darkvision 60 ft.; Listen +5, Spot +1;  
  Languages Common, Goblin 
  AC 18, touch 13, flat-footed 16; Dodge 
   (+2 Dex, +5 armor, +1 deflection) 
  hp 69 (7 HD) 
  Fort +10, Ref +4, Will +3 
  Speed 30 ft. in breastplate (6 squares), base 
  movement 40 ft. 
  Melee +1 bastard sword +13/+8 (1d10+7/19-20x2) or 
  Melee masterwork ranseur +11/+6 (2d4+4/x3) or 
  Melee spiked gauntlet +10/+5 (1d4+3/x2) 
  Base Atk +7; Grp +10 
  Atk Options Combat Reflexes, Improved Unarmed 
  Strike, Power Attack, Rage 1/day 
  Combat Gear anklet of translocation, healing belt 
  Abilities Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 
  8 
  SQ  
  Feats Combat Reflexes, Dodge, Exotic Weapon 
  Proficiency (bastard sword), Improved Unarmed 
  Strike, Power Attack, Weapon Focus (bastard 
  sword), Weapon Specialization (bastard sword)  
  Skills Climb +9, Intimidate +9, Listen +5 , Move 
  Silently +6, Swim -1 
  Possessions combat gear plus +1 ring of protection, 
  200 gp 
  Rage (Ex): A barbarian can fly into screaming blood 
  frenzy a certain number of times a day. In a rage, a 
  barbarian gains phenomenal strength and durability 
  but becomes reckless and less able to defend 
  himself. He temporarily gains a +4 bonus to 
  Strength, a +4 bonus to Constitution, and a +2 
  morale bonus on Will saves, but he takes a -2 
  penalty to Armor Class. While in a rage, the 
  barbarian looses the ability to use spell-like 
  abilities. A fit of rage lasts for a number of rounds 
  equal to 3 + the (newly improved) Constitution 
  modifier. At the end of the rage, the barbarian 
  becomes fatigued. 
  Skills Hobgoblins have a +4 racial bonus on Move 
  Silently checks. 
   
  6: WEREWOLVES 
   
   
   
  WEREWOLF MONK 
  CR 6 
  Male human monk 2 
  LE Large humanoid (shapechanger, human suel) 
  Init +8; Senses low-light vision, scent ; Listen +4, 
  Spot +4;  
  Languages Common  
  AC 19, touch 16, flat-footed 15 
   (-1 size, +4 Dex, +2 class, +1 deflection, +3 natural) 
  hp 64 (8 HD); DR 5/silver 
  Resist evasion 
  Fort +13, Ref +13, Will +13 
  Speed 30 ft. (6 squares) 
  Melee claw +14/+14 (1d8+10) and 
  Melee bite +10 (1d8+5) or 
  Melee unarmed strike +13 (1d8+9) and 
  Melee bite +9 (1d8+4) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +5; Grp +19 
  NAE8-02 Lay Down Your Burdens 
   
  Page 18 
  
  Atk Options Combat Reflexes, Stunning Fist 3/day 
  (DC 16), flurry of blows, trip 
  Special Actions  
  Combat Gear healing belt 
  Abilities Str 30, Dex 18, Con 18, Int 10, Wis 15, Cha 
  8 
  SQ Alternate form, lycanthropic empathy 
  Feats Alertness, Combat Reflexes, Improved 
  Initiative, Improved Unarmed Strike, Iron Will, Run, 
  Stunning Fist, Track, Weapon Focus (bite) 
  Skills Balance +12, Escape Artist +9, Hide +13, Move 
  Silently +18, Tumble +9,  
  Possessions combat gear plus +1 cloak of 
  resistance, +1 ring of protection, 450gp 
  Alternate form (Su) The werewolf monks in this 
  adventure remain in their hybrid form. 
  Lycanthropic Empathy (Ex) In any form, 
  lycanthropes can communicate and empathize with 
  normal or dire animals of their animal form. This 
  gives them a +4 racial bonus on checks when 
  influencing the animal’s attitude and allows the 
  communication of simple concepts and (if the 
  animal is friendly) commands, such as “friend,” 
  “foe,” “flee,” and “attack”.
  NAE8-02 Lay Down Your Burdens 
   
  Page 19 
  
  NAE8-02 Lay Down Your Burdens 
   
  Page 20 
  APL 8 
  2: ENTERING THE MENOWOOD  
   
  REDCAP HUNTER 
  CR 6 
  Monster Manual III 138 
  CE Small fey 
  Init +8; Senses low-light vision; Listen +14, Spot +14;  
  Languages Common, Sylvan 
  AC 19, touch 15, flat-footed 15 
   (+1 size, +4 Dex, +4 natural) 
  hp 85 (10 HD); DR 10/cold iron 
  Fort +8, Ref +11, Will +8 
  Speed 30 ft. (6 squares) 
  Melee medium scythe +12 (2d4+7/x4) or 
  Ranged medium sling +11 (1d6+6) 
  Base Atk +5; Grp +10 
  Atk Options Cleave, Power Attack 
  Special Actions  
  Combat Gear  
  Abilities Str 20, Dex 19, Con 20, Int 11, Wis 12, Cha 13 
  SQ eldritch stone, powerful build 
  Feats Cleave, , Improved Initiative, Power Attack, 
  Weapon Focus (scythe)  
  Skills Hide +21, Intimidate +14, Listen +14, Move 
  Silently +17, Spot +14, Survival +14 
  Possessions combat gear plus 725gp 
  Eldritch Stone (Su) Bullets fired from a redcap’s sling 
  glow with a greenish-blue magical energy, giving 
  them a +1 enhancement bonus on attack rolls and 
  damage rolls as well as dealing 1d6 points of damage 
  (instead of the 1d4 points an ordinary bullet deals). 
  Powerful Build (Ex) The physical stature of a recap lets 
  it function in many ways as if he were one size 
  category larger. Whenever a redcap is subject to a 
  size modifier or special size modifier for an opposed 
  check (such as during grapple checks, bull rush 
  attempts or trip attempts), the redcap is treated as 
  one size larger if doing so is advantageous to it. A 
  redcap is also considered to be one size larger when 
  determining whether a creature’s special attacks 
  based on size (such as improved grab or swallow 
  whole) can affect it. A recap can use weapons 
  designed for a creature one size larger without 
  penalty. However, its space and reach remain those 
  of a creature of its actual size. The benefits of this 
  characteristic stack with the effects of powers, 
  abilities, and spells that change the subject’s size 
  category. 
   
  3: SHAKON RADIL 
   
  GURMUGU 
  CR 9 
  Male hobgoblin barbarian 1/ fighter 8 
  NE Medium humanoid (goblinoid) 
  Init +2; Senses darkvision 60 ft.; Listen +5, Spot +1; 
  Languages Common, Goblin 
  AC 18, touch 13, flat-footed 16; Dodge, Mobility 
   (+2 Dex, +5 armor, +1 deflection) 
  hp 87 (9 HD) 
  Fort +12, Ref +5, Will +4 
  Speed 30 ft. in breastplate (6 squares), base movement 
  40 ft. 
  Melee +1 bastard sword +15/+10 (1d10+9/19-20x2) or 
  Melee masterwork ranseur +14/+9 (2d4+6/x3) or 
  Melee spiked gauntlet +13/+8 (1d4+4/x2) 
  Base Atk +9; Grp +13 
  Atk Options Combat Reflexes, Improved Unarmed 
  Strike, Power Attack, Spring Attack, Rage 1/day 
  Combat Gear anklet of translocation, healing belt 
  Abilities Str 19, Dex 15, Con 16, Int 10, Wis 12, Cha 8 
  SQ  
  Feats Combat Reflexes, Dodge, Exotic Weapon 
  Proficiency (bastard sword), Improved Unarmed 
  Strike, Mobility, Power Attack, Spring Attack, Weapon 
  Focus (bastard sword), Weapon Specialization 
  (bastard sword)  
  Skills Climb +12, Intimidate +11, Listen +5 , Move 
  Silently +6, Swim +0 
  Possessions combat gear plus +1 cloak of resistance, 
  gauntlets of ogre power, +1 ring of protection 
  Rage (Ex): A barbarian can fly into screaming blood 
  frenzy a certain number of times a day. In a rage, a 
  barbarian gains phenomenal strength and durability 
  but becomes reckless and less able to defend 
  himself. He temporarily gains a +4 bonus to Strength, 
  a +4 bonus to Constitution, and a +2 morale bonus 
  on Will saves, but he takes a -2 penalty to Armor 
  Class. While in a rage, the barbarian looses the 
  ability to use spell-like abilities. A fit of rage lasts for a 
  number of rounds equal to 3 + the (newly improved) 
  Constitution modifier. At the end of the rage, the 
  barbarian becomes fatigued. 
  Skills Hobgoblins have a +4 racial bonus on Move 
  Silently checks. 
   
  6: WEREWOLVES 
   
   
   
  WEREWOLF MONK 
  CR 8 
  Male human monk 4 
  LE Large humanoid (shapechanger, human suel) 
  Init +8; Senses low-light vision, scent; Listen +4, Spot 
  +4;  
  Languages Common  
  AC 19, touch 16, flat-footed 15 
   (-1 size, +4 Dex, +2 class, +1 deflection, +3 natural) 
  hp 85 (10 HD); DR 5/silver 
  Resist evasion 
  Fort +15, Ref +14, Will +14 (+16 against enchantment 
  spells and effects) 
  Speed 40 ft. (8 squares) 
  Melee claw +16/+16/ (1d6+10) and 
  Melee bite +12 (1d8+5) or 
  Melee unarmed strike +16/+11 (2d6+10) and 
  Melee bite +12 (1d8+5) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +7; Grp +25 
  Atk Options Combat Reflexes, Stunning Fist 5/day (DC 
  17), flurry of blows, ki strike (magic)  
  
  Special Actions  
  Combat Gear healing belt 
  Abilities Str 30, Dex 18, Con 20, Int 10, Wis 15, Cha 8 
  SQ Alternate form, lycanthropic empathy, slow fall 20 ft. 
  Feats Alertness, Combat Reflexes, Improved Initiative, 
  Improved Unarmed Strike, Improved Grapple, Iron 
  Will, Run, Stunning Fist, Track, Weapon Focus (bite) 
  Skills Balance +14, Escape Artist +11, Hide +15, Move 
  Silently +20, Tumble +11 
  Possessions combat gear plus +2 amulet of health, +1 
  cloak of resistance, +1 ring of protection 
  Alternate form (Su) The werewolf monks in this 
  adventure remain in their hybrid form. 
  Lycanthropic Empathy (Ex) In any form, lycanthropes 
  can communicate and empathize with normal or dire 
  animals of their animal form. This gives them a +4 
  racial bonus on checks when influencing the animal’s 
  attitude and allows the communication of simple 
  concepts and (if the animal is friendly) commands, 
  such as “friend,” “foe,” “flee,” and “attack”. 
   
   
  NAE8-02 Lay Down Your Burdens 
   
  Page 21 
  
  APL 10 
  2: ENTERING THE MENOWOOD  
   
  REDCAP HUNTER 
  CR 8 
  Monster Manual III 138 
  CE Small fey 
  Init +10; Senses low-light vision; Listen +18, Spot 
  +18;  
  Languages Common, Sylvan 
  AC 23, touch 17, flat-footed 17; Dodge 
   (+1 size, +6 Dex, +6 natural) 
  hp 147 (14 HD); DR 10/cold iron 
  Fort +11, Ref +15, Will +10 
  Speed 30 ft. (6 squares) 
  Melee medium scythe +16/+11 (2d4+10/x4) or 
  Ranged medium sling +15/+10 (1d6+8) 
  Base Atk +7; Grp +14 
  Atk Options Cleave, Power Attack 
  Special Actions  
  Combat Gear  
  Abilities Str 24, Dex 23, Con 24, Int 11, Wis 12, Cha 
  13 
  SQ eldritch stone, powerful build 
  Feats Cleave, Dodge, Improved Initiative, Power 
  Attack , Weapon Focus (scythe) 
  Skills Hide +27, Intimidate +18, Listen +18, Move 
  Silently +23, Spot +18, Survival +18 
  Possessions combat gear plus 1225 
  Eldritch Stone (Su) Bullets fired from a redcap’s sling 
  glow with a greenish-blue magical energy, giving 
  them a +1 enhancement bonus on attack rolls and 
  damage rolls as well as dealing 1d6 points of 
  damage (instead of the 1d4 points an ordinary 
  bullet deals). 
  Powerful Build (Ex) The physical stature of a recap 
  lets it function in many ways as if he were one size 
  category larger. Whenever a redcap is subject to a 
  size modifier or special size modifier for an 
  opposed check (such as during grapple checks, 
  bull rush attempts or trip attempts), the redcap is 
  treated as one size larger if doing so is 
  advantageous to it. A redcap is also considered to 
  be one size larger when determining whether a 
  creature’s special attacks based on size (such as 
  improved grab or swallow whole) can affect it. A 
  recap can use weapons designed for a creature 
  one size larger without penalty. However, its space 
  and reach remain those of a creature of its actual 
  size. The benefits of this characteristic stack with 
  the effects of powers, abilities, and spells that 
  change the subject’s size category. 
   
  3: SHAKON RADIL 
   
  GURMUGU 
  CR 11 
  Male hobgoblin barbarian 1/ fighter 10 
  NE Medium humanoid (goblinoid) 
  Init +2; Senses darkvision 60 ft.; Listen +5, Spot +1;  
  Languages Common, Goblin 
  AC 18, touch 13, flat-footed 16; Dodge, Mobility 
   (+2 Dex, +5 armor, +1 deflection) 
  hp 116 (11 HD) 
  Fort +13, Ref +5, Will +4 
  Speed 30 ft. in breastplate (6 squares), base 
  movement 40 ft. 
  Melee +1 vicious bastard sword +17/+12/+7 
  (1d10+9/19-20x2) or 
  Melee masterwork ranseur +16/+11/+6 (2d4+6/x3) or 
  Melee spiked gauntlet +15/+10/+5 (1d4+4/x2) 
  Base Atk +11; Grp +15 
  Atk Options Blind Fight, Combat Reflexes, Improved 
  Unarmed Strike, Power Attack, Spring Attack, 
  Rage 1/day 
  Combat Gear, healing belt 
  Abilities Str 19, Dex 15, Con 18, Int 10, Wis 12, Cha 
  8 
  SQ  
  Feats Blind Fight, Combat Reflexes, Dodge, Exotic 
  Weapon Proficiency (bastard sword), Improved 
  Unarmed Strike, Mobility, Power Attack, Spring 
  Attack, Weapon Focus (bastard sword), Weapon 
  Specialization (bastard sword)  
  Skills Climb +14, Intimidate +13, Listen +5 , Move 
  Silently +6, Swim +0 
  Possessions combat gear plus +2 amulet of health, 
  gauntlets of ogre power, +1 ring of protection 
  Rage (Ex): A barbarian can fly into screaming blood 
  frenzy a certain number of times a day. In a rage, a 
  barbarian gains phenomenal strength and durability 
  but becomes reckless and less able to defend 
  himself. He temporarily gains a +4 bonus to 
  Strength, a +4 bonus to Constitution, and a +2 
  morale bonus on Will saves, but he takes a -2 
  penalty to Armor Class. While in a rage, the 
  barbarian looses the ability to use spell-like 
  abilities. A fit of rage lasts for a number of rounds 
  equal to 3 + the (newly improved) Constitution 
  modifier. At the end of the rage, the barbarian 
  becomes fatigued. 
  Skills Hobgoblins have a +4 racial bonus on Move 
  Silently checks. 
   
  6: WEREWOLVES 
   
   
   
  WEREWOLF MONK 
  CR 10 
  Male human monk 6 
  LE Large humanoid (shapechanger, human suel) 
  Init +8; Senses low-light vision, scent; Listen +5, Spot 
  +5;  
  Languages Common  
  AC 22, touch 17, flat-footed 18; Dodge 
   (-1 size, +4 Dex, +2 armor, +3 class, +1 deflection, 
  +3 natural) 
  hp 98 (12 HD); DR 5/silver 
  Immune normal diseases 
  Resist evasion 
  Fort +16, Ref +15, Will +16 (+18 against 
  enchantment spells and effects) 
  NAE8-02 Lay Down Your Burdens 
   
  Page 22 
  
  Speed 50 ft. (8 squares) 
  Melee claw +17/+17 (1d6+10) and 
  Melee bite +13 (1d8+5) or 
  Melee unarmed strike +17/+12 (2d6+10) and 
  Melee bite +12 (1d8+5) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +8; Grp +26 
  Atk Options Combat Reflexes, Improved Disarm, 
  Power Attack, Stunning Fist 7/day (DC 18), flurry of 
  blows, ki strike (magic) 
  Special Actions  
  Combat Gear anklet of translocation, healing belt, oil 
  of greater magic weapon +2, potion of barkskin +4, 
  potion of fly 
  Abilities Str 30, Dex 18, Con 20, Int 10, Wis 16, Cha 
  8 
  SQ Alternate form, lycanthropic empathy, slow fall 30 
  ft. 
  Feats Alertness, Combat Reflexes, Improved Disarm, 
  Improved Initiative, Improved Unarmed Strike, 
  Improved Grapple, Iron Will, Power Attack, Run, 
  Stunning Fist, Track, Weapon Focus (bite) 
  Skills Balance +16, Escape Artist +13, Hide +17, 
  Move Silently +22, Tumble +13 
  Possessions combat gear plus +2 amulet of health, 
  +2 bracers of armor, +1 cloak of resistance, +1 ring 
  of protection 
  Alternate form (Su) The werewolf monks in this 
  adventure remain in their hybrid form. 
  Lycanthropic Empathy (Ex) In any form, 
  lycanthropes can communicate and empathize with 
  normal or dire animals of their animal form. This 
  gives them a +4 racial bonus on checks when 
  influencing the animal’s attitude and allows the 
  communication of simple concepts and (if the 
  animal is friendly) commands, such as “friend,” 
  “foe,” “flee,” and “attack”. 
   
  NAE8-02 Lay Down Your Burdens 
   
  Page 23 
  
  APL 12 
  2: ENTERING THE MENOWOOD  
   
  REDCAP HUNTER 
  CR 10 
  Monster Manual III 138 
  CE Small fey 
  Init +11; Senses low-light vision; Listen +20, Spot 
  +20; 
  Languages Common, Sylvan 
  AC 25, touch 18, flat-footed 18; Dodge, Mobility 
   (+1 size, +7 Dex, +7 natural) 
  hp 184 (16 HD); DR 15/cold iron 
  Fort +13, Ref +17, Will +11 
  Speed 30 ft. (6 squares) 
  Melee medium scythe +18/+13 (2d4+12/x4) or 
  Ranged medium sling +17/+12 (1d6+9) 
  Base Atk +8; Grp +16 
  Atk Options Cleave, Power Attack 
  Special Actions  
  Combat Gear  
  Abilities Str 26, Dex 25, Con 26, Int 11, Wis 12, Cha 
  13 
  SQ eldritch stone, powerful build 
  Feats Cleave, Dodge, Improved Initiative, Mobility, 
  Power Attack, Weapon Focus (scythe)  
  Skills Hide +30, Intimidate +20, Listen +20, Move 
  Silently +26, Spot +20, Survival +20 
  Possessions combat gear plus 2125gp 
  Eldritch Stone (Su) Bullets fired from a redcap’s sling 
  glow with a greenish-blue magical energy, giving 
  them a +1 enhancement bonus on attack rolls and 
  damage rolls as well as dealing 1d6 points of 
  damage (instead of the 1d4 points an ordinary 
  bullet deals). 
  Powerful Build (Ex) The physical stature of a recap 
  lets it function in many ways as if he were one size 
  category larger. Whenever a redcap is subject to a 
  size modifier or special size modifier for an 
  opposed check (such as during grapple checks, 
  bull rush attempts or trip attempts), the redcap is 
  treated as one size larger if doing so is 
  advantageous to it. A redcap is also considered to 
  be one size larger when determining whether a 
  creature’s special attacks based on size (such as 
  improved grab or swallow whole) can affect it. A 
  recap can use weapons designed for a creature 
  one size larger without penalty. However, its space 
  and reach remain those of a creature of its actual 
  size. The benefits of this characteristic stack with 
  the effects of powers, abilities, and spells that 
  change the subject’s size category. 
   
  3: SHAKON RADIL 
   
  GURMUGU 
  CR 13 
  Male hobgoblin barbarian 1/ fighter 12 
  NE Medium humanoid (goblinoid) 
  Init +2; Senses darkvision 60 ft.; Listen +5, Spot +1;  
  Languages Common, Goblin 
  AC 19, touch 13, flat-footed 17; Dodge, Mobility 
   (+2 Dex, +6 armor, +1 deflection) 
  hp 136 (13 HD) 
  Fort +14, Ref +6, Will +5 
  Speed 30 ft. in +1 breastplate (6 squares), base 
  movement 40 ft. 
  Melee +1 vicious bastard sword +23/+18/+13 
  (1d10+14/17-20x2) or 
  Melee masterwork ranseur +22/+17/+12 (2d4+9/x3) 
  or 
  Melee spiked gauntlet +21/+16/+11 (1d4+6/x2) 
  Base Atk +13; Grp +19 
  Atk Options Blind Fight, Combat Reflexes, Improved 
  Unarmed Strike, Power Attack, Spring Attack, 
  Rage 1/day 
  Combat Gear anklet of translocation 
  Abilities Str 22, Dex 15, Con 18, Int 10, Wis 12, Cha 
  8 
  SQ  
  Feats Blind Fight, Combat Reflexes, Dodge, Exotic 
  Weapon Proficiency (bastard sword), Improved 
  Critical (bastard sword), Improved Unarmed Strike, 
  Melee Weapon Mastery (slashing), Mobility, Power 
  Attack, Spring Attack, Weapon Focus (bastard 
  sword), Weapon Specialization (bastard sword)  
  Skills Climb +19, Intimidate +15, Listen +5 , Move 
  Silently +7, Swim +4 
  Possessions combat gear plus +2 amulet of health, 
  +4 belt of giant strength, +1 breastplate, +1 cloak 
  of resistance, +1 ring of protection, 600 gp 
  Rage (Ex): A barbarian can fly into screaming blood 
  frenzy a certain number of times a day. In a rage, a 
  barbarian gains phenomenal strength and durability 
  but becomes reckless and less able to defend 
  himself. He temporarily gains a +4 bonus to 
  Strength, a +4 bonus to Constitution, and a +2 
  morale bonus on Will saves, but he takes a -2 
  penalty to Armor Class. While in a rage, the 
  barbarian looses the ability to use spell-like 
  abilities. A fit of rage lasts for a number of rounds 
  equal to 3 + the (newly improved) Constitution 
  modifier. At the end of the rage, the barbarian 
  becomes fatigued. 
  Skills Hobgoblins have a +4 racial bonus on Move 
  Silently checks. 
   
  6: WEREWOLVES 
   
   
   
  WEREWOLF MONK  
  CR 12 
  Male human monk 6/ fighter 2 
  LE Large humanoid (shapechanger, human suel) 
  Init +8; Senses low-light vision, scent; Listen +5, Spot 
  +5;  
  Languages Common  
  AC 22, touch 17, flat-footed 18; Dodge, Mobility 
   (-1 size, +4 Dex, +2 armor, +4 class, +3 natural) 
  hp 105 (14 HD); DR 5/silver 
  Immune normal diseases 
  Resist evasion 
  NAE8-02 Lay Down Your Burdens 
   
  Page 24 
  
  Fort +19, Ref +15, Will +16 (+18 against 
  enchantment spells and effects) 
  Speed 50 ft. (8 squares) 
  Melee claw +19/+19 (1d6+10) and 
  Melee bite +15 (1d8+5) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +10; Grp +28 
  Atk Options Combat Reflexes, Improved Disarm, 
  Power Attack, Spring Attack, Stunning Fist 8/day 
  (DC 20), flurry of blows, ki strike (magic), 
  Special Actions  
  Combat Gear oil of greater magic fang +2, potion of 
  barkskin +4, potion of fly, potion of haste 
  Abilities Str 30, Dex 18, Con 20, Int 10, Wis 16, Cha 
  8 
  SQ Alternate form, lycanthropic empathy, slow fall 30 
  ft. 
  Feats Alertness, Combat Reflexes, Dodge, Improved 
  Disarm, Improved Initiative, Improved Unarmed 
  Strike, Improved Grapple, Iron Will, Mobility, Power 
  Attack, Run , Stunning Fist, Track, Weapon Focus 
  (bite) 
  Skills Balance +17, Escape Artist +14, Hide +17, 
  Move Silently +22, Tumble +14 
  Possessions combat gear plus +2 amulet of health, 
  belt monk’s, +2 bracers of armor, +1 cloak of 
  resistance 
  Alternate form (Su) The werewolf monks in this 
  adventure remain in their hybrid form. 
  Lycanthropic Empathy (Ex) In any form, 
  lycanthropes can communicate and empathize with 
  normal or dire animals of their animal form. This 
  gives them a +4 racial bonus on checks when 
  influencing the animal’s attitude and allows the 
  communication of simple concepts and (if the 
  animal is friendly) commands, such as “friend,” 
  “foe,” “flee,” and “attack”. 
   
  NAE8-02 Lay Down Your Burdens 
   
  Page 25 
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Melee Weapon Mastery  
  You have mastered a wide range of weapons. Your 
  training with one specific weapon now extends to 
  other weapons of a similar sort. 
   
  Prerequisite: Proficiency with selected weapon, 
  Weapon Focus with selected weapon, Weapon 
  Specialization with selected weapon, base attack bonus 
  +8. 
   
  Benefit: When you select this feat, choose 
  bludgeoning, piercing, or slashing. You must have 
  Weapon Focus and Weapon Specialization with a 
  melee weapon that deals this type of damage. When 
  using any melee weapon that has the damage type you 
  selected, you gain a +2 bonus on attack rolls and a +2 
  bonus on damage rolls. 
   
  Special: You can select this feat more than once. 
  Each time, you can select a new damage type. A fighter 
  can choose Melee Weapon Mastery as one of his 
  fighter bonus feats. 
   
  Source: Players Handbook II 81. 
   
  SPELLS 
  JUNGLERAZER 
  Necromancy 
  Level: Druid 3, sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 120 ft. 
  Area: 120-ft. line 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  Fey, vermin, plants and plant creatures, and animals 
  caught in the area take 1d10 points of negative energy 
  damage per caster level (maximum 10d10). 
   
  Material Component: A pinch of ash from a 
  burnt plant. 
  Source: Spell Compendium 127. 
   
  MAGIC ITEMS 
  Anklet of Translocation 
  Price: 1,400 gp 
  Body Slot: Feet 
  Caster Level: 7th 
  Aura: Moderate (DC 18) conjuration 
  Activate: Swift (command) 
  Weight: -- 
   
  An anklet of translocation allows you to make short 
  dimensional hops. When it is activated, you can 
  instantly teleport (with no chance of error) up to 10 
  feet. The new space must be within line of sight and 
  line of effect. 
   
  You can’t use the anklet to move into a space 
  occupied by another creature, nor can you teleport into 
  a solid object; if you attempt to do so, the anklet’s 
  activate is wasted. You can bring along objects 
  weighting up to your maximum load, but you can’t 
  bring another creature with you. 
   
  An anklet of translocation functions two times per 
  day. 
   
  Prerequisites: Craft Wondrous Item, dimension door. 
   
  Source: Magic Item Compendium p 71 
   
  Healing Belt 
  Price: 750 gp 
  Body Slot: Waist 
  Caster Level: 3rd 
  Aura: Faint (DC 16) conjuration 
  Activate: -- 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. 
   
  Magic Item Compendium 110. 
   
  NAE8-02 Lay Down Your Burdens 
   
  Page 26 
  
  DM MAP #2 
   
  This is the map for the fey fight in Encounter 2. 
   
   
  The forest here is really thick, areas off of the path block sight. The PCs notice the fey at roughly the “PCs start 
  here” location. Modify as appropriate given spot/listen checks if the party is being sneaky. The #’s 1-4 indicate 
  the starting position of the 4 fey. Under normal circumstances, there is no surprise round for this fight. 
   
   
   
   
  NAE8-02 Lay Down Your Burdens 
   
  Page 27 
  
  DM MAP #3A 
  This is the map for the Gurmugu fight in encounter 3 if the party chooses to participate in ritual combat. 
   
  Gurmugu starts at the position marked “G”. The PC(s) start at the bottom entrance. Rules for the ritual combat 
  can be found on Player Handout 6. Keep in mind that the party may assume that the ritual combat is meant for 
  1 on 1. That isn’t strictly so, but all rules must still be obeyed. The walls of the pit have some spikes in them. 
  Anyone winning a grapple check vs. his opponent adjanced to wall is assumed to use them to cause more 
  damage. This increases damage by 1d4. In addition, anyone bull rushed into spikes takes 1d6+str damage. 
   
   
   
   
   
  NAE8-02 Lay Down Your Burdens 
   
  Page 28 
  
  DM MAP #3B 
  This is the map for the Gurmugu fight in encounter 3 if the party chooses to attack him in private. 
   
  If they do, they are able to learn of the location of his tent (larger tent shown below). Based on the PCs plan, 
  use your judgment on initial placement of Gurmugu within his tent (sleeping?). Even if Gurmugu screams for 
  help, nobody comes to save him. Such is the life of a brutal hobgoblin leader. 
   
   
   
  NAE8-02 Lay Down Your Burdens 
   
  Page 29 
  
  DM MAP #5/6 
   
  This is the map for the werewolf fight in encounter 6. 
   
  The PCs approach the clearing from the top left corner. Once again, the trees are very thick here. Shortly after 
  they meet and question the “shackled man”, 3 werewolf monks (W1 – W3) emerge from the forest (size varies 
  on APL) and quickly try to convince the party to leave Reshes to die. Place the minis as you see fit. Most tables 
  should likely have the 3 werewolves 1 step into the clearing with the PCs on the other side. Adjust as makes 
  sense for your table. 
   
  The shackled man, aka Reshes Fren, begins tied down to the ground at location S. The circle around him is 
  ceremonial and causes no battlefield effects. 
   
   
   
   
   
  NAE8-02 Lay Down Your Burdens 
   
  Page 30 
  
  PLAYER HANDOUT: 1 
  This letter is delivered to you at the request of the Idee Volunteers.  
   
   
  It has come to our attention that the Ahilissan military is mobilizing to clear the Menowood of any 
  Scarlet Brotherhood or Hepmonalander influence. This is likely to be swift, brutal and final. However, 
  they are mounting a scouting mission into the Menowood to allow for a final peaceful settlement. 
  Succesful settlement would work well towards our goals as was the case with success in Shar Hesiyev. 
  Please, go to Adderstone without delay, join the scouting mission and do your best to achieve a 
  bloodless outcome. Benrad Lyrthi will be expecting you. 
   
   
   
   
   
   
   
   
   
  FARA 
   
   
   
   
   
   
   
   
   
   
   
   
   
  PLAYER HANDOUT 2 
  This letter is delivered to you at the request of the Ex-Scarlet Brotherhood Soldiers. 
   
  It has come to our attention that the Ahlissan military is mobilizing to clear the Menowood of our 
  most resilient brothers and friends. We fear their approach will be swift, brutal and final. Luckily, they 
  are allowing for a scouting mission into the Menowood to allow for a final peaceful settlement. Please, 
  go to Adderstone without delay, join the scouting mission and do your best to convince our brothers 
  of the folly of holding onto the failed dream of independence. Tis a sad day indeed, but better to save 
  their lives than to mourn their losses. Benrad Lythi will be expecting you. 
   
   
   
   
   
   
   
   
   
   
  KORWIL ZAN 
   
   
   
   
   
   
   
   
   
   
  . 
  NAE8-02 Lay Down Your Burdens 
   
  Page 31 
  
  PLAYER HANDOUT 3 
  This letter is delivered to you at the request of the Ahlissan Military. (also applies to Nasranite Watch) 
   
  You are hereby instructed to report to Adderstone for duty. All you need to know is that you will be 
  joining a patrol entering the Menowood. Further details will be provided upon your swift arrival. 
  Commander Lyrthi will be expecting you. 
   
   
   
   
   
  AMIRSIVIL BELVA (Temporary commander of Naerie City Garrison) 
   
   
   
   
   
   
   
   
   
   
   
  PLAYER HANDOUT 4 
  This letter is delivered to you at the request of the Commander Lyrthi of the Adderstone Garrison. 
   
  I find myself in need of skilled adventurers and have heard good things about you. Please report to 
  Adderstone swiftly for a mission vital for the future of Naerie. Bring any forest traveling gear you may 
  have, the mission entails spending some time in the Menowood. 
   
  You will be duly compensated. 
   
   
   
   
   
   
   
   
   
   
  BENRAD LYRTHI 
   
   
   
  NAE8-02 Lay Down Your Burdens 
   
  Page 32 
  
  PLAYER HANDOUT 5 
  Final entry in Reshes Fren’s journal. 
   
  The Menowood is once again growing quiet. For months, the 
  quiet seems more pronounced with each full moon. 
   
  I fear for our camp now that we’ve lost so many to the idealist 
  movement. They toy with our tenuous existence yet care not 
  for the welfare of their brothers. I am glad they left our camp, 
  but am unsure how we will fare without them. 
   
  The dogs sense something. Tonight we will take them on patrol 
  with us and find what is bothering them. 
   
  NAE8-02 Lay Down Your Burdens 
   
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  NAE8-02 Lay Down Your Burdens 
   
  Page 34 
  PLAYER HANDOUT 6 
  The following are the rules for ritual combat according to the hobgoblins of the camp. 
   
  1. Combatants must be either: 
   goblinoid, centaur, Human or half-orc . 
   
  2. Combatants leaving the battle pit are 
  disqualified and shamed. 
   
  3. Combat is to the death. 
   
  4. Outside help is not permitted, not even to 
  prevent death. 
   
  5. Casting spells prior to combat is not permitted. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ahlissa (Naerie)/598/Normal Scenarios/NAE8-02 - Lay Down Your Burdens (APL 4-12)/NAE8-02 - Lay Down Your Burdens.pdf