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. 
  YEO7-07 
   
   
   
   
  Dark Gate Stalkers 
  A Two-Round D&D® LIVING GREYHAWKTM  
  Yeomanry Regional Adventure 
  Version 0.9.1 
   
  by Ron Lundeen 
  Reviewers: Yeomanry Triad 
  Circle Reviewer: Steven Conforti 
  Playtesters: Ken Berg, Gregory Hanigan, Stephanie Lundeen, Besheer Mohamed 
   
   
  Brave Heroes: Our town of Dark Gate is being terrorized by forces unknown. Someone or something is 
  kidnapping residents who step outdoors after dark. Some say the ghostly Lerara Suel are to blame, 
  ranging out at night from Slerotin’s Passage. The Border Guard here in Dark Gate are brave, but are 
  stymied by these attacks. If you can help us, please hurry to Dark Gate. –Spokesman Olmir. A two-round 
  Yeomanry regional adventure for APLs 2-12. 
   
  Resources: Complete Adventurer [Jesse Decker], Complete Arcane [Richard Baker], Complete 
  Scoundrel [Mike McArtor and F. Wesley Schneider], Player’s Handbook II [David Noonan], Magic Item 
  Compendium [Andy Collins et al.], Monster Manual II [Ed Bonny et al.], and Spell Compendium [Matthew 
  Sernett et al.]. 
   
  
  Dark Gate Stalkers 
  YEO7-07 
  Page 2 
   
  
  YEO7-07 Dark Gate Stalkers 
   
  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 
  
  YEO7-07 Dark Gate Stalkers 
   
  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 two-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 small summary 
  of what happened in the adventure and why 
  he or she should be considered for promotion. 
  Email 
  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. 
  
  YEO7-07 Dark Gate Stalkers 
   
  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 Sergeant, the player must have spent one full 
  year as a Yeoman, and one full year below that as 
  an unranked soldier. 
  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. 
  DARK GATE BACKGROUND 
  No town has received as much interest in the 
  Yeomanry over the last decade as Dark Gate. 
  Dark Gate is located in a lightly-wooded area just 
  north of the Hellfurnaces some 12 miles southwest 
  of Westburn. In 579 CY, a tunnel was discovered 
  at the foot of the mountains that reportedly ran for 
  miles to emerge in the Sea of Dust leagues to the 
  west. Furthermore, the tunnel was rumored to link 
  with deep, subterranean caverns that held 
  indescribable horrors and amazing treasures. In 
  590 CY, adventurers appeared in town with armor 
  and weapons made of strange black metal that 
  disintegrated within days. With tales of other great 
  riches and wondrous magic laying beyond the 
  entrance to the passage, many have come to test 
  their fortunes. As such, Dark Gate was created, in 
  a short span of only a few years, as a sort of 
  frontier town that catered to the wants and needs 
  of those who wished to explore the tunnel, named 
  the Passage of Slerotin. 
   
  Dark Gate has brought increased attention 
  from all around Oerth to the Yeomanry, and much 
  of it is unwanted. Agents from the Scarlet 
  Brotherhood, the Empire of Iuz, and elsewhere 
  have been discovered in and near the town. 
  Adventurers from everywhere have turned the 
  town into a wild, almost lawless region where 
  those who have the coin can get almost anything. 
  Treasures, both major and minor, have trickled in 
  from the Passage of Slerotin, and this only 
  enhances the excitement and attention that both 
  the town and the Yeomanry have received over 
  the last decade. 
   
  Dark Gate has a permanent population of 550 
  people, principally humans of mixed Suel-Flan 
  heritage. These permanent residents, like most 
  residents of the Yeomanry, are principally farmers, 
  herdsmen, and woodsmen. Dark Gate is often 
  host to transient outsiders, principally treasure-
  seeking adventurers. Due to the dangerous 
  creatures that occasionally issue forth from the 
  Passage of Slerotin, the Militia keeps a presence 
  of the elite Border Guard headquartered in Dark 
  Gate. 
  DARK GATE TODAY 
  In the past few days, Dark Gate has been plagued 
  by 
  mysterious 
  night-time 
  kidnappings 
  and 
  murders. The residents do not know who is behind 
  these killings and the Border Guard has been 
  unable to get to the bottom of it. 
   
  In truth, there are two groups stalking the 
  people of Dark Gate for their own ends: one is a 
  group of Lerara Suel scouts bent on reclaiming a 
  sacred heirloom. The other is a group of deranged 
  derro on a slaving mission. Neither the Lerara 
  Suel nor the derro know about the presence of the 
  other group. 
   
  Although Dark Gate gets its fair share of 
  unusual visitors, the only outsider in town recently 
  has been the friendly gnome ranger Torkas. 
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 4 
  Although he appears harmless, Torkas is an evil 
  mastermind with a dire scheme in motion. 
  THE LERARA SUEL 
  Just over a thousand years ago, the Bakluni 
  responded to the Invoked Devastation of the Suel 
  Imperium with the Rain of Colorless Fire, which 
  pounded the Suel Imperium into the wasteland 
  now known as the Sea of Dust. The powerful 
  mage Slerotin escaped the Rain of Colorless Fire, 
  and along with several Suel noble houses, 
  determined to flee through the Hellfurnace 
  Mountains into the lands of the simple Flan 
  tribesmen beyond. Using powerful magic now lost, 
  Slerotin bored a passage over two hundred miles 
  long straight though the Hellfurnaces. Through this 
  passage he swiftly led eighteen Suel noble 
  families. One family, the Lerara Suel, lagged 
  behind the rest of the expedition, delayed by 
  arguments between nobles and moving slower 
  and more cautiously then the rest. 
   
  When he reached the other side, Slerotin 
  sealed the passage to prevent pursuit. He 
  magically warded both ends for a thousand years, 
  inadvertently trapping the lagging Lerara Suel in 
  the lightless depths beneath the Hellfurnaces. 
   
  Since that time, the Lerara have maintained a 
  fragile existence in the Passage of Slerotin. The 
  family is now frightfully inbred, and albinism is very 
  common among them. Due to their harsh living 
  conditions, most of these Suel are selfish and evil. 
   
  The Lerara are strictly patriarchal, and they 
  harvest phosphorescent fungi and use giant 
  millipedes to serve as mounts. The Lerara trade 
  with other underground denizens, such as the 
  drow and the derro, for tools and magic. The 
  Lerara often fall prey to the monsters native to 
  their underground home, such as umber hulks and 
  oozes. 
   
  Physically, all pureblooded Suel are pale-
  skinned and pale-haired, but the Lerara have been 
  bleached almost white. They are lanky, unwashed, 
  and dress in primitive leathers. The nobles among 
  the Lerara wear finer clothes and primitive jewelry. 
  Warriors among them also wear armor fashioned 
  from the carapaces of underground monsters. 
   
  Although the eyes of the Lerara Suel have 
  adapted to be very light sensitive, they cannot see 
  in the dark. They cultivate phosphorescent fungi 
  and burn animal fat candles in order to see. 
   
  Sometime in their isolation, the Lerara came 
  across the horrid amoeboid behemoth called the 
  Mother. Although the Mother never communicates 
  with the “priests” who tend her, the Lerara began 
  making dark sacrifices to this oozing horror. When 
  the Lerara could not sacrifice outsiders, they 
  sacrificed their own people to sate the hunger of 
  the Mother. The Mother has never left the cavern 
  in which the Lerara first found it, but the vile 
  worship of the Mother has spread throughout 
  nearly all of the Lerara. 
  BACKGROUND: THE LERARA AND 
  TORKAS FLESHCARVER 
  Back in 593 CY, the lives of the Lerara Suel eking 
  out a hard existence in the Passage of Slerotin 
  were shattered by a band of adventurers. Seeking 
  safe passage through the dangerous subterranean 
  passageways, these adventurers ran afoul of 
  Meklot Favored-Son, demagogue and high “priest” 
  of the Mother. The adventurers killed Meklot and, 
  as is their usual custom, stripped him of his gear 
  before leaving the cowed Lerara Suel cringing in 
  their wake. These events were the substance of 
  COR3-16 Lerara. 
   
  One item taken from Meklot Favored-Son’s 
  corpse was his periapt of wisdom, called The 
  Mother’s Necklace. No ordinary magic item, this 
  necklace was created by the first of the priests of 
  the Mother and passed down from high priest to 
  high priest for generations. It functions as an 
  ordinary periapt of wisdom +2, but grows in power 
  along with its wearer. 
   
  The adventurers who took The Mother’s 
  Necklace brought it far from the Passage of 
  Slerotin and, ultimately, sold it. The Lerara 
  desperately desired to recover this holy artifact, 
  but were unable to discover its whereabouts. 
  Recently, The Mother’s Necklace was acquired by 
  an evil but charismatic gnome named Torkas 
  Fleshcarver. 
   
  A skilled ranger and taxidermist, Torkas has 
  hunted, stuffed, and mounted all kinds of animals 
  in his long career. Recently, he’s begun practicing 
  his craft on sentient creatures, and a few humans, 
  halflings, and elves now grace his “trophy room” in 
  his isolated manor house. 
   
  Torkas has an eye for art, so the “specimens” 
  he prefers to collect are the rarest kind—golden-
  haired elves, muscular halflings, and humans with 
  rare skin tones. Torkas heard about the Lerara 
  Suel, with their translucent skin, and hoped one 
  day to capture one to add to his gruesome 
  “collection.” He acquired The Mother’s Necklace 
  and learned of its importance to the Lerara Suel. 
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 5 
  Torkas decided that he would use it as bait to lure 
  the Lerara to him. 
   
  Torkas paid a hefty sum to have a dream sent 
  to the high priest of the Mother. In this dream, 
  Torkas’s hired wizard (who is himself Suel) played 
  the role of an ancient prophet, and alerted the high 
  priest that The Mother’s Necklace could be found 
  in the town of Dark Gate at the head of the 
  Passage of Slerotin. Torkas then traveled to Dark 
  Gate, to see whether the high priest would take 
  the bait. Torkas plans to trap and kill (then, later, 
  to skin and mount) any Lerara Suel that appear. 
  Torkas would prefer, if opportunity arises, to 
  capture more than one Lerara Suel. 
   
  Fortunately for Torkas, the Lerara priest took 
  the bait. Anxious to reclaim an artifact that would 
  cement his position atop the ruthless clergy of the 
  Mother, the high priest sent a small band of Lerara 
  Suel scouts to the surface world to find and 
  recover The Mother’s Necklace. These scouts are 
  unclear as to where in Dark Gate The Mother’s 
  Necklace may be found. Therefore, they have 
  been kidnapping and interrogating townspeople in 
  the hopes of discovering the necklace’s location. 
  Most of their victims have been slain or tortured to 
  near-death and left to die. 
  BACKGROUND: THE “DROW” DERRO 
  Several months ago, a small tribe of derro from 
  under the Hellfurnaces was making a usual trading 
  stop at a drow outpost. In a vicious surprise attack, 
  the drow turned on the traders with the intent to 
  steal all of their goods at once. Although the dark 
  elves were able to exterminate most of the derro, 
  the surprised derro were able to drive off their 
  drow attackers. The few surviving derro, never 
  very stable in the first place, have developed a 
  compulsive fascination with the drow. 
   
  In the past weeks, the surviving derro traders 
  have become convinced that they are drow, and 
  have begun dressing and acting like drow (or, at 
  least, what they think drow dress and act like). For 
  example, they have begun to revere spiders and 
  to seek out riding lizards of their own. 
   
  To 
  restore 
  their 
  meager 
  fortunes, 
  the 
  deranged derro have decided to raid for slaves—
  after all, they know that this is a favorite pastime of 
  the drow. Because the drow hate the surface 
  elves, the derro decided that a raid on a surface 
  village would earn lots of slaves as well as give 
  them a chance to kill their hated elven “brethren.” 
   
  These derro now lair in a cave near Dark 
  Gate, and have been stalking and capturing Dark 
  Gate citizens at night, slaying elves, and adding 
  others to the “slave pit” in their cave. 
  ADVENTURE SUMMARY 
  This adventure pits the characters against the 
  forces of the deranged derro and the Lerara Suel. 
  Initially, however, the characters won’t know who 
  their adversaries are (or that there is actually more 
  than one group of adversaries). They may be led 
  to believe that the drow are responsible, as well. 
   
  It is not intended that a group of characters 
  experience each and every encounter in this 
  adventure. Most parties will only hit nine to twelve 
  of these encounters throughout their investigation. 
  Introduction: The characters arrive in Dark Gate 
  and get their bearings. 
  Encounter 1: The characters talk to Spokesman 
  Olmir and learn of the disappearances and other 
  disturbing events in town. Olmir provides several 
  leads. 
  Encounter 2: The body of the last person to 
  disappear (a halfling tailor named Artemis) is 
  discovered dumped in the town well. His confused, 
  angry spirit rises to attack when his body is 
  disturbed. 
  Encounter 3: The characters explore the Rooster, 
  the town’s inn and tavern. Torkas Fleshcarver 
  (who travels under the name Torkas the Ranger) 
  seems helpful, but sizes up the characters as a 
  potential threat. 
  Encounter 4: The characters investigate the 
  Border Guard barracks, and learn a little about the 
  missing Ernol Cooperson. 
  Encounter 5: If the characters investigate the 
  Passage of Slerotin, they may find a few clues. 
  Encounter 6: The characters speak to Solomon, 
  the town drunk, who saw “ghost people” on the 
  night of one of the kidnappings. He directs the 
  characters to the smokehouse in the woods to the 
  west of town. 
  Encounter 7: If 
  the characters investigate 
  Artemis’ home, they find that the tailor was 
  tortured to death in his workshop and his home 
  was thoroughly ransacked. 
  Encounter 8: If the characters investigate the 
  Whisperbreeze home in the forest, they discover 
  Eliana’s body laid out and prepared for burial. 
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 6 
  Encounter 9: When the characters investigate the 
  smokehouse, they find Bellia Whisperbreeze 
  barely alive. After fending off some wild animals, 
  the characters can question Bellia and learn that 
  the Lerara Suel were her attackers. 
  Encounter 10: When the characters investigate 
  the Greer farm, they discover lizard tracks that 
  lead into the hills. If they follow these tracks (either 
  on their own, or with assistance from a 
  townsperson), they lead to the derro cave in the 
  next encounter. 
  Encounter 11: The characters encounter the 
  derro in their cave and free the Greer family from 
  their imprisonment. Emma Greer indicates that 
  she saw the “ghost people” near the cemetery 
  several days before she was kidnapped. 
  Encounter 12: Upon investigating the cemetery, 
  the characters learn that the Lerara Suel have 
  been called away by a rude message to a ravine 
  northwest of Dark Gate. The Lerara Suel have left 
  behind a trap in the cemetery for the unwary. 
  Encounter 13: Once the characters arrive at the 
  ravine, they may investigate the area. If the 
  characters look around the edge of the ravine, 
  they encounter Torkas, who is waiting in ambush 
  for the Lerara Suel. Torkas may enlist the 
  characters’ aid in defeating the Lerara Suel, but he 
  plans to double-cross them instead. 
  Encounter 14: Inside the ravine, the characters 
  face the Lerara Suel who, believing them to have 
  The Mother’s Necklace, offer them no quarter. 
  Encounter 15: As the characters leave the ravine, 
  they may trigger a trap set by Torkas in his effort 
  to finish off the characters. 
  Conclusion: The characters are hailed as heroes 
  by the townspeople of Dark Gate for putting a stop 
  to the disappearances. 
  A NOTE ON TRACKING 
  In an investigative adventure like this one, there is 
  often a great deal of emphasis on tracking the 
  parties involved. Keep the following points in mind: 
  o 
  The Lerara Suel leave no tracks in natural 
  surroundings. Even at APL 2, these 
  scouts all have the trackless step class 
  feature. This should emphasize their 
  uncanny nature as “ghost people.” In fact, 
  the only tracks of the Lerara Suel that the 
  characters may find are indoors in the 
  tailor’s house (Encounter 6) or in the 
  mausoleum (Encounter 11). 
  o 
  Outside of their cave, the derro primarily 
  ride on their lizards, and therefore only 
  leave riding lizard tracks. 
  o 
  The rainstorm 4 days ago was so severe 
  and so long that it effectively obliterated all 
  tracks from the area prior to that time. 
  o 
  Many residents of Dark Gate, including 
  several members of the Border Guard, 
  have the Track feat and are glad to help 
  the characters as long as the characters 
  are polite (and particularly after the 
  characters return Bellia Whisperbreeze 
  alive). However, these NPC trackers won’t 
  enter 
  a 
  dangerous 
  situation, 
  and 
  immediately flee to get help instead. 
  A NOTE REGARDING 
  SENSITIVE PLAYERS 
  This adventure is designed to have the feel of a 
  horror story. Two villainous groups delight in 
  torturing innocent townspeople to death. The 
  adventure 
  revolves 
  around 
  the 
  characters’ 
  investigations of these despicable depredations. 
   
  Although a description of the terrible things the 
  Lerara Suel and the derro have done to the people 
  of Dark Gate is important to both set the tone of 
  this adventure and to paint these foes in an 
  appropriately villainous light, you should be aware 
  of young or sensitive players. Avoid gratuitous 
  descriptions of the torture victims the characters 
  discover when such players are present. 
  INTRODUCTION 
  It is a cloudy and dismal afternoon when you 
  arrive in the town of Dark Gate, in the far south 
  of the Yeomanry. The main square of the town 
  seems typical enough, with a large town hall to 
  the north, a small shrine to the east, and a 
  general store to the west. A few people pass 
  by going about their business, giving you wary 
  nods 
  in 
  greeting. 
  A 
  few 
  townspeople 
  congregate around a well in the center of the 
  square, chatting. 
   
  To the south of the town square is a busy-
  sounding blacksmith and a two-story structure 
  with a stuffed rooster mounted above the door. 
  From the smells of bread and stew wafting 
  from it, you’d guess that the Rooster is an inn 
  and tavern. You have responded to a request 
  for aid from Dark Gate’s spokesman, a retired 
  adventurer named Olmir. 
  
  YEO7-07 Dark Gate Stalkers 
   
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  If the characters want to know the substance 
  of the summons that brought them here, read 
  them the blurb to this adventure. 
   
  You should also give the players Player 
  Handout 1 at this time. This handout is an 
  unlabeled map of the town of Dark Gate. 
   
  As the characters have been traveling 
  together for a couple of days, have the players 
  introduce their characters to each other at this 
  time. 
  Where to Go Next? 
  If the characters ask about Spokesman Olmir, 
  anyone can direct them to his house (#7 on the 
  DM Map of Dark Gate). 
  • 
  If the characters approach Spokesman 
  Olmir, go to Encounter 1. 
  • 
  If the characters enter the Rooster, go to 
  Encounter 3. 
  • 
  If the characters want to look around town, 
  feel free to let them. Most of the buildings 
  in town are not detailed in this adventure 
  (for example, the general store and the 
  Shrine of the Seven Faiths), because they 
  aren’t central to the plot. If the characters 
  want to investigate these locations, make 
  up descriptions and inhabitants as you 
  see fit. Most of the townsfolk have their 
  own theories about the disappearances. If 
  this 
  topic 
  comes 
  up, 
  however, 
  townspeople usually suggest that the 
  characters talk to Spokesman Olmir. 
  • 
  If the characters specifically investigate 
  the well, they discover the body of Artemis 
  Brookner, the town’s halfling tailor. Refer 
  to Encounter 2 if this occurs. 
  ENCOUNTER 1: 
  SPOKESMAN OLMIR 
  As the characters approach Spokesman Olmir’s 
  house, read or paraphrase the following: 
   
  This low rambler faces onto the main street 
  of Dark Gate. A wide, stout porch extends the 
  length of the house. Before you can move 
  toward the house’s sturdy door, it opens. A 
  bear of a man hobbles out onto the porch. He 
  leans on a crutch with practiced ease, tamping 
  tobacco into a pipe with his other hand. 
   
  “Oy, visitors, and adventurers by the look. 
  If you came about my message, come up on 
  the porch and sit a spell. If you’re the usual 
  treasure-seeking type, the Passage of Slerotin 
  is that-a-way.” The man nods, indicating the 
  forested hills west of town. “Be sure to take 
  spare torches and rope. Can’t ever have 
  enough.” 
   
  If the characters indicate that they’re here to 
  help, Olmir is visibly pleased and offers to talk with 
  them about Dark Gate’s troubles. Olmir is a 
  friendly man and free with information, as he’s 
  anxious to have these disappearances stopped. 
  He used to be an adventurer many years ago, but 
  he lost half of his left foot and retired to Dark Gate. 
   
  In summary, nine people have gone missing 
  from the Dark Gate area in the past ten days. Only 
  one has been recovered, and she had been 
  tortured to death. Most, but not all, have been 
  taken from the forested hills to the west of town, 
  leading most to assume that a creature from the 
  Passage of Slerotin is responsible. 
   
  You should refer to the materials in DM Aid: 
  Timeline and Player Handout 2 to roleplay the 
  conversation with Spokesman Olmir. Once the 
  characters have a sense of the disappearances, 
  give them Player Handout 2 for their reference. 
   
  The characters likely have several other 
  questions that aren’t answered by 
  Players 
  Handout 2. Here are some anticipated questions 
  and Olmir’s answers: 
  • 
  Who/what do you think is responsible? 
  I’d be a fool for ignorin’ the elephant in the 
  corner, so to speak. We’re situated right 
  next to the Passage of Slerotin, a tunnel 
  straight to the lightless realms below the 
  Hellfurnaces. I think something from the 
  darkness 
  walked—or 
  crawled, 
  or 
  slithered—out 
  of 
  the 
  tunnel 
  and 
  is 
  kidnapping my townspeople. It explains 
  why all the attacks happened at night. 
  There’s supposed to be a race of albino, 
  evil humans that live deep in the tunnels, 
  called the Lerara Suel, and I suspect that 
  some of them have, for some reason, 
  come to the surface to kill. 
  • 
  Haven’t the Militia helped/Isn’t this the 
  Militia’s job? The Border Guard are a 
  talented bunch, but they don’t usually 
  watch over the Passage of Slerotin day 
  and night. Plus, they’re a little shaken to 
  realize that one of their own number was 
  taken. They were some of the first ones 
  out looking, and they were the ones that 
  found Eliana’s body. However, I wouldn’t 
  
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  have sent for help without their approval. 
  They agree that outside specialists, like 
  you, might be needed. You might want to 
  talk to them. Their barracks is over that-a-
  way (points to the southwest). 
  • 
  Do the people that disappeared have 
  anything in common? Other than being 
  residents of Dark Gate and the immediate 
  area, I can’t think of any connection. 
  • 
  Have you looked for tracks/clues? 
  We’ve got some skilled woodsmen in the 
  area, but they haven’t been very lucky at 
  finding any tracks. Plus, we had a terrible 
  storm blow through here four days ago, 
  turning everything to mud and washing 
  away any tracks that may have been left 
  before then. Since then, though, we’ve 
  had six more people go missing, so 
  there’s bound to be clues or tracks where 
  they were taken. 
  • 
  What does this job pay? Ah, I could’ve 
  seen this one coming. I was an adventurer 
  myself once. We’ve only got a bit of coin 
  to offer, but you know as well as I that 
  adventurers really make their way by 
  stripping their foes of valuables, raiding 
  their lairs, and so on. The best I can offer 
  you myself is the thanks of a town that’s 
  scared and needs help. 
  • 
  Tell us about Ernol Cooperson. Ernol 
  Cooperson was a member of the Border 
  Guard stationed here in town. A thick, 
  blond fellow. None too bright. We thought 
  he’d run off with a trader’s daughter about 
  a week back, but it’s more likely he was 
  the first to go missing. They could tell you 
  more at the Border Guard barracks just 
  over yonder. 
  • 
  Tell 
  us 
  about 
  Eliana 
  and 
  Bellia 
  Whisperbreeze. Now there’s a sad, sad 
  story. The Whisperbreezes are sisters, a 
  pair of half-elves that tend to a grove of 
  the wildest plants you ever saw just to the 
  west of here. Eliana went missing almost a 
  week ago, and her sister was frantic with 
  worry. Some of the townsfolk and me 
  looked as well we could, but didn’t turn 
  anything up, not even any tracks. Two 
  days ago, a border guard patrol found her 
  body. She’d been cut up something 
  terrible and stashed behind some shrubs 
  in a small cave in the hills. Bellia took her 
  body back to their cottage to prepare it for 
  burial, but Bellia herself was taken the 
  night before last. Bellia hasn’t been found, 
  but I’m not hopeful that we’ll find her in 
  any better shape than her sister. 
  • 
  How/where was Eliana’s body found? 
  One of the Border Guard patrols found it. 
  You’d be better getting the details from 
  them rather than getting them roundabout 
  through me. 
  • 
  Tell us about Frendel the Tall. He’s a 
  lanky farmer and trapper, as the name 
  might tell. Spent a fair amount of time at 
  the Rooster. To be honest, I didn’t know 
  him all that well myself. He was a private 
  fellow. 
  • 
  Tell us about Solomon. I guess every 
  town is plagued with a layabout, and our 
  plague is Solomon. He’s not a bad fellow, 
  but he’s regularly drunk and constantly 
  begging. Older man, about yay tall, 
  doesn’t smell too good. A decent laborer 
  on the rare occasions he decides to work 
  an honest day. Solomon came to me three 
  days ago sayin’ that he’d seen Frendel 
  getting attacked by ghosts on the night 
  Frendel went missing. Initially, I didn’t 
  believe him, but I’m starting to wonder if 
  there isn’t a core of truth in his ramblings. I 
  don’t know where you’d find Solomon, but 
  he’s usually around town somewhere. 
  • 
  Tell us about the Greer family. Good folk 
  that run one of the last farms out of town 
  to the east, toward the mountains. There’s 
  four of them now. Emma’s husband died a 
  while back. Emma runs the farm with her 
  mother, her son, and her daughter-in-law. 
  They’re good, simple folk and well liked 
  around here. 
  • 
  Tell us about Artemis Brookner. Artemis 
  was the halfling tailor here in town. Always 
  a stylish dresser, brown hair, bushy 
  sideburns. It looks like he was kidnapped 
  from his shop just down the road last 
  night. The place was tossed pretty good, 
  as well. You’re welcome to go down and 
  take a look (points to the south). Nobody’s 
  there—Artemis was a bachelor and lived 
  alone. 
  Where to Go Next? 
  Once the conversation with Spokesman Olmir is 
  starting to wind down, move immediately to 
  Encounter 2. 
  
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  Page 9 
  ENCOUNTER 2: THE BODY 
  IN THE WELL 
  Begin this encounter once the conversation with 
  Spokesman Olmir in Encounter 1 is wrapping up. 
  A farm boy runs up to Olmir with some startling 
  news. Read or paraphrase. 
  A young boy, kicking up clumps of dirt as he 
  sprints down the street, runs up to Spokesman 
  Olmir’s porch. “Spokesman, we done found 
  the tailor’s body. Someone dumped it inna the 
  well, and it looks awful.” 
   
  Spokesman Olmir hobbles up the road to the 
  well in the town’s square. He assumes that the 
  characters accompany him, but they don’t have to. 
  When the characters reach the well, read: 
   
  A cluster of townsfolk muttering darkly to 
  each other stands around the crumpled corpse 
  of a middle-aged halfling. The body has been 
  pulled up from the well recently, as it is 
  sopping wet. Spokesman Olmir crouches 
  down around his crutch for a closer look, and 
  gestures you forward as well. 
   
  To characters that examine the body closer, 
  read: 
   
  This halfling clearly died by violence. His 
  arms and legs have been broken and his face 
  is a swollen mass of cuts and bruises. His 
  clothes are very stylish and quite fine, despite 
  being waterlogged. 
   
  Spokesman Olmir sighs. “Well, another 
  body found, and treated as badly as Eliana’s 
  by the look. That’s certainly Artemis, by the cut 
  of those clothes and the sideburns he was so 
  proud of. Whatever’s behind this has come 
  right into our town. We need it found and 
  stopped.” 
   
  Characters that make a Heal check against 
  the following DCs can learn more information: 
  • 
  DC 10: The halfling was tortured badly 
  before being dumped in the water. 
  • 
  DC 12: The halfling has been in the water 
  for less than a day. 
  • 
  DC 15: The halfling was tortured to death 
  sometime last night. He was tortured with 
  a small piercing item. His body was 
  dumped into the well within ten or fifteen 
  minutes after he died. 
  • 
  DC 20: The wounds on the halfling’s face 
  are like those made by a spiked gauntlet. 
  Although the halfling’s face is seriously 
  marred, his mouth and tongue are intact. 
  Whoever was torturing him may have 
  wanted information. 
   
  Anyone examining Artemis’ body can tell that 
  the halfling wasn’t robbed. He is still wearing a 
  particularly valuable-looking amulet and very nice 
  clothes. Olmir can confirm that Artemis always 
  dressed stylishly and was never without his magic 
  amulet. However, neither Olmir nor any of the 
  other townspeople have any clue as to what the 
  magic amulet does. 
   
  A detect magic spell confirms that the amulet 
  is magical (Spellcraft DC 19, moderate abjuration). 
  At APL 8 and above, the spell also identifies 
  Artemis’ fine shirt as magical (Spellcraft DC 18, 
  moderate transmutation). The amulet is an amulet 
  of fortune prevailing, and the shirt is a shirt of the 
  fey. 
   
  At a dramatically appropriate time while the 
  characters are investigating Artemis’ body, the 
  halfling’s frightened and unquiet spirit rises up 
  from his corpse. This shade thirsts for vengeance 
  and, unable to tell living creatures apart, simply 
  attacks whoever is nearest. 
   
  Note that the thick cloud cover above means 
  the spirit’s daylight powerlessness drawback is not 
  triggered. 
  APL 2 (EL 1) 
  Shadow: hp 19; see Monster Manual, page 
  221. As a Small creature, this shadow has a 
  +1 bonus to its AC and +1 to hit, due to size, 
  but only inflicts 1d4 points of Strength damage 
  with each hit. This shadow has only a tenuous 
  hold on this world, and it automatically takes 8 
  points of damage at the end of each round 
  (eventually it dissipates on its own, which is 
  the reason for the lower EL for this combat). 
  APL 4 (EL 3) 
  Shadow: hp 19; see Monster Manual, page 
  221. As a Small creature, this shadow has a 
  +1 bonus to its AC and +1 to hit, due to size, 
  but only inflicts 1d4 points of Strength damage 
  with each hit. 
  APL 6 (EL 5) 
  Wraith: hp 32; see Monster Manual, page 
  258. As a Small creature, this wraith has a +1 
  bonus to its AC and +1 to hit, due to size, but 
  
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  Page 10 
  only inflicts 1d3 points of damage (plus 1d6 
  Constitution drain) with each hit. 
  APL 8 (EL 7) 
  Spectre: hp 45; see Monster Manual, page 
  232. As a Small creature, this spectre has a 
  +1 bonus to its AC and +1 to hit, due to size, 
  but only inflicts 1d6 points of damage (plus 
  energy drain) with each hit. 
  APL 10 (EL 8) 
  Greater Shadow: hp 58; see Monster Manual, 
  page 221. As a Small creature, this shadow 
  has a +1 bonus to its AC and +1 to hit, due to 
  size, but only inflicts 1d6 points of Strength 
  damage with each hit. 
  APL 12 (EL 11) 
  Dread Wraith: hp 104; see Monster Manual, 
  page 258. As a Small creature, this wraith has 
  a +2 bonus to its AC and +2 to hit, due to size. 
  It has 5 ft. space and reach and only inflicts 
  1d6 points of damage (plus 1d8 Constitution 
  drain) with each hit. 
   
  Tactics: The undead simply attacks whoever 
  is nearest to the best of its ability. The 
  townspeople flee from the creature as soon as 
  possible. Spokesman Olmir also retreats, but out 
  of wisdom, not cowardice. As a retired adventurer, 
  Olmir knows about fighting incorporeal undead 
  (and he knows that, without an enchanted 
  weapon, he won’t be able to hurt it). Once he has 
  retreated to a short distance away, Olmir shouts 
  words of advice and encouragement to the 
  characters, such as “get around behind it! Undead 
  don’t have vital spots, but they can still be 
  flanked!” and “force effects always hit ghostly 
  spirits!” 
   
  After Artemis’ spirit is defeated, Spokesman 
  Olmir arranges for his burial. Spokesman Olmir 
  encourages the characters to take the magic items 
  in thanks for defeating the shade. Olmir asks 
  some of the townsfolk to take the halfling’s body to 
  the Shrine of the Seven Faiths. There, it will be 
  wrapped for burial and buried in a couple of days’ 
  time. If the characters want to view the body 
  further, it can be found at the shrine. If the 
  characters have some other plan for the body, the 
  townspeople agree to it on a DC 20 Diplomacy or 
  Bluff check, as long as the plans aren’t 
  unreasonable or suspicious. 
   
  If the characters cast speak with dead, 
  Artemis is Neutral Good and has a +4 Will save to 
  resist the spell. He can describe the sudden, brutal 
  attack in his home. Two “ghost men” (Artemis 
  doesn’t know anything about the Lerara Suel and 
  assumes that the pale figures were undead of 
  some sort) tortured him and demanded to know 
  where he had hidden “the holy artifact.” Of course, 
  Artemis had no idea what the “ghost men” were 
  talking about. He insisted that he didn’t know 
  anything about any holy artifact and that he was 
  just a tailor. The “ghost men” seemed to believe 
  he knew nothing, so then they just killed him. 
   
  If the characters have the means to bring 
  Artemis back from the dead, even after being 
  transformed into an undead creature, his soul 
  does not return, fearing future torment by the 
  “ghost men.” 
   
  For more information on Artemis Brookner and 
  his final night, refer to Encounter 6. 
   
  Treasure: Obtain Artemis’ valuables. 
  APL 2 to 6: L: 0 gp, C: 0 gp, M: amulet of 
  fortune prevailing (416 gp). 
  APL 8 to 12: L: 0 gp, C: 0 gp, M: amulet of 
  fortune prevailing (416 gp); shirt of the fey 
  (1250 gp). 
  Where to Go Next? 
  Spokesman Olmir encourages the characters to 
  uncover the tailor’s murderer in whatever way the 
  characters deem best. Go to the Encounter 
  applicable to the characters’ next avenue of 
  investigation. 
   
  If the characters elect to search the well, Olmir 
  praises them for their ingenuity. Unfortunately, the 
  characters do not find anything of interest. 
   
  The characters might chase off on a number 
  of dead ends right away (such as searching 
  Frendel’s house or investigating the cave where 
  Eliana Whisperbreeze’s body was found). In the 
  interest of time, just let the characters know how 
  long that avenue of investigation takes, but assure 
  them that they don’t find anything of interest. Then 
  you can move on. 
  ENCOUNTER 3: AT THE 
  ROOSTER 
  Use this Encounter if the characters investigate 
  the Rooster (Location 5 on DM Aid: Map #1). The 
  Rooster is operated by a man named Wenden and 
  his two teenaged sons. The Rooster is a popular 
  watering hole for the town, and two to twelve 
  townspeople can generally be found here. The 
  
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  Rooster was damaged in a fire several years back 
  in an undead attack on the town. Like the other 
  buildings that had been damaged, the Rooster has 
  by now been completely restored. 
   
  The regulars at the Rooster are happy to 
  gossip about the missing townspeople. The 
  person most missed in the Rooster is Frendel the 
  Tall, as he had been a regular here for many 
  years. 
   
  For the past week and a half, the Rooster has 
  been the gnome Torkas Fleshcarver’s home 
  (although around here, he goes by the equally 
  accurate “Torkas the Ranger” and does not wear 
  his grisly human trophies). Torkas has gone out of 
  his way to present a pleasant exterior to the locals 
  here. Torkas even prepared a masterfully stuffed 
  rooster to mount above the inn’s door. Torkas’ 
  animal companion, a badger named Bristle, is 
  well-behaved and welcome in the Rooster. 
  Wenden, in particular, thinks very highly of Torkas, 
  which is just as Torkas likes it. 
   
  When the characters first enter the Rooster, 
  read: 
   
  Underneath the colorful stuffed rooster, the 
  doors to the inn and tavern are propped open. 
  Stepping inside, you see a few patrons sharing 
  gossip about recent events over bread and 
  stew. Lounging on a small corner stage is a 
  big badger. A large balding man and a 
  teenaged boy chat with a gnome standing atop 
  a stool at the bar. The gnome sips from an 
  oversized stein of beer as he looks your way, 
  raising an eyebrow enquiringly. 
   
  Whether the characters intend to talk to him or 
  not, Torkas approaches the characters to make 
  their acquaintance soon after they enter the 
  Rooster. Bristle the badger also raises her head to 
  eye the characters. Torkas isn’t immediately sure 
  what to make of the characters, and their first 
  impression is key to his response to them in 
  Encounter 13. When the characters meet Torkas, 
  read: 
   
  This man is lean and wiry for a gnome, 
  dressed in comfortable-looking leathers. His 
  black hair is close-cropped and his face is 
  well-weathered. He wears a bit of jewelry, 
  including a particularly ugly necklace made of 
  bone and shell. The gnome introduces himself 
  as Torkas the Ranger and holds out a hand in 
  greeting. 
   
  Torkas engages in small talk in order to feel 
  out the characters. He asks their purpose in town, 
  their 
  professions, 
  and 
  so 
  on. 
  During 
  this 
  conversation, a few things might raise the 
  characters’ suspicions. 
  • 
  Torkas is evil. Detect evil or similar spells 
  reveal that Torkas has a faint evil aura. 
  Torkas neither denies nor explains his 
  aura. 
  • 
  Torkas is evasive. Although friendly 
  enough at first (he even introduces 
  Bristle), Torkas won’t say anything about 
  why he’s in town other than that he’s “just 
  out to see the Yeomanry.” He deflects 
  any conversations about his background, 
  other than to admit that he is merely a 
  ranger and hunter by trade. If the 
  characters mention the recent attacks, 
  Torkas insists that he doesn’t know who 
  is 
  responsible. 
  If 
  the 
  characters 
  specifically ask whether Torkas thinks the 
  Lerara Suel might be responsible, he 
  dodges with a comment like “Don’t they 
  live deep underground, a thousand miles 
  away? Just as likely to be an aboleth or a 
  band of drow. Which is to say, not likely 
  at all.” Any of Torkas’ evasions can be 
  detected with a DC 20 Sense Motive 
  check. 
  A 
  success 
  means 
  that 
  the 
  character has a hunch that Torkas knows 
  more than he’s letting on, but Torkas 
  refuses to elaborate. 
  • 
  Torkas doesn’t talk about the necklace he 
  wears, other than to say it’s a periapt of 
  wisdom that he purchased some time 
  ago. He lets the characters take a closer 
  look if they like, but he does not take it 
  off. He certainly won’t 
  mention its 
  connection to the Lerara Suel. 
  • 
  Torkas lets slip his “hobby.” If the 
  characters 
  compliment 
  the 
  rooster, 
  Torkas lets his pride get the better of him 
  with a suspicious, but not necessarily 
  incriminating, comment like “Well, I hunt a 
  lot of things, and I like to take the 
  occasional trophy. What good is killing an 
  unusual beast if you aren’t going to eat it 
  or stuff it?” 
  • 
  Torkas is not sympathetic to the town’s 
  problem. Although Torkas is clearly liked 
  by the inhabitants of the Rooster, Torkas 
  isn’t willing to get involved in Dark Gate’s 
  problems. If the characters press for his 
  help, he replies, “That Olmir fellow hinted 
  that I should look into this, too. But I can’t 
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 12 
  see that there’s a whole lot in it for me, 
  so, no, thank you for asking.” 
  After talking to the characters for a few minutes, 
  evaluate Torkas’ attitude. If the characters have 
  been polite, he is indifferent. If the characters have 
  been confrontational (challenging him about his 
  alignment or his evasions, or demanding he help 
  Dark Gate), he is unfriendly. If the characters have 
  been downright rude, cast spells to target Torkas 
  (such as detect thoughts) or hinted that they think 
  Torkas is behind the recent attacks, he is hostile. 
   
  Allow the characters to make a Diplomacy 
  check, if they wish, to influence Torkas’ attitude. 
  Torkas’ attitude cannot be increased above 
  friendly. Torkas knows that his plan may bring him 
  into conflict with the characters at a later time, so 
  he does not get too close to them. Note Torkas’ 
  attitude for use in Encounter 13. 
   
  The characters might also question Wenden, 
  Wenden’s sons, or the other patrons about 
  Torkas. They all gladly impart the following: 
  • 
  Torkas has been here almost two weeks. 
  He’s a good guy. 
  • 
  Torkas is almost always here at the 
  Rooster. Some days he’ll go out and walk 
  around a bit, but he’s rarely gone more 
  than an hour or two. He usually takes his 
  bow with him when he goes. 
  • 
  Bristle is very well-behaved, and she 
  loves cheese. 
  • 
  Torkas’ necklace is pretty horrid-looking, 
  but he wears it like it was a medal. He 
  says it’s made of bones and bug shells. 
  • 
  Torkas is an excellent taxidermist. Look 
  at the stuffed rooster—he did that. I 
  guess there’s more to being a good 
  ranger than killing things—like killing 
  things and stuffing them! 
  • 
  If the characters ask whether Torkas 
  could be behind the disappearances or 
  Artemis’ death, the Rooster’s inhabitants 
  insist that it couldn’t be so. Torkas is 
  nearly always here at the Rooster. 
  Besides, he’s hardly big enough to cause 
  that kind of mischief. 
   
  The characters might return to the Rooster 
  several times to ask Torkas or the patrons follow-
  up questions as their investigations continue. 
  Alternatively, the characters might come back to 
  the Rooster for the simple reason that they have 
  rooms there. When the characters make return 
  visits, Torkas is usually here (except after 
  Encounter 12), but he remains evasive and 
  unhelpful. 
  Where to Go Next? 
  Go to the Encounter applicable to the characters’ 
  next avenue of investigation. If the characters ask 
  Spokesman Olmir what he thinks of Torkas, Olmir 
  admits that he doesn’t like the gnome, but that he 
  is no worse than many visitors that Dark Gate 
  sees. 
  ENCOUNTER 4: BORDER 
  GUARD BARRACKS 
  Use 
  this 
  Encounter 
  when 
  the 
  characters 
  investigate the Border Guard Barracks (Number 
  12 on DM AID: Map #1). 
   
  The Border Guard is an elite branch of the 
  Yeomanry Militia. The Border Guard stationed in 
  Dark Gate are particularly brave, hardy soldiers. 
  Not only must they protect the Yeomanry from 
  threats descending from the Hellfurnaces, but from 
  the occasional 
  monster surfacing from 
  the 
  Passage of Slerotin. 
   
  As the characters approach this building, read 
  or paraphrase: 
   
  This squat building has only a few small 
  windows. Two horses graze in a small paddock 
  just to the west of this defensible-looking 
  structure. The front door is wide open, and just 
  inside you can see three or four people 
  dressed in the uniform of the Yeomanry Border 
  Guard. 
   
  If the characters approach, the Border Guard 
  soldiers are friendly but wary. They know 
  adventurers sometimes bring trouble, and Dark 
  Gate has its share of trouble already. The 
  commander is a wiry, well-muscled woman named 
  Merra Farwalker. It is clear that the other Border 
  Guard like and respect Merra. 
   
  Merra has nine men under her command. 
  Merra used to send four-man groups on days-long 
  patrols into the Hellfurnaces, but she doesn’t have 
  the manpower to do that any more. During the 
  day, four men are at the Passage of Slerotin, four 
  are sleeping or relaxing here, and one is out 
  patrolling the area around the town. At night, five 
  guards are sleeping here and four patrol the town 
  in pairs. Merra stays here at the barracks most of 
  the time. 
  
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  The characters are likely to have a few 
  questions for Merra, who speaks on behalf of the 
  Border Guard stationed here. If the characters 
  have already recovered Bellia Whisperbreeze, 
  Merra and the Border Guard are more respectful. 
  If the characters have run into trouble in town, the 
  Border Guard are more reserved. 
  Typical Dark Gate Border Guard: LG male 
  human Fighter2/Ranger2 (Listen +8, Spot +8, 
  Survival +7). 
  Merra Farwalker, Dark Gate Border Guard 
  Commander: 
  LG 
  female 
  human 
  Fighter4/Ranger4 (Listen +12, Spot +12, 
  Survival +10). 
   
  Merra has all of the information on Players 
  Handout 2, which she shares with the characters 
  during their conversation, to the extent they 
  haven’t already learned it. The characters likely 
  have several other questions. Here are some 
  anticipated questions and Merra’s answers: 
  • 
  What do you do here? We’re members 
  of the Border Guard. We watch over the 
  borders and dangerous places of the 
  Yeomanry. Here in Dark Gate, we keep an 
  eye out for dangers from the Hellfurnaces 
  or from the Passage of Slerotin. I’m Merra, 
  and I’m in charge here. 
  • 
  How long have you been here? The 
  members of the Border Guard rotate, but 
  not often. Each of us has been stationed 
  here at least a year or two. Long enough 
  to know Dark Gate pretty well. 
  • 
  Who/what do you think is responsible 
  for the disappearances? Spokesman 
  Olmir seems to think it’s the Lerara Suel, 
  but you don’t have to look into that gaping 
  pit to find trouble. The Lerara Suel haven’t 
  yet come anywhere even close to the 
  surface world, so I don’t think they’re 
  responsible. 
  Plenty 
  of 
  dangerous 
  predators live in the Hellfurnaces and 
  come down from time to time to feed on 
  the unwary. I suspect a creature from high 
  up in the mountains.  As we haven’t been 
  able to find any tracks, I suspect it’s 
  probably a creature that flies and carries 
  off its kills, like a dragon or a manticore. 
  But we can’t be too careful, so I’ve 
  doubled the watch on the Passage. 
  • 
  Have you looked for tracks/clues? 
  We’ve 
  investigated 
  some 
  of 
  the 
  disappearances directly, but we haven’t 
  found any tracks or anything else you 
  might call a clue. We’ve been scouting 
  around the area during the day. My men 
  found the body of Eliana Whisperbreeze 
  two days ago, wedged in a cave. She’d 
  been pretty badly tortured, and her body 
  was stashed as though to hide it. As for 
  the rest of the disappearances, we’ve had 
  our hands full watching the Passage of 
  Slerotin and keeping an eye on the town. I 
  haven’t had the men available to send out 
  to the Greer farmstead yet. (As long as 
  Artemis Brookner’s body has been found, 
  add:) And what with the tailor turning up 
  dead right here in town, it’s likely I won’t 
  have the men to spare to investigate the 
  Greer farm for at least a day or two. 
  Note: 
  The 
  characters 
  might 
  want 
  directions to the cave where Eliana’s body 
  was found. If so, Merra has Crebb (a 
  guardsman stationed here) give them 
  directions. However, there are no clues to 
  find there, as Eliana’s body isn’t there and 
  the derro tracks were washed away by the 
  rain four days ago. 
  • 
  Where is Eliana’s body now? We turned 
  it over to her sister Bellia. Bellia was going 
  to prepare it for burial, or whatever else 
  sort of custom they have, but then Bellia 
  went missing, too. I imagine it’s still at their 
  cottage, but likely in a pretty bad state 
  now. She’s been dead for days, after all. 
  • 
  Do you watch over the Passage of 
  Slerotin? We watch over the passage in 
  shifts during the day. We generally don’t 
  watch it at night, as it’d be pretty hard to 
  see anything in the area without a lot of 
  torches or lanterns, and carrying torches 
  or lanterns that far from town can invite 
  trouble. The first thing I did when the 
  disappearances started was to double up 
  the guard out there. However, nothing’s 
  come of it. My men did notice some 
  strange lizard-like tracks a week or so 
  back, but didn’t follow up on them at the 
  time. With the recent rain, I’m sure they’ve 
  been washed away. 
  If 
  the 
  characters 
  press 
  for 
  more 
  information, Merra dismissively tells the 
  characters to go ask the guardsmen that 
  are out at the Passage of Slerotin now, as 
  they were the ones that found the tracks. 
  Merra dismisses this clue, as no other 
  
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  lizard tracks have been seen in the area 
  since. 
  • 
  Tell 
  us 
  about 
  Ernol 
  Cooperson. 
  Cooperson was a good man, but not an 
  incredibly disciplined soldier. He took up 
  with a girl that was part of a group of 
  traders that travel around the Sheldomar 
  Valley. We see them every few months. 
  They camp on the outskirts of town for a 
  week or two, and then they’re gone again. 
  Whenever his girl was in town, Cooperson 
  would sneak away every other night or so 
  to be with her. It was on his way back from 
  seeing her the last night they were here 
  that Cooperson disappeared. When he 
  didn’t come back by morning, we assumed 
  he’d finally run off with his girl and joined 
  the traders. I was mad, and I went riding 
  out to drag Cooperson back. The traders 
  said they hadn’t seen Cooperson since 
  the previous night, and his girl said he’d 
  left to go back to town about midnight. I 
  assumed that they were lying, and that 
  Cooperson was hiding, but there wasn’t a 
  whole lot I could do. So I came back, and 
  reported Cooperson as abandoning his 
  post. 
  • 
  Do you still think he abandoned his 
  post? No. With the later disappearances, I 
  think that Cooperson was probably victim 
  to whatever’s stalking this town. We didn’t 
  put it together for several days, though. 
  He would have come back toward town 
  from the west, and that’s where the 
  disappearances 
  have 
  all 
  happened, 
  except for Artemis. Plus, Crebb here says 
  that he owed Cooperson quite a lot of 
  gold, and Cooperson wasn’t likely to run 
  off to start a new life with his gal before 
  trying to collect on that. 
  • 
  Where can we find these traders? I 
  don’t know; they’ll be back in a few 
  months. DM Note: the traders have 
  nothing to do with this adventure. Try to 
  deter the characters from chasing off after 
  this red herring. 
  • 
  What did Ernol look like? He was a 
  stout, blond-haired fellow, a little taller 
  than me, with big eyes. Rather handsome, 
  in his way, but he leaned toward dense. 
  • 
  Tell us about someone else. Merra has 
  much of the same information as Olmir 
  regarding other people in town, or other 
  people that have disappeared. 
  • 
  You aren’t doing your job. If the 
  characters imply that the Border Guard is 
  not doing their job in Dark Gate, or if the 
  characters insinuate that they’re doing the 
  Border Guard’s work here, Merra turns 
  cold. She points out that the Border Guard 
  have investigated the site of almost every 
  disappearance so far, and that they are 
  likely to find out who’s responsible with or 
  without the characters’ help (which is not 
  likely true). Merra believes that everyone 
  working together in the face of adversity is 
  what has made the Yeomanry strong, and 
  if the characters want to insult the Border 
  Guard, then they’re welcome to leave 
  Dark Gate. Merra won’t go so far as to 
  arrest the characters—after all, they are 
  helping the town—but she won’t provide 
  them with any aid, either. 
  Where to Go Next? 
  Go to the Encounter applicable to the characters’ 
  next avenue of investigation. 
  ENCOUNTER 5: THE 
  PASSAGE OF SLEROTIN 
  Use 
  this 
  Encounter 
  when 
  the 
  characters 
  investigate the Passage of Slerotin (See location 9 
  on DM Aid: Map #1). 
   
  The entrance to the Passage of Slerotin is 
  about five miles due west of Dark Gate. The 
  terrain is forested hills, and the ground becomes 
  rougher as the characters travel west. A sparse 
  trail marks the path directly to the Passage of 
  Slerotin, worn by the Border Guard coming and 
  going to keep watch over the entrance to the 
  passage every day for many years and the few 
  adventuring groups that brave the dangerous 
  location. 
  Any 
  townsperson 
  can 
  direct 
  the 
  characters to the entrance to the Passage, and 
  they do so with the practiced ease of someone 
  that’s given directions there many times. 
   
  The travel to the Passage of Slerotin is 
  uneventful. When the characters arrive, read: 
   
  The terrain has become noticeably steeper 
  as you hike along the trail leading due west 
  from Dark Gate. The forested foothills begin to 
  give way to the jagged mountains. The trail 
  opens up into a wide area where it seems two 
  hills have crashed together. Between them is a 
  
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  Page 15 
  circular opening many dozens of yards across. 
  Although the edges have worn down over 
  centuries, it is clear that this passage is far too 
  even to be natural. It thrusts directly back into 
  the Hellfurnaces, a night-black passage into a 
  dangerous realm. 
   
  Fifty feet from the gaping entrance is a 
  large, gnarled tree. A sturdy platform has been 
  built high up in the tree, providing a good view 
  of the surrounding area. Two men dressed in 
  the tabards of the Yeomanry Border Guard 
  scan the hills for trouble. Two other Border 
  Guard stand at the base of the ladder leading 
  up to the watchpost, talking to each other. 
   
  Although there are usually only two Border 
  Guard on watch here at a time, Merra Farwalker 
  recently doubled the guard. The four guardsmen 
  take turns up in the watchpost, which is only 
  barely large enough for two people. None of the 
  Border Guard have ventured more than a hundred 
  feet or so into the Passage of Slerotin. It’s their job 
  to turn back (or report on) anything dangerous that 
  comes out, not investigate the passage itself. 
   
  The guardsmen very likely see the characters 
  approach. Unless the characters look dangerous, 
  the guardsmen greet them with a hand raised in 
  greeting. They are glad for the company to break 
  the monotony of their watch. The guards have a 
  starting attitude of indifferent, and talk to the 
  characters if their attitude is increased to friendly. 
  Otherwise, they warn the characters away from 
  the area. 
  Typical Dark Gate Border Guard (4): LG 
  male human Fighter2/Ranger2 (Listen +8, 
  Spot +8, Survival +7). 
   
  The four guardsmen here are Beckler, 
  Brewster, Eggrin, and Riley. Generally, they know 
  much of the same information that Merra 
  Farwalker does (see Encounter 4) and they share 
  her opinion that a flying creature from higher in the 
  Hellfurnaces 
  is 
  behind 
  the 
  disappearances. 
  However, they do know more about the tracks 
  found within the Passage of Slerotin. In fact, the 
  Border Guard can show the characters the tracks, 
  many yards inside the Passage of Slerotin, where 
  the recent rainstorm has not been able to wash 
  them away. Characters can make Search or 
  Survival checks to determine 
  the level of 
  information they can learn about these tracks: 
  • 
  DC 5: The tracks are large and splayed, 
  like a gecko, but each track is several feet 
  long. The creature was probably as big as 
  a horse. The creature also has thick 
  claws. 
  • 
  DC 10: There are at least two but as many 
  as ten of these creatures. They walked 
  single file so it’s hard to tell how many 
  there were. 
  • 
  DC 12: The tracks lead out of the Passage 
  of Slerotin, and are about seven days old. 
  No similar tracks lead back into the 
  Passage of Slerotin. DM note: this level is 
  as much as the Border Guards have 
  discovered about the tracks. 
  • 
  DC 15: The way the pads on these 
  footprints are laid indicates that the 
  creature can probably climb as easy as it 
  walks. The claws look sturdy, to help the 
  creature climb, but are probably not used 
  in combat to great effect. 
  • 
  DC 20: Refer to Encounter 11 to see how 
  many riding lizards are present. The 
  character identifies that precise number of 
  creatures. The character is also able to 
  determine that the creatures are not 
  particularly heavy, and weren’t carrying a 
  particularly heavy load. The character can 
  also identify other tracks in the Passage of 
  Slerotin (such as from past adventurers), 
  but those tracks are very old and not 
  relevant to this adventure. 
  • 
  Note that the Lerara Suel scouts have left 
  no tracks here. 
  Characters can also make a Knowledge (nature) 
  roll to determine how much they know about the 
  creatures that made these tracks. 
  • 
  DC 10: These aren’t dragon tracks, but 
  tracks of some sort of big lizard-like 
  animal. 
  • 
  DC 16: These are tracks of riding lizards, 
  large subterranean lizards that are used 
  as mounts and beasts of burden by some 
  races of the Underdark, notably the drow. 
  Riding lizards are generally foul-tempered 
  creatures with a vicious bite. 
  • 
  DC 20: These tracks are particularly large 
  even for riding lizards, indicating that 
  these creatures are stronger and more 
  powerful than usual specimens. 
  Where to Go Next? 
  The characters probably return to Dark Gate to 
  continue their investigations. Deter the characters 
  
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  Page 16 
  from traveling deeper into the Passage of Slerotin, 
  as the Passage isn’t relevant to this adventure. If 
  the characters are determined to venture into the 
  passage (such as to confront the Lerara Suel 
  about the disappearances) arrange an encounter 
  with 
  an 
  overwhelming 
  force 
  to 
  block 
  the 
  characters’ path and threaten them (one or two 
  purple worms should serve nicely for this). These 
  creatures do not follow the characters if they flee, 
  as this sort of encounter should be used to 
  encourage the characters to cease investigations 
  in the Passage of Slerotin. 
  ENCOUNTER 6: TALKING TO 
  SOLOMON 
  Use this Encounter when the characters decide to 
  look for Solomon, the town drunk, to find out what 
  he knows. Unfortunately, Solomon has several 
  regular boltholes around town and it’s hard to 
  know where to find him at any given time. 
   
  Finding Solomon requires the characters to 
  make a DC 20 Gather Information check around 
  town. This isn’t because it’s hard to get the 
  townspeople to direct the characters to Solomon. 
  Instead, it reflects the fact that few people know 
  where to find him with any accuracy. Finding 
  Solomon is all about finding whoever saw him last. 
  As is typical with the Gather Information skill, each 
  check takes 1d4+1 hours. 
   
  If the characters find Solomon (he is in town, 
  but it is not particularly important which alley or 
  woodpile he is hanging around in), describe him 
  as follows: 
   
  This older human has a loose, stoop-
  shouldered 
  look 
  and 
  the 
  smell 
  of 
  the 
  unwashed about him. He gives you a gap-
  toothed grin as you approach. 
   
  Solomon lives in a near-permanent state of 
  mild to severe intoxication. Several years ago, 
  Solomon discovered an abandoned still in the hills 
  to the southeast, and keeping it running is 
  Solomon’s only really useful skill. He generally 
  makes his living by begging, with the occasional 
  bit of hiring himself out as a laborer. 
  Solomon: 
  N 
  male 
  human 
  Commoner2 
  (Diplomacy +3, Sense Motive +4) 
   
  When 
  the 
  characters 
  as 
  about 
  the 
  disappearances or what Solomon may have seen 
  in the woods, Solomon eagerly tells his tale. 
  However, if the characters look like they will pay 
  for his tale (or, better yet, if they offer to pay him 
  for his tale), Solomon holds out for as much as he 
  can get. 
   
  “So I got this comfy place in the woods to 
  the west, by the smokehouse. It’s ‘tween these 
  two trees growin’ right close together, and 
  plenty o’ shrubs to keep off the rain. Lets me 
  have a good view of the smokehouse, too, so I 
  kin see whether anyone’s comin’ to filch a 
  piece of dried venison or suchlike. ‘Course, I 
  wouldn’t dream of filchin’ any meself.” 
   
  “So, ‘twas the middle of the night a few 
  nights ago, I was in the comfy spot, and I wake 
  up to hear this gurgling scream. I peeked out, 
  and there was Frendel. He’d got a spear poked 
  right through his shin and into the ground. 
  Round him were two—or mayhaps it was 
  three—ghost people. They was tall an’ thin, an’ 
  their hair and skin glowed all white in the 
  moonlight. Oh, the looks on their faces was 
  enough to scare the smoked venison right 
  outta ya!” 
   
  “One of ‘em twisted the spear, and Frendel 
  gave out another cry and raised his hand to try 
  to push ‘em away. Them ghosts’d done 
  sommin to his hand, too, but I couldn’t see 
  what, ‘cause it was all bloody.” 
   
  “Then one of the ghosts says, and I heard 
  this right clear, ’No more lies. Tell us where it 
  is.’ And Frendel fainted right away. Felt like I 
  would, too. Then one of ‘em says something 
  like ’Some brood will it.’ Then they picked him 
  up and walked off. And I dint come outta my 
  comfy place ‘til the sun was high in the sky the 
  next morning.” 
   
  Characters that speak Ancient Suloise can 
  make a DC 12 Intelligence check to realize that 
  “Some brood will it” sounds like the Ancient 
  Suloise words that mean “Bring him back with us.” 
   
  If the characters ask for more specifics, 
  Solomon can provide a bit more information. 
  • 
  The 
  Time: 
  Solomon’s 
  encounter 
  happened 5 nights ago (see DM Aid: 
  Timeline). Solomon remembers it as “the 
  night before it rained really hard.” 
  • 
  Who’s Frendel? Solomon explains that 
  Frendel is a farmer and trapper from the 
  area. He is a lanky fellow, so people have 
  called him Frendel the Tall ever since he 
  was 
  a 
  teenager. 
  Frendel 
  shared 
  Solomon’s passion for drink and the two 
  men knew each other reasonably well, but 
  they weren’t close friends. 
  
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  Page 17 
  • 
  The “Ghosts”: The figures were wearing 
  light metal armor, leather coverings, and 
  carried longspears. At APL 2, there were 
  only two figures. At all other APLs, there 
  were three figures (the fourth Lerara Suel 
  was elsewhere). 
  • 
  Lerara 
  Suel: If 
  the characters ask 
  Solomon about the Lerara Suel, he 
  doesn’t know anything about them and 
  doesn’t remember hearing the name 
  before. 
  • 
  Which Way Did They Go?: When the 
  figures left, they left toward the north (in 
  order to circle back to the cemetery, but 
  Solomon doesn’t know this). 
  • 
  The Location: Solomon can give good 
  directions to the smokehouse and his 
  comfy hiding hole. 
  • 
  What Happened Next?: Solomon spent 
  the next day trying to drink away the sight 
  of Frendel’s torture. The morning after the 
  rains, Solomon was still so upset by what 
  he had seen that he told Spokesman 
  Olmir what he’d witnessed two nights 
  previously. Olmir and a few Border Guards 
  accompanied 
  Solomon 
  back 
  to 
  the 
  smokehouse. They didn’t find any tracks, 
  blood, or other indication. They did find 
  Solomon’s hidey-hole, along with a mostly 
  empty waterskin containing dregs of crude 
  liquor, and they dismissed Solomon’s 
  “ghost story” as fantasy. They were rather 
  mean to Solomon about it, as well. 
  (Spokesman Olmir and any of the Border 
  Guard can confirm these events, but they 
  deny being too mean to Solomon.) 
   
  What 
  Solomon 
  doesn’t 
  know 
  is 
  that 
  Spokesman Olmir later realized that Solomon’s 
  story may have been true. This is one of the 
  reasons Olmir now suspects that the Lerara Suel 
  have come to Dark Gate. 
   
  Solomon also doesn’t know that the Lerara 
  Suel were torturing Frendel to learn the location of 
  The Mother’s Necklace (Frendel didn’t know). The 
  Lerara Suel took him back to the mausoleum and, 
  ultimately, they killed him. 
  Where to Go Next? 
  The 
  characters 
  probably 
  head 
  out 
  to 
  the 
  smokehouse. If so, go to Encounter 9. If they 
  continue their investigation by going elsewhere, 
  refer to the appropriate Encounter. 
  ENCOUNTER 7: THE 
  TAILOR’S HOUSE 
  Use 
  this 
  Encounter 
  when 
  the 
  characters 
  investigate the home of the halfling tailor, Artemis 
  Brookner (location 13 on DM Aid: Map #1). 
   
  A skilled tailor with a small fortune from his 
  younger days in Loftwick, Artemis came to Dark 
  Gate six years ago. He was well-known and well-
  liked by the community and often the butt of good-
  natured jokes due to his small stature (as the only 
  halfling resident of Dark Gate) and his penchant 
  for dressing in fine clothes. Artemis never spoke of 
  his days in Loftwick, how he made his fortune, or 
  why 
  he 
  chose 
  to 
  move 
  to 
  Dark 
  Gate. 
  Nevertheless, the people of Dark Gate were 
  grateful to have a skilled tailor and leatherworker 
  in town. 
   
  Artemis was a victim of his size. The Lerara 
  Suel, by now, have learned that a small man has 
  been wearing The Mother’s Necklace. They saw 
  Artemis going about the town, noticed from afar 
  that Artemis wore a necklace, and assumed that 
  the tailor had the necklace they were seeking. 
  That is, the Lerara Suel confused Artemis for 
  Torkas. Last night, two Lerara Suel snuck into 
  Artemis’ home, searched his house, and tortured 
  the unfortunate tailor. When they realized that 
  Artemis wasn’t the small man they were looking 
  for, they killed him. The Lerara Suel noticed 
  Artemis’ amulet but, as it clearly isn’t The Mother’s 
  Necklace, they had no interest in it. After killing 
  Artemis, the Lerara Suel dumped his body in the 
  town well rather than take it back to the 
  mausoleum. They hoped that this gruesome act 
  might terrorize the town further. 
   
  Anyone in the town can direct the characters 
  to the home of Artemis Brookner, the halfling 
  tailor. Artemis lived alone. His home and shop are 
  in the same building (the shop and workroom is in 
  the front, and living quarters are in the back). 
   
  When the characters arrive at this building, 
  read: 
   
  This building looks carefully tended and 
  recently painted. A tasteful plaque on the door, 
  approximately at waist level, reads “Artemis 
  Brookner, Tailor.” The door’s handle has been 
  smashed, preventing the door from closing all 
  the way. 
   
  No one is around to object if the characters 
  take a look inside. When they do, read: 
  
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  Page 18 
   
  The front room of this house has been 
  converted into a display area where a few suits 
  of sturdy but stylish clothes are on display. An 
  open doorway leads to a workroom and a 
  once-curtained 
  archway 
  opens 
  to 
  living 
  quarters in the back. Although the building 
  itself and all of the clothes are sized for a 
  human, the furnishings and tools are halfling-
  sized. 
   
  It is clear that this building has been 
  thoroughly ransacked. Baskets are upended, 
  bolts of cloth torn, and tools scattered 
  throughout the room. More ominously, blood is 
  spattered over much of the workroom. 
   
  There are only a few clues here, available with 
  a successful Search check: 
  • 
  DC 5: Someone was attacked, and 
  probably killed, in the workroom. 
  • 
  DC 10: More specifically, a Small-sized 
  creature was grabbed from his bed, tied 
  up, and then taken to the workroom to be 
  assaulted. 
  • 
  DC 12: There are bolts of valuable cloth 
  and tools here. Even a small cash box 
  (containing 12 gp and 7 sp) has been left. 
  Clearly, this was no burglary. DM Note: 
  The valuable items remaining here, should 
  the characters decide to loot the dead 
  tailor’s residence, are detailed in the 
  Treasure section below. 
  • 
  DC 20 (the Survival skill may also be used 
  for this piece of information): Clearly a 
  halfling lived in this shop and spent much 
  time here. A few booted Medium-sized 
  creatures came in and took a quick look 
  around 
  very 
  recently. 
  There 
  is 
  no 
  indication of any tracks from the creature 
  that performed the assault. DM Note: 
  these easier-to-find bootprints are the 
  townspeople who came in and took a look 
  around after Artemis was found dead. If 
  the characters acted quickly to cordon off 
  the tailor’s house after his body was 
  found, then these prints are absent. 
  • 
  DC 26 (the Survival skill may also be used 
  for 
  this 
  piece 
  of 
  information): 
  The 
  assailants 
  did 
  leave 
  a 
  few 
  partial 
  footprints. There are bootprints of two 
  Medium-sized creatures here, and they 
  were involved in assaulting the halfling. 
   
  Treasure: If the characters loot the tailor’s 
  house of the remaining valuables, they gain the 
  following treasure. 
  All APLs: L: 14 gp, C: 2 gp, M: 0 gp. 
  Where to Go Next? 
  Go to the Encounter applicable to the characters’ 
  next avenue of investigation. If they return to 
  Spokesman Olmir’s house with information, he is 
  grateful for whatever information the characters 
  provide. He encourages them to continue their 
  investigations. 
  ENCOUNTER 8: THE 
  WHISPERBREEZE GROVE 
  Use 
  this 
  Encounter 
  when 
  the 
  characters 
  investigate the home of Bellia and Eliana 
  Whisperbreeze. 
   
  The Whisperbreeze sisters are both half-elven 
  druids who tend a grove about three miles west of 
  town. They live together in a simple cottage at the 
  edge of this grove. The Whisperbreeze sisters 
  grow herbs, flowers, and unusual fruits and 
  vegetables for the townspeople. They also provide 
  occasional veterinary services. Anyone in town 
  can provide directions to the Whisperbreeze 
  cottage and grove. 
   
  The derro kidnapped Eliana six days ago and 
  killed her. Bellia was consumed with worry but 
  could not find her missing sister. Eliana’s body 
  was discovered by the Border Guard two days 
  ago. Bellia, grief-stricken, spent the day preparing 
  her sister’s body for burial. That night, Bellia was 
  herself kidnapped by the Lerara Suel. The grove 
  and the Whisperbreeze cottage have been 
  untended since. 
   
  When the characters arrive here, read: 
   
  Before you lies a vast thicket of plants, 
  riotous with color. Trees, flowers, vines and 
  herbs grow in abundance here. Although there 
  is no fence to mark where the forest ends and 
  the cultivated grove begins, the border of the 
  grove is plain. 
   
  At the edge of the grove are a small 
  cottage and a few sheds. They seem deserted. 
   
  The grove is very well-cared for and contains 
  several exotic herbs and plants such as saffron, 
  crocuses, 
  peppercorns, 
  and 
  cinnamon. 
  The 
  cottage is small but well-tended with two rooms (a 
  main room and a bedroom). There are few 
  
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  valuables here, other than the produce of the 
  grove. 
   
  Behind the cottage is a covered porch. On the 
  porch is a low table and a few gardening tools. 
  Resting on the table, wrapped tightly in strips of 
  cloth, is the corpse of a half-elven woman. This is 
  the body of Eliana Whisperbreeze. A DC 10 
  Knowledge (religion) check reveals that wrapping 
  a body like this prior to burial is a common ritual. 
   
  Development: Examining the Body. If the 
  characters unwrap the body, they find that Eliana 
  was badly beaten, her tongue was removed, and 
  her ears have been cut off. Eliana’s wounds have 
  been carefully cleaned and sewn up before she 
  was wrapped in bandages. There are only two 
  clues to be found here. 
   
  On a DC 27 Search check, the characters 
  discover a long strand of white hair under one of 
  Eliana’s remaining fingernails. 
   
  If the characters have examined anyone killed 
  by the Lerara Suel, such as Artemis the tailor, ask 
  the characters to make a DC 25 Heal check. On a 
  success, the character can distinguish that 
  different weapons were used on Eliana than those 
  used on victims of the Lerara Suel, although the 
  wounds appear very similar (Medium-sized spiked 
  gauntlets, as opposed to Small-sized short 
  swords). 
   
  Development: 
  Examining 
  the 
  Hair. 
  Characters examining the hair should make a 
  Knowledge (local) check and, if they have ranks, a 
  Knowledge (nature) check. If any character 
  succeeds at a DC 10 Knowledge (local) check 
  (remember, a Knowledge check with a DC of 10 or 
  less can be used untrained), remind the players 
  that drow elves have long white hair. However, 
  this assumption is incorrect. If a character 
  succeeds at a DC 18 Knowledge (nature) check, 
  add that this hair is too coarse to be drow hair; it 
  looks more like hair from a derro. 
  Where to Go Next? 
  This Encounter is a dead end. Go to the 
  Encounter applicable to the characters’ next 
  avenue of investigation. 
  ENCOUNTER 9: THE 
  SMOKEHOUSE 
  Use 
  this 
  Encounter 
  when 
  the 
  characters 
  investigate the old smokehouse. The characters 
  likely arrive here after talking to Solomon the 
  drunk in Encounter 6. 
   
  This area serves as a common location to 
  cure and smoke meat for many hunters and 
  trappers in Dark Gate. The smokehouse is a 
  sturdy shed with several simple latches to keep 
  animals away from the meat being preserved 
  here. Inside, the smokehouse has a slow-burning 
  fire pit and a small grate-covered vent in the 
  ceiling. Several rafters contain hanging slabs of 
  meat. As several families share this smokehouse, 
  the meat is grouped together and labeled. 
   
  The smokehouse is only a mile or so to the 
  northwest of town and most residents of Dark 
  Gate can provide directions there. 
   
  When 
  the 
  characters 
  arrive 
  at 
  the 
  smokehouse, read or paraphrase: 
   
  Your directions lead you to a clearing in 
  the forest surrounding a small valley. To one 
  side, up on a rise, is a large, sturdy shed. 
  There is a crisp, smoky smell of meat coming 
  from the shed. 
   
  Near the center of the clearing, lying in a 
  pool of blood, is a half-elven woman. She 
  breathes shallowly, and then gives a rattling, 
  sudden gasp. 
   
  Bellia was questioned, tortured, and left for 
  dead by the Lerara Suel the night before last. 
  However, Bellia did not die. Once she regained 
  consciousness, she managed to drag herself to 
  the nearest place that she knew someone might 
  come: the smokehouse clearing. Having arrived 
  only a short time ago, Bellia has again succumbed 
  to her wounds and is bleeding to death. Bellia is 
  currently at -6 hit points. If the characters do not 
  staunch Bellia’s wounds in the next four rounds, 
  she dies. 
   
  Before the characters can act to try to save 
  Bellia, one or more wild animals enter the clearing 
  from the other side. These animals have been 
  drawn to this area by the smells from the 
  smokehouse and Bellia’s bloody trail. Use DM Aid: 
  Map #2 for this encounter. 
  APL 2 (EL 3) 
  Wolves (3): hp 13 each; see Monster Manual, 
  page 283. 
  APL 4 (EL 4) 
  Wolves (4): hp 13 each; see Monster Manual, 
  page 283. 
  
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  APL 6 (EL 6) 
  Dire Boars (2): hp 52 each; see Monster 
  Manual, page 63. 
  APL 8 (EL 8) 
  Dire Boars (4): hp 52 each; see Monster 
  Manual, page 63. 
  APL 10 (EL 10) 
  Razor Boar: hp 127; see Appendix 1. 
  APL 12 (EL 12) 
  Razor Boars (2): hp 127 each; see Appendix 
  1. 
   
  Tactics: These animals are hungry, but not 
  suicidal. If any animal is reduced to 20% of its 
  starting hit points, it flees. These animals only 
  attack downed opponents (including Bellia) when 
  there are no other visible threats to attack. They 
  carry no treasure. 
   
  Development: Examining Bellia. Bellia’s 
  body shows sign of obvious torture. Characters 
  that make a Heal check against the following DCs 
  can learn a bit more information: 
  • 
  DC 13: This half-elf woman was badly 
  tortured two nights ago. It is a miracle she 
  survived, much less dragged herself here. 
  She was tortured with a small piercing 
  item. If the characters examined the 
  halfling’s body in Encounter 2, the wounds 
  are very similar. 
  • 
  DC 20: The wounds on the half-elf’s face 
  are like those made by a spiked gauntlet. 
  Although her face is seriously marred, her 
  mouth and tongue are intact. Whoever 
  was torturing her may have wanted 
  information. 
   
  Development: Questioning Bellia. Assuming 
  they are able to return her to consciousness, Bellia 
  is grateful for being found and begs to be taken to 
  the Temple of the Seven Faiths. If the characters 
  try to question her, however, Bellia helps as much 
  as she can. 
   
  Bellia reveals that her attackers interrogated 
  her about a lot of different people in town. Bellia’s 
  will was not strong, and she admits that she told 
  as much as she knew about everyone in town to 
  her tormentors. Bellia told the Lerara Suel 
  everything 
  they 
  asked 
  about. 
  Among 
  the 
  information Bellia told them was that she had seen 
  Torkas wearing a bone-and-shell necklace, but 
  she does not realize that this was the key piece of 
  information that the Lerara Suel were looking for 
  (as they continued to torture her, just for their own 
  twisted amusement). 
   
  Bellia can describe her attackers as two tall, 
  thin men with skin so pale their veins showed 
  through it. They had leather clothes, light armor, 
  and wide hats shielding their faces. They were 
  completely merciless. Although they interrogated 
  her in strangely-accented Common, the pale men 
  laughed and joked with each other as they tortured 
  her in a language she did not understand. If the 
  characters speak Ancient Suloise to Bellia, she 
  identifies it as the language of her assailants. 
   
  Although Bellia’s bloody trail leads a few 
  hundred yards into the woods, there are no tracks 
  of her attackers at the site she was tortured. 
  Ultimately, Bellia’s tracks lead all the way back to 
  her cottage (see Encounter 8), as this is where the 
  Lerara Suel kidnapped her. 
  Where to Go Next? 
  Bellia is in serious need of assistance, and taking 
  her back to the Shrine of the Seven Faiths is a 
  good idea. If the characters return to Dark Gate 
  with Bellia Whisperbreeze, the townspeople hear 
  about it and several people come running to care 
  for Bellia and thank the characters. The characters 
  should feel that they have done a good deed by 
  saving Bellia, but this Encounter is ultimately a 
  dead end. 
   
  Go to the Encounter applicable to the 
  characters’ next avenue of investigation. 
  ENCOUNTER 10: THE 
  GREER FARMSTEAD 
  Use 
  this 
  Encounter 
  when 
  the 
  characters 
  investigate the Greer farmstead. Any resident of 
  Dark Gate can direct the characters to this farm, 
  two miles out of town to the southwest. The derro 
  kidnapped everyone on this farm three nights ago 
  (a total of four people: the widow Emma Greer, 
  Emma’s mother, Emma’s grown son, and Emma’s 
  daughter-in-law). 
   
  As the characters approach this farmstead, 
  read: 
   
  The past mile or two has consisted 
  primarily of well-tended fields separated by 
  rows of tall trees or simple log fences. The 
  Greer farmstead is easy to find, as it is the last 
  of these farms, bordered on its western edge 
  by untamed forest. At first glance, the Greer 
  
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  farm appears no different than the others you 
  passed on your way here. 
   
  Have the characters make a DC 10 Spot 
  check. To those that succeed, add: 
   
  Between the farmhouse and a small barn 
  beyond it, a large animal has been messily 
  slaughtered and is surrounded by a cloud of 
  flies. With a sudden “clack” the screened door 
  on the front porch blows open and then slams 
  closed again. 
   
  There is no danger here, but this shouldn’t be 
  immediately obvious to the characters. Play up the 
  creepy atmosphere of an abandoned farmhouse. 
   
  The derro came from the woods to the west 
  while 
  the 
  Greer 
  family 
  was 
  asleep. 
  They 
  dismounted from their riding lizards, burst into the 
  house, and beat all of the Greers unconscious. 
  They also made a quick search of the farm and 
  the barn. When the derro discovered the Greers’ 
  only horse, they killed it, dragged it into the yard, 
  and carved off several chunks of meat to take 
  back with them and eat later. 
   
  If the characters take a look around, ask them 
  for Search or Survival totals. The characters may 
  take a few hours to “take 20” on the entire house 
  and barn area. There are a few clues here 
  available with a successful Search or Survival 
  check: 
  • 
  DC 5: Four people lived here, two in one 
  room and two in another. The barn was 
  used to store farm tools and as a stable 
  for a single horse, which is now lying 
  outside of the barn, hacked apart. 
  • 
  DC 10: The horse was quickly and sloppily 
  butchered. There are tracks all over the 
  area of some large dragon-like creatures. 
  Refer to the Search/Survival table in 
  Encounter 5 for more information, but do 
  not apply the DC 12 result there (as it is 
  inapplicable here). You can also let the 
  characters roll on the Knowledge (nature) 
  table in Encounter 5 as well. 
  • 
  DC 13: Two women lived in one of the 
  rooms and a married couple lived in the 
  other room. 
  • 
  DC 15: The horse was hacked apart with a 
  bladed weapon like a short sword. Much 
  of the meat is gone. Smaller wild animals 
  have gnawed on the carcass after the 
  horse was killed, which was about three 
  days ago. 
  • 
  DC 18: There was a struggle in one of the 
  bedrooms of the house. The characters 
  discover a clump of long white hair in one 
  of the bedrooms. Refer to the “Examining 
  the Hair” Development in Encounter 8 if 
  the characters take a closer look at the 
  white hairs. 
  • 
  DC 22: The family consisted of a very old 
  woman and her daughter (who shared one 
  room) and a grandson and his wife (who 
  shared the other room). They have all 
  been living here for many years. 
  • 
  DC 26: The creatures that kidnapped the 
  people did not leave much evidence of 
  their presence (except for the clump of 
  hair). They were not heavy and fairly 
  small, about the size of large gnomes. 
   
  Development: The Coster Family in Need. 
  The occupants of the nearest farmhouse, the 
  Coster family, were too far away to hear the 
  attack. The Costers volunteer this information if 
  the characters think to go ask them. The Costers 
  are terrified that they might be the next victims of 
  the unknown stalkers. They offer to pay the 
  characters their entire savings—30 gold coins and 
  two heavy horses—if the characters agree to 
  remain on the Coster farm and protect them. Of 
  course, the characters’ time is probably better 
  spent solving the mystery of the disappearances, 
  but you can use this opportunity to show some 
  conflict between what the characters can do in the 
  short term and what they should do in the long 
  term. 
  Where to Go Next? 
  The riding lizard tracks clearly come in from the 
  hilly forest to the west and just as clearly leave the 
  same way. The Survival check to follow the tracks 
  is only DC 10, and therefore may be attempted 
  even without the Track feat. When the characters 
  follow the tracks, go to Encounter 11. 
   
  If the characters leave the farm for any other 
  reason, go to the Encounter applicable to the 
  characters’ next avenue of investigation. If the 
  characters return to mention the tracks to the 
  Border Guard or to Spokesman Olmir, they 
  encourage the characters to follow the tracks 
  warily. 
  
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  ENCOUNTER 11: THE 
  DERANGED DERRO 
  Use this Encounter when the characters approach 
  the derro cave by following the tracks from the 
  Greer farmstead. The trail leads several miles into 
  the foothills of the Hellfurnaces. If the characters 
  approach with any reasonable attempt at stealth, 
  they can get up to the cave unnoticed, as the 
  derro don’t post guards (their riding lizards smell 
  characters entering the cave itself; see below). 
  The derro doze lightly in shifts throughout the day 
  but are immediately alert if notified by their lizards. 
  As described in the Adventure Background, these 
  derro all believe themselves to be drow elves (in 
  spirit, if not in form). 
   
  When the characters approach, read or 
  paraphrase: 
   
  Large boulders and sheer rock faces 
  predominate as you follow the trail higher into 
  the Hellfurnaces. There are trees here, too, but 
  they 
  are 
  twisted 
  specimens 
  gripping 
  tenaciously to patches of soil. The tracks lead 
  around a large boulder and into a wide cave. 
  The cave is no more than eight feet high but at 
  least 15 feet wide, capped with a huge flat rock 
  like a natural lintel. The area outside the cave 
  is shrouded in shadow and the cave itself is 
  dark. 
   
  Refer to DM Aid: Map #3 for the cave layout. 
  At the entrance to the cave is a dart trap. As soon 
  as a character steps on the indicated square, a 
  fusillade of darts fills the four squares marked on 
  DM Aid: Map #3. These darts are designed to 
  whistle when fired, alerting the derro to intruders. 
  APL 2 (EL 4) 
  Poisoned Dart Trap: CR 4; mechanical; 
  location trigger; manual reset; Atk +15 ranged 
  (1d4+4 plus poison, dart); multiple targets (1 
  dart per target in a 10-ft.-by-10-ft. area); 
  poison (Small monstrous centipede poison, 
  DC 10 Fortitude save resists, 1d2 Dex/1d2 
  Dex); Search DC 21; Disable Device DC 22. 
  APL 4 and 6 (EL 6) 
  Poisoned Dart Trap: CR 6; mechanical; 
  location trigger; manual reset; Atk +15 ranged 
  (1d4+4 plus poison, dart); multiple targets (1 
  dart per target in a 10-ft.-by-10-ft. area); 
  poison (malyss root paste, DC 16 Fortitude 
  save resists, 1 Dex/2d4 Dex); Search DC 22; 
  Disable Device DC 22. 
  APL 8 (EL 7) 
  Poisoned Dart Trap: CR 7; mechanical; 
  location trigger; manual reset; Atk +15 ranged 
  (1d4+4 plus poison, dart); multiple targets (1 
  dart per target in a 10-ft.-by-10-ft. area); 
  poison (purple worm poison, DC 24 Fortitude 
  save resists, 1d6 Str/2d6 Str); Search DC 24; 
  Disable Device DC 22. 
  APL 10 and 12 (EL 9) 
  Poisoned Dart Trap: CR 9; mechanical; 
  location trigger; manual reset; Atk +20 ranged 
  (1d4+4 plus poison, dart); multiple targets (1 
  dart per target in a 10-ft.-by-10-ft. area); 
  poison (purple worm poison, DC 24 Fortitude 
  save resists, 1d6 Str/2d6 Str); Search DC 28; 
  Disable Device DC 22. 
   
  Once a character crosses the dashed line, the 
  riding lizards automatically pick up the foreign 
  scent and alert the derro. Roll for initiative 
  immediately. 
   
  Depending upon the APL, there are between 
  one and six derro here, with an equal number of 
  riding lizards. At APL 2, there is bedding for two 
  derro, but one of the derro recently killed the other 
  in a quarrel. 
   
  When the characters enter this cave, read the 
  following text, modified as appropriate for the 
  characters’ light sources. 
   
  This large, low cave slopes down to a 
  natural sinkhole at the back of the cave. Nest-
  like bedding for several creatures of various 
  sizes is strewn throughout the chamber, 
  contributing to a pungent reek. The walls of 
  the cave are daubed with crude designs 
  representing spiders and webs. 
   
  Standing in the center of the room is a 
  comical sight. A miniature dwarf with long 
  white hair and a long, drooping mustache is 
  clad in a revealing silk gown with elaborate 
  spider designs draped over the top of some 
  light armor. The skimpy gown is much too long 
  for its wearer which is, in any case, definitely a 
  male. It gibbers something in a sibilant 
  language and draws a short sword. 
   
  Characters 
  that 
  speak 
  Undercommon 
  understand, “In Lolth’s name we will bleed you, 
  then add you to our slave pit!” 
   
  Add the following, based on the APL: 
   
  APL 2: Another one of the mustachioed 
  dwarves lies immobile in one corner of the 
  
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  room. Two lizards the size of cows stare 
  placidly at you from the back of the room. 
   
  APL 4: Another one of the mustachioed 
  dwarves lurks near a wall of the cave with a 
  sword drawn. Two lizards the size of cows 
  stare placidly at you from the back of the 
  room. 
   
  APL 6 and up: Several other mustachioed 
  dwarves lurk near the walls of the cave with 
  swords drawn. Several lizards the size of cows 
  squat between you and the strange creatures, 
  clearly poised to attack. 
  APL 2 (EL 3) 
  Derro: hp 16; see Monster Manual, page 49. 
  The derro’s short sword is coated with drow 
  sleep 
  poison 
  (Fort 
  DC 
  13; 
  damage 
  unconsciousness 
  for 
  1 
  minute/ 
  unconsciousness for 2d4 hours). 
  APL 4 (EL 5) 
  Derro (2): hp 16 each; see Monster Manual, 
  page 49. The derro’s short sword is coated 
  with drow sleep poison (Fort DC 13; damage 
  unconsciousness 
  for 
  1 
  minute/ 
  unconsciousness for 2d4 hours). 
  APL 6 (EL 8) 
  Derro (3): hp 16 each; see Monster Manual, 
  page 49. The derro’s short sword is coated 
  with drow sleep poison (Fort DC 13; damage 
  unconsciousness 
  for 
  1 
  minute/ 
  unconsciousness for 2d4 hours). 
  Advanced Riding Lizard (3): hp 52 each; see 
  Appendix 1. 
  APL 8 (EL 10) 
  Derro (3): hp 16 each; see Monster Manual, 
  page 49. The derro’s short sword is coated 
  with drow sleep poison (Fort DC 13; damage 
  unconsciousness 
  for 
  1 
  minute/ 
  unconsciousness for 2d4 hours). 
  Derro Warlock, male derro warlock6: hp 69; 
  see Appendix 1. 
  Advanced Riding Lizard (4): hp 52 each; see 
  Appendix 1. 
  APL 10 (EL 12) 
  Derro (3): hp 16 each; see Monster Manual, 
  page 49. The derro’s short sword is coated 
  with drow sleep poison (Fort DC 13; damage 
  unconsciousness 
  for 
  1 
  minute/ 
  unconsciousness for 2d4 hours). 
  Derro Warlock, male derro warlock6 (3): hp 
  69 each; see Appendix 1. 
  Advanced Riding Lizard (6): hp 52 each; see 
  Appendix 1. 
  APL 12 (EL 14) 
  Derro Warlock, male derro warlock6 (6): hp 
  69 each; see Appendix 1. 
  Advanced Riding Lizard (6): hp 52 each; see 
  Appendix 1. 
   
  Tactics: These crazed derro fight until killed or 
  subdued, confident that drow are too powerful to 
  face defeat. Riding lizards attempt to flee if 
  reduced to less than 15 hit points. At APL 2 and 4, 
  the riding lizards are at the back of the room and 
  do not engage in combat unless directly attacked. 
  At APL 6 and above, the lizards are near the 
  center of the cave and used as cover by the derro. 
  Ordinary derro use ranged attacks and sound 
  burst first, and only enter melee if necessary or if 
  they can flank a weak-looking opponent. Derro 
  warlocks blast away with beshadowed blasts, 
  providing their companions with sneak attack 
  against blinded opponents. Derro warlocks avoid 
  melee as much as possible. 
   
  Treasure: Loot the derro. 
  APL 2: L: 37 gp, C: 0 gp, M: 0 gp. 
  APL 4: L: 74 gp, C: 0 gp, M: 0 gp. 
  APL 6: L: 111 gp, C: 0 gp, M: 0 gp. 
  APL 8: L: 145 gp, C: 7 gp, M: cloak of 
  elemental protection (83 gp); potion of 
  cure moderate wounds (25 gp). 
  APL 10: L: 213 gp, C: 22 gp, M: 3 cloaks of 
  elemental protection (83 gp each); 3 
  potions of cure moderate wounds (25 gp 
  each). 
  APL 12: L: 204 gp, C: 45 gp, M: 6 cloaks of 
  elemental protection (83 gp each); 6 
  potions of cure moderate wounds (25 gp 
  each). 
   
  Development: The Pit: At the bottom of the 
  natural sinkhole in the back of the room, 30 feet 
  down, are the four members of the Greer family. 
  They have been prisoners for three days. The 
  derro have given them food and water, but they 
  are anxious to be rescued and shout for help as 
  soon as combat breaks out. 
   
  The slanted edge of the pit is very slick. Any 
  creature entering a square adjacent to the pit (as 
  marked on DM Aid: Map #3) must make a DC 15 
  
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  Balance check or fall into the pit. Climbing out 
  requires a DC 20 Climb check. The riding lizards 
  don’t have to make this check, but the derro do. 
   
  If rescued, the Greer family is very grateful. 
  They answer any questions the characters have. If 
  the characters speak of “ghost people” or Lerara 
  Suel, Emma Greer provides the following: 
   
  “A couple of nights before we were taken, I 
  seen…something. I don’t know that I believed 
  what I seen, and I didn’t tell anyone about it, 
  but I seen a couple of strange, pale people 
  after visiting Carble—that is, my late husband. 
  He’s buried in the town cemetery, and I visit 
  him one or two evenings a week.” 
   
  “I seen two of these pale men in wide hats 
  just as I was leaving the cemetery. I don’t think 
  they seen me. At the time, I thought they 
  walked 
  behind 
  the 
  biggest 
  building—
  mezzoleum or what have you—in the cemetery. 
  Now that I think about it, I bet they went inside 
  it. Which is strange, since nobody ever goes in 
  there.” 
   
  Emma can confirm that the two men were 
  wearing light metal armor, leather coverings, and 
  carried longspears. 
  Where to Go Next? 
  The characters may want to escort the Greers 
  safely back to their farm (although they insist that 
  they don’t need the help) or alert Spokesman 
  Olmir about the rescue. 
   
  Eventually, 
  Emma 
  Greer’s 
  story 
  should 
  convince the characters to examine the large 
  mausoleum in the town cemetery. Emma, or any 
  of the townspeople, can tell the characters where 
  to find the cemetery. It is only a short distance 
  outside of town. When the characters go there to 
  investigate, go to Encounter 12. 
  ENCOUNTER 12: THE 
  HAUNTED MAUSOLEUM 
  Use 
  this 
  Encounter 
  when 
  the 
  characters 
  investigate the large mausoleum in the Dark Gate 
  cemetery looking for the Lerara Suel. The 
  characters learn about this location from Emma 
  Greer when they rescue her from the derro slave 
  pit. 
   
  It is likely to be after dark by the time the 
  characters arrive here. Alter the text below as 
  appropriate. 
   
  The cemetery of Dark Gate is a dismal 
  place, choked with weeds and hung with a low 
  mist in the humid night. As you approach, soft 
  spatters of rain begin to fall. Rising above the 
  headstones that peek out of the low mist are 
  several large stone cubes, each a mausoleum 
  to house a departed soul. 
   
  You should play up the atmosphere in this 
  forlorn graveyard. As long as the characters spoke 
  to Emma Greer, they know the largest mausoleum 
  is inhabited by the Lerara Suel. The Lerara Suel 
  have been very careful to keep their presence 
  here quiet, so there is no indication that the 
  graveyard has seen any visitors in many days. 
   
  The only tracks are Emma’s, as she visits her 
  husband’s grave every week or so. A DC 19 
  Survival check reveals her footprints (this DC 
  drops to 13 during the day), but there are no other 
  tracks to find in this eerie place. 
   
  When the characters approach the largest 
  mausoleum, 
  it 
  is 
  shut 
  tight 
  and 
  appears 
  abandoned. Engraved over the entrance is a 
  mostly-obscured coat of arms and an illegible 
  name. The door opens with a solid tug. Inside is a 
  crude camp for four individuals (or, at APL 2, only 
  two individuals). There are bedrolls, canteens of 
  water, a few remnants of previous cold meals, and 
  miscellaneous traveling supplies. There are a few 
  booted footprints in the dust here as well. 
   
  The 
  interior 
  of 
  the 
  mausoleum 
  is 
  approximately 15 feet square. The mausoleum 
  has been trapped by the Lerara Suel scouts in 
  case any intruders managed to find their lair. Once 
  at least three characters have moved into the 
  mausoleum the heavy stone door slams shut and 
  locks. The interior of the mausoleum fills with a 
  poison gas. 
   
  Stone Door: 3 in. thick; hardness 8; hp 
  45; Break DC 23; Open Lock DC 25. 
   
  The trap can be detected from outside or 
  inside the mausoleum. The door locks once it 
  closes, and it can be unlocked (or battered open) 
  from either side. Once the door is closed, 
  however, the trap can only be disarmed from the 
  inside and the characters have only a few rounds 
  to do so before the trap is triggered. 
  APL 2 (EL 4) 
  Ungol Dust Vapor Trap: CR 4; mechanical; 
  location trigger; manual reset; gas; multiple 
  targets (all targets in a 15 ft. by 15 ft. room); 
  never miss; onset delay (3 rounds); poison 
  (ungol dust, DC 15 Fortitude save resists, 1 
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 25 
  Cha/1d6 Cha plus 1 Cha drain); Search DC 
  20; Disable Device DC 16. 
  APL 4 (EL 5) 
  Ungol Dust Vapor Trap: CR 5; mechanical; 
  location trigger; manual reset; gas; multiple 
  targets (all targets in a 15 ft. by 15 ft. room); 
  never miss; onset delay (2 rounds); poison 
  (ungol dust, DC 15 Fortitude save resists, 1 
  Cha/1d6 Cha plus 1 Cha drain); Search DC 
  20; Disable Device DC 16. 
  APL 6 (EL 7) 
  Burnt Othur Vapor Trap: CR 7; mechanical; 
  location trigger; repair reset; gas; multiple 
  targets (all targets in a 10 ft. by 10 ft. room); 
  never miss; onset delay (3 rounds); poison 
  (burnt othur fumes, DC 18 Fortitude save 
  resists, 1 Con drain/3d6 Con); Search DC 21; 
  Disable Device DC 21. 
  APL 8 (EL 8) 
  Burnt Othur Vapor Trap: CR 8; mechanical; 
  location trigger; repair reset; gas; multiple 
  targets (all targets in a 10 ft. by 10 ft. room); 
  never miss; onset delay (2 rounds); poison 
  (burnt othur fumes, DC 18 Fortitude save 
  resists, 1 Con drain/3d6 Con); Search DC 21; 
  Disable Device DC 23. 
  APL 10 (EL 9) 
  Burnt Othur Vapor Trap: CR 9; mechanical; 
  location trigger; repair reset; gas; multiple 
  targets (all targets in a 15 ft. by 15 ft. room); 
  never miss; onset delay (1 round); poison 
  (burnt othur fumes, DC 18 Fortitude save 
  resists, 1 Con drain/3d6 Con); Search DC 21; 
  Disable Device DC 24. 
  APL 12 (EL 10) 
  Burnt Othur Vapor Trap: CR 10; mechanical; 
  location trigger; repair reset; gas; multiple 
  targets (all targets in a 15 ft. by 15 ft. room); 
  never miss; onset delay (1 round); poison 
  (burnt othur fumes, DC 18 Fortitude save 
  resists, 1 Con drain/3d6 Con); Search DC 21; 
  Disable Device DC 29. 
   
  The mausoleum also contains a solid stone 
  sarcophagus that has been pushed to one side. 
  Opening the sarcophagus reveals a ghastly stench 
  and the gruesome remains of two men. These 
  men (Ernol Cooperson and Frendel the Tall) are 
  jammed into the sarcophagus atop the tomb’s 
  original occupant (now just dry flesh and bones). 
  The men have been cruelly tortured to death. A 
  DC 15 Heal check reveals that the men were 
  tortured to death with a small, piercing object, but 
  were killed several days apart (Ernol is eight days 
  dead; Frendel is five days dead). A DC 20 Heal 
  check reveals that the wounds were made by a 
  spiked dagger in the same manner as Artemis 
  Brookner’s wounds (assuming the characters 
  examined the halfling tailor’s body in Encounter 2) 
  and Bellia Whisperbreeze’s wounds (assuming the 
  characters examined Bellia in Encounter 9). 
   
  On a DC 15 Search check the characters find 
  a map hidden among the miscellaneous items of 
  the Lerara Suel. Give the characters Player 
  Handout #3. This map was drawn by Torkas for 
  the Lerara Suel to find. Torkas is baiting the 
  Lerara Suel into a nearby ravine, where he plans 
  to kill them. 
   
  Development: Reading the Map: Torkas is 
  no artist; the map is crude and may be difficult to 
  figure out. Torkas is not certain that the Lerara 
  Suel speak Common (he doesn’t think that the 
  do), and he couldn’t resist scrawling an insult on 
  the map. 
   
  Here are what the different symbols on the 
  map mean. You might allow the characters to 
  make DC 10 Knowledge (geography) checks to 
  figure out the various clues. 
  • 
  The Sun. The scribble in the upper right 
  corner is supposed to be the sun, with the 
  arrow marking its path across the sky. 
  This is supposed to show the passage of 
  east to west, in order to provide that the 
  top of the map is north. 
  • 
  The Hellfurnaces. The upside-down Vs 
  on the left side of the map represent the 
  Hellfurnaces. They are to the west of Dark 
  Gate (and to the south as well, but those 
  are not represented on this map). 
  • 
  Dark Gate. The collection of buildings 
  drawn down in the lower right hand corner 
  of the map is supposed to represent Dark 
  Gate. The small circle is the town well. 
  • 
  The Cemetery. The walled-in collection of 
  buildings is supposed to represent the 
  cemetery, where the Lerara Suel are 
  lairing. Torkas not only deduced that the 
  Lerara Suel were staying in the cemetery, 
  and he couldn’t resist 
  marking 
  the 
  mausoleum in which the Lerara Suel were 
  camped. 
  • 
  The arrows. The arrows represent the 
  distance from the town to the cemetery 
  
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  Page 26 
  (which is about two miles to the northwest 
  of the town). The arrows away from the 
  cemetery provide directions to the ravine: 
  go north about two miles (until you reach a 
  sharp bend in a stream flanked by two tall 
  trees), and then go due west for six miles. 
  There, the ground is rent by a large 
  ravine. 
  • 
  The ravine. It is not immediately clear 
  from the map that a ravine is represented 
  here. The characters may think the swirls 
  represent water or a waterfall, but they 
  represent the vegetation that grows over 
  the top of the deepest part of the ravine. 
  • 
  The necklace. The circle with several 
  items hanging off of it is a sketch of The 
  Mother’s 
  Necklace. 
  The 
  characters 
  recognize it as a fair representation of the 
  ugly necklace worn by Torkas the Ranger, 
  if they ever met him. 
  Where to Go Next? 
  The map is easy to follow, and leads the 
  characters to the ravine in Encounter 13. If the 
  characters do not find the map, you may have to 
  use creative means to get the characters back on 
  track (for example, one of Wenden’s sons may 
  have heard that Torkas was heading out to the 
  ravine, and he took several gruesome pieces of 
  clothing with him). 
  ENCOUNTER 13: TO TRAP 
  THE LERARA SUEL 
  Use this Encounter when the characters arrive at 
  the ravine on the crude map. You should draw out 
  this area on the battlemat, using DM Aid: Map #4. 
   
  The rain continues as you forge your way 
  through the hilly woods to the ravine marked 
  on the map. The ravine slopes down from a 
  wide valley, like a scar in the earth. Large, 
  overhanging trees and dense brush choke 
  much of the valley, but the path into the ravine 
  is plain. 
   
  Torkas Fleshcarver is hiding in the brush with 
  his animal companion. He also has a cart hidden 
  nearby. Torkas planned to ambush the Lerara 
  Suel in the gorge, but the arrival of the characters 
  causes him to change his plans. Identify how 
  Torkas feels about the characters, based on their 
  interactions with him in Encounter 3 (if any). 
   
  If, for some reason, the characters are not 
  seen at all by Torkas (if they are invisible, for 
  example), and if they do not spot him hiding in the 
  brush, proceed right to Encounters 14 and 15. 
  If Torkas is Friendly 
  Torkas stands up and waves to the characters as 
  soon as they arrive. Read: 
   
  The gnome trapper lodging at the Rooster 
  suddenly stands up from some of the nearby 
  brush, waving to catch your attention. He is 
  soaked from the rain, and wears several flesh-
  colored articles of clothing. With a shudder, 
  you realize that these items are made from 
  teeth and scalps of some kind of humanoid. 
  The gnome hisses at you in a low voice. 
   
  “Hey, you’re just in time. I don’t have a lot 
  of time to explain, but I’m here hunting these 
  same underground bastards that you are. You 
  want them dead for what they’ve done, and I 
  want to take a couple of bodies for, well, my 
  own style of artistic preservation. Tell you 
  what: if you’ll go down there and flush them 
  out, I’ll snipe at them from up here. But no 
  slashing weapons or fire spells if you can 
  avoid it. I need their bodies as intact as you 
  can manage. In exchange, I’ll give you this 
  hideous old necklace. This necklace, by the 
  way, is what they’ve been looking for around 
  here. Problem solved, everyone happy. Sound 
  like a deal?” 
   
  Torkas knows that there is not a lot of time to 
  discuss, because eventually the Lerara Suel will 
  realize they’ve been trapped and leave the ravine. 
  He answers only a few questions, and answers 
  them fairly honestly, so long as he thinks it will get 
  the characters down into the ravine faster. Note 
  that Torkas takes a –16 to any Diplomacy checks 
  with humans, due to his trophies. 
   
  Torkas intends to give the characters The 
  Mother’s Necklace after they have returned from 
  the ravine, not before they go into it. If they 
  demand the necklace up front instead, Torkas lets 
  them have it on a DC 25 Diplomacy check. 
   
  Once the characters are in the ravine, Torkas 
  has a change of heart. He instead sets up a trap 
  for the characters (see Encounter 15), hoping to 
  kill them once they’ve dispatched the Lerara Suel. 
  Torkas flees the area, covering his tracks. He 
  intends to come back later to take all of their gear 
  as well as the Lerara Suel corpses. He plans to 
  come back in a few hours, which should give the 
  party plenty of time to leave if they survive. 
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 27 
   
  If the characters are hostile to Torkas or 
  reluctant to go along with his plan, Torkas loses 
  patience. He looks anxiously toward the ravine, 
  mutters, “I don’t have time for this nonsense” in 
  Gnome, and attacks. Proceed to initiative. 
  If Torkas is Indifferent 
  Note: You should also use this result if the 
  characters never met Torkas, but they do not look 
  like an obviously “good” party (that is, so long as 
  they do not display holy symbols of commonly-
  known good deities). 
   
  In this event, Torkas does his best to stay 
  hidden, along with Bristle. Make Hide checks for 
  the two of them. The characters’ Spot checks are 
  penalized with –4 due to the rain and –1 for every 
  10 feet of distance. 
   
  If Torkas remains hidden, the characters likely 
  walk right down into the ravine and don’t notice 
  him. Go right to Encounter 14. Once the 
  characters are past, Torkas sets the trap 
  described in Encounter 15 and flees the area, 
  intending to come back in a few hours. He 
  carefully covers his tracks as he does. 
   
  If Torkas is spotted, then he decides that he 
  might be able to enlist the party’s aid. Read the 
  text from “If Torkas is Friendly,” above, and 
  proceed as described there. 
  If Torkas is Unfriendly 
  Note: You should also use this result if the 
  characters never met Torkas and if they look like 
  an obviously “good” party (for example, if they 
  display holy symbols of commonly-known good 
  deities). 
   
  In this event, Torkas does his best to stay 
  hidden, along with Bristle. Make Hide checks for 
  the two of them. The characters’ Spot checks are 
  penalized with –4 due to the rain and –1 for every 
  10 feet of distance. 
   
  If Torkas remains hidden, the characters likely 
  walk right down into the ravine and don’t notice 
  him. Go right to Encounter 14. Once the 
  characters are past, Torkas sets the trap 
  described in Encounter 15. Torkas then flees the 
  area, covering his tracks as he does so. He 
  intends to circle back in a few hours to loot 
  whatever bodies remain. 
   
  If Torkas is spotted, then he decides that he 
  should silence the party quickly. He immediately 
  sends Bristle into melee and attacks. 
  If Torkas is Hostile 
  In this event, Torkas does his best to stay hidden, 
  along with Bristle. Make Hide checks for the two of 
  them. The characters’ Spot checks are penalized 
  with –4 due to the rain and –1 for every 10 feet of 
  distance. 
   
  If Torkas remains hidden, the characters likely 
  walk right down into the ravine and don’t notice 
  him. As soon as all but one of the characters have 
  entered the difficult terrain of the ravine slope, he 
  attacks the last party member. Torkas is counting 
  on the fact that the difficult slope of the ravine will 
  slow the party down enough that he can pick them 
  off one by one. 
   
  If Torkas is spotted, then he decides that he 
  should silence the party quickly. He immediately 
  sends Bristle into melee and attacks. 
  APL 2 (EL 4) 
  Torkas Fleshcarver, male gnome Ranger4: 
  hp 35; see Appendix 1. 
  Bristle, Badger (animal companion): hp 6; 
  see Monster Manual, page 268. 
  APL 4 (EL 6) 
  Torkas Fleshcarver, male gnome Ranger6: 
  hp 51; see Appendix 1. 
  Bristle, 
  Advanced 
  Badger 
  (animal 
  companion: hp 24; see Appendix 1. 
  APL 6 (EL 7) 
  Torkas Fleshcarver, male gnome Ranger7: 
  hp 59; see Appendix 1. 
  Bristle, 
  Advanced 
  Badger 
  (animal 
  companion: hp 24; see Appendix 1. 
  APL 8 (EL 9) 
  Torkas Fleshcarver, male gnome Ranger9: 
  hp 75 each; see Appendix 1. 
  Bristle, Dire Badger (animal companion): 
  hp 28; see Monster Manual, page 62. 
  Note: At APL 10 and APL 12, Torkas is being 
  watched by two demons. These two demons owe 
  him a favor. The demons are lurking quite some 
  distance 
  away, 
  watching 
  Torkas 
  for 
  a 
  predetermined signal through a spyglass that 
  Torkas lent to them. Torkas makes this signal as 
  part of his first action in combat (a free action), 
  and the demons immediately greater teleport into 
  combat to aid him. 
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 28 
  APL 10 (EL 11) 
  Torkas Fleshcarver, male gnome Ranger10: 
  hp 83; see Appendix 1. 
  Bristle, Dire Badger (animal companion): 
  hp 28; see Monster Manual, page 62. 
  Babau (2): hp 66 each; see Monster Manual, 
  page 40. One of the babau carries a spyglass 
  to watch Torkas for his signal. 
  APL 12 (EL 13) 
  Torkas Fleshcarver, male gnome Ranger10: 
  hp 83; see Appendix 1. 
  Bristle, Dire Badger (animal companion): 
  hp 28; see Monster Manual, page 62. 
  Babau Rogue4 (2): hp 137 each; see 
  Appendix 1. One of the babau carries a 
  spyglass to watch Torkas for his signal. 
   
  Tactics: Torkas is a skilled archer. If 
  threatened in melee, he generally casts arrow 
  mind and stands his ground. At higher APLs, 
  Torkas casts spike growth to cover as large an 
  area as possible between himself and his 
  attackers. At APL 10 and 12, Torkas uses his 
  boots of swift passage to escape grapples, 
  entanglement, and other hindering situations. At 
  APL 6 and above, Torkas has already cast resist 
  energy (of a type he knows the characters use, or 
  fire as a default). 
   
  Bristle and the babau are melee combatants.  
  Bristle just charges the nearest character. The 
  babau teleport into flanking and maintain flanking 
  as long as possible to maximize their sneak attack 
  ability. 
   
  Torkas surrenders when reduced to 15 hit 
  points or less, unless his victory seems imminent. 
  The babau and Bristle do not surrender. 
   
  Treasure: Loot Torkas Fleshcarver and his 
  minions. 
  APL 2: L: 21 gp, C: 75 gp, M: potion of bear’s 
  endurance 
  (25 
  gp), 
  The 
  Mother’s 
  Necklace (333 gp). 
  APL 4: L: 46 gp, C: 75 gp, M: potion of bear’s 
  endurance 
  (25 
  gp), 
  The 
  Mother’s 
  Necklace (333 gp). 
  APL 6: 46 gp, C: 75 gp, M: potion of bear’s 
  endurance 
  (25 
  gp), 
  The 
  Mother’s 
  Necklace (333 gp). 
  APL 8: 56 gp, C: 75 gp, M: potion of bear’s 
  endurance 
  (25 
  gp), 
  The 
  Mother’s 
  Necklace (333 gp). 
  APL 10: L: 139 gp, C: 75 gp, M: boots of swift 
  passage (416 gp), potion of bear’s 
  endurance 
  (25 
  gp), 
  The 
  Mother’s 
  Necklace (333 gp). 
  APL 12: L: 181 gp, C: 75 gp, M: boots of swift 
  passage (416 gp), potion of bear’s 
  endurance 
  (25 
  gp), 
  The 
  Mother’s 
  Necklace (333 gp). 
   
  Development: Following Torkas. If Torkas 
  has slipped away and the party elects to follow 
  him, they can swiftly catch up to him by following 
  his tracks (Torkas is moving at half speed, or a 
  speed of 10 feet, while covering his tracks). 
  However, following Torkas requires a DC 16 
  Survival check and the Track feat (this increases 
  to DC 22 at night). 
   
  Development: Questioning Torkas. If the 
  characters beat Torkas in combat and question 
  him, he admits his entire plan (see the Adventure 
  Background). If the characters seem likely to 
  execute him on the spot, Torkas demands to be 
  taken to the local guard (who will execute him 
  anyway once his many past crimes are revealed, 
  but to Torkas’ thinking, this buys him a little time to 
  come up with an escape plan). 
  Where to Go Next? 
  Whether or not they faced Torkas, the characters 
  probably descend into the ravine in order to face 
  the Lerara Suel. If the characters just wait around, 
  however, the Lerara Suel eventually climb out of 
  the ravine at the back end and try to sneak up on 
  the characters. In either case, this leads to the 
  confrontation with the Lerara Suel in Encounter 
  14. 
  ENCOUNTER 14: IN THE 
  RAVINE 
  When the characters descend into the ravine, read 
  the following: 
   
  The rain continues to tumble down, making 
  the slope down into the ravine somewhat 
  treacherous. The ravine curves down and to 
  the left, out of sight behind massive walls of 
  rain-streaked rock and piles of fallen scree. 
  Near the base of the slope, overhanging 
  branches blot out the little light that remains. 
  The area in the back of the ravine is dark. 
  
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  Page 29 
   
  The slope counts as difficult terrain because it 
  is so slick. When the characters have reached the 
  bottom of the slope and can see a bit more around 
  the curve of the ravine, have them make Spot 
  checks against the Hide totals of the Lerara Suel 
  scouts. The characters’ Spot checks are penalized 
  with –4 due to the rain and –1 for every 10 feet of 
  distance. Even if the characters succeed, they can 
  only see one or two of the Lerara Suel scouts—the 
  others are hidden by the curve in the ravine and 
  the rock piles until the characters get closer. 
   
  The Lerara Suel scouts are not interested in 
  discussion or negotiation. They attack anyone in 
  the ravine immediately, starting with any character 
  that obviously displays The Mother’s Necklace. 
  These fanatics plan to kill the party and take The 
  Mother’s Necklace from their corpses once they 
  are dead. They do not believe any claims that the 
  party doesn’t have The Mother’s Necklace. The 
  Lerara Suel scouts intend to attack first and 
  interrogate 
  prisoners 
  later 
  to 
  find 
  out 
  the 
  necklace’s location if, in fact, the party doesn’t 
  have it. 
   
  The Lerara Suel scouts hold special hatred for 
  humans of Suloise decent, as they see these 
  humans as blood traitors whose ancestors 
  abandoned them to the lightless depths (which is, 
  historically speaking, probably true). 
   
  If the party did not detect the hiding Lerara 
  Suel scouts, then the scouts get a surprise round 
  of combat. Otherwise, proceed 
  to initiative 
  normally. 
  APL 2 (EL 5) 
  Lerara Suel Scout, male human Scout3 (2): 
  hp 21 each; see Appendix 1. 
  APL 4 (EL 7) 
  Lerara Suel Scout, male human Scout3 (4): 
  hp 21 each; see Appendix 1. 
  APL 6 (EL 9) 
  Lerara Suel Scout, male human Scout5 (4): 
  hp 33 each; see Appendix 1. 
  APL 8 (EL 11) 
  Lerara Suel Scout, male human Scout7 (4): 
  hp 46 each; see Appendix 1. 
  APL 10 (EL 13) 
  Lerara Suel Scout, male human Scout9 (4): 
  hp 66 each; see Appendix 1. 
  APL 12 (EL 15) 
  Lerara Suel Scout, male human Scout11 
  (4): hp 80 each; see Appendix 1. 
   
  Tactics: Review the skirmish ability of the 
  scouts. Whenever possible, the Lerara Suel 
  scouts use the skirmish ability in preference to full 
  attacks (at APLs 10 and 12, the scouts make use 
  of their skirmisher boots to get multiple skirmish 
  attacks). They also provide each other flanking 
  when possible, concentrate their attacks on the 
  easiest foes to hit (or the bearer of The Mother’s 
  Necklace, if they know who that is), and generally 
  display very good teamwork. The Lerara Suel 
  scouts use their potions as needed. 
   
  If the Lerara Suel scouts have the opportunity 
  to take The Mother’s Necklace and flee, they do 
  so. Otherwise, these men fight until killed or 
  subdued. 
   
  Treasure: Loot the Lerara Suel scouts. 
  APL 2: L: 90 gp, C: 0 gp, M: 2 armbands of 
  elusive action (66 gp each), 2 potions of 
  cure moderate wounds (25 gp each), 2 
  potions of invisibility (25 gp each). 
  APL 4: L: 180 gp, C: 0 gp, M: 4 armbands of 
  elusive action (66 gp each), 4 potions of 
  cure moderate wounds (25 gp each), 4 
  potions of invisibility (25 gp each). 
  APL 6: L: 180 gp, C: 0 gp, M: 4 armbands of 
  elusive action (66 gp each), 4 potions of 
  cure moderate wounds (25 gp each), 4 
  potions of invisibility (25 gp each). 
  APL 8: L: 380 gp, C: 0 gp, M: 4 armbands of 
  elusive action (66 gp each), 4 potions of 
  cure moderate wounds (25 gp each), 4 
  potions of invisibility (25 gp each). 
  APL 10: L: 380 gp, C: 0 gp, M: 4 armbands of 
  elusive action (66 gp each), 4 potions of 
  cure moderate wounds (25 gp each), 4 
  potions of invisibility (25 gp each). 
  APL 12: L: 380 gp, C: 0 gp, M: 4 armbands of 
  elusive action (66 gp each), 4 potions of 
  cure moderate wounds (25 gp each), 4 
  potions of invisibility (25 gp each), 4 
  skirmisher boots (275 gp each). 
   
  Development: Interacting with the Lerara 
  Suel: The Lerara Suel scouts speak Common with 
  a very strange accent and prefer to speak in 
  Ancient Suloise (although they do not prefer to 
  speak to humans of Suloise ancestry at all). If 
  interrogated, they reveal the reason for their quest 
  
  YEO7-07 Dark Gate Stalkers 
   
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  to the surface (refer to the Adventure Background) 
  and the actions they have committed since they 
  arrived. They are haughty, remorseless, and evil. 
  They would rather die than return home without 
  The Mother’s Necklace and vow to reclaim it. 
   
  Some parties may elect to give The Mother’s 
  Necklace to the Lerara Suel scouts. Hardly daring 
  to believe their good fortune, the Lerara Suel leave 
  the surface world without so much as a word of 
  thanks. 
   
  A few rare parties that did not obtain The 
  Mother’s Necklace from Torkas and subdued (but 
  did not kill) the Lerara Suel scouts may enlist the 
  aid of the Lerara Suel scouts to hunt Torkas down. 
  The Lerara Suel scouts agree to do so, but plan to 
  betray or flee the party once they have The 
  Mother’s Necklace in their possession. As the 
  gnome does not move quickly, the characters 
  (with or without the Lerara Suel scouts) will be 
  able to overtake Torkas before too long. You will 
  have to improvise the terrain for this confrontation. 
  Afterwards, the Lerara Suel scouts claim The 
  Mother’s Necklace and flee with it if possible. 
  Where to Go Next? 
  When the characters decide to leave the ravine, 
  note whether they have already dealt with Torkas 
  Fleshcarver. If they have, proceed to the 
  Conclusion. If they have not, Torkas has set a trap 
  for them: proceed to Encounter 15 instead. 
  ENCOUNTER 15: A PARTING 
  GIFT 
  Use this Encounter only if the characters did not 
  face Torkas Fleshcarver at all, or if they left him 
  alive after negotiating with him in Encounter 13. 
   
  Torkas was able to take a few moments to 
  enact a contingency plan—he set a trap designed 
  to kill anyone walking up out of the ravine. If the 
  party never encountered Torkas in Encounter 13, 
  then he set this trap before he fled the area. If the 
  characters struck up a deal with Torkas and 
  survived the Lerara Suel, Torkas set the trap in 
  order to double-cross them and try to finish them 
  off. 
   
  This encounter provides a final challenge to 
  the party only in the event that they were not 
  challenged (either by combat or diplomacy) by 
  Torkas. A party should face either Torkas or this 
  trap, but not both. 
   
  The location of the trap is as indicated on DM 
  Aid: Map #4. When it activates, read: 
   
  With a sudden rumble, the wall of the 
  ravine crashes down upon you. 
   
  At APL 12, add: Behind the collapsed wall is 
  a writhing mass of segmented purple flesh. 
  Clearly irate, the creature slithers into your 
  midst. 
  APL 2 (EL 4) 
  Falling Wall Trap: CR 4; mechanical; location 
  trigger; manual reset; Atk +15 melee (4d6); 
  multiple targets (can strike all characters in six 
  adjacent specified squares); Search DC 20; 
  Disable Device DC 20. 
  APL 4 (EL 6) 
  Falling Wall Trap: CR 6; mechanical; location 
  trigger; manual reset; Atk +15 melee (6d6); 
  multiple targets (can strike all characters in six 
  adjacent specified squares); Search DC 25; 
  Disable Device DC 20. 
  APL 6 (EL 7) 
  Falling Wall Trap: CR 7; mechanical; location 
  trigger; manual reset; Atk +15 melee (8d6); 
  multiple targets (can strike all characters in six 
  adjacent specified squares); Search DC 25; 
  Disable Device DC 20. 
  APL 8 (EL 9) 
  Falling Wall Trap: CR 9; mechanical; location 
  trigger; manual reset; Atk +20 melee (10d6); 
  multiple targets (can strike all characters in six 
  adjacent specified squares); Search DC 25; 
  Disable Device DC 20. 
  APL 10 (EL 11) 
  Falling Wall Trap: CR 11; mechanical; 
  location trigger; manual reset; Atk +20 melee 
  (12d6); 
  multiple 
  targets 
  (can 
  strike 
  all 
  characters in six adjacent specified squares); 
  Search DC 25; Disable Device DC 25. 
  APL 12 (EL 13) 
  Falling Wall Trap: CR 10; mechanical; 
  location trigger; manual reset; Atk +20 melee 
  (12d6); 
  multiple 
  targets 
  (can 
  strike 
  all 
  characters in six adjacent specified squares); 
  Search DC 25; Disable Device DC 20. At this 
  APL, the falling wall reveals a very irate purple 
  worm that immediately attacks the party. 
  Purple Worm: hp 200; see Monster Manual, 
  page 211. 
  
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  Page 31 
  Where to Go Next? 
  Once the characters have left the ravine, they can 
  return to Dark Gate as heroes. Proceed to the 
  Conclusion. 
  CONCLUSION 
  When the characters return to Dark Gate, they are 
  greeted by Spokesman Olmir. Olmir asks the 
  characters about what happened. Once the 
  characters explain that there were two groups of 
  forces preying on the town, and they have been 
  dealt with, Olmir is very pleased. Read or 
  paraphrase: 
   
  A 
  smile 
  crosses 
  Spokesman 
  Olmir’s 
  weathered face, “A-yea, it’s good to know 
  there are heroes about right when folks need 
  ‘em. Friends, you’ll always have a place here in 
  Dark Gate, any time you return.” 
   
  If the characters have The Mother’s Necklace, 
  add: 
   
  You aren’t certain what would bring the 
  Lerara Suel from their deep, dark homes into 
  the sunlit world for this hideous-looking 
  necklace of bone and carapace. The peculiar 
  item thrums momentarily, like a tuning fork. 
  You get the brief sensation that the item is 
  uneasy, and perhaps displeased with your 
  actions today. But this can’t possibly be the 
  case; after all, isn’t it only an ugly necklace? 
   
  The End 
   
  
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  Page 32 
  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 2: The Body in the Well 
  Defeat Artemis Brookner’s angry spirit. 
   
  APL 2: 30 xp. 
   
  APL 4: 90 xp. 
   
  APL 6: 150 xp. 
   
  APL 8: 210 xp. 
   
  APL 10: 240 xp. 
   
  APL 12: 330 xp. 
  Encounter 9: The Smokehouse 
  Defeat or drive off the wild animals. 
   
  APL 2: 90 xp. 
   
  APL 4: 120 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 300 xp. 
   
  APL 12: 360 xp. 
  Encounter 11: The Deranged Derro 
  Disable or survive the dart trap. 
   
  APL 2: 120 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 210 xp. 
   
  APL 10: 270 xp. 
   
  APL 12: 270 xp. 
  Defeat the deranged derro. 
   
  APL 2: 90 xp. 
   
  APL 4: 150 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Encounter 12: The Haunted Mausoleum 
  Disable or survive the gas trap. 
   
  APL 2: 120 xp. 
   
  APL 4: 150 xp. 
   
  APL 6: 210 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 270 xp. 
   
  APL 12: 300 xp. 
  Encounter 13: To Trap the Lerara Suel -or- 
  Encounter 15: A Parting Gift 
  Defeat or negotiate with Torkas Fleshcarver or 
  Disable or survive the collapsing wall trap. 
   
  APL 2: 120 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
   
  APL 10: 330 xp. 
   
  APL 12: 390 xp. 
  Encounter 14: In the Ravine 
  Defeat the Lerara Suel scouts. 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Story Awards 
  Save Bellia Whisperbreeze. 
   
  APL 2: 60 xp. 
   
  APL 4: 90 xp. 
   
  APL 6: 120 xp. 
   
  APL 8: 150 xp. 
   
  APL 10: 180 xp. 
   
  APL 12: 210 xp. 
  Obtain The Mother’s Necklace. 
   
  APL 2: 60 xp. 
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 33 
   
  APL 4: 90 xp. 
   
  APL 6: 120 xp. 
   
  APL 8: 150 xp. 
   
  APL 10: 180 xp. 
   
  APL 12: 210 xp. 
  Discretionary Roleplaying Award 
   
  APL 2: 60 xp. 
   
  APL 4: 90 xp. 
   
  APL 6: 120 xp. 
   
  APL 8: 150 xp. 
   
  APL 10: 180 xp. 
   
  APL 12: 210 xp. 
  Total possible experience 
   
  APL 2: 900 xp. 
   
  APL 4: 1,350 xp. 
   
  APL 6: 1,800 xp. 
   
  APL 8: 2,250 xp. 
   
  APL 10: 2,700 xp. 
   
  APL 12: 3,150 xp. 
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes. Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold. If you feel it is reasonable 
  that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by 
  the local watch, and so on), characters may return 
  to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted 
  from the encounter totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin available. 
  A normal adventuring party can usually gather this 
  wealth in a round or so. If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure. Many times characters 
  must cast identify, analyze dweomer, or similar 
  spell to determine what the item does and how to 
  activate it. Other times they may attempt to use the 
  item blindly. If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate. 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 2: The Body in the Well 
  APL 2 to 6: L: 0 gp, C: 0 gp, M: amulet of 
  fortune prevailing (416 gp). 
  APL 8 to 12: L: 0 gp, C: 0 gp, M: amulet of 
  fortune prevailing (416 gp); shirt of the fey 
  (1,250 gp). 
  Encounter 7: The Tailor’s House 
  All APLs: L: 14 gp, C: 2 gp, M: 0 gp. 
  Encounter 11: The Deranged Derro 
  APL 2: L: 37 gp, C: 0 gp, M: 0 gp. 
  APL 4: L: 74 gp, C: 0 gp, M: 0 gp. 
  APL 6: L: 111 gp, C: 0 gp, M: 0 gp. 
  APL 8: L: 145 gp, C: 7 gp, M: cloak of 
  elemental protection (83 gp); potion of 
  cure moderate wounds (25 gp). 
  APL 10: L: 213 gp, C: 22 gp, M: 3 cloaks of 
  elemental protection (83 gp each); 3 
  potions of cure moderate wounds (25 gp 
  each). 
  APL 12: L: 204 gp, C: 45 gp, M: 6 cloaks of 
  elemental protection (83 gp each); 6 
  potions of cure moderate wounds (25 gp 
  each). 
  
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  Page 34 
  Encounter 13: To Trap the Lerara Suel 
  APL 2: L: 22 gp, C: 75 gp, M: potion of bear’s 
  endurance 
  (25 
  gp), 
  The 
  Mother’s 
  Necklace (333 gp). 
  APL 4: L: 60 gp, C: 75 gp, M: potion of bear’s 
  endurance 
  (25 
  gp), 
  The 
  Mother’s 
  Necklace (333 gp). 
  APL 6: 60 gp, C: 75 gp, M: potion of bear’s 
  endurance 
  (25 
  gp), 
  The 
  Mother’s 
  Necklace (333 gp). 
  APL 8: 70 gp, C: 75 gp, M: potion of bear’s 
  endurance 
  (25 
  gp), 
  The 
  Mother’s 
  Necklace (333 gp). 
  APL 10: L: 153 gp, C: 75 gp, M: boots of swift 
  passage (416 gp), potion of bear’s 
  endurance 
  (25 
  gp), 
  The 
  Mother’s 
  Necklace (333 gp). 
  APL 12: L: 195 gp, C: 75 gp, M: boots of swift 
  passage (416 gp), potion of bear’s 
  endurance 
  (25 
  gp), 
  The 
  Mother’s 
  Necklace (333 gp). 
  Encounter 14: In the Ravine 
  APL 2: L: 90 gp, C: 0 gp, M: 2 armbands of 
  elusive action (66 gp each), 2 potions of 
  cure moderate wounds (25 gp each), 2 
  potions of invisibility (25 gp each). 
  APL 4: L: 180 gp, C: 0 gp, M: 4 armbands of 
  elusive action (66 gp each), 4 potions of 
  cure moderate wounds (25 gp each), 4 
  potions of invisibility (25 gp each). 
  APL 6: L: 380 gp, C: 0 gp, M: 4 armbands of 
  elusive action (66 gp each), 4 potions of 
  cure moderate wounds (25 gp each), 4 
  potions of invisibility (25 gp each). 
  APL 8: L: 380 gp, C: 0 gp, M: 4 armbands of 
  elusive action (66 gp each), 4 potions of 
  cure moderate wounds (25 gp each), 4 
  potions of invisibility (25 gp each). 
  APL 10: L: 380 gp, C: 0 gp, M: 4 armbands of 
  elusive action (66 gp each), 4 potions of 
  cure moderate wounds (25 gp each), 4 
  potions of invisibility (25 gp each), 4 
  skirmisher boots (275 gp each). 
  APL 12: L: 380 gp, C: 0 gp, M: 4 armbands of 
  elusive action (66 gp each), 4 potions of 
  cure moderate wounds (25 gp each), 4 
  potions of invisibility (25 gp each), 4 
  skirmisher boots (275 gp each), 4 gloves 
  of dexterity +2 (333 gp each). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 163 gp, C: 77 gp, M: 1,006 gp – 
  Total: 1,246 gp (900 gp). 
  APL 4: L: 328 gp, C: 77 gp, M: 1,238 gp – 
  Total: 1,643 gp (1,300 gp). 
  APL 6: L: 565 gp, C: 77 gp, M: 1,238 gp – 
  Total: 1,880 gp (1,800 gp). 
  APL 8: L: 609 gp, C: 84 gp, M: 2,586 gp – 
  Total: 3,279 gp (2,600 gp). 
  APL 10: L: 760 gp, C: 99 gp, M: 4,328 gp – 
  Total: 5,187 gp (4,600 gp). 
  APL 12: L: 793 gp, C: 122 gp, M: 5,986 gp – 
  Total: 6,901 gp (6,600 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Hero of Dark Gate: Due to your successful 
  resolution of troubles in Dark Gate, you are always 
  welcome there. You receive free Adventurer’s 
  Standard upkeep during any adventure set in or 
  around the town of Dark Gate. Furthermore, the 
  townspeople agree to keep items you may need in 
  the future. You may circle any two items to which 
  you have access below and add Frequency: 
  Regional access to those two items. 
  The Mother’s Necklace: This ornate necklace is 
  made of painted millipede carapace, bone, and 
  some sort of ceraceous secretion. It was once 
  passed down through generations of worshippers 
  of the Mother, the horrid amoeboid quasi-deity 
  worshipped by the savage and depraved Lerara 
  Suel in the Passage of Slerotin. 
   
  The Mother’s Necklace functions as a periapt 
  of wisdom +2. However, characters with a 
  powerful divine connection have the ability to 
  increase the power of The Mother’s Necklace. If 
  you are able to cast 3rd level divine spells, you 
  may spend 6,000 gp and 2 additional TUs to 
  upgrade The Mother’s Necklace to a periapt of 
  wisdom +4. At any time after making this upgrade, 
  if you are able to cast 6th level divine spells, you 
  may spend an additional 10,000 gp and 4 TUs to 
  upgrade The Mother’s Necklace to a periapt of 
  wisdom +6. 
   
  Once it is upgraded beyond a periapt of 
  wisdom +2, The Mother’s Necklace carries a dire 
  curse. Anyone wearing the upgraded The Mother’s 
  Necklace automatically fails any saving throw from 
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 35 
  a spell or effect generated by an ooze for as long 
  as the upgraded necklace is worn and for 24 hours 
  after it is removed. This includes any saving throw 
  required by the character’s attended equipment 
  (such as the Reflex save to avoid having a 
  weapon destroyed by the acid of a black pudding). 
  This effect can only be removed with a wish or 
  miracle. 
   
  Moderate 
  transmutation; 
  CL: 
  15th; 
  Prerequisites: cannot be crafted; Price: 4,000 gp. 
  Item Access 
  APLs 2, 4, 6 (all of the following): 
  • 
  Amulet of fortune prevailing (Adventure; MIC; 
  Limit 1) 
  • 
  Armband of elusive action (Adventure; MIC; 
  Limit 1) 
  • 
  The 
  Mother’s Necklace (Adventure; see 
  above; Limit 1) 
  APLs 8, 10 (all of APLs 2, 4, 6 plus the following): 
  • 
  Cloak of elemental protection (Adventure; 
  MIC; Limit 1) 
  • 
  Shirt of the fey (Adventure; MIC; Limit 1) 
  APL 12 (all of APLs 2, 4, 6, 8, 10 plus the 
  following): 
  • 
  Boots of swift passage (Adventure; MIC; Limit 
  1) 
  • 
  Skirmisher boots (Adventure; MIC; Limit 1) 
   
   
  
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  APPENDIX 1: 
  APL 2 
  ENCOUNTER 13: TO TRAP THE 
  LERARA SUEL 
  T O R K A S F L E S H CA R V E R 
  CR 4 
  Male gnome Ranger4 
  NE Small humanoid (gnome) 
  Init +3; Senses low-light vision; Listen +8, Spot +8 
  Languages Common, Gnome 
  AC 18, touch 14, flat-footed 15 
   (+1 size, +3 Dex, +3 armor, +1 shield) 
  hp 35 (4 HD) 
  Fort +7, Ref +7, Will +4 (+6 vs. illusions, +8 vs. fear); 
  1/day +4 to a Will save 
  Speed 20 ft. (4 squares) 
  Ranged longbow +8 (1d6/x3) or longbow +6/+6 (1d6/x3, 
  Rapid Shot) 
  Melee club +5 (1d4) 
  Base Atk +4; Grp +0 
  Atk Options favored enemy (humans +2), Rapid Shot 
  Combat Gear potion of bear’s endurance 
  Abilities Str 11, Dex 16, Con 16, Int 10, Wis 12, Cha 10  
  SQ animal companion (Bristle the badger), favored 
  enemy (humans +2), gnome traits, wild empathy +4 
  Feats Endurance, Iron Will, Rapid Shot, Track, Trophy 
  Collector  
  Skills Craft (alchemy) +2, Craft (taxidermy) +7, Handle 
  Animal +1, Hide +13, Intimidate +3 (+11 vs. humans), 
  Knowledge (nature) +3, Listen +8, Spot +8, Survival 
  +8 
  Possessions combat gear plus masterwork studded 
  leather, buckler, longbow with 40 arrows, club, The 
  Mother’s Necklace, four human trophies (gloves 
  studded with teeth, bracers made of skin, scalps 
  hanging from a belt, and fingers woven into a cloak), 
  explorer’s outfit, 75 gp. 
  Ranger Spells Prepared (CL 2nd): 
   
  1st—arrow mind  
  Spell-Like Abilities (CL 1st): 
   
  1/day—dancing lights, ghost sound (DC 11), 
  prestidigitation, 
  speak 
  with 
  animals 
  (burrowing 
  mammals only)  
  Description This man is lean and wiry for a gnome, 
  dressed in comfortable-looking leathers. His black 
  hair is close-cropped and his face is well-weathered. 
  He wears a bit of jewelry, including a particularly ugly 
  necklace made of bone and shell. He wears several 
  flesh-colored articles of clothing. With a shudder, you 
  realize that these items are made from teeth and 
  scalps of some kind of humanoid. 
  Sources arrow mind (Spell Compendium), Trophy 
  Hunter (Players Handbook II) 
  ENCOUNTER 14: IN THE RAVINE 
  L E R AR A  S U EL  SC O U T 
  CR 3 
  Male Lerara Suel Scout3 
  NE Medium humanoid (human) 
  Init +3; Senses exceptional low-light vision; Listen +8, 
  Spot +8 
  Languages Common, Ancient Suloise 
  AC 16 (17), touch 12 (13), flat-footed 16 (17) 
   (+2 Dex, +4 armor, +1 skirmish); Dodge; ignore attack 
  of opportunity 1/day; uncanny dodge 
  hp 21 (3 HD) 
  Fort +3, Ref +5, Will +4 
  Weakness Vulnerability to sunlight  
  Speed 40 ft. (8 squares) 
  Melee longspear +4 (1d8+3/x3 plus poison) or spiked 
  gauntlets +4 (1d4+2) 
  Ranged mighty composite (Str +2) shortbow +4 
  (1d6+2/x3) 
  Base Atk +2; Grp +4 
  Atk Options skirmish (+1d6/+1 AC) 
  Combat Gear potion of cure moderate wounds, potion 
  of invisibility, armband of elusive action 
  Abilities Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8  
  SQ battle fortitude +1, fast movement +10 ft., skirmish 
  (+1d6/+1 AC), trackless step, trapfinding, uncanny 
  dodge 
  Feats Dodge, Iron Will, Track  
  Skills Balance +3, Climb +8, Hide +8, Jump +14, 
  Knowledge (dungeoneering) +6, Knowledge (nature) 
  +3, Listen +8, Move Silently +8, Spot +8, Survival +8 
  (+10 underground), Tumble +10 
  Possessions combat gear plus masterwork chain shirt, 
  longspear, mighty composite (Str +2) shortbow with 
  20 arrows and 20 silver arrows, spiked gauntlet, 
  rough leather clothes, various trinkets of bone 
  Exceptional Low-Light Vision (Ex) A Lerara Suel 
  scout can see five times as far as a human in 
  starlight, moonlight, torchlight, and similar conditions 
  of poor illumination. He retains the ability to 
  distinguish color and detail under these conditions. 
  Poison (Ex) The Lerara Suel scout’s longspear is 
  coated with small centipede poison (Fort DC 11; 
  damage 1d2 Dex/1d2 Dex). 
  Skirmish (Ex) A Lerara Suel scout gains a +1 
  competence bonus to AC and deals an extra 1d6 
  damage on all attacks during any round in which he 
  moves at least 10 feet. The extra damage applies 
  only to attacks taken during his turn. This damage 
  also applies to ranged attacks against targets up to 
  30 
  feet 
  away. 
  Creatures 
  without 
  discernable 
  anatomies and creatures immune to extra damage 
  from critical hits are immune to this additional 
  damage. A Lerara Suel scout loses this ability when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load. 
  Trapfinding (Ex) A Lerara Suel scout can find, disarm, 
  or bypass traps with a DC higher than 20. 
  
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  Trackless Step (Ex) A Lerara Suel scout leaves no trail 
  in natural surroundings and cannot be tracked. 
  Uncanny Dodge (Ex) A Lerara Suel scout retains his 
  Dexterity bonus to AC when flat-footed or targeted by 
  an unseen foe (he still loses his Dexterity bonus if 
  paralyzed or otherwise immobile). 
  Vulnerability to Sunlight (Ex) A Lerara Suel scout 
  takes 1 point of Constitution damage for every hour it 
  is exposed to sunlight, and it dies if its Constitution 
  score reaches 0. Lost Constitution points are 
  recovered at the rate of 1 per 24-hour period spent 
  underground or otherwise sheltered from the sun. 
  Description This gaunt figure looks like the ghost of a 
  human, with skin so pale you can see blue veins 
  beneath it. He is dressed in dark, crude leathers and 
  light metal armor. His fair hair is pulled back under a 
  wide-brimmed leather hat. He carries a massive 
  wooden spear in both hands, held suspiciously at the 
  ready. 
  Sources Scout (Complete Adventurer), armband of 
  elusive action (Magic Item Compendium). 
   
   
  
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  Page 38 
  APL 4 
  ENCOUNTER 13: TO TRAP THE 
  LERARA SUEL 
  T O R K A S F L E S H CA R V E R 
  CR 6 
  Male gnome Ranger6 
  NE Small humanoid (gnome) 
  Init +3; Senses low-light vision; Listen +10, Spot +10 
  Languages Common, Gnome 
  AC 18, touch 14, flat-footed 15 
   (+1 size, +3 Dex, +3 armor, +1 shield) 
  hp 51 (6 HD) 
  Resist fire (or other) 10 
  Fort +8, Ref +8, Will +5 (+7 vs. illusions, +9 vs. fear); 
  1/day +4 to a Will save 
  Speed 20 ft. (4 squares) 
  Ranged masterwork longbow +12/+7 (1d6/x3) or 
  masterwork longbow +10/+10/+5 (1d6/x3, Rapid 
  Shot) or masterwork longbow +8 (2d6/x3, Manyshot) 
  Melee club +7 (1d4) 
  Base Atk +6; Grp +2 
  Atk Options favored enemy (humans +4, animals +2), 
  Manyshot, Rapid Shot 
  Combat Gear potion of bear’s endurance 
  Abilities Str 11, Dex 16, Con 16, Int 10, Wis 12, Cha 10  
  SQ animal companion (Bristle the badger), favored 
  enemy (humans +4, animals +2), gnome traits, wild 
  empathy +6 
  Feats Endurance, Iron Will, Manyshot, Rapid Shot, 
  Track, Trophy Collector, Weapon Focus (longbow)  
  Skills Craft (alchemy) +2, Craft (taxidermy) +9, Handle 
  Animal +1, Hide +16, Intimidate +4 (+12 vs. humans), 
  Knowledge (nature) +3, Listen +10, Spot +10, 
  Survival +10 
  Possessions combat gear plus masterwork studded 
  leather, masterwork buckler, masterwork longbow 
  with 40 arrows, club, The Mother’s Necklace, four 
  human trophies (gloves studded with teeth, bracers 
  made of skin, scalps hanging from a belt, and fingers 
  woven into a cloak), explorer’s outfit, 75 gp. 
  Ranger Spells Prepared (CL 3rd): 
   
  1st—arrow mind, resist energy  
  Spell-Like Abilities (CL 1st): 
   
  1/day—dancing lights, ghost sound (DC 11), 
  prestidigitation, 
  speak 
  with 
  animals 
  (burrowing 
  mammals only)  
  Description This man is lean and wiry for a gnome, 
  dressed in comfortable-looking leathers. His black 
  hair is close-cropped and his face is well-weathered. 
  He wears a bit of jewelry, including a particularly ugly 
  necklace made of bone and shell. He wears several 
  flesh-colored articles of clothing. With a shudder, you 
  realize that these items are made from teeth and 
  scalps of some kind of humanoid. 
  Sources arrow mind (Spell Compendium), Trophy 
  Hunter (Players Handbook II) 
   
  B R I ST L E, AD V A NC E D  B AD G ER 
  CR — 
  N Small animal 
  Init +4; Senses low-light vision, scent; Listen +4, Spot 
  +4 
  Languages — 
  AC 18, touch 15, flat-footed 14 
   (+1 size, +4 Dex, +3 natural) 
  hp 24 (3 HD) 
  Fort +5, Ref +8, Will +2; evasion 
  Speed 30 ft. (6 squares), burrow 10 ft. 
  Melee 2 claws +7 each (1d2-1) and bite +2 (1d3-1) 
  Base Atk +2; Grp -3 
  Atk Options rage 
  Abilities Str 9, Dex 18, Con 15, Int 2, Wis 12, Cha 6  
  Feats Lightning Reflexes, TrackB , Weapon Finesse  
  Skills  Escape Artist +8, Listen +4, Spot +4 
  Rage (Ex) If Bristle takes damage in combat, it flies into 
  a berserk rage on its next turn, clawing and biting 
  madly until it or its opponent is dead. Bristle cannot 
  end this rage voluntarily. Bristle’s statistics change as 
  follows: 
   
  AC 16, touch 13, flat-footed 12 
   
  hp 30 
   
  Fort +7  
   
  Melee 2 claws +9 each (1d2+1) and bite +4 
  (1d3+1) 
   
  Grp -1 
    
  Abilities Str 13, Con 19 
   
  ENCOUNTER 14: IN THE RAVINE 
  L E R AR A  S U EL  SC O U T 
  CR 3 
  Male Lerara Suel Scout3 
  NE Medium humanoid (human) 
  Init +3; Senses exceptional low-light vision; Listen +8, 
  Spot +8 
  Languages Common, Ancient Suloise 
  AC 16 (17), touch 12 (13), flat-footed 16 (17) 
   (+2 Dex, +4 armor, +1 skirmish); Dodge; ignore attack 
  of opportunity 1/day; uncanny dodge 
  hp 21 (3 HD) 
  Fort +3, Ref +5, Will +4 
  Weakness Vulnerability to sunlight  
  Speed 40 ft. (8 squares) 
  Melee longspear +4 (1d8+3/x3 plus poison) or spiked 
  gauntlets +4 (1d4+2) 
  Ranged mighty composite (Str +2) shortbow +4 
  (1d6+2/x3) 
  Base Atk +2; Grp +4 
  Atk Options skirmish (+1d6/+1 AC) 
  Combat Gear potion of cure moderate wounds, potion 
  of invisibility, armband of elusive action 
  Abilities Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8  
  SQ battle fortitude +1, fast movement +10 ft., skirmish 
  (+1d6/+1 AC), trackless step, trapfinding, uncanny 
  dodge 
  Feats Dodge, Iron Will, Track  
  Skills Balance +3, Climb +8, Hide +8, Jump +14, 
  Knowledge (dungeoneering) +6, Knowledge (nature) 
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 39 
  +3, Listen +8, Move Silently +8, Spot +8, Survival +8 
  (+10 underground), Tumble +10 
  Possessions combat gear plus masterwork chain shirt, 
  longspear, mighty composite (Str +2) shortbow with 
  20 arrows and 20 silver arrows, spiked gauntlet, 
  rough leather clothes, various trinkets of bone 
  Exceptional Low-Light Vision (Ex) A Lerara Suel 
  scout can see five times as far as a human in 
  starlight, moonlight, torchlight, and similar conditions 
  of poor illumination. He retains the ability to 
  distinguish color and detail under these conditions. 
  Poison (Ex) The Lerara Suel scout’s longspear is 
  coated with small centipede poison (Fort DC 11; 
  damage 1d2 Dex/1d2 Dex). 
  Skirmish (Ex) A Lerara Suel scout gains a +1 
  competence bonus to AC and deals an extra 1d6 
  damage on all attacks during any round in which he 
  moves at least 10 feet. The extra damage applies 
  only to attacks taken during his turn. This damage 
  also applies to ranged attacks against targets up to 
  30 
  feet 
  away. 
  Creatures 
  without 
  discernable 
  anatomies and creatures immune to extra damage 
  from critical hits are immune to this additional 
  damage. A Lerara Suel scout loses this ability when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load. 
  Trapfinding (Ex) A Lerara Suel scout can find, disarm, 
  or bypass traps with a DC higher than 20. 
  Trackless Step (Ex) A Lerara Suel scout leaves no trail 
  in natural surroundings and cannot be tracked. 
  Uncanny Dodge (Ex) A Lerara Suel scout retains his 
  Dexterity bonus to AC when flat-footed or targeted by 
  an unseen foe (he still loses his Dexterity bonus if 
  paralyzed or otherwise immobile). 
  Vulnerability to Sunlight (Ex) A Lerara Suel scout 
  takes 1 point of Constitution damage for every hour it 
  is exposed to sunlight, and it dies if its Constitution 
  score reaches 0. Lost Constitution points are 
  recovered at the rate of 1 per 24-hour period spent 
  underground or otherwise sheltered from the sun. 
  Description This gaunt figure looks like the ghost of a 
  human, with skin so pale you can see blue veins 
  beneath it. He is dressed in dark, crude leathers and 
  light metal armor. His fair hair is pulled back under a 
  wide-brimmed leather hat. He carries a massive 
  wooden spear in both hands, held suspiciously at the 
  ready. 
  Sources Scout (Complete Adventurer), armband of 
  elusive action (Magic Item Compendium) 
   
   
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 40 
  APL 6 
  ENCOUNTER 11: DERANGED DERRO 
  A D V A NC E D  R I DI NG  L IZ A RD 
  CR 3 
  N Large animal 
  Init +2; Senses low-light vision, scent; Listen +6, Spot 
  +3 
  Languages — 
  AC 14, touch 11, flat-footed 12 
   (-1 size, +2 Dex, +3 natural) 
  hp 52 (7 HD) 
  Fort +8, Ref +7, Will +3 
  Speed 40 ft. (8 squares), climb 40 ft. 
  Melee bite +8 (2d4+4) and 2 claws +3 each (1d3+2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +5; Grp +13 
  Abilities Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10  
  Feats Alertness, Diehard, Endurance  
  Skills Climb +14, Hide +0, Jump +11, Listen +6, Spot 
  +3 
  ENCOUNTER 13: TO TRAP THE 
  LERARA SUEL 
  T O R K A S F L E S H CA R V E R 
  CR 7 
  Male gnome Ranger7 
  NE Small humanoid (gnome) 
  Init +3; Senses low-light vision; Listen +11, Spot +11 
  Languages Common, Gnome 
  AC 20, touch 14, flat-footed 17 
   (+1 size, +3 Dex, +3 armor, +1 shield, +2 natural) 
  hp 58 (7 HD) 
  Resist fire (or other) 10 
  Fort +8, Ref +8, Will +5 (+7 vs. illusions, +9 vs. fear); 
  1/day +4 to a Will save 
  Speed 20 ft. (4 squares) 
  Ranged masterwork longbow +13/+8 (1d6/x3) or 
  masterwork longbow +11/+11/+6 (1d6/x3, Rapid 
  Shot) or masterwork longbow +9 (2d6/x3, Manyshot) 
  Melee club +8 (1d4) 
  Base Atk +7; Grp +3 
  Atk Options favored enemy (humans +4, animals +2), 
  Manyshot, Rapid Shot 
  Combat Gear potion of bear’s endurance, potion of 
  barkskin 
  Abilities Str 11, Dex 16, Con 16, Int 10, Wis 12, Cha 10  
  SQ animal companion (Bristle the badger), favored 
  enemy (humans +4, animals +2), gnome traits, wild 
  empathy +7, woodland stride 
  Feats Endurance, Iron Will, Manyshot, Rapid Shot, 
  Track, Trophy Collector, Weapon Focus (longbow)  
  Skills Craft (alchemy) +2, Craft (taxidermy) +10, Handle 
  Animal +1, Hide +17, Intimidate +5 (+13 vs. humans), 
  Knowledge (nature) +3, Listen +11, Spot +11, 
  Survival +11 
  Possessions combat gear plus masterwork studded 
  leather, masterwork buckler, masterwork longbow 
  with 40 arrows, club, The Mother’s Necklace, four 
  human trophies (gloves studded with teeth, bracers 
  made of skin, scalps hanging from a belt, and fingers 
  woven into a cloak), explorer’s outfit, 75 gp. 
  Ranger Spells Prepared (CL 3rd): 
   
  1st—arrow mind, resist energy  
  Spell-Like Abilities (CL 1st): 
   
  1/day—dancing lights, ghost sound (DC 11), 
  prestidigitation, 
  speak 
  with 
  animals 
  (burrowing 
  mammals only)  
  Description This man is lean and wiry for a gnome, 
  dressed in comfortable-looking leathers. His black 
  hair is close-cropped and his face is well-weathered. 
  He wears a bit of jewelry, including a particularly ugly 
  necklace made of bone and shell. He wears several 
  flesh-colored articles of clothing. With a shudder, you 
  realize that these items are made from teeth and 
  scalps of some kind of humanoid. 
  Sources arrow mind (Spell Compendium), Trophy 
  Hunter (Players Handbook II) 
   
  B R I ST L E, AD V A NC E D  B AD G ER 
  CR — 
  N Small animal 
  Init +4; Senses low-light vision, scent; Listen +4, Spot 
  +4 
  Languages — 
  AC 18, touch 15, flat-footed 14 
   (+1 size, +4 Dex, +3 natural) 
  hp 24 (3 HD) 
  Fort +5, Ref +8, Will +2; evasion 
  Speed 30 ft. (6 squares), burrow 10 ft. 
  Melee 2 claws +7 each (1d2-1) and bite +2 (1d3-1) 
  Base Atk +2; Grp -3 
  Atk Options rage 
  Abilities Str 9, Dex 18, Con 15, Int 2, Wis 12, Cha 6  
  Feats Lightning Reflexes, TrackB , Weapon Finesse  
  Skills  Escape Artist +8, Listen +4, Spot +4 
  Rage (Ex) If Bristle takes damage in combat, it flies into 
  a berserk rage on its next turn, clawing and biting 
  madly until it or its opponent is dead. Bristle cannot 
  end this rage voluntarily. Bristle’s statistics change as 
  follows: 
   
  AC 16, touch 13, flat-footed 12 
   
  hp 30 
   
  Fort +7  
   
  Melee 2 claws +9 each (1d2+1) and bite +4 
  (1d3+1) 
   
  Grp -1 
    
  Abilities Str 13, Con 19 
  ENCOUNTER 14: IN THE RAVINE 
  L E R AR A  S U EL  SC O U T 
  CR 5 
  Male Lerara Suel Scout5 
  NE Medium humanoid (human) 
  Init +4; Senses exceptional low-light vision; Listen +10, 
  Spot +10 
  Languages Common, Ancient Suloise 
  AC 17 (18), touch 13 (14), flat-footed 17 (18) 
   (+3 Dex, +4 armor, +1 skirmish); Dodge, Mobility; 
  ignore attack of opportunity 1/day; uncanny dodge 
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 41 
  hp 33 (5 HD) 
  Fort +3, Ref +7, Will +4; evasion 
  Weakness Vulnerability to sunlight  
  Speed 40 ft. (8 squares) 
  Melee masterwork longspear +6 (1d8+3/x3 plus poison) 
  or spiked gauntlets +5 (1d4+2) 
  Ranged 
  masterwork 
  mighty 
  composite 
  (Str 
  +2) 
  shortbow +7 (1d6+2/x3) 
  Base Atk +3; Grp +5 
  Atk Options skirmish (+2d6/+1 AC) 
  Combat Gear potion of cure moderate wounds, potion 
  of invisibility, armband of elusive action 
  Abilities Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 8  
  SQ battle fortitude +1, evasion, fast movement +10 ft., 
  skirmish (+2d6/+1 AC), trackless step, trapfinding, 
  uncanny dodge 
  Feats Dodge, Iron Will, Mobility, Track  
  Skills Balance +4, Climb +10, Hide +11, Jump +16, 
  Knowledge (dungeoneering) +8, Knowledge (nature) 
  +3, Listen +10, Move Silently +11, Spot +10, Survival 
  +10 (+12 underground), Tumble +13 
  Possessions combat gear plus masterwork chain shirt, 
  masterwork longspear, masterwork mighty composite 
  (Str +2) shortbow with 20 arrows and 20 silver 
  arrows, spiked gauntlet, rough leather clothes, 
  various trinkets of bone 
  Exceptional Low-Light Vision (Ex) A Lerara Suel 
  scout can see five times as far as a human in 
  starlight, moonlight, torchlight, and similar conditions 
  of poor illumination. He retains the ability to 
  distinguish color and detail under these conditions. 
  Poison (Ex) The Lerara Suel scout’s longspear is 
  coated with medium centipede poison (Fort DC 13; 
  damage 1d3 Dex/1d3 Dex). 
  Skirmish (Ex) A Lerara Suel scout gains a +1 
  competence bonus to AC and deals an extra 2d6 
  damage on all attacks during any round in which he 
  moves at least 10 feet. The extra damage applies 
  only to attacks taken during his turn.  This damage 
  also applies to ranged attacks against targets up to 
  30 
  feet 
  away. 
  Creatures 
  without 
  discernable 
  anatomies and creatures immune to extra damage 
  from critical hits are immune to this additional 
  damage. A Lerara Suel scout loses this ability when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load. 
  Trapfinding (Ex) A Lerara Suel scout can find, disarm, 
  or bypass traps with a DC higher than 20. 
  Trackless Step (Ex) A Lerara Suel scout leaves no trail 
  in natural surroundings and cannot be tracked. 
  Uncanny Dodge (Ex) A Lerara Suel scout retains his 
  Dexterity bonus to AC when flat-footed or targeted by 
  an unseen foe (he still loses his Dexterity bonus if 
  paralyzed or otherwise immobile). 
  Vulnerability to Sunlight (Ex) A Lerara Suel scout 
  takes 1 point of Constitution damage for every hour it 
  is exposed to sunlight, and it dies if its Constitution 
  score reaches 0. Lost Constitution points are 
  recovered at the rate of 1 per 24-hour period spent 
  underground or otherwise sheltered from the sun. 
  Description This gaunt figure looks like the ghost of a 
  human, with skin so pale you can see blue veins 
  beneath it. He is dressed in dark, crude leathers and 
  light metal armor. His fair hair is pulled back under a 
  wide-brimmed leather hat. He carries a massive 
  wooden spear in both hands, held suspiciously at the 
  ready. 
  Sources Scout (Complete Adventurer), armband of 
  elusive action (Magic Item Compendium) 
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 42 
  APL 8 
  ENCOUNTER 11: DERANGED DERRO 
  A D V A NC E D  R I DI NG  L IZ A RD 
  CR 3 
  N Large animal 
  Init +2; Senses low-light vision, scent; Listen +6, Spot 
  +3 
  Languages — 
  AC 14, touch 11, flat-footed 12 
   (-1 size, +2 Dex, +3 natural) 
  hp 52 (7 HD); Diehard 
  Fort +8, Ref +7, Will +3 
  Speed 40 ft. (8 squares), climb 40 ft. 
  Melee bite +8 (2d4+4) and 2 claws +3 each (1d3+2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +5; Grp +13 
  Abilities Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10  
  Feats Alertness, Diehard, Endurance  
  Skills Climb +14, Hide +0, Jump +11, Listen +6, Spot 
  +3 
   
  D E R RO  W AR LO CK 
  CR 8 
  Male derro warlock6 
  CE Small monstrous humanoid 
  Init +8; Senses darkvision 60 ft., see invisibility, Listen -
  3, Spot -3 
  Languages Undercommon, Elven  
  AC 21, touch 15, flat-footed 17 
   (+1 size, +4 Dex, +4 armor, +2 natural); entropic 
  warding 
  hp 69 (9 HD); DR 1/cold iron 
  Immune confusion and insanity  
  SR 15  
  Fort +12, Ref +9, Will +14  
  Weakness Vulnerability to sunlight 
  Speed 20 ft. (4 squares) 
  Ranged beshadowed blast +12 touch (3d6 plus 
  blindness for 1 round, Fort DC 20 negates) 
  Melee short sword +9 (1d4+1/19-20 plus poison) 
  Base Atk +7; Grp +4 
  Atk Options sneak attack +1d6 
  Combat Gear cloak of elemental protection, potion of 
  cure moderate wounds 
  Abilities Str 12, Dex 18, Con 16, Int 8, Wis 4, Cha 22  
  SQ damage reduction 1/cold iron, deceive item, detect 
  magic, madness, poison use 
  Feats Blind-fight, Improved Initiative, Point Blank Shot, 
  Precise Shot  
  Skills Bluff +10, Concentration +5, Hide +11, Move 
  Silently +11, Use Magic Device +7 
  Possessions combat gear plus short sword, 2 doses of 
  drow sleep poison, masterwork chain shirt, traveler’s 
  outfit, 45 gp 
  Invocations Known (CL 6th): 
   
  Lesser—beshadowed blast  
   
  Least—dark one’s own luck, entropic warding, see 
  the unseen  
  Spell-Like Abilities (CL 6th): 
   
  At will—detect magic  
  Spell-Like Abilities (CL 3rd): 
   
  At will—darkness, ghost sound (DC 16) 
   
  1/day—daze (DC 16), sound burst (DC 18)  
  Damage Reduction (Su): Fortified by the supernatural 
  power flowing in his body, a derro warlock becomes 
  resistant to physical attacks and gains damage 
  reduction 1/cold iron. 
  Deceive Item (Ex): A derro warlock has the ability to 
  more easily commandeer magic items made for the 
  use of other characters. When making a Use Magic 
  Device check, a warlock can take 10, even if 
  distracted or threatened. 
  Detect magic (Sp): A derro warlock can use detect 
  magic as the spell at will. His caster level equals his 
  class level. 
  Invocations (Sp): A derro warlock does not prepare or 
  cast spells as other wielders of arcane magic do. 
  Instead, he possesses a repertoire of attacks, 
  defenses and abilities known as invocations that 
  require him to focus the wild energy that suffuses his 
  soul. A warlock can use any invocation he knows at 
  will, with the following qualifications: 
   
  A warlock’s invocations are spell-like abilities; using 
  an invocation is therefore a standard action that 
  provokes attacks of opportunity. An invocation can be 
  disrupted, just as a spell can be ruined during 
  casting. A warlock is entitled to a Concentration 
  check to successfully use an invocation if he is hit by 
  an attack while invoking, just as a spellcaster would 
  be. A warlock can choose to use an invocation 
  defensively, by making a successful Concentration 
  check, to avoid provoking attacks of opportunity. A 
  warlock’s invocations are subject to spell resistance 
  unless an invocation’s spell description specifically 
  states otherwise. A warlock’s caster level with his 
  invocations is equal to his warlock level. 
   
  The save DC for an invocation (if it allows a save) is 
  10 + equivalent spell level + the warlock’s Charisma 
  modifier. 
   
  Finally, unlike other spell-like abilities, invocations 
  are subject to arcane spell failure chance. Because 
  the somatic components required for warlock 
  invocations are relatively simple, a warlock can use 
  any of his invocations while wearing light armor 
  without incurring the normal arcane spell failure 
  chance. 
   
  Beshadowed Blast (Sp): This invocation allows 
  you to change your eldritch blast (see below) into a 
  beshadowed blast. Any living creature struck by a 
  beshadowed blast must succeed on a Fortitude save 
  or be blinded for 1 round. Beshadowed blast is the 
  equivalent of a 4th level spell. 
   
  Dark One’s Own Luck (Sp): You are favored by 
  the dark powers. You gain a luck bonus equal to your 
  Charisma bonus (if any) on Fortitude saves, Reflex 
  saves, or Will saves (each time you use this ability) 
  for 24 hours. You can’t apply this ability to two 
  different save types at the same time. This bonus can 
  never exceed your class level. These derro warlocks 
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 43 
  have applied this bonus to their Fortitude saves, and 
  its effect is included in the statistics above. 
   
  Eldritch Blast (Sp): A warlock attacks his foes with 
  eldritch power, using baleful magical energy to deal 
  damage and sometimes impart other debilitating 
  effects. An eldritch blast is a ray with a range of 60 
  feet. It is a ranged touch attack that affects a single 
  target, allowing no saving throw. An eldritch blast 
  deals 3d6 points of damage. An eldritch blast deals 
  half damage to objects. An eldritch blast is the 
  equivalent of a 1st level spell. The derro warlocks 
  almost always enhance their eldritch blast to be a 
  beshadowed blast essence, as described above. 
   
  Entropic Warding (Sp): When this invocation is 
  activated, chaotic energies swirl about you, deflecting 
  incoming arrows, rays, and other ranged attacks (as 
  entropic shield). You leave no trail (as pass without 
  trace) and cannot be tracked by scent. (You can still 
  be detected normally by scent, just not tracked.) 
  Entropic warding is the equivalent of a 2nd level 
  spell. 
   
  See the Unseen (Sp): When you use this 
  invocation you can activate great powers of vision, 
  allowing you to see invisible creatures and objects 
  (as see invisibility). You also gain darkvision out to 60 
  feet for a period of 24 hours. See the unseen is the 
  equivalent of a 2nd level spell. 
  Madness (Ex) Derro warlocks use their Charisma 
  modifier on Will saves instead of their Wisdom 
  modifier, and have immunity to confusion and 
  insanity effects. A derro warlock cannot be restored 
  to sanity by any means short of a miracle or wish 
  spell. 
  Poison (Ex) The derro warlock’s short sword is coated 
  with drow sleep poison (Fort DC 13; damage 
  unconsciousness for 1 minute/unconsciousness for 
  2d4 hours). 
  Poison Use (Ex) A derro warlock is not at risk of 
  poisoning himself when handling poison. 
  Vulnerability to Sunlight (Ex) A derro warlock takes 1 
  point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution 
  score reaches 0. Lost Constitution points are 
  recovered at the rate of 1 per 24-hour period spent 
  underground or otherwise sheltered from the sun. 
  Description This small, stocky humanoid has bluish-
  white skin, white eyes with no irises, and pale hair. A 
  long white mustache droops below the creature’s 
  chin. Despite the fact that this creature is clearly a 
  male, it dresses in a very revealing silk gown cut all 
  the way down to the navel over a suit of metal armor. 
  Crude spider patterns have been daubed onto the 
  silk gown. The pale creature pets at these spider 
  patterns absentmindedly and coos to himself. 
  Sources 
  Warlock 
  (Complete 
  Arcane), 
  cloak 
  of 
  elemental protection (Magic Item Compendium) 
   
  ENCOUNTER 13: TO TRAP THE 
  LERARA SUEL 
  T O R K A S F L E S H CA R V E R 
  CR 9 
  Male gnome Ranger9 
  NE Small humanoid (gnome) 
  Init +3; Senses low-light vision; Listen +13, Spot +13 
  Languages Common, Gnome 
  AC 20, touch 14, flat-footed 17 
   (+1 size, +3 Dex, +3 armor, +1 shield, +2 natural) 
  hp 75 (9 HD) 
  Resist fire (or other) 10 
  Fort +9, Ref +9, Will +6 (+8 vs. illusions, +10 vs. fear); 
  1/day +4 to a Will save; evasion 
  Speed 20 ft. (4 squares), teleport 20 ft. as a move 
  action 5/day. 
  Ranged masterwork mighty composite (Str +1) longbow 
  +15/+10 (1d6+1/19-20/x3) or masterwork mighty 
  composite (Str +1) longbow +13/+13/+8 (1d6+1/19-
  20/x3, Rapid Shot) or masterwork mighty composite 
  (Str +1) longbow +11 (2d6+2/19-20/x3, Manyshot) 
  Melee club +11 (1d4+1) 
  Base Atk +9; Grp +6 
  Atk Options favored enemy (humans +4, animals +2), 
  Manyshot, Rapid Shot 
  Combat Gear potion of bear’s endurance, potion of 
  barkskin 
  Abilities Str 12, Dex 16, Con 16, Int 10, Wis 12, Cha 10  
  SQ animal companion (Bristle the dire badger), evasion, 
  favored enemy (humans +4, animals +2), gnome 
  traits, swift tracker, wild empathy +9, woodland stride 
  Feats Endurance, Improved Critical (longbow), Iron Will, 
  Manyshot, Rapid Shot, Track, Trophy Collector, 
  Weapon Focus (longbow)  
  Skills Craft (alchemy) +2, Craft (taxidermy) +12, Handle 
  Animal +1, Hide +19, Intimidate +6 (+14 vs. humans), 
  Knowledge (nature) +3, Listen +13, Spot +13, 
  Survival +13 
  Possessions combat gear plus masterwork studded 
  leather, masterwork buckler, masterwork longbow 
  with 40 arrows, club, The Mother’s Necklace, boots of 
  swift passage, four human trophies (gloves studded 
  with teeth, bracers made of skin, scalps hanging from 
  a belt, and fingers woven into a cloak), explorer’s 
  outfit, 75 gp. 
  Ranger Spells Prepared (CL 4th): 
   
  1st—arrow mind, resist energy  
   
  2nd—spike growth  
  Spell-Like Abilities (CL 1st): 
   
  1/day—dancing lights, ghost sound (DC 11), 
  prestidigitation, 
  speak 
  with 
  animals 
  (burrowing 
  mammals only)  
  Description This man is lean and wiry for a gnome, 
  dressed in comfortable-looking leathers. His black 
  hair is close-cropped and his face is well-weathered. 
  He wears a bit of jewelry, including a particularly ugly 
  necklace made of bone and shell. He wears several 
  flesh-colored articles of clothing. With a shudder, you 
  realize that these items are made from teeth and 
  scalps of some kind of humanoid. 
  Sources 
  boots 
  of 
  swift 
  passage 
  (Magic 
  Item 
  Compendium), arrow mind (Spell Compendium), 
  Trophy Hunter (Players Handbook II) 
   
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 44 
  ENCOUNTER 14: IN THE RAVINE 
  L E R AR A  S U EL  SC O U T 
  CR 7 
  Male Lerara Suel Scout7 
  NE Medium humanoid (human) 
  Init +4; Senses exceptional low-light vision; Listen +12, 
  Spot +12 
  Languages Common, Ancient Suloise 
  AC 17 (19), touch 13 (15), flat-footed 17 (19) 
   (+3 Dex, +4 armor, +2 skirmish); Dodge, Mobility; 
  ignore attack of opportunity 1/day; uncanny dodge 
  hp 46 (7 HD) 
  Fort +4, Ref +8, Will +5; evasion 
  Weakness Vulnerability to sunlight  
  Speed 40 ft. (8 squares); flawless stride 
  Melee masterwork longspear +8 (1d8+3/x3 plus poison) 
  or spiked gauntlets +7 (1d4+2) 
  Ranged 
  masterwork 
  mighty 
  composite 
  (Str 
  +2) 
  shortbow +9 (1d6+2/x3) 
  Base Atk +5; Grp +7 
  Atk Options skirmish (+2d6/+2 AC) 
  Combat Gear potion of cure moderate wounds, potion 
  of invisibility, armband of elusive action 
  Abilities Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 8  
  SQ battle fortitude +1, evasion, fast movement +10 ft., 
  flawless stride, skirmish (+2d6/+2 AC), trackless step, 
  trapfinding, uncanny dodge 
  Feats Dodge, Iron Will, Mobility, Spring Attack, Track  
  Skills Balance +4, Climb +12, Hide +13, Jump +18, 
  Knowledge 
  (dungeoneering) 
  +10, 
  Knowledge 
  (nature) +3, Listen +12, Move Silently +13, Spot +12, 
  Survival +12 (+14 underground), Tumble +15 
  Possessions combat gear plus masterwork chain shirt, 
  masterwork longspear, masterwork mighty composite 
  (Str +2) shortbow with 20 arrows and 20 silver 
  arrows, spiked gauntlet, rough leather clothes, 
  various trinkets of bone 
  Exceptional Low-Light Vision (Ex) A Lerara Suel 
  scout can see five times as far as a human in 
  starlight, moonlight, torchlight, and similar conditions 
  of poor illumination. He retains the ability to 
  distinguish color and detail under these conditions. 
  Flawless Stride (Ex) A Lerara Suel scout can move 
  through any sort of terrain that slows movement 
  (such as undergrowth, rubble, and similar terrain) at 
  her normal speed and without taking damage or 
  suffering any other impairment. This ability does not 
  let him move more quickly through terrain that 
  requires a Climb check or a Swim check to navigate, 
  nor can he move more quickly through terrain or 
  undergrowth that has been magically manipulated to 
  impede motion. A Lerara Suel scout loses this benefit 
  when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
  Poison (Ex) The Lerara Suel scout’s longspear is 
  coated with large centipede poison (Fort DC 16; 
  damage 1d4 Dex/1d4 Dex). 
  Skirmish (Ex) A Lerara Suel scout gains a +2 
  competence bonus to AC and deals an extra 2d6 
  damage on all attacks during any round in which he 
  moves at least 10 feet. The extra damage applies 
  only to attacks taken during his turn. This damage 
  also applies to ranged attacks against targets up to 
  30 
  feet 
  away. 
  Creatures 
  without 
  discernable 
  anatomies and creatures immune to extra damage 
  from critical hits are immune to this additional 
  damage. A Lerara Suel scout loses this ability when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load. 
  Trapfinding (Ex) A Lerara Suel scout can find, disarm, 
  or bypass traps with a DC higher than 20. 
  Trackless Step (Ex) A Lerara Suel scout leaves no trail 
  in natural surroundings and cannot be tracked. 
  Uncanny Dodge (Ex) A Lerara Suel scout retains his 
  Dexterity bonus to AC when flat-footed or targeted by 
  an unseen foe (he still loses his Dexterity bonus if 
  paralyzed or otherwise immobile). 
  Vulnerability to Sunlight (Ex) A Lerara Suel scout 
  takes 1 point of Constitution damage for every hour it 
  is exposed to sunlight, and it dies if its Constitution 
  score reaches 0. Lost Constitution points are 
  recovered at the rate of 1 per 24-hour period spent 
  underground or otherwise sheltered from the sun. 
  Description This gaunt figure looks like the ghost of a 
  human, with skin so pale you can see blue veins 
  beneath it. He is dressed in dark, crude leathers and 
  light metal armor. His fair hair is pulled back under a 
  wide-brimmed leather hat. He carries a massive 
  wooden spear in both hands, held suspiciously at the 
  ready. 
  Sources Scout (Complete Adventurer), armband of 
  elusive action (Magic Item Compendium) 
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 45 
   
  APL 10 
  ENCOUNTER 9: THE SMOKEHOUSE 
  R A ZO R BO A R 
  CR 10 
  N Large magical beast 
  Init +1; Senses darkvision 60 ft., low-light vision, scent; 
  Listen +8, Spot +8 
  Languages — 
  AC 27, touch 10, flat-footed 26 
   (-1 size, +1 Dex, +17 natural) 
  hp 127 (15 HD); fast healing 10  DR 5/- 
  SR 21  
  Fort +12, Ref +10, Will +7 
  Speed 50 ft. (10 squares) 
  Melee tusk slash +22 (1d8+8) and 2 hooves +17 each 
  (1d4+4) or bite +22 (1d8+8) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +15; Grp +27 
  Atk Options trample 2d6+12 (Reflex DC 25 half), vorpal 
  tusks 
  Abilities Str 27, Dex 13, Con 17, Int 2, Wis 14, Cha 9 
  Feats Alertness, Awesome Blow, Diehard, Endurance, 
  Improved Bull Rush, Power Attack  
  Skills Listen +8, Spot +8, Survival +8  
  Vorpal Tusks (Ex): On a successful critical hit against a 
  creature of up to one size category larger than itself, 
  the razor boar's tusk slash attack severs the 
  opponent’s head (if it has one) from its body. Though 
  some creatures, such as golems and undead other 
  than vampires, are not affected by the loss of their 
  heads, most creatures die when their heads are cut 
  off. 
  ENCOUNTER 11: DERANGED DERRO 
  A D V A NC E D  R I DI NG  L IZ A RD 
  CR 3 
  N Large animal 
  Init +2; Senses low-light vision, scent; Listen +6, Spot 
  +3 
  Languages — 
  AC 14, touch 11, flat-footed 12 
   (-1 size, +2 Dex, +3 natural) 
  hp 52 (7 HD) 
  Fort +8, Ref +7, Will +3 
  Speed 40 ft. (8 squares), climb 40 ft. 
  Melee bite +8 (2d4+4) and 2 claws +3 each (1d3+2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +5; Grp +13 
  Abilities Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10  
  Feats Alertness, Diehard, Endurance  
  Skills Climb +14, Hide +0, Jump +11, Listen +6, Spot 
  +3 
   
  D E R RO  W AR LO CK 
  CR 8 
  Male derro warlock6 
  CE Small monstrous humanoid 
  Init +8; Senses darkvision 60 ft., see invisibility, Listen -
  3, Spot -3 
  Languages Undercommon, Elven  
  AC 21, touch 15, flat-footed 17 
   (+1 size, +4 Dex, +4 armor, +2 natural); entropic 
  warding 
  hp 69 (9 HD); DR 1/cold iron 
  Immune confusion and insanity  
  SR 15  
  Fort +12, Ref +9, Will +14  
  Weakness Vulnerability to sunlight 
  Speed 20 ft. (4 squares) 
  Ranged beshadowed blast +12 touch (3d6 plus 
  blindness for 1 round, Fort DC 20 negates) 
  Melee short sword +9 (1d4+1/19-20 plus poison) 
  Base Atk +7; Grp +4 
  Atk Options sneak attack +1d6 
  Combat Gear cloak of elemental protection, potion of 
  cure moderate wounds 
  Abilities Str 12, Dex 18, Con 16, Int 8, Wis 4, Cha 22  
  SQ damage reduction 1/cold iron, deceive item, detect 
  magic, madness, poison use 
  Feats Blind-fight, Improved Initiative, Point Blank Shot, 
  Precise Shot  
  Skills Bluff +10, Concentration +5, Hide +11, Move 
  Silently +11, Use Magic Device +7 
  Possessions combat gear plus short sword, 2 doses of 
  drow sleep poison, masterwork chain shirt, traveler’s 
  outfit, 45 gp 
  Invocations Known (CL 6th): 
   
  Lesser—beshadowed blast  
   
  Least—dark one’s own luck, entropic warding, see 
  the unseen  
  Spell-Like Abilities (CL 6th): 
   
  At will—detect magic  
  Spell-Like Abilities (CL 3rd): 
   
  At will—darkness, ghost sound (DC 16) 
   
  1/day—daze (DC 16), sound burst (DC 18)  
  Damage Reduction (Su): Fortified by the supernatural 
  power flowing in his body, a derro warlock becomes 
  resistant to physical attacks and gains damage 
  reduction 1/cold iron. 
  Deceive Item (Ex): A derro warlock has the ability to 
  more easily commandeer magic items made for the 
  use of other characters. When making a Use Magic 
  Device check, a warlock can take 10, even if 
  distracted or threatened. 
  Detect magic (Sp): A derro warlock can use detect 
  magic as the spell at will. His caster level equals his 
  class level. 
  Invocations (Sp): A derro warlock does not prepare or 
  cast spells as other wielders of arcane magic do. 
  Instead, he possesses a repertoire of attacks, 
  defenses and abilities known as invocations that 
  require him to focus the wild energy that suffuses his 
  soul. A warlock can use any invocation he knows at 
  will, with the following qualifications: 
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 46 
   
  A warlock’s invocations are spell-like abilities; using 
  an invocation is therefore a standard action that 
  provokes attacks of opportunity. An invocation can be 
  disrupted, just as a spell can be ruined during 
  casting. A warlock is entitled to a Concentration 
  check to successfully use an invocation if he is hit by 
  an attack while invoking, just as a spellcaster would 
  be. A warlock can choose to use an invocation 
  defensively, by making a successful Concentration 
  check, to avoid provoking attacks of opportunity. A 
  warlock’s invocations are subject to spell resistance 
  unless an invocation’s spell description specifically 
  states otherwise. A warlock’s caster level with his 
  invocations is equal to his warlock level. 
   
  The save DC for an invocation (if it allows a save) is 
  10 + equivalent spell level + the warlock’s Charisma 
  modifier. 
   
  Finally, unlike other spell-like abilities, invocations 
  are subject to arcane spell failure chance. Because 
  the somatic components required for warlock 
  invocations are relatively simple, a warlock can use 
  any of his invocations while wearing light armor 
  without incurring the normal arcane spell failure 
  chance. 
   
  Beshadowed Blast (Sp): This invocation allows 
  you to change your eldritch blast (see below) into a 
  beshadowed blast. Any living creature struck by a 
  beshadowed blast must succeed on a Fortitude save 
  or be blinded for 1 round. Beshadowed blast is the 
  equivalent of a 4th level spell. 
   
  Dark One’s Own Luck (Sp): You are favored by 
  the dark powers. You gain a luck bonus equal to your 
  Charisma bonus (if any) on Fortitude saves, Reflex 
  saves, or Will saves (each time you use this ability) 
  for 24 hours. You can’t apply this ability to two 
  different save types at the same time. This bonus can 
  never exceed your class level. These derro warlocks 
  have applied this bonus to their Fortitude saves, and 
  its effect is included in the statistics above. 
   
  Eldritch Blast (Sp): A warlock attacks his foes with 
  eldritch power, using baleful magical energy to deal 
  damage and sometimes impart other debilitating 
  effects. An eldritch blast is a ray with a range of 60 
  feet. It is a ranged touch attack that affects a single 
  target, allowing no saving throw. An eldritch blast 
  deals 3d6 points of damage. An eldritch blast deals 
  half damage to objects. An eldritch blast is the 
  equivalent of a 1st level spell. The derro warlocks 
  almost always enhance their eldritch blast to be a 
  beshadowed blast essence, as described above. 
   
  Entropic Warding (Sp): When this invocation is 
  activated, chaotic energies swirl about you, deflecting 
  incoming arrows, rays and other ranged attacks (as 
  entropic shield). You leave no trail (as pass without 
  trace) and cannot be tracked by scent. (You can still 
  be detected normally by scent, just not tracked.) 
  Entropic warding is the equivalent of a 2nd level 
  spell. 
   
  See the Unseen (Sp): When you use this 
  invocation you can activate great powers of vision, 
  allowing you to see invisible creatures and objects 
  (as see invisibility). You also gain darkvision out to 60 
  feet for a period of 24 hours. See the unseen is the 
  equivalent of a 2nd level spell. 
  Madness (Ex) Derro warlocks use their Charisma 
  modifier on Will saves instead of their Wisdom 
  modifier, and have immunity to confusion and 
  insanity effects. A derro warlock cannot be restored 
  to sanity by any means short of a miracle or wish 
  spell. 
  Poison (Ex) The derro warlock’s short sword is coated 
  with drow sleep poison (Fort DC 13; damage 
  unconsciousness for 1 minute/unconsciousness for 
  2d4 hours). 
  Poison Use (Ex) A derro warlock is not at risk of 
  poisoning himself when handling poison. 
  Vulnerability to Sunlight (Ex) A derro warlock takes 1 
  point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution 
  score reaches 0. Lost Constitution points are 
  recovered at the rate of 1 per 24-hour period spent 
  underground or otherwise sheltered from the sun. 
  Description This small, stocky humanoid has bluish-
  white skin, white eyes with no irises, and pale hair. A 
  long white mustache droops below the creature’s 
  chin. Despite the fact that this creature is clearly a 
  male, it dresses in a very revealing silk gown cut all 
  the way down to the navel over a suit of metal armor. 
  Crude spider patterns have been daubed onto the 
  silk gown. The pale creature pets at these spider 
  patterns absentmindedly and coos to himself. 
  Sources 
  Warlock 
  (Complete 
  Arcane), 
  cloak 
  of 
  elemental protection (Magic Item Compendium) 
  ENCOUNTER 13: TO TRAP THE 
  LERARA SUEL 
  T O R K A S F L E S H CA R V E R 
  CR 10 
  Male gnome Ranger10 
  NE Small humanoid (gnome) 
  Init +3; Senses low-light vision; Listen +14, Spot +14 
  Languages Common, Gnome 
  AC 20, touch 14, flat-footed 17 
   (+1 size, +3 Dex, +3 armor, +1 shield, +2 natural) 
  hp 83 (10 HD) 
  Resist fire (or other) 10 
  Fort +10, Ref +10, Will +6 (+8 vs. illusions, +10 vs. 
  fear); 1/day +4 to a Will save; evasion 
  Speed 20 ft. (4 squares), teleport 20 ft. as a move 
  action 5/day. 
  Ranged masterwork mighty composite (Str +1) longbow 
  +16/+11 (1d6+1/19-20/x3) or masterwork mighty 
  composite (Str +1) longbow +14/+14/+9 (1d6+1/19-
  20/x3, Rapid Shot) or masterwork mighty composite 
  (Str +1) longbow +12 (2d6+2/19-20/x3, Manyshot) 
  Melee club +12 (1d4+1) 
  Base Atk +10; Grp +7 
  Atk Options favored enemy (humans +6, animals +2, 
  halflings +2), Manyshot, Rapid Shot 
  Combat Gear potion of bear’s endurance, potion of 
  barkskin 
  Abilities Str 12, Dex 16, Con 16, Int 10, Wis 12, Cha 10  
  SQ animal companion (Bristle the dire badger), evasion, 
  favored enemy (humans +4, animals +2, halflings 
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 47 
  +2), gnome traits, swift tracker, wild empathy +9, 
  woodland stride 
  Feats Endurance, Improved Critical (longbow), Iron Will, 
  Manyshot, Rapid Shot, Track, Trophy Collector, 
  Weapon Focus (longbow)  
  Skills Craft (alchemy) +2, Craft (taxidermy) +13, Handle 
  Animal +1, Hide +20, Intimidate +6 (+14 vs. humans), 
  Knowledge (nature) +3, Listen +14, Spot +14, 
  Survival +14 
  Possessions combat gear plus masterwork studded 
  leather, masterwork buckler, masterwork longbow 
  with 40 arrows, club, The Mother’s Necklace, boots of 
  swift passage, four human trophies (gloves studded 
  with teeth, bracers made of skin, scalps hanging from 
  a belt, and fingers woven into a cloak), explorer’s 
  outfit, 75 gp. 
  Ranger Spells Prepared (CL 5th): 
   
  1st—arrow mind, resist energy  
   
  2nd—spike growth  
  Spell-Like Abilities (CL 1st): 
   
  1/day—dancing lights, ghost sound (DC 11), 
  prestidigitation, 
  speak 
  with 
  animals 
  (burrowing 
  mammals only)  
  Description This man is lean and wiry for a gnome, 
  dressed in comfortable-looking leathers. His black 
  hair is close-cropped and his face is well-weathered. 
  He wears a bit of jewelry, including a particularly ugly 
  necklace made of bone and shell. He wears several 
  flesh-colored articles of clothing. With a shudder, you 
  realize that these items are made from teeth and 
  scalps of some kind of humanoid. 
  Sources 
  boots 
  of 
  swift 
  passage 
  (Magic 
  Item 
  Compendium), arrow mind (Spell Compendium), 
  Trophy Hunter (Players Handbook II) 
  ENCOUNTER 14: IN THE RAVINE 
  L E R AR A  S U EL  SC O U T 
  CR 9 
  Male Lerara Suel Scout9 
  NE Medium humanoid (human) 
  Init +8; Senses exceptional low-light vision; Listen +14, 
  Spot +14 
  Languages Common, Ancient Suloise 
  AC 17 (21), touch 13 (17), flat-footed 17 (21) 
   (+3 Dex, +4 armor, +2 skirmish, +2 improved 
  skirmish); Dodge, Mobility; ignore attack of opportunity 
  1/day; uncanny dodge 
  hp 66 (9 HD) 
  Fort +6, Ref +9, Will +6; evasion 
  Weakness Vulnerability to sunlight  
  Speed 40 ft. (8 squares); flawless stride 
  Melee masterwork longspear +9/+4 (1d8+3/x3 plus 
  poison) or spiked gauntlets +8/+3 (1d4+2) 
  Ranged 
  masterwork 
  mighty 
  composite 
  (Str 
  +2) 
  shortbow +10 (1d6+2/x3) 
  Base Atk +6; Grp +8 
  Atk Options skirmish (+3d6+2/+2 AC), improved 
  skirmish (+5d6+2, +4 AC), skirmisher boots 
  Combat Gear potion of cure moderate wounds, potion 
  of invisibility, armband of elusive action, skirmisher 
  boots 
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 8  
  SQ battle fortitude +1, camouflage, evasion, fast 
  movement 
  +10 
  ft., 
  flawless 
  stride, 
  skirmish 
  (+3d6+2/+2 AC), trackless step, trapfinding, uncanny 
  dodge 
  Feats Dodge, Improved Initiative, Improved Skirmish, 
  Iron Will, Mobility, Spring Attack, Track  
  Skills Balance +4, Climb +14, Hide +15, Jump +20, 
  Knowledge 
  (dungeoneering) 
  +12, 
  Knowledge 
  (nature) +3, Listen +14, Move Silently +15, Spot +14, 
  Survival +14 (+16 underground), Tumble +17 
  Possessions combat gear plus masterwork chain shirt, 
  masterwork longspear, masterwork mighty composite 
  (Str +2) shortbow with 20 arrows and 20 silver 
  arrows, spiked gauntlet, rough leather clothes, 
  various trinkets of bone 
  Camouflage (Ex) A Lerara Suel scout can use the Hide 
  skill in any sort of natural terrain, even if the terrain 
  doesn’t grant cover or concealment. A Lerara Suel 
  scout loses this benefit when wearing medium or 
  heavy armor or when carrying a medium or heavy 
  load. 
  Exceptional Low-Light Vision (Ex) A Lerara Suel 
  scout can see five times as far as a human in 
  starlight, moonlight, torchlight, and similar conditions 
  of poor illumination. He retains the ability to 
  distinguish color and detail under these conditions. 
  Flawless Stride (Ex) A Lerara Suel scout can move 
  through any sort of terrain that slows movement 
  (such as undergrowth, rubble, and similar terrain) at 
  her normal speed and without taking damage or 
  suffering any other impairment. This ability does not 
  let him move more quickly through terrain that 
  requires a Climb check or a Swim check to navigate, 
  nor can he move more quickly through terrain or 
  undergrowth that has been magically manipulated to 
  impede motion. A Lerara Suel scout loses this benefit 
  when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
  Poison (Ex) The Lerara Suel scout’s longspear is 
  coated with huge centipede poison (Fort DC 18; 
  damage 1d6 Dex/1d6 Dex). 
  Skirmish (Ex) A Lerara Suel scout gains a +2 
  competence bonus to AC and deals an extra 3d6+2 
  damage on all attacks during any round in which he 
  moves at least 10 feet. This increases to a +4 
  competence bonus to AC and an extra 5d6+2 
  damage on all attacks during any round in which he 
  moves at least 20 feet. The extra damage applies 
  only to attacks taken during his turn. This damage 
  also applies to ranged attacks against targets up to 
  30 
  feet 
  away. 
  Creatures 
  without 
  discernable 
  anatomies and creatures immune to extra damage 
  from critical hits are immune to this additional 
  damage. A Lerara Suel scout loses this ability when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load. 
  Trapfinding (Ex) A Lerara Suel scout can find, disarm, 
  or bypass traps with a DC higher than 20. 
  Trackless Step (Ex) A Lerara Suel scout leaves no trail 
  in natural surroundings and cannot be tracked. 
  Uncanny Dodge (Ex) A Lerara Suel scout retains his 
  Dexterity bonus to AC when flat-footed or targeted by 
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 48 
  an unseen foe (he still loses his Dexterity bonus if 
  paralyzed or otherwise immobile). 
  Vulnerability to Sunlight (Ex) A Lerara Suel scout 
  takes 1 point of Constitution damage for every hour it 
  is exposed to sunlight, and it dies if its Constitution 
  score reaches 0. Lost Constitution points are 
  recovered at the rate of 1 per 24-hour period spent 
  underground or otherwise sheltered from the sun. 
  Description This gaunt figure looks like the ghost of a 
  human, with skin so pale you can see blue veins 
  beneath it. He is dressed in dark, crude leathers and 
  light metal armor. His fair hair is pulled back under a 
  wide-brimmed leather hat. He carries a massive 
  wooden spear in both hands, held suspiciously at the 
  ready. 
  Sources Scout (Complete Adventurer), Improved 
  Skirmish (Complete Scoundrel), armband of elusive 
  action (Magic Item Compendium), skirmisher boots 
  (Magic Item Compendium) 
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 49 
  APL 12 
  ENCOUNTER 9: THE SMOKEHOUSE 
  R A ZO R BO A R 
  CR 10 
  N Large magical beast 
  Init +1; Senses darkvision 60 ft., low-light vision, scent; 
  Listen +8, Spot +8 
  Languages — 
  AC 27, touch 10, flat-footed 26 
   (-1 size, +1 Dex, +17 natural) 
  hp 127 (15 HD); fast healing 10  DR 5/- 
  SR 21  
  Fort +12, Ref +10, Will +7 
  Speed 50 ft. (10 squares) 
  Melee tusk slash +22 (1d8+8) and 2 hooves +17 each 
  (1d4+4) or bite +22 (1d8+8) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +15; Grp +27 
  Atk Options trample 2d6+12 (Reflex DC 25 half), vorpal 
  tusks 
  Abilities Str 27, Dex 13, Con 17, Int 2, Wis 14, Cha 9 
  Feats Alertness, Awesome Blow, Diehard, Endurance, 
  Improved Bull Rush, Power Attack  
  Skills Listen +8, Spot +8, Survival +8  
  Vorpal Tusks (Ex): On a successful critical hit against a 
  creature of up to one size category larger than itself, 
  the razor boar's tusk slash attack severs the 
  opponent’s head (if it has one) from its body. Though 
  some creatures, such as golems and undead other 
  than vampires, are not affected by the loss of their 
  heads, most creatures die when their heads are cut 
  off. 
  ENCOUNTER 11: DERANGED DERRO 
  A D V A NC E D  R I DI NG  L IZ A RD 
  CR 3 
  N Large animal 
  Init +2; Senses low-light vision, scent; Listen +6, Spot 
  +3 
  Languages — 
  AC 14, touch 11, flat-footed 12 
   (-1 size, +2 Dex, +3 natural) 
  hp 52 (7 HD) 
  Fort +8, Ref +7, Will +3 
  Speed 40 ft. (8 squares), climb 40 ft. 
  Melee bite +8 (2d4+4) and 2 claws +3 each (1d3+2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +5; Grp +13 
  Abilities Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10  
  Feats Alertness, Diehard, Endurance  
  Skills Climb +14, Hide +0, Jump +11, Listen +6, Spot 
  +3 
   
  D E R RO  W AR LO CK 
  CR 8 
  Male derro warlock6 
  CE Small monstrous humanoid 
  Init +8; Senses darkvision 60 ft., see invisibility, Listen -
  3, Spot -3 
  Languages Undercommon, Elven  
  AC 21, touch 15, flat-footed 17 
   (+1 size, +4 Dex, +4 armor, +2 natural); entropic 
  warding 
  hp 69 (9 HD); DR 1/cold iron 
  Immune confusion and insanity  
  SR 15  
  Fort +12, Ref +9, Will +14  
  Weakness Vulnerability to sunlight 
  Speed 20 ft. (4 squares) 
  Ranged beshadowed blast +12 touch (3d6 plus 
  blindness for 1 round, Fort DC 20 negates) 
  Melee short sword +9 (1d4+1/19-20 plus poison) 
  Base Atk +7; Grp +4 
  Atk Options sneak attack +1d6 
  Combat Gear cloak of elemental protection, potion of 
  cure moderate wounds 
  Abilities Str 12, Dex 18, Con 16, Int 8, Wis 4, Cha 22  
  SQ damage reduction 1/cold iron, deceive item, detect 
  magic, madness, poison use 
  Feats Blind-fight, Improved Initiative, Point Blank Shot, 
  Precise Shot  
  Skills Bluff +10, Concentration +5, Hide +11, Move 
  Silently +11, Use Magic Device +7 
  Possessions combat gear plus short sword, 2 doses of 
  drow sleep poison, masterwork chain shirt, traveler’s 
  outfit, 45 gp 
  Invocations Known (CL 6th): 
   
  Lesser—beshadowed blast  
   
  Least—dark one’s own luck, entropic warding, see 
  the unseen  
  Spell-Like Abilities (CL 6th): 
   
  At will—detect magic  
  Spell-Like Abilities (CL 3rd): 
   
  At will—darkness, ghost sound (DC 16) 
   
  1/day—daze (DC 16), sound burst (DC 18)  
  Damage Reduction (Su): Fortified by the supernatural 
  power flowing in his body, a derro warlock becomes 
  resistant to physical attacks and gains damage 
  reduction 1/cold iron. 
  Deceive Item (Ex): A derro warlock has the ability to 
  more easily commandeer magic items made for the 
  use of other characters. When making a Use Magic 
  Device check, a warlock can take 10, even if 
  distracted or threatened. 
  Detect magic (Sp): A derro warlock can use detect 
  magic as the spell at will.  His caster level equals his 
  class level. 
  Invocations (Sp): A derro warlock does not prepare or 
  cast spells as other wielders of arcane magic do. 
  Instead, he possesses a repertoire of attacks, 
  defenses, and abilities known as invocations that 
  require him to focus the wild energy that suffuses his 
  soul. A warlock can use any invocation he knows at 
  will, with the following qualifications: 
   
  A warlock’s invocations are spell-like abilities; using 
  an invocation is therefore a standard action that 
  provokes attacks of opportunity. An invocation can be 
  disrupted, just as a spell can be ruined during 
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 50 
  casting. A warlock is entitled to a Concentration 
  check to successfully use an invocation if he is hit by 
  an attack while invoking, just as a spellcaster would 
  be. A warlock can choose to use an invocation 
  defensively, by making a successful Concentration 
  check, to avoid provoking attacks of opportunity. A 
  warlock’s invocations are subject to spell resistance 
  unless an invocation’s spell description specifically 
  states otherwise. A warlock’s caster level with his 
  invocations is equal to his warlock level. 
   
  The save DC for an invocation (if it allows a save) is 
  10 + equivalent spell level + the warlock’s Charisma 
  modifier. 
   
  Finally, unlike other spell-like abilities, invocations 
  are subject to arcane spell failure chance. Because 
  the somatic components required for warlock 
  invocations are relatively simple, a warlock can use 
  any of his invocations while wearing light armor 
  without incurring the normal arcane spell failure 
  chance. 
   
  Beshadowed Blast (Sp): This invocation allows 
  you to change your eldritch blast (see below) into a 
  beshadowed blast. Any living creature struck by a 
  beshadowed blast must succeed on a Fortitude save 
  or be blinded for 1 round. Beshadowed blast is the 
  equivalent of a 4th level spell. 
   
  Dark One’s Own Luck (Sp): You are favored by 
  the dark powers. You gain a luck bonus equal to your 
  Charisma bonus (if any) on Fortitude saves, Reflex 
  saves, or Will saves (each time you use this ability) 
  for 24 hours. You can’t apply this ability to two 
  different save types at the same time. This bonus can 
  never exceed your class level. These derro warlocks 
  have applied this bonus to their Fortitude saves, and 
  its effect is included in the statistics above. 
   
  Eldritch Blast (Sp): A warlock attacks his foes with 
  eldritch power, using baleful magical energy to deal 
  damage and sometimes impart other debilitating 
  effects. An eldritch blast is a ray with a range of 60 
  feet. It is a ranged touch attack that affects a single 
  target, allowing no saving throw. An eldritch blast 
  deals 3d6 points of damage. An eldritch blast deals 
  half damage to objects. An eldritch blast is the 
  equivalent of a 1st level spell. The derro warlocks 
  almost always enhance their eldritch blast to be a 
  beshadowed blast essence, as described above. 
   
  Entropic Warding (Sp): When this invocation is 
  activated, chaotic energies swirl about you, deflecting 
  incoming arrows, rays and other ranged attacks (as 
  entropic shield). You leave no trail (as pass without 
  trace) and cannot be tracked by scent. (You can still 
  be detected normally by scent, just not tracked.) 
  Entropic warding is the equivalent of a 2nd level 
  spell. 
   
  See the Unseen (Sp): When you use this 
  invocation you can activate great powers of vision, 
  allowing you to see invisible creatures and objects 
  (as see invisibility). You also gain darkvision out to 60 
  feet for a period of 24 hours. See the unseen is the 
  equivalent of a 2nd level spell. 
  Madness (Ex) Derro warlocks use their Charisma 
  modifier on Will saves instead of their Wisdom 
  modifier, and have immunity to confusion and 
  insanity effects. A derro warlock cannot be restored 
  to sanity by any means short of a miracle or wish 
  spell. 
  Poison (Ex) The derro warlock’s short sword is coated 
  with drow sleep poison (Fort DC 13; damage 
  unconsciousness for 1 minute/unconsciousness for 
  2d4 hours). 
  Poison Use (Ex) A derro warlock is not at risk of 
  poisoning himself when handling poison. 
  Vulnerability to Sunlight (Ex) A derro warlock takes 1 
  point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution 
  score reaches 0. Lost Constitution points are 
  recovered at the rate of 1 per 24-hour period spent 
  underground or otherwise sheltered from the sun. 
  Description This small, stocky humanoid has bluish-
  white skin, white eyes with no irises, and pale hair. A 
  long white mustache droops below the creature’s 
  chin. Despite the fact that this creature is clearly a 
  male, it dresses in a very revealing silk gown cut all 
  the way down to the navel over a suit of metal armor. 
  Crude spider patterns have been daubed onto the 
  silk gown. The pale creature pets at these spider 
  patterns absentmindedly and coos to himself. 
  Sources 
  Warlock 
  (Complete 
  Arcane), 
  cloak 
  of 
  elemental protection (Magic Item Compendium) 
   
  ENCOUNTER 13: TO TRAP THE 
  LERARA SUEL 
  T O R K A S F L E S H CA R V E R 
  CR 10 
  Male gnome Ranger10 
  NE Small humanoid (gnome) 
  Init +3; Senses low-light vision; Listen +14, Spot +14 
  Languages Common, Gnome 
  AC 20, touch 14, flat-footed 17 
   (+1 size, +3 Dex, +3 armor, +1 shield, +2 natural) 
  hp 83 (10 HD) 
  Resist fire (or other) 10 
  Fort +10, Ref +10, Will +6 (+8 vs. illusions, +10 vs. 
  fear); 1/day +4 to a Will save; evasion 
  Speed 20 ft. (4 squares), teleport 20 ft. as a move 
  action 5/day. 
  Ranged masterwork mighty composite (Str +1) longbow 
  +16/+11 (1d6+1/19-20/x3) or masterwork mighty 
  composite (Str +1) longbow +14/+14/+9 (1d6+1/19-
  20/x3, Rapid Shot) or masterwork mighty composite 
  (Str +1) longbow +12 (2d6+2/19-20/x3, Manyshot) 
  Melee club +12 (1d4+1) 
  Base Atk +10; Grp +7 
  Atk Options favored enemy (humans +6, animals +2, 
  halflings +2), Manyshot, Rapid Shot 
  Combat Gear potion of bear’s endurance, potion of 
  barkskin 
  Abilities Str 12, Dex 16, Con 16, Int 10, Wis 12, Cha 10  
  SQ animal companion (Bristle the dire badger), evasion, 
  favored enemy (humans +4, animals +2, halflings 
  +2), gnome traits, swift tracker, wild empathy +9, 
  woodland stride 
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 51 
  Feats Endurance, Improved Critical (longbow), Iron Will, 
  Manyshot, Rapid Shot, Track, Trophy Collector, 
  Weapon Focus (longbow)  
  Skills Craft (alchemy) +2, Craft (taxidermy) +13, Handle 
  Animal +1, Hide +20, Intimidate +6 (+14 vs. humans), 
  Knowledge (nature) +3, Listen +14, Spot +14, 
  Survival +14 
  Possessions combat gear plus masterwork studded 
  leather, masterwork buckler, masterwork longbow 
  with 40 arrows, club, The Mother’s Necklace, boots of 
  swift passage, four human trophies (gloves studded 
  with teeth, bracers made of skin, scalps hanging from 
  a belt, and fingers woven into a cloak), explorer’s 
  outfit, 75 gp. 
  Ranger Spells Prepared (CL 5th): 
   
  1st—arrow mind, resist energy  
   
  2nd—spike growth  
  Spell-Like Abilities (CL 1st): 
   
  1/day—dancing lights, ghost sound (DC 11), 
  prestidigitation, 
  speak 
  with 
  animals 
  (burrowing 
  mammals only)  
  Description This man is lean and wiry for a gnome, 
  dressed in comfortable-looking leathers. His black 
  hair is close-cropped and his face is well-weathered. 
  He wears a bit of jewelry, including a particularly ugly 
  necklace made of bone and shell. He wears several 
  flesh-colored articles of clothing. With a shudder, you 
  realize that these items are made from teeth and 
  scalps of some kind of humanoid. 
  Sources 
  boots 
  of 
  swift 
  passage 
  (Magic 
  Item 
  Compendium), arrow mind (Spell Compendium), 
  Trophy Hunter (Players Handbook II) 
   
  B A B AU  RO G U E4 
  CR 10 
  CE Medium outsider (chaotic, evil, tanar’ri) 
  Init +4; Senses darkvision 60 ft.; Listen +20, Spot +16 
  Languages Abyssal, Celestial, Draconic; telepathy 100 
  ft. 
  AC 26, touch 14, flat-footed 26 
   (+4 Dex, +8 natural, +4 armor) uncanny dodge 
  hp 137 (11 HD); DR 10/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 14 
  Fort +13, Ref +12, Will +8; evasion 
  Speed 30 ft. (6 squares) 
  Melee* 2 claws +13 each (1d6+10) and bite +10 
  (1d6+7) 
  Base Atk +10; Grp +16 
  Atk Options aligned strike (chaotic and evil), Cleave, 
  Power Attack, sneak attack +4d6 
  Special Actions summon tanar’ri 
  Spell-Like Abilities (CL 7th) 
  At will—darkness, dispel magic, see invisibility, 
  greater teleport (self plus 50 pounds of objects 
  only) 
  *4-point Power Attack 
  Abilities Str 22, Dex 18, Con 24, Int 14, Wis 15, Cha 14 
  SQ protective slime (DC 20), trapfinding, trap sense +1  
  Feats Cleave, Multiattack, Power Attack, Weapon 
  Focus (claw)  
  Skills Climb +16, Disable Device +12, Disguise +12, 
  Escape Artist +14, Hide +25, Jump +13, Listen +20, 
  Move Silently +23, Open Lock +14, Seach +20, 
  Sleight of Hand +15, Spot +16, Survival +2 (+4 
  following tracks), Tumble +20, Use Rope +4 (+6 with 
  bindings) 
  Possessions masterwork chain shirt, gnawed dwarf 
  fingers.  One babau rogue has a spyglass to watch 
  Torkas for his signal.  
  Protective Slime (Su) A slimy red jelly coats a babau 
  rogue’s skin. Any weapon that touches it takes 1d8 
  points of acid damage from the corrosive goo, and 
  the weapon’s hardness does not reduce this damage. 
  A magic weapon may attempt a DC 20 Reflex save to 
  avoid taking this damage. A creature who strikes the 
  babau rogue with an unarmed attack, unarmed strike, 
  touch spell or natural weapon takes this damage as 
  well but can negate the damage with a DC 20 Reflex 
  save. The DCs are Constitution-based. 
  Summon Demon (Sp) Once per day, a babau rogue 
  can attempt to summon one normal babau with a 
  40% chance of success. This ability is the equivalent 
  of a 3rd-level spell. 
  Trapfinding (Ex) A babau rogue can find, disarm, or 
  bypass traps with a DC higher than 20. 
  Uncanny Dodge (Ex) A babau rogue retains his 
  Dexterity bonus to AC when flat-footed or targeted by 
  an unseen foe (he still loses his Dexterity bonus if 
  paralyzed or otherwise immobile). 
  Description This gaunt figure looks like a humanoid 
  that has been flayed alive and dressed in light armor. 
  The monster sports a single large horn, a mouthful of 
  teeth, and a disgusting odor. It cackles and gives a 
  knowing grin to its companion. 
   
  ENCOUNTER 14: IN THE RAVINE 
  L E R AR A  S U EL  SC O U T 
  CR 11 
  Male Lerara Suel Scout11 
  NE Medium humanoid (human) 
  Init +10; Senses blindsense 30 ft., exceptional low-light 
  vision; Listen +16, Spot +16 
  Languages Common, Ancient Suloise 
  AC 18 (23), touch 14 (19), flat-footed 18 (23) 
   (+4 Dex, +4 armor, +3 skirmish, +2 improved 
  skirmish); Dodge, Mobility; ignore attack of opportunity 
  1/day; uncanny dodge 
  hp 80 (11 HD) 
  Fort +7, Ref +11, Will +6; evasion 
  Weakness Vulnerability to sunlight  
  Speed 50 ft. (10 squares); flawless stride 
  Melee masterwork longspear +11/+6 (1d8+3/x3 plus 
  poison) or spiked gauntlets +10/+5 (1d4+2) 
  Ranged 
  masterwork 
  mighty 
  composite 
  (Str 
  +2) 
  shortbow +13 (1d6+2/x3) 
  Base Atk +8; Grp +10 
  Atk Options skirmish (+3d6+2/+3 AC), improved 
  skirmish (+5d6+2/+5 AC), skirmisher boots 
  Combat Gear potion of cure moderate wounds, potion 
  of invisibility, armband of elusive action, skirmisher 
  boots 
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 52 
  Abilities Str 14, Dex 18, Con 14, Int 10, Wis 12, Cha 8  
  SQ battle fortitude +2, blindsense 30 feet, camouflage, 
  evasion, fast movement +20 ft., flawless stride, 
  skirmish (+3d6+2/+3 AC), trackless step, trapfinding, 
  uncanny dodge 
  Feats Dodge, Improved Initiative, Improved Skirmish, 
  Iron Will, Mobility, Spring Attack, Track  
  Skills Balance +4, Climb +16, Hide +18, Jump +22, 
  Knowledge 
  (dungeoneering) 
  +14, 
  Knowledge 
  (nature) +3, Listen +16, Move Silently +18, Spot +16, 
  Survival +16 (+18 underground), Tumble +20 
  Possessions combat gear plus masterwork chain shirt, 
  masterwork longspear, masterwork mighty composite 
  (Str +2) shortbow with 20 arrows and 20 silver 
  arrows, spiked gauntlet, gloves of dexterity +2, rough 
  leather clothes, various trinkets of bone 
  Camouflage (Ex) A Lerara Suel scout can use the Hide 
  skill in any sort of natural terrain, even if the terrain 
  doesn’t grant cover or concealment. A Lerara Suel 
  scout loses this benefit when wearing medium or 
  heavy armor or when carrying a medium or heavy 
  load. 
  Exceptional Low-Light Vision (Ex) A Lerara Suel 
  scout can see five times as far as a human in 
  starlight, moonlight, torchlight, and similar conditions 
  of poor illumination. He retains the ability to 
  distinguish color and detail under these conditions. 
  Flawless Stride (Ex) A Lerara Suel scout can move 
  through any sort of terrain that slows movement 
  (such as undergrowth, rubble, and similar terrain) at 
  her normal speed and without taking damage or 
  suffering any other impairment. This ability does not 
  let him move more quickly through terrain that 
  requires a Climb check or a Swim check to navigate, 
  nor can he move more quickly through terrain or 
  undergrowth that has been magically manipulated to 
  impede motion. A Lerara Suel scout loses this benefit 
  when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
  Poison (Ex) The Lerara Suel scout’s longspear is 
  coated with gargantuan centipede poison (Fort DC 
  26; damage 1d8 Dex/1d8 Dex). 
  Skirmish (Ex) A Lerara Suel scout gains a +3 
  competence bonus to AC and deals an extra 3d6+2 
  damage on all attacks during any round in which he 
  moves at least 10 feet. This increases to a +5 
  competence bonus to AC and an extra 5d6+2 
  damage on all attacks during any round in which he 
  moves at least 20 feet. The extra damage applies 
  only to attacks taken during his turn. This damage 
  also applies to ranged attacks against targets up to 
  30 
  feet 
  away. 
  Creatures 
  without 
  discernable 
  anatomies and creatures immune to extra damage 
  from critical hits are immune to this additional 
  damage. A Lerara Suel scout loses this ability when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load. 
  Trapfinding (Ex) A Lerara Suel scout can find, disarm, 
  or bypass traps with a DC higher than 20. 
  Trackless Step (Ex) A Lerara Suel scout leaves no trail 
  in natural surroundings and cannot be tracked. 
  Uncanny Dodge (Ex) A Lerara Suel scout retains his 
  Dexterity bonus to AC when flat-footed or targeted by 
  an unseen foe (he still loses his Dexterity bonus if 
  paralyzed or otherwise immobile). 
  Vulnerability to Sunlight (Ex) A Lerara Suel scout 
  takes 1 point of Constitution damage for every hour it 
  is exposed to sunlight, and it dies if its Constitution 
  score reaches 0. Lost Constitution points are 
  recovered at the rate of 1 per 24-hour period spent 
  underground or otherwise sheltered from the sun. 
  Description This gaunt figure looks like the ghost of a 
  human, with skin so pale you can see blue veins 
  beneath it. He is dressed in dark, crude leathers and 
  light metal armor. His fair hair is pulled back under a 
  wide-brimmed leather hat. He carries a massive 
  wooden spear in both hands, held suspiciously at the 
  ready. 
  Sources Scout (Complete Adventurer), Improved 
  Skirmish (Complete Scoundrel), armband of elusive 
  action (Magic Item Compendium), skirmisher boots 
  (Magic Item Compendium) 
   
   
  
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  DM AID: MAP #1 – DARK GATE 
  Map modified from http://www.wizards.com/dnd/images/hoh_maps/HoH_map2.jpg 
   
  1.  Town Meeting Hall 
   
  8.  to the Greer Farm and derro caves 
  2.  General Store 
   
   
  9.  to the Passage of Slerotin  
  3.  Town Square 
   
   
  10. to the Whisperbreeze Grove and the Smokehouse 
  4.  Shrine of the Seven Faiths  
  11. to the Cemetery and Lerara Suel outpost 
  5.  The Rooster (inn and tavern) 
  12. Border Guard Barracks  
  6.  Blacksmith 
   
   
  13. Tailor’s Shop and Residence 
  7.  Spokesman Olmir’s Residence 
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 54 
  DM AID: MAP #2 – THE SMOKEHOUSE 
  Use this map for Encounter 9: The Smokehouse. 
   
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 55 
  DM AID: MAP #3 – DERRO CAVE 
  Use this map for Encounter 11: The Deranged Derro. 
   
   
   
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 56 
  DM AID: MAP #4 – RAVINE AND ENVIRONS 
  Use this map for Encounter 13: To Trap the Lerara Suel, Encounter 14: In the Ravine and, if necessary, 
  Encounter 15: A Parting Gift. 
   
   
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 57 
  DM AID: TIMELINE 
  This is a timeline of key events, including the disappearances. You should refer to this list to aid NPC 
  conversations with the characters, but you should NOT give this list to the players. All these kidnappings 
  have happened at night, and count back from the afternoon that the characters arrive in Dark Gate. 
  11 nights ago: Torkas the Ranger arrives in town. He is useful, easygoing and well-liked. Torkas has 
  been at the Rooster ever since, except for long walks in the woods and hills around Dark Gate every 
  couple of days. 
  8 nights ago: The Lerara Suel scouts skulk out of the Passage of Slerotin and take up residence in the 
  mausoleum in the town cemetery. They are seen by Emma Greer, but the Lerara do not notice her. 
  Emma tells no one of what she saw. This night, the Lerara waylay a Border Guard named Ernol 
  Cooperson, torture him, and kill him. Ernol was on his way back from trysting with a local itinerant trader. 
  The Border Guard assumed at the time that Ernol had deserted, but only recently realize that he was the 
  first of the disappearances. Ernol’s remains are in the mausoleum. 
  7 nights ago: The derro arrive, and set up their camp in a cave in the mountains west of Dark Gate. This 
  cave has a deep natural sinkhole in the back, which they determine will be useful for slaves. The derro 
  spend the night making their cave more “homey” by painting crude spider pictures over all of the walls. 
  6 nights ago: The derro catch Eliana Whisperbreeze out after dark. Due to her elven nature, they kill her 
  and deface her body. She is not found for several days. 
  5 nights ago: The Lerara Suel kidnap Frendel the Tall, torture him, and kill him. The Lerara are seen by 
  Solomon, the town drunk out by a smokehouse in the woods. Frendel’s body is stashed in the 
  mausoleum. 
  4 nights ago: Heavy rains wash through the area, which destroy many tracks and keep the Lerara and 
  the derro under cover for this night. 
  3 nights ago: The derro kidnap the entire Greer family from their farm southwest of town (the widow 
  Emma Greer and Emma’s mother, son and daughter-in-law). Eliana Whisperbreeze’s mutilated body is 
  found stashed in a cave in the hills. At these events, Spokesman Olmir sends out his call for help to other 
  towns in the Yeomanry. Currently, the Greers are all alive in the sinkhole in the derro’s cave. 
  2 nights ago: The Lerara kidnap Bellia Whisperbreeze from her home as she is preparing her sister’s 
  body for burial. They take her to the smokehouse, torture her, and leave her for dead. However, Bellia 
  does not die, and may be found by the characters. 
  Last night: The Lerara capture the halfling tailor Artemis Brookner in his house, because they mistake 
  him for Torkas (halflings and gnomes look alike to the Lerara Suel). They ransack Artemis’ house looking 
  for The Mother’s Necklace. When they don’t find it, they torture Artemis and discover that he’s not the 
  person they’re looking for. They Lerara Suel then kill Artemis and dump him into the town well while 
  avoiding the Border Guard night patrols. Artemis’ corpse is discovered in the well shortly after the 
  characters arrive in Dark Gate. 
   
   
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 58 
  DM AID: NEW RULES 
  NEW FEATS 
  Improved Skirmish (Complete Scoundrel) 
   
  With a few extra steps, you gain even greater benefits from your skirmishing combat style. 
   
  Prerequisite: Skirmish +2d6/+1 AC. 
   
  Benefit: If you move at least 20 feet away from where you were at the start of your turn, your 
  skirmish damage increases by 2d6 and your competence bonus to AC from skirmish improves by 2. 
   
  Normal: A scout’s bonus damage and AC bonus apply if she moves at least 10 feet away from where 
  she was at the start of her turn. 
   
  Special: A scout can select Improved Skirmish as one of her scout bonus feats (Complete 
  Adventurer 13). 
  Trophy Collector (Players Handbook II) 
   
  A belt of minotaur fur, a hood of cloaker wing-skin, and an amulet fashioned from a petrified dragon’s 
  eye—these are the intimidating symbols of your trade. You are skilled in preserving portions of defeated 
  enemies and turning them into trophies. The memory of your past accomplishments drives you onward, 
  instilling in you the confidence needed to face still greater foes. 
   
  Prerequisite: Craft (taxidermy) 6 ranks. 
   
  Benefit: When you defeat a foe in combat, you can preserve a part of its body and create a trophy 
  that you can wear or brandish. In order to be worthy of your efforts, the opponent must have a CR greater 
  than your current level. 
   
  A trophy has a value equal to the defeated creature’s CR x 100 gp. You must spend time using the 
  Craft (taxidermy) skill to create the trophy as normal. Once you create a trophy, you can sell it for its 
  market price or wear it. When you create a trophy, you must design it to occupy space on your body as 
  one of these kinds of magic items: amulet, belt, boots, or cloak. You cannot gain the benefit of both a 
  magic item and a trophy if both occupy the same space on your body; in such a case, the object you 
  donned last becomes functional and the other object does not work. 
   
  While wearing a trophy, you game a +2 bonus on Intimidate checks per trophy against creatures of 
  same type as the trophy, except for outsiders and humanoids. In those two cases, the target must share 
  the same subtype as the creature from which you crafted the trophy. You take a -4 penalty on Diplomacy 
  checks against creatures of the same type or subtype as one or more of your worn trophies. 
   
  For each trophy you wear, you gain a +1 bonus on saves against fear effects. Once per day, you gain 
  a morale bonus on a single Will save equal to the number of trophies you wear. In this case, you draw 
  upon the memories of past victories to strengthen your resolve. If you choose to take this morale bonus 
  on a save against a fear effect, it stacks with the usual +1 bonus on saves per trophy worn. 
   
  Special: You can only craft trophies from corporeal creatures that you actively helped defeat. You 
  cannot craft trophies from oozes. 
  NEW ITEMS 
  Amulet of Fortune Prevailing (Magic Item Compendium) 
   
  You can activate an amulet of fortune prevailing (as an immediate action) to reroll a saving throw. 
  You must activate this ability before the success or failure of the saving throw has been determined, and 
  you must use the second result, even if it’s lower. You can’t use this ability if you have already rerolled the 
  save for any reason. 
   
  An amulet of fortune prevailing functions once per day. 
   
  Moderate (DC 19) abjuration; CL 9th; Craft Wondrous Item, break enchantment; Price 5,000 gp; 
  Weight 1 lb. 
  Armband of Elusive Action (Magic Item Compendium) 
   
  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. 
  
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  Faint (DC 16) transmutation; CL 3rd; Craft Wondrous Item, cat’s grace or evade attack; Price 800 gp; 
  Weight 1 lb. 
  Boots of Swift Passage (Magic Item Compendium) 
   
  When activated (as a move action), boots of swift passage teleport you up to 20 feet in any direction 
  (with no chance of error). 
   
  You must have line of sight and line of effect to your destination to use the boots. You can’t use the 
  boots to move into a space occupied by another creature, nor can you teleport into a solid object; if you 
  attempt to do so, the boots’ activation is wasted. You can bring along objects weighing up to your 
  maximum load, but you can’t bring another creature with you. 
   
  Boots of swift passage function five times per day. 
   
  Moderate (DC 18) conjuration; CL 7th; Craft Wondrous Item, dimension door; Price 5,000 gp; Weight 
  1 lb. 
  Cloak of Elemental Protection (Magic Item Compendium) 
   
  When you activate a cloak of elemental protection (as an immediate action), you gain resistance 10 
  against a single energy type of your choice (acid, cold, electricity, fire or sonic). This protection lasts until 
  the start of your next turn. 
   
  A cloak of elemental protection functions once per day. You must wear a cloak of elemental 
  protection for 24 hours before you can access its abilities. If it is taken off, it becomes inactive until worn 
  for an additional 24 hours. 
   
  Faint (DC 16) abjuration; CL 3rd; Craft Wondrous Item, resist energy; Price 1,000 gp; Weight 1 lb. 
  Shirt of the Fey (Magic Item Compendium) 
   
  When donned, a shirt of the fey fades away, becoming almost impossible to see. This shirt grants you 
  damage reduction 3/cold iron. 
   
  Moderate (DC 18) transmutation; CL 7th; Craft Wondrous Item, stoneskin; Price 15,000 gp; Weight 1 
  lb. 
  Skirmisher Boots (Magic Item Compendium) 
   
  Scouts 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 (as a swift action) 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 two times per day. 
   
  Faint (DC 17) transmutation; CL 5th; Craft Wondrous Item, haste; Price 3,200 gp; Weight 1 lb. 
  NEW RACE 
  Lerara Suel Human 
   
  The Lerara Suel are a family of Suel stranded underground after the Rain of Colorless Fire, over a 
  thousand years ago. Abandoned and forced to survive in the inhospitable tunnels under the Hellfurnace 
  Mountains, this once-proud family has degenerated into fierce, pale-skinned savages. 
   
  Like most Suel, the Lerara Suel are lean, with pale skin and fair hair. However, centuries spent 
  underground have taken their toll on the Lerara physique. The Lerara have skin so pale that bluish veins 
  can be seen through the skin, and many of them are true albinos. All Lerara have eye color ranging from 
  a light blue to pink. 
   
  Most Lerara Suel bathe rarely and wear poorly-tanned animal skins, adding to their pathetic and 
  degenerate appearance. Nobles among the Lerara wear finer leathers, and prefer jewelry. Warriors wear 
  armor constructed from various fearsome creatures native to their underground realm. These creatures 
  are most often bested by luck rather than skill, and rampaging monsters regularly take a heavy toll on the 
  Lerara population. 
  
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  The Lerara are naturally predisposed to no alignment in particular, but their harsh living conditions 
  and veneration of a horrid entity known as the Mother turn many of the Lerara to evil. No matter their 
  alignment, Lerara Suel are selfish and bossy. Good-aligned Lerara Suel exist, but are rare. 
   
  The Lerara Suel have all the traits of humans found in the Player’s Handbook, with the following 
  additions: 
   
  Languages: All Lerara Suel speak Ancient Suloise and Common. 
   
  Exceptional Low-Light Vision (Ex): A Lerara Suel can see five times as far as a human in starlight, 
  moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color 
  and detail under these conditions. 
   
  Vulnerability to Sunlight (Ex): A Lerara Suel takes 1 point of Constitution damage for every hour it 
  is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are 
  recovered at the rate of 1 per 24-hour period spent underground or otherwise sheltered from the sun. This 
  weakness is eliminated if the Lerara Suel takes the Daylight Adaptation feat (below). 
  NEW SPELLS 
  Arrow Mind (Spell Compendium) 
  Divination 
  Level: Ranger 1, Sorcerer/Wizard 1 
  Components: V, S, M 
  Casting Time: 1 immediate action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (D) 
   
   
  The bow in your hand feels more like an extension of your body as you complete the spell—as if its’ 
  become a part of your arm. Creatures nearby seem sharper to your eyes, more in focus. 
   
   
  While this spell is in effect and you are wielding a projectile weapon that fires arrows, such as a 
  longbow or shortbow, you threaten all squares within your normal melee reach (5 feet if Small or Medium, 
  10 feet if Large) with your bow, allowing you to make attacks of opportunity with arrows show from the 
  bow. In addition, you do not provoke attacks of opportunity when you shoot a bow while you are in 
  another creature’s threatened square. 
   
  Material component: A flint arrowhead. 
   
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 61 
  PLAYER HANDOUT #1 – THE TOWN OF DARK GATE 
   
   
   
   
   
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 62 
  PLAYER HANDOUT #2 – MISSING TOWNSPEOPLE 
  This is a list of the townspeople that have gone missing, when they disappeared, and other notes. 
  o 
  8 nights ago: Ernol Cooperson, a Border Guard, disappears while returning to the Border Guard 
  barracks. It is assumed at the time that he has deserted, and he is not seen again. 
  o 
  6 nights ago: Eliana Whisperbreeze disappears from her home west of town. Her twin sister, 
  Bellia, worries but cannot find her. 
  o 
  5 nights ago: Frendel the Tall disappears while returning home from a night at the Rooster.  Only 
  Solomon claims to have seen him, but investigations don’t yield any clues. 
  o 
  4 nights ago: A fierce rainstorm pummels the town and the surrounding area throughout the night 
  and the following day. No one disappears this night. 
  o 
  3 nights ago: The entire Greer family is kidnapped (four people in total) from their farm west of 
  town. Eliana’s body is discovered the next morning, hidden in a small cave west of town. 
  Spokesman Olmir sends word that his town needs help. 
  o 
  2 nights ago: Bellia Whisperbreeze disappeared from her home west of town, where she was 
  preparing her sister’s body for burial. 
  o 
  Last night: Artemis Brookner, the town’s tailor and leatherworker, disappears from his home. His 
  house was vandalized as well. 
   
  
  YEO7-07 Dark Gate Stalkers 
   
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  PLAYER HANDOUT #3 – HIDDEN MAP 
  This is the strange map you found hidden in the mausoleum. It looks recently drawn. 
   
   
  
  YEO7-07 Dark Gate Stalkers 
   
  Page 64 
  CRITICAL EVENT SUMMARY: YEO7-07 DARK GATE 
  STALKERS 
  1.  Did Torkas Fleshcarver survive this adventure?  
   
   
   
  Yes 
   
  No 
   
   
  2. Did any of the Lerara Suel survive to flee back to their subterranean home? Yes 
   
  No 
   
   
  3. Did the characters recover The Mother’s Necklace?  
   
   
  Yes 
   
  No 
   
   
  Notes: (Add anything that happened that might be considered out of the ordinary – strange occurrences, 
  results that may not fit the above, etc): 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Yeomanry/597/Normal Scenarios/YEO7-07 - Dark Gate Stalkers (APL 2-12)/YEO7-07 - Dark Gate Stalkers.pdf