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  SND7-01M 
   
   
   
   
   
  Unexpected Enemies 
  M3 – Chasing Enemies 
   
  Part of a Two-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Sunndi Regional Special  
  Version 1.0 
   
   
  by Donjin Cieraad, Koos Gadellaa, Krishna Simonse, Pieter Sleijpen, 
  Ward van Oosterum 
   
  Reviewers: Bas Vermeulen 
  Playtesters: – 
   
  With the lines of war drawn clearly across Sunndian soil things seem black and white. Good or bad, friend or foe, easy 
  distinctions to make in such threatening times. Help is on its way from an expected source, but what if some fail to see 
  it thus? Will adventurers once more shine their light into the darkness and clean away the sorrow? A 2-round regional 
  special set in the kingdom of Sunndi - part battle interactive, part mini-adventure for levels 1 to 10 (APLs 2-8). Part of 
  the Bullywug War series. 
   
  Resources for this adventure [and the authors of those works] include Lords of Madness [Richard Baker, James Jacobs, 
  Steve Winter], Magic Item Compendium [Andy Collins, Eytan Bernstein, Frank Brunner, Owen K.C. Stephens, John 
  Snead], and Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor].
  
  ADVENTURE BACKGROUND 
  M3 Chasing Enemies is a mini-adventure, a potential 2nd 
  part of the Sunndi regional special SND7-01M Unexpected 
  Enemies. It has mostly the same background as that 
  adventure. The mini-adventure is about chasing down 
  the leaders of the raiders, although these do try to hide 
  their trail well. 
   
  ADVENTURE SUMMARY 
  Introduction: Once the battle if over, the PCs can 
  search the sight for tracks of any enemies nearby. It is 
  during this search that they come across the raiders’ 
  command post and from there they can start the hunt.  
   
  Encounter 1 [Satyr’s Game]: While following the tracks 
  of the raiders, the PCs enter the territory of two satyrs. 
  The two are looking for some fun, and decide to involve 
  the PCs in one of their favorite games. Each one will step 
  roughly 60 feet away from the road, and they attempt to 
  chase the PCs to the other site across an imaginary line 
  while defending their own line. Whoever forces the most 
  adventurers across the line of the other wins the game. If 
  the PCs take it with grace, the two satyrs are willing to 
  have a chat and tell about the raiders that past through 
  the area. 
   
  Encounter 2 [Decisions]: Shortly after the PCs left the 
  territory of the satyrs they note that their prey has split 
  up. Three sets of tracks lead in different directions. The 
  PCs have to make a choice of who to follow.  
   
  Encounter 3 [Predators of the Mountains]: The 
  Glorioles are not a safe place, and while following the 
  tracks of the enemy, they run across a group of predators 
  on the prowl. 
   
  Encounter 4 [Lady in Steel]: Salina knows she is not 
  quick enough to outrun any persistent pursuers. Hence 
  she prepared a hideout on the lower slopes of the 
  Glorioles.  It is well hidden, and relatively easy to defend. 
   
  Encounter 5 [Into the Deeps]: The trail of the naga 
  leads into a cavern and the Underoerth beyond. Luckily 
  for the PCs an avalanche blocked off the naga’s escape 
  route, and if they are quick they manage to catch him 
  while the monster is contemplating alternative routes.  
   
  Encounter 6 [The Common Men]: The third set of 
  tracks belongs to a large group of common raiders on 
  their way to the Hollow Highlands. Their tracks are easy 
  to follow, and eventually the PCs should catch up. 
   
  Conclusion: Whether they had a successful hunt or not, 
  eventually the PCs have to return to Pitchfield. He they 
  get rewarded for their actions during the Battle of 
  Unexpected Enemies. 
   
  PREPARATION FOR PLAY 
  A central part of the adventure involves following the 
  tracks of a group of raiders. Hence it is a good idea to 
  make sure you understand the tracking rules. Remember 
  that the PCs can ‘take 10’ on the Survival checks to follow 
  tracks. While ‘taking 20’ is theoretically possible this is 
  impractical if done to follow actual tracks. They might 
  use it to find the clues in Encounter 1. Note that only 
  PCs with the Track feat can actually assist in any Survival 
  check used to find and follow tracks. 
   
  REST 
  It is unimportant whether the PCs start on this adventure 
  immediately after the battle, or wait until the next 
  morning. The adventure assumes that they will rest 
  before this part of the regional special. Just keep in mind 
  that the DCs for finding the tracks and clues are 1 higher 
  for each day after the battle. 
   
  Note that sleeping in the Silent Valley has some 
  peculiar effects. More information can be found in 
  Appendix 3. 
   
  NEW RULE ITEMS 
  Core adventures often utilize new rules items –including 
  new classes, prestige classes, races, feats, spells, and 
  equipment (including magic items) – that do not appear 
  in any of the three core D&D books (Player’s Handbook, 
  Dungeon Master’s Guide, or Monster Manual). The full write-
  up of any featured feats, spells, or equipment appears in 
  Appendix 2. Information on featured classes, prestige 
  classes, and races appears in the relevant creature’s stat 
  block. This adventure includes all the information 
  required to run these characters. The DM should double-
  check that he fully understands any new rule items 
  presented in this adventure before play begins. 
   
  INTRODUCTION 
  Shortly after the battle the various units of adventurers 
  have to decide what to do next. One of the options is to 
  chase down various enemy units or if there is no obvious 
  target search the area for any enemies who remained 
  behind. It is assumed they do this immediately after the 
  battle. Increase the DCs for tracking by 1 if they wait 
  until the morning. It also gives any fleeing raiders 1 day 
  head start, but more information on that can be found in 
  Encounter 4, 5 and 6. 
   
  If the PCs have a clear goal in mind, such as rescuing 
  one of the potential kidnap victims, it is just a matter of 
  following the tracks of the kidnappers. The exact 
  difficulty of this depends on the group the PCs are 
  tracking. The ground is considered firm ground, and the 
  DC is adjusted as per the rules in the Player’s Handbook 
  (amount of creatures, size of creatures, visibility). 
  Eventually these tracks join up with the main trail as 
  described below. Remember that they need to make a 
  Survival check for every mile they follow the tracks. The 
  SND7-01M Unexpected Enemies – Chasing Enemies 
   
  Page 1 
  
  meeting place is roughly 1 mile after the battlefield to the 
  northeast (and hence NOT in the direction of the Hollow 
  Highlands). 
   
  On the other hand, if the PCs do not have a clear 
  group in mind, it is likely that they are going to search 
  the surroundings for danger. If the succeed at a DC 15 
  Survival check they can follow the tracks of individual 
  soldiers that eventually lead to the big meeting place 
  below. If they just randomly search, it requires a DC 20 
  Survival check which they can make for each hour of 
  searching (with a cumulative +1 bonus for each hour 
  searching). 
   
  Read aloud or paraphrase the following once the PCs 
  arrive at the big meeting place: 
   
  For some time now you have been walking through 
  the local flora in the Silent Valley looking for any 
  signs of straggling raiders or other threats to the 
  safety of the caravan. It is not a particularly exciting 
  task, but the constant risk of running into enemies 
  does have a tendency to put people on edge. You 
  think you are about 1 mile away from the battlefield 
  when you suddenly note the presence of a huge 
  amount of tracks. It looks like a large group of 
  people gathered here for some time, but there are no 
  firepits or other signs of comfort. The area was a 
  camp for some time, but they obviously kept 
  comforts to a bare minimum and used to fire to 
  reduce the change of early discovery. 
    
  A search of the site reveals nothing new. It has been used 
  as a camp for a couple of nights. The medium humanoids 
  that stayed in the area clearly arrived in small groups 
  spread over two days before the battle. There are some 
  tracks of large sized humanoids, but there are too many 
  other tracks to determine what kind of creatures. As can 
  be expected, there is a lot of garbage, mostly the remains 
  of broken equipment, scraps of spoiled food and of course 
  droppings in a freshly dug pit nearby.  
   
  There are no clues about the plans of those who 
  stayed here, but it is clear they left in a hurry and the 
  tracks are easy to follow even for somebody who cannot 
  track. These tracks lead further into the Glorioles and 
  NOT towards the Hollow Highlands. A clear sign the 
  raiders expect to be chased, or cut off by forces in 
  Rieuwood, and it is likely that they hope to find shelter 
  in the wilderness of the mountains until things have 
  settled down. Anybody with some basic knowledge on 
  the Glorioles realizes this is not such a bad move since 
  the dwarves of Glorvardum do not have the resources to 
  heavily patrol the area, nor do they care that much about 
  humans in the region as long as those humans leave them 
  alone. 
   
  The main group abandoned the camp ~20 minutes 
  after the battle. There are stragglers, and especially quick 
  PCs can capture/kill/chase away stragglers (normal 
  raiders). Just don’t spend too much time on it. The main 
  group travels with a speed of 30 ft., which in these 
  foothills and mountains comes down to a speed of 1.5 
  miles per hour. The dwarves are hustling until 2 hours 
  later the group splits up – see Encounter 2. 
   
  Development: The PCs have to decide whether to give 
  chase, or return to the caravan. If they return, you can 
  proceed with M5 Caravan Duty, although if the PCs 
  waited till the morning after the battle (and hence 
  avoided the carrion eaters) should meet the mountain 
  predators on the way back (see Encounter 3). Proceed 
  with Encounter 1 if the PCs do follow the tracks. 
   
  Troubleshooting: Some PCs might balk at the idea of 
  facing a whole army on their own, and decide to return 
  based on that fact. Remind them that they can get help 
  from fellow adventuring groups, and also that they can 
  keep their distance and use guile instead of brute force. If 
  they insist on returning nothing is lost though. 
   
  Another potential problem is travel speed. The 
  raiders move with a land speed of 30 ft.. They do take a 
  route that makes horse-riding difficult and certainly not 
  faster than walking. Most groups of PCs, especially if 
  they want to keep an eye on the tracks, are unlikely to go 
  much faster. A select few might be significant faster, 
  especially with the aid of magic (flight can be an 
  especially big problem). Move the encounter with the 
  satyrs closer to the campsite and allow them to catch up 
  afterward. Do point out that they have had no rest, and 
  are about the face a whole army. If they press on, they get 
  what is coming for them – see Encounter 4, 5 and 6 for 
  details on the opponents (and both minotaurs are still 
  alive in this case). If they keep their distance, instead 
  using the gained time to gain valuable information and 
  wait for an opportune time they should be rewarded with 
  that information. Once after the split up (see Encounter 
  2) they can rush ahead and set up an ambush for 
  whomever they see as their prime target. In that case you 
  should place Encounter 3 at a logical place, preferably 
  before facing the major opponents (and remember: both 
  minotaurs will still be alive). 
   
  Trackers: Two Ahlissan scouts and possibly (see M3) one 
  Sunndian scout survived the battle. These have a Survival 
  +9 and the Track feat. These do not fight, and since 
  chasing enemies into the mountains do not fall under 
  their normal jobs, they demand a fee of 100 gp. 
   
  1: SATYR’S GAME 
  The DC to follow the tracks of the raiders is far below 10. 
  So for now there is no need for Survival checks, although 
  you should make a few behind the screen to give the 
  players the idea there might be tracks of small groups 
  leaving the main one. Tracking is done at half speed 
  unless the tracker takes a -5 penalty at the check. 
  Tracking at double speed incurs a -20 penalty. Take this 
  into account and ask how fast the PCs follow the tracks.  
   
  Regardless of their speed, after roughly 2 miles the 
  tracks enter the territory of 2 satyrs named Brithgar and 
  Hallith. Remember, overland movement is halved in 
  SND7-01M Unexpected Enemies – Chasing Enemies 
   
  Page 2 
  
  these hills, so if the slowest member of the group has a 
  speed of 30 ft. it takes roughly 2 hours to get here. Allow 
  the PCs to make a DC 29 Spot check to check for 
  surprise. If successful read aloud or paraphrase the 
  following: 
   
  It is a beautiful day, and you have been following the 
  tracks of the raiders as fast as possible. By now you 
  have left the Silent Valley and the sounds of the 
  forest abound all around you. Suddenly you note a 
  flash of red in the corner of your eyes. Quickly 
  turning your head in that direction you see a man-
  like creature with the legs of a red-haired goat, the 
  upper body of a half-elf, small jet-black horns and a 
  small goatee. It glances across you to the other side 
  where you see another creature with brown hair 
  instead of red. It also has a panpipe. 
   
  If nobody succeeded at the Spot check read aloud or 
  paraphrase the following: 
  It is a beautiful day, and you have been following the 
  tracks of the raiders as fast as possible. By now you 
  have left the Silent Valley and the sounds of the 
  forest abound all around you.  All of a sudden you 
  hear the shrill sounds of panpipes coming from 
  both the left and right. The sounds cause the hair in 
  your neck to rise and you are suddenly overcome by 
  a sense of deep dread and fear. 
   
  Roll initiative as normal, and see how the PCs react. The 
  PCs must succeed at two DC 13 Will saves against a fear 
  effect (it is not a spell-like effect). If the PC succeeds at 
  both rolls, they can act normally. If they fail at one check 
  determine which satyr induced the effect and that PC 
  should move away from that satyr. If a PC fails both saves, 
  that character should run away from both sources of 
  music.  
   
  Terrain: Standard sparsely forested and rugged hills. See 
  Dungeon Masters Guide 87 and 89 for more details. 
   
  Creatures: Brithgar and Hallith are typical satyrs who 
  have decided to involve the PCs in one of their favorite 
  games. Each of them picks another side of the PCs 
  opposite of one another, taking up a position 60 feet away 
  from the PCs. Here they draw an imaginary line 
  horizontal from the PCs. The goal of the game is to chase 
  the PCs across the line of the other satyr using anything 
  except physical force. Of course, the satyrs never even 
  consider the fact that the characters might not agree with 
  being in the game, let alone that it might be constituted 
  as an attack and result in a physical attack. If this happens 
  they will be horrified, accusing that character of cheating, 
  never considering the fact the characters do not even 
  know they are in a game. If on the other hand, the PCs 
  realize what is going on and start playing the game as 
  well they are positively delighted, especially if the PCs 
  start tackling one another in an attempt to defend the 
  line. 
   
  All APLs (EL 6) 
  � Brithgar, Hallith: male satyr (with pipes); hp 22 
  each; see Monster Manual 219. 
   
  Personality: Both satyrs are rude, lewd, boastful and 
  constantly flirting with any woman regardless of race or 
  appearance. They love war-stories, although they have a 
  tendency to belittle the characters in the story. They 
  would have done it differently. They have difficulties 
  shutting up, but threatening to stop telling the story 
  helps at least for a few moments. 
   
  Treasure: 
  PCs who make a good impression on the satyrs gain the 
  “Fey Wine” entry – see the AR and treasure section for 
  more details. 
   
  Tactics: The satyrs have no intention to kill the PCs. 
  They are playing a game that involves getting the 
  characters to run towards the other satyr and cross an 
  imaginary line 60 feet away from the trail the PCs were 
  following. Once the satyrs have used their fear effect, they 
  switch to charm first and finally sleep. If that has no effect 
  they switch to simple barter, trying to get the characters 
  to run in the other direction, even going so far as to 
  barter (although they have very little to barter with 
  except for information – see the development section 
  below). If a character gets close while panicked without 
  any non-panicked character nearby they try to tackle that 
  character and prevent him from crossing the line. 
   
  If the PCs use physical force against them, even if 
  nonlethal, they are absolutely horrified. The satyr 
  attacked will scream to the other satyr “Foul play! Your 
  team has broken the rules. One point for me!” The satyr 
  than turns to the character in question and shouts: “You 
  are out!” If the PCs keep using force both satyrs flee as 
  quickly as possible, all the while shouting what a terrible 
  losers the PCs are. If they cannot flee, they turn on the 
  PCs and fight for their lives, not giving any quarter and 
  begging for mercy if it is apparent they are about to loose. 
  If the character stops using force, they ignore that 
  character focusing on the others instead until finally 
  everybody crossed one of the two lines.  
   
  Development: The encounter is finished once the PCs 
  have disposed of the satyrs or the game is finished.  
   
  If the PCs finished the game the winning satyr is 
  dancing and singing, while the other satyr is sulking. 
  Characters who are good sports about the whole ordeal 
  get compliments and the winning satyr proposes a toast, 
  offering some of his wine as compensation for the PCs 
  service. Astute PCs should realize that if they accept the 
  wine, the satyr does not have to keep any of the other 
  bargains. The PCs accepted the wine after all. A DC 
  Knowledge (nature) or Bardic Knowledge also causes a 
  character to realize this. If this happens the PCs will have 
  to barter something else for the information on the 
  raiders. For example, the PCs could offer the story of the 
  battle they just fought and why they are here. Both satyrs 
  SND7-01M Unexpected Enemies – Chasing Enemies 
   
  Page 3 
  
  absolutely love stories about battles. So even if the PCs 
  insist on getting the information, they offer the wine in 
  return for a story. It is not poisoned, and characters 
  suggesting something like this will insult the satyrs. 
   
  The satyrs can tell the following: 
  • 
  A large band of ragtag humans and dwarves passed 
  through a short time ago. Most look wounded and 
  they were in a hurry. 
  • 
  The group was lead by a female human in full plate. 
  The humans and dwarves respected her greatly and 
  she had the symbol of some kind of hand holding a 
  coin on her shield. Her appearance was hidden by 
  some minor illusions, but it was easy to pierce. She 
  had strange black eyes, a pale clammy scaly skin and 
  webbed hands. 
  • 
  [If some of the umber hulks survived:] She kept her 
  distance from the group during the trip and she was 
  protected by a couple of beetle-like giants with 
  strange fascinating faceted eyes. The rest kept their 
  distance from these weird creatures, and they tried 
  not to look in the direction of the creatures. Caused 
  some funny situation a couple of times… 
  • 
  [If none of the umber hulks survived:] She kept her 
  distance from the group, and a couple of foresters 
  protected her against the rest. 
  • 
  There was a dark skinned snake with a man’s head 
  who tried to look like a minotaur with a similar 
  illusion as the female. Only a truly blind person 
  would fall for that though. Who can mix up a snake 
  the size of a horse with a minotaur? The two 
  minotaurs covering his back though were real, and 
  mean looking as well with those huge axes. 
  • 
  The snake and minotaurs really kept their distance 
  from the group, and the others really feared them. 
  • 
  [If the PCs failed to prevent the theft of the magical 
  items:] The woman and the snake seemed to be in a 
  reasonable good mood. One of the minotaurs as 
  carrying a big bag that by the looks of it contained 
  several valuable items. The woman carried a similar 
  bag. 
  • 
  [If the PCs prevented the theft of the magical items]: 
  The snake seemed to be in a really bad mood. At 
  some point he shouted at the woman that she better 
  had some good coin soon or else… 
  • 
  [If any important NPC was captured:] They had a 
  couple of prisoners. The envoy and his wife would 
  be carried by the snake’s minotaurs. The healers by a 
  group of raiders. In this case the snake is less angry, 
  but still far from pleased. 
   
  Once the PCs are ready, and leave the satyrs proceed to 
  Encounter 2. 
   
  Troubleshooting: If the PCs captured the satyrs alive, 
  they offer the above information in return for their 
  freedom. If the PCs chased the satyrs away or killed them 
  there is no way to gain the knowledge. Without it, it 
  might be rather difficult to make a good choice about 
  what trail to follow in Encounter 2. 
   
  2: DECISIONS 
  About 1 mile after the encounter with the satyrs the PCs 
  come across the following scene: 
   
  The tracks are taking you deeper into the Glorioles, 
  and with it the terrain is getting increasingly more 
  rugged. Traveling through this trackless terrain is 
  far from easy, and the raider’s trail takes you higher 
  up into the mountains, so it is unlike to change real 
  soon. The terrain is not particularly well-suited to 
  large groups of humans, and it should come as no 
  surprise when you come at a spot where your prey 
  apparently rested for a short time while discussing 
  options. One thing is for sure, after whatever break 
  they took, the band raiders split up with each group 
  leaving in a different direction. 
   
  If the PCs take 1 hour searching the area they realize that 
  there are at least 6 groups leaving the area.  The PCs 
  should make a Survival check to find the following tracks 
  (note that the DC is increased by 1 for each day after the 
  battle): 
  • 
  DC 13 Survival: One group consisted of two large-
  sized humanoid creatures with bovine footprints and 
  a third large-sized creature that looks like those of a 
  snake. The tracks lead to the southwest. 
  • 
  DC 20 or 19 (or even lower if there are more 
  umber hulks): One medium-sized humanoid 
  wearing heavy boots walks towards the west. If there 
  are still umber hulks, their tracks are present as well. 
  These look rather weird, somewhat insect-like with 
  three claws, but much thicker even for its size. There 
  are no tracks of the elite raiders since they have the 
  trackless step ability. 
  • 
  DC 17: There are four other sets of trails of small 
  groups of humans and dwarves fanning out from the 
  area away from the two other sets of tracks. Each 
  group consists of roughly 10 medium-sized 
  humanoids, and they took the time to hide their 
  tracks. 
  • 
  If there are any NPC prisoners (as discussed in 
  Encounter 1) you need to adjust the above 
  description. The healers are walking by themselves, 
  and if multiple healers have been captured they are 
  with different groups. Their tracks are easy to 
  recognize since they are not wearing boots. The 
  presence of the envoy and his wife can only be 
  determined from the fact that the tracks of the 
  minotaurs is deeper as if they are carrying something 
  heavy. To note this fact the character has to succeed 
  at the check by more than 5. 
   
  Development: The PCs have to decide what set of tracks 
  to follow. If multiple tables selected this mini, allow 
  them to discuss it with one another so that each table can 
  SND7-01M Unexpected Enemies – Chasing Enemies 
   
  Page 4 
  
  select a different group. Don’t allow different tables to 
  select the same prey, unless a lot of the umber hulks 
  survived, in which case two groups would still be 
  challenged in Encounter 4. Running two tables with two 
  DMs in the same battle should be a challenge, but if you 
  are up to it, do so. 
   
  If the PCs follow the trail of the single human and 
  one or more umber hulks proceed to Encounter 4. If they 
  choose to follow the snake proceed to Encounter 5. All 
  the other tracks lead to Encounter 6. Note that if the PCs 
  have not yet met the predators, you should run 
  Encounter 3 regardless of their choice. 
   
  3: PREDATORS OF THE 
  MOUNTAINS 
  At some point during the hunt, the PCs run across a 
  group of predators of the mountains. The exact time of 
  the event depends a bit on how things are going. It 
  happens some time after Encounter 1, but before 
  Encounter 4, 5, 6. Use your best judgment. 
   
  The predators are flying low over the canopy, using 
  it to keep out of sight of potential prey. Allow Spot and 
  Listen checks as normal. 
   
  Terrain: Standard sparsely forested and rugged hills. See 
  Dungeon Masters Guide 87 and 89 for more details. 
   
  Creatures: The exact nature of the predators depends on 
  the APL you run this adventure. In all cases it are 
  relatively normal creatures who stumbled across a prey 
  and they are not about to abandon it without a fight. A 
  description of the creatures can be found in the Monster 
  Manual. 
   
  APL 2 (EL 4) 
  � Hippogriffs (2): hp 25 each; see Monster Manual 
  152. 
   
  APL 4 (EL 6) 
  � Displacer beasts (2): hp 51 each; see Monster 
  Manual 66. 
   
  APL 6 (EL 8) 
  � Wyverns (2): hp 59 each; see Monster Manual 259. 
   
  APL 8 (EL 10) 
  � Wyverns (4): hp 59 each; see Monster Manual 259. 
   
  Tactics: The tactics of the beasts are simple and 
  straightforward. They try to kill enough PCs so that they 
  have enough to eat and than retreat with the corpses. In 
  either case they focus on the opponent that posses the 
  biggest threat, and at APL 4+ they are intelligent enough 
  to recognize spellcasters and archers as a big threat. If 
  there is suitable amount of food on the scene, they do not 
  chase retreating characters for more than a few steps. 
  Otherwise they chase them down until there is enough 
  food. 
   
  They are not going to fight to the death and they flee 
  once at 1/3rd or less of their hit points, or when more 
  than half of them are slain/chased away. 
   
  Treasure: None. 
   
  Development: Once the predators are dealt with the 
  PCs can proceed as planned, or decide to return. If they 
  go on, proceed with Encounter 4, 5 or 6 depending on 
  the set of tracks they are following. If they return to the 
  Ahlissan caravan, you can run M5 Caravan Duty without 
  the carrion eater encounter. If they PCs took a lot of time 
  during this adventure in Encounter 1, you should also 
  summarize the celebrations in M5. 
   
  4: LADY IN STEEL 
  Salina knows she is not quick enough to outrun any 
  persistent pursuers. Hence she prepared a hideout on the 
  lower slopes of the Glorioles.  It is well hidden, and 
  relatively easy to defend. The hideout is 10 miles away 
  from the split-up (and hence roughly 13 miles away from 
  the battlefield). Her speed (and that of the umber hulks) 
  is 20 ft., so she walks with a speed roughly 1 mile per 
  hour. She walks for another 2 hours after the split up 
  before setting up camp for the night. 8 hours later she 
  proceeds until she arrives at her hideout high up in a 
  forested mountain valley at the end of the day. She stays 
  at the hideout for two weeks before returning to the 
  Hollow Highlands via Rieuwood. Her appearance and 
  the presence of the Umber Hulks make it impossible to 
  follow any other route (and unlike Hissaleth she does not 
  know the Underoerth well enough for that alternative).  
   
  The elite raiders hide her tracks, increasing the DC 
  by 5. At two points the ground is firm, increasing the DC 
  by another five. To track her down the PCs either 
  requires magic (such as scry and teleport) or 8x DC 20/19 
  and 2x DC 25/24 Survival checks. A PC who fails a check 
  can retry after 1 hour of searching. Given time, they 
  should be able to catch up eventually. 
   
  Terrain: See DM’s Maps for a map of the terrain of when 
  she has set up camp (in both cases the umber hulks had 
  dug a small hole). If the PCs catch up on the road, the 
  fight ends up in a mix of standard sparsely forested and 
  rugged hills. See Dungeon Masters Guide 87 and 89 for 
  more details. 
   
  Her camp is a shallow hole in the steep slopes of a 
  valley. The umber hulks have dug out these holes, and 
  they have dumped the earth and rocks in a makeshift 
  barrier around the entrance. The barrier is roughly 5 feet 
  high, providing cover to those behind it. The wall can be 
  jumped or by spending 4 squares of movement for 
  medium and small-sized creatures or 2 squares by large-
  sized creatures. It is considered dense rubble in regards 
  to Balance, Move Silently and Tumble checks. They 
  placed bushes (counting as dense undergrowth) against 
  SND7-01M Unexpected Enemies – Chasing Enemies 
   
  Page 5 
  
  this wall to both hide the fresh rubble and to form an 
  additional barrier. The bushes are too low to provide 
  concealment against medium-sized characters, but small 
  characters can take advantage of it. 
   
  The rest of the terrain is stand for this kind of 
  environment. Keep in mind the penalties associated with 
  a steep slope when running this fight.  
   
  Creatures: The main group consists of the human 
  female Salina, an embittered cleric of Kurell filled with 
  rage and feelings of revenge against the Ahlissan military. 
  The kindness with which she treats her men is a 
  reminder of how she once was before being imprisoned 
  in the Calling Mines for a short time – although even her 
  men sometimes feel the brunt of her madness. She treats 
  the umber hulks as humans. She has short brown hair, 
  strange black eyes without any white, a clammy slimy 
  pale-grayish skin and she is almost unnatural flexible. 
  When her hat of disguise is active though she looks like a 
  pretty Oeridian woman. 
   
  She escaped long before the rebellion of CY 594. It 
  was deep below the Mines that she came across allies in 
  her quest for vengeance. She never met them though, 
  and if the PCs somehow get her to talk about her time 
  there, all she can tell is that they talked to her in her 
  head. She is convinced they are real, but she is clearly 
  insane, and most sane people would think the voices are 
  just her imagination. 
   
  The elite raiders with her are fanatically devoted to 
  Salina’s well-being. Unlike her, they are ordinary 
  Oeridian humans. Like her they have been at the 
  receiving end of Ahlissan brutality. They wear forester 
  clothing, and are very skilled in remaining unseen. Due 
  to their trackless step ability they don’t leave any tracks. 
   
  Whether or not there are any umber hulks present 
  depends greatly on whether or not any survived the 
  battle. Check with the senior DM, but if run at APL 8 at 
  least one is present. If more than two the group is split up 
  with two umber hulks patrolling the surrounding region 
  and one or two remaining being as guards. Under no 
  circumstances do the PCs meet all the umber hulks at the 
  same time. These umber hulks are normal specimen, 
  except that they are under the firm control of Salina. 
  They are gifts from her allies, or so she says. The umber 
  hulks remain silent on it. It should be noted that they 
  only speak Terran, and Salina cannot contrive 
  complicated battle tactics due to this limitation. 
   
  All APLs (EL 9+) 
  � Salina: Female human cleric 8 of Kurell; hp 59; see 
  Appendix 1. 
  � Elite Raiders (2): Female human scout 4; Hide +10, 
  Listen +10, Move Silently +10, Spot +10; hp 22 each; see 
  Appendix 1. 
  � Umber Hulk (up to 4): hp 71; see Monster Manual 
  249. 
   
  Tactics: Throughout any fight Salina stays at the back, 
  preferably inside the hole, while curing and buffing the 
  umber hulks and her raiders. She fights to the death, 
  having sworn to never again being imprisoned. She is 
  willing to bargain for her freedom in return of any 
  magical items she might have stolen from the caravan 
  (see below). 
   
  If both umber hulks and raiders are present, the 
  umber hulks take cover behind the walls while the 
  raiders use hit-and-run tactics. If confronted with ranged 
  attacks or spells, the umber hulks approach the threat by 
  digging a tunnel and try a surprise attack by approaching 
  the enemy from underground. They are smart enough to 
  split up with one distracting their attackers while the 
  other digs its way closer. The umber hulks fight to the 
  death. 
   
  If there are no umber hulks, the raiders remain in 
  the hole shooting from behind the wall all the while 
  moving in circles. Only when they have no other option 
  do they switch to melee weapons. Like Saline and the 
  umber hulks they fight to the death. 
   
  Treasure: If the raiders successfully raided the wagon 
  with magical items in part 1 of the regional special, Salina 
  has the drums of panic, drums of marching, sign of the favored 
  and a sphere of awakening. She knows the command words 
  of these items, and will use them. 
   
  Development: Once the PCs defeated Salina and her 
  protectors, their task is finished and they can return to 
  Pitchfield. Ambitious PCs might decide to return to the 
  Silent Valley and follow other sets of tracks, but shortly 
  afterwards a violent thunderstorm erase any tracks and 
  any chance to find the other groups. Proceed to the 
  Conclusion. 
   
  If the PCs are captured, she knocks them 
  unconscious, but she only kills obvious Ahlissans (in 
  particular followers of stern Alia and Ahlissan soldiers) 
  and half-orcs. All others are released eventually as soon as 
  she is safe. This costs the PCs 1 additional TU, but they 
  can keep their equipment. She has no quarrel with 
  anybody but the Ahlissans, or so she claims… 
   
  5: INTO THE DEEPS 
  From the tracks of the naga and the minotaurs it is clear 
  that they choose for speed and not secrecy. Their base 
  speed is 40 ft., and they travel 2 miles per hour. The 
  benefit is that their tracks are rather easy to follow, 
  requiring only a DC 13 Survival check. 
   
  Hissaleth wants to return to the Underoerth as 
  quickly as possible and he knows and entrance nearby. 
  This cavern is roughly 10 miles away. So he has to set up 
  camp once before arriving there. Luckily for the PCs an 
  avalanche comes down right when the naga and his 
  minotaurs are about t enter. Depending on the APL none, 
  one or both minotaurs die, but more importantly they 
  block off the naga’s escape route. If the PCs are quick 
  they will manage to catch him while the monster is 
  contemplating alternative routes. He stays at the site for 1 
  day, before again leaving at full speed. In this case he 
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  even goes into a forced march for 2 hours until he 
  reaches another cavern 20 miles to the east. He rests in 
  the cavern entrance, before fleeing out of the grasp of the 
  PCs the next day by going deep underground. 
   
  Terrain: If somehow caught before arriving at the 
  entrance the fight ends up in a mix of standard sparsely 
  forested and rugged hills. See Dungeon Masters Guide 87 
  and 89 for more details. Note that in this case the 
  minotaurs are still alive, and at APL 6 and lower it would 
  be a good idea for the PCs to keep their distance. 
   
  See DM’s Maps for a map of the terrain if they catch 
  up at the entrance site. The entrance is at the feet of a 
  natural cliff that is roughly 60 ft. high. The cliff is rough 
  and overgrown, requiring a DC 15 Climb check. The 
  entrance was nothing more than a large crevice, but now 
  it is hidden behind a heap of mud and debris. The rocks 
  cost 4 squares to move into, and the mud 2 – both counts 
  as heavy debris for skill checks. 
   
  Note that it is certainly possible the PCs climb the 
  cliff wand and trigger an avalanche above the naga’s tent. 
  See the Dungeon Masters Guide 90 for details. It cannot be 
  big enough for a true landslide, and hence there is no 
  bury zone. The minotaurs already triggered the bigger 
  effect. 
   
  Creatures: Hissaleth is a typical dark naga, greedy, a bit 
  of a coward and with nothing but contempt for others. 
  He is very good at hiding his arrogance and sense of 
  superiority when necessary, for example when groveling 
  to save his life or when making a deal that is going to 
  earn him a lot of coins. If there is no such need, he does 
  not bother hiding it and unless he is the boss he is very 
  difficult to work with. 
   
  He was hired by Salina, and knows little of her 
  shadowy allies. All he knows is that he avoids the 
  Underoerth around the Calling Mines like the plague – it 
  is very dangerous, creatures disappear, or become 
  completely insane. 
   
  The minotaurs are ordinary minotaurs, immensely 
  loyal Hissaleth and very well trained. 
   
  APL 4 (EL 7) 
  � Hissaleth: male dark naga; hp 58; see Appendix 1. 
   
  APL 6 (EL 9) 
  � Hissaleth: male dark naga; hp 58; see Appendix 1. 
  � Bodyguards: male minotaur barbarian 3; hp 78 each; 
  see Appendix 1. 
   
  APL 8 (EL 11) 
  � Hissaleth: male dark naga; hp 58; see Appendix 1. 
  � Bodyguards (2): male minotaur barbarian 3; hp 78 
  each; see Appendix 1. 
   
  Tactics: Keep in mind that Hissaleth has an anticipate 
  teleportation running! 
   
  Send in the minotaurs to kill the opponents with 
  melee while buffing them with spells and peppering the 
  opponents with other spells. Hissaleth has a love for 
  sculpting glitterdust and grease spells. 
   
  The minotaurs are fanatically loyal to Hissaleth and 
  they fight to the death if necessary (and without orders to 
  the contrary) and Hissaleth has no problems with 
  sacrificing them. Hissaleth is a coward at heart, and he 
  makes sure he always has two spells slots available for 
  swift expeditious retreat and if at 50% or less of his hit points 
  he flees ordering the minotaurs to cover his retreat. If 
  fleeing is impossible, he remains until at 25% of his hit 
  points at which point he tries to bribe the opposition in 
  letting him go, or else surrender. If ordered to call the 
  minotaurs back, he takes the risk of giving the minotaurs 
  a nonsensical order in Giant and apologizing when they 
  apparently refuse the order. He prefers the minotaurs to 
  deal as much damage as possible, since it increases his 
  chance of a successful escape. Only when forced to give 
  his word, does he begrudgingly keep it. He is lawful evil 
  though and loves to twist it.  
   
  Treasure: If the raiders successfully raided the wagon 
  with magical items in part 1 of the regional special, 
  Hissaleth has the eversmoking bottle, the Quaal’s feather 
  tokens (15 in total), a sign of the favored and a sphere of 
  awakening. He knows the command words of these items, 
  and will use them. 
   
  Development: Once the PCs defeated Hissaleth and his 
  protectors, their task is finished and they can return to 
  Pitchfield. Ambitious PCs might decide to return to the 
  Silent Valley and follow other sets of tracks, but shortly 
  afterwards a violent thunderstorm erase any tracks and 
  any chance to find the other groups. Proceed to the 
  Conclusion. 
   
  If the PCs are captured, he knocks them 
  unconscious. He doesn’t care about prisoners. He just 
  wants to get home. He takes any cash the PCs might have 
  with them, but he does not take their equipment. He 
  doesn’t want angry pissed-off adventurers on his trail. If 
  his minotaurs got killed by the PCs, and he has the 
  envoy, he does kill the envoy, leaving a note for the PCs 
  apologizing for the need to kill the man, but the PCs 
  killed his only means to transport the prisoners. 
   
  6: THE COMMON MEN 
  The DC to follow the tracks of the raiders is 17. The PCs 
  need to make a new check for every mile they follow the 
  tracks. The DC increases by 1 for each day past the battle, 
  or when done by a creature with scent by 1 for each hour. 
   
  The following information is needed to see whether 
  the PCs have a chance of catching up with the raiders or 
  not. It should be noted that they are hiding their tracks, 
  preferring secrecy to speed (and hence move at half 
  speed). They use a different route than the other raiders – 
  this is done on purpose to increase the chance of at least 
  some of the raiders returning with loot.  
   
  The NPCs have a base speed of 20 feet. Movement is 
  halved since they try to hide their tracks, and further 
  SND7-01M Unexpected Enemies – Chasing Enemies 
   
  Page 7 
  
  halved due to the terrain. They keep on traveling for 
  roughly 2 miles after the split-up. The next morning they 
  turn to the north, circling around the valley and 
  returning to the Hollow Highlands through the Downs. 
  This is a trip of 30 miles through mountains and 50 miles 
  of plains before finally reaching the Hollow Highlands. 
  It takes them 5 days to get at the Downs, and another 6.5 
  days to get to safety in the Hollow Highlands. Check the 
  PCs speed, and ability to track against the above timetable 
  to see whether or not they are able to catch up with the 
  raiders. If not, they are in bad luck. They should realize 
  this relatively quickly though, so they can decide to 
  switch to a forced march or return to the Valley and the 
  caravan below.  
   
  If they do catch up, check at what time and whether 
  or not either side is surprised as per the normal rules 
  (opposed Listen/Spot vs. Move Silently/Hide check 
  modified by distance). The NPCs are not trying to be 
  particularly silent, and hence they are taking 10 with a -5 
  penalty because they are moving at full speed. During the 
  night one NPC is at guard with the others sleeping. They 
  try to pick out a densely forested region to make it more 
  difficult to surprise them (-5 circumstance penalty) or 
  completely open terrain (in the Downs). They do not use 
  a fire. If they do hear somebody approach, they 
  immediately spread out somewhat (roughly 40 feet 
  between one another) and hide (if possible climbing in 
  surrounding trees). Creatures that are not obvious 
  following them are ignored unless they spot the raiders, 
  otherwise the attack. 
   
  Terrain: Standard sparsely forested and rugged hills. See 
  Dungeon Masters Guide 87 and 89 for more details. 
   
  Creatures: These groups consist mainly of the rank-and-
  file raiders. They are a malnourished, ill-equipped rag-tag 
  band of humans (mostly Oeridians and a couple of 
  dwarves). They share their leaders’ hatred for Ahlissans, 
  but the majority has never been imprisoned in the 
  Hollow Highlands. These are clan member and as a result 
  are not nearly as fanatic. They are not cowards though. 
  The elite raiders are the same as in Encounter 3, but not 
  as fanatic. 
   
  Note that the senior DM can decide to use one of the 
  teams from the main battle instead of one of these groups 
  if they survived. 
   
  APL 2 (EL 5) 
  � Hollow Highland Raiders (4): hp varies; see 
  Appendix 1. 
  � Elite Raider: Male and female human scout 4; Hide 
  +10, Listen +10, Move Silently +10, Spot +10; hp 22 each; 
  see Appendix 1. 
   
  APL 4 (EL 7) 
  � Hollow Highland Raiders (6): hp varies; see 
  Appendix 1. 
  � Elite Raiders (2): Female human scout 4; Hide +10, 
  Listen +10, Move Silently +10, Spot +10; hp 22 each; see 
  Appendix 1. 
   
  Tactics: The raiders are skirmishers, they favor hit and 
  run tactics, trying to keep their distance while peppering 
  the opponents with their javelins and seeking cover 
  behind trees and rocks. Once doing so becomes 
  impossible they switch over to melee with only the elite 
  raiders keeping on the move. If they have one or more of 
  the kidnapped healers with them they are not above 
  using them as shields or hostages. They are not willing to 
  kill them though. If more than 75% of their group is 
  defeated they try to flee or else surrender. The elite 
  raiders are more fanatic, and they keep fighting until at 5 
  hp or less. They are capable of killing the healers. 
   
  Treasure: Not important. They don’t have any of the 
  stolen magical items, although if the raid of the weapon 
  wagon was successful some of them will have much 
  better weapons and armor. 
   
  Development: Once the PCs defeated the raiders, their 
  task is finished and they can return to Pitchfield. 
  Ambitious PCs might decide to return to the Silent 
  Valley and follow other sets of tracks, but shortly 
  afterwards a violent thunderstorm erase any tracks and 
  any chance to find the other groups. Proceed to the 
  Conclusion. 
   
  They don’t take any prisoners. 
   
  CONCLUSION 
  Once the PCs return to Pitchfield, you should reference 
  to the first part (the battle interactive) and this adventure 
  to decide upon the end results. The special rewards for 
  the adventure come mainly from the battle interactive. 
  See that part for more information. The consequences of 
  the special as a whole are important for the future of 
  Sunndi though. 
   
  Depending on the actions of the PCs during this 
  mini, they can earn the following (stacking with one 
  another) from the Sunndi military for their work: 
  • 
  The PCs made a good impression on the fey: Gain a 
  bottle of fey wine – see the AR. 
  • 
  The PCs did their best in tracking down the enemy: 
  APL 2 – 75 gp; APL 4 – 100 gp; APL 6 – 150 gp; APL 8 
  – 200 gp. 
  • 
  The PCs defeated their quarry: APL 2 –100 gp; APL 4 
  –150 gp; APL 6 –200 gp; APL 8 –300 gp. 
   
  CAMPAIGN CONSEQUENCES 
  This scenario has campaign consequences; that is the 
  outcome of this module will directly affect future events 
  in the course of the campaign. The answers to some of 
  the questions below may seem trivial or pointless, but 
  SND7-01M Unexpected Enemies – Chasing Enemies 
   
  Page 8 
  
  because of the complex nature of the back-story and 
  campaign all information requested is vital. 
   
  Please send your answers to poc@sunndi.org as soon 
  as possible. General comments about the module are also 
  welcomed at this address. Don’t forget to mention it is 
  about the mini-module M3 Chasing Enemies. 
  1. 
  What APL did you play? 
  2. 
  How did the PCs deal with the satyrs? 
  3. 
  What trail did they pick? 
  4. 
  What happened to their quarry? 
   
   
   
  SND7-01M Unexpected Enemies – Chasing Enemies 
   
  Page 9 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  1: Satyr’s Game 
  Dealing with the satyrs, whether peacefully or with force 
  APL 2  
  30 XP 
  APL 4  
  50 XP 
  APL 6  
  80 XP 
  APL 8  
  100 XP 
   
  3: Predators in the Mountains 
  Defeating the predators 
  APL 2  
  85 XP 
  APL 4  
  125 XP 
  APL 6  
  160 XP 
  APL 8  
  200 XP 
   
  4/5/6 <varies> 
  Defeating the raiders 
  APL 2  
  85 XP 
  APL 4  
  125 XP 
  APL 6  
  160 XP 
  APL 8  
  200 XP 
   
  Discretionary roleplaying award 
  APL 2  
  25 XP 
  APL 4  
  38 XP 
  APL 6  
  50 XP 
  APL 8  
  63 XP 
   
  Maximum Total Possible Experience 
  APL 2  
  225 XP 
  APL 4  
  338 XP 
  APL 6  
  450 XP 
  APL 8  
  563 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  Conclusion 
  Rewards paid for services: 
   
  APL 2: Coin: 225 gp. 
   
  APL 4: Coin: 325 gp. 
   
  APL 6: Coin: 450 gp. 
   
  APL 8: Coin: 650 gp.  
   
  Treasure Cap 
   
  APL 2: Coin: 225 gp. 
   
  APL 4: Coin: 325 gp. 
   
  APL 6: Coin: 450 gp. 
   
  APL 8: Coin: 650 gp.  
   
  Total Possible Treasure 
   
  APL 2: Coin: 225+gp. 
   
  APL 4: Coin: 325+gp. 
   
  APL 6: Coin: 450+gp. 
   
  APL 8: Coin: 650+gp.  
   
  ADVENTURE RECORD ITEMS 
  Fey Wine: You have gained 1 bottle of magical fey wine. 
  This golden clear liquid functions like a potion of heroism, 
  but it is highly intoxicating. If quaffed the character 
  should make a DC 18 Fortitude saving throw or take 1d3 
  Dexterity and 1d3 Wisdom damage. The bottle cannot be 
  sold. 
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  APPENDIX 1:  
  4: LADY IN STEEL 
  SALINA 
  CR 8 
  Female human cleric 8 
  CN Medium Humanoid (human) 
  Init -1; Senses Darkvision 20 ft.; Listen +3, Spot +7 
  Languages Common, Undercommon 
  AC 23, touch 9, flat-footed 23 
   (-1 Dex, +9 armor, +3 shield, +2 natural) 
  hp 59 (8 HD)  
  Resist 5 cold 
  Fort +9, Ref +2, Will +10 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft, swim 30 ft. 
  Melee morningstar +6/+1 (1d8)  
  Ranged light crossbow +5 (1d8/-19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +8  
  Atk Options turn undead 4/day 
  Special Actions 1/day +4 bonus on single Will save 
  or Wisdom check, 1/day reroll any d20 roll, 
  spontaneous cure 
  Combat Gear potion of remove blindness, scroll of 
  remove paralysis 
  Cleric Spells Prepared (CL 8th): 
   4th—airwalk, confusionD (DC 18), greater magic 
  weapon (2) �� 
   3rd—dispel magic (2), invisibility purge, magic 
  circle against good, rageD 
   2nd—close wounds, resist energy (2), shield 
  other�, touch of madnessD (DC 16) 
   1st—command (2) (DC 15), entropic shieldD, 
  obscuring mist, sanctuary (DC 15), shield of faith.  
   0—create water (3) ���, detect magic, detect 
  poison, guidance 
  D: Domain spell. Deity: Kurell. Domains: Luck, 
  Madness*  
  * Spell Compendium 276 
  �Already cast  
  Abilities Str 10, Dex 8, Con 14, Int 12, Wis 18, Cha 
  13 
  SQ  
  Feats Aberration Blood (flexible limbs)*, Bestial Hide*, 
  Inhuman Vision*, Waterspawn** Lords of Madness 
  180  
  Skills Concentration +13, Heal +8, Knowledge 
  (arcane) +6, Knowledge (the planes) +6, 
  Knowledge (religion) +7, Spellcraft +12, Spot +7, 
  Swim -2 
  Possessions combat gear plus morningstar, dagger, 
  light crossbow, 20 bolts, +1 full plate, +1 heavy 
  wooden shield, wooden holy symbol, spell 
  component pouch, cloak of resistance +1, hat of 
  disguise 
   
  ELITE RAIDER 
  CR 4 
  Male/female human scout* 4 
  *Complete Adventurer 10  
  CN Medium Humanoid (human) 
  Init +4; Senses Listen +10, Spot +10 
  Languages Common  
  AC 16, touch 13, flat-footed 13 
   (+3 Dex, +3 armor); Dodge, Mobility, Uncanny 
  Dodge; 5 ranks Tumble 
  hp 22 (4 HD)  
  Fort +3, Ref +7, Will +2 
  Speed 40 ft. in studded leather (6 squares), base 
  movement 40 ft. 
  Melee hand axe +5 (1d6+2/x3)  
  Ranged shortbow +6 (1d6/x3) or 
  Ranged throwing axe +6 (1d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5  
  Atk Options skirmish (+1d6, +1 AC) 
  Special Actions  
  Combat Gear 2x alchemist fire, potion of cure light 
  wounds, 2x tanglefoot bag 
  Abilities Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 
  8 
  SQ trackless step, trapfinding 
  Feats Alertness*, Dodge, Mobility, Track 
  Skills  Balance +5, Climb +6, Hide +10, Jump +13, 
  Knowledge (dungeoneering) +5, Knowledge 
  (geography) +1, Knowledge (nature) +3, Listen 
  +10, Move Silently +10, Search +5, Spot +10, 
  Survival +8 (+10 underground, +10 tracking), 
  Tumble +12  
  Possessions combat gear plus hand axe, dagger, 3x 
  throwing axes, shortbow, 20 arrows, mwk studded 
  leather 
   
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  5: INTO THE DEEPS 
  HISSALETH 
  CR 8 
  Male dark naga 
  LE Large Aberration 
  Init +2; Senses Darkvision 60 ft.; Listen +15, Spot 
  +15 
  Aura anticipate teleportation (35 ft.) 
  Languages Common, Giant, Infernal, Undercommon 
  AC 18, touch 11, flat-footed 16 
   (-1 size, +2 Dex, +4 armor, +3 natural) 
  hp 58 (9 HD)  
  Immune any form of mind reading, poison 
  Fort +5, Ref +5, Will +8 (+10 vs. all charm effects) 
  Speed 40 ft. (8 squares) 
  Melee sting +7 (2d4+2 plus poison) and 
   
  Bite +2 (1d4+1) 
  Ranged spells +7 (varies) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +6; Grp +12  
  Atk Options poison (DC 16, nightmare filled sleep 
  2d4 minutes), spells 
  Special Actions  
  Sorcerer Spells Known (CL 7th): 
   3rd (4/day)—anticipate teleportation, haste 
   2nd (7/day)—glitterdust (DC 15), scorching ray, 
  web (DC 15) 
   1st (6/day)—charm person (DC 14), grease (DC 
  14), mage armor, ray of enfeeblement, swift 
  expeditious retreat 
   0 (5/day)—detect magic, light, mage hand, 
  message, open/close, prestidigitation, read magic 
  �Already cast 
  Spell-Like Abilities (CL 9th): 
   At Will—detect thoughts (DC 15) 
  �Already cast 
  Abilities Str 14, Dex 15, Con 14, Int 16, Wis 15, Cha 
  17 
  SQ  
  Feats Alertness, Combat Casting, Eschew Materials, 
  Heighten Spell, Sculpt Spell 
  Skills Bluff +9, Concentration +13 (+17 when combat 
  casting), Diplomacy +11, Disguise +15 (+17 
  acting), Intimidate +5, Listen +15, Sense Motive 
  +8, Spellcraft +12, Spot +15 
  Possessions combat gear plus brooch of shielding, 
  hat of disguise, 500 gp focus. 
   
  MINOTAUR BODYGUARD 
  CR 7 
  Male minotaur barbarian 3 
  NE Large Monstrous Humanoid 
  Init +2; Senses Darkvision 60 ft., scent; Listen +8, 
  Spot +8 
  Languages Giant  
  AC 20 (18), touch 10 (8), flat-footed – 
   (-1 size, +2 Dex, +4 armor, +5 natural); natural 
  cunning (1 has a shield other running: +1 deflection) 
  hp 78 (96) (9 HD) (1 has a shield other running) 
  Immune natural cunning 
  Fort +12 (+14), Ref +9, Will +10 (+12) 
  Speed 40 ft. in chain shirt (8 squares), base 
  movement 40 ft. 
  Melee +2 great axe +18 (+20)/+13 (+15) 
  (3d6+12(+15)/x3) and 
   
  Gore +10 (+12) (1d8+3 (+4)) 
  Melee throwing axe +15 (+17)/+10 (+12) (1d8+7(+9)) 
  and 
   
  Gore +10 (+12) (1d8+3 (+4)) 
  Ranged sling +10 (1d6+7(+9)) 
  Ranged throwing axe +10 (1d8+7(+9)) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9; Grp +20 (+22) 
  Atk Options power attack, powerful charge 4d6+10 
  (4d6+13) 
  Special Actions rage 1/day 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 24 (28), Dex 14, Con 18 (22), Int 6, Wis 
  12, Cha 6 
  SQ  
  Feats Great Fortitude, Iron Will, Power Attack, Track 
  Skills Intimidate +1, Listen +8, Search +2, Spot +8, 
  Survival +7 
  Possessions combat gear plus large mwk great axe 
  (+2 due to greater magic weapon), large sling, 10 
  large bullets, large dagger, 4x large throwing axes, 
  large chain shirt, cloak of resistance +1 
  Natural Cunning (Ex) Although minotaurs are not 
  especially intelligent, they possess innate cunning 
  and logical ability. This gives them immunity to 
  maze spells, prevents them from ever becoming 
  lost, and enables them to track enemies. Further, 
  they are never caught flat-footed. 
  Powerful Charge (Ex) A minotaur typically begins a 
  battle by charging at an opponent, lowering its 
  head to bring its mighty horns into play. In addition 
  to the normal benefits and hazards of a charge, 
  this allows the beast to make a single gore attack 
  with a +9 attack bonus that deals 4d6+10 (4d6+13) 
  points of damage. 
  Rage (Ex) 9 rds, +4 Str, +4 Con, +2 Will saves, -2 AC 
  (adjusted values between brackets). 
  Skills Minotaurs have a +4 racial bonus on Search, 
  Spot, and Listen checks. 
   
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  THE COMMON MEN 
  ELITE RAIDER 
  CR 4 
  Male/female human scout* 4 
  *Complete Adventurer 10  
  CN Medium Humanoid (human) 
  Init +4; Senses Listen +10, Spot +10 
  Languages Common  
  AC 16, touch 13, flat-footed 13 
   (+3 Dex, +3 armor); Dodge, Mobility, Uncanny 
  Dodge; 5 ranks Tumble 
  hp 22 (4 HD)  
  Fort +3, Ref +7, Will +2 
  Speed 40 ft. in studded leather (6 squares), base 
  movement 40 ft. 
  Melee hand axe +5 (1d6+2/x3)  
  Ranged shortbow +6 (1d6/x3) or 
  Ranged throwing axe +6 (1d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5  
  Atk Options skirmish (+1d6, +1 AC) 
  Special Actions  
  Combat Gear 2x alchemist fire, potion of cure light 
  wounds, 2x tanglefoot bag 
  Abilities Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 
  8 
  SQ trackless step, trapfinding 
  Feats Alertness*, Dodge, Mobility, Track 
  Skills  Balance +5, Climb +6, Hide +10, Jump +13, 
  Knowledge (dungeoneering) +5, Knowledge 
  (geography) +1, Knowledge (nature) +3, Listen 
  +10, Move Silently +10, Search +5, Spot +10, 
  Survival +8 (+10 underground, +10 tracking), 
  Tumble +12  
  Possessions combat gear plus hand axe, dagger, 3x 
  throwing axes, shortbow, 20 arrows, mwk studded 
  leather 
   
  HOLLOW HIGHLANDER 1 
  CR 1 
  Male/Female Human Warrior 2 
  AL CN Medium 
  Init +1; Senses Listen +0, Spot +0;  
  Languages Common 
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 armor); 
  hp 13 (2 HD) 
  Fort +3, Ref +1, Will +0 Speed 20 ft. (4 squares) 
  Melee Greatclub +4(1D10+1) or 
   
  dagger +3(1d4+1/19-20) 
  Ranged Javelin +3(1d6+1) 
  Space  5ft.; Reach  5 ft.  
  Base Atk +2; Grp +3 
  Atk Options Power Attack 
  Combat Gear  
  Abilities Str 13, Dex 12, Con 11, Int 9, Wis 10, Cha 8 
  Feats Power Attack, Weapon Focus (Greatclub). 
  Skills: Jump +0,Climb +6 Possessions combat gear 
  plus hide armor, greatclub, 6x javelins, dagger 
   
  HOLLOW HIGHLANDER 2 
  CR 1 
  Male/Female Dwarven Warrior 2 
  AL CN Medium  
  Init -1; Senses Listen +0, Spot +0;  
  Languages Common 
  AC 14, touch 9, flat-footed 14  
   (-1 Dex, +3 armor; +2 shield); 
  hp 17 (2 HD) 
  Fort +5, Ref +0, Will +0 Speed 20 ft. (4 squares) 
  Melee Heavy Pick +4(1D6+1/x4) or 
   
  dagger +3(1d4+1/19-20) 
  Ranged Javelin +2(1d6+1) 
  Space  5ft.; Reach  5 ft.  
  Base Atk +2; Grp +3 
  Combat Gear  
  Abilities Str 13, Dex 9, Con 14, Int 10, Wis 11, Cha 6 
  Feats Weapon Focus (Heavy Pick). 
  Skills: Jump +0,Climb +6   
  Possessions combat gear plus studded leather 
  armor, heavy wooden shield, heavy pick, 6x 
  javelins, dagger 
   
  HOLLOW HIGHLANDER 3 
  CR 1 
  Male/Female Human Warrior 2 
  AL CN Medium 
  Init +1; Senses ; Listen +0, Spot +0;  
  Languages Common 
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 armor); 
  hp 13 (2 HD) 
  Fort +3, Ref +1, Will +0 Speed 30 ft. (6 squares) 
  Melee Flail +4(1D8+1/19-20) or 
   
  dagger +3(1d4+1/19-20) 
  Ranged Javelin +3(1d6+1) 
  Space  5ft.; Reach  5 ft.  
  Base Atk +2; Grp +3 
  Combat Gear  
  Abilities Str 13, Dex 12, Con 11, Int 9, Wis 10, Cha 8 
  Feats Run, Weapon Focus (Flail). 
  Skills Jump +6(+4 extra on running jump), Climb +6   
  Possessions combat gear plus studded leather 
  armor, flail, 6x javelins, dagger 
   
  HOLLOW HIGHLANDER 4 
  CR 1 
  Male/Female Human Warrior 2 
  AL CN Medium 
  Init +1; Senses Listen +0, Spot +0;  
  Languages Common 
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 armor); 
  hp 13 (2 HD) 
  Fort +3, Ref +1, Will +0 Speed 20 ft. (4 squares) 
  Melee Javelin +4(1D6+1) or 
   
  dagger +3(1d4+1/19-20) 
  Ranged Javelin +4(1d6+1) + (Point Blank Shot) 
  Space  5ft.; Reach  5 ft.  
  Base Atk +2; Grp +4 
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  Combat Gear  
  Abilities Str 12, Dex 13, Con 11, Int 9, Wis 10, Cha 8 
  Feats Point Blank Shot, Weapon Focus (Javelin). 
  Skills: Jump +0,Climb +6   
  Possessions combat gear plus hide armor, greatclub, 
  12x javelins, dagger 
   
  HOLLOW HIGHLANDER 5 
  CR 2 
  Male/Female Human fighter 2 
  AL CN Medium 
  Init +1; Senses Listen +0, Spot +0;  
  Languages Common 
  AC 17, touch 11, flat-footed 17 
   (+2 Dex, +5 armor); 
  hp 16 (2 HD); Die Hard 
  Fort +3, Ref +2, Will +0 Speed 20 ft. (4 squares) 
  Melee Short Sword +5(1D6+2/19-20) or 
  Melee Short Sword +3/+3(1D6+2/19-20)/ (1D6+1/19-
  20) 
   
  Dagger +4(1d4+2/19-20) 
  Ranged Dagger +4(1d4+2) 
  Space  5ft.; Reach  5 ft.  
  Base Atk +2; Grp +4 
  Combat Gear  
  Abilities Str 14, Dex 15, Con 10, Int 8, Wis 13, Cha 
  12 
  Feats Die Hard, Endurance, Two-Weapon Fighting 
  Weapon Focus (short sword)  
  Skills: Jump +1, Climb +7   
  Possessions combat gear plus chainmail, 2x short 
  swords, 2x daggers 
   
  HOLLOW HIGHLANDER 6 
  CR 1 
  Male/Female Half-Orc Warrior 2 
  AL CN Medium 
  Init +1; Senses Darkvision 60 ft.; Listen +0, Spot +0;  
  Languages Common 
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 armor); 
  hp 13 (2 HD) 
  Fort +3, Ref +1, Will +0 Speed 20 ft. (4 squares) 
  Melee Greatclub +4(1D10+3) or 
   
  dagger +4(1d4+2/19-20) 
  Ranged Javelin +3(1d6+2) 
  Space  5ft.; Reach  5 ft.  
  Base Atk +2; Grp +4 
  Combat Gear  
  Abilities Str 15, Dex 12, Con 11, Int 7, Wis 10, Cha 6 
  Feats Blind-Fight 
  Skills: Climb +7   
  Possessions combat gear plus hide armor, greatclub, 
  6x javelins, dagger 
   
   
   
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  APPENDIX 2: NEW RULES ITEMS 
  DOMAINS 
  Madness 
  Granted Power: You subtract 1 from all Wisdom-
  based skill checks and all Will saves. However, once 
  per day, you can see and act with the clarity of true 
  madness: Add one-half your level to a single Wisdom-
  based skill check or Will save. You must choose to use 
  this benefit before the check or save is rolled. 
  1. 
  Confusion, lesser 
  2. 
  Touch of madness 
  3. 
  Rage 
  4. 
  Confusion 
  5. 
  Bolts of bedevilment 
  6. 
  Phantasmal killer 
  7. 
  Insanity 
  8. 
  Maddening scream 
  9. 
  Weird 
  Source: Spell Compendium 276 
   
  FEATS 
  Aberration Blood [Aberrant] 
  One of your ancestors was an aberration and has passed 
  the taint of its aberrant physiology down through the 
  generations to you. This taint manifests physically in 
  your appearance in some noticeable way. 
   
  Prerequisite: Humanoid. 
   
  Benefit: You gain a physical feature that grants 
  you a racial bonus on one type of check; once you 
  select the check to which this bonus applies (as well as 
  the corresponding feature) you cannot change it later. 
  The bonus must be chosen from the following list: 
  Flexible Limbs 
  +2 bonus on Grapple checks 
   
  Special: You can select this feat more than once. 
  Each time you select this feat, choose a different 
  aberrant feature and gain the bonus associated with it. 
   
  Source: Lords of Madness 178. 
   
  Bestial Hide [Aberrant] 
  Your skin is thicker, scalier, or furrier than normal. 
   
  Prerequisites: Aberration Blood. 
   
  Benefit: Your natural armor bonus to AC 
  improves by 1 for every two aberrant feats you possess. 
   
  Source: Lords of Madness 179. 
   
  Inhuman Vision [Aberrant] 
  You possess the inhuman eyes of some strange 
  creature. They might look segmented or larger or 
  without pupils. You might have eyestalks. 
   
  Prerequisite: Aberration Blood. 
   
  Benefit: You gain a racial bonus on Spot checks 
  equal to the number of aberrant feats that you possess. 
   
  The range of your darkvision improves by 5 feet 
  for every aberrant feat that you possess. 
   
  If you do not already have darkvision, you gain 
  darkvision out to 5 feet for each aberrant feat you 
  possess. 
   
  Source: Lords of Madness 180 
   
  Sculpt Spell 
  You can alter the area of your spells. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: You can modify an area spell by changing 
  the area’s shape to either a cylinder (10-foot radius, 30 
  feet high), a 40-foot cone, four 10-foot cubes, a ball (20-
  foot-radius spread) or a 120-foot line. The sculpted spell 
  woks normally in all respects except for its shape. For 
  example, a lightning bolt whose area is changed to a ball 
  deals the same amount of damage, but affects a 20-foot-
  radius spread. 
   
  A sculpted spell uses a spell slot one level higher 
  than the spell’s actual level 
   
  Source: Complete Arcane 83 
   
  Waterspawn [Aberrant] 
  Your abnormal body and heritage has become more 
  pronounced. You have prominent fins and are 
  supremely well adapted to the icy deeps. 
   
  Prerequisites: Aberration Blood, one other 
  aberrant feat. 
   
  Benefit: You gain a Swim speed equal to your land 
  speed. This also grants you a +8 racial bonus on Swim 
  checks, the ability to take 10 on any Swim check, and 
  the ability to use the run action while swimming. 
   
  You gain resistance to cold 5. You can breathe air 
  and water with equal ease. 
   
  Source: Lords of Madness 182. 
   
  MAGIC ITEMS 
  Sphere of Awakening 
  Price (Item Level): 1,800 gp (5th) 
  Body Slot: – (held) 
  Caster Level: 9th 
  Aura: Moderate; (DC 19) abjuration 
  Activation: Swift (mental) 
  Weight: 1 lb. 
   
  This fist-sized sphere of crystal is perfectly clear. 
   
  A sphere of awakening allows you to silently rouse your 
  allies from slumber, even if magically created. When 
  you activate the sphere, all allies in 60-foot-radius burst 
  are immediately awakened from sleep (whether 
  mundane or magical in origin). In addition, any fatigue 
  or exhaustion affecting you and those allies 
  immediately ends. Furthermore, you and all affected 
  allies gain immunity to fatigue, exhaustion, and sleep 
  effects for 10 minutes after the sphere is activated. 
   
  A sphere of awakening functions once per day. 
   
  Prerequisites: 
  Craft 
  Wondrous 
  Item, 
  break 
  enchantment. 
   
  Cost to Create: 900 gp, 72 XP, 2 days. 
   
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  MUNDANE EQUIPMENT 
  List alphabetically; see above. 
   
  SPELLS 
  Anticipate Teleportation 
  Abjuration 
  Level: Sorcerer/Wizard 3 
  Components: V, S, F 
  Casting Time: 10 minutes 
  Range: One willing creature touched 
  Area: 5ft./level emanation from touched creature. 
  Duration: 24 hours. 
  Saving Throw: None 
  Spell Resistance: No 
   
  The subject of the spell is surrounded by an invisible 
  aura that anticipates and delays teleportation of any 
  creature into spell’s area. Any teleportation spell or 
  effect 
  (including 
  all 
  spells 
  with 
  teleportation 
  description) can be anticipated, making the spells 
  recipient instantly aware of exact location where 
  teleporting creature will arrive (subject to restrictions 
  below), the creatures size and how many other 
  creatures (and their size) are arriving with it. The spell 
  also delays the arrival of teleporting creature by 1 
  round, so it arrives on its own initiative count 
  immediately before its next turn, generally giving the 
  recipient of the spell and anyone else made aware of 
  the information 1 round to act or ready weapons. The 
  teleporting creature(s) do not perceive this delay.  
   
  Since teleporting creature does not necessarily 
  arrive at precise location it intends, this spell affects a 
  creature arriving in range, even if its original 
  destination was elsewhere. For a creature that intends 
  to teleport into range but inadvertently arrives outside 
  the spell’s area, the spell gives recipient awareness that 
  a creature has attempted to teleport into range and 
  delays the creature as normal, but doesn’t give any 
  awareness as to the actual location of it’s imminent 
  arrival. The spell has no effect on creatures attempting 
  to teleport away from the spell’s area, though if their 
  destination is within the area, the spell will affect re-
  entry as normal. 
   
  Focus: A tiny hourglass of platinum and crystal 
  costing 500 gp, which must be carried or worn by the 
  spell’s recipient while spell is in effect. 
   
  Source: Spell Compendium, page 13 
   
  Expeditious Retreat, Swift 
  Transmutation 
  Level: Bard 1, sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Duration: 1 round 
   
  This spell functions like expeditious retreat PH 128), 
  except as noted above. 
   
  Source: Spell Compendium 85 
   
  Touch of Madness 
  Enchantment [Mind-Affecting] 
  Level: Madness 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  You can cause on living creature to become dazed by 
  making a successful touch attack. If the target creature 
  does not make a successful Will save, its mind is 
  clouded and it takes no actions for 1 round per caster 
  level. 
   
   
   
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  APPENDIX 3: 
  THE SILENT VALLEY AND THE MOURNING TOWER 
  In the north of Rieuwood, along the road between 
  Pitchfield and Axebjerg lies a wide, gently sloped and 
  lightly forested valley. Tall green trees reach into the 
  sky. Sunrays break through the canopy shining upon 
  the grassy undergrowth, giving the valley a nearly fey 
  and gentle appearance.  
   
  Appearances deceive though, and any traveler who 
  enters the valley quickly realizes there is something 
  odd about it. Not a sound can be heard, but that of the 
  wind rustling through the leaves. Not even the buzzing 
  noise of insects shatters the silence that lies like a thick 
  blanket over the land. Even the sounds made by the 
  traveler 
  and 
  his 
  companions 
  seem 
  somehow 
  dampened. The constant sense of loss and sadness that 
  seems to perpetuate the place adds to the feeling of 
  unease. Then one comes upon the first grave markers 
  and the traveler knows that he has entered more then 
  just another valley. 
   
  Description 
  Sunndi is a landlocked country with mountains 
  blocking easy entrance to the north, east and the west 
  and a vast swamp to the south. There are only a few 
  passes that give easy access to the fertile central 
  counties from lands to the north and the west. One of 
  these passes lies entwined between the Hollow 
  Highlands and the Glorioles. Its gentle slopes make it a 
  natural road into Sunndi. 
   
  The slopes of the valley are not very steep, though 
  near the Glorioles it can be quite rocky. The ground is 
  relatively even, which makes it easy to ride upon even 
  outside a road or path. The area is lightly forested, 
  consisting mostly of tall silver barked trees common to 
  Rieuwood. The undergrowth consists mostly of grass 
  and shrubs. For some reason honeysuckle is especially 
  abundant. The particular species seems to bloom nearly 
  the whole year, giving the whole area a beautiful 
  alluring fragrance during clear nights. At a first glance 
  it all has an eternal aura, as if untouched by time. 
   
  Closer to the Glorioles the density of the trees 
  lessen and there are more and more conifers, firs and 
  juniper. The undergrowth becomes more abundant, 
  though also more susceptible to the change of the 
  seasons. During the summer and late autumn the grass 
  and shrubs tend to be yellow and withered. 
   
  The whole valley would appear to be quite normal, 
  were it not for the complete lack of animal sounds. 
  Only the sound of the wind and now and then rain can 
  be heard within the valley. Even the sounds a traveler 
  makes seem somehow dampened as if the whole valley 
  is covered by fog (which is quite common in the wet 
  season during the night and early morning). This is 
  because there simply are no animals within the valley 
  and even though there are no animals the forest seems 
  to be in balance and lush in plant life.  
   
  Added to this strange lack of animal life, is a 
  feeling of deep melancholy that perpetuates the whole 
  valley. Most people who enter the valley are quickly 
  overcome by a solemn feeling that one feels so 
  commonly when entering a holy structure. More 
  sensitive people feel a sense of loss and melancholy as 
  if the whole land is in mourning. At night the valley 
  can suddenly be filled with strange noises as in 
  contrast to the silence of the day. Travelers speak of the 
  faint sounds of battle that can be heard in the distance, 
  or the crying of the wounded or those left behind. 
  While nights in the valley are restful, the dreams of 
  most are haunted and strange, leaving the sleeper with 
  a feeling of loss and sadness, though nobody ever 
  remembers any details about the dreams. Elves are not 
  immune to these haunting dreams, which also touch 
  their reveries. Somehow their connection to the land 
  makes them even more susceptible to the influence of 
  the valley. In general they cannot stand to remain in 
  the valley for long, which is why the elves abandoned 
  it. Nobody has seen any actual apparitions though and 
  no traveler has ever disappeared. 
   
  Of course, the many grave markers placed in 
  remembrance of those who died during the Battle of 
  Rieuwood (see below) at the place were their bodies 
  were found add to this haunted feeling. There are 
  hardly any grave markers at the border of the valley, 
  but their number and density grows once one travels 
  closer to the center near the Glorioles, until one gets 
  the feeling of traveling through a graveyard, which is 
  not far from the truth. At the far end of this graveyard, 
  under the slopes of the Glorioles, one comes upon the 
  30 feet tall black tower. About 3 miles before that one 
  already has passed the stone buildings of the nearby 
  monastery. 
   
  The Mourning Tower 
  The black stone round tower is 40 feet high and it is 
  apparently made out of one single piece of obsidian. 
  Even if one examines the walls from nearby it looks 
  like it just grew from the ground, not a seam can be 
  found. At the door opening lays a large flat stone made 
  out of white marble. In this marble are etched and 
  filled with silver the following words: 
   
  In Remembrance of those who paid the ultimate price for 
  their ideals of freedom and equality: 
  Death 
   
  The Battle of Rieuwood, 583 CY 
   
  The Mourning Tower consists of the ground floor and 
  three upper stories. It is currently uninhabited and the 
  rooms are empty and cold. It has clearly been built 
  though to be used as a home and there are strong 
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  Page 17 
  
  wooden doors and fireplaces. The outside doors are 
  locked, but the Caretakers have the keys and since 
  there is nothing worth stealing, they give the key to 
  anyone willing to pay 1 gp security, which will be 
  given back when the key is returned to the Caretakers. 
  Around the tower within a few meters are three 
  shrines dedicated to respectively Moradin (a small 
  natural cave), Sehanine Moonbow (a stone circle that 
  also functions as a moon calendar) and Pelor (a small 
  white circular marble open building). 
   
  The Caretakers 
  Near the tower about 3 miles (1 hour walking for 
  humans) are the stone buildings of what now is a 
  monastery. It is a beautiful piece of architecture and it 
  fits in perfectly with the surroundings. Inside one 
  seems to be far away from the Valley. There is a 
  sensation of calmness and in the gardens one can hear 
  birds sing and insects buzz. 
   
  The monastery is the living place of a small group 
  of mostly humans that take care of the monument. 
  They also help pilgrims who traveled to the area by 
  providing with a place to sleep and eat as well as by 
  giving spiritual council. The monastery is jointly let by 
  a cleric of Moradin, Pelor and Sehanine Moonbow. 
  Inside the monastery one can also find a small but 
  growing library. One of the more famous books, are 
  those that contains the names of all known people who 
  died during the battle of Rieuwood (including the 
  soldiers of the Great Kingdom) as well as their rank 
  and origins. These books are known as the Book of 
  Soldiers (and it consists of multiple volumes). 
   
  History and Myths 
  The history of the valley is a bloody one. Many a battle 
  and skirmish has been fought between the defenders 
  of Rieuwood or Sunndi and foreign invaders from the 
  north. The most recent of these battles was the Battle 
  of Rieuwood, which proved to be the end to a long war 
  of attrition that started 5 years before when Herzog 
  Chelor of the Great Kingdom crossed the Greyflood 
  River in 577 CY. It was here at this place that the much 
  smaller army of Commandant Osson and his allies of 
  Sunndian guerrilla forces humiliated the Glorioles 
  Army of the Great Kingdom. In honor of this victory 
  and in remembrance to those who gave their life the 
  Mourning Tower was built. 
   
  Up until that time few people had paid much 
  attention to the even older myths that surrounded the 
  valley. Myths taking place so long ago that even the 
  elves have forgotten much. When the tower was built 
  though, using ancient magic that some people thought 
  had been lost a long time ago, the strange effects 
  started. This prompted a revival of interest in these old 
  stories. Stories that tell that the valley was once a 
  center of learning where the Flan of the kingdom of 
  famous queen Ehlissa learned much of their magic 
  under tutelage of the local Grey elves. According to 
  myths one of the many towers that dotted the place 
  stood right where the Mourning Tower stands now. 
  This might be true, since the Mourning Tower was 
  built on the foundations of an ancient ruin, which had 
  provided cover to Chelor’s leaders during the Battle of 
  Rieuwood. Stranger is the fact that nobody seems to 
  remember who suggested the idea to built the tower in 
  the first place or who actually built it. It makes one 
  wonder why the tower was built: is it the cause of the 
  haunted valley or is its presence coincidental. 
   
  Game Mechanics 
  Most of the effects described above are purely role-
  playing. Elves, druids and wild animals though feel 
  highly uncomfortable in this place. Wild animals only 
  enter under the cajoling of a good friend and even then 
  they are skittish and act strangely (especially at night). 
  Unless the wild animal, druid or elf succeeds at a Will 
  save (DC 10) during sleep the character will act as if 
  shaken (see DMG) for the whole next day.
  SND7-01M Unexpected Enemies – Chasing Enemies 
   
  Page 18 
  
  DM’S MAPS 
   
   
   
  SND7-01M Unexpected Enemies – Chasing Enemies 
   
  Page 19 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Sunndi/597/Interactives/SND7-01M - Unexpected Enemies (APL 2-8)/SND7-01M - Unexpected Enemies_Chasing Enemies.pdf