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 
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  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at POC@yeomanry.net.  For 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  YEO8-03 
   
   
   
  Wanted: Citizen – Dead or 
  Alive  
  A One-Round D&D® LIVING GREYHAWKTM  
  Yeomanry Regional Adventure 
  Version 1.0 
   
  by Matthew Crook and Rick Middlebrooks 
  Reviewers: Yeomanry Triad 
  Circle Reviewer: Steven Conforti 
  Playtesters: Rick Middlebrooks, Al Armour, Travis Herr, Dan Jenkins, Chris Williams, Chase Wrenn, 
  Henry Burns, Larry Burns, Steve Gillis, Nic Helms, Jason Morrison 
   
  A young militiaman has gone missing and is feared captured or killed by forces bent on destruction. The 
  hero’s family is in dire need of his rescue. Do you have the courage and strength to make the attempt? A 
  one-round Yeomanry regional adventure for APLs 6 to 14. 
   
  Note: This adventure will be of particular interest to PCs belonging to the Yeomanry Military and Citizen 
  PCs. 
   
  Resources: Complete Warrior [Andy Collins, et al], Magic Item Compendium [Andy Collins, et al], 
  Sandstorm [Bruce R. Cordell, et al], Spell Compendium [Matthew Sernett, et al]. 
  
  YEO8-03 Wanted: Citizen – Dead or Alive 
   
  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 table DM. You must be at 
  least a HERALD-LEVEL GM to run this adventure. 
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  one (1) point. 
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual. 
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Information on 
  nonplayer 
  characters 
  (NPCs) 
  and 
  monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices. 
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. You’ll also find a LIVING GREYHAWK adventure 
  record (AR). You need one copy of this for each 
  participating player. 
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To calculate the Average Party 
  Level (APL), follow the process below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. Each PC 
  may bring one animal, plus any creatures 
  gained from class abilities to help in combat. 
  (PCs can bring more creatures but they 
  cannot help in combat). If you deem that the 
  animal bestows a significant benefit in combat 
  add the animal’s CR to the level of the PC it is 
  accompanying for calculating APL. (Animals 
  gained from class abilities and one standard 
  horse, warhorse, or riding dog for a PC with 
  Mounted Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  3. If you are running a table of six PCs, add one 
  to that average. 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  
  YEO8-03 Wanted: Citizen – Dead or Alive 
   
  Page 2 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. A player character more than three 
  levels higher than the APL at which the adventure 
  is played cannot participate. If a player character 
  is more than two levels away from the APL at 
  which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the 
  PC was not challenged as much as normal or 
  relied on help by higher-level characters to reach 
  the objectives. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success: 
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  These APL calculation rules reference version 7.0 
  of the Living Greyhawk Campaign Sourcebook. If 
  you are playing this adventure in 2008, check the 
  current version of the LGCS and follow any 
  updated rules presented within. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, 
  set in the Yeomanry. Characters native to the 
  Yeomanry pay one Time Unit per round, all others 
  pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time 
  Unit. Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on 
  this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
  PREPARATION FOR PLAY 
  Is This a Military Adventure? 
   
  As Yeoman officials consider the events of this 
  adventure important to the defense of the 
  Yeomanry, members of any branch of the Yeoman 
  military may count the TUs spent on this 
  adventure toward any annual TU commitment 
  required by their enlistment. 
  Is This a Dustdigger Adventure? 
   
  As this adventure does NOT significantly 
  involve archaeological matters, students in the 
  Academy of Lore may NOT count this adventure 
  toward any TUs they must spend per year in 
  study. See individual certificates for more details. 
  Is This a Promotion-Worthy Adventure? 
   
  Heroic deeds in the name of the Yeoman 
  military are possible in this adventure, and as 
  such, the possibility for promotion exists. In order 
  for a PC to be considered for promotion at the end 
  of this adventure, the PC must do the following: 
  1. The DM and all Yeomanry military PCs 
  present at the table must unanimously agree 
  that the PC has performed an action and 
  behaved in a manner that would make them a 
  good leader of men in their unit. There must 
  be at least two other military PCs playing the 
  adventure 
  besides 
  the 
  PC 
  up 
  for 
  advancement. Only one PC can be nominated 
  for advancement per adventure. 
  2. The player so nominated must then gather the 
  names and email addresses of all Yeomanry 
  military players and the DM at the table. 
  3. The player must then submit a short summary 
  of what happened in the adventure and why 
  he 
  or 
  she 
  should 
  be 
  considered 
  for 
  promotion. Emailing 
  this 
  information 
  to 
  yeomanry-triad@yahoogroups.com. 
  4. The Triad will then discuss your promotion and 
  determine whether promotion is granted. You 
  will be notified via email, and a promotion 
  certificate will be sent to you via snail mail. 
  
  YEO8-03 Wanted: Citizen – Dead or Alive 
   
  Page 3 
   
  In order to be considered for promotion, the 
  Yeomanry military character must have spent a 
  minimum of one year of real time at the rank below 
  that being applied for. So in order to be considered 
  for Serjeant, the player must have spent one full 
  year as a Yeoman, and one full year below that as 
  an unranked soldier. 
   Other preparation 
  Prior to play, make Spot and Listen checks for 
  Encounter 4; have the PCs make these checks as 
  well. The ogres for Encounter 4 also need Hide 
  and Move Silently checks. 
   
  For Encounter 6, the judge should read the 
  DMG, pages 23-24, for adding new combatants to 
  a fight. 
   
  For Encounters 4 and 8, the judge should 
  familiarize 
  himself 
  with 
  the 
  Tactical 
  Aerial 
  Movement section of the DMG (page 20). 
  ADVENTURE BACKGROUND 
  ABOUT THE YEOMANRY 
  The Yeomanry is situated in a valley between the 
  Jotens and the Tors in the southwest corner of the 
  Sheldomar Valley. The moderately sized realm is 
  nearly surrounded by the Crystalmists and its 
  spurs, though its eastern border with Keoland is 
  generally regarded as the eastern bank of the 
  Javan across from the county of Cryllor. Its border 
  continues south to where the great river enters the 
  Hool Marshes and the lands of the Sea Princes. 
  The climate is hot nearly year-round in the central 
  valley, though the temperature moderates as one 
  approaches the foothills, particularly in late fall and 
  winter. The Yeomanry is a land populated 
  primarily by freemen farmers, who are mostly a 
  Suel-Flan mix. 
   
  The 
  Yeomanry 
  is 
  one 
  of 
  the 
  few 
  representative democracies in the Flanaess. Any 
  citizen of majority, who has carried the spear for 
  the nation, either now or in the past, is eligible to 
  elect a spokesman on his behalf from his 
  community who serves in the Council of Common 
  Grosspokesmen in Loftwick. 
   
  The people of the Yeomanry are rural, 
  cloistered folk with little exposure to either 
  foreigners or magic. They are religious and 
  superstitious, yet reservedly friendly to travelers. 
  Many Yeomen have served in the Militia and are 
  stout defenders of their homes. 
   
  You can learn more about the Yeomanry at its 
  official website: http://www.yeomanry.net. 
  BACKGROUND 
   
  Jubail Tancer, a long-time citizen of the 
  Yeomanry, died of old age three years ago, 
  leaving his large family without any means to keep 
  their farm. His wife, a much younger woman, did 
  not have the service in either the militia or a trade 
  guild to insure their family could keep the land. 
  The family had several children, but all were under 
  15 except one. His oldest son, Effram had just 
  reached his seventeenth birthday and was 
  preparing to join the militia to secure his own 
  citizenship and a farm of his own. Instead, Effram 
  now has to serve his time in the militia to insure 
  that his mother and much younger siblings will 
  have a place to live. 
   
  Effram Tancer served the militia well as a 
  scout and guard along the northern border. When 
  the giants invaded the Sheldomar Valley, Effram 
  went to war as a member of the Army of 
  Liberation. He served with distinction and was 
  promoted to Serjeant for his skill and leadership 
  under harsh conditions. Serjeant Effram Tancer 
  returned from the war as a hero and was stationed 
  on the northern border of the Yeomanry to help 
  watch for another incursion of the giant menace. 
   
  A few weeks ago, a routine patrol in the 
  Jotens uncovered a band of giants fortifying a 
  position from which to begin raiding the northern 
  farms. Serjeant Tancer was assigned to lead a 
  large patrol to locate the tribe of giants that have 
  invaded. The patrol was lost in the mountains. 
   
  The loss of the patrol has not only caused the 
  militia some concern, but has also caused some 
  concern for the Tancer family. The family farm is 
  scheduled to revert back to the control of the 
  government or a designate. 
   
  Chirus Tancer, the matriarch and mother to 
  Effram, has been fighting off the attentions of a 
  suitor, a well connected land-owner. She suspects 
  he is interested in marrying her primarily to 
  increase his holdings, bringing him closer to 
  becoming a member of the Great Landholders. 
  The disappearance of Effram has Chirus Tancer 
  feeling more and more pressure to consent to the 
  advances of the unsavory Rosthan Wantha. 
   
  The areas of the Yeomanry that will be utilized 
  will be Whurgrin and the reaches of the Joten 
  Mountains. The scenario does not directly tie into 
  any of the previous scenarios in the Yeomanry. 
  Most closely it deals with giants in the Yeomanry – 
  a topic that was central to YEO3-06 Rhythm of 
  Drums. The hook for this adventure will be 
  
  YEO8-03 Wanted: Citizen – Dead or Alive 
   
  Page 4 
  militaristic in nature and will tie into any scenario 
  that involved a PC receiving the gratitude of the 
  Yeoman Militia. Any PC not from the region 
  without any militia contact will receive a general 
  summons. 
  ADVENTURE SUMMARY 
  Introduction: The PCs are sitting at an inn in 
  Whurgrin when a young woman approaches them 
  and asks for their assistance to help solve her best 
  friend’s problem. 
   
   
  Encounter 1: The PCs are brought to the 
  Spokesman of Whurgrin, Raquel Strongbow. She 
  is a friend of Chirus Tancer and would appreciate 
  it if the PCs would investigate the disappearance 
  of Effram Tancer. She has arranged for them to 
  meet with Free Captain of Battles, Aemos Farsh, 
  the commander of forces in the Whurgrin area. 
   
   
  Encounter 2: The PCs meet with Free 
  Captain of Battles Aemos Farsh. He thanks them 
  for helping investigate the disappearance of the 
  missing patrol. He tells the PCs that if they find the 
  giant encampment, do not attack it under any 
  circumstances; make note of its location, but do 
  not attack the position. He does not want the 
  giants to know the Yeomanry is aware of them. He 
  provides directions to the area of the mountains 
  the patrol was investigating and provides them 
  with any mundane equipment within reason for 
  their foray into the mountains. 
   
   
  Encounter 3: The PCs meet a Dark Stranger 
  requesting they bring back Tancer---dead. He 
  offers them a future favor if they do so. 
   
   
  Encounter 4: The trip into the mountains is 
  not without event as the party encounters a patrol 
  of giant kin. The encounter is based on mutual 
  Spot and Listen checks to determine the 
  encounter distance before combat begins. 
   
   
  Encounter 5: After several days of searching 
  the area, the group stumbles upon a battle site. 
  Partial bodies litter the field. There are tracks 
  leading further into the mountains. The PCs find 
  the survivors of the raid in the hands of a party of 
  goblins. Up the valley they see a big camp of 
  giants. There are two remaining prisoners being 
  tortured to death, with a large simmering pot off to 
  one side. The PCs may watch the goblins torture 
  and butcher the prisoners or may attack the 
  goblins. 
   
   
  Encounter 6: The PCs must decide how to 
  rescue Serjeant Tancer. Depending on how they 
  do it, they may or may not alert the giants, 
  possibly leading to a fateful battle for the PCs. 
  Following the rescue of Tancer from the goblin 
  party, the PCs will spend several days dodging 
  patrols of goblinoids and giants. There will be 
  several days of setting watches and making the 
  party paranoid. 
   
   
  Encounter 7: Eventually, the PCs get back to 
  the military outpost to make a report. If Effram is 
  with them, he is given his mustering out papers; if 
  he did not come out of the mountains alive, Free 
  Captain of Battles Aemos Farsh asks the PCs to 
  notify the next of kin. 
   
   
  Encounter 
  8: 
  On 
  the 
  road 
  back 
  to 
  Spokesman Raquel Strongbow to inform her as to 
  the health of Effram Tancer, the PCs are met by 
  the Dark Stranger whose employer is interested in 
  Tancer not returning alive. They are asked to 
  leave Tancer if he is still alive and he will “take 
  care of everything.” If the PCs do not hand him 
  over, the Dark Stranger will try to take him. 
  Whether or not the PCs take the deal from the 
  Dark Stranger, they are set upon by his minions as 
  he does not want to have to pay the PCs. 
   
   
  Conclusion: If the PCs are successful in 
  returning Serjeant Tancer alive, his family, the 
  Yeomanry military, and Raquel Strongbow will be 
  grateful and offer them rewards. If the PCs return 
  with the body of Serjeant Tancer, the family will 
  pay to have him raised but will not be able to offer 
  the PCs rewards expressing their gratitude. If the 
  PCs fail to return with Serjeant Tancer or the body 
  is too mangled to be raised, the family will be in 
  serious trouble and the marriage between Chirus 
  Tancer and Rosthan Wantha will take place. 
  INTRODUCTION 
  The late summer heat has you happy your 
  travels have led you to the small settlement of 
  Whurgrin in the Crystalmists. The ale is cool 
  and the food is good at the Inn of the Dancing 
  Dragon. As you finish your meal, a comely 
  young woman of about sixteen approaches 
  your table, “May I join you?” 
   
  She will stand looking expectantly at the PCs 
  until they offer her a seat at their table. 
   
  ”I am Quinette. From your appearance, I 
  can see you all must be the type of folks who 
  
  YEO8-03 Wanted: Citizen – Dead or Alive 
   
  Page 5 
  spend your time seeking excitement and glory. 
  I have a friend who needs your help.” 
   
  She will wait for the PCs to respond to her 
  statement before continuing. 
   
  “My friend…has disappeared. Actually, it is 
  my best friend’s brother, but she is as dear to 
  me as a sister. So I feel her problem is my 
  problem. I don’t know much of what happened 
  to him, but my mother has a good idea of what 
  may have happened. She said that if I found 
  someone to look into it, she would meet with 
  them at her office…the Spokesman’s office. I 
  would really appreciate it if you would be 
  willing to help. If something has happened to 
  him, I don’t know what Gwinnie and her family 
  will do. You will meet with her and find out 
  what happened to her brother, Effram, won’t 
  you?” She looks at you with pleading eyes on 
  the verge of tears. 
   
  She waits for the PCs to answer. If the PCs 
  mention they need payment, tears begin to run 
  down her cheeks and she begins wringing her 
  hands, saying she doesn’t’ have any money. She 
  was hoping they were heroes and would go 
  because it is the right thing to do. If the PCs do 
  NOT consent to seeing her mother, the adventure 
  is over If they do agree, read:. 
   
  She rises from the table, pulls out a white 
  handkerchief, and softly brushes the tears 
  from her eyes. “Thank you. I will let my mother 
  know to expect you in the morning.” 
   
  If the PCs attempt to Gather Information at the 
  bar regarding Quinette, Gwinnie, or Effram, they 
  can get (DC 15): 
  • 
  Quinette is the daughter of the Spokesman, 
  Raquel Strongbow 
  • 
  Gwinnie is about Quinette’s age and lives on 
  her family’s large farm not too far from here. 
  She has a brother serving in the militia named 
  Effram. 
  • 
  Effram Tancer is a member of the militia who 
  served abroad in the Giant Wars in Geoff. He 
  is due to receive his Citizen status soon. 
  • 
  A very wealthy landowner, Rosthan Wantha, is 
  attempting to court Effram’s widowed mother, 
  but, it is said that she is not too thrilled about 
  being courted by this particular man. 
  ENCOUNTER 1: BIG 
  MOMMA’S HOUSE 
  The new morning has you waking to the smells 
  of a fantastic breakfast of axebeak pie. 
  Following a most filling meal, you make your 
  way to the office of Spokesman Raquel 
  Strongbow. As you enter the office, you see a 
  man behind a desk making notes on some 
  parchment. He asks, “May I help you?” 
   
  He sits waiting on a response from the PCs. 
  Once they state their business, he tells them he 
  will announce their presence to the Spokesman. 
   
  You 
  enter 
  the 
  office 
  of 
  Spokesman 
  Strongbow. A striking blond woman of middle 
  years stands to greet you. “I am Raquel 
  Strongbow. My daughter said she recruited 
  some heroes willing to put their lives on the 
  line in the service of one in need. The woman 
  you will be assisting, Chirus Tancer, is a friend 
  of mine and the mother of my daughter’s best 
  friend. She was widowed a few years ago and 
  her family will lose their farm if her son is not 
  found so he can claim the land. Her son, 
  Effram, is in his third year of militia service and 
  is missing. Her other children are not old 
  enough to complete their service in the five 
  years between the death of her husband and 
  the claiming of the land by a member of the 
  family. She will be forced to leave the farm and 
  will be given a cottage and her widow’s 
  pension.” 
   
  “Effram disappeared a week ago. He was 
  leading a large patrol in the mountains looking 
  for a group of giants rumored to have a 
  fortified encampment, but the patrol didn’t 
  return. If you will take on this task to help my 
  friend Chirus and her family, you will have my 
  gratitude. I have arranged for you to meet with 
  Free Captain of Battles Aemos Farsh. He will 
  provide you with additional information on the 
  nature of Serjeant Tancer’s mission and where 
  he may be found.” 
   
  She will talk politely with the party about 
  anything they like, but she has no knowledge of 
  the details of the mission Effram Tancer was on. 
  Before the party departs, she provides them with a 
  Letter of Introduction to Captain of Battles Aemos 
  Farsh. 
  
  YEO8-03 Wanted: Citizen – Dead or Alive 
   
  Page 6 
  ENCOUNTER 2: OH 
  CAPTAIN, MY CAPTAIN! 
  You make your way across the small town of 
  Whurgrin to a two-story stone structure 
  bracketed by a pair of round towers. Two 
  young men stand guard at the front of a fifteen-
  foot wide arch entry into the building. An 
  argent banner with a fox rampant can be seen 
  atop one of the towers. Atop the other tower is 
  the banner of the Yeomanry League. As you 
  get 
  closer, 
  the 
  young 
  men 
  lower 
  their 
  longspears across the entryway and one of 
  them calls to you, “What business have you?” 
   
  The guards will wait until the PCs show them 
  the Letter of Introduction or if any militia or army 
  members of the party say they have business with 
  Free Captain of Battles Farsh. 
   
  The guards raise their longspears in a 
  crisp manner to their shoulders and call to a 
  third guard just inside the arch to escort you to 
  Free Captain of Battles Farsh’s office. 
   
  You are lead into a tower and up a winding 
  staircase to a landing with a door to your right. 
  The staircase leads further up. A young man is 
  seated 
  at 
  a 
  desk 
  pouring 
  over 
  some 
  paperwork. Your guide informs him that you 
  are here to see the Free Captain of Battles and 
  the young man moves to open the door and 
  announce you. 
   
  Once inside, you see a well-appointed 
  room with a big desk. Large maps hang on 
  either side of the door. A man wearing a chain 
  shirt and a tabard of the Yeomanry Army is 
  seated at the desk, looking over a report. As 
  you all enter, he rises, glances at his aide, and 
  says, “That will be all, Jors.” His aide exits the 
  room, closing the door, and the man motions 
  for you to be seated. 
   
  “I see Spokesman Strongbow has found 
  someone to champion her cause to locate 
  Serjeant Tancer. We would have done it 
  ourselves, but much later on. Resources are 
  fairly tight in our little corner of the Yeomanry, 
  especially now that we are pretty sure there is 
  a giant encampment somewhere nearby. I can 
  tell you what you need to know about where 
  the patrol Serjeant Tancer lead was headed 
  and what we have learned from other patrols. I 
  ask you to do a bit of scouting for us in the 
  area where the patrol was lost. That patrol was 
  covering the area in which we expect the 
  giants and their allies to be building a base of 
  operations. 
  If 
  you 
  find 
  their 
  fortified 
  encampment, do not attack it under any 
  circumstances. There will be hundreds of 
  giants and their minions. Make note of its 
  location, but do not let them know they were 
  found. We don’t want them alerted that we 
  know about them or they’ll move their camp.” 
   
  “My staff assistant outside will give you a 
  map of the general route the patrol took and 
  descriptions of Tancer and his patrol. I’ll be at 
  the militia outpost on your route out of the 
  mountains awaiting your report.” 
   
  If the PCs ask for any mundane equipment, 
  Free Captain of Battles Farsh will have his staff 
  assistant gather the necessary equipment. 
  ENCOUNTER 3: LET’S MAKE 
  A DEAL!  
  You leave the town of Whurgrin, heading to the 
  uncertainty and danger of the mountains. 
  About two hours into your journey, you see a 
  man in black sitting against a tree along your 
  path, smoking and carving what appears to be 
  a squirrel from a gnarled piece of some dark 
  wood. He casually watches you approach and 
  says, “I was wondering if I was going to be 
  here all day.” He looks you over and then 
  continues. “My employer has heard of your 
  mission and would like you to consider 
  another option. It would be a great favor if you 
  would complete your task with a bit of a 
  different outcome. Make your way into the 
  mountains. Find out what happened to young 
  Serjeant Tancer. If he is dead, bring him home 
  and give him a hero’s funeral. But if he is still 
  kickin’, find a way to make it so… he isn’t. 
  Then take your time getting back. ‘I’m not 
  asking you to make him… dead. My employer 
  simply would find it advantageous if he did not 
  come home alive; we all know these mountains 
  aren’t safe and accidents happen. We trust that 
  resourceful persons such as you can provide a 
  creative way to make this come about. You can 
  count on more than token gratitude if you 
  make this happen. Can your support be 
  counted upon?” 
   
  The woodcarver is not actually there. It is 
  actually a major image cast by the Dark Stranger 
  who is invisible and hiding behind rocks nearly 800 
  feet away using clairaudience and clairvoyance to 
  operate the major image. If the PCs make no 
  offensive moves and answer affirmatively, the 
  woodcarver will say the following: 
  
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  “You will hear from me later for your 
  reward,” and the woodcarver disappears. 
   
  If the PCs attack the woodcarver or attempt 
  any offensive action, he will teleport away. He is a 
  messenger, not a fighter, and will do his best to 
  escape. 
  Dark Stranger Male Sorcerer10 (Hide +58, 
  Sense Motive +18). 
   
  Development: If he is somehow captured, he 
  will freely admit he does not know the identity or 
  motives of his employer, whom he has never met. 
  His only communications are through messages 
  that he burns afterward, as instructed. However 
  Encounter 8 will not happen. 
  ENCOUNTER 4: BE VERY, 
  VERY QUIET 
  Conditions: The weather is blustery and stormy, 
  with hot winds whipping the cloudy skies---a 
  perfect day to cast call lightning or call lightning 
  storm. The terrain in the mountain valleys is rocky 
  and covered with light undergrowth (grass, vines, 
  roots, and short shrubs) and short trees, all of 
  which provide concealment. Movement on the 10-
  foot wide path is at normal speed. Off the path, 
  movement is half-speed. The DC of Tumble and 
  Move Silently checks is increased by 2. 
   
  Your trip in the mountains is slow and 
  arduous. Occasionally, you follow a path, only 
  to have it dead end. After a couple of days, you 
  find tracks on the rocky ground, nearly hidden 
  under the vegetation. They are larger than 
  human, but appear to be made by something 
  humanoid in shape. The hot winds driving the 
  clouds overhead bring the threat of late 
  summer rains that could wash away the tracks. 
  The tracks continue up the valley. 
   
  The tracks are recent, made in the last two 
  hours. Ogres and ogre magi are lurking ahead 
  along the path in ambush. The ogre magi are 
  invisibly flying 40 feet high in a 100-foot diameter 
  circle as lookouts. The pre-rolled Spot, Listen, 
  Move Silently, and Hide checks come into play 
  here. The distance begins at 250 feet and 
  decreases until the groups are 50 feet apart. At 50 
  feet, if neither group has spotted the other, combat 
  is initiated with no surprise round. 
   
  Creatures: This is a scouting patrol from the 
  giant encampment. Their instructions are to find 
  and destroy any humanoids and their allies in the 
  area in order to maintain the secrecy of the 
  encampment’s location. They greatly fear and 
  despise the ruthless and merciless fire giants. 
  They will never leave enemies and go report their 
  presence to the giants because they will have 
  failed to do their duty and risked leading the 
  enemy to the encampment. The punishment for 
  failure is a horrible death, so they will always fight 
  to the finish. 
  APL 6 (EL 9) 
  Ogre Mage: hp 42; see Monster Manual, page 
  200. 
  Garsh, Male Ogre Fighter3: hp 68; see 
  Appendix 1. 
  Rorn, Male Ogre Rogue3: hp 59; see 
  Appendix 1. 
  Thar, Male Ogre Druid3: hp 58; see Appendix 
  1. 
  Wolf 
  Animal Companion: hp 30; see 
  Appendix 1. 
  APL 8 (EL 11) 
  Ogre Mage (2): hp 42 each; see Monster 
  Manual, page 200. 
  Garsh, Male Ogre Fighter5: hp 96; see 
  Appendix 2. 
  Rorn, Male Ogre Rogue5: hp 74; see 
  Appendix 2. 
  Thar, Male Ogre Druid5: hp 75; see Appendix 
  2. 
  Wolf 
  Animal Companion: hp 30; see 
  Appendix 2. 
  APL 10 (EL 13) 
  Ogre Mage (4): hp 42 each; see Monster 
  Manual, page 200. 
  Garsh, Male Ogre Fighter7: hp 118; see 
  Appendix 2. 
  Rorn, Male Ogre Rogue7: hp 89; see 
  Appendix 3. 
  Thar, Male Ogre Druid7: hp 91; see Appendix 
  2. 
  Rhinoceros Animal Companion: hp 78; 
  Special: Link, Share Spells; Tricks: Attack All, 
  Down, Stay, Defend, Heel, Come; see 
  Monster Manual, page 278. 
  
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  APL 12 (EL 15) 
  Ogre Mage (7): hp 42 each; see Monster 
  Manual, page 200. 
  Garsh, Male Ogre Fighter9: hp 141; see 
  Appendix 4. 
  Rorn, Male Ogre Rogue9: hp 104; see 
  Appendix 4. 
  Thar, Male Ogre Druid9: hp 117; see 
  Appendix 4. 
  Rhinoceros Animal Companion: hp 98; see 
  Appendix 4. 
  APL 14 (EL 17) 
  Ogre Mage (13): hp 42 each; see Monster 
  Manual, page 200. 
  Garsh, Male Ogre Fighter11: hp 163; see 
  Appendix 5. 
  Rorn, Male Ogre Rogue11: hp 119; see 
  Appendix 5. 
  Thar, Male Ogre Druid11: hp 135; see 
  Appendix 5. 
  Megaraptor Animal Companion: hp 81; 
  Special: Link, Share Spells; Tricks: Attack All, 
  Down, Stay, Defend, Heel, Come; see 
  Monster Manual, page 60. 
   
  Tactics: Roll separate initiatives for each 
  combatant or you could kill the party before they 
  can act! 
   
  If the druid is alerted to the PCs by the ogre 
  magi, as time permits before combat he will buff 
  the fighter, rogue, and his animal companion with 
  crabwalk, nature’s favor, and greater magic fang. 
  Then he will buff himself with barkskin and babau 
  slime. 
   
  See the Tactical Aerial Movement section of 
  the DMG (page 20). The ogre magi (or mage) will 
  fly above the PCs and target downward as many 
  of them as possible with cone of cold. At 40-feet 
  high, the area of effect of the 60-cone on the 
  ground would be an 80-foot diameter circle. (See 
  DMG page 307.) In melee, they flank whenever 
  possible. They use their darkness as they see fit. 
   
  The druid uses battlefield control spells 
  primarily. He casts direct damage spells on any 
  spellcasters as he sees fit. The druid will have his 
  animal 
  companion 
  focus 
  on 
  any 
  arcane 
  spellcasters. 
   
  The fighter and rogue will work as a team and 
  concentrate on a single combatant before moving 
  on to the next. 
   
  Treasure 
  APL 6 L: 303 gp, C: 135 gp, M: 2 +1 large 
  chain shirts (112 gp each), +1 large greataxe 
  (195 gp), +1 large great falchion (208 gp), 
  electric eel elixir (33 gp), +1 large dragonhide 
  scale mail (125 gp), infinite scrollcase (233 
  gp). 
  APL 8 L: 303 gp, C: 362 gp, M: 2 +1 large 
  chain shirts (112 gp each), +1 large greataxe 
  (195 gp), +1 large great falchion (208 gp), 
  electric eel elixir (33 gp), +1 large dragonhide 
  scale mail (125 gp), infinite scrollcase (233 
  gp), skirmisher boots (266 gp), anklet of 
  translocation (116 gp). 
  APL 10 L: 303 gp, C: 385 gp, M: 2 +1 large 
  chain shirts (112 gp each), +1 large greataxe 
  (195 gp), +1 large great falchion (208 gp), 
  electric eel elixir (33 gp), +1 large dragonhide 
  scale mail (125 gp), infinite scrollcase (233 
  gp), skirmisher boots (266 gp), anklet of 
  translocation (116 gp), bands of blood rage 
  (216 gp), amulet of teamwork (166 gp), +2 
  periapt of wisdom (333 gp). 
  APL 12 L: 303 gp, C: 502 gp, M: 2 +1 large 
  chain shirts (112 gp each), +1 large greataxe 
  (195 gp), +1 large great falchion (208 gp), 
  electric eel elixir (33 gp), +1 large dragonhide 
  scale mail (125 gp), infinite scrollcase (233 
  gp), skirmisher boots (266 gp), anklet of 
  translocation (116 gp), bands of blood rage 
  (216 gp), amulet of teamwork (166 gp), +2 
  periapt of wisdom (333 gp), amber amulet of 
  vermin – huge monstrous scorpion (58 gp), 
  gauntlets of ogre power (333 gp), boots of big 
  stepping (500 gp), bead of force (250 gp). 
  APL 14 L: 203 gp, C: 115 gp, M: 2 +1 large 
  chain shirts (112 gp each), +1 large greataxe 
  (195 gp), +1 large great falchion (208 gp), 2 
  electric eel elixirs (33 gp each), +1 large 
  dragonhide scale mail (125 gp), infinite 
  scrollcase (233 gp), skirmisher boots (266 gp), 
  anklet of translocation (116 gp), bands of 
  blood rage (216 gp), amulet of teamwork (166 
  gp), +2 periapt of wisdom (333 gp), amber 
  amulet of vermin – huge monstrous scorpion 
  (58 gp), gauntlets of ogre power (333 gp), 
  boots of big stepping (500 gp), bead of force 
  (250 gp), belt of one mighty blow (125 gp), 
  horned helm (666 gp), +4 belt of giant strength 
  (1,333 gp), brute gauntlets (41 gp), +1 large 
  
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  composite longbow (Str +7) (266 gp), boots of 
  speed (1,000 gp). 
  ENCOUNTER 5: TONIGHT 
  THERE’S GOING TO BE A 
  JAILBREAK 
  After two more days of searching the area, you 
  stumble upon a battle site in the early morning 
  light. Partial bodies, broken weapons and 
  twisted armor litter the field. Carrion eaters are 
  feasting. The only thing standing is a forlorn 
  and tattered Yeomanry militia standard cocked 
  at a slight angle, its cloth moving listlessly in 
  the fitful, chilly breeze. A raven eyes you 
  suspiciously 
  while 
  perched 
  upon 
  the 
  standard’s crosspiece. He caws as if to scold 
  you and flies away. 
   
  Examination of the partially eaten bodies 
  reveals they wear Yeomanry militia tabards. Those 
  bodies that are somewhat recognizable resemble 
  the descriptions of Tancer’s patrol given by the 
  Free Captain of Battles. Since they were also the 
  only militia patrol in the area, it is obviously 
  Tancer’s patrol. 
   
  A Heal check DC 15 determines they were 
  slain nearly two weeks ago by various weapons of 
  small to large size, and only about half the patrol is 
  here. There are also a half-dozen goblin bodies, 
  several orc bodies, and a fire giant body. None of 
  the equipment left behind has any value. 
   
  A Survival check DC 10 finds tracks of a large 
  group leading further into the mountains. The trail 
  is obvious and easy to follow, even over the hard 
  ground, due to the crushed vegetation. PCs with 
  the Track feat can attempt a Survival check DC 
  (19 + APL) to determine the group included very 
  many small to large humanoids. 
   
  As dusk approaches, while following the 
  tracks up a mountain valley, you hear loud 
  voices ahead. 
   
  If the PC or PCs proceed to investigate: 
   
  Cautiously scouting, you see a small party 
  of goblins encamped at a lookout post about 
  100 feet away from you. Nearly 100 feet up the 
  valley past the goblin post, you see the 
  beginning of a large fortified encampment of 
  giants. Several mixed patrols of giants, ogres, 
  and orcs are walking around outside the 
  perimeter of the main camp. There are two fire 
  giants, four ogres, and eight orcs in a patrol. 
  Each patrol always has at least one other 
  patrol in sight. They have a good view of the 
  goblin post and appear to be alert. There are 
  obviously far too many giants for you to 
  handle. 
   
  In the lookout post, there are several 
  people wearing remnants of militia tabards tied 
  to stakes. All of them appear to be dead except 
  the last one who is directly ahead of you. He 
  looks like Serjeant Tancer. On the right side of 
  the lookout post, about 70 feet away from 
  Tancer, are two orc prisoners being tortured to 
  death by the goblins, with a large simmering 
  pot over a big fire past them. 
   
  The people tied to the stakes are the missing 
  patrol members, but all are dead except for 
  Tancer. Any PC can attempt to overhear the 
  goblins’ conversation with a Listen check DC (0 + 
  1 per 10 feet of distance). If the check succeeds, 
  PCs who understand Goblin learn the following: 
  • 
  The goblins are enjoying the torture and 
  making bets as to how long before the two 
  prisoners die. Although they hate and fear the 
  fire giants, they are glad the giants gave them 
  these two extra prisoners since they are down 
  to their last one to play with. 
  • 
  They think these orcs were very stupid to 
  report to the fire giants that they lost a 
  prisoner, even if they did recapture him. The 
  goblins are terrified of the fire giants who do 
  not tolerate any failure whatsoever. They know 
  they’d be smart enough to never say anything 
  if they lost a prisoner or failed in their duties in 
  any way. 
  • 
  They are also arguing about the best way to 
  serve man---roasted or boiled. They intend to 
  torture to death the last human (Tancer) in the 
  morning and cook all the dead prisoners for a 
  feast. Of course they will invite the giants in 
  order to curry favor. 
   
  The PCs may watch the goblins torture and 
  butcher the two orc prisoners or may attack the 
  goblins. Remember: the PCs are NOT supposed 
  to let the giants know they have been discovered. 
  To be considered successful, any rescue attempt 
  must not alert the giants that their presence is 
  known. 
   
  If the PCs attack the goblins or try to sneak 
  into the goblin post before night, they can be seen 
  and heard by the giant patrols and the goblins. 
  The patrols will raise an alarm and immediately 
  attack, followed shortly by the rest of the giant 
  
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  encampment. There are obviously far too many 
  giants for the PCs to handle. 
   
  If the PCs wait until night, the goblins will have 
  butchered the two prisoners, but the PCs can try 
  to slip in under cover of darkness to free Tancer 
  while all the goblins are eating and arguing over 
  cooking methods. The goblins are very relaxed 
  about their duties and are distracted by their own 
  activities. Tancer’s stake is 70 feet to one side of 
  the goblins as they eat and argue. Roll one Spot 
  check and one Listen check for the entire group of 
  goblins and one Listen check for one giant patrol, 
  adjusting for distance and being distracted, versus 
  the Hide and Move Silently checks of the PCs 
  attempting to free Tancer. 
   
  If the PCs can come up with another way to 
  either rescue Tancer or neutralize the goblins 
  WITHOUT being discovered by the giants, let 
  them try. 
  ENCOUNTER 6: POINT OF 
  NO RETURN 
  If the PCs Attack the Goblins: 
   
  Roll initiative and proceed with the combat 
  below. 
  If the PCs Try To Sneak into the Goblin 
  Outpost before Dark: 
   
  Roll Spot and Listen checks for each patrol 
  member of one patrol, adjusting for distance. Roll 
  one Spot check and one Listen check for all the 
  goblins, 
  adjusting 
  for 
  distance 
  and 
  being 
  distracted. (See below for Giant Patrols and 
  goblins.) If they are noticed, proceed with the 
  combat below. 
  APL 6 (EL 6) 
  Goblin (18) hp 7 each; see Monster Manual, 
  page 133. 
  APL 8 (EL 8) 
  Goblin (24) hp 7 each; see Monster Manual, 
  page 133. 
  APL 10 (EL 10) 
  Goblin (30) hp 7 each; see Monster Manual, 
  page 133. 
  APL 12 (EL 12) 
  Goblin (36) hp 7 each; see Monster Manual, 
  page 133. 
  APL 14 (EL 14) 
  Goblin (42) hp 7 each; see Monster Manual, 
  page 133. 
   
  At the beginning of the third round of combat, 
  the untiered combat begins as the first giant patrol 
  arrives at the end of the second round to join the 
  fight. See the DMG, pages 23-24, for adding new 
  combatants to the fight. Every even round, twice 
  as many patrols attack as the previous wave. That 
  is, at the beginning of round four, two more patrols 
  attack (4 fire giants, 8 ogres, and 16 orcs). At the 
  beginning of round six, four more patrols attack. 
  This continues until either the PCs are dead or 
  fleeing. 
  Giant Patrol - Untiered 
  All APLs (EL 13) 
  Fire Giant (2) hp 147 each; see Monster 
  Manual, page 121. 
  Ogre (4) hp 33 each; see Monster Manual, 
  page 199. 
  Orc (8) hp 7 each; see Monster Manual, page 
  203. 
   
  Development: The giants and their minions 
  will not take prisoners and will leave no one alive. 
  If the PCs flee, they are pursued by all enemies 
  who responded to the alarm. All slain PCs are 
  eaten. The PCs do NOT gain the Story Award xp 
  for this Story Objective. 
  If the PCs Wait for Dark: 
   
  When night falls, the giant patrols cannot see 
  the prisoner stakes. The goblins are very relaxed 
  about their duties and are distracted by their own 
  activities. Tancer’s stake is 70 feet away from the 
  goblins as they eat and argue around the fire. Roll 
  one Spot check and one Listen check for the 
  entire group of goblins, adjusting for distance and 
  being distracted, versus the Hide and Move 
  Silently checks of each PC attempting to sneak in. 
  Although hurt and weakened, Serjeant Tancer can 
  travel on his own. 
   
  If the PCs are spotted and make a stand, the 
  giants will be alerted; run the combat from “If the 
  PCs Attack.” If they decide to flee before the 
  giants arrive, read the following. 
   
  Following the rescue of Tancer from the 
  goblins, you spend several days dodging 
  patrols of goblinoids and giants. 
   
  The PCs will elude their pursuers, but there 
  will be several days of setting watches and making 
  
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  the party paranoid. Have them make several Spot 
  and Listen rolls while on watch. 
  ENCOUNTER 7: WHAT CAN 
  BE LEARNED 
  Eventually you make it back to the military 
  outpost and report to Free Captain of Battles 
  Aemos Farsh. 
   
  If Effram Tancer is alive and with them, read 
  the following: 
   
  The Free Captain of Battles is delighted to 
  see you have rescued Serjeant Tancer, even 
  though you were unable to help his patrol. He 
  immediately has Serjeant Tancer’s health 
  attended to while Tancer’s mustering out 
  papers are written. He congratulates you for 
  rescuing a popular hero of the Yeomanry and 
  asks you to escort Effram Tancer back to the 
  Spokesman of Whurgrin when you leave. 
   
  If Effram Tancer did not come out of the 
  mountains alive, read the following. 
   
  The Free Captain of Battles is sorry to hear 
  of the loss of such a fine soldier and all his 
  men. He asks you to report the loss to the 
  Spokesman of Whurgrin after you leave. 
   
  Continue with the following. 
   
  You (and Effram Tancer, if alive) are closely 
  questioned as to what you observed while in 
  the mountains, especially as to whether or not 
  you were discovered by the giants. 
   
  Development: If the PCs were not discovered 
  by the giants or their minions, or they left no 
  witnesses to report to the giants, the Free Captain 
  of Battles is very pleased with them and they earn 
  the Gratitude of Aemos Farsh on the Adventure 
  Record. If the PCs were discovered, he is worried 
  and unhappy about the possible repercussions, 
  although he does thank them for trying to help. 
  Cross off the Gratitude of Aemos Farsh on the 
  Adventure Record. 
  ENCOUNTER 8: THE 
  DECISION 
  Conditions: The weather is clear and sunny. The 
  terrain in the grasslands is covered with light 
  undergrowth (grass vines, roots, and short shrubs) 
  which provides concealment. Thick bushes form 
  patches of heavy undergrowth that dot the 
  landscape. Movement on the 20-foot wide road is 
  at normal speed. Off the road, movement in the 
  light undergrowth is half-speed and the DC of 
  Tumble and Move Silently checks is increased by 
  2. 
   
  If the PCs refused to make a bargain with the 
  Dark Stranger in Encounter 3, they are attacked 
  on the road back to Whurgrin by roving harpies (or 
  harpy) waiting in ambush for the next prey to come 
  along. Go to the combat below. Otherwise, read 
  the following: 
   
  On the road back to Whurgrin to see 
  Spokesman Raquel Strongbow about the 
  results of your mission, you see a familiar man 
  in black on the side of the road ahead, carving 
  the finishing touches to a dark wooden 
  squirrel. He looks up as you approach. 
   
  As before, the woodcarver is a major image 
  cast by the Dark Stranger who is invisible and 
  hiding behind rocks nearly 800 feet away. If any 
  move is made toward or against him, he will 
  teleport away. He brought harpies (or a harpy) 
  with him in case the party tries to double-cross 
  him. The harpies are hiding, spaced evenly in a 
  300-foot diameter circle around the center of the 
  party. They have orders to attack the party if the 
  woodcarver signals them. 
   
  If the PCs have Tancer’s body or he is not with 
  them, read the following: 
   
  “Ah!” he says with a grin. “Too bad the 
  poor fellow didn’t make it. Thank you for your 
  support and you will soon receive the reward 
  you 
  so 
  richly 
  deserve.” 
  With 
  that, 
  the 
  woodcarver vanishes. 
   
  Once the Dark Stranger leaves, the harpies 
  are enraged they didn’t get to torture and kill 
  anyone. Being stupid, chaotic, and very evil, they 
  decide to kill the party anyway. Go to the following 
  combat. 
   
  If the PCs have a live Tancer with them, read 
  the following. 
   
  “Ah! I see you brought him back alive. 
  Well, no matter. If you’ll just leave him here 
  with me and move on, I’ll take care of 
  everything,” he says with a wink and a smile. 
   
  If the PCs made the bargain with the Dark 
  Stranger and hand over Tancer, he kills Tancer as 
  soon as they leave and teleports away. Once the 
  Dark Stranger leaves, the harpies are enraged 
  they didn’t get to torture and kill anyone. Being 
  stupid, chaotic, and very evil, they decide to fly 
  
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  Page 12 
  after the party and kill them anyway. Go to the 
  following combat. 
   
  If the PCs made the bargain with the Dark 
  Stranger, but refuse to hand over Tancer, the 
  woodcarver will signal the harpies (or harpy) to 
  attack. Go to the combat below. 
  APL 6 (EL 9) 
  Harpy (6): hp 42 each: see Monster Manual, 
  page 150. 
  APL 8 (EL 11) 
  Harpy Archer: hp 116: 40 arrows each; see 
  Monster Manual, page 150. 
  APL 10 (EL 13) 
  Harpy Archer (2): hp 116 each: 40 arrows 
  each; see Monster Manual, page 150. 
  APL 12 (EL 15) 
  Harpy Archer (4): hp 116 each: 40 arrows 
  each; see Monster Manual, page 150. 
  APL 14 (EL 17) 
  Harpy Archer (9): hp 116 each: 40 arrows 
  each; see Monster Manual, page 150. 
   
  Tactics: See the Tactical Aerial Movement 
  section of the DMG (page 20). The harpies are 
  stupid and very chaotic evil. They are poor 
  tacticians and do not coordinate their attacks very 
  well. However, they cannot get the full pleasure 
  they desire while killing a captivated prey if they 
  are under attack by other prey. The harpies will try 
  to captivate or kill all of the party before turning to 
  killing the captivated ones. 
   
  The Dark Stranger will not engage the party 
  himself; he will leave it to the harpies to kill the 
  party. If the PCs defeat them, he will teleport 
  away. 
   
  Treasure 
  APL 6 L: 0 gp, C: 0 gp, M: none. 
  APL 8 L: 0 gp, C: 0 gp, M: +3 studded leather 
  (764 gp), +1 frost composite longbow (Str +1) 
  (708 gp), +1 ring of protection 166 gp). 
  APL 10 L: 0 gp, C: 0 gp, M: 2 +3 studded 
  leathers (764 gp each), 2 +1 frost composite 
  longbows (Str +1) (708 gp each), 2 +1 rings of 
  protection 166 gp each). 
  APL 12 L: 0 gp, C: 0 gp, M: 4 +3 studded 
  leathers (764 gp each), 4 +1 frost composite 
  longbows (Str +1) (708 gp each), 4 +1 rings of 
  protection 166 gp each). 
  APL 14 L: 1 gp, C: 0 gp, M: 9 +3 studded 
  leathers (764 gp each), 9 +1 frost composite 
  longbows (Str +1) (708 gp each), 9 +1 rings of 
  protection 166 gp each). 
   
  Development: If the PCs make a bargain with 
  the Dark Stranger and turn over Tancer to him, 
  they receive the Favor of the Dark Stranger on 
  the Adventure Record. The PCs do NOT gain the 
  Story Award xp for this Story Objective. 
   
  If the PCs make a bargain with the Dark 
  Stranger, but do not turn over Tancer to him, they 
  receive the Enmity of the Dark Stranger on the 
  Adventure Record. Otherwise, cross out both Dark 
  Stranger entries on the Adventure Record. 
  CONCLUSION 
  If the PCs are successful in returning Serjeant 
  Tancer home alive, go to Conclusion A. If the PCs 
  return with the body of Serjeant Tancer in shape to 
  be raised, go to Conclusion B. If the PCs fail to 
  return with Serjeant Tancer or the body is too 
  mangled to be raised, go to Conclusion C. 
  CONCLUSION A 
   
  The Tancer family is overjoyed at the 
  return of Effram alive. In gratitude, they offer 
  the hospitality of their farm whenever you are 
  in the North Reach area. Effram Tancer is very 
  grateful to you for rescuing him and saving his 
  mother from an odious marriage. He promises 
  to use his influence to help you. 
   
  Spokesman Raquel Strongbow is also very 
  grateful that you saved her friend, Chirus, and 
  offers to use her influence and resources to 
  your benefit. 
   
  The PCs earn the Gratitude of the Tancer 
  Family, the Favor of Spokesman Raquel 
  Strongbow, and the Favor of Effram Tancer. 
  CONCLUSION B 
   
  The Tancer family is thankful to have 
  Effram back and will pay to have him raised. 
  However, now Effram cannot claim the land. 
  He and his family are unhappy that they will 
  lose the farm unless Chirus Tancer marries the 
  wealthy landowner, Rosthan Wantha. 
   
  The PCs earn the Favor of Effram Tancer. 
  Cross out the Gratitude of the Tancer Family, 
  
  YEO8-03 Wanted: Citizen – Dead or Alive 
   
  Page 13 
  and 
  the 
  Favor 
  of 
  Spokesman 
  Raquel 
  Strongbow. 
  CONCLUSION C 
   
  The Tancer family is deeply saddened by 
  the loss of Effram. They are in serious trouble 
  unless the marriage between Chirus Tancer 
  and Rosthan Wantha takes place, so it will be 
  arranged soon. 
   
  The PCs do NOT receive the Gratitude of the 
  Tancer Family, the Favor of Spokesman Raquel 
  Strongbow, or the Favor of Effram Tancer. 
  Cross out all of them. 
   
   
  The End 
   
  
  YEO8-03 Wanted: Citizen – Dead or Alive 
   
  Page 14 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award. Award the total 
  value (objectives 
  plus roleplaying) 
  to each 
  character. 
  Encounter 4 
  Defeat the Ogre Scouting Party. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
    
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
   
  APL 14: 510 xp. 
  Encounter 6 
  Rescue Effram Tancer from the Giant Camp. 
   
  APL 6 180 xp. 
   
  APL 8: 240 xp. 
    
  APL 10: 300 xp. 
   
  APL 12: 360 xp. 
   
  APL 14: 420 xp. 
  Encounter 8 
  Defeat the Harpy Ambushers. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
    
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
   
  APL 14: 510 xp. 
  Story Award 
  Rescue Effram Tancer  without alerting the giants. 
   
  APL 6: 60 xp. 
   
  APL 8: 75 xp. 
   
  APL 10: 90 xp. 
   
  APL 12: 105 xp. 
   
  APL 14: 120 xp. 
  Return Effram Tancer alive to his family. 
   
  APL 6: 60 xp. 
   
  APL 8: 75 xp. 
   
  APL 10: 90 xp. 
   
  APL 12: 105 xp. 
   
  APL 14: 120 xp. 
  Discretionary Roleplaying Award 
   
  APL 6: 60 xp. 
   
  APL 8: 75 xp. 
    
  APL 10: 90 xp. 
   
  APL 12: 105 xp. 
   
  APL 14: 120 xp. 
  Total possible experience 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
   
  APL 14: 1,800 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 
  
  YEO8-03 Wanted: Citizen – Dead or Alive 
   
  Page 15 
  are varied and because characters may want to use 
  them during the adventure. Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it. Other times they may attempt to use the 
  item blindly. If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate. Because this is a Regional 
  adventure, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter 4 
  APL 6 L: 303 gp, C: 135 gp, M: 2 +1 large 
  chain shirts (112 gp each), +1 large greataxe 
  (195 gp), +1 large great falchion (208 gp), 
  electric eel elixir (33 gp), +1 large dragonhide 
  scale mail (125 gp), infinite scrollcase (233 
  gp). 
  APL 8 L: 303 gp, C: 362 gp, M: 2 +1 large 
  chain shirts (112 gp each), +1 large greataxe 
  (195 gp), +1 large great falchion (208 gp), 
  electric eel elixir (33 gp), +1 large dragonhide 
  scale mail (125 gp), infinite scrollcase (233 
  gp), skirmisher boots (266 gp), anklet of 
  translocation (116 gp). 
  APL 10 L: 303 gp, C: 385 gp, M: 2 +1 large 
  chain shirts (112 gp each), +1 large greataxe 
  (195 gp), +1 large great falchion (208 gp), 
  electric eel elixir (33 gp), +1 large dragonhide 
  scale mail (125 gp), infinite scrollcase (233 
  gp), skirmisher boots (266 gp), anklet of 
  translocation (116 gp), bands of blood rage 
  (216 gp), amulet of teamwork (166 gp), +2 
  periapt of wisdom (333 gp). 
  APL 12 L: 303 gp, C: 502 gp, M: 2 +1 large 
  chain shirts (112 gp each), +1 large greataxe 
  (195 gp), +1 large great falchion (208 gp), 
  electric eel elixir (33 gp), +1 large dragonhide 
  scale mail (125 gp), infinite scrollcase (233 
  gp), skirmisher boots (266 gp), anklet of 
  translocation (116 gp), bands of blood rage 
  (216 gp), amulet of teamwork (166 gp), +2 
  periapt of wisdom (333 gp), amber amulet of 
  vermin – huge monstrous scorpion (58 gp), 
  gauntlets of ogre power (333 gp), boots of big 
  stepping (500 gp), bead of force (250 gp). 
  APL 14 L: 203 gp, C: 115 gp, M: 2 +1 large 
  chain shirts (112 gp each), +1 large greataxe 
  (195 gp), +1 large great falchion (208 gp), 2 
  electric eel elixirs (33 gp each), +1 large 
  dragonhide scale mail (125 gp), infinite 
  scrollcase (233 gp), skirmisher boots (266 gp), 
  anklet of translocation (116 gp), bands of 
  blood rage (216 gp), amulet of teamwork (166 
  gp), +2 periapt of wisdom (333 gp), amber 
  amulet of vermin – huge monstrous scorpion 
  (58 gp), gauntlets of ogre power (333 gp), 
  boots of big stepping (500 gp), bead of force 
  (250 gp), belt of one mighty blow (125 gp), 
  horned helm (666 gp), +4 belt of giant strength 
  (1,333 gp), brute gauntlets (41 gp), +1 large 
  composite longbow (Str +7) (266 gp), boots of 
  speed (1,000 gp). 
  Encounter 8 
  APL 6 L: 0 gp, C: 0 gp, M: none. 
  APL 8 L: 0 gp, C: 0 gp, M: +3 studded leather 
  (764 gp), +1 frost composite longbow (Str +1) 
  (708 gp), +1 ring of protection 166 gp). 
  APL 10 L: 0 gp, C: 0 gp, M: 2 +3 studded 
  leathers (764 gp each), 2 +1 frost composite 
  longbows (Str +1) (708 gp each), 2 +1 rings of 
  protection 166 gp each). 
  APL 12 L: 0 gp, C: 0 gp, M: 4 +3 studded 
  leathers (764 gp each), 4 +1 frost composite 
  longbows (Str +1) (708 gp each), 4 +1 rings of 
  protection 166 gp each). 
  APL 14 L: 1 gp, C: 0 gp, M: 9 +3 studded 
  leathers (764 gp each), 9 +1 frost composite 
  longbows (Str +1) (708 gp each), 9 +1 rings of 
  protection 166 gp each). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 6: L: 303 gp, C: 135 gp, M: 1,018 gp – 
  Total: 1,456 gp (900 gp). 
  APL 8: L: 303 gp, C: 362 gp, M: 3,038 gp – 
  Total: 3,703 gp (1,300 gp). 
  APL 10: L: 303 gp, C: 385 gp, M: 5,391 gp – 
  Total: 6,079 gp (2,300 gp). 
  APL 12: L: 303 gp, C: 502 gp, M: 9,808 gp – 
  Total: 10,163 gp (3,300 gp). 
  
  YEO8-03 Wanted: Citizen – Dead or Alive 
   
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  APL 14: L: 204 gp, C: 115 gp, M: 21,462 gp – 
  Total: 21,781 gp (6,600 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  Gratitude of Aemos Farsh: Free Captain of 
  Battles Aemos Farsh thanks you for gaining 
  intelligence on the giant camp without alerting 
  them. He offers you access (Frequency: Regional) 
  to purchase two of the following weapon special 
  ability upgrades (circle the ones selected): bane 
  (giants), bane (outsiders, evil), sacred (MIC), 
  sacred burst (MIC). 
   
  Additionally, if you are a member of the 
  Yeomanry military, he will vote for your promotion. 
  Gratitude of the Tancer Family: For saving the 
  life of Effram Tancer and returning him alive to his 
  family, you have the gratitude of his family. For 
  any adventure taking place in the vicinity of North 
  Reach, the Tancer family will allow the PCs to stay 
  at their farm (free Standard Lifestyle). 
  Favor of Spokesman Raquel Strongbow: For 
  helping rescue Effram Tancer, Raquel Strongbow 
  offers you easier access to items (add Frequency: 
  Regional to any access under ITEMS FOUND 
  DURING THE ADVENTURE below). 
   
  If you are a member of the Yeomanry military, 
  she will vote for your promotion  
   
  If you are a Citizen of the Yeomanry, she 
  offers you the services of her hirelings to make 
  one upgrade to your land at half cost. If you have 
  fully upgraded your parcel, she will have her 
  hirelings employ yield improving techniques that 
  will raise the maximum yield of your land by 5%. 
  Favor of Effram Tancer: The popular former 
  Serjeant will do all he can to help you. 
   
  If you are a member of the Yeomanry military, 
  he will vote for your promotion. 
   
  If you are a member of the Yeomanry military 
  and gained the Gratitude of Aemos Farsh and 
  the Favor of Spokesman Raquel Strongbow on 
  this Adventure Record, you may use their votes 
  with Effram’s to be promoted to the next higher 
  military 
  rank, 
  regardless 
  of 
  time 
  in 
  rank 
  requirements, unless you have an Adventure 
  Record entry barring promotions. You cannot be 
  promoted above the rank of Serjeant in this way. 
  Your DM must annotate and sign your Yeomanry 
  Military Certificate. 
  Enmity of the Dark Stranger: The Dark Stranger 
  made a bargain with you and you double-crossed 
  him. This may have implications for the future. 
  Favor of the Dark Stranger: You made a bargain 
  with the Dark Stranger and fulfilled your end. You 
  will be justly rewarded in the future. 
  Item Access 
  APL 6: 
  • 
  Electric Eel Elixir (Adventure; Magic Item 
  Compendium; Limit 3) 
  • 
  Infinite Scrollcase (Adventure; Magic Item 
  Compendium; Limit 1) 
  • 
  Large +1 Dragonhide Scale Mail (Adventure; 
  DMG) 
  APL 8 (all of APL 6 plus the following): 
  • 
  +1 Frost Composite Longbow (Adventure; 
  DMG) 
  • 
  Anklet of Translocation (Adventure; Magic 
  Item Compendium); Limit 1 
  • 
  Skirmisher Boots (Adventure; Magic Item 
  Compendium; Limit 1) 
  APL 10 (all of APLs 6, 8 plus the following): 
  • 
  Amulet of Teamwork (Adventure; Magic Item 
  Compendium; Limit 1) 
  • 
  Bands of Blood Rage (Adventure; Magic Item 
  Compendium; Limit 1) 
  APL 12 (all of APLs 6, 8, 10 plus the following): 
  • 
  Amber Amulet of Vermin – Huge Monstrous 
  Scorpion 
  (Adventure; 
  Magic 
  Item 
  Compendium; Limit 1) 
  • 
  Bead of Force (Adventure; DMG) 
  • 
  Boots of Big Stepping (Adventure; Magic Item 
  Compendium; Limit 1) 
  APL 14 (all of APLs 6, 8, 10, 12 plus the 
  following): 
  • 
  Belt of One Mighty Blow (Adventure; Magic 
  Item Compendium; Limit 1) 
  • 
  Boots of Speed (Adventure; DMG) 
  • 
  Brute Gauntlets (Adventure; 
  Magic 
  Item 
  Compendium; Limit 1) 
  • 
  Horned 
  Helm 
  (Adventure; 
  Magic 
  Item 
  Compendium; Limit 1) 
   
  
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  Page 17 
   APPENDIX 1 – APL 6 
   
  ENCOUNTER 4 
   
   
   
   
  G A R S H 
  CR 6 
  Male ogre fighter 3 
  CE Large giant 
  Init +0; Senses Listen +1, Spot +8 
  Languages Giant 
  AC 19, touch 9, flat-footed 19 
   (-1 size, +5 armor, +5 natural) 
  hp 68 (4d8 + 3d10 + 28 HD) 
  Fort +11, Ref +2, Will +5 
  Speed 30 ft. in +1 large chain shirt (8 squares), base 
  movement 30 ft. 
  Melee +1 large greataxe +14 (3d6 + 11 x3) and +1 large 
  greataxe +9 (3d6 + 11 x3) 
  Ranged masterwork large composite longbow (Str +7) 
  +6 (2d6 +7 x3) and masterwork large composite 
  longbow (Str +7) +1 (2d6 +7 x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6/+1; Grp +17/+12 
  Atk Options Power Attack, Cleave, Great Cleave 
  Combat Gear +1 large chain shirt, +1 large greataxe, 
  masterwork large composite longbow (Str +7), 40 
  large arrows 
  Abilities Str 24, Dex 11, Con 19, Int 6, Wis 12, Cha 4  
  SQ Darkvision 60 ft., Low-Light Vision 
  Feats Blind-Fight, Weapon Focus (greataxe), Power 
  Attack, Cleave, Iron Will, Great Cleave 
  Skills Climb +6, Hide -4, Jump +12, Listen +1, Spot +8 
  Possessions combat gear plus backpack, 752 gp 
  Description This hulking brute appears to be at least 9 
  feet tall. He has a thick hide covered in warty bumps 
  and his hair is long, unkempt, and greasy. He is clad 
  in chain shirt armor with a greataxe in his hands, a 
  bow slung on his back, a quiver of arrows at his side, 
  and a backpack. 
   
  R O RN 
  CR 6 
  Male ogre rogue 3 
  CE Large giant 
  Init +1; Senses Listen +9, Spot +9 
  Languages Giant  
  AC 20, touch 10, flat-footed 19 
   (-1 size, +1 Dex, +5 armor, +5 natural) 
  hp 59 (4d8 + 3d6 + 28 HD)  
  Resist ; SR none 
  Fort +9, Ref +5, Will +2 
  Speed 30 ft. in +1 large chain shirt (8 squares), base 
  movement 30 ft. 
  Melee +1 large great falchion +12 (3d6 + 10 18-20/x2) 
  Ranged masterwork large longbow (Str + 7) +4 (2d6 + 6 
  x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +5; Grp +15 
  Atk Options Sneak Attack +2d6, Point Blank Shot 
  Combat Gear +1 large chain shirt, +1 large great 
  falchion, masterwork large composite longbow (Str 
  +7), 40 large arrows, electric eel elixir 
  Abilities Str 23, Dex 13, Con 18, Int 8, Wis 10, Cha 4 
  SQ Darkvision 60 ft., Low-light Vision, Trapfinding, 
  Evasion, Trap Sense +1 
  Feats Acrobatic, Skill Focus (Tumble), Point Blank Shot, 
  Weapon Focus (great falchion)  
  Skills Balance +7, Climb +5, Hide +1, Jump +14, Listen 
  +9, Move Silently +5, Spot +9, Tumble +12, 
  Possessions combat gear plus backpack, 42 gp 
  Description This hulking brute appears to be at least 9 
  feet tall. He has a thick hide covered in warty bumps 
  and his hair is long, unkempt, and greasy. He is clad 
  in a chain shirt with a great falchion in his hands, a 
  bow slung on his back, a quiver of arrows at his side, 
  and a backpack. 
  Sources electric eel elixir (Magic Item Compendium), 
  great falchion (Sandstorm) 
   
  T H AR 
  CR 6 
  Male ogre druid 3 
  NE Large giant 
  Init +4; Senses Listen +2, Spot +9 
  Languages Druidic, Giant 
  AC 19, touch 9, flat-footed 19 
   (-1 size, +4 armor, +5 natural) 
  hp 58 (4d8 + 3d8 + 21 HD);  
  Fort +10, Ref +2, Will +6 
  Speed 20 ft. in +1 large dragonhide scale mail (6 
  squares), base movement 30 ft. 
  Melee masterwork large greatclub +10 (2d8 + 6 x2)  
  Ranged masterwork large composite longbow (Str +4) 
  +5 (2d6 + 4 x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +5; Grp +13 
  Atk Options Spells 
  Special Actions Spontaneous Casting 
  Combat Gear +1 large dragonhide scale mail, 
  masterwork 
  large 
  greatclub, 
  masterwork 
  large 
  composite longbow (Str +4), 40 large arrows 
  Druid Spells Prepared (CL 3rd): 
   2nd— barkskin, nature’s favor 
   1st—crabwalk x2, entangle 
   0—cure minor wounds x2, detect magic, flare 
  �Already cast 
  Abilities Str 18, Dex 10, Con 17, Int 6, Wis 15, Cha 10  
  SQ Darkvision 60 ft., Low-Light Vision, Animal 
  Companion, Nature Sense, Wild Empathy, Woodland 
  Stride, Trackless Step 
  Feats Animal Affinity, Weapon Focus (greatclub), 
  Combat Casting, Improved Initiative 
  Skills Climb +1, Concentration +13, Handle Animal +8, 
  Hide -7, Listen +2, Move Silently -3, Spot +9, Survival 
  +4  
  
  YEO8-03 Wanted: Citizen – Dead or Alive 
   
  Page 18 
  Possessions combat gear plus backpack, spell 
  component pouch, wooden holy symbol, infinite 
  scrollcase, 20 gp 
  Description This hulking brute appears to be at least 9 
  feet tall. He has a thick hide covered in warty bumps 
  and his hair is long, unkempt, and greasy. He is clad 
  in golden dragonhide scale mail with a greatclub in 
  his hands, a bow slung on his back, a quiver of 
  arrows at his side, and a backpack. 
  Sources infinite scrollcase (Magic Item Compendium) 
   
  W O LF  A N I MA L CO M P A NIO N 
   
  N Medium animal 
  Init +3; Senses Listen +4, Spot +4 
  Languages None  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 natural) 
  hp 30 (4d8 + 8 HD);  
  Resist ; SR none 
  Fort +6, Ref +7, Will +1 
  Speed 50 ft. in no armor (10 squares), base movement 
  50 ft.; 
  Melee bite +6 (1d8 + 2 x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Special Actions Trip 
  Abilities Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6  
  SQ Low-light Vision, Scent, Link, Share Spells, Evasion 
  Feats Track, Weapon Focus (bite), Improved Natural 
  Attack (bite)  
  Skills Hide +3, Listen +4, Move Silently +4, Spot +4, 
  Survival +1 
  Possessions none 
  Trip (Ex): A wolf that hits with a bite attack can attempt 
  to trip the opponent (+2 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf. 
  Skills: Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
  Tricks: Attack All, Down, Stay, Defend, Heel, Come, 
  Fetch 
   
   
  
  YEO8-03 Wanted: Citizen – Dead or Alive 
   
  Page 19 
  APPENDIX 2 – APL 8 
   
  ENCOUNTER 4 
   
   
   
   
  G A R S H 
  CR 8 
  Male ogre fighter 5 
  CE Large giant 
  Init +0; Senses Listen +1, Spot +8 
  Languages Giant 
  AC 19, touch 9, flat-footed 19 
   (-1 size, +4 armor, +5 natural) 
  hp 96 (4d8 + 5d10 + 45 HD) 
  Fort +13, Ref +2, Will +5 
  Speed 30 ft. in +1 large chain shirt (8 squares), base 
  movement 30 ft. 
  Melee +1 large greataxe +16 (3d6 + 13 x3) and +1 large 
  greataxe +11 (3d6 + 13 x3) 
  Ranged masterwork large composite longbow (Str +7) 
  +9 (2d6 + 7 x3) and masterwork large composite 
  longbow (Str +7) +3 (2d6 + 7 x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8/+3; Grp +19/+14 
  Atk Options Power Attack, Cleave, Great Cleave 
  Combat Gear +1 large chain shirt, +1 large greataxe, 
  masterwork large composite longbow (Str +7), 40 
  large arrows, skirmisher boots 
  Abilities Str 24, Dex 11, Con 20, Int 6, Wis 12, Cha 4  
  SQ Darkvision 60 ft., Low-Light Vision 
  Feats Blind-Fight, Weapon Focus (greataxe), Power 
  Attack, Cleave, Iron Will, Great Cleave, Weapon 
  Specialization (greataxe) 
  Skills Climb +6, Hide -4, Jump +14, Listen +1, Spot +8 
  Possessions combat gear plus backpack, 52 gp 
  Description This hulking brute appears to be at least 9 
  feet tall. He has a thick hide covered in warty bumps 
  and his hair is long, unkempt, and greasy. He is clad 
  in chain shirt armor with a greataxe in his hands, a 
  bow slung on his back, a quiver of arrows at his side, 
  and a backpack. 
  Sources skirmisher boots (Magic Item Compendium) 
   
  R O RN 
  CR 8 
  Male ogre rogue 5 
  CE Large giant 
  Init +1; Senses Listen +11, Spot +11 
  Languages Giant  
  AC 20, touch 10, flat-footed 19 
   (-1 size, +1 Dex, +4 armor, +5 natural) 
  hp 74 (4d8 + 5d6 + 36 HD)  
  Resist ; SR none 
  Fort +9, Ref +6, Will +2 
  Speed 30 ft. in +1 large chain shirt (8 squares), base 
  movement 30 ft. 
  Melee +1 large great falchion +14 (3d6 + 11 18-20/x2) 
  and +1 large great falchion +8 (3d6 + 11 18-20/x2) 
  Ranged masterwork large composite longbow (Str + 7) 
  +7 (2d6 + 7 x3) and masterwork large composite 
  longbow (Str + 7) +2 (2d6 + 7 x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6/+1; Grp +17/+12 
  Atk Options Sneak Attack +3d6, Point Blank Shot 
  Combat Gear +1 large chain shirt, +1 large great 
  falchion, masterwork large composite longbow (Str 
  +7), electric eel elixir, anklet of translocation 
  Abilities Str 24, Dex 13, Con 18, Int 8, Wis 10, Cha 4 
  SQ Darkvision 60 ft., Low-light Vision, Trapfinding, 
  Evasion, Trap Sense +1, Uncanny Dodge 
  Feats Acrobatic, Skill Focus (Tumble), Point Blank Shot, 
  Weapon Focus (great falchion)  
  Skills Balance +9, Climb +6, Hide +3, Jump +17, Listen 
  +11, Move Silently +7, Spot +11, Tumble +14, 
  Possessions combat gear plus backpack, 40 large 
  arrows, 440 gp 
  Description This hulking brute appears to be at least 9 
  feet tall. He has a thick hide covered in warty bumps 
  and his hair is long, unkempt, and greasy. He is clad 
  in a chain shirt with a great falchion in his hands, a 
  bow slung on his back, a quiver of arrows at his side, 
  and a backpack. 
  Sources anklet of translocation, electric eel elixir (Magic 
  Item Compendium), great falchion (Sandstorm) 
   
  T H AR 
  CR 8 
  Male ogre druid 5 
  NE Large giant 
  Init +4; Senses Listen +3, Spot +10 
  Languages Druidic, Giant 
  AC 19, touch 9, flat-footed 19 
   (-1 size, +5 armor, +5 natural) 
  hp 75 (4d8 + 5d8 + 27 HD);  
  Fort +11, Ref +2, Will +8 
  Speed 20 ft. in +1 large dragonhide scale mail (6 
  squares), base movement 30 ft. 
  Melee masterwork large greatclub +11 (2d8 + 6 x2) and 
  masterwork large greatclub +6 (2d8 + 6 x2) 
  Ranged masterwork large composite longbow (Str +4) 
  +6 (2d6 + 4 x3) and masterwork large composite 
  longbow (Str +4) +1 (2d6 + 4 x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6/+1; Grp +14/+9 
  Atk Options Spells 
  Special Actions Spontaneous Casting 
  Combat Gear +1 large dragonhide scale mail, 
  masterwork 
  large 
  greatclub, 
  masterwork 
  large 
  composite longbow (Str +4), 40 large arrows 
  Druid Spells Prepared (CL 5th): 
   3rd—ice, lance, vine mine 
   2nd— barkskin, greater magic fang, nature’s favor 
   1st—crabwalk x3, entangle 
   0—cure minor wounds x2, detect magic, flare, 
  mending 
  
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  �Already cast 
  Abilities Str 18, Dex 10, Con 17, Int 6, Wis 16, Cha 10  
  SQ Darkvision 60 ft., Low-Light Vision, Animal 
  Companion, Nature Sense, Wild Empathy, Woodland 
  Stride, Trackless Step, Resist Nature’s Lure, Wild 
  Shape (1/day) 
  Feats Animal Affinity, Weapon Focus (greatclub), 
  Combat Casting, Improved Initiative 
  Skills Climb +1, Concentration +15, Handle Animal +10, 
  Hide -7, Listen +3, Move Silently -3, Spot +10, 
  Survival +5  
  Possessions combat gear plus backpack, spell 
  component pouch, wooden holy symbol, infinite 
  scrollcase, 1720 gp 
  Description This hulking brute appears to be at least 9 
  feet tall. He has a thick hide covered in warty bumps 
  and his hair is long, unkempt, and greasy. He is clad 
  in golden dragonhide scale mail with a greatclub in 
  his hands, a bow slung on his back, a quiver of 
  arrows at his side, and a backpack. 
  Sources infinite scrollcase (Magic Item Compendium) 
   
  W O LF  A N I MA L CO M P A NIO N 
   
  N Medium animal 
  Init +3; Senses Listen +4, Spot +4 
  Languages None  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 natural) 
  hp 30 (4d8 + 8 HD);  
  Resist ; SR none 
  Fort +6, Ref +7, Will +1 
  Speed 50 ft. in no armor (10 squares), base movement 
  50 ft.; 
  Melee bite +6 (1d8 + 2 x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Special Actions Trip 
  Abilities Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6  
  SQ Low-light Vision, Scent, Link, Share Spells, Evasion 
  Feats Track, Weapon Focus (bite), Improved Natural 
  Attack (bite)  
  Skills Hide +3, Listen +4, Move Silently +4, Spot +4, 
  Survival +1 
  Possessions none 
  Trip (Ex): A wolf that hits with a bite attack can attempt 
  to trip the opponent (+2 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf. 
  Skills: Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
  Tricks: Attack All, Down, Stay, Defend, Heel, Come, 
  Fetch 
   
   
  
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   APPENDIX 3 – APL 10 
   
  ENCOUNTER 4 
   
   
   
   
  G A R S H 
  CR 10 
  Male ogre fighter 7 
  CE Large giant 
  Init +0; Senses Listen +1, Spot +8 
  Languages Giant 
  AC 19, touch 9, flat-footed 19 
   (-1 size, +4 armor, +5 natural) 
  hp 118 (4d8 + 7d10 + 55 HD) 
  Fort +14, Ref +3, Will +6 
  Speed 30 ft. in +1 large chain shirt (8 squares), base 
  movement 30 ft. 
  Melee +1 large greataxe +18 (3d6 + 13 19-20/x3) and 
  +1 large greataxe +13 (3d6 + 13 19-20/x3) 
  Ranged masterwork large composite longbow (Str +7) 
  +10 (2d6 + 7 x3) and masterwork large composite 
  longbow (Str +7) +5 (2d6 + 7 x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10/+5; Grp +21/+16 
  Atk Options Power Attack, Cleave, Great Cleave, 
  Power Critical (greataxe) 
  Combat Gear +1 large chain shirt, +1 large greataxe, 
  masterwork large composite longbow (Str +7), 40 
  large arrows, skirmisher boots, bands of blood rage 
  Abilities Str 24, Dex 11, Con 20, Int 6, Wis 12, Cha 4  
  SQ Darkvision 60 ft., Low-Light Vision 
  Feats Blind-Fight, Weapon Focus (greataxe), Power 
  Attack, Cleave, Iron Will, Great Cleave, Weapon 
  Specialization 
  (greataxe), 
  Improved 
  Critical 
  (greataxe), Power Critical (greataxe) 
  Skills Climb +6, Hide -4, Jump +16, Listen +1, Spot +8 
  Possessions combat gear plus backpack, 352 gp 
  Description This hulking brute appears to be at least 9 
  feet tall. He has a thick hide covered in warty bumps 
  and his hair is long, unkempt, and greasy. He is clad 
  in chain shirt armor with a greataxe in his hands, a 
  bow slung on his back, a quiver of arrows at his side, 
  and a backpack. 
  Sources bands of blood rage, skirmisher boots (Magic 
  Item 
  Compendium), 
  Power 
  Critical 
  (Complete 
  Warrior) 
   
  R O RN 
  CR 10 
  Male ogre rogue 7 
  CE Large giant 
  Init +1; Senses Listen +13, Spot +13 
  Languages Giant  
  AC 20, touch 10, flat-footed 19 
   (-1 size, +1 Dex, +4 armor, +5 natural) 
  hp 89 (4d8 + 7d6 + 44 HD)  
  Resist ; SR none 
  Fort +10, Ref +7, Will +3 
  Speed 30 ft. in +1 large chain shirt (8 squares), base 
  movement 30 ft. 
  Melee +1 large great falchion +16 (3d6 + 11 18-20/x2) 
  and +1 large great falchion +11 (3d6 + 11 18-20/x2) 
  Ranged masterwork large composite longbow (Str + 7) 
  +9 (2d6 + 7 x3) and masterwork large composite 
  longbow (Str + 7) +4 (2d6 + 7 x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8/+3; Grp +19/+14 
  Atk Options Sneak Attack +4d6, Point Blank Shot, 
  Precise Shot 
  Combat Gear +1 large chain shirt, +1 large great 
  falchion, masterwork large composite longbow (Str 
  +7), electric eel elixir, anklet of translocation, amulet 
  of teamwork 
  Abilities Str 24, Dex 13, Con 18, Int 8, Wis 10, Cha 4 
  SQ Darkvision 60 ft., Low-light Vision, Trapfinding, 
  Evasion, Trap Sense +2, Uncanny Dodge 
  Feats Acrobatic, Skill Focus (Tumble), Point Blank Shot, 
  Weapon Focus (great falchion), Precise Shot 
  Skills Balance +11, Climb +6, Hide +5, Jump +19, 
  Listen +13, Move Silently +9, Spot +13, Tumble +16, 
  Possessions combat gear plus backpack, 40 large 
  arrows, 1342 gp 
  Description This hulking brute appears to be at least 9 
  feet tall. He has a thick hide covered in warty bumps 
  and his hair is long, unkempt, and greasy. He is clad 
  in a chain shirt with a great falchion in his hands, a 
  bow slung on his back, a quiver of arrows at his side, 
  and a backpack. 
  Sources amulet of teamwork, anklet of translocation, 
  electric eel elixir (Magic Item Compendium), great 
  falchion (Sandstorm) 
   
  T H AR 
  CR 10 
  Male ogre druid 7 
  NE Large giant 
  Init +4; Senses Listen +4, Spot +11 
  Languages Druidic, Giant 
  AC 19, touch 9, flat-footed 19 
   (-1 size, +5 armor, +5 natural) 
  hp 91 (4d8 + 7d8 + 33 HD);  
  Fort +12, Ref +3, Will +10 
  Speed 20 ft. in +1 large dragonhide scale mail (6 
  squares), base movement 30 ft. 
  Melee masterwork large greatclub +13 (2d8 + 6 x2) and 
  masterwork large greatclub +8 (2d8 + 6 x2) 
  Ranged masterwork large composite longbow (Str +4) 
  +8 (2d6 + 4 x3) and masterwork large composite 
  longbow (Str +4) +3 (2d6 + 4 x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8/+3; Grp +16/+11 
  Atk Options Spells, Spell Focus (Evocation) 
  Special Actions Spontaneous Casting 
  Combat Gear +1 large dragonhide scale mail, 
  masterwork 
  large 
  greatclub, 
  masterwork 
  large 
  composite longbow (Str +4), 40 large arrows 
  Druid Spells Prepared (CL 7th): 
  
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   4th—greater creeping cold, vortex of teeth 
   3rd—call lightning, greater magic fang, vine mine 
   2nd— barkskin, creeping cold, heat metal, nature’s 
  favor 
   1st—babau slime, crabwalk x3, entangle 
   0—cure minor wounds x2, detect magic, flare x2, 
  mending 
  �Already cast 
  Abilities Str 18, Dex 10, Con 17, Int 6, Wis 18, Cha 10  
  SQ Darkvision 60 ft., Low-Light Vision, Animal 
  Companion, Nature Sense, Wild Empathy, Woodland 
  Stride, Trackless Step, Resist Nature’s Lure, Wild 
  Shape (3/day) 
  Feats Animal Affinity, Weapon Focus (greatclub), 
  Combat Casting, Improved Initiative, Spell Focus 
  (Evocation) 
  Skills Climb +1, Concentration +17, Handle Animal +12, 
  Hide -7, Listen +4, Move Silently -3, Spot +11, 
  Survival +6  
  Possessions combat gear plus backpack, spell 
  component pouch, wooden holy symbol, infinite 
  scrollcase, +2 periapt of wisdom, 620 gp 
  Description This hulking brute appears to be at least 9 
  feet tall. He has a thick hide covered in warty bumps 
  and his hair is long, unkempt, and greasy. He is clad 
  in golden dragonhide scale mail with a greatclub in 
  his hands, a bow slung on his back, a quiver of 
  arrows at his side, and a backpack. 
  Sources infinite scrollcase (Magic Item Compendium) 
   
   
  
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  APPENDIX 4 – APL 12 
   
  ENCOUNTER 4 
   
   
   
   
  G A R S H 
  CR 12 
  Male ogre fighter 9 
  CE Large giant 
  Init +0; Senses Listen +1, Spot +8 
  Languages Giant 
  AC 20, touch 10, flat-footed 19 
   (-1 size, +1 Dex, +4 armor, +5 natural) 
  hp 141 (4d8 + 9d10 + 65 HD) 
  Fort +15, Ref +5, Will +7 
  Speed 30 ft. in +1 large chain shirt (8 squares), base 
  movement 30 ft. 
  Melee +1 large greataxe +22 (3d6 + 15 19-20/x3) and 
  +1 large greataxe +17 (3d6 + 15 19-20/x3) and +1 
  large greataxe +12 (3d6 + 15 19-20/x3) 
  Ranged masterwork large composite longbow (Str +7) 
  +13 (2d6 + 7 x3) and masterwork large composite 
  longbow (Str +7) +8 (2d6 + 7 x3) and masterwork 
  large composite longbow (Str +7) +3 (2d6 + 7 x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12/+7/+2; Grp +23/+18/+13 
  Atk Options Power Attack, Cleave, Great Cleave, 
  Power Critical (greataxe) 
  Combat Gear +1 large chain shirt, +1 large greataxe, 
  masterwork large composite longbow (Str +7), 40 
  large arrows, skirmisher boots, bands of blood rage, 
  gauntlets of ogre power, amber amulet of vermin 
  (huge monstrous scorpion) 
  Abilities Str 26, Dex 12, Con 20, Int 6, Wis 12, Cha 4  
  SQ Darkvision 60 ft., Low-Light Vision 
  Feats Blind-Fight, Weapon Focus (greataxe), Power 
  Attack, Cleave, Iron Will, Great Cleave, Weapon 
  Specialization 
  (greataxe), 
  Improved 
  Critical 
  (greataxe), 
  Power 
  Critical 
  (greataxe), 
  Greater 
  Weapon Focus (greataxe),  
  Skills Climb +7, Hide -4, Jump +19, Listen +1, Spot +8 
  Possessions combat gear plus backpack, 452 gp 
  Description This hulking brute appears to be at least 9 
  feet tall. He has a thick hide covered in warty bumps 
  and his hair is long, unkempt, and greasy. He is clad 
  in chain shirt armor with a greataxe in his hands, a 
  bow slung on his back, a quiver of arrows at his side, 
  and a backpack. 
  Sources amber amulet of vermin (huge monstrous 
  scorpion), bands of blood rage, skirmisher boots 
  (Magic Item Compendium), Power Critical (Complete 
  Warrior) 
   
  R O RN 
  CR 12 
  Male ogre rogue 9 
  CE Large giant 
  Init +2; Senses Listen +15, Spot +15 
  Languages Giant  
  AC 20, touch 11, flat-footed 18 
   (-1 size, +2 Dex, +4 armor, +5 natural) 
  hp 104 (4d8 + 9d6 + 52 HD)  
  Resist ; SR none 
  Fort +11, Ref +9, Will +4 
  Speed 30 ft. in +1 large chain shirt (8 squares), base 
  movement 30 ft. 
  Melee +1 large great falchion +17 (3d6 + 11 18-20/x2) 
  and +1 large great falchion +12 (3d6 + 11 18-20/x2) 
  Ranged masterwork large composite longbow (Str + 7) 
  +12 (2d6 + 7 x3) and masterwork large composite 
  longbow (Str + 7) +7 (2d6 + 7 x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9/+4; Grp +20/+15 
  Atk Options Sneak Attack +5d6, Point Blank Shot, 
  Precise Shot 
  Combat Gear +1 large chain shirt, +1 large great 
  falchion, masterwork large composite longbow (Str 
  +7), electric eel elixir, amulet of teamwork, boots of 
  big stepping 
  Abilities Str 24, Dex 14, Con 18, Int 8, Wis 10, Cha 4 
  SQ Darkvision 60 ft., Low-light Vision, Trapfinding, 
  Evasion, Trap Sense +3, Improved Uncanny Dodge 
  Feats Acrobatic, Skill Focus (Tumble), Point Blank Shot, 
  Precise Shot , Weapon Focus (great falchion), 
  Weapon Focus (longbow) 
  Skills Balance +14, Climb +6, Hide +8, Jump +21, 
  Listen +15, Move Silently +12, Spot +15, Tumble 
  +19, 
  Possessions combat gear plus backpack, 40 large 
  arrows, anklet of translocation, 142 gp 
  Description This hulking brute appears to be at least 9 
  feet tall. He has a thick hide covered in warty bumps 
  and his hair is long, unkempt, and greasy. He is clad 
  in a chain shirt with a great falchion in his hands, a 
  bow slung on his back, a quiver of arrows at his side, 
  and a backpack. 
  Sources amulet of teamwork, anklet of translocation, 
  boots of big stepping, electric eel elixir (Magic Item 
  Compendium), great falchion (Sandstorm) 
   
  T H AR 
  CR 12 
  Male ogre druid 9 
  NE Large giant 
  Init +4; Senses Listen +4, Spot +11 
  Languages Druidic, Giant 
  AC 19, touch 9, flat-footed 19 
   (-1 size, +5 armor, +5 natural) 
  hp 117 (4d8 + 9d8 + 52 HD);  
  Immune Poisons 
  Fort +14, Ref +4, Will +11 
  Speed 20 ft. in +1 large dragonhide scale mail (6 
  squares), base movement 30 ft. 
  Melee masterwork large greatclub +14 (2d8 + 6 x2) and 
  masterwork large greatclub +9 (2d8 + 6 x2) 
  
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  Page 24 
  Ranged masterwork large composite longbow (Str +4) 
  +9 (2d6 + 4 x3) and masterwork large composite 
  longbow (Str +4) +4 (2d6 + 4 x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9/+4; Grp +17/+12 
  Atk Options Spells, Spell Focus (Evocation), Spell 
  Focus (Transmutation) 
  Special Actions Spontaneous Casting 
  Combat Gear +1 large dragonhide scale mail, 
  masterwork 
  large 
  greatclub, 
  masterwork 
  large 
  composite longbow (Str +4), 40 large arrows, bead of 
  force 
  Druid Spells Prepared (CL 9th): 
   5th—memory rot 
   4th—greater creeping cold, vortex of teeth x2 
   3rd—call lightning, greater magic fang, ice lance, vine 
  mine 
   2nd— barkskin, creeping cold, flaming sphere, heat 
  metal, nature’s favor 
   1st—babau slime, crabwalk, entangle 
   0—cure minor wounds x2, detect magic, flare x2, 
  mending 
  �Already cast 
  Abilities Str 18, Dex 10, Con 18, Int 6, Wis 18, Cha 10  
  SQ Darkvision 60 ft., Low-Light Vision, Animal 
  Companion, Nature Sense, Wild Empathy, Woodland 
  Stride, Trackless Step, Resist Nature’s Lure, Wild 
  Shape (3/day, Large), Venom Immunity 
  Feats Animal Affinity, Weapon Focus (greatclub), 
  Combat Casting, Improved Initiative, Spell Focus 
  (Evocation), Spell Focus (Transmutation) 
  Skills Climb +1, Concentration +20, Handle Animal +14, 
  Hide -7, Listen +4, Move Silently -3, Spot +11, 
  Survival +6  
  Possessions combat gear plus backpack, spell 
  component pouch, wooden holy symbol, infinite 
  scrollcase, +2 periapt of wisdom, 2420 gp 
  Description This hulking brute appears to be at least 9 
  feet tall. He has a thick hide covered in warty bumps 
  and his hair is long, unkempt, and greasy. He is clad 
  in golden dragonhide scale mail with a greatclub in 
  his hands, a bow slung on his back, a quiver of 
  arrows at his side, and a backpack. 
  Sources infinite scrollcase (Magic Item Compendium) 
   
  R H I NO C ERO S  A NI M AL  C O M PA N IO N 
   
  N Large animal 
  Init +0; Senses Listen +14, Spot +5 
  Languages None  
  AC 16, touch 9, flat-footed 16 
   (-1 size, +7 natural) 
  hp 98 (10d8 + 50 HD);  
  Resist ; SR none 
  Fort +12, Ref +7, Will +4 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft.; 
  Melee gore +15 (2d6 + 12 x2)  
  Space 10 ft.; Reach 5 ft. 
  Base Atk +7; Grp +19 
  Atk Options Powerful Charge 
  Abilities Str 27, Dex 11, Con 21, Int 2, Wis 13, Cha 2  
  SQ Low-light Vision, Link, Share Spells, Evasion 
  Feats Alertness, Endurance, Improved Natural Attack 
  (gore), Weapon Focus (gore)  
  Skills Hide -4, Listen +14, Move Silently +0, Spot +5, 
  Survival +1 
  Possessions none 
  Powerful Charge (Ex): A rhinoceros deals 4d6+24 
  points of damage when it makes a charge. 
  Tricks: Attack All, Down, Stay, Defend, Heel, Come, 
  Fetch 
   
   
  
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  Page 25 
  APPENDIX 5 – APL 14 
   
  ENCOUNTER 4 
   
   
   
   
  G A R S H 
  CR 14 
  Male ogre fighter 11 
  CE Large giant 
  Init +0; Senses Listen +1, Spot +8 
  Languages Giant 
  AC 21, touch 10, flat-footed 20 
   (-1 size, +1 Dex, +5 armor, +5 natural) 
  hp 163 (4d8 + 11d10 + 75 HD) 
  Fort +16, Ref +5, Will +7 
  Speed 30 ft. in +1 large chain shirt (8 squares), base 
  movement 30 ft. 
  Melee +1 large greataxe +24 (3d6 + 15 19-20/x3) and 
  +1 large greataxe +19 (3d6 + 15 19-20/x3) and gore 
  +16 (1d8 + 4 x2) and +1 large greataxe +14 (3d6 + 
  15 19-20/x3) 
  Ranged masterwork large composite longbow (Str +7) 
  +15 (2d6 + 7 x3) and masterwork large composite 
  longbow (Str +7) +10 (2d6 + 7 x3) and masterwork 
  large composite longbow (Str +7) +5 (2d6 + 7 x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +14/+9/+4; Grp +25/+20/+15 
  Atk Options Power Attack, Cleave, Great Cleave, 
  Power Critical (greataxe) x2 
  Combat Gear +1 large chain shirt, masterwork large 
  greataxe, masterwork large composite longbow, 40 
  large arrows, skirmisher boots, bands of blood rage, 
  gauntlets of ogre power, amber amulet of vermin 
  (huge monstrous scorpion), belt of one mighty blow, 
  electric eel elixir, horned helm 
  Abilities Str 26, Dex 12, Con 20, Int 6, Wis 12, Cha 4  
  SQ Darkvision 60 ft., Low-Light Vision 
  Feats Blind-Fight, Weapon Focus (greataxe), Power 
  Attack, Cleave, Iron Will, Great Cleave, Weapon 
  Specialization 
  (greataxe), 
  Improved 
  Critical 
  (greataxe), 
  Power 
  Critical 
  (greataxe), 
  Greater 
  Weapon Focus (greataxe), Power Critical (greataxe) 
  Skills Climb +6, Hide -5, Jump +18, Listen +1, Spot +8 
  Possessions combat gear plus backpack, 252 gp 
  Description This hulking brute appears to be at least 9 
  feet tall. He has a thick hide covered in warty bumps 
  and his hair is long, unkempt, and greasy. He is clad 
  in chain shirt armor with a greataxe in his hands, a 
  bow slung on his back, a quiver of arrows at his side, 
  and a backpack. 
  Sources amber amulet of vermin (huge monstrous 
  scorpion), bands of blood rage, belt of one mighty 
  blow, electric eel elixir, horned helm, skirmisher boots 
  (Magic Item Compendium), Power Critical (Complete 
  Warrior) 
   
  R O RN 
  CR 14 
  Male ogre rogue 11 
  CE Large giant 
  Init +2; Senses Listen +17, Spot +17 
  Languages Giant  
  AC 21, touch 11, flat-footed 19 
   (-1 size, +2 Dex, +5 armor, +5 natural) 
  hp 119 (4d8 + 11d6 + 60 HD)  
  Resist ; SR none 
  Fort +11, Ref +10, Will +4 
  Speed 30 ft. in +1 large chain shirt (8 squares), base 
  movement 30 ft. 
  Melee +1 large great falchion +21 (3d6 + 14 18-20/x2) 
  and +1 large great falchion +16 (3d6 + 14 18-20/x2) 
  and +1 large great falchion +11 (3d6 + 14 18-20/x2) 
  Ranged +1 large composite longbow (Str + 7) +13 (2d6 
  + 8 x3) and +1 large composite longbow (Str + 7) +9 
  (2d6 + 8 x3) and +1 large composite longbow (Str + 
  7) +4 (2d6 + 8 x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +11/+6/+1; Grp +22/+17/+12 
  Atk Options Sneak Attack +6d6, Point Blank Shot, 
  Precise Shot, Opportunist 
  Combat Gear +1 large chain shirt, +1 large great 
  falchion, masterwork large composite longbow (Str 
  +7), electric eel elixir amulet of teamwork, boots of 
  big stepping, +4 belt of giant strength, brute gauntlets 
  Abilities Str 28, Dex 14, Con 18, Int 8, Wis 10, Cha 4 
  SQ Darkvision 60 ft., Low-light Vision, Trapfinding, 
  Evasion, Trap Sense +3, Improved Uncanny Dodge 
  Feats Acrobatic, Skill Focus (Tumble), Point Blank Shot, 
  Precise Shot , Weapon Focus (great falchion), 
  Weapon Focus (longbow) 
  Skills Balance +16, Climb +8, Hide +10, Jump +25, 
  Listen +17, Move Silently +14, Spot +17, Tumble 
  +21, 
  Possessions combat gear plus backpack, 40 large 
  arrows, anklet of translocation, 442 gp 
  Description This hulking brute appears to be at least 9 
  feet tall. He has a thick hide covered in warty bumps 
  and his hair is long, unkempt, and greasy. He is clad 
  in a chain shirt with a great falchion in his hands, a 
  bow slung on his back, a quiver of arrows at his side, 
  and a backpack. 
  Sources amulet of teamwork, anklet of translocation, 
  boots of big stepping, brute gauntlets, electric eel 
  elixir (Magic Item Compendium), great falchion 
  (Sandstorm) 
   
  T H AR 
  CR 14 
  Male ogre druid 11 
  NE Large giant 
  Init +4; Senses Listen +4, Spot +11 
  Languages Druidic, Giant 
  AC 19, touch 9, flat-footed 19 
   (-1 size, +5 armor, +5 natural) 
  hp 135 (4d8 + 11d8 + 60 HD);  
  Immune Poisons 
  Fort +15, Ref +4, Will +12 
  
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  Page 26 
  Speed 20 ft. in +1 large dragonhide scale mail (6 
  squares), base movement 30 ft. 
  Melee masterwork large greatclub +16 (2d8 + 6 x2) and 
  masterwork large greatclub +11 (2d8 + 6 x2) and 
  masterwork large greatclub +6 (2d8 + 6 x2) 
  Ranged masterwork large composite longbow (Str +4) 
  +11 (2d6 + 4 x3) and masterwork large composite 
  longbow (Str +4) +6 (2d6 + 4 x3) and masterwork 
  large composite longbow (Str +4) +1 (2d6 + 4 x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +11/+6/+1; Grp +19/+13/+8 
  Atk Options Spells, Spell Focus (Transmutation), Spell 
  Focus (Evocation) 
  Special Actions Spontaneous Casting 
  Combat Gear +1 large dragonhide scale mail, 
  masterwork 
  large 
  greatclub, 
  masterwork 
  large 
  composite longbow (Str +4), 40 large arrows, bead of 
  force, boots of speed 
  Druid Spells Prepared (CL 11th): 
   6th—dinosaur stampede 
   5th—call lightning storm, memory rot 
   4th—greater creeping cold, languor, vortex of teeth 
  x2 
   3rd—call lightning, greater magic fang, ice lance, 
  spike growth, vine mine 
   2nd— barkskin, creeping cold, flaming sphere, heat 
  metal, nature’s favor 
   1st—babau slime, crabwalk x3, entangle x2 
   0—cure minor wounds x2, detect magic, flare x2, 
  mending 
  �Already cast 
  Abilities Str 18, Dex 10, Con 18, Int 6, Wis 18, Cha 10  
  SQ Darkvision 60 ft., Low-Light Vision, Animal 
  Companion, Nature Sense, Wild Empathy, Woodland 
  Stride, Trackless Step, Resist Nature’s Lure, Wild 
  Shape (4/day, Large, Tiny), Venom Immunity 
  Feats Animal Affinity, Weapon Focus (greatclub), 
  Combat Casting, Improved Initiative, Spell Focus 
  (Transmutation), Spell Focus (Evocation) 
  Skills Climb +1, Concentration +22, Handle Animal +16, 
  Hide -7, Listen +4, Move Silently -3, Spot +11, 
  Survival +6  
  Possessions combat gear plus backpack, spell 
  component pouch, wooden holy symbol, infinite 
  scrollcase, +2 periapt of wisdom 
  Description This hulking brute appears to be at least 9 
  feet tall. He has a thick hide covered in warty bumps 
  and his hair is long, unkempt, and greasy. He is clad 
  in golden dragonhide scale mail with a greatclub in 
  his hands, a bow slung on his back, a quiver of 
  arrows at his side, and a backpack. 
  Sources armband of elusive action, infinite scrollcase 
  (Magic Item Compendium) 
   
   
  
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   DM AID: NEW RULES 
  NEW FEATS 
  Power Critical (Complete Warrior) 
   
  Choose one weapon, such as a longsword or a greataxe. With that weapon, you know how to hit 
  where it hurts. 
   
  Prerequisite: Weapon Focus with weapon, base attack bonus +4. 
   
  Benefit: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat. 
   
  Special: A fighter may select Power Critical as one of his fighter bonus feats. 
   
  You can gain Power Critical multiple times. Each time you take the feat, it may be with a different 
  weapon or the same weapon. If you take it with the same weapon, the effects of the feats stack. 
  NEW ITEMS 
  Amber Amulet of Vermin, Huge Monstrous Scorpion (Magic Item Compendium) 
   
  This irregularly shaped piece of natural amber is fastened at the end of a long golden chain. Within 
  the amber a tiny creature still seems to twitch. 
   
  This item summons a huge monstrous scorpion that appears and obeys your commands for 1 minute 
  (as if summoned by summon nature’s ally). At the end of this duration, the creature vanishes. 
   
  Eight varieties of the amber amulet of vermin exist. An amber amulet of vermin works once per day. It 
  is activated by command as a standard action. 
   
  Moderate (DC 20) transmutation; CL 10th; Craft Wondrous Item, giant vermin; Price 700 gp; Weight 
  —. 
  Amulet of Teamwork (Magic Item Compendium) 
   
  This silver chain comes together in the form of a pair of linked hands. 
   
  An amulet of teamwork allows you to work more effectively as part of a team. When you successfully 
  use the aid another action, the bonus granted to your ally improves from +2 to +3. When you flank an 
  enemy, you and any allies also flanking that creature gain a +2 bonus on damage rolls. These are 
  continuous effects and require no activation. 
   
  In addition, you can activate the amulet to grant both you and an adjacent ally a +5 competence 
  bonus to AC for 1 round. You must be adjacent to an ally to activate this power. This ability can be used 
  once per day. It is activated by command as a swift action. 
   
  Faint (DC 16) enchantment; CL 3rd; Craft Wondrous Item, heroism; Price 2,000 gp; Weight —. 
  Anklet of Translocation (Magic Item Compendium) 
   
  A pewter chime hangs from this simple leather ankle-band. 
   
  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 activation is wasted. You can bring along iobjects 
  weighing up to your maximum load, but you can’t bring another creature with you. 
   
  An anklet of translocation functions two times per day. It is activated by command as a swift action. 
   
  Moderate (DC 18) transmutation; CL 5th; Craft Wondrous Item, dimension door; Price 1,400 gp; 
  Weight —. 
  Armband of Elusive Action (Magic Item Compendium) 
   
  This solid gold band is polished to a bright shine. 
   
  An armband of elusive action allows you to protect yourself from the hazards of battlefield chaos. 
  When it is activated (mentally, as an immediate action), the band allows you to avoid provoking a single 
  attack of opportunity that your actions would otherwise incur. 
   
  An armband of elusive action functions once per day. 
   
  Faint (DC 16) transmutation; CL 3rd; Craft Wondrous Item, cat’s grace or evade attack (Complete 
  Psionic, page 89); Price 800 gp; Weight 1 lb. 
  
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  Bands of Blood Rage (Magic Item Compendium) 
   
  These armbands are made from red gold studded with tiny rubies. Dozens of needle-sharp spikes 
  extend slightly from the inside of the bands. 
   
  Each time you don bands of blood rage, they deal 1 point of damage to you. This damage can’t be 
  healed as long as you wear these bands. 
   
  When you activate bands of blood rage, you and any willing ally within 30 feet can enter a blood rage 
  that lasts for 5 rounds. This blood rage can’t be ended prematurely except by unconsciousness or any 
  effect that would end a rage (such as a calm emotions spell).Unlike a barbarian’s rage, the blood rage 
  doesn’t limit your actions in any way. 
   
  While in a blood rage, a character gains a +5 morale bonus on melee weapon damage rolls. 
  However, each affected creature also takes 5 points of damage each round at the end of its turn as its 
  own body suffers under the strain. If you are a sorcerer or you have the dragonblood subtype (see Races 
  of the Dragon or Dragon Magic), you also gain a +5 morale bonus on damage with your arcane spells 
  while in a blood rage created by bands you wear. 
   
  Bands of blood rage function three times per day. They are activated mentally as a swift action. 
   
  Faint (DC 17) enchantment; CL 5th; Craft Wondrous Item, rage, sorcerer or dragonblood subtype, 
  possession of a piece of the set; Price 2,600 gp; Weight 2 lbs. 
  Belt of One Mighty Blow (Magic Item Compendium) 
   
  The buckle of this wide leather belt is set with a single blood-red carbuncle. 
   
  Activating a belt of one mighty blow grants extra damage on your next melee attack made before the 
  end of your turn. A light weapon deals an extra 1d8 points of damage, a one-handed weapon deals an 
  extra 2d6 points of damage, and a two-handed weapon deals an extra 3d6 points of damage. 
   
  A belt of one mighty blow functions once per day. It is activated by command as a swift action. 
   
  Faint (DC 17) transmutation; CL 5th; Craft Wondrous Item, bull’s strength; Price 1,500 gp; Weight 1 
  lb. 
  Boots of Big Stepping (Magic Item Compendium) 
   
  These wolfhide boots are secured with leather thongs that wrap twice around the ankle. The fur is 
  exceptionally soft and has a faint sheen that makes the boots appear to shimmer in the light. 
   
  The spirit of a blink dog has been harnessed within these boots. While you are wearing these boots, 
  your caster level for all teleportation spells is increased by 2. This is a continuous effect and requires no 
  activation. 
   
  In addition, when you speak the command word, you can teleport up to 60 feet with no chance for 
  error, as if using a greater teleport spell. This ability functions three times per day. 
   
  Moderate (DC 18) conjuration; CL 7th; Craft Wondrous Item, dimension door; Price 6,000 gp; Weight 
  2 lbs. 
  Brute Gauntlets (Magic Item Compendium) 
   
  This pair of heavy black leather gauntlets is set with metal studs. 
   
  Brute gauntlets allow you to temporarily increase your physical might. These gauntlets have 3 
  charges, which are renewed each day at dawn. Spending 1 or more charges grants you a morale bonus 
  on Strength checks, Strength-based skill checks, and melee weapon damage for 1 round. 
   
  1 charge: +2 morale bonus. 
   
  2 charges: +3 morale bonus. 
   
  3 charges: +4 morale bonus. 
   
  They are activated by command as a swift action. 
   
  Faint (DC 16) transmutation; CL 3rd; Craft Wondrous Item, bull’s strength; Price 500 gp; Weight —. 
  Electric Eel Elixir (Magic Item Compendium) 
   
  This vial contains blue liquid with sparkling yellow motes dancing within it. 
   
  Imbibing electric eel elixir turns your skin silvery and grants you a +1 enhancement bonus to your 
  existing natural armor bonus. (A creature without natural armor has an effective natural armor bonus of 
  +0). 
   
  Furthermore, one time while the elixir is in effect, you can make a melee touch attack that deals 
  1d8+1 points of electricity damage. You gain a +3 circumstance bonus on the attack roll if the target is 
  wearing metal armor. The elixir’s effect lasts for 12 hours. 
  
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  Faint (DC 16) transmutation; CL 3rd; Craft Wondrous Item, alter self, shocking grasp; Price 400 gp; 
  Weight —. 
  Horned Helm (Magic Item Compendium) 
   
  This dark leather helm has an open face, and a pair of antlers rises from the forehead. 
   
  When you place a horned helm on your head, the antlers join solidly to your skull. These antlers grant 
  you a natural secondary gore attack that deals 1d8 points of damage plus half your Strength bonus. The 
  antlers are treated as a magic weapon for the purpose of overcoming damage reduction. 
   
  Faint (DC 17) transmutation; CL 5th; Craft Wondrous Item, haste, magic fang; Price 8,000 gp; Weight 
  1 lb. 
  Infinite Scrollcase (Magic Item Compendium) 
   
  This elaborate mahogany tube has a slit that runs along its length. A wooden dowel, capped on the 
  ends with gold, fits against the slit, locking into place with jeweled clasps. 
   
  An infinite scrollcase holds up to fifty scrolls or other parchments, which can be placed within it or 
  removed as with any normal scrollcase. When you activate an infinite scrollcase, the desired scroll unfurls 
  through the slit, ready to read or cast from. When you cast a spell from a scroll unfurled from an infinite 
  scrollcase, you gain a +4 competence bonus on Concentration checks made to cast that spell 
  defensively. 
   
  If you have at least a +1 base attack bonus, you can retrieve a scroll from an infinite scrollcase as 
  part of a move action, similar to drawing a weapon. It is activated by manipulation as a move action. 
   
  Moderate (DC 19) conjuration; CL 9th; Craft Wondrous Item, Leomund’s secret chest; Price 2,800 gp; 
  Weight 3 lbs. 
  Skirmisher Boots (Magic Item Compendium) 
   
  These comfortable boots are made from soft doeskin. 
   
  Scouts (Cad 10) prize skirmisher boots, but any character can use them to increase combat prowess 
  in a mobile battle. You gain a +2 bonus on damage rolls when you make a skirmish attack. This is a 
  continuous effect and requires no activation. A character without the skirmish class feature does not gain 
  this benefit. 
   
  In addition, you can activate skirmisher boots to make a single extra melee or ranged attack using 
  your full base attack bonus. You can only activate this ability if you have already moved at least 10 feet 
  from the space where you started your turn. Movement while mounted does not allow you to activate the 
  boots. This benefit does not require the skirmish class feature and can be activated (by command as a 
  swift action) two times per day. 
   
  Faint (DC 17) transmutation; CL 5th; Craft Wondrous Item, haste; Price 3,200 gp; Weight 1 lb. 
  NEW SPELLS 
  Babau Slime (Spell Compendium) 
  Transmutation 
  Level: Abyss 3, druid 1, sorcerer/wizard 1 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 minute/level 
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You press the viscous ball of demon sweat between your fingers and speak the eldritch words. Your 
  flesh and equipment begin to weep hot red tears that quickly form a coating over your body. 
   
  This demon-inspired transmutation causes the subject to secrete a slimy red layer of jelly that coats 
  its skin, armor, and equipment. A creature that strikes a slime-protected subject with an unarmed strike, a 
  touch attack (including a touch spell), or a natural weapon takes 1d8 points of acid damage. Any creature 
  in a grapple with the target of babau slime takes 1d8 points of acid damage at the beginning of its turn. 
   
  Arcane Material Component: A drop of babau slime. 
  
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  Crabwalk (Spell Compendium) 
  Transmutation 
  Level: Bard 1, druid 1, ranger 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  The creature you touch now moves much faster, scuttling about with disconcerting ease. 
   
  When the subject of this spell charges, it gains a +4 bonus on its attack roll and takes no penalty to 
  Armor Class. This benefit replaces the normal +2 bonus on attack rolls and -2 penalty to AC that a charge 
  attack normally confers. If the creature is capable of multiple attacks after a charge, such as a lion with 
  the pounce ability, the bonus applies only to the first attack. 
   
  Material Component: A crab’s leg. 
  Creeping Cold (Spell Compendium) 
  Transmutation [Cold] 
  Level: Druid 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 3 rounds 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
   
  Reaching out your hand and making a crushing motion, you turn the subject’s sweat to ice, creating 
  blisters as the ice forms on and inside the skin. 
   
  The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the first round, 2d6 
  on the second, and 3d6 on the third ). Only one save is allowed against the spell; if successful, it halves 
  the damage each round. 
   
  Focus: A small glass or pottery vessel worth at least 25 gp filled with ice, snow, or water. 
  Creeping Cold, Greater (Spell Compendium) 
  Transmutation [Cold] 
  Level: Druid 4 
  Duration: See text 
   
  This spell is the same as creeping cold, but the duration is increased by 1 round, during which the 
  subject takes 4d6 points of cold damage. If you are at least 15th level, the spell lasts for 5 rounds and 
  deals 5d6 points of cold damage. If you are at least 20th level, the spell lasts for 6 rounds and deals 6d6 
  points of cold damage. 
  Dinosaur Stampede (Spell Compendium) 
  Evocation 
  Level: Druid 6 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 20-ft.-radius spread 
  Duration: 1 minute/level (D) 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  Throwing down and shattering a fossil to complete the spell, you call upon potent natural forces and 
  energies, and manifest them in the form of a swath of intangible, spectral, stampeding dinosaurs. 
   
  Creatures in the spell’s area take 1d12 points of damage + 1 point per caster level (up to +20). 
  Creatures more than 10 feet above the ground are not affected by dinosaur stampede. 
  
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  With a simple gesture (a free action), you can make the spectral forms move along the ground up to 
  40 feet per round (moving its effective point of origin).Creatures cannot be damaged more than once per 
  round by dinosaur stampede. 
   
  Material Component: A fossil. 
  Icelance (Spell Compendium) 
  Conjuration (Creation) 
  Level: Druid 3, sorcerer/wizard 3 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: One lance of ice 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: Yes 
   
  You clutch the quartz in your hand, focusing the energy of the spell into a sharp spear. With a 
  thought, you send it whistling through the air at your foe. 
   
  You must succeed on a normal ranged attack to strike a target with an icelance. You gain a + 4 bonus 
  on your attack roll. If you hit, the icelance deals 6d6 points of damage to the target. Half of this damage is 
  piercing damage; the rest is cold damage. In addition, the target must make a Fortitude save or be 
  stunned for 1d4 rounds. Regardless of the result of the attack, the icelance shatters upon its first use. 
   
  Focus: A 50-gp clear quartz gemstone. Alternatively, if you are in a cold region, you can substitute 10 
  pounds of ice or snow for the quartz. 
  Memory Rot (Spell Compendium) 
  Evocation 
  Level: Druid 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  You blow across your open palm at your opponent, and your breath coalesces into a cloud of glowing 
  yellow spores that surround your foe’s head, driving through its scalp into the brain beneath. 
   
  You create a cloud of spores that infests the brain of the subject creature, gradually destroying its 
  mind. The spores deal 1d6 points of Intelligence damage immediately. The spores then gradually eat 
  away at the subject’s brain, dealing 1 point of Intelligence drain each round thereafter at the beginning of 
  your turn. The subject can attempt a Fortitude save each round to combat the effect of the spores. A 
  successful saves ends the spores’ advance and halts any further Intelligence drain. 
  Nature’s Favor (Spell Compendium) 
  Evocation 
  Level: Druid 2, ranger 2 
  Components: V, S, DF 
  Casting Time: 1 swift action 
  Range: Touch 
  Target: Animal touched 
  Duration: 1 minute 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  Rubbing the animal’s side, you whisper the final bit of the spell’s ritual. The animal glances at you 
  before turning its attention to your foes, bristling as it does so. 
   
  You grant the subject animal a +1 luck bonus on attack rolls and damage rolls for every three caster 
  levels you possess (maximum +5). 
  
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  Vine Mine (Spell Compendium) 
  Conjuration (Creation) 
  Level: Druid 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 10-ft.-radius/level spread 
  Duration: 10 minute/level 
  Saving Throw: See text 
  Spell Resistance: Yes 
   
  You hold the crown of ivy leaves aloft, invoking the powers of nature, and an explosion of plant 
  growth fills the area—plants over which you have control. 
   
  You create and direct the rapid growth of vines. When you cast the spell, choose one of the following 
  effects. 
   
  • 
  Climbing aid (treat as knotted ropes) 
  • 
  Bind helpless targets (Escape Artist DC 25 to escape) 
  • 
  Hamper movement (as heavy undergrowth) 
  • 
  Camouflage (add +4 competence bonus on Hide checks) 
   
   
  As a standard action, you can redirect the vines’ growth (thus changing the effect). 
   
  Material Component: A crown of ivy leaves. 
  Vortex of Teeth (Spell Compendium) 
  Evocation [Force] 
  Level: Druid 4, sorcerer/wizard 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Hollow cylinder (40-ft. radius, 20 ft. high, with a 5-ft.-radius safe zone at the center) 
  Duration: 1 round/level (D) 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  A huge school of transparent piranhas swims rapidly through the air in the area you indicate. These 
  magic fish are made of force and tear into the bodies of creatures as though ravenous. 
   
  Creatures in the area take 3d8 points of damage per round at the beginning of your turn. Because 
  this spell is a force effect, it harms incorporeal creatures. 
   
  Material Component: A fish tooth. 
   
   
  
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