TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
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  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
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  Dyv5-09 
   
   
   
   
   
  What Know You of Peace 
   
  A One Round D&D® LIVING GREYHAWK™ 
  Dyvers Regional Adventure 
   
  By Joseph L. Selby 
  Cartography by Eric and Jennifer Price 
  Triad Edit: Kevin Elmore and Michael Mockus 
  Circle Edit: Tim Sech 
   
  For the first time in four years, all three trade routes—the Velverdyva, the Nyr Dyv, and the Gnarley Road—are open 
  and unobstructed. Merchants return en masse and Dyvers remembers that it is a mercantile city, not a warrior state. Can 
  there be peace at last? An adventure set in the Gnarley Forest and the prelude to The Gnarley Threat, a new Dyvers 
  regional story arc, for character levels 1 to 14. (APLs 2 to 12). 
   
   
  
  Dyv5-09 What Know You of Peace 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign------a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting------
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in charge 
  of making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and then reported back 
  to the RPGA in a timely manner. The person who runs 
  the game is called the table DM (or usually just DM). 
  Sometimes (and almost all the time in the cases of home 
  events) the senior gamemaster is also the table DM. You 
  don’t have to be a HERALD-LEVEL GM to run this 
  adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  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. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs and 
  monsters are given in Appendix 1.  
  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).  
   
  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 determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. Based 
  
  Dyv5-09 What Know You of Peace 
   
  Page 3 
  on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may not 
  play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Dyvers.  Characters native to Dyvers pay one Time Unit 
  per round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per Time Unit. 
  Rich Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp 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. 
   
  More information about Lifestyle and Upkeep can be 
  found in the “Lifestyle and Upkeep” section of Chapter 3 
  of the Living Greyhawk Campaign Sourcebook. 
   
  Adventure Background 
   
  A confluence of events have aligned to threaten Dyvers at 
  a time when it is at its most ready and most vulnerable. 
  The chaos caused by the disappearance of the magister 
  caught the attention of many foreign nations. Among 
  them, the Orcish Empire of the Pomarj, ruled by the half-
  orc Turrosh Mak, has kept its eye on Dyvers since the 
  Greyhawk Wars. 
   
  At the end of the Greyhawk Wars, the humanoid 
  tribes invaded Celene in an effort to recapture elven-
  controlled areas of the Suss Forest. Although the attack 
  failed, it did cause Celene to close its borders and remove 
  itself from the politics of neighboring states. The war in 
  the nearby County of Ulek fared better for only a short 
  time. Eventually, the county was able to push the orcs 
  back across the border, establishing a defensive perimeter 
  similar to its Celenian neighbor. More recently, forces of 
  the Pomarj were pushed back across the Jewel River, their 
  war 
  against 
  the 
  Principality 
  of 
  Ulek 
  failing. 
  Simultaneously, an orcish warband in Onnwal returned 
  to the Pomarj after discovering that Turrosh Mak had set 
  up the warband’s chief in an effort to deter the 
  lieutenant’s growing popularity. 
   
  The Wild Coast is a desolate area that yields few 
  crops. The humanoid tribes that live there rely more on 
  raiding their neighbors than civilized agriculture to 
  maintain their numbers. With other avenues explored, 
  the next likely target for the Mak is the northern Free 
  Cities of the Wild Coast (places like Safeton and Narwell) 
  that ultimately lead him and his forces to the Free and 
  Independent City of Dyvers. A city thrown into chaos by 
  the disappearance of its leader only to turn around and 
  send the entirety of its military force across the Nyr Dyv 
  to settle a score with the Empire of Iuz. If ever there were 
  a time to strike, now would be that time. 
   
  The issue, though, is the Gnarley Forest. A dangerous 
  place in its own right, filled with monsters far more foul 
  than an orc or an ogre, the area is claimed by numerous 
  nations (Dyvers, Greyhawk, Celene, and Verbobonc) but 
  pledges its allegiance to none of them. Instead, the 
  various civilized tribes that live there (various elven clans 
  as well as gnomes, humans, centaurs, and fey collectively 
  known as the Gnarleyfolk), defend the area against 
  anything they perceive as a threat—including the nations 
  
  Dyv5-09 What Know You of Peace 
   
  Page 4 
  that claim it for their own if their logging efforts grow 
  disproportionately aggressive. The defenders of the forest, 
  the Gnarley Rangers and Druids went so far as to close the 
  Gnarley Road and force a treaty with the Free City of 
  Dyvers to curtail the excess logging taking place 
  following the Greyhawk Wars. 
   
  Among these Gnarleyfolk, Naimur, the High Druid 
  of the Forest, adds his considerable power and creates a 
  significant obstacle to an intrusion into the Gnarly by the 
  orcs of the Pomarj. With Naimur removed from the 
  picture, though, the Gnarleyfolk would be far less 
  powerful and far less organized. Then the imperial war 
  hordes would have an easier time of making their way 
  through the forest to the city of sails. 
   
  Adventure Summary 
   
  Introduction: The gates to the city are closed, causing 
  significant chaos in the streets as a number of merchants 
  attempting to leave are stranded on the street, waiting for 
  the constabulary to reopen the gates. 
  Encounter 1 White Rabbit: The PCs may investigate the 
  pile of dead rabbits and the spiked gnome. Once there 
  they can confirm that the gnome really is Naimur. He and 
  the rabbits seem to have been attacked by a variety of 
  humanoids, monstrous humanoids, and giantkin. 
  Encounter 2 Areolas: The PCs are summoned to the 
  Cartographer’s Guild. Guildmaster Areolas Lasimer 
  wishes to hire them to accompany two cartographers into 
  the Gnarley. It seems that the magister has called for a 
  new survey of the Free Lands given the dramatic influx of 
  people and he would give the cartographers an escort to 
  protect them from the growing threat in the Gnarley. 
  Encounter 3 The Gnarley: Moving into the forest, the 
  PCs can gain various pieces of information, including the 
  absence of the Gnarleyfolk from their regular patrols and 
  numerous humanoid raids against the village of 
  Beltander. 
  Encounter 4 Bugbears: While moving through the 
  forest, the PCs are attacked by bugbear marauders. 
  Encounter 5 Anika: Arrived at the destroyed village of 
  Tricaster, the PCs meet two Gnarley Rangers, Anika 
  Silverwood and Kellen. They can discuss what happened 
  to Naimur the High Druid as well as learning the 
  retaliatory intentions of the Rangers. 
  Encounter 6 Refugees: Preparing to leave and meet with 
  Anika Silverwood, refugees from a village south of the 
  Gnarley Forest arrive in Tricaster, fleeing from hobgoblin 
  raiders who continue their pursuit. 
  Encounter 7 Massacre: The PCs may find a wounded 
  Kellen before coming upon the remains of the battle 
  between the Gnarleyfolk and the Blackthorn war parties. 
  They may also learn about the Rangers zealous intent on 
  going to war with Blackthorn. 
  Encounter 8 Scavengers: There are goblins looting the 
  dead and killing those who survive. Anika Silverwood is 
  about to be killed and may be saved by the PCs. 
  Encounter 9 Founding: Rather than return to their old 
  village (which is currently infested with ogres), the 
  refugees take up residence in a rebuilt Tricaster. 
  Depending on the PCs actions in the adventure, they may 
  be offered residence in the village as well. 
  Conclusion: Magister Hunter announces the annexation 
  of the unaffiliated Gnarley and the movement of the Free 
  Army southward to defend the Free Lands. 
   
  Introduction 
   
  It is the 25th day of Suns’ebb, the third in the Days of 
  Thought, a holiday of introspection and reflection 
  sponsored by the Cathedral of Rao. With the ever-
  increasing number of refugees from across the 
  Flanaess calling Dyvers home, it seems diverse 
  religious holidays are being celebrated on a more 
  frequent basis. 
   
  This year’s festival is particularly complicated. 
  Since the liberation of Admundfort, the number of 
  ships sailing across the Nyr Dyv has doubled. The 
  number of merchants bringing their wares to market 
  has tripled. The streets are clogged with people from 
  the Baklunish West, the Urnstian ports, and even 
  envious Greyhawk City who covets the exclusive 
  trading rights granted by the Shield Lands in return 
  for Dyversian aid in the siege of Walworth Island. 
  Moving through the city is an arduous process that 
  typically involves running into someone else while 
  holding onto one’s coin purse. Although the 
  population boom is good for business, it makes an 
  already large city all the more cramped. 
   
  Allow all PCs to make a Listen check (DC 10). For 
  those that succeed, read the following box text. For those 
  that fail, a large crowd of people moves to the southern 
  gate and the PCs may follow if they wish. 
  
  Dyv5-09 What Know You of Peace 
   
  Page 5 
  As you move slowly with the flow of traffic, the wind 
  picks up and something catches your ear. At first it 
  just sounds like the natural sound of air moving 
  quickly through the alleys, but it quickly turns to a 
  loud moaning, as if the Oerth itself were in great pain. 
  Others beside you hear the same and heads begin to 
  turn toward the south. Something is happening. 
   
  If the PCs head toward the southern gate, their 
  journey grows more and more difficult the closer they get 
  to the south side of the city. Eventually they find out that 
  the southern gates have been closed and the guards are 
  not letting anyone out of the city in that direction. 
  Continue to Encounter 1: White Rabbit. 
   
  Encounter 1: White Rabbit 
   
  The PCs may leave through another gate and then circle 
  the city, although this takes 3 hours to accomplish 
  because of the urban congestion. An Influence Point 
  spent with the Constabulary, magister, Gentry Council, a 
  specific gentry house, or any of the Gnarleyfolk convinces 
  the guards to open the gates for that person and anyone 
  accompanying him or her (within reason). A PC constable 
  with the rank of Sergeant or higher may order the gates 
  open, but the guards ask that the sergeant first look at the 
  reason they closed the gate in the first place before 
  allowing merchants to travel the Gnarley Road unabated. 
  A properly worded Bluff or Diplomacy check (DC 30) or a 
  bribe of 20 × APL wheatsheafs also convinces the guards 
  to open the gates for the party. A Bluff or Diplomacy 
  check (DC 20) or a bribe of 10 × APL gp convinces the 
  guards to allow the PCs to ascend the wall’s stairs and look 
  over the edge. 
   
  Once the PCs are able to look past the wall, read the 
  following box text. If they are unsuccessful in their efforts 
  to find out what’s going on, other adventurers ascend the 
  wall and shout down to the crowd what they see. 
   
  The horizon to the south is black with dark storm 
  clouds. Although the forest is too far away to see, the 
  sound of its unrest continues to carry on the wind. 
  The moaning on the wind intensifies as you clear the 
  southern wall. What draws the guards’ attention, 
  though, is not the clouds on the horizon, but 
  something much closer. Only a few hundred feet from 
  the gate, just off of the Gnarley Road, sits a massive 
  pile of white rabbits. In the center of the small, white 
  mound, a single pike is stuck into the earth. At its top, 
  the body of an elderly gnome hangs limply. 
   
  Those PCs that participated in Dyv1-03 The Wrong 
  Place at the Wrong Time, Dyv1-06 Bunny Go Down the 
  Hole, or Dyv4-04 A Dream Given Form may attempt a 
  Wisdom check (DC 16) to recognize that the elderly 
  gnome is Naimur, High Druid of the Gnarley Forest. If 
  none of the PCs have played these adventures, they may 
  also attempt a Knowledge (local: Velverdyva, Tuflik, Fals 
  Trade Route) check (DC 15), a Knowledge (nobility and 
  royalty) check (DC 20), or a Bardic Knowledge check (DC 
  15) to know who he is. Members of the Gnarley Rangers, 
  Gnarley Druids, and any of the Gnarley Elf Clans gain a 
  +5 competence bonus to any of these checks. 
   
  Although the guards have heard of the High Druid, 
  none of them has ever met him. They are unsure who the 
  gnome is or why his remains have been displayed in such 
  a fashion. If they do not know who the gnome is, the wall 
  walkers go out in unit formation and retrieve the body. 
  Their caution should show the grisly nature of the scene 
  as well as their lack of understanding of what evil forces 
  might be involved. Once the body is brought within the 
  walls, allow the PCs a Listen check (DC 14) to hear 
  someone recognize the body as Naimur. Continue to 
  Encounter 2: Areolas. 
   
  If the PCs recognize who the gnome is, the guards 
  allow them to investigate the body and retrieve his 
  remains. A Heal check (DC 15) reveals that Naimur 
  engaged in a violent fight before his eventual death. He 
  has a number of fresh wounds, some of them healed 
  magically and some of them left open. Surpassing the DC 
  by 5 reveals that the wounds were caused by a 
  combination of forged weapons, claws, and fangs. A 
  Search check (DC 15) reveals that all the white rabbits 
  lying around the pike have similar wounds on them. PCs 
  may attempt a Track check, but do not find anything to 
  follow (the rabbits were placed there by a gnoll druid 
  approaching the city under cover of darkness). 
   
  NOTE: Ask the PCs what they are doing. If they take 
  the body and deal with it in a respectful manner (burying 
  it [here or later in the Gnarley], casting gentle repose, 
  attempting to return the body to life, turning it over to 
  the city, spending an influence point with one of the 
  Gnarley organizations to resolve the matter, etc.), they 
  earn the Greater Boon of Naimur, High Druid of the 
  Forest. 
   
  If the PCs cast raise dead, resurrection, or a similar 
  spell, the spell fails. A Heal check (DC 20) shows that the 
  head has been split open and the brain has been cut into 
  four pieces. If a PC casts reincarnate on the body, it 
  disappears. 
   
  Once the PCs have finished their investigation of the 
  body, the Constabulary wall walkers insist that they come 
  
  Dyv5-09 What Know You of Peace 
   
  Page 6 
  back to the city and make a statement. The PCs may 
  retrieve the body or allow the constabulary to do so. Their 
  findings (if any) are recorded, and then they are released. 
  After making their statements, they are summoned to the 
  Cartographer’s Guild. Continue to Encounter 2: Areolas. 
  If the PCs refuse and attempt to return the body of 
  Naimur to the forest, the constabulary states that the body 
  can only be released to a duly appointed member of the 
  Gnarley Druids. If a member is present, the body is given 
  to him and the PCs may make their way to the forest. Skip 
  to Encounter 4: Bugbears. Once the bugbears are 
  defeated in that encounter, though, there’s nothing to 
  propel them any further into the adventure. Unless they 
  return to the city and meet with Areolas Lasimer, they 
  wander around the forest for a day. If there is a member of 
  the Gnarleyfolk in the party, they are eventually found by 
  the halfling ranger (listed at the end of Encounter 2: 
  Areolas) that delivers to them Player Handout #1. 
  Continue to Encounter 5: Anika. If there are no 
  members of the Gnarleyfolk in the party and they do not 
  return to the city, the adventure ends uneventfully. 
   
  Encounter 2: Areolas 
   
  Once the PCs are finished at the southern wall, the rest of 
  the day passes uneventfully. Although the PCs may 
  attempt to use this time to gather information about what 
  happened, not enough time has passed for any useful 
  gossip to be available. The next morning, however, a street 
  urchin approaches the group, saying that he was tasked by 
  Areolas Lasimer, the guildmaster of the Cartographer’s 
  Guild, to bring those adventurers from the southern wall 
  to meet with him. PCs may have met Lasimer previously 
  in Dyv1-09 Bragging Rights, Dyv4-01 Legacy of 
  Elemental Evil, and Dyv5-02INT Test of Obedience. 
   
  To many, the Cartographer’s Guild wouldn’t seem 
  that important in comparison to the myriad guilds 
  within Dyvers. But since the ascension of Larissa 
  Hunter 
  as 
  magister 
  of the Free Lands, the 
  Cartographer’s Guild has played an integral part in her 
  efforts to emphasize the city’s locality to foreign 
  merchants and its sovereignty to those neighboring 
  states that have delusions of rulership. The building 
  rests in the eastern portion of Old Town, just beside 
  the Royal District. Areolas Lasimer was one of the first 
  prominent guildmasters to promote the use of 
  adventurers as bodyguards and skilled laborers for 
  endeavors that did not include travel across foreign 
  borders. From that, a strange alignment exists 
  between the Cartographer’s Guild and the Dyvers 
  Adventurer’s Guild. 
   
  Guildmaster Lasimer is dressed resplendently, with 
  fine robes and jewelry, but nothing too ostentatious. He 
  welcomes the PCs to the guildhall but wastes little time 
  on pleasantries. He leads them to one of the front 
  meeting rooms where business can be conducted without 
  distractions. There is a jug of water but nothing else to eat 
  or drink. He explains to the PCs that, taking into account 
  the various calamities of the year along with the massive 
  influx of new traders, the magister has asked the 
  Cartographer’s Guild to conduct a census of the people 
  and a measure of the Free Lands, both topographically 
  and sociologically. This task requires the remapping of 
  the exterior borders of the Free Lands and then a listing 
  of the newly repartitioned county borders. There are now 
  only 6 fiefs in Dyvers rather than 7, which makes all 
  previous geopolitical maps obsolete. Cartographers 
  finished mapping the western border with Verbobonc. 
   
  They were supposed to head back to the field two 
  days ago, beginning the next leg of the project, the 
  southern border with Celene and the unaffiliated Gnarley 
  Forest. With the apparent assassination of the High 
  Druid, however, Guildmaster Lasimer is no longer 
  comfortable sending his cartographers into the Gnarley 
  with only a few rangers as escorts. He prefers a fully 
  armed escort of adventurers attend the mission to ensure 
  its safety. 
  • 
  The group consists of the party and two half-elven 
  cartographers. 
  o 
  Both cartographers are at the guildhall and 
  Lasimer offers to introduce the two groups if the 
  party is suspicious at all. 
  • 
  The group is to leave tomorrow morning at dawn. 
  • 
  He has made arrangements for the PCs to have access 
  to a small selection of magic items in exchange for 
  their efforts (listed as the Favor of Areolas Lasimer 
  on the AR). 
  o 
  If the PCs request additional payment, a 
  properly worded Diplomacy check (DC 20) 
  convinces him to make available through his 
  contacts a single casting of extended heroes’ 
  feast available just before the group departs. 
  � 
  A Knowledge (geography) check or a 
  Knowledge (local) check (DC 15) reveals 
  that the southern border is approximately a 
  day and a half travel from the city. 
  • 
  The cartographers are armed with short swords, but 
  Lasimer stresses that they are for self defense only. If 
  
  Dyv5-09 What Know You of Peace 
   
  Page 7 
  the perils of the Gnarley should present themselves, 
  neither cartographer will engage in combat. 
  • 
  The party does not need to worry about knowing 
  where to go or what to do once they arrive. They 
  must simply keep the cartographers safe during the 
  journey. 
  o 
  If, gods forbid, something should happen to the 
  cartographers and no one in the party is capable 
  of backtracking to the city, simply head 
  east/west (depending on which side of the 
  Gnarley they are on) until they reach the 
  Gnarley Road and then take that back to the city. 
  • 
  The guild has been given a limited amount of time to 
  complete the project. As such, any PC that does not 
  own a mount is provided with a “loaner” in the guise 
  of a riding horse, pony, or riding dog. Unless the PC 
  has the means to keep pace with he cartographers 
  (who will be mounted), they are expected to be 
  mounted as well. 
   
  NOTE: Some players may have additional questions 
  for Guildmaster Lasimer (especially those who have not 
  met him before). He answers them the best he can, but 
  the most pertinent information he has to offer is listed 
  above. Any attempts to detect his alignment or his 
  thoughts fail. A Sense Motive check (DC 32) reveals that 
  he appears to be telling the truth, but is holding back that 
  the magister is planning on expanding the southern 
  border. If the PCs succeed on the Sense Motive check and 
  challenge him on withholding information, he assures 
  them that it is a matter of state business and they are 
  completely safe. If the PCs are unwilling to accept him at 
  his word, he dismisses them, saying that he will find 
  another group of adventurers rather than waste the time 
  trying to convince them of his sincerity. Unless there is a 
  member of the Gnarleyfolk in the party, the adventure 
  ends here. 
   
  Regardless of whether the PCs accept Guildmaster 
  Lasimer’s offer, give Player Handout #1 to all members 
  of the Gnarley Rangers, Gnarley Druids, and any Gnarley 
  Elf Clan and then read the following. If there are no 
  members of those meta-orgs at the table, skip this box text 
  and continue to Encounter 3: The Gnarley. 
   
  A middle-aged halfling clad in various green and 
  brown threads taps you from behind. His face is 
  covered with dirt and his clothes are weathered from 
  frequent use. He breathes heavily as he holds up a 
  piece of bark parchment. He gives you a nod and then 
  trots off into the city, pulling a similar piece of 
  parchment from his waist pouch. 
   
  After receiving the message, if the PCs insist on 
  leaving early, they can convince the cartographers to 
  leave early, but do not receive a heroes’ feast if they 
  negotiated to receive he spell. If they leave without 
  attempting to take the cartographers with them, they earn 
  the Disfavor of Areolas Lasimer. 
   
  Encounter 3: The Gnarley 
   
  Although this is not a timed adventure, because multiple 
  days appear in this encounter, they are listed for the DM 
  to properly adjudicate spell durations. 
  DAY 1 
  The cartographers are friendly enough, as is the 
  common perception of half-elves. They introduce 
  themselves as brother and sister, Charis and Ema 
  respectively. They each ride gray horses packed with 
  an assortment of cartography equipment. The 
  wrapped bundles sway back and forth, but only the 
  legs of a strange tripod are visible. They pay little 
  attention to the abundance of equipment they are 
  bringing along, choosing instead to engage in pleasant 
  conversation. 
   
  It is disconcerting, then, when they both grow 
  silent simultaneously. Ahead of you, a willow tree 
  stands fully grown. Only a few hundred feet from the 
  city walls, the land about the tree was cleared 
  centuries ago for defensive reasons. A day before, 
  when this land was nothing but rolling plains, the 
  body of Naimur, High Druid of the Gnarley, hung 
  from a pike at this exact spot. 
   
  Once the willow tree is out of sight, Charis and Ema 
  begin talking again as if nothing had happened. They 
  make pleasant conversation, but follow proper etiquette. 
  They do not speak incessantly like a halfling nor do they 
  ask any invasive questions to trigger the adventurers’ 
  suspicions. If at any time they are asked (or told) to stop 
  speaking, they do so. They understand that the PCs are 
  there for their protection and cooperate fully. 
   
  It is nearly a full day’s journey to the border of the 
  Gnarley Forest (or just over a full day if the party’s 
  movement rate is less than 30). Regardless of how quickly 
  the PCs arrive at the border (unless they use spells such as 
  phantom steed or wind walk), the cartographers ask that 
  they make camp before entering the forest. They know 
  how dangerous the forest was before the high druid was 
  killed, so they want to minimize their time there. If the 
  PCs insist on moving into the forest, they must make a 
  
  Dyv5-09 What Know You of Peace 
   
  Page 8 
  properly worded Bluff, Diplomacy, or Intimidate check 
  (DC 20) to convince the cartographers that it is a safe 
  decision. 
   
  NOTE: They are not privy to the deal the players 
  made with Areolas Lasimer, so if the PCs realize that they 
  negotiated for a heroes feast without it having any effect, 
  Charis and Ema have no comment. 
  DAY 2 
  Once the PCs enter the Gnarley Forest (regardless of 
  which day that is), allow the party to make a Knowledge 
  (local: Velverdyva, Tuflik, Fals Trade Route) check (DC 
  18). Any characters with Dyvers or Verbobonc as a home 
  region receive a +8 competence bonus to this check or 
  may make an Intelligence check (DC 10). Those that are 
  successful know that the Gnarley Rangers are the 
  guardians of the forest. When people from the city enter 
  into the forest, there is typically a ranger hidden 
  somewhere in the tree line watching. It is not normal for 
  a representative of the Gnarleyfolk to be absent, and this 
  should become clear to Dyvers characters after the third 
  time they haven’t seen anyone. Allow them to make three 
  Spot and Listen checks. Regardless of what their total is, 
  they see no Gnarley Rangers or Druids anywhere in the 
  tree line. 
   
  During the first half of the day, the PCs hear the 
  various sounds of the creatures that live in the Gnarley 
  but never encounter any of them directly (unless they 
  specifically go looking for these creatures, in which case it 
  is at the DM’s discretion what the PCs encounter). They 
  may make a Survival check to recognize that the sounds 
  they’re hearing are far more predatory than normal. 
   
  After the first half of the day passes, allow the PCs a 
  Knowledge (geography), Knowledge (local: Core), or 
  Knowledge (local: Velverdyva, Tuflik, Fals Trade Route) 
  check (DC 15) to realize that they have crossed beyond 
  the official border of the Free Lands of Dyvers. Members 
  of any of the Gnarley organizations receive a +2 
  competence bonus to any of these checks. If a PC 
  successfully made this check while speaking with Areolas 
  Lasimer, he does not have to roll again. If he previously 
  failed, he may try again. If anyone questions Charis or 
  Ema on this fact, they smile mischievously and reply that 
  they have been told where to go and they are still on 
  course. If the PCs don’t believe the cartographers and 
  choose to leave them behind, they earn the Disfavor of 
  Areolas Lasimer. 
   
  At the end of the second day, the group arrives at 
  Beltander (unless they are traveling by magical means, in 
  which case they may arrive sooner). Beltander is infamous 
  in the Gnarley and the Free Lands because it is a village of 
  were-bears. Although none of the villagers walk around in 
  bear or hybrid forms, their state of being is implied in 
  everything else, including their own large, broad 
  shouldered, barrel-chested frames. Cottages here are 
  oversized and the trees grow all the way up to the village 
  edge. The villagers are welcoming and pleasant. The PCs 
  are treated to dinner and offered a place to stay without 
  discussion of payment. 
   
  NOTE: At no time during this encounter, regardless 
  of payment or skill check, is a villager willing to bite and 
  infect a character. There is no opportunity for a PC to 
  become a were-bear from this adventure. 
   
  If the PCs were not aware that they were outside the 
  border of Dyvers before, they may make an Intelligence 
  check (DC 10) to know that they’ve moved beyond the 
  southern border of the Free Lands. The cartographers still 
  insist that they are on the right course and the PCs 
  shouldn’t worry. If the PCs don’t believe the 
  cartographers and choose to leave them behind, they earn 
  the Disfavor of Areolas Lasimer. 
   
  Although they are only in Beltander for a short time, 
  the villagers there are very open and the PCs can use this 
  opportunity to Gather Information if they wish. Below is 
  a list of what they can learn from the villagers. 
  • 
  DC 5: Travel through the village has picked up lately. 
  A large number of the Gnarleyfolk have been moving 
  through on their way to Tricaster, a village to the 
  south. 
  • 
  DC 10: The forest has been growing increasingly 
  restless since the military of Dyvers crossed the Nyr 
  Dyv. It’s nothing specific they can cite, simply a 
  restlessness among the animals and the trees. It’s 
  tangible in the air, almost like lightning. 
  • 
  DC 15: There have been a number of violent 
  skirmishes with humanoids attempting to raid the 
  village at night. Some of these altercations grew so 
  violent that the militia all changed shape into their 
  hybrid forms, something they do not do lightly. In 
  all cases, the humanoids came from the southeast. 
  • 
  DC 20: Yes, the entire population of Beltander is 
  were-bears. That is why they live so deep in the 
  Gnarley, to isolate themselves from those that 
  wouldn’t understand. (And no, they won’t bite the 
  PCs to infect them. It’s a burden, not a gift.) 
  The PCs may rest here if they like without needing to set 
  a watch. They are given a place to stay, although it is 
  simple accommodations. If the PCs learn about the raids 
  coming from the southeast and attempt to head in that 
  direction, the cartographers tell them that is not the 
  proper way for the survey. They should continue south, 
  
  Dyv5-09 What Know You of Peace 
   
  Page 9 
  following the Gnarley Road. If the PCs refuse to continue 
  with the cartographers, they earn the Disfavor of Areolas 
  Lasimer. 
  Encounter 4: Bugbears 
   
  DAY 3 
  As the PCs move deeper into the forest, the attitude of the 
  wilderness sounds they hear clearly changes. Where 
  before, the forest sounded alive and chaotic (cracking 
  twigs, strange barking, and constant fluttering of birds 
  moving from tree to tree), now it is much more ominous. 
  For long periods of time, there is only the sound they 
  make as they move through the forest. At irregular 
  intervals, a large roar comes from some unseen depth of 
  the forest, followed by the death cries of an exotic animal 
  or beast. The canopy grows thicker, allowing only shafts 
  of light to pierce the ground. 
   
  Allow PCs to make a Spot check (DC 20). If the PCs 
  are successful, they spot a pair of bugbears coming out of 
  the tree line 200 feet away and advancing toward the 
  party. If the PCs fail the check, take the difference 
  between the DC and the highest skill check result. 
  Subtract 10 feet for each point difference and this is 
  where the PCs see the bugbears advancing. 
   
  NOTE: The PCs may also make Listen checks at the 
  same DC, but only know that something is aggressively 
  moving toward their position and from what direction it 
  is coming. They don’t see anything. 
  APL 2 (EL 2) 
  �Bugbear: Female goblinoid; hp 16; see Monster Manual 
  p. 51. 
  APL 4 (EL 4) 
  �Bugbears (2): Female goblinoid; hp 16; see Monster 
  Manual p. 51. 
  APL 6 (EL 6) 
  �Bugbear Druid: Female goblinoid Drd3; hp 57; see 
  Appendix 1. 
  �Eagle Animal Companion: medium animal; hp 16; see 
  Appendix 1. 
  �Bugbear 
  Wizard: 
  Female 
  goblinoid 
  Wiz3; 
  hp 
  39+1d10+3; see Appendix 1. 
  APL 8 (EL 8) 
  �Bugbear Druid: Female goblinoid Drd5; hp 75; see 
  Appendix 1. 
  �Eagle Animal Companion: medium animal; hp 16; see 
  Appendix 1. 
  �Bugbear 
  Wizard: 
  Female 
  goblinoid 
  Wiz5; 
  hp 
  49+1d10+5; see Appendix 1. 
  APL 10 (EL 10) 
  �Bugbear Druid: Female goblinoid Drd7; hp 93; see 
  Appendix 1. 
  �Eagle Animal Companion: medium animal; hp 27; see 
  Appendix 1. 
  �Bugbear 
  Wizard: 
  Female 
  goblinoid 
  Wiz7; 
  hp 
  59+1d10+7; see Appendix 1. 
  APL 12 (EL 12) 
  �Bugbear Druid: Female goblinoid Drd9; hp 111; see 
  Appendix 1. 
  �Eagle Animal Companion: medium animal; hp 38; see 
  Appendix 1. 
  �Bugbear 
  Wizard: 
  Female 
  goblinoid 
  Wiz9; 
  hp 
  69+1d10+9; see Appendix 1. 
  Tactics: At lower APLs, the bugbears move into combat, 
  focusing one character at a time in an effort to remove 
  them from combat quickly. At higher APLs, the bugbears 
  attempt to use spells (such as spike growth) to delay the 
  PCs so that they can cast preparatory spells without being 
  in combat. If this does not work, they try to inflict as 
  much damage on the PCs as quickly as possible, using 
  what spells are necessary and practical. If a familiar (or a 
  Small animal companion) is present, the druid’s eagle 
  animal companion attacks them. 
  Treasure: 
  APL 2 – Loot: 2 gp, Coin: 0 gp, Magic: 0 gp. 
  APL 4 – Loot: 4 gp, Coin: 0 gp, Magic: 0 gp. 
  APL 6 – Loot: 7 gp, Coin: 0 gp, Magic: 0 gp. 
  APLs 8-12 – Loot: 7 gp, Coin: 0 gp, Magic: druid’s 
  vestments (833 gp per character). 
   
  While searching the bodies, the PCs find a folded 
  piece of paper hidden in the wizard’s spell components. It 
  is a crude map of the Free Lands of Dyvers and the 
  Gnarley Forest. There is a large X through a southern 
  forest village named Tricaster. Most prominent on the 
  map, the City of Dyvers has been circled repeatedly. If the 
  PCs do not want to break their agreement with the 
  Cartographer’s Guild, Charis and Ema agree that the issue 
  should be investigated. They ask to be taken to Tricaster 
  where they can begin some of their own work. 
   
  
  Dyv5-09 What Know You of Peace 
   
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  Encounter 5: Anika 
   
  The sun is moving beyond the canopy of the forest. 
  The shadows are growing deep, more so by the 
  blackened earth caused by Tricaster’s destruction. The 
  markings on the map were accurate. All that remains 
  of this forest village are half-collapsed, smoldering 
  buildings and a pile of slain bodies used to start the 
  fire. 
   
  Allow the PCs to make Spot and Listen checks (DC 
  43). To those who succeed, they see a woman hiding 
  behind the remains of one of the destroyed buildings. 
  Members of the Gnarley Rangers, Druids, or Elf Clans 
  may make a Knowledge (nature) or Survival check (DC 
  25) to recognize some of the nature sounds they are 
  hearing is actually the hidden woman signaling them. 
  Anyone aware of Anika’s presence may make a 
  Knowledge (local: Velverdyva, Tuflik, Fals Trade Route) 
  check or a Bardic Knowledge check (DC 20) to know that 
  the woman is Anika Silverwood. Members of the 
  Gnarleyfolk receive a +4 competence bonus to either of 
  these checks to know who Anika is. 
   
  NOTE: Kellen, a junior ranger the PCs may have met 
  if they played Dyv1-06 Bunny Go Down the Hole or 
  Dyv4-04 A Dream Given Form, is hidden with total cover. 
  Unless the PCs have blindsight or something similar, 
  they do not get a Spot check to see him. 
   
  Once Anika has confirmed that the party is not 
  hostile, she reveals herself slowly. 
   
  Moving from behind a large pile of debris, a 
  woman dressed in heavy garb of blended greens and 
  browns emerges, calling, “Hail men (and women) of 
  Dyvers or points beyond. I am Anika Silverwood, and 
  I mean you no harm. Your presence is ill timed and 
  there are matters that must be discussed before 
  darkness falls.” A younger man fallows behind her, 
  stepping cautiously out into the open. 
   
  If the PCs do not know who Anika Silverwood is, she 
  introduces herself and gives a summary of her 
  involvement with the City of Dyvers and the forest folk. 
  Over the years, Anika has become one of the most senior 
  Gnarley Rangers and has acted as the representative of the 
  Gnarleyfolk to the City of Dyvers, as many of the forest 
  folk refuse to even enter the stone walls of the city. 
  Although the Gnarleyfolk are a diverse group, including 
  the self-appointed protectors of the forest—the Gnarley 
  Rangers and Druids—they also list among them the 
  various elven clans, feyfolk, and civilized races of the 
  forest (such as centaurs). Their opinion of the City and 
  those that dwell there is equally diverse. Anika is 
  considered to be among the more liberal, dealing 
  regularly with the city and its representatives. 
   
  Regardless of whether any members of the 
  Gnarleyfolk are present (although if they are, she deals 
  directly with them), events have been set in motion, and 
  she needs all the assistance she can gather. Kellen stands 
  silently by and does not speak unless spoken to. If 
  questioned, he confirms everything Anika is saying. 
  • 
  The elven clans are lying what Anika feels is a 
  disproportionate amount of blame on the City of 
  Dyvers itself, admonishing the other Gnarley 
  organizations for being so complacent with the city 
  dwellers since the Treaty of CY 591 was struck, 
  reopening the Gnarley Road and allowing the 
  Gnarleyfolk to select which trees the city would cut 
  down. They have moved back into the Western 
  Gnarley across the Verbobonc and Celenian borders 
  until the conflict is resolved. 
  • 
  With the absence of Naimur’s leadership, many of 
  the elder druids are acquiescing to the rangers, 
  acknowledging the clear danger the forces of 
  Blackthorn represent. 
  • 
  The Gnarley Rangers were already calling for a 
  proactive approach to the growing number of 
  humanoids wearing the war paint of Blackthorn. 
  Naimur’s death was the tinder needed to light the 
  fires of war. 
  • 
  A large force of rangers and druids (at least 75 strong) 
  have headed to the east in search of the hidden 
  outpost of Blackthorn in hopes of invoking a final 
  conflict once and for all. 
  • 
  She is worried, though, that the force is 
  underestimating 
  the 
  numbers 
  gathering 
  at 
  Blackthorn. Although they have dealt little with their 
  kind over the years—the orcs that built Blackthorn 
  have maintained its secrecy to prevent any direct 
  confrontation with the Gnarleyfolk—the size of the 
  force needed to destroy Tricaster so quickly is clearly 
  more than the aggressive rangers are planning for. 
  • 
  Anika has been attempting to recall as many of the 
  Gnarleyfolk that were outside of the forest 
  adventuring. She’s hoping that at best, she is 
  overreacting, or at worst, they can prevent the 
  rangers from being wiped out. 
  Anika was not present for the destruction of Tricaster, but 
  Kellen was, although he is not able to speak on the subject 
  at all. Neither of them have met or heard of any survivors. 
  Anika is beginning to accept that there weren’t any. If 
  
  Dyv5-09 What Know You of Peace 
   
  Page 11 
  none of the PCs are members of the Gnarleyfolk, she 
  pleads with the PCs to enlist in her cause, although she 
  has nothing to offer them in way of payment. She does 
  offer the village itself as testament to what could happen 
  to Dyvers if the Gnarleyfolk should fail in their defense of 
  the forest. 
   
  If there is a member of the Gnarleyfolk (regardless of 
  whether it is the rangers, druids, or one of the elf clans), 
  she does not plead, but simply leaves it to that person to 
  convince the rest of the party to come along. She tells that 
  person that she cannot stay the night. More letters were 
  dispatched, and she is hoping to find more adventurers 
  returning to the forest. She asks the PCs to head east if 
  she has not returned by daybreak. Although she cannot 
  guarantee the Gnarleyfolk are easy to find, the 
  forthcoming battle will be all the party needs to find their 
  way. 
   
  If the PCs do not agree to help Anika Silverwood, 
  skip Encounter 7: Massacre and Encounter 8: 
  Scavengers. Modify the box text in Encounter 9: 
  Founding to accommodate the fact that the PCs never 
  saw the massacre of the Gnarleyfolk. As long as they did 
  not abandon the cartographers, they still earn the Favor 
  of Areolas Lasimer and Village Founder regardless of 
  their participation in the skipped encounters. 
   
  Encounter 6: Refugees 
   
  DAY 4 
  Dawn arrives without altercation. As the party awakens, 
  allow everyone a Listen check (DC 10) to hear screaming 
  and the sound of numerous feet coming in their 
  direction. If no one succeeds at the Listen check, the 
  refugees flee into the camp and the bugbears catch the 
  PCs unaware. The party is caught prone (preparing spells, 
  cooking breakfast, tending to equipment, etc.) and 
  combat begins. There is no surprise round. 
   
  NOTE: This happens just after first light. Armor may 
  be donned and spells may be prepared beforehand. 
   
  If the PCs investigate, they see approximately 20 
  women and children running through the forest being 
  chased by two large hobgoblins. Unless the PCs were 
  attempting to conceal themselves, the hobgoblins stop 
  when they see the PCs and combat begins. If the PCs hide 
  themselves, the hobgoblins continue to focus on the 
  fleeing peasants and continue on past the PCs without 
  incident. Unless the party intervenes, the hobgoblins 
  eventually kill the rest of the villagers. 
  APL 2 (EL 5) 
  �Hobgoblin Fighter: Male ftr1; hp 13; see Appendix 1. 
  �Hobgoblin Monk: Female mnk3; hp 30; see Appendix 
  1. 
  APL 4 (EL 7) 
  �Hobgoblin Fighters (2): Male Ftr1; hp 13; see 
  Appendix 1. 
  �Hobgoblin Monk: Female Mnk5; hp 48; see Appendix 
  1. 
  APL 6 (EL 9) 
  �Hobgoblin Fighters (2): Male Ftr2/Bbn1; hp 35; see 
  Appendix 1. 
  �Hobgoblin Monk: Female Mnk7; hp 66; see Appendix 
  1. 
  APL 8 (EL 11) 
  �Hobgoblin Fighters (2): Male Ftr4/Bbn1; hp 55; see 
  Appendix 1. 
  �Hobgoblin Monk: Female Mnk9; hp 84; see Appendix 
  1. 
  APL 10 (EL 13) 
  �Hobgoblin Fighters (2): Male Ftr6/Bbn1; hp 75; see 
  Appendix 1. 
  �Hobgoblin Monk: Female Mnk9/Ftr2; hp 104; see 
  Appendix 1. 
  APL 12 (EL 15) 
  �Hobgoblin Fighters (2): Male Ftr8/Bbn1; hp 95; see 
  Appendix 1. 
  �Hobgoblin Monk: Female Mnk9/Ftr4; hp 124; see 
  Appendix 1. 
  Tactics: At lower APLs, the monk attempts to stun 
  spellcasters to prevent them from using their spells in 
  combat. The fighters then focus on the larger, fighter 
  types to prevent the monk from being engaged. At higher 
  APLs, the three work in closer tandem. The monk uses 
  his Freezing the Lifeblood feat to paralyze an opponent 
  and then one of the fighters will perform a coup de grace 
  on that person in an effort to remove him from combat 
  quickly. The fighters flank when they can to maximize 
  the number of times they hit. 
  Treasure: 
  APL 2 – Loot: 0 gp, Coin: 0 gp, Magic: +1 chain shirt (104 
  gp per character), +1 scythe (193 gp per character), potion 
  of cure serious wounds x3 (63 gp each per character). 
  
  Dyv5-09 What Know You of Peace 
   
  Page 12 
  APL 4 – Loot: 0 gp, Coin: 0 gp, Magic: +1 chain shirt x2 
  (104 gp each per character), +1 scythe x2 (193 gp each per 
  character), monk’s belt (1083 gp per character), potion of 
  cure serious wounds x3 (63 gp each per character). 
  APL 6 – Loot: 0 gp, Coin: 0 gp, Magic: +1 chain shirt x2 
  (104 gp each per character), +2 scythe x2 (693 gp each per 
  character), +4 periapt of wisdom (1333 gp per character), 
  monk’s belt (1083 gp per character), potion of cure serious 
  wounds x3 (63 gp each per character). 
  APL 8 – Loot: 0 gp, Coin: 0 gp, Magic: +1 chain shirt x2 
  (104 gp each per character), +2 maiming scythe x2 (1527 
  gp each per character), +4 periapt of wisdom (1333 gp per 
  character), monk’s belt (1083 gp per character), potion of 
  cure serious wounds x3 (63 gp each per character). 
  APL 10 – Loot: 0 gp, Coin: 0 gp, Magic: +1 chain shirt x2 
  (104 gp each per character), +2 maiming scythe x2 (1527 
  gp each per character), +6 periapt of wisdom (3000 gp per 
  character), monk’s belt (1083 gp per character), potion of 
  cure serious wounds x3 (63 gp each per character). 
  APL 12 – Loot: 0 gp, Coin: 0 gp, Magic: +1 chain shirt x2 
  (104 gp each per character), +2 keen, maiming scythe x2 
  (2693 gp each per character), +6 periapt of wisdom (3000 
  gp per character), monk’s belt (1083 gp per character), 
  potion of cure serious wounds x3 (63 gp each per 
  character). 
   
  If the party is successful in defeating the hobgoblins, 
  the refugees cling to them asking for their protection. 
  There is one person that seems to be in charge, a strong-
  willed woman named Matta. She explains to the PCs what 
  happened while giving the younger children time to 
  catch their breath. 
  • 
  They are from a small village just north of Phlandish 
  (a larger village a short distance south of the 
  Gnarley). 
  • 
  They were tanners and loggers, mostly. There are 
  only 10 families in the entire village, approximately 
  60 people en total. 
  • 
  A swarm of hobgoblins and goblins came out of the 
  Gnarley and began raiding the village. 
  • 
  They attempted to flea to Phlandish, but orcs were 
  approaching the village from the south, so they fled 
  into the forest. 
  • 
  In their haste, the group got separated a number of 
  times. The militiamen stayed behind, trying to 
  protect the women and children from their pursuers. 
  • 
  They were unprepared for a fight, though, and she 
  saw the fighting men falling back. She does not 
  believe any of them survived. 
  o 
  Her husband and two eldest children both 
  stayed behind to fight the raiders. 
  o 
  They could see smoke through the canopy, most 
  likely from the village being set ablaze. 
  • 
  They have been wandering the woods for two days. 
  They were spotted by these hobgoblins and began to 
  run again. 
  While Matta is speaking, allow the PCs to make an 
  Intelligence check (DC 12) to notice that of the 20 
  survivors, there are no men present between the ages of 
  15 and 40. There are six older women, 4 adolescent girls, 2 
  adolescent boys, and 8 children. 
   
  The refugees ask for help, although they are 
  unwilling to return to their village without knowing it is 
  safe. They were hoping to find their way to the Gnarley 
  Road and head north to Dyvers, but those with skills to 
  guide them through the forest died fighting the 
  hobgoblins. If the PCs guide them back to Dyvers, the 
  adventure ends. There is not enough time to help the 
  refugees and rescue Anika Silverwood. Modify the 
  conclusion to exclude Anika Silverwood. 
   
  The PCs may head south out of the forest and inspect 
  the destroyed village. Currently a tribe of ogres has taken 
  up residence among the destruction. Again, if they do 
  this, there is not enough time to leave the forest and save 
  Anika Silverwood. Modify the conclusion to exclude 
  Anika Silverwood. 
   
  If the PCs are caught between aiding the Gnarleyfolk 
  as well as the refugees, Charis and Ema offer to look after 
  the refugees, remaining in Tricaster until the PCs are able 
  to return. 
   
  If the PCs refuse to help the refugees, the 
  cartographers remain with them in Tricaster regardless. 
  They inform the PCs that the party has completed its task 
  and is released from its agreement. 
   
  Encounter 7: Massacre 
   
  NOTE: If the PCs choose to bypass Kellen (or simply 
  don’t spot him) and continue on to the battle, the distance 
  they have to cover prevents them from reaching the point 
  before the battle ends. However, if they use magical 
  means to accelerate their movement (such as wind walk, 
  dimension door, or phantom steed), they are capable of 
  reaching the battle before it is over. They reach the area, 
  though, after the Gnarleyfolk have lost. Although there 
  are still some of the more powerful rangers and druids 
  
  Dyv5-09 What Know You of Peace 
   
  Page 13 
  standing, 200 orcs, ogres, goblins, hobgoblins, and 
  bugbears (of a wide spectrum of levels) are swarming the 
  area, killing anything that opposes them. Regardless of 
  the level of the PC, if they choose to engage the war 
  horde, 
  they 
  are 
  eventually 
  overwhelmed 
  (see 
  “Overwhelmed” in the Dungeon Master’s Guide). This is 
  not a battle they can win by themselves. 
   
  As the PCs travel to the east, allow them to make a 
  Listen check (DC 13). Although rain clouds have 
  darkened, the storm has now broken yet. Those that are 
  successful on their Listen checks, though, here numerous 
  cracks of lighting only a few hundred feet to the east. The 
  rapid succession of bolts along with the lack of activity in 
  the sky suggests that they are magical lightning bolts. If 
  the PCs are unfamiliar with the druid spell list, allow 
  them to make a Spellcraft check (DC 18) to know that 
  druids have access to a 3rd-level spell called call lightning 
  that allows them to cast recurring lightning bolts. 
   
  Once the PCs are aware that the battle is near, allow 
  them to make a Spot check (DC 22). Those that succeed 
  see Kellen lying beneath a bush. It appears as though 
  he—or someone else—tried to cover him with loose 
  brush and broken limbs. If all the PCs fail the Spot check, 
  he does not call out to them. He is hiding from orcs and 
  does not know who exactly is approaching. If the PCs are 
  successful, read the following. 
   
  Although you do not follow an actual path, to the 
  right of your present course is an unnatural 
  conglomeration of fallen limbs and underbrush. 
  Hidden by the foliage, a lithe man lies unmoving on 
  the ground. You have met Kellen before and here he 
  is again. 
   
  Although the PCs may presume Kellen is dead, he is 
  merely playing possum. If they pull the brush off of him 
  to inspect the body, he looks them in the eye and realizes 
  they are friends. He stands up with difficulty, but for the 
  most part is fine. If the PCs attempt a Heal check (DC 15), 
  they can identify a serious wound that was recently 
  healed (Kellen used one of his own curing spells to stop 
  the bleeding). 
  • 
  The battle is close and has been waging for some 
  time. He has heard the sounds of battle to various 
  degrees. Although it was fierce at first, much of the 
  chaos of battle has died away and the spell effects are 
  less frequent than before. 
  • 
  After he left Tricaster with Anika Silverwood, they 
  went in separate directions. He met with another 12 
  Gnarley Rangers and Druids who had received her 
  message and returned to the forest. Although the 
  group moved to join the larger force together, the 
  main force had already left by the time he arrived. 
  o 
  Given the people involved, the large force did 
  not actually leave that many tracks. He was able 
  to find signs suggesting to him that Anika was 
  part of this larger force. 
  � 
  Most likely she was leaving tracks for him 
  to find, given her experience and skill. 
  � 
  PCs with the Track feat or an animal 
  companion with scent may attempt a 
  Survival check (DC 30) to find similar signs 
  that Anika was part of the force heading to 
  the east. 
  • 
  He believes that her attempt to dissuade the rangers 
  from attacking prematurely failed and the battle he 
  has been hearing is with forces dispatched from 
  Blackthorn. 
  • 
  When the other Gnarleyfolk he was traveling with 
  realized he was aiding Anika Silverwood in an 
  attempt to dissuade the others from attacking, they 
  fell on him. They say that she has spent too much 
  time within the city and not enough time in the 
  forest she swore to protect. Obviously he was her 
  pawn. 
  • 
  Although they did not kill him, they left him 
  wounded to the point that he could not follow 
  without putting himself at risk from the orcs as well 
  as risking the lives of any of his fellow woodsman 
  who would come to his aid. 
  While he recounts his story, Kellen goes quiet. Allow the 
  PCs to make a Listen check. Regardless of how they score, 
  they do not hear anything. The battle, it seems, has ended. 
  Kellen knows what has happened. Although still 
  wounded (unless the PCs healed him), he begins 
  marching toward the east. He refuses to stop and no 
  longer cares about his safety, knowing that his presence at 
  the battle will no longer endanger anyone but himself. 
  (Kellen has +6 to his Will save [plus any circumstance 
  bonuses the DM feels are appropriate given the situation] 
  if a PC should attempt magical means to slow his 
  progress.) 
   
  It was not a clearing this morning, but the site of 
  the battle has certainly become one. A swath of 
  destruction has uprooted a score of trees, exposing a 
  sea of dead bodies to the dark sky above. Seeing the 
  fate of his brothers and sisters, Kellen is overwhelmed 
  with grief and falls to the ground, screaming in 
  anguish. Although he cannot cry, the Oerth cries for 
  him. The gathering thunderheads finally break and a 
  
  Dyv5-09 What Know You of Peace 
   
  Page 14 
  downpour turns the ground to mud. Rivulets of 
  bloody water begin to gather about your feet. 
  Any PCs that participated in Dyv1-06 Bunny Go Down 
  the Hole does not need to make a Wisdom check. As soon 
  as he sees the clearing, he instantly remembers the dream 
  he had 4 years ago (the beginning of Bunny Go Down the 
  Hole begins with the PCs in a greater dream spell cast by 
  Naimur, the High Druid of the Forest; the dream begins 
  with the PCs waking among the dead bodies of dozens of 
  Gnarley Rangers and Druids). It was thought, at the time 
  that their efforts in the forest prevented the massacre, but 
  there is no question that the scene they are witnessing 
  matches the dream they had to the last detail. Continue to 
  Encounter 8: Scavengers. 
   
  Encounter 8: Scavengers 
   
  NOTE: The storm is significant, blocking out the sun 
  completely. Vision ranges are halved and Listen, Spot, and 
  Search checks receive a –4 circumstance penalty. All 
  ranged attacked receive a –4 circumstance penalty. PCs 
  must have a light source that cannot be extinguished by 
  heavy rain or severe winds (such as an everburning torch 
  or a hooded lantern [covered natural flames still have a 
  50% chance of being extinguished]) or rely on darkvision. 
  The earth has turned to mud, adding +2 to the difficulty 
  of all Balance and Tumble checks. Characters that move at 
  3x or 4x speed through the mud must make a Balance 
  check (DC 15) or fall prone (at a point at the DM’s 
  discretion). To stand up from prone requires a Balance 
  check (DC 5). The increase to Balance DCs has already 
  been added to these checks. Also, if a PC should cast call 
  lightning or call lightning storm, he may roll d10s rather 
  than d6s, as per the spell. 
   
  The site of the battle is large and hilly. It is 
  impossible to see the entire battlefield from one location. 
  After he regains his composure, Kellen insists that they 
  begin searching for Anika. For each PC that aids Kellen in 
  his search, roll 1d4−1. That is how many survivors they 
  find. Anika is not included among the survivors they find. 
   
  NOTE: The bodies are currently being looted by 
  goblin scavengers and much of the Gnarleyfolk’s best 
  equipment was taken shortly after their deaths. There is a 
  5% chance through the duration of this adventure that a 
  PC finds something useful on a fallen body. This item 
  does not appear on the AR, but does not need to be paid 
  for if used during the adventure. Its value does not add to 
  the gold cap of the adventure. The DM may choose what 
  the item is if one is discovered (within reason based on 
  what the forest folk would have on them). 
   
  After the PCs have rescued survivors (or if they 
  refuse to help Kellen look for survivors), allow them to 
  make a Spot check (DC 15). If they are successful, they 
  see goblins 30 feet away, picking the bones for valuables 
  and killing survivors they find (including their own 
  allies). If they surpass the DC by 10, they see Anika 
  Silverwood pinned beneath two fallen ogres. The goblins 
  are almost to her body. It is impossible to tell if she is alive 
  or not from this distance. She is not moving. 
  APL 2 (EL 5) 
  �Goblins (4): Male goblin War1; hp 5; see Monster 
  Manual p. 133-134. 
  �Goblin Riders (2): Male goblin War1; hp 5; see 
  Monster Manual p. 133-134. 
  �Worgs (2): Medium magical beast; hp 30; see Monster 
  Manual p. 256-257. 
  APL 4 (EL 7) 
  �Goblin Barbarians (4): Male goblin Bbn1; hp 13; see 
  Appendix 1. 
  �Goblin Riders (2): Male goblin Ftr2; hp 20; see 
  Appendix 1. 
  �Worgs (2): Medium magical beast; hp 30; see Monster 
  Manual p. 256-257. 
  APL 6 (EL 9) 
  �Goblin Barbarians (4): Male goblin Bbn1/Ftr1; hp 22; 
  see Appendix 1. 
  �Goblin Riders (2): Male goblin Ftr6; hp 58; see 
  Appendix 1. 
  �Worg Cohorts (2): Medium magical beast Bbn3; hp 77; 
  see Appendix 1. 
  APL 8 (EL 11) 
  �Goblin Barbarians (4): Male goblin Bbn2/ftr2; hp 43; 
  see Appendix 1. 
  �Goblin Riders (2): Male goblin Ftr8; hp 76; see 
  Appendix 1. 
  �Worg Cohorts (2): Medium magical beast Bbn4; hp 96; 
  see Appendix 1. 
  APL 10 (EL 13) 
  �Goblin Barbarians (4): Male goblin Bbn3/Ftr3; hp 62; 
  see Appendix 1. 
  
  Dyv5-09 What Know You of Peace 
   
  Page 15 
  �Goblin Riders (2): Male goblin Ftr10; hp 94; see 
  Appendix 1. 
  �Worg Cohorts (2): Medium magical beast Bbn6; hp 
  120; see Appendix 1. 
  APL 12 (EL 15) 
  �Goblin Barbarians (4): Male goblin Bbn4/Ftr4; hp 81; 
  see Appendix 1. 
  �Goblin Riders (2): Male goblin Ftr10; hp 112; see 
  Appendix 1. 
  �Worg Cohorts (2): Medium magical beast Bbn7; hp 
  132; see Appendix 1. 
  Tactics: The tactics, like the goblins themselves, are 
  relatively simple. The mounted goblins attempt to 
  repeatedly use a ride-by attack, taking advantage of the 
  reduced light conditions to avoid retaliation from their 
  near-sighted opponents. The barbarians maximize their 
  swarmfighting efforts, moving as a group and directing all 
  their attacks on the same target. 
  Treasure: 
  APL 2 – Loot: 8 gp, Coin: 0 gp, Magic: 0 gp. 
  APL 4 – Loot: 105 gp, Coin: 0 gp, Magic: +2 breastplate x2 
  (363 gp each per character). 
  APL 6 – Loot: 53 gp, Coin: 0 gp, Magic: +1 lance x2 (193 gp 
  each per character), +2 breastplate x2 (363 gp each per 
  character). 
  APL 8 – Loot: 53 gp, Coin: 0 gp, Magic: +1 lance x2 (193 gp 
  each per character), +2 breastplate x2 (363 gp each per 
  character). 
  APL 10 – Loot: 53 gp, Coin: 0 gp, Magic: +1 lance x2 (193 
  gp each per character), +3 breastplate x2 (779 gp each per 
  character). 
  APL 12 – Loot: 53 gp, Coin: 0 gp, Magic: +1 lance x2 (193 
  gp each per character), +4 breastplate x2 (1363 gp each per 
  character). 
   
  Once they successfully finish combat, a Strength 
  check (DC 18) can push the ogres off of Anika, although 
  she does not immediately come to. A Heal check (DC 15) 
  reveals that she is stable, but unconscious and close to 
  death. If the PCs do not cast a cure spell to revive her, 
  Kellen finds a pearl of power (1st level) among the dead 
  and retrieves his cure light wounds spell and casts it on 
  Anika. Once revived, she asks to be returned to Dyvers so 
  that she can tell the magister what has happened. She 
  sends Kellen to the western Gnarley to summon help. If 
  the PCs head back to the city through the forest, continue 
  to Encounter 9: Founding (it is assumed that they travel 
  along the Gnarley Road; if they explicitly say otherwise, 
  skip directly to the Conclusion). If they use magical 
  means to return to the city, skip directly to the 
  Conclusion. They do not receive the Village Founder 
  reward on the AR, but still receive the Dis/Favor of 
  Areolas Lasimer based on whether they successfully 
  fulfilled their deal with the Cartographer’s Guild. 
   
  NOTE: There are only three possible ways to earn 
  the Disfavor of Areolas Lasimer (unless the PCs do 
  something unexpected such as arresting or killing the 
  cartographers, which obviously count as well). The PCs 
  must agree to escort Charis and Ema through the Gnarley 
  and then: 
  • 
  leave Dyvers without them. 
  • 
  refuse to lead them through the Gnarley because 
  the expedition is moving past the Dyvers border. 
  • 
  abandon them without their consent to 
  investigate the threat posed by Blackthorn. 
   
  Encounter 9: Founding 
   
  If the PCs did not make an agreement with the 
  Cartographer’s Guild, abandoned Charis and Ema without 
  completing their agreement with the guild, or refused to 
  aid the refugees, read the following. 
   
  The sunset only worsens the darkness caused by 
  the past storm. The fate of the Gnarleyfolk is nothing 
  short of catastrophic, which makes what you see next 
  all the more awkward. As you return to the decimated 
  village of Tricaster, what once was nothing but ash 
  and rubble has miraculously transformed. Standing at 
  the village’s center, Ema holds an ornate lyre. As she 
  plays, the earth churns up over itself and from it 
  springs a number of buildings. Among the refugees, 
  the other cartographer, Charis, directs the displaced 
  to their new homes. In the center of town, a flagpole 
  rises above the newly built rooftops. Flying high 
  above the forest canopy, the colors of the Free Lands 
  of Dyvers flap in the wind. 
   
  If the PCs remained with Charis and Ema and 
  completed their agreement with the Cartographers Guild, 
  read the following. 
   
  The setting sun floods the forest with a darkness 
  that already seemed to be there. The fate of the 
  Gnarleyfolk is nothing short of catastrophic, which 
  makes what you see next all the more awkward, a 
  celebration awaiting your return to the village of 
  Tricaster. Despite the atrocities so shortly visited on 
  
  Dyv5-09 What Know You of Peace 
   
  Page 16 
  this place, the refugees you rescued from the 
  marauding bugbears are encouraged by your return. 
  They dance and sing songs, rejoicing in their survival 
  and offering prayers to the gods to look after those 
  who did not endure the journey. One of the 
  cartographers, Ema, comes up to you and gives you a 
  wink. From one of the large bags on her horse, she 
  pulls an ornate lyre and begins to play. What once was 
  nothing but ash and rubble transforms before your 
  eyes. As Ema plays, the earth churns up over itself and 
  from it springs a number of buildings. Among the 
  refugees, the other cartographer, Charis, directs the 
  displaced to their new homes. In the center of town, a 
  flagpole rises above the newly built rooftops. Flying 
  high above the forest canopy, the colors of the Free 
  Lands of Dyvers flap in the wind. 
   
  Charis approaches you and says, “We can make 
  something for you as well, if you like.” 
   
  NOTE: A character may only reside in one village 
  outside of the City of Dyvers. If the player wishes to move 
  the character to another village in the Free Lands, he 
  must follow the rules for Moving to Another Town in the 
  Dyvers Town & City Project. Make sure that everyone is 
  aware of this before they make their final decision. If a 
  player chooses not to take Charis and Ema up on their 
  offer, they do not receive the Village Founder reward 
  listed on the AR (even if they return later in this 
  adventure wanting to set up residence). 
   
  Once the PCs have made their decisions, allow them 
  to return to Dyvers and complete the adventure. 
   
  Conclusion 
   
  Anika Silverwood finds the PCs once they return to 
  Dyvers. She has had a private meeting with Magister 
  Hunter and asks you to attend a special public 
  announcement by the magister based on Anika’s retelling 
  of the events that happened in the Gnarley. 
   
  NOTE: Adapt the magister’s concluding statements 
  if the PCs used magical means to travel through the 
  Gnarley or return to Dyvers faster. 
   
  Larissa Hunter has made it a point to address the 
  populous of Dyvers as frequently as possible since her 
  return. The presence of leadership lends stability to 
  the city, a much-needed stability following the chaos 
  of the past year and the new chaos caused by the 
  influx of trade coming into the city. She stands atop 
  the southern gate leading to the Gnarley Road, 
  speaking to a large crowd that fills the streets below. 
  For the first time since her return from Walworth 
  Island, Hunter appears wearing her armor and with 
  her sword on her hip, she appears ready for war. 
   
  “I have held council with the senior-most 
  representative of the Gnarleyfolk,” the magister 
  begins in a firm voice. Anika Silverwood flinches at 
  the statement. Although she ascended to a senior 
  position among the Gnarley Rangers, never has she 
  been the highest ranking ranger in the forest. “We 
  have 
  confirmed 
  that 
  the 
  orc 
  raiding 
  party 
  encountered in the Gnarley Forest represent forces 
  sent by Turrosh Mak and the Pomarj.” The crowd 
  begins to grow restless but the magister calms them 
  before panic can set in. 
   
  “Although the Gentry Council has long had an 
  evacuation plan in place should the Pomarj invade—
  regrettably, a plan we saw in execution earlier this 
  year—I am not so willing to abandon my home so 
  shortly after returning. Dyvers is a proud city. It is a 
  strong city. And it is a ready city. The Pomarj may 
  attempt to threaten our independence with as many 
  orcs, gnolls, or goblins as they wish. We will not 
  succumb! We will endure! We will continue to live 
  free! To ensure the security of the city and its outlying 
  fiefs, and given the failure of the Gnarleyfolk to 
  prevent this threat from reaching our doorstep, the 
  Free Lands of Dyvers hereforth lays claim to all 
  unaffiliated land within the Gnarley Forest to the 
  border of the Free City of Narwell. A portion of the 
  Free Army will be dispatched into the forest to ensure 
  our security. Thus proclaimed this 7th Day of 
  Needfest, CY 595, Larissa Hunter, Magister of the 
  Free Lands of Dyvers.” 
   
  Beside you, a tear rolls down Anika Silverwood’s 
  cheek. Unseen on the other side of the wall, a white 
  rabbit races toward the forest. 
   
  The End…and the Beginning 
   
  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 
  role playing) to each character. 
  
  Dyv5-09 What Know You of Peace 
   
  Page 17 
  Encounter 4: Bugbears 
  Defeat the bugbears 
   
  APL 2   
   
   
   
  60 xp 
   
  APL 4  
   
   
   
  120 xp 
   
  APL 6   
   
   
   
  180 xp 
   
  APL 8   
   
   
   
  240 xp 
   
  APL 10  
   
   
   
  300 xp 
   
  APL 12  
   
   
   
  360 xp 
  Encounter 6: Refugees 
  Rescue the refugees 
   
  APL 2   
   
   
   
  150 xp 
   
  APL 4   
   
   
   
  210 xp 
   
  APL 6   
   
   
   
  270 xp 
   
  APL 8   
   
   
   
  330 xp 
   
  APL 10   
   
   
   
  390 xp 
   
  APL 12   
   
   
   
  450 xp 
  Encounter 8: Scavengers 
  Rescue Anika Silverwood 
   
  APL 2   
   
   
   
  150 xp 
   
  APL 4   
   
   
   
  210 xp 
   
  APL 6  
   
   
   
  270 xp 
   
  APL 8   
   
   
   
  330 xp 
   
  APL 10   
   
   
   
  390 xp 
   
  APL 12   
   
   
   
  450 xp 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing 
   
  APL 2   
   
   
   
  90 xp 
   
  APL 4   
   
   
   
  135 xp 
   
  APL 6   
   
   
   
  180 xp 
   
  APL 8   
   
   
   
  225 xp 
   
  APL 10   
   
   
   
  270 xp 
   
  APL 12   
   
   
   
  315 xp 
  Total Possible Experience 
   
  APL 2   
   
   
   
  450 xp 
   
  APL 4   
   
   
   
  675 xp 
   
  APL 6   
   
   
   
  900 xp 
   
  APL 8   
   
   
   
  1,125 xp 
   
  APL 10  
   
   
   
  1,350 xp 
   
  APL 12  
   
   
   
  1,575 xp 
   
  Treasure Summary 
   
  During an adventure, characters come upon 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. In the case of potions, they may use Spellcraft to 
  identify them. 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 
  scenario, 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 
  
  Dyv5-09 What Know You of Peace 
   
  Page 18 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter 4: Bugbears 
  APL 2 – Loot: 2 gp, Coin: 0 gp, Magic: 0 gp. 
  APL 4 – Loot: 4 gp, Coin: 0 gp, Magic: 0 gp. 
  APL 6 – Loot: 7 gp, Coin: 0 gp, Magic: 0 gp. 
  APLs 8-12 – Loot: 7 gp, Coin: 0 gp, Magic: druid’s 
  vestments (833 gp per character). 
  Encounter 6: Refugees 
  APL 2 – Loot: 0 gp, Coin: 0 gp, Magic: +1 chain shirt (104 
  gp per character), +1 scythe (193 gp per character), potion 
  of cure serious wounds x3 (63 gp each per character). 
  APL 4 – Loot: 0 gp, Coin: 0 gp, Magic: +1 chain shirt x2 
  (104 gp each per character), +1 scythe x2 (193 gp each per 
  character), monk’s belt (1083 gp per character), potion of 
  cure serious wounds x3 (63 gp each per character). 
  APL 6 – Loot: 0 gp, Coin: 0 gp, Magic: +1 chain shirt x2 
  (104 gp each per character), +2 scythe x2 (693 gp each per 
  character), +4 periapt of wisdom (1333 gp per character), 
  monk’s belt (1083 gp per character), potion of cure serious 
  wounds x3 (63 gp each per character). 
  APL 8 – Loot: 0 gp, Coin: 0 gp, Magic: +1 chain shirt x2 
  (104 gp each per character), +2 maiming scythe x2 (1527 
  gp each per character), +4 periapt of wisdom (1333 gp per 
  character), monk’s belt (1083 gp per character), potion of 
  cure serious wounds x3 (63 gp each per character). 
  APL 10 – Loot: 0 gp, Coin: 0 gp, Magic: +1 chain shirt x2 
  (104 gp each per character), +2 maiming scythe x2 (1527 
  gp each per character), +6 periapt of wisdom (3000 gp per 
  character), monk’s belt (1083 gp per character), potion of 
  cure serious wounds x3 (63 gp each per character). 
  APL 12 – Loot: 0 gp, Coin: 0 gp, Magic: +1 chain shirt x2 
  (104 gp each per character), +2 keen, maiming scythe x2 
  (2693 gp each per character), +6 periapt of wisdom (3000 
  gp per character), monk’s belt (1083 gp per character), 
  potion of cure serious wounds x3 (63 gp each per 
  character). 
  Encounter 8: Scavengers 
  APL 2 – Loot: 8 gp, Coin: 0 gp, Magic: 0 gp. 
  APL 4 – Loot: 105 gp, Coin: 0 gp, Magic: +2 breastplate x2 
  (363 gp each per character). 
  APL 6 – Loot: 53 gp, Coin: 0 gp, Magic: +1 lance x2 (193 gp 
  each per character), +2 breastplate x2 (363 gp each per 
  character). 
  APL 8 – Loot: 53 gp, Coin: 0 gp, Magic: +1 lance x2 (193 gp 
  each per character), +2 breastplate x2 (363 gp each per 
  character). 
  APL 10 – Loot: 53 gp, Coin: 0 gp, Magic: +1 lance x2 (193 
  gp each per character), +3 breastplate x2 (779 gp each per 
  character). 
  APL 12 – Loot: 53 gp, Coin: 0 gp, Magic: +1 lance x2 (193 
  gp each per character), +4 breastplate x2 (1363 gp each per 
  character). 
   
  Total Possible Treasure 
   
  APL 2 
  450 gp 
   
  APL 4 
  650 gp 
   
  APL 6 
  900 gp 
   
  APL 8 
  1,300 gp 
   
  APL 10 
  2,300 gp 
   
  APL 12 
  3,300 gp 
   
   
   
  
  Dyv5-09 What Know You of Peace 
   
  Page 19 
  Appendix 1: NPC Stats 
   
  APL 2 
  ENCOUNTER 6: REFUGEES 
  Hobgoblin Fighter: Hobgoblin Ftr1; CR 2; Medium 
  humanoid (goblinoid); HD 1d10+3; hp 13; Init +4; Spd 
  30 ft.; AC 19, touch 14, flat-footed 15 (+4 Dex, +5 +1 
  chain shirt); Base Atk +1; Grp +4; Atk/Full Atk +6 
  melee (2d4+5, +1 scythe); SQ Darkvision 60 ft.; AL CE; 
  SV Fort +5, Ref +4, Will +2; Str 16, Dex 18, Con 16, Int 
  8, Wis 10, Cha 8. 
   
  Skills and Feats: Move Silently +6, Tumble +4; 
  Iron Will, Weapon Focus (scythe). 
   
  Possessions: dagger, +1 scythe, +1 chain shirt. 
   
  Hobgoblin Monk: Hobgoblin Mnk3; CR 4; Medium 
  humanoid (goblinoid); HD 3d8+12; hp 30; Init +4; Spd 
  40 ft.; AC 17, touch 17, flat-footed 13 (+4 Dex, +3 Wis); 
  Base Atk +2; Grp +2; Atk +7 melee (1d6, unarmed); Full 
  Atk +5/+5 melee (1d6, unarmed); SA Flurry of blows, 
  stunning fist (3/day); SQ Darkvision 60 ft., evasion, 
  still mind; AL LE; SV Fort +6, Ref +7, Will +6; Str 10, 
  Dex 18, Con 16, Int 8, Wis 16, Cha 8. 
   
  Skills and Feats: Hide +9, Move Silently +12, Spot 
  +6, 
  Tumble 
  +10; 
  Combat 
  Reflexes, 
  Improved 
  Toughness*, Improved Unarmed Strike, Stunning Fist, 
  Weapon Finesse. 
   
  Possessions: dagger, potion of cure serious wounds 
  (3). 
  *See Appendix 2: New Rules Items 
   
   
  
  Dyv5-09 What Know You of Peace 
   
  Page 20 
  APL 4 
  ENCOUNTER 6: REFUGEES 
  Hobgoblin Fighters (2): Hobgoblin Ftr1; CR 2; 
  Medium humanoid (goblinoid); HD 1d10+3; hp 13; 
  Init +4; Spd 30 ft.; AC 19, touch 14, flat-footed 15 (+4 
  Dex, +5 +1 chain shirt); Base Atk +1; Grp +4; Atk/Full 
  Atk +6 melee (2d4+5, +1 scythe); SQ Darkvision 60 ft.; 
  AL CE; SV Fort +5, Ref +4, Will +2; Str 16, Dex 18, Con 
  16, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Move Silently +6, Tumble +4; 
  Iron Will, Weapon Focus (scythe). 
   
  Possessions: dagger, +1 chain shirt, +1 scythe. 
   
  Hobgoblin Monk: Hobgoblin Mnk5; CR 6; Medium 
  humanoid (goblinoid); HD 5d8+20; hp 48; Init +4; Spd 
  40 ft.; AC 19, touch 19, flat-footed 15 (+4 Dex, +3 Wis, 
  +2 Bonus); Base Atk +3; Grp +3; Atk +8 melee (1d10, 
  unarmed); Full Atk +6/+6 melee (1d10, unarmed); SA 
  Flurry of blows, ki strike (magic), stunning fist (5/day); 
  SQ Darkvision 60 ft., evasion, purity of body, slow fall 
  20 ft., still mind; AL LE; SV Fort +7, Ref +8, Will +7; Str 
  10, Dex 19, Con 16, Int 8, Wis 16, Cha 8. 
   
  Skills and Feats: Hide +10, Move Silently +14, Spot 
  +7, 
  Tumble 
  +12; 
  Combat 
  Reflexes, 
  Improved 
  Toughness*, Improved Unarmed Strike, Stunning Fist, 
  Weapon Finesse. 
   
  Possessions: dagger, monk’s belt. 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 8: SCAVENGERS 
  Goblin Barbarians (4): Goblin Bbn1; CR 1; Small 
  humanoid (goblinoid); HD 1d12+1; hp 13; Init +4; Spd 
  40 ft.; AC 19, touch 15, flat-footed 15 (+1 size, +4 Dex, 
  +4 chain shirt); Base Atk +1; Grp • 1; Atk/Full Atk +4 
  melee (1d10+3, greatsword); SA Rage 1/day; SQ 
  Darkvision 60 ft., fast movement; AL CE; SV Fort +4, 
  Ref +4, Will • 1; Str 14, Dex 18, Con 13, Int 8, Wis 8, 
  Cha 6. 
   
  Skills and Feats: Climb +8, Listen +3, Survival +3; 
  Swarmfighting*. 
   
  Possessions: greatsword, dagger, chain shirt. 
  *See Appendix 2: New Rules Items 
   
  Goblin Riders (2): Goblin Ftr2; CR 2; Small humanoid 
  (goblinoid); HD 2d10+4; hp 20; Init +3; Spd 30 ft.; AC 
  21, touch 14, flat-footed 18 (+1 size, +3 Dex, +7 +2 
  breastplate); Base Atk +2; Grp +0; Atk/Full Atk +6 melee 
  (1d6+3, masterwork lance); SQ Darkvision 60 ft.; AL NE; SV 
  Fort +5, Ref +3, Will +1; Str 14, Dex 16, Con 14, Int 10, Wis 8, 
  Cha 6. 
   
  Skills and Feats: Move Silently +3, Ride +12; Iron Will, 
  Mounted Combat, Ride-By Attack. 
   
  Possessions: Masterwork lance, longsword, dagger, +2 
  breastplate. 
   
   
  
  Dyv5-09 What Know You of Peace 
   
  Page 21 
  APL 6 
  ENCOUNTER 4: BUGBEARS 
  Bugbear Druid: Bugbear Drd3; CR 4; Medium 
  humanoid (goblinoid); HD 3d8+12+3d8+12; hp 57; Init 
  +1; Spd 20 ft.; AC 22, touch 11, flat-footed 19 (+1 Dex, 
  +3 hide, +5 Nat); Base Atk +4; Grp +8; Atk/Full Atk +8 
  melee (1d6+6, quarterstaff); SQ Darkvision 60 ft., 
  nature sense, trackless step, wild empathy, woodland 
  stride; AL NE; SV Fort +7, Ref +5, Will +7; Str 18, Dex 
  12, Con 16, Int 10, Wis 17, Cha 8. 
   
  Skills and Feats: Climb +2, Concentration +10, 
  Hide +1, Knowledge (nature) +3, Listen +5, Move 
  Silently +3, Spellcraft +3, Spot +5, Survival +6; Combat 
  Casting, Improved Toughness*, Power Attack. 
   
  Druid spells prepared (4/3/2; save DC = 13 + spell 
  level): 0—create water, cure minor wounds, detect 
  magic, read magic; 1st—cure light wounds, faerie fire, 
  produce flame; 2nd—barkskin, brambles*. 
   
  Possessions: quarterstaff, dagger, hide armor. 
  *See Appendix 2: New Rules Items 
   
  Eagle Animal Companion: Small animal; HD 3d8+3; 
  hp 16; Init +3; Spd 10 ft., fly 80 ft. (average); AC 17 
  (touch 14, flat-footed 14); Base Atk/Grp +2/• 2; Atk +5 
  melee (1d6/x2, talons); Full Atk +5 melee (1d6, 2 
  talons) and +0 melee (1d4, bite); Face/Reach 5 ft./5 ft.; 
  SQ Evasion, link, low-light vision, share spells; SQ 
  Link, low-light vision, share spells; AL N; SV Fort +4, 
  Ref +6, Will +3; Str 11, Dex 16, Con 12, Int 2, Wis 14, 
  Cha 6 
   
  Skills and Feats: Listen +4, Spot +14; Improved 
  Natural Weapon (talons), Weapon Finesse. 
   
  Bugbear Wizard: Bugbear Wiz3; CR 4; Medium 
  humanoid 
  (goblinoid); 
  HD 
  3d8+6+3d4+6; 
  hp 
  39+1d10+3; Init +3; Spd 30 ft.; AC 20, touch 13, flat-
  footed 17 (+3 Dex, +4 mage armor, +3 Nat); Base Atk +3; 
  Grp +7; Atk/Full Atk +10 melee (1d8+10, fist of stone); 
  SQ Darkvision 60 ft.; AL NE; SV Fort +3, Ref +7, Will 
  +4; Str 18, Dex 16, Con 12, Int 17, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +5, Concentration +8, Hide 
  +6, Knowledge (arcana) +6, Knowledge (geography) +8, 
  Knowledge (nature) +8, Listen +4, Move Silently +8, 
  Spellcraft +6, Spot +4; Combat Casting, Improved 
  Natural Attack, Improved Toughness*, Scribe Scroll. 
   
  Spells Known (4/3/2; save DC = 14 + spell level; 
  effective caster level: 6th): 0—acid splash, detect 
  magic, ray of frost, read magic; 1st—fist of stone*, magic 
  missile, mage armor; 2nd—false life, scorching ray. 
   
  Possessions: dagger, spell components. 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 6: REFUGEES 
  Hobgoblin Fighters (2): Hobgoblin Ftr2/Bbn1; CR 4; 
  Medium humanoid (goblinoid); HD 2d10+8+1d12+4; hp 35; 
  Init +4; Spd 40 ft.; AC 19, touch 14, flat-footed 15 (+4 Dex, +5 
  +1 chain shirt); Base Atk +3; Grp +6; Atk/Full Atk +9 melee 
  (2d4+6, +2 scythe); SA Rage 1/day; SQ Darkvision 60 ft., fast 
  movement, fast movement; AL CE; SV Fort +8, Ref +4, Will 
  +2; Str 16, Dex 18, Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Move Silently +6, Survival +2, Tumble 
  +5; Instantaneous Rage*, Improved Toughness*, Iron Will, 
  Weapon Focus (scythe). 
   
  Possessions: dagger, +1 chain shirt, +2 scythe. 
  *See Appendix 2: New Rules Items 
   
  Hobgoblin Monk: Hobgoblin Mnk7; CR 8; Medium 
  humanoid (goblinoid); HD 7d8+28; hp 66; Init +4; Spd 50 ft.; 
  AC 21, touch 21, flat-footed 17 (+4 Dex, +5 Wis, +2 Bonus); 
  Base Atk +5; Grp +5; Atk +10 melee (2d6+1d6, unarmed); 
  Full Atk +8/+8 melee (2d6+1d6, unarmed); SA Flurry of 
  blows, ki strike (magic), stunning fist (7/day); SQ Darkvision 
  60 ft., evasion, purity of body, slow fall 30 ft., still mind, 
  wholeness of body; AL LE; SV Fort +8, Ref +9, Will +10; Str 
  10, Dex 19, Con 16, Int 8, Wis 20, Cha 8. 
   
  Skills and Feats: Hide +10, Move Silently +15, Spot +10, 
  Tumble +14; Combat Reflexes, Fists of Iron*, Improved 
  Toughness*, Improved Trip, Improved Unarmed Strike, 
  Stunning Fist, Weapon Finesse. 
   
  Possessions: dagger, +4 periapt of wisdom, monk’s belt. 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 8: SCAVENGERS 
  Goblin Barbarians (4): Goblin Bbn1/Ftr1; CR 2; Small 
  humanoid (goblinoid); HD 1d12+2+1d10+2; hp 22; Init +4; 
  Spd 40 ft.; AC 19, touch 15, flat-footed 15 (+1 size, +4 Dex, +4 
  chain shirt); Base Atk +2; Grp +0; Atk/Full Atk +5 melee 
  (1d10+3, greatsword); SA Rage 1/day; SQ Darkvision 60 ft.; 
  AL CE; SV Fort +6, Ref +4, Will • 1; Str 14, Dex 18, Con 13, 
  Int 8, Wis 8, Cha 6. 
  
  Dyv5-09 What Know You of Peace 
   
  Page 22 
   
  Skills and Feats: Climb +8, Jump +1, Listen +3, 
  Survival +3; Improved Toughness*, Swarmfighting*. 
   
  Possessions: greatsword, dagger, chain shirt. 
  *See Appendix 2: New Rules Items 
   
  Goblin Riders (2): Goblin Ftr6; CR 6; Small humanoid 
  (goblinoid); HD 6d10+18; hp 58; Init +3; Spd 30 ft.; AC 
  21, touch 14, flat-footed 18 (+1 size, +3 Dex, +7 +2 
  breastplate); Base Atk +6; Grp +4; Atk +10 melee 
  (1d6+4, +1 lance); Full Atk +10/+5 melee (1d6+4, +1 
  lance); SQ Darkvision 60 ft.; AL NE; SV Fort +7, Ref +5, 
  Will +3; Str 15, Dex 16, Con 14, Int 10, Wis 8, Cha 6. 
   
  Skills and Feats: Move Silently +3, Ride +19; 
  Improved 
  Toughness*, 
  Iron 
  Will, 
  Leadership, 
  Mounted Combat, Ride-By Attack, Skill Focus (ride), 
  Spirited Charge. 
   
  Possessions: longsword, dagger, +1 lance, +2 
  breastplate. 
  *See Appendix 2: New Rules Items 
   
  Worg Cohorts (2): Worg Bbn3; CR 4; Medium 
  magical beast; HD 4d10+16+3d12+12; hp 77; Init +3; 
  Spd 60 ft.; AC 15, touch 13, flat-footed 12 (+3 Dex, +2 
  Natural); Base Atk +7; Grp +12; Atk/Full Atk +12 melee 
  (1d8+7, bite); SA Rage 1/day, trip; SQ Darkvision 60 ft., 
  fast movement, trap sense +1, uncanny dodge; AL NE; 
  SV Fort +10, Ref +8, Will +2; Str 20, Dex 16, Con 17, Int 
  6, Wis 10, Cha 13. 
   
  Skills and Feats: Hide +5, Listen +5, Move Silently 
  +7, Spot +2, Survival +4, Swim +8; Goad*, Improved 
  Natural Attack, Improved Toughness*. 
  *See Appendix 2: New Rules Items 
   
   
  
  Dyv5-09 What Know You of Peace 
   
  Page 23 
  APL 8 
  ENCOUNTER 4: BUGBEARS 
  Bugbear Druid: Bugbear Drd5; CR 6; Medium 
  humanoid (goblinoid); HD 3d8+12+5d8+20; hp 75; Init 
  +1; Spd 20 ft.; AC 23, touch 11, flat-footed 19 (+1 Dex, 
  +3 hide, +6 Nat); Base Atk +5; Grp +9; Atk/Full Atk +9 
  melee (1d6+6, quarterstaff); SQ Darkvision 60 ft., 
  nature sense, resist nature’s lure, trackless step, wild 
  empathy, wild shape 2/day, woodland stride; AL NE; 
  SV Fort +8, Ref +5, Will +9; Str 18, Dex 12, Con 16, Int 
  10, Wis 18, Cha 8. 
   
  Skills and Feats: Climb +2, Concentration +12, 
  Hide +1, Knowledge (nature) +5, Listen +6, Move 
  Silently +3, Spellcraft +5, Spot +6, Survival +9; Combat 
  Casting, Improved Toughness*, Practiced Spellcaster*. 
   
  Druid spells prepared (5/4/3/2; save DC = 14 + 
  spell level): 0—create water, cure minor wounds, 
  detect magic, read magic, virtue; 1st—charm animal, 
  cure light wounds, faerie fire, produce flame; 2nd—
  barkskin, brambles*, bull’s strength; 3rd—infestation 
  of maggots*, spike growth. 
   
  Possessions: quarterstaff, dagger, hide armor, 
  druid’s vestments. 
  *See Appendix 2: New Rules Items 
   
  Eagle Animal Companion: Small animal; HD 3d8+3; 
  hp 16; Init +3; Spd 10 ft., fly 80 ft. (average); AC 17 
  (touch 14, flat-footed 14); Base Atk +2; Grp • 2; Atk +5 
  melee (1d6, talons); Full Atk +5 melee (1d6, 2 talons) 
  and +0 melee (1d4, bite); Face/Reach 5 ft./5 ft.; SQ 
  Evasion, link, low-light vision, share spells; SQ Link, 
  low-light vision, share spells; AL N; SV Fort +4, Ref +6, 
  Will +3; Str 11, Dex 16, Con 12, Int 2, Wis 14, Cha 6 
   
  Skills and Feats: Listen +4, Spot +14; Improved 
  Natural Weapon (talons), Weapon Finesse. 
   
  Bugbear Wizard: Bugbear Wiz5; CR 6; Medium 
  humanoid 
  (goblinoid); 
  HD 
  3d8+6+5d4+10; 
  hp 
  49+1d10+5; Init +3; Spd 30 ft.; AC 26, touch 13, flat-
  footed 23 (+3 Dex, +6 mage armor, +4 shield, +3 Nat); 
  Base Atk +4; Grp +8; Atk/Full Atk +11 melee (1d8+10, 
  fist of stone); SQ Darkvision 60 ft.; AL NE; SV Fort +3, 
  Ref +7, Will +5; Str 18, Dex 16, Con 12, Int 18, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Climb +5, Concentration +11, 
  Hide 
  +6, 
  Knowledge 
  (arcana) 
  +8, 
  Knowledge 
  (geograph7) +8, Knowledge (nature) +8, Listen +4, 
  Move Silently +8, Spellcraft +10, Spot +4; Combat 
  Casting, Craft Wondrous Item, Improved Natural Attack, 
  Improved Toughness*, Scribe Scroll. 
   
  Spells Known (4/4/3/2; save DC = 14 + spell level; 
  effective caster level: 8th): 0—acid splash, detect magic, ray 
  of frost, read magic; 1st—fist of stone*, magic missile, shield, 
  true strike; 2nd—false life, mirror image, scorching ray; 
  3rd—dispel magic, greater mage armor. 
   
  Possessions: dagger, spell components 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 6: REFUGEES 
  Hobgoblin Fighters (2): Hobgoblin Ftr4/Bbn1; CR 6; 
  Medium humanoid (goblinoid); HD 4d10+16+1d12+4; hp 
  55; Init +4; Spd 40 ft.; AC 19, touch 14, flat-footed 15 (+4 Dex, 
  +5 +1 chain shirt); Base Atk +5; Grp +7; Atk/Full Atk +11 
  melee (2d4+8, +2 maiming* scythe/x1d8); SA Rage 1/day; 
  SQ Darkvision 60 ft., fast movement; AL CE; SV Fort +9, Ref 
  +5, Will +3; Str 17, Dex 18, Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Move Silently +6, Survival +2, Tumble 
  +6; Instantaneous Rage*, Improved Toughness*, Iron Will, 
  Weapon Focus (scythe), Weapon Specialization (scythe). 
   
  Possessions: dagger, +1 chain shirt, +2 maiming* scythe. 
  *See Appendix 2: New Rules Items 
   
  Hobgoblin Monk: Hobgoblin Mnk9; CR 10; Medium 
  humanoid (goblinoid); HD 9d8+36; hp 84; Init +5; Spd 60 ft.; 
  AC 22, touch 22, flat-footed 17 (+5 Dex, +5 Wis, +2 Bonus); 
  Base Atk +6; Grp +6; Atk +12 melee (2d6+1d6, unarmed); 
  Full Atk +12/+7 melee (2d6+1d6, unarmed) or +10/+10/+5 
  melee (2d6+1d6, unarmed); SA Flurry of blows, ki strike 
  (magic), stunning fist (9/day); SQ Darkvision 60 ft., evasion, 
  improved evasion, purity of body, slow fall 40 ft., still mind, 
  wholeness of body; AL LE; SV Fort +9, Ref +11, Will +11; Str 
  10, Dex 20, Con 16, Int 8, Wis 20, Cha 8. 
   
  Skills and Feats: Hide +11, Listen +9, Move Silently +16, 
  Spot +10, Tumble +17; Combat Reflexes, Fists of Iron*, 
  Improved Toughness*, Improved Trip, Improved Unarmed 
  Strike, Rapid Stunning*, Stunning Fist, Weapon Finesse. 
   
  Possessions: dagger, +4 periapt of wisdom, monk’s belt. 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 8: SCAVENGERS 
  Goblin Barbarians (4): Goblin Bbn2/Ftr2; CR 4; Small 
  humanoid (goblinoid); HD 2d12+6+2d10+6; hp 43; Init +4; 
  
  Dyv5-09 What Know You of Peace 
   
  Page 24 
  Spd 40 ft.; AC 19, touch 15, flat-footed 15 (+1 size, +4 
  Dex, +4 chain shirt); Base Atk +4; Grp +2; Atk/Full Atk 
  +7 melee (1d10+3, greatsword); SA Rage 1/day; SQ 
  Darkvision 60 ft., fast movement, uncanny dodge; AL 
  CE; SV Fort +9, Ref +6, Will • 1; Str 14, Dex 18, Con 14, 
  Int 8, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +9, Jump +2, Listen +4, 
  Survival +4; Improved Toughness*, Lightning Reflexes, 
  Prone Attack*, Swarmfighting*. 
   
  Possessions: greatsword, dagger, chain shirt. 
  *See Appendix 2: New Rules Items 
   
  Goblin Riders (2): Goblin Ftr8; CR 8; Small humanoid 
  (goblinoid); HD 8d10+24; hp 76; Init +3; Spd 30 ft.; AC 
  21, touch 14, flat-footed 18 (+1 size, +3 Dex, +7 +2 
  breastplate); Base Atk +8; Grp +7; Atk +13 melee 
  (1d6+5, +1 lance); Full Atk +13/+8 melee (1d6+5, +1 
  lance); Space/Reach 5 ft./5 ft.; SQ Darkvision 60 ft.; AL 
  NE; SV Fort +8, Ref +5, Will +3; Str 16, Dex 16, Con 14, 
  Int 10, Wis 8, Cha 6. 
   
  Skills and Feats: Move Silently +3, Ride +21; 
  Improved 
  Toughness*, 
  Iron 
  Will, 
  Leadership, 
  Mounted Combat, Ride-By Attack, Skill Focus (ride), 
  Spirited Charge, Weapon Focus (lance). 
   
  Possessions: longsword, dagger, +1 lance, +2 
  breastplate. 
  *See Appendix 2: New Rules Items 
   
  Worg Cohorts (2): Worg Bbn4; CR 5; Medium 
  magical beast; HD 4d10+20+4d12+20; hp 96; Init +3; 
  Spd 60 ft.; AC 15, touch 13, flat-footed 12 (+3 Dex, +2 
  Natural); Base Atk +8; Grp +13; Atk/Full Atk +13 melee 
  (1d8+7, bite); SA Rage 2/day, trip; SQ Darkvision 60 ft., 
  fast movement, trap sense +1, uncanny dodge; AL NE; 
  SV Fort +12, Ref +8, Will +2; Str 20, Dex 16, Con 18, Int 
  6, Wis 10, Cha 13. 
   
  Skills and Feats: Hide +5, Listen +6, Move Silently 
  +7, Spot +2, Survival +5, Swim +9; Goad*, Improved 
  Natural Attack, Improved Toughness*. 
  *See Appendix 2: New Rules Items 
   
   
  
  Dyv5-09 What Know You of Peace 
   
  Page 25 
  APL 10 
  ENCOUNTER 4: BUGBEARS 
  Bugbear Druid: Bugbear Drd7; CR 8; Medium 
  humanoid (goblinoid); HD 3d8+12+7d8+28; hp 93; Init 
  +1; Spd 20 ft.; AC 23, touch 11, flat-footed 19 (+1 Dex, 
  +3 hide, +6 Nat); Base Atk +7; Grp +11; Atk +11 melee 
  (1d6+6, quarterstaff); Full Atk +11/+6 melee (1d6+6, 
  quarterstaff); SQ Darkvision 60 ft., nature sense, resist 
  nature’s lure, trackless step, wild empathy, wild shape 
  4/day, woodland stride; AL NE; SV Fort +9, Ref +6, 
  Will +10; Str 18, Dex 12, Con 16, Int 10, Wis 18, Cha 8. 
   
  Skills and Feats: Climb +2, Concentration +14, 
  Hide +1, Knowledge (nature) +7, Listen +6, Move 
  Silently +3, Spellcraft +7, Spot +6, Survival +11; Combat 
  Casting, 
  Improved 
  Toughness*, 
  Natural 
  Spell, 
  Practiced Spellcaster*. 
   
  Druid spells prepared (6/5/4/3/2; save DC = 14 + 
  spell level): 0—create water, cure minor wounds, 
  detect magic, read magic, virtue; 1st—charm animal, 
  cure light wounds, faerie fire, produce flame, speak 
  with 
  animals; 
  2nd—barkskin, 
  brambles*, 
  bull’s 
  strength, 
  warp 
  wood; 
  3rd—dominate 
  animal, 
  infestation of maggots*, spike growth; 4th—arc of 
  lightning*, flame strike. 
   
  Possessions: quarterstaff, dagger, hide armor, 
  druid’s vestments. 
  *See Appendix 2: New Rules Items 
   
  Eagle Animal Companion: Small animal; HD 5d8+5; 
  hp 27; Init +3; Spd 10 ft., fly 80 ft. (average); AC 19 
  (touch 14, flat-footed 16); Base Atk +3; Grp +0; Atk +7 
  melee (1d6+1, talons); Full Atk +7 melee (1d6+1, 2 
  talons) and +2 melee (1d4+1, bite); SQ Devotion, 
  evasion, link, low-light vision, share spells; SQ Link, 
  low-light vision, share spells; AL N; SV Fort +5, Ref +7, 
  Will +3; Str 12, Dex 17, Con 13, Int 2, Wis 14, Cha 6 
   
  Skills and Feats: Listen +4, Spot +14; Improved 
  Natural Weapon (talons), Weapon Finesse. 
   
  Bugbear Wizard: Bugbear Wiz7; CR 8; Medium 
  humanoid 
  (goblinoid); 
  HD 
  3d8+6+7d4+14; 
  hp 
  59+1d10+7; Init +3; Spd 30 ft.; AC 26, touch 13, flat-
  footed 23 (+3 Dex, +6 mage armor, +4 shield, +3 Nat); 
  Base Atk +5; Grp +9; Atk/Full Atk +12 melee (1d8+10, 
  fist of stone); SQ Darkvision 60 ft.; AL NE; SV Fort +6, 
  Ref +8, Will +6; Str 18, Dex 16, Con 12, Int 18, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Climb +5, Concentration +15, Hide +6, 
  Knowledge (arcana) +10, Knowledge (geography) +10, 
  Knowledge (nature) +10, Listen +4, Move Silently +8, 
  Spellcraft +12, Spot +4; Combat Casting, Craft Wondrous 
  Item, Great Fortitude, Improved Natural Attack, Improved 
  Toughness*, Scribe Scroll. 
   
  Spells Known (4/4/4/3/2; save DC = 14 + spell level; 
  effective caster level: 10th): 0—acid splash, detect magic, ray 
  of frost, read magic; 1st—fist of stone*, magic missile, shield, 
  true strike; 2nd—blur, false life, mirror image, scorching ray; 
  3rd—dispel magic, fireball, greater mage armor; 4th—
  dimension door, wrack*. 
   
  Possessions: dagger, spell components 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 6: REFUGEES 
  Hobgoblin Fighters (2): Hobgoblin Ftr6/Bbn1; CR 8; 
  Medium humanoid (goblinoid); HD 6d10+24+1d12+4; hp 
  75; Init +8; Spd 40 ft.; AC 19, touch 14, flat-footed 15 (+4 Dex, 
  +5 +1 chain shirt); Base Atk +7; Grp +9; Atk +13 melee 
  (2d4+8, +2 maiming* scythe/x1d8); Full Atk +13/+8 melee 
  (2d4+8, +2 maiming* scythe/x1d8); SA Rage 1/day; SQ 
  Darkvision 60 ft., fast movement; AL CE; SV Fort +10, Ref 
  +6, Will +4; Str 17, Dex 18, Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Move Silently +6, Survival +2, Tumble 
  +7; Instantaneous Rage*, Improved Initiative, Improved 
  Toughness*, Iron Will, Power Attack, Weapon Focus 
  (scythe), Weapon Specialization (scythe). 
   
  Possessions: dagger, +1 chain shirt, +2 maiming* scythe. 
  *See Appendix 2: New Rules Items 
   
  Hobgoblin Monk: Hobgoblin Mnk9/Ftr2; CR 12; Medium 
  humanoid (goblinoid); HD 9d8+36+2d10+8; hp 104; Init +5; 
  Spd 60 ft.; AC 23, touch 23, flat-footed 18 (+5 Dex, +6 Wis, +2 
  Bonus); Base Atk +8; Grp +8; Atk +14 melee (2d6+1d6, 
  unarmed); Full Atk +14/+9 melee (2d6+1d6, unarmed) or 
  +12/+12/+7 melee (2d6+1d6, unarmed); SA Flurry of blows, 
  ki strike (magic), stunning fist (9/day); SQ Darkvision 60 ft., 
  evasion, improved evasion, purity of body, slow fall 40 ft., 
  still mind, wholeness of body; AL LE; SV Fort +12, Ref +11, 
  Will +12; Str 10, Dex 20, Con 16, Int 8, Wis 22, Cha 8. 
   
  Skills and Feats: Hide +11, Listen +10, Move Silently 
  +16, Spot +11, Tumble +18; Combat Reflexes, Dodge, Fists of 
  Iron*, Improved Toughness*, Improved Trip, Improved 
  Unarmed Strike, Mobility, Rapid Stunning*, Stunning Fist, 
  Weapon Finesse. 
  
  Dyv5-09 What Know You of Peace 
   
  Page 26 
   
  Possessions: dagger, periapt of wisdom +6, monk’s 
  belt. 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 8: SCAVENGERS 
  Goblin Barbarians (4): Goblin Bbn3/Ftr3; CR 6; Small 
  humanoid (goblinoid); HD 3d12+9+3d10+9; hp 62; Init 
  +4; Spd 40 ft.; AC 19, touch 15, flat-footed 15 (+1 size, 
  +4 Dex, +4 chain shirt); Base Atk +6; Grp +4; Atk +9 
  melee (1d10+3, greatsword); Full Atk +9/+5 melee 
  (1d10+3, greatsword); SA Rage 1/day; SQ Darkvision 
  60 ft., fast movement, trap sense +1, uncanny dodge; 
  AL CE; SV Fort +9, Ref +8, Will +3; Str 14, Dex 18, Con 
  14, Int 8, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +10, Jump +3, Listen +5, 
  Survival +5; Improved Toughness*, Iron Will, 
  Lightning Reflexes, Prone Attack*, Swarmfighting*. 
   
  Possessions: greatsword, dagger, chain shirt. 
  *See Appendix 2: New Rules Items 
   
  Goblin Riders (2): Goblin Ftr10; CR 10; Small 
  humanoid (goblinoid); HD 10d10+30; hp 94; Init +3; 
  Spd 30 ft.; AC 22, touch 14, flat-footed 19 (+1 size, +3 
  Dex, +8 +3 breastplate); Base Atk +10; Grp +9; Atk +15 
  melee (1d6+7, +1 lance); Full Atk +15/+10 melee 
  (1d6+7, +1 lance); Space/Reach 5 ft./5 ft.; SQ 
  Darkvision 60 ft.; AL NE; SV Fort +9, Ref +8, Will +4; 
  Str 16, Dex 16, Con 14, Int 10, Wis 8, Cha 6. 
   
  Skills and Feats: Move Silently +3, Ride +23; 
  Improved 
  Toughness*, 
  Iron 
  Will, 
  Leadership, 
  Lightning Reflexes, Mounted Combat, Ride-By Attack, 
  Skill Focus (ride), Spirited Charge, Weapon Focus 
  (lance), Weapon Specialization (lance). 
   
  Possessions: longsword, dagger, +1 lance, +3 
  breastplate. 
  *See Appendix 2: New Rules Items 
   
  Worg Cohorts (2): Worg Bbn6; CR 7; Medium 
  magical beast; HD 4d10+20+6d12+30; hp 120; Init +3; 
  Spd 60 ft.; AC 15, touch 13, flat-footed 12 (+3 Dex, +2 
  Natural); Base Atk +10; Grp +15; Atk/Full Atk +15 
  melee (1d8+7, bite); Space/Reach 5 ft./5 ft.; SA Rage 
  2/day, trip; SQ Darkvision 60 ft., fast movement, 
  improved uncanny dodge, trap sense +2, uncanny 
  dodge; AL NE; SV Fort +13, Ref +9, Will +3; Str 20, Dex 
  16, Con 18, Int 6, Wis 10, Cha 13. 
   
  Skills and Feats: Hide +5, Listen +8, Move Silently +7, 
  Spot +2, Survival +7, Swim +11; Goad*, Improved Natural 
  Attack, Improved Toughness*, Track. 
  *See Appendix 2: New Rules Items 
   
   
  
  Dyv5-09 What Know You of Peace 
   
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  APL 12 
  ENCOUNTER 4: BUGBEARS 
  Bugbear Druid: Bugbear Drd9; CR 10; Medium 
  humanoid (goblinoid); HD 3d8+12+9d8+36; hp 111; 
  Init +1; Spd 20 ft.; AC 24, touch 11, flat-footed 19 (+1 
  Dex, +3 hide, +7 Nat); Base Atk +6; Grp +12; Atk +12 
  melee (1d6+6, quarterstaff); Full Atk +12/+7 melee 
  (1d6+6, quarterstaff); SQ Darkvision 60 ft., nature 
  sense, resist nature’s lure, trackless step, venom 
  immunity, wild empathy, wild shape 4/day, wild shape 
  (Large), woodland stride; AL NE; SV Fort +10, Ref +7, 
  Will +11; Str 18, Dex 12, Con 16, Int 10, Wis 19, Cha 8. 
   
  Skills and Feats: Climb +2, Concentration +16, 
  Hide +1, Knowledge (nature) +9, Listen +6, Move 
  Silently +3, Spellcraft +9, Spot +6, Survival +13; Combat 
  Casting, Extra Slot*, Improved Toughness*, Natural 
  Spell, Practiced Spellcaster*. 
   
  Druid spells prepared (6/5/5/4/3/1; save DC = 14 
  + spell level): 0—create water, cure minor wounds, 
  detect magic, read magic, virtue; 1st—charm animal, 
  cure light wounds, faerie fire, produce flame, speak 
  with 
  animals; 
  2nd—barkskin, 
  brambles*, 
  bull’s 
  strength, gust of wind, warp wood; 3rd—dominate 
  animal, infestation of maggots*, poison, spike growth; 
  4th—arc of lightning*, flame strike, freedom of 
  movement, murderous mist*; 5th—baleful polymorph. 
   
  Possessions: quarterstaff, dagger, hide armor, 
  druid’s vestments. 
  *See Appendix 2: New Rules Items 
   
  Eagle Animal Companion: Small animal; HD 7d8+7; 
  hp 38; Init +4; Spd 10 ft., fly 80 ft. (average); AC 22 
  (touch 15, flat-footed 18); Base Atk +5; Grp +2; Atk +10 
  melee (1d6+1, talons); Full Atk +10 melee (1d6+1, 2 
  talons) and +8 melee (1d6+1, bite); SQ Devotion, 
  evasion, link, low-light vision, share spells; SQ Link, 
  low-light vision, share spells; AL N; SV Fort +6, Ref +9, 
  Will +4; Str 13, Dex 18, Con 13, Int 2, Wis 14, Cha 6 
   
  Skills and Feats: Listen +4, Spot +16; Improved 
  Multiattack, Natural Weapon (bite), Natural Weapon 
  (talons), Weapon Finesse. 
   
  Bugbear Wizard: Bugbear Wiz9; CR 10; Medium 
  humanoid 
  (goblinoid); 
  HD 
  3d8+6+9d4+18; 
  hp 
  69+1d10+9; Init +3; Spd 30 ft.; AC 26, touch 13, flat-
  footed 23 (+3 Dex, +6 mage armor, +4 shield, +3 Nat); 
  Base Atk +6; Grp +10; Atk/Full Atk +13 melee (1d8+10, 
  fist of stone); SQ Darkvision 60 ft.; AL NE; SV Fort +7, 
  Ref +9, Will +9; Str 18, Dex 16, Con 12, Int 19, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +5, Concentration +19, Hide +6, 
  Knowledge (arcana) +12, Knowledge (geography) +12, 
  Knowledge (nature) +12, Listen +4, Move Silently +8, 
  Spellcraft +14, Spot +4; Combat Casting, Craft Wondrous 
  Item, Great Fortitude, Improved Natural Attack, Improved 
  Toughness*, Iron Will, Scribe Scroll. 
   
  Spells Known (4/5/5/4/3/1; save DC = 14 + spell level; 
  effective caster level: 12th): 0—acid splash, detect magic, ray 
  of frost, read magic; 1st—fist of stone*, magic missile, shield, 
  true strike; 2nd—blur, false life, mirror image, scorching ray 
  (x2); 3rd—dispel magic, fireball, greater mage armor, slow; 
  4th—dimension door, greater invisibility, wrack*; 5th—
  reciprocal gyre*. 
   
  Possessions: dagger, spell components 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 6: REFUGEES 
  Hobgoblin Fighters (2): Hobgoblin Ftr8/Bbn1; CR 10; 
  Medium humanoid (goblinoid); HD 8d10+32+1d12+4; hp 
  95; Init +8; Spd 40 ft.; AC 19, touch 14, flat-footed 15 (+4 Dex, 
  +5 +1 chain shirt); Base Atk +9; Grp +12; Atk +16 melee 
  (2d4+10, +2 keen, maiming* scythe/19-20x1d8); Full Atk 
  +16/+11 melee (2d4+10, +2 keen, maiming* scythe/19-
  20x1d8); SA Rage 1/day; SQ Darkvision 60 ft., fast 
  movement; AL CE; SV Fort +11, Ref +6, Will +4; Str 18, Dex 
  18, Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Move Silently +6, Survival +2, Tumble 
  +8; Cleave, Death Blow*, Instantaneous Rage*, Improved 
  Initiative, Improved Toughness*, Iron Will, Power Attack, 
  Weapon Focus (scythe), Weapon Specialization (scythe). 
   
  Possessions: dagger, +1 chain shirt, +2 keen, maiming* 
  scythe. 
  *See Appendix 2: New Rules Items 
   
  Hobgoblin Monk: Hobgoblin Mnk9/Ftr4; CR 14; Medium 
  humanoid (goblinoid); HD 9d8+36+4d10+16; hp 124; Init +5; 
  Spd 60 ft.; AC 23, touch 23, flat-footed 18 (+5 Dex, +6 Wis, +2 
  Bonus); Base Atk +10; Grp +10; Atk +16 melee (2d6+1d6, 
  unarmed); Full Atk +16/+11 melee (2d6+1d6, unarmed) or 
  +14/+14/+9 melee (2d6+1d6, unarmed); Space/Reach 5 ft./5 
  ft.; SA Flurry of blows, ki strike (magic), stunning fist 
  (9/day); SQ Darkvision 60 ft., evasion, improved evasion, 
  purity of body, slow fall 40 ft., still mind, wholeness of body; 
  AL LE; SV Fort +13, Ref +12, Will +13; Str 10, Dex 20, Con 
  16, Int 8, Wis 23, Cha 8. 
  
  Dyv5-09 What Know You of Peace 
   
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  Skills and Feats: Hide +11, Listen +10, Move 
  Silently +16, Spot +11, Tumble +19; Combat Reflexes, 
  Dodge, Elusive Target*, Fists of Iron*, Freezing the 
  Lifeblood*, Improved Toughness*, Improved Trip, 
  Improved Unarmed Strike, Mobility, Rapid Stunning*, 
  Stunning Fist, Weapon Finesse. 
   
  Possessions: dagger, +6 periapt of wisdom, monk’s 
  belt. 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 8: SCAVENGERS 
  Goblin Barbarians (4): Goblin Bbn4/Ftr4; CR 8; Small 
  humanoid (goblinoid); HD 4d12+12+4d10+12; hp 81; 
  Init +4; Spd 40 ft.; AC 19, touch 15, flat-footed 15 (+1 
  size, +4 Dex, +4 chain shirt); Base Atk +8; Grp +6; Atk 
  +10 melee (1d10+3, greatsword); Full Atk +10/+5 melee 
  (1d10+3, greatsword); SA Rage 2/day; SQ Darkvision 
  60 ft., fast movement, trap sense +1, uncanny dodge; 
  AL CE; SV Fort +11, Ref +8, Will +3; Str 15, Dex 18, 
  Con 14, Int 8, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +11, Jump +4, Listen +6, 
  Survival +6; Improved Toughness*, Iron Will, 
  Lightning Reflexes, Power Attack, Prone Attack*, 
  Swarmfighting*. 
   
  Possessions: greatsword, dagger, chain shirt. 
  *See Appendix 2: New Rules Items 
   
  Goblin Riders (2): Goblin Ftr12; CR 12; Small 
  humanoid (goblinoid); HD 12d10+36; hp 112; Init +3; 
  Spd 30 ft.; AC 23, touch 14, flat-footed 20 (+1 size, +3 
  Dex, +9 +4 breastplate); Base Atk +12; Grp +11; Atk +18 
  melee (1d6+9, +1 lance); Full Atk +18/+13/+8 melee 
  (1d6+9, +1 lance); SQ Darkvision 60 ft.; AL NE; SV Fort 
  +11, Ref +9, Will +5; Str 17, Dex 16, Con 14, Int 10, Wis 
  8, Cha 6. 
   
  Skills and Feats: Move Silently +3, Ride +25; 
  Greater Weapon Focus (lance), Greater Weapon 
  Specialization (lance), Improved Toughness*, Iron 
  Will, Leadership, Lightning Reflexes, Mounted 
  Combat, Ride-By Attack, Skill Focus (ride), Spirited 
  Charge, Weapon Focus (lance), Weapon Specialization 
  (lance). 
   
  Possessions: longsword, dagger, +1 lance, +4 
  breastplate. 
  *See Appendix 2: New Rules Items 
   
  Worg Cohorts (2): Worg Bbn7; CR 8; Medium magical 
  beast; HD 4d10+20+7d12+35; hp 132; Init +4; Spd 60 ft.; AC 
  15, touch 13, flat-footed 12 (+3 Dex, +2 Natural); Base Atk 
  +11; Grp +16; Atk/Full Atk +16 melee (1d8+7, bite); 
  Space/Reach 5 ft./5 ft.; SA Rage 2/day, trip; SQ Damage 
  reduction 1/—, darkvision 60 ft., fast movement, improved 
  uncanny dodge, trap sense +2, uncanny dodge; AL NE; SV 
  Fort +13, Ref +10, Will +4; Str 20, Dex 16, Con 18, Int 6, Wis 
  10, Cha 13. 
   
  Skills and Feats: Hide +5, Listen +9, Move Silently +7, 
  Spot +2, Survival +8, Swim +12; Goad*, Improved Natural 
  Attack, Improved Toughness*, Track. 
  *See Appendix 2: New Rules Items 
   
   
  
  Dyv5-09 What Know You of Peace 
   
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  Appendix 2: New Rules Items 
   
  Feats, as presented in Complete Adventurer 
  Death Blow [General]: You waste no time in dealing 
  with downed foes. 
   
  Prerequisites: Improved Initiative, base attack bonus 
  +2. 
   
  Benefit: You can perform a coup de grace attack 
  against a helpless defender as a standard action. Doing 
  this still provokes attacks of opportunity as normal. 
  Reference: Complete Adventurer, page 106. 
   
  Goad [General]: You are skilled at inducing 
  opponents to attack you. 
   
  Prerequisites: Cha 13, base attack bonus +1. 
   
  Benefit: As a move action, you can goad an opponent 
  that threatens you, has line of sight to you, can hear you, 
  and has an Intelligence of 3 or higher. (The goad is mind-
  affecting ability.) When the goaded opponent starts its 
  next turn, if it threatens you and has line of sight to you, it 
  must make a Will saving throw (DC 10 + ½ your character 
  level + your Cha modifier). If the opponent fails its save, 
  you are the only creature it can make melee attacks 
  against during this turn. (If it kills you, knocks you 
  unconscious, loses sight of you, or otherwise is unable to 
  make melee attacks against you, it may make any 
  remaining melee attacks against other foes, as normal.) A 
  goaded creature can still cast spells, make ranged attacks, 
  move, or perform other actions normally. The use of this 
  feat restricts only melee attacks. 
   
  Special: A fighter may select Goad as one of his 
  fighter bonus feats. 
  Reference: Complete Adventurer, page 109. 
   
  Feats, as presented in Complete Arcane 
  Extra Slot [General]: You can cast an additional 
  spell. 
   
  Prerequisite: Caster Level 4th. 
   
  Benefit: You gain one extra spell slot in your daily 
  allotment, at any level up to one lower than the highest 
  level of spell you can currently cast. For example, a 4th-
  level sorcerer (maximum spell level 2nd) gains either an 
  extra 0-level or 1st-level slot, and is able to cast any spell 
  he knows of the chosen level one more time each day. 
  Likewise, a 4th-level wizard can prepare any extra 0-level 
  or 1st level spell he knows. Once selected, the extra spell 
  slot never changes level. 
   
  Special: You can gain this feat multiple times. Each 
  time, you gain an extra spell slot at any level up to one 
  lower than the highest level of spell you can currently 
  cast. 
   
  Practiced Spellcaster [General]: You can cast a 
  spell to maximum effect without special preparation. 
   
  Prerequisites: Spellcraft 4 ranks 
   
  Benefit: Your caster level for the chosen spellcasting 
  class increases by 4. This benefit can’t increase your caster 
  level to higher than your Hit Dice. However, even if you 
  can’t gain from the full bonus immediately, if you later 
  gain Hit Dice in levels of nonspellcasting classes, you 
  might be able to apply the rest of the bonus.  
   
  For example, a human 5th-level sorcerer/3rd-level 
  fighter who selects this feat would increase his sorcerer 
  caster level from 5th to 8th (since he has 8 Hit Dice). If he 
  later gained a fighter level he would gain the remainder of 
  the bonus and his sorcerer caster level would become 9th 
  (since he now has 9 Hit Dice). 
   
  A character with two or more spellcasting classes 
  (such as a bard/sorcerer or a ranger/druid) must choose 
  which class gains the feat’s effect. 
   
  This feat does not affect your spells per day or spells 
  known. It increases your caster level only, which would 
  help you penetrate spell resistance and increase the 
  duration and other effects of your spells. 
   
  Special: You may select this feat multiple times. Each 
  time you choose it, you must apply it to a different 
  spellcasting class. For instance, a 4th-level cleric/5th-level 
  wizard who had selected this feat twice would cast cleric 
  spells as an 8th-level caster and wizard spells as a 9th-level 
  caster. 
   
  Feats, as presented in Complete Warrior 
  Elusive Target [Tactical]: Trying to land a blow 
  against you can be a maddening experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus +6. 
   
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers. 
    Negate Power Attack: To use this maneuver, you must 
  designate a specific foe to be affected by your Dodge feat.  
  If that foe uses the Power Attack feat against you, the foe 
  gains no bonus on the damage roll but still takes the 
  corresponding penalty on the attack roll. 
    Diverting Defense: To use this maneuver, you must be 
  flanked and you must designate one of the flanking 
  attackers to be affected by your Dodge feat. The first 
  attack of the round from the designated attacker 
  automatically misses you and may strike the other 
  
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  flanking foe instead; the attacking creature makes an 
  attack roll normally, and its ally is considered flat-footed. 
  If the designated attacker is making a full attack against 
  you, its second and subsequent attacks function normally. 
    Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square. If the foe misses you, you can 
  make a free trip attempt against this foe, and the foe does 
  not get a chance to trip you if your attempt fails. 
   
  Fists of Iron [General]: You have learned the secrets 
  of imbuing your unarmed attacks with extra force. 
   
  Prerequisites: Improved Unarmed Strike, Stunning 
  Fist, base attack bonus +2. 
   
  Benefit: Declare that you are using this feat before 
  you make an attack roll (thus, a missed attack roll ruins 
  the attempt). You deal an extra 1d6 points of damage 
  when you make a successful unarmed attack. Each 
  attempt counts as one of your uses of the Stunning Fist 
  for the day. 
   
  Freezing the Lifeblood [General]: You can 
  paralyze a humanoid opponent with an unarmed attack. 
   
  Prerequisites: Wis 17, Improved Unarmed Strike, 
  Stunning Fist, base attack bonus +10. 
   
  Benefit: Declare that you are using this feat before 
  you make your attack roll (thus, a missed attack roll ruins 
  the attempt). Against a humanoid opponent, you can 
  make an unarmed attack that deals no damage but has a 
  chance of paralyzing your target. If your attack is 
  successful, your target must attempt a Fortitude saving 
  throw (DC 10 + ½ your character level + your Wis 
  modifier). If the target fails this saving throw, it is 
  paralyzed for 1d4+1 rounds. Each attempt to paralyze an 
  opponent counts as one of your uses of the Stunning Fist 
  feat for the day. Creatures immune to stunning cannot be 
  paralyzed in this manner. 
   
  Special: A fighter may select Freezing the Lifeblood 
  as one of his fighter bonus feats. 
   
  Improved 
  Toughness 
  [General]: 
  You 
  are 
  significantly tougher than normal. 
   
  Prerequisite: Base Fortitude Save bonus +2 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such as 
  by gaining a level), you gain 1 additional hit point. If you 
  lose a HD (such as by losing a level), you lose 1 hit point 
  permanently. 
   
  Special: A fighter may select Improved Toughness as 
  one of his fighter bonus feats. 
   
  Instantaneous Rage [General]: You activate your 
  rage instantly. 
   
  Prerequisites: Rage or frenzy ability. 
   
  Benefit: Your rage begins at any time you wish, even 
  when it’s not your turn or when your surprised. You can 
  activate your rage as a free action in response to another’s 
  action. Thus, you can gain the benefits of rage in time to 
  prevent or ameliorate an undesirable event. For example, 
  you can choose to enter rage when an enemy attacks you, 
  or casts a spell at you (to gain the benefits of a higher 
  Constitution or your bonus on Will saves) before you 
  know the results of the attack. You must be aware of the 
  attack, but you may be flat-footed. 
   
  Normal: You enter rage only during your turn. 
  Reference: Complete Warrior, page 102. 
   
  Prone Attack [General]: You can attack from a 
  prone position without penalty. 
   
  Prerequisite: Dex 15, Lightning Reflexes, base attack 
  bonus +2. 
   
  Benefit: You can make an attack roll from the prone 
  position and take no penalty on your attack roll. If your 
  attack roll is successful, you may stand up immediately as 
  a free action. Opponents gain no bonus on melee attacks 
  against you while you are prone. 
   
  Special: A fighter may select Prone Attack as one of 
  his fighter bonus feats. 
   
  Rapid Stunning [General]: You can use your 
  stunning attacks in rapid succession. 
   
  Prerequisites: Combat Reflexes, Stunning Fist, base 
  attack bonus +6. 
   
  Benefit: You may use one additional stunning attack 
  (or other special attack that counts against your daily limit 
  of stunning attacks) per round. 
   
  Normal: You may only attempt a stunning attack 9or 
  any other special attack that counts against your daily 
  limit of stunning attacks) once per round. 
   
  Special: A fighter may select Rapid Stunning as one 
  of his fighter bonus feats. A character can take this feat 
  multiple times. Its effects stack. 
   
  Swarmfighting [General]: You and allies with this 
  feat can coordinate melee attacks against a single target 
  and are adept at fighting side by side in close quarters. 
   
  Prerequisite: Small size, Dex 13, base attack bonus +4 
   
  Benefit: You can occupy the same 5-foot square in 
  combat with any other allied Small creature that also 
  possesses the Swarmfighting feat at no penalty. When 
  you engage a Medium or larger creature in melee, and at 
  least one other ally with the Swarmfighting feat threatens 
  the target, you gain a +1 morale bonus on the attack roll. 
  This bonus increases by +1 for each additional ally beyond 
  
  Dyv5-09 What Know You of Peace 
   
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  the first with the Swarmfighting feat that threatens the 
  same target. The total morale bonus imparted to your 
  attack roll cannot exceed your Dexterity bonus. 
   
  Special: A fighter may select Swarmfighting as one 
  of his fighter bonus feats. 
   
  Maiming [Item Enhancement] as presented 
  in the Miniatures Handbook 
  A weapon with this special ability twists and digs into the 
  flesh of the creature it strikes true. This weapon has a 
  random multiplier for critical hits. If the weapon 
  normally has a x2 critical multiplier, roll 1d4 each time 
  you successfully score a critical hit to determine your 
  multiplier. For weapons with a x3 multiplier, roll 1d6 to 
  determine the new multiplier. For a x4 multiplier, roll 
  1d8. 
   
  Faint transmutation; CL 5th; Craft Magic Arms and 
  Armor, keen edge, Price +1 bonus. 
   
  Spells, as presented in Complete Adventurer 
  Arc of Lightning 
  Conjuration (Creation) [Electricity] 
  Level: Druid 4, sorcerer/wizard 5, warmage 5, wu jen 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: A line between two creatures 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
  You create natural conductivity between two creatures, 
  and a bolt of electricity arcs between them. This bolt deals 
  1d6 points of electricity damage per caster level 
  (maximum 15d6) to both creatures and to anything in the 
  line between them. 
   
  Both creatures must be in range, and you must be 
  able to target them (as if this spell had them as its targets). 
  Draw the line from any corner in one creature’s space to 
  any corner in the other’s space. 
   
  Arcane Material Component: Two small iron rods. 
  Reference: Complete Adventurer, page 97. 
   
  Spells, as presented in Complete Arcane 
  Fist of Stone 
  Transmutation [Earth] 
  Level: Sorcerer/wizard 1/warmage 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute 
  You transform one of your hands into a mighty fist of 
  living stone, gaining a +6 enhancement bonus to Strength 
  for purposes of attacks, grapple checks, or breaking and 
  crushing items. In addition, you gain the ability to make 
  one natural slam attack as a standard action, dealing 1d6 
  points of damage plus your new Strength bonus (or 1½ 
  times your Strength bonus if you make no other attacks 
  that round). You can make the slam attack as a natural 
  secondary attack with the normal –5 penalty (or –2 
  penalty if you have the Multiattack feat; see page 204 of 
  the Monster Manual) as part of a full attack action. 
  However, you cannot gain more than one slam attack per 
  round with this spell due to a high base attack bonus (+6 
  or higher). 
   
  Your fist undergoes no change in size or form, 
  remaining as flexible and responsive as it would normally 
  be while under the spell’s effect. 
   
  Material Component: A pebble inscribed with a 
  stylized fist design. 
  Reference: Complete Arcane, page 107-108. 
   
  Mage Armor, Greater 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
  This spell functions like mage armor, except that its 
  tangible field of force provides a +6 armor bonus to Armor 
  Class. 
   
  Material Component: A tiny platinum shield worth 
  25 gp. 
  Reference: Complete Arcane, page 114. 
   
  Reciprocal Gyre 
  Abjuration 
  Level: Sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: Will half, then Fortitude negates; see text 
  Spell Resistance: No 
  You manipulate the magical aura of a creature or object, 
  creating a damaging feedback reaction of arcane power. 
  The target takes 1d6 points of damage per spell level of 
  each functioning spell or spell-like ability currently 
  affecting it (maximum 26d6). For example, a creature who 
  
  Dyv5-09 What Know You of Peace 
   
  Page 32 
  is hasted (3rd level), flying (3rd level), and protected by a 
  stoneskin spell (4th-level wizard version) takes 10d6 
  points of damage (Will save for half). In addition, any 
  creature that fails its save must then succeed on a 
  Fortitude save or be dazed for 1d6 rounds. 
   
  Only spells specifically targeted on the creature in 
  question can be used to create the backlash of a reciprocal 
  gyre, so spells that affect an area (such as invisibility 
  sphere and solid fog) can’t be used to deal reciprocal 
  damage to creatures within their area. Likewise, persistent 
  or continuous effects from magic items can’t be used to 
  deal reciprocal damage, but targeted spell effects can be—
  for example, the magic of a cloak of resistance can’t be 
  used by reciprocal gyre, but a spell cast by a wand of 
  invisibility 
   
  Material Component: A tiny closed loop of copper 
  wire. 
  Reference: Complete Arcane, page 119-120. 
   
  Spells, as presented in Complete Divine 
  Brambles 
  Transmutation 
  Level: Cleric 2/druid 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Wooden weapon touched 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
  Small magical thorns or spikes protrude from the surface 
  of a wooden weapon, such as a club, greatclub, nunchaku, 
  or quarterstaff. For the duration of the spell, the weapon 
  deals both piercing and bludgeoning damage. It gains a +1 
  enhancement bonus on its attacks and deals an additional 
  +1 point of damage per caster level (maximum +10). This 
  spell works only on melee weapons with wooden striking 
  surfaces. For instance, it does not work on a bow, an 
  arrow, or a metal mace. 
   
  Material Component: A small thorn 
  Reference: Complete Divine, page 156. 
   
  Infestation of Maggots 
  Necromancy 
  Level: Druid 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 round/2 levels 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  With a successful melee touch attack, you infest a 
  creature with maggot-like creatures. They deal 1d4 points 
  of temporary Constitution damage each round. The 
  subject makes a new Fortitude save each round to negate 
  the damage of that round and end the effect. 
   
  The infestation can be removed with a cure disease or 
  heal spell. 
   
  Material Component: A handful of dead, dried flies. 
  Reference: Complete Divine, page 166-167. 
   
  Murderous Mist 
  Evocation 
  Level: Druid 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Cloud that spreads in 30-ft. radius, 20 ft. high 
  Duration: 1 round/level 
  Saving Throw: Reflex half; see text 
  Spell Resistance: Yes 
  You create a cloud of scalding hot steam that moves in a 
  straight line, away from you, at a speed of 10 feet per 
  round. Anyone within the cloud takes 2d6 points of 
  damage and is permanently blinded. If a creature within 
  the area makes a successful Reflex saving throw, it takes 
  only half damage and is not blinded. 
   
  Any creature within the cloud has one-quarter 
  concealment. Winds do not affect the cloud’s direction or 
  speed. However, a moderate wind (11+ mph) disperses 
  the cloud in 4 rounds, and a strong wind (21+) disperses it 
  in 1 round. 
  Reference: Complete Divine, page 169-170. 
   
   
  
  Dyv5-09 What Know You of Peace 
   
  Page 33 
  Player Handout #1 
   
  Brothers and sisters, 
   Although I am sure your time away from the 
  Gnarley is important, we ask that you return 
  home as quickly as possible. The forest has 
  grown restless; it is angry. We have 
  encountered orcs marked with the ceremonial 
  scars of Blackthorn marauding along the 
  Gnarley Road. Their number is bolstered by 
  humanoids of all sorts painted with the war 
  colors of the Orcish Empire of the Pomarj. 
   I fear that battle draws near. Your presence 
  would be valuable to us in this time of loss 
  and mourning. The Gnarleyfolk gather at the 
  village of Tricaster in the southern forest. 
  There we will hold council and decide what 
  must be done. 
   
  Anika Silverwood 
  Senior Ranger of the Gnarley 
  
  Dyv5-09 What Know You of Peace 
   
  Page 34 
  Map #1 
   
  This is a map of the Free Lands of Dyvers and the Gnarley Forest showing the old and new southern border. 
  
  Dyv5-09 What Know You of Peace 
   
  Page 35 
  Critical Events Summary 
   
  • 
  Did the PCs successfully make it out of the South Gate? 
  YES 
  NO 
   
  • 
  If so, did they recognize Naimur the High Druid? 
  YES 
  NO 
   
  • 
  If so, did they treat Naimur’s body respectfully? 
  YES 
  NO 
   
  • 
  Did the PCs agree to help the Cartographer’s Guild? 
  YES 
  NO 
   
  • 
  If so, did they complete that agreement? 
  YES 
  NO 
   
  • 
  Were there any members of the Gnarleyfolk present? 
  YES 
  NO 
   
  • 
  If so, was it a Ranger, Druid, or Elf clan (circle all appropriate)? 
  YES 
  NO 
   
  • 
  Did the PCs offer to help the refugees? 
  YES 
  NO 
   
  • 
  Did the PCs find Kellen hidden in the brush? 
  YES 
  NO 
   
  • 
  Did the PCs find Anika Silverwood? 
  YES 
  NO 
   
  • 
  If so, did they rescue her? 
  YES 
  NO 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Dyvers/595/Normal Scenarios/DYV5-09 - What Know You of Peace (APL 2-12)/DYV5-09 - What Know You of Peace.pdf